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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 /🆑
105 lines
3.5 KiB
Plaintext
105 lines
3.5 KiB
Plaintext
/**
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* Security levels
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*
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* These are used by the security level subsystem. Each one of these represents a security level that a player can set.
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*
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* Base type is abstract
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*/
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/datum/security_level
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/// The name of this security level.
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var/name = "not set"
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/// The color of our announcement divider.
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var/announcement_color = "default"
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/// The numerical level of this security level, see defines for more information.
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var/number_level = -1
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/// Icon state that will be displayed on displays during this security level
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var/status_display_icon_state
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/// The color of the fire alarm light set when changed to this security level
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var/fire_alarm_light_color
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/// The sound that we will play when this security level is set
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var/sound
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/// The looping sound that will be played while the security level is set
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var/looping_sound
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/// The looping sound interval
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var/looping_sound_interval
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/// The shuttle call time modification of this security level
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var/shuttle_call_time_mod = 0
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/// Our announcement when lowering to this level
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var/lowering_to_announcement
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/// Our announcement when elevating to this level
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var/elevating_to_announcement
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/// Our configuration key for lowering to text, if set, will override the default lowering to announcement.
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var/lowering_to_configuration_key
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/// Our configuration key for elevating to text, if set, will override the default elevating to announcement.
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var/elevating_to_configuration_key
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/datum/security_level/New()
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. = ..()
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if(lowering_to_configuration_key) // I'm not sure about you, but isn't there an easier way to do this?
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lowering_to_announcement = global.config.Get(lowering_to_configuration_key)
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if(elevating_to_configuration_key)
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elevating_to_announcement = global.config.Get(elevating_to_configuration_key)
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/**
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* GREEN
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*
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* No threats
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*/
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/datum/security_level/green
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name = "green"
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announcement_color = "green"
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sound = 'sound/announcer/notice/notice2.ogg' // Friendly beep
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number_level = SEC_LEVEL_GREEN
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status_display_icon_state = "greenalert"
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fire_alarm_light_color = LIGHT_COLOR_BLUEGREEN
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lowering_to_configuration_key = /datum/config_entry/string/alert_green
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shuttle_call_time_mod = ALERT_COEFF_GREEN
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/**
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* BLUE
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*
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* Caution advised
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*/
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/datum/security_level/blue
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name = "blue"
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announcement_color = "blue"
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sound = 'sound/announcer/notice/notice1.ogg' // Angry alarm
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number_level = SEC_LEVEL_BLUE
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status_display_icon_state = "bluealert"
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fire_alarm_light_color = LIGHT_COLOR_ELECTRIC_CYAN
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lowering_to_configuration_key = /datum/config_entry/string/alert_blue_downto
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elevating_to_configuration_key = /datum/config_entry/string/alert_blue_upto
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shuttle_call_time_mod = ALERT_COEFF_BLUE
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/**
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* RED
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*
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* Hostile threats
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*/
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/datum/security_level/red
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name = "red"
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announcement_color = "red"
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sound = 'sound/announcer/notice/notice3.ogg' // More angry alarm
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number_level = SEC_LEVEL_RED
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status_display_icon_state = "redalert"
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fire_alarm_light_color = LIGHT_COLOR_FLARE
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lowering_to_configuration_key = /datum/config_entry/string/alert_red_downto
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elevating_to_configuration_key = /datum/config_entry/string/alert_red_upto
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shuttle_call_time_mod = ALERT_COEFF_RED
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/**
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* DELTA
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*
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* Station destruction is imminent
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*/
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/datum/security_level/delta
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name = "delta"
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announcement_color = "purple"
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sound = 'sound/announcer/alarm/airraid.ogg' // Air alarm to signify importance
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number_level = SEC_LEVEL_DELTA
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status_display_icon_state = "deltaalert"
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fire_alarm_light_color = LIGHT_COLOR_INTENSE_RED
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elevating_to_configuration_key = /datum/config_entry/string/alert_delta
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shuttle_call_time_mod = ALERT_COEFF_DELTA
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