Files
kiwistation/code/datums/components/squeak.dm
T
ninjanomnom 20f015a2ea Makes the squeak component slightly more horrifying
The clown outfit got its hardcoded squeak on hit replaced with the component.
Objects which can squeak which are thrown in disposals will squeak when they hit bends in the piping.
2018-07-11 01:12:45 -04:00

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/datum/component/squeak
var/static/list/default_squeak_sounds = list('sound/items/toysqueak1.ogg'=1, 'sound/items/toysqueak2.ogg'=1, 'sound/items/toysqueak3.ogg'=1)
var/list/override_squeak_sounds
var/squeak_chance = 100
var/volume = 30
// This is so shoes don't squeak every step
var/steps = 0
var/step_delay = 1
// This is to stop squeak spam from inhand usage
var/last_use = 0
var/use_delay = 20
/datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY), .proc/play_squeak)
if(ismovableatom(parent))
RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT), .proc/play_squeak)
RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, .proc/play_squeak_turf)
RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react)
if(isitem(parent))
RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/play_squeak)
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/use_squeak)
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
if(istype(parent, /obj/item/clothing/shoes))
RegisterSignal(parent, COMSIG_SHOES_STEP_ACTION, .proc/step_squeak)
override_squeak_sounds = custom_sounds
if(chance_override)
squeak_chance = chance_override
if(volume_override)
volume = volume_override
if(step_delay_override)
step_delay = step_delay_override
if(use_delay_override)
use_delay = use_delay_override
/datum/component/squeak/proc/play_squeak()
if(prob(squeak_chance))
if(!override_squeak_sounds)
playsound(parent, pickweight(default_squeak_sounds), volume, 1, -1)
else
playsound(parent, pickweight(override_squeak_sounds), volume, 1, -1)
/datum/component/squeak/proc/step_squeak()
if(steps > step_delay)
play_squeak()
steps = 0
else
steps++
/datum/component/squeak/proc/play_squeak_turf()
var/atom/current_parent = parent
if(isturf(current_parent.loc))
play_squeak()
/datum/component/squeak/proc/use_squeak()
if(last_use + use_delay < world.time)
last_use = world.time
play_squeak()
/datum/component/squeak/proc/on_equip(mob/equipper, slot)
RegisterSignal(equipper, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react, TRUE)
/datum/component/squeak/proc/on_drop(mob/user)
UnregisterSignal(user, COMSIG_MOVABLE_DISPOSING)
// Disposal pipes related shit
/datum/component/squeak/proc/disposing_react(obj/structure/disposalholder/holder, obj/machinery/disposal/source)
//We don't need to worry about unregistering this signal as it will happen for us automaticaly when the holder is qdeleted
RegisterSignal(holder, COMSIG_ATOM_DIR_CHANGE, .proc/holder_dir_change)
/datum/component/squeak/proc/holder_dir_change(old_dir, new_dir)
//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()