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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 /🆑
52 lines
1.5 KiB
Plaintext
52 lines
1.5 KiB
Plaintext
/// Applied to living mobs.
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/// Adds a force threshold for which attacks will be blocked entirely.
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/// IE, if they are hit with an attack that deals less than X damage, the attack does nothing.
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/datum/element/damage_threshold
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// Incoming attacks beneath this threshold, inclusive, will be blocked entirely
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var/force_threshold = -1
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/datum/element/damage_threshold/Attach(datum/target, threshold)
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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if(!isnum(threshold) || threshold <= 0)
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_LIVING_CHECK_BLOCK, PROC_REF(check_block))
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force_threshold = threshold
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/datum/element/damage_threshold/Detach(datum/source, ...)
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. = ..()
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UnregisterSignal(source, COMSIG_LIVING_CHECK_BLOCK)
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/datum/element/damage_threshold/proc/check_block(
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mob/living/source,
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atom/hitby,
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damage,
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attack_text,
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attack_type,
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armour_penetration,
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damage_type,
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attack_flag,
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)
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SIGNAL_HANDLER
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if(damage <= 0) // Already handled
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return NONE
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if(damage <= force_threshold)
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var/obj/item/item_hitting = hitby
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var/tap_vol = istype(item_hitting) ? item_hitting.get_clamped_volume() : 50
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source.visible_message(
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span_warning("[source] looks unharmed!"),
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span_warning("[attack_text] deals no damage to you!"),
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span_hear("You hear a thud."),
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COMBAT_MESSAGE_RANGE,
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)
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playsound(source, 'sound/items/weapons/tap.ogg', tap_vol, TRUE, -1)
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return SUCCESSFUL_BLOCK
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return NONE
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