mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Commit for Giacom:
Breaking bottles over people's heads! - The bottle will be destroyed and a broken bottle will replace the old bottle - There is a chance for a glass shard to be created - The regents of the bottle get splashed onto the mob who got hit - This affects alcoholic bottles, not to be confused with pill bottles or chemistry bottles. - - Technically milk cartons and lime juice cartons, so they break as if they're glass. Names in the PDA list are now ordered alphabetically. Changelog updated git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3998 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1872,3 +1872,12 @@ proc/get_mob_with_client_list()
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proc/worldtime2text()
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return "[round(world.time / 36000)+12]:[(world.time / 600 % 60) < 10 ? add_zero(world.time / 600 % 60, 1) : world.time / 600 % 60]"
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/atom/proc/transfer_fingerprints_to(var/atom/A)
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if(!istype(A.fingerprints,/list))
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A.fingerprints = list()
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if(!istype(A.fingerprintshidden,/list))
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A.fingerprintshidden = list()
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A.fingerprints |= fingerprints //detective
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A.fingerprintshidden |= fingerprintshidden //admin
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A.fingerprintslast = fingerprintslast
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@@ -347,7 +347,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
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var/count = 0
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if (!toff)
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for (var/obj/item/device/pda/P in PDAs)
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for (var/obj/item/device/pda/P in sortList(PDAs))
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if (!P.owner||P.toff||P == src) continue
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dat += "<li><a href='byond://?src=\ref[src];choice=Message;target=\ref[P]'>[P]</a>"
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if (istype(cartridge, /obj/item/weapon/cartridge/syndicate) && !istype(P, /obj/item/device/pda/ai))
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@@ -524,6 +524,7 @@
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istype(W, /obj/item/weapon/scalpel) || \
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istype(W, /obj/item/weapon/kitchen/utensil/knife) || \
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istype(W, /obj/item/weapon/shard) || \
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istype(W, /obj/item/weapon/broken_bottle) || \
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istype(W, /obj/item/weapon/reagent_containers/syringe) || \
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istype(W, /obj/item/weapon/kitchen/utensil/fork) && W.icon_state != "forkloaded" || \
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istype(W, /obj/item/weapon/twohanded/fireaxe) \
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@@ -2732,12 +2732,135 @@
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icon_state = "water_cup_e"
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///////////////////////////////////////////////Alchohol bottles! -Agouri //////////////////////////
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//Notes by Darem: Functionally identical to regular drinks. The only difference is that the default bottle size is 100.
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//Functionally identical to regular drinks. The only difference is that the default bottle size is 100. - Darem
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//Bottles now weaken and break when smashed on people's heads. - Giacom
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/obj/item/weapon/reagent_containers/food/drinks/bottle
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amount_per_transfer_from_this = 10
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volume = 100
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item_state = "beer" //Generic held-item sprite until unique ones are made.
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// Bottles only last for one attack before breaking and becoming broken bottles
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// Force is also part of the duration calculation. Meaning if you make a small bottle then give it a small force
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// so it isn't too strong.
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force = 15
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var/const/duration = 13 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets)
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/obj/item/weapon/reagent_containers/food/drinks/bottle/proc/smash(mob/living/target as mob, mob/living/user as mob)
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//Creates a shattering noise and replaces the bottle with a broken_bottle
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user.drop_item()
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var/obj/item/weapon/broken_bottle/B = new /obj/item/weapon/broken_bottle(user)
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if(prob(33))
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new/obj/item/weapon/shard(target.loc) // Create a glass shard at the target's location!
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B.icon_state = src.icon_state
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var/icon/I = new('drinks.dmi', src.icon_state)
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I.Blend(B.broken_outline, ICON_OVERLAY, rand(5), 1)
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I.SwapColor(rgb(255, 0, 220, 255), rgb(0, 0, 0, 0))
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B.icon = I
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playsound(src, "shatter", 70, 1)
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user.put_in_active_hand(B)
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src.transfer_fingerprints_to(B)
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del(src)
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/obj/item/weapon/reagent_containers/food/drinks/bottle/attack(mob/living/target as mob, mob/living/user as mob)
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if(!target)
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return
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if(user.a_intent != "hurt" || user == target)
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return ..()
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var/datum/organ/external/affecting = user.zone_sel.selecting //Find what the player is aiming at
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var/armor_block = 0 //Get the target's armour values for normal attack damage.
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var/armor_duration = 0 //The more force the bottle has, the longer the duration.
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//Calculating duration and calculating damage.
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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var/headarmor = 0 // Target's head armour
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armor_block = H.run_armor_check(affecting, "melee") // For normal attack damage
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//If they have a hat/helmet and the user is targeting their head.
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if(istype(H.head, /obj/item/clothing/head) && affecting == "head")
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// If their head has an armour value, assign headarmor to it, else give it 0.
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if(H.head.armor["melee"])
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headarmor = H.head.armor["melee"]
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else
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headarmor = 0
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else
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headarmor = 0
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//Calculate the weakening duration for the target.
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armor_duration = (duration - headarmor) + force
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else
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//Only humans can have armour, right?
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armor_block = target.run_armor_check(affecting, "melee")
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if(affecting == "head")
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armor_duration = duration + force
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armor_duration /= 10
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//Apply the damage!
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target.apply_damage(force, BRUTE, affecting, armor_block)
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// You are going to knock someone out for longer if they are not wearing a helmet.
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if(affecting == "head" && istype(target, /mob/living/carbon/))
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//Display an attack message.
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for(var/mob/O in viewers(user, null))
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O.show_message(text("\red <B>[target] has been hit over the head with a bottle of [src.name], by [user]!</B>"), 1)
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//Weaken the target for the duration that we calculated and divide it by 5.
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if(armor_duration)
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target.apply_effect(min(armor_duration, 10) , WEAKEN) // Never weaken more than a flash!
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else
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//Default attack message and don't weaken the target.
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for(var/mob/O in viewers(user, null))
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O.show_message(text("\red <B>[target] has been attacked with a bottle of [src.name], by [user]!</B>"), 1)
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//Attack logs
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Has attacked [target.name] ([target.ckey]) with a bottle!</font>")
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target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been smashed with a bottle by [user.name] ([user.ckey])</font>")
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log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [target.name] with a bottle. ([target.ckey])</font>")
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//The reagents in the bottle splash all over the target, thanks for the idea Nodrak
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if(src.reagents)
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for(var/mob/O in viewers(user, null))
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O.show_message(text("\blue <B>The contents of the [src] splashes all over [target]!</B>"), 1)
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src.reagents.reaction(target, TOUCH)
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//Finally, smash the bottle. This kills (del) the bottle.
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src.smash(target, user)
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return
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//Keeping this here for now, I'll ask if I should keep it here.
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/obj/item/weapon/broken_bottle
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name = "Broken Bottle"
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desc = "A bottle with a sharp broken bottom."
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icon = 'drinks.dmi'
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icon_state = "broken_bottle"
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force = 9.0
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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item_state = "beer"
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//item_state - Need to find a bottle sprite
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var/icon/broken_outline = icon('drinks.dmi', "broken")
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/obj/item/weapon/reagent_containers/food/drinks/bottle/gin
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name = "Griffeater Gin"
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desc = "A bottle of high quality gin, produced in the New London Space Station."
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@@ -30,7 +30,7 @@
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aiPDA = new/obj/item/device/pda/ai(src)
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aiPDA.owner = name
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aiPDA.ownjob = "AI"
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aiPDA.name = name + " (" + aiPDA.ownjob + ")"
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aiPDA.name = "AI - " + name + " (" + aiPDA.ownjob + ")"
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if (istype(loc, /turf))
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verbs.Add(/mob/living/silicon/ai/proc/ai_call_shuttle,/mob/living/silicon/ai/proc/ai_camera_track, \
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@@ -16,7 +16,7 @@
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if(aiPDA && aiPDA.name != name)
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aiPDA.owner = name
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aiPDA.name = name + " (" + aiPDA.ownjob + ")"
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aiPDA.name = "AI - " + name + " (" + aiPDA.ownjob + ")"
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if (src.malfhack)
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if (src.malfhack.aidisabled)
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@@ -47,7 +47,17 @@ should be listed in the changelog upon commit tho. Thanks. -->
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<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
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<div class="commit sansserif">
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<h2 class="date">05 July 2012</h2>
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<h2 class="date">Friday July 6th, 2012</h2>
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<h3 class="author">Giacom updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Bottles can now be broken over people's heads! To do this, you must have the harm intent on and you must be targeting the person's head. This change affects alcoholic bottles only. It does not change pill bottles or chemistry bottles. Helmets help protect you from damage and the regents of the bottles will splash over the victim.</li>
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<li class="rscadd">AI's now have access to a PDA. Note: It is not PDA-bomb-able</li>
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<li class="rscadd">Health analyzers and medical PDAs now give a time of death when used on corpses.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">Thursday July 5th, 2012</h2>
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<h3 class="author">Carn updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Alien larva now chestburst even after their host has died.</li>
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@@ -57,7 +67,7 @@ should be listed in the changelog upon commit tho. Thanks. -->
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</div>
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<div class="commit sansserif">
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<h2 class="date">Wed 4th July 2012</h2>
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<h2 class="date">Wednesday July 4th, 2012</h2>
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<h3 class="author">39kk9t & Carn updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Added alien nests. They're basically beds made of thick sticky resin which aliums can 'stick' (buckle) people to for sexytimes</li>
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@@ -68,7 +78,7 @@ should be listed in the changelog upon commit tho. Thanks. -->
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</div>
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<div class="commit sansserif">
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<h2 class="date">Saturday, June 30th</h2>
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<h2 class="date">Saturday June 30th, 2012</h2>
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<h3 class="author">Icarus updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Added Petethegoat's basic mirrors to the map. They allow you to change hairstyles.</li>
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Binary file not shown.
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Before Width: | Height: | Size: 54 KiB After Width: | Height: | Size: 55 KiB |
197
tgstation.dme
197
tgstation.dme
@@ -5,6 +5,203 @@
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// END_INTERNALS
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// BEGIN_FILE_DIR
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#define FILE_DIR .
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#define FILE_DIR "code"
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#define FILE_DIR "code/ATMOSPHERICS"
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#define FILE_DIR "code/ATMOSPHERICS/components"
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#define FILE_DIR "code/ATMOSPHERICS/components/binary_devices"
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#define FILE_DIR "code/ATMOSPHERICS/components/trinary_devices"
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#define FILE_DIR "code/ATMOSPHERICS/components/unary"
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#define FILE_DIR "code/datums"
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#define FILE_DIR "code/datums/diseases"
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#define FILE_DIR "code/datums/helper_datums"
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#define FILE_DIR "code/datums/spells"
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#define FILE_DIR "code/defines"
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#define FILE_DIR "code/defines/area"
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#define FILE_DIR "code/defines/mob"
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#define FILE_DIR "code/defines/mob/dead"
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#define FILE_DIR "code/defines/mob/living"
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#define FILE_DIR "code/defines/mob/living/carbon"
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#define FILE_DIR "code/defines/mob/living/silicon"
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#define FILE_DIR "code/defines/obj"
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#define FILE_DIR "code/defines/procs"
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#define FILE_DIR "code/defines/tanning"
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#define FILE_DIR "code/FEA"
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#define FILE_DIR "code/game"
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#define FILE_DIR "code/game/area"
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#define FILE_DIR "code/game/asteroid"
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#define FILE_DIR "code/game/gamemodes"
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#define FILE_DIR "code/game/gamemodes/blob"
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#define FILE_DIR "code/game/gamemodes/blob/blobs"
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#define FILE_DIR "code/game/gamemodes/changeling"
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#define FILE_DIR "code/game/gamemodes/cult"
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#define FILE_DIR "code/game/gamemodes/events"
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#define FILE_DIR "code/game/gamemodes/events/holidays"
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#define FILE_DIR "code/game/gamemodes/extended"
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#define FILE_DIR "code/game/gamemodes/malfunction"
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#define FILE_DIR "code/game/gamemodes/meteor"
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#define FILE_DIR "code/game/gamemodes/nuclear"
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#define FILE_DIR "code/game/gamemodes/revolution"
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#define FILE_DIR "code/game/gamemodes/sandbox"
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#define FILE_DIR "code/game/gamemodes/traitor"
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#define FILE_DIR "code/game/gamemodes/wizard"
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#define FILE_DIR "code/game/jobs"
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#define FILE_DIR "code/game/jobs/job"
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#define FILE_DIR "code/game/machinery"
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#define FILE_DIR "code/game/machinery/atmoalter"
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#define FILE_DIR "code/game/machinery/bots"
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#define FILE_DIR "code/game/machinery/computer"
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#define FILE_DIR "code/game/machinery/doors"
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#define FILE_DIR "code/game/machinery/embedded_controller"
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#define FILE_DIR "code/game/machinery/kitchen"
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#define FILE_DIR "code/game/machinery/pipe"
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#define FILE_DIR "code/game/machinery/telecomms"
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#define FILE_DIR "code/game/magic"
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#define FILE_DIR "code/game/magic/cultist"
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#define FILE_DIR "code/game/mecha"
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#define FILE_DIR "code/game/mecha/combat"
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#define FILE_DIR "code/game/mecha/equipment"
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#define FILE_DIR "code/game/mecha/equipment/tools"
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#define FILE_DIR "code/game/mecha/equipment/weapons"
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#define FILE_DIR "code/game/mecha/medical"
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#define FILE_DIR "code/game/mecha/working"
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#define FILE_DIR "code/game/objects"
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#define FILE_DIR "code/game/objects/alien"
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#define FILE_DIR "code/game/objects/closets"
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#define FILE_DIR "code/game/objects/closets/secure"
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#define FILE_DIR "code/game/objects/devices"
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#define FILE_DIR "code/game/objects/devices/PDA"
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#define FILE_DIR "code/game/objects/items"
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||||
#define FILE_DIR "code/game/objects/items/weapons"
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||||
#define FILE_DIR "code/game/objects/items/weapons/implants"
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||||
#define FILE_DIR "code/game/objects/radio"
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||||
#define FILE_DIR "code/game/objects/secstorage"
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||||
#define FILE_DIR "code/game/objects/stacks"
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||||
#define FILE_DIR "code/game/objects/storage"
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||||
#define FILE_DIR "code/game/objects/tanks"
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||||
#define FILE_DIR "code/game/vehicles"
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||||
#define FILE_DIR "code/game/vehicles/airtight"
|
||||
#define FILE_DIR "code/game/verbs"
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||||
#define FILE_DIR "code/js"
|
||||
#define FILE_DIR "code/modules"
|
||||
#define FILE_DIR "code/modules/admin"
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||||
#define FILE_DIR "code/modules/admin/DB ban"
|
||||
#define FILE_DIR "code/modules/admin/verbs"
|
||||
#define FILE_DIR "code/modules/assembly"
|
||||
#define FILE_DIR "code/modules/chemical"
|
||||
#define FILE_DIR "code/modules/client"
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||||
#define FILE_DIR "code/modules/clothing"
|
||||
#define FILE_DIR "code/modules/clothing/glasses"
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||||
#define FILE_DIR "code/modules/clothing/gloves"
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||||
#define FILE_DIR "code/modules/clothing/head"
|
||||
#define FILE_DIR "code/modules/clothing/masks"
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||||
#define FILE_DIR "code/modules/clothing/shoes"
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||||
#define FILE_DIR "code/modules/clothing/spacesuits"
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||||
#define FILE_DIR "code/modules/clothing/suits"
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||||
#define FILE_DIR "code/modules/clothing/under"
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||||
#define FILE_DIR "code/modules/clothing/uniforms"
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||||
#define FILE_DIR "code/modules/critters"
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||||
#define FILE_DIR "code/modules/critters/hivebots"
|
||||
#define FILE_DIR "code/modules/detectivework"
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||||
#define FILE_DIR "code/modules/flufftext"
|
||||
#define FILE_DIR "code/modules/food"
|
||||
#define FILE_DIR "code/modules/maps"
|
||||
#define FILE_DIR "code/modules/mining"
|
||||
#define FILE_DIR "code/modules/mob"
|
||||
#define FILE_DIR "code/modules/mob/dead"
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||||
#define FILE_DIR "code/modules/mob/dead/observer"
|
||||
#define FILE_DIR "code/modules/mob/living"
|
||||
#define FILE_DIR "code/modules/mob/living/blob"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien/larva"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/brain"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/human"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/metroid"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/monkey"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/ai"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/decoy"
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||||
#define FILE_DIR "code/modules/mob/living/silicon/pai"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/robot"
|
||||
#define FILE_DIR "code/modules/mob/living/simple_animal"
|
||||
#define FILE_DIR "code/modules/mob/new_player"
|
||||
#define FILE_DIR "code/modules/mob/organ"
|
||||
#define FILE_DIR "code/modules/paperwork"
|
||||
#define FILE_DIR "code/modules/power"
|
||||
#define FILE_DIR "code/modules/power/antimatter"
|
||||
#define FILE_DIR "code/modules/power/singularity"
|
||||
#define FILE_DIR "code/modules/power/singularity/particle_accelerator"
|
||||
#define FILE_DIR "code/modules/projectiles"
|
||||
#define FILE_DIR "code/modules/projectiles/ammunition"
|
||||
#define FILE_DIR "code/modules/projectiles/guns"
|
||||
#define FILE_DIR "code/modules/projectiles/guns/energy"
|
||||
#define FILE_DIR "code/modules/projectiles/guns/projectile"
|
||||
#define FILE_DIR "code/modules/projectiles/projectile"
|
||||
#define FILE_DIR "code/modules/recycling"
|
||||
#define FILE_DIR "code/modules/research"
|
||||
#define FILE_DIR "code/modules/scripting"
|
||||
#define FILE_DIR "code/modules/scripting/AST"
|
||||
#define FILE_DIR "code/modules/scripting/AST/Operators"
|
||||
#define FILE_DIR "code/modules/scripting/Implementations"
|
||||
#define FILE_DIR "code/modules/scripting/Interpreter"
|
||||
#define FILE_DIR "code/modules/scripting/Parser"
|
||||
#define FILE_DIR "code/modules/scripting/Scanner"
|
||||
#define FILE_DIR "code/modules/security levels"
|
||||
#define FILE_DIR "code/unused"
|
||||
#define FILE_DIR "code/unused/beast"
|
||||
#define FILE_DIR "code/unused/computer2"
|
||||
#define FILE_DIR "code/unused/disease2"
|
||||
#define FILE_DIR "code/unused/gamemodes"
|
||||
#define FILE_DIR "code/unused/hivebot"
|
||||
#define FILE_DIR "code/unused/mining"
|
||||
#define FILE_DIR "code/unused/optics"
|
||||
#define FILE_DIR "code/unused/pda2"
|
||||
#define FILE_DIR "code/unused/powerarmor"
|
||||
#define FILE_DIR "code/unused/spacecraft"
|
||||
#define FILE_DIR "code/WorkInProgress"
|
||||
#define FILE_DIR "code/WorkInProgress/carn"
|
||||
#define FILE_DIR "code/WorkInProgress/mapload"
|
||||
#define FILE_DIR "code/WorkInProgress/organs"
|
||||
#define FILE_DIR "code/WorkInProgress/virus2"
|
||||
#define FILE_DIR "html"
|
||||
#define FILE_DIR "icons"
|
||||
#define FILE_DIR "icons/48x48"
|
||||
#define FILE_DIR "icons/effects"
|
||||
#define FILE_DIR "icons/mecha"
|
||||
#define FILE_DIR "icons/misc"
|
||||
#define FILE_DIR "icons/mob"
|
||||
#define FILE_DIR "icons/obj"
|
||||
#define FILE_DIR "icons/obj/assemblies"
|
||||
#define FILE_DIR "icons/obj/atmospherics"
|
||||
#define FILE_DIR "icons/obj/clothing"
|
||||
#define FILE_DIR "icons/obj/doors"
|
||||
#define FILE_DIR "icons/obj/machines"
|
||||
#define FILE_DIR "icons/obj/pipes"
|
||||
#define FILE_DIR "icons/pda_icons"
|
||||
#define FILE_DIR "icons/spideros_icons"
|
||||
#define FILE_DIR "icons/Testing"
|
||||
#define FILE_DIR "icons/turf"
|
||||
#define FILE_DIR "icons/unused"
|
||||
#define FILE_DIR "icons/vehicles"
|
||||
#define FILE_DIR "icons/vending_icons"
|
||||
#define FILE_DIR "interface"
|
||||
#define FILE_DIR "maps"
|
||||
#define FILE_DIR "maps/RandomZLevels"
|
||||
#define FILE_DIR "Redirector"
|
||||
#define FILE_DIR "sound"
|
||||
#define FILE_DIR "sound/AI"
|
||||
#define FILE_DIR "sound/ambience"
|
||||
#define FILE_DIR "sound/effects"
|
||||
#define FILE_DIR "sound/hallucinations"
|
||||
#define FILE_DIR "sound/items"
|
||||
#define FILE_DIR "sound/machines"
|
||||
#define FILE_DIR "sound/mecha"
|
||||
#define FILE_DIR "sound/misc"
|
||||
#define FILE_DIR "sound/piano"
|
||||
#define FILE_DIR "sound/voice"
|
||||
#define FILE_DIR "sound/weapons"
|
||||
// END_FILE_DIR
|
||||
|
||||
// BEGIN_PREFERENCES
|
||||
|
||||
Reference in New Issue
Block a user