Merge branch 'master' into upstream-merge-10835

This commit is contained in:
Nadyr
2021-07-03 21:02:14 -04:00
committed by GitHub
286 changed files with 18989 additions and 12053 deletions
+7 -5
View File
@@ -1,5 +1,7 @@
/obj/structure/sign/double/barsign
desc = "The current barsign of this shift! The bartender can change it with their ID."
icon = 'icons/obj/barsigns.dmi'
plane = ABOVE_PLANE
icon_state = "empty"
appearance_flags = 0
anchored = 1
@@ -7,9 +9,9 @@
/obj/structure/sign/double/barsign/proc/get_valid_states(initial=1)
. = cached_icon_states(icon)
. -= "on"
. -= "narsiebistro"
. -= "empty"
. -= "On"
. -= "Nar-sie Bistro"
. -= "Empty"
if(initial)
. -= "Off"
@@ -18,9 +20,9 @@
switch(icon_state)
if("Off")
. += "It appears to be switched off."
if("narsiebistro")
if("Nar-sie Bistro")
. += "It shows a picture of a large black and red being. Spooky!"
if("on", "empty")
if("On", "Empty")
. += "The lights are on, but there's no picture."
else
. += "It says '[icon_state]'"
+33 -11
View File
@@ -279,7 +279,7 @@
/obj/structure/fireplace //more like a space heater than a bonfire. A cozier alternative to both.
name = "fireplace"
desc = "The sound of the crackling hearth reminds you of home."
icon = 'icons/obj/structures.dmi'
icon = 'icons/obj/fireplace.dmi'
icon_state = "fireplace"
density = TRUE
anchored = TRUE
@@ -387,15 +387,20 @@
if(burning)
var/state
switch(get_fuel_amount())
if(0 to 3.5)
state = "fireplace_warm"
if(3.6 to 6.5)
state = "fireplace_hot"
if(6.6 to 10)
state = "fireplace_intense" //don't need to throw a corpse inside to make it burn hotter.
var/image/I = image(icon, state)
I.appearance_flags = RESET_COLOR
add_overlay(I)
if(0 to 1)
state = "[icon_state]_fire0"
if(2 to 4)
state = "[icon_state]_fire1"
if(4 to 6)
state = "[icon_state]_fire2"
if(6 to 8)
state = "[icon_state]_fire3"
if(8 to 10)
state = "[icon_state]_fire4"
add_overlay(mutable_appearance(icon, state))
add_overlay(emissive_appearance(icon, state))
add_overlay(mutable_appearance(icon, "[icon_state]_glow"))
add_overlay(emissive_appearance(icon, "[icon_state]_glow"))
var/light_strength = max(get_fuel_amount() / 2, 2)
set_light(light_strength, light_strength, "#FF9933")
@@ -433,4 +438,21 @@
/obj/structure/fireplace/water_act(amount)
if(prob(amount * 10))
extinguish()
extinguish()
/obj/structure/fireplace/barrel
name = "barrel fire pit"
desc = "Seems like this barrel might make an ideal fire pit."
icon_state = "barrelfire"
density = TRUE
anchored = FALSE
/obj/structure/fireplace/barrel/update_icon()
if(burning)
icon_state = "[initial(icon_state)]1"
var/light_strength = max(get_fuel_amount() / 2, 2)
set_light(light_strength, light_strength, "#FF9933")
else
icon_state = initial(icon_state)
set_light(0)
@@ -83,10 +83,15 @@
/obj/structure/bed/chair/shuttle
name = "chair"
desc = "You sit in this. Either by will or force."
icon_state = "shuttlechair"
color = null
base_icon = "shuttlechair"
color = null
applies_material_colour = 0
/obj/structure/bed/chair/shuttle_padded
icon_state = "shuttlechair2"
base_icon = "shuttlechair2"
color = null
applies_material_colour = 0
// Leaving this in for the sake of compilation.
@@ -223,6 +228,7 @@
icon_state = "sofamiddle"
applies_material_colour = 1
var/sofa_material = "carpet"
var/corner_piece = FALSE
/obj/structure/bed/chair/sofa/update_icon()
if(applies_material_colour && sofa_material)
@@ -234,9 +240,9 @@
else
name = "[sofa_material] [initial(name)]"
/obj/structure/bed/chair/update_layer()
/obj/structure/bed/chair/sofa/update_layer()
// Corner east/west should be on top of mobs, any other state's north should be.
if((icon_state == "sofacorner" && ((dir & EAST) || (dir & WEST))) || (icon_state != "sofacorner" && (dir & NORTH)))
if((corner_piece && ((dir & EAST) || (dir & WEST))) || (!corner_piece && (dir & NORTH)))
plane = MOB_PLANE
layer = MOB_LAYER + 0.1
else
@@ -253,6 +259,44 @@
/obj/structure/bed/chair/sofa/corner
icon_state = "sofacorner"
base_icon = "sofacorner"
corner_piece = TRUE
// Wooden nonsofa - no corners
/obj/structure/bed/chair/sofa/pew
name = "pew bench"
desc = "If they want you to go to church, why do they make these so uncomfortable?"
base_icon = "pewmiddle"
icon_state = "pewmiddle"
applies_material_colour = FALSE
/obj/structure/bed/chair/sofa/pew/left
icon_state = "pewend_left"
base_icon = "pewend_left"
/obj/structure/bed/chair/sofa/pew/right
icon_state = "pewend_right"
base_icon = "pewend_right"
// Corporate sofa - one color fits all
/obj/structure/bed/chair/sofa/corp
name = "black leather sofa"
desc = "How corporate!"
base_icon = "corp_sofamiddle"
icon_state = "corp_sofamiddle"
applies_material_colour = FALSE
/obj/structure/bed/chair/sofa/corp/left
icon_state = "corp_sofaend_left"
base_icon = "corp_sofaend_left"
/obj/structure/bed/chair/sofa/corp/right
icon_state = "corp_sofaend_right"
base_icon = "corp_sofaend_right"
/obj/structure/bed/chair/sofa/corp/corner
icon_state = "corp_sofacorner"
base_icon = "corp_sofacorner"
corner_piece = TRUE
//color variations
@@ -39,7 +39,7 @@ var/global/list/stool_cache = list() //haha stool
icon_state = ""
cut_overlays()
// Base icon.
var/cache_key = "stool-[material.name]"
var/cache_key = "[base_icon]-[material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, base_icon)
I.color = material.icon_colour
@@ -47,7 +47,7 @@ var/global/list/stool_cache = list() //haha stool
add_overlay(stool_cache[cache_key])
// Padding overlay.
if(padding_material)
var/padding_cache_key = "stool-padding-[padding_material.name]"
var/padding_cache_key = "[base_icon]-padding-[padding_material.name]"
if(isnull(stool_cache[padding_cache_key]))
var/image/I = image(icon, "[base_icon]_padding") //VOREStation Edit
I.color = padding_material.icon_colour
@@ -11,5 +11,8 @@
base_icon = "bar_stool_base"
anchored = 1
/obj/item/weapon/stool/baystool/padded
icon_state = "bar_stool_padded_preview" //set for the map
/obj/item/weapon/stool/baystool/padded/New(var/newloc, var/new_material)
..(newloc, "steel", "carpet")
+39 -3
View File
@@ -4,7 +4,7 @@
name = "toilet"
desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean."
icon = 'icons/obj/watercloset.dmi'
icon_state = "toilet00"
icon_state = "toilet"
density = 0
anchored = 1
var/open = 0 //if the lid is up
@@ -41,7 +41,7 @@
update_icon()
/obj/structure/toilet/update_icon()
icon_state = "toilet[open][cistern]"
icon_state = "[initial(icon_state)][open][cistern]"
/obj/structure/toilet/attackby(obj/item/I as obj, mob/living/user as mob)
if(I.is_crowbar())
@@ -91,7 +91,39 @@
to_chat(user, "You carefully place \the [I] into the cistern.")
return
/obj/structure/toilet/prison
name = "prison toilet"
icon_state = "toilet2"
/obj/structure/toilet/prison/attack_hand(mob/living/user)
return
/obj/structure/toilet/prison/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/weapon/grab))
user.setClickCooldown(user.get_attack_speed(I))
var/obj/item/weapon/grab/G = I
if(isliving(G.affecting))
var/mob/living/GM = G.affecting
if(G.state>1)
if(!GM.loc == get_turf(src))
to_chat(user, "<span class='notice'>[GM.name] needs to be on the toilet.</span>")
return
if(open && !swirlie)
user.visible_message("<span class='danger'>[user] starts to give [GM.name] a swirlie!</span>", "<span class='notice'>You start to give [GM.name] a swirlie!</span>")
swirlie = GM
if(do_after(user, 30, GM))
user.visible_message("<span class='danger'>[user] gives [GM.name] a swirlie!</span>", "<span class='notice'>You give [GM.name] a swirlie!</span>", "You hear a toilet flushing.")
if(!GM.internal)
GM.adjustOxyLoss(5)
swirlie = null
else
user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
GM.adjustBruteLoss(5)
else
to_chat(user, "<span class='notice'>You need a tighter grip.</span>")
/obj/structure/urinal
name = "urinal"
@@ -391,7 +423,11 @@
/obj/structure/sink/kitchen
name = "kitchen sink"
icon_state = "sink_alt"
icon_state = "sink2"
/obj/structure/sink/countertop
name = "countertop sink"
icon_state = "sink3"
/obj/structure/sink/puddle //splishy splashy ^_^
name = "puddle"