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## About The Pull Request I split the water closets file into a folder for all the different structures and also did a few other things 1. Remakes https://github.com/tgstation/tgstation/pull/81914 2. Reworks toilets, it’s now Alt Click to open/close the cover, left click takes things out of the toilet and cistern, right click flushes 3. You can now put dead fish in the toilet to flush it 4. Adds context tips to toilets. ## Why It's Good For The Game When I was a 7 year old boy, I had a friend goldfish named Jeremy. He was my greatest friend until one day when my brother told me it’s for babies and flushed him alive down the toilet, and I’ve never seen it again. Closes https://github.com/tgstation/tgstation/issues/81903 Lets you flush down people’s fish in the toilet, and re-experience their loss. This was inspired by my lawyer fish PR, to add things more on the non-fishing side of fish. ## Changelog 🆑 add: You can now flush toilets. You can also put fish in the toilet. And flush them. fix: Urinals can no longer be used to delete items. fix: Urinals no longer grant infinite urinal cakes. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
79 lines
2.6 KiB
Plaintext
79 lines
2.6 KiB
Plaintext
/// Inert structures, such as girders, machine frames, and crates/lockers.
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/obj/structure
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icon = 'icons/obj/structures.dmi'
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pressure_resistance = 8
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max_integrity = 300
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interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
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layer = BELOW_OBJ_LAYER
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flags_ricochet = RICOCHET_HARD
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receive_ricochet_chance_mod = 0.6
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pass_flags_self = PASSSTRUCTURE
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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armor_type = /datum/armor/obj_structure
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burning_particles = /particles/smoke/burning
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var/broken = FALSE
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/datum/armor/obj_structure
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fire = 50
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acid = 50
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/obj/structure/Initialize(mapload)
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. = ..()
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH(src)
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QUEUE_SMOOTH_NEIGHBORS(src)
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if(smoothing_flags & SMOOTH_CORNERS)
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icon_state = ""
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GLOB.cameranet.updateVisibility(src)
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/obj/structure/Destroy(force)
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GLOB.cameranet.updateVisibility(src)
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH_NEIGHBORS(src)
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return ..()
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/obj/structure/ui_act(action, params)
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add_fingerprint(usr)
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return ..()
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/obj/structure/examine(mob/user)
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. = ..()
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if(!(resistance_flags & INDESTRUCTIBLE))
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if(resistance_flags & ON_FIRE)
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. += span_warning("It's on fire!")
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if(broken)
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. += span_notice("It appears to be broken.")
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var/examine_status = examine_status(user)
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if(examine_status)
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. += examine_status
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/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
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var/healthpercent = (atom_integrity/max_integrity) * 100
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switch(healthpercent)
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if(50 to 99)
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return "It looks slightly damaged."
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if(25 to 50)
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return "It appears heavily damaged."
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if(0 to 25)
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if(!broken)
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return span_warning("It's falling apart!")
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/obj/structure/rust_heretic_act()
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take_damage(500, BRUTE, "melee", 1)
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/obj/structure/zap_act(power, zap_flags)
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if(zap_flags & ZAP_OBJ_DAMAGE)
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take_damage(power * 2.5e-4, BURN, "energy")
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power -= power * 5e-4 //walls take a lot out of ya
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. = ..()
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/obj/structure/animate_atom_living(mob/living/owner)
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new /mob/living/simple_animal/hostile/mimic/copy(drop_location(), src, owner)
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/// For when a mob comes flying through the window, smash it and damage the mob
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/obj/structure/proc/smash_and_injure(mob/living/flying_mob, atom/oldloc, direction)
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flying_mob.balloon_alert_to_viewers("smashed through!")
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flying_mob.apply_damage(damage = rand(5, 15), damagetype = BRUTE, wound_bonus = 15, bare_wound_bonus = 25, sharpness = SHARP_EDGED, attack_direction = get_dir(src, oldloc))
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new /obj/effect/decal/cleanable/glass(get_step(flying_mob, flying_mob.dir))
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deconstruct(disassembled = FALSE)
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