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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 /🆑
75 lines
2.0 KiB
Plaintext
75 lines
2.0 KiB
Plaintext
/obj/machinery/netpod/Exited(atom/movable/gone, direction)
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. = ..()
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if(!state_open && gone == occupant)
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container_resist_act(gone)
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/obj/machinery/netpod/relaymove(mob/living/user, direction)
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if(!state_open)
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container_resist_act(user)
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/obj/machinery/netpod/container_resist_act(mob/living/user)
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user.visible_message(span_notice("[occupant] emerges from [src]!"),
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span_notice("You climb out of [src]!"),
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span_notice("With a hiss, you hear a machine opening."))
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open_machine()
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/obj/machinery/netpod/open_machine(drop = TRUE, density_to_set = FALSE)
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playsound(src, 'sound/machines/tram/tramopen.ogg', 60, TRUE, frequency = 65000)
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flick("[base_icon_state]_opening", src)
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SEND_SIGNAL(src, COMSIG_BITRUNNER_NETPOD_OPENED)
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update_use_power(IDLE_POWER_USE)
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return ..()
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/obj/machinery/netpod/close_machine(mob/user, density_to_set = TRUE)
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if(!state_open || panel_open || !is_operational || !iscarbon(user))
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return
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playsound(src, 'sound/machines/tram/tramclose.ogg', 60, TRUE, frequency = 65000)
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flick("[base_icon_state]_closing", src)
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..()
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enter_matrix()
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/obj/machinery/netpod/default_pry_open(obj/item/crowbar, mob/living/pryer)
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if(isnull(occupant) || !iscarbon(occupant))
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if(!state_open)
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if(panel_open)
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return FALSE
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open_machine()
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else
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shut_pod()
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return TRUE
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pryer.visible_message(
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span_danger("[pryer] starts prying open [src]!"),
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span_notice("You start to pry open [src]."),
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span_notice("You hear loud prying on metal.")
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)
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playsound(src, 'sound/machines/airlock/airlock_alien_prying.ogg', 100, TRUE)
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SEND_SIGNAL(src, COMSIG_BITRUNNER_CROWBAR_ALERT, pryer)
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if(do_after(pryer, 15 SECONDS, src))
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if(!state_open)
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sever_connection()
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open_machine()
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return TRUE
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/// Closes the machine without shoving in an occupant
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/obj/machinery/netpod/proc/shut_pod()
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state_open = FALSE
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playsound(src, 'sound/machines/tram/tramclose.ogg', 60, TRUE, frequency = 65000)
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flick("[base_icon_state]_closing", src)
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set_density(TRUE)
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update_appearance()
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