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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 /🆑
43 lines
1.8 KiB
Plaintext
43 lines
1.8 KiB
Plaintext
/datum/action/cooldown/mob_cooldown/chase_target
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name = "Chase Target"
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button_icon = 'icons/mob/actions/actions_items.dmi'
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button_icon_state = "sniper_zoom"
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desc = "Gain a burst of speed to chase down a target."
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cooldown_time = 6 SECONDS
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/// Affects volume of the charge tell depending on the size of the mob charging
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var/size = 1
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/datum/action/cooldown/mob_cooldown/chase_target/Activate(atom/target_atom)
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disable_cooldown_actions()
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charge(target_atom)
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StartCooldown()
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enable_cooldown_actions()
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return TRUE
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/// Causes the mob to gain speed and charge at a target
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/datum/action/cooldown/mob_cooldown/chase_target/proc/charge(atom/target)
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var/mob/living/living_mob = target
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if(istype(living_mob) && living_mob.stat == DEAD)
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return
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owner.visible_message(span_boldwarning("[owner] charges!"))
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owner.SpinAnimation(speed = 20, loops = 3, parallel = FALSE)
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if(ishostile(owner))
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var/mob/living/simple_animal/hostile/hostile_mob = owner
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hostile_mob.retreat_distance = 0
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hostile_mob.minimum_distance = 0
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hostile_mob.set_varspeed(0)
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addtimer(CALLBACK(src, PROC_REF(reset_charge)), 6 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(throw_thyself)), 2 SECONDS)
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/// This is the proc that actually does the throwing. Charge only adds a timer for this.
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/datum/action/cooldown/mob_cooldown/chase_target/proc/throw_thyself()
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playsound(owner, 'sound/items/weapons/sonic_jackhammer.ogg', 50, TRUE)
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owner.throw_at(target, 7, 1.1, owner, FALSE, FALSE, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), owner, 'sound/effects/meteorimpact.ogg', 50 * size, TRUE, 2), INFINITY)
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/// Resets the charge buffs.
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/datum/action/cooldown/mob_cooldown/chase_target/proc/reset_charge()
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var/mob/living/simple_animal/hostile/hostile_mob = owner
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hostile_mob.retreat_distance = 5
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hostile_mob.minimum_distance = 5
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hostile_mob.set_varspeed(2)
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