Merge branch 'master' into upstream-merge-11464

This commit is contained in:
Nadyr
2021-08-25 23:32:47 -04:00
committed by GitHub
204 changed files with 4524 additions and 1574 deletions

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@@ -16,7 +16,8 @@ Pipelines + Other Objects -> Pipe network
power_channel = ENVIRON power_channel = ENVIRON
var/nodealert = 0 var/nodealert = 0
var/power_rating //the maximum amount of power the machine can use to do work, affects how powerful the machine is, in Watts var/power_rating //the maximum amount of power the machine can use to do work, affects how powerful the machine is, in Watts
unacidable = TRUE
layer = ATMOS_LAYER layer = ATMOS_LAYER
plane = PLATING_PLANE plane = PLATING_PLANE

View File

@@ -6,6 +6,7 @@
icon = 'icons/obj/power.dmi' icon = 'icons/obj/power.dmi'
icon_state = "circ-unassembled" icon_state = "circ-unassembled"
anchored = FALSE anchored = FALSE
unacidable = TRUE
pipe_flags = PIPING_DEFAULT_LAYER_ONLY|PIPING_ONE_PER_TURF pipe_flags = PIPING_DEFAULT_LAYER_ONLY|PIPING_ONE_PER_TURF
var/kinetic_efficiency = 0.04 //combined kinetic and kinetic-to-electric efficiency var/kinetic_efficiency = 0.04 //combined kinetic and kinetic-to-electric efficiency

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@@ -42,3 +42,7 @@
//Ouch my toes! //Ouch my toes!
#define CALTROP_BYPASS_SHOES 1 #define CALTROP_BYPASS_SHOES 1
#define CALTROP_IGNORE_WALKERS 2 #define CALTROP_IGNORE_WALKERS 2
// Conflict element IDs
#define CONFLICT_ELEMENT_CRUSHER "crusher"
#define CONFLICT_ELEMENT_KA "kinetic_accelerator"

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@@ -772,3 +772,9 @@
#define COMPONENT_BLOCK_LIGHT_EATER (1<<0) #define COMPONENT_BLOCK_LIGHT_EATER (1<<0)
///from base of [/datum/element/light_eater/proc/devour]: (atom/eaten_light) ///from base of [/datum/element/light_eater/proc/devour]: (atom/eaten_light)
#define COMSIG_LIGHT_EATER_DEVOUR "light_eater_devour" #define COMSIG_LIGHT_EATER_DEVOUR "light_eater_devour"
// conflict checking elements
/// (id) - returns flags - Registered on something by conflict checking elements.
#define COMSIG_CONFLICT_ELEMENT_CHECK "conflict_element_check"
/// A conflict was found
#define ELEMENT_CONFLICT_FOUND (1<<0)

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@@ -58,5 +58,6 @@
//#define isturf(D) istype(D, /turf) //Built in //#define isturf(D) istype(D, /turf) //Built in
#define isopenspace(A) istype(A, /turf/simulated/open) #define isopenspace(A) istype(A, /turf/simulated/open)
#define isspace(A) istype(A, /turf/space) #define isspace(A) istype(A, /turf/space)
#define ismineralturf(A) istype(A, /turf/simulated/mineral)
#define istaurtail(A) istype(A, /datum/sprite_accessory/tail/taur) #define istaurtail(A) istype(A, /datum/sprite_accessory/tail/taur)

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@@ -172,7 +172,7 @@ var/syndicate_code_response//Code response for traitors.
var/safety[] = list(1,2,3)//Tells the proc which options to remove later on. var/safety[] = list(1,2,3)//Tells the proc which options to remove later on.
var/nouns[] = list("love","hate","anger","peace","pride","sympathy","bravery","loyalty","honesty","integrity","compassion","charity","success","courage","deceit","skill","beauty","brilliance","pain","misery","beliefs","dreams","justice","truth","faith","liberty","knowledge","thought","information","culture","trust","dedication","progress","education","hospitality","leisure","trouble","friendships", "relaxation") var/nouns[] = list("love","hate","anger","peace","pride","sympathy","bravery","loyalty","honesty","integrity","compassion","charity","success","courage","deceit","skill","beauty","brilliance","pain","misery","beliefs","dreams","justice","truth","faith","liberty","knowledge","thought","information","culture","trust","dedication","progress","education","hospitality","leisure","trouble","friendships", "relaxation")
var/drinks[] = list("vodka and tonic","gin fizz","bahama mama","manhattan","black Russian","whiskey soda","long island tea","margarita","Irish coffee"," manly dwarf","Irish cream","doctor's delight","Beepksy Smash","tequilla sunrise","brave bull","gargle blaster","bloody mary","whiskey cola","white Russian","vodka martini","martini","Cuba libre","kahlua","vodka","wine","moonshine") var/drinks[] = list("vodka and tonic","gin fizz","bahama mama","manhattan","black Russian","whiskey soda","long island tea","margarita","Irish coffee"," manly dwarf","Irish cream","doctor's delight","Beepksy Smash","tequilla sunrise","brave bull","gargle blaster","bloody mary","whiskey cola","white Russian","vodka martini","martini","Cuba libre","kahlua","vodka","redwine","moonshine")
var/locations[] = teleportlocs.len ? teleportlocs : drinks//if null, defaults to drinks instead. var/locations[] = teleportlocs.len ? teleportlocs : drinks//if null, defaults to drinks instead.
var/names[] = list() var/names[] = list()

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@@ -124,12 +124,19 @@ GLOBAL_VAR_INIT(round_start_time, 0)
/var/midnight_rollovers = 0 /var/midnight_rollovers = 0
/var/rollovercheck_last_timeofday = 0 /var/rollovercheck_last_timeofday = 0
/var/rollover_safety_date = 0 // set in world/New to the server startup day-of-month
/proc/update_midnight_rollover() /proc/update_midnight_rollover()
if (world.timeofday < rollovercheck_last_timeofday) //TIME IS GOING BACKWARDS! // Day has wrapped (world.timeofday drops to 0 at the start of each real day)
midnight_rollovers += 1 if (world.timeofday < rollovercheck_last_timeofday)
// If the day started/last wrap was < 12 hours ago, this is spurious
if(rollover_safety_date < world.realtime - (12 HOURS))
midnight_rollovers++
rollover_safety_date = world.realtime
else
warning("Time rollover error: world.timeofday decreased from previous check, but the day or last rollover is less than 12 hours old. System clock?")
rollovercheck_last_timeofday = world.timeofday rollovercheck_last_timeofday = world.timeofday
return midnight_rollovers return midnight_rollovers
//Increases delay as the server gets more overloaded, //Increases delay as the server gets more overloaded,
//as sleeps aren't cheap and sleeping only to wake up and sleep again is wasteful //as sleeps aren't cheap and sleeping only to wake up and sleep again is wasteful
#define DELTA_CALC max(((max(TICK_USAGE, world.cpu) / 100) * max(Master.sleep_delta-1,1)), 1) #define DELTA_CALC max(((max(TICK_USAGE, world.cpu) / 100) * max(Master.sleep_delta-1,1)), 1)

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@@ -9,7 +9,7 @@ SUBSYSTEM_DEF(ticker)
flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING
runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel! runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel!
var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in desiseconds. var/const/restart_timeout = 4 MINUTES // Default time to wait before rebooting in desiseconds.
var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE
/* Relies upon the following globals (TODO move those in here) */ /* Relies upon the following globals (TODO move those in here) */

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@@ -0,0 +1,35 @@
/**
* Simple conflict checking for getting number of conflicting things on someone with the same ID.
*/
/datum/element/conflict_checking
element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH
id_arg_index = 1
/// we don't need to KNOW who has us, only our ID.
var/id
/datum/element/conflict_checking/Attach(datum/target, id)
. = ..()
if(. & ELEMENT_INCOMPATIBLE)
return
if(!isatom(target))
return ELEMENT_INCOMPATIBLE
if(!length(id))
. = ELEMENT_INCOMPATIBLE
CRASH("Invalid ID in conflict checking element.")
if(isnull(src.id))
src.id = id
RegisterSignal(target, COMSIG_CONFLICT_ELEMENT_CHECK, .proc/check)
/datum/element/conflict_checking/proc/check(datum/source, id_to_check)
if(id == id_to_check)
return ELEMENT_CONFLICT_FOUND
/**
* Counts number of conflicts on something that have a conflict checking element.
*/
/atom/proc/ConflictElementCount(id)
. = 0
for(var/i in GetAllContents())
var/atom/movable/AM = i
if(SEND_SIGNAL(AM, COMSIG_CONFLICT_ELEMENT_CHECK, id) & ELEMENT_CONFLICT_FOUND)
++.

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@@ -39,4 +39,5 @@
pda_slot = slot_r_store pda_slot = slot_r_store
pda_type = /obj/item/device/pda/roboticist pda_type = /obj/item/device/pda/roboticist
backpack = /obj/item/weapon/storage/backpack backpack = /obj/item/weapon/storage/backpack
satchel_one = /obj/item/weapon/storage/backpack/satchel/norm satchel_one = /obj/item/weapon/storage/backpack/satchel/norm
suit = /obj/item/clothing/suit/storage/toggle/labcoat/roboticist

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@@ -70,6 +70,7 @@ var/datum/antagonist/raider/raiders
/obj/item/weapon/gun/energy/mindflayer, /obj/item/weapon/gun/energy/mindflayer,
/obj/item/weapon/gun/energy/toxgun, /obj/item/weapon/gun/energy/toxgun,
/obj/item/weapon/gun/energy/stunrevolver, /obj/item/weapon/gun/energy/stunrevolver,
/obj/item/weapon/gun/energy/stunrevolver/vintage,
/obj/item/weapon/gun/energy/ionrifle, /obj/item/weapon/gun/energy/ionrifle,
/obj/item/weapon/gun/energy/taser, /obj/item/weapon/gun/energy/taser,
/obj/item/weapon/gun/energy/crossbow/largecrossbow, /obj/item/weapon/gun/energy/crossbow/largecrossbow,

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@@ -5,6 +5,7 @@
icon_state = "table2-idle" icon_state = "table2-idle"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE use_power = USE_POWER_IDLE
idle_power_usage = 1 idle_power_usage = 1
active_power_usage = 5 active_power_usage = 5

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@@ -6,6 +6,7 @@
var/obj/machinery/sleeper/sleeper var/obj/machinery/sleeper/sleeper
anchored = TRUE //About time someone fixed this. anchored = TRUE //About time someone fixed this.
density = TRUE //VOREStation Edit - Big console density = TRUE //VOREStation Edit - Big console
unacidable = TRUE
dir = 8 dir = 8
use_power = USE_POWER_IDLE use_power = USE_POWER_IDLE
idle_power_usage = 40 idle_power_usage = 40
@@ -89,6 +90,7 @@
icon_state = "sleeper_0" icon_state = "sleeper_0"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
circuit = /obj/item/weapon/circuitboard/sleeper circuit = /obj/item/weapon/circuitboard/sleeper
var/mob/living/carbon/human/occupant = null var/mob/living/carbon/human/occupant = null
var/list/available_chemicals = list() var/list/available_chemicals = list()

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@@ -8,6 +8,7 @@
icon_state = "body_scanner_0" icon_state = "body_scanner_0"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
circuit = /obj/item/weapon/circuitboard/body_scanner circuit = /obj/item/weapon/circuitboard/body_scanner
use_power = USE_POWER_IDLE use_power = USE_POWER_IDLE
idle_power_usage = 60 idle_power_usage = 60
@@ -547,6 +548,7 @@
dir = 8 dir = 8
density = FALSE density = FALSE
anchored = TRUE anchored = TRUE
unacidable = TRUE
circuit = /obj/item/weapon/circuitboard/scanner_console circuit = /obj/item/weapon/circuitboard/scanner_console
var/printing = null var/printing = null

View File

@@ -36,6 +36,7 @@
layer = ABOVE_WINDOW_LAYER layer = ABOVE_WINDOW_LAYER
vis_flags = VIS_HIDE // They have an emissive that looks bad in openspace due to their wall-mounted nature vis_flags = VIS_HIDE // They have an emissive that looks bad in openspace due to their wall-mounted nature
anchored = TRUE anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE use_power = USE_POWER_IDLE
idle_power_usage = 80 idle_power_usage = 80
active_power_usage = 1000 //For heating/cooling rooms. 1000 joules equates to about 1 degree every 2 seconds for a single tile of air. active_power_usage = 1000 //For heating/cooling rooms. 1000 joules equates to about 1 degree every 2 seconds for a single tile of air.

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@@ -1,6 +1,7 @@
/obj/structure/AIcore /obj/structure/AIcore
density = TRUE density = TRUE
anchored = FALSE anchored = FALSE
unacidable = TRUE
name = "\improper AI core" name = "\improper AI core"
icon = 'icons/mob/AI.dmi' icon = 'icons/mob/AI.dmi'
icon_state = "0" icon_state = "0"

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@@ -4,6 +4,7 @@
icon_state = "computer" icon_state = "computer"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE use_power = USE_POWER_IDLE
idle_power_usage = 300 idle_power_usage = 300
active_power_usage = 300 active_power_usage = 300

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@@ -194,6 +194,7 @@
icon_state = "cryopod_0" //VOREStation Edit - New Icon icon_state = "cryopod_0" //VOREStation Edit - New Icon
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
dir = WEST dir = WEST
var/base_icon_state = "cryopod_0" //VOREStation Edit - New Icon var/base_icon_state = "cryopod_0" //VOREStation Edit - New Icon

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@@ -15,6 +15,7 @@ FIRE ALARM
var/timing = 0.0 var/timing = 0.0
var/lockdownbyai = 0 var/lockdownbyai = 0
anchored = TRUE anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE use_power = USE_POWER_IDLE
idle_power_usage = 2 idle_power_usage = 2
active_power_usage = 6 active_power_usage = 6

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@@ -5,6 +5,7 @@
icon_state = "pipe_d" icon_state = "pipe_d"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
var/unwrenched = 0 var/unwrenched = 0
var/wait = 0 var/wait = 0
var/p_layer = PIPING_LAYER_REGULAR var/p_layer = PIPING_LAYER_REGULAR

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@@ -5,6 +5,7 @@
icon_state = "borgcharger0" icon_state = "borgcharger0"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
circuit = /obj/item/weapon/circuitboard/recharge_station circuit = /obj/item/weapon/circuitboard/recharge_station
use_power = USE_POWER_IDLE use_power = USE_POWER_IDLE
idle_power_usage = 50 idle_power_usage = 50

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@@ -17,6 +17,7 @@
name = "status display" name = "status display"
anchored = TRUE anchored = TRUE
density = FALSE density = FALSE
unacidable = TRUE
use_power = USE_POWER_IDLE use_power = USE_POWER_IDLE
idle_power_usage = 10 idle_power_usage = 10
circuit = /obj/item/weapon/circuitboard/status_display circuit = /obj/item/weapon/circuitboard/status_display

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@@ -17,6 +17,7 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list()
/obj/machinery/telecomms /obj/machinery/telecomms
icon = 'icons/obj/stationobjs_vr.dmi' //VOREStation Add icon = 'icons/obj/stationobjs_vr.dmi' //VOREStation Add
unacidable = TRUE
var/list/links = list() // list of machines this machine is linked to var/list/links = list() // list of machines this machine is linked to
var/traffic = 0 // value increases as traffic increases var/traffic = 0 // value increases as traffic increases
var/netspeed = 5 // how much traffic to lose per tick (50 gigabytes/second * netspeed) var/netspeed = 5 // how much traffic to lose per tick (50 gigabytes/second * netspeed)

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@@ -13,6 +13,7 @@
icon_state = "control_standby" icon_state = "control_standby"
anchored = TRUE anchored = TRUE
density = FALSE density = FALSE
unacidable = TRUE
var/enabled = FALSE var/enabled = FALSE
var/lethal = FALSE var/lethal = FALSE
var/lethal_is_configurable = TRUE var/lethal_is_configurable = TRUE

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@@ -5,6 +5,7 @@
desc = "A machine used for construction of prosthetics." desc = "A machine used for construction of prosthetics."
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE use_power = USE_POWER_IDLE
idle_power_usage = 20 idle_power_usage = 20
active_power_usage = 5000 active_power_usage = 5000

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@@ -164,6 +164,7 @@
icon_state = "weeds" icon_state = "weeds"
anchored = TRUE anchored = TRUE
density = FALSE density = FALSE
unacidable = TRUE
plane = TURF_PLANE plane = TURF_PLANE
layer = ABOVE_TURF_LAYER layer = ABOVE_TURF_LAYER
@@ -396,16 +397,18 @@
qdel(src) qdel(src)
ticks += 1 ticks += 1
if(ticks >= target_strength) if(ticks >= target_strength)
for(var/mob/O in hearers(src, null)) for(var/mob/O in hearers(src, null))
O.show_message("<span class='alium'>[src.target] collapses under its own weight into a puddle of goop and undigested debris!</span>", 1) O.show_message("<span class='alium'>[src.target] collapses under its own weight into a puddle of goop and undigested debris!</span>", 1)
if(istype(target, /turf/simulated/wall)) // I hate turf code. if(iswall(target))
var/turf/simulated/wall/W = target var/turf/simulated/wall/W = target
W.dismantle_wall(1) W.dismantle_wall()
else else if(isfloor(target))
var/turf/simulated/floor/T = target
T.ex_act(1)
else if(isobj(target))
qdel(target) qdel(target)
qdel(src) qdel(src)
return return

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@@ -223,6 +223,8 @@
size = "bulky" size = "bulky"
if(ITEMSIZE_HUGE) if(ITEMSIZE_HUGE)
size = "huge" size = "huge"
if(ITEMSIZE_NO_CONTAINER)
size = "massive"
return ..(user, "", "It is a [size] item.") return ..(user, "", "It is a [size] item.")
/obj/item/attack_hand(mob/living/user as mob) /obj/item/attack_hand(mob/living/user as mob)

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@@ -26,7 +26,6 @@
closet_appearance = null closet_appearance = null
open_sound = 'sound/items/zip.ogg' open_sound = 'sound/items/zip.ogg'
close_sound = 'sound/items/zip.ogg' close_sound = 'sound/items/zip.ogg'
door_anim_time = 0 //Unsupported
var/item_path = /obj/item/bodybag var/item_path = /obj/item/bodybag
density = FALSE density = FALSE
storage_capacity = (MOB_MEDIUM * 2) - 1 storage_capacity = (MOB_MEDIUM * 2) - 1

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@@ -13,6 +13,7 @@
throwforce = 6 throwforce = 6
preserve_item = 1 preserve_item = 1
w_class = ITEMSIZE_LARGE w_class = ITEMSIZE_LARGE
unacidable = TRUE
origin_tech = list(TECH_BIO = 4, TECH_POWER = 2) origin_tech = list(TECH_BIO = 4, TECH_POWER = 2)
action_button_name = "Remove/Replace Paddles" action_button_name = "Remove/Replace Paddles"

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@@ -65,7 +65,6 @@
closet_appearance = null closet_appearance = null
catalogue_data = list(/datum/category_item/catalogue/information/objects/oldreactor) catalogue_data = list(/datum/category_item/catalogue/information/objects/oldreactor)
climbable = FALSE climbable = FALSE
door_anim_time = 0 //Unsupported
starts_with = list( starts_with = list(
/obj/item/weapon/fuel_assembly/deuterium = 6) /obj/item/weapon/fuel_assembly/deuterium = 6)

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@@ -63,7 +63,7 @@
if(istype(W, /obj/item/weapon/material)) if(istype(W, /obj/item/weapon/material))
if(istype(W, /obj/item/weapon/material/sharpeningkit)) if(istype(W, /obj/item/weapon/material/sharpeningkit))
to_chat(user, "Really? Sharpening a [W] with [src]? You goofball.") to_chat(user, "As much as you'd like to sharpen [W] with [src], the logistics just don't work out.")
return return
var/obj/item/weapon/material/M = W var/obj/item/weapon/material/M = W
if(uses >= M.w_class*2) if(uses >= M.w_class*2)
@@ -71,7 +71,7 @@
uses -= M.w_class*2 uses -= M.w_class*2
return return
else else
to_chat(user, "Not enough material to sharpen [M]. You need [M.w_class*2] [M.material.sheet_plural_name].") to_chat(user, "There's not enough spare sheets to sharpen [M]. You need [M.w_class*2] [M.material.sheet_plural_name].")
return return
else else
to_chat(user, "You can't sharpen [W] with [src]!") to_chat(user, "You can't sharpen [W] with [src]!")

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@@ -167,6 +167,7 @@
/obj/item/weapon/melee/baton, /obj/item/weapon/melee/baton,
/obj/item/weapon/gun/energy/taser, /obj/item/weapon/gun/energy/taser,
/obj/item/weapon/gun/energy/stunrevolver, /obj/item/weapon/gun/energy/stunrevolver,
/obj/item/weapon/gun/energy/stunrevolver/vintage,
/obj/item/weapon/gun/magnetic/railgun/heater/pistol, /obj/item/weapon/gun/magnetic/railgun/heater/pistol,
/obj/item/weapon/gun/energy/gun, /obj/item/weapon/gun/energy/gun,
/obj/item/weapon/flame/lighter, /obj/item/weapon/flame/lighter,

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@@ -48,7 +48,8 @@
/obj/item/device/ano_scanner, /obj/item/device/ano_scanner,
/obj/item/device/cataloguer, /obj/item/device/cataloguer,
/obj/item/device/radio, /obj/item/device/radio,
/obj/item/device/mapping_unit /obj/item/device/mapping_unit,
/obj/item/weapon/kinetic_crusher
) )
/obj/item/weapon/storage/belt/explorer/pathfinder /obj/item/weapon/storage/belt/explorer/pathfinder

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@@ -20,4 +20,13 @@
force = 0 force = 0
w_class = ITEMSIZE_NORMAL w_class = ITEMSIZE_NORMAL
max_w_class = ITEMSIZE_SMALL max_w_class = ITEMSIZE_SMALL
max_storage_space = ITEMSIZE_COST_SMALL * 4 max_storage_space = ITEMSIZE_COST_SMALL * 4
/obj/item/weapon/storage/briefcase/bookbag
name = "bookbag"
desc = "A small bookbag for holding... things other than books?"
icon_state = "bookbag"
force = 4.0
w_class = ITEMSIZE_LARGE
max_w_class = ITEMSIZE_NORMAL
max_storage_space = ITEMSIZE_COST_NORMAL * 4

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@@ -31,6 +31,7 @@
prob(4);/obj/item/weapon/gun/energy/taser, prob(4);/obj/item/weapon/gun/energy/taser,
prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow, prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
prob(4);/obj/item/weapon/gun/energy/stunrevolver, prob(4);/obj/item/weapon/gun/energy/stunrevolver,
prob(2);/obj/item/weapon/gun/energy/stunrevolver/vintage,
prob(3);/obj/item/weapon/gun/energy/gun/compact) prob(3);/obj/item/weapon/gun/energy/gun/compact)
/obj/random/energy/sec /obj/random/energy/sec

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@@ -64,6 +64,52 @@
/obj/structure/closet/crate/engineering, /obj/structure/closet/crate/engineering,
/obj/structure/closet/crate) /obj/structure/closet/crate)
/obj/random/vendorall //Fully random selection of consumer vendors
name = "random vending machine"
desc = "This is a random vending machine"
icon = 'icons/obj/vending.dmi'
icon_state = "radren-off"
/obj/random/vendorall/item_to_spawn()
return pick (/obj/machinery/vending/coffee,
/obj/machinery/vending/snack,
/obj/machinery/vending/cola,
/obj/machinery/vending/fitness,
/obj/machinery/vending/cigarette,
/obj/machinery/vending/giftvendor,
/obj/machinery/vending/hotfood,
/obj/machinery/vending/weeb,
/obj/machinery/vending/sol,
/obj/machinery/vending/snix,
/obj/machinery/vending/snlvend,
/obj/machinery/vending/sovietsoda,
/obj/machinery/vending/sovietvend,
/obj/machinery/vending/radren)
/obj/random/vendorfood //Random food vendors for station use
name = "random snack vending machine"
desc = "This is a random food vending machine"
icon = 'icons/obj/vending.dmi'
icon_state = "snack"
/obj/random/vendorfood/item_to_spawn()
return pick (/obj/machinery/vending/snack,
/obj/machinery/vending/weeb,
/obj/machinery/vending/sol,
/obj/machinery/vending/snix,
/obj/machinery/vending/snlvend)
/obj/random/vendordrink //Random drink vendors for station use
name = "random drink vending machine"
desc = "This is a random drink vending machine"
icon = 'icons/obj/vending.dmi'
icon_state = "Cola_Machine"
/obj/random/vendordrink/item_to_spawn() //Not including coffee as it's more specific in usage.
return pick (/obj/machinery/vending/cola,
/obj/machinery/vending/sovietsoda,
/obj/machinery/vending/radren)
/obj/random/obstruction //Large objects to block things off in maintenance /obj/random/obstruction //Large objects to block things off in maintenance
name = "random obstruction" name = "random obstruction"
desc = "This is a random obstruction." desc = "This is a random obstruction."

View File

@@ -4,6 +4,7 @@
icon = 'icons/mob/alien.dmi' icon = 'icons/mob/alien.dmi'
layer = ABOVE_JUNK_LAYER layer = ABOVE_JUNK_LAYER
var/health = 50 var/health = 50
unacidable = TRUE
/obj/structure/alien/proc/healthcheck() /obj/structure/alien/proc/healthcheck()
if(health <=0) if(health <=0)

View File

@@ -33,6 +33,7 @@ two tiles on initialization, and which way a cliff is facing may change during m
opacity = FALSE opacity = FALSE
climbable = TRUE climbable = TRUE
climb_delay = 10 SECONDS climb_delay = 10 SECONDS
unacidable = TRUE
block_turf_edges = TRUE // Don't want turf edges popping up from the cliff edge. block_turf_edges = TRUE // Don't want turf edges popping up from the cliff edge.
plane = TURF_PLANE plane = TURF_PLANE

View File

@@ -34,19 +34,11 @@
var/list/starts_with // List of type = count (or just type for 1) var/list/starts_with // List of type = count (or just type for 1)
var/closet_appearance = /decl/closet_appearance // The /decl that defines what decals we end up with, that makes our look unique var/decl/closet_appearance/closet_appearance = /decl/closet_appearance // The /decl that defines what decals we end up with, that makes our look unique
/// Currently animating the door transform /// Currently animating the door transform
var/is_animating_door = FALSE var/is_animating_door = FALSE
/// Length of time (ds) to animate the door transform /// Our visual object for the closet door, if we're animating
var/door_anim_time = 2.0
/// Amount to 'squish' the full width of the door by
var/door_anim_squish = 0.30
/// Virtual angle at which the door is opened to (136 by default, so not a full 180)
var/door_anim_angle = 136
/// Offset for the door hinge location from centerline
var/door_hinge = -6.5
/// Our visual object for the closet door
var/obj/effect/overlay/closet_door/door_obj var/obj/effect/overlay/closet_door/door_obj
/obj/structure/closet/Initialize() /obj/structure/closet/Initialize()
@@ -73,15 +65,16 @@
storage_capacity = content_size + 5 storage_capacity = content_size + 5
if(ispath(closet_appearance)) if(ispath(closet_appearance))
var/decl/closet_appearance/app = GLOB.closet_appearances[closet_appearance] closet_appearance = GLOB.closet_appearances[closet_appearance]
if(app) if(istype(closet_appearance))
icon = app.icon icon = closet_appearance.icon
color = null color = null
update_icon() update_icon()
/obj/structure/closet/Destroy() /obj/structure/closet/Destroy()
. = ..()
qdel_null(door_obj) qdel_null(door_obj)
closet_appearance = null
return ..()
/obj/structure/closet/examine(mob/user) /obj/structure/closet/examine(mob/user)
. = ..() . = ..()
@@ -500,7 +493,7 @@
return 1 return 1
/obj/structure/closet/proc/animate_door(closing = FALSE) /obj/structure/closet/proc/animate_door(closing = FALSE)
if(!door_anim_time) if(!closet_appearance?.door_anim_time)
update_icon() update_icon()
return return
if(!door_obj) if(!door_obj)
@@ -511,9 +504,9 @@
is_animating_door = TRUE is_animating_door = TRUE
if(!closing) if(!closing)
update_icon() update_icon()
var/num_steps = door_anim_time / world.tick_lag var/num_steps = closet_appearance.door_anim_time / world.tick_lag
for(var/I in 0 to num_steps) for(var/I in 0 to num_steps)
var/angle = door_anim_angle * (closing ? 1 - (I/num_steps) : (I/num_steps)) var/angle = closet_appearance.door_anim_angle * (closing ? 1 - (I/num_steps) : (I/num_steps))
var/matrix/M = get_door_transform(angle) var/matrix/M = get_door_transform(angle)
var/door_state = angle >= 90 ? "door_back" : "door_front" var/door_state = angle >= 90 ? "door_back" : "door_front"
var/door_layer = angle >= 90 ? FLOAT_LAYER : ABOVE_MOB_LAYER var/door_layer = angle >= 90 ? FLOAT_LAYER : ABOVE_MOB_LAYER
@@ -526,7 +519,7 @@
animate(door_obj, transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW) animate(door_obj, transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
else else
animate(transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag) animate(transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag)
addtimer(CALLBACK(src,.proc/end_door_animation,closing),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE) addtimer(CALLBACK(src, .proc/end_door_animation,closing), closet_appearance.door_anim_time, TIMER_UNIQUE|TIMER_OVERRIDE)
/obj/structure/closet/proc/end_door_animation(closing = FALSE) /obj/structure/closet/proc/end_door_animation(closing = FALSE)
is_animating_door = FALSE is_animating_door = FALSE
@@ -537,7 +530,9 @@
/obj/structure/closet/proc/get_door_transform(angle) /obj/structure/closet/proc/get_door_transform(angle)
var/matrix/M = matrix() var/matrix/M = matrix()
M.Translate(-door_hinge, 0) if(!closet_appearance)
M.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0)) return M
M.Translate(door_hinge, 0) M.Translate(-closet_appearance.door_hinge, 0)
M.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * closet_appearance.door_anim_squish, 1, 0))
M.Translate(closet_appearance.door_hinge, 0)
return M return M

View File

@@ -14,6 +14,15 @@
var/decal_icon = 'icons/obj/closets/decals/closet.dmi' var/decal_icon = 'icons/obj/closets/decals/closet.dmi'
var/can_lock = FALSE var/can_lock = FALSE
/// Length of time (ds) to animate the door transform
var/door_anim_time = 2.0
/// Amount to 'squish' the full width of the door by
var/door_anim_squish = 0.30
/// Virtual angle at which the door is opened to (136 by default, so not a full 180)
var/door_anim_angle = 136
/// Offset for the door hinge location from centerline
var/door_hinge = -6.5
/decl/closet_appearance/New() /decl/closet_appearance/New()
// Build our colour and decal lists. // Build our colour and decal lists.
if(LAZYLEN(extra_decals)) if(LAZYLEN(extra_decals))
@@ -725,6 +734,7 @@
base_icon = 'icons/obj/closets/bases/crate.dmi' base_icon = 'icons/obj/closets/bases/crate.dmi'
decal_icon = 'icons/obj/closets/decals/crate.dmi' decal_icon = 'icons/obj/closets/decals/crate.dmi'
color = COLOR_GRAY40 color = COLOR_GRAY40
door_anim_time = 0
/decl/closet_appearance/crate/plastic /decl/closet_appearance/crate/plastic
color = COLOR_GRAY80 color = COLOR_GRAY80
@@ -1237,6 +1247,7 @@
decal_icon = 'icons/obj/closets/decals/large_crate.dmi' decal_icon = 'icons/obj/closets/decals/large_crate.dmi'
decals = null decals = null
extra_decals = null extra_decals = null
door_anim_time = 0
/decl/closet_appearance/large_crate/critter /decl/closet_appearance/large_crate/critter
color = COLOR_BEIGE color = COLOR_BEIGE
@@ -1349,6 +1360,7 @@
color = WOOD_COLOR_RICH color = WOOD_COLOR_RICH
decals = null decals = null
extra_decals = null extra_decals = null
door_anim_time = 0
/decl/closet_appearance/cabinet/secure /decl/closet_appearance/cabinet/secure
can_lock = TRUE can_lock = TRUE
@@ -1361,6 +1373,7 @@
"vent" "vent"
) )
extra_decals = null extra_decals = null
door_anim_time = 0
/decl/closet_appearance/wall/emergency /decl/closet_appearance/wall/emergency
color = COLOR_LIGHT_CYAN color = COLOR_LIGHT_CYAN
@@ -1402,6 +1415,7 @@
"vent" "vent"
) )
extra_decals = null extra_decals = null
door_anim_time = 0
/decl/closet_appearance/wall_double/kitchen /decl/closet_appearance/wall_double/kitchen
decals = null decals = null
@@ -1431,6 +1445,7 @@
decal_icon = 'icons/obj/closets/decals/cart.dmi' decal_icon = 'icons/obj/closets/decals/cart.dmi'
decals = null decals = null
extra_decals = null extra_decals = null
door_anim_time = 0
/decl/closet_appearance/cart/trash /decl/closet_appearance/cart/trash
color = COLOR_BOTTLE_GREEN color = COLOR_BOTTLE_GREEN

View File

@@ -7,7 +7,6 @@
seal_tool = /obj/item/weapon/tool/screwdriver seal_tool = /obj/item/weapon/tool/screwdriver
breakout_sound = 'sound/weapons/tablehit1.ogg' breakout_sound = 'sound/weapons/tablehit1.ogg'
closet_appearance = null // Special icon for us closet_appearance = null // Special icon for us
door_anim_time = 0 //Unsupported
/* Graves */ /* Graves */
/obj/structure/closet/grave /obj/structure/closet/grave
@@ -21,7 +20,6 @@
max_closets = 1 max_closets = 1
opened = 1 opened = 1
closet_appearance = null // Special icon for us closet_appearance = null // Special icon for us
door_anim_time = 0 //Unsupported
/obj/structure/closet/grave/attack_hand(mob/user as mob) /obj/structure/closet/grave/attack_hand(mob/user as mob)
if(opened) if(opened)

View File

@@ -2,4 +2,3 @@
name = "critter crate" name = "critter crate"
desc = "A crate which can sustain life for a while." desc = "A crate which can sustain life for a while."
closet_appearance = /decl/closet_appearance/large_crate/critter closet_appearance = /decl/closet_appearance/large_crate/critter
door_anim_time = 0 //Unsupported

View File

@@ -13,7 +13,6 @@
opened = 0 opened = 0
sealed = 0 //Don't touch this. sealed = 0 //Don't touch this.
health = 100 health = 100
door_anim_time = 0 //Unsupported
/obj/structure/closet/secure_closet/egg/update_icon() /obj/structure/closet/secure_closet/egg/update_icon()
if(opened) if(opened)

View File

@@ -3,7 +3,6 @@
desc = "Old will forever be in fashion." desc = "Old will forever be in fashion."
icon = 'icons/obj/closets/bases/cabinet.dmi' icon = 'icons/obj/closets/bases/cabinet.dmi'
closet_appearance = /decl/closet_appearance/cabinet closet_appearance = /decl/closet_appearance/cabinet
door_anim_time = 0 //Unsupported
/obj/structure/closet/acloset /obj/structure/closet/acloset
name = "strange closet" name = "strange closet"

View File

@@ -47,6 +47,7 @@
/obj/item/clothing/glasses/meson, /obj/item/clothing/glasses/meson,
/obj/item/clothing/head/soft, /obj/item/clothing/head/soft,
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo, /obj/item/clothing/suit/storage/hooded/wintercoat/cargo,
/obj/item/clothing/suit/storage/hooded/wintercoat/cargo/qm,
/obj/item/clothing/shoes/boots/winter/supply) /obj/item/clothing/shoes/boots/winter/supply)
/obj/structure/closet/secure_closet/quartermaster/Initialize() /obj/structure/closet/secure_closet/quartermaster/Initialize()

View File

@@ -26,6 +26,7 @@
/obj/item/device/t_scanner/upgraded, /obj/item/device/t_scanner/upgraded,
/obj/item/taperoll/engineering, /obj/item/taperoll/engineering,
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering, /obj/item/clothing/suit/storage/hooded/wintercoat/engineering,
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/ce,
/obj/item/clothing/shoes/boots/winter/engineering, /obj/item/clothing/shoes/boots/winter/engineering,
/obj/item/weapon/tank/emergency/oxygen/engi, /obj/item/weapon/tank/emergency/oxygen/engi,
/obj/item/weapon/reagent_containers/spray/windowsealant, //VOREStation Add, /obj/item/weapon/reagent_containers/spray/windowsealant, //VOREStation Add,

View File

@@ -103,6 +103,7 @@
/obj/item/clothing/mask/gas, /obj/item/clothing/mask/gas,
/obj/item/clothing/suit/storage/toggle/fr_jacket, /obj/item/clothing/suit/storage/toggle/fr_jacket,
/obj/item/clothing/suit/storage/toggle/labcoat/emt, /obj/item/clothing/suit/storage/toggle/labcoat/emt,
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/para,
/obj/item/device/radio/headset/headset_med/alt, /obj/item/device/radio/headset/headset_med/alt,
/obj/item/weapon/cartridge/medical, /obj/item/weapon/cartridge/medical,
/obj/item/weapon/storage/briefcase/inflatable, /obj/item/weapon/storage/briefcase/inflatable,
@@ -137,6 +138,7 @@
/obj/item/device/flash, /obj/item/device/flash,
/obj/item/weapon/reagent_containers/hypospray/vial, /obj/item/weapon/reagent_containers/hypospray/vial,
/obj/item/clothing/suit/storage/hooded/wintercoat/medical, /obj/item/clothing/suit/storage/hooded/wintercoat/medical,
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/cmo,
/obj/item/clothing/shoes/boots/winter/medical, /obj/item/clothing/shoes/boots/winter/medical,
/obj/item/weapon/storage/box/freezer, /obj/item/weapon/storage/box/freezer,
/obj/item/clothing/mask/gas, /obj/item/clothing/mask/gas,

View File

@@ -34,6 +34,7 @@
/obj/item/clothing/under/rank/research_director/dress_rd, /obj/item/clothing/under/rank/research_director/dress_rd,
/obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/toggle/labcoat,
/obj/item/clothing/suit/storage/toggle/labcoat/modern, /obj/item/clothing/suit/storage/toggle/labcoat/modern,
/obj/item/clothing/suit/storage/toggle/labcoat/rd,
/obj/item/weapon/cartridge/rd, /obj/item/weapon/cartridge/rd,
/obj/item/clothing/shoes/white, /obj/item/clothing/shoes/white,
/obj/item/clothing/shoes/laceup/brown, /obj/item/clothing/shoes/laceup/brown,
@@ -44,6 +45,7 @@
/obj/item/clothing/mask/gas, /obj/item/clothing/mask/gas,
/obj/item/device/flash, /obj/item/device/flash,
/obj/item/clothing/suit/storage/hooded/wintercoat/science, /obj/item/clothing/suit/storage/hooded/wintercoat/science,
/obj/item/clothing/suit/storage/hooded/wintercoat/science/rd,
/obj/item/clothing/shoes/boots/winter/science, /obj/item/clothing/shoes/boots/winter/science,
/obj/item/weapon/bluespace_harpoon) //VOREStation Add /obj/item/weapon/bluespace_harpoon) //VOREStation Add

View File

@@ -60,7 +60,8 @@
/obj/item/clothing/head/caphat/hop, /obj/item/clothing/head/caphat/hop,
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit, /obj/item/clothing/under/gimmick/rank/head_of_personnel/suit,
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit/skirt, /obj/item/clothing/under/gimmick/rank/head_of_personnel/suit/skirt,
/obj/item/clothing/glasses/sunglasses) /obj/item/clothing/glasses/sunglasses,
/obj/item/clothing/suit/storage/hooded/wintercoat/hop)
/obj/structure/closet/secure_closet/hos /obj/structure/closet/secure_closet/hos
@@ -100,6 +101,7 @@
/obj/item/weapon/melee/telebaton, /obj/item/weapon/melee/telebaton,
/obj/item/clothing/head/beret/sec/corporate/hos, /obj/item/clothing/head/beret/sec/corporate/hos,
/obj/item/clothing/suit/storage/hooded/wintercoat/security, /obj/item/clothing/suit/storage/hooded/wintercoat/security,
/obj/item/clothing/suit/storage/hooded/wintercoat/security/hos,
/obj/item/clothing/shoes/boots/winter/security, /obj/item/clothing/shoes/boots/winter/security,
/obj/item/device/flashlight/maglight, /obj/item/device/flashlight/maglight,
/obj/item/clothing/mask/gas/half, /obj/item/clothing/mask/gas/half,
@@ -313,4 +315,3 @@ GLOBAL_LIST_BOILERPLATE(all_brig_closets, /obj/structure/closet/secure_closet/br
//too small to put a man in //too small to put a man in
large = 0 large = 0
door_anim_time = 0 // Unsupported

View File

@@ -21,6 +21,7 @@
/obj/item/clothing/accessory/holster/waist, /obj/item/clothing/accessory/holster/waist,
/obj/item/clothing/head/beret/sec/corporate/hos, /obj/item/clothing/head/beret/sec/corporate/hos,
/obj/item/clothing/suit/storage/hooded/wintercoat/security, /obj/item/clothing/suit/storage/hooded/wintercoat/security,
/obj/item/clothing/suit/storage/hooded/wintercoat/security/hos,
/obj/item/clothing/mask/gas/half) /obj/item/clothing/mask/gas/half)
/obj/structure/closet/secure_closet/hos2 /obj/structure/closet/secure_closet/hos2

View File

@@ -7,7 +7,6 @@
anchored = TRUE anchored = TRUE
health = 0 //destroying the statue kills the mob within health = 0 //destroying the statue kills the mob within
blocks_emissive = EMISSIVE_BLOCK_UNIQUE blocks_emissive = EMISSIVE_BLOCK_UNIQUE
door_anim_time = 0 // Why is this a closet??
var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils. var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
var/intialBrute = 0 var/intialBrute = 0

View File

@@ -10,7 +10,6 @@
anchored = TRUE anchored = TRUE
store_mobs = 0 store_mobs = 0
wall_mounted = 1 wall_mounted = 1
door_anim_time = 0 // Unsupported
//spawns 2 sets of breathmask, emergency oxy tank and crowbar //spawns 2 sets of breathmask, emergency oxy tank and crowbar
@@ -92,7 +91,6 @@
wall_mounted = 1 wall_mounted = 1
plane = TURF_PLANE plane = TURF_PLANE
layer = ABOVE_TURF_LAYER layer = ABOVE_TURF_LAYER
door_anim_time = 0 //Unsupported
/obj/structure/closet/walllocker_double/north /obj/structure/closet/walllocker_double/north
pixel_y = 32 pixel_y = 32

View File

@@ -7,7 +7,6 @@
closet_appearance = /decl/closet_appearance/crate closet_appearance = /decl/closet_appearance/crate
climbable = TRUE climbable = TRUE
dir = 4 //Spawn facing 'forward' by default. dir = 4 //Spawn facing 'forward' by default.
door_anim_time = 0 //Unsupported until appropriate sprites are available
var/points_per_crate = 5 var/points_per_crate = 5
var/rigged = 0 var/rigged = 0

View File

@@ -8,6 +8,7 @@
var/used = FALSE var/used = FALSE
var/busy = FALSE // Don't spam ghosts by spamclicking. var/busy = FALSE // Don't spam ghosts by spamclicking.
var/needscharger //For drone pods that want their pod to turn into a charger. var/needscharger //For drone pods that want their pod to turn into a charger.
unacidable = TRUE
// Call this to get a ghost volunteer. // Call this to get a ghost volunteer.
/obj/structure/ghost_pod/proc/trigger(var/alert, var/adminalert) /obj/structure/ghost_pod/proc/trigger(var/alert, var/adminalert)

View File

@@ -21,6 +21,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
icon_state = "randompile" icon_state = "randompile"
density = FALSE density = FALSE
anchored = TRUE anchored = TRUE
unacidable = TRUE
var/list/icon_states_to_use = list() // List of icon states the pile can choose from on initialization. If empty or null, it will stay the initial icon_state. var/list/icon_states_to_use = list() // List of icon states the pile can choose from on initialization. If empty or null, it will stay the initial icon_state.

View File

@@ -20,6 +20,7 @@
var/obj/structure/m_tray/connected = null var/obj/structure/m_tray/connected = null
var/list/occupants = list() var/list/occupants = list()
anchored = TRUE anchored = TRUE
unacidable = TRUE
/obj/structure/morgue/Destroy() /obj/structure/morgue/Destroy()
if(connected) if(connected)

View File

@@ -0,0 +1,60 @@
/obj/structure/prop/esoteric
name = "some esoteric thing"
desc = "Perhaps it's of ritual significance?"
icon = 'icons/obj/props/decor.dmi'
/obj/structure/prop/esoteric/nt_pedestal0_old
name = "pedestal"
desc = "A pedestal with a mysterious slot at its center."
icon_state = "nt_pedestal0_old"
/obj/structure/prop/esoteric/nt_pedestal1_old
name = "pedestal"
desc = "A pedestal with some kind of sword slotted securely in the center."
icon_state = "nt_pedestal1_old"
// eye of the protector from Eris
/obj/structure/prop/esoteric/eotp
icon = 'icons/obj/props/decor32x64.dmi'
icon_state = "eotp"
/**
* Possible 'state' options for change_state(state) are:
* off: Looks boring and off
* on: candles lit and stuff
* no_cruciform: No cruciform (the little triangle thing) inserted
* red_cruciform: Red light cruciform inserted
* green_cruciform: Green light cruciform inserted
* panel_open: The panel is open (wiring)
* panel_closed: The panel is closed
*/
// neotheology cruciform reader from Eris
/obj/structure/prop/esoteric/reader
name = "electronic altar"
desc = "It looks like you're meant to scan something here."
icon = 'icons/obj/props/decor.dmi'
icon_state = "nt_reader_off"
/obj/structure/prop/esoteric/reader/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_reader_off"
if("on")
icon_state = "nt_reader_on"
if("no_cruciform")
cut_overlay("nt_reader_c_green")
cut_overlay("nt_reader_c_red")
if("red_cruciform")
cut_overlay("nt_reader_c_green")
cut_overlay("nt_reader_c_red")
add_overlay("nt_reader_c_red")
if("green_cruciform")
cut_overlay("nt_reader_c_red")
cut_overlay("nt_reader_c_green")
add_overlay("nt_reader_c_green")
if("panel_open")
cut_overlay("nt_reader_panel")
add_overlay("nt_reader_panel")
if("panel_closed")
cut_overlay("nt_reader_panel")

View File

@@ -0,0 +1,7 @@
// fences from TGMC
// You'll need to 'create instances from icon_states' in an editor to use these well
/obj/structure/prop/fence
name = "fence"
desc = "It's a fence! Not much else to say about it."
icon = 'icons/obj/props/decor_fences.dmi'

View File

@@ -0,0 +1,686 @@
/obj/structure/prop/machine
name = "doodad"
desc = "Some kind of machine."
icon = 'icons/obj/props/decor.dmi'
//Eris Bluespace Beacon
/obj/structure/prop/machine/bsb_off
name = "beacon"
icon_state = "bsb_off"
/obj/structure/prop/machine/bsb_on
name = "beacon"
icon_state = "bsb_on"
/obj/structure/prop/machine/biosyphon
icon_state = "biosyphon"
/obj/structure/prop/machine/von_krabin
icon_state = "von_krabin"
/obj/structure/prop/machine/last_shelter
icon_state = "last_shelter"
/obj/structure/prop/machine/complicator
icon_state = "complicator"
/obj/structure/prop/machine/random_radio
name = "radio"
icon_state = "random_radio"
// vatgrowing thing from /tg/
/obj/structure/prop/machine/green_egg
icon_state = "gel_cocoon"
// gravity generator from Eris
/obj/structure/prop/machine/gravygen
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "bigdice"
bound_width = 64
bound_height = 64
// dna vault from /tg/
/obj/structure/prop/dna_vault
icon = 'icons/obj/props/decor96x96.dmi'
icon_state = "vault"
/**
* Possible 'state' options for change_state(state) are:
* panel_open: The panel is opened
* panel_closed: The panel is closed
*/
// neotheology cloning biocan from Eris
/obj/structure/prop/machine/nt_biocan
icon = 'icons/obj/props/decor.dmi'
icon_state = "nt_biocan"
/obj/structure/prop/nt_biocan/change_state(state)
. = ..()
switch(state)
if("panel_open")
cut_overlay("nt_biocan_panel")
add_overlay("nt_biocan_panel")
if("panel_closed")
cut_overlay("nt_biocan_panel")
/**
* Possible 'state' options for change_state(state) are:
* blue, red, orange, yellow, green, purple: Set that color
* damaged: add damage overlay
* undamaged: remove damage overlay
* broken: become damaged
* plain: undamaged white version, otherwise use a color
*/
// dominator console from /tg/
/obj/structure/prop/dominator
icon = 'icons/obj/props/decor.dmi'
icon_state = "dominator"
/obj/structure/prop/dominator/change_state(state)
. = ..()
switch(state)
if("blue")
icon_state = "dominator-blue"
if("red")
icon_state = "dominator-red"
if("orange")
icon_state = "dominator-orange"
if("yellow")
icon_state = "dominator-yellow"
if("green")
icon_state = "dominator-green"
if("purple")
icon_state = "dominator-purple"
if("damaged")
add_overlay("dom_damage")
if("undamaged")
cut_overlay("dom_damage")
if("broken")
icon_state = "dominator-broken"
if("plain")
icon_state = "dominator"
/obj/structure/prop/dominator/blue
icon_state = "dominator-blue"
/obj/structure/prop/dominator/red
icon_state = "dominator-red"
/obj/structure/prop/dominator/orange
icon_state = "dominator-orange"
/obj/structure/prop/dominator/yellow
icon_state = "dominator-yellow"
/obj/structure/prop/dominator/green
icon_state = "dominator-green"
/obj/structure/prop/dominator/purple
icon_state = "dominator-purple"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Pumping or something
*/
// some neotheology thing from Eris
/obj/structure/prop/machine/solifier
icon_state = "nt_solidifier"
/obj/structure/prop/machine/solifier/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_solidifier"
if("on")
icon_state = "nt_solidifier_on"
/obj/structure/prop/machine/solifier/starts_on
icon_state = "nt_solidifier_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Boring, round
* on: Spinny glowy
*/
// conduit of soul from Eris
/obj/structure/prop/machine/conduit
icon_state = "conduit_off"
/obj/structure/prop/machine/conduit/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "conduit_spin"
flick("conduit_starting", src)
if("off")
icon_state = "conduit_off"
flick("conduit_stopping", src)
/obj/structure/prop/machine/conduit/starts_on
icon_state = "conduit_spin"
/**
* Possible 'state' options for change_state(state) are:
* on: Doing some kinda worky thing
* off: Not doing much of anything
* empty: No blue crystal thingy
* loaded: off but without the animation
*/
// some kinda NT thing from Eris
/obj/structure/prop/machine/core
icon_state = "core_inactive"
/obj/structure/prop/machine/core/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "core_active"
flick("core_warmup", src)
if("off")
icon_state = "core_inactive"
flick("core_shutdown", src)
if("empty")
icon_state = "core_empty"
if("loaded")
icon_state = "core_inactive"
/obj/structure/prop/machine/core/starts_on
icon_state = "core_active"
/**
* Possible 'state' options for change_state(state) are:
* down: In the ground, glowing
* up: Out of the ground, open
*/
// experimental science destructor from /tg/
/obj/structure/prop/machine/tube
icon = 'icons/obj/props/decor32x64.dmi'
icon_state = "tube_open"
/obj/structure/prop/machine/tube/change_state(state)
. = ..()
switch(state)
if("down")
icon_state = "tube_on"
flick("tube_down", src)
if("up")
icon_state = "tube_open"
flick("tube_up", src)
/obj/structure/prop/machine/tube/starts_down
icon_state = "tube_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Boring, static
* on: Turny and blinky
*/
// experimental science destructor from /tg/
/obj/structure/prop/machine/comm_tower
icon = 'icons/obj/props/decor.dmi'
icon = 'icons/obj/props/decor96x96.dmi'
icon_state = "comm_tower"
/obj/structure/prop/machine/comm_tower/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "comm_tower_on"
if("off")
icon_state = "comm_tower"
/obj/structure/prop/machine/comm_tower/starts_on
icon_state = "comm_tower_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Not doing much
* on: Stamping mysterious substances
*/
// sheetizer from /tg/
/obj/structure/prop/machine/stamper
icon = 'icons/obj/props/decor.dmi'
icon_state = "stamper"
/obj/structure/prop/machine/stamper/change_state(state)
. = ..()
switch(state)
if("off")
cut_overlays()
if("on")
add_overlay("stamper_proc")
add_overlay("stamper_but")
/obj/structure/prop/machine/stamper/starts_on
icon_state = "stamper_on"
/obj/structure/prop/machine/stamper/starts_on/Initialize()
add_overlay("stamper_proc")
add_overlay("stamper_but")
/**
* Possible 'state' options for change_state(state) are:
* whole: Not doing much
* broken: Stamping mysterious substances
*/
// alien autopsy thing from TGMC
/obj/structure/prop/machine/alien_tank
icon_state = "tank_larva"
/obj/structure/prop/machine/alien_tank/change_state(state)
. = ..()
switch(state)
if("whole")
icon_state = "tank_larva"
if("broken")
icon_state = "tank_broken"
/obj/structure/prop/machine/alien_tank/starts_broken
icon_state = "tank_broken"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights underneath
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// neotheology optable from Eris
/obj/structure/prop/machine/nt_optable
icon_state = "nt_optable-idle"
/obj/structure/prop/machine/nt_optable/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "nt_optable-idle"
if("active")
icon_state = "nt_optable-active"
if("panel_open")
cut_overlay("nt_optable_panel")
add_overlay("nt_optable_panel")
if("panel_closed")
cut_overlay("nt_optable_panel")
/obj/structure/prop/nt_optable/starts_active
icon_state = "nt_optable-active"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights in the center
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// trade beacon from Eris
/obj/structure/prop/machine/tradebeacon
icon_state = "tradebeacon"
/obj/structure/prop/machine/tradebeacon/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "tradebeacon"
if("active")
icon_state = "tradebeacon_active"
if("panel_open")
cut_overlay("tradebeacon_panel")
add_overlay("tradebeacon_panel")
if("panel_closed")
cut_overlay("tradebeacon_panel")
/obj/structure/prop/machine/tradebeacon/starts_active
icon_state = "tradebeacon_active"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights in the center
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// another trade beacon from Eris
/obj/structure/prop/machine/tradebeacon2
icon_state = "tradebeacon"
/obj/structure/prop/machine/tradebeacon2/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "tradebeacon_sending"
if("active")
icon_state = "tradebeacon_sending_active"
if("panel_open")
cut_overlay("tradebeacon_sending_panel")
add_overlay("tradebeacon_sending_panel")
if("panel_closed")
cut_overlay("tradebeacon_sending_panel")
/obj/structure/prop/machine/tradebeacon2/starts_active
icon_state = "tradebeacon_sending_active"
/**
* Possible 'state' options for change_state(state) are:
* off: Non-spinny
* on: Spinny and floaty
*/
// neotheology decorative(?) obelisk from Eris
/obj/structure/prop/machine/nt_obelisk
icon = 'icons/obj/props/decor.dmi'
icon_state = "nt_obelisk"
/obj/structure/prop/machine/nt_obelisk/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_obelisk"
if("on")
icon_state = "nt_obelisk_on"
/obj/structure/prop/machine/nt_obelisk/starts_on
icon_state = "nt_obelisk_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Inert
* on: Hand destroying machinery
*/
// 'sorter' from Eris
/obj/structure/prop/machine/sorter
icon = 'icons/obj/props/decor.dmi'
icon_state = "sorter"
/obj/structure/prop/machine/sorter/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "sorter"
if("on")
icon_state = "sorter-process"
/obj/structure/prop/machine/sorter/starts_on
icon_state = "sorter-process"
/**
* Possible 'state' options for change_state(state) are:
* off: Inert
* on: Hand destroying machinery
*/
// 'smelter' from Eris
/obj/structure/prop/machine/smelter
icon = 'icons/obj/props/decor.dmi'
icon_state = "smelter"
/obj/structure/prop/machine/smelter/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "smelter"
if("on")
icon_state = "smelter-process"
/obj/structure/prop/machine/smelter/starts_on
icon_state = "smelter-process"
/**
* Possible 'state' options for change_state(state) are:
* idle: Not doing anything, with yellow template exposed
* work: busy doing work
* pause: paused work
*/
// cruciform forge from Eris
/obj/structure/prop/machine/nt_cruciforge
icon = 'icons/obj/props/decor.dmi'
icon_state = "nt_cruciforge"
/obj/structure/prop/machine/nt_cruciforge/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "nt_cruciforge"
flick("nt_cruciforge_finish", src) // 8ds
if("work")
icon_state = "nt_cruciforge_work"
flick("nt_cruciforge_start", src) // 8ds
if("pause")
icon_state = "nt_cruciforge_pause"
/obj/structure/prop/machine/nt_cruciforge/starts_working
icon_state = "nt_cruciforge_work"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Showing a display/powered up
*/
// A console from TGMC
/obj/structure/prop/machine/tgmc_console1
name = "console"
icon = 'icons/obj/props/decor.dmi'
icon_state = "tgmc_console1"
/obj/structure/prop/machine/tgmc_console1/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "tgmc_console1"
if("on")
icon_state = "tgmc_console1_on"
/obj/structure/prop/machine/tgmc_console1/starts_on
icon_state = "tgmc_console1_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Showing a display/powered up
*/
// A console from TGMC
/obj/structure/prop/machine/tgmc_console2
name = "console"
icon_state = "tgmc_console2"
/obj/structure/prop/machine/tgmc_console2/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "tgmc_console2"
if("on")
icon_state = "tgmc_console2_on"
/obj/structure/prop/machine/tgmc_console2/starts_on
icon_state = "tgmc_console2_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Showing a display/powered up
*/
// A console from TGMC
/obj/structure/prop/machine/tgmc_console3
name = "console"
icon_state = "tgmc_console3"
/obj/structure/prop/machine/tgmc_console3/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "tgmc_console3"
if("on")
icon_state = "tgmc_console3_on"
/obj/structure/prop/machine/tgmc_console3/starts_on
icon_state = "tgmc_console3_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Showing a display/powered up
*/
// A console from TGMC
/obj/structure/prop/machine/tgmc_console4
name = "console"
icon_state = "tgmc_console4"
/obj/structure/prop/machine/tgmc_console4/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "tgmc_console4"
if("on")
icon_state = "tgmc_console4_on"
/obj/structure/prop/machine/tgmc_console4/starts_on
icon_state = "tgmc_console4_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Showing a display/powered up
*/
// A console from TGMC
/obj/structure/prop/machine/tgmc_console5
name = "console"
icon_state = "tgmc_console5"
/obj/structure/prop/machine/tgmc_console5/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "tgmc_console5"
if("on")
icon_state = "tgmc_console5_on"
/obj/structure/prop/machine/tgmc_console5/starts_on
icon_state = "tgmc_console5_on"
/**
* This one is a bit more fancy than others. Anything in the contents (PLEASE LIMIT TO ONE THING)
* will show up inside it! Also if you map in an item on it, it will grab that at mapload and start
* in the 'closed, full of fluid' state, so you can put a body on it or whatever.
*
* As an aghost you can also dragdrop something into it (you have to be ghosted next to it)
*
* Possible 'state' options for change_state(state) are:
* open: Open, no fluid or anything. At the end the contents are ejected.
* closed: Closed, full of liquid
* panel_open: Shows panel
* panel_closed: Unshows panel
*/
// neotheology cloning pod from Eris
/obj/structure/prop/machine/nt_pod
icon = 'icons/obj/props/decor.dmi'
icon = 'icons/obj/props/decor32x64.dmi'
icon_state = "nt_pod_mappreview"
bound_height = 64
var/obj/effect/overlay/vis/outside
var/obj/effect/overlay/vis/door
var/obj/effect/overlay/vis/fluid
var/contents_vis_flags = NONE
var/contents_original_pixel_y = 0
/obj/structure/prop/machine/nt_pod/Initialize(mapload)
// Our non-map-preview state
icon_state = "nt_pod"
// Alpha mask to make sure things don't sneak out
var/obj/effect/overlay/vis/mask = new
mask.icon = icon
mask.icon_state = "nt_pod_mask"
mask.render_target = "*nt_podmask[REF(src)]"
mask.vis_flags = VIS_INHERIT_ID
vis_contents += mask
outside = add_vis_overlay(icon, "nt_pod_over", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
door = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
fluid = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
// Gather up our friends
if(mapload)
var/atom/movable/AM = locate() in loc
AM?.forceMove(src)
/obj/structure/prop/machine/nt_pod/Entered(atom/movable/mover)
abduct(mover)
/obj/structure/prop/machine/nt_pod/proc/abduct(var/atom/movable/AM)
// Save old settings
contents_vis_flags = AM.vis_flags
contents_original_pixel_y = AM.pixel_y
// Arrange
AM.add_filter("podmask", 1, alpha_mask_filter(render_source = "nt_podmask[REF(src)]", flags = MASK_INVERSE))
AM.pixel_y = 12
AM.vis_flags = VIS_INHERIT_ID|VIS_INHERIT_DIR
vis_contents += AM
if(ismob(AM))
var/mob/M = AM
buckle_mob(M, TRUE, FALSE)
// TRAP THEM
change_state("closed")
/obj/structure/prop/machine/nt_pod/proc/unduct(var/atom/movable/AM)
// Geddout
vis_contents -= AM
if(ismob(AM))
var/mob/M = AM
unbuckle_mob(M, TRUE)
// Cleanup
AM.remove_filter("podmask")
AM.forceMove(drop_location())
AM.vis_flags = contents_vis_flags
AM.pixel_y = contents_original_pixel_y
/obj/structure/prop/machine/nt_pod/MouseDrop_T(var/atom/movable/AM, var/mob/user)
if(contents.len)
return
if(!ismovable(AM))
return
if(!user.client?.holder)
return
AM.forceMove(src)
/obj/structure/prop/machine/nt_pod/change_state(state)
. = ..()
switch(state)
if("open")
cut_overlay("nt_pod_top_on")
cut_overlay("nt_pod_under")
// Fluid drains
fluid.icon_state = "nothing"
flick("nt_pod_emptying", fluid) // 8ds
sleep(8)
// Door opens
door.icon_state = "nothing"
flick("nt_pod_opening", door) // 9ds
sleep(9)
// GET OUT
outside.layer = BELOW_MOB_LAYER
if(contents.len)
for(var/atom/movable/AM as anything in contents)
unduct(AM)
if("closed")
outside.layer = ABOVE_MOB_LAYER
cut_overlay("nt_pod_top_on")
add_overlay("nt_pod_top_on")
add_overlay("nt_pod_under")
// Door closes
door.icon_state = "nt_pod_glass"
flick("nt_pod_closing", door) // 9ds
sleep(9)
// Fluid fills
fluid.icon_state = "nt_pod_liquid"
flick("nt_pod_filling", fluid) // 8ds
if("panel_open")
cut_overlay("nt_pod_panel")
add_overlay("nt_pod_panel")
if("panel_closed")
cut_overlay("nt_pod_panel")

View File

@@ -1,19 +1,20 @@
/** /**
* Decorative items for PoIs etc.
* These are generally sprites ported from other servers, which don't have any unique code. * These are generally sprites ported from other servers, which don't have any unique code.
* They can be used by mappers for decorating their maps. They're mostly here so people who aren't * They can be used by mappers for decorating their maps. They're mostly here so people who aren't
* rummaging around in the sprites can be aware of some neat sprites they can use. * rummaging around in the sprites can be aware of some neat sprites they can use.
* *
* Obviously you can swipe the sprites for real structures and add code, but please don't add any code * Obviously you can swipe the sprites for real structures and add code, but please don't add any code
* (beyond decorative things like maybe light) directly to these types or this file! * (beyond decorative things like maybe light) directly to these types or this file!
* Take the icon and state and make your own type under /obj/structure. * Take the icon and state and make your own type under /obj/structure.
* *
* Some of these do have a SMIDGE of code to allow a mapper to twirl them through states/animations without * Some of these do have a SMIDGE of code to allow a mapper to twirl them through states/animations without
* much effort, but beyond 'visuals logic', I'd rather keep all the logic out of here. * much effort, but beyond 'visuals logic', I'd rather keep all the logic out of here.
*/ */
/obj/structure/prop /obj/structure/prop
name = "mysterious structure" name = "mysterious structure"
desc = "A mysterious structure!" desc = "You're not sure what this is."
icon = 'icons/obj/structures.dmi' icon = 'icons/obj/structures.dmi'
icon_state = "safe" icon_state = "safe"
density = TRUE density = TRUE
@@ -30,8 +31,6 @@
else else
to_chat(user, interaction_message) to_chat(user, interaction_message)
/// Changes the visual state of the machine between icon_states or overlays or whatever
/// the machine needs to look like it's in a different state.
/obj/structure/prop/proc/change_state(state) /obj/structure/prop/proc/change_state(state)
SHOULD_CALL_PARENT(TRUE) SHOULD_CALL_PARENT(TRUE)
src.state = state src.state = state
@@ -41,694 +40,30 @@
if(var_name == "state") if(var_name == "state")
change_state(var_value) change_state(var_value)
// bluespace beacon from Eris
/obj/structure/prop/bsb_off
icon = 'icons/obj/structures/decor.dmi'
icon_state = "bsb_off"
/obj/structure/prop/bsb_on
icon = 'icons/obj/structures/decor.dmi'
icon_state = "bsb_on"
// bluespace crystal from Eris //Misc stuff that fits no category
/obj/structure/prop/bsc
icon = 'icons/obj/structures/decor.dmi'
icon_state = "bsc"
/obj/structure/prop/bsc_dust
icon = 'icons/obj/structures/decor.dmi'
icon_state = "bsc_dust"
// same as state names, from faction items on Eris // ship memorial from TGMC
/obj/structure/prop/biosyphon /obj/structure/prop/memorial
icon = 'icons/obj/structures/decor.dmi' name = "engraved wall"
icon_state = "biosyphon" desc = "A finely engraved list on dark stone."
/obj/structure/prop/von_krabin icon = 'icons/obj/props/decor64x64.dmi'
icon = 'icons/obj/structures/decor.dmi' icon_state = "ship_memorial"
icon_state = "von_krabin"
/obj/structure/prop/last_shelter
icon = 'icons/obj/structures/decor.dmi'
icon_state = "last_shelter"
/obj/structure/prop/complicator
icon = 'icons/obj/structures/decor.dmi'
icon_state = "complicator"
/obj/structure/prop/random_radio
icon = 'icons/obj/structures/decor.dmi'
icon_state = "random_radio"
/obj/structure/prop/nt_pedestal0_old
icon = 'icons/obj/structures/decor.dmi'
icon_state = "nt_pedestal0_old"
/obj/structure/prop/nt_pedestal1_old
icon = 'icons/obj/structures/decor.dmi'
icon_state = "nt_pedestal1_old"
// statues from Eris
/obj/structure/prop/statue1
icon = 'icons/obj/structures/decor.dmi'
icon_state = "artwork_statue_1"
/obj/structure/prop/statue2
icon = 'icons/obj/structures/decor.dmi'
icon_state = "artwork_statue_2"
/obj/structure/prop/statue3
icon = 'icons/obj/structures/decor.dmi'
icon_state = "artwork_statue_3"
/obj/structure/prop/statue4
icon = 'icons/obj/structures/decor.dmi'
icon_state = "artwork_statue_4"
/obj/structure/prop/statue5
icon = 'icons/obj/structures/decor.dmi'
icon_state = "artwork_statue_5"
/obj/structure/prop/statue6
icon = 'icons/obj/structures/decor.dmi'
icon_state = "artwork_statue_6"
// ship mast from TGMC
/obj/structure/prop/stump_plaque
icon = 'icons/obj/structures/decor.dmi'
icon_state = "stump"
// vatgrowing thing from /tg/
/obj/structure/prop/green_egg
icon = 'icons/obj/structures/decor.dmi'
icon_state = "gel_cocoon"
// eye of the protector from Eris
/obj/structure/prop/eotp
icon = 'icons/obj/structures/decor32x64.dmi'
icon_state = "eotp"
// gravity generator from Eris
/obj/structure/prop/gravygen
icon = 'icons/obj/structures/decor64x64.dmi'
icon_state = "bigdice"
bound_width = 64 bound_width = 64
bound_height = 64
// dna vault from /tg/
/obj/structure/prop/dna_vault
icon = 'icons/obj/structures/decor96x96.dmi'
icon_state = "vault"
// fences from TGMC
// You'll need to 'create instances from icon_states' in an editor to use these well
/obj/structure/prop/fence
name = "fence"
desc = "It's a fence! Not much else to say about it."
icon = 'icons/obj/structures/decor_fences.dmi'
/** /**
* *
Notes on change_state
*
* tl;dr "You can varedit 'state' on these to the things in the comments below to get cool animations" * tl;dr "You can varedit 'state' on these to the things in the comments below to get cool animations"
* *
* These items have some logic to handle some fun animations on them. Mappers can call the 'change_state(state)' proc * These items have some logic to handle some fun animations on them. Mappers can call the 'change_state(state)' proc
* while referring to the comments here for what states they can use. You'll notice some crazy overlay handling, * while referring to the comments here for what states they can use. You'll notice some crazy overlay handling,
* and that's because I don't want to add any vars to these mappers think they can fiddle with, which requires * and that's because I don't want to add any vars to these mappers think they can fiddle with, which requires
* more logic than I'm willing to do at the moment. So we get crazy cut/add operations instead. * more logic than I'm willing to do at the moment. So we get crazy cut/add operations instead.
* *
* There's also a VV helper so if you varedit 'state' to these during the game, you can get that to work. * There's also a VV helper so if you varedit 'state' to these during the game, you can get that to work.
* *
* Like, I don't want to add a state machine to decorative objects. You can if you want. * Like, I don't want to add a state machine to decorative objects. You can if you want.
* *
*/ */
/**
* Possible 'state' options for change_state(state) are:
* off: Looks boring and off
* on: candles lit and stuff
* no_cruciform: No cruciform (the little triangle thing) inserted
* red_cruciform: Red light cruciform inserted
* green_cruciform: Green light cruciform inserted
* panel_open: The panel is open (wiring)
* panel_closed: The panel is closed
*/
// neotheology cruciform reader from Eris
/obj/structure/prop/nt_reader
icon = 'icons/obj/structures/decor.dmi'
icon_state = "nt_reader_off"
/obj/structure/prop/nt_reader/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_reader_off"
if("on")
icon_state = "nt_reader_on"
if("no_cruciform")
cut_overlay("nt_reader_c_green")
cut_overlay("nt_reader_c_red")
if("red_cruciform")
cut_overlay("nt_reader_c_green")
cut_overlay("nt_reader_c_red")
add_overlay("nt_reader_c_red")
if("green_cruciform")
cut_overlay("nt_reader_c_red")
cut_overlay("nt_reader_c_green")
add_overlay("nt_reader_c_green")
if("panel_open")
cut_overlay("nt_reader_panel")
add_overlay("nt_reader_panel")
if("panel_closed")
cut_overlay("nt_reader_panel")
/**
* Possible 'state' options for change_state(state) are:
* panel_open: The panel is opened
* panel_closed: The panel is closed
*/
// neotheology cloning biocan from Eris
/obj/structure/prop/nt_biocan
icon = 'icons/obj/structures/decor.dmi'
icon_state = "nt_biocan"
/obj/structure/prop/nt_biocan/change_state(state)
. = ..()
switch(state)
if("panel_open")
cut_overlay("nt_biocan_panel")
add_overlay("nt_biocan_panel")
if("panel_closed")
cut_overlay("nt_biocan_panel")
/**
* Possible 'state' options for change_state(state) are:
* blue, red, orange, yellow, green, purple: Set that color
* damaged: add damage overlay
* undamaged: remove damage overlay
* broken: become damaged
* plain: undamaged white version, otherwise use a color
*/
// dominator console from /tg/
/obj/structure/prop/dominator
icon = 'icons/obj/structures/decor.dmi'
icon_state = "dominator"
/obj/structure/prop/dominator/change_state(state)
. = ..()
switch(state)
if("blue")
icon_state = "dominator-blue"
if("red")
icon_state = "dominator-red"
if("orange")
icon_state = "dominator-orange"
if("yellow")
icon_state = "dominator-yellow"
if("green")
icon_state = "dominator-green"
if("purple")
icon_state = "dominator-purple"
if("damaged")
add_overlay("dom_damage")
if("undamaged")
cut_overlay("dom_damage")
if("broken")
icon_state = "dominator-broken"
if("plain")
icon_state = "dominator"
/obj/structure/prop/dominator/blue
icon_state = "dominator-blue"
/obj/structure/prop/dominator/red
icon_state = "dominator-red"
/obj/structure/prop/dominator/orange
icon_state = "dominator-orange"
/obj/structure/prop/dominator/yellow
icon_state = "dominator-yellow"
/obj/structure/prop/dominator/green
icon_state = "dominator-green"
/obj/structure/prop/dominator/purple
icon_state = "dominator-purple"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Pumping or something
*/
// some neotheology thing from Eris
/obj/structure/prop/nt_solifier
icon = 'icons/obj/structures/decor.dmi'
icon_state = "nt_solidifier"
/obj/structure/prop/nt_solifier/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_solidifier"
if("on")
icon_state = "nt_solidifier_on"
/obj/structure/prop/nt_solifier/starts_on
icon_state = "nt_solidifier_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Boring, round
* on: Spinny glowy
*/
// conduit of soul from Eris
/obj/structure/prop/conduit
icon = 'icons/obj/structures/decor.dmi'
icon_state = "conduit_off"
/obj/structure/prop/conduit/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "conduit_spin"
flick("conduit_starting", src)
if("off")
icon_state = "conduit_off"
flick("conduit_stopping", src)
/obj/structure/prop/conduit/starts_on
icon_state = "conduit_spin"
/**
* Possible 'state' options for change_state(state) are:
* on: Doing some kinda worky thing
* off: Not doing much of anything
* empty: No blue crystal thingy
* loaded: off but without the animation
*/
// some kinda NT thing from Eris
/obj/structure/prop/core
icon = 'icons/obj/structures/decor.dmi'
icon_state = "core_inactive"
/obj/structure/prop/core/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "core_active"
flick("core_warmup", src)
if("off")
icon_state = "core_inactive"
flick("core_shutdown", src)
if("empty")
icon_state = "core_empty"
if("loaded")
icon_state = "core_inactive"
/obj/structure/prop/core/starts_on
icon_state = "core_active"
/**
* Possible 'state' options for change_state(state) are:
* down: In the ground, glowing
* up: Out of the ground, open
*/
// experimental science destructor from /tg/
/obj/structure/prop/tube
icon = 'icons/obj/structures/decor32x64.dmi'
icon_state = "tube_open"
/obj/structure/prop/tube/change_state(state)
. = ..()
switch(state)
if("down")
icon_state = "tube_on"
flick("tube_down", src)
if("up")
icon_state = "tube_open"
flick("tube_up", src)
/obj/structure/prop/tube/starts_down
icon_state = "tube_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Boring, static
* on: Turny and blinky
*/
// experimental science destructor from /tg/
/obj/structure/prop/comm_tower
icon = 'icons/obj/structures/decor.dmi'
icon = 'icons/obj/structures/decor96x96.dmi'
icon_state = "comm_tower"
/obj/structure/prop/comm_tower/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "comm_tower_on"
if("off")
icon_state = "comm_tower"
/obj/structure/prop/comm_tower/starts_on
icon_state = "comm_tower_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Not doing much
* on: Stamping mysterious substances
*/
// sheetizer from /tg/
/obj/structure/prop/stamper
icon = 'icons/obj/structures/decor.dmi'
icon_state = "stamper"
/obj/structure/prop/stamper/change_state(state)
. = ..()
switch(state)
if("off")
cut_overlays()
if("on")
add_overlay("stamper_proc")
add_overlay("stamper_but")
/obj/structure/prop/stamper/starts_on
icon_state = "stamper_on"
/obj/structure/prop/stamper/starts_on/Initialize()
add_overlay("stamper_proc")
add_overlay("stamper_but")
/**
* Possible 'state' options for change_state(state) are:
* whole: Not doing much
* broken: Stamping mysterious substances
*/
// alien autopsy thing from TGMC
/obj/structure/prop/alien_tank
icon = 'icons/obj/structures/decor.dmi'
icon_state = "tank_larva"
/obj/structure/prop/alien_tank/change_state(state)
. = ..()
switch(state)
if("whole")
icon_state = "tank_larva"
if("broken")
icon_state = "tank_broken"
/obj/structure/prop/alien_tank/starts_broken
icon_state = "tank_broken"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights underneath
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// neotheology optable from Eris
/obj/structure/prop/nt_optable
icon = 'icons/obj/structures/decor.dmi'
icon_state = "nt_optable-idle"
/obj/structure/prop/nt_optable/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "nt_optable-idle"
if("active")
icon_state = "nt_optable-active"
if("panel_open")
cut_overlay("nt_optable_panel")
add_overlay("nt_optable_panel")
if("panel_closed")
cut_overlay("nt_optable_panel")
/obj/structure/prop/nt_optable/starts_active
icon_state = "nt_optable-active"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights in the center
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// trade beacon from Eris
/obj/structure/prop/tradebeacon
icon = 'icons/obj/structures/decor.dmi'
icon_state = "tradebeacon"
/obj/structure/prop/tradebeacon/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "tradebeacon"
if("active")
icon_state = "tradebeacon_active"
if("panel_open")
cut_overlay("tradebeacon_panel")
add_overlay("tradebeacon_panel")
if("panel_closed")
cut_overlay("tradebeacon_panel")
/obj/structure/prop/tradebeacon/starts_active
icon_state = "tradebeacon_active"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights in the center
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// another trade beacon from Eris
/obj/structure/prop/tradebeacon2
icon = 'icons/obj/structures/decor.dmi'
icon_state = "tradebeacon"
/obj/structure/prop/tradebeacon2/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "tradebeacon_sending"
if("active")
icon_state = "tradebeacon_sending_active"
if("panel_open")
cut_overlay("tradebeacon_sending_panel")
add_overlay("tradebeacon_sending_panel")
if("panel_closed")
cut_overlay("tradebeacon_sending_panel")
/obj/structure/prop/tradebeacon2/starts_active
icon_state = "tradebeacon_sending_active"
/**
* Possible 'state' options for change_state(state) are:
* off: Non-spinny
* on: Spinny and floaty
*/
// neotheology decorative(?) obelisk from Eris
/obj/structure/prop/nt_obelisk
icon = 'icons/obj/structures/decor.dmi'
icon_state = "nt_obelisk"
/obj/structure/prop/nt_obelisk/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_obelisk"
if("on")
icon_state = "nt_obelisk_on"
/obj/structure/prop/nt_obelisk/starts_on
icon_state = "nt_obelisk_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Inert
* on: Hand destroying machinery
*/
// 'sorter' from Eris
/obj/structure/prop/sorter
icon = 'icons/obj/structures/decor.dmi'
icon_state = "sorter"
/obj/structure/prop/sorter/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "sorter"
if("on")
icon_state = "sorter-process"
/obj/structure/prop/sorter/starts_on
icon_state = "sorter-process"
/**
* Possible 'state' options for change_state(state) are:
* off: Inert
* on: Hand destroying machinery
*/
// 'smelter' from Eris
/obj/structure/prop/smelter
icon = 'icons/obj/structures/decor.dmi'
icon_state = "smelter"
/obj/structure/prop/smelter/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "smelter"
if("on")
icon_state = "smelter-process"
/obj/structure/prop/smelter/starts_on
icon_state = "smelter-process"
/**
* Possible 'state' options for change_state(state) are:
* idle: Not doing anything, with yellow template exposed
* work: busy doing work
* pause: paused work
*/
// cruciform forge from Eris
/obj/structure/prop/nt_cruciforge
icon = 'icons/obj/structures/decor.dmi'
icon_state = "nt_cruciforge"
/obj/structure/prop/nt_cruciforge/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "nt_cruciforge"
flick("nt_cruciforge_finish", src) // 8ds
if("work")
icon_state = "nt_cruciforge_work"
flick("nt_cruciforge_start", src) // 8ds
if("pause")
icon_state = "nt_cruciforge_pause"
/obj/structure/prop/nt_cruciforge/starts_working
icon_state = "nt_cruciforge_work"
/**
* This one is a bit more fancy than others. Anything in the contents (PLEASE LIMIT TO ONE THING)
* will show up inside it! Also if you map in an item on it, it will grab that at mapload and start
* in the 'closed, full of fluid' state, so you can put a body on it or whatever.
*
* As an aghost you can also dragdrop something into it (you have to be ghosted next to it)
*
* Possible 'state' options for change_state(state) are:
* open: Open, no fluid or anything. At the end the contents are ejected.
* closed: Closed, full of liquid
* panel_open: Shows panel
* panel_closed: Unshows panel
*/
// neotheology cloning pod from Eris
/obj/structure/prop/nt_pod
icon = 'icons/obj/structures/decor.dmi'
icon = 'icons/obj/structures/decor32x64.dmi'
icon_state = "nt_pod_mappreview"
bound_height = 64
var/obj/effect/overlay/vis/outside
var/obj/effect/overlay/vis/door
var/obj/effect/overlay/vis/fluid
var/contents_vis_flags = NONE
var/contents_original_pixel_y = 0
/obj/structure/prop/nt_pod/Initialize(mapload)
// Our non-map-preview state
icon_state = "nt_pod"
// Alpha mask to make sure things don't sneak out
var/obj/effect/overlay/vis/mask = new
mask.icon = icon
mask.icon_state = "nt_pod_mask"
mask.render_target = "*nt_podmask[REF(src)]"
mask.vis_flags = VIS_INHERIT_ID
vis_contents += mask
outside = add_vis_overlay(icon, "nt_pod_over", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
door = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
fluid = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
// Gather up our friends
if(mapload)
var/atom/movable/AM = locate() in loc
AM?.forceMove(src)
/obj/structure/prop/nt_pod/Entered(atom/movable/mover)
abduct(mover)
/obj/structure/prop/nt_pod/proc/abduct(var/atom/movable/AM)
// Save old settings
contents_vis_flags = AM.vis_flags
contents_original_pixel_y = AM.pixel_y
// Arrange
AM.add_filter("podmask", 1, alpha_mask_filter(render_source = "nt_podmask[REF(src)]", flags = MASK_INVERSE))
AM.pixel_y = 12
AM.vis_flags = VIS_INHERIT_ID|VIS_INHERIT_DIR
vis_contents += AM
if(ismob(AM))
var/mob/M = AM
buckle_mob(M, TRUE, FALSE)
// TRAP THEM
change_state("closed")
/obj/structure/prop/nt_pod/proc/unduct(var/atom/movable/AM)
// Geddout
vis_contents -= AM
if(ismob(AM))
var/mob/M = AM
unbuckle_mob(M, TRUE)
// Cleanup
AM.remove_filter("podmask")
AM.forceMove(drop_location())
AM.vis_flags = contents_vis_flags
AM.pixel_y = contents_original_pixel_y
/obj/structure/prop/nt_pod/MouseDrop_T(var/atom/movable/AM, var/mob/user)
if(contents.len)
return
if(!ismovable(AM))
return
if(!user.client?.holder)
return
AM.forceMove(src)
/obj/structure/prop/nt_pod/change_state(state)
. = ..()
switch(state)
if("open")
cut_overlay("nt_pod_top_on")
cut_overlay("nt_pod_under")
// Fluid drains
fluid.icon_state = "nothing"
flick("nt_pod_emptying", fluid) // 8ds
sleep(8)
// Door opens
door.icon_state = "nothing"
flick("nt_pod_opening", door) // 9ds
sleep(9)
// GET OUT
outside.layer = BELOW_MOB_LAYER
if(contents.len)
for(var/atom/movable/AM as anything in contents)
unduct(AM)
if("closed")
outside.layer = ABOVE_MOB_LAYER
cut_overlay("nt_pod_top_on")
add_overlay("nt_pod_top_on")
add_overlay("nt_pod_under")
// Door closes
door.icon_state = "nt_pod_glass"
flick("nt_pod_closing", door) // 9ds
sleep(9)
// Fluid fills
fluid.icon_state = "nt_pod_liquid"
flick("nt_pod_filling", fluid) // 8ds
if("panel_open")
cut_overlay("nt_pod_panel")
add_overlay("nt_pod_panel")
if("panel_closed")
cut_overlay("nt_pod_panel")
/**
* Possible 'state' options for change_state(state) are:
*/

View File

@@ -38,4 +38,15 @@
density = FALSE density = FALSE
/obj/structure/prop/rock/small/wateralt /obj/structure/prop/rock/small/wateralt
icon_state = "waterrocks2" icon_state = "waterrocks2"
// bluespace crystal from Eris
/obj/structure/prop/rock/crystal
name = "crystal"
icon = 'icons/obj/props/decor.dmi'
icon_state = "bsc"
/obj/structure/prop/rock/crystal_dust
name = "crystal dust"
icon = 'icons/obj/props/decor.dmi'
icon_state = "bsc_dust"

View File

@@ -0,0 +1,65 @@
//Eris statues
/obj/structure/prop/statue
name = "statue"
desc = "It's art!"
icon = 'icons/obj/props/decor.dmi'
icon_state = "artwork_statue"
/obj/structure/prop/statue/statue1
icon_state = "artwork_statue_1"
/obj/structure/prop/statue/statue2
icon_state = "artwork_statue_2"
/obj/structure/prop/statue/statue3
icon_state = "artwork_statue_3"
/obj/structure/prop/statue/statue4
icon_state = "artwork_statue_4"
/obj/structure/prop/statue/statue5
icon_state = "artwork_statue_5"
//TGMC Ship Mast
/obj/structure/prop/statue/stump_plaque
name = "commemorative stump"
desc = "A wooden stump adorned with a little plaque."
icon = 'icons/obj/props/decor.dmi'
icon_state = "stump"
//World Server statues
/obj/structure/prop/statue
name = "statue"
desc = "A statue."
icon = 'icons/obj/props/decor32x64.dmi'
icon_state = "venus"
/obj/structure/prop/statue/lion
icon_state = "lion"
/obj/structure/prop/statue/angel
icon = 'icons/obj/props/decor.dmi'
icon_state = "angel"
/obj/structure/prop/statue/phoron
name = "phoronic cascade"
desc = "A sculpture made of pure phoron. It is covered in a lacquer that prevents erosion and renders it fireproof. It's safe. Probably."
icon_state = "phoronic"
layer = ABOVE_WINDOW_LAYER
interaction_message = "<span class = 'notice'>Cool to touch and unbelievable smooth. You can almost see your reflection in it.</span>"
/obj/structure/prop/statue/phoron/New()
set_light(2, 3, "#cc66ff")
/obj/structure/prop/statue/pillar
name = "pillar"
desc = "A pillar."
icon_state = "pillar"
/obj/structure/prop/statue/pillar/dark
name = "pillar"
desc = "A dark pillar."
icon_state = "dark_pillar"

View File

@@ -0,0 +1,167 @@
/obj/structure/prop/war
name = "military hardware"
desc = "What is it good for?"
icon = 'icons/obj/props/decor.dmi'
// warheads from TGMC
/obj/structure/prop/war/warhead1
name = "nuclear warhead"
icon_state = "ob_warhead_1"
/obj/structure/prop/war/warhead2
name = "incindiary warhead"
icon_state = "ob_warhead_2"
/obj/structure/prop/war/warhead3
name = "bluespace warhead"
icon_state = "ob_warhead_3"
/obj/structure/prop/war/warhead4
name = "phoron warhead"
icon_state = "ob_warhead_4"
// minirocket pod from TGMC
/obj/structure/prop/war/minirocket_pod
name = "rocket pod"
icon_state = "minirocket_pod"
// sentry console from TGMC
/obj/structure/prop/war/sentry_control
name = "portable sentry gun"
desc = "Needs a dispenser."
icon_state = "tgmc_sentry"
// various weapons from TGMC
/obj/structure/prop/war/tgmc_missile
name = "missile"
desc = "It seems to be some sort of spacecraft-tier ordinance."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "single"
bound_width = 64
/obj/structure/prop/war/tgmc_missile/double
icon_state = "widowmaker"
/obj/structure/prop/war/tgmc_missile/banshee
icon_state = "banshee"
/obj/structure/prop/war/tgmc_missile/keeper
icon_state = "keeper"
/obj/structure/prop/war/tgmc_missile/fatty
icon_state = "fatty"
/obj/structure/prop/war/tgmc_missile/napalm
icon_state = "napalm"
/**
* Possible 'state' options for change_state(state) are:
* empty, single, banshee, keeper, fatty, napalm
*/
// ship weapons from TGMC
/obj/structure/prop/war/tgmc_missile_rack
name = "missile launcher"
desc = "Some sort of spacecraft-tier missile weapon."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "rocket_pod"
bound_height = 64
/obj/structure/prop/war/tgmc_missile_rack/change_state(state)
. = ..()
switch(state)
if("empty")
icon_state = "rocket_pod"
if("single")
icon_state = "rocket_pod_loaded"
if("banshee")
icon_state = "rocket_pod_loadedb"
if("keeper")
icon_state = "rocket_pod_loadedk"
if("fatty")
icon_state = "rocket_pod_loadedf"
if("napalm")
icon_state = "rocket_pod_loadedn"
/obj/structure/prop/war/tgmc_missile_rack/single
icon_state = "rocket_pod_loaded"
/obj/structure/prop/war/tgmc_missile_rack/banshee
icon_state = "rocket_pod_loadedb"
/obj/structure/prop/war/tgmc_missile_rack/keeper
icon_state = "rocket_pod_loadedk"
/obj/structure/prop/war/tgmc_missile_rack/fatty
icon_state = "rocket_pod_loadedf"
/obj/structure/prop/war/tgmc_missile_rack/napalm
icon_state = "rocket_pod_loadedn"
/**
* Possible 'state' options for change_state(state) are:
* empty, loaded
*/
// ship weapons from TGMC
/obj/structure/prop/war/tgmc_minirockets
name = "rocket pod"
desc = "Some sort of spacecraft-tier rocket weapon."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "minirocket_pod"
bound_height = 64
/obj/structure/prop/war/tgmc_minirockets/change_state(state)
. = ..()
switch(state)
if("empty")
icon_state = "minirocket_pod"
if("loaded")
icon_state = "minirocket_pod_loaded"
/obj/structure/prop/war/tgmc_minirockets/loaded
icon_state = "minirocket_pod_loaded"
/**
* Possible 'state' options for change_state(state) are:
* empty, loaded
*/
// ship weapons from TGMC
/obj/structure/prop/war/tgmc_laser
name = "laser cannon"
desc = "Some sort of spacecraft-tier energy weapon."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "laser_beam"
bound_height = 64
/obj/structure/prop/war/tgmc_laser/change_state(state)
. = ..()
switch(state)
if("empty")
icon_state = "laser_beam"
if("loaded")
icon_state = "laser_beam_loaded"
/obj/structure/prop/war/tgmc_laser/loaded
icon_state = "laser_beam_loaded"
/**
* Possible 'state' options for change_state(state) are:
* empty, loaded, loadedempty
*/
// ship weapons from TGMC
/obj/structure/prop/war/tgmc_30mm
name = "30mm cannon"
desc = "Some sort of spacecraft-tier rotary cannon weapon."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "30mm_cannon"
bound_height = 64
/obj/structure/prop/war/tgmc_30mm/change_state(state)
. = ..()
switch(state)
if("empty")
icon_state = "30mm_cannon"
if("loaded")
icon_state = "30mm_cannon_loaded1"
if("loadedempty")
icon_state = "30mm_cannon_loaded0"
/obj/structure/prop/war/tgmc_30mm/loaded
icon_state = "30mm_cannon_loaded1"
/obj/structure/prop/war/tgmc_30mm/loadedempty
icon_state = "30mm_cannon_loaded0"

View File

@@ -4,6 +4,7 @@
icon = 'icons/obj/storage_vr.dmi' //VOREStation Edit icon = 'icons/obj/storage_vr.dmi' //VOREStation Edit
icon_state = "critteropen" icon_state = "critteropen"
density = TRUE density = TRUE
unacidable = TRUE
var/mob/living/simple_mob/contained var/mob/living/simple_mob/contained

View File

@@ -6,6 +6,7 @@
icon = 'icons/mob/alien.dmi' icon = 'icons/mob/alien.dmi'
icon_state = "nest" icon_state = "nest"
var/health = 100 var/health = 100
unacidable = TRUE
/obj/structure/bed/nest/update_icon() /obj/structure/bed/nest/update_icon()
return return

View File

@@ -1,6 +1,7 @@
/obj/structure/shuttle /obj/structure/shuttle
name = "shuttle" name = "shuttle"
icon = 'icons/turf/shuttle_parts.dmi' icon = 'icons/turf/shuttle_parts.dmi'
unacidable = TRUE
/obj/structure/shuttle/window /obj/structure/shuttle/window
name = "shuttle window" name = "shuttle window"

View File

@@ -213,7 +213,7 @@ var/list/flooring_types
desc = "Gritty and unpleasant." desc = "Gritty and unpleasant."
icon = 'icons/turf/flooring/asteroid.dmi' icon = 'icons/turf/flooring/asteroid.dmi'
icon_base = "asteroid" icon_base = "asteroid"
flags = TURF_REMOVE_SHOVEL flags = TURF_REMOVE_SHOVEL | TURF_ACID_IMMUNE
build_type = null build_type = null
footstep_sounds = list("human" = list( footstep_sounds = list("human" = list(
'sound/effects/footstep/asteroid1.ogg', 'sound/effects/footstep/asteroid1.ogg',
@@ -554,7 +554,7 @@ var/list/flooring_types
icon = 'icons/turf/outdoors.dmi' icon = 'icons/turf/outdoors.dmi'
icon_base = "lava" icon_base = "lava"
is_plating = TRUE is_plating = TRUE
flags = 0 flags = TURF_ACID_IMMUNE
footstep_sounds = list("human" = list( footstep_sounds = list("human" = list(
'sound/effects/footstep/lava1.ogg', 'sound/effects/footstep/lava1.ogg',
'sound/effects/footstep/lava2.ogg', 'sound/effects/footstep/lava2.ogg',

View File

@@ -76,6 +76,7 @@
icon = 'icons/turf/shuttle_white.dmi' icon = 'icons/turf/shuttle_white.dmi'
thermal_conductivity = 0.05 thermal_conductivity = 0.05
heat_capacity = 0 heat_capacity = 0
flags = TURF_ACID_IMMUNE
var/obj/landed_holder/landed_holder var/obj/landed_holder/landed_holder
var/interior_corner = 0 var/interior_corner = 0

View File

@@ -15,6 +15,7 @@
can_build_into_floor = TRUE can_build_into_floor = TRUE
can_dirty = FALSE can_dirty = FALSE
initial_flooring = /decl/flooring/lava // Defining this in case someone DOES step on lava and survive. Somehow. initial_flooring = /decl/flooring/lava // Defining this in case someone DOES step on lava and survive. Somehow.
flags = TURF_ACID_IMMUNE
/turf/simulated/floor/lava/outdoors /turf/simulated/floor/lava/outdoors
outdoors = OUTDOORS_YES outdoors = OUTDOORS_YES

View File

@@ -9,6 +9,7 @@
edge_blending_priority = -1 edge_blending_priority = -1
movement_cost = 4 movement_cost = 4
outdoors = OUTDOORS_YES outdoors = OUTDOORS_YES
flags = TURF_ACID_IMMUNE
layer = WATER_FLOOR_LAYER layer = WATER_FLOOR_LAYER

View File

@@ -4,7 +4,7 @@
icon_state = "default" icon_state = "default"
dynamic_lighting = 0 dynamic_lighting = 0
plane = SPACE_PLANE plane = SPACE_PLANE
flags = TURF_ACID_IMMUNE
temperature = T20C temperature = T20C
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
can_build_into_floor = TRUE can_build_into_floor = TRUE

View File

@@ -3,6 +3,7 @@
oxygen = MOLES_O2STANDARD oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD nitrogen = MOLES_N2STANDARD
var/skip_init = TRUE // Don't call down the chain, apparently for performance when loading maps at runtime. var/skip_init = TRUE // Don't call down the chain, apparently for performance when loading maps at runtime.
flags = TURF_ACID_IMMUNE
/turf/unsimulated/Initialize(mapload) /turf/unsimulated/Initialize(mapload)
if(skip_init) if(skip_init)

View File

@@ -1,6 +1,7 @@
#define RECOMMENDED_VERSION 501 #define RECOMMENDED_VERSION 501
/world/New() /world/New()
world_startup_time = world.timeofday world_startup_time = world.timeofday
rollover_safety_date = world.realtime - world.timeofday // 00:00 today (ish, since floating point error with world.realtime) of today
to_world_log("Map Loading Complete") to_world_log("Map Loading Complete")
//logs //logs
//VOREStation Edit Start //VOREStation Edit Start

View File

@@ -5,6 +5,7 @@
icon_state = "off" icon_state = "off"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
var/active = 0 var/active = 0

View File

@@ -312,13 +312,13 @@ var/list/_client_preferences_by_type
key = "RUNECHAT_BORDER" key = "RUNECHAT_BORDER"
enabled_description = "Show" enabled_description = "Show"
disabled_description = "Hide" disabled_description = "Hide"
enabled_by_default = FALSE enabled_by_default = TRUE
/datum/client_preference/runechat_long_messages /datum/client_preference/runechat_long_messages
description = "Runechat Message Length" description = "Runechat Message Length"
key = "RUNECHAT_LONG" key = "RUNECHAT_LONG"
enabled_description = "ERP KING" enabled_description = "Long"
disabled_description = "Normie" disabled_description = "Short"
enabled_by_default = FALSE enabled_by_default = FALSE
/datum/client_preference/status_indicators/toggled(mob/preference_mob, enabled) /datum/client_preference/status_indicators/toggled(mob/preference_mob, enabled)

View File

@@ -40,6 +40,10 @@
display_name = "collar, pink" display_name = "collar, pink"
path = /obj/item/clothing/accessory/collar/pink path = /obj/item/clothing/accessory/collar/pink
/datum/gear/collar/cowbell
display_name = "collar, cowbell"
path = /obj/item/clothing/accessory/collar/cowbell
/datum/gear/collar/holo /datum/gear/collar/holo
display_name = "collar, holo" display_name = "collar, holo"
path = /obj/item/clothing/accessory/collar/holo path = /obj/item/clothing/accessory/collar/holo

View File

@@ -695,7 +695,7 @@
path = /obj/item/clothing/suit/storage/hooded/wintercoat/security/fluff/evelyn/ path = /obj/item/clothing/suit/storage/hooded/wintercoat/security/fluff/evelyn/
display_name = "warden's navy winter coat" display_name = "warden's navy winter coat"
ckeywhitelist = list("pandora029") ckeywhitelist = list("pandora029")
character_name = list("Evelyn Tareen") character_name = list("Evelyn Tareen", "Velyn Tareen")
/datum/gear/fluff/lily_medal /datum/gear/fluff/lily_medal
path = /obj/item/clothing/accessory/medal/silver/unity path = /obj/item/clothing/accessory/medal/silver/unity
@@ -762,7 +762,7 @@
display_name = "LUNA's Distinguished Conduct Medal" display_name = "LUNA's Distinguished Conduct Medal"
ckeywhitelist = list("residentcody") ckeywhitelist = list("residentcody")
character_name = list("LUNA") character_name = list("LUNA")
/datum/gear/fluff/pathfinder_id /datum/gear/fluff/pathfinder_id
path = /obj/item/weapon/card/id/event/polymorphic/itg path = /obj/item/weapon/card/id/event/polymorphic/itg
display_name = "Pathfinder's ITG ID" display_name = "Pathfinder's ITG ID"

View File

@@ -171,6 +171,11 @@
path = /obj/item/clothing/suit/storage/toggle/labcoat/emt path = /obj/item/clothing/suit/storage/toggle/labcoat/emt
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist") allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist")
/datum/gear/suit/labcoat_rd
display_name = "labcoat, research director"
path = /obj/item/clothing/suit/storage/toggle/labcoat/rd
allowed_roles = list("Research Director")
/datum/gear/suit/miscellaneous/labcoat /datum/gear/suit/miscellaneous/labcoat
display_name = "plague doctor's coat" display_name = "plague doctor's coat"
path = /obj/item/clothing/suit/storage/toggle/labcoat/plaguedoctor path = /obj/item/clothing/suit/storage/toggle/labcoat/plaguedoctor
@@ -616,3 +621,8 @@
/datum/gear/suit/miscellaneous/cardigan/New() /datum/gear/suit/miscellaneous/cardigan/New()
..() ..()
gear_tweaks += gear_tweak_free_color_choice gear_tweaks += gear_tweak_free_color_choice
/datum/gear/suit/cmddressjacket
display_name = "command dress jacket"
path = /obj/item/clothing/suit/storage/cmddressjacket
allowed_roles = list("Site Manager", "Head of Personnel", "Command Secretary")

View File

@@ -648,4 +648,36 @@
/datum/gear/uniform/countess /datum/gear/uniform/countess
display_name = "countess dress" display_name = "countess dress"
path = /obj/item/clothing/under/dress/countess path = /obj/item/clothing/under/dress/countess
/datum/gear/uniform/verglasdress
display_name = "verglas dress"
path = /obj/item/clothing/under/verglasdress
/datum/gear/uniform/fashionminiskirt
display_name = "fashionable miniskirt"
path = /obj/item/clothing/under/fashionminiskirt
/datum/gear/uniform/fashionminiskirt/New()
..()
gear_tweaks += gear_tweak_free_color_choice
/datum/gear/uniform/paramedunidark
display_name = "paramedic uniform - dark"
path = /obj/item/clothing/under/rank/paramedunidark
allowed_roles = list("Medical Doctor","Chief Medical Officer","Paramedic")
/datum/gear/uniform/parameduniskirtdark
display_name = "paramedic skirt - dark"
path = /obj/item/clothing/under/rank/parameduniskirtdark
allowed_roles = list("Medical Doctor","Chief Medical Officer","Paramedic")
/datum/gear/uniform/paramedunilight
display_name = "paramedic uniform - light"
path = /obj/item/clothing/under/rank/paramedunilight
allowed_roles = list("Medical Doctor","Chief Medical Officer","Paramedic")
/datum/gear/uniform/parameduniskirtlight
display_name = "paramedic skirt - light"
path = /obj/item/clothing/under/rank/parameduniskirtlight
allowed_roles = list("Medical Doctor","Chief Medical Officer","Paramedic")

View File

@@ -677,3 +677,14 @@
whitelisted = SPECIES_TESHARI whitelisted = SPECIES_TESHARI
sort_category = "Xenowear" sort_category = "Xenowear"
cost = 4 cost = 4
/datum/gear/shoes/teshwrap
display_name = "Teshari legwraps"
path = /obj/item/clothing/shoes/footwraps/teshari
sort_category = "Xenowear"
whitelisted = SPECIES_TESHARI
cost = 1
/datum/gear/shoes/teshwrap/New()
..()
gear_tweaks += gear_tweak_free_color_choice

View File

@@ -186,4 +186,10 @@
name = "corgi hood" name = "corgi hood"
desc = "A hood that looks just like a corgi's head, it won't guarantee dog biscuits." desc = "A hood that looks just like a corgi's head, it won't guarantee dog biscuits."
icon_state = "ian" icon_state = "ian"
item_state_slots = list(slot_r_hand_str = "ian", slot_l_hand_str = "ian") //Does not exist -S2- item_state_slots = list(slot_r_hand_str = "ian", slot_l_hand_str = "ian") //Does not exist -S2-
//Techpriest
/obj/item/clothing/head/hood/techpriest
name = "techpriest hood"
desc = "A techpriest hood."
icon_state = "techpriesthood"

View File

@@ -0,0 +1,8 @@
/obj/item/clothing/shoes/footwraps/teshari
name = "Teshari legwraps"
desc = "Traditional Teshari footwear, consisting of a cloth wrapping to cover the foot and lower leg."
icon = 'icons/inventory/feet/item_teshari.dmi'
icon_state = "teshwrap"
item_state = "teshwrap"
shoes_under_pants = 1 //these are thin and wrapped around the leg, clothing would go over it
species_restricted = list(SPECIES_TESHARI)

View File

@@ -0,0 +1,55 @@
/obj/item/rig_module/gauntlets
name = "proto-kinetic gear unit"
desc = "A set of paired proto-kinetic gauntlets and greaves. There's no way this is actually usable. Right?"
icon_state = "module"
interface_name = "proto-kinetic gear unit"
interface_desc = "A set of paired proto-kinetic gauntlets and greaves. For disrupting rocks and creatures' innards."
activate_string = "Deploy Gauntlets"
deactivate_string = "Undeploy Gauntlets"
usable = 0
toggleable = 1
use_power_cost = 0
active_power_cost = 2.5
passive_power_cost = 0
var/obj/item/weapon/kinetic_crusher/machete/gauntlets/rig/stored_gauntlets
/obj/item/rig_module/gauntlets/Initialize()
. = ..()
stored_gauntlets = new /obj/item/weapon/kinetic_crusher/machete/gauntlets/rig(src)
stored_gauntlets.storing_module = src
/obj/item/rig_module/gauntlets/activate()
..()
var/mob/living/M = holder.wearer
var/datum/gender/TU = gender_datums[M.get_visible_gender()]
if(M.l_hand && M.r_hand)
to_chat(M, "<span class='danger'>Your hands are full.</span>")
deactivate()
return
if(M.a_intent == I_HURT)
M.visible_message(
"<span class='danger'>[M] throws [TU.his] arms out, extending [stored_gauntlets] from \the [holder] with a click!</span>",
"<span class='danger'>You throw your arms out, extending [stored_gauntlets] from \the [holder] with a click!</span>",
"<span class='notice'>You hear a threatening hiss and a click.</span>"
)
else
M.visible_message(
"<span class='notice'>[M] extends [stored_gauntlets] from \the [holder] with a click!</span>",
"<span class='notice'>You extend [stored_gauntlets] from \the [holder] with a click!</span>",
"<span class='notice'>You hear a hiss and a click.</span>")
playsound(src, 'sound/items/helmetdeploy.ogg', 40, 1)
M.put_in_hands(stored_gauntlets)
/obj/item/rig_module/gauntlets/deactivate()
..()
var/mob/living/M = holder.wearer
if(!M)
return
for(var/obj/item/weapon/kinetic_crusher/machete/gauntlets/gaming in M.contents)
M.drop_from_inventory(gaming, src)

View File

@@ -254,7 +254,7 @@
hoodtype = /obj/item/clothing/head/hood/winter/engineering/atmos hoodtype = /obj/item/clothing/head/hood/winter/engineering/atmos
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/ce /obj/item/clothing/suit/storage/hooded/wintercoat/engineering/ce
name = "atmospherics winter coat" name = "chief engineer's winter coat"
desc = "A heavy jacket made from 'synthetic' animal furs. It seems to have burn marks on the inside from a phoron fire." desc = "A heavy jacket made from 'synthetic' animal furs. It seems to have burn marks on the inside from a phoron fire."
icon_state = "coatce" icon_state = "coatce"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20) armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
@@ -362,4 +362,10 @@
/obj/item/weapon/tank, /obj/item/weapon/tank,
/obj/item/device/radio, /obj/item/device/radio,
/obj/item/weapon/pickaxe /obj/item/weapon/pickaxe
) )
/obj/item/clothing/suit/storage/hooded/techpriest
name = "techpriest robes"
desc = "For those who REALLY love their toasters."
icon_state = "techpriest"
hoodtype = /obj/item/clothing/head/hood/techpriest

View File

@@ -34,6 +34,12 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEHOLSTER flags_inv = HIDEHOLSTER
//Command
/obj/item/clothing/suit/storage/cmddressjacket
name = "command dress jacket"
desc = "A fancy dress jacket made for command staff. Makes you feel in charge."
icon_state = "cmddressjacket"
//Chaplain //Chaplain
/obj/item/clothing/suit/storage/hooded/chaplain_hoodie /obj/item/clothing/suit/storage/hooded/chaplain_hoodie
name = "chaplain hoodie" name = "chaplain hoodie"

View File

@@ -33,12 +33,6 @@
icon_state = "orange_labcoat" icon_state = "orange_labcoat"
item_state_slots = list(slot_r_hand_str = "orange_labcoat", slot_l_hand_str = "orange_labcoat") item_state_slots = list(slot_r_hand_str = "orange_labcoat", slot_l_hand_str = "orange_labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/green
name = "green labcoat"
desc = "A suit that protects against minor chemical spills. This one is green."
icon_state = "green_labcoat"
item_state_slots = list(slot_r_hand_str = "green_labcoat", slot_l_hand_str = "green_labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/yellow /obj/item/clothing/suit/storage/toggle/labcoat/yellow
name = "yellow labcoat" name = "yellow labcoat"
desc = "A suit that protects against minor chemical spills. This one is yellow." desc = "A suit that protects against minor chemical spills. This one is yellow."
@@ -51,6 +45,18 @@
icon_state = "pink_labcoat" icon_state = "pink_labcoat"
item_state_slots = list(slot_r_hand_str = "pink_labcoat", slot_l_hand_str = "pink_labcoat") item_state_slots = list(slot_r_hand_str = "pink_labcoat", slot_l_hand_str = "pink_labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/green
name = "green labcoat"
desc = "A suit that protects against minor chemical spills. This one is green."
icon_state = "green_labcoat"
item_state_slots = list(slot_r_hand_str = "green_labcoat", slot_l_hand_str = "green_labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/mad
name = "The Mad's labcoat"
desc = "It makes you look capable of konking someone on the noggin and shooting them into space."
icon_state = "green_labcoat"
item_state_slots = list(slot_r_hand_str = "green_labcoat", slot_l_hand_str = "green_labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/cmo /obj/item/clothing/suit/storage/toggle/labcoat/cmo
name = "chief medical officer's labcoat" name = "chief medical officer's labcoat"
desc = "Bluer than the standard model." desc = "Bluer than the standard model."
@@ -58,17 +64,11 @@
item_state_slots = list(slot_r_hand_str = "cmo_labcoat", slot_l_hand_str = "cmo_labcoat") item_state_slots = list(slot_r_hand_str = "cmo_labcoat", slot_l_hand_str = "cmo_labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/cmoalt /obj/item/clothing/suit/storage/toggle/labcoat/cmoalt
name = "chief medical officer labcoat" name = "chief medical officer's labcoat"
desc = "A labcoat with command blue highlights." desc = "A labcoat with command blue highlights."
icon_state = "labcoat_cmoalt" icon_state = "labcoat_cmoalt"
item_state_slots = list(slot_r_hand_str = "cmo_labcoat", slot_l_hand_str = "cmo_labcoat") item_state_slots = list(slot_r_hand_str = "cmo_labcoat", slot_l_hand_str = "cmo_labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/mad
name = "The Mad's labcoat"
desc = "It makes you look capable of konking someone on the noggin and shooting them into space."
icon_state = "labgreen"
item_state_slots = list(slot_r_hand_str = "green_labcoat", slot_l_hand_str = "green_labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/genetics /obj/item/clothing/suit/storage/toggle/labcoat/genetics
name = "Geneticist labcoat" name = "Geneticist labcoat"
desc = "A suit that protects against minor chemical spills. Has a blue stripe on the shoulder." desc = "A suit that protects against minor chemical spills. Has a blue stripe on the shoulder."
@@ -88,12 +88,24 @@
item_state_slots = list(slot_r_hand_str = "virologist_labcoat", slot_l_hand_str = "virologist_labcoat") item_state_slots = list(slot_r_hand_str = "virologist_labcoat", slot_l_hand_str = "virologist_labcoat")
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 0) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 0)
/obj/item/clothing/suit/storage/toggle/labcoat/roboticist
name = "Roboticist labcoat"
desc = "More like an eccentric coat than a labcoat. Helps pass off bloodstains as part of the aesthetic. Comes with red shoulder pads."
icon_state = "labcoat_robo"
item_state_slots = list(slot_r_hand_str = "labcoat", slot_l_hand_str = "labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/science /obj/item/clothing/suit/storage/toggle/labcoat/science
name = "Scientist labcoat" name = "Scientist labcoat"
desc = "A suit that protects against minor chemical spills. Has a purple stripe on the shoulder." desc = "A suit that protects against minor chemical spills. Has a purple stripe on the shoulder."
icon_state = "labcoat_tox" icon_state = "labcoat_tox"
item_state_slots = list(slot_r_hand_str = "science_labcoat", slot_l_hand_str = "science_labcoat") item_state_slots = list(slot_r_hand_str = "science_labcoat", slot_l_hand_str = "science_labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/rd
name = "research director's labcoat"
desc = "A flashy labcoat with purple markings. It belongs to the Research Director."
icon_state = "labcoat_rd"
item_state_slots = list(slot_r_hand_str = "science_labcoat", slot_l_hand_str = "science_labcoat")
/obj/item/clothing/suit/storage/toggle/labcoat/emt /obj/item/clothing/suit/storage/toggle/labcoat/emt
name = "EMT's labcoat" name = "EMT's labcoat"
desc = "A dark blue labcoat with reflective strips for emergency medical technicians." desc = "A dark blue labcoat with reflective strips for emergency medical technicians."

View File

@@ -282,6 +282,14 @@
item_state = "collar_pnk" item_state = "collar_pnk"
overlay_state = "collar_pnk" overlay_state = "collar_pnk"
/obj/item/clothing/accessory/collar/cowbell
name = "cowbell collar"
desc = "A collar for your little pets... or the big ones."
icon_state = "collar_cowbell"
item_state = "collar_cowbell_overlay"
overlay_state = "collar_cowbell_overlay"
/obj/item/clothing/accessory/collar/holo /obj/item/clothing/accessory/collar/holo
name = "Holo-collar" name = "Holo-collar"
desc = "An expensive holo-collar for the modern day pet." desc = "An expensive holo-collar for the modern day pet."
@@ -369,7 +377,7 @@
icon_state = "holster_machete" icon_state = "holster_machete"
slot = ACCESSORY_SLOT_WEAPON slot = ACCESSORY_SLOT_WEAPON
concealed_holster = 0 concealed_holster = 0
can_hold = list(/obj/item/weapon/material/knife/machete) can_hold = list(/obj/item/weapon/material/knife/machete, /obj/item/weapon/kinetic_crusher/machete)
//sound_in = 'sound/effects/holster/sheathin.ogg' //sound_in = 'sound/effects/holster/sheathin.ogg'
//sound_out = 'sound/effects/holster/sheathout.ogg' //sound_out = 'sound/effects/holster/sheathout.ogg'

View File

@@ -174,6 +174,34 @@
icon_state = "scrubs" icon_state = "scrubs"
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white") item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
/obj/item/clothing/under/rank/paramedunidark
name = "dark paramedic uniform"
desc = "A dark jumpsuit for those brave souls who have to deal with a CMO who thinks they're the do everything person."
icon_state = "paramedicdark"
rolled_down = -1
rolled_sleeves = -1
/obj/item/clothing/under/rank/parameduniskirtdark
name = "dark paramedic uniskirt"
desc = "A dark jumpskirt for those brave souls who have to deal with a CMO who thinks they're the do everything person."
icon_state = "paramedicdark_skirt"
rolled_down = -1
rolled_sleeves = -1
/obj/item/clothing/under/rank/paramedunilight
name = "light paramedic uniform"
desc = "A light jumpsuit for those brave souls who have to deal with a CMO who thinks they're the do everything person."
icon_state = "paramediclight"
rolled_down = -1
rolled_sleeves = -1
/obj/item/clothing/under/rank/parameduniskirtlight
name = "light paramedic uniskirt"
desc = "A light jumpskirt for those brave souls who have to deal with a CMO who thinks they're the do everything person."
icon_state = "paramediclight_skirt"
rolled_down = -1
rolled_sleeves = -1
/obj/item/clothing/under/rank/psych /obj/item/clothing/under/rank/psych
desc = "A basic white jumpsuit. It has turqouise markings that denote the wearer as a psychiatrist." desc = "A basic white jumpsuit. It has turqouise markings that denote the wearer as a psychiatrist."
name = "psychiatrist's jumpsuit" name = "psychiatrist's jumpsuit"
@@ -186,7 +214,6 @@
icon_state = "psychturtle" icon_state = "psychturtle"
item_state_slots = list(slot_r_hand_str = "psyche", slot_l_hand_str = "psyche") item_state_slots = list(slot_r_hand_str = "psyche", slot_l_hand_str = "psyche")
rolled_sleeves = 0 rolled_sleeves = 0
/* /*
* Medsci, unused (i think) stuff * Medsci, unused (i think) stuff
*/ */

View File

@@ -565,6 +565,11 @@
desc = "A red and black dress fit for a countess." desc = "A red and black dress fit for a countess."
icon_state = "countess" icon_state = "countess"
/obj/item/clothing/under/verglasdress
name = "verglas dress"
desc = "The modern twist on a forgotten pattern, the Verglas style utilizes comfortable velvet and silver white satin to create an otherworldly effect evocative of winter, or the void."
icon_state = "verglas_dress"
/* /*
* wedding stuff * wedding stuff
*/ */
@@ -884,6 +889,10 @@ Uniforms and such
desc = "A flowery skirt that comes in a variety of colors." desc = "A flowery skirt that comes in a variety of colors."
icon_state = "flowerskirt" icon_state = "flowerskirt"
/obj/item/clothing/under/fashionminiskirt
name = "fashionable miniskirt"
desc = "An impractically short miniskirt allegedly making waves through the local fashion scene."
icon_state = "miniskirt_fashion"
/* /*
* swimsuit * swimsuit
*/ */
@@ -946,6 +955,12 @@ Uniforms and such
desc = "No honest man would wear this abomination" desc = "No honest man would wear this abomination"
icon_state = "mankini" icon_state = "mankini"
/obj/item/clothing/under/swimsuit/cowbikini
name = "cow print bikini"
desc = "A rather skimpy cow patterned swimsuit."
icon_state = "swim_cow"
/* /*
* pyjamas * pyjamas
*/ */

View File

@@ -13,6 +13,7 @@
icon_state = "generic" icon_state = "generic"
anchored = TRUE anchored = TRUE
density = TRUE density = TRUE
unacidable = TRUE
clicksound = "button" clicksound = "button"
// Power // Power

View File

@@ -1153,6 +1153,7 @@
/obj/item/clothing/head/that = 5, /obj/item/clothing/head/that = 5,
/obj/item/clothing/head/flatcap = 5, /obj/item/clothing/head/flatcap = 5,
/obj/item/clothing/shoes/brown = 5, /obj/item/clothing/shoes/brown = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat/bar = 5,
/obj/item/clothing/accessory/permit/gun/bar = 1 /obj/item/clothing/accessory/permit/gun/bar = 1
) )
req_log_access = access_hop req_log_access = access_hop
@@ -1225,6 +1226,7 @@
/obj/item/clothing/suit/storage/toggle/labcoat/modern = 5, /obj/item/clothing/suit/storage/toggle/labcoat/modern = 5,
/obj/item/clothing/mask/surgical = 5, /obj/item/clothing/mask/surgical = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat/medical = 5, /obj/item/clothing/suit/storage/hooded/wintercoat/medical = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/alt = 5,
/obj/item/clothing/shoes/boots/winter/medical = 5 /obj/item/clothing/shoes/boots/winter/medical = 5
) )
req_log_access = access_hop req_log_access = access_hop
@@ -1241,6 +1243,7 @@
/obj/item/clothing/under/rank/chemist/skirt = 5, /obj/item/clothing/under/rank/chemist/skirt = 5,
/obj/item/clothing/shoes/white = 5, /obj/item/clothing/shoes/white = 5,
/obj/item/clothing/suit/storage/toggle/labcoat/chemist = 5, /obj/item/clothing/suit/storage/toggle/labcoat/chemist = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/chemist = 5,
/obj/item/weapon/storage/backpack/chemistry = 5, /obj/item/weapon/storage/backpack/chemistry = 5,
/obj/item/weapon/storage/backpack/satchel/chem = 5, /obj/item/weapon/storage/backpack/satchel/chem = 5,
/obj/item/weapon/storage/bag/chemistry = 5 /obj/item/weapon/storage/bag/chemistry = 5
@@ -1276,6 +1279,7 @@
/obj/item/clothing/under/rank/virologist/skirt = 5, /obj/item/clothing/under/rank/virologist/skirt = 5,
/obj/item/clothing/shoes/white = 5, /obj/item/clothing/shoes/white = 5,
/obj/item/clothing/suit/storage/toggle/labcoat/virologist = 5, /obj/item/clothing/suit/storage/toggle/labcoat/virologist = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat/medical/viro = 5,
/obj/item/clothing/mask/surgical = 5, /obj/item/clothing/mask/surgical = 5,
/obj/item/weapon/storage/backpack/virology = 5, /obj/item/weapon/storage/backpack/virology = 5,
/obj/item/weapon/storage/backpack/satchel/vir = 5 /obj/item/weapon/storage/backpack/satchel/vir = 5
@@ -1313,12 +1317,16 @@
req_access = list(access_robotics) req_access = list(access_robotics)
products = list( products = list(
/obj/item/clothing/under/rank/roboticist = 5, /obj/item/clothing/under/rank/roboticist = 5,
/obj/item/clothing/suit/storage/toggle/labcoat = 5, /obj/item/clothing/suit/storage/toggle/labcoat/roboticist = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat/science/robotics = 5,
/obj/item/clothing/shoes/black = 5, /obj/item/clothing/shoes/black = 5,
/obj/item/clothing/gloves/black = 5, /obj/item/clothing/gloves/black = 5,
/obj/item/weapon/storage/backpack/toxins = 5, /obj/item/weapon/storage/backpack/toxins = 5,
/obj/item/weapon/storage/backpack/satchel/tox = 5 /obj/item/weapon/storage/backpack/satchel/tox = 5
) )
contraband = list(
/obj/item/clothing/suit/storage/hooded/techpriest = 2
)
req_log_access = access_hop req_log_access = access_hop
has_logs = 1 has_logs = 1
@@ -1342,7 +1350,9 @@
/obj/item/weapon/storage/fancy/whitecandle_box = 5, /obj/item/weapon/storage/fancy/whitecandle_box = 5,
/obj/item/weapon/storage/fancy/blackcandle_box = 5, /obj/item/weapon/storage/fancy/blackcandle_box = 5,
/obj/item/godfig = 5, /obj/item/godfig = 5,
/obj/item/weapon/deck/tarot = 5 /obj/item/weapon/deck/tarot = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat/ratvar = 1,
/obj/item/clothing/suit/storage/hooded/wintercoat/narsie = 1
) )
req_log_access = access_hop req_log_access = access_hop
has_logs = 1 has_logs = 1
@@ -1452,6 +1462,7 @@
/obj/item/device/radio/headset/headset_service = 5, /obj/item/device/radio/headset/headset_service = 5,
/obj/item/clothing/under/rank/janitor = 5, /obj/item/clothing/under/rank/janitor = 5,
/obj/item/clothing/under/dress/maid/janitor = 5, /obj/item/clothing/under/dress/maid/janitor = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat/janitor = 5,
/obj/item/clothing/gloves/black = 5, /obj/item/clothing/gloves/black = 5,
/obj/item/weapon/storage/belt/janitor = 5, /obj/item/weapon/storage/belt/janitor = 5,
/obj/item/clothing/shoes/galoshes = 5, /obj/item/clothing/shoes/galoshes = 5,
@@ -1514,4 +1525,4 @@
/obj/item/clothing/suit/storage/forensics/red = 5 /obj/item/clothing/suit/storage/forensics/red = 5
) )
req_log_access = access_hop req_log_access = access_hop
has_logs = 1 has_logs = 1

View File

@@ -847,6 +847,7 @@
/obj/item/weapon/storage/box/fluff/swimsuit/science = 5, /obj/item/weapon/storage/box/fluff/swimsuit/science = 5,
/obj/item/weapon/storage/box/fluff/swimsuit/security = 5, /obj/item/weapon/storage/box/fluff/swimsuit/security = 5,
/obj/item/weapon/storage/box/fluff/swimsuit/medical = 5, /obj/item/weapon/storage/box/fluff/swimsuit/medical = 5,
/obj/item/weapon/storage/box/fluff/swimsuit/cowbikini = 5,
/obj/item/clothing/under/utility = 5, /obj/item/clothing/under/utility = 5,
/obj/item/clothing/under/utility/grey = 5, /obj/item/clothing/under/utility/grey = 5,
/obj/item/clothing/under/utility/blue = 5, /obj/item/clothing/under/utility/blue = 5,
@@ -1017,6 +1018,7 @@
/obj/item/weapon/storage/box/fluff/swimsuit/science = 50, /obj/item/weapon/storage/box/fluff/swimsuit/science = 50,
/obj/item/weapon/storage/box/fluff/swimsuit/security = 50, /obj/item/weapon/storage/box/fluff/swimsuit/security = 50,
/obj/item/weapon/storage/box/fluff/swimsuit/medical = 50, /obj/item/weapon/storage/box/fluff/swimsuit/medical = 50,
/obj/item/weapon/storage/box/fluff/swimsuit/cowbikini = 50,
/obj/item/clothing/under/utility = 50, /obj/item/clothing/under/utility = 50,
/obj/item/clothing/under/utility/grey = 50, /obj/item/clothing/under/utility/grey = 50,
/obj/item/clothing/under/utility/blue = 50, /obj/item/clothing/under/utility/blue = 50,
@@ -1241,6 +1243,7 @@
/obj/item/clothing/suit/varsity/blue = 5, /obj/item/clothing/suit/varsity/blue = 5,
/obj/item/clothing/suit/varsity/brown = 5, /obj/item/clothing/suit/varsity/brown = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat = 5, /obj/item/clothing/suit/storage/hooded/wintercoat = 5,
/obj/item/clothing/suit/storage/hooded/wintercoat/aformal = 5,
/obj/item/clothing/suit/storage/teshari/cloak/standard/white_grey = 5) /obj/item/clothing/suit/storage/teshari/cloak/standard/white_grey = 5)
prices = list(/obj/item/clothing/suit/storage/apron = 100, prices = list(/obj/item/clothing/suit/storage/apron = 100,
/obj/item/clothing/suit/storage/flannel/aqua = 100, /obj/item/clothing/suit/storage/flannel/aqua = 100,
@@ -1327,8 +1330,10 @@
/obj/item/clothing/suit/varsity/blue = 100, /obj/item/clothing/suit/varsity/blue = 100,
/obj/item/clothing/suit/varsity/brown = 100, /obj/item/clothing/suit/varsity/brown = 100,
/obj/item/clothing/suit/storage/hooded/wintercoat = 100, /obj/item/clothing/suit/storage/hooded/wintercoat = 100,
/obj/item/clothing/suit/storage/hooded/wintercoat/aformal = 100,
/obj/item/clothing/suit/storage/teshari/cloak/standard/white_grey = 100) /obj/item/clothing/suit/storage/teshari/cloak/standard/white_grey = 100)
premium = list(/obj/item/clothing/suit/imperium_monk = 3) premium = list(/obj/item/clothing/suit/imperium_monk = 3,
/obj/item/clothing/suit/storage/hooded/wintercoat/cosmic = 1)
contraband = list(/obj/item/toy/katana = 1) contraband = list(/obj/item/toy/katana = 1)
/obj/machinery/vending/loadout/costume /obj/machinery/vending/loadout/costume
@@ -1952,6 +1957,7 @@
/obj/item/weapon/storage/box/fluff/swimsuit/science = 5, /obj/item/weapon/storage/box/fluff/swimsuit/science = 5,
/obj/item/weapon/storage/box/fluff/swimsuit/security = 5, /obj/item/weapon/storage/box/fluff/swimsuit/security = 5,
/obj/item/weapon/storage/box/fluff/swimsuit/medical = 5, /obj/item/weapon/storage/box/fluff/swimsuit/medical = 5,
/obj/item/weapon/storage/box/fluff/swimsuit/cowbikini = 5,
/obj/item/clothing/under/utility = 5, /obj/item/clothing/under/utility = 5,
/obj/item/clothing/under/utility/grey = 5, /obj/item/clothing/under/utility/grey = 5,
/obj/item/clothing/under/utility/blue = 5, /obj/item/clothing/under/utility/blue = 5,
@@ -3259,61 +3265,6 @@
/obj/item/weapon/reagent_containers/food/snacks/xenomeat/spidermeat = 10) /obj/item/weapon/reagent_containers/food/snacks/xenomeat/spidermeat = 10)
vend_delay = 15 vend_delay = 15
/obj/machinery/seed_storage/brig
name = "Prisoners' food seed storage"
starting_seeds = list(
/obj/item/seeds/appleseed = 3,
/obj/item/seeds/bananaseed = 3,
/obj/item/seeds/berryseed = 3,
/obj/item/seeds/cabbageseed = 3,
/obj/item/seeds/carrotseed = 3,
/obj/item/seeds/celery = 3,
/obj/item/seeds/chantermycelium = 3,
/obj/item/seeds/cherryseed = 3,
/obj/item/seeds/chiliseed = 3,
/obj/item/seeds/cocoapodseed = 3,
/obj/item/seeds/cornseed = 3,
/obj/item/seeds/durian = 3,
/obj/item/seeds/eggplantseed = 3,
/obj/item/seeds/grapeseed = 3,
/obj/item/seeds/grassseed = 3,
/obj/item/seeds/replicapod = 3,
/obj/item/seeds/lavenderseed = 3,
/obj/item/seeds/lemonseed = 3,
/obj/item/seeds/lettuce = 3,
/obj/item/seeds/limeseed = 3,
/obj/item/seeds/mtearseed = 2,
/obj/item/seeds/orangeseed = 3,
/obj/item/seeds/onionseed = 3,
/obj/item/seeds/peanutseed = 3,
/obj/item/seeds/plumpmycelium = 3,
/obj/item/seeds/poppyseed = 3,
/obj/item/seeds/potatoseed = 3,
/obj/item/seeds/pumpkinseed = 3,
/obj/item/seeds/rhubarb = 3,
/obj/item/seeds/riceseed = 3,
/obj/item/seeds/rose = 3,
/obj/item/seeds/soyaseed = 3,
/obj/item/seeds/pineapple = 3,
/obj/item/seeds/sugarcaneseed = 3,
/obj/item/seeds/sunflowerseed = 3,
/obj/item/seeds/shandseed = 2,
/obj/item/seeds/tobaccoseed = 3,
/obj/item/seeds/tomatoseed = 3,
/obj/item/seeds/towermycelium = 3,
/obj/item/seeds/vanilla = 3,
/obj/item/seeds/watermelonseed = 3,
/obj/item/seeds/wheatseed = 3,
/obj/item/seeds/whitebeetseed = 3,
/obj/item/seeds/wabback = 2)
/obj/machinery/vending/hydronutrients/brig
name = "Brig NutriMax"
desc = "A plant nutrients vendor. Seems some items aren't included."
products = list(/obj/item/weapon/reagent_containers/glass/bottle/eznutrient = 6,/obj/item/weapon/reagent_containers/glass/bottle/left4zed = 4,/obj/item/weapon/reagent_containers/glass/bottle/robustharvest = 3,/obj/item/weapon/plantspray/pests = 20,
/obj/item/weapon/reagent_containers/glass/beaker = 4,/obj/item/weapon/storage/bag/plants = 5)
premium = list(/obj/item/weapon/reagent_containers/glass/bottle/ammonia = 10,/obj/item/weapon/reagent_containers/glass/bottle/diethylamine = 5)
/obj/machinery/vending/emergencyfood /obj/machinery/vending/emergencyfood
name = "Food Cube Dispenser" name = "Food Cube Dispenser"
desc = "An ominous machine dispensing food cubes. It will keep you fed, but at what cost?" desc = "An ominous machine dispensing food cubes. It will keep you fed, but at what cost?"
@@ -3328,9 +3279,6 @@
products = list(/obj/item/weapon/storage/box/wings/tray = 40) products = list(/obj/item/weapon/storage/box/wings/tray = 40)
contraband = list(/obj/item/weapon/storage/box/wings/tray = 20) contraband = list(/obj/item/weapon/storage/box/wings/tray = 20)
/obj/machinery/vending/cola
icon_state = "Soda_Machine"
/obj/machinery/vending/cola/soft /obj/machinery/vending/cola/soft
icon = 'icons/obj/vending_vr.dmi' icon = 'icons/obj/vending_vr.dmi'
icon_state = "Cola_Machine" icon_state = "Cola_Machine"

View File

@@ -6,6 +6,7 @@
icon_state = "grinder" icon_state = "grinder"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
req_access = list(access_kitchen,access_morgue) req_access = list(access_kitchen,access_morgue)
var/operating = 0 //Is it on? var/operating = 0 //Is it on?

File diff suppressed because it is too large Load Diff

View File

@@ -339,7 +339,7 @@ I said no!
result = /obj/item/weapon/reagent_containers/food/snacks/caramelapple result = /obj/item/weapon/reagent_containers/food/snacks/caramelapple
/datum/recipe/twobread /datum/recipe/twobread
reagents = list("wine" = 5) reagents = list("redwine" = 5)
items = list( items = list(
/obj/item/weapon/reagent_containers/food/snacks/slice/bread, /obj/item/weapon/reagent_containers/food/snacks/slice/bread,
/obj/item/weapon/reagent_containers/food/snacks/slice/bread, /obj/item/weapon/reagent_containers/food/snacks/slice/bread,
@@ -796,7 +796,7 @@ I said no!
result = /obj/item/weapon/reagent_containers/food/snacks/chilicheesefries result = /obj/item/weapon/reagent_containers/food/snacks/chilicheesefries
/datum/recipe/risotto /datum/recipe/risotto
reagents = list("wine" = 5, "rice" = 10, "spacespice" = 1) reagents = list("redwine" = 5, "rice" = 10, "spacespice" = 1)
fruit = list("mushroom" = 1) fruit = list("mushroom" = 1)
reagent_mix = RECIPE_REAGENT_REPLACE //Get that rice and wine outta here reagent_mix = RECIPE_REAGENT_REPLACE //Get that rice and wine outta here
result = /obj/item/weapon/reagent_containers/food/snacks/risotto result = /obj/item/weapon/reagent_containers/food/snacks/risotto

View File

@@ -41,7 +41,7 @@
result = /obj/item/weapon/reagent_containers/food/snacks/pandenata result = /obj/item/weapon/reagent_containers/food/snacks/pandenata
/datum/recipe/tocino /datum/recipe/tocino
reagents = list("sodiumchloride" = 5, "wine" = 5) reagents = list("sodiumchloride" = 5, "redwine" = 5)
items = list( items = list(
/obj/item/weapon/reagent_containers/food/snacks/rawcutlet /obj/item/weapon/reagent_containers/food/snacks/rawcutlet
) )
@@ -105,4 +105,4 @@
/obj/item/weapon/reagent_containers/food/snacks/spreads/butter /obj/item/weapon/reagent_containers/food/snacks/spreads/butter
) )
result = /obj/item/weapon/reagent_containers/food/snacks/butterscotch result = /obj/item/weapon/reagent_containers/food/snacks/butterscotch
result_quantity = 2 result_quantity = 2

View File

@@ -5,6 +5,7 @@
/turf/simulated/floor/holofloor /turf/simulated/floor/holofloor
thermal_conductivity = 0 thermal_conductivity = 0
flags = TURF_ACID_IMMUNE
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob) /turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
return return
@@ -129,12 +130,14 @@
icon = 'icons/obj/furniture_vr.dmi' icon = 'icons/obj/furniture_vr.dmi'
icon_state = "stool_padded_preview" icon_state = "stool_padded_preview"
anchored = TRUE anchored = TRUE
unacidable = TRUE
pressure_resistance = 15 pressure_resistance = 15
/obj/item/clothing/gloves/boxing/hologlove /obj/item/clothing/gloves/boxing/hologlove
name = "boxing gloves" name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates." desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing" icon_state = "boxing"
unacidable = TRUE
item_icons = list( item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_gloves.dmi', slot_l_hand_str = 'icons/mob/items/lefthand_gloves.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_gloves.dmi', slot_r_hand_str = 'icons/mob/items/righthand_gloves.dmi',
@@ -291,6 +294,7 @@
throwforce = 0 throwforce = 0
w_class = ITEMSIZE_SMALL w_class = ITEMSIZE_SMALL
flags = NOBLOODY flags = NOBLOODY
unacidable = TRUE
var/active = 0 var/active = 0
/obj/item/weapon/holo/esword/green/New() /obj/item/weapon/holo/esword/green/New()
@@ -359,6 +363,7 @@
name = "basketball" name = "basketball"
desc = "Here's your chance, do your dance at the Space Jam." desc = "Here's your chance, do your dance at the Space Jam."
w_class = ITEMSIZE_LARGE //Stops people from hiding it in their bags/pockets w_class = ITEMSIZE_LARGE //Stops people from hiding it in their bags/pockets
unacidable = TRUE
drop_sound = 'sound/items/drop/basketball.ogg' drop_sound = 'sound/items/drop/basketball.ogg'
pickup_sound = 'sound/items/pickup/basketball.ogg' pickup_sound = 'sound/items/pickup/basketball.ogg'
@@ -369,6 +374,7 @@
icon_state = "hoop" icon_state = "hoop"
anchored = TRUE anchored = TRUE
density = TRUE density = TRUE
unacidable = TRUE
throwpass = 1 throwpass = 1
/obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob) /obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -411,6 +417,7 @@
var/area/currentarea = null var/area/currentarea = null
var/eventstarted = 0 var/eventstarted = 0
unacidable = TRUE
anchored = TRUE anchored = TRUE
use_power = USE_POWER_IDLE use_power = USE_POWER_IDLE
idle_power_usage = 2 idle_power_usage = 2

View File

@@ -43,41 +43,46 @@
..() ..()
wires = new(src) wires = new(src)
if(!contraband_seeds.len) if(!contraband_seeds.len)
contraband_seeds = pick(list( contraband_seeds = pick( /// Some form of ambrosia in all lists.
list( prob(30);list( /// General produce
/obj/item/seeds/ambrosiavulgarisseed = 3, /obj/item/seeds/ambrosiavulgarisseed = 3,
/obj/item/seeds/greengrapeseed = 3, /obj/item/seeds/greengrapeseed = 3,
/obj/item/seeds/reishimycelium = 2, /obj/item/seeds/icepepperseed = 2,
/obj/item/seeds/bloodtomatoseed = 1 /obj/item/seeds/kudzuseed = 1
), ),
list( prob(30);list( ///Mushroom batch
/obj/item/seeds/ambrosiavulgarisseed = 3, /obj/item/seeds/ambrosiavulgarisseed = 1,
/obj/item/seeds/plastiseed = 3, /obj/item/seeds/glowberryseed = 2,
/obj/item/seeds/kudzuseed = 2, /obj/item/seeds/libertymycelium = 1,
/obj/item/seeds/rose/blood = 1 /obj/item/seeds/reishimycelium = 2,
), /obj/item/seeds/sporemycelium = 1
list( ),
/obj/item/seeds/ambrosiavulgarisseed = 3, prob(15);list( /// Survivalist
/obj/item/seeds/amanitamycelium = 3, /obj/item/seeds/ambrosiadeusseed = 2,
/obj/item/seeds/libertymycelium = 2, /obj/item/seeds/redtowermycelium = 2,
/obj/item/seeds/glowshroom = 1 /obj/item/seeds/vale = 2,
), /obj/item/seeds/siflettuce = 2
list( ),
/obj/item/seeds/ambrosiavulgarisseed = 3, prob(20);list( /// Cold plants
/obj/item/seeds/glowberryseed = 3, /obj/item/seeds/ambrosiavulgarisseed = 2,
/obj/item/seeds/icepepperseed = 2, /obj/item/seeds/thaadra = 2,
/obj/item/seeds/bluetomatoseed = 1 /obj/item/seeds/icepepperseed = 2,
), /obj/item/seeds/siflettuce = 1
list( ),
/obj/item/seeds/durian = 2, prob(10);list( ///Poison party
/obj/item/seeds/ambrosiadeusseed = 1, /obj/item/seeds/ambrosiavulgarisseed = 3,
/obj/item/seeds/killertomatoseed = 1 /obj/item/seeds/surik = 1,
), /obj/item/seeds/telriis = 1,
list( /obj/item/seeds/nettleseed = 2,
/obj/item/seeds/ambrosiavulgarisseed = 3, /obj/item/seeds/poisonberryseed = 1
/obj/item/seeds/random = 6 ),
) prob(5);list( /// Extra poison party!
)) /obj/item/seeds/ambrosiainfernusseed = 1,
/obj/item/seeds/amauri = 1,
/obj/item/seeds/surik = 1,
/obj/item/seeds/deathberryseed = 1 /// Very ow.
)
)
return return
/obj/machinery/seed_storage/process() /obj/machinery/seed_storage/process()

View File

@@ -7,6 +7,7 @@
icon_state = "hydrotray3" icon_state = "hydrotray3"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE
flags = OPENCONTAINER flags = OPENCONTAINER
volume = 100 volume = 100

View File

@@ -14,6 +14,7 @@
initial_flooring = /decl/flooring/looking_glass initial_flooring = /decl/flooring/looking_glass
appearance_flags = TILE_BOUND appearance_flags = TILE_BOUND
dynamic_lighting = FALSE dynamic_lighting = FALSE
flags = TURF_ACID_IMMUNE
var/center = FALSE var/center = FALSE
var/optional = FALSE var/optional = FALSE

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