mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-02 21:11:57 +00:00
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
47 lines
1.5 KiB
Plaintext
47 lines
1.5 KiB
Plaintext
/obj/structure/chair/e_chair
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name = "electric chair"
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desc = "Looks absolutely SHOCKING!\n<span class='notice'>Alt-click to rotate it clockwise.</span>"
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icon_state = "echair0"
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var/obj/item/assembly/shock_kit/part = null
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var/last_time = 1
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item_chair = null
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/obj/structure/chair/e_chair/New()
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..()
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add_overlay(image('icons/obj/chairs.dmi', src, "echair_over", MOB_LAYER + 1))
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/obj/structure/chair/e_chair/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/wrench))
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var/obj/structure/chair/C = new /obj/structure/chair(loc)
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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C.setDir(dir)
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part.loc = loc
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part.master = null
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part = null
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qdel(src)
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/obj/structure/chair/e_chair/proc/shock()
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if(last_time + 50 > world.time)
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return
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last_time = world.time
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// special power handling
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var/area/A = get_area(src)
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if(!isarea(A))
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return
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if(!A.powered(EQUIP))
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return
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A.use_power(EQUIP, 5000)
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flick("echair_shock", src)
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(12, 1, src)
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s.start()
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.electrocute_act(85, src, 1)
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buckled_mob << "<span class='userdanger'>You feel a deep shock course through your body!</span>"
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spawn(1)
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buckled_mob.electrocute_act(85, src, 1)
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visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='italics'>You hear a deep sharp shock!</span>") |