mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 12:29:46 +01:00
Merge remote-tracking branch 'upstream/dev' into dev
Conflicts: code/game/objects/structures/stool_bed_chair_nest/bed.dm code/modules/mob/mob_grab.dm
This commit is contained in:
@@ -4,7 +4,7 @@
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anchored = 1
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var/cult = 0
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New()
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ChangeSign(pick("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead", "whiskeyimplant", "carpecarp", "robustroadhouse", "greytide", "theredshirt"))
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ChangeSign(pick("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead", "whiskeyimplant", "carpecarp", "robustroadhouse", "greytide", "theredshirt","thebark","theharmbaton","theharmedbaton","thesingulo","thedrukcarp","thedrunkcarp", "scotch","officerbeersky","on"))
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return
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proc/ChangeSign(var/Text)
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src.icon_state = "[Text]"
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@@ -19,7 +19,7 @@
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if(istype(I, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/card = I
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if(access_bar in card.GetAccess())
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var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in list("Off", "Pink Flamingo", "Magma Sea", "Limbo", "Rusty Axe", "Armok Bar", "Broken Drum", "Mead Bay", "The Damn Wall", "The Cavern", "Cindi Kate", "The Orchard", "The Saucy Clown", "The Clowns Head", "Whiskey Implant", "Carpe Carp", "Robust Roadhouse", "Greytide", "The Redshirt")
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var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in list("Off", "Pink Flamingo", "Magma Sea", "Limbo", "Rusty Axe", "Armok Bar", "Broken Drum", "Mead Bay", "The Damn Wall", "The Cavern", "Cindi Kate", "The Orchard", "The Saucy Clown", "The Clowns Head", "Whiskey Implant", "Carpe Carp", "Robust Roadhouse", "Greytide", "The Redshirt", "The Bark", "The Harm Baton", "The Harmed Baton", "The Singulo", "The Druk Carp", "The Drunk Carp", "Scotch", "Officer Beersky", "On")
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if(sign_type == null)
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return
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else
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@@ -15,8 +15,6 @@ LINEN BINS
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throw_speed = 1
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throw_range = 2
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w_class = 2.0
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item_color = "white"
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/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
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user.drop_item()
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@@ -30,67 +28,51 @@ LINEN BINS
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/obj/item/weapon/bedsheet/blue
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icon_state = "sheetblue"
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item_color = "blue"
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/obj/item/weapon/bedsheet/green
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icon_state = "sheetgreen"
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item_color = "green"
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/obj/item/weapon/bedsheet/orange
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icon_state = "sheetorange"
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item_color = "orange"
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/obj/item/weapon/bedsheet/purple
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icon_state = "sheetpurple"
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item_color = "purple"
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/obj/item/weapon/bedsheet/rainbow
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icon_state = "sheetrainbow"
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item_color = "rainbow"
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/obj/item/weapon/bedsheet/red
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icon_state = "sheetred"
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item_color = "red"
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/obj/item/weapon/bedsheet/yellow
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icon_state = "sheetyellow"
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item_color = "yellow"
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/obj/item/weapon/bedsheet/mime
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icon_state = "sheetmime"
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item_color = "mime"
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/obj/item/weapon/bedsheet/clown
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icon_state = "sheetclown"
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item_color = "clown"
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/obj/item/weapon/bedsheet/captain
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icon_state = "sheetcaptain"
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item_color = "captain"
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/obj/item/weapon/bedsheet/rd
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icon_state = "sheetrd"
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item_color = "director"
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/obj/item/weapon/bedsheet/medical
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icon_state = "sheetmedical"
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item_color = "medical"
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/obj/item/weapon/bedsheet/hos
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icon_state = "sheethos"
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item_color = "hosred"
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/obj/item/weapon/bedsheet/hop
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icon_state = "sheethop"
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item_color = "hop"
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/obj/item/weapon/bedsheet/ce
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icon_state = "sheetce"
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item_color = "chief"
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/obj/item/weapon/bedsheet/brown
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icon_state = "sheetbrown"
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item_color = "brown"
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/obj/structure/bedsheetbin
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@@ -10,7 +10,7 @@
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var/welded = 0
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var/wall_mounted = 0 //never solid (You can always pass over it)
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var/health = 100
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var/lastbang
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var/breakout = 0 //if someone is currently breaking out. mutex
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var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
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//then open it in a populated area to crash clients.
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var/open_sound = 'sound/machines/click.ogg'
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@@ -146,30 +146,33 @@
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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.loc = src.loc
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A.ex_act(severity++)
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del(src)
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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.loc = src.loc
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A.ex_act(severity++)
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del(src)
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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.loc = src.loc
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A.ex_act(severity++)
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del(src)
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qdel(src)
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/obj/structure/closet/proc/damage(var/damage)
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health -= damage
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if(health <= 0)
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for(var/atom/movable/A in src)
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A.loc = src.loc
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qdel(src)
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/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
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if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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return
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health -= Proj.damage
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..()
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if(health <= 0)
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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del(src)
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damage(Proj.damage)
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return
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@@ -178,14 +181,14 @@
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if(prob(75))
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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del(src)
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qdel(src)
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/obj/structure/closet/meteorhit(obj/O as obj)
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if(O.icon_state == "flaming")
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for(var/mob/M in src)
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M.meteorhit(O)
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src.dump_contents()
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del(src)
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qdel(src)
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/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(src.opened)
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@@ -202,7 +205,7 @@
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new /obj/item/stack/sheet/metal(src.loc)
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for(var/mob/M in viewers(src))
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M.show_message("<span class='notice'>\The [src] has been cut apart by [user] with \the [WT].</span>", 3, "You hear welding.", 2)
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del(src)
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qdel(src)
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return
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if(isrobot(user))
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return
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@@ -259,12 +262,6 @@
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if(!src.open())
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user << "<span class='notice'>It won't budge!</span>"
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if(!lastbang)
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lastbang = 1
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for (var/mob/M in hearers(src, null))
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M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
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spawn(30)
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lastbang = 0
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/obj/structure/closet/attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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@@ -310,5 +307,66 @@
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return
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visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
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dump_contents()
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spawn(1) del(src)
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spawn(1) qdel(src)
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return 1
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/obj/structure/closet/proc/req_breakout()
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if(breakout)
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return 0 //Already breaking out.
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if(opened)
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return 0 //Door's open... wait, why are you in it's contents then?
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if(!welded)
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return 0 //closed but not welded...
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return 1
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/obj/structure/closet/proc/mob_breakout(var/mob/living/escapee)
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var/breakout_time = 2 //2 minutes by default
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if(!req_breakout())
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return
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//okay, so the closet is either welded or locked... resist!!!
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escapee.next_move = world.time + 100
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escapee.last_special = world.time + 100
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escapee << "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>"
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visible_message("<span class='danger'>The [src] begins to shake violently!</span>")
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breakout = 1 //can't think of a better way to do this right now.
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for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2
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playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
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animate_shake()
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if(!do_after(escapee, 50)) //5 seconds
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breakout = 0
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return
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if(!escapee || escapee.stat || escapee.loc != src)
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breakout = 0
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return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
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//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
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if(!req_breakout())
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breakout = 0
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return
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//Well then break it!
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breakout = 0
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escapee << "<span class='warning'>You successfully break out!</span>"
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visible_message("<span class='danger'>\the [escapee] successfully broke out of \the [src]!</span>")
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playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
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break_open()
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animate_shake()
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/obj/structure/closet/proc/break_open()
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welded = 0
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update_icon()
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//Do this to prevent contents from being opened into nullspace (read: bluespace)
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if(istype(loc, /obj/structure/bigDelivery))
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var/obj/structure/bigDelivery/BD = loc
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BD.unwrap()
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open()
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/obj/structure/closet/proc/animate_shake()
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var/init_px = pixel_x
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var/shake_dir = pick(-1, 1)
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animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1)
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animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)
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@@ -18,6 +18,7 @@
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/obj/structure/closet/l3closet/general/New()
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..()
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qdel(contents)
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contents = list()
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new /obj/item/clothing/suit/bio_suit/general( src )
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new /obj/item/clothing/head/bio_hood/general( src )
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||||
@@ -30,6 +31,7 @@
|
||||
|
||||
/obj/structure/closet/l3closet/virology/New()
|
||||
..()
|
||||
qdel(contents)
|
||||
contents = list()
|
||||
new /obj/item/clothing/suit/bio_suit/virology( src )
|
||||
new /obj/item/clothing/head/bio_hood/virology( src )
|
||||
@@ -44,6 +46,7 @@
|
||||
|
||||
/obj/structure/closet/l3closet/security/New()
|
||||
..()
|
||||
qdel(contents)
|
||||
contents = list()
|
||||
new /obj/item/clothing/suit/bio_suit/security( src )
|
||||
new /obj/item/clothing/head/bio_hood/security( src )
|
||||
@@ -56,6 +59,7 @@
|
||||
|
||||
/obj/structure/closet/l3closet/janitor/New()
|
||||
..()
|
||||
qdel(contents)
|
||||
contents = list()
|
||||
new /obj/item/clothing/suit/bio_suit/janitor( src )
|
||||
new /obj/item/clothing/head/bio_hood/janitor( src )
|
||||
@@ -68,6 +72,7 @@
|
||||
|
||||
/obj/structure/closet/l3closet/scientist/New()
|
||||
..()
|
||||
qdel(contents)
|
||||
contents = list()
|
||||
new /obj/item/clothing/suit/bio_suit/scientist( src )
|
||||
new /obj/item/clothing/head/bio_hood/scientist( src )
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
spawn(4)
|
||||
// Not really the best way to do this, but it's better than "contents = list()"!
|
||||
for(var/atom/movable/AM in contents)
|
||||
del(AM)
|
||||
qdel(AM)
|
||||
new /obj/item/clothing/under/color/white( src )
|
||||
new /obj/item/clothing/shoes/white( src )
|
||||
return
|
||||
@@ -55,7 +55,7 @@
|
||||
spawn(4)
|
||||
// Not really the best way to do this, but it's better than "contents = list()"!
|
||||
for(var/atom/movable/AM in contents)
|
||||
del(AM)
|
||||
qdel(AM)
|
||||
new /obj/item/weapon/storage/backpack/satchel/withwallet( src )
|
||||
new /obj/item/device/radio/headset( src )
|
||||
return
|
||||
|
||||
@@ -132,3 +132,25 @@
|
||||
overlays += "welded"
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
|
||||
/obj/structure/closet/secure_closet/req_breakout()
|
||||
if(!opened && locked) return 1
|
||||
return ..() //It's a secure closet, but isn't locked.
|
||||
|
||||
/obj/structure/closet/secure_closet/break_open()
|
||||
desc += " It appears to be broken."
|
||||
icon_state = icon_off
|
||||
spawn()
|
||||
flick(icon_broken, src)
|
||||
sleep(10)
|
||||
flick(icon_broken, src)
|
||||
sleep(10)
|
||||
broken = 1
|
||||
locked = 0
|
||||
update_icon()
|
||||
//Do this to prevent contents from being opened into nullspace (read: bluespace)
|
||||
if(istype(loc, /obj/structure/bigDelivery))
|
||||
var/obj/structure/bigDelivery/BD = loc
|
||||
BD.unwrap()
|
||||
open()
|
||||
@@ -40,7 +40,7 @@
|
||||
desc = "If it takes forever, I will wait for you..."
|
||||
|
||||
if(health == 0) //meaning if the statue didn't find a valid target
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
processing_objects.Add(src)
|
||||
@@ -56,7 +56,7 @@
|
||||
if (timer <= 0)
|
||||
dump_contents()
|
||||
processing_objects.Remove(src)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/closet/statue/dump_contents()
|
||||
|
||||
@@ -130,4 +130,4 @@
|
||||
user.dust()
|
||||
dump_contents()
|
||||
visible_message("<span class='warning'>[src] shatters!.</span>")
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
@@ -56,12 +56,12 @@
|
||||
|
||||
// teehee - Ah, tg coders...
|
||||
if ("delete")
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
//If you want to re-add fire, just add "fire" = 15 to the pick list.
|
||||
/*if ("fire")
|
||||
new /obj/structure/closet/firecloset(src.loc)
|
||||
del(src)*/
|
||||
qdel(src)*/
|
||||
|
||||
/obj/structure/closet/emcloset/legacy/New()
|
||||
..()
|
||||
|
||||
@@ -105,18 +105,18 @@
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
for(var/obj/O in src.contents)
|
||||
del(O)
|
||||
del(src)
|
||||
qdel(O)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
for(var/obj/O in src.contents)
|
||||
if(prob(50))
|
||||
del(O)
|
||||
del(src)
|
||||
qdel(O)
|
||||
qdel(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
user.visible_message("<span class='notice'>[user] pries \the [src] open.</span>", \
|
||||
"<span class='notice'>You pry open \the [src].</span>", \
|
||||
"<span class='notice'>You hear splitting wood.</span>")
|
||||
del(src)
|
||||
qdel(src)
|
||||
else
|
||||
return attack_hand(user)
|
||||
|
||||
|
||||
@@ -1,20 +1,23 @@
|
||||
#define SHOWER_OPEN_LAYER OBJ_LAYER + 0.4
|
||||
#define SHOWER_CLOSED_LAYER MOB_LAYER + 0.1
|
||||
|
||||
/obj/structure/curtain
|
||||
name = "curtain"
|
||||
icon = 'icons/obj/curtain.dmi'
|
||||
icon_state = "closed"
|
||||
layer = MOB_LAYER + 0.1
|
||||
layer = SHOWER_OPEN_LAYER
|
||||
opacity = 1
|
||||
density = 0
|
||||
|
||||
/obj/structure/curtain/open
|
||||
icon_state = "open"
|
||||
layer = OBJ_LAYER
|
||||
layer = SHOWER_CLOSED_LAYER
|
||||
opacity = 0
|
||||
|
||||
/obj/structure/curtain/bullet_act(obj/item/projectile/P, def_zone)
|
||||
if(!P.nodamage)
|
||||
visible_message("<span class='warning'>[P] tears [src] down!</span>")
|
||||
del(src)
|
||||
qdel(src)
|
||||
else
|
||||
..(P, def_zone)
|
||||
|
||||
@@ -27,10 +30,10 @@
|
||||
opacity = !opacity
|
||||
if(opacity)
|
||||
icon_state = "closed"
|
||||
layer = MOB_LAYER + 0.1
|
||||
layer = SHOWER_CLOSED_LAYER
|
||||
else
|
||||
icon_state = "open"
|
||||
layer = OBJ_LAYER
|
||||
layer = SHOWER_OPEN_LAYER
|
||||
|
||||
/obj/structure/curtain/black
|
||||
name = "black curtain"
|
||||
@@ -45,3 +48,12 @@
|
||||
name = "shower curtain"
|
||||
color = "#ACD1E9"
|
||||
alpha = 200
|
||||
|
||||
/obj/structure/curtain/open/shower/engineering
|
||||
color = "#FFA500"
|
||||
|
||||
/obj/structure/curtain/open/shower/security
|
||||
color = "#AA0000"
|
||||
|
||||
#undef SHOWER_OPEN_LAYER
|
||||
#undef SHOWER_CLOSED_LAYER
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
if (occupied)
|
||||
new /obj/item/weapon/gun/energy/captain( src.loc )
|
||||
occupied = 0
|
||||
del(src)
|
||||
qdel(src)
|
||||
if (2)
|
||||
if (prob(50))
|
||||
src.health -= 15
|
||||
@@ -41,13 +41,13 @@
|
||||
if (occupied)
|
||||
new /obj/item/weapon/gun/energy/captain( src.loc )
|
||||
occupied = 0
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/structure/displaycase/meteorhit(obj/O as obj)
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
new /obj/item/weapon/gun/energy/captain( src.loc )
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/structure/displaycase/proc/healthcheck()
|
||||
|
||||
@@ -166,7 +166,7 @@
|
||||
if(!src || !WT.isOn()) return
|
||||
user << "\blue You dissasembled the airlock assembly!"
|
||||
new /obj/item/stack/sheet/metal(src.loc, 4)
|
||||
del (src)
|
||||
qdel (src)
|
||||
else
|
||||
user << "\blue You need more welding fuel."
|
||||
return
|
||||
@@ -277,7 +277,7 @@
|
||||
|
||||
var/obj/machinery/door/new_airlock = new path(src.loc, src)
|
||||
new_airlock.dir = src.dir
|
||||
del(src)
|
||||
qdel(src)
|
||||
else
|
||||
..()
|
||||
update_state()
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
part.loc = loc
|
||||
part.master = null
|
||||
part = null
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
@@ -1,333 +0,0 @@
|
||||
/*
|
||||
* False Walls
|
||||
*/
|
||||
/obj/structure/falsewall
|
||||
name = "wall"
|
||||
desc = "A huge chunk of metal used to seperate rooms."
|
||||
anchored = 1
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
var/mineral = "metal"
|
||||
var/opening = 0
|
||||
|
||||
/obj/structure/falsewall/New()
|
||||
relativewall_neighbours()
|
||||
..()
|
||||
|
||||
/obj/structure/falsewall/Del()
|
||||
|
||||
var/temploc = src.loc
|
||||
|
||||
spawn(10)
|
||||
for(var/turf/simulated/wall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
|
||||
for(var/obj/structure/falsewall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
|
||||
for(var/obj/structure/falserwall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
..()
|
||||
|
||||
|
||||
/obj/structure/falsewall/relativewall()
|
||||
|
||||
if(!density)
|
||||
icon_state = "[mineral]fwall_open"
|
||||
return
|
||||
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.mineral == W.mineral)
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falserwall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.mineral == W.mineral)
|
||||
junction |= get_dir(src,W)
|
||||
icon_state = "[mineral][junction]"
|
||||
return
|
||||
|
||||
/obj/structure/falsewall/attack_hand(mob/user as mob)
|
||||
if(opening)
|
||||
return
|
||||
|
||||
if(density)
|
||||
opening = 1
|
||||
icon_state = "[mineral]fwall_open"
|
||||
flick("[mineral]fwall_opening", src)
|
||||
sleep(15)
|
||||
src.density = 0
|
||||
SetOpacity(0)
|
||||
opening = 0
|
||||
else
|
||||
opening = 1
|
||||
flick("[mineral]fwall_closing", src)
|
||||
icon_state = "[mineral]0"
|
||||
density = 1
|
||||
sleep(15)
|
||||
SetOpacity(1)
|
||||
src.relativewall()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
..()
|
||||
if(density)
|
||||
icon_state = "[mineral]0"
|
||||
src.relativewall()
|
||||
else
|
||||
icon_state = "[mineral]fwall_open"
|
||||
|
||||
/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(opening)
|
||||
user << "\red You must wait until the door has stopped moving."
|
||||
return
|
||||
|
||||
if(density)
|
||||
var/turf/T = get_turf(src)
|
||||
if(T.density)
|
||||
user << "\red The wall is blocked!"
|
||||
return
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
|
||||
if(!mineral || mineral == "metal")
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
del(src)
|
||||
|
||||
if( istype(W, /obj/item/weapon/weldingtool) )
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if( WT:welding )
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "phoron")//Stupid shit keeps me from pushing the attackby() to phoron walls -Sieve
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You can't reach, close it first!"
|
||||
|
||||
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "phoron")
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
//DRILLING
|
||||
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "phoron")
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
..()
|
||||
if(density)
|
||||
icon_state = "[mineral]0"
|
||||
src.relativewall()
|
||||
else
|
||||
icon_state = "[mineral]fwall_open"
|
||||
|
||||
/*
|
||||
* False R-Walls
|
||||
*/
|
||||
|
||||
/obj/structure/falserwall
|
||||
name = "reinforced wall"
|
||||
desc = "A huge chunk of reinforced metal used to seperate rooms."
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
icon_state = "r_wall"
|
||||
density = 1
|
||||
opacity = 1
|
||||
anchored = 1
|
||||
var/mineral = "metal"
|
||||
var/opening = 0
|
||||
|
||||
/obj/structure/falserwall/New()
|
||||
relativewall_neighbours()
|
||||
..()
|
||||
|
||||
|
||||
/obj/structure/falserwall/attack_hand(mob/user as mob)
|
||||
if(opening)
|
||||
return
|
||||
|
||||
if(density)
|
||||
opening = 1
|
||||
// Open wall
|
||||
icon_state = "frwall_open"
|
||||
flick("frwall_opening", src)
|
||||
sleep(15)
|
||||
density = 0
|
||||
SetOpacity(0)
|
||||
opening = 0
|
||||
else
|
||||
opening = 1
|
||||
icon_state = "r_wall"
|
||||
flick("frwall_closing", src)
|
||||
density = 1
|
||||
sleep(15)
|
||||
SetOpacity(1)
|
||||
relativewall()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falserwall/relativewall()
|
||||
|
||||
if(!density)
|
||||
icon_state = "frwall_open"
|
||||
return
|
||||
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.mineral == W.mineral)
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falserwall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.mineral == W.mineral)
|
||||
junction |= get_dir(src,W)
|
||||
icon_state = "rwall[junction]"
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(opening)
|
||||
user << "\red You must wait until the door has stopped moving."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
var/turf/T = get_turf(src)
|
||||
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
|
||||
T.ChangeTurf(/turf/simulated/wall) //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
|
||||
del(src)
|
||||
|
||||
if( istype(W, /obj/item/weapon/weldingtool) )
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if( WT.remove_fuel(0,user) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
//DRILLING
|
||||
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
|
||||
/*
|
||||
* Uranium Falsewalls
|
||||
*/
|
||||
|
||||
/obj/structure/falsewall/uranium
|
||||
name = "uranium wall"
|
||||
desc = "A wall with uranium plating. This is probably a bad idea."
|
||||
icon_state = ""
|
||||
mineral = "uranium"
|
||||
var/active = null
|
||||
var/last_event = 0
|
||||
|
||||
/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
radiate()
|
||||
..()
|
||||
|
||||
/obj/structure/falsewall/uranium/attack_hand(mob/user as mob)
|
||||
radiate()
|
||||
..()
|
||||
|
||||
/obj/structure/falsewall/uranium/proc/radiate()
|
||||
if(!active)
|
||||
if(world.time > last_event+15)
|
||||
active = 1
|
||||
for(var/mob/living/L in range(3,src))
|
||||
L.apply_effect(12,IRRADIATE,0)
|
||||
for(var/turf/simulated/wall/mineral/uranium/T in range(3,src))
|
||||
T.radiate()
|
||||
last_event = world.time
|
||||
active = null
|
||||
return
|
||||
return
|
||||
/*
|
||||
* Other misc falsewall types
|
||||
*/
|
||||
|
||||
/obj/structure/falsewall/gold
|
||||
name = "gold wall"
|
||||
desc = "A wall with gold plating. Swag!"
|
||||
icon_state = ""
|
||||
mineral = "gold"
|
||||
|
||||
/obj/structure/falsewall/silver
|
||||
name = "silver wall"
|
||||
desc = "A wall with silver plating. Shiny."
|
||||
icon_state = ""
|
||||
mineral = "silver"
|
||||
|
||||
/obj/structure/falsewall/diamond
|
||||
name = "diamond wall"
|
||||
desc = "A wall with diamond plating. You monster."
|
||||
icon_state = ""
|
||||
mineral = "diamond"
|
||||
|
||||
/obj/structure/falsewall/phoron
|
||||
name = "phoron wall"
|
||||
desc = "A wall with phoron plating. This is definately a bad idea."
|
||||
icon_state = ""
|
||||
mineral = "phoron"
|
||||
|
||||
/obj/structure/falsewall/sandstone
|
||||
name = "sandstone wall"
|
||||
desc = "A wall with sandstone plating."
|
||||
icon_state = ""
|
||||
mineral = "sandstone"
|
||||
@@ -6,6 +6,13 @@
|
||||
var/state = 0
|
||||
var/health = 200
|
||||
var/cover = 50 //how much cover the girder provides against projectiles.
|
||||
var/material/reinf_material
|
||||
|
||||
/obj/structure/girder/displaced
|
||||
icon_state = "displaced"
|
||||
anchored = 0
|
||||
health = 50
|
||||
cover = 25
|
||||
|
||||
/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
|
||||
if(!damage || !wallbreaker)
|
||||
@@ -30,159 +37,168 @@
|
||||
health -= damage
|
||||
..()
|
||||
if(health <= 0)
|
||||
new /obj/item/stack/sheet/metal(get_turf(src))
|
||||
del(src)
|
||||
dismantle()
|
||||
|
||||
return
|
||||
|
||||
/obj/structure/girder/proc/reset_girder()
|
||||
cover = initial(cover)
|
||||
health = min(health,initial(health))
|
||||
state = 0
|
||||
icon_state = initial(icon_state)
|
||||
if(reinf_material)
|
||||
reinforce_girder()
|
||||
|
||||
/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench) && state == 0)
|
||||
if(anchored && !istype(src,/obj/structure/girder/displaced))
|
||||
if(anchored && !reinf_material)
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
||||
user << "\blue Now disassembling the girder"
|
||||
user << "<span class='notice'>Now disassembling the girder...</span>"
|
||||
if(do_after(user,40))
|
||||
if(!src) return
|
||||
user << "\blue You dissasembled the girder!"
|
||||
user << "<span class='notice'>You dissasembled the girder!</span>"
|
||||
dismantle()
|
||||
else if(!anchored)
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
||||
user << "\blue Now securing the girder"
|
||||
user << "<span class='notice'>Now securing the girder...</span>"
|
||||
if(get_turf(user, 40))
|
||||
user << "\blue You secured the girder!"
|
||||
new/obj/structure/girder( src.loc )
|
||||
del(src)
|
||||
user << "<span class='notice'>You secured the girder!</span>"
|
||||
reset_girder()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
|
||||
user << "\blue Now slicing apart the girder"
|
||||
user << "<span class='notice'>Now slicing apart the girder...</span>"
|
||||
if(do_after(user,30))
|
||||
if(!src) return
|
||||
user << "\blue You slice apart the girder!"
|
||||
user << "<span class='notice'>You slice apart the girder!</span>"
|
||||
dismantle()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
|
||||
user << "\blue You drill through the girder!"
|
||||
user << "<span class='notice'>You drill through the girder!</span>"
|
||||
dismantle()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
|
||||
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2)
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
||||
user << "\blue Now unsecuring support struts"
|
||||
user << "<span class='notice'>Now unsecuring support struts...</span>"
|
||||
if(do_after(user,40))
|
||||
if(!src) return
|
||||
user << "\blue You unsecured the support struts!"
|
||||
user << "<span class='notice'>You unsecured the support struts!</span>"
|
||||
state = 1
|
||||
|
||||
else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
|
||||
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1)
|
||||
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
|
||||
user << "\blue Now removing support struts"
|
||||
user << "<span class='notice'>Now removing support struts...</span>"
|
||||
if(do_after(user,40))
|
||||
if(!src) return
|
||||
user << "\blue You removed the support struts!"
|
||||
new/obj/structure/girder( src.loc )
|
||||
del(src)
|
||||
user << "<span class='notice'>You removed the support struts!</span>"
|
||||
reinf_material.place_dismantled_product(get_turf(src))
|
||||
reinf_material = null
|
||||
reset_girder()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
|
||||
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored)
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
|
||||
user << "\blue Now dislodging the girder"
|
||||
user << "<span class='notice'>Now dislodging the girder...</span>"
|
||||
if(do_after(user, 40))
|
||||
if(!src) return
|
||||
user << "\blue You dislodged the girder!"
|
||||
new/obj/structure/girder/displaced( src.loc )
|
||||
del(src)
|
||||
user << "<span class='notice'>You dislodged the girder!</span>"
|
||||
icon_state = "displaced"
|
||||
anchored = 0
|
||||
health = 50
|
||||
cover = 25
|
||||
|
||||
else if(istype(W, /obj/item/stack/sheet))
|
||||
|
||||
var/obj/item/stack/sheet/S = W
|
||||
switch(S.type)
|
||||
if(S.get_amount() < 2)
|
||||
return ..()
|
||||
|
||||
if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
|
||||
if(!anchored)
|
||||
if(S.use(2))
|
||||
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
|
||||
new /obj/structure/falsewall (src.loc)
|
||||
del(src)
|
||||
else
|
||||
if(S.get_amount() < 2) return ..()
|
||||
user << "<span class='notice'>Now adding plating...</span>"
|
||||
if (do_after(user,40))
|
||||
if (S.use(2))
|
||||
user << "<span class='notice'>You added the plating!</span>"
|
||||
var/turf/Tsrc = get_turf(src)
|
||||
Tsrc.ChangeTurf(/turf/simulated/wall)
|
||||
for(var/turf/simulated/wall/X in Tsrc.loc)
|
||||
if(X) X.add_hiddenprint(usr)
|
||||
del(src)
|
||||
return
|
||||
|
||||
if(/obj/item/stack/sheet/plasteel, /obj/item/stack/sheet/plasteel/cyborg)
|
||||
if(!anchored)
|
||||
if(S.use(2))
|
||||
user << "\blue You create a false wall! Push on it to open or close the passage."
|
||||
new /obj/structure/falserwall (src.loc)
|
||||
del(src)
|
||||
else
|
||||
if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
|
||||
if(S.get_amount() < 1) return ..()
|
||||
user << "<span class='notice'>Now finalising reinforced wall.</span>"
|
||||
if(do_after(user, 50))
|
||||
if (S.use(1))
|
||||
user << "<span class='notice'>Wall fully reinforced!</span>"
|
||||
var/turf/Tsrc = get_turf(src)
|
||||
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
|
||||
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
|
||||
if(X) X.add_hiddenprint(usr)
|
||||
del(src)
|
||||
return
|
||||
else
|
||||
if(S.get_amount() < 1) return ..()
|
||||
user << "<span class='notice'>Now reinforcing girders...</span>"
|
||||
if (do_after(user,60))
|
||||
if(S.use(1))
|
||||
user << "<span class='notice'>Girders reinforced!</span>"
|
||||
new/obj/structure/girder/reinforced( src.loc )
|
||||
del(src)
|
||||
return
|
||||
|
||||
if(S.sheettype)
|
||||
var/M = S.sheettype
|
||||
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
|
||||
if(M in list("mhydrogen","osmium","tritium","platinum","iron"))
|
||||
user << "You cannot plate the girder in that material."
|
||||
return
|
||||
if(!anchored)
|
||||
if(S.amount < 2) return
|
||||
S.use(2)
|
||||
user << "\blue You create a false wall! Push on it to open or close the passage."
|
||||
var/F = text2path("/obj/structure/falsewall/[M]")
|
||||
new F (src.loc)
|
||||
del(src)
|
||||
else
|
||||
if(S.amount < 2) return ..()
|
||||
user << "\blue Now adding plating..."
|
||||
if (do_after(user,40))
|
||||
if(!src || !S || S.amount < 2) return
|
||||
S.use(2)
|
||||
user << "\blue You added the plating!"
|
||||
var/turf/Tsrc = get_turf(src)
|
||||
Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
|
||||
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
|
||||
if(X) X.add_hiddenprint(usr)
|
||||
del(src)
|
||||
return
|
||||
var/material/M = name_to_material[S.sheettype]
|
||||
if(!istype(M))
|
||||
return ..()
|
||||
|
||||
var/wall_fake
|
||||
add_hiddenprint(usr)
|
||||
|
||||
if(M.integrity < 50)
|
||||
user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
|
||||
return
|
||||
|
||||
user << "<span class='notice'>You begin adding the plating...</span>"
|
||||
|
||||
if(!do_after(user,40) || !S.use(2))
|
||||
return
|
||||
|
||||
if(anchored)
|
||||
user << "<span class='notice'>You added the plating!</span>"
|
||||
else
|
||||
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
|
||||
wall_fake = 1
|
||||
|
||||
var/turf/Tsrc = get_turf(src)
|
||||
Tsrc.ChangeTurf(/turf/simulated/wall)
|
||||
var/turf/simulated/wall/T = get_turf(src)
|
||||
T.set_material(M, reinf_material)
|
||||
if(wall_fake)
|
||||
T.can_open = 1
|
||||
T.add_hiddenprint(usr)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
else if(istype(W, /obj/item/pipe))
|
||||
var/obj/item/pipe/P = W
|
||||
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
|
||||
user.drop_item()
|
||||
P.loc = src.loc
|
||||
user << "\blue You fit the pipe into the [src]!"
|
||||
user << "<span class='notice'>You fit the pipe into the [src]!"
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/structure/girder/proc/reinforce_girder()
|
||||
cover = reinf_material.hardness
|
||||
health = 500
|
||||
state = 2
|
||||
icon_state = "reinforced"
|
||||
|
||||
/obj/structure/girder/verb/reinforce_with_material()
|
||||
set name = "Reinforce girder"
|
||||
set desc = "Reinforce a girder with metal."
|
||||
set src in view(1)
|
||||
|
||||
var/mob/living/user = usr
|
||||
if(!istype(user) || !(user.l_hand || user.r_hand))
|
||||
return
|
||||
|
||||
if(reinf_material)
|
||||
user << "\The [src] is already reinforced."
|
||||
return
|
||||
|
||||
var/obj/item/stack/sheet/S = user.l_hand
|
||||
if(!istype(S))
|
||||
S = user.r_hand
|
||||
if(!istype(S))
|
||||
user << "You cannot plate \the [src] with that."
|
||||
return
|
||||
|
||||
if(S.get_amount() < 2)
|
||||
user << "There is not enough material here to reinforce the girder."
|
||||
return
|
||||
|
||||
var/material/M = name_to_material[S.sheettype]
|
||||
if(!istype(M) || M.integrity < 50)
|
||||
user << "You cannot reinforce \the [src] with that; it is too soft."
|
||||
return
|
||||
|
||||
user << "<span class='notice'>Now reinforcing...</span>"
|
||||
if (!do_after(user,40) || !S.use(2))
|
||||
return
|
||||
user << "<span class='notice'>You added reinforcement!</span>"
|
||||
|
||||
reinf_material = M
|
||||
reinforce_girder()
|
||||
|
||||
|
||||
/obj/structure/girder/proc/dismantle()
|
||||
new /obj/item/stack/sheet/metal(get_turf(src))
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/girder/attack_hand(mob/user as mob)
|
||||
if (HULK in user.mutations)
|
||||
@@ -193,111 +209,50 @@
|
||||
|
||||
/obj/structure/girder/blob_act()
|
||||
if(prob(40))
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/structure/girder/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(30))
|
||||
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
|
||||
new remains(loc)
|
||||
del(src)
|
||||
dismantle()
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(5))
|
||||
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
|
||||
new remains(loc)
|
||||
del(src)
|
||||
dismantle()
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
/obj/structure/girder/displaced
|
||||
icon_state = "displaced"
|
||||
anchored = 0
|
||||
health = 50
|
||||
cover = 25
|
||||
|
||||
/obj/structure/girder/reinforced
|
||||
icon_state = "reinforced"
|
||||
state = 2
|
||||
health = 500
|
||||
cover = 80
|
||||
|
||||
/obj/structure/cultgirder
|
||||
/obj/structure/girder/cult
|
||||
icon= 'icons/obj/cult.dmi'
|
||||
icon_state= "cultgirder"
|
||||
anchored = 1
|
||||
density = 1
|
||||
layer = 2
|
||||
var/health = 250
|
||||
var/cover = 70
|
||||
health = 250
|
||||
cover = 70
|
||||
|
||||
/obj/structure/cultgirder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
|
||||
if(!damage || !wallbreaker)
|
||||
return 0
|
||||
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
|
||||
dismantle()
|
||||
return 1
|
||||
|
||||
/obj/structure/cultgirder/proc/dismantle()
|
||||
/obj/structure/girder/cult/dismantle()
|
||||
new /obj/effect/decal/remains/human(get_turf(src))
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob)
|
||||
/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
||||
user << "\blue Now disassembling the girder"
|
||||
user << "<span class='notice'>Now disassembling the girder...</span>"
|
||||
if(do_after(user,40))
|
||||
user << "\blue You dissasembled the girder!"
|
||||
user << "<span class='notice'>You dissasembled the girder!</span>"
|
||||
dismantle()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
|
||||
user << "\blue Now slicing apart the girder"
|
||||
user << "<span class='notice'>Now slicing apart the girder..."
|
||||
if(do_after(user,30))
|
||||
user << "\blue You slice apart the girder!"
|
||||
user << "<span class='notice'>You slice apart the girder!</span>"
|
||||
dismantle()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
|
||||
user << "\blue You drill through the girder!"
|
||||
user << "<span class='notice'>You drill through the girder!</span>"
|
||||
new /obj/effect/decal/remains/human(get_turf(src))
|
||||
dismantle()
|
||||
|
||||
/obj/structure/cultgirder/blob_act()
|
||||
if(prob(40))
|
||||
dismantle()
|
||||
|
||||
/obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets?????
|
||||
//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
|
||||
if(Proj.original != src && !prob(cover))
|
||||
return -1 //pass through
|
||||
|
||||
//Tasers and the like should not damage cultgirders.
|
||||
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
|
||||
return
|
||||
|
||||
health -= Proj.damage
|
||||
..()
|
||||
if(health <= 0)
|
||||
dismantle()
|
||||
return
|
||||
|
||||
/obj/structure/cultgirder/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(30))
|
||||
dismantle()
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(5))
|
||||
dismantle()
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
@@ -8,19 +8,19 @@
|
||||
flags = CONDUCT
|
||||
pressure_resistance = 5*ONE_ATMOSPHERE
|
||||
layer = 2.9
|
||||
explosion_resistance = 5
|
||||
explosion_resistance = 1
|
||||
var/health = 10
|
||||
var/destroyed = 0
|
||||
|
||||
|
||||
/obj/structure/grille/ex_act(severity)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/grille/blob_act()
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/grille/meteorhit(var/obj/M)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/grille/update_icon()
|
||||
if(destroyed)
|
||||
@@ -103,8 +103,8 @@
|
||||
if(iswirecutter(W))
|
||||
if(!shock(user, 100))
|
||||
playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
|
||||
new /obj/item/stack/rods(loc, 2)
|
||||
del(src)
|
||||
PoolOrNew(/obj/item/stack/rods, list(get_turf(src), destroyed ? 1 : 2))
|
||||
qdel(src)
|
||||
else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored))
|
||||
if(!shock(user, 90))
|
||||
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
||||
@@ -173,12 +173,12 @@
|
||||
density = 0
|
||||
destroyed = 1
|
||||
update_icon()
|
||||
new /obj/item/stack/rods(loc)
|
||||
PoolOrNew(/obj/item/stack/rods, get_turf(src))
|
||||
|
||||
else
|
||||
if(health <= -6)
|
||||
new /obj/item/stack/rods(loc)
|
||||
del(src)
|
||||
PoolOrNew(/obj/item/stack/rods, get_turf(src))
|
||||
qdel(src)
|
||||
return
|
||||
return
|
||||
|
||||
@@ -221,6 +221,16 @@
|
||||
spawn(1) healthcheck()
|
||||
return 1
|
||||
|
||||
// Used in mapping to avoid
|
||||
/obj/structure/grille/broken
|
||||
destroyed = 1
|
||||
icon_state = "grille-b"
|
||||
density = 0
|
||||
New()
|
||||
..()
|
||||
health = rand(-5, -1) //In the destroyed but not utterly threshold.
|
||||
healthcheck() //Send this to healthcheck just in case we want to do something else with it.
|
||||
|
||||
/obj/structure/grille/cult
|
||||
name = "cult grille"
|
||||
desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it"
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
|
||||
src.transfer_fingerprints_to(R)
|
||||
R.add_fingerprint(user)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/inflatable
|
||||
name = "inflatable wall"
|
||||
@@ -30,7 +30,7 @@
|
||||
..()
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
/obj/structure/inflatable/Del()
|
||||
/obj/structure/inflatable/Destroy()
|
||||
update_nearby_tiles()
|
||||
..()
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
/obj/structure/inflatable/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
deflate(1)
|
||||
@@ -94,14 +94,14 @@
|
||||
visible_message("[src] rapidly deflates!")
|
||||
var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
|
||||
src.transfer_fingerprints_to(R)
|
||||
del(src)
|
||||
qdel(src)
|
||||
else
|
||||
//user << "\blue You slowly deflate the inflatable wall."
|
||||
visible_message("[src] slowly deflates.")
|
||||
spawn(50)
|
||||
var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
|
||||
src.transfer_fingerprints_to(R)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/inflatable/verb/hand_deflate()
|
||||
set name = "Deflate"
|
||||
@@ -134,7 +134,7 @@
|
||||
var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
|
||||
src.transfer_fingerprints_to(R)
|
||||
R.add_fingerprint(user)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/inflatable/door //Based on mineral door code
|
||||
name = "inflatable door"
|
||||
@@ -219,13 +219,13 @@
|
||||
visible_message("[src] rapidly deflates!")
|
||||
var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
|
||||
src.transfer_fingerprints_to(R)
|
||||
del(src)
|
||||
qdel(src)
|
||||
else
|
||||
visible_message("[src] slowly deflates.")
|
||||
spawn(50)
|
||||
var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
|
||||
src.transfer_fingerprints_to(R)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/inflatable/torn
|
||||
name = "torn inflatable wall"
|
||||
|
||||
@@ -20,8 +20,8 @@
|
||||
else
|
||||
if(spike(G.affecting))
|
||||
visible_message("<span class = 'danger'>[user] has forced [G.affecting] onto the spike, killing them instantly!</span>")
|
||||
del(G.affecting)
|
||||
del(G)
|
||||
qdel(G.affecting)
|
||||
qdel(G)
|
||||
else
|
||||
user << "<span class='danger'>They are too big for the spike, try something smaller!</span>"
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
if (1)
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
Break()
|
||||
del(src)
|
||||
qdel(src)
|
||||
if (2)
|
||||
if (prob(50))
|
||||
src.health -= 15
|
||||
@@ -37,13 +37,13 @@
|
||||
if (prob(75))
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
Break()
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/structure/lamarr/meteorhit(obj/O as obj)
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
Break()
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/structure/lamarr/proc/healthcheck()
|
||||
|
||||
@@ -13,10 +13,10 @@
|
||||
///// Z-Level Stuff
|
||||
if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/floor/open)))
|
||||
///// Z-Level Stuff
|
||||
del(src)
|
||||
qdel(src)
|
||||
for(var/obj/structure/lattice/LAT in src.loc)
|
||||
if(LAT != src)
|
||||
del(LAT)
|
||||
qdel(LAT)
|
||||
icon = 'icons/obj/smoothlattice.dmi'
|
||||
icon_state = "latticeblank"
|
||||
updateOverlays()
|
||||
@@ -26,7 +26,7 @@
|
||||
L = locate(/obj/structure/lattice, get_step(src, dir))
|
||||
L.updateOverlays()
|
||||
|
||||
/obj/structure/lattice/Del()
|
||||
/obj/structure/lattice/Destroy()
|
||||
for (var/dir in cardinal)
|
||||
var/obj/structure/lattice/L
|
||||
if(locate(/obj/structure/lattice, get_step(src, dir)))
|
||||
@@ -35,16 +35,16 @@
|
||||
..()
|
||||
|
||||
/obj/structure/lattice/blob_act()
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/structure/lattice/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(3.0)
|
||||
return
|
||||
@@ -61,14 +61,14 @@
|
||||
var/obj/item/weapon/weldingtool/WT = C
|
||||
if(WT.remove_fuel(0, user))
|
||||
user << "\blue Slicing lattice joints ..."
|
||||
new /obj/item/stack/rods(src.loc)
|
||||
del(src)
|
||||
PoolOrNew(/obj/item/stack/rods, src.loc)
|
||||
qdel(src)
|
||||
|
||||
return
|
||||
|
||||
/obj/structure/lattice/proc/updateOverlays()
|
||||
//if(!(istype(src.loc, /turf/space)))
|
||||
// del(src)
|
||||
// qdel(src)
|
||||
spawn(1)
|
||||
overlays = list()
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
icon = 'icons/obj/doors/mineral_doors.dmi'
|
||||
icon_state = "metal"
|
||||
|
||||
var/mineralType = "metal"
|
||||
var/mineralType = DEFAULT_WALL_MATERIAL
|
||||
var/state = 0 //closed, 1 == open
|
||||
var/isSwitchingStates = 0
|
||||
var/hardness = 1
|
||||
@@ -22,7 +22,7 @@
|
||||
name = "[mineralType] door"
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
Del()
|
||||
Destroy()
|
||||
update_nearby_tiles()
|
||||
..()
|
||||
|
||||
@@ -119,25 +119,11 @@
|
||||
Dismantle(1)
|
||||
|
||||
proc/Dismantle(devastated = 0)
|
||||
if(!devastated)
|
||||
if (mineralType == "metal")
|
||||
var/ore = /obj/item/stack/sheet/metal
|
||||
for(var/i = 1, i <= oreAmount, i++)
|
||||
new ore(get_turf(src))
|
||||
else
|
||||
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
|
||||
for(var/i = 1, i <= oreAmount, i++)
|
||||
new ore(get_turf(src))
|
||||
else
|
||||
if (mineralType == "metal")
|
||||
var/ore = /obj/item/stack/sheet/metal
|
||||
for(var/i = 3, i <= oreAmount, i++)
|
||||
new ore(get_turf(src))
|
||||
else
|
||||
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
|
||||
for(var/i = 3, i <= oreAmount, i++)
|
||||
new ore(get_turf(src))
|
||||
del(src)
|
||||
var/material/M = name_to_material[mineralType]
|
||||
if(istype(M))
|
||||
for(var/i = (devastated? 1 : 3), i <= oreAmount, i++)
|
||||
new M.stack_type(get_turf(src))
|
||||
qdel(src)
|
||||
|
||||
ex_act(severity = 1)
|
||||
switch(severity)
|
||||
@@ -155,7 +141,7 @@
|
||||
return
|
||||
|
||||
/obj/structure/mineral_door/iron
|
||||
mineralType = "metal"
|
||||
mineralType = "iron"
|
||||
hardness = 3
|
||||
|
||||
/obj/structure/mineral_door/silver
|
||||
@@ -168,7 +154,7 @@
|
||||
/obj/structure/mineral_door/uranium
|
||||
mineralType = "uranium"
|
||||
hardness = 3
|
||||
luminosity = 2
|
||||
light_range = 2
|
||||
|
||||
/obj/structure/mineral_door/sandstone
|
||||
mineralType = "sandstone"
|
||||
@@ -239,7 +225,7 @@
|
||||
if(!devastated)
|
||||
for(var/i = 1, i <= oreAmount, i++)
|
||||
new/obj/item/stack/sheet/wood(get_turf(src))
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/mineral_door/resin
|
||||
mineralType = "resin"
|
||||
@@ -279,7 +265,7 @@
|
||||
isSwitchingStates = 0
|
||||
|
||||
Dismantle(devastated = 0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
CheckHardness()
|
||||
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
|
||||
|
||||
@@ -91,5 +91,5 @@
|
||||
vox.real_name = newname
|
||||
vox.name = vox.real_name
|
||||
raiders.update_access(vox)
|
||||
del(user)
|
||||
qdel(user)
|
||||
..()
|
||||
|
||||
@@ -36,21 +36,21 @@
|
||||
for(var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.loc
|
||||
ex_act(severity)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
for(var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.loc
|
||||
ex_act(severity)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(5))
|
||||
for(var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.loc
|
||||
ex_act(severity)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
return
|
||||
|
||||
@@ -64,7 +64,7 @@
|
||||
A.loc = src
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
//src.connected = null
|
||||
del(src.connected)
|
||||
qdel(src.connected)
|
||||
else
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
src.connected = new /obj/structure/m_tray( src.loc )
|
||||
@@ -80,7 +80,7 @@
|
||||
src.connected.set_dir(src.dir)
|
||||
else
|
||||
//src.connected = null
|
||||
del(src.connected)
|
||||
qdel(src.connected)
|
||||
src.add_fingerprint(user)
|
||||
update()
|
||||
return
|
||||
@@ -116,7 +116,7 @@
|
||||
src.connected.icon_state = "morguet"
|
||||
else
|
||||
//src.connected = null
|
||||
del(src.connected)
|
||||
qdel(src.connected)
|
||||
return
|
||||
|
||||
|
||||
@@ -144,7 +144,7 @@
|
||||
src.connected.update()
|
||||
add_fingerprint(user)
|
||||
//SN src = null
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
return
|
||||
|
||||
@@ -195,21 +195,21 @@
|
||||
for(var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.loc
|
||||
ex_act(severity)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
for(var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.loc
|
||||
ex_act(severity)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(5))
|
||||
for(var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.loc
|
||||
ex_act(severity)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
return
|
||||
|
||||
@@ -232,7 +232,7 @@
|
||||
A.loc = src
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
//src.connected = null
|
||||
del(src.connected)
|
||||
qdel(src.connected)
|
||||
else if (src.locked == 0)
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
src.connected = new /obj/structure/c_tray( src.loc )
|
||||
@@ -247,7 +247,7 @@
|
||||
src.connected.icon_state = "cremat"
|
||||
else
|
||||
//src.connected = null
|
||||
del(src.connected)
|
||||
qdel(src.connected)
|
||||
src.add_fingerprint(user)
|
||||
update()
|
||||
|
||||
@@ -282,7 +282,7 @@
|
||||
src.connected.icon_state = "cremat"
|
||||
else
|
||||
//src.connected = null
|
||||
del(src.connected)
|
||||
qdel(src.connected)
|
||||
return
|
||||
|
||||
/obj/structure/crematorium/proc/cremate(atom/A, mob/user as mob)
|
||||
@@ -323,10 +323,10 @@
|
||||
//log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
|
||||
M.death(1)
|
||||
M.ghostize()
|
||||
del(M)
|
||||
qdel(M)
|
||||
|
||||
for(var/obj/O in contents) //obj instead of obj/item so that bodybags and ashes get destroyed. We dont want tons and tons of ash piling up
|
||||
del(O)
|
||||
qdel(O)
|
||||
|
||||
new /obj/effect/decal/cleanable/ash(src)
|
||||
sleep(30)
|
||||
@@ -360,7 +360,7 @@
|
||||
src.connected.update()
|
||||
add_fingerprint(user)
|
||||
//SN src = null
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
@@ -8,19 +8,19 @@
|
||||
/obj/structure/sign/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(3.0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
/obj/structure/sign/blob_act()
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/structure/sign/attackby(obj/item/tool as obj, mob/user as mob) //deconstruction
|
||||
@@ -33,7 +33,7 @@
|
||||
//var/icon/I = icon('icons/obj/decals.dmi', icon_state)
|
||||
//S.icon = I.Scale(24, 24)
|
||||
S.sign_state = icon_state
|
||||
del(src)
|
||||
qdel(src)
|
||||
else ..()
|
||||
|
||||
/obj/item/sign
|
||||
@@ -62,7 +62,7 @@
|
||||
S.desc = desc
|
||||
S.icon_state = sign_state
|
||||
user << "You fasten \the [S] with your [tool]."
|
||||
del(src)
|
||||
qdel(src)
|
||||
else ..()
|
||||
|
||||
/obj/structure/sign/double/map
|
||||
|
||||
@@ -79,5 +79,5 @@
|
||||
/obj/structure/bed/nest/proc/healthcheck()
|
||||
if(health <=0)
|
||||
density = 0
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -20,27 +20,27 @@
|
||||
/obj/structure/bed/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(5))
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/structure/bed/blob_act()
|
||||
if(prob(75))
|
||||
new /obj/item/stack/sheet/metal(src.loc)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
new /obj/item/stack/sheet/metal(src.loc)
|
||||
del(src)
|
||||
qdel(src)
|
||||
else if(istype(W, /obj/item/weapon/grab))
|
||||
user.visible_message("<span class='notice'>[user] attempts to buckle [W:affecting] into \the [src]!</span>")
|
||||
if(do_after(user, 20))
|
||||
@@ -50,7 +50,6 @@
|
||||
"<span class='danger'>[W:affecting.name] is buckled to [src] by [user.name]!</span>",\
|
||||
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
|
||||
"<span class='notice'>You hear metal clanking.</span>")
|
||||
|
||||
else
|
||||
..()
|
||||
|
||||
@@ -81,7 +80,7 @@
|
||||
visible_message("[user] collapses \the [src.name].")
|
||||
new/obj/item/roller(get_turf(src))
|
||||
spawn(0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
..()
|
||||
|
||||
@@ -95,7 +94,7 @@
|
||||
/obj/item/roller/attack_self(mob/user)
|
||||
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
|
||||
R.add_fingerprint(user)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
|
||||
@@ -129,7 +128,7 @@
|
||||
user << "\blue You deploy the roller bed."
|
||||
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
|
||||
R.add_fingerprint(user)
|
||||
del(held)
|
||||
qdel(held)
|
||||
held = null
|
||||
|
||||
|
||||
@@ -163,5 +162,5 @@
|
||||
visible_message("[usr] collapses \the [src.name].")
|
||||
new/obj/item/roller(get_turf(src))
|
||||
spawn(0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
E.part = SK
|
||||
SK.loc = E
|
||||
SK.master = E
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/bed/chair/attack_tk(mob/user as mob)
|
||||
if(buckled_mob)
|
||||
@@ -79,7 +79,7 @@
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
new /obj/item/stack/sheet/wood(src.loc)
|
||||
del(src)
|
||||
qdel(src)
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
user.remove_from_mob(src)
|
||||
var/obj/item/stack/sheet/metal/m = new/obj/item/stack/sheet/metal
|
||||
m.loc = get_turf(src)
|
||||
del src
|
||||
qdel(src)
|
||||
var/mob/living/T = M
|
||||
T.Weaken(10)
|
||||
T.apply_damage(20)
|
||||
@@ -23,25 +23,25 @@
|
||||
/obj/item/weapon/stool/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(5))
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/stool/blob_act()
|
||||
if(prob(75))
|
||||
new /obj/item/stack/sheet/metal(src.loc)
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
new /obj/item/stack/sheet/metal(src.loc)
|
||||
del(src)
|
||||
qdel(src)
|
||||
..()
|
||||
|
||||
@@ -59,11 +59,11 @@
|
||||
..()
|
||||
for(var/obj/structure/table/T in src.loc)
|
||||
if(T != src)
|
||||
del(T)
|
||||
qdel(T)
|
||||
update_icon()
|
||||
update_adjacent()
|
||||
|
||||
/obj/structure/table/Del()
|
||||
/obj/structure/table/Destroy()
|
||||
update_adjacent()
|
||||
..()
|
||||
|
||||
@@ -328,7 +328,7 @@
|
||||
return 0
|
||||
else
|
||||
visible_message("<span class='warning'>[src] breaks down!</span>")
|
||||
destroy()
|
||||
qdel(src)
|
||||
return 1
|
||||
return 1
|
||||
|
||||
@@ -375,7 +375,7 @@
|
||||
G.affecting.loc = src.loc
|
||||
G.affecting.Weaken(5)
|
||||
visible_message("<span class='danger'>[G.assailant] puts [G.affecting] on \the [src].</span>")
|
||||
del(W)
|
||||
qdel(W)
|
||||
return
|
||||
|
||||
// Handle dissembly.
|
||||
@@ -386,7 +386,7 @@
|
||||
user << "<span class='notice'>You locate the bolts and begin disassembling \the [src]...</span>"
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
if(do_after(user,50))
|
||||
destroy()
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
// Handle weakening.
|
||||
@@ -429,7 +429,7 @@
|
||||
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
|
||||
playsound(src.loc, "sparks", 50, 1)
|
||||
user.visible_message("<span class='danger'>The [src] was sliced apart by [user]!</span>")
|
||||
destroy()
|
||||
qdel(src)
|
||||
|
||||
user.drop_item(src.loc)
|
||||
return
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube_pod/Del()
|
||||
/obj/structure/transit_tube_pod/Destroy()
|
||||
for(var/atom/movable/AM in contents)
|
||||
AM.loc = loc
|
||||
|
||||
@@ -63,7 +63,7 @@ obj/structure/ex_act(severity)
|
||||
AM.loc = loc
|
||||
AM.ex_act(severity++)
|
||||
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
if(prob(50))
|
||||
@@ -71,7 +71,7 @@ obj/structure/ex_act(severity)
|
||||
AM.loc = loc
|
||||
AM.ex_act(severity++)
|
||||
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(3.0)
|
||||
return
|
||||
|
||||
@@ -173,7 +173,7 @@
|
||||
/obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up
|
||||
overlays.Cut() //once it's been on for a while, in addition to handling the water overlay.
|
||||
if(mymist)
|
||||
del(mymist)
|
||||
qdel(mymist)
|
||||
|
||||
if(on)
|
||||
overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
|
||||
@@ -183,16 +183,16 @@
|
||||
spawn(50)
|
||||
if(src && on)
|
||||
ismist = 1
|
||||
mymist = new /obj/effect/mist(loc)
|
||||
mymist = PoolOrNew(/obj/effect/mist,loc)
|
||||
else
|
||||
ismist = 1
|
||||
mymist = new /obj/effect/mist(loc)
|
||||
mymist = PoolOrNew(/obj/effect/mist,loc)
|
||||
else if(ismist)
|
||||
ismist = 1
|
||||
mymist = new /obj/effect/mist(loc)
|
||||
mymist = PoolOrNew(/obj/effect/mist,loc)
|
||||
spawn(250)
|
||||
if(src && !on)
|
||||
del(mymist)
|
||||
qdel(mymist)
|
||||
ismist = 0
|
||||
|
||||
/obj/machinery/shower/Crossed(atom/movable/O)
|
||||
@@ -292,7 +292,7 @@
|
||||
loc.clean_blood()
|
||||
for(var/obj/effect/E in tile)
|
||||
if(istype(E,/obj/effect/rune) || istype(E,/obj/effect/decal/cleanable) || istype(E,/obj/effect/overlay))
|
||||
del(E)
|
||||
qdel(E)
|
||||
|
||||
/obj/machinery/shower/process()
|
||||
if(!on) return
|
||||
|
||||
@@ -37,7 +37,7 @@ obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
|
||||
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
obj/structure/windoor_assembly/Del()
|
||||
obj/structure/windoor_assembly/Destroy()
|
||||
density = 0
|
||||
update_nearby_tiles()
|
||||
..()
|
||||
@@ -78,8 +78,8 @@ obj/structure/windoor_assembly/Del()
|
||||
user << "\blue You dissasembled the windoor assembly!"
|
||||
new /obj/item/stack/sheet/glass/reinforced(get_turf(src), 5)
|
||||
if(secure)
|
||||
new /obj/item/stack/rods(get_turf(src), 4)
|
||||
del(src)
|
||||
PoolOrNew(/obj/item/stack/rods, list(get_turf(src), 4))
|
||||
qdel(src)
|
||||
else
|
||||
user << "\blue You need more welding fuel to dissassemble the windoor assembly."
|
||||
return
|
||||
@@ -249,7 +249,7 @@ obj/structure/windoor_assembly/Del()
|
||||
src.electronics.loc = windoor
|
||||
|
||||
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
|
||||
else
|
||||
|
||||
@@ -88,12 +88,12 @@
|
||||
index = 0
|
||||
while(index < 2)
|
||||
new shardtype(loc)
|
||||
if(reinf) new /obj/item/stack/rods(loc)
|
||||
if(reinf) PoolOrNew(/obj/item/stack/rods, loc)
|
||||
index++
|
||||
else
|
||||
new shardtype(loc)
|
||||
if(reinf) new /obj/item/stack/rods(loc)
|
||||
del(src)
|
||||
if(reinf) PoolOrNew(/obj/item/stack/rods, loc)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
|
||||
@@ -111,7 +111,7 @@
|
||||
/obj/structure/window/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
shatter(0)
|
||||
@@ -216,7 +216,7 @@
|
||||
if(istype(G.affecting,/mob/living))
|
||||
var/mob/living/M = G.affecting
|
||||
var/state = G.state
|
||||
del(W) //gotta delete it here because if window breaks, it won't get deleted
|
||||
qdel(W) //gotta delete it here because if window breaks, it won't get deleted
|
||||
switch (state)
|
||||
if(1)
|
||||
M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
|
||||
@@ -266,7 +266,7 @@
|
||||
mats.amount = is_fulltile() ? 4 : 2
|
||||
else
|
||||
new glasstype(loc)
|
||||
del(src)
|
||||
qdel(src)
|
||||
else
|
||||
if(W.damtype == BRUTE || W.damtype == BURN)
|
||||
hit(W.force)
|
||||
@@ -334,7 +334,7 @@
|
||||
update_nearby_icons()
|
||||
|
||||
|
||||
/obj/structure/window/Del()
|
||||
/obj/structure/window/Destroy()
|
||||
density = 0
|
||||
update_nearby_tiles()
|
||||
update_nearby_icons()
|
||||
@@ -479,10 +479,10 @@
|
||||
/obj/structure/window/reinforced/polarized/proc/toggle()
|
||||
if(opacity)
|
||||
animate(src, color="#FFFFFF", time=5)
|
||||
SetOpacity(0)
|
||||
set_opacity(0)
|
||||
else
|
||||
animate(src, color="#222222", time=5)
|
||||
SetOpacity(1)
|
||||
set_opacity(1)
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user