mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 11:13:16 +00:00
169 lines
5.6 KiB
Plaintext
169 lines
5.6 KiB
Plaintext
/turf/simulated
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name = "station"
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var/wet = 0
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var/image/wet_overlay = null
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var/thermite = 0
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oxygen = MOLES_O2STANDARD
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nitrogen = MOLES_N2STANDARD
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var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
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var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
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var/dirt = 0
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/turf/simulated/New()
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..()
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levelupdate()
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/turf/simulated/proc/AddTracks(var/typepath,var/bloodDNA,var/comingdir,var/goingdir,var/bloodcolor="#A10808")
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var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src
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if(!tracks)
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tracks = new typepath(src)
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tracks.AddTracks(bloodDNA,comingdir,goingdir,bloodcolor)
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/turf/simulated/Entered(atom/A, atom/OL)
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if(movement_disabled && usr.ckey != movement_disabled_exception)
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usr << "\red Movement is admin-disabled." //This is to identify lag problems
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return
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if (istype(A,/mob/living/carbon))
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var/mob/living/carbon/M = A
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if(M.lying) return
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dirt++
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var/obj/effect/decal/cleanable/dirt/dirtoverlay = locate(/obj/effect/decal/cleanable/dirt, src)
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if (dirt >= 50)
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if (!dirtoverlay)
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dirtoverlay = new/obj/effect/decal/cleanable/dirt(src)
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dirtoverlay.alpha = 15
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else if (dirt > 50)
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dirtoverlay.alpha = min(dirtoverlay.alpha+5, 255)
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(istype(H.shoes, /obj/item/clothing/shoes/clown_shoes))
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var/obj/item/clothing/shoes/clown_shoes/O = H.shoes
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if(H.m_intent == "run")
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if(O.footstep >= 2)
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O.footstep = 0
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playsound(src, "clownstep", 50, 1) // this will get annoying very fast.
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else
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O.footstep++
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else
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playsound(src, "clownstep", 20, 1)
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// Tracking blood
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var/list/bloodDNA = null
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var/bloodcolor=""
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if(H.shoes)
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var/obj/item/clothing/shoes/S = H.shoes
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if(S.track_blood && S.blood_DNA)
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bloodDNA = S.blood_DNA
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bloodcolor=S.blood_color
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S.track_blood--
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else
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if(H.track_blood && H.feet_blood_DNA)
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bloodDNA = H.feet_blood_DNA
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bloodcolor=H.feet_blood_color
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H.track_blood--
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if (bloodDNA)
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src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,H.dir,0,bloodcolor) // Coming
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var/turf/simulated/from = get_step(H,reverse_direction(H.dir))
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if(istype(from) && from)
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from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,0,H.dir,bloodcolor) // Going
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bloodDNA = null
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var/noslip = 0
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for (var/obj/structure/stool/bed/chair/C in loc)
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if (C.buckled_mob == M)
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noslip = 1
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if (noslip)
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return // no slipping while sitting in a chair, plz
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switch (src.wet)
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if(1)
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if(istype(M, /mob/living/carbon/human)) // Added check since monkeys don't have shoes
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if ((M.m_intent == "run") && !(istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP))
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M.stop_pulling()
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step(M, M.dir)
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M << "\blue You slipped on the wet floor!"
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playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
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M.Stun(5)
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M.Weaken(3)
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else
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M.inertia_dir = 0
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return
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else if(!istype(M, /mob/living/carbon/slime))
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if (M.m_intent == "run")
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M.stop_pulling()
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step(M, M.dir)
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M << "\blue You slipped on the wet floor!"
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playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
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M.Stun(5)
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M.Weaken(3)
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else
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M.inertia_dir = 0
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return
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if(2) //lube //can cause infinite loops - needs work
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if(!istype(M, /mob/living/carbon/slime) && !M.buckled)
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M.stop_pulling()
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step(M, M.dir)
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spawn(1) step(M, M.dir)
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spawn(2) step(M, M.dir)
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spawn(3) step(M, M.dir)
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spawn(4) step(M, M.dir)
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M.take_organ_damage(2) // Was 5 -- TLE
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M << "\blue You slipped on the floor!"
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playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
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M.Weaken(10)
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if(3) // Ice
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if(istype(M, /mob/living/carbon/human)) // Added check since monkeys don't have shoes
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if ((M.m_intent == "run") && !(istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP) && prob(30))
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M.stop_pulling()
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step(M, M.dir)
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M << "\blue You slipped on the icy floor!"
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playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
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M.Stun(4)
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M.Weaken(3)
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else
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M.inertia_dir = 0
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return
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else if(!istype(M, /mob/living/carbon/slime))
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if (M.m_intent == "run" && prob(30))
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M.stop_pulling()
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step(M, M.dir)
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M << "\blue You slipped on the icy floor!"
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playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
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M.Stun(4)
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M.Weaken(3)
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else
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M.inertia_dir = 0
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return
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..()
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//returns 1 if made bloody, returns 0 otherwise
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/turf/simulated/add_blood(mob/living/carbon/human/M as mob)
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if (!..())
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return 0
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for(var/obj/effect/decal/cleanable/blood/B in contents)
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if(!B.blood_DNA[M.dna.unique_enzymes])
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B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
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B.virus2 = virus_copylist(M.virus2)
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return 1 //we bloodied the floor
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blood_splatter(src,M.get_blood(M.vessel),1)
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return 1 //we bloodied the floor
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// Only adds blood on the floor -- Skie
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/turf/simulated/proc/add_blood_floor(mob/living/carbon/M as mob)
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if(istype(M, /mob/living/carbon/monkey))
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blood_splatter(src,M,1)
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else if( istype(M, /mob/living/carbon/alien ))
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var/obj/effect/decal/cleanable/blood/xeno/this = new /obj/effect/decal/cleanable/blood/xeno(src)
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this.blood_DNA["UNKNOWN BLOOD"] = "X*"
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else if( istype(M, /mob/living/silicon/robot ))
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new /obj/effect/decal/cleanable/blood/oil(src)
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