- Fixed a bug where the removal of cable-cuffs with wirecutters displayed the "you have removed..." message to everyone and the "X has removed Y's cuffs..." to the person whose cuffs got cut off.

- Added the tanning micro-mechanic. Hide still not available in-game yet tho until sprites are added and some use for leather is made. I'll get on that soon<TM>

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3794 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2012-06-11 17:36:03 +00:00
parent 68aface68a
commit fb29642e48
7 changed files with 102 additions and 12 deletions

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@@ -1183,7 +1183,7 @@
/obj/item/stack
var/singular_name
var/amount = 1.0
var/amount = 1
var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
/obj/item/stack/rods
@@ -1263,13 +1263,6 @@
icon_state = "sheet-cloth"
origin_tech = "materials=2"
/obj/item/stack/sheet/leather
name = "leather"
desc = "The by-product of monkey farming."
singular_name = "leather piece"
icon_state = "sheet-leather"
origin_tech = "materials=2"
/obj/item/stack/sheet/metal
name = "metal"

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@@ -0,0 +1,78 @@
/obj/item/stack/sheet/animalhide/human
name = "human skin"
desc = "The by-product of human farming."
singular_name = "human skin piece"
icon_state = "sheet-hide"
origin_tech = ""
/obj/item/stack/sheet/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of it's hair, but still needs tanning."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
origin_tech = ""
/obj/item/stack/sheet/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
origin_tech = ""
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
/obj/item/stack/sheet/leather
name = "leather"
desc = "The by-product of mob grinding."
singular_name = "leather piece"
icon_state = "sheet-leather"
origin_tech = "materials=2"
//Step one - dehairing.
/obj/item/stack/sheet/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob)
if( istype(W, /obj/item/weapon/kitchenknife) || \
istype(W, /obj/item/weapon/kitchen/utensil/knife) || \
istype(W, /obj/item/weapon/twohanded/fireaxe) || \
istype(W, /obj/item/weapon/hatchet) )
//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
usr.visible_message("\blue \the [usr] starts cutting hair off \the [src]", "\blue You start cutting the hair off \the [src]", "You hear the sound of a knife rubbing against flesh")
if(do_after(user,50))
usr << "\blue You cut the hair from this [src.singular_name]"
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/sheet/hairlesshide/HS in usr.loc)
if(HS.amount < 50)
HS.amount++
src.use(1)
break
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/sheet/hairlesshide/HS = new(usr.loc)
HS.amount = 1
src.use(1)
else
..()
//Step two - washing..... it's actually in washing machine code.
//Step three - drying
/obj/item/stack/sheet/wetleather/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
wetness--
if(wetness == 0)
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/sheet/leather/HS in src.loc)
if(HS.amount < 50)
HS.amount++
src.use(1)
wetness = initial(wetness)
break
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/sheet/leather/HS = new(src.loc)
HS.amount = 1
wetness = initial(wetness)
src.use(1)

View File

@@ -376,8 +376,8 @@ WELDINGTOOOL
/obj/item/weapon/wirecutters/attack(mob/M as mob, mob/user as mob)
if((M.handcuffed) && (istype(M:handcuffed, /obj/item/weapon/handcuffs/cable)))
M.visible_message("You cut \the [M]'s restraints with \the [src]!",\
"\The [usr] cuts \the [M]'s restraints with \the [src]!",\
usr.visible_message("\The [usr] cuts \the [M]'s restraints with \the [src]!",\
"You cut \the [M]'s restraints with \the [src]!",\
"You hear cable being cut.")
M.handcuffed = null
M.update_clothing()

View File

@@ -28,7 +28,8 @@
if (src.amount<=0)
var/oldsrc = src
src = null //dont kill proc after del()
usr.before_take_item(oldsrc)
if(usr)
usr.before_take_item(oldsrc)
del(oldsrc)
return

View File

@@ -40,6 +40,13 @@
for(var/atom/A in contents)
A.clean_blood()
//Tanning!
for(var/obj/item/stack/sheet/hairlesshide/HH in contents)
var/obj/item/stack/sheet/wetleather/WL = new(src)
WL.amount = HH.amount
del(HH)
if(crayon)
var/color
if(istype(crayon,/obj/item/toy/crayon))
@@ -180,7 +187,14 @@
state = 3
else
..()
else if(istype(W,/obj/item/clothing/under) || istype(W,/obj/item/clothing/mask) || istype(W,/obj/item/clothing/head) || istype(W,/obj/item/clothing/gloves) || istype(W,/obj/item/clothing/shoes) || istype(W,/obj/item/clothing/suit) || istype(W,/obj/item/weapon/bedsheet))
else if(istype(W,/obj/item/stack/sheet/hairlesshide) || \
istype(W,/obj/item/clothing/under) || \
istype(W,/obj/item/clothing/mask) || \
istype(W,/obj/item/clothing/head) || \
istype(W,/obj/item/clothing/gloves) || \
istype(W,/obj/item/clothing/shoes) || \
istype(W,/obj/item/clothing/suit) || \
istype(W,/obj/item/weapon/bedsheet))
//YES, it's hardcoded... saves a var/can_be_washed for every single clothing item.
if ( istype(W,/obj/item/clothing/suit/space ) )

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@@ -25,6 +25,7 @@
#define FILE_DIR "code/defines/obj"
#define FILE_DIR "code/defines/obj/clothing"
#define FILE_DIR "code/defines/procs"
#define FILE_DIR "code/defines/tanning"
#define FILE_DIR "code/FEA"
#define FILE_DIR "code/game"
#define FILE_DIR "code/game/area"
@@ -177,9 +178,11 @@
#define FILE_DIR "icons/spideros_icons"
#define FILE_DIR "icons/Testing"
#define FILE_DIR "icons/turf"
#define FILE_DIR "icons/vehicles"
#define FILE_DIR "icons/vending_icons"
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/backup"
#define FILE_DIR "maps/RandomZLevels"
#define FILE_DIR "sound"
#define FILE_DIR "sound/AI"
@@ -341,6 +344,7 @@
#include "code\defines\procs\statistics.dm"
#include "code\defines\procs\syndicate_name.dm"
#include "code\defines\procs\time_stamp.dm"
#include "code\defines\tanning\leather.dm"
#include "code\FEA\FEA_airgroup.dm"
#include "code\FEA\FEA_fire.dm"
#include "code\FEA\FEA_gas_mixture.dm"