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

126 lines
3.8 KiB
Plaintext

/obj/item/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon = 'icons/obj/weapons/hammer.dmi'
icon_state = "singularity_hammer0"
base_icon_state = "singularity_hammer"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
worn_icon_state = "singularity_hammer"
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
armor_type = /datum/armor/item_singularityhammer
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
///Is it able to pull shit right now?
var/charged = TRUE
/datum/armor/item_singularityhammer
melee = 50
bullet = 50
laser = 50
bomb = 50
fire = 100
acid = 100
/obj/item/singularityhammer/Initialize(mapload)
. = ..()
AddElement(/datum/element/kneejerk)
AddComponent(/datum/component/two_handed, \
force_multiplier = 4, \
icon_wielded = "[base_icon_state]1", \
)
/obj/item/singularityhammer/update_icon_state()
icon_state = "[base_icon_state]0"
return ..()
/obj/item/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(ismovable(X))
var/atom/movable/A = X
if(A == wielder)
continue
if(isliving(A))
var/mob/living/vortexed_mob = A
if(vortexed_mob.mob_negates_gravity())
continue
else
vortexed_mob.Paralyze(2 SECONDS)
if(!A.anchored && !isobserver(A))
step_towards(A,pull)
step_towards(A,pull)
step_towards(A,pull)
/obj/item/singularityhammer/afterattack(atom/target, mob/user, click_parameters)
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return
if(!charged)
return
charged = FALSE
if(isliving(target))
var/mob/living/smacked = target
smacked.take_bodypart_damage(20, 0)
playsound(user, 'sound/items/weapons/marauder.ogg', 50, TRUE)
vortex(get_turf(target), user)
addtimer(VARSET_CALLBACK(src, charged, TRUE), 10 SECONDS)
/obj/item/mjollnir
name = "Mjollnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon = 'icons/obj/weapons/hammer.dmi'
icon_state = "mjollnir0"
base_icon_state = "mjollnir"
worn_icon_state = "mjollnir"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
/obj/item/mjollnir/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, \
force_multiplier = 5, \
icon_wielded = "[base_icon_state]1", \
attacksound = SFX_SPARKS, \
)
/obj/item/mjollnir/update_icon_state()
icon_state = "[base_icon_state]0"
return ..()
/obj/item/mjollnir/proc/shock(mob/living/target)
target.Stun(1.5 SECONDS)
target.Knockdown(10 SECONDS)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
s.start()
target.visible_message(span_danger("[target.name] is shocked by [src]!"), \
span_userdanger("You feel a powerful shock course through your body sending you flying!"), \
span_hear("You hear a heavy electrical crack!"))
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
/obj/item/mjollnir/attack(mob/living/target_mob, mob/user)
..()
if(QDELETED(target_mob))
return
if(HAS_TRAIT(user, TRAIT_PACIFISM))
return
if(HAS_TRAIT(src, TRAIT_WIELDED))
shock(target_mob)
/obj/item/mjollnir/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!QDELETED(hit_atom) && isliving(hit_atom))
shock(hit_atom)