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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 /🆑
62 lines
2.1 KiB
Plaintext
62 lines
2.1 KiB
Plaintext
/obj/item/boxcutter
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name = "boxcutter"
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desc = "A tool for cutting boxes, or throats."
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icon = 'icons/obj/tools.dmi'
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icon_state = "boxcutter"
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inhand_icon_state = "boxcutter"
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base_icon_state = "boxcutter"
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lefthand_file = 'icons/mob/inhands/equipment/boxcutter_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/boxcutter_righthand.dmi'
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inhand_icon_state = null
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attack_verb_continuous = list("prods", "pokes")
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attack_verb_simple = list("prod", "poke")
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w_class = WEIGHT_CLASS_SMALL
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resistance_flags = FIRE_PROOF
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force = 0
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/// Used on Initialize, how much time to cut cable restraints and zipties.
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var/snap_time_weak_handcuffs = 0 SECONDS
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/// Used on Initialize, how much time to cut real handcuffs. Null means it can't.
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var/snap_time_strong_handcuffs = null
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/// Starts open if true
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var/start_extended = FALSE
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/obj/item/boxcutter/get_all_tool_behaviours()
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return list(TOOL_KNIFE)
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/obj/item/boxcutter/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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AddComponent(/datum/component/butchering, \
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speed = 7 SECONDS, \
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effectiveness = 100, \
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)
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AddComponent( \
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/datum/component/transforming, \
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start_transformed = start_extended, \
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force_on = 10, \
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throwforce_on = 4, \
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throw_speed_on = throw_speed, \
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sharpness_on = SHARP_EDGED, \
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hitsound_on = 'sound/items/weapons/bladeslice.ogg', \
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w_class_on = WEIGHT_CLASS_NORMAL, \
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attack_verb_continuous_on = list("cuts", "stabs", "slashes"), \
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attack_verb_simple_on = list("cut", "stab", "slash"), \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/obj/item/boxcutter/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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playsound(src, 'sound/items/boxcutter_activate.ogg', 50)
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tool_behaviour = (active ? TOOL_KNIFE : NONE)
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if(active)
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AddElement(/datum/element/cuffsnapping, snap_time_weak_handcuffs, snap_time_strong_handcuffs)
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else
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RemoveElement(/datum/element/cuffsnapping, snap_time_weak_handcuffs, snap_time_strong_handcuffs)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/boxcutter/extended
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start_extended = TRUE
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