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https://github.com/Bubberstation/Bubberstation.git
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* Added a simple bar-theme escape shuttle Features include a very tough Bardrone, with laws to be a good bartender, bathroom, a quality lounge for the heads, and a small gambling table. * Changed drone's health to 3000 Bardrone is now strong, to cope from stray gunfire. * Replaces banned variables with alternates Step_[xy] is bad, mkay? * Added STV5, the cramped transport shuttle Well, looks like Centcom only had this ship ready for evacuation. I hope you're friendly with your coworkers! * Removed shuttle area from empty space on STV5 * Added cult shuttle Looks like this automated shuttle may have wandered into the darkness between the stars on route to the station. Let's not think too hard about where all the bodies came from. * Include the Narnar Shuttle * Meat ferry added Very basic, could probably use some love from a map wizard. * Moved shuttle files to shuttles/ directory * MAPS MOVED AND RENAMED * Hyperfractal Gigashuttle "I dunno, this seems kinda needlessly complicated." "This shuttle has very a very high safety record, according to Centcom Officer Cadet Yins." "Are you sure?" "Yes, it has a safety record of N-A-N, which is apparently larger than 100%." * I REGRET ADDING THESE * Into templates you go * Changed floors * Hugbox supermatter, for map making * Shuttles KINDA delete themselves * Hats in hats in hats in hats in hats * Use the hugbox supermatter in the shuttle * Include the new verbs * Include our new verbs * Fixed runtime when deleting emergency shuttle * Added to verb list * Fixes more runtimes with deleting the shuttle * Shuttle Destroy verb now functions * Moved them out of the shuttles/ folder * We'll need these docks later * shuttle_import landmark datum made * Changes z2 to TGM format and adds shuttle_import landmark * SHUTTLE IMPORT VERB Is this it? Are we there? * Some compile fixes * Emergency bar map updated * Updated cramped shuttle * Updated narnar shuttle * Supermatter shuttle updated * Meat ferry updated * Debugging information included * Debug code, QDEL hints * Minor updates to collection of maps * May as well use the snowflake drone code PICK YOUR OWN BARKEEPING HAT. * The Lighthouse *static*... part of a much larger vessel, possibly military in origin. The weapon markings aren't anything we've seen ... *static* ... by almost never the same person twice, possible use of unknown storage ... *static* ... seeing ERT officers onboard, but no missions are on file for ... *static* ... *static* ... *annoying jingle* ... only at The LIGHTHOUSE! Fulfilling needs you didn't even know you had. We've got EVERYTHING, and something else! * Made supermatter hallucination too powerful * Added force argument for docking testing * Added emergency backup shuttle Hopefully it will never be seen or used. But means that provided it's there and untouched, even with the accidental deletion of a shuttle, round will still be able to end as normal. * Added templates for existing shuttles * Backup shuttle used if emergency shuttle deleted * Added backup shuttle transit space Don't know why transit spaces aren't dynamically generated, to be honest. * Hyperfractal Gigashuttle improved More radiation lockers, chairs which makes it "safer". * Added Shuttle Under Construction The documentation hasn't been finished yet for this shuttle. Break glass in case of emergency. * Added warnings for shuttle interaction ARE YOU SURE YOU WANT TO DELETE THE EMERGENCY SHUTTLE? I mean, I really don't know what will happen, and it's probably nothing good. * Snappop(tm)! Hey kids and grownups! Are you bored of DULL and TEDIOUS shuttle journeys after you're evacuating for probably BORING reasons. Well then order the Snappop today! We've got fun activities for everyone, an all access cockpit, and no boring security brig! Boo! Play dress up with your friends! Collect all the bedsheets before your neighbour does so! Check if the AI is watching you with our patent pending "Peeping Tom AI Multitool Detector" or PEEEEEETUR for short. Have a fun ride! * Fixed horrific experiment icon, added gambling spawner * Candle changes Infinite candles start fires but don't run out. Infinite candles don't make messages when created. * Shuttle can dock if already docked * Fixing bugs with shuttle import Also, some minor bugs with hugbox supermatter still consuming gas moles and slowly depressurising the area. * Admin notice, unload bad template * Fixes problems with some shuttles * Warning message if roundstart dock failed * Compiles. * Inform admins of shuttle problems * Names for shuttles, minor tweaks * Moved shuttle templates to shuttles/ * Version numbers are lame * Shuttle datums * Shuttle manipulator barebones It doesn't do anything at the moment. * Added shuttle manipulator to Z2 It still doesn't do anything yet, but it looks pretty. * Use GetAllContents(), don't delete ghosts * Fixes bug where nothing would actually load * Cancel button on Destroy Shuttle * Fixed birdboat shuttle overwriting bar shuttle
307 lines
8.6 KiB
Plaintext
307 lines
8.6 KiB
Plaintext
/*
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CONTAINS:
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BEDSHEETS
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LINEN BINS
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*/
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/obj/item/weapon/bedsheet
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name = "bedsheet"
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desc = "A surprisingly soft linen bedsheet."
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icon = 'icons/obj/bedsheets.dmi'
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icon_state = "sheetwhite"
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item_state = "bedsheet"
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slot_flags = SLOT_BACK
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layer = 4
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throwforce = 0
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throw_speed = 1
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throw_range = 2
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w_class = 1
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item_color = "white"
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burn_state = FLAMMABLE
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dog_fashion = /datum/dog_fashion/head/ghost
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/obj/item/weapon/bedsheet/attack(mob/living/M, mob/user)
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if(!attempt_initiate_surgery(src, M, user))
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..()
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/obj/item/weapon/bedsheet/attack_self(mob/user)
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user.drop_item()
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if(layer == initial(layer))
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layer = 5
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else
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layer = initial(layer)
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add_fingerprint(user)
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return
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/obj/item/weapon/bedsheet/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/wirecutters) || I.is_sharp())
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var/obj/item/stack/sheet/cloth/C = new (loc, 3)
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transfer_fingerprints_to(C)
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C.add_fingerprint(user)
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qdel(src)
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user << "<span class='notice'>You tear [src] up.</span>"
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else
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return ..()
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/obj/item/weapon/bedsheet/blue
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icon_state = "sheetblue"
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item_color = "blue"
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/obj/item/weapon/bedsheet/green
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icon_state = "sheetgreen"
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item_color = "green"
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/obj/item/weapon/bedsheet/orange
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icon_state = "sheetorange"
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item_color = "orange"
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/obj/item/weapon/bedsheet/purple
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icon_state = "sheetpurple"
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item_color = "purple"
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/obj/item/weapon/bedsheet/patriot
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name = "patriotic bedsheet"
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desc = "You've never felt more free than when sleeping on this."
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icon_state = "sheetUSA"
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item_color = "sheetUSA"
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/obj/item/weapon/bedsheet/rainbow
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name = "rainbow bedsheet"
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desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
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icon_state = "sheetrainbow"
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item_color = "rainbow"
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/obj/item/weapon/bedsheet/red
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icon_state = "sheetred"
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item_color = "red"
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/obj/item/weapon/bedsheet/yellow
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icon_state = "sheetyellow"
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item_color = "yellow"
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/obj/item/weapon/bedsheet/mime
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name = "mime's blanket"
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desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
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icon_state = "sheetmime"
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item_color = "mime"
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/obj/item/weapon/bedsheet/clown
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name = "clown's blanket"
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desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
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icon_state = "sheetclown"
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item_color = "clown"
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/obj/item/weapon/bedsheet/captain
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name = "captain's bedsheet"
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desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
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icon_state = "sheetcaptain"
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item_color = "captain"
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/obj/item/weapon/bedsheet/rd
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name = "research director's bedsheet"
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desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
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icon_state = "sheetrd"
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item_color = "director"
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/obj/item/weapon/bedsheet/medical
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name = "medical blanket"
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desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
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icon_state = "sheetmedical"
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item_color = "medical"
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/obj/item/weapon/bedsheet/cmo
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name = "chief medical officer's bedsheet"
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desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
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icon_state = "sheetcmo"
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item_color = "cmo"
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/obj/item/weapon/bedsheet/hos
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name = "head of security's bedsheet"
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desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
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icon_state = "sheethos"
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item_color = "hosred"
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/obj/item/weapon/bedsheet/hop
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name = "head of personnel's bedsheet"
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desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
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icon_state = "sheethop"
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item_color = "hop"
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/obj/item/weapon/bedsheet/ce
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name = "chief engineer's bedsheet"
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desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
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icon_state = "sheetce"
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item_color = "chief"
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/obj/item/weapon/bedsheet/qm
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name = "quartermaster's bedsheet"
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desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
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icon_state = "sheetqm"
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item_color = "qm"
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/obj/item/weapon/bedsheet/brown
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icon_state = "sheetbrown"
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item_color = "cargo"
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/obj/item/weapon/bedsheet/black
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icon_state = "sheetblack"
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item_color = "black"
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/obj/item/weapon/bedsheet/centcom
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name = "\improper Centcom bedsheet"
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desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
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icon_state = "sheetcentcom"
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item_color = "centcom"
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/obj/item/weapon/bedsheet/syndie
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name = "syndicate bedsheet"
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desc = "It has a syndicate emblem and it has an aura of evil."
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icon_state = "sheetsyndie"
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item_color = "syndie"
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/obj/item/weapon/bedsheet/cult
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name = "cultist's bedsheet"
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desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
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icon_state = "sheetcult"
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item_color = "cult"
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/obj/item/weapon/bedsheet/wiz
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name = "wizard's bedsheet"
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desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
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icon_state = "sheetwiz"
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item_color = "wiz"
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/obj/item/weapon/bedsheet/ian
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icon_state = "sheetian"
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item_color = "ian"
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/obj/item/weapon/bedsheet/random
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icon_state = "sheetrainbow"
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item_color = "rainbow"
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name = "random bedsheet"
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desc = "If you're reading this description ingame, something has gone wrong! Honk!"
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/obj/item/weapon/bedsheet/random/New()
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var/obj/item/weapon/bedsheet/B = pick(subtypesof(/obj/item/weapon/bedsheet) - /obj/item/weapon/bedsheet/random)
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name = initial(B.name)
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desc = initial(B.desc)
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icon_state = initial(B.icon_state)
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item_state = initial(B.item_state)
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item_color = initial(B.item_color)
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/obj/structure/bedsheetbin
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name = "linen bin"
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desc = "It looks rather cosy."
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icon = 'icons/obj/structures.dmi'
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icon_state = "linenbin-full"
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anchored = 1
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burn_state = FLAMMABLE
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burntime = 20
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var/amount = 10
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var/list/sheets = list()
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var/obj/item/hidden = null
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/obj/structure/bedsheetbin/examine(mob/user)
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..()
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if(amount < 1)
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user << "There are no bed sheets in the bin."
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else if(amount == 1)
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user << "There is one bed sheet in the bin."
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else
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user << "There are [amount] bed sheets in the bin."
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/obj/structure/bedsheetbin/update_icon()
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switch(amount)
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if(0)
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icon_state = "linenbin-empty"
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if(1 to 5)
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icon_state = "linenbin-half"
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else
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icon_state = "linenbin-full"
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/obj/structure/bedsheetbin/fire_act()
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if(!amount)
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return
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..()
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/obj/structure/bedsheetbin/burn()
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amount = 0
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extinguish()
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update_icon()
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return
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/obj/structure/bedsheetbin/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/bedsheet))
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if(!user.drop_item())
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return
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I.loc = src
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sheets.Add(I)
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amount++
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user << "<span class='notice'>You put [I] in [src].</span>"
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update_icon()
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else if(amount && !hidden && I.w_class < 4) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
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if(!user.drop_item())
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user << "<span class='warning'>\The [I] is stuck to your hand, you cannot hide it among the sheets!</span>"
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return
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I.loc = src
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hidden = I
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user << "<span class='notice'>You hide [I] among the sheets.</span>"
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/obj/structure/bedsheetbin/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/bedsheetbin/attack_hand(mob/user)
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if(user.lying)
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return
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if(amount >= 1)
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amount--
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var/obj/item/weapon/bedsheet/B
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if(sheets.len > 0)
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B = sheets[sheets.len]
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sheets.Remove(B)
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else
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B = new /obj/item/weapon/bedsheet(loc)
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B.loc = user.loc
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user.put_in_hands(B)
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user << "<span class='notice'>You take [B] out of [src].</span>"
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update_icon()
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if(hidden)
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hidden.loc = user.loc
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user << "<span class='notice'>[hidden] falls out of [B]!</span>"
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hidden = null
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add_fingerprint(user)
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/obj/structure/bedsheetbin/attack_tk(mob/user)
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if(amount >= 1)
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amount--
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var/obj/item/weapon/bedsheet/B
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if(sheets.len > 0)
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B = sheets[sheets.len]
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sheets.Remove(B)
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else
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B = new /obj/item/weapon/bedsheet(loc)
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B.loc = loc
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user << "<span class='notice'>You telekinetically remove [B] from [src].</span>"
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update_icon()
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if(hidden)
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hidden.loc = loc
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hidden = null
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add_fingerprint(user)
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