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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 /🆑
87 lines
2.8 KiB
Plaintext
87 lines
2.8 KiB
Plaintext
/// Actions that you can use to dash (teleport) to places in view.
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/datum/action/innate/dash
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name = "Dash"
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desc = "Teleport to the targeted location."
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button_icon = 'icons/mob/actions/actions_items.dmi'
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button_icon_state = "jetboot"
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/// How many dash charges do we have?
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var/current_charges = 1
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/// How many dash charges can we hold?
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var/max_charges = 1
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/// How long does it take to get a dash charge back?
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var/charge_rate = 25 SECONDS
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/// What sound do we play on dash?
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var/dash_sound = 'sound/effects/magic/blink.ogg'
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/// What sound do we play on recharge?
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var/recharge_sound = 'sound/effects/magic/charge.ogg'
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/// What effect does our beam use?
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var/beam_effect = "blur"
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/// How long does our beam last?
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var/beam_length = 2 SECONDS
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/// What effect should we play when we phase in (at the teleport target turf)
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var/phasein = /obj/effect/temp_visual/dir_setting/ninja/phase
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/// What effect should we play when we phase out (at the source turf)
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var/phaseout = /obj/effect/temp_visual/dir_setting/ninja/phase/out
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/datum/action/innate/dash/IsAvailable(feedback = FALSE)
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. = ..()
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if (!.)
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return FALSE
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if (current_charges <= 0)
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if (feedback)
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owner.balloon_alert(owner, "no charges!")
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return FALSE
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return TRUE
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/datum/action/innate/dash/Activate()
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var/obj/item/dashing_item = target
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if(!istype(dashing_item))
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return
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dashing_item.attack_self(owner) //Used to toggle dash behavior in the dashing item
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/// Teleports user to target using do_teleport. Returns TRUE if teleport successful, FALSE otherwise.
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/datum/action/innate/dash/proc/teleport(mob/user, atom/target)
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if(!IsAvailable(feedback = TRUE))
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return FALSE
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var/turf/current_turf = get_turf(user)
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var/turf/target_turf = get_turf(target)
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if(!(target in view(user.client.view, user)))
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user.balloon_alert(user, "out of view!")
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return FALSE
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if(!do_teleport(user, target_turf, no_effects = TRUE))
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user.balloon_alert(user, "dash blocked!")
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return FALSE
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// Note: It's possible do_teleport, for whatever reason,
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// caused our owner to be unassigned by this point.
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// (Such as dropping our item after landing.)
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var/obj/spot_one = new phaseout(current_turf, user.dir)
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var/obj/spot_two = new phasein(target_turf, user.dir)
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spot_one.Beam(spot_two, beam_effect, time = beam_length)
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playsound(target_turf, dash_sound, 25, TRUE)
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current_charges--
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addtimer(CALLBACK(src, PROC_REF(charge)), charge_rate)
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owner?.update_mob_action_buttons()
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return TRUE
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/// Callback for [/proc/teleport] to increment our charges after use.
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/datum/action/innate/dash/proc/charge()
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current_charges = clamp(current_charges + 1, 0, max_charges)
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var/obj/item/dashing_item = target
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if(!istype(dashing_item))
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return
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if(recharge_sound)
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playsound(dashing_item, recharge_sound, 50, TRUE)
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if(!owner)
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return
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owner.update_mob_action_buttons()
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dashing_item.balloon_alert(owner, "[current_charges]/[max_charges] dash charges")
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