Merge branch 'Aurorastation/development' into Map-Development

# Conflicts:
#	code/TriDimension/controller_presets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/crates_lockers/closets/wardrobe.dm
#	code/game/objects/structures/signs.dm
#	code/game/turfs/simulated/floor_types.dm
#	code/modules/random_map/mining_distribution.dm
#	code/modules/random_map/random_map.dm
#	code/world.dm
#	icons/obj/barsigns.dmi
#	icons/obj/decals.dmi
#	icons/obj/plants.dmi
#	icons/obj/structures.dmi
#	icons/turf/floors.dmi
#	icons/turf/wall_masks.dmi
#	maps/exodus-2.dmm
This commit is contained in:
LordFowl
2017-01-27 01:57:29 -05:00
2113 changed files with 97032 additions and 69020 deletions
@@ -0,0 +1,61 @@
/obj/structure/alien
name = "alien thing"
desc = "There's something alien about this."
icon = 'icons/mob/alien.dmi'
var/health = 50
/obj/structure/alien/proc/healthcheck()
if(health <=0)
density = 0
qdel(src)
return
/obj/structure/alien/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
healthcheck()
return
/obj/structure/alien/ex_act(severity)
switch(severity)
if(1.0)
health-=50
if(2.0)
health-=50
if(3.0)
if (prob(50))
health-=50
else
health-=25
healthcheck()
return
/obj/structure/alien/hitby(AM as mob|obj)
..()
visible_message("<span class='danger'>\The [src] was hit by \the [AM].</span>")
var/tforce = 0
if(ismob(AM))
tforce = 10
else
tforce = AM:throwforce
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
health = max(0, health - tforce)
healthcheck()
..()
return
/obj/structure/alien/attack_generic()
attack_hand(usr)
/obj/structure/alien/attackby(var/obj/item/weapon/W, var/mob/user)
health = max(0, health - W.force)
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
healthcheck()
..()
return
/obj/structure/alien/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
if(istype(mover) && mover.checkpass(PASSGLASS))
return !opacity
return !density
+96
View File
@@ -0,0 +1,96 @@
#define MAX_PROGRESS 100
/obj/structure/alien/egg
desc = "It looks like a weird egg."
name = "egg"
icon_state = "egg_growing"
density = 0
anchored = 1
var/progress = 0
/obj/structure/alien/egg/New()
..()
processing_objects += src
/obj/structure/alien/egg/Destroy()
processing_objects -= src
..()
/obj/structure/alien/egg/CanUseTopic(var/mob/user)
return isobserver(user) ? STATUS_INTERACTIVE : STATUS_CLOSE
/obj/structure/alien/egg/Topic(href, href_list)
if(..())
return 1
if(href_list["spawn"])
attack_ghost(usr)
/obj/structure/alien/egg/process()
progress++
if(progress >= MAX_PROGRESS)
for(var/mob/M in dead_mob_list)
if(istype(M,/mob/dead) && M.client && M.client.prefs && (MODE_XENOMORPH in M.client.prefs.be_special_role))
M << "<span class='notice'>An alien is ready to hatch! ([ghost_follow_link(src, M)]) (<a href='byond://?src=\ref[src];spawn=1'>spawn</a>)</span>"
processing_objects -= src
update_icon()
/obj/structure/alien/egg/update_icon()
if(progress == -1)
icon_state = "egg_hatched"
else if(progress < MAX_PROGRESS)
icon_state = "egg_growing"
else
icon_state = "egg"
/obj/structure/alien/egg/attack_ghost(var/mob/dead/observer/user)
if(progress == -1) //Egg has been hatched.
return
if(progress < MAX_PROGRESS)
user << "\The [src] has not yet matured."
return
if(!user.MayRespawn(1))
return
// Check for bans properly.
if(jobban_isbanned(user, "Xenomorph"))
user << "<span class='danger'>You are banned from playing a Xenomorph.</span>"
return
var/confirm = alert(user, "Are you sure you want to join as a Xenomorph larva?", "Become Larva", "No", "Yes")
if(!src || confirm != "Yes")
return
if(!user || !user.ckey)
return
if(progress == -1) //Egg has been hatched.
user << "Too slow..."
return
flick("egg_opening",src)
progress = -1 // No harvesting pls.
sleep(5)
if(!src || !user)
visible_message("<span class='alium'>\The [src] writhes with internal motion, but nothing comes out.</span>")
progress = MAX_PROGRESS // Someone else can have a go.
return // What a pain.
// Create the mob, transfer over key.
var/mob/living/carbon/alien/larva/larva = new(get_turf(src))
larva.ckey = user.ckey
spawn(-1)
if(user) qdel(user) // Remove the keyless ghost if it exists.
visible_message("<span class='alium'>\The [src] splits open with a wet slithering noise, and \the [larva] writhes free!</span>")
// Turn us into a hatched egg.
name = "hatched alien egg"
desc += " This one has hatched."
update_icon()
#undef MAX_PROGRESS
@@ -0,0 +1,19 @@
/obj/structure/alien/node
name = "alien weed node"
desc = "Some kind of strange, pulsating structure."
icon_state = "weednode"
health = 100
layer = 3.1
/obj/structure/alien/node/New()
..()
processing_objects += src
/obj/structure/alien/node/Destroy()
processing_objects -= src
..()
/obj/structure/alien/node/process()
if(locate(/obj/effect/plant) in loc)
return
new /obj/effect/plant(get_turf(src), plant_controller.seeds["xenomorph"])
@@ -0,0 +1,50 @@
/obj/structure/alien/resin
name = "resin"
desc = "Looks like some kind of slimy growth."
icon_state = "resin"
density = 1
opacity = 1
anchored = 1
health = 200
/obj/structure/alien/resin/wall
name = "resin wall"
desc = "Purple slime solidified into a wall."
icon_state = "resinwall"
/obj/structure/alien/resin/membrane
name = "resin membrane"
desc = "Purple slime just thin enough to let light pass through."
icon_state = "resinmembrane"
opacity = 0
health = 120
/obj/structure/alien/resin/New()
..()
var/turf/T = get_turf(src)
T.thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
/obj/structure/alien/resin/Destroy()
var/turf/T = get_turf(src)
T.thermal_conductivity = initial(T.thermal_conductivity)
..()
/obj/structure/alien/resin/attack_hand(var/mob/user)
if (HULK in user.mutations)
visible_message("<span class='danger'>\The [user] destroys \the [name]!</span>")
health = 0
else
// Aliens can get straight through these.
if(istype(user,/mob/living/carbon))
var/mob/living/carbon/M = user
if(locate(/obj/item/organ/xenos/hivenode) in M.internal_organs)
visible_message("<span class='alium'>\The [user] strokes \the [name] and it melts away!</span>")
health = 0
healthcheck()
return
visible_message("<span class='danger'>\The [user] claws at \the [src]!</span>")
// Todo check attack datums.
health -= rand(5,10)
healthcheck()
return
+37 -18
View File
@@ -3,26 +3,45 @@
icon_state = "empty"
anchored = 1
var/cult = 0
New()
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","theouterspess","milliways42","spaceasshole","robustacafe","emergencyrumparty","thenet","birdcage","toolboxtavern","foreign"))
return
proc/ChangeSign(var/Text)
src.icon_state = "[Text]"
//on = 0
//brightness_on = 4 //uncomment these when the lighting fixes get in
return
/obj/structure/sign/double/barsign/proc/get_valid_states(initial=1)
. = icon_states(icon)
. -= "on"
. -= "narsiebistro"
. -= "empty"
if(initial)
. -= "Off"
/obj/structure/sign/double/barsign/examine(mob/user)
..()
switch(icon_state)
if("Off")
user << "It appears to be switched off."
if("narsiebistro")
user << "It shows a picture of a large black and red being. Spooky!"
if("on", "empty")
user << "The lights are on, but there's no picture."
else
user << "It says '[icon_state]'"
/obj/structure/sign/double/barsign/New()
..()
icon_state = pick(get_valid_states())
/obj/structure/sign/double/barsign/attackby(obj/item/I, mob/user)
if(cult)
return ..()
var/obj/item/weapon/card/id/card = I.GetID()
if(istype(card))
if(access_bar in card.GetAccess())
var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in get_valid_states(0)
if(!sign_type)
return
icon_state = sign_type
user << "<span class='notice'>You change the barsign.</span>"
else
user << "<span class='warning'>Access denied.</span>"
return
if(istype(I, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/card = I
if(access_bar in card.GetAccess())
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", "The Outer Spess", "Milliways 42", "Space Asshole", "Robusta Cafe", "Emergency Rum Party", "The Net", "Bird Cage", "Toolbox Tavern", "Foreign" )
if(sign_type == null)
return
else
sign_type = replacetext(lowertext(sign_type), " ", "") // lowercase, strip spaces - along with choices for user options, avoids huge if-else-else
src.ChangeSign(sign_type)
user << "You change the barsign."
return ..()
@@ -25,6 +25,16 @@ LINEN BINS
add_fingerprint(user)
return
/obj/item/weapon/bedsheet/attackby(obj/item/I, mob/user)
if(is_sharp(I))
user.visible_message("<span class='notice'>\The [user] begins cutting up [src] with [I].</span>", "<span class='notice'>You begin cutting up [src] with [I].</span>")
if(do_after(user, 50))
user << "<span class='notice'>You cut [src] into pieces!</span>"
for(var/i in 1 to rand(2,5))
new /obj/item/weapon/reagent_containers/glass/rag(get_turf(src))
qdel(src)
return
..()
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"
+2 -2
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/coatrack.dmi'
icon_state = "coatrack0"
var/obj/item/clothing/suit/coat
var/list/allowed = list(/obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/det_suit)
var/list/allowed = list(/obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/det_trench)
/obj/structure/coatrack/attack_hand(mob/user as mob)
user.visible_message("[user] takes [coat] off \the [src].", "You take [coat] off the \the [src]")
@@ -48,5 +48,5 @@
overlays += image(icon, icon_state = "coat_lab")
if (istype(coat, /obj/item/clothing/suit/storage/toggle/labcoat/cmo))
overlays += image(icon, icon_state = "coat_cmo")
if (istype(coat, /obj/item/clothing/suit/storage/det_suit))
if (istype(coat, /obj/item/clothing/suit/storage/det_trench))
overlays += image(icon, icon_state = "coat_det")
@@ -4,6 +4,7 @@
icon = 'icons/obj/closet.dmi'
icon_state = "closed"
density = 1
w_class = 5
var/icon_closed = "closed"
var/icon_opened = "open"
var/opened = 0
@@ -11,7 +12,8 @@
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/breakout = 0 //if someone is currently breaking out. mutex
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
var/storage_capacity = 40 //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.
var/open_sound = 'sound/machines/click.ogg'
var/close_sound = 'sound/machines/click.ogg'
@@ -23,6 +25,7 @@
var/const/default_mob_size = 15
/obj/structure/closet/initialize()
..()
if(!opened) // if closed, any item at the crate's loc is put in the contents
var/obj/item/I
for(I in src.loc)
@@ -53,10 +56,12 @@
else
user << "It is full."
/obj/structure/closet/alter_health()
return get_turf(src)
/obj/structure/closet/proc/stored_weight()
var/content_size = 0
for(var/obj/item/I in src.contents)
if(!I.anchored)
content_size += Ceiling(I.w_class/2)
return content_size
/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0 || wall_mounted)) return 1
@@ -150,14 +155,13 @@
for(var/mob/living/M in src.loc)
if(M.buckled || M.pinned.len)
continue
var/current_mob_size = (M.mob_size ? M.mob_size : default_mob_size)
if(stored_units + added_units + current_mob_size > storage_capacity)
if(stored_units + added_units + M.mob_size > storage_capacity)
break
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.forceMove(src)
added_units += current_mob_size
added_units += M.mob_size
return added_units
/obj/structure/closet/proc/toggle(mob/user as mob)
@@ -165,26 +169,23 @@
user << "<span class='notice'>It won't budge!</span>"
return
update_icon()
return 1
// this should probably use dump_contents()
/obj/structure/closet/ex_act(severity)
switch(severity)
if(1)
for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
A.forceMove(src.loc)
A.ex_act(severity + 1)
qdel(src)
health -= rand(120, 240)
if(2)
if(prob(50))
for (var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
A.ex_act(severity + 1)
qdel(src)
health -= rand(60, 120)
if(3)
if(prob(5))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
qdel(src)
health -= rand(30, 60)
if (health <= 0)
for (var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
A.ex_act(severity + 1)
qdel(src)
/obj/structure/closet/proc/damage(var/damage)
health -= damage
@@ -194,28 +195,15 @@
qdel(src)
/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
var/proj_damage = Proj.get_structure_damage()
if(!proj_damage)
return
..()
damage(Proj.damage)
damage(proj_damage)
return
// this should probably use dump_contents()
/obj/structure/closet/blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
qdel(src)
/obj/structure/closet/meteorhit(obj/O as obj)
if(O.icon_state == "flaming")
for(var/mob/M in src)
M.meteorhit(O)
src.dump_contents()
qdel(src)
/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(src.opened)
if(istype(W, /obj/item/weapon/grab))
@@ -227,19 +215,25 @@
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.remove_fuel(0,user))
if(!WT.isOn())
return
else
if(WT.isOn())
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
new /obj/item/stack/material/steel(src.loc)
for(var/mob/M in viewers(src))
M.show_message("<span class='notice'>\The [src] has been cut apart by [user] with \the [WT].</span>", 3, "You hear welding.", 2)
qdel(src)
else
new /obj/item/stack/material/steel(src.loc)
for(var/mob/M in viewers(src))
M.show_message("<span class='notice'>\The [src] has been cut apart by [user] with \the [WT].</span>", 3, "You hear welding.", 2)
qdel(src)
return
if(istype(W, /obj/item/weapon/storage/laundry_basket) && W.contents.len)
var/obj/item/weapon/storage/laundry_basket/LB = W
var/turf/T = get_turf(src)
for(var/obj/item/I in LB.contents)
LB.remove_from_storage(I, T)
user.visible_message("<span class='notice'>[user] empties \the [LB] into \the [src].</span>", \
"<span class='notice'>You empty \the [LB] into \the [src].</span>", \
"<span class='notice'>You hear rustling of clothes.</span>")
return
if(isrobot(user))
return
if(W.loc != user) // This should stop mounted modules ending up outside the module.
if(!dropsafety(W))
return
usr.drop_item()
if(W)
@@ -296,7 +290,7 @@
/obj/structure/closet/attack_hand(mob/user as mob)
src.add_fingerprint(user)
src.toggle(user)
return src.toggle(user)
// tk grab then use on self
/obj/structure/closet/attack_self_tk(mob/user as mob)
@@ -1,210 +0,0 @@
//I still dont think this should be a closet but whatever
/obj/structure/closet/fireaxecabinet
name = "fire axe cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
icon_state = "fireaxe1000"
icon_closed = "fireaxe1000"
icon_opened = "fireaxe1100"
anchored = 1
density = 0
var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = 1
var/hitstaken = 0
var/locked = 1
var/smashed = 0
New()
..()
fireaxe = new /obj/item/weapon/material/twohanded/fireaxe(src)
attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
//..() //That's very useful, Erro
var/hasaxe = 0 //gonna come in handy later~
if(fireaxe)
hasaxe = 1
if (isrobot(usr) || src.locked)
if(istype(O, /obj/item/device/multitool))
user << "\red Resetting circuitry..."
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 20))
src.locked = 0
user << "<span class = 'caution'> You disable the locking modules.</span>"
update_icon()
return
else if(istype(O, /obj/item/weapon))
var/obj/item/weapon/W = O
if(src.smashed || src.localopened)
if(localopened)
localopened = 0
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
return
else
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
user << "\blue The cabinet's protective glass glances off the hit."
else
src.hitstaken++
if(src.hitstaken == 4)
playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
src.smashed = 1
src.locked = 0
src.localopened = 1
update_icon()
return
if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(O:wielded)
user << "\red Unwield the axe first."
return
fireaxe = O
user.remove_from_mob(O)
src.contents += O
user << "\blue You place the fire axe back in the [src.name]."
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
if(src.smashed)
return
if(istype(O, /obj/item/device/multitool))
if(localopened)
localopened = 0
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
return
else
user << "\red Resetting circuitry..."
sleep(50)
src.locked = 1
user << "\blue You re-enable the locking modules."
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user,20))
src.locked = 1
user << "<span class = 'caution'> You re-enable the locking modules.</span>"
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
attack_hand(mob/user as mob)
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
if(src.locked)
user <<"\red The cabinet won't budge!"
return
if(localopened)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
user << "\blue You take the fire axe from the [name]."
src.add_fingerprint(user)
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.forceMove(loc)
user << "<span class='notice'>You telekinetically remove the fire axe.</span>"
fireaxe = null
update_icon()
return
attack_hand(user)
verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
set name = "Open/Close"
set category = "Object"
if (isrobot(usr) || src.locked || src.smashed)
if(src.locked)
usr << "\red The cabinet won't budge!"
else if(src.smashed)
usr << "\blue The protective glass is broken!"
return
localopened = !localopened
update_icon()
verb/remove_fire_axe()
set name = "Remove Fire Axe"
set category = "Object"
if (isrobot(usr))
return
if (localopened)
if(fireaxe)
usr.put_in_hands(fireaxe)
fireaxe = null
usr << "\blue You take the Fire axe from the [name]."
else
usr << "\blue The [src.name] is empty."
else
usr << "\blue The [src.name] is closed."
update_icon()
attack_ai(mob/user as mob)
if(src.smashed)
user << "\red The security of the cabinet is compromised."
return
else
locked = !locked
if(locked)
user << "\red Cabinet locked."
else
user << "\blue Cabinet unlocked."
return
update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
open()
return
close()
return
@@ -4,6 +4,7 @@
icon_state = "cabinet_closed"
icon_closed = "cabinet_closed"
icon_opened = "cabinet_open"
storage_capacity = 45 //such a big closet deserves a little more capacity
/obj/structure/closet/cabinet/update_icon()
if(!opened)
@@ -26,8 +26,8 @@
new /obj/item/clothing/under/rank/bartender(src)
new /obj/item/clothing/under/rank/bartender(src)
new /obj/item/clothing/under/dress/dress_saloon(src)
new /obj/item/clothing/suit/wcoat(src)
new /obj/item/clothing/suit/wcoat(src)
new /obj/item/clothing/accessory/wcoat(src)
new /obj/item/clothing/accessory/wcoat(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
@@ -47,7 +47,8 @@
new /obj/item/clothing/under/waiter(src)
new /obj/item/device/radio/headset/headset_service(src)
new /obj/item/device/radio/headset/headset_service(src)
new /obj/item/weapon/storage/box/mousetraps(src)
new /obj/item/clothing/suit/storage/toggle/hoodie(src)
new /obj/item/weapon/storage/box/gloves(src)
new /obj/item/weapon/storage/box/mousetraps(src)
new /obj/item/clothing/under/rank/chef(src)
new /obj/item/clothing/head/chefhat(src)
@@ -68,7 +69,7 @@
new /obj/item/weapon/cartridge/janitor(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/soft/purple(src)
new /obj/item/clothing/head/beret/jan(src)
new /obj/item/clothing/head/beret/purple(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
@@ -7,20 +7,21 @@
icon_opened = "cabinetdetective_open"
icon_broken = "cabinetdetective_broken"
icon_off = "cabinetdetective_broken"
storage_capacity = 45 //such a big closet deserves a little more capacity
New()
..()
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
return
/obj/structure/closet/secure_closet/bar/update_icon()
@@ -166,8 +166,8 @@
/obj/structure/closet/secure_closet/chemical
name = "chemical closet"
desc = "Store dangerous chemicals in here."
name = "chemistry equipment closet"
desc = "Contains equipment useful to chemists."
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
@@ -181,6 +181,8 @@
..()
new /obj/item/weapon/storage/box/pillbottles(src)
new /obj/item/weapon/storage/box/pillbottles(src)
new /obj/item/weapon/storage/box/spraybottles(src)
new /obj/item/weapon/storage/box/spraybottles(src)
return
/obj/structure/closet/secure_closet/medical_wall
@@ -83,23 +83,27 @@
src.registered_name = I.registered_name
src.desc = "Owned by [I.registered_name]."
else
user << "\red Access Denied"
else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = src.icon_broken
if(istype(W, /obj/item/weapon/melee/energy/blade))
user << "<span class='warning'>Access Denied</span>"
else if(istype(W, /obj/item/weapon/melee/energy/blade))
if(emag_act(INFINITY, user, "The locker has been sliced open by [user] with \an [W]!", "You hear metal being sliced and sparks flying."))
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
for(var/mob/O in viewers(user, 3))
O.show_message("\blue The locker has been sliced open by [user] with an energy blade!", 1, "\red You hear metal being sliced and sparks flying.", 2)
else
user << "\red Access Denied"
user << "<span class='warning'>Access Denied</span>"
return
/obj/structure/closet/secure_closet/personal/emag_act(var/remaining_charges, var/mob/user, var/visual_feedback, var/audible_feedback)
if(!broken)
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = src.icon_broken
if(visual_feedback)
visible_message("<span class='warning'>[visual_feedback]</span>", "<span class='warning'>[audible_feedback]</span>")
return 1
/obj/structure/closet/secure_closet/personal/verb/reset()
set src in oview(1) // One square distance
@@ -110,9 +114,9 @@
if(ishuman(usr))
src.add_fingerprint(usr)
if (src.locked || !src.registered_name)
usr << "\red You need to unlock it first."
usr << "<span class='warning'>You need to unlock it first.</span>"
else if (src.broken)
usr << "\red It appears to be broken."
usr << "<span class='warning'>It appears to be broken.</span>"
else
if (src.opened)
if(!src.close())
@@ -41,7 +41,7 @@
open()
else
src.req_access = list()
src.req_access += pick(get_all_accesses())
src.req_access += pick(get_all_station_access())
..()
/obj/structure/closet/secure_closet/proc/togglelock(mob/user as mob)
@@ -78,27 +78,31 @@
user.drop_item()
if(W)
W.forceMove(src.loc)
else if((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = icon_off
flick(icon_broken, src)
if(istype(W, /obj/item/weapon/melee/energy/blade))
else if(istype(W, /obj/item/weapon/melee/energy/blade))//Attempt to cut open locker if locked
if(emag_act(INFINITY, user, "<span class='danger'>The locker has been sliced open by [user] with \an [W]</span>!", "<span class='danger'>You hear metal being sliced and sparks flying.</span>"))
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
for(var/mob/O in viewers(user, 3))
O.show_message("<span class='warning'>The locker has been sliced open by [user] with an energy blade!</span>", 1, "You hear metal being sliced and sparks flying.", 2)
else if(!src.opened)
togglelock(user)//Attempt to lock locker if closed
/obj/structure/closet/secure_closet/emag_act(var/remaining_charges, var/mob/user, var/emag_source, var/visual_feedback = "", var/audible_feedback = "")
if(!broken)
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = icon_off
flick(icon_broken, src)
if(visual_feedback)
visible_message(visual_feedback, audible_feedback)
else if(user && emag_source)
visible_message("<span class='warning'>\The [src] has been broken by \the [user] with \an [emag_source]!</span>", "You hear a faint electrical spark.")
else
for(var/mob/O in viewers(user, 3))
O.show_message("<span class='warning'>The locker has been broken by [user] with an electromagnetic card!</span>", 1, "You hear a faint electrical spark.", 2)
else if(istype(W,/obj/item/weapon/packageWrap) || istype(W,/obj/item/weapon/weldingtool))
return ..(W,user)
else
togglelock(user)
visible_message("<span class='warning'>\The [src] sparks and breaks open!</span>", "You hear a faint electrical spark.")
return 1
/obj/structure/closet/secure_closet/attack_hand(mob/user as mob)
src.add_fingerprint(user)
@@ -16,19 +16,19 @@
new /obj/item/weapon/storage/backpack/satchel_cap(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/suit/captunic/capjacket(src)
new /obj/item/clothing/head/helmet/cap(src)
new /obj/item/clothing/head/caphat/cap(src)
new /obj/item/clothing/under/rank/captain(src)
new /obj/item/clothing/suit/storage/vest(src)
new /obj/item/weapon/cartridge/captain(src)
new /obj/item/clothing/head/helmet/swat(src)
new /obj/item/clothing/head/helmet(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/heads/captain(src)
new /obj/item/clothing/gloves/captain(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/clothing/suit/armor/captain(src)
new /obj/item/weapon/gun/energy/pistol(src)
new /obj/item/device/flash(src)
new /obj/item/weapon/melee/telebaton(src)
new /obj/item/clothing/under/dress/dress_cap(src)
new /obj/item/clothing/head/helmet/formalcaptain(src)
new /obj/item/clothing/head/caphat/formal(src)
new /obj/item/clothing/under/captainformal(src)
return
@@ -78,7 +78,7 @@
new /obj/item/device/radio/headset/heads/hop(src)
new /obj/item/weapon/storage/box/ids(src)
new /obj/item/weapon/storage/box/ids( src )
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/gun/energy/pistol(src)
new /obj/item/weapon/gun/projectile/sec/flash(src)
new /obj/item/device/flash(src)
return
@@ -107,8 +107,7 @@
new /obj/item/clothing/shoes/leather(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/under/rank/head_of_personnel_whimsy(src)
new /obj/item/clothing/head/helmet/hop(src)
new /obj/item/device/radio/headset/heads/hop(src)
new /obj/item/clothing/head/caphat/hop(src)
return
@@ -138,15 +137,18 @@
new /obj/item/device/radio/headset/heads/hos(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/taperoll/police(src)
new /obj/item/weapon/shield/riot(src)
new /obj/item/weapon/shield/riot/tact(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/device/flash(src)
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/gun/energy/pistol(src)
new /obj/item/clothing/accessory/holster/waist(src)
new /obj/item/weapon/melee/telebaton(src)
new /obj/item/clothing/head/beret/sec/hos(src)
new /obj/item/clothing/accessory/badge/hos(src)
new /obj/item/ammo_magazine/tranq(src)
new /obj/item/device/holowarrant(src)
return
/obj/structure/closet/secure_closet/hos2
@@ -197,18 +199,23 @@
new /obj/item/clothing/under/rank/warden(src)
new /obj/item/clothing/under/rank/warden/corp(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/suit/armor/vest/warden/commissar(src)
new /obj/item/clothing/head/helmet/warden(src)
new /obj/item/clothing/head/helmet/warden/commissar(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/taperoll/police(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/box/teargas(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/gun/energy/pistol(src)
new /obj/item/weapon/storage/box/holobadge(src)
new /obj/item/clothing/head/beret/sec/warden(src)
new /obj/item/clothing/accessory/badge/warden(src)
new /obj/item/ammo_magazine/c45m/rubber(src)
return
@@ -231,7 +238,6 @@
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/storage/vest/officer(src)
new /obj/item/clothing/head/helmet(src)
// new /obj/item/weapon/cartridge/security(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/device/flash(src)
@@ -244,8 +250,9 @@
new /obj/item/clothing/accessory/storage/black_vest(src)
new /obj/item/clothing/head/soft/sec/corp(src)
new /obj/item/clothing/under/rank/security/corp(src)
new /obj/item/ammo_magazine/c45m/rubber(src)
new /obj/item/weapon/gun/energy/taser(src)
new /obj/item/ammo_magazine/c45m/rubber(src)
new /obj/item/device/holowarrant(src)
return
@@ -291,19 +298,20 @@
icon_opened = "cabinetdetective_open"
icon_broken = "cabinetdetective_broken"
icon_off = "cabinetdetective_broken"
storage_capacity = 45 //such a big closet deserves a little more capacity
New()
..()
new /obj/item/clothing/under/det(src)
new /obj/item/clothing/under/det/black(src)
new /obj/item/clothing/under/det/slob(src)
new /obj/item/clothing/suit/storage/det_suit(src)
new /obj/item/clothing/suit/storage/det_suit/black(src)
new /obj/item/clothing/suit/storage/det_trench(src)
new /obj/item/clothing/suit/storage/det_trench/technicolor(src)
new /obj/item/clothing/suit/storage/forensics/blue(src)
new /obj/item/clothing/suit/storage/forensics/red(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/det_hat(src)
new /obj/item/clothing/head/det_hat/black(src)
new /obj/item/clothing/head/det(src)
new /obj/item/clothing/head/det/technicolor(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/weapon/storage/box/evidence(src)
new /obj/item/device/radio/headset/headset_sec(src)
@@ -356,7 +364,7 @@
/obj/structure/closet/secure_closet/courtroom
name = "courtroom locker"
req_access = list(access_court)
req_access = list(access_lawyer)
New()
..()
@@ -80,12 +80,15 @@
/obj/structure/closet/statue/toggle()
return
/obj/structure/closet/statue/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
/obj/structure/closet/statue/proc/check_health()
if(health <= 0)
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.get_structure_damage()
check_health()
return
/obj/structure/closet/statue/attack_generic(var/mob/user, damage, attacktext, environment_smash)
@@ -93,23 +96,17 @@
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/blob_act()
/obj/structure/closet/statue/ex_act(severity)
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/meteorhit(obj/O as obj)
if(O.icon_state == "flaming")
for(var/mob/M in src)
M.meteorhit(O)
shatter(M)
M.ex_act(severity)
health -= 60 / severity
check_health()
/obj/structure/closet/statue/attackby(obj/item/I as obj, mob/user as mob)
health -= I.force
user.do_attack_animation(src)
visible_message("<span class='danger'>[user] strikes [src] with [I].</span>")
if(health <= 0)
for(var/mob/M in src)
shatter(M)
check_health()
/obj/structure/closet/statue/MouseDrop_T()
return
@@ -42,11 +42,11 @@
/obj/structure/closet/syndicate/nuclear/New()
..()
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a10mm(src)
new /obj/item/ammo_magazine/a10mm(src)
new /obj/item/ammo_magazine/a10mm(src)
new /obj/item/ammo_magazine/a10mm(src)
new /obj/item/ammo_magazine/a10mm(src)
new /obj/item/weapon/storage/box/handcuffs(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/gun/energy/gun(src)
@@ -22,7 +22,7 @@
/obj/structure/closet/emcloset/New()
..()
switch (pickweight(list("small" = 55, "aid" = 25, "tank" = 10, "both" = 10, "nothing" = 0, "delete" = 0)))
switch (pickweight(list("small" = 55, "aid" = 25, "tank" = 10, "both" = 10)))
if ("small")
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/weapon/tank/emergency_oxygen(src)
@@ -51,17 +51,6 @@
new /obj/item/clothing/suit/space/emergency(src)
new /obj/item/clothing/head/helmet/space/emergency(src)
new /obj/item/clothing/head/helmet/space/emergency(src)
if ("nothing")
// doot
// teehee - Ah, tg coders...
if ("delete")
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)
qdel(src)*/
/obj/structure/closet/emcloset/legacy/New()
..()
@@ -1,13 +1,13 @@
/obj/structure/closet/wardrobe
name = "wardrobe"
desc = "It's a storage unit for standard-issue Nanotrasen attire."
desc = "It's a storage unit for standard-issue attire."
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/wardrobe/red
name = "security wardrobe"
icon_state = "red"
icon_closed = "red"
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/wardrobe/red/New()
..()
@@ -32,7 +32,6 @@
new /obj/item/device/radio/headset/headset_sec(src)
return
/obj/structure/closet/wardrobe/pink
name = "pink wardrobe"
icon_state = "pink"
@@ -69,7 +68,7 @@
/obj/structure/closet/wardrobe/chaplain_black
name = "chapel wardrobe"
desc = "It's a storage unit for Nanotrasen-approved religious attire."
desc = "It's a storage unit for approved religious attire."
icon_state = "black"
icon_closed = "black"
@@ -86,6 +85,7 @@
new /obj/item/weapon/storage/backpack/cultpack (src)
new /obj/item/weapon/storage/fancy/candle_box(src)
new /obj/item/weapon/storage/fancy/candle_box(src)
new /obj/item/weapon/deck/tarot(src)
return
@@ -121,7 +121,7 @@
/obj/structure/closet/wardrobe/orange
name = "prison wardrobe"
desc = "It's a storage unit for Nanotrasen-regulation prisoner attire."
desc = "It's a storage unit for regulation prisoner attire."
icon_state = "orange"
icon_closed = "orange"
@@ -168,10 +168,9 @@
new /obj/item/clothing/head/hardhat/red(src)
new /obj/item/clothing/head/hardhat/red(src)
new /obj/item/clothing/head/hardhat/red(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/device/radio/headset/headset_eng(src)
new /obj/item/clothing/head/beret/engineering(src)
new /obj/item/clothing/head/beret/engineering(src)
new /obj/item/clothing/head/beret/engineering(src)
return
@@ -192,10 +191,9 @@
new /obj/item/clothing/head/hardhat(src)
new /obj/item/clothing/head/hardhat(src)
new /obj/item/clothing/head/hardhat(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/device/radio/headset/headset_eng(src)
new /obj/item/clothing/head/beret/engineering(src)
new /obj/item/clothing/head/beret/engineering(src)
new /obj/item/clothing/head/beret/engineering(src)
return
@@ -10,9 +10,14 @@
climbable = 1
// mouse_drag_pointer = MOUSE_ACTIVE_POINTER //???
var/rigged = 0
var/tablestatus = 0
pass_flags = PASSTABLE
/obj/structure/closet/crate/can_open()
return 1
if (tablestatus != -1)//Can't be opened while under a table
return 1
return 0
/obj/structure/closet/crate/can_close()
return 1
@@ -36,11 +41,20 @@
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
for(var/obj/O in src)
O.forceMove(get_turf(src))
icon_state = icon_opened
src.opened = 1
if(climbable)
structure_shaken()
for (var/mob/M in src)
M.forceMove(get_turf(src))
if (M.stat == CONSCIOUS)
M.visible_message(span("danger","\The [M.name] bursts out of the [src]!"), span("danger","You burst out of the [src]!"))
else
M.visible_message(span("danger","\The [M.name] tumbles out of the [src]!"))
icon_state = icon_opened
src.opened = 1
pass_flags = 0
return 1
/obj/structure/closet/crate/close()
@@ -65,24 +79,15 @@
icon_state = icon_closed
src.opened = 0
pass_flags = PASSTABLE//Crates can only slide under tables when closed
return 1
/obj/structure/closet/crate/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(opened)
if(isrobot(user))
return
if(W.loc != user) // This should stop mounted modules ending up outside the module.
return
if(W.abstract) //Prevents 'abstract' items (such as grabs) from creeping into the material realm.
if(istype(W, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = W
user << "<span class='notice'>[G.affecting] just doesn't fit!</span>"
else
user << "<span class='notice'>[W] does not belong there!</span>"
return
user.drop_item()
if(W)
W.forceMove(src.loc)
return ..()
else if(istype(W, /obj/item/weapon/packageWrap))
return
else if(istype(W, /obj/item/stack/cable_coil))
@@ -110,23 +115,157 @@
/obj/structure/closet/crate/ex_act(severity)
switch(severity)
if(1.0)
for(var/obj/O in src.contents)
qdel(O)
qdel(src)
return
if(2.0)
for(var/obj/O in src.contents)
if(prob(50))
qdel(O)
qdel(src)
return
if(3.0)
if (prob(50))
qdel(src)
return
if(1)
health -= rand(120, 240)
if(2)
health -= rand(60, 120)
if(3)
health -= rand(30, 60)
if (health <= 0)
for (var/atom/movable/A as mob|obj in src)
A.forceMove(src.loc)
if (prob(50) && severity > 1)//Higher chance of breaking contents
A.ex_act(severity-1)
else
A.ex_act(severity)
qdel(src)
/*
==========================
Table interactions
==========================
*/
/obj/structure/closet/crate/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (istype(mover, /obj/structure/closet/crate))//Handle interaction with other crates
var/obj/structure/closet/crate/C = mover
if (tablestatus == 1 && C.tablestatus != 1 && !C.opened)//Allow the crate to slide under us if we're ontop of a table
return 1
else if (tablestatus == -1 && C.tablestatus == 1)//Allow it to slide over us if we're underneath a table
return 1
else//Otherwise, block it. Don't allow two crates on the same level of a tile
return 0
if(istype(mover,/obj/item/projectile))
if (tablestatus == 1)//They always block shots on a table
return 0
else if (!tablestatus && prob(15))//Usually will not block shots when lying on the floor
return 0
else return 1
else if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
return 0
/obj/structure/closet/crate/Move(var/turf/destination, dir)
if(..())
if (locate(/obj/structure/table) in destination)
if (tablestatus != 1)
set_tablestatus(-1)//Slide under the table
else
return
set_tablestatus(0)
/obj/structure/closet/crate/toggle(var/mob/user)
if (!opened && tablestatus == -1)
user << span("warning", "You can't open that while it's under the table")
return 0
else
return ..()
/obj/structure/closet/crate/proc/set_tablestatus(var/target)
if (tablestatus != target)
tablestatus = target
spawn(3)//Short spawn prevents things popping up where they shouldnt
switch (target)
if (1)
layer = LAYER_ABOVE_TABLE
pixel_y = 8
if (0)
layer = initial(layer)
pixel_y = 0
if (-1)
layer = LAYER_UNDER_TABLE
pixel_y = -4
//For putting on tables
/obj/structure/closet/crate/MouseDrop(atom/over_object)
if (istype(over_object, /obj/structure/table))
put_on_table(over_object, usr)
return 1
else
return ..()
/obj/structure/closet/crate/proc/put_on_table(var/obj/structure/table/table, var/mob/user)
if (!table || !user || (tablestatus == -1))
return
//User must be in reach of the crate
if (!user.Adjacent(src))
user << span("warning", "You need to be closer to the crate!")
return
//One of us has to be near the table
if (!user.Adjacent(table) && !Adjacent(table))
user << span("warning", "Take the crate closer to the table!")
return
for (var/obj/structure/closet/crate/C in get_turf(table))
if (C.tablestatus != -1)
user << span("warning", "There's already a crate on this table!")
return
//Crates are heavy, hauling them onto tables is hard.
//The more stuff thats in it, the longer it takes
//Good place to factor in Strength in future
var/timeneeded = 20
var/success = 0
if (tablestatus == 1 && Adjacent(table))
//Sliding along a tabletop we're already on. Instant and silent
timeneeded = 0
success = 1
else
//Add time based on mass of contents
for (var/obj/O in contents)
timeneeded += 3* O.w_class
for (var/mob/M in contents)
timeneeded += 3* M.mob_size
if (timeneeded > 0)
user.visible_message("[user] starts hoisting [src] onto the [table]", "You start hoisting [src] onto the [table]. This will take about [timeneeded*0.1] seconds")
user.face_atom(src)
if (do_after(user, timeneeded, needhand = 1))
success = 1
if (success == 1)
forceMove(get_turf(table))
set_tablestatus(1)
/*
=====================
Secure Crates
=====================
*/
/obj/structure/closet/crate/secure
desc = "A secure crate."
@@ -140,6 +279,7 @@
var/emag = "securecrateemag"
var/broken = 0
var/locked = 1
health = 200
/obj/structure/closet/crate/secure/New()
..()
@@ -151,7 +291,8 @@
overlays += greenlight
/obj/structure/closet/crate/secure/can_open()
return !locked
if (..())
return !locked
/obj/structure/closet/crate/secure/proc/togglelock(mob/user as mob)
if(src.opened)
@@ -162,6 +303,7 @@
return
if(src.allowed(user))
set_locked(!locked, user)
return 1
else
user << "<span class='notice'>Access Denied</span>"
@@ -192,14 +334,22 @@
/obj/structure/closet/crate/secure/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(locked)
src.togglelock(user)
return src.togglelock(user)
else
src.toggle(user)
return src.toggle(user)
/obj/structure/closet/crate/secure/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(is_type_in_list(W, list(/obj/item/weapon/packageWrap, /obj/item/stack/cable_coil, /obj/item/device/radio/electropack, /obj/item/weapon/wirecutters)))
return ..()
if(locked && (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)))
if(istype(W, /obj/item/weapon/melee/energy/blade))
emag_act(INFINITY, user)
if(!opened)
src.togglelock(user)
return
return ..()
/obj/structure/closet/crate/secure/emag_act(var/remaining_charges, var/mob/user)
if(!broken)
overlays.Cut()
overlays += emag
overlays += sparks
@@ -208,11 +358,7 @@
src.locked = 0
src.broken = 1
user << "<span class='notice'>You unlock \the [src].</span>"
return
if(!opened)
src.togglelock(user)
return
return ..()
return 1
/obj/structure/closet/crate/secure/emp_act(severity)
for(var/obj/O in src)
@@ -234,7 +380,7 @@
open()
else
src.req_access = list()
src.req_access += pick(get_all_accesses())
src.req_access += pick(get_all_station_access())
..()
/obj/structure/closet/crate/plastic
@@ -430,6 +576,7 @@
icon_state = "largemetal"
icon_opened = "largemetalopen"
icon_closed = "largemetal"
health = 200
/obj/structure/closet/crate/large/close()
. = ..()
@@ -458,6 +605,7 @@
icon_closed = "largemetal"
redlight = "largemetalr"
greenlight = "largemetalg"
health = 400
/obj/structure/closet/crate/secure/large/close()
. = ..()
@@ -504,3 +652,60 @@
// new /obj/item/weapon/pestspray(src)
// new /obj/item/weapon/pestspray(src)
// new /obj/item/weapon/pestspray(src)
//A crate that populates itself with randomly selected loot from randomstock.dm
//Can be passed in a rarity value, which is used as a multiplier on the rare/uncommon chance
//Quantity of spawns is number of discrete selections from the loot lists, default 10
/obj/structure/closet/crate/loot
name = "unusual container"
desc = "A mysterious container of unknown origins. What mysteries lie within?"
var/rarity = 1
var/quantity = 10
var/list/spawntypes
//The crate chooses its icon randomly from a number of noticeable options.
//None of these are the standard grey crate sprite, and a few are currently unused ingame
//This ensures that people stumbling across a lootbox will notice it's different and investigate
var/list/iconchoices = list(
"radiation" = "radiationopen",
"o2crate" = "o2crateopen",
"freezer" = "freezeropen",
"weaponcrate" = "weaponcrateopen",
"largebins" = "largebinsopen",
"phoroncrate" = "phoroncrateopen",
"trashcart" = "trashcartopen",
"critter" = "critteropen",
"largemetal" = "largemetalopen",
"medicalcrate" = "medicalcrateopen")
/obj/structure/closet/crate/loot/New(var/location, var/_rarity = 1, var/_quantity = 10)
rarity = _rarity
quantity = _quantity
..(location)
/obj/structure/closet/crate/loot/initialize()
spawntypes = list("1" = STOCK_RARE_PROB*rarity, "2" = STOCK_UNCOMMON_PROB*rarity, "3" = (100 - ((STOCK_RARE_PROB*rarity) + (STOCK_UNCOMMON_PROB*rarity))))
icon_closed = pick(iconchoices)
icon_opened = iconchoices[icon_closed]
update_icon()
while (quantity > 0)
quantity --
var/newtype = get_spawntype()
spawn_stock(newtype,src)
/obj/structure/closet/crate/loot/proc/get_spawntype()
var/stocktype = pickweight(spawntypes)
switch (stocktype)
if ("1")
return pickweight(random_stock_rare)
if ("2")
return pickweight(random_stock_uncommon)
if ("3")
return pickweight(random_stock_common)
@@ -13,11 +13,14 @@
if(istype(W, /obj/item/weapon/crowbar))
new /obj/item/stack/material/wood(src)
var/turf/T = get_turf(src)
for(var/atom/movable/M in contents)
M.forceMove(T)
for(var/atom/movable/AM in contents)
if(AM.simulated) AM.forceMove(T)
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>")
for(var/obj/vehicle/V in T.contents)
if(V)
V.unload(user)
qdel(src)
else
return attack_hand(user)
+8
View File
@@ -44,6 +44,14 @@
color = "#B8F5E3"
alpha = 200
/obj/structure/curtain/open/bed
name = "bed curtain"
color = "#854636"
/obj/structure/curtain/open/privacy
name = "privacy curtain"
color = "#B8F5E3"
/obj/structure/curtain/open/shower
name = "shower curtain"
color = "#ACD1E9"
+5 -20
View File
@@ -29,27 +29,11 @@
/obj/structure/displaycase/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
health -= Proj.get_structure_damage()
..()
src.healthcheck()
return
/obj/structure/displaycase/blob_act()
if (prob(75))
new /obj/item/weapon/material/shard( src.loc )
if (occupied)
new /obj/item/weapon/gun/energy/captain( src.loc )
occupied = 0
qdel(src)
/obj/structure/displaycase/meteorhit(obj/O as obj)
new /obj/item/weapon/material/shard( src.loc )
new /obj/item/weapon/gun/energy/captain( src.loc )
qdel(src)
/obj/structure/displaycase/proc/healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
@@ -71,6 +55,7 @@
/obj/structure/displaycase/attackby(obj/item/weapon/W as obj, mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
src.health -= W.force
src.healthcheck()
..()
@@ -79,16 +64,16 @@
/obj/structure/displaycase/attack_hand(mob/user as mob)
if (src.destroyed && src.occupied)
new /obj/item/weapon/gun/energy/captain( src.loc )
user << "\b You deactivate the hover field built into the case."
user << "<span class='notice'>You deactivate the hover field built into the case.</span>"
src.occupied = 0
src.add_fingerprint(user)
update_icon()
return
else
usr << text("\blue You kick the display case.")
usr << text("<span class='warning'>You kick the display case.</span>")
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("\red [] kicks the display case.", usr)
O << "<span class='warning'>[usr] kicks the display case.</span>"
src.health -= 2
healthcheck()
return
+18 -12
View File
@@ -4,6 +4,7 @@
icon_state = "door_as_0"
anchored = 0
density = 1
w_class = 5
var/state = 0
var/base_icon_state = ""
var/base_name = "Airlock"
@@ -82,6 +83,12 @@
airlock_type = "/freezer"
glass = -1
/obj/structure/door_assembly/door_assembly_fma
base_icon_state = "mai"
base_name = "Freezer Maintenance Access"
airlock_type = "/freezer_maint"
glass = -1
/obj/structure/door_assembly/door_assembly_hatch
base_icon_state = "hatch"
base_name = "Airtight Hatch"
@@ -149,7 +156,7 @@
user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You welded the [glass] plating off!"
user << "<span class='notice'>You welded the [glass] plating off!</span>"
var/M = text2path("/obj/item/stack/material/[glass]")
new M(src.loc, 2)
glass = 0
@@ -157,18 +164,18 @@
user.visible_message("[user] welds the glass panel out of the airlock assembly.", "You start to weld the glass panel out of the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You welded the glass panel out!"
user << "<span class='notice'>You welded the glass panel out!</span>"
new /obj/item/stack/material/glass/reinforced(src.loc)
glass = 0
else if(!anchored)
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You dissasembled the airlock assembly!"
user << "<span class='notice'>You dissasembled the airlock assembly!</span>"
new /obj/item/stack/material/steel(src.loc, 4)
qdel (src)
else
user << "\blue You need more welding fuel."
user << "<span class='notice'>You need more welding fuel.</span>"
return
else if(istype(W, /obj/item/weapon/wrench) && state == 0)
@@ -180,7 +187,7 @@
if(do_after(user, 40))
if(!src) return
user << "\blue You [anchored? "un" : ""]secured the airlock assembly!"
user << "<span class='notice'>You [anchored? "un" : ""]secured the airlock assembly!</span>"
anchored = !anchored
else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored)
@@ -200,7 +207,7 @@
if(do_after(user, 40))
if(!src) return
user << "\blue You cut the airlock wires.!"
user << "<span class='notice'>You cut the airlock wires.!</span>"
new/obj/item/stack/cable_coil(src.loc, 1)
src.state = 0
@@ -212,7 +219,7 @@
if(!src) return
user.drop_item()
W.loc = src
user << "\blue You installed the airlock electronics!"
user << "<span class='notice'>You installed the airlock electronics!</span>"
src.state = 2
src.name = "Near finished Airlock Assembly"
src.electronics = W
@@ -229,7 +236,7 @@
if(do_after(user, 40))
if(!src) return
user << "\blue You removed the airlock electronics!"
user << "<span class='notice'>You removed the airlock electronics!</span>"
src.state = 1
src.name = "Wired Airlock Assembly"
electronics.loc = src.loc
@@ -262,11 +269,11 @@
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now finishing the airlock."
user << "<span class='notice'>Now finishing the airlock.</span>"
if(do_after(user, 40))
if(!src) return
user << "\blue You finish the airlock!"
user << "<span class='notice'>You finish the airlock!</span>"
var/path
if(istext(glass))
path = text2path("/obj/machinery/door/airlock/[glass]")
@@ -275,8 +282,7 @@
else
path = text2path("/obj/machinery/door/airlock[airlock_type]")
var/obj/machinery/door/new_airlock = new path(src.loc, src)
new_airlock.dir = src.dir
new path(src.loc, src)
qdel(src)
else
..()
+8 -2
View File
@@ -31,8 +31,14 @@
/obj/structure/extinguisher_cabinet/attack_hand(mob/user)
if(isrobot(user))
return
if (!user.can_use_hand())
return
if (ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (user.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
user << "<span class='notice'>You try to move your [temp.name], but cannot!</span>"
return
if(has_extinguisher)
user.put_in_hands(has_extinguisher)
user << "<span class='notice'>You take [has_extinguisher] from [src].</span>"
@@ -0,0 +1,135 @@
/obj/structure/fireaxecabinet
name = "fire axe cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
icon_state = "fireaxe"
anchored = 1
density = 0
var/damage_threshold = 15
var/open
var/unlocked
var/shattered
var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
/obj/structure/fireaxecabinet/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
user.do_attack_animation(src)
playsound(user, 'sound/effects/Glasshit.ogg', 50, 1)
visible_message("<span class='danger'>[user] [attack_verb] \the [src]!</span>")
if(damage_threshold > damage)
user << "<span class='danger'>Your strike is deflected by the reinforced glass!</span>"
return
if(shattered)
return
shattered = 1
unlocked = 1
open = 1
playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1)
update_icon()
/obj/structure/fireaxecabinet/update_icon()
overlays.Cut()
if(fireaxe)
overlays += image(icon, "fireaxe_item")
if(shattered)
overlays += image(icon, "fireaxe_window_broken")
else if(!open)
overlays += image(icon, "fireaxe_window")
/obj/structure/fireaxecabinet/New()
..()
fireaxe = new(src)
update_icon()
/obj/structure/fireaxecabinet/attack_ai(var/mob/user)
toggle_lock(user)
/obj/structure/fireaxecabinet/attack_hand(var/mob/user)
if(!unlocked)
user << "<span class='warning'>\The [src] is locked.</span>"
return
toggle_open(user)
/obj/structure/fireaxecabinet/MouseDrop(over_object, src_location, over_location)
if(over_object == usr)
var/mob/user = over_object
if(!istype(user))
return
if(!open)
user << "<span class='warning'>\The [src] is closed.</span>"
return
if(!fireaxe)
user << "<span class='warning'>\The [src] is empty.</span>"
return
fireaxe.forceMove(get_turf(user))
user.put_in_hands(fireaxe)
fireaxe = null
update_icon()
return
/obj/structure/fireaxecabinet/Destroy()
if(fireaxe)
fireaxe.forceMove(get_turf(src))
fireaxe = null
return ..()
/obj/structure/fireaxecabinet/attackby(var/obj/item/O, var/mob/user)
if(istype(O, /obj/item/device/multitool))
toggle_lock(user)
return
if(istype(O, /obj/item/weapon/material/twohanded/fireaxe))
if(open)
if(fireaxe)
user << "<span class='warning'>There is already \a [fireaxe] inside \the [src].</span>"
else if(user.unEquip(O))
O.forceMove(src)
fireaxe = O
user << "<span class='notice'>You place \the [fireaxe] into \the [src].</span>"
update_icon()
return
if(O.force)
user.setClickCooldown(10)
attack_generic(user, O.force, "bashes")
return
return ..()
/obj/structure/fireaxecabinet/proc/toggle_open(var/mob/user)
if(shattered)
open = 1
unlocked = 1
else
user.setClickCooldown(10)
open = !open
user << "<span class='notice'>You [open ? "open" : "close"] \the [src].</span>"
update_icon()
/obj/structure/fireaxecabinet/proc/toggle_lock(var/mob/user)
if(open)
return
if(shattered)
open = 1
unlocked = 1
else
user.setClickCooldown(10)
user << "<span class='notice'>You begin [unlocked ? "enabling" : "disabling"] \the [src]'s maglock.</span>"
if(!do_after(user, 20))
return
if(shattered) return
unlocked = !unlocked
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
user << "<span class = 'notice'>You [unlocked ? "disable" : "enable"] the maglock.</span>"
update_icon()
+44
View File
@@ -77,6 +77,50 @@
name = "potted plant"
icon = 'icons/obj/plants.dmi'
icon_state = "plant-26"
var/dead = 0
/obj/structure/flora/pottedplant/proc/death()
if (!dead)
icon_state = "plant-dead"
name = "dead [name]"
desc = "It looks dead."
dead = 1
//No complex interactions, just make them fragile
/obj/structure/flora/pottedplant/ex_act()
death()
return ..()
/obj/structure/flora/pottedplant/fire_act()
death()
return ..()
/obj/structure/flora/pottedplant/attackby(obj/item/weapon/W, mob/user)
if (W.edge)
user.visible_message(span("warning", "[user] cuts down the [src]"))
death()
return 1
return ..()
/obj/structure/flora/pottedplant/bullet_act(var/obj/item/projectile/Proj)
if (prob(Proj.damage*2))
death()
return 1
return ..()
//Added random icon selection for potted plants.
//It was silly they always used the same sprite when we have 26 sprites of them in the icon file
/obj/structure/flora/pottedplant/random/New()
..()
var/number = rand(1,36)
if (number == 36)
if (prob(90))//Make the wierd one rarer
number = rand(1,35)
else
desc = "It stares into your soul."
if (number < 10)
number = "0[number]"
icon_state = "plant-[number]"
//newbushes
+19 -14
View File
@@ -3,6 +3,7 @@
anchored = 1
density = 1
layer = 2
w_class = 5
var/state = 0
var/health = 200
var/cover = 50 //how much cover the girder provides against projectiles.
@@ -28,11 +29,10 @@
if(Proj.original != src && !prob(cover))
return PROJECTILE_CONTINUE //pass through
//Tasers and the like should not damage girders.
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
var/damage = Proj.get_structure_damage()
if(!damage)
return
var/damage = Proj.damage
if(!istype(Proj, /obj/item/projectile/beam))
damage *= 0.4 //non beams do reduced damage
@@ -87,14 +87,14 @@
else
user << "<span class='notice'>You need to activate the weapon to do that!</span>"
return
else if(istype(W, /obj/item/weapon/melee/energy/blade))
user << "<span class='notice'>Now slicing apart the girder...</span>"
if(do_after(user,30))
if(!src) return
user << "<span class='notice'>You slice apart the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/melee/chainsword))
var/obj/item/weapon/melee/chainsword/WT = W
if(WT.active)
@@ -224,6 +224,7 @@
reinforcing = 0
/obj/structure/girder/proc/dismantle()
new /obj/item/stack/material/steel(get_turf(src))
new /obj/item/stack/material/steel(get_turf(src))
qdel(src)
@@ -234,10 +235,6 @@
return
return ..()
/obj/structure/girder/blob_act()
if(prob(40))
qdel(src)
/obj/structure/girder/ex_act(severity)
switch(severity)
@@ -247,12 +244,20 @@
if(2.0)
if (prob(30))
dismantle()
return
return
else
health -= rand(60,180)
if(3.0)
if (prob(5))
dismantle()
return
return
else
health -= rand(40,80)
else
if(health <= 0)
dismantle()
return
/obj/structure/girder/cult
@@ -286,7 +291,7 @@
else if(istype(W, /obj/item/weapon/melee/energy))
var/obj/item/weapon/melee/energy/WT = W
if(WT.active)
if(WT.active)
user << "<span class='notice'>Now slicing apart the girder...</span>"
if(do_after(user,30))
user << "<span class='notice'>You slice apart the girder!</span>"
@@ -294,13 +299,13 @@
else
user << "<span class='notice'>You need to activate the weapon to do that!</span>"
return
else if(istype(W, /obj/item/weapon/melee/energy/blade))
user << "<span class='notice'>Now slicing apart the girder...</span>"
if(do_after(user,30))
user << "<span class='notice'>You slice apart the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/melee/chainsword))
var/obj/item/weapon/melee/chainsword/WT = W
if(WT.active)
+6 -13
View File
@@ -6,7 +6,6 @@
density = 1
anchored = 1
flags = CONDUCT
pressure_resistance = 5*ONE_ATMOSPHERE
layer = 2.9
explosion_resistance = 1
var/health = 10
@@ -16,12 +15,6 @@
/obj/structure/grille/ex_act(severity)
qdel(src)
/obj/structure/grille/blob_act()
qdel(src)
/obj/structure/grille/meteorhit(var/obj/M)
qdel(src)
/obj/structure/grille/update_icon()
if(destroyed)
icon_state = "[initial(icon_state)]-b"
@@ -33,6 +26,7 @@
/obj/structure/grille/attack_hand(mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
user.do_attack_animation(src)
@@ -67,13 +61,11 @@
/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
//Tasers and the like should not damage grilles.
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
//Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact
var/damage = Proj.damage
var/damage = Proj.get_structure_damage()
var/passthrough = 0
if(!damage) return
//20% chance that the grille provides a bit more cover than usual. Support structure for example might take up 20% of the grille's area.
//If they click on the grille itself then we assume they are aiming at the grille itself and the extra cover behaviour is always used.
@@ -158,7 +150,8 @@
//window placing end
else if(!(W.flags & CONDUCT) || !shock(user, 70))
user.do_attack_animation(src)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(src)
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
switch(W.damtype)
if("fire")
+72 -67
View File
@@ -1,30 +1,47 @@
/obj/item/inflatable
name = "inflatable"
w_class = 2
icon = 'icons/obj/inflatable.dmi'
var/deploy_path = null
/obj/item/inflatable/attack_self(mob/user)
if(!deploy_path)
return
playsound(loc, 'sound/items/zip.ogg', 75, 1)
user << "<span class='notice'>You inflate \the [src].</span>"
var/obj/structure/inflatable/R = new deploy_path(user.loc)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
qdel(src)
/obj/item/inflatable/wall
name = "inflatable wall"
desc = "A folded membrane which rapidly expands into a large cubical shape on activation."
icon = 'icons/obj/inflatable.dmi'
icon_state = "folded_wall"
w_class = 3
deploy_path = /obj/structure/inflatable/wall
attack_self(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
user << "\blue You inflate [src]."
var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
qdel(src)
/obj/item/inflatable/door/
name = "inflatable door"
desc = "A folded membrane which rapidly expands into a simple door on activation."
icon_state = "folded_door"
deploy_path = /obj/structure/inflatable/door
/obj/structure/inflatable
name = "inflatable wall"
name = "inflatable"
desc = "An inflated membrane. Do not puncture."
density = 1
anchored = 1
opacity = 0
icon = 'icons/obj/inflatable.dmi'
icon_state = "wall"
var/undeploy_path = null
var/health = 50.0
/obj/structure/inflatable/wall
name = "inflatable wall"
undeploy_path = /obj/item/inflatable/wall
/obj/structure/inflatable/New(location)
..()
@@ -38,10 +55,10 @@
return 0
/obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
health -= Proj.damage
var/proj_damage = Proj.get_structure_damage()
if(!proj_damage) return
health -= proj_damage
..()
if(health <= 0)
deflate(1)
@@ -60,21 +77,15 @@
deflate(1)
return
/obj/structure/inflatable/blob_act()
deflate(1)
/obj/structure/inflatable/meteorhit()
deflate(1)
/obj/structure/inflatable/attack_hand(mob/user as mob)
add_fingerprint(user)
return
add_fingerprint(user)
return
/obj/structure/inflatable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!istype(W)) return
if(!istype(W) || istype(W, /obj/item/weapon/inflatable_dispenser)) return
if (can_puncture(W))
visible_message("\red <b>[user] pierces [src] with [W]!</b>")
visible_message("<span class='danger'>[user] pierces [src] with [W]!</span>")
deflate(1)
if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force)
@@ -88,6 +99,9 @@
if(health <= 0)
deflate(1)
/obj/structure/inflatable/CtrlClick()
hand_deflate()
/obj/structure/inflatable/proc/deflate(var/violent=0)
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
if(violent)
@@ -96,10 +110,11 @@
src.transfer_fingerprints_to(R)
qdel(src)
else
//user << "\blue You slowly deflate the inflatable wall."
visible_message("[src] slowly deflates.")
if(!undeploy_path)
return
visible_message("\The [src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
var/obj/item/inflatable/R = new undeploy_path(src.loc)
src.transfer_fingerprints_to(R)
qdel(src)
@@ -108,7 +123,7 @@
set category = "Object"
set src in oview(1)
if(isobserver(usr)) //to stop ghosts from deflating
if(isobserver(usr) || usr.restrained() || !usr.Adjacent(src))
return
verbs -= /obj/structure/inflatable/verb/hand_deflate
@@ -124,28 +139,14 @@
user.visible_message("<span class='danger'>[user] [attack_verb] at [src]!</span>")
return 1
/obj/item/inflatable/door/
name = "inflatable door"
desc = "A folded membrane which rapidly expands into a simple door on activation."
icon = 'icons/obj/inflatable.dmi'
icon_state = "folded_door"
attack_self(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
user << "\blue You inflate [src]."
var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
qdel(src)
/obj/structure/inflatable/door //Based on mineral door code
name = "inflatable door"
density = 1
anchored = 1
opacity = 0
icon = 'icons/obj/inflatable.dmi'
icon_state = "door_closed"
undeploy_path = /obj/item/inflatable/door
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
@@ -171,7 +172,6 @@
if(isSwitchingStates) return
if(ismob(user))
var/mob/M = user
if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
@@ -190,24 +190,28 @@
update_nearby_tiles()
/obj/structure/inflatable/door/proc/Open()
isSwitchingStates = 1
flick("door_opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
spawn()
if(isSwitchingStates) return
isSwitchingStates = 1
flick("door_opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
/obj/structure/inflatable/door/proc/Close()
isSwitchingStates = 1
flick("door_closing",src)
sleep(10)
density = 1
opacity = 0
state = 0
update_icon()
isSwitchingStates = 0
spawn()
if(isSwitchingStates) return
isSwitchingStates = 1
flick("door_closing",src)
sleep(10)
density = 1
opacity = 0
state = 0
update_icon()
isSwitchingStates = 0
/obj/structure/inflatable/door/update_icon()
if(state)
@@ -236,7 +240,7 @@
icon_state = "folded_wall_torn"
attack_self(mob/user)
user << "\blue The inflatable wall is too torn to be inflated!"
user << "<span class='notice'>The inflatable wall is too torn to be inflated!</span>"
add_fingerprint(user)
/obj/item/inflatable/door/torn
@@ -246,7 +250,7 @@
icon_state = "folded_door_torn"
attack_self(mob/user)
user << "\blue The inflatable door is too torn to be inflated!"
user << "<span class='notice'>The inflatable door is too torn to be inflated!</span>"
add_fingerprint(user)
/obj/item/weapon/storage/briefcase/inflatable
@@ -254,6 +258,7 @@
desc = "Contains inflatable walls and doors."
icon_state = "inf_box"
item_state = "syringe_kit"
w_class = 3
max_storage_space = 28
can_hold = list(/obj/item/inflatable)
@@ -262,7 +267,7 @@
new /obj/item/inflatable/door(src)
new /obj/item/inflatable/door(src)
new /obj/item/inflatable/door(src)
new /obj/item/inflatable(src)
new /obj/item/inflatable(src)
new /obj/item/inflatable(src)
new /obj/item/inflatable(src)
new /obj/item/inflatable/wall(src)
new /obj/item/inflatable/wall(src)
new /obj/item/inflatable/wall(src)
new /obj/item/inflatable/wall(src)
+16 -14
View File
@@ -1,6 +1,10 @@
/obj/structure/janitorialcart
name = "janitorial cart"
desc = "The ultimate in janitorial carts! Has space for water, mops, signs, trash bags, and more!"
description_info = "Click and drag a mop bucket onto the cart to mount it\
</br>Alt+Click with a mop to put it away, a normal click will wet it in the bucket.\
</br>Alt+Click with a container, such as a bucket, to pour its contents into the mounted bucket. A normal click will toss it into the trash\
</br>You can also use a lightreplacer, spraybottle (of spacecleaner) and four wet-floor signs on the cart to store them"
icon = 'icons/obj/janitor.dmi'
icon_state = "cart"
anchored = 0
@@ -18,16 +22,16 @@
var/has_items = 0//This is set true whenever the cart has anything loaded/mounted on it
var/dismantled = 0//This is set true after the object has been dismantled to avoid an infintie loop
///obj/structure/janitorialcart/New()
/obj/structure/janitorialcart/examine(mob/user)
if(..(user, 1))
if (mybucket)
user << "[src] \icon The bucket contains [mybucket.reagents.total_volume] unit\s of liquid!"
var/contains = mybucket.reagents.total_volume
user << "\icon[src] The bucket contains [contains] unit\s of liquid!"
else
user << "[src] \icon There is no bucket mounted on it!"
user << "\icon[src] There is no bucket mounted on it!"
//everything else is visible, so doesn't need to be mentioned
@@ -59,6 +63,11 @@
else if(istype(I, /obj/item/weapon/reagent_containers) && mybucket)
var/obj/item/weapon/reagent_containers/C = I
C.afterattack(mybucket, usr, 1)
else if(istype (I, /obj/item/device/lightreplacer))
var/obj/item/device/lightreplacer/LR = I
if (LR.store_broken)
return mybag.attackby(I, usr)
/obj/structure/janitorialcart/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop) || istype(I, /obj/item/weapon/reagent_containers/glass/rag) || istype(I, /obj/item/weapon/soap))
@@ -214,7 +223,6 @@
if(!isliving(usr))
return
var/mob/living/user = usr
if(href_list["take"])
switch(href_list["take"])
if("garbage")
@@ -273,7 +281,10 @@
overlays += "cart_spray"
has_items = 1
if(myreplacer)
overlays += "cart_replacer"
if (istype(myreplacer, /obj/item/device/lightreplacer/advanced))
overlays += "cart_adv_lightreplacer"
else
overlays += "cart_replacer"
has_items = 1
if(signs)
overlays += "cart_sign[signs]"
@@ -296,7 +307,6 @@
/obj/structure/bed/chair/janicart/New()
create_reagents(100)
update_layer()
/obj/structure/bed/chair/janicart/examine(mob/user)
@@ -356,13 +366,6 @@
return ..()
/obj/structure/bed/chair/janicart/update_layer()
if(dir == SOUTH)
layer = FLY_LAYER
else
layer = OBJ_LAYER
/obj/structure/bed/chair/janicart/unbuckle_mob()
var/mob/living/M = ..()
if(M)
@@ -373,7 +376,6 @@
/obj/structure/bed/chair/janicart/set_dir()
..()
update_layer()
if(buckled_mob)
if(buckled_mob.loc != loc)
buckled_mob.buckled = null //Temporary, so Move() succeeds.
+17 -1
View File
@@ -32,7 +32,7 @@
if(istype(victim, /mob/living/carbon/human))
var/mob/living/carbon/human/H = victim
if(!H.species.is_small)
if(!issmall(H))
return 0
meat_type = H.species.meat_type
icon_state = "spikebloody"
@@ -58,3 +58,19 @@
user << "You remove the last piece of meat from \the [victim_name]!"
icon_state = "spike"
occupied = 0
/obj/structure/kitchenspike/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (!mover)
return 1
if(istype(mover,/obj/item/projectile) && density)
if (!occupied && prob(80))
//Wiry frame, usually wont be cover
return 1
else
return 0
else if(mover.checkpass(PASSTABLE))
//Animals can run under them, lots of empty space
return 1
return ..()
-70
View File
@@ -1,70 +0,0 @@
/obj/structure/ladder
name = "ladder"
desc = "A sturdy metal ladder."
icon = 'icons/obj/structures.dmi'
icon_state = "ladder11"
var/id = null
var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher
var/obj/structure/ladder/down = null //the ladder below this one
var/obj/structure/ladder/up = null //the ladder above this one
/obj/structure/ladder/New()
spawn(8)
for(var/obj/structure/ladder/L in world)
if(L.id == id)
if(L.height == (height - 1))
down = L
continue
if(L.height == (height + 1))
up = L
continue
if(up && down) //if both our connections are filled
break
update_icon()
/obj/structure/ladder/update_icon()
if(up && down)
icon_state = "ladder11"
else if(up)
icon_state = "ladder10"
else if(down)
icon_state = "ladder01"
else //wtf make your ladders properly assholes
icon_state = "ladder00"
/obj/structure/ladder/attack_hand(mob/user as mob)
if(up && down)
switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") )
if("Up")
user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
"<span class='notice'>You climb up \the [src]!</span>")
user.loc = get_turf(up)
up.add_fingerprint(user)
if("Down")
user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
"<span class='notice'>You climb down \the [src]!</span>")
user.loc = get_turf(down)
down.add_fingerprint(user)
if("Cancel")
return
else if(up)
user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
"<span class='notice'>You climb up \the [src]!</span>")
user.loc = get_turf(up)
up.add_fingerprint(user)
else if(down)
user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
"<span class='notice'>You climb down \the [src]!</span>")
user.loc = get_turf(down)
down.add_fingerprint(user)
add_fingerprint(user)
/obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob)
return attack_hand(user)
+182 -20
View File
@@ -32,20 +32,6 @@
src.healthcheck()
return
/obj/structure/lamarr/blob_act()
if (prob(75))
new /obj/item/weapon/material/shard( src.loc )
Break()
qdel(src)
/obj/structure/lamarr/meteorhit(obj/O as obj)
new /obj/item/weapon/material/shard( src.loc )
Break()
qdel(src)
/obj/structure/lamarr/proc/healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
@@ -67,6 +53,7 @@
/obj/structure/lamarr/attackby(obj/item/weapon/W as obj, mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
src.health -= W.force
src.healthcheck()
..()
@@ -76,26 +63,201 @@
if (src.destroyed)
return
else
usr << text("\blue You kick the lab cage.")
usr << "<span class='warning'>You kick the lab cage.</span>"
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("\red [] kicks the lab cage.", usr)
O << "<span class='warning'>[user] kicks the lab cage.</span>"
src.health -= 2
healthcheck()
return
/obj/structure/lamarr/proc/Break()
if(occupied)
new /obj/item/clothing/mask/facehugger/lamarr(src.loc)
new /obj/item/clothing/mask/lamarr(src.loc)
occupied = 0
update_icon()
return
/obj/item/clothing/mask/facehugger/lamarr
var/const/MIN_ACTIVE_TIME = 200 //time between being dropped and going idle
var/const/MAX_ACTIVE_TIME = 400
/obj/item/clothing/mask/lamarr
name = "Lamarr"
desc = "The worst she might do is attempt to... couple with your head."//hope we don't get sued over a harmless reference, rite?
sterile = 1
gender = FEMALE
icon = 'icons/mob/alien.dmi'
icon_state = "facehugger"
item_state = "facehugger"
w_class = 3 //note: can be picked up by aliens unlike most other items of w_class below 4
flags = PROXMOVE
body_parts_covered = FACE|EYES
throw_range = 5
/obj/item/clothing/mask/facehugger/lamarr/New()//to prevent deleting it if aliums are disabled
var/stat = CONSCIOUS //UNCONSCIOUS is the idle state in this case
var/strength = 5
var/attached = 0
var/sterile = 1
/obj/item/clothing/mask/lamarr/New()//to prevent deleting it if aliums are disabled
return
/obj/item/clothing/mask/lamarr/attack_hand(user as mob)
if((stat == CONSCIOUS))
if(Attach(user))
return
..()
/obj/item/clothing/mask/lamarr/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
. = ..()
user.drop_from_inventory(src)
if(hit_zone == "head")
Attach(target)
/obj/item/clothing/mask/lamarr/examine(mob/user)
..(user)
switch(stat)
if(DEAD,UNCONSCIOUS)
user << "<span class='warning'>[src] is not moving.</span>"
if(CONSCIOUS)
user << "<span class='warning'>[src] seems to be active.</span>"
if (sterile)
user << "<span class='warning'> It looks like the proboscis has been removed.</span>"
return
/obj/item/clothing/mask/lamarr/attackby(obj/item/I, mob/user)
if(I.force)
user.do_attack_animation(src)
Die()
return
/obj/item/clothing/mask/lamarr/bullet_act()
Die()
return
/obj/item/clothing/mask/lamarr/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C+80)
Die()
return
/obj/item/clothing/mask/lamarr/equipped(mob/M)
..()
Attach(M)
/obj/item/clothing/mask/lamarr/Crossed(atom/target)
HasProximity(target)
return
/obj/item/clothing/mask/lamarr/on_found(mob/finder as mob)
if(stat == CONSCIOUS)
HasProximity(finder)
return 1
return
/obj/item/clothing/mask/lamarr/HasProximity(atom/movable/AM as mob|obj)
if(CanHug(AM))
Attach(AM)
/obj/item/clothing/mask/lamarr/throw_at(atom/target, range, speed)
..()
if(stat == CONSCIOUS)
icon_state = "[initial(icon_state)]_thrown"
spawn(15)
if(icon_state == "[initial(icon_state)]_thrown")
icon_state = "[initial(icon_state)]"
/obj/item/clothing/mask/lamarr/proc/Attach(M as mob)
if((!iscarbon(M)))
return
if(attached)
return
var/mob/living/L = M //just so I don't need to use :
if(loc == L) return
if(stat != CONSCIOUS) return
if(!sterile) L.take_organ_damage(strength,0) //done here so that even borgs and humans in helmets take damage
L.visible_message("<span class='danger'>[src] leaps at [L]'s face!</span>")
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.head && H.head.flags & AIRTIGHT)
H.visible_message("<span class='danger'>\The [src] smashes against [H]'s [H.head]!</span>")
Die()
return
if(iscarbon(M))
var/mob/living/carbon/target = L
if(target.wear_mask)
if(prob(20)) return
var/obj/item/clothing/W = target.wear_mask
if(!W.canremove) return
target.drop_from_inventory(W)
target.visible_message("<span class='danger'>\The [src] tears [W] off of [target]'s face!</span>")
target.equip_to_slot(src, slot_wear_mask)
target.contents += src // Monkey sanity check - Snapshot
GoIdle() //so it doesn't jump the people that tear it off
return
/obj/item/clothing/mask/lamarr/proc/GoActive()
if(stat == DEAD || stat == CONSCIOUS)
return
stat = CONSCIOUS
icon_state = "[initial(icon_state)]"
return
/obj/item/clothing/mask/lamarr/proc/GoIdle(var/min_time=MIN_ACTIVE_TIME, var/max_time=MAX_ACTIVE_TIME)
if(stat == DEAD || stat == UNCONSCIOUS)
return
/* RemoveActiveIndicators() */
stat = UNCONSCIOUS
icon_state = "[initial(icon_state)]_inactive"
spawn(rand(min_time,max_time))
GoActive()
return
/obj/item/clothing/mask/lamarr/proc/Die()
if(stat == DEAD)
return
/* RemoveActiveIndicators() */
icon_state = "[initial(icon_state)]_dead"
stat = DEAD
src.visible_message("<span class='danger'>\The [src] curls up into a ball!</span>")
return
/proc/CanHug(var/mob/M)
if(!iscarbon(M))
return 0
var/mob/living/carbon/C = M
if(istype(C) && locate(/obj/item/organ/xenos/hivenode) in C.internal_organs)
return 0
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(H.head && (H.head.body_parts_covered & FACE) && !(H.head.item_flags & FLEXIBLEMATERIAL))
return 0
return 1
+5 -8
View File
@@ -5,13 +5,14 @@
icon_state = "latticefull"
density = 0
anchored = 1.0
w_class = 3
layer = 2.3 //under pipes
// flags = CONDUCT
/obj/structure/lattice/New()
/obj/structure/lattice/initialize()
..()
///// Z-Level Stuff
if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/floor/open)))
if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/open) || istype(src.loc, /turf/simulated/floor/asteroid)))
///// Z-Level Stuff
qdel(src)
for(var/obj/structure/lattice/LAT in src.loc)
@@ -34,10 +35,6 @@
L.updateOverlays(src.loc)
..()
/obj/structure/lattice/blob_act()
qdel(src)
return
/obj/structure/lattice/ex_act(severity)
switch(severity)
if(1.0)
@@ -53,14 +50,14 @@
/obj/structure/lattice/attackby(obj/item/C as obj, mob/user as mob)
if (istype(C, /obj/item/stack/tile/steel))
if (istype(C, /obj/item/stack/tile/floor))
var/turf/T = get_turf(src)
T.attackby(C, user) //BubbleWrap - hand this off to the underlying turf instead
return
if (istype(C, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = C
if(WT.remove_fuel(0, user))
user << "\blue Slicing lattice joints ..."
user << "<span class='notice'>Slicing lattice joints ...</span>"
PoolOrNew(/obj/item/stack/rods, src.loc)
qdel(src)
+35 -6
View File
@@ -14,10 +14,10 @@
if(shattered) return
if(ishuman(user))
var/obj/nano_module/appearance_changer/AC = ui_users[user]
var/datum/nano_module/appearance_changer/AC = ui_users[user]
if(!AC)
AC = new(src, user)
AC.name = "SalonPro Nano-Mirror(TM)"
AC.name = "SalonPro Nano-Mirror&trade;"
ui_users[user] = AC
AC.ui_interact(user)
@@ -30,10 +30,8 @@
/obj/structure/mirror/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
if(prob(Proj.damage * 2))
if(prob(Proj.get_structure_damage() * 2))
if(!shattered)
shatter()
else
@@ -60,12 +58,19 @@
return 0
if(damage)
user.visible_message("<span class='danger'>[user] smashes [src]!")
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
shatter()
else
user.visible_message("<span class='danger'>[user] hits [src] and bounces off!</span>")
return 1
/obj/structure/mirror/Destroy()
for(var/user in ui_users)
var/datum/nano_module/appearance_changer/AC = ui_users[user]
qdel(AC)
ui_users.Cut()
..()
// The following mirror is ~special~.
/obj/structure/mirror/raider
name = "cracked mirror"
@@ -93,3 +98,27 @@
raiders.update_access(vox)
qdel(user)
..()
/obj/item/weapon/mirror
name = "mirror"
desc = "A SalonPro Nano-Mirror(TM) brand mirror! Now a portable version."
icon = 'icons/obj/items.dmi'
icon_state = "mirror"
var/list/ui_users = list()
/obj/item/weapon/mirror/attack_self(mob/user as mob)
if(ishuman(user))
var/datum/nano_module/appearance_changer/AC = ui_users[user]
if(!AC)
AC = new(src, user)
AC.name = "SalonPro Nano-Mirror&trade;"
AC.flags = APPEARANCE_HAIR
ui_users[user] = AC
AC.ui_interact(user)
/obj/item/weapon/mirror/Destroy()
for(var/user in ui_users)
var/datum/nano_module/appearance_changer/AC = ui_users[user]
qdel(AC)
ui_users.Cut()
..()
+5 -5
View File
@@ -1,17 +1,17 @@
/obj/structure/mopbucket
name = "mop bucket"
desc = "Fill it with water, but don't forget a mop!"
desc = "Fits onto a standard janitorial cart. Fill it with water, but don't forget a mop!"
icon = 'icons/obj/janitor.dmi'
icon_state = "mopbucket"
density = 1
pressure_resistance = 5
w_class = 3
flags = OPENCONTAINER
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
/obj/structure/mopbucket/New()
create_reagents(100)
..()
/obj/structure/mopbucket/examine(mob/user)
if(..(user, 1))
@@ -20,8 +20,8 @@
/obj/structure/mopbucket/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
user << "[src] is out of water!</span>"
user << "<span class='warning'>\The [src] is out of water!</span>"
else
reagents.trans_to_obj(I, 5)
user << "<span class='notice'>You wet [I] in [src].</span>"
user << "<span class='notice'>You wet \the [I] in \the [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
+19 -12
View File
@@ -60,9 +60,6 @@
return
return
/obj/structure/morgue/alter_health()
return src.loc
/obj/structure/morgue/attack_hand(mob/user as mob)
if (src.connected)
for(var/atom/movable/A as mob|obj in src.connected.loc)
@@ -170,7 +167,7 @@
if (user != O)
for(var/mob/B in viewers(user, 3))
if ((B.client && !( B.blinded )))
B << text("\red [] stuffs [] into []!", user, O, src)
B << "<span class='warning'>\The [user] stuffs [O] into [src]!</span>"
return
@@ -189,11 +186,21 @@
var/cremating = 0
var/id = 1
var/locked = 0
var/_wifi_id
var/datum/wifi/receiver/button/crematorium/wifi_receiver
/obj/structure/crematorium/initialize()
..()
if(_wifi_id)
wifi_receiver = new(_wifi_id, src)
/obj/structure/crematorium/Destroy()
if(connected)
qdel(connected)
connected = null
if(wifi_receiver)
qdel(wifi_receiver)
wifi_receiver = null
return ..()
/obj/structure/crematorium/proc/update()
@@ -230,18 +237,15 @@
return
return
/obj/structure/crematorium/alter_health()
return src.loc
/obj/structure/crematorium/attack_hand(mob/user as mob)
// if (cremating) AWW MAN! THIS WOULD BE SO MUCH MORE FUN ... TO WATCH
// user.show_message("\red Uh-oh, that was a bad idea.", 1)
// user.show_message("<span class='warning'>Uh-oh, that was a bad idea.</span>", 1)
// //usr << "Uh-oh, that was a bad idea."
// src:loc:poison += 20000000
// src:loc:firelevel = src:loc:poison
// return
if (cremating)
usr << "\red It's locked."
usr << "<span class='warning'>It's locked.</span>"
return
if ((src.connected) && (src.locked == 0))
for(var/atom/movable/A as mob|obj in src.connected.loc)
@@ -310,7 +314,7 @@
if(contents.len <= 0)
for (var/mob/M in viewers(src))
M.show_message("\red You hear a hollow crackle.", 1)
M.show_message("<span class='warning'>You hear a hollow crackle.</span>", 1)
return
else
@@ -319,7 +323,7 @@
return
for (var/mob/M in viewers(src))
M.show_message("\red You hear a roar as the crematorium activates.", 1)
M.show_message("<span class='warning'>You hear a roar as the crematorium activates.</span>", 1)
cremating = 1
locked = 1
@@ -397,7 +401,7 @@
if (user != O)
for(var/mob/B in viewers(user, 3))
if ((B.client && !( B.blinded )))
B << text("\red [] stuffs [] into []!", user, O, src)
B << text("<span class='warning'>[] stuffs [] into []!</span>", user, O, src)
//Foreach goto(99)
return
@@ -409,6 +413,9 @@
req_access = list(access_crematorium)
id = 1
/obj/machinery/button/crematorium/update_icon()
return
/obj/machinery/button/crematorium/attack_hand(mob/user as mob)
if(..())
return
+5 -5
View File
@@ -291,7 +291,7 @@
Notes are played by the names of the note, and optionally, the accidental, and/or the octave number.<br>
By default, every note is natural and in octave 3. Defining otherwise is remembered for each note.<br>
Example: <i>C,D,E,F,G,A,B</i> will play a C major scale.<br>
After a note has an accidental placed, it will be remembered: <i>C,C4,C,C3</i> is C3,C4,C4,C3</i><br>
After a note has an accidental placed, it will be remembered: <i>C,C4,C,C3</i> is <i>C3,C4,C4,C3</i><br>
Chords can be played simply by seperating each note with a hyphon: <i>A-C#,Cn-E,E-G#,Gn-B</i><br>
A pause may be denoted by an empty chord: <i>C,E,,C,G</i><br>
To make a chord be a different time, end it with /x, where the chord length will be length<br>
@@ -415,20 +415,20 @@
if (istype(O, /obj/item/weapon/wrench))
if (anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "\blue You begin to loosen \the [src]'s casters..."
user << "<span class='notice'>You begin to loosen \the [src]'s casters...</span>"
if (do_after(user, 40))
user.visible_message( \
"[user] loosens \the [src]'s casters.", \
"\blue You have loosened \the [src]. Now it can be pulled somewhere else.", \
"<span class='notice'>You have loosened \the [src]. Now it can be pulled somewhere else.</span>", \
"You hear ratchet.")
src.anchored = 0
else
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "\blue You begin to tighten \the [src] to the floor..."
user << "<span class='notice'>You begin to tighten \the [src] to the floor...</span>"
if (do_after(user, 20))
user.visible_message( \
"[user] tightens \the [src]'s casters.", \
"\blue You have tightened \the [src]'s casters. Now it can be played again.", \
"<span class='notice'>You have tightened \the [src]'s casters. Now it can be played again</span>.", \
"You hear ratchet.")
src.anchored = 1
else
@@ -0,0 +1,87 @@
/obj/structure/plasticflaps //HOW DO YOU CALL THOSE THINGS ANYWAY
name = "\improper plastic flaps"
desc = "Completely impassable - or are they?"
icon = 'icons/obj/stationobjs.dmi' //Change this.
icon_state = "plasticflaps"
density = 0
anchored = 1
layer = 4
explosion_resistance = 5
var/list/mobs_can_pass = list(
/mob/living/carbon/slime,
/mob/living/simple_animal/mouse,
/mob/living/silicon/robot/drone
)
/obj/structure/plasticflaps/CanPass(atom/A, turf/T)
if(istype(A) && A.checkpass(PASSGLASS))
return prob(60)
var/obj/structure/bed/B = A
if (istype(A, /obj/structure/bed) && B.buckled_mob)//if it's a bed/chair and someone is buckled, it will not pass
return 0
if(istype(A, /obj/vehicle)) //no vehicles
return 0
var/mob/living/M = A
if(istype(M))
if(M.lying)
return ..()
for(var/mob_type in mobs_can_pass)
if(istype(A, mob_type))
return ..()
return issmall(M)
return ..()
/obj/structure/plasticflaps/ex_act(severity)
switch(severity)
if (1)
qdel(src)
if (2)
if (prob(50))
qdel(src)
if (3)
if (prob(5))
qdel(src)
/obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
New() //set the turf below the flaps to block air
var/turf/T = get_turf(loc)
if(T)
T.blocks_air = 1
..()
Destroy() //lazy hack to set the turf to allow air to pass if it's a simulated floor
var/turf/T = get_turf(loc)
if(T)
if(istype(T, /turf/simulated/floor))
T.blocks_air = 0
..()
//Airtight plastic flaps made for the kitchen freezer, blocks atmos but not movement
/obj/structure/plasticflaps/airtight
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
layer = 3
/obj/structure/plasticflaps/airtight/New() //set the turf below the flaps to block air
var/turf/T = get_turf(loc)
if(T)
T.blocks_air = 1
..()
/obj/structure/plasticflaps/airtight/Destroy() //lazy hack to set the turf to allow air to pass if it's a simulated floor
var/turf/T = get_turf(loc)
if(T)
if(istype(T, /turf/simulated/floor))
T.blocks_air = 0
..()
/obj/structure/plasticflaps/airtight/CanPass(atom/A, turf/T)
return 1//Blocks nothing except air
+19 -12
View File
@@ -160,18 +160,9 @@ FLOOR SAFES
return
obj/structure/safe/blob_act()
return
obj/structure/safe/ex_act(severity)
return
obj/structure/safe/meteorhit(obj/O as obj)
return
//FLOOR SAFES
/obj/structure/safe/floor
name = "floor safe"
@@ -180,12 +171,28 @@ obj/structure/safe/meteorhit(obj/O as obj)
level = 1 //underfloor
layer = 2.5
/obj/structure/safe/floor/initialize()
..()
var/turf/T = loc
hide(T.intact)
if(istype(T) && !T.is_plating())
hide(1)
update_icon()
/obj/structure/safe/floor/hide(var/intact)
invisibility = intact ? 101 : 0
/obj/structure/safe/floor/hides_under_flooring()
return 1
//random station safe, may come with some different loot
/obj/structure/safe/station
name = "corporate safe"
/obj/structure/safe/station/New()
..()
new /obj/random/highvalue(src)
new /obj/random/highvalue(src)
new /obj/random/highvalue(src)
new /obj/random/highvalue(src)
return
+31 -37
View File
@@ -4,6 +4,7 @@
opacity = 0
density = 0
layer = 3.5
w_class = 3
/obj/structure/sign/ex_act(severity)
switch(severity)
@@ -19,28 +20,27 @@
else
return
/obj/structure/sign/blob_act()
qdel(src)
return
/obj/structure/sign/attackby(obj/item/tool as obj, mob/user as mob) //deconstruction
if(istype(tool, /obj/item/weapon/screwdriver) && !istype(src, /obj/structure/sign/double))
user << "You unfasten the sign with your [tool]."
var/obj/item/sign/S = new(src.loc)
S.name = name
S.desc = desc
S.icon_state = icon_state
//var/icon/I = icon('icons/obj/decals.dmi', icon_state)
//S.icon = I.Scale(24, 24)
S.sign_state = icon_state
qdel(src)
unfasten()
else ..()
/obj/structure/sign/proc/unfasten()
var/obj/item/sign/S = new(src.loc)
S.name = name
S.desc = desc
S.icon_state = icon_state
//var/icon/I = icon('icons/obj/decals.dmi', icon_state)
//S.icon = I.Scale(24, 24)
S.sign_state = icon_state
qdel(src)
/obj/item/sign
name = "sign"
desc = ""
icon = 'icons/obj/decals.dmi'
w_class = 3 //big
w_class = 5 //big
var/sign_state = ""
/obj/item/sign/attackby(obj/item/tool as obj, mob/user as mob) //construction
@@ -175,30 +175,10 @@
desc = "A warning sign which reads 'HYDROPONICS'."
icon_state = "hydro1"
/obj/structure/sign/sac
name = "\improper S.A.C."
desc = "It's the Sol Airspace Corporation logo."
icon_state = "SACsmall"
/obj/structure/sign/sac/big
name = "\improper S.A.C."
desc = "A rusty sign reading 'S.A.C.'."
icon_state = "monkey_painting"
/obj/structure/sign/sac/big/left
name = "\improper S.A.C."
desc = "A rusty sign reading 'S.A.C.'."
icon_state = "SACs"
/obj/structure/sign/sac/big/middle
name = "\improper S.A.C."
desc = "A rusty sign reading 'S.A.C.'."
icon_state = "SACa"
/obj/structure/sign/sac/big/right
name = "\improper S.A.C."
desc = "A rusty sign reading 'S.A.C.'."
icon_state = "SACc"
/obj/structure/sign/directions
name = "direction sign"
desc = "A direction sign, claiming to know the way."
icon_state = "direction"
/obj/structure/sign/directions/science
name = "\improper Science department"
@@ -224,3 +204,17 @@
name = "\improper Escape Arm"
desc = "A direction sign, pointing out which way the escape shuttle dock is."
icon_state = "direction_evac"
/obj/structure/sign/christmas/lights
name = "Christmas lights"
desc = "Flashy."
icon = 'icons/obj/christmas.dmi'
icon_state = "xmaslights"
layer = 5
/obj/structure/sign/christmas/wreath
name = "wreath"
desc = "Prickly and overrated."
icon = 'icons/obj/christmas.dmi'
icon_state = "doorwreath"
layer = 5
@@ -12,7 +12,6 @@
desc = "This is used to lie in, sleep in or strap on."
icon = 'icons/obj/furniture.dmi'
icon_state = "bed"
pressure_resistance = 15
anchored = 1
can_buckle = 1
buckle_dir = SOUTH
@@ -57,6 +56,7 @@
I.color = padding_material.icon_colour
stool_cache[padding_cache_key] = I
overlays |= stool_cache[padding_cache_key]
// Strings.
desc = initial(desc)
if(padding_material)
@@ -86,11 +86,6 @@
qdel(src)
return
/obj/structure/bed/blob_act()
if(prob(75))
material.place_sheet(get_turf(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)
@@ -224,7 +219,7 @@
if(istype(W,/obj/item/roller_holder))
var/obj/item/roller_holder/RH = W
if(!RH.held)
user << "\blue You collect the roller bed."
user << "<span class='notice'>You collect the roller bed.</span>"
src.loc = RH
RH.held = src
return
@@ -245,10 +240,10 @@
/obj/item/roller_holder/attack_self(mob/user as mob)
if(!held)
user << "\blue The rack is empty."
user << "<span class='notice'>The rack is empty.</span>"
return
user << "\blue You deploy the roller bed."
user << "<span class='notice'>You deploy the roller bed.</span>"
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
R.add_fingerprint(user)
qdel(held)
@@ -8,12 +8,6 @@
buckle_lying = 0 //force people to sit up in chairs when buckled
var/propelled = 0 // Check for fire-extinguisher-driven chairs
/obj/structure/bed/chair/New()
..() //Todo make metal/stone chairs display as thrones
spawn(3) //sorry. i don't think there's a better way to do this.
update_layer()
return
/obj/structure/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(!padding_material && istype(W, /obj/item/assembly/shock_kit))
@@ -42,8 +36,26 @@
/obj/structure/bed/chair/update_icon()
..()
var/cache_key = "[base_icon]-[material.name]-over"
if(isnull(stool_cache[cache_key]))
var/image/I = image('icons/obj/furniture.dmi', "[base_icon]_over")
I.color = material.icon_colour
I.layer = FLY_LAYER
stool_cache[cache_key] = I
overlays |= stool_cache[cache_key]
// Padding overlay.
if(padding_material)
var/padding_cache_key = "[base_icon]-padding-[padding_material.name]-over"
if(isnull(stool_cache[padding_cache_key]))
var/image/I = image(icon, "[base_icon]_padding_over")
I.color = padding_material.icon_colour
I.layer = FLY_LAYER
stool_cache[padding_cache_key] = I
overlays |= stool_cache[padding_cache_key]
if(buckled_mob && padding_material)
var/cache_key = "[base_icon]-armrest-[padding_material.name]"
cache_key = "[base_icon]-armrest-[padding_material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, "[base_icon]_armrest")
I.layer = MOB_LAYER + 0.1
@@ -51,15 +63,8 @@
stool_cache[cache_key] = I
overlays |= stool_cache[cache_key]
/obj/structure/bed/chair/proc/update_layer()
if(src.dir == NORTH)
src.layer = FLY_LAYER
else
src.layer = OBJ_LAYER
/obj/structure/bed/chair/set_dir()
..()
update_layer()
if(buckled_mob)
buckled_mob.set_dir(dir)
@@ -172,6 +177,12 @@
/obj/structure/bed/chair/office/dark
icon_state = "officechair_dark"
/obj/structure/bed/chair/office/New()
..()
var/image/I = image(icon, "[icon_state]_over")
I.layer = FLY_LAYER
overlays += I
// Chair types
/obj/structure/bed/chair/wood
name = "wooden chair"
@@ -188,6 +199,9 @@
/obj/structure/bed/chair/wood/New(var/newloc)
..(newloc, "wood")
var/image/I = image(icon, "[icon_state]_over")
I.layer = FLY_LAYER
overlays += I
/obj/structure/bed/chair/wood/wings
icon_state = "wooden_chair_wings"
@@ -72,6 +72,9 @@ var/global/list/stool_cache = list() //haha stool
/obj/item/weapon/stool/attack(mob/M as mob, mob/user as mob)
if (prob(5) && istype(M,/mob/living))
user.visible_message("<span class='danger'>[user] breaks [src] over [M]'s back!</span>")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
user.remove_from_mob(src)
dismantle()
qdel(src)
@@ -95,11 +98,6 @@ var/global/list/stool_cache = list() //haha stool
qdel(src)
return
/obj/item/weapon/stool/blob_act()
if(prob(75))
material.place_sheet(get_turf(src))
qdel(src)
/obj/item/weapon/stool/proc/dismantle()
if(material)
material.place_sheet(get_turf(src))
@@ -15,7 +15,7 @@
/obj/structure/bed/chair/wheelchair/set_dir()
..()
overlays = null
var/image/O = image(icon = 'icons/obj/objects.dmi', icon_state = "w_overlay", layer = FLY_LAYER, dir = src.dir)
var/image/O = image(icon = 'icons/obj/furniture.dmi', icon_state = "w_overlay", layer = FLY_LAYER, dir = src.dir)
overlays += O
if(buckled_mob)
buckled_mob.set_dir(dir)
@@ -31,7 +31,7 @@
if(user==pulling)
pulling = null
user.pulledby = null
user << "\red You lost your grip!"
user << "<span class='warning'>You lost your grip!</span>"
return
if(buckled_mob && pulling && user == buckled_mob)
if(pulling.stat || pulling.stunned || pulling.weakened || pulling.paralysis || pulling.lying || pulling.restrained())
@@ -49,10 +49,10 @@
if(user==pulling)
return
if(pulling && (get_dir(src.loc, pulling.loc) == direction))
user << "\red You cannot go there."
user << "<span class='warning'>You cannot go there.</span>"
return
if(pulling && buckled_mob && (buckled_mob == user))
user << "\red You cannot drive while being pushed."
user << "<span class='warning'>You cannot drive while being pushed.</span>"
return
// Let's roll
@@ -103,7 +103,7 @@
unbuckle_mob()
if (pulling && (get_dist(src, pulling) > 1))
pulling.pulledby = null
pulling << "\red You lost your grip!"
pulling << "<span class='warning'>You lost your grip!</span>"
pulling = null
else
if (occupant && (src.loc != occupant.loc))
@@ -116,26 +116,21 @@
user_unbuckle_mob(user)
return
/obj/structure/bed/chair/wheelchair/MouseDrop(over_object, src_location, over_location)
..()
if(over_object == usr && in_range(src, usr))
if(!ishuman(usr)) return
if(usr == buckled_mob)
usr << "\red You realize you are unable to push the wheelchair you sit in."
/obj/structure/bed/chair/wheelchair/CtrlClick(var/mob/user)
if(in_range(src, user))
if(!ishuman(user)) return
if(user == buckled_mob)
user << "<span class='warning'>You realize you are unable to push the wheelchair you sit in.</span>"
return
if(!pulling)
pulling = usr
usr.pulledby = src
if(usr.pulling)
usr.stop_pulling()
usr.set_dir(get_dir(usr, src))
usr << "You grip \the [name]'s handles."
pulling = user
user.pulledby = src
if(user.pulling)
user.stop_pulling()
user.set_dir(get_dir(user, src))
user << "You grip \the [name]'s handles."
else
if(usr != pulling)
for(var/mob/O in viewers(pulling, null))
O.show_message("\red [usr] breaks [pulling]'s grip on the wheelchair.", 1)
else
usr << "You let go of \the [name]'s handles."
usr << "You let go of \the [name]'s handles."
pulling.pulledby = null
pulling = null
return
@@ -5,6 +5,7 @@
icon_state = "dispenser"
density = 1
anchored = 1.0
w_class = 5
var/oxygentanks = 10
var/phorontanks = 10
var/list/oxytanks = list() //sorry for the similar var names
@@ -5,6 +5,7 @@
icon = 'icons/obj/objects.dmi'
icon_state = "target_stake"
density = 1
w_class = 5
flags = CONDUCT
var/obj/item/target/pinned_target // the current pinned target
@@ -0,0 +1,62 @@
/obj/structure/tranqcabinet
name = "tranquilizer rifle cabinet"
desc = "A wall mounted cabinet designed to hold a tranquilizer rifle."
icon = 'icons/obj/closet.dmi'
icon_state = "tranq_closed"
anchored = 1
density = 0
var/obj/item/weapon/gun/projectile/heavysniper/tranq/has_tranq
var/opened = 0
/obj/structure/tranqcabinet/New()
..()
has_tranq = new/obj/item/weapon/gun/projectile/heavysniper/tranq(src)
/obj/structure/tranqcabinet/attackby(obj/item/O, mob/user)
if(isrobot(user))
return
if(istype(O, /obj/item/weapon/gun/projectile/heavysniper/tranq))
if(!has_tranq && opened)
user.remove_from_mob(O)
contents += O
has_tranq = O
user << "<span class='notice'>You place [O] in [src].</span>"
else
opened = !opened
else
opened = !opened
update_icon()
/obj/structure/tranqcabinet/attack_hand(mob/user)
if(isrobot(user))
return
if (!user.can_use_hand())
return
if(has_tranq)
user.put_in_hands(has_tranq)
user << "<span class='notice'>You take [has_tranq] from [src].</span>"
has_tranq = null
opened = 1
else
opened = !opened
update_icon()
/obj/structure/tranqcabinet/attack_tk(mob/user)
if(has_tranq)
has_tranq.forceMove(loc)
user << "<span class='notice'>You telekinetically remove [has_tranq] from [src].</span>"
has_tranq = null
opened = 1
else
opened = !opened
update_icon()
/obj/structure/tranqcabinet/update_icon()
if(!opened)
icon_state = "tranq_closed"
return
if(has_tranq)
icon_state = "tranq_full"
else
icon_state = "tranq_empty"
@@ -8,7 +8,7 @@
/obj/structure/undies_wardrobe/attack_hand(mob/user as mob)
src.add_fingerprint(user)
var/mob/living/carbon/human/H = user
if(!ishuman(user) || (H.species && !(H.species.flags & HAS_UNDERWEAR)))
if(!ishuman(user) || (H.species && !(H.species.appearance_flags & HAS_UNDERWEAR)))
user << "<span class='warning'>Sadly there's nothing in here for you to wear.</span>"
return 0
+23 -12
View File
@@ -117,7 +117,7 @@
/obj/machinery/shower
name = "shower"
desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division."
desc = "The HS-451. Installed in the 2550s by the Hygiene Division."
icon = 'icons/obj/watercloset.dmi'
icon_state = "shower"
density = 0
@@ -346,8 +346,14 @@
var/busy = 0 //Something's being washed at the moment
/obj/structure/sink/attack_hand(mob/user as mob)
if (!user.can_use_hand())
return
if (ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (user.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
user << "<span class='notice'>You try to move your [temp.name], but cannot!</span>"
return
if(isrobot(user) || isAI(user))
return
@@ -356,10 +362,10 @@
return
if(busy)
user << "\red Someone's already washing here."
user << "<span class='warning'>Someone's already washing here.</span>"
return
usr << "\blue You start washing your hands."
usr << "<span class='notice'>You start washing your hands.</span>"
busy = 1
sleep(40)
@@ -371,12 +377,12 @@
if(ishuman(user))
user:update_inv_gloves()
for(var/mob/V in viewers(src, null))
V.show_message("\blue [user] washes their hands using \the [src].")
V.show_message("<span class='notice'>[user] washes their hands using \the [src].</span>")
/obj/structure/sink/attackby(obj/item/O as obj, mob/user as mob)
if(busy)
user << "\red Someone's already washing here."
user << "<span class='warning'>Someone's already washing here.</span>"
return
// Filling/emptying open reagent containers
@@ -404,7 +410,7 @@
usr << "<span class='warning'>\The [RG] is already empty.</span>"
return
RG.reagents.remove_any(RG.amount_per_transfer_from_this)
RG.reagents.clear_reagents()
oviewers(3, usr) << "<span class='notice'>[usr] empties \the [RG] into \the [src].</span>"
usr << "<span class='notice'>You empty \the [RG] into \the [src].</span>"
return
@@ -450,10 +456,15 @@
user.visible_message( \
"<span class='danger'>[user] was stunned by \his wet [O]!</span>", \
"<span class='userdanger'>[user] was stunned by \his wet [O]!</span>")
return
return 1
// Short of a rewrite, this is necessary to stop monkeycubes being washed.
else if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeycube))
return
else if(istype(O, /obj/item/weapon/mop))
O.reagents.add_reagent("water", 5)
user << "<span class='notice'>You wet \the [O] in \the [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
return
var/turf/location = user.loc
if(!isturf(location)) return
@@ -461,7 +472,7 @@
var/obj/item/I = O
if(!I || !istype(I,/obj/item)) return
usr << "\blue You start washing \the [I]."
usr << "<span class='notice'>You start washing \the [I].</span>"
busy = 1
sleep(40)
@@ -473,8 +484,8 @@
O.clean_blood()
user.visible_message( \
"\blue [user] washes \a [I] using \the [src].", \
"\blue You wash \a [I] using \the [src].")
"<span class='notice'>[user] washes \a [I] using \the [src].</span>", \
"<span class='notice'>You wash \a [I] using \the [src].</span>")
/obj/structure/sink/kitchen
@@ -16,6 +16,7 @@ obj/structure/windoor_assembly
anchored = 0
density = 0
dir = NORTH
w_class = 3
var/obj/item/weapon/airlock_electronics/electronics = null
@@ -75,13 +76,13 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You dissasembled the windoor assembly!"
user << "<span class='notice'>You dissasembled the windoor assembly!</span>"
new /obj/item/stack/material/glass/reinforced(get_turf(src), 5)
if(secure)
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."
user << "<span class='notice'>You need more welding fuel to dissassemble the windoor assembly.</span>"
return
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
@@ -91,7 +92,7 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src) return
user << "\blue You've secured the windoor assembly!"
user << "<span class='notice'>You've secured the windoor assembly!</span>"
src.anchored = 1
if(src.secure)
src.name = "Secure Anchored Windoor Assembly"
@@ -105,7 +106,7 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src) return
user << "\blue You've unsecured the windoor assembly!"
user << "<span class='notice'>You've unsecured the windoor assembly!</span>"
src.anchored = 0
if(src.secure)
src.name = "Secure Windoor Assembly"
@@ -155,7 +156,7 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src) return
user << "\blue You cut the windoor wires.!"
user << "<span class='notice'>You cut the windoor wires.!</span>"
new/obj/item/stack/cable_coil(get_turf(user), 1)
src.state = "01"
if(src.secure)
@@ -173,7 +174,7 @@ obj/structure/windoor_assembly/Destroy()
user.drop_item()
W.loc = src
user << "\blue You've installed the airlock electronics!"
user << "<span class='notice'>You've installed the airlock electronics!</span>"
src.name = "Near finished Windoor Assembly"
src.electronics = W
else
@@ -186,7 +187,7 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40))
if(!src || !src.electronics) return
user << "\blue You've removed the airlock electronics!"
user << "<span class='notice'>You've removed the airlock electronics!</span>"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
else
@@ -198,7 +199,7 @@ obj/structure/windoor_assembly/Destroy()
//Crowbar to complete the assembly, Step 7 complete.
else if(istype(W, /obj/item/weapon/crowbar))
if(!src.electronics)
usr << "\red The assembly is missing electronics."
usr << "<span class='warning'>The assembly is missing electronics.</span>"
return
usr << browse(null, "window=windoor_access")
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
@@ -209,7 +210,7 @@ obj/structure/windoor_assembly/Destroy()
if(!src) return
density = 1 //Shouldn't matter but just incase
user << "\blue You finish the windoor!"
user << "<span class='notice'>You finish the windoor!</span>"
if(secure)
var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
+85 -68
View File
@@ -3,11 +3,14 @@
desc = "A window."
icon = 'icons/obj/structures.dmi'
density = 1
w_class = 3
layer = 3.2//Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
var/maxhealth = 14.0
var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire
var/damage_per_fire_tick = 2.0 // Amount of damage per fire tick. Regular windows are not fireproof so they might as well break quickly.
var/health
var/ini_dir = null
var/state = 2
@@ -99,12 +102,11 @@
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
//Tasers and the like should not damage windows.
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
var/proj_damage = Proj.get_structure_damage()
if(!proj_damage) return
..()
take_damage(Proj.damage)
take_damage(proj_damage)
return
@@ -120,14 +122,8 @@
if(prob(50))
shatter(0)
return
/obj/structure/window/blob_act()
shatter()
/obj/structure/window/meteorhit()
shatter()
else
take_damage(rand(10,30))
//TODO: Make full windows a separate type of window.
//Once a full window, it will always be a full window, so there's no point
@@ -172,9 +168,10 @@
/obj/structure/window/attack_tk(mob/user as mob)
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
playsound(loc, 'sound/effects/Glasshit.ogg', 60, 1)
/obj/structure/window/attack_hand(mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
@@ -189,26 +186,26 @@
attack_generic(H,25)
return
playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
playsound(src.loc, 'sound/effects/glassknock.ogg', 90, 1)
user.do_attack_animation(src)
usr.visible_message("\red [usr.name] bangs against the [src.name]!",
"\red You bang against the [src.name]!",
usr.visible_message("<span class='danger'>\The [usr] bangs against \the [src]!</span>",
"<span class='danger'>You bang against \the [src]!</span>",
"You hear a banging sound.")
else
playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
playsound(src.loc, 'sound/effects/glassknock.ogg', 60, 1)
usr.visible_message("[usr.name] knocks on the [src.name].",
"You knock on the [src.name].",
"You hear a knocking sound.")
return
/obj/structure/window/attack_generic(var/mob/user, var/damage)
if(!damage)
return
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(damage >= 10)
visible_message("<span class='danger'>[user] smashes into [src]!</span>")
take_damage(damage)
else
visible_message("<span class='notice'>\The [user] bonks \the [src] harmlessly.</span>")
playsound(src.loc, 'sound/effects/Glasshit.ogg', 10, 1, -2)
user.do_attack_animation(src)
return 1
@@ -243,6 +240,7 @@
if(istype(W, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
update_nearby_icons()
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << (state == 1 ? "<span class='notice'>You have unfastened the window from the frame.</span>" : "<span class='notice'>You have fastened the window to the frame.</span>")
else if(reinf && state == 0)
@@ -271,6 +269,7 @@
new glasstype(loc)
qdel(src)
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
hit(W.force)
@@ -294,10 +293,9 @@
set category = "Object"
set src in oview(1)
// TODO : Change to incapacitated() on merge.
if(usr.stat || usr.lying || usr.resting || usr.buckled)
if(usr.incapacitated())
return 0
if(anchored)
usr << "It is fastened to the floor therefore you can't rotate it!"
return 0
@@ -314,8 +312,7 @@
set category = "Object"
set src in oview(1)
// TODO : Change to incapacitated() on merge.
if(usr.stat || usr.lying || usr.resting || usr.buckled)
if(usr.incapacitated())
return 0
if(anchored)
@@ -349,7 +346,11 @@
/obj/structure/window/Destroy()
density = 0
update_nearby_tiles()
update_nearby_icons()
var/turf/location = loc
loc = null
for(var/obj/structure/window/W in orange(location, 1))
W.update_icon()
loc = location
..()
@@ -369,39 +370,35 @@
//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
/obj/structure/window/proc/update_nearby_icons()
update_icon()
for(var/direction in cardinal)
for(var/obj/structure/window/W in get_step(src,direction) )
W.update_icon()
for(var/obj/structure/window/W in orange(src, 1))
W.update_icon()
//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
/obj/structure/window/update_icon()
//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
//this way it will only update full-tile ones
//This spawn is here so windows get properly updated when one gets deleted.
spawn(2)
if(!src) return
if(!is_fulltile())
icon_state = "[basestate]"
return
var/junction = 0 //will be used to determine from which side the window is connected to other windows
if(anchored)
for(var/obj/structure/window/W in orange(src,1))
if(W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
if(opacity)
icon_state = "[basestate][junction]"
else
if(reinf)
icon_state = "[basestate][junction]"
else
icon_state = "[basestate][junction]"
overlays.Cut()
if(!is_fulltile())
icon_state = "[basestate]"
return
var/list/dirs = list()
if(anchored)
for(var/obj/structure/window/W in orange(src,1))
if(W.anchored && W.density && W.type == src.type && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
dirs += get_dir(src, W)
var/list/connections = dirs_to_corner_states(dirs)
icon_state = ""
for(var/i = 1 to 4)
var/image/I = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1))
overlays += I
return
/obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 800)
hit(round(exposed_volume / 100), 0)
if(exposed_temperature > maximal_heat)
hit(damage_per_fire_tick, 0)
..()
@@ -411,44 +408,46 @@
icon_state = "window"
basestate = "window"
glasstype = /obj/item/stack/material/glass
maximal_heat = T0C + 100
damage_per_fire_tick = 2.0
maxhealth = 12.0
/obj/structure/window/phoronbasic
name = "phoron window"
desc = "A phoron-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
desc = "A borosilicate alloy window. It seems to be quite strong."
basestate = "phoronwindow"
icon_state = "phoronwindow"
shardtype = /obj/item/weapon/material/shard/phoron
glasstype = /obj/item/stack/material/glass/phoronglass
maxhealth = 120
/obj/structure/window/phoronbasic/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 32000)
hit(round(exposed_volume / 1000), 0)
..()
maximal_heat = T0C + 2000
damage_per_fire_tick = 1.0
maxhealth = 40.0
/obj/structure/window/phoronreinforced
name = "reinforced phoron window"
desc = "A phoron-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic phoron windows are insanely fireproof."
name = "reinforced borosilicate window"
desc = "A borosilicate alloy window, with rods supporting it. It seems to be very strong."
basestate = "phoronrwindow"
icon_state = "phoronrwindow"
shardtype = /obj/item/weapon/material/shard/phoron
glasstype = /obj/item/stack/material/glass/phoronrglass
reinf = 1
maxhealth = 160
maximal_heat = T0C + 4000
damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while.
maxhealth = 80.0
/obj/structure/window/phoronreinforced/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
/obj/structure/window/reinforced
name = "reinforced window"
desc = "It looks rather strong. Might take a few good hits to shatter it."
icon_state = "rwindow"
basestate = "rwindow"
maxhealth = 40
maxhealth = 40.0
reinf = 1
maximal_heat = T0C + 750
damage_per_fire_tick = 2.0
glasstype = /obj/item/stack/material/glass/reinforced
/obj/structure/window/New(Loc, constructed=0)
..()
@@ -456,6 +455,10 @@
if (constructed)
state = 0
/obj/structure/window/reinforced/full
dir = 5
icon_state = "fwindow"
/obj/structure/window/reinforced/tinted
name = "tinted window"
desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
@@ -478,11 +481,9 @@
basestate = "window"
maxhealth = 40
reinf = 1
basestate = "w"
dir = 5
update_icon() //icon_state has to be set manually
return
/obj/structure/window/reinforced/polarized
name = "electrochromic window"
desc = "Adjusts its tint with voltage. Might take a few good hits to shatter it."
@@ -496,7 +497,23 @@
animate(src, color="#222222", time=5)
set_opacity(1)
/obj/structure/window/reinforced/crescent/attack_hand()
return
/obj/structure/window/reinforced/crescent/attackby()
return
/obj/structure/window/reinforced/crescent/ex_act()
return
/obj/structure/window/reinforced/crescent/hitby()
return
/obj/structure/window/reinforced/crescent/take_damage()
return
/obj/structure/window/reinforced/crescent/shatter()
return
/obj/machinery/button/windowtint
name = "window tint control"
@@ -0,0 +1,96 @@
// Ported from Haine and WrongEnd with much gratitude!
/* ._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._. */
/*-=-=-=-=-=-=-=-=-=-=-=-=-=WHAT-EVER=-=-=-=-=-=-=-=-=-=-=-=-=-*/
/* '~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~' */
/obj/effect/wingrille_spawn
name = "window grille spawner"
icon = 'icons/obj/structures.dmi'
icon_state = "wingrille"
density = 1
anchored = 1.0
var/win_path = /obj/structure/window/basic
var/activated
// stops ZAS expanding zones past us, the windows will block the zone anyway
/obj/effect/wingrille_spawn/CanPass()
return 0
/obj/effect/wingrille_spawn/attack_hand()
attack_generic()
/obj/effect/wingrille_spawn/attack_ghost()
attack_generic()
/obj/effect/wingrille_spawn/attack_generic()
activate()
/obj/effect/wingrille_spawn/initialize()
..()
if(!win_path)
return
if(ticker && ticker.current_state < GAME_STATE_PLAYING)
activate()
/obj/effect/wingrille_spawn/proc/activate()
if(activated) return
if (!locate(/obj/structure/grille) in get_turf(src))
var/obj/structure/grille/G = PoolOrNew(/obj/structure/grille, src.loc)
handle_grille_spawn(G)
var/list/neighbours = list()
for (var/dir in cardinal)
var/turf/T = get_step(src, dir)
var/obj/effect/wingrille_spawn/other = locate(/obj/effect/wingrille_spawn) in T
if(!other)
var/found_connection
if(locate(/obj/structure/grille) in T)
for(var/obj/structure/window/W in T)
if(W.type == win_path && W.dir == get_dir(T,src))
found_connection = 1
qdel(W)
if(!found_connection)
var/obj/structure/window/new_win = PoolOrNew(win_path, src.loc)
new_win.set_dir(dir)
handle_window_spawn(new_win)
else
neighbours |= other
activated = 1
for(var/obj/effect/wingrille_spawn/other in neighbours)
if(!other.activated) other.activate()
qdel(src)
/obj/effect/wingrille_spawn/proc/handle_window_spawn(var/obj/structure/window/W)
return
// Currently unused, could be useful for pre-wired electrified windows.
/obj/effect/wingrille_spawn/proc/handle_grille_spawn(var/obj/structure/grille/G)
return
/obj/effect/wingrille_spawn/reinforced
name = "reinforced window grille spawner"
icon_state = "r-wingrille"
win_path = /obj/structure/window/reinforced
/obj/effect/wingrille_spawn/reinforced/crescent
name = "Crescent window grille spawner"
win_path = /obj/structure/window/reinforced/crescent
/obj/effect/wingrille_spawn/phoron
name = "phoron window grille spawner"
icon_state = "p-wingrille"
win_path = /obj/structure/window/phoronbasic
/obj/effect/wingrille_spawn/reinforced_phoron
name = "reinforced phoron window grille spawner"
icon_state = "pr-wingrille"
win_path = /obj/structure/window/phoronreinforced
/obj/effect/wingrille_spawn/reinforced/polarized
name = "polarized window grille spawner"
color = "#444444"
win_path = /obj/structure/window/reinforced/polarized
var/id
/obj/effect/wingrille_spawn/reinforced/polarized/handle_window_spawn(var/obj/structure/window/reinforced/polarized/P)
if(id)
P.id = id