mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 19:22:56 +00:00
Full details in this thread: http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898 And a summary of the most important bits: -Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice -Welding tools no longer get their icons desynced -Fixed unpowered mineral door runtimes -Chemistry machines now require power to run -Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation --By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked --Also means that radiation events take armor into account. How great -Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything -Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals! -Lasertag guns can no longer be used to make lasergun turrets -Cleaned up stray pixels on several doors and the lasertag guns -Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting -Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself! -The Marisa robe that spawns in the theater no longer protects like armor -Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad) -Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm' -Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls) --Also added appropriate signs to areas -Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire -Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones) -Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever. -Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics -New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus -Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever -Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself -Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there -Turrets made with lasertag guns now fire their respective team's bolt -The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles) -Turrets get corresponding sprites based on team -Shooting a turret with a different team's laser will disable it for 10 seconds -You can also make ED-209's for your lasertag games/pissing off sec -These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors) -When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot -They have their color schemes as well, and can be disabled just like turrets -For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity -And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however) -As a side note, you can also make lasertag stationary turrets for any map- related things -Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it. -As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*) -This also carries over to falsewalls, so you can make falsewalls out of any of those minerals -Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever -All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever -What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice -Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with -Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures --As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter --Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies -Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite (Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements) Update: -Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon R&D stuff: -Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well) -Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn) -Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc -Complete with a shitty opened Mech Fab sprite! -And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC added a few svn ignores, for thumbs.db and maps/backup Revision: r3751 Author: petethegoat
1604 lines
43 KiB
Plaintext
1604 lines
43 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
|
|
|
|
/obj
|
|
//var/datum/module/mod //not used
|
|
var/m_amt = 0 // metal
|
|
var/g_amt = 0 // glass
|
|
var/w_amt = 0 // waster amounts
|
|
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
|
|
var/reliability = 100 //Used by SOME devices to determine how reliable they are.
|
|
var/crit_fail = 0
|
|
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
|
|
var/datum/marked_datum
|
|
animate_movement = 2
|
|
var/throwforce = 1
|
|
|
|
proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
|
|
//Return: (NONSTANDARD)
|
|
// null if object handles breathing logic for lifeform
|
|
// datum/air_group to tell lifeform to process using that breath return
|
|
//DEFAULT: Take air from turf to give to have mob process
|
|
if(breath_request>0)
|
|
return remove_air(breath_request)
|
|
else
|
|
return null
|
|
|
|
proc/initialize()
|
|
|
|
//Define all tape types in policetape.dm
|
|
/obj/item/taperoll
|
|
name = "tape roll"
|
|
icon = 'policetape.dmi'
|
|
icon_state = "rollstart"
|
|
flags = FPRINT
|
|
w_class = 1.0
|
|
var/turf/start
|
|
var/turf/end
|
|
var/tape_type = /obj/item/tape
|
|
var/icon_base
|
|
|
|
/obj/item/tape
|
|
name = "tape"
|
|
icon = 'policetape.dmi'
|
|
anchored = 1
|
|
density = 1
|
|
var/icon_base
|
|
/*
|
|
|
|
*/
|
|
/obj/structure/signpost
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "signpost"
|
|
anchored = 1
|
|
density = 1
|
|
|
|
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
return attack_hand(user)
|
|
|
|
attack_hand(mob/user as mob)
|
|
switch(alert("Travel back to ss13?",,"Yes","No"))
|
|
if("Yes")
|
|
if(user.z != src.z) return
|
|
user.loc.loc.Exited(user)
|
|
user.loc = pick(latejoin)
|
|
if("No")
|
|
return
|
|
|
|
/obj/effect/mark
|
|
var/mark = ""
|
|
icon = 'mark.dmi'
|
|
icon_state = "blank"
|
|
anchored = 1
|
|
layer = 99
|
|
mouse_opacity = 0
|
|
unacidable = 1//Just to be sure.
|
|
|
|
/obj/admins
|
|
name = "admins"
|
|
var/rank = null
|
|
var/owner = null
|
|
var/state = 1
|
|
//state = 1 for playing : default
|
|
//state = 2 for observing
|
|
|
|
/obj/effect/beam
|
|
name = "beam"
|
|
unacidable = 1//Just to be sure.
|
|
var/def_zone
|
|
pass_flags = PASSTABLE
|
|
|
|
/obj/structure/bedsheetbin
|
|
name = "linen bin"
|
|
desc = "A small wire mesh bin full of extra bedsheets and cleaning supplies for the beds. Smells of lilacs and has a faint undertone of disinfectant."
|
|
icon = 'items.dmi'
|
|
icon_state = "bedbin"
|
|
var/amount = 23.0
|
|
anchored = 1.0
|
|
|
|
/obj/effect/begin
|
|
name = "begin"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "begin"
|
|
anchored = 1.0
|
|
unacidable = 1
|
|
|
|
/obj/effect/datacore
|
|
name = "datacore"
|
|
var/medical[] = list()
|
|
var/general[] = list()
|
|
var/security[] = list()
|
|
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
|
|
var/locked[] = list()
|
|
|
|
proc/get_manifest(monochrome)
|
|
var/list/heads = new()
|
|
var/list/sec = new()
|
|
var/list/eng = new()
|
|
var/list/med = new()
|
|
var/list/sci = new()
|
|
var/list/civ = new()
|
|
var/list/bot = new()
|
|
var/list/misc = new()
|
|
|
|
var/dat = {"
|
|
<head><style>
|
|
.manifest {border-collapse:collapse;}
|
|
.manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em}
|
|
.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]}
|
|
.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] }
|
|
.manifest td:first-child {text-align:right}
|
|
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
|
|
</style></head>
|
|
<table class="manifest">
|
|
<tr class='head'><th>Name</th><th>Rank</th></tr>
|
|
"}
|
|
var/even = 0
|
|
|
|
// sort mobs
|
|
for(var/datum/data/record/t in data_core.general)
|
|
var/name = t.fields["name"]
|
|
var/rank = t.fields["rank"]
|
|
var/real_rank = t.fields["real_rank"]
|
|
|
|
//world << "[name]: [rank]"
|
|
|
|
if(real_rank in command_positions)
|
|
heads[name] = rank
|
|
if(real_rank in security_positions)
|
|
sec[name] = rank
|
|
continue
|
|
if(real_rank in engineering_positions)
|
|
eng[name] = rank
|
|
continue
|
|
if(real_rank in medical_positions)
|
|
med[name] = rank
|
|
continue
|
|
if(real_rank in science_positions)
|
|
sci[name] = rank
|
|
continue
|
|
if(real_rank in civilian_positions)
|
|
civ[name] = rank
|
|
continue
|
|
if(real_rank in nonhuman_positions)
|
|
bot[name] = rank
|
|
continue
|
|
|
|
if(!(name in heads))
|
|
misc[name] = rank
|
|
|
|
if(heads.len > 0)
|
|
dat += "<tr><th colspan=2>Heads</th></tr>"
|
|
for(name in heads)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td></tr>"
|
|
even = !even
|
|
if(sec.len > 0)
|
|
dat += "<tr><th colspan=2>Security</th></tr>"
|
|
for(name in sec)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td></tr>"
|
|
even = !even
|
|
if(eng.len > 0)
|
|
dat += "<tr><th colspan=2>Engineering</th></tr>"
|
|
for(name in eng)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td></tr>"
|
|
even = !even
|
|
if(med.len > 0)
|
|
dat += "<tr><th colspan=2>Medical</th></tr>"
|
|
for(name in med)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td></tr>"
|
|
even = !even
|
|
if(sci.len > 0)
|
|
dat += "<tr><th colspan=2>Science</th></tr>"
|
|
for(name in sci)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td></tr>"
|
|
even = !even
|
|
if(civ.len > 0)
|
|
dat += "<tr><th colspan=2>Civilian</th></tr>"
|
|
for(name in civ)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[civ[name]]</td></tr>"
|
|
even = !even
|
|
// in case somebody is insane and added them to the manifest, why not
|
|
if(bot.len > 0)
|
|
dat += "<tr><th colspan=2>Silicon</th></tr>"
|
|
for(name in bot)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td></tr>"
|
|
even = !even
|
|
// misc guys
|
|
if(misc.len > 0)
|
|
dat += "<tr><th colspan=2>Miscellaneous</th></tr>"
|
|
for(name in misc)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td></tr>"
|
|
even = !even
|
|
|
|
|
|
dat += "</table>"
|
|
dat = dd_replacetext(dat, "\n", "") // so it can be placed on paper correctly
|
|
dat = dd_replacetext(dat, "\t", "")
|
|
return dat
|
|
|
|
/obj/effect/equip_e
|
|
name = "equip e"
|
|
var/mob/source = null
|
|
var/s_loc = null
|
|
var/t_loc = null
|
|
var/obj/item/item = null
|
|
var/place = null
|
|
var/internalloc = null
|
|
|
|
/obj/effect/equip_e/human
|
|
name = "human"
|
|
var/mob/living/carbon/human/target = null
|
|
|
|
/obj/effect/equip_e/monkey
|
|
name = "monkey"
|
|
var/mob/living/carbon/monkey/target = null
|
|
|
|
/obj/effect/sign/securearea
|
|
desc = "A large yellow warning sign which reads 'SECURE AREA', it appears to have been painted onto the wall like that."
|
|
name = "SECURE AREA"
|
|
icon = 'decals.dmi'
|
|
icon_state = "securearea"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/movingparts
|
|
desc = "A warning sign which reads 'CAUTION: MOVING PARTS, machinery liable to stop and start at random'"
|
|
name = "CAUTION"
|
|
icon = 'decals.dmi'
|
|
icon_state = "securearea"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/biohazard
|
|
desc = "A warning sign which reads 'BIOHAZARD', you think it'd be a good idea to ensure you have a properly sealed hazardsuit on."
|
|
name = "BIOHAZARD"
|
|
icon = 'decals.dmi'
|
|
icon_state = "bio"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/electricshock
|
|
desc = "A warning sign which reads 'HIGH VOLTAGE', it looks like it'd be a wise decision to stay away from here."
|
|
name = "HIGH VOLTAGE"
|
|
icon = 'decals.dmi'
|
|
icon_state = "shock"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/examroom
|
|
desc = "A guidance sign which reads 'EXAM ROOM'"
|
|
name = "EXAM"
|
|
icon = 'decals.dmi'
|
|
icon_state = "examroom"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/vacuum
|
|
desc = "A warning sign which reads 'HARD VACUUM AHEAD'"
|
|
name = "HARD VACUUM AHEAD"
|
|
icon = 'decals.dmi'
|
|
icon_state = "space"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/deathsposal
|
|
desc = "A warning sign which reads 'DISPOSAL LEADS TO SPACE'"
|
|
name = "DISPOSAL LEADS TO SPACE"
|
|
icon = 'decals.dmi'
|
|
icon_state = "deathsposal"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/pods
|
|
desc = "A warning sign which reads 'ESCAPE PODS'"
|
|
name = "ESCAPE PODS"
|
|
icon = 'decals.dmi'
|
|
icon_state = "pods"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/fire
|
|
desc = "A warning sign which reads 'DANGER: FIRE'"
|
|
name = "DANGER: FIRE"
|
|
icon = 'decals.dmi'
|
|
icon_state = "fire"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
|
|
/obj/effect/sign/nosmoking_1
|
|
desc = "A warning sign which reads 'NO SMOKING'"
|
|
name = "NO SMOKING"
|
|
icon = 'decals.dmi'
|
|
icon_state = "nosmoking"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
|
|
/obj/effect/sign/nosmoking_2
|
|
desc = "A warning sign which reads 'NO SMOKING'"
|
|
name = "NO SMOKING"
|
|
icon = 'decals.dmi'
|
|
icon_state = "nosmoking2"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/redcross
|
|
desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here.'"
|
|
name = "Med-Bay"
|
|
icon = 'decals.dmi'
|
|
icon_state = "redcross"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/goldenplaque
|
|
desc = "To be Robust is not an action or a way of life, but a mental state. Only those with the force of Will strong enough to act during a crisis, saving friend from foe, are truly Robust. Stay Robust my friends."
|
|
name = "The Most Robust Men Award for Robustness"
|
|
icon = 'decals.dmi'
|
|
icon_state = "goldenplaque"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/*/obj/item/weapon/plaque_assembly //commenting this out until there's a better rework
|
|
desc = "Put this on a wall and engrave an epitaph"
|
|
name = "Plaque Assembly"
|
|
icon = 'decals.dmi'
|
|
icon_state = "goldenplaque"
|
|
|
|
/obj/item/weapon/plaque_assembly/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
|
|
if(istype(A,/turf/simulated/wall) || istype(A,/turf/simulated/shuttle/wall) || istype(A,/turf/unsimulated/wall))
|
|
var/epitaph = input("What would you like to engrave", null)
|
|
if(epitaph)
|
|
var/obj/effect/sign/goldenplaque/gp = new/obj/effect/sign/goldenplaque(A)
|
|
gp.name = epitaph
|
|
gp.layer = 2.9
|
|
del(src)*/
|
|
|
|
/obj/effect/sign/maltesefalcon1 //The sign is 64x32, so it needs two tiles. ;3
|
|
desc = "The Maltese Falcon, Space Bar and Grill."
|
|
name = "The Maltese Falcon"
|
|
icon = 'decals.dmi'
|
|
icon_state = "maltesefalcon1"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/maltesefalcon2
|
|
desc = "The Maltese Falcon, Space Bar and Grill."
|
|
name = "The Maltese Falcon"
|
|
icon = 'decals.dmi'
|
|
icon_state = "maltesefalcon2"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/science//These 3 have multiple types, just var-edit the icon_state to whatever one you want on the map
|
|
desc = "A warning sign which reads 'SCIENCE!'"
|
|
name = "SCIENCE!"
|
|
icon = 'decals.dmi'
|
|
icon_state = "science1"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/chemistry
|
|
desc = "A warning sign which reads 'CHEMISTY'"
|
|
name = "CHEMISTRY"
|
|
icon = 'decals.dmi'
|
|
icon_state = "chemistry1"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/effect/sign/botany
|
|
desc = "A warning sign which reads 'HYDROPONICS'"
|
|
name = "HYDROPONICS"
|
|
icon = 'decals.dmi'
|
|
icon_state = "hydro1"
|
|
anchored = 1.0
|
|
opacity = 0
|
|
density = 0
|
|
|
|
/obj/hud
|
|
name = "hud"
|
|
unacidable = 1
|
|
var/mob/mymob = null
|
|
var/list/adding = null
|
|
var/list/other = null
|
|
var/list/intents = null
|
|
var/list/mov_int = null
|
|
var/list/mon_blo = null
|
|
var/list/m_ints = null
|
|
var/obj/screen/druggy = null
|
|
var/vimpaired = null
|
|
var/obj/screen/alien_view = null
|
|
var/obj/screen/g_dither = null
|
|
var/obj/screen/blurry = null
|
|
var/list/darkMask = null
|
|
var/obj/screen/r_hand_hud_object = null
|
|
var/obj/screen/l_hand_hud_object = null
|
|
var/list/obj/screen/intent_small_hud_objects = null
|
|
var/show_intent_icons = 1
|
|
var/list/obj/screen/hotkeybuttons = null
|
|
var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
|
|
|
|
var/h_type = /obj/screen //this is like...the most pointless thing ever. Use a god damn define!
|
|
|
|
/obj/item
|
|
name = "item"
|
|
icon = 'items.dmi'
|
|
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
|
|
var/abstract = 0
|
|
var/force = 0
|
|
var/item_state = null
|
|
var/damtype = "brute"
|
|
var/r_speed = 1.0
|
|
var/health = null
|
|
var/burn_point = null
|
|
var/burning = null
|
|
var/hitsound = null
|
|
var/w_class = 3.0
|
|
flags = FPRINT | TABLEPASS
|
|
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
|
|
pass_flags = PASSTABLE
|
|
pressure_resistance = 50
|
|
// causeerrorheresoifixthis
|
|
var/obj/item/master = null
|
|
|
|
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
|
|
var/see_face = 1.0
|
|
var/color = null
|
|
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
|
|
var/protective_temperature = 0
|
|
var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
|
|
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
|
|
var/permeability_coefficient = 1 // for chemicals/diseases
|
|
var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
|
|
var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
|
|
var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
|
|
var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
|
var/list/allowed = null //suit storage stuff.
|
|
|
|
/obj/item/verb/verb_pickup()
|
|
set src in view(1)
|
|
set category = "Object"
|
|
set name = "Pickup"
|
|
|
|
if(!(usr))
|
|
return
|
|
if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain
|
|
usr << "\red You can't pick things up!"
|
|
return
|
|
if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained
|
|
usr << "\red You can't pick things up!"
|
|
return
|
|
if(src.anchored) //Object isn't anchored
|
|
usr << "\red You can't pick that up!"
|
|
return
|
|
if(!usr.hand && usr.r_hand) //Right hand is not full
|
|
usr << "\red Your right hand is full."
|
|
return
|
|
if(usr.hand && usr.l_hand) //Left hand is not full
|
|
usr << "\red Your left hand is full."
|
|
return
|
|
if(!istype(src.loc, /turf)) //Object is on a turf
|
|
usr << "\red You can't pick that up!"
|
|
return
|
|
//All checks are done, time to pick it up!
|
|
if(istype(usr, /mob/living/carbon/human))
|
|
src.attack_hand(usr)
|
|
if(istype(usr, /mob/living/carbon/alien))
|
|
src.attack_alien(usr)
|
|
if(istype(usr, /mob/living/carbon/monkey))
|
|
src.attack_paw(usr)
|
|
return
|
|
|
|
/obj/item/device
|
|
icon = 'device.dmi'
|
|
|
|
/obj/item/device/infra_sensor
|
|
name = "Infrared Sensor"
|
|
desc = "Scans for infrared beams in the vicinity."
|
|
icon_state = "infra_sensor"
|
|
var/passive = 1.0
|
|
flags = FPRINT | TABLEPASS| CONDUCT
|
|
item_state = "electronic"
|
|
m_amt = 150
|
|
origin_tech = "magnets=2"
|
|
|
|
/obj/item/device/multitool
|
|
name = "multitool"
|
|
desc = "Used for pulsing wires to test which to cut."
|
|
icon_state = "multitool"
|
|
flags = FPRINT | TABLEPASS| CONDUCT
|
|
force = 5.0
|
|
w_class = 2.0
|
|
throwforce = 5.0
|
|
throw_range = 15
|
|
throw_speed = 3
|
|
m_amt = 50
|
|
g_amt = 20
|
|
origin_tech = "magnets=1;engineering=1"
|
|
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
|
|
|
|
/obj/item/device/hacktool
|
|
name = "modifed door debugger"
|
|
icon_state = "hacktool"
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
var/in_use = 0
|
|
force = 5.0
|
|
w_class = 2.0
|
|
throwforce = 5.0
|
|
throw_range = 15
|
|
throw_speed = 3
|
|
desc = "An item of dubious origins, with wires and antennas protruding out of it."
|
|
m_amt = 60
|
|
g_amt = 20
|
|
|
|
/obj/item/device/hacktool/engineer
|
|
name = "door debugger"
|
|
desc = "An item of immense complexion, it appears to work by magic."
|
|
icon_state = "hacktool-g"
|
|
|
|
/obj/item/blueprints
|
|
name = "station blueprints"
|
|
desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it."
|
|
icon = 'items.dmi'
|
|
icon_state = "blueprints"
|
|
|
|
/obj/item/apc_frame
|
|
name = "APC frame"
|
|
desc = "Used for repairing or building APCs"
|
|
icon = 'apc_repair.dmi'
|
|
icon_state = "apc_frame"
|
|
flags = FPRINT | TABLEPASS| CONDUCT
|
|
|
|
/obj/effect/landmark
|
|
name = "landmark"
|
|
icon = 'screen1.dmi'
|
|
icon_state = "x2"
|
|
anchored = 1.0
|
|
unacidable = 1
|
|
|
|
/obj/effect/landmark/alterations
|
|
name = "alterations"
|
|
|
|
/obj/effect/laser
|
|
name = "laser"
|
|
desc = "IT BURNS!!!"
|
|
icon = 'projectiles.dmi'
|
|
var/damage = 0.0
|
|
var/range = 10.0
|
|
|
|
/obj/structure/lattice
|
|
desc = "A lightweight support lattice."
|
|
name = "lattice"
|
|
icon = 'structures.dmi'
|
|
icon_state = "latticefull"
|
|
density = 0
|
|
anchored = 1.0
|
|
layer = 2.3 //under pipes
|
|
// flags = CONDUCT
|
|
|
|
/obj/structure/lattice/New()
|
|
..()
|
|
if(!(istype(src.loc, /turf/space)))
|
|
del(src)
|
|
for(var/obj/structure/lattice/LAT in src.loc)
|
|
if(LAT != src)
|
|
del(LAT)
|
|
icon = 'smoothlattice.dmi'
|
|
icon_state = "latticeblank"
|
|
updateOverlays()
|
|
for (var/dir in cardinal)
|
|
var/obj/structure/lattice/L
|
|
if(locate(/obj/structure/lattice, get_step(src, dir)))
|
|
L = locate(/obj/structure/lattice, get_step(src, dir))
|
|
L.updateOverlays()
|
|
|
|
/obj/structure/lattice/Del()
|
|
for (var/dir in cardinal)
|
|
var/obj/structure/lattice/L
|
|
if(locate(/obj/structure/lattice, get_step(src, dir)))
|
|
L = locate(/obj/structure/lattice, get_step(src, dir))
|
|
L.updateOverlays(src.loc)
|
|
..()
|
|
|
|
/obj/structure/lattice/proc/updateOverlays()
|
|
//if(!(istype(src.loc, /turf/space)))
|
|
// del(src)
|
|
spawn(1)
|
|
overlays = list()
|
|
|
|
var/dir_sum = 0
|
|
|
|
for (var/direction in cardinal)
|
|
if(locate(/obj/structure/lattice, get_step(src, direction)))
|
|
dir_sum += direction
|
|
else
|
|
if(!(istype(get_step(src, direction), /turf/space)))
|
|
dir_sum += direction
|
|
|
|
icon_state = "lattice[dir_sum]"
|
|
return
|
|
|
|
/*
|
|
overlays += icon(icon,"lattice-middlebar") //the nw-se bar in the cneter
|
|
for (var/dir in cardinal)
|
|
if(locate(/obj/structure/lattice, get_step(src, dir)))
|
|
src.overlays += icon(icon,"lattice-[dir2text(dir)]")
|
|
else
|
|
src.overlays += icon(icon,"lattice-nc-[dir2text(dir)]") //t for turf
|
|
if(!(istype(get_step(src, dir), /turf/space)))
|
|
src.overlays += icon(icon,"lattice-t-[dir2text(dir)]") //t for turf
|
|
|
|
//if ( !( (locate(/obj/structure/lattice, get_step(src, SOUTH))) || (locate(/obj/structure/lattice, get_step(src, EAST))) ))
|
|
// src.overlays += icon(icon,"lattice-c-se")
|
|
if ( !( (locate(/obj/structure/lattice, get_step(src, NORTH))) || (locate(/obj/structure/lattice, get_step(src, WEST))) ))
|
|
src.overlays += icon(icon,"lattice-c-nw")
|
|
if ( !( (locate(/obj/structure/lattice, get_step(src, NORTH))) || (locate(/obj/structure/lattice, get_step(src, EAST))) ))
|
|
src.overlays += icon(icon,"lattice-c-ne")
|
|
if ( !( (locate(/obj/structure/lattice, get_step(src, SOUTH))) || (locate(/obj/structure/lattice, get_step(src, WEST))) ))
|
|
src.overlays += icon(icon,"lattice-c-sw")
|
|
|
|
if(!(overlays))
|
|
icon_state = "latticefull"
|
|
*/
|
|
|
|
/obj/effect/list_container
|
|
name = "list container"
|
|
|
|
/obj/effect/list_container/mobl
|
|
name = "mobl"
|
|
var/master = null
|
|
|
|
var/list/container = list( )
|
|
|
|
/obj/structure/m_tray
|
|
name = "morgue tray"
|
|
desc = "Apply corpse before closing."
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "morguet"
|
|
density = 1
|
|
layer = 2.0
|
|
var/obj/structure/morgue/connected = null
|
|
anchored = 1.0
|
|
|
|
/obj/structure/c_tray
|
|
name = "crematorium tray"
|
|
desc = "Apply body before burning."
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "cremat"
|
|
density = 1
|
|
layer = 2.0
|
|
var/obj/structure/crematorium/connected = null
|
|
anchored = 1.0
|
|
|
|
|
|
|
|
|
|
|
|
/obj/structure/cable
|
|
level = 1
|
|
anchored =1
|
|
var/netnum = 0
|
|
name = "power cable"
|
|
desc = "A flexible superconducting cable for heavy-duty power transfer."
|
|
icon = 'power_cond_red.dmi'
|
|
icon_state = "0-1"
|
|
var/d1 = 0
|
|
var/d2 = 1
|
|
layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
|
|
var/color="red"
|
|
var/obj/structure/powerswitch/power_switch
|
|
|
|
/obj/structure/cable/yellow
|
|
color="yellow"
|
|
icon = 'power_cond_yellow.dmi'
|
|
|
|
/obj/structure/cable/green
|
|
color="green"
|
|
icon = 'power_cond_green.dmi'
|
|
|
|
/obj/structure/cable/blue
|
|
color="blue"
|
|
icon = 'power_cond_blue.dmi'
|
|
|
|
/obj/structure/cable/pink
|
|
color="pink"
|
|
icon = 'power_cond_pink.dmi'
|
|
|
|
/obj/effect/manifest
|
|
name = "manifest"
|
|
icon = 'screen1.dmi'
|
|
icon_state = "x"
|
|
unacidable = 1//Just to be sure.
|
|
|
|
/obj/structure/morgue
|
|
name = "morgue"
|
|
desc = "Used to keep bodies in until someone fetches them."
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "morgue1"
|
|
density = 1
|
|
var/obj/structure/m_tray/connected = null
|
|
anchored = 1.0
|
|
|
|
/obj/structure/crematorium
|
|
name = "crematorium"
|
|
desc = "An incinerator."
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "crema1"
|
|
density = 1
|
|
var/obj/structure/c_tray/connected = null
|
|
anchored = 1.0
|
|
var/cremating = 0
|
|
var/id = 1
|
|
var/locked = 0
|
|
|
|
/obj/effect/mine
|
|
name = "Mine"
|
|
desc = "I'd better stay away from that thing."
|
|
density = 1
|
|
anchored = 1
|
|
layer = 3
|
|
icon = 'weapons.dmi'
|
|
icon_state = "uglymine"
|
|
var/triggerproc = "explode" //name of the proc thats called when the mine is triggered
|
|
var/triggered = 0
|
|
|
|
/obj/effect/mine/dnascramble
|
|
name = "Radiation Mine"
|
|
icon_state = "uglymine"
|
|
triggerproc = "triggerrad"
|
|
|
|
/obj/effect/mine/plasma
|
|
name = "Plasma Mine"
|
|
icon_state = "uglymine"
|
|
triggerproc = "triggerplasma"
|
|
|
|
/obj/effect/mine/kick
|
|
name = "Kick Mine"
|
|
icon_state = "uglymine"
|
|
triggerproc = "triggerkick"
|
|
|
|
/obj/effect/mine/n2o
|
|
name = "N2O Mine"
|
|
icon_state = "uglymine"
|
|
triggerproc = "triggern2o"
|
|
|
|
/obj/effect/mine/stun
|
|
name = "Stun Mine"
|
|
icon_state = "uglymine"
|
|
triggerproc = "triggerstun"
|
|
|
|
/obj/effect/overlay
|
|
name = "overlay"
|
|
unacidable = 1
|
|
var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.
|
|
|
|
/obj/effect/overlay/beam//Not actually a projectile, just an effect.
|
|
name="beam"
|
|
icon='beam.dmi'
|
|
icon_state="b_beam"
|
|
var/tmp/atom/BeamSource
|
|
New()
|
|
..()
|
|
spawn(10) del src
|
|
|
|
/obj/effect/portal
|
|
name = "portal"
|
|
desc = "Looks unstable."
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "portal"
|
|
density = 1
|
|
unacidable = 1//Can't destroy energy portals.
|
|
var/failchance = 5
|
|
var/obj/item/target = null
|
|
var/creator = null
|
|
anchored = 1.0
|
|
|
|
/obj/effect/projection
|
|
name = "Projection"
|
|
desc = "This looks like a projection of something."
|
|
anchored = 1.0
|
|
|
|
/obj/structure/rack
|
|
name = "rack"
|
|
desc = "Different from the Middle Ages version."
|
|
icon = 'objects.dmi'
|
|
icon_state = "rack"
|
|
density = 1
|
|
flags = FPRINT
|
|
anchored = 1.0
|
|
|
|
/obj/effect/shut_controller
|
|
name = "shut controller"
|
|
var/moving = null
|
|
var/list/parts = list( )
|
|
|
|
/obj/effect/landmark/start
|
|
name = "start"
|
|
icon = 'screen1.dmi'
|
|
icon_state = "x"
|
|
anchored = 1.0
|
|
|
|
/obj/structure/stool
|
|
name = "stool"
|
|
desc = "Apply butt."
|
|
icon = 'objects.dmi'
|
|
icon_state = "stool"
|
|
flags = FPRINT
|
|
pressure_resistance = 3*ONE_ATMOSPHERE
|
|
|
|
/obj/structure/stool/bed
|
|
name = "bed"
|
|
desc = "This is used to lie in, sleep in or strap on."
|
|
icon_state = "bed"
|
|
var/mob/living/buckled_mob
|
|
anchored = 1.0
|
|
|
|
/obj/structure/stool/bed/alien
|
|
name = "Resting contraption"
|
|
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
|
|
icon_state = "abed"
|
|
|
|
|
|
/obj/structure/stool/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
|
|
name = "chair"
|
|
desc = "You sit in this. Either by will or force."
|
|
icon_state = "chair"
|
|
anchored = 0
|
|
|
|
/obj/structure/stool/bed/chair/comfy
|
|
name = "comfy chair"
|
|
desc = "It looks comfy."
|
|
|
|
/obj/structure/stool/bed/chair/comfy/brown
|
|
icon_state = "comfychair_brown"
|
|
|
|
/obj/structure/stool/bed/chair/comfy/beige
|
|
icon_state = "comfychair_beige"
|
|
|
|
/obj/structure/stool/bed/chair/comfy/teal
|
|
icon_state = "comfychair_teal"
|
|
|
|
/obj/structure/stool/bed/chair/office
|
|
anchored = 0
|
|
|
|
/obj/structure/stool/bed/chair/comfy/black
|
|
icon_state = "comfychair_black"
|
|
|
|
/obj/structure/stool/bed/chair/comfy/lime
|
|
icon_state = "comfychair_lime"
|
|
|
|
/obj/structure/stool/bed/chair/office/Move()
|
|
..()
|
|
if(buckled_mob)
|
|
if(buckled_mob.buckled == src)
|
|
buckled_mob.loc = src.loc
|
|
buckled_mob.dir = src.dir
|
|
|
|
/obj/structure/stool/bed/chair/office/light
|
|
icon_state = "officechair_white"
|
|
|
|
/obj/structure/stool/bed/chair/office/dark
|
|
icon_state = "officechair_dark"
|
|
|
|
/obj/structure/table
|
|
name = "table"
|
|
desc = "A square piece of metal standing on four metal legs. It can not move."
|
|
icon = 'structures.dmi'
|
|
icon_state = "table"
|
|
density = 1
|
|
anchored = 1.0
|
|
layer = 2.8
|
|
var/dented = 0
|
|
|
|
New()
|
|
..()
|
|
for(var/obj/structure/table/T in src.loc)
|
|
if(T != src)
|
|
del(T)
|
|
update_icon()
|
|
for(var/direction in list(1,2,4,8,5,6,9,10))
|
|
if(locate(/obj/structure/table,get_step(src,direction)))
|
|
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
|
|
T.update_icon()
|
|
|
|
Del()
|
|
for(var/direction in list(1,2,4,8,5,6,9,10))
|
|
if(locate(/obj/structure/table,get_step(src,direction)))
|
|
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
|
|
T.update_icon()
|
|
..()
|
|
|
|
update_icon()
|
|
spawn(2) //So it properly updates when deleting
|
|
var/dir_sum = 0
|
|
for(var/direction in list(1,2,4,8,5,6,9,10))
|
|
var/skip_sum = 0
|
|
for(var/obj/structure/window/W in src.loc)
|
|
if(W.dir == direction) //So smooth tables don't go smooth through windows
|
|
skip_sum = 1
|
|
continue
|
|
var/inv_direction //inverse direction
|
|
switch(direction)
|
|
if(1)
|
|
inv_direction = 2
|
|
if(2)
|
|
inv_direction = 1
|
|
if(4)
|
|
inv_direction = 8
|
|
if(8)
|
|
inv_direction = 4
|
|
if(5)
|
|
inv_direction = 10
|
|
if(6)
|
|
inv_direction = 9
|
|
if(9)
|
|
inv_direction = 6
|
|
if(10)
|
|
inv_direction = 5
|
|
for(var/obj/structure/window/W in get_step(src,direction))
|
|
if(W.dir == inv_direction) //So smooth tables don't go smooth through windows when the window is on the other table's tile
|
|
skip_sum = 1
|
|
continue
|
|
if(!skip_sum) //means there is a window between the two tiles in this direction
|
|
if(locate(/obj/structure/table,get_step(src,direction)))
|
|
if(direction <5)
|
|
dir_sum += direction
|
|
else
|
|
if(direction == 5) //This permits the use of all table directions. (Set up so clockwise around the central table is a higher value, from north)
|
|
dir_sum += 16
|
|
if(direction == 6)
|
|
dir_sum += 32
|
|
if(direction == 8) //Aherp and Aderp. Jezes I am stupid. -- SkyMarshal
|
|
dir_sum += 8
|
|
if(direction == 10)
|
|
dir_sum += 64
|
|
if(direction == 9)
|
|
dir_sum += 128
|
|
|
|
//dir_sum%16:
|
|
// 1,2,4,8 = endtable
|
|
// 3,12 = streight 1 tile thick table
|
|
// 5,6,9,10 = corner, if it finds a table in get_step(src,dir_sum) then it's a full corner table, else it's a 1 tile chick corner table
|
|
// 7,11,13,14 = three way intersection = full side table piece (north ,south, east or west)
|
|
// 15 = four way intersection = center (aka middle) table piece
|
|
//
|
|
//table_type:
|
|
// 0 = stand-alone table
|
|
// 1 = end table (1 tile thick, 1 connection)
|
|
// 2 = 1 tile thick table (1 tile thick, 2 connections)
|
|
// 3 = full table (full, 3 connections)
|
|
// 4 = middle table (full, 4 connections)
|
|
|
|
var/table_type = 0 //stand_alone table
|
|
if(dir_sum%16 in cardinal)
|
|
table_type = 1 //endtable
|
|
dir_sum %= 16
|
|
if(dir_sum%16 in list(3,12))
|
|
table_type = 2 //1 tile thick, streight table
|
|
if(dir_sum%16 == 3) //3 doesn't exist as a dir
|
|
dir_sum = 2
|
|
if(dir_sum%16 == 12) //12 doesn't exist as a dir.
|
|
dir_sum = 4
|
|
if(dir_sum%16 in list(5,6,9,10))
|
|
if(locate(/obj/structure/table,get_step(src.loc,dir_sum%16)))
|
|
table_type = 3 //full table (not the 1 tile thick one, but one of the 'tabledir' tables)
|
|
else
|
|
table_type = 2 //1 tile thick, corner table (treated the same as streight tables in code later on)
|
|
dir_sum %= 16
|
|
if(dir_sum%16 in list(13,14,7,11)) //Three-way intersection
|
|
table_type = 5 //full table as three-way intersections are not sprited, would require 64 sprites to handle all combinations. TOO BAD -- SkyMarshal
|
|
switch(dir_sum%16) //Begin computation of the special type tables. --SkyMarshal
|
|
if(7)
|
|
if(dir_sum == 23)
|
|
table_type = 6
|
|
dir_sum = 8
|
|
else if(dir_sum == 39)
|
|
dir_sum = 4
|
|
table_type = 6
|
|
else if(dir_sum == 55 || dir_sum == 119 || dir_sum == 247 || dir_sum == 183)
|
|
dir_sum = 4
|
|
table_type = 3
|
|
else
|
|
dir_sum = 4
|
|
if(11)
|
|
if(dir_sum == 75)
|
|
dir_sum = 5
|
|
table_type = 6
|
|
else if(dir_sum == 139)
|
|
dir_sum = 9
|
|
table_type = 6
|
|
else if(dir_sum == 203 || dir_sum == 219 || dir_sum == 251 || dir_sum == 235)
|
|
dir_sum = 8
|
|
table_type = 3
|
|
else
|
|
dir_sum = 8
|
|
if(13)
|
|
if(dir_sum == 29)
|
|
dir_sum = 10
|
|
table_type = 6
|
|
else if(dir_sum == 141)
|
|
dir_sum = 6
|
|
table_type = 6
|
|
else if(dir_sum == 189 || dir_sum == 221 || dir_sum == 253 || dir_sum == 157)
|
|
dir_sum = 1
|
|
table_type = 3
|
|
else
|
|
dir_sum = 1
|
|
if(14)
|
|
if(dir_sum == 46)
|
|
dir_sum = 1
|
|
table_type = 6
|
|
else if(dir_sum == 78)
|
|
dir_sum = 2
|
|
table_type = 6
|
|
else if(dir_sum == 110 || dir_sum == 254 || dir_sum == 238 || dir_sum == 126)
|
|
dir_sum = 2
|
|
table_type = 3
|
|
else
|
|
dir_sum = 2 //These translate the dir_sum to the correct dirs from the 'tabledir' icon_state.
|
|
if(dir_sum%16 == 15)
|
|
table_type = 4 //4-way intersection, the 'middle' table sprites will be used.
|
|
|
|
if(istype(src,/obj/structure/table/reinforced))
|
|
switch(table_type)
|
|
if(0)
|
|
icon_state = "reinf_table"
|
|
if(1)
|
|
icon_state = "reinf_1tileendtable"
|
|
if(2)
|
|
icon_state = "reinf_1tilethick"
|
|
if(3)
|
|
icon_state = "reinf_tabledir"
|
|
if(4)
|
|
icon_state = "reinf_middle"
|
|
if(5)
|
|
icon_state = "reinf_tabledir2"
|
|
if(6)
|
|
icon_state = "reinf_tabledir3"
|
|
else if(istype(src,/obj/structure/table/woodentable))
|
|
switch(table_type)
|
|
if(0)
|
|
icon_state = "wood_table"
|
|
if(1)
|
|
icon_state = "wood_1tileendtable"
|
|
if(2)
|
|
icon_state = "wood_1tilethick"
|
|
if(3)
|
|
icon_state = "wood_tabledir"
|
|
if(4)
|
|
icon_state = "wood_middle"
|
|
if(5)
|
|
icon_state = "wood_tabledir2"
|
|
if(6)
|
|
icon_state = "wood_tabledir3"
|
|
else
|
|
switch(table_type)
|
|
if(0)
|
|
icon_state = "table"
|
|
if(1)
|
|
icon_state = "table_1tileendtable"
|
|
if(2)
|
|
icon_state = "table_1tilethick"
|
|
if(3)
|
|
icon_state = "tabledir"
|
|
if(4)
|
|
icon_state = "table_middle"
|
|
if(5)
|
|
icon_state = "tabledir2"
|
|
if(6)
|
|
icon_state = "tabledir3"
|
|
if (dir_sum in list(1,2,4,8,5,6,9,10))
|
|
dir = dir_sum
|
|
else
|
|
dir = 2
|
|
|
|
/obj/structure/table/reinforced
|
|
name = "reinforced table"
|
|
desc = "A version of the four legged table. It is stronger."
|
|
icon_state = "reinf_table"
|
|
var/status = 2
|
|
|
|
/obj/structure/table/woodentable
|
|
name = "wooden table"
|
|
desc = "Do not apply fire to this. Rumour says it burns easily."
|
|
icon_state = "wood_table"
|
|
|
|
/obj/structure/mopbucket
|
|
desc = "Fill it with water, but don't forget a mop!"
|
|
name = "mop bucket"
|
|
icon = 'janitor.dmi'
|
|
icon_state = "mopbucket"
|
|
density = 1
|
|
flags = FPRINT
|
|
pressure_resistance = ONE_ATMOSPHERE
|
|
flags = FPRINT | TABLEPASS | OPENCONTAINER
|
|
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
|
|
|
|
/obj/structure/kitchenspike
|
|
name = "a meat spike"
|
|
icon = 'kitchen.dmi'
|
|
icon_state = "spike"
|
|
desc = "A spike for collecting meat from animals"
|
|
density = 1
|
|
anchored = 1
|
|
var/meat = 0
|
|
var/occupied = 0
|
|
var/meattype = 0 // 0 - Nothing, 1 - Monkey, 2 - Xeno
|
|
|
|
/obj/structure/displaycase
|
|
name = "Display Case"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "glassbox1"
|
|
desc = "A display case for prized possessions. It taunts you to kick it."
|
|
density = 1
|
|
anchored = 1
|
|
unacidable = 1//Dissolving the case would also delete the gun.
|
|
var/health = 30
|
|
var/occupied = 1
|
|
var/destroyed = 0
|
|
|
|
/obj/effect/showcase
|
|
name = "Showcase"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "showcase_1"
|
|
desc = "A stand with the empty body of a cyborg bolted to it."
|
|
density = 1
|
|
anchored = 1
|
|
unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
|
|
|
|
//BEGIN BRAINS=====================================================
|
|
/obj/item/brain
|
|
name = "brain"
|
|
desc = "A piece of complex biomass found in a persons head."
|
|
icon = 'surgery.dmi'
|
|
icon_state = "brain2"
|
|
flags = TABLEPASS
|
|
force = 1.0
|
|
w_class = 1.0
|
|
throwforce = 1.0
|
|
throw_speed = 3
|
|
throw_range = 5
|
|
origin_tech = "biotech=3"
|
|
|
|
var/mob/living/carbon/brain/brainmob = null
|
|
|
|
New()
|
|
..()
|
|
//Shifting the brain "mob" over to the brain object so it's easier to keep track of. --NEO
|
|
//WASSSSSUUUPPPP /N
|
|
spawn(5)
|
|
if(brainmob && brainmob.client)
|
|
brainmob.client.screen.len = null //clear the hud
|
|
|
|
proc
|
|
transfer_identity(var/mob/living/carbon/human/H)
|
|
name = "[H]'s brain"
|
|
brainmob = new(src)
|
|
brainmob.name = H.real_name
|
|
brainmob.real_name = H.real_name
|
|
brainmob.dna = H.dna
|
|
brainmob.timeofhostdeath = H.timeofdeath
|
|
if(H.mind)
|
|
H.mind.transfer_to(brainmob)
|
|
brainmob << "\blue You might feel slightly disoriented. That's normal when your brain gets cut out."
|
|
return
|
|
|
|
//END BRAINS=====================================================
|
|
|
|
|
|
|
|
// Basically this Metroid Core catalyzes reactions that normally wouldn't happen anywhere
|
|
/obj/item/metroid_core
|
|
name = "metroid core"
|
|
desc = "A very slimy and tender part of a Metroid. They also legend to have \"magical powers\"."
|
|
icon = 'surgery.dmi'
|
|
icon_state = "metroid core"
|
|
flags = TABLEPASS
|
|
force = 1.0
|
|
w_class = 1.0
|
|
throwforce = 1.0
|
|
throw_speed = 3
|
|
throw_range = 6
|
|
origin_tech = "biotech=4"
|
|
var/POWERFLAG = 0 // sshhhhhhh
|
|
var/Flush = 30
|
|
var/Uses = 5 // uses before it goes inert
|
|
|
|
New()
|
|
..()
|
|
var/datum/reagents/R = new/datum/reagents(100)
|
|
reagents = R
|
|
R.my_atom = src
|
|
POWERFLAG = rand(1,10)
|
|
Uses = rand(7, 25)
|
|
//flags |= NOREACT
|
|
|
|
spawn()
|
|
Life()
|
|
|
|
proc/Life()
|
|
while(src)
|
|
sleep(25)
|
|
Flush--
|
|
if(Flush <= 0)
|
|
reagents.clear_reagents()
|
|
Flush = 30
|
|
|
|
|
|
|
|
|
|
|
|
/obj/structure/noticeboard
|
|
name = "Notice Board"
|
|
icon = 'stationobjs.dmi'
|
|
icon_state = "nboard00"
|
|
flags = FPRINT
|
|
desc = "A board for pinning important notices upon."
|
|
density = 0
|
|
anchored = 1
|
|
var/notices = 0
|
|
|
|
/obj/effect/deskclutter
|
|
name = "desk clutter"
|
|
icon = 'items.dmi'
|
|
icon_state = "deskclutter"
|
|
desc = "Some clutter the desk has accumulated over the years..."
|
|
anchored = 1
|
|
|
|
/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
|
|
|
|
// TODO: robust mixology system! (and merge with beakers, maybe)
|
|
/obj/item/weapon/glass
|
|
name = "empty glass"
|
|
desc = "Emptysville."
|
|
icon = 'kitchen.dmi'
|
|
icon_state = "glass_empty"
|
|
item_state = "beaker"
|
|
flags = FPRINT | TABLEPASS | OPENCONTAINER
|
|
var/datum/substance/inside = null
|
|
throwforce = 5
|
|
g_amt = 100
|
|
New()
|
|
..()
|
|
src.pixel_x = rand(-5, 5)
|
|
src.pixel_y = rand(-5, 5)
|
|
|
|
|
|
/*
|
|
/obj/item/weapon/storage/glassbox
|
|
name = "Glassware Box"
|
|
icon_state = "beakerbox"
|
|
item_state = "syringe_kit"
|
|
New()
|
|
..()
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
new /obj/item/weapon/glass( src )
|
|
*/
|
|
|
|
|
|
/obj/structure/falsewall
|
|
name = "wall"
|
|
desc = "A huge chunk of metal used to seperate rooms."
|
|
icon = 'walls.dmi'
|
|
icon_state = ""
|
|
density = 1
|
|
opacity = 1
|
|
anchored = 1
|
|
|
|
/obj/structure/falsewall/gold
|
|
name = "gold wall"
|
|
desc = "A wall with gold plating. Swag"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/silver
|
|
name = "silver wall"
|
|
desc = "A wall with silver plating. Shiny"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/diamond
|
|
name = "diamond wall"
|
|
desc = "A wall with diamond plating. You monster"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/uranium
|
|
name = "uranium wall"
|
|
desc = "A wall with uranium plating. This is probably a bad idea"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/plasma
|
|
name = "plasma wall"
|
|
desc = "A wall with plasma plating. This is definately a bad idea"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/bananium
|
|
name = "bananium wall"
|
|
desc = "A wall with bananium plating. Honk"
|
|
icon_state = ""
|
|
|
|
/obj/structure/falsewall/sand
|
|
name = "sandstone wall"
|
|
desc = "A wall with sandstone plating."
|
|
icon_state = ""
|
|
|
|
/*/obj/structure/falsewall/wood
|
|
name = "wooden wall"
|
|
desc = "A wall with classy wooden paneling."
|
|
icon_state = ""*/
|
|
|
|
/obj/structure/falserwall
|
|
name = "r wall"
|
|
desc = "A huge chunk of reinforced metal used to seperate rooms."
|
|
icon = 'walls.dmi'
|
|
icon_state = "r_wall"
|
|
density = 1
|
|
opacity = 1
|
|
anchored = 1
|
|
|
|
/obj/item/stack
|
|
var/singular_name
|
|
var/amount = 1.0
|
|
var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
|
|
|
|
/obj/item/stack/rods
|
|
name = "metal rods"
|
|
desc = "Some rods. Can be used for building."
|
|
singular_name = "metal rod"
|
|
icon_state = "rods"
|
|
flags = FPRINT | TABLEPASS| CONDUCT
|
|
w_class = 3.0
|
|
force = 9.0
|
|
throwforce = 15.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
m_amt = 1875
|
|
max_amount = 60
|
|
|
|
/obj/item/stack/sheet
|
|
name = "sheet"
|
|
// var/const/length = 2.5 //2.5*1.5*0.01*100000 == 3750 == m_amt
|
|
// var/const/width = 1.5
|
|
// var/const/height = 0.01
|
|
flags = FPRINT | TABLEPASS
|
|
w_class = 3.0
|
|
force = 5
|
|
throwforce = 5
|
|
max_amount = 50
|
|
throw_speed = 3
|
|
throw_range = 3
|
|
var/perunit = 3750
|
|
|
|
/obj/item/stack/sheet/wood
|
|
name = "Wood Planks"
|
|
desc = "One can only guess that this is a bunch of wood."
|
|
singular_name = "wood plank"
|
|
icon_state = "sheet-wood"
|
|
origin_tech = "materials=1;biotech=1"
|
|
|
|
/obj/item/stack/sheet/sandstone
|
|
name = "Sandstone Bricks"
|
|
desc = "This appears to be a combination of both sand and stone."
|
|
singular_name = "sandstone brick"
|
|
icon_state = "sheet-sandstone"
|
|
throw_speed = 4
|
|
throw_range = 5
|
|
origin_tech = "materials=1"
|
|
|
|
/obj/item/stack/sheet/glass
|
|
name = "glass"
|
|
desc = "That is a lot of glass."
|
|
singular_name = "glass sheet"
|
|
icon_state = "sheet-glass"
|
|
g_amt = 3750
|
|
origin_tech = "materials=1"
|
|
|
|
|
|
/obj/item/stack/sheet/rglass
|
|
name = "reinforced glass"
|
|
desc = "Glass which seems to have rods or something stuck in them."
|
|
singular_name = "reinforced glass sheet"
|
|
icon_state = "sheet-rglass"
|
|
g_amt = 3750
|
|
m_amt = 1875
|
|
origin_tech = "materials=2"
|
|
|
|
/obj/item/stack/sheet/rglass/cyborg
|
|
name = "reinforced glass"
|
|
desc = "Glass which seems to have rods or something stuck in them."
|
|
singular_name = "reinforced glass sheet"
|
|
icon_state = "sheet-rglass"
|
|
g_amt = 0
|
|
m_amt = 0
|
|
|
|
|
|
/obj/item/stack/sheet/metal
|
|
name = "metal"
|
|
desc = "Sheets made out off metal. It has been dubbed Metal Sheets."
|
|
singular_name = "metal sheet"
|
|
icon_state = "sheet-metal"
|
|
m_amt = 3750
|
|
throwforce = 14.0
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
origin_tech = "materials=1"
|
|
|
|
/obj/item/stack/sheet/metal/cyborg
|
|
name = "metal"
|
|
desc = "Sheets made out off metal. It has been dubbed Metal Sheets."
|
|
singular_name = "metal sheet"
|
|
icon_state = "sheet-metal"
|
|
m_amt = 0
|
|
throwforce = 14.0
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
|
|
/obj/item/stack/sheet/plasteel
|
|
name = "plasteel"
|
|
singular_name = "plasteel sheet"
|
|
desc = "This sheet is an alloy of iron and plasma."
|
|
icon_state = "sheet-plasteel"
|
|
item_state = "sheet-metal"
|
|
m_amt = 7500
|
|
throwforce = 15.0
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
origin_tech = "materials=2"
|
|
|
|
/obj/item/stack/tile/plasteel
|
|
name = "floor tiles"
|
|
singular_name = "floor tile"
|
|
desc = "Those could work as a pretty decent throwing weapon"
|
|
icon_state = "tile"
|
|
w_class = 3.0
|
|
force = 6.0
|
|
m_amt = 937.5
|
|
throwforce = 15.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
max_amount = 60
|
|
|
|
/obj/item/stack/tile/grass
|
|
name = "grass tiles"
|
|
singular_name = "grass floor tile"
|
|
desc = "A patch of grass like they often use on golf courses"
|
|
icon_state = "tile_grass"
|
|
w_class = 3.0
|
|
force = 1.0
|
|
throwforce = 1.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
max_amount = 60
|
|
origin_tech = "biotech=1"
|
|
|
|
/obj/item/stack/light_w
|
|
name = "wired glass tiles"
|
|
singular_name = "wired glass floor tile"
|
|
desc = "A glass tile, which is wired, somehow."
|
|
icon_state = "glass_wire"
|
|
w_class = 3.0
|
|
force = 3.0
|
|
throwforce = 5.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
max_amount = 60
|
|
|
|
attackby(var/obj/item/O as obj, var/mob/user as mob)
|
|
..()
|
|
if(istype(O,/obj/item/weapon/wirecutters))
|
|
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
|
|
CC.amount = 5
|
|
amount--
|
|
new/obj/item/stack/sheet/glass(user.loc)
|
|
if(amount <= 0)
|
|
user.u_equip(src)
|
|
del(src)
|
|
|
|
if(istype(O,/obj/item/stack/sheet/metal))
|
|
var/obj/item/stack/sheet/metal/M = O
|
|
M.amount--
|
|
if(M.amount <= 0)
|
|
user.u_equip(M)
|
|
del(M)
|
|
amount--
|
|
new/obj/item/stack/tile/light(user.loc)
|
|
if(amount <= 0)
|
|
user.u_equip(src)
|
|
del(src)
|
|
|
|
/obj/item/stack/tile/light
|
|
name = "light tiles"
|
|
singular_name = "light floor tile"
|
|
desc = "A floor tile, made out off glass. It produces light."
|
|
icon_state = "tile_e"
|
|
w_class = 3.0
|
|
force = 3.0
|
|
throwforce = 5.0
|
|
throw_speed = 5
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
max_amount = 60
|
|
var/on = 1
|
|
var/state //0 = fine, 1 = flickering, 2 = breaking, 3 = broken
|
|
|
|
New()
|
|
..()
|
|
if(prob(5))
|
|
state = 3 //broken
|
|
else if(prob(5))
|
|
state = 2 //breaking
|
|
else if(prob(10))
|
|
state = 1 //flickering occasionally
|
|
else
|
|
state = 0 //fine
|
|
|
|
attackby(var/obj/item/O as obj, var/mob/user as mob)
|
|
..()
|
|
if(istype(O,/obj/item/weapon/crowbar))
|
|
new/obj/item/stack/sheet/metal(user.loc)
|
|
amount--
|
|
new/obj/item/stack/light_w(user.loc)
|
|
if(amount <= 0)
|
|
user.u_equip(src)
|
|
del(src)
|
|
|
|
/obj/item/stack/sheet/cardboard //BubbleWrap
|
|
name = "cardboard"
|
|
desc = "Large sheets of card, like boxes folded flat."
|
|
singular_name = "cardboard sheet"
|
|
icon_state = "sheet-card"
|
|
flags = FPRINT | TABLEPASS
|
|
origin_tech = "materials=1"
|
|
|
|
/obj/item/weapon/beach_ball
|
|
icon = 'beach.dmi'
|
|
icon_state = "ball"
|
|
name = "beach ball"
|
|
item_state = "beachball"
|
|
density = 0
|
|
anchored = 0
|
|
w_class = 1.0
|
|
force = 0.0
|
|
throwforce = 0.0
|
|
throw_speed = 1
|
|
throw_range = 20
|
|
flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
|
|
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
|
|
user.drop_item()
|
|
src.throw_at(target, throw_range, throw_speed)
|
|
|
|
/obj/effect/stop
|
|
var/victim = null
|
|
icon_state = "empty"
|
|
name = "Geas"
|
|
desc = "You can't resist."
|
|
// name = ""
|
|
|
|
/obj/item/rubberduck
|
|
name = "rubber duck"
|
|
desc = "A rubber duck. Quack."
|
|
icon = 'objects.dmi'
|
|
icon_state = "rduck"
|
|
item_state = "rduck"
|
|
flags = FPRINT
|
|
w_class = 1.0
|