Big text styling overhaul. Mostly affects reagent related stuff.

Adds a new 'userdanger' class, which is bold and red. 'danger' is now just red. Adjusts all dangerous messages I could think of to use the appropriate class.

Trash items can now be washed away in sinks.

Removes the robodropper, on account of it being awful. Borgs get a normal dropper instead.

Changes the probability of blood spatter from attacking someone from 33 to item.force * 2

Path changes:
/obj/item/weapon/reagent_containers/ld50_syringe > /obj/item/weapon/reagent_containers/syringe/lethal
/obj/item/weapon/reagent_containers/ld50_syringe/choral > /obj/item/weapon/reagent_containers/syringe/lethal/choral
possibly some others? i think this is it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5815 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2013-03-06 17:44:49 +00:00
parent 8b8da29931
commit 786242f9b2
24 changed files with 694 additions and 997 deletions
@@ -1,5 +1,5 @@
/obj/structure/closet/secure_closet/captains
name = "Captain's Locker"
name = "captain's locker"
req_access = list(access_captain)
icon_state = "capsecure1"
icon_closed = "capsecure"
@@ -30,7 +30,7 @@
/obj/structure/closet/secure_closet/hop
name = "Head of Personnel's Locker"
name = "head of personnel's locker"
req_access = list(access_hop)
icon_state = "hopsecure1"
icon_closed = "hopsecure"
@@ -58,7 +58,7 @@
/obj/structure/closet/secure_closet/hos
name = "Head of Security's Locker"
name = "head of security's locker"
req_access = list(access_hos)
icon_state = "hossecure1"
icon_closed = "hossecure"
@@ -93,7 +93,7 @@
/obj/structure/closet/secure_closet/warden
name = "Warden's Locker"
name = "warden's locker"
req_access = list(access_armory)
icon_state = "wardensecure1"
icon_closed = "wardensecure"
@@ -127,7 +127,7 @@
/obj/structure/closet/secure_closet/security
name = "Security Officer's Locker"
name = "security officer's locker"
req_access = list(access_security)
icon_state = "sec1"
icon_closed = "sec"
@@ -191,7 +191,7 @@
/obj/structure/closet/secure_closet/detective
name = "Detective's Cabinet"
name = "detective's cabinet"
req_access = list(access_forensics_lockers)
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
@@ -230,24 +230,21 @@
icon_state = icon_opened
/obj/structure/closet/secure_closet/injection
name = "Lethal Injections"
name = "lethal injections"
req_access = list(access_captain)
New()
..()
sleep(2)
new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src)
new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src)
new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src)
new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src)
new /obj/item/weapon/reagent_containers/ld50_syringe/choral(src)
return
new /obj/item/weapon/reagent_containers/syringe/lethal/choral(src)
new /obj/item/weapon/reagent_containers/syringe/lethal/choral(src)
new /obj/item/weapon/reagent_containers/syringe/lethal/choral(src)
new /obj/item/weapon/reagent_containers/syringe/lethal/choral(src)
new /obj/item/weapon/reagent_containers/syringe/lethal/choral(src)
/obj/structure/closet/secure_closet/brig
name = "Brig Locker"
name = "brig locker"
req_access = list(access_brig)
anchored = 1
var/id = null
@@ -260,7 +257,7 @@
/obj/structure/closet/secure_closet/courtroom
name = "Courtroom Locker"
name = "courtroom locker"
req_access = list(access_court)
New()
+44 -40
View File
@@ -18,7 +18,7 @@
/obj/structure/toilet/attack_hand(mob/living/user as mob)
if(swirlie)
usr.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie.name]'s head!</span>", "<span class='notice'>You slam the toilet seat onto [swirlie.name]'s head!</span>", "You hear reverberating porcelain.")
usr.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie]'s head!</span>", "<span class='notice'>You slam the toilet seat onto [swirlie]'s head!</span>", "You hear reverberating porcelain.")
swirlie.adjustBruteLoss(8)
return
@@ -32,7 +32,7 @@
user.put_in_hands(I)
else
I.loc = get_turf(src)
user << "<span class='notice'>You find \an [I] in the cistern.</span>"
user << "<span class='notice'>You find [I] in the cistern.</span>"
w_items -= I.w_class
return
@@ -58,15 +58,15 @@
if(isliving(G.affecting))
var/mob/living/GM = G.affecting
if(G.state>1)
if(!GM.loc == get_turf(src))
user << "<span class='notice'>[GM.name] needs to be on the toilet.</span>"
if(G.state > 1)
if(GM.loc != get_turf(src))
user << "<span class='notice'>[GM.name] needs to be on [src].</span>"
return
if(open && !swirlie)
user.visible_message("<span class='danger'>[user] starts to give [GM.name] a swirlie!</span>", "<span class='notice'>You start to give [GM.name] a swirlie!</span>")
user.visible_message("<span class='danger'>[user] starts to give [GM] a swirlie!</span>", "<span class='notice'>You start to give [GM] a swirlie!</span>")
swirlie = GM
if(do_after(user, 30, 5, 0))
user.visible_message("<span class='danger'>[user] gives [GM.name] a swirlie!</span>", "<span class='notice'>You give [GM.name] a swirlie!</span>", "You hear a toilet flushing.")
user.visible_message("<span class='danger'>[user] gives [GM] a swirlie!</span>", "<span class='notice'>You give [GM] a swirlie!</span>", "You hear a toilet flushing.")
if(iscarbon(GM))
var/mob/living/carbon/C = GM
if(!C.internal)
@@ -75,14 +75,14 @@
GM.adjustOxyLoss(5)
swirlie = null
else
user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM] into [src]!</span>")
GM.adjustBruteLoss(8)
else
user << "<span class='notice'>You need a tighter grip.</span>"
if(cistern)
if(I.w_class > 3)
user << "<span class='notice'>\The [I] does not fit.</span>"
user << "<span class='notice'>[I] does not fit.</span>"
return
if(w_items + I.w_class > 5)
user << "<span class='notice'>The cistern is full.</span>"
@@ -90,7 +90,7 @@
user.drop_item()
I.loc = src
w_items += I.w_class
user << "You carefully place \the [I] into the cistern."
user << "<span class='notice'>You carefully place [I] into the cistern.</span>"
return
@@ -103,16 +103,16 @@
density = 0
anchored = 1
/obj/structure/urinal/attackby(obj/item/I as obj, mob/user as mob)
/obj/structure/urinal/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = I
if(isliving(G.affecting))
var/mob/living/GM = G.affecting
if(G.state>1)
if(!GM.loc == get_turf(src))
user << "<span class='notice'>[GM.name] needs to be on the urinal.</span>"
if(G.state > 1)
if(GM.loc != get_turf(src))
user << "<span class='notice'>[GM.name] needs to on [src].</span>"
return
user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
user.visible_message("<span class='danger'>[user] slams [GM] into [src]!</span>", "<span class='notice'>You slam [GM] into [src]!</span>")
GM.adjustBruteLoss(8)
else
user << "<span class='notice'>You need a tighter grip.</span>"
@@ -143,17 +143,17 @@
anchored = 1
mouse_opacity = 0
/obj/machinery/shower/attack_hand(mob/M as mob)
/obj/machinery/shower/attack_hand(mob/M)
on = !on
update_icon()
if(on)
if (M.loc == loc)
wash(M)
check_heat(M)
for (var/atom/movable/G in src.loc)
for (var/atom/movable/G in loc)
G.clean_blood()
/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob)
/obj/machinery/shower/attackby(obj/item/I, mob/user)
if(I.type == /obj/item/device/analyzer)
user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
if(istype(I, /obj/item/weapon/wrench))
@@ -206,7 +206,7 @@
..()
//Yes, showers are super powerful as far as washing goes.
/obj/machinery/shower/proc/wash(atom/movable/O as obj|mob)
/obj/machinery/shower/proc/wash(atom/movable/O)
if(!on) return
if(iscarbon(O))
@@ -287,7 +287,7 @@
for(var/mob/living/carbon/C in loc)
check_heat(C)
/obj/machinery/shower/proc/check_heat(mob/M as mob)
/obj/machinery/shower/proc/check_heat(mob/M)
if(!on || watertemp == "normal") return
if(iscarbon(M))
var/mob/living/carbon/C = M
@@ -321,42 +321,46 @@
anchored = 1
var/busy = 0 //Something's being washed at the moment
/obj/structure/sink/attack_hand(mob/M as mob)
if(isrobot(M) || isAI(M))
/obj/structure/sink/attack_hand(mob/user)
if(isrobot(user) || isAI(user))
return
if(busy)
M << "\red Someone's already washing here."
user << "<span class='notice'>Someone's already washing here.</span>"
return
var/turf/location = M.loc
var/turf/location = user.loc
if(!isturf(location)) return
usr << "\blue You start washing your hands."
user << "<span class='notice'>You start washing your hands.</span>"
busy = 1
sleep(40)
busy = 0
if(M.loc != location) return //Person has moved away from the sink
if(user.loc != location) return //Person has moved away from the sink
M.clean_blood()
for(var/mob/V in viewers(src, null))
V.show_message("\blue [M] washes their hands using \the [src].")
user.clean_blood()
user.visible_message("<span class='notice'>[user] washes their hands in [src].</span>")
/obj/structure/sink/attackby(obj/item/O as obj, mob/user as mob)
/obj/structure/sink/attackby(obj/item/O, mob/user)
if(busy)
user << "\red Someone's already washing here."
user << "<span class='notice'>Someone's already washing here.</span>"
return
if (istype(O, /obj/item/weapon/reagent_containers))
if(istype(O, /obj/item/trash))
user.drop_item()
user << "<span class='notice'>You wash up [O].</span>" //sims!!!
del(O)
if(istype(O, /obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/RG = O
RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
user.visible_message("\blue [user] fills the [RG] using \the [src].","\blue You fill the [RG] using \the [src].")
user << "<span class='notice'>You fill [RG] from [src].</span>"
return
else if (istype(O, /obj/item/weapon/melee/baton))
else if(istype(O, /obj/item/weapon/melee/baton))
var/obj/item/weapon/melee/baton/B = O
if (B.charges > 0 && B.status == 1)
if(B.charges > 0 && B.status == 1)
flick("baton_active", src)
user.Stun(10)
user.stuttering = 10
@@ -367,8 +371,8 @@
else
B.charges--
user.visible_message( \
"[user] was stunned by his wet [O].", \
"\red You have wet \the [O], it shocks you!")
"<span class='danger'>[user] was stunned by \his wet [O]!</span>", \
"<span class='userdanger'>[user] was stunned by \his wet [O]!</span>")
return
var/turf/location = user.loc
@@ -377,7 +381,7 @@
var/obj/item/I = O
if(!I || !istype(I,/obj/item)) return
usr << "\blue You start washing \the [I]."
usr << "<span class='notice'>You start washing [I].</span>"
busy = 1
sleep(40)
@@ -389,8 +393,8 @@
O.clean_blood()
user.visible_message( \
"\blue [user] washes \a [I] using \the [src].", \
"\blue You wash \a [I] using \the [src].")
"<span class='notice'>[user] washes [I] using [src].</span>", \
"<span class='notice'>You wash [I] using [src].</span>")
/obj/structure/sink/kitchen