20f015a2ea
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.
80 lines
3.0 KiB
Plaintext
80 lines
3.0 KiB
Plaintext
/datum/component/squeak
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var/static/list/default_squeak_sounds = list('sound/items/toysqueak1.ogg'=1, 'sound/items/toysqueak2.ogg'=1, 'sound/items/toysqueak3.ogg'=1)
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var/list/override_squeak_sounds
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var/squeak_chance = 100
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var/volume = 30
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// This is so shoes don't squeak every step
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var/steps = 0
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var/step_delay = 1
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// This is to stop squeak spam from inhand usage
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var/last_use = 0
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var/use_delay = 20
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/datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY), .proc/play_squeak)
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if(ismovableatom(parent))
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RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT), .proc/play_squeak)
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RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, .proc/play_squeak_turf)
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RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react)
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if(isitem(parent))
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RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/play_squeak)
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/use_squeak)
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
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if(istype(parent, /obj/item/clothing/shoes))
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RegisterSignal(parent, COMSIG_SHOES_STEP_ACTION, .proc/step_squeak)
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override_squeak_sounds = custom_sounds
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if(chance_override)
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squeak_chance = chance_override
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if(volume_override)
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volume = volume_override
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if(step_delay_override)
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step_delay = step_delay_override
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if(use_delay_override)
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use_delay = use_delay_override
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/datum/component/squeak/proc/play_squeak()
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if(prob(squeak_chance))
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if(!override_squeak_sounds)
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playsound(parent, pickweight(default_squeak_sounds), volume, 1, -1)
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else
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playsound(parent, pickweight(override_squeak_sounds), volume, 1, -1)
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/datum/component/squeak/proc/step_squeak()
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if(steps > step_delay)
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play_squeak()
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steps = 0
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else
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steps++
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/datum/component/squeak/proc/play_squeak_turf()
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var/atom/current_parent = parent
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if(isturf(current_parent.loc))
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play_squeak()
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/datum/component/squeak/proc/use_squeak()
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if(last_use + use_delay < world.time)
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last_use = world.time
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play_squeak()
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/datum/component/squeak/proc/on_equip(mob/equipper, slot)
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RegisterSignal(equipper, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react, TRUE)
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/datum/component/squeak/proc/on_drop(mob/user)
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UnregisterSignal(user, COMSIG_MOVABLE_DISPOSING)
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// Disposal pipes related shit
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/datum/component/squeak/proc/disposing_react(obj/structure/disposalholder/holder, obj/machinery/disposal/source)
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//We don't need to worry about unregistering this signal as it will happen for us automaticaly when the holder is qdeleted
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RegisterSignal(holder, COMSIG_ATOM_DIR_CHANGE, .proc/holder_dir_change)
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/datum/component/squeak/proc/holder_dir_change(old_dir, new_dir)
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//If the dir changes it means we're going through a bend in the pipes, let's pretend we bumped the wall
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if(old_dir != new_dir)
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play_squeak()
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