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https://github.com/Bubberstation/Bubberstation.git
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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 /🆑
85 lines
2.6 KiB
Plaintext
85 lines
2.6 KiB
Plaintext
/obj/docking_port/mobile/assault_pod
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name = "assault pod"
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shuttle_id = "steel_rain"
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/obj/docking_port/mobile/assault_pod/request(obj/docking_port/stationary/S)
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if(!(z in SSmapping.levels_by_trait(ZTRAIT_STATION))) //No launching pods that have already launched
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return ..()
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/obj/docking_port/mobile/assault_pod/initiate_docking(obj/docking_port/stationary/S1)
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. = ..()
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if(!istype(S1, /obj/docking_port/stationary/transit))
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playsound(get_turf(src.loc), 'sound/effects/explosion/explosion1.ogg',50,TRUE)
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/obj/item/assault_pod
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name = "Assault Pod Targeting Device"
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icon = 'icons/obj/devices/remote.dmi'
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icon_state = "designator_syndicate"
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inhand_icon_state = "nukietalkie"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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desc = "Used to select a landing zone for assault pods."
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var/shuttle_id = "steel_rain"
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var/dwidth = 3
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var/dheight = 0
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var/width = 7
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var/height = 7
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var/lz_dir = 1
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var/lzname = "assault_pod"
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/obj/item/assault_pod/attack_self(mob/living/user)
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var/target_area = tgui_input_list(user, "Area to land", "Landing Zone", GLOB.teleportlocs)
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if(isnull(target_area))
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return
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if(isnull(GLOB.teleportlocs[target_area]))
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return
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var/area/picked_area = GLOB.teleportlocs[target_area]
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if(!src || QDELETED(src))
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return
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var/list/turfs = get_area_turfs(picked_area)
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if (!length(turfs))
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return
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var/turf/T = pick(turfs)
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var/obj/docking_port/stationary/landing_zone = new /obj/docking_port/stationary(T)
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landing_zone.shuttle_id = "[lzname]([REF(src)])"
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landing_zone.port_destinations = "[lzname]([REF(src)])"
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landing_zone.name = "Landing Zone"
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landing_zone.dwidth = dwidth
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landing_zone.dheight = dheight
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landing_zone.width = width
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landing_zone.height = height
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landing_zone.setDir(lz_dir)
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for(var/obj/machinery/computer/shuttle/S in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/computer/shuttle))
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if(S.shuttleId == shuttle_id)
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S.possible_destinations = "[landing_zone.shuttle_id]"
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to_chat(user, span_notice("Landing zone set."))
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qdel(src)
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/obj/item/assault_pod/medieval //for the medieval pirates
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name = "Shuttle placement designator"
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icon = 'icons/obj/scrolls.dmi'
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icon_state = "blueprints"
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inhand_icon_state = null
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desc = "A map of the station used to select where you want to land your shuttle."
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shuttle_id = "pirate"
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dwidth = 1
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dheight = 1
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width = 15
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height = 9
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lzname = "pirate"
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/obj/item/assault_pod/medieval/Initialize(mapload)
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. = ..()
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var/counter = length(SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/computer/shuttle/pirate))
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if(counter != 1)
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shuttle_id = "[shuttle_id]_[counter]"
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lzname = "[lzname] [counter]"
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