Files
Bubberstation/code/modules/surgery/amputation.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

114 lines
3.7 KiB
Plaintext

/datum/surgery/amputation
name = "Amputation"
surgery_flags = SURGERY_REQUIRE_RESTING | SURGERY_REQUIRE_LIMB | SURGERY_MORBID_CURIOSITY
possible_locs = list(
BODY_ZONE_R_ARM,
BODY_ZONE_L_ARM,
BODY_ZONE_L_LEG,
BODY_ZONE_R_LEG,
BODY_ZONE_HEAD,
)
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/saw,
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/sever_limb,
)
/datum/surgery/amputation/mechanic
name = "Disassemble"
requires_bodypart_type = BODYTYPE_ROBOTIC
steps = list(
/datum/surgery_step/mechanic_open,
/datum/surgery_step/open_hatch,
/datum/surgery_step/sever_limb/mechanic, //The benefit of being robotic; people can pull you apart in an instant! Wait, that's not a benefit...
)
/datum/surgery/amputation/peg
name = "Detach"
requires_bodypart_type = BODYTYPE_PEG
steps = list(
/datum/surgery_step/sever_limb/peg, //Easy come, easy go
)
/datum/surgery/amputation/can_start(mob/user, mob/living/patient)
if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
return FALSE
return ..()
/datum/surgery_step/sever_limb
name = "sever limb (circular saw)"
implements = list(
/obj/item/shears = 300,
TOOL_SCALPEL = 100,
TOOL_SAW = 100,
/obj/item/shovel/serrated = 75,
/obj/item/melee/arm_blade = 80,
/obj/item/fireaxe = 50,
/obj/item/hatchet = 40,
/obj/item/knife/butcher = 25,
)
time = 64
preop_sound = 'sound/items/handling/surgery/scalpel1.ogg'
success_sound = 'sound/items/handling/surgery/organ2.ogg'
surgery_effects_mood = TRUE
/datum/surgery_step/sever_limb/mechanic
name = "detach limb (wrench or crowbar)"
implements = list(
/obj/item/shovel/giant_wrench = 300,
TOOL_WRENCH = 100,
TOOL_CROWBAR = 100,
TOOL_SCALPEL = 50,
TOOL_SAW = 50,
)
time = 20 //WAIT I NEED THAT!!
preop_sound = 'sound/items/tools/ratchet.ogg'
preop_sound = 'sound/machines/airlock/doorclick.ogg'
/datum/surgery_step/sever_limb/peg
name = "detach limb (circular saw)"
implements = list(
TOOL_SAW = 100,
/obj/item/shovel/serrated = 100,
/obj/item/fireaxe = 90,
/obj/item/hatchet = 75,
TOOL_SCALPEL = 25,
)
time = 30
preop_sound = 'sound/items/handling/surgery/saw.ogg'
success_sound = 'sound/items/handling/materials/wood_drop.ogg'
/datum/surgery_step/sever_limb/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(
user,
target,
span_notice("You begin to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]..."),
span_notice("[user] begins to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
span_notice("[user] begins to sever [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
)
display_pain(target, "You feel a gruesome pain in your [parse_zone(target_zone)]'s joint!")
/datum/surgery_step/sever_limb/success(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
display_results(
user,
target,
span_notice("You sever [target]'s [target.parse_zone_with_bodypart(target_zone)]."),
span_notice("[user] severs [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
span_notice("[user] severs [target]'s [target.parse_zone_with_bodypart(target_zone)]!"),
)
display_pain(target, "You can no longer feel your severed [target.parse_zone_with_bodypart(target_zone)]!")
if(HAS_MIND_TRAIT(user, TRAIT_MORBID) && ishuman(user))
var/mob/living/carbon/human/morbid_weirdo = user
morbid_weirdo.add_mood_event("morbid_dismemberment", /datum/mood_event/morbid_dismemberment)
if(surgery.operated_bodypart)
var/obj/item/bodypart/target_limb = surgery.operated_bodypart
target_limb.drop_limb()
return ..()