mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Wizards can no longer cast spells when muzzled. Fixes issue 843. You can no longer take bags of holding or mechs to the clown planet. Fixes issue 1061. Removed the infared sensor from the autolathe construct list. Fixes issue 1092. - The infared sensor already does nothing, the code for it seems to have been removed ages ago, so there's no harm in doing this. - Commenting out the define caused a few problems that I couldn't quite figure out. I'll leave it for now with a warning. Removed the ability for pAI's to set arrest status. Dead players really shouldn't be allowed to grief people like that. Fixes issue 1093. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5060 316c924e-a436-60f5-8080-3fe189b3f50e
202 lines
4.6 KiB
Plaintext
202 lines
4.6 KiB
Plaintext
/obj/structure/signpost
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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anchored = 1
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density = 1
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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return attack_hand(user)
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attack_hand(mob/user as mob)
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switch(alert("Travel back to ss13?",,"Yes","No"))
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if("Yes")
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if(user.z != src.z) return
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user.loc.loc.Exited(user)
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user.loc = pick(latejoin)
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if("No")
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return
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/obj/effect/mark
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var/mark = ""
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icon = 'icons/misc/mark.dmi'
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icon_state = "blank"
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anchored = 1
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layer = 99
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mouse_opacity = 0
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unacidable = 1//Just to be sure.
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/obj/effect/beam
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name = "beam"
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unacidable = 1//Just to be sure.
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var/def_zone
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pass_flags = PASSTABLE
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/obj/effect/begin
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name = "begin"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "begin"
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anchored = 1.0
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unacidable = 1
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/obj/effect/datacore
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name = "datacore"
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var/medical[] = list()
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var/general[] = list()
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var/security[] = list()
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//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
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var/locked[] = list()
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/*
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* This item is completely unused, but removing it will break something in R&D and Radio code causing PDA and Ninja code to fail on compile
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*/
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/obj/item/device/infra_sensor
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name = "Infrared Sensor"
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desc = "Scans for infrared beams in the vicinity."
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icon_state = "infra_sensor"
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var/passive = 1.0
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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m_amt = 150
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origin_tech = "magnets=2"
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/*
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*
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*/
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/obj/effect/laser
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name = "laser"
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desc = "IT BURNS!!!"
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icon = 'icons/obj/projectiles.dmi'
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var/damage = 0.0
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var/range = 10.0
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/structure/cable
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level = 1
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anchored =1
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var/datum/powernet/powernet
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name = "power cable"
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desc = "A flexible superconducting cable for heavy-duty power transfer"
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icon = 'icons/obj/power_cond_red.dmi'
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icon_state = "0-1"
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var/d1 = 0
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var/d2 = 1
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layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
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var/color = "red"
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var/obj/structure/powerswitch/power_switch
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/obj/structure/cable/yellow
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color = "yellow"
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icon = 'icons/obj/power_cond_yellow.dmi'
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/obj/structure/cable/green
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color = "green"
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icon = 'icons/obj/power_cond_green.dmi'
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/obj/structure/cable/blue
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color = "blue"
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icon = 'icons/obj/power_cond_blue.dmi'
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/obj/structure/cable/pink
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color = "pink"
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icon = 'icons/obj/power_cond_pink.dmi'
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/obj/structure/cable/orange
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color = "orange"
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icon = 'icons/obj/power_cond_orange.dmi'
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/obj/structure/cable/cyan
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color = "cyan"
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icon = 'icons/obj/power_cond_cyan.dmi'
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/obj/structure/cable/white
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color = "white"
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icon = 'icons/obj/power_cond_white.dmi'
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/obj/effect/projection
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name = "Projection"
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desc = "This looks like a projection of something."
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anchored = 1.0
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/obj/effect/shut_controller
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name = "shut controller"
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var/moving = null
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var/list/parts = list( )
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/obj/effect/showcase
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name = "Showcase"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = 1
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anchored = 1
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unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
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/obj/effect/deskclutter
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name = "desk clutter"
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icon = 'icons/obj/items.dmi'
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icon_state = "deskclutter"
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desc = "Some clutter the detective has accumalated over the years..."
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anchored = 1
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/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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// TODO: robust mixology system! (and merge with beakers, maybe)
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/obj/item/weapon/glass
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name = "empty glass"
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desc = "Emptysville."
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "glass_empty"
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item_state = "beaker"
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flags = FPRINT | TABLEPASS | OPENCONTAINER
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var/datum/substance/inside = null
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throwforce = 5
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g_amt = 100
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New()
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..()
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src.pixel_x = rand(-5, 5)
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src.pixel_y = rand(-5, 5)
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/obj/item/weapon/beach_ball
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icon = 'icons/misc/beach.dmi'
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icon_state = "ball"
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name = "beach ball"
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item_state = "beachball"
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density = 0
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anchored = 0
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w_class = 1.0
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force = 0.0
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throwforce = 0.0
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throw_speed = 1
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throw_range = 20
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flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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user.drop_item()
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src.throw_at(target, throw_range, throw_speed)
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/obj/effect/stop
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var/victim = null
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icon_state = "empty"
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name = "Geas"
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desc = "You can't resist."
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// name = ""
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/obj/effect/spawner
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name = "object spawner"
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