This commit is contained in:
Kearel
2015-12-05 12:47:03 -06:00
180 changed files with 1884 additions and 1412 deletions
@@ -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
@@ -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 << "<span class='warning'>Resetting circuitry...</span>"
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 << "<span class='notice'>The cabinet's protective glass glances off the hit.</span>"
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 << "<span class='warning'>Unwield the axe first.</span>"
return
fireaxe = O
user.remove_from_mob(O)
src.contents += O
user << "<span class='notice'>You place the fire axe back in the [src.name].</span>"
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 << "<span class='warning'>Resetting circuitry...</span>"
sleep(50)
src.locked = 1
user << "<span class='notice'>You re-enable the locking modules.</span>"
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 <<"<span class='warning'>The cabinet won't budge!</span>"
return
if(localopened)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
user << "<span class='notice'>You take the fire axe from the [name].</span>"
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 << "<span class='warning'>The cabinet won't budge!</span>"
else if(src.smashed)
usr << "<span class='notice'>The protective glass is broken!</span>"
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 << "<span class='notice'>You take the Fire axe from the [name].</span>"
else
usr << "<span class='notice'>The [src.name] is empty.</span>"
else
usr << "<span class='notice'>The [src.name] is closed.</span>"
update_icon()
attack_ai(mob/user as mob)
if(src.smashed)
user << "<span class='warning'>The security of the cabinet is compromised.</span>"
return
else
locked = !locked
if(locked)
user << "<span class='warning'>Cabinet locked.</span>"
else
user << "<span class='notice'>Cabinet unlocked.</span>"
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
@@ -18,9 +18,9 @@
new /obj/item/clothing/suit/captunic/capjacket(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/clothing/suit/armor/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)
@@ -47,13 +47,12 @@
New()
..()
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/suit/storage/vest(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/head/helmet(src)
new /obj/item/weapon/cartridge/hop(src)
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/projectile/sec/flash(src)
new /obj/item/device/flash(src)
return
@@ -104,6 +103,7 @@
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/head/HoS(src)
new /obj/item/clothing/suit/armor/vest/security(src)
new /obj/item/clothing/suit/storage/vest/hos(src)
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
new /obj/item/clothing/under/rank/head_of_security/corp(src)
@@ -123,6 +123,7 @@
new /obj/item/clothing/accessory/holster/waist(src)
new /obj/item/weapon/melee/telebaton(src)
new /obj/item/clothing/head/beret/sec/corporate/hos(src)
new /obj/item/clothing/accessory/badge/hos(src)
return
@@ -144,6 +145,7 @@
new /obj/item/weapon/storage/backpack/security(src)
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest/security(src)
new /obj/item/clothing/suit/storage/vest/warden(src)
new /obj/item/clothing/under/rank/warden(src)
new /obj/item/clothing/under/rank/warden/corp(src)
@@ -154,12 +156,14 @@
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/storage/box/holobadge(src)
new /obj/item/clothing/head/beret/sec/corporate/warden(src)
new /obj/item/clothing/accessory/badge/warden(src)
return
@@ -180,14 +184,14 @@
new /obj/item/weapon/storage/backpack/security(src)
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/storage/vest/officer(src)
new /obj/item/clothing/suit/armor/vest/security(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)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/chem_grenade/teargas(src)
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/taperoll/police(src)
@@ -195,7 +199,6 @@
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)
return
@@ -258,9 +261,8 @@
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/weapon/storage/box/evidence(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/suit/storage/vest/detective(src)
new /obj/item/ammo_magazine/c45m/rubber(src)
new /obj/item/ammo_magazine/c45m/rubber(src)
new /obj/item/clothing/suit/armor/vest/detective(src)
new /obj/item/ammo_magazine/c45m/flash(src)
new /obj/item/taperoll/police(src)
new /obj/item/weapon/gun/projectile/colt/detective(src)
new /obj/item/clothing/accessory/holster/armpit(src)
@@ -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"
@@ -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()
+1
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.
+1
View File
@@ -5,6 +5,7 @@
icon_state = "latticefull"
density = 0
anchored = 1.0
w_class = 3
layer = 2.3 //under pipes
// flags = CONDUCT
+3 -2
View File
@@ -4,6 +4,7 @@
icon = 'icons/obj/janitor.dmi'
icon_state = "mopbucket"
density = 1
w_class = 3
pressure_resistance = 5
flags = OPENCONTAINER
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
@@ -20,8 +21,8 @@
/obj/structure/mopbucket/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
user << "<span class='warning'>[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)
+1
View File
@@ -4,6 +4,7 @@
opacity = 0
density = 0
layer = 3.5
w_class = 3
/obj/structure/sign/ex_act(severity)
switch(severity)
@@ -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
+7 -2
View File
@@ -316,11 +316,11 @@
/obj/machinery/shower/proc/process_heat(mob/living/M)
if(!on || !istype(M)) return
var/temperature = temperature_settings[watertemp]
var/temp_adj = between(BODYTEMP_COOLING_MAX, temperature - M.bodytemperature, BODYTEMP_HEATING_MAX)
M.bodytemperature += temp_adj
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(temperature >= H.species.heat_level_1)
@@ -411,6 +411,11 @@
// 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
@@ -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
+2
View File
@@ -3,6 +3,8 @@
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