Immursive Audio 2
This commit is contained in:
@@ -100,51 +100,54 @@
|
||||
eat(AM)
|
||||
. = ..()
|
||||
|
||||
/obj/machinery/recycler/proc/eat(atom/AM0)
|
||||
if(stat & (BROKEN|NOPOWER) || safety_mode)
|
||||
/obj/machinery/recycler/proc/eat(atom/movable/AM0, sound=TRUE)
|
||||
if(stat & (BROKEN|NOPOWER))
|
||||
return
|
||||
if(safety_mode)
|
||||
return
|
||||
if(!isturf(AM0.loc))
|
||||
return //I don't know how you called Crossed() but stop it.
|
||||
|
||||
var/list/to_eat
|
||||
var/list/to_eat = AM0.GetAllContents()
|
||||
|
||||
to_eat = list(AM0)
|
||||
var/living_detected = FALSE //technically includes silicons as well but eh
|
||||
var/list/nom = list()
|
||||
var/list/crunchy_nom = list() //Mobs have to be handled differently so they get a different list instead of checking them multiple times.
|
||||
|
||||
var/items_recycled = 0
|
||||
var/buzz = FALSE
|
||||
for(var/i in to_eat)
|
||||
var/atom/movable/AM = i
|
||||
if(QDELETED(AM))
|
||||
continue
|
||||
var/obj/item/bodypart/head/as_head = AM
|
||||
var/obj/item/mmi/as_mmi = AM
|
||||
var/brain_holder = istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || istype(AM, /obj/item/dullahan_relay)
|
||||
if(brain_holder)
|
||||
if(obj_flags & EMAGGED)
|
||||
continue
|
||||
else
|
||||
emergency_stop(AM)
|
||||
return
|
||||
if(istype(AM, /obj/item))
|
||||
var/obj/item/bodypart/head/as_head = AM
|
||||
var/obj/item/mmi/as_mmi = AM
|
||||
if(istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || istype(AM, /obj/item/dullahan_relay))
|
||||
living_detected = TRUE
|
||||
nom += AM
|
||||
else if(isliving(AM))
|
||||
if((obj_flags & EMAGGED)||((!allowed(AM))&&(!ishuman(AM))))
|
||||
to_eat += crush_living(AM)
|
||||
else
|
||||
emergency_stop(AM)
|
||||
return
|
||||
else if(isitem(AM))
|
||||
var/obj/O = AM
|
||||
if(O.resistance_flags & INDESTRUCTIBLE)
|
||||
buzz = TRUE
|
||||
O.forceMove(loc)
|
||||
else
|
||||
to_eat += recycle_item(AM)
|
||||
items_recycled++
|
||||
else
|
||||
buzz = TRUE
|
||||
AM.forceMove(loc)
|
||||
|
||||
if(items_recycled)
|
||||
playsound(src, item_recycle_sound, 50, 1)
|
||||
if(buzz)
|
||||
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 0)
|
||||
living_detected = TRUE
|
||||
crunchy_nom += AM
|
||||
var/not_eaten = to_eat.len - nom.len - crunchy_nom.len
|
||||
if(living_detected) // First, check if we have any living beings detected.
|
||||
if(obj_flags & EMAGGED)
|
||||
for(var/CRUNCH in crunchy_nom) // Eat them and keep going because we don't care about safety.
|
||||
if(isliving(CRUNCH)) // MMIs and brains will get eaten like normal items
|
||||
crush_living(CRUNCH)
|
||||
else // Stop processing right now without eating anything.
|
||||
emergency_stop()
|
||||
return
|
||||
for(var/nommed in nom)
|
||||
recycle_item(nommed)
|
||||
if(nom.len && sound)
|
||||
playsound(src, item_recycle_sound, (50 + nom.len*5), TRUE, nom.len, ignore_walls = (nom.len - 10)) // As a substitute for playing 50 sounds at once.
|
||||
if(not_eaten)
|
||||
playsound(src, 'sound/machines/buzz-sigh.ogg', (50 + not_eaten*5), FALSE, not_eaten, ignore_walls = (not_eaten - 10)) // Ditto.
|
||||
if(!ismob(AM0))
|
||||
AM0.moveToNullspace()
|
||||
qdel(AM0)
|
||||
else // Lets not move a mob to nullspace and qdel it, yes?
|
||||
for(var/i in AM0.contents)
|
||||
var/atom/movable/content = i
|
||||
content.moveToNullspace()
|
||||
qdel(content)
|
||||
|
||||
/obj/machinery/recycler/proc/recycle_item(obj/item/I)
|
||||
|
||||
|
||||
+31
-19
@@ -11,7 +11,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
|
||||
name = "item"
|
||||
icon = 'icons/obj/items_and_weapons.dmi'
|
||||
blocks_emissive = EMISSIVE_BLOCK_GENERIC
|
||||
|
||||
|
||||
attack_hand_speed = 0
|
||||
attack_hand_is_action = FALSE
|
||||
attack_hand_unwieldlyness = 0
|
||||
@@ -428,18 +428,19 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
|
||||
/obj/item/proc/talk_into(mob/M, input, channel, spans, datum/language/language)
|
||||
return ITALICS | REDUCE_RANGE
|
||||
|
||||
/obj/item/proc/dropped(mob/user)
|
||||
/// Called when a mob drops an item.
|
||||
/obj/item/proc/dropped(mob/user, silent = FALSE)
|
||||
SHOULD_CALL_PARENT(TRUE)
|
||||
current_equipped_slot = null
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.Remove(user)
|
||||
if(item_flags & DROPDEL)
|
||||
qdel(src)
|
||||
item_flags &= ~IN_INVENTORY
|
||||
if(SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user) & COMPONENT_DROPPED_RELOCATION)
|
||||
. = ITEM_RELOCATED_BY_DROPPED
|
||||
user.update_equipment_speed_mods()
|
||||
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
|
||||
// if(!silent)
|
||||
// playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE)
|
||||
user?.update_equipment_speed_mods()
|
||||
|
||||
// called just as an item is picked up (loc is not yet changed)
|
||||
/obj/item/proc/pickup(mob/user)
|
||||
@@ -473,23 +474,32 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
|
||||
over.MouseDrop_T(src,usr)
|
||||
return
|
||||
|
||||
// called after an item is placed in an equipment slot
|
||||
// user is mob that equipped it
|
||||
// slot uses the slot_X defines found in setup.dm
|
||||
// for items that can be placed in multiple slots
|
||||
// note this isn't called during the initial dressing of a player
|
||||
/obj/item/proc/equipped(mob/user, slot)
|
||||
/**
|
||||
* Called after an item is placed in an equipment slot.
|
||||
*
|
||||
* Note that hands count as slots.
|
||||
*
|
||||
* Arguments:
|
||||
* * user is mob that equipped it
|
||||
* * slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots
|
||||
* * Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
|
||||
*/
|
||||
/obj/item/proc/equipped(mob/user, slot, initial = FALSE)
|
||||
SHOULD_CALL_PARENT(TRUE)
|
||||
. = SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
|
||||
current_equipped_slot = slot
|
||||
if(!(. & COMPONENT_NO_GRANT_ACTIONS))
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
|
||||
A.Grant(user)
|
||||
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
|
||||
A.Grant(user)
|
||||
item_flags |= IN_INVENTORY
|
||||
// if(!initial)
|
||||
// if(equip_sound && (slot_flags & slot))
|
||||
// playsound(src, equip_sound, EQUIP_SOUND_VOLUME, TRUE, ignore_walls = FALSE)
|
||||
// else if(slot == ITEM_SLOT_HANDS)
|
||||
// playsound(src, pickup_sound, PICKUP_SOUND_VOLUME, ignore_walls = FALSE)
|
||||
user.update_equipment_speed_mods()
|
||||
|
||||
|
||||
//Overlays for the worn overlay so you can overlay while you overlay
|
||||
//eg: ammo counters, primed grenade flashing, etc.
|
||||
//"icon_file" is used automatically for inhands etc. to make sure it gets the right inhand file
|
||||
@@ -656,6 +666,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
|
||||
else
|
||||
playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
|
||||
|
||||
// else
|
||||
// playsound(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE)
|
||||
return hit_atom.hitby(src, 0, itempush, throwingdatum=throwingdatum)
|
||||
|
||||
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
|
||||
|
||||
Reference in New Issue
Block a user