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https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-19 11:58:39 +01:00
af0312c7d4
Fixes https://github.com/Aurorastation/Aurora.3/issues/18504 Fixes https://github.com/Aurorastation/Aurora.3/issues/21064 Fixes https://github.com/Aurorastation/Aurora.3/issues/21267 Fixes https://github.com/Aurorastation/Aurora.3/issues/21455 Fixes https://github.com/Aurorastation/Aurora.3/issues/21535 Miscellaneous bugfixes, code cleanup, etc. Smaller batches this time. changes: - spellcheck: "Renames 'gibber' to 'autobutcher'." - code_imp: "Cleans up a lot of old autobutcher code." - code_imp: "Simplifies and unifies a lot of circuit board naming code." - code_imp: "Updates various code comments to DMDocs format." - balance: "Slightly increased damage of beating someone with a ladder." - bugfix: "Fixes foreign speech displaying the translated versions in langchat for non-fluent listeners." - bugfix: "Fixes whispered speech langchat; whispers are now correctly italicized." - bugfix: "Fixes shouted speech langchat; shouts are now correctly biggified." - bugfix: "Adds missing Omni Gas Mixer, Gas Meter options from RFD-P." - bugfix: "Adds missing circuit boards for bioballistic delivery system, lysis-isolation centrifuge, and autobutcher to allow for construction and deconstruction." - bugfix: "Fixes empty algae chips bag having description set for its name." - bugfix: "Adds fallback_specific_heat values to several reagents that were missing them." - bugfix: "Fixes antimateriel projectiles being erroneously damage-capped when hitting walls." - bugfix: "Fixes laser beam effects not using the base colors of their beam VFX." - qol: "Added helpful feedback hint to move closer when someone speaks aloud within 4 tiles while you're in vacuum (as features go, this one felt more like a bug to experience)." - qol: "Updated various examine hints." --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
114 lines
3.5 KiB
Plaintext
114 lines
3.5 KiB
Plaintext
/obj/item/ladder_mobile
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name = "mobile ladder"
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desc = "A lightweight deployable ladder, which you can use to move up or down. Alternatively, you can bash some faces in; it'll hurt, a lot."
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icon_state = "mobile_ladder"
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item_state = "mobile_ladder"
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icon = 'icons/obj/multiz_items.dmi'
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contained_sprite = TRUE
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throw_range = 3
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force = 18
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = SLOT_BACK
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/obj/item/ladder_mobile/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Use this on a solid floor (with open space above it) to place the ladder going up."
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. += "Use this on an open space turf (with solid floor beneath it) to place the ladder going down."
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/obj/item/ladder_mobile/proc/place_ladder(atom/A, mob/user)
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if (isopenturf(A)) //Place into open space
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var/turf/T = get_turf(A)
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var/turf/below_loc = GET_TURF_BELOW(T)
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if (!below_loc || (istype(/turf/space, below_loc)))
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to_chat(user, SPAN_NOTICE("Why would you do that?! There is only infinite space there..."))
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return
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user.visible_message(SPAN_WARNING("[user] begins to lower \the [src] into \the [A]."),
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SPAN_WARNING("You begin to lower \the [src] into \the [A]."))
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if (!handle_action(A, user))
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return
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// Create the lower ladder first. ladder/Initialize() will make the upper
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// ladder create the appropriate links. So the lower ladder must exist first.
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var/obj/structure/ladder/mobile/downer = new(below_loc)
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downer.allowed_directions = UP
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new /obj/structure/ladder/mobile(A)
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user.drop_from_inventory(src,get_turf(src))
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qdel(src)
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else if (istype(A, /turf/simulated/floor) || istype(A, /turf/unsimulated/floor)) //Place onto Floor
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var/turf/T = get_turf(A)
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var/turf/upper_loc = GET_TURF_ABOVE(T)
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if (!upper_loc || !isopenturf(upper_loc))
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to_chat(user, SPAN_NOTICE("There is something above. You can't deploy!"))
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return
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user.visible_message(SPAN_WARNING("[user] begins deploying \the [src] on \the [A]."),
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SPAN_WARNING("You begin to deploy \the [src] on \the [A]."))
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if (!handle_action(A, user))
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return
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// Ditto here. Create the lower ladder first.
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var/obj/structure/ladder/mobile/downer = new(A)
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downer.allowed_directions = UP
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new /obj/structure/ladder/mobile(upper_loc)
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user.drop_from_inventory(src, get_turf(src))
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qdel(src)
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/obj/item/ladder_mobile/afterattack(atom/A, mob/user,proximity)
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if(!proximity)
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return
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place_ladder(A,user)
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/obj/item/ladder_mobile/proc/handle_action(atom/A, mob/user)
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if(!do_after(user, 30, user))
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return FALSE
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if(!A || QDELETED(src) || QDELETED(user))
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// Shit was deleted during delay, call is no longer valid.
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return FALSE
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return TRUE
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/obj/structure/ladder/mobile
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base_icon = "mobile_ladder"
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/obj/structure/ladder/mobile/AltClick(mob/user)
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fold_up(user)
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/obj/structure/ladder/mobile/verb/fold()
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set name = "Fold Ladder"
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set category = "Object"
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set src in oview(1)
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fold_up(usr)
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/obj/structure/ladder/mobile/proc/fold_up(var/mob/user)
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if(!istype(user))
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return
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if(use_check_and_message(user))
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return
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user.visible_message(SPAN_NOTICE("\The [user] starts folding up \the [src]."),
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SPAN_NOTICE("You start folding up \the [src]."))
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if(!do_after(user, 30, src))
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return
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if(QDELETED(src))
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return
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var/obj/item/ladder_mobile/R = new /obj/item/ladder_mobile(get_turf(user))
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transfer_fingerprints_to(R)
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user.put_in_hands(R)
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user.visible_message(SPAN_NOTICE("\The [user] folds \the [src] up into \the [R]!"),
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SPAN_NOTICE("You fold \the [src] up into \the [R]!"))
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if(target_down)
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QDEL_NULL(target_down)
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qdel(src)
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else
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QDEL_NULL(target_up)
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qdel(src)
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