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

Conflicts:
	code/ZAS/Turf.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/living.dm
	code/modules/recycling/sortingmachinery.dm
This commit is contained in:
PsiOmega
2015-05-02 21:50:11 +02:00
18 changed files with 659 additions and 567 deletions
@@ -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'
@@ -262,12 +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)
@@ -315,3 +309,64 @@
dump_contents()
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)
@@ -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()