mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-05 15:02:56 +00:00
Merge pull request #2389 from comma/bleeding-edge-freeze
Guns, medicine and fixes.
This commit is contained in:
@@ -24,11 +24,11 @@
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side_effects += M
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/mob/living/carbon/human/proc/handle_medical_side_effects()
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if(src.reagents.has_reagent("bicaridine") || src.reagents.has_reagent("tricordrazine") || src.reagents.has_reagent("cryoxadone"))
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if(src.reagents.has_reagent("bicaridine") && prob(40) || src.reagents.has_reagent("tricordrazine") && prob(10) || src.reagents.has_reagent("cryoxadone") && prob(20))
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src.add_side_effect("Headache")
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if(src.reagents.has_reagent("kelotane") || src.reagents.has_reagent("dermaline"))
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if(src.reagents.has_reagent("kelotane") && prob(20) || src.reagents.has_reagent("dermaline") && prob(40))
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src.add_side_effect("Bad Stomach")
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// One full cycle(in terms of strength) every 10 minutes
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@@ -209,6 +209,7 @@
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if(BURN)
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size_names = typesof(/datum/wound/burn/) - /datum/wound/burn/
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size = min(size,size_names.len)
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var/wound_type = size_names[size]
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W = new wound_type(damage)
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@@ -172,24 +172,25 @@ datum/wound/cut/massive
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/datum/wound/bruise/monumental
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// implement sub-paths by starting at a later stage
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/datum/wound/bruise/huge
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current_stage = 1
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/datum/wound/bruise/large
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current_stage = 2
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/datum/wound/bruise/moderate
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current_stage = 3
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/datum/wound/bruise/tiny
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current_stage = 5
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needs_treatment = 0
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/datum/wound/bruise/small
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current_stage = 4
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needs_treatment = 0
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/datum/wound/bruise/tiny
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current_stage = 5
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/datum/wound/bruise/moderate
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current_stage = 3
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needs_treatment = 0
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/datum/wound/bruise/large
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current_stage = 2
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/datum/wound/bruise/huge
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current_stage = 1
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/** BURNS **/
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/datum/wound/burn/moderate
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stages = list("ripped burn" = 10, "moderate burn" = 5, "moderate salved burn" = 2, "fresh skin" = 0)
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@@ -64,8 +64,8 @@ Whitespace:Seperator;
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Implants;
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/obj/item/weapon/storage/box/syndie_kit/imp_freedom:3:Freedom Implant;
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/obj/item/weapon/storage/box/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals);
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/obj/item/weapon/implant/explosive:6:Explosive Implant (DANGER!);
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/obj/item/weapon/implant/compressed:4:Compressed Matter Implant;Whitespace:Seperator;
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/obj/item/weapon/storage/box/syndie_kit/imp_explosive:6:Explosive Implant (DANGER!);
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/obj/item/weapon/storage/box/syndie_kit/imp_compress:4:Compressed Matter Implant;Whitespace:Seperator;
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(Pointless) Badassery;
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/obj/item/toy/syndicateballoon:10:For showing that You Are The BOSS (Useless Balloon);"}
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@@ -294,6 +294,6 @@
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// Tell them about people they might want to contact.
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var/mob/living/carbon/human/M = get_nt_opposed()
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if(M != traitor_mob)
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if(M && M != traitor_mob)
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traitor_mob << "We have received credible reports that [M.real_name] might be willing to help our cause. If you need assistance, consider contacting them."
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traitor_mob.mind.store_memory("<b>Potential Collaborator</b>: [M.real_name]")
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@@ -48,7 +48,7 @@
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message( "\blue [user] bandages [W.desc] on [M]'s [affecting.display_name].", \
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"\blue You bandage [W.desc] on [M]'s [affecting.display_name]." )
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H.add_side_effect("Itch")
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//H.add_side_effect("Itch")
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else if (istype(W,/datum/wound/bruise))
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user.visible_message( "\blue [user] places bruise patch over [W.desc] on [M]'s [affecting.display_name].", \
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"\blue You place bruise patch over [W.desc] on [M]'s [affecting.display_name]." )
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@@ -440,7 +440,10 @@ the implant may become unstable and either pre-maturely inject the subject or si
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activate()
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var/turf/t = get_turf(src)
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src.scanned.loc = t
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if (imp_in)
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imp_in.put_in_hands(scanned)
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else
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scanned.loc = t
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del src
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implanted(mob/source as mob)
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@@ -83,7 +83,7 @@
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/obj/item/weapon/implanter/compressed
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name = "implanter (C)"
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icon_state = "cimplanter0"
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icon_state = "cimplanter1"
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/obj/item/weapon/implanter/compressed/New()
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imp = new /obj/item/weapon/implant/compressed( src )
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@@ -95,11 +95,11 @@
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if (imp)
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var/obj/item/weapon/implant/compressed/c = imp
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if(!c.scanned)
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icon_state = "cimplanter0"
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else
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icon_state = "cimplanter1"
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else
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icon_state = "cimplanter2"
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else
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icon_state = "cimplanter2"
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icon_state = "cimplanter0"
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return
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/obj/item/weapon/implanter/compressed/attack(mob/M as mob, mob/user as mob)
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@@ -83,24 +83,21 @@
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O.update()
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return
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/*/obj/item/weapon/storage/box/syndie_kit/imp_compress
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name = "Compressed Matter Implant (with injector)"
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/obj/item/weapon/storage/box/syndie_kit/imp_compress
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name = "box (C)"
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/obj/item/weapon/storage/syndie_kit/imp_compress/New()
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/obj/item/weapon/storage/box/syndie_kit/imp_compress/New()
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new /obj/item/weapon/implanter/compressed(src)
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..()
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return
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/obj/item/weapon/storage/syndie_kit/imp_explosive
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name = "Explosive Implant (with injector)"
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/obj/item/weapon/storage/box/syndie_kit/imp_explosive
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name = "box (E)"
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/obj/item/weapon/storage/syndie_kit/imp_explosive/New()
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var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(src)
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O.imp = new /obj/item/weapon/implant/explosive(O)
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O.name = "(BIO-HAZARD) BIO-detpack"
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O.update()
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/obj/item/weapon/storage/box/syndie_kit/imp_explosive/New()
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new /obj/item/weapon/implanter/explosive(src)
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..()
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return*/
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return
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/obj/item/weapon/storage/box/syndie_kit/imp_uplink
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name = "Uplink Implant (with injector)"
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@@ -134,7 +134,7 @@ proc/hasorgans(A)
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zone = "head"
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if("mouth")
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zone = "head"
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if("l_hand")
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/* if("l_hand")
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zone = "l_arm"
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if("r_hand")
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zone = "r_arm"
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@@ -144,6 +144,7 @@ proc/hasorgans(A)
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zone = "r_leg"
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if("groin")
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zone = "chest"
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*/
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return zone
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@@ -171,7 +172,7 @@ proc/hasorgans(A)
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// you can only miss if your target is standing and not restrained
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if(!target.buckled && !target.lying)
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var/miss_chance = max(10 + miss_chance_mod, 0)
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var/miss_chance = 10
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switch(zone)
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if("head")
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miss_chance = 40
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@@ -191,6 +192,7 @@ proc/hasorgans(A)
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miss_chance = 50
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if("r_foot")
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miss_chance = 50
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miss_chance = max(miss_chance + miss_chance_mod, 0)
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if(prob(miss_chance))
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if(prob(70))
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return null
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@@ -1,3 +1,7 @@
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#define SPEEDLOADER 0
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#define FROM_BOX 1
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#define MAGAZINE 2
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/obj/item/weapon/gun/projectile
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desc = "A classic revolver. Uses 357 ammo"
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name = "revolver"
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@@ -10,7 +14,7 @@
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var/ammo_type = "/obj/item/ammo_casing/a357"
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var/list/loaded = list()
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var/max_shells = 7
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var/load_method = 0 //0 = Single shells or quick loader, 1 = box, 2 = magazine
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var/load_method = SPEEDLOADER //0 = Single shells or quick loader, 1 = box, 2 = magazine
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var/obj/item/ammo_magazine/empty_mag = null
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@@ -45,7 +49,7 @@
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var/num_loaded = 0
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if(istype(A, /obj/item/ammo_magazine))
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if((load_method == 2) && loaded.len) return
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if((load_method == MAGAZINE) && loaded.len) return
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var/obj/item/ammo_magazine/AM = A
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for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
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if(loaded.len >= max_shells)
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@@ -55,11 +59,11 @@
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AM.stored_ammo -= AC
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loaded += AC
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num_loaded++
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if(load_method == 2)
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if(load_method == MAGAZINE)
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user.remove_from_mob(AM)
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empty_mag = AM
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empty_mag.loc = src
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if(istype(A, /obj/item/ammo_casing) && !load_method)
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if(istype(A, /obj/item/ammo_casing) && load_method == SPEEDLOADER)
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var/obj/item/ammo_casing/AC = A
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if(AC.caliber == caliber && loaded.len < max_shells)
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user.drop_item()
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@@ -72,6 +76,25 @@
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update_icon()
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return
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/obj/item/weapon/gun/projectile/attack_self(mob/user as mob)
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if (loaded.len)
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if (load_method == SPEEDLOADER)
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var/obj/item/ammo_casing/AC = loaded[1]
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loaded -= AC
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AC.loc = get_turf(src) //Eject casing onto ground.
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user << "\blue You unload shell from \the [src]!"
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if (load_method == MAGAZINE)
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var/obj/item/ammo_magazine/AM = empty_mag
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for (var/obj/item/ammo_casing/AC in loaded)
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AM.stored_ammo += AC
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loaded -= AC
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AM.loc = get_turf(src)
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empty_mag = null
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user << "\blue You unload magazine from \the [src]!"
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else
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user << "\red Nothing loaded in \the [src]!"
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/obj/item/weapon/gun/projectile/examine()
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..()
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@@ -74,37 +74,34 @@
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loc = A.loc
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return 0// nope.avi
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var/distance = get_dist(original,loc)
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var/distance = get_dist(starting,loc)
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//Lower accurancy/longer range tradeoff. Distance matters a lot here, so at
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// close distance, actually RAISE the chance to hit.
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def_zone = get_zone_with_miss_chance(def_zone, M, -30 + 8*distance)
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if(silenced)
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if(def_zone)
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M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
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if(!def_zone)
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visible_message("\blue \The [src] misses [M] narrowly!")
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forcedodge = -1
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else
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if(!def_zone)
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visible_message("\The [src] misses [M] narrowly.")
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del(src)
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return
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if(silenced)
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M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
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else
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visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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if(istype(firer, /mob))
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M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]</font>")
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msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
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else
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M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src.type]</font>")
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msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
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if(istype(firer, /mob))
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M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]</font>")
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msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
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else
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M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src.type]</font>")
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msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
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spawn(0)
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if(A)
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var/permutation = A.bullet_act(src, def_zone) // searches for return value
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if(permutation == -1 || forcedodge) // the bullet passes through a dense object!
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if (!forcedodge)
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forcedodge = A.bullet_act(src, def_zone) // searches for return value
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if(forcedodge == -1) // the bullet passes through a dense object!
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bumped = 0 // reset bumped variable!
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if(istype(A, /turf))
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loc = A
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@@ -118,7 +115,6 @@
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O.bullet_act(src)
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for(var/mob/M in A)
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M.bullet_act(src, def_zone)
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density = 0
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invisibility = 101
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del(src)
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@@ -20,50 +20,56 @@ var/list/beam_master = list()
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process()
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var/reference = "\ref[src]" //So we do not have to recalculate it a ton
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var/first = 1 //So we don't make the overlay in the same tile as the firer
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spawn while(src) //Move until we hit something
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spawn(0)
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while(!bumped) //Move until we hit something
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step_towards(src, current) //Move~
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if((!( current ) || loc == current)) //If we pass our target
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current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
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if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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del(src) //Delete if it passes the world edge
|
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return
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step_towards(src, current) //Move~
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||||
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for(var/mob/living/M in loc)
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Bump(M) //Bump anyone we touch
|
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if(kill_count < 1)
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del(src)
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kill_count--
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if((!( current ) || loc == current)) //If we pass our target
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current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
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if(!bumped && !isturf(original))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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del(src) //Delete if it passes the world edge
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||||
return
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if(!first) //Add the overlay as we pass over tiles
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||||
var/target_dir = get_dir(src, current) //So we don't call this too much
|
||||
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||||
if(!first) //Add the overlay as we pass over tiles
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||||
var/target_dir = get_dir(src, current) //So we don't call this too much
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||||
//If the icon has not been added yet
|
||||
if( !("[icon_state][target_dir]" in beam_master) )
|
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var/image/I = image(icon,icon_state,10,target_dir) //Generate it.
|
||||
beam_master["[icon_state][target_dir]"] = I //And cache it!
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||||
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//If the icon has not been added yet
|
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if( !("[icon_state][target_dir]" in beam_master) )
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||||
var/image/I = image(icon,icon_state,10,target_dir) //Generate it.
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||||
beam_master["[icon_state][target_dir]"] = I //And cache it!
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||||
//Finally add the overlay
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||||
src.loc.overlays += beam_master["[icon_state][target_dir]"]
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||||
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||||
//Finally add the overlay
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||||
src.loc.overlays += beam_master["[icon_state][target_dir]"]
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||||
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||||
//Add the turf to a list in the beam master so they can be cleaned up easily.
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||||
if(reference in beam_master)
|
||||
var/list/turf_master = beam_master[reference]
|
||||
if("[icon_state][target_dir]" in turf_master)
|
||||
var/list/turfs = turf_master["[icon_state][target_dir]"]
|
||||
turfs += loc
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||||
else
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||||
turf_master["[icon_state][target_dir]"] = list(loc)
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||||
//Add the turf to a list in the beam master so they can be cleaned up easily.
|
||||
if(reference in beam_master)
|
||||
var/list/turf_master = beam_master[reference]
|
||||
if("[icon_state][target_dir]" in turf_master)
|
||||
var/list/turfs = turf_master["[icon_state][target_dir]"]
|
||||
turfs += loc
|
||||
else
|
||||
var/list/turfs = list()
|
||||
turfs["[icon_state][target_dir]"] = list(loc)
|
||||
beam_master[reference] = turfs
|
||||
turf_master["[icon_state][target_dir]"] = list(loc)
|
||||
else
|
||||
first = 0
|
||||
|
||||
var/list/turfs = list()
|
||||
turfs["[icon_state][target_dir]"] = list(loc)
|
||||
beam_master[reference] = turfs
|
||||
else
|
||||
first = 0
|
||||
cleanup(reference)
|
||||
return
|
||||
|
||||
Del()
|
||||
cleanup("\ref[src]")
|
||||
..()
|
||||
|
||||
proc/cleanup(reference) //Waits .3 seconds then removes the overlay.
|
||||
src = null
|
||||
sleep(3)
|
||||
|
||||
@@ -85,7 +85,7 @@
|
||||
|
||||
/datum/surgery_step/generic/retract_skin
|
||||
required_tool = /obj/item/weapon/retractor
|
||||
allowed_tools = list(/obj/item/weapon/kitchen/utensil/fork)
|
||||
allowed_tools = list(/obj/item/weapon/crowbar,/obj/item/weapon/kitchen/utensil/fork)
|
||||
|
||||
min_duration = 30
|
||||
max_duration = 40
|
||||
|
||||
@@ -59,10 +59,16 @@ should be listed in the changelog upon commit though. Thanks. -->
|
||||
|
||||
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">18.02.13</h2>
|
||||
<h2 class="date">20/02/2013</h2>
|
||||
<h3 class="author">Chinsky updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Added new surgery: putting items inside people. After you use retractor to keep incision open, just click with any item to put it inside. But be wary, if you try to fit something too big, you might rip the veins. To remove items, use implant removal surgery.</li>
|
||||
<li class="rscadd">Added new surgery: putting items inside people. After you use retractor to keep incision open, just click with any item to put it inside. But be wary, if you try to fit something too big, you might rip the veins. To remove items, use implant removal surgery.</li>
|
||||
<li class="rscadd">Crowbar can be used as alternative to retractor.</li>
|
||||
<li class="rscadd">Can now unload guns by clicking them in hand.</li>
|
||||
<li class="tweak">Fixed distance calculation in bullet missing chance computation, it was always assuming 1 or 0 tiles. Now distace REALLY matters when you shoot.</li>
|
||||
<li class="rscadd">To add more FUN to previous thing, bullets missed to not disappear but keep going until they hit something else.</li>
|
||||
<li class="bugfix">Compressed Matter and Explosive implants spawn properly now.</li>
|
||||
<li class="tweak">Tweaks to medical effects: removed itch caused by bandages. Chemical effects now have non-100 chance of appearing, the stronger medicine, the more probality it'll have side effects.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 56 KiB After Width: | Height: | Size: 57 KiB |
@@ -4921,7 +4921,7 @@
|
||||
"bQG" = (/obj/structure/rack{dir = 1},/obj/item/weapon/storage/box/lights/mixed,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor/plating,/area/maintenance/asmaint)
|
||||
"bQH" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/machinery/door/firedoor/border_only{dir = 2; name = "hazard door south"},/turf/simulated/floor{dir = 2; icon_state = "whitegreen"; tag = "icon-whitehall (WEST)"},/area/toxins/xenobiology)
|
||||
"bQI" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/machinery/door/firedoor/border_only{dir = 2; name = "hazard door south"},/turf/simulated/floor{dir = 2; icon_state = "whitegreen"; tag = "icon-whitehall (WEST)"},/area/toxins/xenobiology)
|
||||
"bQJ" = (/obj/structure/window/reinforced{dir = 4},/obj/structure/sign/securearea{desc = "A warning sign which reads 'HIGH VOLTAGE'"; icon_state = "shock"; name = "HIGH VOLTAGE"; pixel_y = 32},/obj/machinery/light{dir = 1},/obj/machinery/power/port_gen/pacman,/obj/structure/cable{icon_state = "0-2"; pixel_y = 1; d2 = 2},/turf/simulated/floor{icon_state = "yellow"},/area/engine/engineering)
|
||||
"bQJ" = (/obj/structure/window/reinforced{dir = 4},/obj/structure/sign/securearea{desc = "A warning sign which reads 'HIGH VOLTAGE'"; icon_state = "shock"; name = "HIGH VOLTAGE"; pixel_y = 32},/obj/machinery/light{dir = 1},/obj/machinery/power/port_gen/pacman,/turf/simulated/floor{icon_state = "yellow"},/area/engine/engineering)
|
||||
"bQK" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/wall,/area/maintenance/asmaint2)
|
||||
"bQL" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor/plating,/area/maintenance/asmaint2)
|
||||
"bQM" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor/plating,/area/maintenance/asmaint2)
|
||||
|
||||
Reference in New Issue
Block a user