Merge pull request #11433 from Core0verload/framed

Buttons and wall frames rework
This commit is contained in:
Cheridan
2015-08-30 13:43:19 -05:00
64 changed files with 1956 additions and 2040 deletions
@@ -37,9 +37,9 @@
new /obj/item/weapon/storage/toolbox/electrical(src)
new /obj/item/weapon/storage/toolbox/electrical(src)
new /obj/item/weapon/storage/toolbox/electrical(src)
new /obj/item/weapon/module/power_control(src)
new /obj/item/weapon/module/power_control(src)
new /obj/item/weapon/module/power_control(src)
new /obj/item/weapon/electronics/apc(src)
new /obj/item/weapon/electronics/apc(src)
new /obj/item/weapon/electronics/apc(src)
new /obj/item/device/multitool(src)
new /obj/item/device/multitool(src)
new /obj/item/device/multitool(src)
@@ -11,7 +11,7 @@
var/icontext = ""
var/base_icon_state = "door_as_"
var/glass_base_icon_state = "door_as_g"
var/obj/item/weapon/airlock_electronics/electronics = null
var/obj/item/weapon/electronics/airlock/electronics = null
var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
var/glass_type = /obj/machinery/door/airlock/glass
var/created_name = null
@@ -506,7 +506,7 @@
src.state = 0
src.name = "secured airlock assembly"
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
else if(istype(W, /obj/item/weapon/electronics/airlock) && state == 1 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", \
"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
@@ -534,9 +534,9 @@
user << "<span class='notice'>You remove the airlock electronics.</span>"
src.state = 1
src.name = "wired airlock assembly"
var/obj/item/weapon/airlock_electronics/ae
var/obj/item/weapon/electronics/airlock/ae
if (!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
ae = new/obj/item/weapon/electronics/airlock( src.loc )
else
ae = electronics
electronics = null
+6 -25
View File
@@ -176,10 +176,11 @@ var/global/list/crematoriums = new/list()
for(var/mob/living/M in contents)
if (M.stat!=2)
M.emote("scream")
//Logging for this causes runtimes resulting in the cremator locking up. Commenting it out until that's figured out.
//M.attack_log += "\[[time_stamp()]\] Has been cremated by <b>[user]/[user.ckey]</b>" //No point in this when the mob's about to be deleted
user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
if(user)
user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
else
log_attack("\[[time_stamp()]\] <b>UNKNOWN</b> cremated <b>[M]/[M.ckey]</b>")
M.death(1)
M.ghostize()
qdel(M)
@@ -194,26 +195,6 @@ var/global/list/crematoriums = new/list()
update_icon()
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) //you horrible people
/*
Crematorium Switch
*/
/obj/machinery/crema_switch/attack_hand(mob/user)
if(src.allowed(usr))
for (var/obj/structure/bodycontainer/crematorium/C in crematoriums)
if (C.id != id)
continue
C.cremate(user)
else
usr << "<span class='danger'>Access denied.</span>"
return
/obj/machinery/crema_switch/attackby(obj/item/W, mob/user, params)
if(W.GetID())
attack_hand(user)
else
return ..()
/*
* Generic Tray
@@ -286,4 +267,4 @@ Crematorium Switch
if(locate(/obj/structure/table) in get_turf(mover))
return 1
else
return 0
return 0
@@ -19,7 +19,7 @@
dir = NORTH
var/ini_dir
var/obj/item/weapon/airlock_electronics/electronics = null
var/obj/item/weapon/electronics/airlock/electronics = null
var/created_name = null
//Vars to help with the icon's name
@@ -189,7 +189,7 @@
name = "anchored windoor assembly"
//Adding airlock electronics for access. Step 6 complete.
else if(istype(W, /obj/item/weapon/airlock_electronics))
else if(istype(W, /obj/item/weapon/electronics/airlock))
if(!user.drop_item())
return
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
@@ -219,7 +219,7 @@
return
user << "<span class='notice'>You remove the airlock electronics.</span>"
name = "wired windoor assembly"
var/obj/item/weapon/airlock_electronics/ae
var/obj/item/weapon/electronics/airlock/ae
ae = electronics
electronics = null
ae.loc = loc