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659752e2ea
* tgui the beginning * binaries and the like * Bring in the last of it * Example radio UI * delete example * NTOS Main Menu, start on manifest, tgui states * tasks.json * gunnery ui pt 1 * okay * fix everything * scss update * oops * manifest gigablast * downloader part 1 * download prt 2 * NTOSDownloader final * mfw committing to_worlds * gunnery console pt2 * i cooked * targeting (finished) * one vueui down * voting ui almost done * MY MIND FEELS LIKE AN ARCH ENEMYYYY * voting ui down * photocopier * ntos config + download fixes * photocopier 2 * refactor define * NTOS client manager + fixes * fax machine final (it also uses toner now) * marching forwards... left behind... * ntnrc part 1 * canister * add quotes * portable pumps pt1 + more backgrounds * oops * finish the portable pump * freezers so I'll keep on pushing forward... you haven't seen the last of me... oooooooh... * doors ui pt1 * finish doors UI (forgive me wildkins it's a bit of shitcode) * vitals monitor, make things use labeled lists, new backgrounds * mais j'envoyé aucun mayday... * maglock pt1 * pour ça je me suis perdu... * infrared * fix that * prox sensor pt1 * prox sensor * signaler (this was actually pretty hard) * atmos control pt1 * atmos control pt1.1 * atmos pt 2 * fuel injector * multitool UI * jammer * list viewer * APC * portgen * targeting console updates + SMES ui * new themes, shield generator * supermatter * Add ore detector and (shitty) NTNet Relay * orderterminal pt1 * orderterminal pt2 * smartfridge * Add (air-)tank GUI update ore detector size * Adds Transfer Valves * Add AtmoScrubber * analyzer pt1 * weapons analyzer pt2 * bodyscanner pt1 * bodyscanner pt2 * fix this shitcode * seed storage * appearance changer * appearance changer final * sleeper pt1 * sleeper * gps * vehicles * chem dispenser * lily request * holopad * tgui modules pt1 * ppanel * damage menu * fixes * im here too now * follow menu, search bars * quikpay * quikpay fixes * circuit printer * ppanel * ppanel updates * pai * turret controls (i want to kill myself) * tweak * remove the boardgame * guntracker * implant tracker * penal mechs come close to me, come close to me * chem codex * pai radio * doorjack * pai directives * signaler removal, sensors * ghost spawner * spawnpoint * fixes * teleporter * one more to the chopping block * account database * remove divider * scanner, atmos * latejoin ui pt1 * latejoin * records pt1 * RECORDS UI DONE * delete interpreter & records * CHAT FUCKING CLIENT * data updates * fix some things * final UI, log * basic nanoui fix * antag panel * remove vueui * atm update * vending update * warrants, cameras * ntmonitor * time comes for all * preserve this legacy * bring that back (oops) * rcon, ui auto update for computer UIs, remove rcon computers * alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles) * A LIKE SUPREME * a * power monitor * lights on * fuck this code, fuck nanoui modules, and fuck nanoui * LEAVE IT OH SO FAR BEHIND * fix alarm monitoring for synths * I SAW IN YOU WHAT LIFE WAS MISSING * comms console * idcard and record updates * turn the light on * arcade * pt2 * news browser * static * crusher * f * COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO * codeowners & suit sensors * html ui style removal * make lint happy * tgchat * tgpanels pt1 * THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!! * figure out why stat isnt working * goodbye ping * shhh * stat updates * An oath sworn in scors! Omni vortex lies! * final almost edits * fix that * last skin adjustments * resist and disorder * i slowly get up and turn off the noise, already fed up... * pleaseeeeeeeeeeeeeee * THE CREDIT LARP IS NECESSARY * i hold the keys * RISE UP * fix that? * harry's suggestions xoxo * runtime fix pt2 * You are the only thing that I still care about * fix runtimes and cl * whoops * misc fixes * fix that too * adds build workflow * f * Update update_tgui.yml * adds some needed steps * ATM * misc fixes and tweaks * fixes 2 * make newscasters usable and fix use power on freezers * turret control is clearer * remove duplicate * makes some verb tabs work properly * makes verbs work properly for real * sans moi * fixes pt2 * fix the chat unnecessarily reloading * fixes * epic * fixes * fix missing consoles --------- Co-authored-by: John Wildkins <john.wildkins@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: harryob <me@harryob.live>
189 lines
6.0 KiB
Plaintext
189 lines
6.0 KiB
Plaintext
/obj/item/material/kitchen
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icon = 'icons/obj/kitchen.dmi'
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_kitchen.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_kitchen.dmi',
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)
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/*
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* Utensils
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*/
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/obj/item/material/kitchen/utensil
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drop_sound = 'sound/items/drop/knife.ogg'
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pickup_sound = 'sound/items/pickup/knife.ogg'
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hitsound = 'sound/weapons/bladeslice.ogg'
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w_class = ITEMSIZE_TINY
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thrown_force_divisor = 1
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origin_tech = list(TECH_MATERIAL = 1)
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attack_verb = list("attacked", "stabbed", "poked")
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sharp = FALSE
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edge = FALSE
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force_divisor = 0.1 // 6 when wielded with hardness 60 (steel)
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thrown_force_divisor = 0.25 // 5 when thrown with weight 20 (steel)
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var/loaded //Descriptive string for currently loaded food object.
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var/is_liquid = FALSE //whether you've got liquid on your utensil
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var/scoop_food = 1
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var/transfer_amt = 1
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var/list/bite_sizes = list(1,2,3,4,5)
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/obj/item/material/kitchen/utensil/Initialize(newloc, material_key)
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. = ..()
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if (prob(60))
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src.pixel_y = rand(0, 4)
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create_reagents(5)
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/obj/item/material/kitchen/utensil/attack(mob/living/carbon/M, mob/user, var/target_zone)
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if(!istype(M))
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return ..()
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if(user.a_intent != I_HELP)
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if((target_zone == BP_HEAD || target_zone == BP_EYES) && !M.eyes_protected(src, FALSE))
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if((user.is_clumsy()) && prob(50))
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M = user
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return eyestab(M,user)
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else
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return ..()
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var/fullness = M.get_fullness()
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if(reagents.total_volume > 0)
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if(M == user)
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if(!M.can_eat(loaded))
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return
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if (fullness > (550 * (1 + M.overeatduration / 2000)))
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to_chat(M, "You cannot force anymore food down!")
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return
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to_chat(M, SPAN_NOTICE("You [is_liquid ? "drink" : "eat"] some [loaded] from \the [src]."))
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else
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if (fullness > (550 * (1 + M.overeatduration / 2000)))
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to_chat(M, "You cannot force anymore food down their throat!")
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return
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user.visible_message(SPAN_WARNING("\The [user] begins to feed \the [M]!"), SPAN_WARNING("You begin to feed \the [M]!"))
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if(!(M.can_force_feed(user, loaded) && do_mob(user, M, 5 SECONDS)))
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return
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M.visible_message(SPAN_NOTICE("\The [user] feeds some [loaded] to \the [M] with \the [src]."), SPAN_NOTICE("You feed some [loaded] to \the [M] with \the [src]."))
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reagents.trans_to_mob(M, reagents.total_volume, CHEM_INGEST)
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if(is_liquid)
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playsound(user.loc, 'sound/items/drink.ogg', rand(10, 50), 1)
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is_liquid = FALSE
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else
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playsound(user.loc, 'sound/items/eatfood.ogg', rand(10, 50), 1)
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cut_overlays()
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return
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else
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to_chat(user, SPAN_WARNING("You don't have anything on \the [src].")) //if we have help intent and no food scooped up DON'T STAB OURSELVES WITH THE FORK)
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return
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/obj/item/material/kitchen/utensil/on_rag_wipe()
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. = ..()
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if(reagents.total_volume > 0)
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reagents.clear_reagents()
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is_liquid = FALSE
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loaded = null
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cut_overlays()
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return
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/obj/item/material/kitchen/utensil/verb/bite_size()
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set name = "Change bite size"
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set category = "Object"
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set src in usr
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var/nsize = input("Bite Size","Pick the amount of reagents to pick up.") as null|anything in bite_sizes
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if(nsize)
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transfer_amt = nsize
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to_chat(usr, SPAN_NOTICE("\The [src] will now scoop up [transfer_amt] reagents."))
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/obj/item/material/kitchen/utensil/fork
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name = "fork"
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desc = "It's a fork. Sure is pointy."
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icon_state = "fork"
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sharp = TRUE
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/obj/item/material/kitchen/utensil/fork/plastic
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default_material = MATERIAL_PLASTIC
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/obj/item/material/kitchen/utensil/spork
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name = "spork"
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desc = "It's a spork. It's much like a fork, but much blunter."
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icon_state = "spork"
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/obj/item/material/kitchen/utensil/spork/plastic
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default_material = MATERIAL_PLASTIC
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/obj/item/material/kitchen/utensil/fork/chopsticks
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name = "chopsticks"
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desc = "A pair of chopsticks. The most challenging utensil in the Spur."
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icon_state = "chopsticks"
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default_material = MATERIAL_WOOD
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transfer_amt = 2 //Chopsticks are hard to grab stuff with
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bite_sizes = list(1,2)
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/obj/item/material/kitchen/utensil/fork/chopsticks/cheap
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name = "cheap chopsticks"
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desc = "A pair of cheap, disposable chopsticks."
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use_material_name = 0
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applies_material_colour = 0
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/obj/item/material/kitchen/utensil/spoon
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name = "spoon"
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desc = "It's a spoon. You can see your own upside-down face in it."
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icon_state = "spoon"
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attack_verb = list("attacked", "poked")
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force_divisor = 0.1 //2 when wielded with weight 20 (steel)
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/obj/item/material/kitchen/utensil/spoon/plastic
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default_material = MATERIAL_PLASTIC
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/*
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* Knives
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*/
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/obj/item/material/kitchen/utensil/knife
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name = "knife"
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desc = "A knife for eating with. Can cut through any food."
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icon_state = "knife"
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force_divisor = 0.1 // 6 when wielded with hardness 60 (steel)
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scoop_food = FALSE
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sharp = TRUE
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edge = TRUE
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// Identical to the tactical knife but nowhere near as stabby.
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// Kind of like the toy esword compared to the real thing.
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/obj/item/material/kitchen/utensil/knife/boot
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name = "boot knife"
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desc = "A small fixed-blade knife for putting inside a boot."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "tacknife"
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item_state = "knife"
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applies_material_colour = 0
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unbreakable = 1
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/obj/item/material/kitchen/utensil/knife/attack(mob/target, mob/living/user, var/target_zone)
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if ((user.is_clumsy()) && prob(50))
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to_chat(user, SPAN_WARNING("You accidentally cut yourself with \the [src]."))
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user.take_organ_damage(20)
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return
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return ..()
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/obj/item/material/kitchen/utensil/knife/plastic
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default_material = MATERIAL_PLASTIC
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/*
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* Rolling Pins
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*/
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/obj/item/material/kitchen/rollingpin
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name = "rolling pin"
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desc = "Used to knock out the Bartender."
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icon_state = "rolling_pin"
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
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default_material = "wood"
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force_divisor = 0.7 // 10 when wielded with weight 15 (wood)
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thrown_force_divisor = 1 // as above
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/obj/item/material/kitchen/rollingpin/attack(mob/living/M, mob/living/user, var/target_zone)
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if ((user.is_clumsy()) && prob(50))
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to_chat(user, SPAN_WARNING("\The [src] slips out of your hand and hits your head."))
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user.drop_from_inventory(src)
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user.take_organ_damage(10)
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user.Paralyse(2)
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return
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return ..()
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