Merge branch 'development-2' into development

Christ on a stick. SO MANY ERRORS. REEE.

# Conflicts:
#	baystation12.dme
#	code/_helpers/lists.dm
#	code/_helpers/logging.dm
#	code/_helpers/text.dm
#	code/_onclick/click.dm
#	code/controllers/configuration.dm
#	code/controllers/master_controller.dm
#	code/datums/supplypacks.dm
#	code/game/antagonist/antagonist.dm
#	code/game/antagonist/antagonist_print.dm
#	code/game/antagonist/outsider/commando.dm
#	code/game/antagonist/outsider/ninja.dm
#	code/game/area/areas.dm
#	code/game/gamemodes/cult/cult_items.dm
#	code/game/gamemodes/game_mode.dm
#	code/game/jobs/access.dm
#	code/game/machinery/atmoalter/canister.dm
#	code/game/machinery/autolathe.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/mecha/mecha.dm
#	code/game/objects/effects/spiders.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/PDA/PDA.dm
#	code/game/objects/items/devices/flash.dm
#	code/game/objects/items/devices/lightreplacer.dm
#	code/game/objects/items/devices/paicard.dm
#	code/game/objects/items/devices/scanners.dm
#	code/game/objects/items/devices/suit_cooling.dm
#	code/game/objects/items/devices/uplink.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/toys.dm
#	code/game/objects/items/weapons/cards_ids.dm
#	code/game/objects/items/weapons/handcuffs.dm
#	code/game/objects/items/weapons/manuals.dm
#	code/game/objects/items/weapons/material/kitchen.dm
#	code/game/objects/items/weapons/material/misc.dm
#	code/game/objects/items/weapons/material/swords.dm
#	code/game/objects/items/weapons/melee/energy.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/scrolls.dm
#	code/game/objects/items/weapons/storage/belt.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/items/weapons/tools.dm
#	code/game/objects/objs.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/janicart.dm
#	code/game/sound.dm
#	code/game/turfs/simulated.dm
#	code/game/verbs/ooc.dm
#	code/global.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/verbs/modifyvariables.dm
#	code/modules/client/client procs.dm
#	code/modules/client/preferences.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/head/hardhat.dm
#	code/modules/clothing/head/helmet.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/clothing/head/misc_special.dm
#	code/modules/clothing/shoes/jobs.dm
#	code/modules/clothing/spacesuits/alien.dm
#	code/modules/clothing/spacesuits/captain.dm
#	code/modules/clothing/spacesuits/miscellaneous.dm
#	code/modules/clothing/spacesuits/rig/rig_pieces.dm
#	code/modules/clothing/spacesuits/rig/suits/alien.dm
#	code/modules/clothing/spacesuits/spacesuits.dm
#	code/modules/clothing/spacesuits/void/merc.dm
#	code/modules/clothing/spacesuits/void/void.dm
#	code/modules/clothing/suits/armor.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/clothing/suits/storage.dm
#	code/modules/clothing/suits/utility.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/clothing/under/jobs/security.dm
#	code/modules/economy/Events.dm
#	code/modules/economy/Events_Mundane.dm
#	code/modules/economy/economy_misc.dm
#	code/modules/events/blob.dm
#	code/modules/events/event.dm
#	code/modules/events/event_container.dm
#	code/modules/events/event_manager.dm
#	code/modules/events/money_lotto.dm
#	code/modules/events/prison_break.dm
#	code/modules/events/spacevine.dm
#	code/modules/hydroponics/trays/tray.dm
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/emote.dm
#	code/modules/mob/holder.dm
#	code/modules/mob/language/station.dm
#	code/modules/mob/living/bot/cleanbot.dm
#	code/modules/mob/living/carbon/alien/diona/diona.dm
#	code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
#	code/modules/mob/living/carbon/give.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/outsider/vox.dm
#	code/modules/mob/living/carbon/human/species/station/golem.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/mob/living/carbon/metroid/metroid.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defense.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/pai/admin.dm
#	code/modules/mob/living/silicon/pai/pai.dm
#	code/modules/mob/living/silicon/robot/drone/drone.dm
#	code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
#	code/modules/mob/living/silicon/robot/emote.dm
#	code/modules/mob/living/silicon/robot/robot_items.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
#	code/modules/mob/living/silicon/silicon.dm
#	code/modules/mob/living/simple_animal/bees.dm
#	code/modules/mob/living/simple_animal/friendly/cat.dm
#	code/modules/mob/living/simple_animal/friendly/corgi.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob/living/simple_animal/friendly/mouse.dm
#	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/logout.dm
#	code/modules/mob/mob.dm
#	code/modules/mob/mob_grab_specials.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/new_player/sprite_accessories.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_alien.dm
#	code/modules/organs/organ_external.dm
#	code/modules/paperwork/faxmachine.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	code/modules/projectiles/ammunition/bullets.dm
#	code/modules/projectiles/guns/energy/nuclear.dm
#	code/modules/projectiles/guns/energy/rifle.dm
#	code/modules/projectiles/guns/energy/special.dm
#	code/modules/projectiles/guns/projectile.dm
#	code/modules/projectiles/guns/projectile/automatic.dm
#	code/modules/projectiles/guns/projectile/pistol.dm
#	code/modules/projectiles/guns/projectile/revolver.dm
#	code/modules/projectiles/guns/projectile/shotgun.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/projectiles/projectile/special.dm
#	code/modules/reagents/reagent_containers.dm
#	code/modules/reagents/reagent_containers/food/drinks.dm
#	code/modules/research/designs.dm
#	code/modules/research/destructive_analyzer.dm
#	code/modules/research/rdconsole.dm
#	code/modules/spells/artifacts.dm
#	code/modules/spells/spellbook.dm
#	code/modules/tables/tables.dm
#	code/world.dm
#	config/example/config.txt
#	icons/mob/items_lefthand.dmi
#	icons/mob/items_righthand.dmi
#	icons/obj/lighting.dmi
This commit is contained in:
skull132
2016-10-31 00:01:52 +02:00
609 changed files with 16421 additions and 8074 deletions
@@ -21,6 +21,8 @@
var/store_items = 1
var/store_mobs = 1
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
@@ -53,6 +55,11 @@
else
user << "It is full."
/obj/structure/closet/alter_health()
return get_turf(src)
/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0 || wall_mounted)) return 1
return (!density)
@@ -164,21 +171,17 @@
/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
@@ -317,6 +320,12 @@
else
icon_state = icon_opened
/obj/structure/closet/hear_talk(mob/M as mob, text, verb, datum/language/speaking)
for (var/atom/A in src)
if(istype(A,/obj/))
var/obj/O = A
O.hear_talk(M, text, verb, speaking)
/obj/structure/closet/attack_generic(var/mob/user, var/damage, var/attack_message = "destroys", var/wallbreaker)
if(!damage || !wallbreaker)
return
@@ -327,28 +336,33 @@
return 1
/obj/structure/closet/proc/req_breakout()
if(breakout)
return 0 //Already breaking out.
if(opened)
return 0 //Door's open... wait, why are you in it's contents then?
if(!welded)
return 0 //closed but not welded...
return 1
if(welded)
return 1 //closed but not welded...
if(breakout)
return -1 //Already breaking out.
return 0
/obj/structure/closet/proc/mob_breakout(var/mob/living/escapee)
var/breakout_time = 2 //2 minutes by default
if(!req_breakout())
//Improved by nanako
//Now it actually works, also locker breakout time stacks with locking and welding
//This means secure lockers are more useful for imprisoning people
var/breakout_time = 1.5 * req_breakout()//1.5 minutes if locked or welded, 3 minutes if both
if(breakout_time <= 0)
return
escapee.setClickCooldown(100)
//okay, so the closet is either welded or locked... resist!!!
escapee.next_move = world.time + 100
escapee.last_special = world.time + 100
escapee << "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>"
visible_message("<span class='danger'>The [src] begins to shake violently!</span>")
breakout = 1 //can't think of a better way to do this right now.
breakout = 1
for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
animate_shake()
@@ -78,7 +78,12 @@
new /obj/item/weapon/storage/bag/trash(src)
new /obj/item/clothing/shoes/galoshes(src)
new /obj/item/weapon/storage/belt/janitor(src)
new /obj/item/weapon/storage/box/lights/mixed(src)
new /obj/item/weapon/grenade/chem_grenade/cleaner(src)
new /obj/item/weapon/grenade/chem_grenade/cleaner(src)
new /obj/item/weapon/grenade/chem_grenade/cleaner(src)
new /obj/item/weapon/reagent_containers/spray/cleaner(src)
/*
* Lawyer
*/
@@ -141,7 +141,8 @@
new /obj/item/clothing/accessory/storage/brown_vest(src)
else
new /obj/item/clothing/accessory/storage/webbing(src)
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/suit/fire/atmos(src)
new /obj/item/clothing/head/hardhat/red/atmos(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/device/radio/headset/headset_eng(src)
@@ -159,8 +159,8 @@
/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"
@@ -174,6 +174,8 @@
..()
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
@@ -126,6 +126,8 @@
if(ishuman(usr))
src.add_fingerprint(usr)
src.togglelock(usr)
else if(istype(usr, /mob/living/silicon/robot) && Adjacent(usr))
src.togglelock(usr)
else
usr << "<span class='warning'>This mob type can't use this verb.</span>"
@@ -143,8 +145,13 @@
/obj/structure/closet/secure_closet/req_breakout()
if(!opened && locked) return 1
return ..() //It's a secure closet, but isn't locked.
if(!opened && locked)
if (welded)
return 2
else
return 1
else
return ..() //It's a secure closet, but isn't locked.
/obj/structure/closet/secure_closet/break_open()
desc += " It appears to be broken."
@@ -155,6 +162,7 @@
flick(icon_broken, src)
sleep(10)
broken = 1
welded = 0
locked = 0
update_icon()
//Do this to prevent contents from being opened into nullspace (read: bluespace)
@@ -18,14 +18,14 @@
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/armor/vest(src)
new /obj/item/clothing/suit/storage/vest(src)
new /obj/item/weapon/cartridge/captain(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/caphat/formal(src)
@@ -47,12 +47,13 @@
New()
..()
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/suit/storage/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/pistol(src)
new /obj/item/weapon/gun/projectile/sec/flash(src)
new /obj/item/device/flash(src)
return
@@ -119,11 +120,12 @@
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/corporate/hos(src)
new /obj/item/clothing/accessory/badge/hos(src)
new /obj/item/ammo_magazine/tranq(src)
return
@@ -150,7 +152,9 @@
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/head/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)
@@ -160,7 +164,7 @@
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/corporate/warden(src)
new /obj/item/clothing/accessory/badge/warden(src)
@@ -184,7 +188,7 @@
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/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)
@@ -261,11 +265,11 @@
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/armor/vest/detective(src)
new /obj/item/ammo_magazine/c45m/rubber(src)
new /obj/item/ammo_magazine/c45m/rubber(src)
new /obj/item/clothing/suit/storage/vest/detective(src)
new /obj/item/ammo_magazine/c38(src)
new /obj/item/ammo_magazine/c38(src)
new /obj/item/taperoll/police(src)
new /obj/item/weapon/gun/projectile/colt/detective(src)
new /obj/item/weapon/gun/projectile/revolver/detective(src)
new /obj/item/clothing/accessory/holster/armpit(src)
return
@@ -6,8 +6,8 @@
/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()
..()
@@ -97,23 +97,21 @@
/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
else
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)
/obj/structure/closet/crate/secure
desc = "A secure crate."
@@ -127,6 +125,7 @@
var/emag = "securecrateemag"
var/broken = 0
var/locked = 1
health = 200
/obj/structure/closet/crate/secure/New()
..()
@@ -421,6 +420,7 @@
icon_state = "largemetal"
icon_opened = "largemetalopen"
icon_closed = "largemetal"
health = 200
/obj/structure/closet/crate/large/close()
. = ..()
@@ -449,6 +449,7 @@
icon_closed = "largemetal"
redlight = "largemetalr"
greenlight = "largemetalg"
health = 400
/obj/structure/closet/crate/secure/large/close()
. = ..()
@@ -18,6 +18,9 @@
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)
+69 -2
View File
@@ -76,6 +76,37 @@
user << "<span class='notice'>You slice apart the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/melee/energy))
var/obj/item/weapon/melee/energy/WT = W
if(WT.active)
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
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)
user << "<span class='notice'>Now slicing apart the girder...</span>"
if(do_after(user,60))
if(!src) return
user << "<span class='notice'>You slice apart the girder!</span>"
dismantle()
else
user << "<span class='notice'>You need to activate the weapon to do that!</span>"
return
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "<span class='notice'>You drill through the girder!</span>"
dismantle()
@@ -212,12 +243,20 @@
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
@@ -248,3 +287,31 @@
user << "<span class='notice'>You drill through the girder!</span>"
new /obj/effect/decal/remains/human(get_turf(src))
dismantle()
else if(istype(W, /obj/item/weapon/melee/energy))
var/obj/item/weapon/melee/energy/WT = W
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>"
dismantle()
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)
user << "<span class='notice'>Now slicing apart the girder...</span>"
if(do_after(user,60))
user << "<span class='notice'>You slice apart the girder!</span>"
dismantle()
else
user << "<span class='notice'>You need to activate the weapon to do that!</span>"
return
+157 -28
View File
@@ -5,6 +5,7 @@
icon_state = "cart"
anchored = 0
density = 1
climbable = 1
flags = OPENCONTAINER
//copypaste sorry
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
@@ -12,74 +13,184 @@
var/obj/item/weapon/mop/mymop = null
var/obj/item/weapon/reagent_containers/spray/myspray = null
var/obj/item/device/lightreplacer/myreplacer = null
var/obj/structure/mopbucket/mybucket = null
var/signs = 0 //maximum capacity hardcoded below
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()
create_reagents(100)
///obj/structure/janitorialcart/New()
/obj/structure/janitorialcart/examine(mob/user)
if(..(user, 1))
user << "[src] \icon[src] contains [reagents.total_volume] unit\s of liquid!"
if (mybucket)
var/contains = mybucket.reagents.total_volume
user << "\icon[src] The bucket contains [contains] unit\s of liquid!"
else
user << "\icon[src] There is no bucket mounted on it!"
//everything else is visible, so doesn't need to be mentioned
/obj/structure/janitorialcart/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/storage/bag/trash) && !mybag)
user.drop_item()
mybag = I
I.loc = src
/obj/structure/janitorialcart/MouseDrop_T(atom/movable/O as mob|obj, mob/living/user as mob)
if (istype(O, /obj/structure/mopbucket) && !mybucket)
O.loc = src
mybucket = O
user << "You mount the [O] on the janicart."
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else
..()
else if(istype(I, /obj/item/weapon/mop))
if(I.reagents.total_volume < I.reagents.maximum_volume) //if it's not completely soaked we assume they want to wet it, otherwise store it
if(reagents.total_volume < 1)
user << "<span class='warning'>[src] is out of water!</span>"
else
reagents.trans_to_obj(I, 5) //
user << "<span class='notice'>You wet [I] in [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
return
//New Altclick functionality!
//Altclick the cart with a mop to stow the mop away
//Altclick the cart with a reagent container to pour things into the bucket without putting the bottle in trash
/obj/structure/janitorialcart/AltClick()
var/obj/I = usr.get_active_hand()
if(istype(I, /obj/item/weapon/mop))
if(!mymop)
user.drop_item()
usr.drop_item()
mymop = I
I.loc = src
I.forceMove(src)
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
usr << "<span class='notice'>You put [I] into [src].</span>"
else
usr << "<span class='notice'>The cart already has a mop attached</span>"
return
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))
if (mybucket)
if(I.reagents.total_volume < I.reagents.maximum_volume)
if(mybucket.reagents.total_volume < 1)
user << "<span class='notice'>[mybucket] is empty!</span>"
else
mybucket.reagents.trans_to_obj(I, 5) //
user << "<span class='notice'>You wet [I] in [mybucket].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
else
user << "<span class='notice'>[I] can't absorb anymore liquid!</span>"
else
user << "<span class='notice'>There is no bucket mounted here to dip [I] into!</span>"
return 1
else if(istype(I, /obj/item/weapon/reagent_containers/spray) && !myspray)
user.drop_item()
myspray = I
I.loc = src
I.forceMove(src)
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
return 1
else if(istype(I, /obj/item/device/lightreplacer) && !myreplacer)
user.drop_item()
myreplacer = I
I.loc = src
I.forceMove(src)
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
return 1
else if(istype(I, /obj/item/weapon/storage/bag/trash) && !mybag)
user.drop_item()
mybag = I
I.forceMove(src)
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
return 1
else if(istype(I, /obj/item/weapon/caution))
if(signs < 4)
user.drop_item()
I.loc = src
I.forceMove(src)
signs++
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else
user << "<span class='notice'>[src] can't hold any more signs.</span>"
return 1
else if(mybag)
mybag.attackby(I, user)
return mybag.attackby(I, user)
//This return will prevent afterattack from executing if the object goes into the trashbag,
//This prevents dumb stuff like splashing the cart with the contents of a container, after putting said container into trash
else if (!has_items && (istype(I, /obj/item/weapon/wrench) || istype(I, /obj/item/weapon/weldingtool) || istype(I, /obj/item/weapon/pickaxe/plasmacutter)))
dismantle(user)
return
..()
/obj/structure/janitorialcart/proc/dismantle(var/mob/user = null)
if (!dismantled)
if (has_items)
spill()
if (user)
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user.visible_message("[user] starts taking apart the [src]", "You start disasembling the [src]")
if (!do_after(user, 30, needhand = 0))
return
new /obj/item/stack/material/steel(src.loc, 15)
dismantled = 1
qdel(src)
/obj/structure/janitorialcart/ex_act(severity)
spill(100 / severity)
..()
//This is called if the cart is caught in an explosion, or destroyed by weapon fire
/obj/structure/janitorialcart/proc/spill(var/chance = 100)
var/turf/dropspot = get_turf(src)
if (mymop && prob(chance))
mymop.forceMove(dropspot)
mymop.tumble(2)
mymop = null
if (myspray && prob(chance))
myspray.forceMove(dropspot)
myspray.tumble(3)
myspray = null
if (myreplacer && prob(chance))
myreplacer.forceMove(dropspot)
myreplacer.tumble(3)
myreplacer = null
if (mybucket && prob(chance*0.5))//bucket is heavier, harder to knock off
mybucket.forceMove(dropspot)
mybucket.tumble(1)
mybucket = null
if (signs)
for (var/obj/item/weapon/caution/Sign in src)
if (prob(min((chance*2),100)))
signs--
Sign.forceMove(dropspot)
Sign.tumble(3)
if (signs < 0)//safety for something that shouldn't happen
signs = 0
update_icon()
return
if (mybag && prob(min((chance*2),100)))//Bag is flimsy
mybag.forceMove(dropspot)
mybag.tumble(1)
mybag.spill()//trashbag spills its contents too
mybag = null
update_icon()
/obj/structure/janitorialcart/attack_hand(mob/user)
@@ -90,6 +201,7 @@
var/data[0]
data["name"] = capitalize(name)
data["bag"] = mybag ? capitalize(mybag.name) : null
data["bucket"] = mybucket ? capitalize(mybucket.name) : null
data["mop"] = mymop ? capitalize(mymop.name) : null
data["spray"] = myspray ? capitalize(myspray.name) : null
data["replacer"] = myreplacer ? capitalize(myreplacer.name) : null
@@ -140,6 +252,11 @@
else
warning("[src] signs ([signs]) didn't match contents")
signs = 0
if("bucket")
if(mybucket)
mybucket.forceMove(get_turf(user))
user << "<span class='notice'>You unmount [mybucket] from [src].</span>"
mybucket = null
update_icon()
updateUsrDialog()
@@ -147,16 +264,28 @@
/obj/structure/janitorialcart/update_icon()
overlays = null
has_items = 0
if(mybucket)
overlays += "cart_bucket"
has_items = 1
if(mybag)
overlays += "cart_garbage"
has_items = 1
if(mymop)
overlays += "cart_mop"
has_items = 1
if(myspray)
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]"
has_items = 1
//old style retardo-cart
@@ -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"
+1 -1
View File
@@ -410,7 +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
+2
View File
@@ -122,6 +122,8 @@
if(prob(50))
shatter(0)
return
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