Files
Bubberstation/code/modules/projectiles/projectile/special/gravity.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

100 lines
3.3 KiB
Plaintext

/obj/projectile/gravityrepulse
name = "repulsion bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/items/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
color = COLOR_BLUE_LIGHT
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/projectile/gravityrepulse/Initialize(mapload)
. = ..()
var/obj/item/ammo_casing/energy/gravity/repulse/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun?.power, 15)
/obj/projectile/gravityrepulse/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
if(ismob(A)) //because (ismob(A) && A:mob_negates_gravity()) is a recipe for bugs.
var/mob/M = A
if(M.mob_negates_gravity())
continue
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
A.safe_throw_at(throwtarget,power+1,1, force = MOVE_FORCE_EXTREMELY_STRONG)
thrown_items[A] = A
for(var/turf/F in RANGE_TURFS(power, T))
new /obj/effect/temp_visual/gravpush(F)
/obj/projectile/gravityattract
name = "attraction bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/items/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
color = "#FF6600"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/projectile/gravityattract/Initialize(mapload)
. = ..()
var/obj/item/ammo_casing/energy/gravity/attract/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun?.power, 15)
/obj/projectile/gravityattract/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
if(ismob(A))
var/mob/M = A
if(M.mob_negates_gravity())
continue
A.safe_throw_at(T, power+1, 1, force = MOVE_FORCE_EXTREMELY_STRONG)
thrown_items[A] = A
for(var/turf/F in RANGE_TURFS(power, T))
new /obj/effect/temp_visual/gravpush(F)
/obj/projectile/gravitychaos
name = "gravitational blast"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/items/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
color = COLOR_FULL_TONER_BLACK
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/projectile/gravitychaos/Initialize(mapload)
. = ..()
var/obj/item/ammo_casing/energy/gravity/chaos/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun?.power, 15)
/obj/projectile/gravitychaos/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
if(ismob(A))
var/mob/M = A
if(M.mob_negates_gravity())
continue
A.safe_throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1, force = MOVE_FORCE_EXTREMELY_STRONG)
thrown_items[A] = A
for(var/turf/Z as anything in RANGE_TURFS(power,T))
new /obj/effect/temp_visual/gravpush(Z)