mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-24 13:30:42 +01:00
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into inflatables-squashed
This commit is contained in:
@@ -4,6 +4,7 @@
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icon = 'icons/obj/closet.dmi'
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icon_state = "closed"
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density = 1
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w_class = 5
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var/icon_closed = "closed"
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var/icon_opened = "open"
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var/opened = 0
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||||
@@ -164,19 +165,18 @@
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if(1)
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for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
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A.forceMove(src.loc)
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A.ex_act(severity++)
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A.ex_act(severity + 1)
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qdel(src)
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if(2)
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if(prob(50))
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for (var/atom/movable/A as mob|obj in src)
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A.forceMove(src.loc)
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A.ex_act(severity++)
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A.ex_act(severity + 1)
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qdel(src)
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if(3)
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if(prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(src.loc)
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A.ex_act(severity++)
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qdel(src)
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/obj/structure/closet/proc/damage(var/damage)
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@@ -1,210 +0,0 @@
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//I still dont think this should be a closet but whatever
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/obj/structure/closet/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
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icon_state = "fireaxe1000"
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icon_closed = "fireaxe1000"
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icon_opened = "fireaxe1100"
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anchored = 1
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density = 0
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var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = 1
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var/hitstaken = 0
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var/locked = 1
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var/smashed = 0
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New()
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..()
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fireaxe = new /obj/item/weapon/material/twohanded/fireaxe(src)
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attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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//..() //That's very useful, Erro
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var/hasaxe = 0 //gonna come in handy later~
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if(fireaxe)
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hasaxe = 1
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if (isrobot(usr) || src.locked)
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if(istype(O, /obj/item/device/multitool))
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user << "<span class='warning'>Resetting circuitry...</span>"
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playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
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if(do_after(user, 20))
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src.locked = 0
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user << "<span class = 'caution'> You disable the locking modules.</span>"
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update_icon()
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return
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else if(istype(O, /obj/item/weapon))
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var/obj/item/weapon/W = O
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if(src.smashed || src.localopened)
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if(localopened)
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localopened = 0
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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return
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else
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playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
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if(W.force < 15)
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user << "<span class='notice'>The cabinet's protective glass glances off the hit.</span>"
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else
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src.hitstaken++
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if(src.hitstaken == 4)
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playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
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src.smashed = 1
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src.locked = 0
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src.localopened = 1
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update_icon()
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return
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if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && src.localopened)
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if(!fireaxe)
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if(O:wielded)
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user << "<span class='warning'>Unwield the axe first.</span>"
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return
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fireaxe = O
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user.remove_from_mob(O)
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src.contents += O
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user << "<span class='notice'>You place the fire axe back in the [src.name].</span>"
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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if(src.smashed)
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return
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if(istype(O, /obj/item/device/multitool))
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if(localopened)
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localopened = 0
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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return
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else
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user << "<span class='warning'>Resetting circuitry...</span>"
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sleep(50)
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src.locked = 1
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user << "<span class='notice'>You re-enable the locking modules.</span>"
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playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
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if(do_after(user,20))
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src.locked = 1
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user << "<span class = 'caution'> You re-enable the locking modules.</span>"
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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attack_hand(mob/user as mob)
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var/hasaxe = 0
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if(fireaxe)
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hasaxe = 1
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if(src.locked)
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user <<"<span class='warning'>The cabinet won't budge!</span>"
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return
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if(localopened)
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if(fireaxe)
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user.put_in_hands(fireaxe)
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fireaxe = null
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user << "<span class='notice'>You take the fire axe from the [name].</span>"
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src.add_fingerprint(user)
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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attack_tk(mob/user as mob)
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if(localopened && fireaxe)
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fireaxe.forceMove(loc)
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user << "<span class='notice'>You telekinetically remove the fire axe.</span>"
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fireaxe = null
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update_icon()
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return
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attack_hand(user)
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verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
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set name = "Open/Close"
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set category = "Object"
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if (isrobot(usr) || src.locked || src.smashed)
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if(src.locked)
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usr << "<span class='warning'>The cabinet won't budge!</span>"
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else if(src.smashed)
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usr << "<span class='notice'>The protective glass is broken!</span>"
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return
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localopened = !localopened
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update_icon()
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verb/remove_fire_axe()
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set name = "Remove Fire Axe"
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set category = "Object"
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if (isrobot(usr))
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return
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if (localopened)
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if(fireaxe)
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usr.put_in_hands(fireaxe)
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fireaxe = null
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usr << "<span class='notice'>You take the Fire axe from the [name].</span>"
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else
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usr << "<span class='notice'>The [src.name] is empty.</span>"
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else
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usr << "<span class='notice'>The [src.name] is closed.</span>"
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update_icon()
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attack_ai(mob/user as mob)
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if(src.smashed)
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user << "<span class='warning'>The security of the cabinet is compromised.</span>"
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return
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else
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locked = !locked
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if(locked)
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user << "<span class='warning'>Cabinet locked.</span>"
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else
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user << "<span class='notice'>Cabinet unlocked.</span>"
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return
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update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
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var/hasaxe = 0
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if(fireaxe)
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hasaxe = 1
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icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
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open()
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return
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close()
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return
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@@ -92,7 +92,7 @@
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else
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togglelock(user)
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/obj/structure/closet/secure_closet/attack_hand(var/remaining_charges, var/mob/user, var/visual_feedback, var/audible_feedback)
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/obj/structure/closet/secure_closet/emag_act(var/remaining_charges, var/mob/user, var/emag_source, var/visual_feedback = "", var/audible_feedback = "")
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if(!broken)
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broken = 1
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locked = 0
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@@ -102,8 +102,11 @@
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if(visual_feedback)
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visible_message(visual_feedback, audible_feedback)
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else if(user && emag_source)
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visible_message("<span class='warning'>\The [src] has been broken by \the [user] with \an [emag_source]!</span>", "You hear a faint electrical spark.")
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else
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visible_message("<span class='warning'>The locker has been broken by [user] with an electromagnetic card!</span>", "You hear a faint electrical spark.")
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visible_message("<span class='warning'>\The [src] sparks and breaks open!</span>", "You hear a faint electrical spark.")
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return 1
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/obj/structure/closet/secure_closet/attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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@@ -18,9 +18,9 @@
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new /obj/item/clothing/suit/captunic/capjacket(src)
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new /obj/item/clothing/head/caphat/cap(src)
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new /obj/item/clothing/under/rank/captain(src)
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new /obj/item/clothing/suit/storage/vest(src)
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new /obj/item/clothing/suit/armor/vest(src)
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new /obj/item/weapon/cartridge/captain(src)
|
||||
new /obj/item/clothing/head/helmet/swat(src)
|
||||
new /obj/item/clothing/head/helmet(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
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||||
new /obj/item/device/radio/headset/heads/captain(src)
|
||||
new /obj/item/clothing/gloves/captain(src)
|
||||
@@ -47,13 +47,12 @@
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New()
|
||||
..()
|
||||
new /obj/item/clothing/glasses/sunglasses(src)
|
||||
new /obj/item/clothing/suit/storage/vest(src)
|
||||
new /obj/item/clothing/suit/armor/vest(src)
|
||||
new /obj/item/clothing/head/helmet(src)
|
||||
new /obj/item/weapon/cartridge/hop(src)
|
||||
new /obj/item/device/radio/headset/heads/hop(src)
|
||||
new /obj/item/weapon/storage/box/ids(src)
|
||||
new /obj/item/weapon/storage/box/ids( src )
|
||||
new /obj/item/weapon/gun/energy/gun(src)
|
||||
new /obj/item/weapon/gun/projectile/sec/flash(src)
|
||||
new /obj/item/device/flash(src)
|
||||
return
|
||||
@@ -104,6 +103,7 @@
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel_sec(src)
|
||||
new /obj/item/clothing/head/HoS(src)
|
||||
new /obj/item/clothing/suit/armor/vest/security(src)
|
||||
new /obj/item/clothing/suit/storage/vest/hos(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/corp(src)
|
||||
@@ -123,6 +123,7 @@
|
||||
new /obj/item/clothing/accessory/holster/waist(src)
|
||||
new /obj/item/weapon/melee/telebaton(src)
|
||||
new /obj/item/clothing/head/beret/sec/corporate/hos(src)
|
||||
new /obj/item/clothing/accessory/badge/hos(src)
|
||||
return
|
||||
|
||||
|
||||
@@ -144,6 +145,7 @@
|
||||
new /obj/item/weapon/storage/backpack/security(src)
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel_sec(src)
|
||||
new /obj/item/clothing/suit/armor/vest/security(src)
|
||||
new /obj/item/clothing/suit/storage/vest/warden(src)
|
||||
new /obj/item/clothing/under/rank/warden(src)
|
||||
new /obj/item/clothing/under/rank/warden/corp(src)
|
||||
@@ -154,12 +156,14 @@
|
||||
new /obj/item/clothing/glasses/sunglasses/sechud(src)
|
||||
new /obj/item/taperoll/police(src)
|
||||
new /obj/item/weapon/storage/box/flashbangs(src)
|
||||
new /obj/item/weapon/storage/box/teargas(src)
|
||||
new /obj/item/weapon/storage/belt/security(src)
|
||||
new /obj/item/weapon/reagent_containers/spray/pepper(src)
|
||||
new /obj/item/weapon/melee/baton/loaded(src)
|
||||
new /obj/item/weapon/gun/energy/gun(src)
|
||||
new /obj/item/weapon/storage/box/holobadge(src)
|
||||
new /obj/item/clothing/head/beret/sec/corporate/warden(src)
|
||||
new /obj/item/clothing/accessory/badge/warden(src)
|
||||
return
|
||||
|
||||
|
||||
@@ -180,14 +184,14 @@
|
||||
new /obj/item/weapon/storage/backpack/security(src)
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel_sec(src)
|
||||
new /obj/item/clothing/suit/storage/vest/officer(src)
|
||||
new /obj/item/clothing/suit/armor/vest/security(src)
|
||||
new /obj/item/clothing/head/helmet(src)
|
||||
// new /obj/item/weapon/cartridge/security(src)
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/weapon/storage/belt/security(src)
|
||||
new /obj/item/device/flash(src)
|
||||
new /obj/item/weapon/reagent_containers/spray/pepper(src)
|
||||
new /obj/item/weapon/grenade/flashbang(src)
|
||||
new /obj/item/weapon/grenade/chem_grenade/teargas(src)
|
||||
new /obj/item/weapon/melee/baton/loaded(src)
|
||||
new /obj/item/clothing/glasses/sunglasses/sechud(src)
|
||||
new /obj/item/taperoll/police(src)
|
||||
@@ -195,7 +199,6 @@
|
||||
new /obj/item/clothing/accessory/storage/black_vest(src)
|
||||
new /obj/item/clothing/head/soft/sec/corp(src)
|
||||
new /obj/item/clothing/under/rank/security/corp(src)
|
||||
new /obj/item/ammo_magazine/c45m/rubber(src)
|
||||
new /obj/item/weapon/gun/energy/taser(src)
|
||||
return
|
||||
|
||||
@@ -258,9 +261,8 @@
|
||||
new /obj/item/clothing/shoes/laceup(src)
|
||||
new /obj/item/weapon/storage/box/evidence(src)
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/clothing/suit/storage/vest/detective(src)
|
||||
new /obj/item/ammo_magazine/c45m/rubber(src)
|
||||
new /obj/item/ammo_magazine/c45m/rubber(src)
|
||||
new /obj/item/clothing/suit/armor/vest/detective(src)
|
||||
new /obj/item/ammo_magazine/c45m/flash(src)
|
||||
new /obj/item/taperoll/police(src)
|
||||
new /obj/item/weapon/gun/projectile/colt/detective(src)
|
||||
new /obj/item/clothing/accessory/holster/armpit(src)
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
icon_state = "door_as_0"
|
||||
anchored = 0
|
||||
density = 1
|
||||
w_class = 5
|
||||
var/state = 0
|
||||
var/base_icon_state = ""
|
||||
var/base_name = "Airlock"
|
||||
|
||||
@@ -0,0 +1,135 @@
|
||||
/obj/structure/fireaxecabinet
|
||||
name = "fire axe cabinet"
|
||||
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
|
||||
icon_state = "fireaxe"
|
||||
anchored = 1
|
||||
density = 0
|
||||
|
||||
var/damage_threshold = 15
|
||||
var/open
|
||||
var/unlocked
|
||||
var/shattered
|
||||
var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
|
||||
|
||||
/obj/structure/fireaxecabinet/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
|
||||
user.do_attack_animation(src)
|
||||
playsound(user, 'sound/effects/Glasshit.ogg', 50, 1)
|
||||
visible_message("<span class='danger'>[user] [attack_verb] \the [src]!</span>")
|
||||
if(damage_threshold > damage)
|
||||
user << "<span class='danger'>Your strike is deflected by the reinforced glass!</span>"
|
||||
return
|
||||
if(shattered)
|
||||
return
|
||||
shattered = 1
|
||||
unlocked = 1
|
||||
open = 1
|
||||
playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1)
|
||||
update_icon()
|
||||
|
||||
/obj/structure/fireaxecabinet/update_icon()
|
||||
overlays.Cut()
|
||||
if(fireaxe)
|
||||
overlays += image(icon, "fireaxe_item")
|
||||
if(shattered)
|
||||
overlays += image(icon, "fireaxe_window_broken")
|
||||
else if(!open)
|
||||
overlays += image(icon, "fireaxe_window")
|
||||
|
||||
/obj/structure/fireaxecabinet/New()
|
||||
..()
|
||||
fireaxe = new(src)
|
||||
update_icon()
|
||||
|
||||
/obj/structure/fireaxecabinet/attack_ai(var/mob/user)
|
||||
toggle_lock(user)
|
||||
|
||||
/obj/structure/fireaxecabinet/attack_hand(var/mob/user)
|
||||
if(!unlocked)
|
||||
user << "<span class='warning'>\The [src] is locked.</span>"
|
||||
return
|
||||
toggle_open(user)
|
||||
|
||||
/obj/structure/fireaxecabinet/MouseDrop(over_object, src_location, over_location)
|
||||
if(over_object == usr)
|
||||
var/mob/user = over_object
|
||||
if(!istype(user))
|
||||
return
|
||||
|
||||
if(!open)
|
||||
user << "<span class='warning'>\The [src] is closed.</span>"
|
||||
return
|
||||
|
||||
if(!fireaxe)
|
||||
user << "<span class='warning'>\The [src] is empty.</span>"
|
||||
return
|
||||
|
||||
fireaxe.forceMove(get_turf(user))
|
||||
user.put_in_hands(fireaxe)
|
||||
fireaxe = null
|
||||
update_icon()
|
||||
|
||||
return
|
||||
|
||||
/obj/structure/fireaxecabinet/Destroy()
|
||||
if(fireaxe)
|
||||
fireaxe.forceMove(get_turf(src))
|
||||
fireaxe = null
|
||||
return ..()
|
||||
|
||||
/obj/structure/fireaxecabinet/attackby(var/obj/item/O, var/mob/user)
|
||||
|
||||
if(istype(O, /obj/item/device/multitool))
|
||||
toggle_lock(user)
|
||||
return
|
||||
|
||||
if(istype(O, /obj/item/weapon/material/twohanded/fireaxe))
|
||||
if(open)
|
||||
if(fireaxe)
|
||||
user << "<span class='warning'>There is already \a [fireaxe] inside \the [src].</span>"
|
||||
else if(user.unEquip(O))
|
||||
O.forceMove(src)
|
||||
fireaxe = O
|
||||
user << "<span class='notice'>You place \the [fireaxe] into \the [src].</span>"
|
||||
update_icon()
|
||||
return
|
||||
|
||||
if(O.force)
|
||||
user.setClickCooldown(10)
|
||||
attack_generic(user, O.force, "bashes")
|
||||
return
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/structure/fireaxecabinet/proc/toggle_open(var/mob/user)
|
||||
if(shattered)
|
||||
open = 1
|
||||
unlocked = 1
|
||||
else
|
||||
user.setClickCooldown(10)
|
||||
open = !open
|
||||
user << "<span class='notice'>You [open ? "open" : "close"] \the [src].</span>"
|
||||
update_icon()
|
||||
|
||||
/obj/structure/fireaxecabinet/proc/toggle_lock(var/mob/user)
|
||||
|
||||
|
||||
if(open)
|
||||
return
|
||||
|
||||
if(shattered)
|
||||
open = 1
|
||||
unlocked = 1
|
||||
else
|
||||
user.setClickCooldown(10)
|
||||
user << "<span class='notice'>You begin [unlocked ? "enabling" : "disabling"] \the [src]'s maglock.</span>"
|
||||
|
||||
if(!do_after(user, 20))
|
||||
return
|
||||
|
||||
if(shattered) return
|
||||
|
||||
unlocked = !unlocked
|
||||
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
|
||||
user << "<span class = 'notice'>You [unlocked ? "disable" : "enable"] the maglock.</span>"
|
||||
|
||||
update_icon()
|
||||
@@ -3,6 +3,7 @@
|
||||
anchored = 1
|
||||
density = 1
|
||||
layer = 2
|
||||
w_class = 5
|
||||
var/state = 0
|
||||
var/health = 200
|
||||
var/cover = 50 //how much cover the girder provides against projectiles.
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
icon_state = "latticefull"
|
||||
density = 0
|
||||
anchored = 1.0
|
||||
w_class = 3
|
||||
layer = 2.3 //under pipes
|
||||
// flags = CONDUCT
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
icon = 'icons/obj/janitor.dmi'
|
||||
icon_state = "mopbucket"
|
||||
density = 1
|
||||
w_class = 3
|
||||
pressure_resistance = 5
|
||||
flags = OPENCONTAINER
|
||||
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
|
||||
@@ -20,8 +21,8 @@
|
||||
/obj/structure/mopbucket/attackby(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/weapon/mop))
|
||||
if(reagents.total_volume < 1)
|
||||
user << "<span class='warning'>[src] is out of water!</span>"
|
||||
user << "<span class='warning'>\The [src] is out of water!</span>"
|
||||
else
|
||||
reagents.trans_to_obj(I, 5)
|
||||
user << "<span class='notice'>You wet [I] in [src].</span>"
|
||||
user << "<span class='notice'>You wet \the [I] in \the [src].</span>"
|
||||
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
opacity = 0
|
||||
density = 0
|
||||
layer = 3.5
|
||||
w_class = 3
|
||||
|
||||
/obj/structure/sign/ex_act(severity)
|
||||
switch(severity)
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
icon_state = "dispenser"
|
||||
density = 1
|
||||
anchored = 1.0
|
||||
w_class = 5
|
||||
var/oxygentanks = 10
|
||||
var/phorontanks = 10
|
||||
var/list/oxytanks = list() //sorry for the similar var names
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
icon = 'icons/obj/objects.dmi'
|
||||
icon_state = "target_stake"
|
||||
density = 1
|
||||
w_class = 5
|
||||
flags = CONDUCT
|
||||
var/obj/item/target/pinned_target // the current pinned target
|
||||
|
||||
|
||||
@@ -316,11 +316,11 @@
|
||||
|
||||
/obj/machinery/shower/proc/process_heat(mob/living/M)
|
||||
if(!on || !istype(M)) return
|
||||
|
||||
|
||||
var/temperature = temperature_settings[watertemp]
|
||||
var/temp_adj = between(BODYTEMP_COOLING_MAX, temperature - M.bodytemperature, BODYTEMP_HEATING_MAX)
|
||||
M.bodytemperature += temp_adj
|
||||
|
||||
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(temperature >= H.species.heat_level_1)
|
||||
@@ -411,6 +411,11 @@
|
||||
// Short of a rewrite, this is necessary to stop monkeycubes being washed.
|
||||
else if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeycube))
|
||||
return
|
||||
else if(istype(O, /obj/item/weapon/mop))
|
||||
O.reagents.add_reagent("water", 5)
|
||||
user << "<span class='notice'>You wet \the [O] in \the [src].</span>"
|
||||
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
|
||||
return
|
||||
|
||||
var/turf/location = user.loc
|
||||
if(!isturf(location)) return
|
||||
|
||||
@@ -16,6 +16,7 @@ obj/structure/windoor_assembly
|
||||
anchored = 0
|
||||
density = 0
|
||||
dir = NORTH
|
||||
w_class = 3
|
||||
|
||||
var/obj/item/weapon/airlock_electronics/electronics = null
|
||||
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
desc = "A window."
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
density = 1
|
||||
w_class = 3
|
||||
|
||||
layer = 3.2//Just above doors
|
||||
pressure_resistance = 4*ONE_ATMOSPHERE
|
||||
anchored = 1.0
|
||||
|
||||
Reference in New Issue
Block a user