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

This commit is contained in:
Yoshax
2016-03-30 00:31:03 +01:00
247 changed files with 3239 additions and 1978 deletions
+26 -15
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@@ -1,28 +1,39 @@
#pretending we're C because otherwise ruby will initialize, even with "language: dm".
language: c
sudo: false
env:
BYOND_MAJOR="508"
BYOND_MINOR="1287"
BYOND_MAJOR="509"
BYOND_MINOR="1318"
MACRO_COUNT=1004
before_install:
- sudo apt-get update -qq
- sudo apt-get install libc6:i386 libgcc1:i386 libstdc++6:i386 -qq
- sudo apt-get install python -qq
- sudo apt-get install python-pip -qq
- sudo pip install PyYaml -q
- sudo pip install beautifulsoup4 -q
cache:
directories:
- $HOME/BYOND-${BYOND_MAJOR}.${BYOND_MINOR}
addons:
apt:
packages:
- libc6-i386
- libgcc1:i386
- libstdc++6:i386
before_script:
- chmod +x ./install-byond.sh
- ./install-byond.sh
install:
- curl "http://www.byond.com/download/build/${BYOND_MAJOR}/${BYOND_MAJOR}.${BYOND_MINOR}_byond_linux.zip" -o byond.zip
- unzip byond.zip
- cd byond
- sudo make install
- cd ..
- pip install --user PyYaml -q
- pip install --user beautifulsoup4 -q
script:
- shopt -s globstar
- (! grep 'step_[xy]' maps/**/*.dmm)
- (! find nano/templates/ -type f -exec md5sum {} + | sort | uniq -D -w 32 | grep nano)
- (num=`grep -E '\\\\(red|blue|green|black|b|i[^mc])' **/*.dm | wc -l`; [ $num -le 1355 ])
- (! grep -En "<\s*span\s+class\s*=\s*('[^'>]+|[^'>]+')\s*>" **/*.dm)
- awk -f tools/indentation.awk **/*.dm
- md5sum -c - <<< "88490b460c26947f5ec1ab1bb9fa9f17 *html/changelogs/example.yml"
- (num=`grep -E '\\\\(red|blue|green|black|b|i[^mc])' **/*.dm | wc -l`; echo "$num escapes (expecting ${MACRO_COUNT} or less)"; [ $num -le ${MACRO_COUNT} ])
- source $HOME/BYOND-${BYOND_MAJOR}.${BYOND_MINOR}/byond/bin/byondsetup
- python tools/TagMatcher/tag-matcher.py ../..
- DreamMaker polaris.dme
@@ -10,6 +10,7 @@
anchored = 1
use_power = 0
idle_power_usage = 5 // 5 Watts for thermostat related circuitry
circuit = /obj/item/weapon/circuitboard/unary_atmos/cooler
var/heatsink_temperature = T20C // The constant temperature reservoir into which the freezer pumps heat. Probably the hull of the station or something.
var/internal_volume = 600 // L
@@ -24,7 +25,6 @@
..()
initialize_directions = dir
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/unary_atmos/cooler(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
@@ -10,6 +10,7 @@
anchored = 1
use_power = 0
idle_power_usage = 5 //5 Watts for thermostat related circuitry
circuit = /obj/item/weapon/circuitboard/unary_atmos/heater
var/max_temperature = T20C + 680
var/internal_volume = 600 //L
@@ -25,7 +26,6 @@
initialize_directions = dir
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/unary_atmos/heater(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
+1 -1
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@@ -406,7 +406,7 @@ datum/gas_mixture/proc/check_recombustability(list/fuel_objs)
//Get heat transfer coefficients for clothing.
for(var/obj/item/clothing/C in src)
if(l_hand == C || r_hand == C)
if(item_is_in_hands(C))
continue
if( C.max_heat_protection_temperature >= last_temperature )
-20
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@@ -25,26 +25,6 @@
#define PROCESS_KILL 26 // Used to trigger removal from a processing list.
#define MAX_GEAR_COST 10 // Used in chargen for accessory loadout limit.
// Preference toggles.
#define SOUND_ADMINHELP 0x1
#define SOUND_MIDI 0x2
#define SOUND_AMBIENCE 0x4
#define SOUND_LOBBY 0x8
#define CHAT_OOC 0x10
#define CHAT_DEAD 0x20
#define CHAT_GHOSTEARS 0x40
#define CHAT_GHOSTSIGHT 0x80
#define CHAT_PRAYER 0x100
#define CHAT_RADIO 0x200
#define CHAT_ATTACKLOGS 0x400
#define CHAT_DEBUGLOGS 0x800
#define CHAT_LOOC 0x1000
#define CHAT_GHOSTRADIO 0x2000
#define SHOW_TYPING 0x4000
#define CHAT_NOICONS 0x8000
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_ATTACKLOGS|CHAT_LOOC)
// For secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list of humans.
#define HEALTH_HUD 1 // A simple line rounding the mob's number health.
#define STATUS_HUD 2 // Alive, dead, diseased, etc.
+1 -1
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@@ -244,7 +244,7 @@
var/turf/ear = get_turf(M)
if(ear)
// Ghostship is magic: Ghosts can hear radio chatter from anywhere
if(speaker_coverage[ear] || (istype(M, /mob/observer/dead) && (M.client) && (M.client.prefs.toggles & CHAT_GHOSTRADIO)))
if(speaker_coverage[ear] || (istype(M, /mob/observer/dead) && M.is_preference_enabled(/datum/client_preference/ghost_radio)))
. |= M // Since we're already looping through mobs, why bother using |= ? This only slows things down.
return .
+2 -2
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@@ -31,7 +31,7 @@
diary << "\[[time_stamp()]]DEBUG: [text][log_end]"
for(var/client/C in admins)
if(C.prefs.toggles & CHAT_DEBUGLOGS)
if(C.is_preference_enabled(/datum/client_preference/admin/show_debug_logs))
C << "DEBUG: [text]"
@@ -91,7 +91,7 @@
if(dir & WEST) comps += "WEST"
if(dir & UP) comps += "UP"
if(dir & DOWN) comps += "DOWN"
return english_list(comps, nothing_text="0", and_text="|", comma_text="|")
//more or less a logging utility
+1 -1
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@@ -161,7 +161,7 @@ var/syndicate_code_response//Code response for traitors.
Obviously, some people will be better at this than others but in theory, everyone should be able to do it and it only enhances roleplay.
Can probably be done through "{ }" but I don't really see the practical benefit.
One example of an earlier system is commented below.
/N
-N
*/
/proc/generate_code_phrase()//Proc is used for phrase and response in master_controller.dm
+1 -1
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@@ -304,7 +304,7 @@ proc/TextPreview(var/string,var/len=40)
// to always create it and then throw it out.
/var/icon/text_tag_icons = new('./icons/chattags.dmi')
/proc/create_text_tag(var/tagname, var/tagdesc = tagname, var/client/C = null)
if(C && (C.prefs.toggles & CHAT_NOICONS))
if(!(C && C.is_preference_enabled(/datum/client_preference/chat_tags)))
return tagdesc
return "<IMG src='\ref[text_tag_icons.icon]' class='text_tag' iconstate='[tagname]'" + (tagdesc ? " alt='[tagdesc]'" : "") + ">"
+1 -4
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@@ -94,10 +94,7 @@
if(W == A) // Handle attack_self
W.attack_self(src)
if(hand)
update_inv_l_hand(0)
else
update_inv_r_hand(0)
update_inv_active_hand(0)
return 1
//Atoms on your person
+2 -2
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@@ -162,7 +162,7 @@
inv_box.name = "r_hand"
inv_box.icon = ui_style
inv_box.icon_state = "r_hand_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
if(!target.hand) //This being 0 or null means the right hand is in use
inv_box.icon_state = "r_hand_active"
inv_box.screen_loc = ui_rhand
inv_box.slot_id = slot_r_hand
@@ -177,7 +177,7 @@
inv_box.name = "l_hand"
inv_box.icon = ui_style
inv_box.icon_state = "l_hand_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
if(target.hand) //This being 1 means the left hand is in use
inv_box.icon_state = "l_hand_active"
inv_box.screen_loc = ui_lhand
inv_box.slot_id = slot_l_hand
+5 -5
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@@ -9,11 +9,11 @@
*
* To add some code to be called by the hook, define a proc under the type, as so:
* @code
/hook/foo/proc/bar()
if(1)
return 1 //Sucessful
else
return 0 //Error, or runtime.
/hook/foo/proc/bar()
if(1)
return 1 //Sucessful
else
return 0 //Error, or runtime.
* @endcode
* All hooks must return nonzero on success, as runtimes will force return null.
*/
+5 -2
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@@ -61,10 +61,13 @@
//put this here for easier tracking ingame
var/datum/money_account/initial_account
//used for antag tcrystal trading, more info in code\game\objects\items\telecrystals.dm
var/accept_tcrystals = 0
//used for optional self-objectives that antagonists can give themselves, which are displayed at the end of the round.
var/ambitions
/datum/mind/New(var/key)
src.key = key
@@ -147,7 +150,7 @@
if(href_list["add_antagonist"])
var/datum/antagonist/antag = all_antag_types[href_list["add_antagonist"]]
if(antag)
if(antag)
if(antag.add_antagonist(src, 1, 1, 0, 1, 1)) // Ignore equipment and role type for this.
log_admin("[key_name_admin(usr)] made [key_name(src)] into a [antag.role_text].")
else
+5 -4
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@@ -69,12 +69,12 @@
break
return .
/datum/recipe/proc/check_items(var/obj/container as obj)
/datum/recipe/proc/check_items(var/obj/machinery/microwave/container as obj)
. = 1
if (items && items.len)
var/list/checklist = list()
checklist = items.Copy() // You should really trust Copy
for(var/obj/O in container)
for(var/obj/O in container.ingredient_list)
if(istype(O,/obj/item/weapon/reagent_containers/food/snacks/grown))
continue // Fruit is handled in check_fruit().
var/found = 0
@@ -100,17 +100,18 @@
return result_obj
// food-related
/datum/recipe/proc/make_food(var/obj/container as obj)
/datum/recipe/proc/make_food(var/obj/machinery/microwave/container as obj)
if(!result)
world << "<span class='danger'>Recipe [type] is defined without a result, please bug this.</span>"
return
var/obj/result_obj = new result(container)
for (var/obj/O in (container.contents-result_obj))
for (var/obj/O in (container.ingredient_list)) //We no longer need to take result_obj out of the list, since it doesn't exist in the list.
if (O.reagents)
O.reagents.del_reagent("nutriment")
O.reagents.update_total()
O.reagents.trans_to_obj(result_obj, O.reagents.total_volume)
qdel(O)
container.ingredient_list.Cut() //Trust in Cut().
container.reagents.clear_reagents()
return result_obj
+16 -11
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@@ -609,7 +609,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly, // 21 Solar Assemblies. 1 Extra for the controller
/obj/item/solar_assembly, // 21 Solar Assemblies. 1 Extra for the controller,
/obj/item/weapon/circuitboard/solar_control,
/obj/item/weapon/tracker_electronics,
/obj/item/weapon/paper/solar)
@@ -671,8 +671,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/mecha_ripley
name = "Circuit Crate (\"Ripley\" APLU)"
contains = list(/obj/item/weapon/book/manual/ripley_build_and_repair,
/obj/item/weapon/circuitboard/mecha/ripley/main, //TEMPORARY due to lack of circuitboard printer
/obj/item/weapon/circuitboard/mecha/ripley/peripherals) //TEMPORARY due to lack of circuitboard printer
/obj/item/weapon/circuitboard/mecha/ripley/main,
/obj/item/weapon/circuitboard/mecha/ripley/peripherals)
cost = 30
containertype = /obj/structure/closet/crate/secure
containername = "APLU \"Ripley\" Circuit Crate"
@@ -681,8 +681,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/mecha_odysseus
name = "Circuit Crate (\"Odysseus\")"
contains = list(/obj/item/weapon/circuitboard/mecha/odysseus/peripherals, //TEMPORARY due to lack of circuitboard printer
/obj/item/weapon/circuitboard/mecha/odysseus/main) //TEMPORARY due to lack of circuitboard printer
contains = list(/obj/item/weapon/circuitboard/mecha/odysseus/peripherals,
/obj/item/weapon/circuitboard/mecha/odysseus/main)
cost = 25
containertype = /obj/structure/closet/crate/secure
containername = "\"Odysseus\" Circuit Crate"
@@ -1001,7 +1001,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
containername = "Security barrier crate"
group = "Security"
/datum/supply_packs/securitybarriers
/datum/supply_packs/securityshieldgen
name = "Wall shield Generators"
contains = list(/obj/machinery/shieldwallgen,
/obj/machinery/shieldwallgen,
@@ -1729,7 +1729,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/device/camera_film,
/obj/item/device/camera_film,
/obj/item/weapon/storage/photo_album,
/obj/item/device/reagent_scanner)
/obj/item/device/reagent_scanner,
/obj/item/device/flashlight/maglight)
cost = 35
containertype = "/obj/structure/closet/crate/secure"
containername = "Forensic equipment"
@@ -1785,7 +1786,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/clothing/accessory/storage/black_vest,
/obj/item/clothing/head/soft/sec/corp,
/obj/item/clothing/under/rank/security/corp,
/obj/item/weapon/gun/energy/taser)
/obj/item/weapon/gun/energy/taser,
/obj/item/device/flashlight/maglight)
cost = 30
containertype = "/obj/structure/closet/crate/secure"
containername = "Officer equipment"
@@ -1811,7 +1813,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/weapon/reagent_containers/spray/pepper,
/obj/item/weapon/melee/baton/loaded,
/obj/item/weapon/storage/box/holobadge,
/obj/item/clothing/head/beret/sec/corporate/warden)
/obj/item/clothing/head/beret/sec/corporate/warden,
/obj/item/device/flashlight/maglight)
cost = 45
containertype = "/obj/structure/closet/crate/secure"
containername = "Warden equipment"
@@ -1835,7 +1838,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/clothing/accessory/holster/waist,
/obj/item/weapon/melee/telebaton,
/obj/item/weapon/shield/riot/tele,
/obj/item/clothing/head/beret/sec/corporate/hos)
/obj/item/clothing/head/beret/sec/corporate/hos,
/obj/item/device/flashlight/maglight)
cost = 65
containertype = "/obj/structure/closet/crate/secure"
containername = "Head of security equipment"
@@ -2069,7 +2073,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/device/healthanalyzer,
/obj/item/weapon/cartridge/medical,
/obj/item/device/flashlight/pen,
/obj/item/weapon/reagent_containers/syringe)
/obj/item/weapon/reagent_containers/syringe,
/obj/item/clothing/accessory/storage/brown_vest)
cost = 20
containertype = "/obj/structure/closet/crate/secure"
containername = "Paramedic equipment"
+1 -1
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@@ -11,7 +11,7 @@ var/const/AALARM_WIRE_AALARM = 16
/datum/wires/alarm/CanUse(var/mob/living/L)
var/obj/machinery/alarm/A = holder
if(A.wiresexposed && A.buildstage == 2)
if(A.wiresexposed)
return 1
return 0
+1 -3
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@@ -62,9 +62,8 @@ using /datum/datacore/proc/manifest_inject( ), or manifest_insert( )
*/
var/global/list/PDA_Manifest = list()
var/global/ManifestJSON
/datum/datacore/proc/get_manifest_json()
/datum/datacore/proc/get_manifest_list()
if(PDA_Manifest.len)
return
var/heads[0]
@@ -146,7 +145,6 @@ var/global/ManifestJSON
"bot" = bot,\
"misc" = misc\
)
ManifestJSON = json_encode(PDA_Manifest)
return
+26 -15
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@@ -269,21 +269,6 @@
throw_range = 5
w_class = 2.0
/obj/item/weapon/wire
desc = "This is just a simple piece of regular insulated wire."
name = "wire"
icon = 'icons/obj/power.dmi'
icon_state = "item_wire"
var/amount = 1.0
var/laying = 0.0
var/old_lay = null
matter = list(DEFAULT_WALL_MATERIAL = 40)
attack_verb = list("whipped", "lashed", "disciplined", "tickled")
suicide_act(mob/user)
viewers(user) << "<span class='warning'><b>[user] is strangling \himself with \the [src]! It looks like \he's trying to commit suicide.</b></span>"
return (OXYLOSS)
/obj/item/weapon/module
icon = 'icons/obj/module.dmi'
icon_state = "std_module"
@@ -599,3 +584,29 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "smes_coil"
origin_tech = list(TECH_MATERIAL = 19, TECH_ENGINEERING = 19, TECH_PHORON = 19, TECH_POWER = 19, TECH_BLUESPACE = 19, TECH_BIO = 19, TECH_COMBAT = 19, TECH_MAGNET = 19, TECH_DATA = 19, TECH_ILLEGAL = 19, TECH_ARCANE = 19)
// Additional construction stock parts
/obj/item/weapon/stock_parts/gear
name = "gear"
desc = "A gear used for construction."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "gear"
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
/obj/item/weapon/stock_parts/motor
name = "motor"
desc = "A motor used for construction."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "motor"
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 60, "glass" = 10)
/obj/item/weapon/stock_parts/spring
name = "spring"
desc = "A spring used for construction."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "spring"
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 40)
+6 -1
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@@ -76,7 +76,7 @@
P.info = "The nuclear authorization code is: <b>[code]</b>"
P.name = "nuclear bomb code"
if(leader && leader.current)
if(get_turf(P) == get_turf(leader.current) && !(leader.current.l_hand && leader.current.r_hand))
if(get_turf(P) == get_turf(leader.current))
leader.current.put_in_hands(P)
if(!code_owner && leader)
@@ -105,6 +105,11 @@
show_objectives(player)
player.current << "<span class='notice'>Once you decide on a goal to pursue, you can optionally display it to \
everyone at the end of the shift with the <b>Set Ambition</b> verb, located in the IC tab. You can change this at any time, \
and it otherwise has no bearing on your round.</span>"
player.current.verbs |= /mob/living/proc/write_ambition
// Clown clumsiness check, I guess downstream might use it.
if (player.current.mind)
if (player.current.mind.assigned_role == "Clown")
@@ -30,3 +30,21 @@
world << "<span class='danger'><font size = 3>[loss_text]</font></span>"
if(loss_feedback_tag) feedback_set_details("round_end_result","[loss_feedback_tag]")
/mob/living/proc/write_ambition()
set name = "Set Ambition"
set category = "IC"
set src = usr
if(!mind)
return
if(!src.mind.special_role)
src << "<span class='warning'>While you may perhaps have goals, this verb's meant to only be visible \
to antagonists. Please make a bug report!</span>"
return
var/new_ambitions = input(src, "Write a short sentence of what your character hopes to accomplish \
today as an antagonist. Remember that this is purely optional. It will be shown at the end of the \
round for everybody else.", "Ambitions", mind.ambitions) as null|message
new_ambitions = sanitize(new_ambitions)
if(new_ambitions)
mind.ambitions = new_ambitions
src << "<span class='notice'>You've set your goal to be '[new_ambitions]'.</span>"
+3
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@@ -7,6 +7,9 @@
for(var/datum/mind/P in current_antagonists)
text += print_player_full(P)
text += get_special_objective_text(P)
if(P.ambitions)
text += "<br>Their goals for today were..."
text += "<br><b>[P.ambitions]</b>"
if(!global_objectives.len && P.objectives && P.objectives.len)
var/failed
var/num = 1
+1 -2
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@@ -50,8 +50,7 @@ var/datum/antagonist/renegade/renegades
var/gun_type = pick(spawn_guns)
var/obj/item/gun = new gun_type(get_turf(player))
if(!(player.l_hand && player.r_hand))
player.put_in_hands(gun)
player.put_in_hands(gun)
/proc/rightandwrong()
+4 -4
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@@ -2757,12 +2757,12 @@ var/list/the_station_areas = list (
/area/rnd,
/area/storage,
/area/construction,
/area/ai_monitored/storage/eva, //do not try to simplify to "/area/ai_monitored" --rastaf0
/area/ai_monitored/storage/eva,
/area/ai_monitored/storage/secure,
/area/ai_monitored/storage/emergency,
/area/ai_upload, //do not try to simplify to "/area" --rastaf0
/area/ai_monitored/storage/emergency,
/area/ai_upload,
/area/ai_upload_foyer,
/area/ai,
/area/ai
)
+9 -7
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@@ -243,7 +243,7 @@ var/list/mob/living/forced_ambiance_list = new
/area/proc/play_ambience(var/mob/living/L)
// Ambience goes down here -- make sure to list each area seperately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
if(!(L && L.client && (L.client.prefs.toggles & SOUND_AMBIENCE))) return
if(!(L && L.is_preference_enabled(/datum/client_preference/play_ambiance))) return
// If we previously were in an area with force-played ambiance, stop it.
if(L in forced_ambiance_list)
@@ -292,12 +292,14 @@ var/list/mob/living/forced_ambiance_list = new
mob << "<span class='notice'>The sudden appearance of gravity makes you fall to the floor!</span>"
/area/proc/prison_break()
for(var/obj/machinery/power/apc/temp_apc in src)
temp_apc.overload_lighting(70)
for(var/obj/machinery/door/airlock/temp_airlock in src)
temp_airlock.prison_open()
for(var/obj/machinery/door/window/temp_windoor in src)
temp_windoor.open()
var/obj/machinery/power/apc/theAPC = get_apc()
if(theAPC.operating)
for(var/obj/machinery/power/apc/temp_apc in src)
temp_apc.overload_lighting(70)
for(var/obj/machinery/door/airlock/temp_airlock in src)
temp_airlock.prison_open()
for(var/obj/machinery/door/window/temp_windoor in src)
temp_windoor.open()
/area/proc/has_gravity()
return has_gravity
+1 -1
View File
@@ -47,6 +47,7 @@
idle_power_usage = 50
active_power_usage = 300
interact_offline = 1
circuit = /obj/item/weapon/circuitboard/clonescanner
var/locked = 0
var/mob/living/carbon/occupant = null
var/obj/item/weapon/reagent_containers/glass/beaker = null
@@ -55,7 +56,6 @@
/obj/machinery/dna_scannernew/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/clonescanner(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
@@ -244,7 +244,7 @@
var/mob/living/carbon/human/M = src
if(M.l_hand && M.r_hand) //Make sure our hands aren't full.
if(M.hands_are_full()) //Make sure our hands aren't full.
src << "<span class='warning'>Our hands are full. Drop something first.</span>"
return 0
@@ -56,7 +56,7 @@
/obj/item/weapon/melee/arm_blade/dropped(mob/user)
visible_message("<span class='warning'>With a sickening crunch, [creator] reforms their arm blade into an arm!</span>",
"<span class='notice'>We assimilate the weapon back into our body.</span>",
"<span class='italics>You hear organic matter ripping and tearing!</span>")
"<span class='italics'>You hear organic matter ripping and tearing!</span>")
playsound(src, 'sound/effects/blobattack.ogg', 30, 1)
spawn(1)
if(src)
@@ -68,7 +68,7 @@
..()
/obj/item/weapon/melee/arm_blade/process() //Stolen from ninja swords.
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
if(!creator || loc != creator || !creator.item_is_in_hands(src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc
@@ -48,7 +48,7 @@
new /obj/effect/gibspawner/human(T)
visible_message("<span class='warning'>With a sickening squish, [src] reforms their whole body, casting their old parts on the floor!</span>",
"<span class='notice'>We reform our body. We are whole once more.</span>",
"<span class='italics>You hear organic matter ripping and tearing!</span>")
"<span class='italics'>You hear organic matter ripping and tearing!</span>")
feedback_add_details("changeling_powers","RR")
return 1
+4 -4
View File
@@ -36,7 +36,7 @@
desc = "A hood worn by the followers of Nar-Sie."
flags_inv = HIDEFACE
body_parts_covered = HEAD
armor = list(melee = 30, bullet = 10, laser = 5,energy = 5, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 50, bullet = 30, laser = 50, energy = 20, bomb = 25, bio = 10, rad = 0)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0
@@ -61,7 +61,7 @@
item_state = "cultrobes"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/weapon/book/tome,/obj/item/weapon/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
armor = list(melee = 50, bullet = 30, laser = 50, energy = 20, bomb = 25, bio = 10, rad = 0)
flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0
@@ -84,7 +84,7 @@
name = "cult helmet"
desc = "A space worthy helmet used by the followers of Nar-Sie"
icon_state = "cult_helmet"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
/obj/item/clothing/head/helmet/space/cult/cultify()
@@ -98,7 +98,7 @@
w_class = 3
allowed = list(/obj/item/weapon/book/tome,/obj/item/weapon/melee/cultblade,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
+3 -3
View File
@@ -124,7 +124,7 @@
if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/roboticist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/roboticist(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(H), slot_l_hand)
H.equip_to_slot_or_del(new /obj/item/device/pda/roboticist(H), slot_r_store)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat(H), slot_wear_suit)
return 1
return 1
+67 -169
View File
@@ -54,6 +54,7 @@
var/wiresexposed = 0 // If it's been screwdrivered open.
var/aidisabled = 0
var/shorted = 0
circuit = /obj/item/weapon/circuitboard/airalarm
var/datum/wires/alarm/wires
@@ -61,7 +62,6 @@
var/screen = AALARM_SCREEN_MAIN
var/area_uid
var/area/alarm_area
var/buildstage = 2 //2 is built, 1 is building, 0 is frame.
var/target_temperature = T0C+20
var/regulating_temperature = 0
@@ -105,23 +105,8 @@
wires = null
return ..()
/obj/machinery/alarm/New(var/loc, var/dir, var/building = 0)
/obj/machinery/alarm/New()
..()
if(building)
if(loc)
src.loc = loc
if(dir)
src.set_dir(dir)
buildstage = 0
wiresexposed = 1
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
update_icon()
return
first_run()
/obj/machinery/alarm/proc/first_run()
@@ -148,7 +133,7 @@
elect_master()
/obj/machinery/alarm/process()
if((stat & (NOPOWER|BROKEN)) || shorted || buildstage != 2)
if((stat & (NOPOWER|BROKEN)) || shorted)
return
var/turf/simulated/location = loc
@@ -605,9 +590,6 @@
data["thresholds"] = thresholds
/obj/machinery/alarm/CanUseTopic(var/mob/user, var/datum/topic_state/state, var/href_list = list())
if(buildstage != 2)
return STATUS_CLOSE
if(aidisabled && isAI(user))
user << "<span class='warning'>AI control for \the [src] interface has been disabled.</span>"
return STATUS_CLOSE
@@ -763,73 +745,43 @@
/obj/machinery/alarm/attackby(obj/item/W as obj, mob/user as mob)
src.add_fingerprint(user)
if(istype(W, /obj/item/weapon/screwdriver)) // Opening that Air Alarm up.
//user << "You pop the Air Alarm's maintence panel open."
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
update_icon()
return
switch(buildstage)
if(2)
if(istype(W, /obj/item/weapon/screwdriver)) // Opening that Air Alarm up.
//user << "You pop the Air Alarm's maintence panel open."
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
update_icon()
return
if (wiresexposed && istype(W, /obj/item/weapon/wirecutters))
user.visible_message("<span class='warning'>[user] has cut the wires inside \the [src]!</span>", "You have cut the wires inside \the [src].")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
new/obj/item/stack/cable_coil(get_turf(src), 5)
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "airalarm"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.set_dir(dir)
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
A.state = 2
A.icon_state = "airalarm_2"
M.deconstruct(src)
qdel(src)
return
if (wiresexposed && istype(W, /obj/item/weapon/wirecutters))
user.visible_message("<span class='warning'>[user] has cut the wires inside \the [src]!</span>", "You have cut the wires inside \the [src].")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
new/obj/item/stack/cable_coil(get_turf(src), 5)
buildstage = 1
update_icon()
return
if (istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))// trying to unlock the interface with an ID card
if(stat & (NOPOWER|BROKEN))
user << "It does nothing"
return
else
if(allowed(usr) && !wires.IsIndexCut(AALARM_WIRE_IDSCAN))
locked = !locked
user << "<span class='notice'>You [ locked ? "lock" : "unlock"] the Air Alarm interface.</span>"
else
user << "<span class='warning'>Access denied.</span>"
if (istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))// trying to unlock the interface with an ID card
if(stat & (NOPOWER|BROKEN))
user << "It does nothing"
return
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if (C.use(5))
user << "<span class='notice'>You wire \the [src].</span>"
buildstage = 2
update_icon()
first_run()
return
else
user << "<span class='warning'>You need 5 pieces of cable to do wire \the [src].</span>"
return
else if(istype(W, /obj/item/weapon/crowbar))
user << "You start prying out the circuit."
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
if(do_after(user,20))
user << "You pry out the circuit!"
var/obj/item/weapon/airalarm_electronics/circuit = new /obj/item/weapon/airalarm_electronics()
circuit.loc = user.loc
buildstage = 0
update_icon()
return
if(0)
if(istype(W, /obj/item/weapon/airalarm_electronics))
user << "You insert the circuit!"
qdel(W)
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/weapon/wrench))
user << "You remove the fire alarm assembly from the wall!"
new /obj/item/frame/air_alarm(get_turf(user))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
qdel(src)
else
if(allowed(usr) && !wires.IsIndexCut(AALARM_WIRE_IDSCAN))
locked = !locked
user << "<span class='notice'>You [ locked ? "lock" : "unlock"] the Air Alarm interface.</span>"
else
user << "<span class='warning'>Access denied.</span>"
return ..()
/obj/machinery/alarm/power_change()
@@ -839,14 +791,10 @@
/obj/machinery/alarm/examine(mob/user)
..(user)
if (buildstage < 2)
user << "It is not wired."
if (buildstage < 1)
user << "The circuit is missing."
/*
AIR ALARM CIRCUIT
Just a object used in constructing air alarms
*/
/obj/item/weapon/airalarm_electronics
name = "air alarm electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
@@ -854,7 +802,7 @@ Just a object used in constructing air alarms
desc = "Looks like a circuit. Probably is."
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
*/
/*
FIRE ALARM
*/
@@ -875,20 +823,13 @@ FIRE ALARM
power_channel = ENVIRON
var/last_process = 0
var/wiresexposed = 0
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
var/seclevel
circuit = /obj/item/weapon/circuitboard/firealarm
/obj/machinery/firealarm/update_icon()
overlays.Cut()
if(wiresexposed)
switch(buildstage)
if(2)
icon_state="fire_b2"
if(1)
icon_state="fire_b1"
if(0)
icon_state="fire_b0"
set_light(0)
return
@@ -932,56 +873,36 @@ FIRE ALARM
/obj/machinery/firealarm/attackby(obj/item/W as obj, mob/user as mob)
src.add_fingerprint(user)
if (istype(W, /obj/item/weapon/screwdriver) && buildstage == 2)
if (istype(W, /obj/item/weapon/screwdriver))
wiresexposed = !wiresexposed
update_icon()
return
if(wiresexposed)
switch(buildstage)
if(2)
if (istype(W, /obj/item/device/multitool))
src.detecting = !( src.detecting )
if (src.detecting)
user.visible_message("<span class='notice'>\The [user] has reconnected [src]'s detecting unit!</span>", "<span class='notice'>You have reconnected [src]'s detecting unit.</span>")
else
user.visible_message("<span class='notice'>\The [user] has disconnected [src]'s detecting unit!</span>", "<span class='notice'>You have disconnected [src]'s detecting unit.</span>")
else if (istype(W, /obj/item/weapon/wirecutters))
user.visible_message("<span class='notice'>\The [user] has cut the wires inside \the [src]!</span>", "<span class='notice'>You have cut the wires inside \the [src].</span>")
new/obj/item/stack/cable_coil(get_turf(src), 5)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
buildstage = 1
update_icon()
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if (C.use(5))
user << "<span class='notice'>You wire \the [src].</span>"
buildstage = 2
return
else
user << "<span class='warning'>You need 5 pieces of cable to wire \the [src].</span>"
return
else if(istype(W, /obj/item/weapon/crowbar))
user << "You pry out the circuit!"
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
spawn(20)
var/obj/item/weapon/firealarm_electronics/circuit = new /obj/item/weapon/firealarm_electronics()
circuit.loc = user.loc
buildstage = 0
update_icon()
if(0)
if(istype(W, /obj/item/weapon/firealarm_electronics))
user << "You insert the circuit!"
qdel(W)
buildstage = 1
update_icon()
else if(istype(W, /obj/item/weapon/wrench))
user << "You remove the fire alarm assembly from the wall!"
new /obj/item/frame/fire_alarm(get_turf(user))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
qdel(src)
if (istype(W, /obj/item/device/multitool))
src.detecting = !( src.detecting )
if (src.detecting)
user.visible_message("<span class='notice'>\The [user] has reconnected [src]'s detecting unit!</span>", "<span class='notice'>You have reconnected [src]'s detecting unit.</span>")
else
user.visible_message("<span class='notice'>\The [user] has disconnected [src]'s detecting unit!</span>", "<span class='notice'>You have disconnected [src]'s detecting unit.</span>")
else if (istype(W, /obj/item/weapon/wirecutters))
user.visible_message("<span class='notice'>\The [user] has cut the wires inside \the [src]!</span>", "<span class='notice'>You have cut the wires inside \the [src].</span>")
new/obj/item/stack/cable_coil(get_turf(src), 5)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "firealarm"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.set_dir(dir)
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
A.state = 2
A.icon_state = "firealarm_2"
M.deconstruct(src)
qdel(src)
return
src.alarm()
@@ -1016,9 +937,6 @@ FIRE ALARM
if(user.stat || stat & (NOPOWER|BROKEN))
return
if (buildstage != 2)
return
user.set_machine(src)
var/area/A = src.loc
var/d1
@@ -1061,9 +979,6 @@ FIRE ALARM
if (usr.stat || stat & (BROKEN|NOPOWER))
return
if (buildstage != 2)
return
if ((usr.contents.Find(src) || ((get_dist(src, usr) <= 1) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.set_machine(src)
if (href_list["reset"])
@@ -1106,23 +1021,6 @@ FIRE ALARM
//playsound(src.loc, 'sound/ambience/signal.ogg', 75, 0)
return
/obj/machinery/firealarm/New(loc, dir, building)
..()
if(loc)
src.loc = loc
if(dir)
src.set_dir(dir)
if(building)
buildstage = 0
wiresexposed = 1
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
/obj/machinery/firealarm/proc/set_security_level(var/newlevel)
if(seclevel != newlevel)
seclevel = newlevel
@@ -1135,7 +1033,7 @@ FIRE ALARM
/*
FIRE ALARM CIRCUIT
Just a object used in constructing fire alarms
*/
/obj/item/weapon/firealarm_electronics
name = "fire alarm electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
@@ -1143,7 +1041,7 @@ Just a object used in constructing fire alarms
desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\""
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
*/
/obj/machinery/partyalarm
name = "\improper PARTY BUTTON"
desc = "Cuban Pete is in the house!"
+2 -3
View File
@@ -7,7 +7,7 @@
use_power = 1
idle_power_usage = 10
active_power_usage = 2000
circuit = /obj/item/weapon/circuitboard/autolathe
var/list/machine_recipes
var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
@@ -30,14 +30,13 @@
wires = new(src)
//Create parts for lathe.
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/autolathe(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
RefreshParts()
/obj/machinery/autolathe/Destroy()
qdel(wires)
wires = null
+92 -2
View File
@@ -158,12 +158,12 @@
/datum/autolathe/recipe/airalarm
name = "air alarm electronics"
path = /obj/item/weapon/airalarm_electronics
path = /obj/item/weapon/circuitboard/airalarm
category = "Engineering"
/datum/autolathe/recipe/firealarm
name = "fire alarm electronics"
path = /obj/item/weapon/firealarm_electronics
path = /obj/item/weapon/circuitboard/firealarm
category = "Engineering"
/datum/autolathe/recipe/powermodule
@@ -171,6 +171,96 @@
path = /obj/item/weapon/module/power_control
category = "Engineering"
/datum/autolathe/recipe/statusdisplay
name = "status display electronics"
path = /obj/item/weapon/circuitboard/status_display
category = "Engineering"
/datum/autolathe/recipe/aistatusdisplay
name = "ai status display electronics"
path = /obj/item/weapon/circuitboard/ai_status_display
category = "Engineering"
/datum/autolathe/recipe/newscaster
name = "newscaster electronics"
path = /obj/item/weapon/circuitboard/newscaster
category = "Engineering"
/datum/autolathe/recipe/atm
name = "atm electronics"
path = /obj/item/weapon/circuitboard/atm
category = "Engineering"
/datum/autolathe/recipe/intercom
name = "intercom electronics"
path = /obj/item/weapon/circuitboard/intercom
category = "Engineering"
/datum/autolathe/recipe/holopad
name = "holopad electronics"
path = /obj/item/weapon/circuitboard/holopad
category = "Engineering"
/datum/autolathe/recipe/guestpass
name = "guestpass console electronics"
path = /obj/item/weapon/circuitboard/guestpass
category = "Engineering"
/datum/autolathe/recipe/entertainment
name = "entertainment camera electronics"
path = /obj/item/weapon/circuitboard/security/telescreen/entertainment
category = "Engineering"
/datum/autolathe/recipe/keycard
name = "keycard authenticator electronics"
path = /obj/item/weapon/circuitboard/keycard_auth
category = "Engineering"
/datum/autolathe/recipe/photocopier
name = "photocopier electronics"
path = /obj/item/weapon/circuitboard/photocopier
category = "Engineering"
/datum/autolathe/recipe/fax
name = "fax machine electronics"
path = /obj/item/weapon/circuitboard/fax
category = "Engineering"
/datum/autolathe/recipe/conveyor
name = "conveyor electronics"
path = /obj/item/weapon/circuitboard/conveyor
category = "Engineering"
/datum/autolathe/recipe/microwave
name = "microwave electronics"
path = /obj/item/weapon/circuitboard/microwave
category = "Engineering"
/datum/autolathe/recipe/vending
name = "vending machine electronics"
path = /obj/item/weapon/circuitboard/vending
category = "Engineering"
/datum/autolathe/recipe/washing
name = "washing machine electronics"
path = /obj/item/weapon/circuitboard/washing
category = "Engineering"
/datum/autolathe/recipe/motor
name = "motor"
path = /obj/item/weapon/stock_parts/motor
category = "Engineering"
/datum/autolathe/recipe/gear
name = "gear"
path = /obj/item/weapon/stock_parts/gear
category = "Engineering"
/datum/autolathe/recipe/spring
name = "spring"
path = /obj/item/weapon/stock_parts/spring
category = "Engineering"
/datum/autolathe/recipe/rcd_ammo
name = "matter cartridge"
path = /obj/item/weapon/rcd_ammo
+1 -1
View File
@@ -5,6 +5,7 @@
icon_state = "biogen-stand"
density = 1
anchored = 1
circuit = /obj/item/weapon/circuitboard/biogenerator
use_power = 1
idle_power_usage = 40
var/processing = 0
@@ -23,7 +24,6 @@
beaker = new /obj/item/weapon/reagent_containers/glass/bottle(src)
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/biogenerator(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
+1 -1
View File
@@ -30,6 +30,7 @@
desc = "An electronically-lockable pod for growing organic tissue."
density = 1
anchored = 1
circuit = /obj/item/weapon/circuitboard/clonepod
icon = 'icons/obj/cloning.dmi'
icon_state = "pod_0"
req_access = list(access_genetics) //For premature unlocking.
@@ -47,7 +48,6 @@
/obj/machinery/clonepod/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/clonepod(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
+2 -2
View File
@@ -393,14 +393,14 @@
dat += "<br>You ran out of food and starved."
if(emagged)
user.nutrition = 0 //yeah you pretty hongry
user << "<span class='danger'><font size=3>Your body instantly contracts to that of one who has not eaten in months. Agonizing cramps seize you as you fall to the floor.</span>"
user << "<span class='danger'><font size=3>Your body instantly contracts to that of one who has not eaten in months. Agonizing cramps seize you as you fall to the floor.</font></span>"
if(fuel <= 0)
dat += "<br>You ran out of fuel, and drift, slowly, into a star."
if(emagged)
var/mob/living/M = user
M.adjust_fire_stacks(5)
M.IgniteMob() //flew into a star, so you're on fire
user << "<span class='danger'><font size=3>You feel an immense wave of heat emanate from \the [src]. Your skin bursts into flames.</span>"
user << "<span class='danger'><font size=3>You feel an immense wave of heat emanate from \the [src]. Your skin bursts into flames.</font></span>"
dat += "<br><P ALIGN=Right><a href='byond://?src=\ref[src];menu=1'>OK...</a></P>"
if(emagged)
+2 -1
View File
@@ -215,7 +215,8 @@
icon_screen = "entertainment"
light_color = "#FFEEDB"
light_range_on = 2
circuit = null
network = list(NETWORK_THUNDER)
circuit = /obj/item/weapon/circuitboard/security/telescreen/entertainment
/obj/machinery/computer/security/wooden_tv
name = "security camera monitor"
desc = "An old TV hooked into the stations camera network."
+10 -5
View File
@@ -7,7 +7,7 @@
use_power = 1
idle_power_usage = 300
active_power_usage = 300
var/circuit = null //The path to the circuit board type. If circuit==null, the computer can't be disassembled.
frame_type = "computer"
var/processing = 0
var/icon_keyboard = "generic_key"
@@ -98,23 +98,28 @@
/obj/machinery/computer/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
user << "<span class='notice'>You start disconnecting the monitor.</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.circuit = M
A.anchored = 1
A.density = 1
A.frame_type = M.board_type
for (var/obj/C in src)
C.loc = src.loc
C.forceMove(loc)
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
new /obj/item/weapon/material/shard( src.loc )
A.state = 3
A.icon_state = "3"
A.icon_state = "[A.frame_type]_3"
else
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "4"
A.icon_state = "[A.frame_type]_4"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
M.deconstruct(src)
qdel(src)
else
+25 -5
View File
@@ -46,6 +46,7 @@
icon_keyboard = null
icon_screen = "pass"
density = 0
circuit = /obj/item/weapon/circuitboard/guestpass
var/obj/item/weapon/card/id/giver
var/list/accesses = list()
@@ -60,11 +61,30 @@
..()
uid = "[rand(100,999)]-G[rand(10,99)]"
/obj/machinery/computer/guestpass/attackby(obj/O, mob/user)
if(istype(O, /obj/item/weapon/card/id))
if(!giver && user.unEquip(O))
O.loc = src
giver = O
/obj/machinery/computer/guestpass/attackby(obj/I, mob/user)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
user << "<span class='notice'>You start disconnecting the monitor.</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "guestpass"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "guestpass_4"
M.deconstruct(src)
qdel(src)
return
if(istype(I, /obj/item/weapon/card/id))
if(!giver && user.unEquip(I))
I.loc = src
giver = I
updateUsrDialog()
else if(giver)
user << "<span class='warning'>There is already ID card inside.</span>"
@@ -26,32 +26,6 @@ var/prison_shuttle_timeleft = 0
attack_ai(var/mob/user as mob)
return src.attack_hand(user)
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/prison_shuttle/M = new /obj/item/weapon/circuitboard/prison_shuttle( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
new /obj/item/weapon/material/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "4"
qdel(src)
else
return src.attack_hand(user)
attack_hand(var/mob/user as mob)
if(!src.allowed(user) && (!hacked))
user << "<span class='warning'>Access Denied.</span>"
+10 -10
View File
@@ -29,7 +29,7 @@
// when you had to search the list to find what you had.
// Mostly decorative, holds the OS rom
var/obj/item/part/computer/circuitboard/circuit
var/obj/item/part/computer/circuitboard/circuitb
// Storage
var/obj/item/part/computer/storage/hdd/hdd = null
@@ -97,11 +97,11 @@
overlays += kb
if(!built)
if(!circuit || !istype(circuit))
circuit = new(src)
if(circuit.OS)
os = circuit.OS
circuit.OS.computer = src
if(!circuitb || !istype(circuitb))
circuitb = new(src)
if(circuitb.OS)
os = circuitb.OS
circuitb.OS.computer = src
else
os = null
@@ -121,10 +121,10 @@
floppy.addfile(P)
program = P
else
circuit.OS = P
circuit.OS.computer = src
os = circuit.OS
circuit.name = "Circuitboard ([P])"
circuitb.OS = P
circuitb.OS.computer = src
os = circuitb.OS
circuitb.name = "Circuitboard ([P])"
if(hdd) // Spawn files
@@ -26,7 +26,7 @@
New()
..(built=0)
os = program
circuit.OS = os
circuitb.OS = os
/obj/machinery/computer3/security/mining
+1 -1
View File
@@ -221,7 +221,7 @@
if (stat & BROKEN)
new /obj/item/weapon/circuitboard/broken(src.loc)
else
new/obj/item/weapon/airalarm_electronics(src.loc)
new/obj/item/weapon/circuitboard/airalarm(src.loc)
var/obj/structure/firedoor_assembly/FA = new/obj/structure/firedoor_assembly(src.loc)
FA.anchored = 1
@@ -36,7 +36,7 @@ obj/structure/firedoor_assembly/attackby(C as obj, mob/user as mob)
new/obj/item/stack/cable_coil(src.loc, 1)
wired = 0
else if(istype(C, /obj/item/weapon/airalarm_electronics) && wired)
else if(istype(C, /obj/item/weapon/circuitboard/airalarm) && wired)
if(anchored)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user.visible_message("<span class='warning'>[user] has inserted a circuit into \the [src]!</span>",
+412
View File
@@ -0,0 +1,412 @@
/obj/structure/frame
anchored = 0
name = "frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "machine_0"
var/state = 0
var/obj/item/weapon/circuitboard/circuit = null
var/need_circuit = 1
var/frame_type = "machine"
var/list/components = null
var/list/req_components = null
var/list/req_component_names = null
var/list/alarms = list("firealarm", "airalarm", "intercom", "keycard")
var/list/machines = list("machine", "photocopier", "fax", "microwave", "conveyor", "vending", "recharger", "wrecharger", "washing", "grinder")
var/list/computers = list("computer", "holopad")
var/list/displays = list("display", "guestpass", "newscaster", "atm")
var/list/no_circuit = list("wrecharger", "recharger", "grinder","conveyor")
/obj/structure/frame/proc/update_desc()
var/D
if(req_components)
var/list/component_list = new
for(var/I in req_components)
if(req_components[I] > 0)
component_list += "[num2text(req_components[I])] [req_component_names[I]]"
D = "Requires [english_list(component_list)]."
desc = D
/obj/structure/frame/proc/check_components(mob/user as mob)
components = list()
req_components = circuit.req_components.Copy()
for(var/A in circuit.req_components)
req_components[A] = circuit.req_components[A]
req_component_names = circuit.req_components.Copy()
for(var/A in req_components)
var/cp = text2path(A)
var/obj/ct = new cp() // have to quickly instantiate it get name
req_component_names[A] = ct.name
/obj/structure/frame/New(var/loc, var/dir, var/building = 0, var/obj/item/frame/frame_type, mob/user as mob)
..()
if(building)
src.frame_type = frame_type
icon_state = "[frame_type]_0"
if(frame_type in alarms)
if(loc)
src.loc = loc
state = 0
if(frame_type == "airalarm" || frame_type == "firealarm" || frame_type == "keycard")
if(dir)
src.set_dir(dir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir == 1 ? -24 : 24) : 0
if(frame_type == "intercom")
if(dir)
src.set_dir(dir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -28 : 28)
pixel_y = (dir & 3)? (dir == 1 ? -28 : 28) : 0
update_icon()
return
if(frame_type in displays)
if(loc)
src.loc = loc
if(frame_type == "display" || frame_type == "atm")
pixel_x = (dir & 3)? 0 : (dir == 4 ? -32 : 32)
pixel_y = (dir & 3)? (dir == 1 ? -32 : 32) : 0
if(frame_type == "newscaster")
pixel_x = (dir & 3)? 0 : (dir == 4 ? -28 : 28)
pixel_y = (dir & 3)? (dir == 1 ? -30 : 30) : 0
if(frame_type == "guestpass")
pixel_x = (dir & 3)? 0 : (dir == 4 ? -30 : 30)
pixel_y = (dir & 3)? (dir == 1 ? -30 : 30) : 0
update_icon()
return
if(frame_type in no_circuit)
need_circuit = 0
if(frame_type == "wrecharger")
circuit = new /obj/item/weapon/circuitboard/recharger/wrecharger(src)
if(loc)
src.loc = loc
state = 0
pixel_x = (dir & 3)? 0 : (dir == 4 ? -26 : 32)
pixel_y = (dir & 3)? (dir == 1 ? -32 : 32) : 0
update_icon()
return
if(frame_type == "recharger")
circuit = new /obj/item/weapon/circuitboard/recharger(src)
if(frame_type == "grinder")
circuit = new /obj/item/weapon/circuitboard/grinder(src)
if(frame_type == "conveyor")
circuit = new /obj/item/weapon/circuitboard/conveyor(src)
if(dir)
src.set_dir(dir)
if(frame_type == "computer")
density = 1
if(frame_type in machines)
density = 1
return
/obj/structure/frame/attackby(obj/item/P as obj, mob/user as mob)
if(istype(P, /obj/item/weapon/wrench))
if(state == 0)
user << "<span class='notice'>You start to wrench the frame into place.</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20))
src.anchored = 1
if(!need_circuit && circuit)
src.state = 2
check_components()
update_desc()
src.icon_state = "[frame_type]_2"
user << "<span class='notice'>You wrench the frame into place and set the outer cover.</span>"
else
src.state = 1
user << "<span class='notice'>You wrench the frame into place.</span>"
return
if(state == 1)
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "<span class='notice'>You unfasten the frame.</span>"
src.anchored = 0
src.state = 0
return
if(istype(P, /obj/item/weapon/weldingtool))
if(state == 0)
var/obj/item/weapon/weldingtool/WT = P
if(!WT.remove_fuel(0, user))
user << "The welding tool must be on to complete this task."
return
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 20))
if(!src || !WT.isOn()) return
user << "<span class='notice'>You deconstruct the frame.</span>"
if(frame_type == "holopad" || frame_type == "microwave")
new /obj/item/stack/material/steel( src.loc, 4 )
else if(frame_type == "fax" || frame_type == "newscaster" || frame_type == "recharger" || frame_type == "wrecharger" || frame_type == "grinder")
new /obj/item/stack/material/steel( src.loc, 3 )
else if(frame_type == "firealarm" || frame_type == "airalarm" || frame_type == "intercom" || frame_type == "guestpass")
new /obj/item/stack/material/steel( src.loc, 2 )
else if(frame_type == "keycard")
new /obj/item/stack/material/steel( src.loc, 1 )
else
new /obj/item/stack/material/steel( src.loc, 5 )
qdel(src)
return
if(istype(P, /obj/item/weapon/circuitboard) && need_circuit && !circuit)
if(state == 1)
var/obj/item/weapon/circuitboard/B = P
if(B.board_type == frame_type)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You place the circuit board inside the frame.</span>"
src.icon_state = "[frame_type]_1"
src.circuit = P
user.drop_item()
P.loc = src
if(frame_type in machines) //because machines are assholes
check_components()
update_desc()
return
else
user << "<span class='warning'>This frame does not accept circuit boards of this type!</span>"
return
if(istype(P, /obj/item/weapon/screwdriver))
if(state == 1)
if(need_circuit && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You screw the circuit board into place.</span>"
src.state = 2
src.icon_state = "[frame_type]_2"
return
if(state == 2)
if(need_circuit && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You unfasten the circuit board.</span>"
src.state = 1
src.icon_state = "[frame_type]_1"
return
if(!need_circuit && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You unfasten the outer cover.</span>"
src.state = 1
src.icon_state = "[frame_type]_0"
return
if(state == 3)
if(frame_type in machines)
var/component_check = 1
for(var/R in req_components)
if(req_components[R] > 0)
component_check = 0
break
if(component_check)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
var/obj/machinery/new_machine = new src.circuit.build_path(src.loc, src.dir)
if(!new_machine.component_parts)
for(var/obj/O in src.components)
O.forceMove(null)
new_machine.RefreshParts()
src.circuit.construct(new_machine)
new_machine.pixel_x = src.pixel_x
new_machine.pixel_y = src.pixel_y
qdel(src)
return
if(frame_type in alarms)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You fasten the cover.</span>"
var/obj/machinery/B = new src.circuit.build_path ( src.loc )
B.pixel_x = src.pixel_x
B.pixel_y = src.pixel_y
B.set_dir(dir)
src.circuit.construct(B)
qdel(src)
return
if(state == 4)
if(frame_type in computers)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You connect the monitor.</span>"
var/obj/machinery/B = new src.circuit.build_path ( src.loc )
B.pixel_x = src.pixel_x
B.pixel_y = src.pixel_y
src.circuit.construct(B)
qdel(src)
return
if(frame_type in displays)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You connect the monitor.</span>"
var/obj/machinery/B = new src.circuit.build_path ( src.loc )
B.pixel_x = src.pixel_x
B.pixel_y = src.pixel_y
src.circuit.construct(B)
qdel(src)
return
if(istype(P, /obj/item/weapon/crowbar))
if(state == 1)
if(need_circuit && circuit)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the circuit board.</span>"
src.state = 1
src.icon_state = "[frame_type]_0"
circuit.loc = src.loc
src.circuit = null
if(frame_type in machines) //becuase machines are assholes
req_components = null
return
if(state == 3)
if(frame_type in machines)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
if(components.len == 0)
user << "<span class='notice'>There are no components to remove.</span>"
else
user << "<span class='notice'>You remove the components.</span>"
for(var/obj/item/weapon/W in components)
W.forceMove(loc)
check_components()
update_desc()
user << desc
return
if(state == 4)
if(frame_type in computers)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the glass panel.</span>"
src.state = 3
src.icon_state = "[frame_type]_3"
new /obj/item/stack/material/glass( src.loc, 2 )
return
if(frame_type in displays)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the glass panel.</span>"
src.state = 3
src.icon_state = "[frame_type]_3"
new /obj/item/stack/material/glass( src.loc, 2 )
return
if(istype(P, /obj/item/stack/cable_coil))
if(state == 2)
var/obj/item/stack/cable_coil/C = P
if (C.get_amount() < 5)
user << "<span class='warning'>You need five coils of wire to add them to the frame.</span>"
return
user << "<span class='notice'>You start to add cables to the frame.</span>"
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20) && state == 2)
if (C.use(5))
user << "<span class='notice'>You add cables to the frame.</span>"
state = 3
icon_state = "[frame_type]_3"
if(frame_type in machines)
user << desc
return
if(istype(P, /obj/item/weapon/wirecutters))
if(state == 3)
if(frame_type in computers)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
src.state = 2
src.icon_state = "[frame_type]_2"
new /obj/item/stack/cable_coil( src.loc, 5 )
return
if(frame_type in displays)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
src.state = 2
src.icon_state = "[frame_type]_2"
new /obj/item/stack/cable_coil( src.loc, 5 )
return
if(frame_type in alarms)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
src.state = 2
src.icon_state = "[frame_type]_2"
new /obj/item/stack/cable_coil( src.loc, 5 )
return
if(frame_type in machines)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
src.state = 2
src.icon_state = "[frame_type]_2"
new /obj/item/stack/cable_coil( src.loc, 5 )
return
if(istype(P, /obj/item/stack/material) && P.get_material_name() == "glass")
if(state == 3)
if(frame_type in computers)
var/obj/item/stack/G = P
if (G.get_amount() < 2)
user << "<span class='warning'>You need two sheets of glass to put in the glass panel.</span>"
return
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start to put in the glass panel.</span>"
if(do_after(user, 20) && state == 3)
if (G.use(2))
user << "<span class='notice'>You put in the glass panel.</span>"
src.state = 4
src.icon_state = "[frame_type]_4"
return
if(frame_type in displays)
var/obj/item/stack/G = P
if (G.get_amount() < 2)
user << "<span class='warning'>You need two sheets of glass to put in the glass panel.</span>"
return
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start to put in the glass panel.</span>"
if(do_after(user, 20) && state == 3)
if (G.use(2))
user << "<span class='notice'>You put in the glass panel.</span>"
src.state = 4
src.icon_state = "[frame_type]_4"
return
if(istype(P, /obj/item))
if(state == 3)
if(frame_type in machines)
for(var/I in req_components)
if(istype(P, text2path(I)) && (req_components[I] > 0))
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(istype(P, /obj/item/stack))
var/obj/item/stack/CP = P
if(CP.get_amount() > 1)
var/camt = min(CP.amount, req_components[I]) // amount of cable to take, idealy amount required, but limited by amount provided
var/obj/item/stack/CC = new /obj/item/stack(src)
CC.amount = camt
CC.update_icon()
CP.use(camt)
components += CC
req_components[I] -= camt
update_desc()
break
user.drop_item()
P.forceMove(src)
components += P
req_components[I]--
update_desc()
break
user << desc
if(P && P.loc != src && !istype(P, /obj/item/stack/cable_coil) && !istype(P, /obj/item/stack/material))
user << "<span class='warning'>You cannot add that component to the machine!</span>"
return
+25
View File
@@ -36,6 +36,7 @@ var/const/HOLOPAD_MODE = RANGE_BASED
desc = "It's a floor-mounted device for projecting holographic images. It is activated remotely."
icon_state = "holopad0"
show_messages = 1
circuit = /obj/item/weapon/circuitboard/holopad
layer = TURF_LAYER+0.1 //Preventing mice and drones from sneaking under them.
@@ -47,6 +48,30 @@ var/const/HOLOPAD_MODE = RANGE_BASED
var/last_request = 0 //to prevent request spam. ~Carn
var/holo_range = 5 // Change to change how far the AI can move away from the holopad before deactivating.
/obj/machinery/hologram/holopad/attackby(obj/item/I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
user << "<span class='notice'>You start removing the glass.</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.circuit = M
A.anchored = 1
A.density = 1
A.frame_type = "holopad"
for (var/obj/C in src)
C.forceMove(loc)
user << "<span class='notice'>You remove the glass.</span>"
A.state = 4
A.icon_state = "holopad_4"
M.deconstruct(src)
for (var/mob/living/silicon/ai/master in masters)
clear_holo(master)
qdel(src)
else
src.attack_hand(user)
return
/obj/machinery/hologram/holopad/attack_hand(var/mob/living/carbon/human/user) //Carn: Hologram requests.
if(!istype(user))
return
+13
View File
@@ -62,6 +62,19 @@
user << "You attach \the [W] to \the [src]."
src.update_icon()
return
if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You start to dismantle the IV drip.</span>"
if(do_after(user, 15))
user << "<span class='notice'>You dismantle the IV drip.</span>"
var/obj/item/stack/rods/A = new /obj/item/stack/rods( src.loc )
A.amount = 6
if(src.beaker)
src.beaker.loc = get_turf(src)
src.beaker = null
qdel(src)
return
else
return ..()
+25 -7
View File
@@ -10,6 +10,7 @@
idle_power_usage = 5
active_power_usage = 100
flags = OPENCONTAINER | NOREACT
circuit = /obj/item/weapon/circuitboard/microwave
var/operating = 0 // Is it on?
var/dirty = 0 // = {0..100} Does it need cleaning?
var/broken = 0 // ={0,1,2} How broken is it???
@@ -17,6 +18,8 @@
var/global/list/acceptable_items // List of the items you can put in
var/global/list/acceptable_reagents // List of the reagents you can put in
var/global/max_n_of_items = 0
var/list/ingredient_list = list() //MUST BE INTIALIZED OR YOU GET RUNTIME ERRORS
// see code/modules/food/recipes_microwave.dm for recipes
@@ -29,6 +32,13 @@
..()
reagents = new/datum/reagents(100)
reagents.my_atom = src
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/weapon/stock_parts/motor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
RefreshParts()
if (!available_recipes)
available_recipes = new
for (var/type in (typesof(/datum/recipe)-/datum/recipe))
@@ -82,6 +92,11 @@
else
user << "<span class='warning'>It's broken!</span>"
return 1
else if(default_deconstruction_screwdriver(user, O))
return
else if(default_deconstruction_crowbar(user, O))
return
else if(src.dirty==100) // The microwave is all dirty so can't be used!
if(istype(O, /obj/item/weapon/reagent_containers/spray/cleaner)) // If they're trying to clean it then let them
user.visible_message( \
@@ -101,12 +116,13 @@
user << "<span class='warning'>It's dirty!</span>"
return 1
else if(is_type_in_list(O,acceptable_items))
if (contents.len>=max_n_of_items)
if (ingredient_list.len>=max_n_of_items)
user << "<span class='warning'>This [src] is full of ingredients, you cannot put more.</span>"
return 1
if(istype(O, /obj/item/stack) && O:get_amount() > 1) // This is bad, but I can't think of how to change it
var/obj/item/stack/S = O
new O.type (src)
var/obj/item/stack/K = new O.type (src) //Needed for change into ingredient lists, rather than just contents.
ingredient_list += K
S.use(1)
user.visible_message( \
"<span class='notice'>\The [user] has added one of [O] to \the [src].</span>", \
@@ -116,6 +132,7 @@
// user.remove_from_mob(O) //This just causes problems so far as I can tell. -Pete
user.drop_item()
O.loc = src
ingredient_list += O
user.visible_message( \
"<span class='notice'>\The [user] has added \the [O] to \the [src].</span>", \
"<span class='notice'>You add \the [O] to \the [src].</span>")
@@ -164,7 +181,7 @@
var/list/items_counts = new
var/list/items_measures = new
var/list/items_measures_p = new
for (var/obj/O in contents)
for (var/obj/O in ingredient_list)
var/display_name = O.name
if (istype(O,/obj/item/weapon/reagent_containers/food/snacks/egg))
items_measures[display_name] = "egg"
@@ -224,7 +241,7 @@
if(stat & (NOPOWER|BROKEN))
return
start()
if (reagents.total_volume==0 && !(locate(/obj) in contents)) //dry run
if (reagents.total_volume==0 && !(locate(/obj) in ingredient_list)) //dry run
if (!wzhzhzh(10))
abort()
return
@@ -286,7 +303,7 @@
return 1
/obj/machinery/microwave/proc/has_extra_item()
for (var/obj/O in contents)
for (var/obj/O in ingredient_list)
if ( \
!istype(O,/obj/item/weapon/reagent_containers/food) && \
!istype(O, /obj/item/weapon/grown) \
@@ -312,8 +329,9 @@
src.updateUsrDialog()
/obj/machinery/microwave/proc/dispose()
for (var/obj/O in contents)
for (var/obj/O in ingredient_list)
O.loc = src.loc
ingredient_list -= O
if (src.reagents.total_volume)
src.dirty++
src.reagents.clear_reagents()
@@ -347,7 +365,7 @@
/obj/machinery/microwave/proc/fail()
var/obj/item/weapon/reagent_containers/food/snacks/badrecipe/ffuu = new(src)
var/amount = 0
for (var/obj/O in contents-ffuu)
for (var/obj/O in ingredient_list-ffuu)
amount++
if (O.reagents)
var/id = O.reagents.get_master_reagent_id()
+7 -1
View File
@@ -7,10 +7,12 @@
icon = 'icons/obj/power.dmi'
icon_state = "light1"
anchored = 1.0
use_power = 1
idle_power_usage = 10
power_channel = LIGHT
var/on = 1
var/area/area = null
var/otherarea = null
// luminosity = 1
/obj/machinery/light_switch/New()
..()
@@ -31,8 +33,12 @@
/obj/machinery/light_switch/proc/updateicon()
if(stat & NOPOWER)
icon_state = "light-p"
set_light(0)
layer = OBJ_LAYER
else
icon_state = "light[on]"
set_light(2, 1.5, on ? "#82FF4C" : "#F86060")
layer = LIGHTING_LAYER+0.1
/obj/machinery/light_switch/examine(mob/user)
if(..(user, 1))
+41 -28
View File
@@ -112,6 +112,8 @@ Class Procs:
var/panel_open = 0
var/global/gl_uid = 1
var/interact_offline = 0 // Can the machine be interacted with while de-powered.
var/circuit = null
var/frame_type = "machine"
/obj/machinery/New(l, d=0)
..(l)
@@ -225,11 +227,6 @@ Class Procs:
istype(usr, /mob/living/silicon)))
usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
return 1
/*
//distance checks are made by atom/proc/DblClick
if ((get_dist(src, user) > 1 || !istype(src.loc, /turf)) && !istype(user, /mob/living/silicon))
return 1
*/
if (ishuman(user))
var/mob/living/carbon/human/H = user
if(H.getBrainLoss() >= 55)
@@ -280,29 +277,13 @@ Class Procs:
return 1
return 0
/obj/machinery/proc/default_deconstruction_crowbar(var/mob/user, var/obj/item/weapon/crowbar/C)
if(!istype(C))
return 0
if(!panel_open)
return 0
. = dismantle()
/obj/machinery/proc/default_deconstruction_screwdriver(var/mob/user, var/obj/item/weapon/screwdriver/S)
if(!istype(S))
return 0
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
panel_open = !panel_open
user << "<span class='notice'>You [panel_open ? "open" : "close"] the maintenance hatch of [src].</span>"
update_icon()
return 1
/obj/machinery/proc/default_part_replacement(var/mob/user, var/obj/item/weapon/storage/part_replacer/R)
if(!istype(R))
return 0
if(!component_parts)
return 0
if(panel_open)
var/obj/item/weapon/circuitboard/CB = locate(/obj/item/weapon/circuitboard) in component_parts
var/obj/item/weapon/circuitboard/CB = circuit
var/P
for(var/obj/item/weapon/stock_parts/A in component_parts)
for(var/D in CB.req_components)
@@ -328,13 +309,45 @@ Class Procs:
user << "<span class='notice'> [C.name]</span>"
return 1
/obj/machinery/proc/default_deconstruction_crowbar(var/mob/user, var/obj/item/weapon/crowbar/C)
if(!istype(C))
return 0
if(!panel_open)
return 0
. = dismantle()
/obj/machinery/proc/default_deconstruction_screwdriver(var/mob/user, var/obj/item/weapon/screwdriver/S)
if(!istype(S))
return 0
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
panel_open = !panel_open
user << "<span class='notice'>You [panel_open ? "open" : "close"] the maintenance hatch of [src].</span>"
update_icon()
return 1
/obj/machinery/proc/dismantle()
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(loc)
M.set_dir(src.dir)
M.state = 2
M.icon_state = "box_1"
for(var/obj/I in component_parts)
I.loc = loc
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.circuit = M
A.anchored = 1
A.density = 1
A.frame_type = M.board_type
if(A.frame_type in A.no_circuit)
A.need_circuit = 0
for (var/obj/D in src)
D.forceMove(loc)
if(A.components)
A.components.Cut()
else
A.components = list()
component_parts = list()
A.icon_state = "[A.frame_type]_3"
A.state = 3
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.check_components()
A.update_desc()
M.deconstruct(src)
qdel(src)
return 1
+28 -26
View File
@@ -167,7 +167,7 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
light_range = 0
anchored = 1
var/obj/machinery/exonet_node/node = null
circuit = /obj/item/weapon/circuitboard/newscaster
/obj/machinery/newscaster/security_unit //Security unit
name = "Security Newscaster"
@@ -751,32 +751,34 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
/obj/machinery/newscaster/attackby(obj/item/I as obj, mob/user as mob)
if (src.isbroken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 100, 1)
for (var/mob/O in hearers(5, src.loc))
O.show_message("<EM>[user.name]</EM> further abuses the shattered [src.name].")
else
if(istype(I, /obj/item/weapon) )
var/obj/item/weapon/W = I
if(W.force <15)
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] hits the [src.name] with the [W.name] with no visible effect." )
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
/obj/machinery/newscaster/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
user << "<span class='notice'>You start disconnecting the monitor.</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "newscaster"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
if (src.stat & isbroken == 1)
user << "<span class='notice'>The broken glass falls out.</span>"
new /obj/item/weapon/material/shard( src.loc )
A.state = 3
A.icon_state = "newscaster_3"
else
src.hitstaken++
if(src.hitstaken==3)
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] smashes the [src.name]!" )
src.isbroken=1
playsound(src.loc, 'sound/effects/Glassbr3.ogg', 100, 1)
else
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] forcefully slams the [src.name] with the [I.name]!" )
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
else
user << "<FONT COLOR='blue'>This does nothing.</FONT>"
src.update_icon()
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "newscaster_4"
M.deconstruct(src)
qdel(src)
else
src.attack_hand(user)
return
/obj/machinery/newscaster/attack_ai(mob/user as mob)
return src.attack_hand(user) //or maybe it'll have some special functions? No idea.
+16
View File
@@ -14,6 +14,16 @@ obj/machinery/recharger
var/icon_state_charging = "recharger1"
var/icon_state_idle = "recharger0" //also when unpowered
var/portable = 1
circuit = /obj/item/weapon/circuitboard/recharger
frame_type = "recharger"
obj/machinery/recharger/New()
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/stack/cable_coil(src, 5)
RefreshParts()
..()
return
obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
if(istype(user,/mob/living/silicon))
@@ -52,6 +62,10 @@ obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
anchored = !anchored
user << "You [anchored ? "attached" : "detached"] the recharger."
playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
else if(default_deconstruction_screwdriver(user, G))
return
else if(default_deconstruction_crowbar(user, G))
return
obj/machinery/recharger/attack_hand(mob/user as mob)
if(istype(user,/mob/living/silicon))
@@ -156,3 +170,5 @@ obj/machinery/recharger/wallcharger
icon_state_charging = "wrecharger1"
icon_state_idle = "wrecharger0"
portable = 0
circuit = /obj/item/weapon/circuitboard/recharger/wrecharger
frame_type = "wrecharger"
+1 -1
View File
@@ -5,6 +5,7 @@
icon_state = "borgcharger0"
density = 1
anchored = 1
circuit = /obj/item/weapon/circuitboard/recharge_station
use_power = 1
idle_power_usage = 50
var/mob/occupant = null
@@ -25,7 +26,6 @@
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/recharge_station(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
+24
View File
@@ -17,6 +17,7 @@
density = 0
use_power = 1
idle_power_usage = 10
circuit = /obj/item/weapon/circuitboard/status_display
var/mode = 1 // 0 = Blank
// 1 = Shuttle timer
// 2 = Arbitrary message(s)
@@ -51,6 +52,29 @@
radio_controller.remove_object(src,frequency)
return ..()
/obj/machinery/status_display/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "display"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "display_4"
M.deconstruct(src)
qdel(src)
else
src.attack_hand(user)
return
// register for radio system
/obj/machinery/status_display/initialize()
..()
+23
View File
@@ -59,6 +59,7 @@ var/list/ai_status_emotions = list(
name = "AI display"
anchored = 1
density = 0
circuit = /obj/item/weapon/circuitboard/ai_status_display
var/mode = 0 // 0 = Blank
// 1 = AI emoticon
@@ -68,6 +69,28 @@ var/list/ai_status_emotions = list(
var/emotion = "Neutral"
/obj/machinery/ai_status_display/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "display"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "display_4"
M.deconstruct(src)
qdel(src)
else
src.attack_hand(user)
return
/obj/machinery/ai_status_display/attack_ai/(mob/user as mob)
var/list/ai_emotions = get_ai_emotions(user.ckey)
var/emote = input("Please, select a status!", "AI Status", null, null) in ai_emotions
+5 -14
View File
@@ -286,19 +286,14 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept
for (var/mob/R in receive)
/* --- Loop through the receivers and categorize them --- */
if (R.client)
if(R.client.prefs)
if(!(R.client.prefs.toggles & CHAT_RADIO)) //Adminning with 80 people on can be fun when you're trying to talk and all you can hear is radios.
continue
else
log_debug("Client prefs found to be null in /proc/Broadcast_Message() for mob [R] and client [R.ckey], this should be investigated.")
if (!R.is_preference_enabled(/datum/client_preference/holder/hear_radio))
continue
if(istype(R, /mob/new_player)) // we don't want new players to hear messages. rare but generates runtimes.
continue
// Ghosts hearing all radio chat don't want to hear syndicate intercepts, they're duplicates
if(data == 3 && istype(R, /mob/observer/dead) && R.client && R.client.prefs && (R.client.prefs.toggles & CHAT_GHOSTRADIO))
if(data == 3 && istype(R, /mob/observer/dead) && R.is_preference_enabled(/datum/client_preference/ghost_radio))
continue
// --- Check for compression ---
@@ -494,12 +489,8 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept
/* --- Loop through the receivers and categorize them --- */
if (R.client)
if(R.client.prefs)
if(!(R.client.prefs.toggles & CHAT_RADIO)) //Adminning with 80 people on can be fun when you're trying to talk and all you can hear is radios.
continue
else
log_debug("Client prefs found to be null in /proc/Broadcast_SimpleMessage() for mob [R] and client [R.ckey], this should be investigated.")
if(!R.is_preference_enabled(/datum/client_preference/holder/hear_radio)) //Adminning with 80 people on can be fun when you're trying to talk and all you can hear is radios.
continue
// --- Check for compression ---
+1 -30
View File
@@ -10,6 +10,7 @@
var/screen = 0 // the screen number:
var/list/servers = list() // the servers located by the computer
var/obj/machinery/telecomms/server/SelectedServer
circuit = /obj/item/weapon/circuitboard/comm_server
var/network = "NULL" // the network to probe
var/temp = "" // temporary feedback messages
@@ -188,36 +189,6 @@
updateUsrDialog()
return
attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/material/shard( src.loc )
var/obj/item/weapon/circuitboard/comm_server/M = new /obj/item/weapon/circuitboard/comm_server( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
qdel(src)
else
user << "<span class='notice'>You disconnect the monitor.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/comm_server/M = new /obj/item/weapon/circuitboard/comm_server( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
qdel(src)
src.updateUsrDialog()
return
/obj/machinery/computer/telecomms/server/emag_act(var/remaining_charges, var/mob/user)
if(!emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
@@ -98,8 +98,8 @@
// Drop a circuit board too
C.loc = user.loc
// Create a machine frame and delete the current machine
var/obj/machinery/constructable_frame/machine_frame/F = new
// Create a frame and delete the current machine
var/obj/structure/frame/F = new
F.loc = src.loc
qdel(src)
+1 -30
View File
@@ -14,6 +14,7 @@
var/screen = 0 // the screen number:
var/list/machinelist = list() // the machines located by the computer
var/obj/machinery/telecomms/SelectedMachine
circuit = /obj/item/weapon/circuitboard/comm_monitor
var/network = "NULL" // the network to probe
@@ -123,36 +124,6 @@
updateUsrDialog()
return
attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/material/shard( src.loc )
var/obj/item/weapon/circuitboard/comm_monitor/M = new /obj/item/weapon/circuitboard/comm_monitor( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
qdel(src)
else
user << "<span class='notice'>You disconnect the monitor.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/comm_monitor/M = new /obj/item/weapon/circuitboard/comm_monitor( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
qdel(src)
src.updateUsrDialog()
return
/obj/machinery/computer/telecomms/monitor/emag_act(var/remaining_charges, var/mob/user)
if(!emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
@@ -14,6 +14,7 @@
var/mob/lasteditor
var/list/viewingcode = list()
var/obj/machinery/telecomms/server/SelectedServer
circuit = /obj/item/weapon/circuitboard/comm_traffic
var/network = "NULL" // the network to probe
var/temp = "" // temporary feedback messages
@@ -206,40 +207,10 @@
updateUsrDialog()
return
attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/material/shard( src.loc )
var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
qdel(src)
else
user << "<span class='notice'>You disconnect the monitor.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
qdel(src)
src.updateUsrDialog()
return
/obj/machinery/computer/telecomms/traffic/emag_act(var/remaining_charges, var/mob/user)
if(!emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
emagged = 1
user << "<span class='notice'>You you disable the security protocols</span>"
src.updateUsrDialog()
return 1
return 1
+21 -1
View File
@@ -36,6 +36,8 @@
layer = 2.9
anchored = 1
density = 1
circuit = /obj/item/weapon/circuitboard/vending
frame_type = "vending"
var/icon_vend //Icon_state when vending
var/icon_deny //Icon_state when denying access
@@ -94,6 +96,14 @@
/obj/machinery/vending/New()
..()
wires = new(src)
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/spring(src)
component_parts += new /obj/item/weapon/stock_parts/spring(src)
component_parts += new /obj/item/weapon/stock_parts/motor(src)
component_parts += new /obj/item/weapon/stock_parts/motor(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/stack/material/glass/reinforced(src, 2)
RefreshParts()
spawn(4)
if(src.product_slogans)
src.slogan_list += splittext(src.product_slogans, ";")
@@ -232,6 +242,8 @@
user << "<span class='notice'>You [anchored? "un" : ""]secured \the [src]!</span>"
anchored = !anchored
return
else if(default_deconstruction_crowbar(user, W))
return
else
@@ -922,7 +934,15 @@
icon_state = "engivend"
icon_deny = "engivend-deny"
req_access = list(access_engine_equip)
products = list(/obj/item/clothing/glasses/meson = 2,/obj/item/device/multitool = 4,/obj/item/weapon/airlock_electronics = 10,/obj/item/weapon/module/power_control = 10,/obj/item/weapon/airalarm_electronics = 10,/obj/item/weapon/cell/high = 10)
products = list(/obj/item/clothing/glasses/meson = 2,/obj/item/device/multitool = 4,/obj/item/weapon/cell/high = 10,
/obj/item/weapon/airlock_electronics = 10,/obj/item/weapon/module/power_control = 10,
/obj/item/weapon/circuitboard/airalarm = 10,/obj/item/weapon/circuitboard/firealarm = 10,/obj/item/weapon/circuitboard/status_display = 2,
/obj/item/weapon/circuitboard/ai_status_display = 2,/obj/item/weapon/circuitboard/newscaster = 2,/obj/item/weapon/circuitboard/holopad = 2,
/obj/item/weapon/circuitboard/intercom = 4,/obj/item/weapon/circuitboard/security/telescreen/entertainment = 4,
/obj/item/weapon/circuitboard/atm = 0,/obj/item/weapon/circuitboard/guestpass = 0,/obj/item/weapon/circuitboard/keycard_auth = 0,
/obj/item/weapon/circuitboard/photocopier = 0,/obj/item/weapon/circuitboard/fax = 0,/obj/item/weapon/circuitboard/conveyor = 0,
/obj/item/weapon/circuitboard/microwave = 0,/obj/item/weapon/circuitboard/vending = 0,/obj/item/weapon/circuitboard/washing = 0,
/obj/item/weapon/stock_parts/motor = 0,/obj/item/weapon/stock_parts/spring = 0,/obj/item/weapon/stock_parts/gear = 0)
contraband = list(/obj/item/weapon/cell/potato = 3)
premium = list(/obj/item/weapon/storage/belt/utility = 3)
+124 -20
View File
@@ -1,13 +1,14 @@
/obj/item/frame
name = "frame"
desc = "Used for building machines."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire_bitem"
name = "frame parts"
desc = "Used for building frames."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "frame_bitem"
flags = CONDUCT
var/build_machine_type
var/refund_amt = 2
var/build_machine_type = /obj/structure/frame
var/refund_amt = 5
var/refund_type = /obj/item/stack/material/steel
var/reverse = 0 //if resulting object faces opposite its dir (like light fixtures)
var/frame_type = null
/obj/item/frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
@@ -16,7 +17,82 @@
return
..()
/obj/item/frame/proc/try_build(turf/on_wall)
/obj/item/frame/attack_self(mob/user as mob)
..()
if(!build_machine_type)
return
var/ndir
if(!frame_type)
var/response = input(usr, "What kind of frame would you like to make?", "Frame type request", null) in list("Computer", "Machine", "Holopad", "Conveyor",
"Photocopier", "Fax", "Microwave", "Vending Machine",
"Recharger", "Washing Machine", "Grinder",
"Cancel")
if(response == "Cancel")
return
frame_type = lowertext(response)
switch(response)
if("Holopad")
new /obj/item/stack/material/steel( usr.loc, 1 ) //holopads are smaller, they only need 4 sheets
if("Conveyor")
ndir = get_dir(src,usr)
if (!(ndir in cardinal))
return
if("Fax")
new /obj/item/stack/material/steel( usr.loc, 2 ) //faxes are smaller, they only need 3 sheets
if("Microwave")
new /obj/item/stack/material/steel( usr.loc, 1 ) //microwaves are smaller, they only need 4 sheets
if("Vending Machine")
frame_type = "vending"
if("Recharger")
new /obj/item/stack/material/steel( usr.loc, 2 ) //rechargers are smaller, they only need 3 sheets
if("Washing Machine")
frame_type = "washing"
if("Grinder")
new /obj/item/stack/material/steel( usr.loc, 2 ) //grinders are smaller, they only need 3 sheets
var/obj/machinery/M = new build_machine_type(get_turf(src.loc), ndir, 1, frame_type)
M.fingerprints = src.fingerprints
M.fingerprintshidden = src.fingerprintshidden
M.fingerprintslast = src.fingerprintslast
qdel(src)
/obj/item/frame/proc/try_build(turf/on_wall, mob/user as mob)
if(!frame_type)
var/response = input(usr, "What kind of frame would you like to make?", "Frame type request", null) in list("Fire Alarm", "Air Alarm", "Display", "Newscaster",
"ATM", "Guest Pass Console", "Intercom", "Keycard Authenticator",
"Wall Charger",
"Cancel")
if(response == "Cancel")
return
frame_type = lowertext(response)
switch(response)
if("Fire Alarm")
frame_type = "firealarm"
new /obj/item/stack/material/steel( usr.loc, 3 ) //fire alarms are smaller, they only need 2 sheets
if("Air Alarm")
frame_type = "airalarm"
new /obj/item/stack/material/steel( usr.loc, 3 ) //air alarms are smaller, they only need 2 sheets
if("Intercom")
new /obj/item/stack/material/steel( usr.loc, 3 ) //intercoms are smaller, they only need 2 sheets
if("Newscaster")
new /obj/item/stack/material/steel( usr.loc, 2 ) //newscasters are smaller, they only need 3 sheets
if("Guest Pass Console")
frame_type = "guestpass"
new /obj/item/stack/material/steel( usr.loc, 3 ) //guestpass consoles are smaller, they only need 2 sheets
if("Keycard Authenticator")
frame_type = "keycard"
new /obj/item/stack/material/steel( usr.loc, 4 ) //keycard authenticators are smaller, they only need 1 sheets
if("Wall Charger")
frame_type = "wrecharger"
new /obj/item/stack/material/steel( usr.loc, 2 ) //wall rechargers are smaller, they only need 3 sheets
if(!build_machine_type)
return
@@ -35,7 +111,7 @@
var/turf/loc = get_turf(usr)
var/area/A = loc.loc
if (!istype(loc, /turf/simulated/floor))
usr << "<span class='danger'>\The [src] Alarm cannot be placed on this spot.</span>"
usr << "<span class='danger'>\The frame cannot be placed on this spot.</span>"
return
if (A.requires_power == 0 || A.name == "Space")
usr << "<span class='danger'>\The [src] Alarm cannot be placed in this area.</span>"
@@ -44,23 +120,12 @@
if(gotwallitem(loc, ndir))
usr << "<span class='danger'>There's already an item on this wall!</span>"
return
var/obj/machinery/M = new build_machine_type(loc, ndir, 1)
var/obj/machinery/M = new build_machine_type(loc, ndir, 1, frame_type)
M.fingerprints = src.fingerprints
M.fingerprintshidden = src.fingerprintshidden
M.fingerprintslast = src.fingerprintslast
qdel(src)
/obj/item/frame/fire_alarm
name = "fire alarm frame"
desc = "Used for building fire alarms."
build_machine_type = /obj/machinery/firealarm
/obj/item/frame/air_alarm
name = "air alarm frame"
desc = "Used for building air alarms."
build_machine_type = /obj/machinery/alarm
/obj/item/frame/light
name = "light fixture frame"
desc = "Used for building lights."
@@ -68,9 +133,48 @@
icon_state = "tube-construct-item"
build_machine_type = /obj/machinery/light_construct
reverse = 1
frame_type = 1
/obj/item/frame/light/small
name = "small light fixture frame"
icon_state = "bulb-construct-item"
refund_amt = 1
build_machine_type = /obj/machinery/light_construct/small
frame_type = 1
/obj/item/frame/extinguisher_cabinet
name = "extinguisher cabinet frame"
desc = "Used for building fire extinguisher cabinets."
icon = 'icons/obj/closet.dmi'
icon_state = "extinguisher_empty"
refund_amt = 4
build_machine_type = /obj/structure/extinguisher_cabinet
frame_type = 1
/obj/item/frame/noticeboard
name = "noticeboard frame"
desc = "Used for building noticeboards."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "nboard00"
refund_amt = 4
refund_type = /obj/item/stack/material/wood
build_machine_type = /obj/structure/noticeboard
frame_type = 1
/obj/item/frame/mirror
name = "mirror frame"
desc = "Used for building mirrors."
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror_frame"
refund_amt = 1
build_machine_type = /obj/structure/mirror
frame_type = 1
/obj/item/frame/fireaxe_cabinet
name = "fire axe cabinet frame"
desc = "Used for building fire axe cabinets."
icon = 'icons/obj/closet.dmi'
icon_state = "fireaxe0101"
refund_amt = 4
build_machine_type = /obj/structure/closet/fireaxecabinet
frame_type = 1
+31 -17
View File
@@ -4,6 +4,7 @@
icon_state = "wm_10"
density = 1
anchored = 1.0
circuit = /obj/item/weapon/circuitboard/washing
var/state = 1
//1 = empty, open door
//2 = empty, closed door
@@ -13,14 +14,19 @@
//6 = blood, open door
//7 = blood, closed door
//8 = blood, running
var/panel = 0
//0 = closed
//1 = open
var/hacked = 1 //Bleh, screw hacking, let's have it hacked by default.
//0 = not hacked
//1 = hacked
var/gibs_ready = 0
var/obj/crayon
var/list/washing = list()
/obj/machinery/washing_machine/New()
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/motor(src)
component_parts += new /obj/item/weapon/stock_parts/gear(src)
component_parts += new /obj/item/weapon/stock_parts/gear(src)
RefreshParts()
/obj/machinery/washing_machine/verb/start()
set name = "Start Washing"
@@ -34,25 +40,25 @@
usr << "The washing machine cannot run in this state."
return
if( locate(/mob,contents) )
if( locate(/mob,washing) )
state = 8
else
state = 5
update_icon()
sleep(200)
for(var/atom/A in contents)
for(var/atom/A in washing)
A.clean_blood()
for(var/obj/item/I in contents)
for(var/obj/item/I in washing)
I.decontaminate()
//Tanning!
for(var/obj/item/stack/material/hairlesshide/HH in contents)
for(var/obj/item/stack/material/hairlesshide/HH in washing)
var/obj/item/stack/material/wetleather/WL = new(src)
WL.amount = HH.amount
qdel(HH)
if( locate(/mob,contents) )
if( locate(/mob,washing) )
state = 7
gibs_ready = 1
else
@@ -70,9 +76,14 @@
/obj/machinery/washing_machine/update_icon()
icon_state = "wm_[state][panel]"
icon_state = "wm_[state][panel_open]"
/obj/machinery/washing_machine/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(state == 2 && washing.len < 1)
if(default_deconstruction_screwdriver(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
/*if(istype(W,/obj/item/weapon/screwdriver))
panel = !panel
user << "<span class='notice'>You [panel ? "open" : "close"] the [src]'s maintenance panel</span>"*/
@@ -142,10 +153,11 @@
user << "This item does not fit."
return
if(contents.len < 5)
if(washing.len < 5)
if ( state in list(1, 3) )
user.drop_item()
W.loc = src
washing += W
state = 3
else
user << "<span class='notice'>You can't put the item in right now.</span>"
@@ -161,15 +173,17 @@
state = 2
if(2)
state = 1
for(var/atom/movable/O in contents)
for(var/atom/movable/O in washing)
O.loc = src.loc
washing.Cut()
if(3)
state = 4
if(4)
state = 3
for(var/atom/movable/O in contents)
for(var/atom/movable/O in washing)
O.loc = src.loc
crayon = null
washing.Cut()
state = 1
if(5)
user << "<span class='warning'>The [src] is busy.</span>"
@@ -178,13 +192,13 @@
if(7)
if(gibs_ready)
gibs_ready = 0
if(locate(/mob,contents))
var/mob/M = locate(/mob,contents)
if(locate(/mob,washing))
var/mob/M = locate(/mob,washing)
M.gib()
for(var/atom/movable/O in contents)
for(var/atom/movable/O in washing)
O.loc = src.loc
crayon = null
state = 1
washing.Cut()
update_icon()
update_icon()
+1 -1
View File
@@ -5,6 +5,7 @@
icon_state = "recharge_floor"
density = 0
layer = TURF_LAYER + 0.1
circuit = /obj/item/weapon/circuitboard/mech_recharger
var/obj/mecha/charging = null
var/charge = 45
@@ -14,7 +15,6 @@
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/mech_recharger(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
+2 -2
View File
@@ -9,6 +9,7 @@
idle_power_usage = 20
active_power_usage = 5000
req_access = list(access_robotics)
circuit = /obj/item/weapon/circuitboard/mechfab
var/speed = 1
var/mat_efficiency = 1
@@ -29,7 +30,6 @@
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/mechfab(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
@@ -89,7 +89,7 @@
return
ui_interact(user)
/obj/machinery/mecha_part_fabricator/ui_interact(var/mob/user, var/ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
/obj/machinery/mecha_part_fabricator/ui_interact(var/mob/user, var/ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/data[0]
var/datum/design/current = queue.len ? queue[1] : null
+8 -13
View File
@@ -76,13 +76,10 @@
/obj/item/equipped()
..()
var/mob/M = loc
var/mob/living/M = loc
if(!istype(M))
return
if(M.l_hand)
M.l_hand.update_held_icon()
if(M.r_hand)
M.r_hand.update_held_icon()
M.update_held_icons()
/obj/item/Destroy()
if(ismob(loc))
@@ -98,8 +95,8 @@
//Checks if the item is being held by a mob, and if so, updates the held icons
/obj/item/proc/update_held_icon()
if(ismob(src.loc))
var/mob/M = src.loc
if(isliving(src.loc))
var/mob/living/M = src.loc
if(M.l_hand == src)
M.update_inv_l_hand()
else if(M.r_hand == src)
@@ -160,7 +157,7 @@
size = "huge"
return ..(user, distance, "", "It is a [size] item.")
/obj/item/attack_hand(mob/user as mob)
/obj/item/attack_hand(mob/living/user as mob)
if (!user) return
if (hasorgans(user))
var/mob/living/carbon/human/H = user
@@ -399,17 +396,15 @@ var/list/global/slot_flags_enumeration = list(
if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain
usr << "<span class='warning'>You can't pick things up!</span>"
return
var/mob/living/carbon/C = usr
if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained
usr << "<span class='warning'>You can't pick things up!</span>"
return
if(src.anchored) //Object isn't anchored
usr << "<span class='warning'>You can't pick that up!</span>"
return
if(!usr.hand && usr.r_hand) //Right hand is not full
usr << "<span class='warning'>Your right hand is full.</span>"
return
if(usr.hand && usr.l_hand) //Left hand is not full
usr << "<span class='warning'>Your left hand is full.</span>"
if(C.get_active_hand()) //Hand is not full
usr << "<span class='warning'>Your hand is full.</span>"
return
if(!istype(src.loc, /turf)) //Object is on a turf
usr << "<span class='warning'>You can't pick that up!</span>"
+3 -3
View File
@@ -462,7 +462,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
data["convo_job"] = sanitize(c["job"])
break
if(mode==41)
data_core.get_manifest_json()
data_core.get_manifest_list()
if(mode==3)
@@ -531,7 +531,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
data["feed"] = feed
data["manifest"] = list("__json_cache" = ManifestJSON)
data["manifest"] = PDA_Manifest
nanoUI = data
// update the ui if it exists, returns null if no ui is passed/found
@@ -990,7 +990,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
tnote.Add(list(list("sent" = 1, "owner" = "[P.owner]", "job" = "[P.ownjob]", "message" = "[t]", "target" = "\ref[P]")))
P.tnote.Add(list(list("sent" = 0, "owner" = "[owner]", "job" = "[ownjob]", "message" = "[t]", "target" = "\ref[src]")))
for(var/mob/M in player_list)
if(M.stat == DEAD && M.client && (M.client.prefs.toggles & CHAT_GHOSTEARS)) // src.client is so that ghosts don't have to listen to mice
if(M.stat == DEAD && M.client && (M.is_preference_enabled(/datum/client_preference/ghost_ears))) // src.client is so that ghosts don't have to listen to mice
if(istype(M, /mob/new_player))
continue
M.show_message("<span class='game say'>PDA Message - <span class='name'>[owner]</span> -> <span class='name'>[P.owner]</span>: <span class='message'>[t]</span></span>")
@@ -12,7 +12,7 @@
var/code = 2
/obj/item/device/radio/electropack/attack_hand(mob/user as mob)
/obj/item/device/radio/electropack/attack_hand(mob/living/user as mob)
if(src == user.back)
user << "<span class='notice'>You need help taking this off!</span>"
return
@@ -6,8 +6,10 @@
w_class = 4.0
canhear_range = 2
flags = CONDUCT | NOBLOODY
var/circuit = /obj/item/weapon/circuitboard/intercom
var/number = 0
var/last_tick //used to delay the powercheck
var/wiresexposed = 0
/obj/item/device/radio/intercom/custom
name = "station intercom (Custom)"
@@ -81,6 +83,41 @@
spawn (0)
attack_self(user)
/obj/item/device/radio/intercom/attackby(obj/item/W as obj, mob/user as mob)
src.add_fingerprint(user)
if(istype(W, /obj/item/weapon/screwdriver)) // Opening the intercom up.
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
if(wiresexposed)
if(!on)
icon_state = "intercom-p_open"
else
icon_state = "intercom_open"
else
icon_state = "intercom"
return
if (wiresexposed && istype(W, /obj/item/weapon/wirecutters))
user.visible_message("<span class='warning'>[user] has cut the wires inside \the [src]!</span>", "You have cut the wires inside \the [src].")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
new/obj/item/stack/cable_coil(get_turf(src), 5)
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "intercom"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.set_dir(dir)
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
A.state = 2
A.icon_state = "intercom_2"
M.deconstruct(src)
qdel(src)
else
src.attack_hand(user)
return
/obj/item/device/radio/intercom/receive_range(freq, level)
if (!on)
return -1
@@ -110,9 +147,15 @@
on = A.powered(EQUIP) // set "on" to the power status
if(!on)
icon_state = "intercom-p"
if(wiresexposed)
icon_state = "intercom-p_open"
else
icon_state = "intercom-p"
else
icon_state = initial(icon_state)
if(wiresexposed)
icon_state = "intercom_open"
else
icon_state = initial(icon_state)
/obj/item/device/radio/intercom/locked
var/locked_frequency
+1 -1
View File
@@ -209,7 +209,7 @@
amount = 5
max_amount = 5
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/user as mob)
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/living/user as mob)
if(..())
return 1
+1 -1
View File
@@ -9,7 +9,7 @@
throwforce = 15.0
throw_speed = 5
throw_range = 20
matter = list(DEFAULT_WALL_MATERIAL = 1875)
matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2)
max_amount = 60
attack_verb = list("hit", "bludgeoned", "whacked")
@@ -76,7 +76,7 @@
desc = "Those could work as a pretty decent throwing weapon" //why?
icon_state = "tile"
force = 6.0
matter = list(DEFAULT_WALL_MATERIAL = 937.5)
matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 4)
throwforce = 15.0
throw_speed = 5
throw_range = 20
@@ -92,13 +92,13 @@
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = 937.5)
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
/obj/item/stack/tile/floor_white
name = "white floor tile"
singular_name = "white floor tile"
icon_state = "tile_white"
matter = list("plastic" = 937.5)
matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
/obj/item/stack/tile/floor_yellow
name = "yellow floor tile"
@@ -110,13 +110,13 @@
name = "dark floor tile"
singular_name = "dark floor tile"
icon_state = "fr_tile"
matter = list("plasteel" = 937.5)
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
/obj/item/stack/tile/floor_freezer
name = "freezer floor tile"
singular_name = "freezer floor tile"
icon_state = "tile_freezer"
matter = list("plastic" = 937.5)
matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
/obj/item/stack/tile/floor/cyborg
name = "floor tile synthesizer"
+6 -6
View File
@@ -407,12 +407,12 @@
* Bosun's whistle
*/
/obj/item/toy/bosunwhistle
name = "bosun's whistle"
desc = "A genuine Admiral Krush Bosun's Whistle, for the aspiring ship's captain! Suitable for ages 8 and up, do not swallow."
icon = 'icons/obj/toy.dmi'
icon_state = "bosunwhistle"
var/cooldown = 0
/obj/item/toy/bosunwhistle
name = "bosun's whistle"
desc = "A genuine Admiral Krush Bosun's Whistle, for the aspiring ship's captain! Suitable for ages 8 and up, do not swallow."
icon = 'icons/obj/toy.dmi'
icon_state = "bosunwhistle"
var/cooldown = 0
w_class = 1
slot_flags = SLOT_EARS
+1 -14
View File
@@ -160,20 +160,7 @@
P.icon_state = "paper_words"
if(istype(usr,/mob/living/carbon))
// place the item in the usr's hand if possible
if(!usr.r_hand)
P.loc = usr
usr.r_hand = P
P.layer = 20
else if(!usr.l_hand)
P.loc = usr
usr.l_hand = P
P.layer = 20
if (ismob(src.loc))
var/mob/M = src.loc
M.update_inv_l_hand()
M.update_inv_r_hand()
usr.put_in_hands(src)
/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
@@ -445,39 +445,36 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/weapon/flame/lighter/attack_self(mob/living/user)
if(!base_state)
base_state = icon_state
if(user.r_hand == src || user.l_hand == src)
if(!lit)
lit = 1
icon_state = "[base_state]on"
item_state = "[base_state]on"
if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
user.visible_message("<span class='rose'>Without even breaking stride, [user] flips open and lights [src] in one smooth movement.</span>")
else
if(prob(95))
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src].</span>")
else
user << "<span class='warning'>You burn yourself while lighting the lighter.</span>"
if (user.l_hand == src)
user.apply_damage(2,BURN,"l_hand")
else
user.apply_damage(2,BURN,"r_hand")
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>")
set_light(2)
processing_objects.Add(src)
if(!lit)
lit = 1
icon_state = "[base_state]on"
item_state = "[base_state]on"
if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
user.visible_message("<span class='rose'>Without even breaking stride, [user] flips open and lights [src] in one smooth movement.</span>")
else
lit = 0
icon_state = "[base_state]"
item_state = "[base_state]"
if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
user.visible_message("<span class='rose'>You hear a quiet click, as [user] shuts off [src] without even looking at what they're doing.</span>")
if(prob(95))
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src].</span>")
else
user.visible_message("<span class='notice'>[user] quietly shuts off the [src].</span>")
user << "<span class='warning'>You burn yourself while lighting the lighter.</span>"
if (user.get_left_hand() == src)
user.apply_damage(2,BURN,"l_hand")
else
user.apply_damage(2,BURN,"r_hand")
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>")
set_light(0)
processing_objects.Remove(src)
set_light(2)
processing_objects.Add(src)
else
return ..()
lit = 0
icon_state = "[base_state]"
item_state = "[base_state]"
if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
user.visible_message("<span class='rose'>You hear a quiet click, as [user] shuts off [src] without even looking at what they're doing.</span>")
else
user.visible_message("<span class='notice'>[user] quietly shuts off the [src].</span>")
set_light(0)
processing_objects.Remove(src)
return
@@ -29,6 +29,16 @@
network = list("MINE")
req_access = list()
/obj/item/weapon/circuitboard/security/telescreen/entertainment
name = T_BOARD("entertainment camera monitor")
build_path = /obj/machinery/computer/security/telescreen/entertainment
board_type = "display"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/security/telescreen/entertainment/New()
..()
network = NETWORK_THUNDER
/obj/item/weapon/circuitboard/security/construct(var/obj/machinery/computer/security/C)
if (..(C))
C.network = network.Copy()
@@ -0,0 +1,253 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#endif
//Circuitboards for frames (mostly wall based frames). Most of these don't fit into other categories.
//Display
/obj/item/weapon/circuitboard/guestpass
name = T_BOARD("guestpass console")
build_path = /obj/machinery/computer/guestpass
board_type = "guestpass"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/status_display
name = T_BOARD("status display")
build_path = /obj/machinery/status_display
board_type = "display"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/ai_status_display
name = T_BOARD("ai status display")
build_path = /obj/machinery/ai_status_display
board_type = "display"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/newscaster
name = T_BOARD("newscaster")
build_path = /obj/machinery/newscaster
board_type = "newscaster"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/atm
name = T_BOARD("atm")
build_path = /obj/machinery/atm
board_type = "atm"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
//Alarm
/obj/item/weapon/circuitboard/firealarm
name = T_BOARD("fire alarm")
build_path = /obj/machinery/firealarm
board_type = "firealarm"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/airalarm
name = T_BOARD("air alarm")
build_path = /obj/machinery/alarm
board_type = "airalarm"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/intercom
name = T_BOARD("intercom")
build_path = /obj/item/device/radio/intercom
board_type = "intercom"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/keycard_auth
name = T_BOARD("keycard authenticator")
build_path = /obj/machinery/keycard_auth
board_type = "keycard"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
//Computer
/obj/item/weapon/circuitboard/holopad
name = T_BOARD("holopad")
build_path = /obj/machinery/hologram/holopad
board_type = "holopad"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
//Machine
/obj/item/weapon/circuitboard/photocopier
name = T_BOARD("photocopier")
build_path = /obj/machinery/photocopier
board_type = "photocopier"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/motor" = 1,
"/obj/item/weapon/stock_parts/micro_laser" = 1,
"/obj/item/weapon/stock_parts/matter_bin" = 1)
/obj/item/weapon/circuitboard/fax
name = T_BOARD("fax")
build_path = /obj/machinery/photocopier/faxmachine
board_type = "fax"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/motor" = 1,
"/obj/item/weapon/stock_parts/micro_laser" = 1,
"/obj/item/weapon/stock_parts/matter_bin" = 1)
/obj/item/weapon/circuitboard/conveyor
name = T_BOARD("conveyor")
build_path = /obj/machinery/conveyor
board_type = "conveyor"
req_components = list(
"/obj/item/weapon/stock_parts/gear" = 2,
"/obj/item/weapon/stock_parts/motor" = 2,
"/obj/item/stack/cable_coil" = 5)
/obj/item/weapon/circuitboard/microwave
name = T_BOARD("microwave")
build_path = /obj/machinery/microwave
board_type = "microwave"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/stock_parts/motor" = 1,
"/obj/item/weapon/stock_parts/capacitor" = 1)
/obj/item/weapon/circuitboard/vending
name = T_BOARD("vending")
build_path = /obj/machinery/vending
board_type = "vending"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/stock_parts/motor" = 2,
"/obj/item/weapon/stock_parts/spring" = 2,
"/obj/item/stack/material/glass/reinforced" = 2)
/obj/item/weapon/circuitboard/recharger
name = T_BOARD("recharger")
build_path = /obj/machinery/recharger
board_type = "recharger"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/capacitor" = 1,
"/obj/item/stack/cable_coil" = 5)
/obj/item/weapon/circuitboard/recharger/wrecharger
name = T_BOARD("wall recharger")
build_path = /obj/machinery/recharger/wallcharger
board_type = "wrecharger"
/obj/item/weapon/circuitboard/washing
name = T_BOARD("washing machine")
build_path = /obj/machinery/washing_machine
board_type = "washing"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/motor" = 1,
"/obj/item/weapon/stock_parts/gear" = 2)
/obj/item/weapon/circuitboard/grinder
name = T_BOARD("reagent grinder")
build_path = /obj/machinery/reagentgrinder
board_type = "grinder"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/motor" = 1,
"/obj/item/weapon/stock_parts/gear" = 1,
"/obj/item/weapon/reagent_containers/glass/beaker/large" = 1)
//for testing - If this is still in when I commit, someone shoot me. --leaving in for now, shouldn't be able to get these on station anyways.
/obj/item/weapon/storage/box/frame_parts
display_contents_with_number = 1
New()
..()
new /obj/item/weapon/circuitboard/guestpass( src )
new /obj/item/weapon/circuitboard/status_display( src )
new /obj/item/weapon/circuitboard/ai_status_display( src )
new /obj/item/weapon/circuitboard/newscaster( src )
new /obj/item/weapon/circuitboard/atm( src )
new /obj/item/weapon/circuitboard/firealarm( src )
new /obj/item/weapon/circuitboard/airalarm( src )
new /obj/item/weapon/circuitboard/intercom( src )
new /obj/item/weapon/circuitboard/keycard_auth( src )
new /obj/item/weapon/circuitboard/holopad( src )
new /obj/item/weapon/circuitboard/photocopier( src )
new /obj/item/weapon/circuitboard/fax( src )
new /obj/item/weapon/circuitboard/microwave( src )
new /obj/item/weapon/circuitboard/vending( src )
new /obj/item/weapon/circuitboard/washing( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/stack/cable_coil( src , 5 )
new /obj/item/stack/material/glass/reinforced( src , 2 )
@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
//Stuff that doesn't fit into any category goes here
@@ -7,4 +7,4 @@
/obj/item/weapon/circuitboard/aicore
name = T_BOARD("AI core")
origin_tech = list(TECH_DATA = 4, TECH_BIO = 2)
board_type = "other"
board_type = "other"
+2 -4
View File
@@ -77,7 +77,5 @@
icon_state = "purplecomb"
item_state = "purplecomb"
/obj/item/weapon/haircomb/attack_self(mob/user)
if(user.r_hand == src || user.l_hand == src)
user.visible_message(text("<span class='notice'>[] uses [] to comb their hair with incredible style and sophistication. What a [].</span>", user, src, user.gender == FEMALE ? "lady" : "guy"))
return
/obj/item/weapon/haircomb/attack_self(mob/living/user)
user.visible_message(text("<span class='notice'>[] uses [] to comb their hair with incredible style and sophistication. What a [].</span>", user, src, user.gender == FEMALE ? "lady" : "guy"))
@@ -39,8 +39,8 @@
return null
var/turf/location = loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
var/mob/living/M = location
if(M.item_is_in_hands(src))
location = M.loc
if(isturf(location)) //start a fire if possible
location.hotspot_expose(700, 2)
@@ -125,12 +125,12 @@
icon_state = "wrap_paper"
var/amount = 20.0
/obj/item/weapon/wrapping_paper/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/item/weapon/wrapping_paper/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
..()
if (!( locate(/obj/structure/table, src.loc) ))
user << "<span class='warning'>You MUST put the paper on a table!</span>"
if (W.w_class < 4)
if ((istype(user.l_hand, /obj/item/weapon/wirecutters) || istype(user.r_hand, /obj/item/weapon/wirecutters)))
if (user.get_type_in_hands(/obj/item/weapon/wirecutters))
var/a_used = 2 ** (src.w_class - 1)
if (src.amount < a_used)
user << "<span class='warning'>You need more paper!</span>"
@@ -24,8 +24,8 @@
return
attack_hand(mob/user as mob)
if ((src.case && (user.l_hand == src || user.r_hand == src)))
attack_hand(mob/living/user as mob)
if ((src.case && user.item_is_in_hands(src)))
user.put_in_active_hand(case)
src.case.add_fingerprint(user)
@@ -29,7 +29,7 @@
/obj/item/weapon/material/twohanded/update_held_icon()
var/mob/living/M = loc
if(istype(M) && !issmall(M) && ((M.r_hand == src && !M.l_hand) || (M.l_hand == src && !M.r_hand)))
if(istype(M) && !issmall(M) && M.item_is_in_hands(src) && !M.hands_are_full())
wielded = 1
force = force_wielded
name = "[base_name] (wielded)"
@@ -214,7 +214,7 @@
spawn(1) if(src) qdel(src)
/obj/item/weapon/melee/energy/blade/process()
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
if(!creator || loc != creator || !creator.item_is_in_hands(src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc
@@ -59,7 +59,7 @@
spawn(1) if(src) del(src)
/obj/item/weapon/mop_deploy/process()
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
if(!creator || loc != creator || !creator.item_is_in_hands(src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc
@@ -152,7 +152,7 @@
storage_slots = 12
/obj/item/weapon/storage/backpack/dufflebag/syndie
name = "suspicious looking dufflebag"
name = "black dufflebag"
desc = "A large dufflebag for holding extra tactical supplies."
icon_state = "duffle_syndie"
item_state = "duffle_syndiemed"
@@ -21,7 +21,7 @@
var/linked
/obj/item/weapon/storage/laundry_basket/attack_hand(mob/user as mob)
/obj/item/weapon/storage/laundry_basket/attack_hand(mob/living/user as mob)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.get_organ("r_hand")
@@ -64,7 +64,7 @@
new /obj/item/stack/cable_coil(src,30,color)
/obj/item/weapon/storage/toolbox/syndicate
name = "suspicious looking toolbox"
name = "black and red toolbox"
icon_state = "syndicate"
item_state = "toolbox_syndi"
origin_tech = list(TECH_COMBAT = 1, TECH_ILLEGAL = 1)
@@ -73,18 +73,16 @@
else
return ..()
/obj/item/weapon/storage/wallet/random/New()
..()
var/item1_type = pick( /obj/item/weapon/spacecash/c10,/obj/item/weapon/spacecash/c100,/obj/item/weapon/spacecash/c1000,/obj/item/weapon/spacecash/c20,/obj/item/weapon/spacecash/c200,/obj/item/weapon/spacecash/c50, /obj/item/weapon/spacecash/c500)
var/item2_type
if(prob(50))
item2_type = pick( /obj/item/weapon/spacecash/c10,/obj/item/weapon/spacecash/c100,/obj/item/weapon/spacecash/c1000,/obj/item/weapon/spacecash/c20,/obj/item/weapon/spacecash/c200,/obj/item/weapon/spacecash/c50, /obj/item/weapon/spacecash/c500)
var/item3_type = pick( /obj/item/weapon/coin/silver, /obj/item/weapon/coin/silver, /obj/item/weapon/coin/gold, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron )
spawn(2)
if(item1_type)
new item1_type(src)
if(item2_type)
new item2_type(src)
if(item3_type)
new item3_type(src)
var/amount = rand(50, 100) + rand(50, 100) // Triangular distribution from 100 to 200
var/obj/item/weapon/spacecash/SC = null
for(var/i in list(100, 50, 20, 10, 5, 1))
if(amount < i)
continue
SC = new(src)
while(amount >= i)
amount -= i
SC.adjust_worth(i, 0)
SC.update_icon()
+4 -4
View File
@@ -173,7 +173,7 @@
user << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/living/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(welding)
user << "<span class='danger'>Stop welding first!</span>"
@@ -222,9 +222,9 @@
//I'm not sure what this does. I assume it has to do with starting fires...
//...but it doesnt check to see if the welder is on or not.
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
if(istype(location, /mob/living))
var/mob/living/M = location
if(M.item_is_in_hands(src))
location = get_turf(M)
if (istype(location, /turf))
location.hotspot_expose(700, 5)
-18
View File
@@ -1,18 +0,0 @@
// WIRES
/obj/item/weapon/wire/proc/update()
if (src.amount > 1)
src.icon_state = "spool_wire"
src.desc = text("This is just spool of regular insulated wire. It consists of about [] unit\s of wire.", src.amount)
else
src.icon_state = "item_wire"
src.desc = "This is just a simple piece of regular insulated wire."
return
/obj/item/weapon/wire/attack_self(mob/user as mob)
if (src.laying)
src.laying = 0
user << "<span class='notice'>You're done laying wire!</span>"
else
user << "<span class='warning'>You are not using this to lay wire...</span>"
return
+5 -4
View File
@@ -90,11 +90,12 @@
// check for TK users
if (istype(usr, /mob/living/carbon/human))
if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
if(!(usr in nearby))
if(usr.client && usr.machine==src)
var/mob/living/carbon/human/H = usr
if(H.get_type_in_hands(/obj/item/tk_grab))
if(!(H in nearby))
if(H.client && H.machine==src)
is_in_use = 1
src.attack_hand(usr)
src.attack_hand(H)
in_use = is_in_use
/obj/proc/updateDialog()
+18 -1
View File
@@ -10,6 +10,7 @@ LINEN BINS
icon = 'icons/obj/items.dmi'
icon_state = "sheet"
item_state = "bedsheet"
slot_flags = SLOT_BACK
layer = 4.0
throwforce = 1
throw_speed = 1
@@ -19,7 +20,7 @@ LINEN BINS
/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
user.drop_item()
if(layer == initial(layer))
layer = 5
layer = MOB_LAYER + 0.1
else
layer = initial(layer)
add_fingerprint(user)
@@ -38,51 +39,67 @@ LINEN BINS
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"
item_state = "sheetblue"
/obj/item/weapon/bedsheet/green
icon_state = "sheetgreen"
item_state = "sheetgreen"
/obj/item/weapon/bedsheet/orange
icon_state = "sheetorange"
item_state = "sheetorange"
/obj/item/weapon/bedsheet/purple
icon_state = "sheetpurple"
item_state = "sheetpurple"
/obj/item/weapon/bedsheet/rainbow
icon_state = "sheetrainbow"
item_state = "sheetrainbow"
/obj/item/weapon/bedsheet/red
icon_state = "sheetred"
item_state = "sheetred"
/obj/item/weapon/bedsheet/yellow
icon_state = "sheetyellow"
item_state = "sheetyellow"
/obj/item/weapon/bedsheet/mime
icon_state = "sheetmime"
item_state = "sheetmime"
/obj/item/weapon/bedsheet/clown
icon_state = "sheetclown"
item_state = "sheetclown"
/obj/item/weapon/bedsheet/captain
icon_state = "sheetcaptain"
item_state = "sheetcaptain"
/obj/item/weapon/bedsheet/rd
icon_state = "sheetrd"
item_state = "sheetrd"
/obj/item/weapon/bedsheet/medical
icon_state = "sheetmedical"
item_state = "sheetmedical"
/obj/item/weapon/bedsheet/hos
icon_state = "sheethos"
item_state = "sheethos"
/obj/item/weapon/bedsheet/hop
icon_state = "sheethop"
item_state = "sheethop"
/obj/item/weapon/bedsheet/ce
icon_state = "sheetce"
item_state = "sheetce"
/obj/item/weapon/bedsheet/brown
icon_state = "sheetbrown"
item_state = "sheetbrown"
/obj/structure/bedsheetbin
@@ -114,3 +114,7 @@
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/clothing/glasses/sunglasses/big(src)
new /obj/item/clothing/glasses/sunglasses/big(src)
new /obj/item/clothing/under/lawyer/blue(src)
new /obj/item/clothing/under/lawyer/blue(src)
@@ -12,8 +12,8 @@
/obj/structure/closet/l3closet/general/New()
..()
new /obj/item/clothing/suit/bio_suit/general( src )
new /obj/item/clothing/head/bio_hood/general( src )
new /obj/item/clothing/suit/bio_suit/general(src)
new /obj/item/clothing/head/bio_hood/general(src)
/obj/structure/closet/l3closet/virology
@@ -23,9 +23,9 @@
/obj/structure/closet/l3closet/virology/New()
..()
new /obj/item/clothing/suit/bio_suit/virology( src )
new /obj/item/clothing/head/bio_hood/virology( src )
new /obj/item/clothing/mask/breath(src)
new /obj/item/clothing/suit/bio_suit/virology(src)
new /obj/item/clothing/head/bio_hood/virology(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/weapon/tank/oxygen(src)
@@ -36,8 +36,8 @@
/obj/structure/closet/l3closet/security/New()
..()
new /obj/item/clothing/suit/bio_suit/security( src )
new /obj/item/clothing/head/bio_hood/security( src )
new /obj/item/clothing/suit/bio_suit/security(src)
new /obj/item/clothing/head/bio_hood/security(src)
/obj/structure/closet/l3closet/janitor
@@ -47,8 +47,8 @@
/obj/structure/closet/l3closet/janitor/New()
..()
new /obj/item/clothing/suit/bio_suit/janitor( src )
new /obj/item/clothing/head/bio_hood/janitor( src )
new /obj/item/clothing/suit/bio_suit/janitor(src)
new /obj/item/clothing/head/bio_hood/janitor(src)
/obj/structure/closet/l3closet/scientist
@@ -58,5 +58,23 @@
/obj/structure/closet/l3closet/scientist/New()
..()
new /obj/item/clothing/suit/bio_suit/scientist( src )
new /obj/item/clothing/head/bio_hood/scientist( src )
new /obj/item/clothing/suit/bio_suit/scientist(src)
new /obj/item/clothing/head/bio_hood/scientist(src)
/obj/structure/closet/l3closet/medical
icon_state = "bio_scientist"
icon_closed = "bio_scientist"
icon_opened = "bio_scientistopen"
/obj/structure/closet/l3closet/medical/New()
..()
new /obj/item/clothing/suit/bio_suit/general(src)
new /obj/item/clothing/suit/bio_suit/general(src)
new /obj/item/clothing/suit/bio_suit/general(src)
new /obj/item/clothing/head/bio_hood/general(src)
new /obj/item/clothing/head/bio_hood/general(src)
new /obj/item/clothing/head/bio_hood/general(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/mask/gas(src)
@@ -92,6 +92,9 @@
new /obj/item/weapon/weldpack(src)
new /obj/item/weapon/weldpack(src)
new /obj/item/weapon/weldpack(src)
new /obj/item/clothing/glasses/welding(src)
new /obj/item/clothing/glasses/welding(src)
new /obj/item/clothing/glasses/welding(src)
return
@@ -144,6 +144,7 @@
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/extinguisher/mini(src)
new /obj/item/weapon/storage/box/freezer(src)
new /obj/item/clothing/accessory/storage/brown_vest(src)
return
/obj/structure/closet/secure_closet/CMO
@@ -193,6 +194,7 @@
new /obj/item/weapon/reagent_containers/hypospray(src)
new /obj/item/clothing/suit/storage/hooded/wintercoat/medical(src)
new /obj/item/weapon/storage/box/freezer(src)
new /obj/item/clothing/mask/gas(src)
return
@@ -297,6 +297,8 @@
new /obj/item/taperoll/police(src)
new /obj/item/weapon/gun/projectile/colt/detective(src)
new /obj/item/clothing/accessory/holster/armpit(src)
new /obj/item/device/flashlight/maglight(src)
new /obj/item/weapon/reagent_containers/food/drinks/flask/detflask(src)
return
/obj/structure/closet/secure_closet/detective/update_icon()
+16 -1
View File
@@ -1,5 +1,5 @@
#define SHOWER_OPEN_LAYER OBJ_LAYER + 0.4
#define SHOWER_CLOSED_LAYER MOB_LAYER + 0.1
#define SHOWER_CLOSED_LAYER MOB_LAYER + 0.2
/obj/structure/curtain
name = "curtain"
@@ -35,6 +35,21 @@
icon_state = "open"
layer = SHOWER_OPEN_LAYER
/obj/structure/curtain/attackby(obj/item/P, mob/user)
if(istype(P, /obj/item/weapon/wirecutters))
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You start to cut the shower curtains.</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 10))
user << "<span class='notice'>You cut the shower curtains.</span>"
var/obj/item/stack/material/plastic/A = new /obj/item/stack/material/plastic( src.loc )
A.amount = 3
qdel(src)
return
else
src.attack_hand(user)
return
/obj/structure/curtain/black
name = "black curtain"
color = "#222222"
+22 -3
View File
@@ -8,9 +8,19 @@
var/obj/item/weapon/extinguisher/has_extinguisher
var/opened = 0
/obj/structure/extinguisher_cabinet/New()
/obj/structure/extinguisher_cabinet/New(var/loc, var/dir, var/building = 0)
..()
has_extinguisher = new/obj/item/weapon/extinguisher(src)
if(building)
if(loc)
src.loc = loc
pixel_x = (dir & 3)? 0 : (dir == 4 ? -27 : 27)
pixel_y = (dir & 3)? (dir ==1 ? -27 : 27) : 0
update_icon()
return
else
has_extinguisher = new/obj/item/weapon/extinguisher(src)
/obj/structure/extinguisher_cabinet/attackby(obj/item/O, mob/user)
if(isrobot(user))
@@ -23,12 +33,21 @@
user << "<span class='notice'>You place [O] in [src].</span>"
else
opened = !opened
if(istype(O, /obj/item/weapon/wrench))
if(!has_extinguisher)
user << "<span class='notice'>You start to unwrench the extinguisher cabinet.</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 15))
user << "<span class='notice'>You unwrench the extinguisher cabinet.</span>"
new /obj/item/frame/extinguisher_cabinet( src.loc )
qdel(src)
return
else
opened = !opened
update_icon()
/obj/structure/extinguisher_cabinet/attack_hand(mob/user)
/obj/structure/extinguisher_cabinet/attack_hand(mob/living/user)
if(isrobot(user))
return
if (ishuman(user))

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