Merge branch 'master' of https://github.com/tgstation/-tg-station into parahats

Conflicts:
	code/modules/clothing/head/soft_caps.dm
	icons/mob/head.dmi
	icons/obj/clothing/hats.dmi
This commit is contained in:
paprka
2014-12-19 10:41:27 -08:00
110 changed files with 987 additions and 623 deletions
+2 -2
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@@ -348,7 +348,7 @@ atom/proc/generate_female_clothing(index,t_color,icon)
flags |= (visor_flags)
flags_inv |= (visor_flags_inv)
icon_state = initial(icon_state)
usr << "You pull the [src] down."
usr << "You pull \the [src] down."
flash_protect = initial(flash_protect)
tint = initial(tint)
else
@@ -356,7 +356,7 @@ atom/proc/generate_female_clothing(index,t_color,icon)
flags &= ~(visor_flags)
flags_inv &= ~(visor_flags_inv)
icon_state = "[initial(icon_state)]up"
usr << "You push the [src] up."
usr << "You push \the [src] up."
flash_protect = 0
tint = 0
+2 -2
View File
@@ -32,14 +32,14 @@
flags |= (visor_flags)
flags_inv |= (visor_flags_inv)
icon_state = initial(icon_state)
usr << "You pull the [src] down."
usr << "You pull \the [src] down."
usr.update_inv_head(0)
else
up = !up
flags &= ~(visor_flags)
flags_inv &= ~(visor_flags_inv)
icon_state = "[initial(icon_state)]up"
usr << "You push the [src] up."
usr << "You push \the [src] up."
usr.update_inv_head(0)
/obj/item/clothing/head/helmet/swat
+4 -7
View File
@@ -74,16 +74,11 @@
armor = list(melee = 60, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
strip_delay = 60
/obj/item/clothing/head/warden/drill
name = "warden's drill hat"
desc = "A robust drill hat for the Warden. For keeping the officers and prisoners in line."
icon_state = "wardendrill"
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A robust beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficent protection."
icon_state = "beret_badge"
armor = list(melee = 30, bullet = 5, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyhos
@@ -95,6 +90,8 @@
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "wardenberet"
armor = list(melee = 60, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyofficer
desc = "A special beret with the security insignia emblazoned on it. For officers with class."
+1 -1
View File
@@ -90,7 +90,7 @@
desc = "It's a robust baseball hat in tasteful red colour."
icon_state = "secsoft"
item_color = "sec"
armor = list(melee = 30, bullet = 5, laser = 5, energy = 15, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
strip_delay = 60
/obj/item/clothing/head/soft/emt
+18 -5
View File
@@ -10,12 +10,20 @@
/obj/item/clothing/suit/armor/vest
name = "armor"
desc = "An armored vest that protects against most types of damage."
desc = "A slim armored vest that protects against most types of damage."
icon_state = "armor"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/vest/alt
name = "armor"
desc = "An armored vest that protects against most types of damage. This is a civilian variant."
icon_state = "armoralt"
item_state = "armoralt"
blood_overlay_type = "armor"
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/hos
name = "armored greatcoat"
desc = "A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence."
@@ -38,7 +46,7 @@
/obj/item/clothing/suit/armor/vest/warden
name = "warden's jacket"
desc = "An armored jacket with silver rank pips and livery."
desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets."
icon_state = "warden_jacket"
item_state = "armor"
body_parts_covered = CHEST|GROIN|ARMS
@@ -46,6 +54,11 @@
heat_protection = CHEST|GROIN|ARMS|HANDS
strip_delay = 70
/obj/item/clothing/suit/armor/vest/warden/alt
name = "warden's armored jacket"
desc = "A red jacket with silver rank pips and body armor strapped on top."
icon_state = "warden_alt"
/obj/item/clothing/suit/armor/vest/capcarapace
name = "captain's carapace"
desc = "An armored vest reinforced with ceramic plates and pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
@@ -70,12 +83,12 @@
put_on_delay = 60
/obj/item/clothing/suit/armor/bulletproof
name = "tactical armor"
desc = "A kevlar vest that excels in protecting the wearer against traditional projectile weaponry and explosives."
name = "bulletproof armor"
desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 25, bullet = 60, laser = 25, energy = 10, bomb = 40, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
strip_delay = 70
put_on_delay = 50
+9 -21
View File
@@ -10,29 +10,23 @@
*/
/obj/item/clothing/under/rank/security
name = "security jumpsuit"
desc = "A security jumpsuit for officers complete with nanotrasen waistbuckle."
name = "security suit"
desc = "A formal security suit for officers complete with nanotrasen belt buckle."
icon_state = "security"
item_state = "r_suit"
item_state = "gy_suit"
item_color = "security"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
strip_delay = 50
/obj/item/clothing/under/rank/warden
name = "warden's jumpsuit"
desc = "A security jumpsuit suit with decorative silver pips and 'warden' written on the shoulders."
icon_state = "wardenformal"
item_state = "r_suit"
name = "warden's suit"
desc = "A formal security suit for the warden with blue desginations and '/Warden/' stiched into the shoulders."
icon_state = "warden"
item_state = "gy_suit"
item_color = "warden"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
strip_delay = 50
/obj/item/clothing/under/rank/warden/formal
name = "warden's formal suit"
desc = "A security formal suit with silver shoulder pips, a striped red tie, and tan slacks - the universal sign of bureaucracy.="
icon_state = "wardenformal"
item_color = "wardenformal"
/*
* Detective
*/
@@ -57,19 +51,13 @@
*/
/obj/item/clothing/under/rank/head_of_security
name = "head of security's suit"
desc = "The jumpsuit worn by those few with the dedication to achieve the position of Head of Security."
desc = "A security suit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "hos"
item_state = "r_suit"
item_state = "gy_suit"
item_color = "hos"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
strip_delay = 60
/obj/item/clothing/under/rank/head_of_security/formal
name = "head of security's formal suit"
desc = "The formal suit for a Head of Security with a superior sense of style."
icon_state = "hosformal"
item_color = "hosformal"
/*
* Navy uniforms
*/
+82 -1
View File
@@ -195,4 +195,85 @@
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white and blue."
icon_state = "medblueband"
item_color = "medblueband"
item_color = "medblueband"
///////////
//SCARVES//
///////////
/obj/item/clothing/tie/scarf
name = "scarf"
desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
/obj/item/clothing/tie/scarf/red
name = "red scarf"
icon_state = "redscarf"
item_color = "redscarf"
/obj/item/clothing/tie/scarf/green
name = "green scarf"
icon_state = "greenscarf"
item_color = "greenscarf"
/obj/item/clothing/tie/scarf/darkblue
name = "dark blue scarf"
icon_state = "darkbluescarf"
item_color = "darkbluescarf"
/obj/item/clothing/tie/scarf/purple
name = "purple scarf"
icon_state = "purplescarf"
item_color = "purplescarf"
/obj/item/clothing/tie/scarf/yellow
name = "yellow scarf"
icon_state = "yellowscarf"
item_color = "yellowscarf"
/obj/item/clothing/tie/scarf/orange
name = "orange scarf"
icon_state = "orangescarf"
item_color = "orangescarf"
/obj/item/clothing/tie/scarf/lightblue
name = "light blue scarf"
icon_state = "lightbluescarf"
item_color = "lightbluescarf"
/obj/item/clothing/tie/scarf/white
name = "white scarf"
icon_state = "whitescarf"
item_color = "whitescarf"
/obj/item/clothing/tie/scarf/black
name = "black scarf"
icon_state = "blackscarf"
item_color = "blackscarf"
/obj/item/clothing/tie/scarf/zebra
name = "zebra scarf"
icon_state = "zebrascarf"
item_color = "zebrascarf"
/obj/item/clothing/tie/scarf/christmas
name = "christmas scarf"
icon_state = "christmasscarf"
item_color = "christmasscarf"
//The three following scarves don't have the scarf subtype
//This is because Ian can equip anything from that subtype
//However, these 3 don't have corgi versions of their sprites
/obj/item/clothing/tie/stripedredscarf
name = "striped red scarf"
icon_state = "stripedredscarf"
item_color = "stripedredscarf"
/obj/item/clothing/tie/stripedgreenscarf
name = "striped green scarf"
icon_state = "stripedgreenscarf"
item_color = "stripedgreenscarf"
/obj/item/clothing/tie/stripedbluescarf
name = "striped blue scarf"
icon_state = "stripedbluescarf"
item_color = "stripedbluescarf"
@@ -101,7 +101,7 @@
//The reagents in the bottle splash all over the target, thanks for the idea Nodrak
if(src.reagents)
for(var/mob/O in viewers(user, null))
O.show_message(text("<span class='danger'>The contents of the [src] splashes all over [target]!</span>"), 1)
O.show_message(text("<span class='danger'>The contents of \the [src] splashes all over [target]!</span>"), 1)
src.reagents.reaction(target, TOUCH)
//Finally, smash the bottle. This kills (del) the bottle.
+1 -1
View File
@@ -45,7 +45,7 @@
if(src.reagents.has_reagent("sugar") && M.satiety < -150 && M.nutrition > NUTRITION_LEVEL_STARVING + 50 )
M << "<span class='notice'>You don't feel like drinking any more sugary food at the moment.</span>"
return 0
M << "<span class='notice'>You swallow some of contents of the [src].</span>"
M << "<span class='notice'>You swallow some of contents of \the [src].</span>"
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
+2 -2
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@@ -189,10 +189,10 @@
if(isanimal(M))
if(iscorgi(M))
if(bitecount == 0 || prob(50))
M.emote("me", 1, "nibbles away at the [src]")
M.emote("me", 1, "nibbles away at \the [src]")
bitecount++
if(bitecount >= 5)
var/sattisfaction_text = pick("burps from enjoyment", "yaps for more", "woofs twice", "looks at the area where the [src] was")
var/sattisfaction_text = pick("burps from enjoyment", "yaps for more", "woofs twice", "looks at the area where \the [src] was")
if(sattisfaction_text)
M.emote("me", 1, "[sattisfaction_text]")
qdel(src)
+2 -2
View File
@@ -67,7 +67,7 @@
/obj/item/weapon/grown/log/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || (istype(W, /obj/item/weapon/twohanded/fireaxe) && W:wielded) || istype(W, /obj/item/weapon/melee/energy))
user.show_message("<span class='notice'>You make planks out of the [src]!</span>", 1)
user.show_message("<span class='notice'>You make planks out of \the [src]!</span>", 1)
for(var/i = 0,i < 2,i++)
var/obj/item/stack/sheet/mineral/wood/NG = new (user.loc)
for (var/obj/item/stack/sheet/mineral/wood/G in user.loc)
@@ -83,7 +83,7 @@
if(is_type_in_list(W,accepted))
var/obj/item/weapon/reagent_containers/food/snacks/grown/leaf = W
if(leaf.dry)
user.show_message("<span class='notice'>You wrap the [W] around the log, turning it into a torch!</span>")
user.show_message("<span class='notice'>You wrap \the [W] around the log, turning it into a torch!</span>")
var/obj/item/device/flashlight/flare/torch/T = new /obj/item/device/flashlight/flare/torch(user.loc)
usr.unEquip(W)
usr.put_in_active_hand(T)
+2 -2
View File
@@ -721,12 +721,12 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(anchored == 2)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
anchored = 1
user << "You unscrew the [src]'s hoses."
user << "You unscrew \the [src]'s hoses."
else if(anchored == 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
anchored = 2
user << "You screw in the [src]'s hoses."
user << "You screw in \the [src]'s hoses."
for(var/obj/machinery/hydroponics/h in range(1,src))
spawn()
+1 -1
View File
@@ -152,7 +152,7 @@
if(triggered_by_explosive)
log_game("An explosion has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
else
user.visible_message("<span class='warning'>[user] strikes the [src], causing a chain reaction!</span>")
user.visible_message("<span class='warning'>[user] strikes \the [src], causing a chain reaction!</span>")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
spawn(det_time)
if(primed)
@@ -25,7 +25,15 @@
var/obj/item/inventory_back
var/facehugger
/mob/living/simple_animal/corgi/Life()
/mob/living/simple_animal/corgi/New()
..()
regenerate_icons()
/mob/living/simple_animal/corgi/Die()
..()
regenerate_icons()
/mob/living/simple_animal/corgi/revive()
..()
regenerate_icons()
@@ -141,7 +149,7 @@
//The objects that corgis can wear on their backs.
var/list/allowed_types = list(
/obj/item/clothing/suit/armor/vest,
/obj/item/clothing/suit/armor/vest/alt,
/obj/item/device/radio,
/obj/item/device/radio/off,
/obj/item/clothing/suit/cardborg,
@@ -192,134 +200,138 @@
var/valid = 0
//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a hat is removed.
switch(item_to_add.type)
if( /obj/item/clothing/glasses/sunglasses, /obj/item/clothing/head/that, /obj/item/clothing/head/collectable/paper,
/obj/item/clothing/head/hardhat, /obj/item/clothing/head/collectable/hardhat,/obj/item/clothing/head/hardhat/white, /obj/item/weapon/paper )
valid = 1
if(istype(item_to_add, /obj/item/clothing/tie/scarf))
valid = 1
else
switch(item_to_add.type)
if( /obj/item/clothing/glasses/sunglasses, /obj/item/clothing/head/that, /obj/item/clothing/head/collectable/paper,
/obj/item/clothing/head/hardhat, /obj/item/clothing/head/collectable/hardhat, /obj/item/clothing/head/hardhat/white,
/obj/item/weapon/paper)
valid = 1
if(/obj/item/clothing/head/helmet)
name = "Sergeant [real_name]"
desc = "The ever-loyal, the ever-vigilant."
valid = 1
if(/obj/item/clothing/head/helmet)
name = "Sergeant [real_name]"
desc = "The ever-loyal, the ever-vigilant."
valid = 1
if(/obj/item/clothing/head/chefhat, /obj/item/clothing/head/collectable/chef)
name = "Sous chef [real_name]"
desc = "Your food will be taste-tested. All of it."
valid = 1
if(/obj/item/clothing/head/chefhat, /obj/item/clothing/head/collectable/chef)
name = "Sous chef [real_name]"
desc = "Your food will be taste-tested. All of it."
valid = 1
if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
name = "Captain [real_name]"
desc = "Probably better than the last captain."
valid = 1
if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
name = "Captain [real_name]"
desc = "Probably better than the last captain."
valid = 1
if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
name = "Runtime"
emote_see = list("coughs up a furball", "stretches")
emote_hear = list("purrs")
speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
valid = 1
if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
name = "Runtime"
emote_see = list("coughs up a furball", "stretches")
emote_hear = list("purrs")
speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
valid = 1
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
name = "Hoppy"
emote_see = list("twitches its nose", "hops around a bit")
desc = "This is Hoppy. It's a corgi-...urmm... bunny rabbit"
valid = 1
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
name = "Hoppy"
emote_see = list("twitches its nose", "hops around a bit")
desc = "This is Hoppy. It's a corgi-...urmm... bunny rabbit"
valid = 1
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
name = "Yann"
desc = "Mon dieu! C'est un chien!"
speak = list("le woof!", "le bark!", "JAPPE!!")
emote_see = list("cowers in fear.", "surrenders.", "plays dead.","looks as though there is a wall in front of him.")
valid = 1
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
name = "Yann"
desc = "Mon dieu! C'est un chien!"
speak = list("le woof!", "le bark!", "JAPPE!!")
emote_see = list("cowers in fear.", "surrenders.", "plays dead.","looks as though there is a wall in front of him.")
valid = 1
if(/obj/item/clothing/head/det_hat)
name = "Detective [real_name]"
desc = "[name] sees through your lies..."
emote_see = list("investigates the area.","sniffs around for clues.","searches for scooby snacks.")
valid = 1
if(/obj/item/clothing/head/det_hat)
name = "Detective [real_name]"
desc = "[name] sees through your lies..."
emote_see = list("investigates the area.","sniffs around for clues.","searches for scooby snacks.")
valid = 1
if(/obj/item/clothing/head/nursehat)
name = "Nurse [real_name]"
desc = "[name] needs 100cc of beef jerky...STAT!"
valid = 1
if(/obj/item/clothing/head/nursehat)
name = "Nurse [real_name]"
desc = "[name] needs 100cc of beef jerky...STAT!"
valid = 1
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
name = "[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]"
desc = "Yaarghh!! Thar' be a scurvy dog!"
emote_see = list("hunts for treasure.","stares coldly...","gnashes his tiny corgi teeth!")
emote_hear = list("growls ferociously!", "snarls.")
speak = list("Arrrrgh!!","Grrrrrr!")
valid = 1
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
name = "[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]"
desc = "Yaarghh!! Thar' be a scurvy dog!"
emote_see = list("hunts for treasure.","stares coldly...","gnashes his tiny corgi teeth!")
emote_hear = list("growls ferociously!", "snarls.")
speak = list("Arrrrgh!!","Grrrrrr!")
valid = 1
if(/obj/item/clothing/head/ushanka)
name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
desc = "A follower of Karl Barx."
emote_see = list("contemplates the failings of the capitalist economic model.", "ponders the pros and cons of vangaurdism.")
valid = 1
if(/obj/item/clothing/head/ushanka)
name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
desc = "A follower of Karl Barx."
emote_see = list("contemplates the failings of the capitalist economic model.", "ponders the pros and cons of vangaurdism.")
valid = 1
if(/obj/item/clothing/head/collectable/police)
name = "Officer [real_name]"
emote_see = list("drools.","looks for donuts.")
desc = "Stop right there criminal scum!"
valid = 1
if(/obj/item/clothing/head/collectable/police)
name = "Officer [real_name]"
emote_see = list("drools.","looks for donuts.")
desc = "Stop right there criminal scum!"
valid = 1
if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
name = "Grandwizard [real_name]"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
valid = 1
if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
name = "Grandwizard [real_name]"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
valid = 1
if(/obj/item/clothing/head/cardborg)
name = "Borgi"
speak = list("Ping!","Beep!","Woof!")
emote_see = list("goes rogue.", "sniffs out non-humans.")
desc = "Result of robotics budget cuts."
valid = 1
if(/obj/item/clothing/head/cardborg)
name = "Borgi"
speak = list("Ping!","Beep!","Woof!")
emote_see = list("goes rogue.", "sniffs out non-humans.")
desc = "Result of robotics budget cuts."
valid = 1
if(/obj/item/weapon/bedsheet)
name = "\improper Ghost"
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
emote_see = list("stumbles around.", "shivers.")
emote_hear = list("howls!","groans.")
desc = "Spooky!"
valid = 1
if(/obj/item/weapon/bedsheet)
name = "\improper Ghost"
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
emote_see = list("stumbles around.", "shivers.")
emote_hear = list("howls!","groans.")
desc = "Spooky!"
valid = 1
if(/obj/item/clothing/head/helmet/space/santahat)
name = "Santa's Corgi Helper"
emote_hear = list("barks christmas songs.", "yaps merrily!")
emote_see = list("looks for presents.", "checks his list.")
desc = "He's very fond of milk and cookies."
valid = 1
if(/obj/item/clothing/head/helmet/space/santahat)
name = "Santa's Corgi Helper"
emote_hear = list("barks christmas songs.", "yaps merrily!")
emote_see = list("looks for presents.", "checks his list.")
desc = "He's very fond of milk and cookies."
valid = 1
if(/obj/item/clothing/head/soft)
name = "Corgi Tech [real_name]"
desc = "The reason your yellow gloves have chew-marks."
valid = 1
if(/obj/item/clothing/head/soft)
name = "Corgi Tech [real_name]"
desc = "The reason your yellow gloves have chew-marks."
valid = 1
if(/obj/item/clothing/head/hardhat/reindeer)
name = "[real_name] the red-nosed Corgi"
emote_hear = list("lights the way!", "illuminates.", "yaps!")
desc = "He has a very shiny nose."
SetLuminosity(1)
valid = 1
if(/obj/item/clothing/head/hardhat/reindeer)
name = "[real_name] the red-nosed Corgi"
emote_hear = list("lights the way!", "illuminates.", "yaps!")
desc = "He has a very shiny nose."
SetLuminosity(1)
valid = 1
if(/obj/item/clothing/head/sombrero)
name = "Segnor [real_name]"
desc = "You must respect elder [real_name]"
valid = 1
if(/obj/item/clothing/head/sombrero)
name = "Segnor [real_name]"
desc = "You must respect elder [real_name]"
valid = 1
if(/obj/item/clothing/head/hopcap)
name = "Lieutenant [real_name]"
desc = "Can actually be trusted to not run off on his own."
valid = 1
if(/obj/item/clothing/head/hopcap)
name = "Lieutenant [real_name]"
desc = "Can actually be trusted to not run off on his own."
valid = 1
if(valid)
if(!usr.drop_item())
usr << "<span class='notice'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s head!</span>"
return 0
if(health <= 0)
usr << "<span class ='notice'>There is merely a dull, lifeless look in [real_name]'s eyes as you put the [item_to_add] on \him.</span>"
else if(usr)
if(!usr.drop_item())
usr << "<span class='notice'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s head!</span>"
return 0
usr.visible_message("[usr] puts [item_to_add] on [real_name]'s head. [src] looks at [usr] and barks once.",
"You put [item_to_add] on [real_name]'s head. [src] gives you a peculiar look, then wags \his tail once and barks.",
"You hear a friendly-sounding bark.")
@@ -411,25 +423,27 @@
/mob/living/simple_animal/corgi/regenerate_icons()
overlays = list()
overlays.Cut()
if(inventory_head)
var/head_icon_state = inventory_head.icon_state
var/image/head_icon
if(health <= 0)
head_icon_state += "2"
var/icon/head_icon = image('icons/mob/corgi_head.dmi',head_icon_state)
if(head_icon)
overlays += head_icon
head_icon = image('icons/mob/corgi_head.dmi', icon_state = inventory_head.icon_state, dir = EAST)
head_icon.pixel_y = -8
head_icon.transform = turn(head_icon.transform, 180)
else
head_icon = image('icons/mob/corgi_head.dmi', icon_state = inventory_head.icon_state)
overlays += head_icon
if(inventory_back)
var/back_icon_state = inventory_back.icon_state
var/image/back_icon
if(health <= 0)
back_icon_state += "2"
var/icon/back_icon = image('icons/mob/corgi_back.dmi',back_icon_state)
if(back_icon)
overlays += back_icon
back_icon = image('icons/mob/corgi_back.dmi', icon_state = inventory_back.icon_state, dir = EAST)
back_icon.pixel_y = -11
back_icon.transform = turn(back_icon.transform, 180)
else
back_icon = image('icons/mob/corgi_back.dmi', icon_state = inventory_back.icon_state)
overlays += back_icon
if(facehugger)
if(istype(src, /mob/living/simple_animal/corgi/puppy))
@@ -81,7 +81,7 @@
if(BARTENDER)
clothes_s = new /icon('icons/mob/uniform.dmi', "ba_suit_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armoralt"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3)
@@ -260,12 +260,12 @@
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-cap"), ICON_OVERLAY)
if(HOS)
clothes_s = new /icon('icons/mob/uniform.dmi', "hosred_s")
clothes_s = new /icon('icons/mob/uniform.dmi', "hos_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hoscap"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hosberetblack"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "sunhud"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "hos"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "hostrench"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
if(backbag == 3)
@@ -293,9 +293,10 @@
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(OFFICER)
clothes_s = new /icon('icons/mob/uniform.dmi', "secred_s")
clothes_s = new /icon('icons/mob/uniform.dmi', "security_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret_badge"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
+1 -1
View File
@@ -55,7 +55,7 @@
P.loc = user.loc
user.put_in_hands(P)
user << "<span class='notice'>You take [P] out of the [src].</span>"
user << "<span class='notice'>You take [P] out of \the [src].</span>"
else
user << "<span class='notice'>[src] is empty!</span>"
+1 -1
View File
@@ -679,7 +679,7 @@
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = I
user << "You inject the solution into the [src]."
user << "You inject the solution into \the [src]."
if(S.reagents.has_reagent("plasma", 5))
+1 -1
View File
@@ -97,7 +97,7 @@ var/global/list/rad_collectors = list()
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
src.locked = 0 //just in case it somehow gets locked
user << "<span class='danger'>The controls can only be locked when the [src] is active.</span>"
user << "<span class='danger'>The controls can only be locked when \the [src] is active.</span>"
else
user << "<span class='danger'>Access denied!</span>"
return 1
+10 -10
View File
@@ -63,13 +63,13 @@
if(!src.locked)
if(src.active==1)
src.active = 0
user << "You turn off the [src]."
user << "You turn off \the [src]."
message_admins("Emitter turned off by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter turned off by [user.ckey]([user]) in ([x],[y],[z])")
investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
else
src.active = 1
user << "You turn on the [src]."
user << "You turn on \the [src]."
src.shot_number = 0
src.fire_delay = 100
investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
@@ -152,7 +152,7 @@
if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off the [src] first."
user << "Turn off \the [src] first."
return
switch(state)
if(0 && !isinspace())
@@ -176,7 +176,7 @@
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(active)
user << "Turn off the [src] first."
user << "Turn off \the [src] first."
return
switch(state)
if(0)
@@ -185,23 +185,23 @@
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You start to weld \the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 2
user << "You weld the [src] to the floor."
user << "You weld \the [src] to the floor."
connect_to_network()
if(2)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You start to cut \the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
user << "You cut \the [src] free from the floor."
disconnect_from_network()
return
@@ -215,7 +215,7 @@
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
src.locked = 0 //just in case it somehow gets locked
user << "<span class='danger'>The controls can only be locked when the [src] is online.</span>"
user << "<span class='danger'>The controls can only be locked when \the [src] is online.</span>"
else
user << "<span class='danger'>Access denied.</span>"
return
@@ -227,4 +227,4 @@
if(!emagged)
locked = 0
emagged = 1
user.visible_message("[user.name] emags the [src.name].","<span class='danger'>You short out the lock.</span>")
user.visible_message("[user.name] emags the [src.name].","<span class='danger'>You short out the lock.</span>")
@@ -127,7 +127,7 @@ field_generator power level display
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You start to weld \the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
@@ -139,12 +139,12 @@ field_generator power level display
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You start to cut \the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
user << "You cut \the [src] free from the floor."
else
return
else
+4 -5
View File
@@ -33,9 +33,10 @@ var/list/solars_list = list()
//set the control of the panel to a given computer if closer than SOLAR_MAX_DIST
/obj/machinery/power/solar/proc/set_control(var/obj/machinery/power/solar_control/SC)
if(SC && (get_dist(src, SC) > SOLAR_MAX_DIST))
if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
return 0
control = SC
SC.connected_panels |= src
return 1
//set the control of the panel to null and removes it from the control list of the previous control computer if needed
@@ -323,12 +324,10 @@ var/list/solars_list = list()
var/obj/machinery/power/solar/S = M
if(!S.control) //i.e unconnected
S.set_control(src)
connected_panels |= S
else if(istype(M, /obj/machinery/power/tracker))
if(!connected_tracker) //if there's already a tracker connected to the computer don't add another
var/obj/machinery/power/tracker/T = M
if(!T.control) //i.e unconnected
connected_tracker = T
T.set_control(src)
//called by the sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly
@@ -484,10 +483,10 @@ var/list/solars_list = list()
set_panels(targetdir)
if(href_list["search_connected"])
src.search_for_connected()
search_for_connected()
if(connected_tracker && track == 2)
connected_tracker.set_angle(sun.angle)
src.set_panels(cdir)
set_panels(cdir)
src.updateUsrDialog()
return
@@ -0,0 +1,271 @@
//Ported from /vg/station13, which was in turn forked from baystation12;
//Please do not bother them with bugs from this port, however, as it has been modified quite a bit.
//Modifications include removing the world-ending full supermatter variation, and leaving only the shard.
#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more
#define THERMAL_RELEASE_MODIFIER 10 //Higher == less heat released during reaction
#define PLASMA_RELEASE_MODIFIER 1500 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 750 //Higher == less oxygen released at high temperature/power
#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
//These would be what you would get at point blank, decreases with distance
#define DETONATION_RADS 200
#define DETONATION_HALLUCINATION 600
#define WARNING_DELAY 30 //seconds between warnings.
/obj/machinery/power/supermatter_shard
name = "supermatter shard"
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. <span class='danger'> You get headaches just from looking at it.</span>"
icon = 'icons/obj/supermatter.dmi'
icon_state = "darkmatter_shard"
density = 1
anchored = 0
luminosity = 4
var/gasefficency = 0.125
var/base_icon_state = "darkmatter_shard"
var/damage = 0
var/damage_archived = 0
var/safe_alert = "Crystalline hyperstructure returning to safe operating levels."
var/warning_point = 50
var/warning_alert = "Danger! Crystal hyperstructure instability!"
var/emergency_point = 500
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 900
var/emergency_issued = 0
var/explosion_power = 8
var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
var/power = 0
var/oxygen = 0 // Moving this up here for easier debugging.
//Temporary values so that we can optimize this
//How much the bullets damage should be multiplied by when it is added to the internal variables
var/config_bullet_energy = 2
//How much of the power is left after processing is finished?
// var/config_power_reduction_per_tick = 0.5
//How much hallucination should it produce per unit of power?
var/config_hallucination_power = 0.1
var/obj/item/device/radio/radio
/obj/machinery/power/supermatter_shard/New()
. = ..()
radio = new(src)
radio.listening = 0
/obj/machinery/power/supermatter_shard/Destroy()
qdel(radio)
. = ..()
/obj/machinery/power/supermatter_shard/proc/explode()
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
qdel(src)
return
/obj/machinery/power/supermatter_shard/process()
var/turf/L = loc
if(isnull(L)) // We have a null turf...something is wrong, stop processing this entity.
return PROCESS_KILL
if(!istype(L)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
return //Yeah just stop.
if(istype(L, /turf/space)) // Stop processing this stuff if we've been ejected.
return
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
var/stability = num2text(round((damage / explosion_point) * 100))
if(damage > emergency_point)
radio.talk_into(src, "[emergency_alert] Instability: [stability]%")
lastwarning = world.timeofday
else if(damage >= damage_archived) // The damage is still going up
radio.talk_into(src, "[warning_alert] Instability: [stability]%")
lastwarning = world.timeofday - 150
else // Phew, we're safe
radio.talk_into(src, "[safe_alert]")
lastwarning = world.timeofday
if(damage > explosion_point)
for(var/mob/living/mob in living_mob_list)
if(istype(mob, /mob/living/carbon/human))
//Hilariously enough, running into a closet should make you get hit the hardest.
var/mob/living/carbon/human/H = mob
H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
mob.apply_effect(rads, IRRADIATE)
explode()
//Ok, get the air from the turf
var/datum/gas_mixture/env = L.return_air()
//Remove gas from surrounding area
var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles())
if(!removed || !removed.total_moles())
damage += max((power-1600)/10, 0)
power = min(power, 1600)
return 1
if (!removed)
return 1
damage_archived = damage
damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
//Ok, 100% oxygen atmosphere = best reaction
//Maxes out at 100% oxygen pressure
oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
var/temp_factor = 100
if(oxygen > 0.8)
// with a perfect gas mix, make the power less based on heat
icon_state = "[base_icon_state]_glow"
else
// in normal mode, base the produced energy around the heat
temp_factor = 60
icon_state = base_icon_state
power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
//We've generated power, now let's transfer it to the collectors for storing/usage
transfer_energy()
var/device_energy = power * REACTION_POWER_MODIFIER
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
//Since the core is effectively "cold"
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
removed.temperature += (device_energy / THERMAL_RELEASE_MODIFIER)
removed.temperature = max(0, min(removed.temperature, 2500))
//Calculate how much gas to release
removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
env.merge(removed)
for(var/mob/living/carbon/human/l in view(src, min(7, round(power ** 0.25)))) // If they can see it without mesons on. Bad on them.
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) )
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
l.apply_effect(rads, IRRADIATE)
power -= (power/500)**3
return 1
/obj/machinery/power/supermatter_shard/bullet_act(var/obj/item/projectile/Proj)
var/turf/L = loc
if(!istype(L)) // We don't run process() when we are in space
return 0 // This stops people from being able to really power up the supermatter
// Then bring it inside to explode instantly upon landing on a valid turf.
if(Proj.flag != "bullet")
power += Proj.damage * config_bullet_energy
else
damage += Proj.damage * config_bullet_energy
return 0
/obj/machinery/power/supermatter_shard/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/power/supermatter_shard/attack_robot(mob/user as mob)
if(Adjacent(user))
return attack_hand(user)
else
user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
return
/obj/machinery/power/supermatter_shard/attack_ai(mob/user as mob)
user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
/obj/machinery/power/supermatter_shard/attack_hand(mob/user as mob)
user.visible_message("<span class=\"warning\">\The [user] reaches out and touches \the [src], inducing a resonance... \his body starts to glow and bursts into flames before flashing into ash.</span>",\
"<span class=\"danger\">You reach out and touch \the [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>",\
"<span class=\"warning\">You hear an unearthly noise as a wave of heat washes over you.</span>")
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
Consume(user)
/obj/machinery/power/supermatter_shard/proc/transfer_energy()
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
if(get_dist(R, src) <= 15) // Better than using orange() every process
R.receive_pulse(power)
return
/obj/machinery/power/supermatter_shard/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
if(user.drop_item(W))
Consume(W)
user.visible_message("<span class=\"warning\">As [user] touches \the [src] with \a [W], silence fills the room...</span>",\
"<span class=\"danger\">You touch \the [src] with \the [W], and everything suddenly goes silent.\"</span>\n<span class=\"notice\">\The [W] flashes into dust as you flinch away from \the [src].</span>",\
"<span class=\"warning\">Everything suddenly goes silent.</span>")
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
user.apply_effect(150, IRRADIATE)
/obj/machinery/power/supermatter_shard/Bumped(atom/AM as mob|obj)
if(istype(AM, /mob/living))
AM.visible_message("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
"<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
"<span class=\"warning\">You hear an unearthly noise as a wave of heat washes over you.</span>")
else
AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
Consume(AM)
/obj/machinery/power/supermatter_shard/proc/Consume(atom/movable/AM)
if(istype(AM, /mob/living))
var/mob/living/user = AM
user.dust()
power += 200
else
qdel(AM)
power += 200
//Some poor sod got eaten, go ahead and irradiate people nearby.
for(var/mob/living/L in range(10))
var/rads = 500 * sqrt( 1 / (get_dist(L, src) + 1) )
L.apply_effect(rads, IRRADIATE)
if(L in view())
L.show_message("<span class=\"warning\">As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
"<span class=\"warning\">The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
else
L.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
@@ -0,0 +1,7 @@
/datum/supply_packs/engineering/engine/supermatter_shard
name = "Supermatter Shard Crate"
contains = list(/obj/machinery/power/supermatter_shard)
cost = 100 //So cargo thinks twice before killing themselves with it
containertype = /obj/structure/closet/crate/secure
containername = "supermatter shard crate"
access = access_ce
+2 -1
View File
@@ -27,9 +27,10 @@
//set the control of the tracker to a given computer if closer than SOLAR_MAX_DIST
/obj/machinery/power/tracker/proc/set_control(var/obj/machinery/power/solar_control/SC)
if(SC && (get_dist(src, SC) > SOLAR_MAX_DIST))
if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
return 0
control = SC
SC.connected_tracker = src
return 1
//set the control of the tracker to null and removes it from the previous control computer if needed
+2 -2
View File
@@ -60,10 +60,10 @@
playsound(src, 'sound/items/Ratchet.ogg', 50, 1)
if(anchored)
anchored = 0
user << "<span class = 'caution'> The [src] can now be moved.</span>"
user << "<span class = 'caution'> \The [src] can now be moved.</span>"
else if(!anchored)
anchored = 1
user << "<span class = 'caution'> The [src] is now secured.</span>"
user << "<span class = 'caution'> \The [src] is now secured.</span>"
if(istype(W, /obj/item/weapon/screwdriver))
if(stage == 0)
playsound(src, 'sound/items/Screwdriver.ogg', 50, 1)