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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 /🆑
68 lines
1.9 KiB
Plaintext
68 lines
1.9 KiB
Plaintext
/obj/machinery/byteforge
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name = "byteforge"
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circuit = /obj/item/circuitboard/machine/byteforge
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desc = "A machine used by the quantum server. Quantum code converges here, materializing decrypted assets from the virtual abyss."
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icon = 'icons/obj/machines/bitrunning.dmi'
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icon_state = "byteforge"
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obj_flags = BLOCKS_CONSTRUCTION | CAN_BE_HIT
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/// Idle particles
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var/mutable_appearance/byteforge_particles
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/obj/machinery/byteforge/Initialize(mapload)
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. = ..()
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return INITIALIZE_HINT_LATELOAD
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/obj/machinery/byteforge/post_machine_initialize()
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. = ..()
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setup_particles()
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/obj/machinery/byteforge/update_appearance(updates)
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. = ..()
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setup_particles()
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/// Does some sparks after it's done
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/obj/machinery/byteforge/proc/flash(atom/movable/thing)
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playsound(src, 'sound/effects/magic/blink.ogg', 50, TRUE)
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var/datum/effect_system/spark_spread/quantum/sparks = new()
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sparks.set_up(5, 1, loc)
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sparks.start()
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set_light(l_on = FALSE)
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/// Forge begins to process
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/obj/machinery/byteforge/proc/flicker(angry = FALSE)
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var/mutable_appearance/lighting = mutable_appearance(initial(icon), "on_overlay[angry ? "_angry" : ""]")
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flick_overlay_view(lighting, 1 SECONDS)
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set_light(l_range = 2, l_power = 1.5, l_color = angry ? LIGHT_COLOR_BUBBLEGUM : LIGHT_COLOR_BABY_BLUE, l_on = TRUE)
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/// Adds the particle overlays to the byteforge
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/obj/machinery/byteforge/proc/setup_particles(angry = FALSE)
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cut_overlay(byteforge_particles)
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byteforge_particles = mutable_appearance(initial(icon), "on_particles[angry ? "_angry" : ""]", ABOVE_MOB_LAYER)
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if(is_operational)
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add_overlay(byteforge_particles)
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/// Forge is done processing
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/obj/machinery/byteforge/proc/spawn_cache(obj/cache)
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if(QDELETED(cache))
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return
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flash()
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cache.forceMove(loc)
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/// Timed flash
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/obj/machinery/byteforge/proc/start_to_spawn(obj/cache)
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flicker()
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addtimer(CALLBACK(src, PROC_REF(spawn_cache), cache), 1 SECONDS)
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