Fix indentations (#17481)

* cbt

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* fsadffsda sad

* sadfasd

* jhn

* dsfa

* saf

* safsad

* sda
This commit is contained in:
Fluffy
2023-10-05 12:15:58 +02:00
committed by GitHub
parent 032853824d
commit 4538e2a7cc
471 changed files with 2670 additions and 2597 deletions
+1 -1
View File
@@ -28,4 +28,4 @@ They should also be used for when you want to effect the ENTIRE mob, like having
return FALSE
/obj/aura/hitby(atom/movable/M, speed)
return FALSE
return FALSE
+1 -1
View File
@@ -33,4 +33,4 @@
/obj/aura/personal_shield/device/Destroy()
shield = null
return ..()
return ..()
+1 -1
View File
@@ -18,4 +18,4 @@
if(P.check_armor == LASER)
user.visible_message(SPAN_WARNING("\The [P] refracts, bending into \the [user]'s aura."))
return AURA_FALSE
return FALSE
return FALSE
@@ -30,4 +30,4 @@
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effect/decal/cleanable/blood/xtracks
basecolor = "#05EE05"
basecolor = "#05EE05"
@@ -155,8 +155,8 @@
add_verb(user, /mob/living/carbon/human/proc/bloody_doodle)
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
@@ -1,6 +1,6 @@
/obj/effect/overlay/bmark
name = "bullet hole"
desc = "Somebody's been shooting."
icon = 'icons/effects/effects.dmi'
layer = ABOVE_OBJ_LAYER
icon_state = "dent"
name = "bullet hole"
desc = "Somebody's been shooting."
icon = 'icons/effects/effects.dmi'
layer = ABOVE_OBJ_LAYER
icon_state = "dent"
@@ -242,4 +242,4 @@
/datum/poster/bay_68
icon_state = "tcflposter2"
name = "Tau Ceti Foreign Legion"
desc = "A TCFL recruitment poster showcasing the benefits Synthetics gain when enlisting."
desc = "A TCFL recruitment poster showcasing the benefits Synthetics gain when enlisting."
@@ -13,4 +13,4 @@
/datum/poster/tg_10
name = "Access Panel Diagram"
desc = "This poster details the internal workings of a typical airlock's access panel."
icon_state="poster10"
icon_state="poster10"
@@ -85,4 +85,4 @@
/obj/effect/projectile/impact/tesla
icon_state = "impact_lightning"
light_color = LIGHT_COLOR_CYAN
light_color = LIGHT_COLOR_CYAN
@@ -86,4 +86,4 @@
/obj/effect/projectile/muzzle/tesla
icon_state = "muzzle_lightning"
light_color = LIGHT_COLOR_CYAN
light_color = LIGHT_COLOR_CYAN
@@ -99,4 +99,4 @@
/obj/effect/projectile/tracer/tesla
name = "lightning"
icon_state = "lightning"
light_color = LIGHT_COLOR_CYAN
light_color = LIGHT_COLOR_CYAN
@@ -1,4 +1,4 @@
/obj/effect/temp_visual/blaster_effect
icon = 'icons/effects/blaster_hit.dmi'
icon_state = "blaster_hit"
duration = 6
duration = 6
@@ -2,4 +2,4 @@
icon = 'icons/effects/effects.dmi'
icon_state = "explosion"
duration = 9
layer= LIGHTING_LAYER+2
layer= LIGHTING_LAYER+2
+4 -3
View File
@@ -5,9 +5,10 @@
desc = "A specialized medical harness that gives regular compressions to the patient's ribcage for cases of urgent heart issues, and functions as an emergency \
artificial respirator for cases of urgent lung issues."
desc_info = "The Stabilizer Harness' CPR mode is capable of restarting the heart much like manual CPR with a chance for rib cracking ONLY IF the patient is flat lining,\
while the EPP mode can keep the patient breathing during transport for as long as there's appropriate air in the installed tank. Both use power from the battery. \
<br> Use this item in your hand to toggle the CPR or EPP modes on/off.<br> Use a Screwdriver on it to unscrew the panel to be able to remove/add other items. \
The tank can be removed with a Wrench. The battery can be removed with a crowbar. Use the item in your hand the panel unscrewed to remove the breath mask."
while the EPP mode can keep the patient breathing during transport for as long as there's appropriate air in the installed tank. Both use power from the battery. \
<br> Use this item in your hand to toggle the CPR or EPP modes on/off.<br> Use a Screwdriver on it to unscrew the panel to be able to remove/add other items. \
The tank can be removed with a Wrench. The battery can be removed with a crowbar. Use the item in your hand the panel unscrewed to remove the breath mask."
icon = 'icons/obj/med_harness.dmi'
icon_state = "med_harness"
item_state = "med_harness"
@@ -12,4 +12,4 @@
desc = "A light-emitting red hull beacon."
icon_state = "beacon_red_on"
light_color = LIGHT_COLOR_RED
light_range = 3
light_range = 3
+3 -3
View File
@@ -27,7 +27,7 @@
air_contents.volume = 200 //liters
air_contents.temperature = T20C
var/list/air_mix = list(GAS_OXYGEN = O2STANDARD * (target_pressure * air_contents.volume) / (R_IDEAL_GAS_EQUATION * air_contents.temperature),
GAS_NITROGEN = N2STANDARD * (target_pressure * air_contents.volume) / (R_IDEAL_GAS_EQUATION * air_contents.temperature))
GAS_NITROGEN = N2STANDARD * (target_pressure * air_contents.volume) / (R_IDEAL_GAS_EQUATION * air_contents.temperature))
air_contents.adjust_multi(GAS_OXYGEN, air_mix[GAS_OXYGEN], GAS_NITROGEN, air_mix[GAS_NITROGEN])
START_PROCESSING(SSprocessing, src)
@@ -58,7 +58,7 @@
environment.merge(removed)
volume -= 200
var/list/air_mix = list(GAS_OXYGEN = O2STANDARD * (target_pressure * air_contents.volume) / (R_IDEAL_GAS_EQUATION * air_contents.temperature),
GAS_NITROGEN = N2STANDARD * (target_pressure * air_contents.volume) / (R_IDEAL_GAS_EQUATION * air_contents.temperature))
GAS_NITROGEN = N2STANDARD * (target_pressure * air_contents.volume) / (R_IDEAL_GAS_EQUATION * air_contents.temperature))
air_contents.adjust_multi(GAS_OXYGEN, air_mix[GAS_OXYGEN], GAS_NITROGEN, air_mix[GAS_NITROGEN])
/obj/item/device/oxycandle/update_icon()
@@ -75,4 +75,4 @@
/obj/item/device/oxycandle/Destroy()
QDEL_NULL(air_contents)
STOP_PROCESSING(SSprocessing, src)
. = ..()
. = ..()
+48 -48
View File
@@ -145,90 +145,90 @@
<head>
<style>
body {
margin-top:5px;
font-family:Verdana;
color:white;
font-size:13px;
background-image:url('uiBackground.png');
background-repeat:repeat-x;
background-color:#272727;
margin-top:5px;
font-family:Verdana;
color:white;
font-size:13px;
background-image:url('uiBackground.png');
background-repeat:repeat-x;
background-color:#272727;
background-position:center top;
}
table {
font-size:13px;
margin-left:-2px;
font-size:13px;
margin-left:-2px;
}
table.request {
border-collapse:collapse;
border-collapse:collapse;
}
table.desc {
border-collapse:collapse;
font-size:13px;
border: 1px solid #161616;
width:100%;
border-collapse:collapse;
font-size:13px;
border: 1px solid #161616;
width:100%;
}
table.download {
border-collapse:collapse;
font-size:13px;
border: 1px solid #161616;
width:100%;
border-collapse:collapse;
font-size:13px;
border: 1px solid #161616;
width:100%;
}
tr.d0 td, tr.d0 th {
background-color: #506070;
color: white;
background-color: #506070;
color: white;
}
tr.d1 td, tr.d1 th {
background-color: #708090;
color: white;
background-color: #708090;
color: white;
}
tr.d2 td {
background-color: #00FF00;
color: white;
text-align:center;
background-color: #00FF00;
color: white;
text-align:center;
}
td.button {
border: 1px solid #161616;
background-color: #40628a;
border: 1px solid #161616;
background-color: #40628a;
}
td.button {
border: 1px solid #161616;
background-color: #40628a;
text-align: center;
border: 1px solid #161616;
background-color: #40628a;
text-align: center;
}
td.button_red {
border: 1px solid #161616;
background-color: #B04040;
text-align: center;
border: 1px solid #161616;
background-color: #B04040;
text-align: center;
}
td.download {
border: 1px solid #161616;
background-color: #40628a;
text-align: center;
border: 1px solid #161616;
background-color: #40628a;
text-align: center;
}
th {
text-align:left;
width:125px;
text-align:left;
width:125px;
}
td.request {
width:140px;
vertical-align:top;
width:140px;
vertical-align:top;
}
td.radio {
width:90px;
vertical-align:top;
width:90px;
vertical-align:top;
}
td.request {
vertical-align:top;
vertical-align:top;
}
a {
color:#4477E0;
color:#4477E0;
}
a.button {
color:white;
text-decoration: none;
color:white;
text-decoration: none;
}
h2 {
font-size:15px;
font-size:15px;
}
</style>
</head>
@@ -321,7 +321,7 @@
else
dat += {"
<b><font size='3px'>pAI Request Module</font></b><br><br>
<p>No personality is installed.</p>
<p>No personality is installed.</p>
<table>
<tr>
<td class="button"><a href='byond://?src=\ref[src];request=1' class="button">Request personality</a>
@@ -420,7 +420,7 @@ pixel_x = 8;
return INITIALIZE_HINT_NORMAL
/obj/item/device/radio/intercom/locked
var/locked_frequency
var/locked_frequency
/obj/item/device/radio/intercom/locked/north
PRESET_NORTH
@@ -71,7 +71,7 @@
moved_event.unregister(src, src, PROC_REF(check_projections))
set_light(0)
update_icon()
/obj/item/storage/slide_projector/proc/project_at(turf/target)
stop_projecting()
if(!current_slide)
@@ -96,7 +96,7 @@
data += "<a href='?src=\ref[src];stop_projector=1'>Disable Projector</a>"
else
data += "Projector Inactive"
var/table = list("<table><tr><th>#</th><th>SLIDE</th><th>SHOW</th></tr>")
var/i = 1
for(var/obj/item/I in contents)
@@ -131,7 +131,7 @@
return TRUE
set_slide(contents[index])
. = FALSE
interact(usr)
/obj/effect/projection
+11 -9
View File
@@ -51,13 +51,13 @@ A list of items and costs is stored under the datum of every game mode, alongsid
// HIDDEN UPLINK - Can be stored in anything but the host item has to have a trigger for it.
/* How to create an uplink in 3 easy steps!
1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "user << browse(null, "window=windowname") if it returns true.)
The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "user << browse(null, "window=windowname") if it returns true.)
The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
*/
/obj/item/device/uplink/hidden
@@ -198,8 +198,8 @@ A list of items and costs is stored under the datum of every game mode, alongsid
for(var/datum/record/general/locked/L in SSrecords.records_locked)
if(L.id == exploit_id)
nanoui_data["exploit"] = list() // Setting this to equal L.fields passes it's variables that are lists as reference instead of value.
// We trade off being able to automatically add shit for more control over what gets passed to json
// and if it's sanitized for html.
// We trade off being able to automatically add shit for more control over what gets passed to json
// and if it's sanitized for html.
nanoui_data["exploit"]["nanoui_exploit_record"] = html_encode(L.exploit_record) // Change stuff into html
nanoui_data["exploit"]["nanoui_exploit_record"] = replacetext(nanoui_data["exploit"]["nanoui_exploit_record"], "\n", "<br>") // change line breaks into <br>
nanoui_data["exploit"]["name"] = html_encode(L.name)
@@ -419,9 +419,11 @@ A list of items and costs is stored under the datum of every game mode, alongsid
icon_state = "radio"
flags = CONDUCT
w_class = ITEMSIZE_SMALL
// Amount of starting telecrystals. Defaults to default amount if not set.
///Amount of starting telecrystals. Defaults to default amount if not set.
var/starting_telecrystals
/// Amount of starting bluecrystals, used to buy support/medical/gimmick items. Defaults to default amount if not set.
///Amount of starting bluecrystals, used to buy support/medical/gimmick items. Defaults to default amount if not set.
var/starting_bluecrystals
/obj/item/device/special_uplink/New(var/loc, var/mind)
+1 -1
View File
@@ -211,7 +211,7 @@
hologram_message = pick("Projected on the ceiling is a vista of the Kervasii World Amusement Park's floating islands.",
"You see massive resort buildings looming high over a crystal-clear ocean.",
"You hear light chittering as the projector switches to a depiction of a C'thuric research lab.")
if(hologram_message)
visible_message("<span class='notice'>[hologram_message]</span>")
@@ -61,4 +61,4 @@
/datum/matter_synth/wire
name = "Wire Synthesizer"
max_energy = 50
recharge_rate = 2
recharge_rate = 2
+12 -12
View File
@@ -151,7 +151,7 @@ Contains:
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message(SPAN_NOTICE("\The [user] starts treating [M]'s [affecting.name]."), \
SPAN_NOTICE("You start treating [M]'s [affecting.name]."))
SPAN_NOTICE("You start treating [M]'s [affecting.name]."))
var/used = 0
for (var/datum/wound/W in affecting.wounds)
if(W.bandaged)
@@ -163,14 +163,14 @@ Contains:
break
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message(SPAN_NOTICE("\The [user] bandages \a [W.desc] on [M]'s [affecting.name]."), \
SPAN_NOTICE("You bandage \a [W.desc] on [M]'s [affecting.name]."))
SPAN_NOTICE("You bandage \a [W.desc] on [M]'s [affecting.name]."))
//H.add_side_effect("Itch")
else if (W.damage_type == BRUISE)
user.visible_message(SPAN_NOTICE("\The [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name]."), \
SPAN_NOTICE("You place a bruise patch over \a [W.desc] on [M]'s [affecting.name]."))
SPAN_NOTICE("You place a bruise patch over \a [W.desc] on [M]'s [affecting.name]."))
else
user.visible_message(SPAN_NOTICE("\The [user] places a bandaid over \a [W.desc] on [M]'s [affecting.name]."), \
SPAN_NOTICE("You place a bandaid over \a [W.desc] on [M]'s [affecting.name]."))
SPAN_NOTICE("You place a bandaid over \a [W.desc] on [M]'s [affecting.name]."))
W.bandage()
playsound(src, apply_sounds, 25)
used++
@@ -226,13 +226,13 @@ Contains:
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message(SPAN_NOTICE("\The [user] starts salving wounds on [M]'s [affecting.name]."), \
SPAN_NOTICE("You start salving the wounds on [M]'s [affecting.name]."))
SPAN_NOTICE("You start salving the wounds on [M]'s [affecting.name]."))
playsound(src, pick(apply_sounds), 25)
if(!do_mob(user, M, 10))
to_chat(user, SPAN_NOTICE("You must stand still to salve wounds."))
return 1
user.visible_message(SPAN_NOTICE("[user] salved wounds on [M]'s [affecting.name]."), \
SPAN_NOTICE("You salved wounds on [M]'s [affecting.name]."))
SPAN_NOTICE("You salved wounds on [M]'s [affecting.name]."))
use(1)
affecting.salve()
else
@@ -277,7 +277,7 @@ Contains:
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message(SPAN_NOTICE("\The [user] starts treating [M]'s [affecting.name]."), \
SPAN_NOTICE("You start treating [M]'s [affecting.name]."))
SPAN_NOTICE("You start treating [M]'s [affecting.name]."))
var/used = 0
for (var/datum/wound/W in affecting.wounds)
if (W.bandaged && W.disinfected)
@@ -289,14 +289,14 @@ Contains:
break
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message(SPAN_NOTICE("\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue."), \
SPAN_NOTICE("You clean and seal \a [W.desc] on [M]'s [affecting.name]."))
SPAN_NOTICE("You clean and seal \a [W.desc] on [M]'s [affecting.name]."))
//H.add_side_effect("Itch")
else if (W.damage_type == BRUISE)
user.visible_message(SPAN_NOTICE("\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name]."), \
SPAN_NOTICE("You place a medical patch over \a [W.desc] on [M]'s [affecting.name]."))
SPAN_NOTICE("You place a medical patch over \a [W.desc] on [M]'s [affecting.name]."))
else
user.visible_message(SPAN_NOTICE("\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name]."), \
SPAN_NOTICE("You smear some bioglue over \a [W.desc] on [M]'s [affecting.name]."))
SPAN_NOTICE("You smear some bioglue over \a [W.desc] on [M]'s [affecting.name]."))
playsound(src, pick(apply_sounds), 25)
W.bandage()
W.disinfect()
@@ -349,13 +349,13 @@ Contains:
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message(SPAN_NOTICE("\The [user] starts salving wounds on [M]'s [affecting.name]."), \
SPAN_NOTICE("You start salving the wounds on [M]'s [affecting.name]."))
SPAN_NOTICE("You start salving the wounds on [M]'s [affecting.name]."))
playsound(src, pick(apply_sounds), 25)
if(!do_mob(user, M, 10))
to_chat(user, SPAN_NOTICE("You must stand still to salve wounds."))
return 1
user.visible_message(SPAN_NOTICE("[user] covers wounds on [M]'s [affecting.name] with regenerative membrane."), \
SPAN_NOTICE("You cover wounds on [M]'s [affecting.name] with regenerative membrane."))
SPAN_NOTICE("You cover wounds on [M]'s [affecting.name] with regenerative membrane."))
affecting.heal_damage(0,heal_burn)
use(1)
affecting.salve()
+2 -2
View File
@@ -39,7 +39,7 @@
R.updatehealth()
use(1)
user.visible_message(SPAN_NOTICE("\The [user] applied some [src] at [R]'s damaged areas."),\
SPAN_NOTICE("You apply some [src] at [R]'s damaged areas."))
SPAN_NOTICE("You apply some [src] at [R]'s damaged areas."))
else
to_chat(user, SPAN_NOTICE("All [R]'s systems are nominal."))
@@ -65,7 +65,7 @@
H.updatehealth()
use(1)
user.visible_message(SPAN_NOTICE("\The [user] applies some nanite paste at[user != M ? " \the [M]'s" : " \the [user]"] [S.name] with \the [src]."),\
SPAN_NOTICE("You apply some nanite paste at [user == M ? "your" : "[M]'s"] [S.name]."))
SPAN_NOTICE("You apply some nanite paste at [user == M ? "your" : "[M]'s"] [S.name]."))
else
to_chat(user, SPAN_NOTICE("Nothing to fix here."))
else
+1 -1
View File
@@ -237,7 +237,7 @@
protection = !protection
playsound(src.loc, 'sound/weapons/blade_open.ogg', 50, 1)
update_icon()
/obj/item/stack/dice/tajara
name = "adhomian dice"
desc = "An adhomian dice made out of wood. Commonly used to play Suns and Moon."
+4 -4
View File
@@ -100,9 +100,9 @@
* Balloons
*/
#define BALLOON_NORMAL 0
#define BALLOON_BLOW 1
#define BALLOON_BURST 2
#define BALLOON_NORMAL 0
#define BALLOON_BLOW 1
#define BALLOON_BURST 2
/obj/item/toy/balloon
name = "balloon"
@@ -629,7 +629,7 @@
* Water flower
*/
//moved to spray.dm
//moved to spray.dm
/*
* Bosun's whistle
+17 -17
View File
@@ -35,9 +35,9 @@
"You see a golden fortress floating majestically above an ocean of sapphire.",
"A euphoric smell of the ocean fills your senses as the water gently ebbs and flows.",
"You hear the faint humming of a hymn as a gentle wave envelops the viewfinder.",
"You can hear a quiet celestial chanting the source of which feels just beyond sight.",
"The turquoise water emits a jubilant smell of freshly cut lemons which lasts for only for a moment.",
"You see the gas giant Sedantis dominating a starry sky."
"You can hear a quiet celestial chanting the source of which feels just beyond sight.",
"The turquoise water emits a jubilant smell of freshly cut lemons which lasts for only for a moment.",
"You see the gas giant Sedantis dominating a starry sky."
)
if("Vaur's Hive War Exhibition")
light_color = "#83290b"
@@ -52,9 +52,9 @@
"An awe inspiring fortress of gold dominates the landscape and bathes the surrounding area in yellow luminescence.",
"A loud hymn is chanted in an unknown language accompanied by a smell of morning dew in the countryside.",
"Unbound workers moving through the realm stop to gaze up in awe at the distant structure before returning to previous activities.",
"Distant chattering can be heard coming from the fortress including what sounds almost like jovial laughter.",
"The turquoise water emits a jubilant smell of freshly cut lemons which lasts for only for a moment.",
"You see the gas giant Sedantis dominating a starry sky.",
"Distant chattering can be heard coming from the fortress including what sounds almost like jovial laughter.",
"The turquoise water emits a jubilant smell of freshly cut lemons which lasts for only for a moment.",
"You see the gas giant Sedantis dominating a starry sky.",
"For a moment the Golden Fortress towering above starts to glimmer majestically, catching the light from the imposing gas giant in the sky."
)
if("Vaur's City of New Sedantis")
@@ -63,8 +63,8 @@
"A towering cavernous city takes up the viewfinder, great buildings of stone jutting out of the ground and twisting towards the ceiling.",
"A loud hymn is being chanted in an unknown language and seems to shake the very ground itself.",
"A mellow blue light comes from thousands of resplendent crystals lining the wall and mingles with the inviting yellow glow from a distant golden fortress.",
"Distant chattering can be heard coming from the city.",
"A distant forge emits Phoron gas from a tower atop its lofty form, as worker drones collect lilac stained glass from within.",
"Distant chattering can be heard coming from the city.",
"A distant forge emits Phoron gas from a tower atop its lofty form, as worker drones collect lilac stained glass from within.",
"A group of Vaurca warriors move through the streets below seemingly practicing for some task unknown."
)
if("Vaur's Titan Prime Recreation")
@@ -73,7 +73,7 @@
"An imposing vessel of steel emits a soft glow as it travels through the starry sky aimlessly.",
"The engines of the towering vessel above emit a soft glow, accompanied by a brief smell of a warm ocean breeze.",
"A green light flickers from the steel vessel above bathing the surrounding idyllic landscape in its majesty.",
"You see the gas giant Sedantis dominating a starry sky, an imposing vessel of steel blotting out but a small portion of it."
"You see the gas giant Sedantis dominating a starry sky, an imposing vessel of steel blotting out but a small portion of it."
)
if("Athvur's City of Paradise")
light_color = "#eff3ef"
@@ -82,27 +82,27 @@
"In the distance of the cityscape towers a set of sublime sculptures, accented by light from beneath the clouds.",
"Orchestral music resonates from within an auditorium, the melody carried through the heavens.",
"An enchanting smell of cedar, cherry and morning freshness penetrates through the air.",
"A vibrant burst of color permeates through the sky, basking the air in pleasing rainbow luminescence for a moment.",
"A vibrant burst of color permeates through the sky, basking the air in pleasing rainbow luminescence for a moment.",
"In the center of a green park Vaurca workers paint not on canvas but in the air, seemingly looking at the landscape for inspiration."
)
if("Athvur's Garden of Splendour")
light_color = "#3adf3a"
possible_messages = list(
possible_messages = list(
"A tranquil garden landscape stretches out to the horizon, its peaceful scenery embellished with flowers of every variety.",
"Harmonious music accents an indescribable aroma of flowers.",
"In the distance of the garden, beyond the soothing plants, workers move through an ornate gazebo.",
"A fountain sits nestled within a thicket clearing, producing a golden substance from which gathered workers drink.",
"A herd of majestic creatures, each as tall as two people, graze on a patch of grass and lie curled up against each other's silky fur.",
"A herd of majestic creatures, each as tall as two people, graze on a patch of grass and lie curled up against each other's silky fur.",
"Lilac-breasted birds dart between the tree-line and sing a soothing melody which seems to carry with it a smell of vanilla."
)
if("Athvur's Museum of Fine Art")
light_color = "#e7f0ec"
possible_messages = list(
possible_messages = list(
"A massive display is decorated with examples of seemingly delicately crafted Zo'rane artwork.",
"Workers mull about the museum, seemingly taking in the atmosphere brought forth by the displays.",
"An exhibit showcases reportedly hand-painted landscapes that have won awards.",
"A melodic harmony is carried from a distant display marked with 'Music' only perceptible due to the quiet atmosphere of the surrounding exhibition.",
"Sculptures of notable Zo'rane historical figures dominate their respective corners, carved from a variety of rare materials.",
"Workers mull about the museum, seemingly taking in the atmosphere brought forth by the displays.",
"An exhibit showcases reportedly hand-painted landscapes that have won awards.",
"A melodic harmony is carried from a distant display marked with 'Music' only perceptible due to the quiet atmosphere of the surrounding exhibition.",
"Sculptures of notable Zo'rane historical figures dominate their respective corners, carved from a variety of rare materials.",
"Groups of workers move around, seemingly taking a guided tour through the museum, watching each art piece explained to them attentively."
)
+1 -2
View File
@@ -17,8 +17,7 @@
/datum/autopsy_data_scanner
var/weapon = null // this is the DEFINITE weapon type that was used
var/list/organs_scanned = list() // this maps a number of scanned organs to
// the wounds to those organs with this data's weapon type
var/list/organs_scanned = list() // this maps a number of scanned organs to the wounds to those organs with this data's weapon type
var/organ_names = ""
/datum/autopsy_data
+3 -3
View File
@@ -459,9 +459,9 @@ var/const/NO_EMAG_ACT = -50
pickup_sound = /singleton/sound_category/generic_pickup_sound
/obj/item/card/id/ccia/id_flash(var/mob/user)
var/add_text = "Done with prejudice and professionalism, [user.get_pronoun("he")] means business."
var/blind_add_text = "Done with prejudice and professionalism, you mean business."
return ..(user, add_text, blind_add_text)
var/add_text = "Done with prejudice and professionalism, [user.get_pronoun("he")] means business."
var/blind_add_text = "Done with prejudice and professionalism, you mean business."
return ..(user, add_text, blind_add_text)
/obj/item/card/id/ccia/bssb
name = "\improper Biesel Security Services Bureau identification card"
@@ -389,4 +389,4 @@
name = "\improper Marryam altar"
desc = "A poppyvase used as an altar to honor Marryam, the Ma'ta'ke deity of settlements, sleep, and parenthood."
icon = 'icons/obj/tajara_items.dmi'
icon_state = "marryam_poppyvase"
icon_state = "marryam_poppyvase"
@@ -1,2 +1,2 @@
#define BOARD_MACHINE "machine"
#define BOARD_COMPUTER "computer"
#define BOARD_COMPUTER "computer"
@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/circuitboard/comm_monitor
@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/circuitboard/biogenerator
@@ -13,4 +13,4 @@
/obj/item/circuitboard/biogenerator/small
name = T_BOARD("small biogenerator")
build_path = /obj/machinery/biogenerator/small
build_path = /obj/machinery/biogenerator/small
@@ -9,4 +9,4 @@
origin_tech = list(TECH_DATA = 1, TECH_BIO = 2)
req_components = list(
"/obj/item/stock_parts/manipulator" = 3
)
)
@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/circuitboard/clonepod
@@ -12,4 +12,4 @@
"/obj/item/stock_parts/manipulator" = 2,
"/obj/item/stock_parts/subspace/filter" = 1,
"/obj/item/stock_parts/subspace/crystal" = 1
)
)
@@ -19,4 +19,4 @@
req_components = list(
"/obj/item/stock_parts/capacitor" = 3,
"/obj/item/stock_parts/scanning_module" = 2,
"/obj/item/stock_parts/manipulator" = 3)
"/obj/item/stock_parts/manipulator" = 3)
@@ -18,4 +18,4 @@
build_path = /obj/machinery/mining/brace
board_type = "machine"
origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
req_components = list()
req_components = list()
@@ -75,4 +75,4 @@
if(WEST)
M.pixel_x = -32
if(SOUTH)
M.pixel_y = -32
M.pixel_y = -32
@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/circuitboard/portgen
@@ -27,4 +27,4 @@
/obj/item/circuitboard/portgen/fusion
name = T_BOARD("minature fusion reactor")
build_path = /obj/machinery/power/portgen/basic/fusion
origin_tech = list(TECH_DATA = 5, TECH_POWER = 7, TECH_ENGINEERING = 7)
origin_tech = list(TECH_DATA = 5, TECH_POWER = 7, TECH_ENGINEERING = 7)
@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/circuitboard/smes
@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/circuitboard/recharge_station
@@ -11,4 +11,4 @@
"/obj/item/stack/cable_coil" = 5,
"/obj/item/stock_parts/capacitor" = 2,
"/obj/item/stock_parts/manipulator" = 2,
"/obj/item/cell" = 1)
"/obj/item/cell" = 1)
@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/circuitboard/shield_gen_ex
@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/circuitboard/telecomms
@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/circuitboard/cargo_trolley
@@ -10,4 +10,4 @@
req_components = list(
"/obj/item/stack/cable_coil" = 15,
"/obj/item/stock_parts/capacitor" = 1
)
)
+11 -11
View File
@@ -123,15 +123,15 @@
return
if(H == user)
user.visible_message("<span class='notice'>[user] does their lips with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.lipstick_color = lipstick_color
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src].</span>")
"<span class='notice'>You begin to apply \the [src].</span>")
if(do_after(user, 4 SECONDS, H, do_flags = DO_DEFAULT & ~DO_SHOW_PROGRESS & ~DO_BOTH_CAN_TURN))
user.visible_message("<span class='notice'>[user] does [H]'s lips with \the [src].</span>", \
"<span class='notice'>You apply \the [src].</span>")
"<span class='notice'>You apply \the [src].</span>")
H.lipstick_color = lipstick_color
H.update_body()
else
@@ -199,20 +199,20 @@
if(H == user) //shaving yourself
user.visible_message("\The [user] starts to shave [user.get_pronoun("his")] head with \the [src].", \
"<span class='notice'>You start to shave your head with \the [src].</span>")
"<span class='notice'>You start to shave your head with \the [src].</span>")
if(do_mob(user, user, 20))
user.visible_message("\The [user] shaves [user.get_pronoun("his")] head with \the [src].", \
"<span class='notice'>You finish shaving with \the [src].</span>")
"<span class='notice'>You finish shaving with \the [src].</span>")
shave(H, target_zone)
return TRUE
else
user.visible_message("<span class='warning'>\The [user] tries to shave \the [H]'s head with \the [src]!</span>", \
"<span class='notice'>You start shaving [H]'s head.</span>")
"<span class='notice'>You start shaving [H]'s head.</span>")
if(do_mob(user, H, 20))
user.visible_message("<span class='warning'>\The [user] shaves \the [H]'s head bald with \the [src]!</span>", \
"<span class='notice'>You shave \the [H]'s head bald.</span>")
"<span class='notice'>You shave \the [H]'s head bald.</span>")
shave(H, target_zone)
return TRUE
@@ -233,20 +233,20 @@
if(H == user) //shaving yourself
user.visible_message("<span class='warning'>\The [user] starts to shave [user.get_pronoun("his")] facial hair with \the [src].</span>", \
"<span class='notice'>You take a moment to shave your facial hair with \the [src].</span>")
"<span class='notice'>You take a moment to shave your facial hair with \the [src].</span>")
if(do_mob(user, user, 20))
user.visible_message("<span class='warning'>\The [user] shaves [user.get_pronoun("his")] facial hair clean with \the [src].</span>", \
"<span class='notice'>You finish shaving with \the [src].</span>")
"<span class='notice'>You finish shaving with \the [src].</span>")
shave(H, target_zone)
return TRUE
else
user.visible_message("<span class='warning'>\The [user] tries to shave \the [H]'s facial hair with \the [src].</span>", \
"<span class='notice'>You start shaving [H]'s facial hair.</span>")
"<span class='notice'>You start shaving [H]'s facial hair.</span>")
if(do_mob(user, H, 20))
user.visible_message("<span class='warning'>\The [user] shaves off \the [H]'s facial hair with \the [src].</span>", \
"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
shave(H, target_zone)
return TRUE
@@ -71,4 +71,4 @@
if(R?.cell)
R.cell.use(1000)
can_deploy = TRUE
maptext = "<span style=\"font-family: 'Small Fonts'; -dm-text-outline: 1 black; font-size: 7px;\">Ready</span>"
maptext = "<span style=\"font-family: 'Small Fonts'; -dm-text-outline: 1 black; font-size: 7px;\">Ready</span>"
+48 -48
View File
@@ -465,80 +465,80 @@
<h3>Standard Cyborg</h3>
The standard cyborg module is a multi-purpose cyborg. It is equipped with various modules, allowing it to do basic tasks.<br>A Standard Cyborg comes with:
<ul>
<li>Crowbar</li>
<li>Stun Baton</li>
<li>Health Analyzer</li>
<li>Fire Extinguisher</li>
<li>Crowbar</li>
<li>Stun Baton</li>
<li>Health Analyzer</li>
<li>Fire Extinguisher</li>
</ul>
<h3>Engineering Cyborg</h3>
The Engineering cyborg module comes equipped with various engineering-related tools to help with engineering-related tasks.<br>An Engineering Cyborg comes with:
<ul>
<li>A basic set of engineering tools</li>
<li>Metal Synthesizer</li>
<li>Reinforced Glass Synthesizer</li>
<li>A Rapid-Fabrication-Device C-Class</li>
<li>Wire Synthesizer</li>
<li>Fire Extinguisher</li>
<li>Built-in Optical Meson Scanners</li>
<li>A basic set of engineering tools</li>
<li>Metal Synthesizer</li>
<li>Reinforced Glass Synthesizer</li>
<li>A Rapid-Fabrication-Device C-Class</li>
<li>Wire Synthesizer</li>
<li>Fire Extinguisher</li>
<li>Built-in Optical Meson Scanners</li>
</ul>
<h3>Mining Cyborg</h3>
The Mining Cyborg module comes equipped with the latest in mining equipment. They are efficient at mining due to no need for oxygen, but their power cells limit their time in the mines.<br>A Mining Cyborg comes with:
<ul>
<li>Jackhammer</li>
<li>Shovel</li>
<li>Mining Satchel</li>
<li>Built-in Optical Meson Scanners</li>
<li>Jackhammer</li>
<li>Shovel</li>
<li>Mining Satchel</li>
<li>Built-in Optical Meson Scanners</li>
</ul>
<h3>Security Cyborg</h3>
The Security Cyborg module is equipped with effective security measures used to apprehend and arrest criminals without harming them a bit.<br>A Security Cyborg comes with:
<ul>
<li>Stun Baton</li>
<li>Handcuffs</li>
<li>Taser</li>
<li>Stun Baton</li>
<li>Handcuffs</li>
<li>Taser</li>
</ul>
<h3>Janitor Cyborg</h3>
The Janitor Cyborg module is equipped with various cleaning-facilitating devices.<br>A Janitor Cyborg comes with:
<ul>
<li>Mop</li>
<li>Hand Bucket</li>
<li>Cleaning Spray Synthesizer and Spray Nozzle</li>
<li>Mop</li>
<li>Hand Bucket</li>
<li>Cleaning Spray Synthesizer and Spray Nozzle</li>
</ul>
<h3>Service Cyborg</h3>
The service cyborg module comes ready to serve your human needs. It includes various entertainment and refreshment devices. Occasionally some service cyborgs may have been referred to as "Bros."<br>A Service Cyborg comes with:
<ul>
<li>Shaker</li>
<li>Industrial Dropper</li>
<li>Platter</li>
<li>Beer Synthesizer</li>
<li>Zippo Lighter</li>
<li>Rapid-Service-Fabricator (Produces various entertainment and refreshment objects)</li>
<li>Pen</li>
<li>Shaker</li>
<li>Industrial Dropper</li>
<li>Platter</li>
<li>Beer Synthesizer</li>
<li>Zippo Lighter</li>
<li>Rapid-Service-Fabricator (Produces various entertainment and refreshment objects)</li>
<li>Pen</li>
</ul>
<h2><a name="Construction">Cyborg Construction</h2>
Cyborg construction is a rather easy process, requiring a decent amount of metal and a few other supplies.<br>The required materials to make a cyborg are:
<ul>
<li>Metal</li>
<li>Two Flashes</li>
<li>One Power Cell (Preferably rated to 15000w)</li>
<li>Some electrical wires</li>
<li>One Human Brain</li>
<li>One Man-Machine Interface</li>
<li>Metal</li>
<li>Two Flashes</li>
<li>One Power Cell (Preferably rated to 15000w)</li>
<li>Some electrical wires</li>
<li>One Human Brain</li>
<li>One Man-Machine Interface</li>
</ul>
Once you have acquired the materials, you can start on construction of your cyborg.<br>To construct a cyborg, follow the steps below:
<ol>
<li>Start the Exosuit Fabricators constructing all of the cyborg parts</li>
<li>While the parts are being constructed, take your human brain, and place it inside the Man-Machine Interface</li>
<li>Once you have a Robot Head, place your two flashes inside the eye sockets</li>
<li>Once you have your Robot Chest, wire the Robot chest, then insert the power cell</li>
<li>Attach all of the Robot parts to the Robot frame</li>
<li>Insert the Man-Machine Interface (With the Brain inside) into the Robot Body</li>
<li>Congratulations! You have a new cyborg!</li>
<li>Start the Exosuit Fabricators constructing all of the cyborg parts</li>
<li>While the parts are being constructed, take your human brain, and place it inside the Man-Machine Interface</li>
<li>Once you have a Robot Head, place your two flashes inside the eye sockets</li>
<li>Once you have your Robot Chest, wire the Robot chest, then insert the power cell</li>
<li>Attach all of the Robot parts to the Robot frame</li>
<li>Insert the Man-Machine Interface (With the Brain inside) into the Robot Body</li>
<li>Congratulations! You have a new cyborg!</li>
</ol>
<h2><a name="Maintenance">Cyborg Maintenance</h2>
@@ -547,12 +547,12 @@
<h3>Replacing a Power Cell</h3>
Replacing a Power cell is a common type of maintenance for cyborgs. It usually involves replacing the cell with a fully charged one, or upgrading the cell with a larger capacity cell.<br>The steps to replace a cell are as follows:
<ol>
<li>Unlock the Cyborg's Interface by swiping your ID on it</li>
<li>Open the Cyborg's outer panel using a crowbar</li>
<li>Remove the old power cell</li>
<li>Insert the new power cell</li>
<li>Close the Cyborg's outer panel using a crowbar</li>
<li>Lock the Cyborg's Interface by swiping your ID on it, this will prevent non-qualified personnel from attempting to remove the power cell</li>
<li>Unlock the Cyborg's Interface by swiping your ID on it</li>
<li>Open the Cyborg's outer panel using a crowbar</li>
<li>Remove the old power cell</li>
<li>Insert the new power cell</li>
<li>Close the Cyborg's outer panel using a crowbar</li>
<li>Lock the Cyborg's Interface by swiping your ID on it, this will prevent non-qualified personnel from attempting to remove the power cell</li>
</ol>
<h3>Exposing the Internal Wiring</h3>
@@ -1025,7 +1025,7 @@
EVA gear. Wonderful to use. It's useful for mining, engineering, and occasionally just surviving, if things are that bad. Most people have EVA training,
but apparently there are some on a space station who don't. This guide should give you a basic idea of how to use this gear, safely. It's split into two sections:
Civilian suits and voidsuits.<BR><BR>
Civilian suits and voidsuits.<BR><BR>
<h2><a name="Civilian">Civilian Suits</a></h2>
<I>The bulkiest things this side of Alpha Centauri</I><BR>
@@ -12,7 +12,7 @@
* Cash Bag
* Book Bag (New thing)
* Slime Bag (New thing) ~Chaoko99
*
*
* -Sayu
*/
@@ -100,4 +100,4 @@
worn_overlay = "business_card-glass-s"
/obj/item/paper/business_card/glass/w
worn_overlay = "business_card-glass-w"
worn_overlay = "business_card-glass-w"
@@ -196,4 +196,4 @@
var/mob/living/carbon/human/H = E.owner
if(!istype(H))
return
H.update_tail_showing()
H.update_tail_showing()
@@ -1,4 +1,4 @@
/* Weapons
/* Weapons
* Contains:
* Sword
* Classic Baton
+4 -4
View File
@@ -382,7 +382,7 @@
to_chat(user, SPAN_WARNING("\The [WT] is off!"))
return
user.visible_message("<span class='notice'>[user] is trying to slice \the [src] open!</span>",
"<span class='notice'>You are trying to slice \the [src] open!</span>")
"<span class='notice'>You are trying to slice \the [src] open!</span>")
if(WT.use_tool(src, user, 60, volume = 50))
if(WT.use(2, user))
@@ -401,14 +401,14 @@
return
user.visible_message("<span class='notice'>[user] is trying to [anchored ? "un" : "" ]secure \the [src]!</span>",
"<span class='notice'>You are trying to [anchored ? "un" : "" ]secure \the [src]!</span>")
"<span class='notice'>You are trying to [anchored ? "un" : "" ]secure \the [src]!</span>")
playsound(src.loc, "sound/items/[pick("Screwdriver", "Screwdriver2")].ogg", 50, 1)
if(W.use_tool(src, user, 30, volume = 50))
density = !density
anchored = !anchored
user.visible_message("<span class='notice'>[user] [anchored ? "" : "un" ]secures \the [src]!</span>",
"<span class='notice'>You [anchored ? "" : "un" ]secure \the [src]!</span>")
"<span class='notice'>You [anchored ? "" : "un" ]secure \the [src]!</span>")
else
..()
@@ -572,7 +572,7 @@
return
user.visible_message("<span class='notice'>[user] begins [anchored ? "un" : "" ]securing \the [src]!</span>",
"<span class='notice'>You begin [anchored ? "un" : "" ]securing \the [src]!</span>")
"<span class='notice'>You begin [anchored ? "un" : "" ]securing \the [src]!</span>")
if(W.use_tool(src, user, 30, volume = 50))
anchored = !anchored
+21 -21
View File
@@ -46,27 +46,27 @@
/obj/random_produce/box // produce for spawning in chef produce boxes. better suited for the job
produce_list = list(
"chili" = 1,
"berries" = 0.25,
"tomato" = 2,
"eggplant" = 0.5,
"apple" = 0.25,
"mushrooms" = 0.25,
"cabbage" = 2,
"banana" = 0.5,
"corn" = 2,
"potato" = 2,
"soybean" = 0.5,
"rice" = 2,
"carrot" = 1,
"whitebeet" = 1,
"pumpkin" = 0.1,
"lime" = 0.25,
"lemon" = 0.25,
"cacao" = 0.5,
"cherry" = 0.25,
"onion" = 0.5
)
"chili" = 1,
"berries" = 0.25,
"tomato" = 2,
"eggplant" = 0.5,
"apple" = 0.25,
"mushrooms" = 0.25,
"cabbage" = 2,
"banana" = 0.5,
"corn" = 2,
"potato" = 2,
"soybean" = 0.5,
"rice" = 2,
"carrot" = 1,
"whitebeet" = 1,
"pumpkin" = 0.1,
"lime" = 0.25,
"lemon" = 0.25,
"cacao" = 0.5,
"cherry" = 0.25,
"onion" = 0.5
)
/obj/random/seed
name = "random seed"
@@ -12,8 +12,10 @@
var/destroyed_stack_amount //to specify a non-zero amount of stack to drop when destroyed
var/health = 100 //Pretty tough. Changes sprites at 300 and 150
var/maxhealth = 100 //Basic code functions
/// Used for calculating some stuff related to maxhealth as it constantly changes due to e.g. barbed wire. set to 100 to avoid possible divisions by zero
///Used for calculating some stuff related to maxhealth as it constantly changes due to e.g. barbed wire. set to 100 to avoid possible divisions by zero
var/starting_maxhealth = 100
var/force_level_absorption = 5 //How much force an item needs to even damage it at all.
var/barricade_hitsound
var/barricade_type = "barricade" //"metal", "plasteel", etc.
+15 -15
View File
@@ -27,23 +27,23 @@
return sign_choices
/obj/structure/sign/double/barsign/proc/set_sign()
var/list/sign_choices = get_sign_choices()
var/list/sign_choices = get_sign_choices()
var/list/sign_index = list()
for(var/sign in sign_choices)
var/singleton/sign/double/B = GET_SINGLETON(sign)
sign_index["[B.name]"] = B
var/list/sign_index = list()
for(var/sign in sign_choices)
var/singleton/sign/double/B = GET_SINGLETON(sign)
sign_index["[B.name]"] = B
var/sign_choice = input("What should the sign be changed to?") as null|anything in sign_index
if(!sign_choice)
return
var/singleton/sign/double/signselect = sign_index[sign_choice]
var/sign_choice = input("What should the sign be changed to?") as null|anything in sign_index
if(!sign_choice)
return
var/singleton/sign/double/signselect = sign_index[sign_choice]
name = signselect.name
desc = signselect.desc
desc_extended = signselect.desc_extended
icon_state = signselect.icon_state
update_icon()
name = signselect.name
desc = signselect.desc
desc_extended = signselect.desc_extended
icon_state = signselect.icon_state
update_icon()
/obj/structure/sign/double/barsign/kitchensign
icon = 'icons/obj/kitchensigns.dmi'
@@ -160,4 +160,4 @@
name = "City Alive"
icon_state = "City Alive"
desc = "City Alive is another popular restaurant chain, originating from Eridani I. It is famous for its light shows."
desc_extended = "City Alive is a high class restaurant chain, dotted all over Eridani I and III. Especially on Eridani I they are also famous for their light shows in the evenings. These lights look like pulsating veins, making the city seem alive, especially when observed from orbit."
desc_extended = "City Alive is a high class restaurant chain, dotted all over Eridani I and III. Especially on Eridani I they are also famous for their light shows in the evenings. These lights look like pulsating veins, making the city seem alive, especially when observed from orbit."
+4 -4
View File
@@ -23,7 +23,7 @@
if(hat)
remove_hat(user)
add_fingerprint(user)
return
return
/obj/structure/coatrack/proc/remove_coat(mob/user as mob)
user.visible_message("[user] takes [coat] off \the [src].", SPAN_NOTICE("You take [coat] off the \the [src]."))
@@ -118,12 +118,12 @@
coat_icon_file = T.icon
var/icon/coat_icon = new(coat_icon_file, coat_icon_state)
coat_icon.Blend(coat_outline, ICON_OVERLAY)
coat_icon.SwapColor(rgb(255, 0, 220, 255), rgb(0, 0, 0, 0)) //Slice the coat in half.
var/image/coat_image = image(coat_icon)
if(T.color)
coat_image.color = T.color
coat_image.color = T.color
if(T.build_from_parts)
var/icon/overlay_icon = new(coat_icon_file, "[coat_icon_state]_[T.worn_overlay]")
@@ -135,4 +135,4 @@
M.Translate(-1, 5) // Stick it on the coat rack.
coat_image.transform = M
add_overlay(coat_image)
add_overlay(coat_image)
@@ -29,7 +29,7 @@
var/storage_capacity = 45 //Tying this to mob sizes was dumb
//This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
//then open it in a populated area to crash clients.
var/open_sound = 'sound/effects/closet_open.ogg'
var/close_sound = 'sound/effects/closet_close.ogg'
@@ -59,4 +59,4 @@
new /obj/item/clothing/head/hazmat/custodial(src)
new /obj/item/clothing/suit/hazmat/custodial(src)
new /obj/item/clothing/mask/gas/half(src)
new /obj/item/watertank/janitor(src)
new /obj/item/watertank/janitor(src)
@@ -44,7 +44,7 @@
add_fingerprint(user)
locked = !locked
user.visible_message(SPAN_NOTICE("[user] [locked ? null : "un"]locks \the [src]."),
SPAN_NOTICE("You [locked ? null : "un"]lock \the [src]."))
SPAN_NOTICE("You [locked ? null : "un"]lock \the [src]."))
update_icon()
else if(!silent)
to_chat(user, SPAN_NOTICE("Access Denied."))
@@ -55,4 +55,4 @@
new /obj/item/clothing/suit/caution(src)
new /obj/item/clothing/suit/caution(src)
new /obj/item/storage/box/lights/mixed(src)
new /obj/item/storage/box/mousetraps(src)
new /obj/item/storage/box/mousetraps(src)
@@ -78,9 +78,9 @@
appearance_flags |= KEEP_TOGETHER
dir = L.dir
color = list(
0.30, 0.3, 0.25,
0.30, 0.3, 0.25,
0.30, 0.3, 0.25
0.30, 0.3, 0.25,
0.30, 0.3, 0.25,
0.30, 0.3, 0.25
)
name = "statue of [L.name]"
desc = "An incredibly lifelike stone carving."
@@ -15,8 +15,8 @@
for(var/atom/movable/AM in contents)
if(AM.simulated) AM.forceMove(T)
user.visible_message(SPAN_NOTICE("[user] pries \the [src] open."), \
SPAN_NOTICE("You pry open \the [src]."), \
SPAN_NOTICE("You hear splitting wood."))
SPAN_NOTICE("You pry open \the [src]."), \
SPAN_NOTICE("You hear splitting wood."))
for(var/obj/vehicle/V in T.contents)
if(V)
V.unload(user)
@@ -2432,4 +2432,4 @@
icon_state = "raskara"
flag_path = "raskara"
flag_item = /obj/item/flag/raskara
stand_icon = "wood_stand"
stand_icon = "wood_stand"
+1 -1
View File
@@ -26,4 +26,4 @@
L.bodytemperature += steam_temperature
if(steam_temperature >= 100)
L.apply_damage(50, DAMAGE_BURN)
to_chat(L, SPAN_WARNING("Your skin fizzes as the steam touches it!"))
to_chat(L, SPAN_WARNING("Your skin fizzes as the steam touches it!"))
@@ -138,4 +138,4 @@
health -= 5
healthcheck()
#undef NODERANGE
#undef NODERANGE
+1 -1
View File
@@ -72,4 +72,4 @@
visible_message(SPAN_WARNING("\The [Proj] bounces off \the [src]!"))
return
visible_message(SPAN_WARNING("\The [Proj] hits \the [src]!"))
do_integrity_check(Proj.damage)
do_integrity_check(Proj.damage)
+1 -1
View File
@@ -5,4 +5,4 @@
icon_state = "rredouane"
density = TRUE
anchored = TRUE
layer = ABOVE_ALL_MOB_LAYER
layer = ABOVE_ALL_MOB_LAYER
@@ -240,7 +240,7 @@
icon = 'icons/obj/spaceship/cockpit_chair.dmi'
/obj/structure/bed/stool/chair/cockpit/CanPass(atom/movable/mover, turf/target, height, air_group)
return TRUE
return TRUE
/obj/structure/bed/stool/chair/cockpit/update_icon()
..()
@@ -12,7 +12,7 @@
var/bloodiness
/obj/structure/bed/stool/chair/office/wheelchair/New(var/newloc) // Colorable wheelchairs?
/obj/structure/bed/stool/chair/office/wheelchair/New(var/newloc) // Colorable wheelchairs?
..(newloc, MATERIAL_STEEL, MATERIAL_CLOTH)
/obj/structure/bed/stool/chair/office/wheelchair/set_dir()
@@ -44,7 +44,7 @@
var/dat = "<br>"
dat += "Oxygen tanks: [oxygentanks] - [oxygentanks ? "<A href='?src=\ref[src];oxygen=1'>Dispense</A>" : "empty"]<br>"
dat += "Phoron tanks: [phorontanks] - [phorontanks ? "<A href='?src=\ref[src];phoron=1'>Dispense</A>" : "empty"]"
var/datum/browser/dispenser_win = new(user, "dispenser", capitalize_first_letters(name), 300, 250)
dispenser_win.set_content(dat)
dispenser_win.open()
@@ -115,4 +115,4 @@
add_fingerprint(usr)
updateUsrDialog()
else
usr << browse(null, "window=dispenser")
usr << browse(null, "window=dispenser")
+1 -1
View File
@@ -59,4 +59,4 @@
/obj/structure/target_stake/Destroy()
set_target(null)
return ..()
return ..()
+1 -1
View File
@@ -59,4 +59,4 @@
if(has_tranq)
icon_state = "tranq_full"
else
icon_state = "tranq_empty"
icon_state = "tranq_empty"
@@ -6,4 +6,4 @@
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
SSvirtualreality.create_virtual_reality_avatar(H)
SSvirtualreality.create_virtual_reality_avatar(H)
+1 -1
View File
@@ -9,4 +9,4 @@
light_range = 3
/obj/structure/warp_drive/attack_hand(var/mob/user)
do_teleport(user, get_turf(user), 8, asoundin = 'sound/effects/phasein.ogg')
do_teleport(user, get_turf(user), 8, asoundin = 'sound/effects/phasein.ogg')
+3 -3
View File
@@ -476,7 +476,7 @@
RG.reagents.add_reagent(/singleton/reagent/water, min(RG.volume - RG.reagents.total_volume, amount_per_transfer_from_this))
user.visible_message("<b>[user]</b> fills \a [RG] using \the [src].",
SPAN_NOTICE("You fill \a [RG] using \the [src]."))
SPAN_NOTICE("You fill \a [RG] using \the [src]."))
playsound(loc, 'sound/effects/sink.ogg', 75, 1)
if ("Empty")
if(!RG.reagents.total_volume)
@@ -501,7 +501,7 @@
var/trans = min(S.volume - S.reagents.total_volume, S.amount_per_transfer_from_this)
S.reagents.add_reagent(/singleton/reagent/water, trans)
user.visible_message(SPAN_NOTICE("[usr] uses \the [S] to draw water from \the [src]."),
SPAN_NOTICE("You draw [trans] units of water from \the [src]. \The [S] now contains [S.reagents.total_volume] units."))
SPAN_NOTICE("You draw [trans] units of water from \the [src]. \The [S] now contains [S.reagents.total_volume] units."))
if(1) // inject
if(!S.reagents.total_volume)
to_chat(usr, SPAN_WARNING("\The [S] is already empty."))
@@ -510,7 +510,7 @@
var/trans = min(S.amount_per_transfer_from_this, S.reagents.total_volume)
S.reagents.remove_any(trans)
user.visible_message(SPAN_NOTICE("[usr] empties \the [S] into \the [src]."),
SPAN_NOTICE("You empty [trans] units of water into \the [src]. \The [S] now contains [S.reagents.total_volume] units."))
SPAN_NOTICE("You empty [trans] units of water into \the [src]. \The [S] now contains [S.reagents.total_volume] units."))
return
else if (istype(O, /obj/item/melee/baton))