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