mirror of
https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
446 lines
18 KiB
Plaintext
446 lines
18 KiB
Plaintext
/* Glass stack types
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* Contains:
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* Glass sheets
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* Reinforced glass sheets
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* Glass shards - TODO: Move this into code/game/object/item/weapons
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*/
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/*
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* Glass sheets
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*/
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GLOBAL_LIST_INIT(glass_recipes, list ( \
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new/datum/stack_recipe("directional window", /obj/structure/window/unanchored, time = 0.5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION, category = CAT_WINDOWS), \
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new/datum/stack_recipe("fulltile window", /obj/structure/window/fulltile/unanchored, 2, time = 1 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
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new/datum/stack_recipe("glass shard", /obj/item/shard, time = 0, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC), \
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new/datum/stack_recipe("glass tile", /obj/item/stack/tile/glass, 1, 4, 20, category = CAT_TILES) \
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))
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/obj/item/stack/sheet/glass
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name = "glass"
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desc = "HOLY SHEET! That is a lot of glass."
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singular_name = "glass sheet"
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icon_state = "sheet-glass"
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inhand_icon_state = "sheet-glass"
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mats_per_unit = list(/datum/material/glass=SHEET_MATERIAL_AMOUNT)
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armor_type = /datum/armor/sheet_glass
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/glass
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grind_results = list(/datum/reagent/silicon = 20)
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material_type = /datum/material/glass
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tableVariant = /obj/structure/table/glass
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matter_amount = 4
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cost = SHEET_MATERIAL_AMOUNT
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source = /datum/robot_energy_storage/material/glass
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sniffable = TRUE
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pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
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drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
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/datum/armor/sheet_glass
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fire = 50
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acid = 100
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/obj/item/stack/sheet/glass/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins to slice [user.p_their()] neck with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return BRUTELOSS
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/obj/item/stack/sheet/glass/fifty
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amount = 50
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/obj/item/stack/sheet/glass/get_main_recipes()
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. = ..()
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. += GLOB.glass_recipes
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/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/lightreplacer))
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var/obj/item/lightreplacer/lightreplacer = W
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lightreplacer.attackby(src, user)
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/CC = W
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if (get_amount() < 1 || CC.get_amount() < 5)
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to_chat(user, span_warning("You need five lengths of coil and one sheet of glass to make wired glass!"))
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return
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CC.use(5)
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use(1)
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to_chat(user, span_notice("You attach wire to the [name]."))
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var/obj/item/stack/light_w/new_tile = new(user.loc)
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if (!QDELETED(new_tile))
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new_tile.add_fingerprint(user)
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return
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if(istype(W, /obj/item/stack/rods))
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var/obj/item/stack/rods/V = W
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if (V.get_amount() >= 1 && get_amount() >= 1)
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(user))
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if(!QDELETED(RG))
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RG.add_fingerprint(user)
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var/replace = user.get_inactive_held_item() == src
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V.use(1)
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use(1)
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if(QDELETED(src) && replace && !QDELETED(RG))
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user.put_in_hands(RG)
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else
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to_chat(user, span_warning("You need one rod and one sheet of glass to make reinforced glass!"))
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return
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return ..()
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GLOBAL_LIST_INIT(pglass_recipes, list ( \
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new/datum/stack_recipe("directional window", /obj/structure/window/plasma/unanchored, time = 0.5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION, category = CAT_WINDOWS), \
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new/datum/stack_recipe("fulltile window", /obj/structure/window/plasma/fulltile/unanchored, 2, time = 2 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
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new/datum/stack_recipe("plasma glass shard", /obj/item/shard/plasma, time = 20, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC), \
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new/datum/stack_recipe("plasma glass tile", /obj/item/stack/tile/glass/plasma, 1, 4, 20, category = CAT_TILES) \
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))
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/obj/item/stack/sheet/plasmaglass
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name = "plasma glass"
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desc = "A glass sheet made out of a plasma-silicate alloy. It looks extremely tough and heavily fire resistant."
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singular_name = "plasma glass sheet"
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icon_state = "sheet-pglass"
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inhand_icon_state = "sheet-pglass"
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mats_per_unit = list(/datum/material/alloy/plasmaglass=SHEET_MATERIAL_AMOUNT)
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material_type = /datum/material/alloy/plasmaglass
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armor_type = /datum/armor/sheet_plasmaglass
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/plasmaglass
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grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10)
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material_flags = NONE
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tableVariant = /obj/structure/table/glass/plasmaglass
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pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
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drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
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/obj/item/stack/sheet/plasmaglass/fifty
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amount = 50
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/datum/armor/sheet_plasmaglass
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fire = 75
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acid = 100
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/obj/item/stack/sheet/plasmaglass/get_main_recipes()
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. = ..()
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. += GLOB.pglass_recipes
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/obj/item/stack/sheet/plasmaglass/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/stack/rods))
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var/obj/item/stack/rods/V = W
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if (V.get_amount() >= 1 && get_amount() >= 1)
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var/obj/item/stack/sheet/plasmarglass/RG = new (get_turf(user))
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if (!QDELETED(RG))
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RG.add_fingerprint(user)
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var/replace = user.get_inactive_held_item() == src
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V.use(1)
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use(1)
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if(QDELETED(src) && replace)
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user.put_in_hands(RG)
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else
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to_chat(user, span_warning("You need one rod and one sheet of plasma glass to make reinforced plasma glass!"))
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return
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else
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return ..()
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/*
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* Reinforced glass sheets
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*/
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GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
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new/datum/stack_recipe("windoor frame", /obj/structure/windoor_assembly, 5, time = 0, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION, category = CAT_WINDOWS), \
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null, \
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new/datum/stack_recipe("directional reinforced window", /obj/structure/window/reinforced/unanchored, time = 0.5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION, category = CAT_WINDOWS), \
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new/datum/stack_recipe("fulltile reinforced window", /obj/structure/window/reinforced/fulltile/unanchored, 2, time = 2 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
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new/datum/stack_recipe("glass shard", /obj/item/shard, time = 10, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC), \
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new/datum/stack_recipe("reinforced glass tile", /obj/item/stack/tile/rglass, 1, 4, 20, category = CAT_TILES) \
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))
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/obj/item/stack/sheet/rglass
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name = "reinforced glass"
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desc = "Glass which seems to have rods or something stuck in them."
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singular_name = "reinforced glass sheet"
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icon_state = "sheet-rglass"
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inhand_icon_state = "sheet-rglass"
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mats_per_unit = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 0.5, /datum/material/glass=SHEET_MATERIAL_AMOUNT)
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armor_type = /datum/armor/sheet_rglass
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/rglass
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grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/iron = 10)
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matter_amount = 6
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tableVariant = /obj/structure/table/reinforced/rglass
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pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
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drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
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/obj/item/stack/sheet/rglass/fifty
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amount = 50
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/datum/armor/sheet_rglass
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fire = 70
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acid = 100
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/obj/item/stack/sheet/rglass/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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..()
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/obj/item/stack/sheet/rglass/get_main_recipes()
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. = ..()
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. += GLOB.reinforced_glass_recipes
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GLOBAL_LIST_INIT(prglass_recipes, list ( \
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new/datum/stack_recipe("directional reinforced window", /obj/structure/window/reinforced/plasma/unanchored, time = 0.5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION, category = CAT_WINDOWS), \
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new/datum/stack_recipe("fulltile reinforced window", /obj/structure/window/reinforced/plasma/fulltile/unanchored, 2, time = 2 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
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new/datum/stack_recipe("plasma glass shard", /obj/item/shard/plasma, time = 40, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC), \
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new/datum/stack_recipe("reinforced plasma glass tile", /obj/item/stack/tile/rglass/plasma, 1, 4, 20, category = CAT_TILES) \
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))
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/obj/item/stack/sheet/plasmarglass
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name = "reinforced plasma glass"
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desc = "A glass sheet made out of a plasma-silicate alloy and a rod matrix. It looks hopelessly tough and nearly fire-proof!"
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singular_name = "reinforced plasma glass sheet"
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icon_state = "sheet-prglass"
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inhand_icon_state = "sheet-prglass"
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mats_per_unit = list(/datum/material/alloy/plasmaglass=SHEET_MATERIAL_AMOUNT, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.5)
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armor_type = /datum/armor/sheet_plasmarglass
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resistance_flags = ACID_PROOF
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material_flags = NONE
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merge_type = /obj/item/stack/sheet/plasmarglass
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grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10, /datum/reagent/iron = 10)
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gulag_valid = TRUE
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matter_amount = 8
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tableVariant = /obj/structure/table/reinforced/plasmarglass
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pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
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drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
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/datum/armor/sheet_plasmarglass
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melee = 20
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fire = 80
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acid = 100
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/obj/item/stack/sheet/plasmarglass/fifty
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amount = 50
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/obj/item/stack/sheet/plasmarglass/get_main_recipes()
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. = ..()
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. += GLOB.prglass_recipes
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GLOBAL_LIST_INIT(titaniumglass_recipes, list(
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new/datum/stack_recipe("shuttle window", /obj/structure/window/reinforced/shuttle/unanchored, 2, time = 0.5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
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new/datum/stack_recipe("titanium glass shard", /obj/item/shard/titanium, time = 40, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC) \
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))
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/obj/item/stack/sheet/titaniumglass
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name = "titanium glass"
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desc = "A glass sheet made out of a titanium-silicate alloy."
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singular_name = "titanium glass sheet"
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icon_state = "sheet-titaniumglass"
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inhand_icon_state = "sheet-titaniumglass"
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mats_per_unit = list(/datum/material/alloy/titaniumglass=SHEET_MATERIAL_AMOUNT)
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material_type = /datum/material/alloy/titaniumglass
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armor_type = /datum/armor/sheet_titaniumglass
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/titaniumglass
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tableVariant = /obj/structure/table/reinforced/titaniumglass
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pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
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drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
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/obj/item/stack/sheet/titaniumglass/fifty
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amount = 50
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/datum/armor/sheet_titaniumglass
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fire = 80
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acid = 100
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/obj/item/stack/sheet/titaniumglass/get_main_recipes()
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. = ..()
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. += GLOB.titaniumglass_recipes
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GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
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new/datum/stack_recipe("plastitanium window", /obj/structure/window/reinforced/plasma/plastitanium/unanchored, 2, time = 2 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
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new/datum/stack_recipe("plastitanium glass shard", /obj/item/shard/plastitanium, time = 60, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC) \
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))
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/obj/item/stack/sheet/plastitaniumglass
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name = "plastitanium glass"
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desc = "A glass sheet made out of a plasma-titanium-silicate alloy."
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singular_name = "plastitanium glass sheet"
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icon_state = "sheet-plastitaniumglass"
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inhand_icon_state = "sheet-plastitaniumglass"
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mats_per_unit = list(/datum/material/alloy/plastitaniumglass=SHEET_MATERIAL_AMOUNT)
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material_type = /datum/material/alloy/plastitaniumglass
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armor_type = /datum/armor/sheet_plastitaniumglass
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material_flags = NONE
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/plastitaniumglass
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tableVariant = /obj/structure/table/reinforced/plastitaniumglass
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pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
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drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
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/obj/item/stack/sheet/plastitaniumglass/fifty
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amount = 50
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/datum/armor/sheet_plastitaniumglass
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fire = 80
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acid = 100
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/obj/item/stack/sheet/plastitaniumglass/get_main_recipes()
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. = ..()
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. += GLOB.plastitaniumglass_recipes
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/obj/item/shard
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name = "shard"
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desc = "A nasty looking shard of glass."
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icon = 'icons/obj/debris.dmi'
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icon_state = "large"
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w_class = WEIGHT_CLASS_TINY
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force = 5
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throwforce = 10
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inhand_icon_state = "shard-glass"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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custom_materials = list(/datum/material/glass=SHEET_MATERIAL_AMOUNT)
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attack_verb_continuous = list("stabs", "slashes", "slices", "cuts")
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attack_verb_simple = list("stab", "slash", "slice", "cut")
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hitsound = 'sound/items/weapons/bladeslice.ogg'
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resistance_flags = ACID_PROOF
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armor_type = /datum/armor/item_shard
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max_integrity = 40
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sharpness = SHARP_EDGED
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var/icon_prefix
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var/shiv_type = /obj/item/knife/shiv
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var/craft_time = 3.5 SECONDS
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var/obj/item/stack/sheet/weld_material = /obj/item/stack/sheet/glass
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embed_type = /datum/embed_data/shard
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/datum/embed_data/shard
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embed_chance = 65
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/datum/embed_data/glass_candy
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embed_chance = 100
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ignore_throwspeed_threshold = TRUE
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impact_pain_mult = 1
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pain_chance = 5
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/datum/armor/item_shard
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melee = 100
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energy = 100
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fire = 50
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acid = 100
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/obj/item/shard/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is slitting [user.p_their()] [pick("wrists", "throat")] with the shard of glass! It looks like [user.p_theyre()] trying to commit suicide."))
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return BRUTELOSS
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/obj/item/shard/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/caltrop, min_damage = force)
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AddComponent(/datum/component/butchering, \
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speed = 15 SECONDS, \
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effectiveness = 65, \
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)
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icon_state = pick("large", "medium", "small")
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switch(icon_state)
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if("small")
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pixel_x = rand(-12, 12)
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pixel_y = rand(-12, 12)
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if("medium")
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pixel_x = rand(-8, 8)
|
|
pixel_y = rand(-8, 8)
|
|
if("large")
|
|
pixel_x = rand(-5, 5)
|
|
pixel_y = rand(-5, 5)
|
|
if (icon_prefix)
|
|
icon_state = "[icon_prefix][icon_state]"
|
|
|
|
var/turf/T = get_turf(src)
|
|
if(T && is_station_level(T.z))
|
|
SSblackbox.record_feedback("tally", "station_mess_created", 1, name)
|
|
var/static/list/loc_connections = list(
|
|
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
|
|
)
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
|
|
/obj/item/shard/Destroy()
|
|
. = ..()
|
|
|
|
var/turf/T = get_turf(src)
|
|
if(T && is_station_level(T.z))
|
|
SSblackbox.record_feedback("tally", "station_mess_destroyed", 1, name)
|
|
|
|
/obj/item/shard/afterattack(atom/target, mob/user, click_parameters)
|
|
if(!iscarbon(user) || !user.is_holding(src))
|
|
return
|
|
|
|
var/mob/living/carbon/jab = user
|
|
if(jab.get_all_covered_flags() & HANDS)
|
|
return
|
|
|
|
to_chat(user, span_warning("[src] cuts into your hand!"))
|
|
jab.apply_damage(force * 0.5, BRUTE, user.get_active_hand(), attacking_item = src)
|
|
|
|
/obj/item/shard/attackby(obj/item/item, mob/user, params)
|
|
if(istype(item, /obj/item/lightreplacer))
|
|
var/obj/item/lightreplacer/lightreplacer = item
|
|
lightreplacer.attackby(src, user)
|
|
else if(istype(item, /obj/item/stack/sheet/cloth))
|
|
var/obj/item/stack/sheet/cloth/cloth = item
|
|
to_chat(user, span_notice("You begin to wrap the [cloth] around the [src]..."))
|
|
if(do_after(user, craft_time, target = src))
|
|
var/obj/item/knife/shiv/shiv = new shiv_type
|
|
cloth.use(1)
|
|
to_chat(user, span_notice("You wrap the [cloth] around the [src], forming a makeshift weapon."))
|
|
remove_item_from_storage(src, user)
|
|
qdel(src)
|
|
user.put_in_hands(shiv)
|
|
|
|
else
|
|
return ..()
|
|
|
|
/obj/item/shard/welder_act(mob/living/user, obj/item/I)
|
|
if(I.use_tool(src, user, 0, volume=50))
|
|
var/obj/item/stack/sheet/new_glass = new weld_material
|
|
to_chat(user, span_notice("You melt [src] down into [new_glass.name]."))
|
|
new_glass.forceMove((Adjacent(user) ? user.drop_location() : loc)) //stack merging is handled automatically.
|
|
qdel(src)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/item/shard/proc/on_entered(datum/source, atom/movable/AM)
|
|
SIGNAL_HANDLER
|
|
if(isliving(AM))
|
|
var/mob/living/L = AM
|
|
if(!(L.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || L.buckled)
|
|
playsound(src, 'sound/effects/footstep/glass_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 30 : 50, TRUE)
|
|
|
|
/obj/item/shard/plasma
|
|
name = "purple shard"
|
|
desc = "A nasty looking shard of plasma glass."
|
|
force = 6
|
|
throwforce = 11
|
|
icon_state = "plasmalarge"
|
|
inhand_icon_state = "shard-plasma"
|
|
custom_materials = list(/datum/material/alloy/plasmaglass=SHEET_MATERIAL_AMOUNT)
|
|
icon_prefix = "plasma"
|
|
weld_material = /obj/item/stack/sheet/plasmaglass
|
|
shiv_type = /obj/item/knife/shiv/plasma
|
|
craft_time = 7 SECONDS
|
|
|
|
/obj/item/shard/titanium
|
|
name = "bright shard"
|
|
desc = "A nasty looking shard of titanium infused glass."
|
|
throwforce = 12
|
|
icon_state = "titaniumlarge"
|
|
inhand_icon_state = "shard-titanium"
|
|
custom_materials = list(/datum/material/alloy/titaniumglass=SHEET_MATERIAL_AMOUNT)
|
|
icon_prefix = "titanium"
|
|
weld_material = /obj/item/stack/sheet/titaniumglass
|
|
shiv_type = /obj/item/knife/shiv/titanium
|
|
craft_time = 7 SECONDS
|
|
|
|
/obj/item/shard/plastitanium
|
|
name = "dark shard"
|
|
desc = "A nasty looking shard of titanium infused plasma glass."
|
|
force = 7
|
|
throwforce = 12
|
|
icon_state = "plastitaniumlarge"
|
|
inhand_icon_state = "shard-plastitanium"
|
|
custom_materials = list(/datum/material/alloy/plastitaniumglass=SHEET_MATERIAL_AMOUNT)
|
|
icon_prefix = "plastitanium"
|
|
weld_material = /obj/item/stack/sheet/plastitaniumglass
|
|
shiv_type = /obj/item/knife/shiv/plastitanium
|
|
craft_time = 14 SECONDS
|