objects/effects, objects/structures

This commit is contained in:
GinjaNinja32
2015-05-30 14:37:40 +01:00
parent 73a746e455
commit 94e19592cf
19 changed files with 115 additions and 115 deletions

View File

@@ -90,7 +90,7 @@
/obj/effect/alien/resin/hitby(AM as mob|obj) /obj/effect/alien/resin/hitby(AM as mob|obj)
..() ..()
for(var/mob/O in viewers(src, null)) for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src] was hit by [AM].</B>", 1) O.show_message("<span class='danger'>[src] was hit by [AM].</span>", 1)
var/tforce = 0 var/tforce = 0
if(ismob(AM)) if(ismob(AM))
tforce = 10 tforce = 10
@@ -104,9 +104,9 @@
/obj/effect/alien/resin/attack_hand() /obj/effect/alien/resin/attack_hand()
if (HULK in usr.mutations) if (HULK in usr.mutations)
usr << "\blue You easily destroy the [name]." usr << "<span class='notice'>You easily destroy the [name].</span>"
for(var/mob/O in oviewers(src)) for(var/mob/O in oviewers(src))
O.show_message("\red [usr] destroys the [name]!", 1) O.show_message("<span class='warning'>[usr] destroys the [name]!</span>", 1)
health = 0 health = 0
else else
@@ -115,14 +115,14 @@
var/mob/living/carbon/M = usr var/mob/living/carbon/M = usr
if(locate(/obj/item/organ/xenos/hivenode) in M.internal_organs) if(locate(/obj/item/organ/xenos/hivenode) in M.internal_organs)
for(var/mob/O in oviewers(src)) for(var/mob/O in oviewers(src))
O.show_message("\red [usr] strokes the [name] and it melts away!", 1) O.show_message("<span class='warning'>[usr] strokes the [name] and it melts away!</span>", 1)
health = 0 health = 0
healthcheck() healthcheck()
return return
usr << "\blue You claw at the [name]." usr << "<span class='notice'>You claw at the [name].</span>"
for(var/mob/O in oviewers(src)) for(var/mob/O in oviewers(src))
O.show_message("\red [usr] claws at the [name]!", 1) O.show_message("<span class='warning'>[usr] claws at the [name]!</span>", 1)
health -= rand(5,10) health -= rand(5,10)
healthcheck() healthcheck()
return return
@@ -237,9 +237,9 @@ Alien plants should do something if theres a lot of poison
/obj/effect/alien/weeds/attackby(var/obj/item/weapon/W, var/mob/user) /obj/effect/alien/weeds/attackby(var/obj/item/weapon/W, var/mob/user)
if(W.attack_verb.len) if(W.attack_verb.len)
visible_message("\red <B>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]") visible_message("<span class='danger'>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]</span>")
else else
visible_message("\red <B>\The [src] have been attacked with \the [W][(user ? " by [user]." : ".")]") visible_message("<span class='danger'>\The [src] have been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
var/damage = W.force / 4.0 var/damage = W.force / 4.0
@@ -301,7 +301,7 @@ Alien plants should do something if theres a lot of poison
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("\green <B>[src.target] collapses under its own weight into a puddle of goop and undigested debris!</B>", 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(istype(target, /turf/simulated/wall)) // I hate turf code.
var/turf/simulated/wall/W = target var/turf/simulated/wall/W = target
@@ -313,13 +313,13 @@ Alien plants should do something if theres a lot of poison
switch(target_strength - ticks) switch(target_strength - ticks)
if(6) if(6)
visible_message("\green <B>[src.target] is holding up against the acid!</B>") visible_message("<span class='alium'>[src.target] is holding up against the acid!</span>")
if(4) if(4)
visible_message("\green <B>[src.target]\s structure is being melted by the acid!</B>") visible_message("<span class='alium'>[src.target]\s structure is being melted by the acid!</span>")
if(2) if(2)
visible_message("\green <B>[src.target] is struggling to withstand the acid!</B>") visible_message("<span class='alium'>[src.target] is struggling to withstand the acid!</span>")
if(0 to 1) if(0 to 1)
visible_message("\green <B>[src.target] begins to crumble under the acid!</B>") visible_message("<span class='alium'>[src.target] begins to crumble under the acid!</span>")
spawn(rand(150, 200)) tick() spawn(rand(150, 200)) tick()
/* /*
@@ -360,14 +360,14 @@ Alien plants should do something if theres a lot of poison
switch(status) switch(status)
if(BURST) if(BURST)
user << "\red You clear the hatched egg." user << "<span class='warning'>You clear the hatched egg.</span>"
qdel(src) qdel(src)
return return
if(GROWING) if(GROWING)
user << "\red The child is not developed yet." user << "<span class='warning'>The child is not developed yet.</span>"
return return
if(GROWN) if(GROWN)
user << "\red You retrieve the child." user << "<span class='warning'>You retrieve the child.</span>"
Burst(0) Burst(0)
return return
@@ -409,9 +409,9 @@ Alien plants should do something if theres a lot of poison
if(health <= 0) if(health <= 0)
return return
if(W.attack_verb.len) if(W.attack_verb.len)
src.visible_message("\red <B>\The [src] has been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]") src.visible_message("<span class='danger'>\The [src] has been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]</span>")
else else
src.visible_message("\red <B>\The [src] has been attacked with \the [W][(user ? " by [user]." : ".")]") src.visible_message("<span class='danger'>\The [src] has been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
var/damage = W.force / 4.0 var/damage = W.force / 4.0
if(istype(W, /obj/item/weapon/weldingtool)) if(istype(W, /obj/item/weapon/weldingtool))

View File

@@ -31,7 +31,7 @@
//must place on a wall and user must not be inside a closet/mecha/whatever //must place on a wall and user must not be inside a closet/mecha/whatever
var/turf/W = A var/turf/W = A
if (!iswall(W) || !isturf(user.loc)) if (!iswall(W) || !isturf(user.loc))
user << "\red You can't place this here!" user << "<span class='warning'>You can't place this here!</span>"
return return
var/placement_dir = get_dir(user, W) var/placement_dir = get_dir(user, W)
@@ -161,4 +161,4 @@
var/name="" var/name=""
// Description suffix // Description suffix
var/desc="" var/desc=""
var/icon_state="" var/icon_state=""

View File

@@ -13,11 +13,11 @@ would spawn and follow the beaker, even if it is carried or thrown.
unacidable = 1//So effect are not targeted by alien acid. unacidable = 1//So effect are not targeted by alien acid.
pass_flags = PASSTABLE | PASSGRILLE pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/Destroy() /obj/effect/Destroy()
if(reagents) if(reagents)
reagents.delete() reagents.delete()
return ..() return ..()
/datum/effect/effect/system /datum/effect/effect/system
var/number = 3 var/number = 3
var/cardinals = 0 var/cardinals = 0
@@ -455,7 +455,7 @@ steam.start() -- spawns the effect
proc/stop() proc/stop()
src.processing = 0 src.processing = 0
src.on = 0 src.on = 0
/datum/effect/effect/system/reagents_explosion /datum/effect/effect/system/reagents_explosion
var/amount // TNT equivalent var/amount // TNT equivalent
var/flashing = 0 // does explosion creates flash effect? var/flashing = 0 // does explosion creates flash effect?
@@ -480,10 +480,10 @@ steam.start() -- spawns the effect
s.start() s.start()
for(var/mob/M in viewers(5, location)) for(var/mob/M in viewers(5, location))
M << "\red The solution violently explodes." M << "<span class='warning'>The solution violently explodes.</span>"
for(var/mob/M in viewers(1, location)) for(var/mob/M in viewers(1, location))
if (prob (50 * amount)) if (prob (50 * amount))
M << "\red The explosion knocks you down." M << "<span class='warning'>The explosion knocks you down.</span>"
M.Weaken(rand(1,5)) M.Weaken(rand(1,5))
return return
else else
@@ -506,7 +506,7 @@ steam.start() -- spawns the effect
flash += (round(amount/4) * flashing_factor) flash += (round(amount/4) * flashing_factor)
for(var/mob/M in viewers(8, location)) for(var/mob/M in viewers(8, location))
M << "\red The solution violently explodes." M << "<span class='warning'>The solution violently explodes.</span>"
explosion(location, devastation, heavy, light, flash) explosion(location, devastation, heavy, light, flash)

View File

@@ -19,7 +19,7 @@
proc/Gib(atom/location, var/list/viruses = list(), var/datum/dna/MobDNA = null) proc/Gib(atom/location, var/list/viruses = list(), var/datum/dna/MobDNA = null)
if(gibtypes.len != gibamounts.len || gibamounts.len != gibdirections.len) if(gibtypes.len != gibamounts.len || gibamounts.len != gibdirections.len)
world << "\red Gib list length mismatch!" world << "<span class='warning'>Gib list length mismatch!</span>"
return return
var/obj/effect/decal/cleanable/blood/gibs/gib = null var/obj/effect/decal/cleanable/blood/gibs/gib = null

View File

@@ -64,7 +64,7 @@
return 1 return 1
else if(istype(mover, /mob/living)) else if(istype(mover, /mob/living))
if(prob(50)) if(prob(50))
mover << "\red You get stuck in \the [src] for a moment." mover << "<span class='warning'>You get stuck in \the [src] for a moment.</span>"
return 0 return 0
else if(istype(mover, /obj/item/projectile)) else if(istype(mover, /obj/item/projectile))
return prob(30) return prob(30)
@@ -150,7 +150,7 @@
return return
if(prob(50)) if(prob(50))
src.visible_message("\blue You hear something squeezing through the ventilation ducts.",2) src.visible_message("<span class='notice'>You hear something squeezing through the ventilation ducts.</span>",2)
sleep(travel_time) sleep(travel_time)
if(!exit_vent || exit_vent.welded) if(!exit_vent || exit_vent.welded)
@@ -172,7 +172,7 @@
var/target_atom = pick(nearby) var/target_atom = pick(nearby)
walk_to(src, target_atom, 5) walk_to(src, target_atom, 5)
if(prob(25)) if(prob(25))
src.visible_message("\blue \the [src] skitters[pick(" away"," around","")].") src.visible_message("<span class='notice'>\The [src] skitters[pick(" away"," around","")].</span>")
else if(prob(5)) else if(prob(5))
//vent crawl! //vent crawl!
for(var/obj/machinery/atmospherics/unary/vent_pump/v in view(7,src)) for(var/obj/machinery/atmospherics/unary/vent_pump/v in view(7,src))
@@ -182,7 +182,7 @@
break break
if(prob(1)) if(prob(1))
src.visible_message("\blue \the [src] chitters.") src.visible_message("<span class='notice'>\The [src] chitters.</span>")
if(isturf(loc) && amount_grown > 0) if(isturf(loc) && amount_grown > 0)
amount_grown += rand(0,2) amount_grown += rand(0,2)
if(amount_grown >= 100) if(amount_grown >= 100)
@@ -206,7 +206,7 @@
icon_state = pick("cocoon1","cocoon2","cocoon3") icon_state = pick("cocoon1","cocoon2","cocoon3")
/obj/effect/spider/cocoon/Destroy() /obj/effect/spider/cocoon/Destroy()
src.visible_message("\red \the [src] splits open.") src.visible_message("<span class='warning'>\The [src] splits open.</span>")
for(var/atom/movable/A in contents) for(var/atom/movable/A in contents)
A.loc = src.loc A.loc = src.loc
return ..() return ..()

View File

@@ -27,7 +27,7 @@
if (isrobot(usr) || src.locked) if (isrobot(usr) || src.locked)
if(istype(O, /obj/item/device/multitool)) if(istype(O, /obj/item/device/multitool))
user << "\red Resetting circuitry..." user << "<span class='warning'>Resetting circuitry...</span>"
playsound(user, 'sound/machines/lockreset.ogg', 50, 1) playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 20)) if(do_after(user, 20))
src.locked = 0 src.locked = 0
@@ -45,7 +45,7 @@
else else
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15) if(W.force < 15)
user << "\blue The cabinet's protective glass glances off the hit." user << "<span class='notice'>The cabinet's protective glass glances off the hit.</span>"
else else
src.hitstaken++ src.hitstaken++
if(src.hitstaken == 4) if(src.hitstaken == 4)
@@ -58,12 +58,12 @@
if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && src.localopened) if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && src.localopened)
if(!fireaxe) if(!fireaxe)
if(O:wielded) if(O:wielded)
user << "\red Unwield the axe first." user << "<span class='warning'>Unwield the axe first.</span>"
return return
fireaxe = O fireaxe = O
user.remove_from_mob(O) user.remove_from_mob(O)
src.contents += O src.contents += O
user << "\blue You place the fire axe back in the [src.name]." user << "<span class='notice'>You place the fire axe back in the [src.name].</span>"
update_icon() update_icon()
else else
if(src.smashed) if(src.smashed)
@@ -86,10 +86,10 @@
spawn(10) update_icon() spawn(10) update_icon()
return return
else else
user << "\red Resetting circuitry..." user << "<span class='warning'>Resetting circuitry...</span>"
sleep(50) sleep(50)
src.locked = 1 src.locked = 1
user << "\blue You re-enable the locking modules." user << "<span class='notice'>You re-enable the locking modules.</span>"
playsound(user, 'sound/machines/lockenable.ogg', 50, 1) playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user,20)) if(do_after(user,20))
src.locked = 1 src.locked = 1
@@ -114,13 +114,13 @@
hasaxe = 1 hasaxe = 1
if(src.locked) if(src.locked)
user <<"\red The cabinet won't budge!" user <<"<span class='warning'>The cabinet won't budge!</span>"
return return
if(localopened) if(localopened)
if(fireaxe) if(fireaxe)
user.put_in_hands(fireaxe) user.put_in_hands(fireaxe)
fireaxe = null fireaxe = null
user << "\blue You take the fire axe from the [name]." user << "<span class='notice'>You take the fire axe from the [name].</span>"
src.add_fingerprint(user) src.add_fingerprint(user)
update_icon() update_icon()
else else
@@ -147,7 +147,7 @@
attack_tk(mob/user as mob) attack_tk(mob/user as mob)
if(localopened && fireaxe) if(localopened && fireaxe)
fireaxe.loc = loc fireaxe.loc = loc
user << "\blue You telekinetically remove the fire axe." user << "<span class='notice'>You telekinetically remove the fire axe.</span>"
fireaxe = null fireaxe = null
update_icon() update_icon()
return return
@@ -159,9 +159,9 @@
if (isrobot(usr) || src.locked || src.smashed) if (isrobot(usr) || src.locked || src.smashed)
if(src.locked) if(src.locked)
usr << "\red The cabinet won't budge!" usr << "<span class='warning'>The cabinet won't budge!</span>"
else if(src.smashed) else if(src.smashed)
usr << "\blue The protective glass is broken!" usr << "<span class='notice'>The protective glass is broken!</span>"
return return
localopened = !localopened localopened = !localopened
@@ -178,23 +178,23 @@
if(fireaxe) if(fireaxe)
usr.put_in_hands(fireaxe) usr.put_in_hands(fireaxe)
fireaxe = null fireaxe = null
usr << "\blue You take the Fire axe from the [name]." usr << "<span class='notice'>You take the Fire axe from the [name].</span>"
else else
usr << "\blue The [src.name] is empty." usr << "<span class='notice'>The [src.name] is empty.</span>"
else else
usr << "\blue The [src.name] is closed." usr << "<span class='notice'>The [src.name] is closed.</span>"
update_icon() update_icon()
attack_ai(mob/user as mob) attack_ai(mob/user as mob)
if(src.smashed) if(src.smashed)
user << "\red The security of the cabinet is compromised." user << "<span class='warning'>The security of the cabinet is compromised.</span>"
return return
else else
locked = !locked locked = !locked
if(locked) if(locked)
user << "\red Cabinet locked." user << "<span class='warning'>Cabinet locked.</span>"
else else
user << "\blue Cabinet unlocked." user << "<span class='notice'>Cabinet unlocked.</span>"
return return
update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers

View File

@@ -68,7 +68,7 @@
if (W) W.loc = src.loc if (W) W.loc = src.loc
else if(istype(W, /obj/item/weapon/card/id)) else if(istype(W, /obj/item/weapon/card/id))
if(src.broken) if(src.broken)
user << "\red It appears to be broken." user << "<span class='warning'>It appears to be broken.</span>"
return return
var/obj/item/weapon/card/id/I = W var/obj/item/weapon/card/id/I = W
if(!I || !I.registered_name) return if(!I || !I.registered_name) return
@@ -82,7 +82,7 @@
src.registered_name = I.registered_name src.registered_name = I.registered_name
src.desc = "Owned by [I.registered_name]." src.desc = "Owned by [I.registered_name]."
else else
user << "\red Access Denied" user << "<span class='warning'>Access Denied</span>"
else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken) else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
broken = 1 broken = 1
locked = 0 locked = 0
@@ -95,9 +95,9 @@
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1) playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1) playsound(src.loc, "sparks", 50, 1)
for(var/mob/O in viewers(user, 3)) for(var/mob/O in viewers(user, 3))
O.show_message("\blue The locker has been sliced open by [user] with an energy blade!", 1, "\red You hear metal being sliced and sparks flying.", 2) O.show_message("<span class='warning'>The locker has been sliced open by [user] with an energy blade!</span>", 1, "<span class='warning'>You hear metal being sliced and sparks flying.</span>", 2)
else else
user << "\red Access Denied" user << "<span class='warning'>Access Denied</span>"
return return
/obj/structure/closet/secure_closet/personal/verb/reset() /obj/structure/closet/secure_closet/personal/verb/reset()
@@ -109,9 +109,9 @@
if(ishuman(usr)) if(ishuman(usr))
src.add_fingerprint(usr) src.add_fingerprint(usr)
if (src.locked || !src.registered_name) if (src.locked || !src.registered_name)
usr << "\red You need to unlock it first." usr << "<span class='warning'>You need to unlock it first.</span>"
else if (src.broken) else if (src.broken)
usr << "\red It appears to be broken." usr << "<span class='warning'>It appears to be broken.</span>"
else else
if (src.opened) if (src.opened)
if(!src.close()) if(!src.close())

View File

@@ -79,16 +79,16 @@
/obj/structure/displaycase/attack_hand(mob/user as mob) /obj/structure/displaycase/attack_hand(mob/user as mob)
if (src.destroyed && src.occupied) if (src.destroyed && src.occupied)
new /obj/item/weapon/gun/energy/captain( src.loc ) new /obj/item/weapon/gun/energy/captain( src.loc )
user << "\b You deactivate the hover field built into the case." user << "<span class='notice'>You deactivate the hover field built into the case.</span>"
src.occupied = 0 src.occupied = 0
src.add_fingerprint(user) src.add_fingerprint(user)
update_icon() update_icon()
return return
else else
usr << text("\blue You kick the display case.") usr << text("<span class='warning'>You kick the display case.</span>")
for(var/mob/O in oviewers()) for(var/mob/O in oviewers())
if ((O.client && !( O.blinded ))) if ((O.client && !( O.blinded )))
O << text("\red [] kicks the display case.", usr) O << "<span class='warning'>[usr] kicks the display case.</span>"
src.health -= 2 src.health -= 2
healthcheck() healthcheck()
return return

View File

@@ -149,7 +149,7 @@
user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.") user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.")
if(do_after(user, 40)) if(do_after(user, 40))
if(!src || !WT.isOn()) return if(!src || !WT.isOn()) return
user << "\blue You welded the [glass] plating off!" user << "<span class='notice>You welded the [glass] plating off!</span>"
var/M = text2path("/obj/item/stack/material/[glass]") var/M = text2path("/obj/item/stack/material/[glass]")
new M(src.loc, 2) new M(src.loc, 2)
glass = 0 glass = 0
@@ -157,18 +157,18 @@
user.visible_message("[user] welds the glass panel out of the airlock assembly.", "You start to weld the glass panel out of the airlock assembly.") user.visible_message("[user] welds the glass panel out of the airlock assembly.", "You start to weld the glass panel out of the airlock assembly.")
if(do_after(user, 40)) if(do_after(user, 40))
if(!src || !WT.isOn()) return if(!src || !WT.isOn()) return
user << "\blue You welded the glass panel out!" user << "<span class='notice>You welded the glass panel out!</span>"
new /obj/item/stack/material/glass/reinforced(src.loc) new /obj/item/stack/material/glass/reinforced(src.loc)
glass = 0 glass = 0
else if(!anchored) else if(!anchored)
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.") user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
if(do_after(user, 40)) if(do_after(user, 40))
if(!src || !WT.isOn()) return if(!src || !WT.isOn()) return
user << "\blue You dissasembled the airlock assembly!" user << "<span class='notice>You dissasembled the airlock assembly!</span>"
new /obj/item/stack/material/steel(src.loc, 4) new /obj/item/stack/material/steel(src.loc, 4)
qdel (src) qdel (src)
else else
user << "\blue You need more welding fuel." user << "<span class='notice>You need more welding fuel.</span>"
return return
else if(istype(W, /obj/item/weapon/wrench) && state == 0) else if(istype(W, /obj/item/weapon/wrench) && state == 0)
@@ -180,7 +180,7 @@
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "\blue You [anchored? "un" : ""]secured the airlock assembly!" user << "<span class='notice>You [anchored? "un" : ""]secured the airlock assembly!</span>"
anchored = !anchored anchored = !anchored
else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored) else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored)
@@ -200,7 +200,7 @@
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "\blue You cut the airlock wires.!" user << "<span class='notice>You cut the airlock wires.!</span>"
new/obj/item/stack/cable_coil(src.loc, 1) new/obj/item/stack/cable_coil(src.loc, 1)
src.state = 0 src.state = 0
@@ -212,7 +212,7 @@
if(!src) return if(!src) return
user.drop_item() user.drop_item()
W.loc = src W.loc = src
user << "\blue You installed the airlock electronics!" user << "<span class='notice>You installed the airlock electronics!</span>"
src.state = 2 src.state = 2
src.name = "Near finished Airlock Assembly" src.name = "Near finished Airlock Assembly"
src.electronics = W src.electronics = W
@@ -229,7 +229,7 @@
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "\blue You removed the airlock electronics!" user << "<span class='notice>You removed the airlock electronics!</span>"
src.state = 1 src.state = 1
src.name = "Wired Airlock Assembly" src.name = "Wired Airlock Assembly"
electronics.loc = src.loc electronics.loc = src.loc
@@ -262,11 +262,11 @@
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 ) else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1) playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now finishing the airlock." user << "<span class='notice>Now finishing the airlock.</span>"
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "\blue You finish the airlock!" user << "<span class='notice>You finish the airlock!</span>"
var/path var/path
if(istext(glass)) if(istext(glass))
path = text2path("/obj/machinery/door/airlock/[glass]") path = text2path("/obj/machinery/door/airlock/[glass]")

View File

@@ -7,7 +7,7 @@
attack_self(mob/user) attack_self(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1) playsound(loc, 'sound/items/zip.ogg', 75, 1)
user << "\blue You inflate [src]." user << "<span class='notice'>You inflate [src].</span>"
var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc) var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
src.transfer_fingerprints_to(R) src.transfer_fingerprints_to(R)
R.add_fingerprint(user) R.add_fingerprint(user)
@@ -74,7 +74,7 @@
if(!istype(W)) return if(!istype(W)) return
if (can_puncture(W)) if (can_puncture(W))
visible_message("\red <b>[user] pierces [src] with [W]!</b>") visible_message("<span class='danger'>[user] pierces [src] with [W]!</span>")
deflate(1) deflate(1)
if(W.damtype == BRUTE || W.damtype == BURN) if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force) hit(W.force)
@@ -96,7 +96,7 @@
src.transfer_fingerprints_to(R) src.transfer_fingerprints_to(R)
qdel(src) qdel(src)
else else
//user << "\blue You slowly deflate the inflatable wall." //user << "<span class='notice'>You slowly deflate the inflatable wall.</span>"
visible_message("[src] slowly deflates.") visible_message("[src] slowly deflates.")
spawn(50) spawn(50)
var/obj/item/inflatable/R = new /obj/item/inflatable(loc) var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
@@ -132,7 +132,7 @@
attack_self(mob/user) attack_self(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1) playsound(loc, 'sound/items/zip.ogg', 75, 1)
user << "\blue You inflate [src]." user << "<span class='notice'>You inflate [src].</span>"
var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc) var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
src.transfer_fingerprints_to(R) src.transfer_fingerprints_to(R)
R.add_fingerprint(user) R.add_fingerprint(user)
@@ -236,7 +236,7 @@
icon_state = "folded_wall_torn" icon_state = "folded_wall_torn"
attack_self(mob/user) attack_self(mob/user)
user << "\blue The inflatable wall is too torn to be inflated!" user << "<span class='notice'>The inflatable wall is too torn to be inflated!</span>"
add_fingerprint(user) add_fingerprint(user)
/obj/item/inflatable/door/torn /obj/item/inflatable/door/torn
@@ -246,7 +246,7 @@
icon_state = "folded_door_torn" icon_state = "folded_door_torn"
attack_self(mob/user) attack_self(mob/user)
user << "\blue The inflatable door is too torn to be inflated!" user << "<span class='notice'>The inflatable door is too torn to be inflated!</span>"
add_fingerprint(user) add_fingerprint(user)
/obj/item/weapon/storage/briefcase/inflatable /obj/item/weapon/storage/briefcase/inflatable

View File

@@ -76,10 +76,10 @@
if (src.destroyed) if (src.destroyed)
return return
else else
usr << text("\blue You kick the lab cage.") usr << "<span class='notice'>You kick the lab cage.</span>"
for(var/mob/O in oviewers()) for(var/mob/O in oviewers())
if ((O.client && !( O.blinded ))) if ((O.client && !( O.blinded )))
O << text("\red [] kicks the lab cage.", usr) O << "<span class='warning'>[usr] kicks the lab cage.</span>"
src.health -= 2 src.health -= 2
healthcheck() healthcheck()
return return

View File

@@ -60,7 +60,7 @@
if (istype(C, /obj/item/weapon/weldingtool)) if (istype(C, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = C var/obj/item/weapon/weldingtool/WT = C
if(WT.remove_fuel(0, user)) if(WT.remove_fuel(0, user))
user << "\blue Slicing lattice joints ..." user << "<span class='notice'>Slicing lattice joints ...</span>"
PoolOrNew(/obj/item/stack/rods, src.loc) PoolOrNew(/obj/item/stack/rods, src.loc)
qdel(src) qdel(src)

View File

@@ -159,7 +159,7 @@
if (user != O) if (user != O)
for(var/mob/B in viewers(user, 3)) for(var/mob/B in viewers(user, 3))
if ((B.client && !( B.blinded ))) if ((B.client && !( B.blinded )))
B << text("\red [] stuffs [] into []!", user, O, src) B << "<span class='warning'>\The [user] stuffs [O] into [src]!"
return return
@@ -218,13 +218,13 @@
/obj/structure/crematorium/attack_hand(mob/user as mob) /obj/structure/crematorium/attack_hand(mob/user as mob)
// if (cremating) AWW MAN! THIS WOULD BE SO MUCH MORE FUN ... TO WATCH // if (cremating) AWW MAN! THIS WOULD BE SO MUCH MORE FUN ... TO WATCH
// user.show_message("\red Uh-oh, that was a bad idea.", 1) // user.show_message("<span class='warning'>Uh-oh, that was a bad idea.</span>", 1)
// //usr << "Uh-oh, that was a bad idea." // //usr << "Uh-oh, that was a bad idea."
// src:loc:poison += 20000000 // src:loc:poison += 20000000
// src:loc:firelevel = src:loc:poison // src:loc:firelevel = src:loc:poison
// return // return
if (cremating) if (cremating)
usr << "\red It's locked." usr << "<span class='warning'>It's locked.</span>"
return return
if ((src.connected) && (src.locked == 0)) if ((src.connected) && (src.locked == 0))
for(var/atom/movable/A as mob|obj in src.connected.loc) for(var/atom/movable/A as mob|obj in src.connected.loc)
@@ -294,7 +294,7 @@
if(contents.len <= 0) if(contents.len <= 0)
for (var/mob/M in viewers(src)) for (var/mob/M in viewers(src))
M.show_message("\red You hear a hollow crackle.", 1) M.show_message("<span class='warning'>You hear a hollow crackle.</span>", 1)
return return
else else
@@ -303,7 +303,7 @@
return return
for (var/mob/M in viewers(src)) for (var/mob/M in viewers(src))
M.show_message("\red You hear a roar as the crematorium activates.", 1) M.show_message("<span class='warning'>You hear a roar as the crematorium activates.</span>", 1)
cremating = 1 cremating = 1
locked = 1 locked = 1
@@ -375,7 +375,7 @@
if (user != O) if (user != O)
for(var/mob/B in viewers(user, 3)) for(var/mob/B in viewers(user, 3))
if ((B.client && !( B.blinded ))) if ((B.client && !( B.blinded )))
B << text("\red [] stuffs [] into []!", user, O, src) B << text("<span class='warning'>[] stuffs [] into []!</span>", user, O, src)
//Foreach goto(99) //Foreach goto(99)
return return

View File

@@ -415,20 +415,20 @@
if (istype(O, /obj/item/weapon/wrench)) if (istype(O, /obj/item/weapon/wrench))
if (anchored) if (anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "\blue You begin to loosen \the [src]'s casters..." user << "<span class='notice'>You begin to loosen \the [src]'s casters...</span>"
if (do_after(user, 40)) if (do_after(user, 40))
user.visible_message( \ user.visible_message( \
"[user] loosens \the [src]'s casters.", \ "[user] loosens \the [src]'s casters.", \
"\blue You have loosened \the [src]. Now it can be pulled somewhere else.", \ "<span class='notice'>You have loosened \the [src]. Now it can be pulled somewhere else.</span>", \
"You hear ratchet.") "You hear ratchet.")
src.anchored = 0 src.anchored = 0
else else
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "\blue You begin to tighten \the [src] to the floor..." user << "<span class='notice'>You begin to tighten \the [src] to the floor...</span>"
if (do_after(user, 20)) if (do_after(user, 20))
user.visible_message( \ user.visible_message( \
"[user] tightens \the [src]'s casters.", \ "[user] tightens \the [src]'s casters.", \
"\blue You have tightened \the [src]'s casters. Now it can be played again.", \ "<span class='notice'>You have tightened \the [src]'s casters. Now it can be played again</span>.", \
"You hear ratchet.") "You hear ratchet.")
src.anchored = 1 src.anchored = 1
else else

View File

@@ -127,7 +127,7 @@
if(istype(W,/obj/item/roller_holder)) if(istype(W,/obj/item/roller_holder))
var/obj/item/roller_holder/RH = W var/obj/item/roller_holder/RH = W
if(!RH.held) if(!RH.held)
user << "\blue You collect the roller bed." user << "<span class='notice'>You collect the roller bed.</span>"
src.loc = RH src.loc = RH
RH.held = src RH.held = src
return return
@@ -148,10 +148,10 @@
/obj/item/roller_holder/attack_self(mob/user as mob) /obj/item/roller_holder/attack_self(mob/user as mob)
if(!held) if(!held)
user << "\blue The rack is empty." user << "<span class='notice'>The rack is empty.</span>"
return return
user << "\blue You deploy the roller bed." user << "<span class='notice'>You deploy the roller bed.</span>"
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc) var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
R.add_fingerprint(user) R.add_fingerprint(user)
qdel(held) qdel(held)

View File

@@ -24,7 +24,7 @@
if(user==pulling) if(user==pulling)
pulling = null pulling = null
user.pulledby = null user.pulledby = null
user << "\red You lost your grip!" user << "<span class='warning'>You lost your grip!</span>"
return return
if(buckled_mob && pulling && user == buckled_mob) if(buckled_mob && pulling && user == buckled_mob)
if(pulling.stat || pulling.stunned || pulling.weakened || pulling.paralysis || pulling.lying || pulling.restrained()) if(pulling.stat || pulling.stunned || pulling.weakened || pulling.paralysis || pulling.lying || pulling.restrained())
@@ -42,10 +42,10 @@
if(user==pulling) if(user==pulling)
return return
if(pulling && (get_dir(src.loc, pulling.loc) == direction)) if(pulling && (get_dir(src.loc, pulling.loc) == direction))
user << "\red You cannot go there." user << "<span class='warning'>You cannot go there.</span>"
return return
if(pulling && buckled_mob && (buckled_mob == user)) if(pulling && buckled_mob && (buckled_mob == user))
user << "\red You cannot drive while being pushed." user << "<span class='warning'>You cannot drive while being pushed.</span>"
return return
// Let's roll // Let's roll
@@ -96,7 +96,7 @@
unbuckle_mob() unbuckle_mob()
if (pulling && (get_dist(src, pulling) > 1)) if (pulling && (get_dist(src, pulling) > 1))
pulling.pulledby = null pulling.pulledby = null
pulling << "\red You lost your grip!" pulling << "<span class='warning'>You lost your grip!</span>"
pulling = null pulling = null
else else
if (occupant && (src.loc != occupant.loc)) if (occupant && (src.loc != occupant.loc))
@@ -114,7 +114,7 @@
if(over_object == usr && in_range(src, usr)) if(over_object == usr && in_range(src, usr))
if(!ishuman(usr)) return if(!ishuman(usr)) return
if(usr == buckled_mob) if(usr == buckled_mob)
usr << "\red You realize you are unable to push the wheelchair you sit in." usr << "<span class='warning'>You realize you are unable to push the wheelchair you sit in.</span>"
return return
if(!pulling) if(!pulling)
pulling = usr pulling = usr
@@ -126,7 +126,7 @@
else else
if(usr != pulling) if(usr != pulling)
for(var/mob/O in viewers(pulling, null)) for(var/mob/O in viewers(pulling, null))
O.show_message("\red [usr] breaks [pulling]'s grip on the wheelchair.", 1) O.show_message("<span class='warning'>[usr] breaks [pulling]'s grip on the wheelchair.</span>", 1)
else else
usr << "You let go of \the [name]'s handles." usr << "You let go of \the [name]'s handles."
pulling.pulledby = null pulling.pulledby = null

View File

@@ -362,10 +362,10 @@
return return
if(busy) if(busy)
user << "\red Someone's already washing here." user << "<span class='warning'>Someone's already washing here.</span>"
return return
usr << "\blue You start washing your hands." usr << "<span class='notice'>You start washing your hands.</span>"
busy = 1 busy = 1
sleep(40) sleep(40)
@@ -377,18 +377,18 @@
if(ishuman(user)) if(ishuman(user))
user:update_inv_gloves() user:update_inv_gloves()
for(var/mob/V in viewers(src, null)) for(var/mob/V in viewers(src, null))
V.show_message("\blue [user] washes their hands using \the [src].") V.show_message("<span class='notice'>[user] washes their hands using \the [src].")
/obj/structure/sink/attackby(obj/item/O as obj, mob/user as mob) /obj/structure/sink/attackby(obj/item/O as obj, mob/user as mob)
if(busy) if(busy)
user << "\red Someone's already washing here." user << "<span class='warning'>Someone's already washing here."
return return
var/obj/item/weapon/reagent_containers/RG = O var/obj/item/weapon/reagent_containers/RG = O
if (istype(RG) && RG.is_open_container()) if (istype(RG) && RG.is_open_container())
RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this)) RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
user.visible_message("\blue [user] fills \the [RG] using \the [src].","\blue You fill \the [RG] using \the [src].") user.visible_message("<span class='notice'>[user] fills \the [RG] using \the [src].</span>","<span class='notice'>You fill \the [RG] using \the [src].</span>")
return return
else if (istype(O, /obj/item/weapon/melee/baton)) else if (istype(O, /obj/item/weapon/melee/baton))
@@ -415,7 +415,7 @@
var/obj/item/I = O var/obj/item/I = O
if(!I || !istype(I,/obj/item)) return if(!I || !istype(I,/obj/item)) return
usr << "\blue You start washing \the [I]." usr << "<span class='notice'>You start washing \the [I].</span>"
busy = 1 busy = 1
sleep(40) sleep(40)
@@ -427,8 +427,8 @@
O.clean_blood() O.clean_blood()
user.visible_message( \ user.visible_message( \
"\blue [user] washes \a [I] using \the [src].", \ "<span class='notice'>[user] washes \a [I] using \the [src].</span>", \
"\blue You wash \a [I] using \the [src].") "<span class='notice'>You wash \a [I] using \the [src].</span>")
/obj/structure/sink/kitchen /obj/structure/sink/kitchen

View File

@@ -75,13 +75,13 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40)) if(do_after(user, 40))
if(!src || !WT.isOn()) return if(!src || !WT.isOn()) return
user << "\blue You dissasembled the windoor assembly!" user << "<span class='notice'>You dissasembled the windoor assembly!</span>"
new /obj/item/stack/material/glass/reinforced(get_turf(src), 5) new /obj/item/stack/material/glass/reinforced(get_turf(src), 5)
if(secure) if(secure)
PoolOrNew(/obj/item/stack/rods, list(get_turf(src), 4)) PoolOrNew(/obj/item/stack/rods, list(get_turf(src), 4))
qdel(src) qdel(src)
else else
user << "\blue You need more welding fuel to dissassemble the windoor assembly." user << "<span class='notice'>You need more welding fuel to dissassemble the windoor assembly.</span>"
return return
//Wrenching an unsecure assembly anchors it in place. Step 4 complete //Wrenching an unsecure assembly anchors it in place. Step 4 complete
@@ -91,7 +91,7 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "\blue You've secured the windoor assembly!" user << "<span class='notice'>You've secured the windoor assembly!</span>"
src.anchored = 1 src.anchored = 1
if(src.secure) if(src.secure)
src.name = "Secure Anchored Windoor Assembly" src.name = "Secure Anchored Windoor Assembly"
@@ -105,7 +105,7 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "\blue You've unsecured the windoor assembly!" user << "<span class='notice'>You've unsecured the windoor assembly!</span>"
src.anchored = 0 src.anchored = 0
if(src.secure) if(src.secure)
src.name = "Secure Windoor Assembly" src.name = "Secure Windoor Assembly"
@@ -155,7 +155,7 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40)) if(do_after(user, 40))
if(!src) return if(!src) return
user << "\blue You cut the windoor wires.!" user << "<span class='notice'>You cut the windoor wires.!</span>"
new/obj/item/stack/cable_coil(get_turf(user), 1) new/obj/item/stack/cable_coil(get_turf(user), 1)
src.state = "01" src.state = "01"
if(src.secure) if(src.secure)
@@ -173,7 +173,7 @@ obj/structure/windoor_assembly/Destroy()
user.drop_item() user.drop_item()
W.loc = src W.loc = src
user << "\blue You've installed the airlock electronics!" user << "<span class='notice'>You've installed the airlock electronics!</span>"
src.name = "Near finished Windoor Assembly" src.name = "Near finished Windoor Assembly"
src.electronics = W src.electronics = W
else else
@@ -186,7 +186,7 @@ obj/structure/windoor_assembly/Destroy()
if(do_after(user, 40)) if(do_after(user, 40))
if(!src || !src.electronics) return if(!src || !src.electronics) return
user << "\blue You've removed the airlock electronics!" user << "<span class='notice'>You've removed the airlock electronics!</span>"
if(src.secure) if(src.secure)
src.name = "Secure Wired Windoor Assembly" src.name = "Secure Wired Windoor Assembly"
else else
@@ -198,7 +198,7 @@ obj/structure/windoor_assembly/Destroy()
//Crowbar to complete the assembly, Step 7 complete. //Crowbar to complete the assembly, Step 7 complete.
else if(istype(W, /obj/item/weapon/crowbar)) else if(istype(W, /obj/item/weapon/crowbar))
if(!src.electronics) if(!src.electronics)
usr << "\red The assembly is missing electronics." usr << "<span class='warning'>The assembly is missing electronics.</span>"
return return
usr << browse(null, "window=windoor_access") usr << browse(null, "window=windoor_access")
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1) playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
@@ -209,7 +209,7 @@ obj/structure/windoor_assembly/Destroy()
if(!src) return if(!src) return
density = 1 //Shouldn't matter but just incase density = 1 //Shouldn't matter but just incase
user << "\blue You finish the windoor!" user << "<span class='notice'>You finish the windoor!</span>"
if(secure) if(secure)
var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc) var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)

View File

@@ -191,8 +191,8 @@
playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1) playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
user.do_attack_animation(src) user.do_attack_animation(src)
usr.visible_message("\red [usr.name] bangs against the [src.name]!", usr.visible_message("<span class='danger'>[usr.name] bangs against the [src.name]!</span>",
"\red You bang against the [src.name]!", "<<span class='danger'>You bang against the [src.name]!</span>",
"You hear a banging sound.") "You hear a banging sound.")
else else
playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1) playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)