Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.

All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-08-18 16:33:40 +00:00
parent 94ea00b5a7
commit 4073ac9b00
288 changed files with 2212 additions and 2318 deletions

View File

@@ -15,7 +15,7 @@
origin_tech = "combat=1"
attack_verb = list("struck", "hit", "bashed")
var/fire_sound = 'Gunshot.ogg'
var/fire_sound = 'sound/weapons/Gunshot.ogg'
var/obj/item/projectile/in_chamber = null
var/caliber = ""
var/silenced = 0

View File

@@ -2,7 +2,7 @@
icon_state = "energy"
name = "energy gun"
desc = "A basic energy-based gun."
fire_sound = 'Taser.ogg'
fire_sound = 'sound/weapons/Taser.ogg'
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
var/charge_cost = 100 //How much energy is needed to fire.

View File

@@ -3,7 +3,7 @@
desc = "a basic weapon designed kill with concentrated energy bolts"
icon_state = "laser"
item_state = "laser"
fire_sound = 'Laser.ogg'
fire_sound = 'sound/weapons/Laser.ogg'
w_class = 3.0
m_amt = 2000
origin_tech = "combat=3;magnets=2"
@@ -67,7 +67,7 @@ obj/item/weapon/gun/energy/laser/retro
name = "laser cannon"
desc = "With the L.A.S.E.R. cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
icon_state = "lasercannon"
fire_sound = 'lasercannonfire.ogg'
fire_sound = 'sound/weapons/lasercannonfire.ogg'
origin_tech = "combat=4;materials=3;powerstorage=3"
projectile_type = "/obj/item/projectile/beam/heavylaser"
@@ -76,7 +76,7 @@ obj/item/weapon/gun/energy/laser/retro
name = "xray laser gun"
desc = "A high-power laser gun capable of expelling concentrated xray blasts."
icon_state = "xray"
fire_sound = 'laser3.ogg'
fire_sound = 'sound/weapons/laser3.ogg'
origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
projectile_type = "/obj/item/projectile/beam/xray"
charge_cost = 50

View File

@@ -2,7 +2,7 @@
icon_state = "energystun100"
name = "energy gun"
desc = "A basic energy-based gun with two settings: Stun and kill."
fire_sound = 'Taser.ogg'
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100 //How much energy is needed to fire.
projectile_type = "/obj/item/projectile/energy/electrode"
@@ -17,14 +17,14 @@
if(0)
mode = 1
charge_cost = 100
fire_sound = 'Laser.ogg'
fire_sound = 'sound/weapons/Laser.ogg'
user << "\red [src.name] is now set to kill."
projectile_type = "/obj/item/projectile/beam"
modifystate = "energykill"
if(1)
mode = 0
charge_cost = 100
fire_sound = 'Taser.ogg'
fire_sound = 'sound/weapons/Taser.ogg'
user << "\red [src.name] is now set to stun."
projectile_type = "/obj/item/projectile/energy/electrode"
modifystate = "energystun"

View File

@@ -3,7 +3,7 @@
desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel."
icon_state = "pulse"
force = 10
fire_sound = 'pulse.ogg'
fire_sound = 'sound/weapons/pulse.ogg'
charge_cost = 200
projectile_type = "/obj/item/projectile/beam/pulse"
cell_type = "/obj/item/weapon/cell/super"
@@ -15,19 +15,19 @@
if(2)
mode = 0
charge_cost = 100
fire_sound = 'Taser.ogg'
fire_sound = 'sound/weapons/Taser.ogg'
user << "\red [src.name] is now set to stun."
projectile_type = "/obj/item/projectile/energy/electrode"
if(0)
mode = 1
charge_cost = 100
fire_sound = 'Laser.ogg'
fire_sound = 'sound/weapons/Laser.ogg'
user << "\red [src.name] is now set to kill."
projectile_type = "/obj/item/projectile/beam"
if(1)
mode = 2
charge_cost = 200
fire_sound = 'pulse.ogg'
fire_sound = 'sound/weapons/pulse.ogg'
user << "\red [src.name] is now set to DESTROY."
projectile_type = "/obj/item/projectile/beam/pulse"
return

View File

@@ -2,7 +2,7 @@
name = "ion rifle"
desc = "A man portable anti-armor weapon designed to disable mechanical threats"
icon_state = "ionrifle"
fire_sound = 'Laser.ogg'
fire_sound = 'sound/weapons/Laser.ogg'
origin_tech = "combat=2;magnets=4"
w_class = 4.0
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
@@ -21,7 +21,7 @@
name = "biological demolecularisor"
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
icon_state = "decloner"
fire_sound = 'pulse3.ogg'
fire_sound = 'sound/weapons/pulse3.ogg'
origin_tech = "combat=5;materials=4;powerstorage=3"
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/declone"
@@ -32,7 +32,7 @@ obj/item/weapon/gun/energy/staff
icon = 'icons/obj/gun.dmi'
icon_state = "staffofchange"
item_state = "staffofchange"
fire_sound = 'emitter.ogg'
fire_sound = 'sound/weapons/emitter.ogg'
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BACK
w_class = 4.0
@@ -67,7 +67,7 @@ obj/item/weapon/gun/energy/staff
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
icon_state = "floramut100"
item_state = "gun"
fire_sound = 'stealthoff.ogg'
fire_sound = 'sound/effects/stealthoff.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/floramut"
origin_tech = "materials=2;biotech=3;powerstorage=3"

View File

@@ -3,7 +3,7 @@
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
icon_state = "taser"
fire_sound = 'Taser.ogg'
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/cell/crap"
@@ -12,7 +12,7 @@
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
icon_state = "taser"
fire_sound = 'Taser.ogg'
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/cell/secborg"
@@ -48,7 +48,7 @@
name = "stun revolver"
desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
icon_state = "stunrevolver"
fire_sound = 'Gunshot.ogg'
fire_sound = 'sound/weapons/Gunshot.ogg'
origin_tech = "combat=3;materials=3;powerstorage=2"
charge_cost = 125
projectile_type = "/obj/item/projectile/energy/electrode"
@@ -65,7 +65,7 @@
m_amt = 2000
origin_tech = "combat=2;magnets=2;syndicate=5"
silenced = 1
fire_sound = 'Genhit.ogg'
fire_sound = 'sound/weapons/Genhit.ogg'
projectile_type = "/obj/item/projectile/energy/bolt"
cell_type = "/obj/item/weapon/cell/crap"
var/charge_tick = 0

View File

@@ -1,7 +1,7 @@
/obj/item/weapon/gun/energy/temperature
name = "temperature gun"
icon_state = "freezegun"
fire_sound = 'pulse3.ogg'
fire_sound = 'sound/weapons/pulse3.ogg'
desc = "A gun that changes temperatures."
var/temperature = T20C
var/current_temperature = T20C

View File

@@ -32,7 +32,7 @@
caliber = "12mm"
origin_tech = "combat=5;materials=2;syndicate=8"
ammo_type = "/obj/item/ammo_casing/a12mm"
fire_sound = 'Gunshot_smg.ogg'
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
load_method = 2
@@ -48,7 +48,7 @@
if(!loaded.len && empty_mag)
empty_mag.loc = get_turf(src.loc)
empty_mag = null
playsound(user, 'smg_empty_alarm.ogg', 40, 1)
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
update_icon()
return

View File

@@ -32,7 +32,7 @@
if(!loaded.len && empty_mag)
empty_mag.loc = get_turf(src.loc)
empty_mag = null
playsound(user, 'smg_empty_alarm.ogg', 40, 1)
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
update_icon()
return
@@ -61,6 +61,6 @@
icon_state = "gyropistol"
max_shells = 8
caliber = "a75"
fire_sound = 'Explosion1.ogg'
fire_sound = 'sound/effects/Explosion1.ogg'
origin_tech = "combat=3"
ammo_type = "/obj/item/ammo_casing/a75"

View File

@@ -32,7 +32,7 @@
proc/pump(mob/M as mob)
playsound(M, 'shotgunpump.ogg', 60, 1)
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
pumped = 0
if(current_shell)//We have a shell in the chamber
current_shell.loc = get_turf(src)//Eject casing