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Bubberstation/code/modules/zombie/items.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

81 lines
3.1 KiB
Plaintext

/obj/item/mutant_hand/zombie
name = "zombie claw"
desc = "A zombie's claw is its primary tool, capable of infecting \
humans, butchering all other living things to \
sustain the zombie, smashing open airlock doors and opening \
child-safe caps on bottles."
hitsound = 'sound/effects/hallucinations/growl1.ogg'
force = 21 // Just enough to break airlocks with melee attacks
wound_bonus = -30
bare_wound_bonus = 15
sharpness = SHARP_EDGED
/obj/item/mutant_hand/zombie/afterattack(atom/target, mob/user, click_parameters)
if(ishuman(target))
try_to_zombie_infect(target, user, user.zone_selected)
else if(isliving(target))
check_feast(target, user)
/proc/try_to_zombie_infect(mob/living/carbon/human/target, mob/living/user, def_zone = BODY_ZONE_CHEST)
CHECK_DNA_AND_SPECIES(target)
// Can't zombify with no head
if(!target.get_bodypart(BODY_ZONE_HEAD))
return
if(HAS_TRAIT(target, TRAIT_NO_ZOMBIFY))
// cannot infect any TRAIT_NO_ZOMBIFY human
return
// spaceacillin has a 75% chance to block infection
if(HAS_TRAIT(target, TRAIT_VIRUS_RESISTANCE) && prob(75))
return
var/obj/item/bodypart/actual_limb = target.get_bodypart(def_zone)
// What you hitting bro?
if(!actual_limb)
return
var/limb_damage = actual_limb.get_damage()
var/limb_armor = max(0, target.getarmor(actual_limb, BIO) - 25)
// This is a pretty jank way to do this, but in short:
// if they have thick material on that bodypart it will always need at least 25 previous limb damage to trigger an infection.
// and if their bio armor isn't thick it's a bit weaker.
for(var/obj/item/clothing/iter_clothing in target.get_clothing_on_part(actual_limb))
if(iter_clothing.clothing_flags & THICKMATERIAL)
limb_armor += 25
if(limb_armor > limb_damage)
return
var/obj/item/organ/internal/zombie_infection/infection
infection = target.get_organ_slot(ORGAN_SLOT_ZOMBIE)
if(!infection)
infection = new()
infection.Insert(target)
to_chat(user, span_alien("You see [target] twitch for a moment as [target.p_their()] head is covered in \a [infection] - [target.p_Theyve()] been infected."))
/obj/item/mutant_hand/zombie/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is ripping [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!"))
var/obj/item/bodypart/head = user.get_bodypart(BODY_ZONE_HEAD)
if(head)
head.dismember()
return BRUTELOSS
/obj/item/mutant_hand/zombie/proc/check_feast(mob/living/target, mob/living/user)
if(target.stat == DEAD)
var/hp_gained = target.maxHealth
target.investigate_log("has been devoured by a zombie.", INVESTIGATE_DEATHS)
target.gib(DROP_ALL_REMAINS)
var/need_mob_update
need_mob_update = user.adjustBruteLoss(-hp_gained, updating_health = FALSE)
need_mob_update += user.adjustToxLoss(-hp_gained, updating_health = FALSE)
need_mob_update += user.adjustFireLoss(-hp_gained, updating_health = FALSE)
need_mob_update += user.adjustOrganLoss(ORGAN_SLOT_BRAIN, -hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
user.set_nutrition(min(user.nutrition + hp_gained, NUTRITION_LEVEL_FULL))
if(need_mob_update)
user.updatehealth()