Initial pass to convert LF to CRLF

Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
This commit is contained in:
Mloc-Hibernia
2014-03-24 08:53:40 +00:00
parent ad43f3ecba
commit 8af8a43d6f
216 changed files with 31650 additions and 31650 deletions
@@ -1,95 +1,95 @@
/obj/structure/closet/crate/bin
desc = "A trash bin, place your trash here for the janitor to collect."
name = "trash bin"
icon = 'icons/obj/storage.dmi'
icon_state = "largebins"
density = 1
anchored = 1
icon_opened = "largebinsopen"
icon_closed = "largebins"
sound_effect_open = 'sound/effects/bin_open.ogg'
sound_effect_close = 'sound/effects/bin_close.ogg'
var/animation = "animate_largebins"
var/redlight = "largebinr"
var/greenlight = "largebing"
var/orangelight = "largebino"
/obj/structure/closet/crate/bin/New()
..()
update_icon()
/obj/structure/closet/crate/bin/update_icon()
..()
overlays.Cut()
if(contents.len == 0)
overlays += greenlight
else if(contents.len >= storage_capacity)
overlays += redlight
else
overlays += orangelight
/obj/structure/closet/crate/bin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/storage/bag/trash))
var/obj/item/weapon/storage/bag/trash/T = W
user << "\blue You fill the bag."
for(var/obj/item/O in src)
if(T.can_be_inserted(O, 1))
O.loc = T
T.update_icon()
do_animate()
else if(istype(W, /obj/item/weapon/wrench))
anchored = !anchored
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
else if(istype(W, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = W
src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
else
..()
/obj/structure/closet/crate/bin/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
. = ..(O, user, 0, 0, 0)
if(.)
if(O != user)
user.visible_message("<span class='danger'>[user] tries to stuff [O] into the [src].</span>", \
"<span class='danger'>You try to stuff [O] into the [src].</span>", \
"<span class='danger'>You hear clanging.</span>")
if (!do_after(user, 40))
return
if(!..(O, user, 0, 0))
return
user.visible_message("<span class='notice'>[user] stuffs [O] into the [src].</span>", \
"<span class='notice'>You stuff [O] into the [src].</span>", \
"<span class='notice'>You hear a loud metal bang.</span>")
insert(O, 1, !opened)
if(opened)
close()
/obj/structure/closet/crate/bin/open()
. = ..()
update_icon()
/obj/structure/closet/crate/bin/close()
. = ..()
update_icon()
/obj/structure/closet/crate/bin/proc/do_animate()
playsound(src.loc, sound_effect_open, 15, 1, -3)
flick(animation, src)
spawn(13)
playsound(src.loc, sound_effect_close, 15, 1, -3)
update_icon()
/obj/structure/closet/crate/bin/insert(var/obj/item/I, var/include_mobs = 0, var/animate = 0)
. = ..(I, include_mobs)
if(animate && .)
do_animate()
/obj/structure/closet/crate/bin/place(var/mob/user, var/obj/item/I)
if(contents.len >= storage_capacity)
return 1
if(!opened)
user.drop_item()
insert(I, 0, 1)
return 1
/obj/structure/closet/crate/bin
desc = "A trash bin, place your trash here for the janitor to collect."
name = "trash bin"
icon = 'icons/obj/storage.dmi'
icon_state = "largebins"
density = 1
anchored = 1
icon_opened = "largebinsopen"
icon_closed = "largebins"
sound_effect_open = 'sound/effects/bin_open.ogg'
sound_effect_close = 'sound/effects/bin_close.ogg'
var/animation = "animate_largebins"
var/redlight = "largebinr"
var/greenlight = "largebing"
var/orangelight = "largebino"
/obj/structure/closet/crate/bin/New()
..()
update_icon()
/obj/structure/closet/crate/bin/update_icon()
..()
overlays.Cut()
if(contents.len == 0)
overlays += greenlight
else if(contents.len >= storage_capacity)
overlays += redlight
else
overlays += orangelight
/obj/structure/closet/crate/bin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/storage/bag/trash))
var/obj/item/weapon/storage/bag/trash/T = W
user << "\blue You fill the bag."
for(var/obj/item/O in src)
if(T.can_be_inserted(O, 1))
O.loc = T
T.update_icon()
do_animate()
else if(istype(W, /obj/item/weapon/wrench))
anchored = !anchored
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
else if(istype(W, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = W
src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
else
..()
/obj/structure/closet/crate/bin/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
. = ..(O, user, 0, 0, 0)
if(.)
if(O != user)
user.visible_message("<span class='danger'>[user] tries to stuff [O] into the [src].</span>", \
"<span class='danger'>You try to stuff [O] into the [src].</span>", \
"<span class='danger'>You hear clanging.</span>")
if (!do_after(user, 40))
return
if(!..(O, user, 0, 0))
return
user.visible_message("<span class='notice'>[user] stuffs [O] into the [src].</span>", \
"<span class='notice'>You stuff [O] into the [src].</span>", \
"<span class='notice'>You hear a loud metal bang.</span>")
insert(O, 1, !opened)
if(opened)
close()
/obj/structure/closet/crate/bin/open()
. = ..()
update_icon()
/obj/structure/closet/crate/bin/close()
. = ..()
update_icon()
/obj/structure/closet/crate/bin/proc/do_animate()
playsound(src.loc, sound_effect_open, 15, 1, -3)
flick(animation, src)
spawn(13)
playsound(src.loc, sound_effect_close, 15, 1, -3)
update_icon()
/obj/structure/closet/crate/bin/insert(var/obj/item/I, var/include_mobs = 0, var/animate = 0)
. = ..(I, include_mobs)
if(animate && .)
do_animate()
/obj/structure/closet/crate/bin/place(var/mob/user, var/obj/item/I)
if(contents.len >= storage_capacity)
return 1
if(!opened)
user.drop_item()
insert(I, 0, 1)
return 1
return 0
@@ -1,152 +1,152 @@
/obj/structure/closet/statue
name = "statue"
desc = "An incredibly lifelike marble carving"
icon = 'icons/obj/statue.dmi'
icon_state = "human_male"
density = 1
anchored = 1
health = 0 //destroying the statue kills the mob within
var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
var/intialBrute = 0
var/intialOxy = 0
var/timer = 240 //eventually the person will be freed
/obj/structure/closet/statue/New(loc, var/mob/living/L)
if(ishuman(L) || ismonkey(L) || iscorgi(L))
if(L.buckled)
L.buckled = 0
L.anchored = 0
if(L.client)
L.client.perspective = EYE_PERSPECTIVE
L.client.eye = src
L.loc = src
L.sdisabilities += MUTE
health = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
intialTox = L.getToxLoss()
intialFire = L.getFireLoss()
intialBrute = L.getBruteLoss()
intialOxy = L.getOxyLoss()
if(ishuman(L))
name = "statue of [L.name]"
if(L.gender == "female")
icon_state = "human_female"
else if(ismonkey(L))
name = "statue of a monkey"
icon_state = "monkey"
else if(iscorgi(L))
name = "statue of a corgi"
icon_state = "corgi"
desc = "If it takes forever, I will wait for you..."
if(health == 0) //meaning if the statue didn't find a valid target
qdel(src)
return
processing_objects.Add(src)
..()
/obj/structure/closet/statue/process()
timer--
for(var/mob/living/M in src) //Go-go gadget stasis field
M.setToxLoss(intialTox)
M.adjustFireLoss(intialFire - M.getFireLoss())
M.adjustBruteLoss(intialBrute - M.getBruteLoss())
M.setOxyLoss(intialOxy)
if (timer <= 0)
dump_contents()
processing_objects.Remove(src)
qdel(src)
/obj/structure/closet/statue/dump_contents()
for(var/obj/O in src)
O.loc = src.loc
for(var/mob/living/M in src)
M.loc = src.loc
M.sdisabilities -= MUTE
M.take_overall_damage((M.health - health - 100),0) //any new damage the statue incurred is transfered to the mob
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
/obj/structure/closet/statue/take_contents()
return
/obj/structure/closet/statue/open()
return
/obj/structure/closet/statue/take_contents()
return
/obj/structure/closet/statue/open()
return
/obj/structure/closet/statue/insert()
return
/obj/structure/closet/statue/close()
return
/obj/structure/closet/statue/toggle()
return
/obj/structure/closet/statue/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
if(health <= 0)
for(var/mob/M in src)
shatter(M)
return
/obj/structure/closet/statue/attack_animal(mob/living/simple_animal/user as mob)
if(user.environment_smash)
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/blob_act()
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/meteorhit(obj/O as obj)
if(O.icon_state == "flaming")
for(var/mob/M in src)
M.meteorhit(O)
shatter(M)
/obj/structure/closet/statue/attackby(obj/item/I as obj, mob/user as mob)
health -= I.force
visible_message("\red [user] strikes [src] with [I].")
if(health <= 0)
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/place()
return
/obj/structure/closet/statue/MouseDrop_T()
return
/obj/structure/closet/statue/relaymove()
return
/obj/structure/closet/statue/attack_hand()
return
/obj/structure/closet/statue/verb_toggleopen()
return
/obj/structure/closet/statue/update_icon()
return
/obj/structure/closet/statue/proc/shatter(mob/user as mob)
if (user)
user.dust()
dump_contents()
visible_message("\red [src] shatters!. ")
qdel(src)
/obj/structure/closet/statue/container_resist()
return
/obj/structure/closet/statue
name = "statue"
desc = "An incredibly lifelike marble carving"
icon = 'icons/obj/statue.dmi'
icon_state = "human_male"
density = 1
anchored = 1
health = 0 //destroying the statue kills the mob within
var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
var/intialBrute = 0
var/intialOxy = 0
var/timer = 240 //eventually the person will be freed
/obj/structure/closet/statue/New(loc, var/mob/living/L)
if(ishuman(L) || ismonkey(L) || iscorgi(L))
if(L.buckled)
L.buckled = 0
L.anchored = 0
if(L.client)
L.client.perspective = EYE_PERSPECTIVE
L.client.eye = src
L.loc = src
L.sdisabilities += MUTE
health = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
intialTox = L.getToxLoss()
intialFire = L.getFireLoss()
intialBrute = L.getBruteLoss()
intialOxy = L.getOxyLoss()
if(ishuman(L))
name = "statue of [L.name]"
if(L.gender == "female")
icon_state = "human_female"
else if(ismonkey(L))
name = "statue of a monkey"
icon_state = "monkey"
else if(iscorgi(L))
name = "statue of a corgi"
icon_state = "corgi"
desc = "If it takes forever, I will wait for you..."
if(health == 0) //meaning if the statue didn't find a valid target
qdel(src)
return
processing_objects.Add(src)
..()
/obj/structure/closet/statue/process()
timer--
for(var/mob/living/M in src) //Go-go gadget stasis field
M.setToxLoss(intialTox)
M.adjustFireLoss(intialFire - M.getFireLoss())
M.adjustBruteLoss(intialBrute - M.getBruteLoss())
M.setOxyLoss(intialOxy)
if (timer <= 0)
dump_contents()
processing_objects.Remove(src)
qdel(src)
/obj/structure/closet/statue/dump_contents()
for(var/obj/O in src)
O.loc = src.loc
for(var/mob/living/M in src)
M.loc = src.loc
M.sdisabilities -= MUTE
M.take_overall_damage((M.health - health - 100),0) //any new damage the statue incurred is transfered to the mob
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
/obj/structure/closet/statue/take_contents()
return
/obj/structure/closet/statue/open()
return
/obj/structure/closet/statue/take_contents()
return
/obj/structure/closet/statue/open()
return
/obj/structure/closet/statue/insert()
return
/obj/structure/closet/statue/close()
return
/obj/structure/closet/statue/toggle()
return
/obj/structure/closet/statue/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
if(health <= 0)
for(var/mob/M in src)
shatter(M)
return
/obj/structure/closet/statue/attack_animal(mob/living/simple_animal/user as mob)
if(user.environment_smash)
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/blob_act()
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/meteorhit(obj/O as obj)
if(O.icon_state == "flaming")
for(var/mob/M in src)
M.meteorhit(O)
shatter(M)
/obj/structure/closet/statue/attackby(obj/item/I as obj, mob/user as mob)
health -= I.force
visible_message("\red [user] strikes [src] with [I].")
if(health <= 0)
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/place()
return
/obj/structure/closet/statue/MouseDrop_T()
return
/obj/structure/closet/statue/relaymove()
return
/obj/structure/closet/statue/attack_hand()
return
/obj/structure/closet/statue/verb_toggleopen()
return
/obj/structure/closet/statue/update_icon()
return
/obj/structure/closet/statue/proc/shatter(mob/user as mob)
if (user)
user.dust()
dump_contents()
visible_message("\red [src] shatters!. ")
qdel(src)
/obj/structure/closet/statue/container_resist()
return
+21 -21
View File
@@ -1,22 +1,22 @@
/obj/structure/dresser
name = "dresser"
desc = "A nicely-crafted wooden dresser. It's filled with lots of undies."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "dresser"
density = 1
anchored = 1
/obj/structure/dresser/attack_hand(mob/user as mob)
if(!Adjacent(user))//no tele-grooming
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/new_undies = input(user, "Select your underwear", "Changing") as null|anything in underwear_all
if(!Adjacent(user))//no tele-grooming
return
if(new_undies)
H.underwear = new_undies
add_fingerprint(H)
/obj/structure/dresser
name = "dresser"
desc = "A nicely-crafted wooden dresser. It's filled with lots of undies."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "dresser"
density = 1
anchored = 1
/obj/structure/dresser/attack_hand(mob/user as mob)
if(!Adjacent(user))//no tele-grooming
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/new_undies = input(user, "Select your underwear", "Changing") as null|anything in underwear_all
if(!Adjacent(user))//no tele-grooming
return
if(new_undies)
H.underwear = new_undies
add_fingerprint(H)
H.update_body()
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