mirror of
https://github.com/Bubberstation/Bubberstation.git
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* Add the system for managed global variables * Travis ban old globals * So you CAN inline proccall, that's neat * Fix that * master.dm * Remove the hack procs * Move InitGlobals to the proper spot * configuration.dm * Fix the missing pre-slash * clockcult.dm * This is probably for the best * Doy * Fix shit * Rest of the DEFINES tree * Fix * Use global. for access * Update find_references_in_globals Always hated that proc Whoever made it must've bee a r e a l idiot... * __HELPERS tree * Move global initialization to master. Fix the declaration * database.dm * Dat newline * I said DECLARATIVE order! * Here's something you can chew on @Iamgoofball * game_modes.dm * Fix this * genetics.dm * flavor_misc.dm * More stuff * Do it mso's way. Keep the controllers as global * Make master actually see it * Fix * Finish _globalvars/lists * Finish the rest of the _globalvars tree * This is weird * Migrate the controllers * SLOTH -> GLOB * Lighting globals * round_start_time -> ticker * PAI card list -> pai SS * record_id_num -> static * Diseases list -> SSdisease * More disease globals to the SS * More disease stuff * Emote list * Better and better * Bluh * So much stuff * Ahh * Wires * dview * station_areas * Teleportlocs * blood_splatter_icons * Stuff and such * More stuff * RAD IO * More stuff and such * Blob shit * Changeling stuff * Add "Balance" to changelogs * Balance for changelog compiler + Auto Tagging * Update the PR template * hivemind_bank * Bip * sacrificed * Good shit * Better define * More cult shit * Devil shit * Gang shit * > borers Fix shit * Rename the define * Nuke * Objectives * Sandbox * Multiverse sword * Announce systems * Stuff and such * TC con * Airlock * doppllllerrrrrr * holopads * Shut up byond you inconsistent fuck * Sneaky fuck * Burp * Bip * Fixnshit * Port without regard * askdlfjs; * asdfjasoidojfi * Protected globals and more * SO MANY * ajsimkvahsaoisd * akfdsiaopwimfeoiwafaw * gsdfigjosidjfgiosdg * AHHHHHHHHHHHHHHHHHHHHHHH!!!!! * facerolll * ASDFASDFASDF * Removes the unused parts of dmm_suite * WIP * Fix quote * asdfjauwfnkjs * afwlunhskjfda * asfjlaiwuefhaf * SO CLOSE * wwwweeeeeewwwww * agdgmoewranwg * HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!? * Fix syntax errors * 100 errors * Another 100 * So many... * Ugh * More shit * kilme * Stuuuuuufffff * ajrgmrlshio;djfa;sdkl * jkbhkhjbmjvjmh * soi soi soi * butt * TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING * lllllllllllllllllllllllllllllllllllllllllll * afsdijfiawhnflnjhnwsdfs * yugykihlugk,kj * time to go * STUFFF!!! * AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! * ngoaijdjlfkamsdlkf * Break time * aufjsdklfalsjfi * CONTROL KAY AND PRAY * IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * Goteem * Fix testing mode * This does not belong in this PR * Convert it to a controller * Eh, fuck this option * Revert controllerization Ill do it some other time * Fix * Working controllerization * FOR THE LOVE OF CHRIST PROTECT THE LOGS * Protect admins and deadmins * Use the inbuilt proc
114 lines
2.9 KiB
Plaintext
114 lines
2.9 KiB
Plaintext
/obj/structure/ladder
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name = "ladder"
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desc = "A sturdy metal ladder."
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icon = 'icons/obj/structures.dmi'
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icon_state = "ladder11"
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var/id = null
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var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher
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var/obj/structure/ladder/down = null //the ladder below this one
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var/obj/structure/ladder/up = null //the ladder above this one
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/obj/structure/ladder/unbreakable //mostly useful for awaymissions to prevent halting progress in a mission
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name = "sturdy ladder"
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desc = "An extremely sturdy metal ladder."
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/obj/structure/ladder/Initialize(mapload)
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if(!initialized)
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GLOB.ladders += src
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..()
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if(mapload)
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return TRUE
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update_link()
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/obj/structure/ladder/Destroy()
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GLOB.ladders -= src
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. = ..()
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/obj/structure/ladder/proc/update_link()
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for(var/obj/structure/ladder/L in GLOB.ladders)
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if(L.id == id)
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if(L.height == (height - 1))
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down = L
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continue
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if(L.height == (height + 1))
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up = L
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continue
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if(up && down) //if both our connections are filled
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break
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update_icon()
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/obj/structure/ladder/update_icon()
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if(up && down)
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icon_state = "ladder11"
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else if(up)
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icon_state = "ladder10"
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else if(down)
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icon_state = "ladder01"
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else //wtf make your ladders properly assholes
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icon_state = "ladder00"
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/obj/structure/ladder/proc/go_up(mob/user,is_ghost)
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if(!is_ghost)
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show_fluff_message(1,user)
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up.add_fingerprint(user)
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user.loc = get_turf(up)
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/obj/structure/ladder/proc/go_down(mob/user,is_ghost)
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if(!is_ghost)
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show_fluff_message(0,user)
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down.add_fingerprint(user)
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user.loc = get_turf(down)
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/obj/structure/ladder/proc/use(mob/user,is_ghost=0)
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if(up && down)
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switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") )
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if("Up")
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go_up(user,is_ghost)
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if("Down")
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go_down(user,is_ghost)
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if("Cancel")
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return
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else if(up)
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go_up(user,is_ghost)
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else if(down)
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go_down(user,is_ghost)
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else
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to_chat(user, "<span class='warning'>[src] doesn't seem to lead anywhere!</span>")
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if(!is_ghost)
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add_fingerprint(user)
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/obj/structure/ladder/attack_hand(mob/user)
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if(can_use(user))
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use(user)
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/obj/structure/ladder/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/ladder/attackby(obj/item/weapon/W, mob/user, params)
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return attack_hand(user)
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/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
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use(user,1)
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/obj/structure/ladder/proc/show_fluff_message(up,mob/user)
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if(up)
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user.visible_message("[user] climbs up \the [src].","<span class='notice'>You climb up \the [src].</span>")
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else
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user.visible_message("[user] climbs down \the [src].","<span class='notice'>You climb down \the [src].</span>")
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/obj/structure/ladder/proc/can_use(mob/user)
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return 1
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/obj/structure/ladder/unbreakable/Destroy(force)
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if(force)
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. = ..()
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else
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return QDEL_HINT_LETMELIVE
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