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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
51 lines
1.8 KiB
Plaintext
51 lines
1.8 KiB
Plaintext
/obj/projectile/energy/inferno
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name = "molten nanite bullet"
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icon_state = "infernoshot"
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damage = 20
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damage_type = BURN
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armor_flag = ENERGY
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armour_penetration = 10
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reflectable = NONE
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wound_bonus = 0
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bare_wound_bonus = 10
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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/obj/projectile/energy/inferno/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(!ishuman(target))
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return
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var/mob/living/carbon/cold_target = target
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var/how_cold_is_target = cold_target.bodytemperature
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var/danger_zone = cold_target.dna.species.bodytemp_cold_damage_limit - 150
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if(how_cold_is_target < danger_zone)
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explosion(cold_target, devastation_range = -1, heavy_impact_range = -1, light_impact_range = 2, flame_range = 3) //maybe stand back a bit
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cold_target.bodytemperature = cold_target.dna.species.bodytemp_normal //avoids repeat explosions, maybe could be used to heat up again?
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playsound(cold_target, 'sound/items/weapons/sear.ogg', 30, TRUE, -1)
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/obj/projectile/energy/cryo
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name = "frozen nanite bullet"
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icon_state = "cryoshot"
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damage = 20
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damage_type = BRUTE
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armour_penetration = 10
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armor_flag = ENERGY
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sharpness = SHARP_POINTY //it's a big ol' shard of ice
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reflectable = NONE
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wound_bonus = 0
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bare_wound_bonus = 10
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/obj/projectile/energy/cryo/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(!ishuman(target))
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return
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var/mob/living/carbon/hot_target = target
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var/how_hot_is_target = hot_target.bodytemperature
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var/danger_zone = hot_target.dna.species.bodytemp_heat_damage_limit + 300
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if(how_hot_is_target > danger_zone)
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hot_target.Knockdown(100)
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hot_target.apply_damage(20, BURN)
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hot_target.bodytemperature = hot_target.dna.species.bodytemp_normal //avoids repeat knockdowns, maybe could be used to cool down again?
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playsound(hot_target, 'sound/items/weapons/sonic_jackhammer.ogg', 30, TRUE, -1)
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