//You know, with some intelligent coding.. you could add onto this code to handle the turf based footstep sounds, and be away with those turf lists all together //Partial squeak port from tg. Commented out stuff we don't have. /datum/component/squeak var/static/list/default_squeak_sounds = list('sound/items/bikehorn.ogg'=1, 'sound/voice/quack.ogg'=1) var/list/override_squeak_sounds var/mob/holder var/squeak_chance = 100 var/volume = 30 // This is so shoes don't squeak every step var/steps = 0 var/step_delay = 0 // Changed from 0 to 1 to make the sounds more consistent with movespeed. // This is to stop squeak spam from inhand usage var/last_use = 0 var/use_delay = 20 ///extra-range for this component's sound var/sound_extra_range = -1 /* ///when sounds start falling off for the squeak var/sound_falloff_distance = 1 ///sound exponent for squeak. Defaults to 10 as squeaking is loud and annoying enough. var/sound_falloff_exponent = 10 */ /* Disposals stuff we don't have ///what we set connect_loc to if parent is an item var/static/list/item_connections = list( COMSIG_ATOM_ENTERED = PROC_REF(play_squeak_crossed), ) */ /datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override, extrarange) if(!isatom(parent)) return COMPONENT_INCOMPATIBLE RegisterSignals(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK), PROC_REF(play_squeak)) if(ismovable(parent)) RegisterSignals(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT, COMSIG_PROJECTILE_BEFORE_FIRE), PROC_REF(play_squeak)) //Disposals stuff we don't have //AddComponent(/datum/component/connect_loc_behalf, parent, item_connections) //RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, PROC_REF(disposing_react)) if(isitem(parent)) //RegisterSignals(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_ATOM, COMSIG_ITEM_HIT_REACT), PROC_REF(play_squeak)) RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(use_squeak)) RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip)) RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop)) if(istype(parent, /obj/item/clothing/shoes)) RegisterSignal(parent, COMSIG_SHOES_STEP_ACTION, PROC_REF(step_squeak)) else if(isstructure(parent)) RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(use_squeak)) else if(ismob(parent) || ismecha(parent)) RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(step_squeak)) /* if(istype(parent, /obj/item/organ/internal/liver)) // Liver squeaking is depending on them functioning like a clown's liver RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_COMEDY_METABOLISM), PROC_REF(on_comedy_metabolism_removal)) */ override_squeak_sounds = custom_sounds if(chance_override) squeak_chance = chance_override if(volume_override) volume = volume_override if(isnum(step_delay_override)) step_delay = step_delay_override if(isnum(use_delay_override)) use_delay = use_delay_override if(isnum(extrarange)) sound_extra_range = extrarange /* if(isnum(falloff_exponent)) sound_falloff_exponent = falloff_exponent if(isnum(fallof_distance)) sound_falloff_distance = fallof_distance */ /* /datum/component/squeak/UnregisterFromParent() . = ..() qdel(GetComponent(/datum/component/connect_loc_behalf)) */ /datum/component/squeak/proc/play_squeak(var/volume_mod = 1) SIGNAL_HANDLER if(prob(squeak_chance)) if(!override_squeak_sounds) playsound(parent, pick_weight(default_squeak_sounds), volume * volume_mod, TRUE, sound_extra_range) else playsound(parent, pick_weight(override_squeak_sounds), volume * volume_mod, TRUE, sound_extra_range) /datum/component/squeak/proc/step_squeak(obj/item/clothing/shoes/source, var/running) SIGNAL_HANDLER /* var/mob/living/carbon/human/owner = source.loc if(CHECK_MOVE_LOOP_FLAGS(owner, MOVEMENT_LOOP_OUTSIDE_CONTROL)) return */ if(running == "walk") running = 0.25 else running = 1 if(steps > step_delay) play_squeak(running) steps = 0 else steps++ return 1 /datum/component/squeak/proc/play_squeak_crossed(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs) SIGNAL_HANDLER /* We don't have abstract items yet if(isitem(arrived)) var/obj/item/I = arrived if(I.item_flags & ABSTRACT) return //Annoyingly, our flight code doesn't set the movement_type, nor do we have a define for it. So I'm not adding it yet. //if(arrived.movement_type & (FLYING|FLOATING) || !arrived.has_gravity()) */ if(!arrived.has_gravity()) return if(ismob(arrived) && !arrived.density) // Prevents 10 overlapping mice from making an unholy sound while moving return var/atom/current_parent = parent if(isturf(current_parent?.loc)) play_squeak() /datum/component/squeak/proc/use_squeak() SIGNAL_HANDLER if(last_use + use_delay < world.time) last_use = world.time play_squeak() /datum/component/squeak/proc/on_equip(datum/source, mob/equipper, slot) SIGNAL_HANDLER holder = equipper //RegisterSignal(holder, COMSIG_MOVABLE_DISPOSING, PROC_REF(disposing_react), override=TRUE) RegisterSignal(holder, COMSIG_PARENT_QDELETING, PROC_REF(holder_deleted), override=TRUE) //override for the preqdeleted is necessary because putting parent in hands sends the signal that this proc is registered towards, //so putting an object in hands and then equipping the item on a clothing slot (without dropping it first) //will always runtime without override = TRUE /datum/component/squeak/proc/on_drop(datum/source, mob/user) SIGNAL_HANDLER //UnregisterSignal(user, COMSIG_MOVABLE_DISPOSING) UnregisterSignal(user, COMSIG_PARENT_QDELETING) holder = null ///just gets rid of the reference to holder in the case that theyre qdeleted /datum/component/squeak/proc/holder_deleted(datum/source, datum/possible_holder) SIGNAL_HANDLER if(possible_holder == holder) holder = null /* We don't have comsigs set up for these // Disposal pipes related shits /datum/component/squeak/proc/disposing_react(datum/source, obj/structure/disposalholder/disposal_holder, obj/machinery/disposal/disposal_source) SIGNAL_HANDLER //We don't need to worry about unregistering this signal as it will happen for us automaticaly when the holder is qdeleted RegisterSignal(disposal_holder, COMSIG_ATOM_DIR_CHANGE, PROC_REF(holder_dir_change)) /datum/component/squeak/proc/holder_dir_change(datum/source, old_dir, new_dir) SIGNAL_HANDLER //If the dir changes it means we're going through a bend in the pipes, let's pretend we bumped the wall if(old_dir != new_dir) play_squeak() /datum/component/squeak/proc/on_comedy_metabolism_removal(datum/source, trait) SIGNAL_HANDLER qdel(src) */