mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-06 15:32:25 +00:00
@@ -768,10 +768,10 @@ datum
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on_mob_life(var/mob/living/M as mob)
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if(!M) M = holder.my_atom
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M:adjustToxLoss(0.2)
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M.take_organ_damage(0, 1)
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M:adjustToxLoss(1)
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..()
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return
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reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)
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if(!istype(M, /mob/living))
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return //wooo more runtime fixin
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@@ -782,17 +782,21 @@ datum
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M << "\red Your mask melts away!"
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return
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if(M:head)
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del (M:head)
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M << "\red Your helmet melts into uselessness!"
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if(prob(15))
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del(M:head)
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M << "\red Your helmet melts from the acid!"
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else
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M << "\red Your helmet protects you from the acid!"
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return
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var/datum/organ/external/head/affecting = M:get_organ("head")
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affecting.disfigured = 1
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affecting.take_damage(35, 0)
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affecting.take_damage(15, 0)
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M:UpdateDamageIcon()
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M:emote("scream")
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M << "\red Your face has become disfigured!"
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M.real_name = "Unknown"
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M.warn_flavor_changed()
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if(prob(15))
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M << "\red Your face has become disfigured!"
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M.real_name = "Unknown"
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M.warn_flavor_changed()
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affecting.disfigured = 1
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else
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if(istype(M, /mob/living/carbon/monkey) && M:wear_mask)
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del (M:wear_mask)
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@@ -802,13 +806,14 @@ datum
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else
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if(istype(M, /mob/living/carbon/human))
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var/datum/organ/external/head/affecting = M:get_organ("head")
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affecting.disfigured = 1
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affecting.take_damage(30, 0)
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affecting.take_damage(15, 0)
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M:UpdateDamageIcon()
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M:emote("scream")
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M << "\red Your face has become disfigured!"
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M.real_name = "Unknown"
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M.warn_flavor_changed()
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if(prob(15))
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M << "\red Your face has become disfigured!"
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M.real_name = "Unknown"
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M.warn_flavor_changed()
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affecting.disfigured = 1
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else
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M.take_organ_damage(min(15, volume * 4))
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@@ -1,11 +1,11 @@
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/obj/item/clothing/head/rabbitears
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name = "Rabbit Ears"
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name = "rabbit ears"
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desc = "Wearing these makes you looks useless, and only good for your sex appeal."
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icon_state = "bunny"
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/head/kitty
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name = "Kitty Ears"
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name = "kitty ears"
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desc = "A pair of kitty ears. Meow!"
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icon_state = "kitty"
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flags = FPRINT | TABLEPASS
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@@ -37,12 +37,12 @@
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color = "rainbow"
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/obj/item/clothing/mask/owl_mask
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name = "Owl mask"
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name = "owl mask"
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desc = "Twoooo!"
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icon_state = "owl"
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/obj/item/clothing/under/owl
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name = "Owl uniform"
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name = "owl uniform"
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desc = "A jumpsuit with owl wings. Photorealistic owl feathers! Twooooo!"
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icon_state = "owl"
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color = "owl"
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@@ -71,6 +71,7 @@
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item_state = "death"
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flags = FPRINT | TABLEPASS | CONDUCT
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fire_resist = T0C+5200
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/*/obj/item/clothing/under/nazi1
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name = "Nazi uniform"
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@@ -80,24 +81,29 @@
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/obj/item/clothing/suit/greatcoat
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name = "great coat"
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desc = "A Nazi great coat."
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desc = "A Nazi great coat"
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icon_state = "nazi"
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item_state = "nazi"
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/under/johnny
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name = "Johnny~~"
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name = "johnny~~ jumpsuit"
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desc = "Johnny~~"
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icon_state = "johnny"
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color = "johnny"
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/obj/item/clothing/suit/johnny_coat
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name = "Johnny~~"
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name = "johnny~~ coat"
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desc = "Johnny~~"
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icon_state = "johnny"
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item_state = "johnny"
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flags = FPRINT | TABLEPASS
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/obj/item/clothing/suit/ianshirt
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name = "worn shirt"
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desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it but it's pretty close. Good for sleeping in."
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icon_state = "ianshirt"
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item_state = "ianshirt"
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/obj/item/clothing/under/rainbow
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name = "rainbow"
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@@ -215,42 +221,42 @@
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item_state = "headset" // lol
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/obj/item/clothing/under/gimmick/rank/captain/suit
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name = "Captain's Suit"
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name = "captain's suit"
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desc = "A green suit and yellow necktie. Exemplifies authority."
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icon_state = "green_suit"
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item_state = "dg_suit"
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color = "green_suit"
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/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit
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name = "Head of Personnel's Suit"
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name = "head of personnel's suit"
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desc = "A teal suit and yellow necktie. An authoritative yet tacky ensemble."
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icon_state = "teal_suit"
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item_state = "g_suit"
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color = "teal_suit"
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/obj/item/clothing/under/suit_jacket
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name = "Black Suit"
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name = "black suit"
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desc = "A black suit and red tie. Very formal."
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icon_state = "black_suit"
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item_state = "bl_suit"
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color = "black_suit"
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/obj/item/clothing/under/suit_jacket/really_black
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name = "Executive Suit"
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name = "executive suit"
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desc = "A formal black suit and red tie, intended for the station's finest."
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icon_state = "really_black_suit"
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item_state = "bl_suit"
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color = "black_suit"
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/obj/item/clothing/under/suit_jacket/red
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name = "Red Suit"
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name = "red suit"
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desc = "A red suit and blue tie. Somewhat formal."
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icon_state = "red_suit"
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item_state = "r_suit"
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color = "red_suit"
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/obj/item/clothing/under/blackskirt
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name = "Black skirt"
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name = "black skirt"
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desc = "A black skirt, very fancy!"
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icon_state = "blackskirt"
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color = "blackskirt"
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@@ -263,13 +269,13 @@
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item_state = "schoolgirl"
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color = "schoolgirl"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
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/*
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/obj/item/clothing/under/gimmick/rank/police
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name = "Police Uniform"
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name = "police uniform"
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desc = "Move along, nothing to see here."
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icon_state = "police"
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item_state = "b_suit"
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color = "police"
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color = "police" */ //No Sprite - Shiftyeyesshady
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/obj/item/clothing/head/flatcap
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name = "flat cap"
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@@ -278,7 +284,7 @@
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item_state = "detective"
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/obj/item/clothing/under/overalls
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name = "Laborer's Overalls"
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name = "laborer's overalls"
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desc = "A set of durable overalls for getting the job done."
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icon_state = "overalls"
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item_state = "lb_suit"
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@@ -294,7 +300,7 @@
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force = 10
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/obj/item/clothing/under/pirate
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name = "Pirate Outfit"
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name = "pirate outfit"
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desc = "Yarr."
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icon_state = "pirate"
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item_state = "pirate"
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@@ -326,6 +332,7 @@
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icon_state = "hgpirate"
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item_state = "hgpirate"
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flags = FPRINT | TABLEPASS
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flags_inv = HIDEJUMPSUIT
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/obj/item/clothing/glasses/eyepatch
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name = "eyepatch"
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@@ -358,119 +365,120 @@
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desc = "Perfect for winter in Siberia, da?"
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icon_state = "ushankadown"
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item_state = "ushankadown"
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flags_inv = HIDEEARS
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/obj/item/clothing/head/collectable //Hat Station 13
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name = "Collectable Hat"
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name = "collectable hat"
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desc = "A rare collectable hat."
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/obj/item/clothing/head/collectable/petehat
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name = "Ultra Rare! Pete's Hat!"
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name = "ultra rare Pete's hat!"
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desc = "It smells faintly of plasma"
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icon_state = "petehat"
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/obj/item/clothing/head/collectable/metroid
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name = "Collectable Metroid Cap!"
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name = "collectable metroid cap!"
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desc = "It just latches right in place!"
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icon_state = "metroid"
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/obj/item/clothing/head/collectable/xenom
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name = "Collectable Xenomorph Helmet!"
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name = "collectable xenomorph helmet!"
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desc = "Hiss hiss hiss!"
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icon_state = "xenom"
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/obj/item/clothing/head/collectable/chef
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name = "Collectable Chef's Hat"
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name = "collectable chef's hat"
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desc = "A rare Chef's Hat meant for hat collectors!"
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icon_state = "chef"
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item_state = "chef"
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/obj/item/clothing/head/collectable/paper
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name = "Collectable Paper Hat"
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name = "collectable paper hat"
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desc = "What looks like an ordinary paper hat, is actually a rare and valuable collector's edition paper hat. Keep away from water, fire and Librarians."
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icon_state = "paper"
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/obj/item/clothing/head/collectable/tophat
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name = "Collectable Top Hat"
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name = "collectable top hat"
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desc = "A top hat worn by only the most prestigious hat collectors."
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icon_state = "tophat"
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item_state = "that"
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/obj/item/clothing/head/collectable/captain
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name = "Collectable Captain's Hat"
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name = "collectable captain's hat"
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desc = "A Collectable Hat that'll make you look just like a real comdom!"
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icon_state = "captain"
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item_state = "caphat"
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/obj/item/clothing/head/collectable/police
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name = "Collectable Police Officer's Hat"
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name = "collectable police officer's hat"
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desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW."
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icon_state = "policehelm"
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/obj/item/clothing/head/collectable/beret
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name = "Collectable Beret"
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desc = "A Collectable red beret. It smells faintly of garlic."
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name = "collectable beret"
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desc = "A Collectable red Beret. It smells faintly of Garlic."
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icon_state = "beret"
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/obj/item/clothing/head/collectable/welding
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name = "Collectable Welding Helmet"
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name = "collectable welding helmet"
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desc = "A Collectable Welding Helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this Helmet is done so at the owner's own risk!"
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icon_state = "welding"
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item_state = "welding"
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/obj/item/clothing/head/collectable/slime
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name = "Collectable Slime Hat"
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name = "collectable slime hat"
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desc = "Just like a real Brain Slug!"
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icon_state = "headslime"
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item_state = "headslime"
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/obj/item/clothing/head/collectable/flatcap
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name = "Collectable Flat Cap"
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name = "collectable flat cap"
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desc = "A Collectible farmer's Flat Cap!"
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icon_state = "flat_cap"
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item_state = "detective"
|
||||
|
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/obj/item/clothing/head/collectable/pirate
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name = "Collectable Pirate Hat"
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name = "collectable pirate hat"
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desc = "You'd make a great Dread Syndie Roberts!"
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||||
icon_state = "pirate"
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item_state = "pirate"
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/obj/item/clothing/head/collectable/kitty
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name = "Collectable Kitty Ears"
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name = "collectable kitty ears"
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desc = "The fur feels.....a bit too realistic."
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icon_state = "kitty"
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item_state = "kitty"
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|
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/obj/item/clothing/head/collectable/rabbitears
|
||||
name = "Collectable Rabbit Ears"
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name = "collectable rabbit ears"
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desc = "Not as lucky as the feet!"
|
||||
icon_state = "bunny"
|
||||
item_state = "bunny"
|
||||
|
||||
/obj/item/clothing/head/collectable/wizard
|
||||
name = "Collectable Wizard's Hat"
|
||||
name = "collectable wizard's hat"
|
||||
desc = "NOTE:Any magical powers gained from wearing this hat are purely coincidental."
|
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icon_state = "wizard"
|
||||
|
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/obj/item/clothing/head/collectable/hardhat
|
||||
name = "Collectable Hard Hat"
|
||||
name = "collectable hard hat"
|
||||
desc = "WARNING! Offers no real protection, or luminosity, but it is damn fancy!"
|
||||
icon_state = "hardhat0_yellow"
|
||||
item_state = "hardhat0_yellow"
|
||||
|
||||
/obj/item/clothing/head/collectable/HoS
|
||||
name = "Collectable HoS Hat"
|
||||
name = "collectable HoS hat"
|
||||
desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!"
|
||||
icon_state = "hoscap"
|
||||
|
||||
/obj/item/clothing/head/collectable/thunderdome
|
||||
name = "Collectable Thunderdome helmet"
|
||||
name = "collectable Thunderdome helmet"
|
||||
desc = "Go Red! I mean Green! I mean Red! No Green!"
|
||||
icon_state = "thunderdome"
|
||||
item_state = "thunderdome"
|
||||
|
||||
/obj/item/clothing/head/collectable/swat
|
||||
name = "Collectable SWAT Helmet"
|
||||
name = "collectable SWAT helmet"
|
||||
desc = "Now you can be in the Deathsquad too!"
|
||||
icon_state = "swat"
|
||||
item_state = "swat"
|
||||
@@ -504,7 +512,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|FEET
|
||||
|
||||
/obj/item/clothing/under/sexymime
|
||||
name = "Sexy mime outfit"
|
||||
name = "sexy mime outfit"
|
||||
desc = "The only time when you DON'T enjoy looking at someone's rack."
|
||||
icon_state = "sexymime"
|
||||
item_state = "sexymime"
|
||||
@@ -519,7 +527,7 @@
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/justice
|
||||
name = "Justice Hat"
|
||||
name = "justice hat"
|
||||
desc = "Fight for what's righteous!"
|
||||
icon_state = "justicered"
|
||||
item_state = "justicered"
|
||||
@@ -542,11 +550,12 @@
|
||||
item_state = "justicepink"
|
||||
|
||||
obj/item/clothing/suit/justice
|
||||
name = "Justice Suit"
|
||||
name = "justice suit"
|
||||
desc = "This pretty much looks ridiculous."
|
||||
icon_state = "justice"
|
||||
item_state = "justice"
|
||||
flags = FPRINT | TABLEPASS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/under/gladiator
|
||||
name = "gladiator uniform"
|
||||
@@ -561,7 +570,8 @@ obj/item/clothing/suit/justice
|
||||
desc = "Ave, Imperator, morituri te salutant."
|
||||
icon_state = "gladiator"
|
||||
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
|
||||
item_state="gladiator"
|
||||
item_state = "gladiator"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
//stylish new hats
|
||||
|
||||
|
||||
@@ -29,12 +29,12 @@
|
||||
if(ismob(AM))
|
||||
var/mob/tmob = AM
|
||||
if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
|
||||
/*if(prob(70))
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if(M.client)
|
||||
M << "\red <B>[src] fails to push [tmob]'s fat ass out of the way.</B>"
|
||||
/*
|
||||
if(prob(70))
|
||||
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
|
||||
now_pushing = 0
|
||||
return*/
|
||||
return
|
||||
*/
|
||||
if(tmob.nopush)
|
||||
now_pushing = 0
|
||||
return
|
||||
|
||||
@@ -97,13 +97,16 @@
|
||||
now_pushing = 1
|
||||
if(ismob(AM))
|
||||
var/mob/tmob = AM
|
||||
/*if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
|
||||
/*
|
||||
if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
|
||||
if(prob(70))
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if(M.client)
|
||||
M << "\red <B>[src] fails to push [tmob]'s fat ass out of the way.</B>"
|
||||
usr << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
|
||||
now_pushing = 0
|
||||
return*/
|
||||
return
|
||||
*/
|
||||
if(tmob.nopush)
|
||||
now_pushing = 0
|
||||
return
|
||||
|
||||
tmob.LAssailant = src
|
||||
now_pushing = 0
|
||||
|
||||
@@ -106,6 +106,7 @@
|
||||
if (sprite == "Non-Humanoid")
|
||||
src.icon_state = "surgeon"
|
||||
modtype = "Med"
|
||||
nopush = 1
|
||||
channels = list("Medical" = 1)
|
||||
|
||||
if("Security")
|
||||
@@ -262,16 +263,18 @@
|
||||
if ((!( yes ) || now_pushing))
|
||||
return
|
||||
now_pushing = 1
|
||||
/*if(ismob(AM))
|
||||
if(ismob(AM))
|
||||
var/mob/tmob = AM
|
||||
/*
|
||||
if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
|
||||
if(prob(20))
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if(M.client)
|
||||
M << M << "\red <B>[src] fails to push [tmob]'s fat ass out of the way.</B>"
|
||||
usr << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
|
||||
now_pushing = 0
|
||||
//unlock_medal("That's No Moon, That's A Gourmand!", 1)
|
||||
return*/
|
||||
return
|
||||
*/
|
||||
if(tmob.nopush)
|
||||
now_pushing = 0
|
||||
return
|
||||
now_pushing = 0
|
||||
..()
|
||||
if (istype(AM, /obj/machinery/recharge_station))
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
max_co2 = 0
|
||||
max_tox = 0
|
||||
speed = -1
|
||||
stop_automated_movement = 1
|
||||
|
||||
|
||||
Life()
|
||||
|
||||
@@ -126,6 +126,10 @@
|
||||
|
||||
if(istype(W, /obj/item/weapon/wirecutters))
|
||||
|
||||
if(power_switch)
|
||||
user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
|
||||
return
|
||||
|
||||
if (shock(user, 50))
|
||||
return
|
||||
|
||||
|
||||
@@ -527,3 +527,19 @@ var/global/list/uneatable = list(
|
||||
target << "\red <b>NAR-SIE HUNGERS FOR YOUR SOUL</b>"
|
||||
else
|
||||
target << "\red <b>NAR-SIE HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL</b>"
|
||||
|
||||
|
||||
|
||||
/obj/machinery/singularity/narsie/wizard
|
||||
grav_pull = 0
|
||||
eat()
|
||||
set background = 1
|
||||
if(defer_powernet_rebuild != 2)
|
||||
defer_powernet_rebuild = 1
|
||||
for(var/atom/movable/X in orange(consume_range,src))
|
||||
consume(X)
|
||||
for(var/turf/X in orange(consume_range,src))
|
||||
consume(X)
|
||||
if(defer_powernet_rebuild != 2)
|
||||
defer_powernet_rebuild = 0
|
||||
return
|
||||
84
code/modules/power/switch.dm
Normal file
84
code/modules/power/switch.dm
Normal file
@@ -0,0 +1,84 @@
|
||||
//This is a power switch. When turned on it looks at the cables around the tile that it's on and notes which cables are trying to connect to it.
|
||||
//After it knows this it creates the number of cables from the center to each of the cables attempting to conenct. These cables cannot be removed
|
||||
//with wirecutters. When the switch is turned off it removes all the cables on the tile it's on.
|
||||
//The switch uses a 5s delay to prevent powernet change spamming.
|
||||
|
||||
/obj/structure/powerswitch
|
||||
name = "power switch"
|
||||
desc = "A switch that controls power."
|
||||
icon = 'power.dmi'
|
||||
icon_state = "switch-dbl-up"
|
||||
var/icon_state_on = "switch-dbl-down"
|
||||
var/icon_state_off = "switch-dbl-up"
|
||||
flags = FPRINT
|
||||
density = 0
|
||||
anchored = 1
|
||||
var/on = 0 //up is off, down is on
|
||||
var/busy = 0 //set to 1 when you start pulling
|
||||
|
||||
simple
|
||||
icon_state = "switch-up"
|
||||
icon_state_on = "switch-down"
|
||||
icon_state_off = "switch-up"
|
||||
|
||||
|
||||
examine()
|
||||
..()
|
||||
if(on)
|
||||
usr << "The switch is in the on position"
|
||||
else
|
||||
usr << "The switch is in the off position"
|
||||
|
||||
attack_ai(mob/user)
|
||||
user << "\red You're an AI. This is a manual switch. It's not going to work."
|
||||
return
|
||||
|
||||
attack_hand(mob/user)
|
||||
|
||||
if(busy)
|
||||
user << "\red This switch is already being toggled."
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
busy = 1
|
||||
for(var/mob/O in viewers(user))
|
||||
O.show_message(text("\red [user] started pulling the [src]."), 1)
|
||||
|
||||
if(do_after(user, 50))
|
||||
set_state(!on)
|
||||
for(var/mob/O in viewers(user))
|
||||
O.show_message(text("\red [user] flipped the [src] into the [on ? "on": "off"] position."), 1)
|
||||
busy = 0
|
||||
|
||||
proc/set_state(var/state)
|
||||
on = state
|
||||
if(on)
|
||||
icon_state = icon_state_on
|
||||
var/list/connection_dirs = list()
|
||||
for(var/direction in list(1,2,4,8,5,6,9,10))
|
||||
for(var/obj/structure/cable/C in get_step(src,direction))
|
||||
if(C.d1 == turn(direction, 180) || C.d2 == turn(direction, 180))
|
||||
connection_dirs += direction
|
||||
break
|
||||
|
||||
for(var/direction in connection_dirs)
|
||||
var/obj/structure/cable/C = new/obj/structure/cable(src.loc)
|
||||
C.d1 = 0
|
||||
C.d2 = direction
|
||||
C.icon_state = "[C.d1]-[C.d2]"
|
||||
C.power_switch = src
|
||||
|
||||
var/datum/powernet/PN = new()
|
||||
PN.number = powernets.len + 1
|
||||
powernets += PN
|
||||
C.netnum = PN.number
|
||||
PN.cables += C
|
||||
|
||||
C.mergeConnectedNetworks(C.d2)
|
||||
C.mergeConnectedNetworksOnTurf()
|
||||
|
||||
else
|
||||
icon_state = icon_state_off
|
||||
for(var/obj/structure/cable/C in src.loc)
|
||||
del(C)
|
||||
@@ -525,6 +525,7 @@ datum
|
||||
build_path = "/obj/item/weapon/aiModule/tyrant"
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////
|
||||
/////Subspace Telecomms////////////
|
||||
///////////////////////////////////
|
||||
@@ -794,13 +795,13 @@ datum
|
||||
req_tech = list("magnets" = 3, "programming" = 3, "engineering" = 3)
|
||||
build_path = "/obj/item/mecha_parts/mecha_equipment/repair_droid"
|
||||
|
||||
mech_generator
|
||||
mech_plasma_generator
|
||||
name = "Exosuit Module Design (Plasma Converter Module)"
|
||||
desc = "Exosuit-mounted plasma converter."
|
||||
id = "mech_plasma_generator"
|
||||
build_type = MECHFAB
|
||||
req_tech = list("plasmatech" = 2, "powerstorage"= 2, "engineering" = 2)
|
||||
build_path = "/obj/item/mecha_parts/mecha_equipment/generator"
|
||||
build_path = "/obj/item/mecha_parts/mecha_equipment/plasma_generator"
|
||||
|
||||
mech_energy_relay
|
||||
name = "Exosuit Module Design (Tesla Energy Relay)"
|
||||
|
||||
Reference in New Issue
Block a user