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Code and Map Bugfixes (#4514)
- Access to Research Division Maintenance airlock is fixed #4477 - Changed shower to wash any mob present on active shower tile, also added damage to slimes. #4483 - Added missing emergency firelocks in interstatial level of security. #4444 - Fixed wrong spelling of broken light bulb icon state, issue #4541 - Added for pool to use reagents water on mobs or objects, now pool cleans itself and user, plus damages slimes. #4544 #4545 - `crush_act` now checks if atom is simulated. #4001 - turbolifts now use `crush_act` on atoms. - Closets have their own crush_act. They now gib mobs inside of them. issue #4538 - Closets uses its internal function to dump content upon destruction. - Closet now spawn one sheet of steel when destroyed. - Fixed chainsaw unwielded force to be appropriate. Buffed chainsaw on wielded/unwielded force. Wielded is now `60` and unwielded is `30` if it is powered. #4586 - Added missing cameras to medical construction level. #4581 - Hydroponics tray status no longer blocked by light fixture, moved it in a better spot. Added one more light to hydroponics to not have shadows. #4449
This commit is contained in:
committed by
Werner
parent
185834e0ca
commit
e6baab0c23
@@ -182,7 +182,6 @@
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update_icon()
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return 1
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// this should probably use dump_contents()
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/obj/structure/closet/ex_act(severity)
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switch(severity)
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if(1)
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@@ -194,15 +193,16 @@
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if (health <= 0)
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for (var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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A.ex_act(severity + 1)
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dump_contents()
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new /obj/item/stack/material/steel(get_turf(src))
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qdel(src)
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/obj/structure/closet/proc/damage(var/damage)
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health -= damage
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if(health <= 0)
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for(var/atom/movable/A in src)
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A.forceMove(loc)
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dump_contents()
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new /obj/item/stack/material/steel(get_turf(src))
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qdel(src)
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/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
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@@ -452,3 +452,14 @@
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/obj/structure/closet/onDropInto(var/atom/movable/AM)
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return
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/obj/structure/closet/crush_act()
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for (var/atom/movable/A in src)
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if(istype(A, /mob/living))
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var/mob/living/M = A
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M.gib()
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else if(A.simulated)
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A.ex_act(1)
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dump_contents()
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new /obj/item/stack/material/steel(get_turf(src))
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qdel(src)
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@@ -134,6 +134,7 @@
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density = 0
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anchored = 1
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use_power = 0
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var/spray_amount = 20
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var/on = 0
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var/obj/effect/mist/mymist = null
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var/ismist = 0 //needs a var so we can make it linger~
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@@ -221,10 +222,10 @@
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/obj/machinery/shower/proc/wash(atom/movable/O as obj|mob)
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if(!on) return
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if(isliving(O))
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var/mob/living/L = O
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L.ExtinguishMob()
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L.fire_stacks = -20 //Douse ourselves with water to avoid fire more easily
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var/obj/effect/effect/water/W = new(O)
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W.create_reagents(spray_amount)
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W.reagents.add_reagent("water", spray_amount)
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W.set_up(O, spray_amount)
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if(iscarbon(O))
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var/mob/living/carbon/M = O
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@@ -326,6 +327,7 @@
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wash_floor()
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if(!mobpresent) return
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for(var/mob/living/L in loc)
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wash(L) // Why was it not here before?
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process_heat(L)
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/obj/machinery/shower/proc/wash_floor()
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