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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 /🆑
89 lines
3.3 KiB
Plaintext
89 lines
3.3 KiB
Plaintext
/datum/surgery/advanced/pacify
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name = "Pacification"
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desc = "A surgical procedure which permanently inhibits the aggression center of the brain, making the patient unwilling to cause direct harm."
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possible_locs = list(BODY_ZONE_HEAD)
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steps = list(
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/datum/surgery_step/incise,
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/datum/surgery_step/retract_skin,
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/datum/surgery_step/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/pacify,
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/datum/surgery_step/close,
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)
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/datum/surgery/advanced/pacify/mechanic
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name = "Aggression Suppression Programming"
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desc = "Malware which permanently inhibits the aggression programming of the patient's neural network, making the patient unwilling to cause direct harm."
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requires_bodypart_type = BODYTYPE_ROBOTIC
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steps = list(
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/datum/surgery_step/mechanic_open,
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/datum/surgery_step/open_hatch,
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/datum/surgery_step/mechanic_unwrench,
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/datum/surgery_step/pacify/mechanic,
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/datum/surgery_step/mechanic_wrench,
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/datum/surgery_step/mechanic_close,
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)
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/datum/surgery/advanced/pacify/can_start(mob/user, mob/living/carbon/target)
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. = ..()
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var/obj/item/organ/internal/brain/target_brain = target.get_organ_slot(ORGAN_SLOT_BRAIN)
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if(!target_brain)
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return FALSE
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/datum/surgery_step/pacify
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name = "rewire brain (hemostat)"
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implements = list(
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TOOL_HEMOSTAT = 100,
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TOOL_SCREWDRIVER = 35,
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/obj/item/pen = 15,
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)
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time = 40
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preop_sound = 'sound/items/handling/surgery/hemostat1.ogg'
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success_sound = 'sound/items/handling/surgery/hemostat1.ogg'
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failure_sound = 'sound/items/handling/surgery/organ2.ogg'
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/datum/surgery_step/pacify/mechanic
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name = "delete aggression programming (multitool)"
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implements = list(
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TOOL_MULTITOOL = 100,
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TOOL_HEMOSTAT = 35,
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TOOL_SCREWDRIVER = 35,
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/obj/item/pen = 15,
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)
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preop_sound = 'sound/items/taperecorder/tape_flip.ogg'
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success_sound = 'sound/items/taperecorder/taperecorder_close.ogg'
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/datum/surgery_step/pacify/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(
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user,
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target,
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span_notice("You begin to pacify [target]..."),
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span_notice("[user] begins to fix [target]'s brain."),
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span_notice("[user] begins to perform surgery on [target]'s brain."),
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)
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display_pain(target, "Your head pounds with unimaginable pain!")
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/datum/surgery_step/pacify/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
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display_results(
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user,
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target,
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span_notice("You succeed in neurologically pacifying [target]."),
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span_notice("[user] successfully fixes [target]'s brain!"),
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span_notice("[user] completes the surgery on [target]'s brain."),
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)
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display_pain(target, "Your head pounds... the concept of violence flashes in your head, and nearly makes you hurl!")
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target.gain_trauma(/datum/brain_trauma/severe/pacifism, TRAUMA_RESILIENCE_LOBOTOMY)
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return ..()
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/datum/surgery_step/pacify/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(
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user,
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target,
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span_notice("You screw up, rewiring [target]'s brain the wrong way around..."),
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span_warning("[user] screws up, causing brain damage!"),
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span_notice("[user] completes the surgery on [target]'s brain."),
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)
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display_pain(target, "Your head pounds, and it feels like it's getting worse!")
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target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
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return FALSE
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