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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
2.7 KiB
Plaintext
68 lines
2.7 KiB
Plaintext
/// The dark matt-eor. Only attracted by emagging 10 satellites and maximizing meteor chances, and it drops a singulo. Otherwise, it's not that bad.
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/obj/effect/meteor/dark_matteor
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name = "dark matt-eor"
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icon_state = "dark_matter"
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desc = "The most widely accepted theory is that dark matter is made up of weakly interacting massive particles (WIMPs). But seeing this malevolent force of imminent death careening towards you, gotta admit, it doesn't look so WIMPy anymore..."
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hits = 15
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hitpwr = EXPLODE_DEVASTATE
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heavy = TRUE
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meteorsound = 'sound/effects/curse/curse1.ogg'
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meteordrop = list(/obj/singularity/dark_matter) //what the FUCK
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dropamt = 1
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threat = 100
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signature = "dark matter"
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/// distortion to really give you that sense of oh shit
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var/atom/movable/warp_effect/warp
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/// and another oh shit in the form of quantum sparks
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var/datum/effect_system/spark_spread/quantum/spark_system
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/// in case we miss, we can go back to the previous security level
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var/previous_security_level
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/obj/effect/meteor/dark_matteor/Initialize(mapload, turf/target)
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. = ..()
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var/current_sec_level = SSsecurity_level.get_current_level_as_number()
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if(current_sec_level < SEC_LEVEL_RED)
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previous_security_level = current_sec_level
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SSsecurity_level.set_level(SEC_LEVEL_RED)
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warp = new(src)
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vis_contents += warp
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spark_system = new /datum/effect_system/spark_spread/quantum()
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spark_system.set_up(4, TRUE, src)
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spark_system.attach(src)
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START_PROCESSING(SSobj, src)
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/obj/effect/meteor/dark_matteor/process(seconds_per_tick)
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//meteor's warp quickly contracts then slowly expands its ring
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animate(warp, time = seconds_per_tick*3, transform = matrix().Scale(0.5,0.5))
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animate(time = seconds_per_tick*7, transform = matrix())
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/obj/effect/meteor/dark_matteor/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
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. = ..()
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if(same_z_layer)
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return
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if(warp)
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SET_PLANE(warp, PLANE_TO_TRUE(warp.plane), new_turf)
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/obj/effect/meteor/dark_matteor/Destroy()
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QDEL_NULL(spark_system)
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vis_contents -= warp
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QDEL_NULL(warp)
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return ..()
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/obj/effect/meteor/dark_matteor/Move()
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. = ..()
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if(.)
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spark_system.start()
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/obj/effect/meteor/dark_matteor/shield_defense(obj/machinery/satellite/meteor_shield/defender)
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defender.visible_message(span_danger("[defender]'s beam is reflected by [src]!"))
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new /obj/effect/temp_visual/explosion/fast(get_turf(defender))
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qdel(defender)
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return FALSE
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/obj/effect/meteor/dark_matteor/moved_off_z()
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. = ..()
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if(previous_security_level && SSsecurity_level.get_current_level_as_number() != SEC_LEVEL_DELTA)
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SSsecurity_level.set_level(previous_security_level)
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priority_announce("Wow. The Dark Matt-eor actually missed your station. Don't forget to thank your Chaplain for his apparent divine intervention.", "Meteor Update")
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