Merge remote-tracking branch 'upstream/dev' into dev

Conflicts:
	code/game/objects/structures/stool_bed_chair_nest/bed.dm
	code/modules/mob/mob_grab.dm
This commit is contained in:
Hubblenaut
2015-05-12 14:39:21 +02:00
929 changed files with 26939 additions and 26921 deletions
+2 -2
View File
@@ -4,7 +4,7 @@
anchored = 1
var/cult = 0
New()
ChangeSign(pick("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead", "whiskeyimplant", "carpecarp", "robustroadhouse", "greytide", "theredshirt"))
ChangeSign(pick("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead", "whiskeyimplant", "carpecarp", "robustroadhouse", "greytide", "theredshirt","thebark","theharmbaton","theharmedbaton","thesingulo","thedrukcarp","thedrunkcarp", "scotch","officerbeersky","on"))
return
proc/ChangeSign(var/Text)
src.icon_state = "[Text]"
@@ -19,7 +19,7 @@
if(istype(I, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/card = I
if(access_bar in card.GetAccess())
var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in list("Off", "Pink Flamingo", "Magma Sea", "Limbo", "Rusty Axe", "Armok Bar", "Broken Drum", "Mead Bay", "The Damn Wall", "The Cavern", "Cindi Kate", "The Orchard", "The Saucy Clown", "The Clowns Head", "Whiskey Implant", "Carpe Carp", "Robust Roadhouse", "Greytide", "The Redshirt")
var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in list("Off", "Pink Flamingo", "Magma Sea", "Limbo", "Rusty Axe", "Armok Bar", "Broken Drum", "Mead Bay", "The Damn Wall", "The Cavern", "Cindi Kate", "The Orchard", "The Saucy Clown", "The Clowns Head", "Whiskey Implant", "Carpe Carp", "Robust Roadhouse", "Greytide", "The Redshirt", "The Bark", "The Harm Baton", "The Harmed Baton", "The Singulo", "The Druk Carp", "The Drunk Carp", "Scotch", "Officer Beersky", "On")
if(sign_type == null)
return
else
@@ -15,8 +15,6 @@ LINEN BINS
throw_speed = 1
throw_range = 2
w_class = 2.0
item_color = "white"
/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
user.drop_item()
@@ -30,67 +28,51 @@ LINEN BINS
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"
item_color = "blue"
/obj/item/weapon/bedsheet/green
icon_state = "sheetgreen"
item_color = "green"
/obj/item/weapon/bedsheet/orange
icon_state = "sheetorange"
item_color = "orange"
/obj/item/weapon/bedsheet/purple
icon_state = "sheetpurple"
item_color = "purple"
/obj/item/weapon/bedsheet/rainbow
icon_state = "sheetrainbow"
item_color = "rainbow"
/obj/item/weapon/bedsheet/red
icon_state = "sheetred"
item_color = "red"
/obj/item/weapon/bedsheet/yellow
icon_state = "sheetyellow"
item_color = "yellow"
/obj/item/weapon/bedsheet/mime
icon_state = "sheetmime"
item_color = "mime"
/obj/item/weapon/bedsheet/clown
icon_state = "sheetclown"
item_color = "clown"
/obj/item/weapon/bedsheet/captain
icon_state = "sheetcaptain"
item_color = "captain"
/obj/item/weapon/bedsheet/rd
icon_state = "sheetrd"
item_color = "director"
/obj/item/weapon/bedsheet/medical
icon_state = "sheetmedical"
item_color = "medical"
/obj/item/weapon/bedsheet/hos
icon_state = "sheethos"
item_color = "hosred"
/obj/item/weapon/bedsheet/hop
icon_state = "sheethop"
item_color = "hop"
/obj/item/weapon/bedsheet/ce
icon_state = "sheetce"
item_color = "chief"
/obj/item/weapon/bedsheet/brown
icon_state = "sheetbrown"
item_color = "brown"
/obj/structure/bedsheetbin
@@ -10,7 +10,7 @@
var/welded = 0
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/lastbang
var/breakout = 0 //if someone is currently breaking out. mutex
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
var/open_sound = 'sound/machines/click.ogg'
@@ -146,30 +146,33 @@
for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
A.loc = src.loc
A.ex_act(severity++)
del(src)
qdel(src)
if(2)
if(prob(50))
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.ex_act(severity++)
del(src)
qdel(src)
if(3)
if(prob(5))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.ex_act(severity++)
del(src)
qdel(src)
/obj/structure/closet/proc/damage(var/damage)
health -= damage
if(health <= 0)
for(var/atom/movable/A in src)
A.loc = src.loc
qdel(src)
/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
health -= Proj.damage
..()
if(health <= 0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
damage(Proj.damage)
return
@@ -178,14 +181,14 @@
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
qdel(src)
/obj/structure/closet/meteorhit(obj/O as obj)
if(O.icon_state == "flaming")
for(var/mob/M in src)
M.meteorhit(O)
src.dump_contents()
del(src)
qdel(src)
/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(src.opened)
@@ -202,7 +205,7 @@
new /obj/item/stack/sheet/metal(src.loc)
for(var/mob/M in viewers(src))
M.show_message("<span class='notice'>\The [src] has been cut apart by [user] with \the [WT].</span>", 3, "You hear welding.", 2)
del(src)
qdel(src)
return
if(isrobot(user))
return
@@ -259,12 +262,6 @@
if(!src.open())
user << "<span class='notice'>It won't budge!</span>"
if(!lastbang)
lastbang = 1
for (var/mob/M in hearers(src, null))
M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
spawn(30)
lastbang = 0
/obj/structure/closet/attack_hand(mob/user as mob)
src.add_fingerprint(user)
@@ -310,5 +307,66 @@
return
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
dump_contents()
spawn(1) del(src)
spawn(1) qdel(src)
return 1
/obj/structure/closet/proc/req_breakout()
if(breakout)
return 0 //Already breaking out.
if(opened)
return 0 //Door's open... wait, why are you in it's contents then?
if(!welded)
return 0 //closed but not welded...
return 1
/obj/structure/closet/proc/mob_breakout(var/mob/living/escapee)
var/breakout_time = 2 //2 minutes by default
if(!req_breakout())
return
//okay, so the closet is either welded or locked... resist!!!
escapee.next_move = world.time + 100
escapee.last_special = world.time + 100
escapee << "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>"
visible_message("<span class='danger'>The [src] begins to shake violently!</span>")
breakout = 1 //can't think of a better way to do this right now.
for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
animate_shake()
if(!do_after(escapee, 50)) //5 seconds
breakout = 0
return
if(!escapee || escapee.stat || escapee.loc != src)
breakout = 0
return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
if(!req_breakout())
breakout = 0
return
//Well then break it!
breakout = 0
escapee << "<span class='warning'>You successfully break out!</span>"
visible_message("<span class='danger'>\the [escapee] successfully broke out of \the [src]!</span>")
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
break_open()
animate_shake()
/obj/structure/closet/proc/break_open()
welded = 0
update_icon()
//Do this to prevent contents from being opened into nullspace (read: bluespace)
if(istype(loc, /obj/structure/bigDelivery))
var/obj/structure/bigDelivery/BD = loc
BD.unwrap()
open()
/obj/structure/closet/proc/animate_shake()
var/init_px = pixel_x
var/shake_dir = pick(-1, 1)
animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1)
animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)
@@ -18,6 +18,7 @@
/obj/structure/closet/l3closet/general/New()
..()
qdel(contents)
contents = list()
new /obj/item/clothing/suit/bio_suit/general( src )
new /obj/item/clothing/head/bio_hood/general( src )
@@ -30,6 +31,7 @@
/obj/structure/closet/l3closet/virology/New()
..()
qdel(contents)
contents = list()
new /obj/item/clothing/suit/bio_suit/virology( src )
new /obj/item/clothing/head/bio_hood/virology( src )
@@ -44,6 +46,7 @@
/obj/structure/closet/l3closet/security/New()
..()
qdel(contents)
contents = list()
new /obj/item/clothing/suit/bio_suit/security( src )
new /obj/item/clothing/head/bio_hood/security( src )
@@ -56,6 +59,7 @@
/obj/structure/closet/l3closet/janitor/New()
..()
qdel(contents)
contents = list()
new /obj/item/clothing/suit/bio_suit/janitor( src )
new /obj/item/clothing/head/bio_hood/janitor( src )
@@ -68,6 +72,7 @@
/obj/structure/closet/l3closet/scientist/New()
..()
qdel(contents)
contents = list()
new /obj/item/clothing/suit/bio_suit/scientist( src )
new /obj/item/clothing/head/bio_hood/scientist( src )
@@ -23,7 +23,7 @@
spawn(4)
// Not really the best way to do this, but it's better than "contents = list()"!
for(var/atom/movable/AM in contents)
del(AM)
qdel(AM)
new /obj/item/clothing/under/color/white( src )
new /obj/item/clothing/shoes/white( src )
return
@@ -55,7 +55,7 @@
spawn(4)
// Not really the best way to do this, but it's better than "contents = list()"!
for(var/atom/movable/AM in contents)
del(AM)
qdel(AM)
new /obj/item/weapon/storage/backpack/satchel/withwallet( src )
new /obj/item/device/radio/headset( src )
return
@@ -132,3 +132,25 @@
overlays += "welded"
else
icon_state = icon_opened
/obj/structure/closet/secure_closet/req_breakout()
if(!opened && locked) return 1
return ..() //It's a secure closet, but isn't locked.
/obj/structure/closet/secure_closet/break_open()
desc += " It appears to be broken."
icon_state = icon_off
spawn()
flick(icon_broken, src)
sleep(10)
flick(icon_broken, src)
sleep(10)
broken = 1
locked = 0
update_icon()
//Do this to prevent contents from being opened into nullspace (read: bluespace)
if(istype(loc, /obj/structure/bigDelivery))
var/obj/structure/bigDelivery/BD = loc
BD.unwrap()
open()
@@ -40,7 +40,7 @@
desc = "If it takes forever, I will wait for you..."
if(health == 0) //meaning if the statue didn't find a valid target
del(src)
qdel(src)
return
processing_objects.Add(src)
@@ -56,7 +56,7 @@
if (timer <= 0)
dump_contents()
processing_objects.Remove(src)
del(src)
qdel(src)
/obj/structure/closet/statue/dump_contents()
@@ -130,4 +130,4 @@
user.dust()
dump_contents()
visible_message("<span class='warning'>[src] shatters!.</span>")
del(src)
qdel(src)
@@ -56,12 +56,12 @@
// teehee - Ah, tg coders...
if ("delete")
del(src)
qdel(src)
//If you want to re-add fire, just add "fire" = 15 to the pick list.
/*if ("fire")
new /obj/structure/closet/firecloset(src.loc)
del(src)*/
qdel(src)*/
/obj/structure/closet/emcloset/legacy/New()
..()
@@ -105,18 +105,18 @@
switch(severity)
if(1.0)
for(var/obj/O in src.contents)
del(O)
del(src)
qdel(O)
qdel(src)
return
if(2.0)
for(var/obj/O in src.contents)
if(prob(50))
del(O)
del(src)
qdel(O)
qdel(src)
return
if(3.0)
if (prob(50))
del(src)
qdel(src)
return
else
return
@@ -18,7 +18,7 @@
user.visible_message("<span class='notice'>[user] pries \the [src] open.</span>", \
"<span class='notice'>You pry open \the [src].</span>", \
"<span class='notice'>You hear splitting wood.</span>")
del(src)
qdel(src)
else
return attack_hand(user)
+17 -5
View File
@@ -1,20 +1,23 @@
#define SHOWER_OPEN_LAYER OBJ_LAYER + 0.4
#define SHOWER_CLOSED_LAYER MOB_LAYER + 0.1
/obj/structure/curtain
name = "curtain"
icon = 'icons/obj/curtain.dmi'
icon_state = "closed"
layer = MOB_LAYER + 0.1
layer = SHOWER_OPEN_LAYER
opacity = 1
density = 0
/obj/structure/curtain/open
icon_state = "open"
layer = OBJ_LAYER
layer = SHOWER_CLOSED_LAYER
opacity = 0
/obj/structure/curtain/bullet_act(obj/item/projectile/P, def_zone)
if(!P.nodamage)
visible_message("<span class='warning'>[P] tears [src] down!</span>")
del(src)
qdel(src)
else
..(P, def_zone)
@@ -27,10 +30,10 @@
opacity = !opacity
if(opacity)
icon_state = "closed"
layer = MOB_LAYER + 0.1
layer = SHOWER_CLOSED_LAYER
else
icon_state = "open"
layer = OBJ_LAYER
layer = SHOWER_OPEN_LAYER
/obj/structure/curtain/black
name = "black curtain"
@@ -45,3 +48,12 @@
name = "shower curtain"
color = "#ACD1E9"
alpha = 200
/obj/structure/curtain/open/shower/engineering
color = "#FFA500"
/obj/structure/curtain/open/shower/security
color = "#AA0000"
#undef SHOWER_OPEN_LAYER
#undef SHOWER_CLOSED_LAYER
+3 -3
View File
@@ -17,7 +17,7 @@
if (occupied)
new /obj/item/weapon/gun/energy/captain( src.loc )
occupied = 0
del(src)
qdel(src)
if (2)
if (prob(50))
src.health -= 15
@@ -41,13 +41,13 @@
if (occupied)
new /obj/item/weapon/gun/energy/captain( src.loc )
occupied = 0
del(src)
qdel(src)
/obj/structure/displaycase/meteorhit(obj/O as obj)
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/gun/energy/captain( src.loc )
del(src)
qdel(src)
/obj/structure/displaycase/proc/healthcheck()
@@ -166,7 +166,7 @@
if(!src || !WT.isOn()) return
user << "\blue You dissasembled the airlock assembly!"
new /obj/item/stack/sheet/metal(src.loc, 4)
del (src)
qdel (src)
else
user << "\blue You need more welding fuel."
return
@@ -277,7 +277,7 @@
var/obj/machinery/door/new_airlock = new path(src.loc, src)
new_airlock.dir = src.dir
del(src)
qdel(src)
else
..()
update_state()
@@ -19,7 +19,7 @@
part.loc = loc
part.master = null
part = null
del(src)
qdel(src)
return
return
-333
View File
@@ -1,333 +0,0 @@
/*
* False Walls
*/
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
anchored = 1
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
var/opening = 0
/obj/structure/falsewall/New()
relativewall_neighbours()
..()
/obj/structure/falsewall/Del()
var/temploc = src.loc
spawn(10)
for(var/turf/simulated/wall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falserwall/W in range(temploc,1))
W.relativewall()
..()
/obj/structure/falsewall/relativewall()
if(!density)
icon_state = "[mineral]fwall_open"
return
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
for(var/obj/structure/falserwall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
icon_state = "[mineral][junction]"
return
/obj/structure/falsewall/attack_hand(mob/user as mob)
if(opening)
return
if(density)
opening = 1
icon_state = "[mineral]fwall_open"
flick("[mineral]fwall_opening", src)
sleep(15)
src.density = 0
SetOpacity(0)
opening = 0
else
opening = 1
flick("[mineral]fwall_closing", src)
icon_state = "[mineral]0"
density = 1
sleep(15)
SetOpacity(1)
src.relativewall()
opening = 0
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
..()
if(density)
icon_state = "[mineral]0"
src.relativewall()
else
icon_state = "[mineral]fwall_open"
/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(opening)
user << "\red You must wait until the door has stopped moving."
return
if(density)
var/turf/T = get_turf(src)
if(T.density)
user << "\red The wall is blocked!"
return
if(istype(W, /obj/item/weapon/screwdriver))
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
if(!mineral || mineral == "metal")
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
del(src)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT:welding )
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "phoron")//Stupid shit keeps me from pushing the attackby() to phoron walls -Sieve
T = get_turf(src)
T.attackby(W,user)
del(src)
else
user << "\blue You can't reach, close it first!"
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "phoron")
T = get_turf(src)
T.attackby(W,user)
del(src)
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
T = get_turf(src)
T.attackby(W,user)
del(src)
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "phoron")
T = get_turf(src)
T.attackby(W,user)
del(src)
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
..()
if(density)
icon_state = "[mineral]0"
src.relativewall()
else
icon_state = "[mineral]fwall_open"
/*
* False R-Walls
*/
/obj/structure/falserwall
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon = 'icons/turf/walls.dmi'
icon_state = "r_wall"
density = 1
opacity = 1
anchored = 1
var/mineral = "metal"
var/opening = 0
/obj/structure/falserwall/New()
relativewall_neighbours()
..()
/obj/structure/falserwall/attack_hand(mob/user as mob)
if(opening)
return
if(density)
opening = 1
// Open wall
icon_state = "frwall_open"
flick("frwall_opening", src)
sleep(15)
density = 0
SetOpacity(0)
opening = 0
else
opening = 1
icon_state = "r_wall"
flick("frwall_closing", src)
density = 1
sleep(15)
SetOpacity(1)
relativewall()
opening = 0
/obj/structure/falserwall/relativewall()
if(!density)
icon_state = "frwall_open"
return
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
for(var/obj/structure/falserwall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
icon_state = "rwall[junction]"
return
/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(opening)
user << "\red You must wait until the door has stopped moving."
return
if(istype(W, /obj/item/weapon/screwdriver))
var/turf/T = get_turf(src)
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
T.ChangeTurf(/turf/simulated/wall) //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
del(src)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
/*
* Uranium Falsewalls
*/
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon_state = ""
mineral = "uranium"
var/active = null
var/last_event = 0
/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob)
radiate()
..()
/obj/structure/falsewall/uranium/attack_hand(mob/user as mob)
radiate()
..()
/obj/structure/falsewall/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
for(var/mob/living/L in range(3,src))
L.apply_effect(12,IRRADIATE,0)
for(var/turf/simulated/wall/mineral/uranium/T in range(3,src))
T.radiate()
last_event = world.time
active = null
return
return
/*
* Other misc falsewall types
*/
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon_state = ""
mineral = "gold"
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon_state = ""
mineral = "silver"
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon_state = ""
mineral = "diamond"
/obj/structure/falsewall/phoron
name = "phoron wall"
desc = "A wall with phoron plating. This is definately a bad idea."
icon_state = ""
mineral = "phoron"
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = ""
mineral = "sandstone"
+133 -178
View File
@@ -6,6 +6,13 @@
var/state = 0
var/health = 200
var/cover = 50 //how much cover the girder provides against projectiles.
var/material/reinf_material
/obj/structure/girder/displaced
icon_state = "displaced"
anchored = 0
health = 50
cover = 25
/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
if(!damage || !wallbreaker)
@@ -30,159 +37,168 @@
health -= damage
..()
if(health <= 0)
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
dismantle()
return
/obj/structure/girder/proc/reset_girder()
cover = initial(cover)
health = min(health,initial(health))
state = 0
icon_state = initial(icon_state)
if(reinf_material)
reinforce_girder()
/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) && state == 0)
if(anchored && !istype(src,/obj/structure/girder/displaced))
if(anchored && !reinf_material)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
user << "<span class='notice'>Now disassembling the girder...</span>"
if(do_after(user,40))
if(!src) return
user << "\blue You dissasembled the girder!"
user << "<span class='notice'>You dissasembled the girder!</span>"
dismantle()
else if(!anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now securing the girder"
user << "<span class='notice'>Now securing the girder...</span>"
if(get_turf(user, 40))
user << "\blue You secured the girder!"
new/obj/structure/girder( src.loc )
del(src)
user << "<span class='notice'>You secured the girder!</span>"
reset_girder()
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
user << "<span class='notice'>Now slicing apart the girder...</span>"
if(do_after(user,30))
if(!src) return
user << "\blue You slice apart the girder!"
user << "<span class='notice'>You slice apart the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
user << "<span class='notice'>You drill through the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now unsecuring support struts"
user << "<span class='notice'>Now unsecuring support struts...</span>"
if(do_after(user,40))
if(!src) return
user << "\blue You unsecured the support struts!"
user << "<span class='notice'>You unsecured the support struts!</span>"
state = 1
else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user << "\blue Now removing support struts"
user << "<span class='notice'>Now removing support struts...</span>"
if(do_after(user,40))
if(!src) return
user << "\blue You removed the support struts!"
new/obj/structure/girder( src.loc )
del(src)
user << "<span class='notice'>You removed the support struts!</span>"
reinf_material.place_dismantled_product(get_turf(src))
reinf_material = null
reset_girder()
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored)
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user << "\blue Now dislodging the girder"
user << "<span class='notice'>Now dislodging the girder...</span>"
if(do_after(user, 40))
if(!src) return
user << "\blue You dislodged the girder!"
new/obj/structure/girder/displaced( src.loc )
del(src)
user << "<span class='notice'>You dislodged the girder!</span>"
icon_state = "displaced"
anchored = 0
health = 50
cover = 25
else if(istype(W, /obj/item/stack/sheet))
var/obj/item/stack/sheet/S = W
switch(S.type)
if(S.get_amount() < 2)
return ..()
if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
if(!anchored)
if(S.use(2))
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
new /obj/structure/falsewall (src.loc)
del(src)
else
if(S.get_amount() < 2) return ..()
user << "<span class='notice'>Now adding plating...</span>"
if (do_after(user,40))
if (S.use(2))
user << "<span class='notice'>You added the plating!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
for(var/turf/simulated/wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
if(/obj/item/stack/sheet/plasteel, /obj/item/stack/sheet/plasteel/cyborg)
if(!anchored)
if(S.use(2))
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falserwall (src.loc)
del(src)
else
if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
if(S.get_amount() < 1) return ..()
user << "<span class='notice'>Now finalising reinforced wall.</span>"
if(do_after(user, 50))
if (S.use(1))
user << "<span class='notice'>Wall fully reinforced!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
else
if(S.get_amount() < 1) return ..()
user << "<span class='notice'>Now reinforcing girders...</span>"
if (do_after(user,60))
if(S.use(1))
user << "<span class='notice'>Girders reinforced!</span>"
new/obj/structure/girder/reinforced( src.loc )
del(src)
return
if(S.sheettype)
var/M = S.sheettype
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
if(M in list("mhydrogen","osmium","tritium","platinum","iron"))
user << "You cannot plate the girder in that material."
return
if(!anchored)
if(S.amount < 2) return
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
var/F = text2path("/obj/structure/falsewall/[M]")
new F (src.loc)
del(src)
else
if(S.amount < 2) return ..()
user << "\blue Now adding plating..."
if (do_after(user,40))
if(!src || !S || S.amount < 2) return
S.use(2)
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
var/material/M = name_to_material[S.sheettype]
if(!istype(M))
return ..()
var/wall_fake
add_hiddenprint(usr)
if(M.integrity < 50)
user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
return
user << "<span class='notice'>You begin adding the plating...</span>"
if(!do_after(user,40) || !S.use(2))
return
if(anchored)
user << "<span class='notice'>You added the plating!</span>"
else
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
wall_fake = 1
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
var/turf/simulated/wall/T = get_turf(src)
T.set_material(M, reinf_material)
if(wall_fake)
T.can_open = 1
T.add_hiddenprint(usr)
qdel(src)
return
else if(istype(W, /obj/item/pipe))
var/obj/item/pipe/P = W
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
user.drop_item()
P.loc = src.loc
user << "\blue You fit the pipe into the [src]!"
user << "<span class='notice'>You fit the pipe into the [src]!"
else
..()
/obj/structure/girder/proc/reinforce_girder()
cover = reinf_material.hardness
health = 500
state = 2
icon_state = "reinforced"
/obj/structure/girder/verb/reinforce_with_material()
set name = "Reinforce girder"
set desc = "Reinforce a girder with metal."
set src in view(1)
var/mob/living/user = usr
if(!istype(user) || !(user.l_hand || user.r_hand))
return
if(reinf_material)
user << "\The [src] is already reinforced."
return
var/obj/item/stack/sheet/S = user.l_hand
if(!istype(S))
S = user.r_hand
if(!istype(S))
user << "You cannot plate \the [src] with that."
return
if(S.get_amount() < 2)
user << "There is not enough material here to reinforce the girder."
return
var/material/M = name_to_material[S.sheettype]
if(!istype(M) || M.integrity < 50)
user << "You cannot reinforce \the [src] with that; it is too soft."
return
user << "<span class='notice'>Now reinforcing...</span>"
if (!do_after(user,40) || !S.use(2))
return
user << "<span class='notice'>You added reinforcement!</span>"
reinf_material = M
reinforce_girder()
/obj/structure/girder/proc/dismantle()
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
qdel(src)
/obj/structure/girder/attack_hand(mob/user as mob)
if (HULK in user.mutations)
@@ -193,111 +209,50 @@
/obj/structure/girder/blob_act()
if(prob(40))
del(src)
qdel(src)
/obj/structure/girder/ex_act(severity)
switch(severity)
if(1.0)
del(src)
qdel(src)
return
if(2.0)
if (prob(30))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
del(src)
dismantle()
return
if(3.0)
if (prob(5))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
del(src)
dismantle()
return
else
return
/obj/structure/girder/displaced
icon_state = "displaced"
anchored = 0
health = 50
cover = 25
/obj/structure/girder/reinforced
icon_state = "reinforced"
state = 2
health = 500
cover = 80
/obj/structure/cultgirder
/obj/structure/girder/cult
icon= 'icons/obj/cult.dmi'
icon_state= "cultgirder"
anchored = 1
density = 1
layer = 2
var/health = 250
var/cover = 70
health = 250
cover = 70
/obj/structure/cultgirder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
if(!damage || !wallbreaker)
return 0
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
dismantle()
return 1
/obj/structure/cultgirder/proc/dismantle()
/obj/structure/girder/cult/dismantle()
new /obj/effect/decal/remains/human(get_turf(src))
del(src)
qdel(src)
/obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob)
/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
user << "<span class='notice'>Now disassembling the girder...</span>"
if(do_after(user,40))
user << "\blue You dissasembled the girder!"
user << "<span class='notice'>You dissasembled the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
user << "<span class='notice'>Now slicing apart the girder..."
if(do_after(user,30))
user << "\blue You slice apart the girder!"
user << "<span class='notice'>You slice apart the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
user << "<span class='notice'>You drill through the girder!</span>"
new /obj/effect/decal/remains/human(get_turf(src))
dismantle()
/obj/structure/cultgirder/blob_act()
if(prob(40))
dismantle()
/obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets?????
//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
if(Proj.original != src && !prob(cover))
return -1 //pass through
//Tasers and the like should not damage cultgirders.
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
health -= Proj.damage
..()
if(health <= 0)
dismantle()
return
/obj/structure/cultgirder/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(30))
dismantle()
return
if(3.0)
if (prob(5))
dismantle()
return
else
return
+19 -9
View File
@@ -8,19 +8,19 @@
flags = CONDUCT
pressure_resistance = 5*ONE_ATMOSPHERE
layer = 2.9
explosion_resistance = 5
explosion_resistance = 1
var/health = 10
var/destroyed = 0
/obj/structure/grille/ex_act(severity)
del(src)
qdel(src)
/obj/structure/grille/blob_act()
del(src)
qdel(src)
/obj/structure/grille/meteorhit(var/obj/M)
del(src)
qdel(src)
/obj/structure/grille/update_icon()
if(destroyed)
@@ -103,8 +103,8 @@
if(iswirecutter(W))
if(!shock(user, 100))
playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
new /obj/item/stack/rods(loc, 2)
del(src)
PoolOrNew(/obj/item/stack/rods, list(get_turf(src), destroyed ? 1 : 2))
qdel(src)
else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored))
if(!shock(user, 90))
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
@@ -173,12 +173,12 @@
density = 0
destroyed = 1
update_icon()
new /obj/item/stack/rods(loc)
PoolOrNew(/obj/item/stack/rods, get_turf(src))
else
if(health <= -6)
new /obj/item/stack/rods(loc)
del(src)
PoolOrNew(/obj/item/stack/rods, get_turf(src))
qdel(src)
return
return
@@ -221,6 +221,16 @@
spawn(1) healthcheck()
return 1
// Used in mapping to avoid
/obj/structure/grille/broken
destroyed = 1
icon_state = "grille-b"
density = 0
New()
..()
health = rand(-5, -1) //In the destroyed but not utterly threshold.
healthcheck() //Send this to healthcheck just in case we want to do something else with it.
/obj/structure/grille/cult
name = "cult grille"
desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it"
+8 -8
View File
@@ -11,7 +11,7 @@
var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
del(src)
qdel(src)
/obj/structure/inflatable
name = "inflatable wall"
@@ -30,7 +30,7 @@
..()
update_nearby_tiles(need_rebuild=1)
/obj/structure/inflatable/Del()
/obj/structure/inflatable/Destroy()
update_nearby_tiles()
..()
@@ -50,7 +50,7 @@
/obj/structure/inflatable/ex_act(severity)
switch(severity)
if(1.0)
del(src)
qdel(src)
return
if(2.0)
deflate(1)
@@ -94,14 +94,14 @@
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
src.transfer_fingerprints_to(R)
del(src)
qdel(src)
else
//user << "\blue You slowly deflate the inflatable wall."
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
src.transfer_fingerprints_to(R)
del(src)
qdel(src)
/obj/structure/inflatable/verb/hand_deflate()
set name = "Deflate"
@@ -134,7 +134,7 @@
var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
del(src)
qdel(src)
/obj/structure/inflatable/door //Based on mineral door code
name = "inflatable door"
@@ -219,13 +219,13 @@
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
src.transfer_fingerprints_to(R)
del(src)
qdel(src)
else
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
src.transfer_fingerprints_to(R)
del(src)
qdel(src)
/obj/item/inflatable/torn
name = "torn inflatable wall"
@@ -20,8 +20,8 @@
else
if(spike(G.affecting))
visible_message("<span class = 'danger'>[user] has forced [G.affecting] onto the spike, killing them instantly!</span>")
del(G.affecting)
del(G)
qdel(G.affecting)
qdel(G)
else
user << "<span class='danger'>They are too big for the spike, try something smaller!</span>"
+3 -3
View File
@@ -15,7 +15,7 @@
if (1)
new /obj/item/weapon/shard( src.loc )
Break()
del(src)
qdel(src)
if (2)
if (prob(50))
src.health -= 15
@@ -37,13 +37,13 @@
if (prob(75))
new /obj/item/weapon/shard( src.loc )
Break()
del(src)
qdel(src)
/obj/structure/lamarr/meteorhit(obj/O as obj)
new /obj/item/weapon/shard( src.loc )
Break()
del(src)
qdel(src)
/obj/structure/lamarr/proc/healthcheck()
+9 -9
View File
@@ -13,10 +13,10 @@
///// Z-Level Stuff
if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/floor/open)))
///// Z-Level Stuff
del(src)
qdel(src)
for(var/obj/structure/lattice/LAT in src.loc)
if(LAT != src)
del(LAT)
qdel(LAT)
icon = 'icons/obj/smoothlattice.dmi'
icon_state = "latticeblank"
updateOverlays()
@@ -26,7 +26,7 @@
L = locate(/obj/structure/lattice, get_step(src, dir))
L.updateOverlays()
/obj/structure/lattice/Del()
/obj/structure/lattice/Destroy()
for (var/dir in cardinal)
var/obj/structure/lattice/L
if(locate(/obj/structure/lattice, get_step(src, dir)))
@@ -35,16 +35,16 @@
..()
/obj/structure/lattice/blob_act()
del(src)
qdel(src)
return
/obj/structure/lattice/ex_act(severity)
switch(severity)
if(1.0)
del(src)
qdel(src)
return
if(2.0)
del(src)
qdel(src)
return
if(3.0)
return
@@ -61,14 +61,14 @@
var/obj/item/weapon/weldingtool/WT = C
if(WT.remove_fuel(0, user))
user << "\blue Slicing lattice joints ..."
new /obj/item/stack/rods(src.loc)
del(src)
PoolOrNew(/obj/item/stack/rods, src.loc)
qdel(src)
return
/obj/structure/lattice/proc/updateOverlays()
//if(!(istype(src.loc, /turf/space)))
// del(src)
// qdel(src)
spawn(1)
overlays = list()
+11 -25
View File
@@ -10,7 +10,7 @@
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
var/mineralType = "metal"
var/mineralType = DEFAULT_WALL_MATERIAL
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/hardness = 1
@@ -22,7 +22,7 @@
name = "[mineralType] door"
update_nearby_tiles(need_rebuild=1)
Del()
Destroy()
update_nearby_tiles()
..()
@@ -119,25 +119,11 @@
Dismantle(1)
proc/Dismantle(devastated = 0)
if(!devastated)
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
del(src)
var/material/M = name_to_material[mineralType]
if(istype(M))
for(var/i = (devastated? 1 : 3), i <= oreAmount, i++)
new M.stack_type(get_turf(src))
qdel(src)
ex_act(severity = 1)
switch(severity)
@@ -155,7 +141,7 @@
return
/obj/structure/mineral_door/iron
mineralType = "metal"
mineralType = "iron"
hardness = 3
/obj/structure/mineral_door/silver
@@ -168,7 +154,7 @@
/obj/structure/mineral_door/uranium
mineralType = "uranium"
hardness = 3
luminosity = 2
light_range = 2
/obj/structure/mineral_door/sandstone
mineralType = "sandstone"
@@ -239,7 +225,7 @@
if(!devastated)
for(var/i = 1, i <= oreAmount, i++)
new/obj/item/stack/sheet/wood(get_turf(src))
del(src)
qdel(src)
/obj/structure/mineral_door/resin
mineralType = "resin"
@@ -279,7 +265,7 @@
isSwitchingStates = 0
Dismantle(devastated = 0)
del(src)
qdel(src)
CheckHardness()
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
+1 -1
View File
@@ -91,5 +91,5 @@
vox.real_name = newname
vox.name = vox.real_name
raiders.update_access(vox)
del(user)
qdel(user)
..()
+16 -16
View File
@@ -36,21 +36,21 @@
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
qdel(src)
return
if(2.0)
if (prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
qdel(src)
return
if(3.0)
if (prob(5))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
qdel(src)
return
return
@@ -64,7 +64,7 @@
A.loc = src
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
//src.connected = null
del(src.connected)
qdel(src.connected)
else
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
src.connected = new /obj/structure/m_tray( src.loc )
@@ -80,7 +80,7 @@
src.connected.set_dir(src.dir)
else
//src.connected = null
del(src.connected)
qdel(src.connected)
src.add_fingerprint(user)
update()
return
@@ -116,7 +116,7 @@
src.connected.icon_state = "morguet"
else
//src.connected = null
del(src.connected)
qdel(src.connected)
return
@@ -144,7 +144,7 @@
src.connected.update()
add_fingerprint(user)
//SN src = null
del(src)
qdel(src)
return
return
@@ -195,21 +195,21 @@
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
qdel(src)
return
if(2.0)
if (prob(50))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
qdel(src)
return
if(3.0)
if (prob(5))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
qdel(src)
return
return
@@ -232,7 +232,7 @@
A.loc = src
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
//src.connected = null
del(src.connected)
qdel(src.connected)
else if (src.locked == 0)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
src.connected = new /obj/structure/c_tray( src.loc )
@@ -247,7 +247,7 @@
src.connected.icon_state = "cremat"
else
//src.connected = null
del(src.connected)
qdel(src.connected)
src.add_fingerprint(user)
update()
@@ -282,7 +282,7 @@
src.connected.icon_state = "cremat"
else
//src.connected = null
del(src.connected)
qdel(src.connected)
return
/obj/structure/crematorium/proc/cremate(atom/A, mob/user as mob)
@@ -323,10 +323,10 @@
//log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
M.death(1)
M.ghostize()
del(M)
qdel(M)
for(var/obj/O in contents) //obj instead of obj/item so that bodybags and ashes get destroyed. We dont want tons and tons of ash piling up
del(O)
qdel(O)
new /obj/effect/decal/cleanable/ash(src)
sleep(30)
@@ -360,7 +360,7 @@
src.connected.update()
add_fingerprint(user)
//SN src = null
del(src)
qdel(src)
return
return
+6 -6
View File
@@ -8,19 +8,19 @@
/obj/structure/sign/ex_act(severity)
switch(severity)
if(1.0)
del(src)
qdel(src)
return
if(2.0)
del(src)
qdel(src)
return
if(3.0)
del(src)
qdel(src)
return
else
return
/obj/structure/sign/blob_act()
del(src)
qdel(src)
return
/obj/structure/sign/attackby(obj/item/tool as obj, mob/user as mob) //deconstruction
@@ -33,7 +33,7 @@
//var/icon/I = icon('icons/obj/decals.dmi', icon_state)
//S.icon = I.Scale(24, 24)
S.sign_state = icon_state
del(src)
qdel(src)
else ..()
/obj/item/sign
@@ -62,7 +62,7 @@
S.desc = desc
S.icon_state = sign_state
user << "You fasten \the [S] with your [tool]."
del(src)
qdel(src)
else ..()
/obj/structure/sign/double/map
@@ -79,5 +79,5 @@
/obj/structure/bed/nest/proc/healthcheck()
if(health <=0)
density = 0
del(src)
qdel(src)
return
@@ -20,27 +20,27 @@
/obj/structure/bed/ex_act(severity)
switch(severity)
if(1.0)
del(src)
qdel(src)
return
if(2.0)
if (prob(50))
del(src)
qdel(src)
return
if(3.0)
if (prob(5))
del(src)
qdel(src)
return
/obj/structure/bed/blob_act()
if(prob(75))
new /obj/item/stack/sheet/metal(src.loc)
del(src)
qdel(src)
/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal(src.loc)
del(src)
qdel(src)
else if(istype(W, /obj/item/weapon/grab))
user.visible_message("<span class='notice'>[user] attempts to buckle [W:affecting] into \the [src]!</span>")
if(do_after(user, 20))
@@ -50,7 +50,6 @@
"<span class='danger'>[W:affecting.name] is buckled to [src] by [user.name]!</span>",\
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
"<span class='notice'>You hear metal clanking.</span>")
else
..()
@@ -81,7 +80,7 @@
visible_message("[user] collapses \the [src.name].")
new/obj/item/roller(get_turf(src))
spawn(0)
del(src)
qdel(src)
return
..()
@@ -95,7 +94,7 @@
/obj/item/roller/attack_self(mob/user)
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
R.add_fingerprint(user)
del(src)
qdel(src)
/obj/item/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -129,7 +128,7 @@
user << "\blue You deploy the roller bed."
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
R.add_fingerprint(user)
del(held)
qdel(held)
held = null
@@ -163,5 +162,5 @@
visible_message("[usr] collapses \the [src.name].")
new/obj/item/roller(get_turf(src))
spawn(0)
del(src)
qdel(src)
return
@@ -26,7 +26,7 @@
E.part = SK
SK.loc = E
SK.master = E
del(src)
qdel(src)
/obj/structure/bed/chair/attack_tk(mob/user as mob)
if(buckled_mob)
@@ -79,7 +79,7 @@
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/wood(src.loc)
del(src)
qdel(src)
else
..()
@@ -13,7 +13,7 @@
user.remove_from_mob(src)
var/obj/item/stack/sheet/metal/m = new/obj/item/stack/sheet/metal
m.loc = get_turf(src)
del src
qdel(src)
var/mob/living/T = M
T.Weaken(10)
T.apply_damage(20)
@@ -23,25 +23,25 @@
/obj/item/weapon/stool/ex_act(severity)
switch(severity)
if(1.0)
del(src)
qdel(src)
return
if(2.0)
if (prob(50))
del(src)
qdel(src)
return
if(3.0)
if (prob(5))
del(src)
qdel(src)
return
/obj/item/weapon/stool/blob_act()
if(prob(75))
new /obj/item/stack/sheet/metal(src.loc)
del(src)
qdel(src)
/obj/item/weapon/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal(src.loc)
del(src)
qdel(src)
..()
+6 -6
View File
@@ -59,11 +59,11 @@
..()
for(var/obj/structure/table/T in src.loc)
if(T != src)
del(T)
qdel(T)
update_icon()
update_adjacent()
/obj/structure/table/Del()
/obj/structure/table/Destroy()
update_adjacent()
..()
@@ -328,7 +328,7 @@
return 0
else
visible_message("<span class='warning'>[src] breaks down!</span>")
destroy()
qdel(src)
return 1
return 1
@@ -375,7 +375,7 @@
G.affecting.loc = src.loc
G.affecting.Weaken(5)
visible_message("<span class='danger'>[G.assailant] puts [G.affecting] on \the [src].</span>")
del(W)
qdel(W)
return
// Handle dissembly.
@@ -386,7 +386,7 @@
user << "<span class='notice'>You locate the bolts and begin disassembling \the [src]...</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user,50))
destroy()
qdel(src)
return
// Handle weakening.
@@ -429,7 +429,7 @@
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
user.visible_message("<span class='danger'>The [src] was sliced apart by [user]!</span>")
destroy()
qdel(src)
user.drop_item(src.loc)
return
@@ -47,7 +47,7 @@
/obj/structure/transit_tube_pod/Del()
/obj/structure/transit_tube_pod/Destroy()
for(var/atom/movable/AM in contents)
AM.loc = loc
@@ -63,7 +63,7 @@ obj/structure/ex_act(severity)
AM.loc = loc
AM.ex_act(severity++)
del(src)
qdel(src)
return
if(2.0)
if(prob(50))
@@ -71,7 +71,7 @@ obj/structure/ex_act(severity)
AM.loc = loc
AM.ex_act(severity++)
del(src)
qdel(src)
return
if(3.0)
return
+6 -6
View File
@@ -173,7 +173,7 @@
/obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up
overlays.Cut() //once it's been on for a while, in addition to handling the water overlay.
if(mymist)
del(mymist)
qdel(mymist)
if(on)
overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
@@ -183,16 +183,16 @@
spawn(50)
if(src && on)
ismist = 1
mymist = new /obj/effect/mist(loc)
mymist = PoolOrNew(/obj/effect/mist,loc)
else
ismist = 1
mymist = new /obj/effect/mist(loc)
mymist = PoolOrNew(/obj/effect/mist,loc)
else if(ismist)
ismist = 1
mymist = new /obj/effect/mist(loc)
mymist = PoolOrNew(/obj/effect/mist,loc)
spawn(250)
if(src && !on)
del(mymist)
qdel(mymist)
ismist = 0
/obj/machinery/shower/Crossed(atom/movable/O)
@@ -292,7 +292,7 @@
loc.clean_blood()
for(var/obj/effect/E in tile)
if(istype(E,/obj/effect/rune) || istype(E,/obj/effect/decal/cleanable) || istype(E,/obj/effect/overlay))
del(E)
qdel(E)
/obj/machinery/shower/process()
if(!on) return
@@ -37,7 +37,7 @@ obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
update_nearby_tiles(need_rebuild=1)
obj/structure/windoor_assembly/Del()
obj/structure/windoor_assembly/Destroy()
density = 0
update_nearby_tiles()
..()
@@ -78,8 +78,8 @@ obj/structure/windoor_assembly/Del()
user << "\blue You dissasembled the windoor assembly!"
new /obj/item/stack/sheet/glass/reinforced(get_turf(src), 5)
if(secure)
new /obj/item/stack/rods(get_turf(src), 4)
del(src)
PoolOrNew(/obj/item/stack/rods, list(get_turf(src), 4))
qdel(src)
else
user << "\blue You need more welding fuel to dissassemble the windoor assembly."
return
@@ -249,7 +249,7 @@ obj/structure/windoor_assembly/Del()
src.electronics.loc = windoor
del(src)
qdel(src)
else
+9 -9
View File
@@ -88,12 +88,12 @@
index = 0
while(index < 2)
new shardtype(loc)
if(reinf) new /obj/item/stack/rods(loc)
if(reinf) PoolOrNew(/obj/item/stack/rods, loc)
index++
else
new shardtype(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
if(reinf) PoolOrNew(/obj/item/stack/rods, loc)
qdel(src)
return
@@ -111,7 +111,7 @@
/obj/structure/window/ex_act(severity)
switch(severity)
if(1.0)
del(src)
qdel(src)
return
if(2.0)
shatter(0)
@@ -216,7 +216,7 @@
if(istype(G.affecting,/mob/living))
var/mob/living/M = G.affecting
var/state = G.state
del(W) //gotta delete it here because if window breaks, it won't get deleted
qdel(W) //gotta delete it here because if window breaks, it won't get deleted
switch (state)
if(1)
M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
@@ -266,7 +266,7 @@
mats.amount = is_fulltile() ? 4 : 2
else
new glasstype(loc)
del(src)
qdel(src)
else
if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force)
@@ -334,7 +334,7 @@
update_nearby_icons()
/obj/structure/window/Del()
/obj/structure/window/Destroy()
density = 0
update_nearby_tiles()
update_nearby_icons()
@@ -479,10 +479,10 @@
/obj/structure/window/reinforced/polarized/proc/toggle()
if(opacity)
animate(src, color="#FFFFFF", time=5)
SetOpacity(0)
set_opacity(0)
else
animate(src, color="#222222", time=5)
SetOpacity(1)
set_opacity(1)