Files
Bubberstation/code/modules/capture_the_flag/ctf_equipment.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

544 lines
17 KiB
Plaintext

// GENERIC PROJECTILE
/obj/projectile/beam/ctf
damage = 0
icon_state = "omnilaser"
/obj/projectile/beam/ctf/prehit_pierce(atom/target)
if(!is_ctf_target(target))
damage = 0
return PROJECTILE_PIERCE_NONE /// hey uhhh don't hit anyone behind them
. = ..()
/obj/projectile/beam/ctf/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(is_ctf_target(target) && blocked == FALSE)
if(iscarbon(target))
var/mob/living/carbon/target_mob = target
target_mob.apply_damage(150)
return BULLET_ACT_HIT
/obj/item/ammo_box/magazine/recharge/ctf
ammo_type = /obj/item/ammo_casing/laser/ctf
/obj/item/ammo_box/magazine/recharge/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
/obj/item/ammo_casing/laser/ctf
projectile_type = /obj/projectile/beam/ctf/
/obj/item/ammo_casing/laser/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
// LASER RIFLE
/obj/item/gun/ballistic/automatic/laser/ctf
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle
desc = "This looks like it could really hurt in melee."
force = 50
weapon_weight = WEAPON_HEAVY
slot_flags = null
/obj/item/gun/ballistic/automatic/laser/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
/obj/item/ammo_box/magazine/recharge/ctf/rifle
ammo_type = /obj/item/ammo_casing/laser/ctf/rifle
/obj/item/ammo_casing/laser/ctf/rifle
projectile_type = /obj/projectile/beam/ctf/rifle
/obj/projectile/beam/ctf/rifle
damage = 45
light_color = LIGHT_COLOR_BLUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
// LASER SHOTGUN
/obj/item/gun/ballistic/shotgun/ctf
name = "laser shotgun"
desc = "This looks like it could really hurt in melee."
icon_state = "ctfshotgun"
inhand_icon_state = "shotgun_combat"
worn_icon_state = "gun"
slot_flags = null
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun
empty_indicator = TRUE
fire_sound = 'sound/items/weapons/gun/shotgun/shot_alt.ogg'
semi_auto = TRUE
internal_magazine = FALSE
tac_reloads = TRUE
/obj/item/gun/ballistic/shotgun/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
/obj/item/ammo_box/magazine/recharge/ctf/shotgun
ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun
max_ammo = 6
/obj/item/ammo_casing/laser/ctf/shotgun
projectile_type = /obj/projectile/beam/ctf/shotgun
pellets = 6
variance = 25
/obj/projectile/beam/ctf/shotgun
damage = 15
light_color = LIGHT_COLOR_BLUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
// MARKSMAN RIFLE
/obj/item/gun/ballistic/automatic/laser/ctf/marksman
name = "designated marksman rifle"
icon_state = "ctfmarksman"
inhand_icon_state = "ctfmarksman"
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman
fire_delay = 1 SECONDS
/obj/item/gun/ballistic/automatic/laser/ctf/marksman/Initialize(mapload)
. = ..()
AddComponent(/datum/component/scope, range_modifier = 1.7)
/obj/item/ammo_box/magazine/recharge/ctf/marksman
ammo_type = /obj/item/ammo_casing/laser/ctf/marksman
max_ammo = 10
/obj/item/ammo_casing/laser/ctf/marksman
projectile_type = /obj/projectile/beam/ctf/marksman
/obj/projectile/beam/ctf/marksman
damage = 30
hitscan = TRUE
tracer_type = /obj/effect/projectile/tracer/laser/blue
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
impact_type = /obj/effect/projectile/impact/laser/blue
// DESERT EAGLE
/obj/item/gun/ballistic/automatic/pistol/deagle/ctf
desc = "This looks like it could really hurt in melee."
force = 75
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/deagle
/obj/item/gun/ballistic/automatic/pistol/deagle/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
/obj/item/ammo_box/magazine/recharge/ctf/deagle
ammo_type = /obj/item/ammo_casing/laser/ctf/deagle
max_ammo = 7
/obj/item/ammo_casing/laser/ctf/deagle
projectile_type = /obj/projectile/beam/ctf/deagle
/obj/projectile/beam/ctf/deagle
icon_state = "bullet"
damage = 60
light_color = COLOR_WHITE
impact_effect_type = /obj/effect/temp_visual/impact_effect
// INSTAKILL RIFLE
/obj/item/gun/energy/laser/instakill
name = "instakill rifle"
icon_state = "instagib"
inhand_icon_state = "instagib"
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit."
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/instakill)
force = 60
slot_flags = null
charge_sections = 5
ammo_x_offset = 2
shaded_charge = FALSE
/obj/item/gun/energy/laser/instakill/Initialize(mapload)
. = ..()
AddElement(/datum/element/empprotection, EMP_PROTECT_ALL)
/obj/item/gun/energy/laser/instakill/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
/obj/item/ammo_casing/energy/instakill
projectile_type = /obj/projectile/beam/instakill
e_cost = 0 // Not possible to use the macro
select_name = "DESTROY"
/obj/projectile/beam/instakill
name = "instagib laser"
icon_state = "purple_laser"
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
/obj/projectile/beam/instakill/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/target_mob = target
target_mob.visible_message(span_danger("[target_mob] explodes into a shower of gibs!"))
target_mob.gib()
// SHIELDED VEST
/obj/item/clothing/suit/armor/vest/ctf
name = "white shielded vest"
desc = "Standard issue vest for playing capture the flag."
icon = 'icons/mob/clothing/suits/ctf.dmi'
worn_icon = 'icons/mob/clothing/suits/ctf.dmi'
icon_state = "standard"
// Adding TRAIT_NODROP is done when the CTF spawner equips people
armor_type = /datum/armor/none
allowed = null
greyscale_config = /datum/greyscale_config/ctf_standard
greyscale_config_worn = /datum/greyscale_config/ctf_standard/worn
greyscale_colors = "#ffffff"
///Icon state to be fed into the shielded component
var/team_shield_icon = "shield-old"
var/max_charges = 150
var/recharge_start_delay = 12 SECONDS
var/charge_increment_delay = 1 SECONDS
var/charge_recovery = 30
var/lose_multiple_charges = TRUE
var/show_charge_as_alpha = TRUE
/obj/item/clothing/suit/armor/vest/ctf/Initialize(mapload)
. = ..()
AddComponent( \
/datum/component/shielded, \
max_charges = max_charges, \
recharge_start_delay = recharge_start_delay, \
charge_increment_delay = charge_increment_delay, \
charge_recovery = charge_recovery, \
lose_multiple_charges = lose_multiple_charges, \
show_charge_as_alpha = show_charge_as_alpha, \
shield_icon = team_shield_icon, \
)
// LIGHT SHIELDED VEST
/obj/item/clothing/suit/armor/vest/ctf/light
name = "light white shielded vest"
desc = "Lightweight vest for playing capture the flag."
icon_state = "light"
greyscale_config = /datum/greyscale_config/ctf_light
greyscale_config_worn = /datum/greyscale_config/ctf_light/worn
slowdown = -0.25
max_charges = 30
// RED TEAM GUNS
// Rifle
/obj/item/gun/ballistic/automatic/laser/ctf/red
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/red
/obj/item/ammo_box/magazine/recharge/ctf/rifle/red
ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/red
/obj/item/ammo_casing/laser/ctf/rifle/red
projectile_type = /obj/projectile/beam/ctf/rifle/red
/obj/projectile/beam/ctf/rifle/red
icon_state = "laser"
light_color = COLOR_SOFT_RED
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
// Shotgun
/obj/item/gun/ballistic/shotgun/ctf/red
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/red
/obj/item/ammo_box/magazine/recharge/ctf/shotgun/red
ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/red
/obj/item/ammo_casing/laser/ctf/shotgun/red
projectile_type = /obj/projectile/beam/ctf/shotgun/red
/obj/projectile/beam/ctf/shotgun/red
icon_state = "laser"
light_color = COLOR_SOFT_RED
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
// DMR
/obj/item/gun/ballistic/automatic/laser/ctf/marksman/red
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/red
/obj/item/ammo_box/magazine/recharge/ctf/marksman/red
ammo_type = /obj/item/ammo_casing/laser/ctf/marksman/red
/obj/item/ammo_casing/laser/ctf/marksman/red
projectile_type = /obj/projectile/beam/ctf/marksman/red
/obj/projectile/beam/ctf/marksman/red
icon_state = "laser"
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser
// Instakill
/obj/item/gun/energy/laser/instakill/ctf/red
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a red design."
icon_state = "instagibred"
inhand_icon_state = "instagibred"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/red)
/obj/item/ammo_casing/energy/instakill/red
projectile_type = /obj/projectile/beam/instakill/red
/obj/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = COLOR_SOFT_RED
// BLUE TEAM GUNS
// Rifle
/obj/item/gun/ballistic/automatic/laser/ctf/blue
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/blue
/obj/item/ammo_box/magazine/recharge/ctf/rifle/blue
ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/blue
/obj/item/ammo_casing/laser/ctf/rifle/blue
projectile_type = /obj/projectile/beam/ctf/rifle/blue
/obj/projectile/beam/ctf/rifle/blue
icon_state = "bluelaser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
// Shotgun
/obj/item/gun/ballistic/shotgun/ctf/blue
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/blue
/obj/item/ammo_box/magazine/recharge/ctf/shotgun/blue
ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/blue
/obj/item/ammo_casing/laser/ctf/shotgun/blue
projectile_type = /obj/projectile/beam/ctf/shotgun/blue
/obj/projectile/beam/ctf/shotgun/blue
icon_state = "bluelaser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
// DMR
/obj/item/gun/ballistic/automatic/laser/ctf/marksman/blue
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/blue
/obj/item/ammo_box/magazine/recharge/ctf/marksman/blue
ammo_type = /obj/item/ammo_casing/laser/ctf/marksman/blue
/obj/item/ammo_casing/laser/ctf/marksman/blue
projectile_type = /obj/projectile/beam/ctf/marksman/blue
/obj/projectile/beam/ctf/marksman/blue
// Instakill
/obj/item/gun/energy/laser/instakill/ctf/blue
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a blue design."
icon_state = "instagibblue"
inhand_icon_state = "instagibblue"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue)
/obj/item/ammo_casing/energy/instakill/blue
projectile_type = /obj/projectile/beam/instakill/blue
/obj/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
// GREEN TEAM GUNS
// Rifle
/obj/item/gun/ballistic/automatic/laser/ctf/green
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/green
/obj/item/ammo_box/magazine/recharge/ctf/rifle/green
ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/green
/obj/item/ammo_casing/laser/ctf/rifle/green
projectile_type = /obj/projectile/beam/ctf/rifle/green
/obj/projectile/beam/ctf/rifle/green
icon_state = "xray"
light_color = COLOR_VERY_PALE_LIME_GREEN
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
// Shotgun
/obj/item/gun/ballistic/shotgun/ctf/green
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/green
/obj/item/ammo_box/magazine/recharge/ctf/shotgun/green
ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/green
/obj/item/ammo_casing/laser/ctf/shotgun/green
projectile_type = /obj/projectile/beam/ctf/shotgun/green
/obj/projectile/beam/ctf/shotgun/green
icon_state = "xray"
light_color = COLOR_VERY_PALE_LIME_GREEN
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
// DMR
/obj/item/gun/ballistic/automatic/laser/ctf/marksman/green
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/green
/obj/item/ammo_box/magazine/recharge/ctf/marksman/green
ammo_type = /obj/item/ammo_casing/laser/ctf/marksman/green
/obj/item/ammo_casing/laser/ctf/marksman/green
projectile_type = /obj/projectile/beam/ctf/marksman/green
/obj/projectile/beam/ctf/marksman/green
icon_state = "xray"
tracer_type = /obj/effect/projectile/tracer/xray
muzzle_type = /obj/effect/projectile/muzzle/xray
impact_type = /obj/effect/projectile/impact/xray
// Instakill
/obj/item/gun/energy/laser/instakill/ctf/green
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a green design."
icon_state = "instagibgreen"
inhand_icon_state = "instagibgreen"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/green)
/obj/item/ammo_casing/energy/instakill/green
projectile_type = /obj/projectile/beam/instakill/green
/obj/projectile/beam/instakill/green
icon_state = "green_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = COLOR_VERY_PALE_LIME_GREEN
// YELLOW TEAM GUNS
// Rifle
/obj/item/gun/ballistic/automatic/laser/ctf/yellow
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/yellow
/obj/item/ammo_box/magazine/recharge/ctf/rifle/yellow
ammo_type = /obj/item/ammo_casing/laser/ctf/rifle/yellow
/obj/item/ammo_casing/laser/ctf/rifle/yellow
projectile_type = /obj/projectile/beam/ctf/rifle/yellow
/obj/projectile/beam/ctf/rifle/yellow
icon_state = "gaussstrong"
light_color = COLOR_VERY_SOFT_YELLOW
impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser
// Shotgun
/obj/item/gun/ballistic/shotgun/ctf/yellow
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/yellow
/obj/item/ammo_box/magazine/recharge/ctf/shotgun/yellow
ammo_type = /obj/item/ammo_casing/laser/ctf/shotgun/yellow
/obj/item/ammo_casing/laser/ctf/shotgun/yellow
projectile_type = /obj/projectile/beam/ctf/shotgun/yellow
/obj/projectile/beam/ctf/shotgun/yellow
icon_state = "gaussstrong"
light_color = COLOR_VERY_SOFT_YELLOW
impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser
// DMR
/obj/item/gun/ballistic/automatic/laser/ctf/marksman/yellow
accepted_magazine_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/yellow
/obj/item/ammo_box/magazine/recharge/ctf/marksman/yellow
ammo_type = /obj/item/ammo_casing/laser/ctf/marksman/yellow
/obj/item/ammo_casing/laser/ctf/marksman/yellow
projectile_type = /obj/projectile/beam/ctf/marksman/yellow
/obj/projectile/beam/ctf/marksman/yellow
icon_state = "gaussstrong"
tracer_type = /obj/effect/projectile/tracer/solar
muzzle_type = /obj/effect/projectile/muzzle/solar
impact_type = /obj/effect/projectile/impact/solar
// Instakill
/obj/item/gun/energy/laser/instakill/ctf/yellow
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a yellow design."
icon_state = "instagibyellow"
inhand_icon_state = "instagibyellow"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/yellow)
/obj/item/ammo_casing/energy/instakill/yellow
projectile_type = /obj/projectile/beam/instakill/yellow
/obj/projectile/beam/instakill/yellow
icon_state = "yellow_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser
light_color = COLOR_VERY_SOFT_YELLOW
// RED TEAM SUITS
// Regular
/obj/item/clothing/suit/armor/vest/ctf/red
name = "red shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-red"
greyscale_colors = COLOR_VIVID_RED
// Light
/obj/item/clothing/suit/armor/vest/ctf/light/red
name = "light red shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-red"
greyscale_colors = COLOR_VIVID_RED
// BLUE TEAM SUITS
// Regular
/obj/item/clothing/suit/armor/vest/ctf/blue
name = "blue shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-old"
greyscale_colors = COLOR_DARK_CYAN
// Light
/obj/item/clothing/suit/armor/vest/ctf/light/blue
name = "light blue shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-old"
greyscale_colors = COLOR_DARK_CYAN
// GREEN TEAM SUITS
// Regular
/obj/item/clothing/suit/armor/vest/ctf/green
name = "green shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-green"
greyscale_colors = COLOR_LIME
// Light
/obj/item/clothing/suit/armor/vest/ctf/light/green
name = "light green shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-green"
greyscale_colors = COLOR_LIME
// YELLOW TEAM SUITS
// Regular
/obj/item/clothing/suit/armor/vest/ctf/yellow
name = "yellow shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-yellow"
greyscale_colors = COLOR_VIVID_YELLOW
// Light
/obj/item/clothing/suit/armor/vest/ctf/light/yellow
name = "light yellow shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-yellow"
greyscale_colors = COLOR_VIVID_YELLOW