Conflicts III

This commit is contained in:
Xhuis
2016-05-22 15:05:00 -04:00
136 changed files with 916 additions and 481 deletions
@@ -77,8 +77,8 @@
new /obj/item/weapon/shield/riot/tele(src)
new /obj/item/weapon/storage/belt/security/full(src)
new /obj/item/weapon/gun/energy/gun/hos(src)
new /obj/item/weapon/door_remote/head_of_security(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/weapon/pinpointer(src)
/obj/structure/closet/secure_closet/warden
name = "\proper warden's locker"
@@ -101,6 +101,7 @@
new /obj/item/weapon/storage/belt/security/full(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/clothing/gloves/color/black/krav_maga/sec(src)
new /obj/item/weapon/door_remote/head_of_security(src)
/obj/structure/closet/secure_closet/security
name = "security officer's locker"
+6 -21
View File
@@ -239,38 +239,23 @@
//a rock is flora according to where the icon file is
//and now these defines
/obj/structure/flora/rock
name = "rock"
desc = "a rock"
icon_state = "rock"
icon_state = "basalt"
desc = "A volcanic rock"
icon = 'icons/obj/flora/rocks.dmi'
anchored = 1
burn_state = FIRE_PROOF
density = 1
/obj/structure/flora/rock/New()
..()
icon_state = "[icon_state][rand(1,5)]"
/obj/structure/flora/rock/pile
name = "rocks"
desc = "some rocks"
icon_state = "rockpile"
density = 0
/obj/structure/flora/rock/volcanic
icon_state = "basalt"
desc = "A volcanic rock"
/obj/structure/flora/rock/volcanic/New()
..()
icon_state = "[icon_state][rand(1,3)]"
/obj/structure/flora/rock/pile/volcanic
/obj/structure/flora/rock/pile
icon_state = "lavarocks"
desc = "A pile of rocks"
/obj/structure/flora/rock/pile/volcanic/New()
/obj/structure/flora/rock/pile/New()
..()
icon_state = "[icon_state][rand(1,3)]"
+1 -1
View File
@@ -376,7 +376,7 @@
user.visible_message("<span class='notice'>[user] plates [src] with runed metal.</span>", "<span class='notice'>You construct a runed wall.</span>")
R.use(1)
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall/cult)
T.ChangeTurf(/turf/closed/wall/mineral/cult)
qdel(src)
else
+35 -10
View File
@@ -134,7 +134,7 @@
return 0
if(!G.confirm())
return 0
G.affecting.loc = src.loc
G.affecting.forceMove(src.loc)
if(istype(src, /obj/structure/table/optable))
var/obj/structure/table/optable/OT = src
G.affecting.resting = 1
@@ -263,29 +263,54 @@
buildstack = /obj/item/stack/sheet/glass
canSmoothWith = null
health = 50
var/list/debris = list()
/obj/structure/table/glass/New()
. = ..()
debris += new frame
debris += new /obj/item/weapon/shard
/obj/structure/table/glass/Destroy()
for(var/i in debris)
qdel(i)
. = ..()
/obj/structure/table/glass/Crossed(atom/movable/AM)
. = ..()
if(flags & NODECONSTRUCT)
return
if(!isliving(AM))
return
// Don't break if they're just flying past
if(AM.throwing)
return
spawn(5)
// Check again in a bit though
if(AM.loc == get_turf(src))
check_break(AM)
else
check_break(AM)
if(istype(AM, /mob/living))
var/mob/living/M = AM
if(has_gravity(M) && M.mob_size > MOB_SIZE_SMALL)
table_shatter(M)
/obj/structure/table/glass/proc/check_break(mob/living/M)
if(has_gravity(M) && M.mob_size > MOB_SIZE_SMALL)
table_shatter(M)
/obj/structure/table/glass/proc/table_shatter(mob/M)
visible_message("<span class='warning'>[src] breaks!</span>")
visible_message("<span class='warning'>[src] breaks!</span>",
"<span class='danger'>You hear breaking glass.</span>")
playsound(src.loc, "shatter", 50, 1)
new frame(src.loc)
var/obj/item/weapon/shard/S = new(src.loc)
S.throw_impact(M)
for(var/i in debris)
var/atom/movable/AM = i
AM.loc = get_turf(src)
if(istype(AM, /obj/item/weapon/shard))
AM.throw_impact(M)
M.Weaken(5)
qdel(src)
/obj/structure/table/glass/narsie_act()
color = NARSIE_WINDOW_COLOUR
for(var/obj/item/weapon/shard/S in debris)
S.color = NARSIE_WINDOW_COLOUR
/*
* Wooden tables
*/
+1 -1
View File
@@ -182,7 +182,7 @@
else
if(istype(loc, /turf/open))
var/turf/open/tile = loc
tile.MakeSlippery()
tile.MakeSlippery(min = 5, max = 1)
/obj/machinery/shower/attackby(obj/item/I, mob/user, params)
+2 -3
View File
@@ -69,10 +69,9 @@
shatter()
/obj/structure/window/narsie_act()
var/evil_color = "#7D1919"
color = evil_color
color = NARSIE_WINDOW_COLOUR
for(var/obj/item/weapon/shard/shard in debris)
shard.color = evil_color
shard.color = NARSIE_WINDOW_COLOUR
/obj/structure/window/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)