Files
Bubberstation/code/game/objects/items/boxcutter.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

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