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Bubberstation/code/modules/projectiles/guns/magic.dm
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## 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
/🆑
2024-09-23 22:24:50 -07:00

150 lines
4.7 KiB
Plaintext

/obj/item/gun/magic
name = "staff of nothing"
desc = "This staff is boring to watch because even though it came first you've seen everything it can do in other staves for years."
icon = 'icons/obj/weapons/guns/magic.dmi'
icon_state = "staffofnothing"
inhand_icon_state = "staff"
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi' //not really a gun and some toys use these inhands
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
fire_sound = 'sound/items/weapons/emitter.ogg'
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_HUGE
///what kind of magic is this
var/school = SCHOOL_EVOCATION
var/antimagic_flags = MAGIC_RESISTANCE
var/max_charges = 6
var/charges = 0
var/recharge_rate = 8
var/charge_timer = 0
/// Whether this wand/staff recharges on its own over time.
/// (This is not related to the spell "Charge" whatsoever!)
var/can_charge = TRUE
var/ammo_type
var/no_den_usage
clumsy_check = 0
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses magic instead
pin = /obj/item/firing_pin/magic
/obj/item/gun/magic/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ITEM_MAGICALLY_CHARGED, PROC_REF(on_magic_charge))
/obj/item/gun/magic/apply_fantasy_bonuses(bonus)
. = ..()
recharge_rate = modify_fantasy_variable("recharge_rate", recharge_rate, -bonus, minimum = 1)
max_charges = modify_fantasy_variable("max_charges", max_charges, bonus)
charges = modify_fantasy_variable("charges", charges, bonus)
/obj/item/gun/magic/remove_fantasy_bonuses(bonus)
recharge_rate = reset_fantasy_variable("recharge_rate", recharge_rate)
max_charges = reset_fantasy_variable("max_charges", max_charges)
charges = reset_fantasy_variable("charges", charges)
return ..()
/obj/item/gun/magic/fire_sounds()
var/frequency_to_use = sin((90/max_charges) * charges)
if(suppressed)
playsound(src, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0, frequency = frequency_to_use)
else
playsound(src, fire_sound, fire_sound_volume, vary_fire_sound, frequency = frequency_to_use)
/**
* Signal proc for [COMSIG_ITEM_MAGICALLY_CHARGED]
*
* Adds uses to wands or staffs.
*/
/obj/item/gun/magic/proc/on_magic_charge(datum/source, datum/action/cooldown/spell/charge/spell, mob/living/caster)
SIGNAL_HANDLER
. = COMPONENT_ITEM_CHARGED
// Non-self charging staves and wands can potentially expire
if(!can_charge && max_charges && prob(80))
max_charges--
if(max_charges <= 0)
max_charges = 0
. |= COMPONENT_ITEM_BURNT_OUT
charges = max_charges
update_appearance(UPDATE_ICON_STATE)
recharge_newshot()
return .
/obj/item/gun/magic/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread)
if(no_den_usage)
var/area/A = get_area(user)
if(istype(A, /area/centcom/wizard_station))
add_fingerprint(user)
to_chat(user, span_warning("You know better than to violate the security of The Den, best wait until you leave to use [src]."))
return
else
no_den_usage = 0
if(!user.can_cast_magic(antimagic_flags))
add_fingerprint(user)
return
. = ..()
/obj/item/gun/magic/can_shoot()
return charges
/obj/item/gun/magic/recharge_newshot()
if (charges && chambered && !chambered.loaded_projectile)
chambered.newshot()
/obj/item/gun/magic/handle_chamber()
if(chambered && !chambered.loaded_projectile) //if BB is null, i.e the shot has been fired...
charges--//... drain a charge
recharge_newshot()
/obj/item/gun/magic/Initialize(mapload)
. = ..()
charges = max_charges
if(ammo_type)
chambered = new ammo_type(src)
if(can_charge)
START_PROCESSING(SSobj, src)
RegisterSignal(src, COMSIG_ITEM_RECHARGED, PROC_REF(instant_recharge))
/obj/item/gun/magic/Destroy()
if(can_charge)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/gun/magic/process(seconds_per_tick)
if (charges >= max_charges)
charge_timer = 0
return
charge_timer += seconds_per_tick
if(charge_timer < recharge_rate)
return 0
charge_timer = 0
charges++
if(charges == 1)
recharge_newshot()
return 1
/obj/item/gun/magic/shoot_with_empty_chamber(mob/living/user as mob|obj)
to_chat(user, span_warning("The [name] whizzles quietly."))
/obj/item/gun/magic/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is twisting [src] above [user.p_their()] head, releasing a magical blast! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(loc, fire_sound, 50, TRUE, -1)
return FIRELOSS
/obj/item/gun/magic/vv_edit_var(var_name, var_value)
. = ..()
switch(var_name)
if(NAMEOF(src, charges))
recharge_newshot()
/obj/item/gun/magic/proc/instant_recharge()
SIGNAL_HANDLER
charges = max_charges
recharge_newshot()
update_appearance()