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* Makes a whole bunch of wooden objects flammable (#74827) ## About The Pull Request This whole PR started because I realized that baseball bats are not actually flammable which I found weird, then I looked at a whole bunch of other stuff that really should be flammable but also isn't. ## Why It's Good For The Game Makes wooden objects behave slightly more consistently? Honestly, most of these seem like oversights to me. ## Changelog 🆑 balance: The following structures are now flammable: Picture frame, fermenting barrel, drying rack, sandals, painting frames, paintings, spirit board, notice board, dresser, displaycase chassis, wooden barricade balance: The following items are now flammable: Baseball bat, rolling pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei, popsicle stick, rifle stock /🆑 * Makes a whole bunch of wooden objects flammable --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
76 lines
3.0 KiB
Plaintext
76 lines
3.0 KiB
Plaintext
//THIS FILE HAS BEEN EDITED BY SKYRAT EDIT
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/obj/structure/dresser//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE
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name = "dresser"
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desc = "A nicely-crafted wooden dresser. It's filled with lots of undies."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "dresser"
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resistance_flags = FLAMMABLE
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density = TRUE
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anchored = TRUE
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/obj/structure/dresser/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WRENCH)
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to_chat(user, span_notice("You begin to [anchored ? "unwrench" : "wrench"] [src]."))
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if(I.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You successfully [anchored ? "unwrench" : "wrench"] [src]."))
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set_anchored(!anchored)
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else
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return ..()
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/obj/structure/dresser/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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new /obj/item/stack/sheet/mineral/wood(drop_location(), 10)
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qdel(src)
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/obj/structure/dresser/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!Adjacent(user))//no tele-grooming
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return
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/dressing_human = user
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if(dressing_human.dna && dressing_human.dna.species && (NO_UNDERWEAR in dressing_human.dna.species.species_traits))
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to_chat(user, span_warning("You are not capable of wearing underwear."))
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return
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var/choice = tgui_input_list(user, "Underwear, Undershirt, or Socks?", "Changing", list("Underwear", "Underwear Color", "Undershirt", "Socks", "Undershirt Color", "Socks Color")) //SKYRAT EDIT ADDITION - Colorable Undershirt/Socks
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if(isnull(choice))
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return
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if(!Adjacent(user))
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return
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switch(choice)
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if("Underwear")
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var/new_undies = tgui_input_list(user, "Select your underwear", "Changing", GLOB.underwear_list)
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if(new_undies)
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dressing_human.underwear = new_undies
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if("Underwear Color")
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var/new_underwear_color = input(dressing_human, "Choose your underwear color", "Underwear Color", dressing_human.underwear_color) as color|null
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if(new_underwear_color)
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dressing_human.underwear_color = sanitize_hexcolor(new_underwear_color)
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if("Undershirt")
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var/new_undershirt = tgui_input_list(user, "Select your undershirt", "Changing", GLOB.undershirt_list)
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if(new_undershirt)
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dressing_human.undershirt = new_undershirt
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if("Socks")
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var/new_socks = tgui_input_list(user, "Select your socks", "Changing", GLOB.socks_list)
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if(new_socks)
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dressing_human.socks = new_socks
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//SKYRAT EDIT ADDITION BEGIN - Colorable Undershirt/Socks
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if("Undershirt Color")
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var/new_undershirt_color = input(dressing_human, "Choose your undershirt color", "Undershirt Color", dressing_human.undershirt_color) as color|null
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if(new_undershirt_color)
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dressing_human.undershirt_color = sanitize_hexcolor(new_undershirt_color)
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if("Socks Color")
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var/new_socks_color = input(dressing_human, "Choose your socks color", "Socks Color", dressing_human.socks_color) as color|null
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if(new_socks_color)
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dressing_human.socks_color = sanitize_hexcolor(new_socks_color)
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//SKYRAT EDIT ADDITION END - Colorable Undershirt/Socks
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add_fingerprint(dressing_human)
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dressing_human.update_body()
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