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https://github.com/Aurorastation/Aurora.3.git
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-Metroids will now feed when 'content' (But not as quickly), meaning they will evolve and reproduce properly
Fixes Issue 765 -It is now possible to weld secure lockers shut -Lockers now have a welded overlay (Expect in some cases, such as cabinets) Thanks to Pete for the sprite git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4459 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -82,3 +82,8 @@
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del(src)
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return
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/obj/structure/closet/bodybag/update_icon()
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if(!opened)
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icon_state = icon_closed
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else
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icon_state = icon_opened
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@@ -176,6 +176,7 @@
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user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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return
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src.welded =! src.welded
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src.update_icon()
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for(var/mob/M in viewers(src))
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M.show_message("<span class='warning'>[src] has been [welded?"welded shut":"unwelded"] by [user.name].</span>", 3, "You hear welding.", 2)
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else
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@@ -240,3 +241,12 @@
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src.attack_hand(usr)
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else
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usr << "<span class='warning'>This mob type can't use this verb.</span>"
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/obj/structure/closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
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overlays = null
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if(!opened)
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icon_state = icon_closed
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if(welded)
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overlays += "welded"
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else
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icon_state = icon_opened
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@@ -1,5 +1,17 @@
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/obj/structure/closet/secure_closet/freezer
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/obj/structure/closet/secure_closet/freezer/update_icon()
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if(broken)
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icon_state = icon_broken
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else
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if(!opened)
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if(locked)
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icon_state = icon_locked
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else
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icon_state = icon_closed
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else
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icon_state = icon_opened
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/obj/structure/closet/secure_closet/freezer/kitchen
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name = "Kitchen Cabinet"
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req_access = list(access_kitchen)
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@@ -23,3 +23,15 @@
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
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return
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/obj/structure/closet/secure_closet/bar/update_icon()
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if(broken)
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icon_state = icon_broken
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else
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if(!opened)
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if(locked)
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icon_state = icon_locked
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else
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icon_state = icon_closed
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else
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icon_state = icon_opened
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@@ -68,7 +68,17 @@
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for(var/mob/O in viewers(user, 3))
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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)
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else
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togglelock(user)
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.remove_fuel(0,user))
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user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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return
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src.welded =! src.welded
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src.update_icon()
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for(var/mob/M in viewers(src))
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M.show_message("<span class='warning'>[src] has been [welded?"welded shut":"unwelded"] by [user.name].</span>", 3, "You hear welding.", 2)
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else
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togglelock(user)
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/obj/structure/closet/secure_closet/relaymove(mob/user as mob)
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if(user.stat)
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@@ -121,4 +131,16 @@
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if (!opened)
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togglelock(usr)
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else
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usr << "<span class='warning'>This mob type can't use this verb.</span>"
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usr << "<span class='warning'>This mob type can't use this verb.</span>"
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/obj/structure/closet/secure_closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
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overlays = null
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if(!opened)
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if(locked)
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icon_state = icon_locked
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else
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icon_state = icon_closed
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if(welded)
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overlays += "welded"
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else
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icon_state = icon_opened
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@@ -187,7 +187,17 @@
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new /obj/item/weapon/storage/box/evidence(src)
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return
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/obj/structure/closet/secure_closet/detective/update_icon()
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if(broken)
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icon_state = icon_broken
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else
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if(!opened)
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if(locked)
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icon_state = icon_locked
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else
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icon_state = icon_closed
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else
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icon_state = icon_opened
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/obj/structure/closet/secure_closet/injection
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name = "Lethal Injections"
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