Merge pull request #3744 from Baystation12/dev-freeze

BYOND AKBAR
This commit is contained in:
Chinsky
2013-10-10 02:45:45 -07:00
224 changed files with 19615 additions and 14847 deletions
+7 -1
View File
@@ -15,4 +15,10 @@
/obj/effect/decal/spraystill
density = 0
anchored = 1
layer = 50
layer = 50
//Used by spraybottles.
/obj/effect/decal/chempuff
name = "chemicals"
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
+3 -12
View File
@@ -1030,19 +1030,10 @@ steam.start() -- spawns the effect
proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
if(!air_master)
return 0
var/turf/simulated/source = get_turf(src)
var/turf/simulated/north = get_step(source,NORTH)
var/turf/simulated/south = get_step(source,SOUTH)
var/turf/simulated/east = get_step(source,EAST)
var/turf/simulated/west = get_step(source,WEST)
if(istype(source)) air_master.tiles_to_update |= source
if(istype(north)) air_master.tiles_to_update |= north
if(istype(south)) air_master.tiles_to_update |= south
if(istype(east)) air_master.tiles_to_update |= east
if(istype(west)) air_master.tiles_to_update |= west
air_master.AddTurfToUpdate(get_turf(src))
return 1
+12 -2
View File
@@ -460,11 +460,21 @@
if( !(slot_flags & SLOT_HEAD) )
return 0
return 1
if(slot_ears)
if(H.ears)
if(slot_l_ear)
if(H.l_ear)
return 0
if( !(slot_flags & SLOT_EARS) )
return 0
if( (slot_flags & SLOT_TWOEARS) && H.r_ear )
return 0
return 1
if(slot_r_ear)
if(H.r_ear)
return 0
if( !(slot_flags & SLOT_EARS) )
return 0
if( (slot_flags & SLOT_TWOEARS) && H.l_ear )
return 0
return 1
if(slot_w_uniform)
if(H.w_uniform)
+2 -2
View File
@@ -89,7 +89,7 @@
/obj/item/bodybag/cryobag
name = "stasis bag"
desc = "A folded, non-reusable bag designed for the preservation of an occupant's brain by stasis."
desc = "A folded, non-reusable bag designed to prevent additional damage to an occupant at the cost of genetic damage."
icon = 'icons/obj/cryobag.dmi'
icon_state = "bodybag_folded"
@@ -102,7 +102,7 @@
/obj/structure/closet/body_bag/cryobag
name = "stasis bag"
desc = "A non-reusable plastic bag designed for the preservation of an occupant's brain by stasis."
desc = "A non-reusable plastic bag designed to prevent additional damage to an occupant at the cost of genetic damage."
icon = 'icons/obj/cryobag.dmi'
item_path = /obj/item/bodybag/cryobag
var/used = 0
@@ -0,0 +1,55 @@
/obj/item/device/megaphone
name = "megaphone"
desc = "A device used to project your voice. Loudly."
icon_state = "megaphone"
item_state = "radio"
w_class = 1.0
flags = FPRINT | TABLEPASS | CONDUCT
var/spamcheck = 0
var/emagged = 0
var/insults = 0
var/list/insultmsg = list("FUCK EVERYONE!", "I'M A TATER!", "ALL SECURITY TO SHOOT ME ON SIGHT!", "I HAVE A BOMB!", "CAPTAIN IS A COMDOM!", "FOR THE SYNDICATE!")
/obj/item/device/megaphone/attack_self(mob/living/user as mob)
if (user.client)
if(user.client.prefs.muted & MUTE_IC)
src << "\red You cannot speak in IC (muted)."
return
if(!ishuman(user))
user << "\red You don't know how to use this!"
return
if(user.silent)
return
if(spamcheck)
user << "\red \The [src] needs to recharge!"
return
var/message = copytext(sanitize(input(user, "Shout a message?", "Megaphone", null) as text),1,MAX_MESSAGE_LEN)
if(!message)
return
if ((src.loc == user && usr.stat == 0))
if(emagged)
if(insults)
for(var/mob/O in (viewers(user)))
O.show_message("<B>[user]</B> broadcasts, <FONT size=3>\"[pick(insultmsg)]\"</FONT>",2) // 2 stands for hearable message
insults--
else
user << "\red *BZZZZzzzzzt*"
else
for(var/mob/O in (viewers(user)))
O.show_message("<B>[user]</B> broadcasts, <FONT size=3>\"[message]\"</FONT>",2) // 2 stands for hearable message
spamcheck = 1
spawn(20)
spamcheck = 0
return
/obj/item/device/megaphone/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/card/emag) && !emagged)
user << "\red You overload \the [src]'s voice synthesizer."
emagged = 1
insults = rand(1, 3)//to prevent dickflooding
return
return
@@ -23,7 +23,7 @@
/obj/item/device/radio/headset/receive_range(freq, level)
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc
if(H.ears == src)
if(H.l_ear == src || H.r_ear == src)
return ..(freq, level)
return -1
+2 -2
View File
@@ -17,13 +17,13 @@
if(emagged)
if(insults >= 1)
playsound(get_turf(src), 'sound/voice/binsult.ogg', 100, 1, vary = 0)//hueheuheuheuheuheuhe
user.visible_message("<span class='warning'>[user]'s [name] gurgles, \"FUCK YOUR CUNT YOU SHIT EATING CUNT TILL YOU ARE A MASS EATING SHIT CUNT. EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS TO FUCK UP SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FROM THE DEPTHS OF SHIT\"</span>")
user.show_message("<span class='warning'>[user]'s [name] gurgles, \"FUCK YOUR CUNT YOU SHIT EATING CUNT TILL YOU ARE A MASS EATING SHIT CUNT. EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS TO FUCK UP SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FROM THE DEPTHS OF SHIT\"</span>",2) //It's a hearable message silly!
insults--
else
user << "\red *BZZZZcuntZZZZT*"
else
playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
user.visible_message("<span class='warning'>[user]'s [name] rasps, \"Halt! Security!\"</span>")
user.show_message("<span class='warning'>[user]'s [name] rasps, \"Halt! Security!\"</span>",1)
spamcheck = 1
spawn(20)
@@ -79,6 +79,7 @@
/obj/item/device/lightreplacer,
/obj/item/device/taperecorder,
/obj/item/device/hailer,
/obj/item/device/megaphone,
/obj/item/clothing/tie/holobadge,
/obj/structure/closet/crate/secure,
/obj/structure/closet/secure_closet,
@@ -245,7 +245,7 @@
icon_state = "grenade"
/obj/item/weapon/grenade/chem_grenade/cleaner
name = "Cleaner Grenade"
name = "cleaner grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = 2
path = 1
@@ -38,7 +38,7 @@
if(iscarbon(M))
eye_safety = M.eyecheck()
if(ishuman(M))
if(istype(M:ears, /obj/item/clothing/ears/earmuffs))
if(istype(M:l_ear, /obj/item/clothing/ears/earmuffs) || istype(M:r_ear, /obj/item/clothing/ears/earmuffs))
ear_safety += 2
if(HULK in M.mutations)
ear_safety += 1
@@ -50,7 +50,7 @@
..()
/obj/item/weapon/implant/tracking
name = "tracking"
name = "tracking implant"
desc = "Track with this."
var/id = 1.0
@@ -219,7 +219,7 @@ Implant Specifics:<BR>"}
del(src)
/obj/item/weapon/implant/chem
name = "chem"
name = "chemical implant"
desc = "Injects things."
allow_reagents = 1
@@ -283,7 +283,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
malfunction--
/obj/item/weapon/implant/loyalty
name = "loyalty"
name = "loyalty implant"
desc = "Makes you loyal or such."
get_data()
+55 -52
View File
@@ -12,7 +12,8 @@
icon_state ="bookEngineering"
author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Station Repairs and Construction"
/*dat = {"
dat = {"
<html><head>
</head>
@@ -23,16 +24,16 @@
</html>
"}*/
"}
/obj/item/weapon/book/manual/engineering_particle_accelerator
name = "Particle Accelerator User's Guide"
icon_state ="bookParticleAccelerator"
author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Particle Accelerator User's Guide"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -65,7 +66,7 @@
</ol>
</body>
</html>"}*/
</html>"}
/obj/item/weapon/book/manual/engineering_hacking
@@ -73,29 +74,28 @@
icon_state ="bookHacking"
author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Hacking"
//big pile of shit below.
/*dat = {"
dat = {"
<html><head>
</head>
<body>
<iframe width='100%' height='97%' src="http://wiki.nanotrasen.com/index.php?title=Hacking&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
<iframe width='100%' height='97%' src="http://baystation12.net/wiki/index.php?title=Hacking&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/engineering_singularity_safety
name = "Singularity Safety in Special Circumstances"
icon_state ="bookEngineeringSingularitySafety"
author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Singularity Safety in Special Circumstances"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -134,14 +134,16 @@
Step one: <b>GET THE FUCK OUT OF THERE!!! FORGET THE WOMEN AND CHILDREN, SAVE YOURSELF!!!</b><br>
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/hydroponics_pod_people
name = "The Human Harvest - From seed to market"
name = "The Diona Harvest - From seed to market"
icon_state ="bookHydroponicsPodPeople"
author = "Farmer John"
title = "The Human Harvest - From seed to market"
/*dat = {"<html>
title = "The Diona Harvest - From seed to market"
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -152,33 +154,29 @@
</style>
</head>
<body>
<h3>Growing Humans</h3>
<h3>Growing Diona</h3>
Why would you want to grow humans? Well I'm expecting most readers to be in the slave trade, but a few might actually
want to revive fallen comrades. Growing pod people is easy, but prone to disaster.
Growing Diona is easy!
<p>
<ol>
<li>Find a dead person who is in need of cloning. </li>
<li>Take a blood sample with a syringe. </li>
<li>Inject a seed pack with the blood sample. </li>
<li>Plant the seeds. </li>
<li>Tend to the plants water and nutrition levels until it is time to harvest the cloned human.</li>
<li>Tend to the plants water and nutrition levels until it is time to harvest the Diona.</li>
</ol>
<p>
It really is that easy! Good luck!
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/medical_cloning
name = "Cloning techniques of the 26th century"
icon_state ="bookCloning"
author = "Medical Journal, volume 3" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "Cloning techniques of the 26th century"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -202,7 +200,7 @@
<li><a href='#6'>Get clean Structurel Enzymes for the body</a></li>
<li><a href='#7'>Put body in morgue</a></li>
<li><a href='#8'>Await cloned body</a></li>
<li><a href='#9'>Use the clean SW injector</a></li>
<li><a href='#9'>Cryo and use the clean SE injector</a></li>
<li><a href='#10'>Give person clothes back</a></li>
<li><a href='#11'>Send person on their way</a></li>
</ol>
@@ -231,8 +229,8 @@
<a name='8'><H4>Step 8: Await cloned body</H4>
Now go back to the lab and wait for your patient to be cloned. It wont be long now, I promise.
<a name='9'><H4>Step 9: Use the clean SE injector on person</H4>
Has your body been cloned yet? Great! As soon as the guy pops out, grab your injector and jab it in them. Once youve injected them, they now have clean Structural Enzymes and their defects, if any, will disappear in a short while.
<a name='9'><H4>Step 9: Cyo and clean clean SE injector on person</H4>
Has your body been cloned yet? Great! As soon as the guy pops out, grab them and stick them in cryo. Clonexadone and Cryoxadone help rebuild their genetic material. Then grab your cleanr SE injector and jab it in them. Once youve injected them, they now have clean Structural Enzymes and their defects, if any, will disappear in a short while.
<a name='10'><H4>Step 10: Give person clothes back</H4>
Obviously the person will be naked after they have been cloned. Provided you werent an irresponsible little shit, you should have protected their possessions from thieves and should be able to give them back to the patient. No matter how cruel you are, its simply against protocol to force your patients to walk outside naked.
@@ -242,11 +240,9 @@
<p>If youve gotten this far, congratulations! You have mastered the art of cloning. Now, the real problem is how to resurrect yourself after that traitor had his way with you for cloning his target.
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/ripley_build_and_repair
@@ -254,9 +250,8 @@
icon_state ="book"
author = "Weyland-Yutani Corp" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "APLU \"Ripley\" Construction and Operation Manual"
//big pile of shit below.
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -320,9 +315,7 @@
</body>
</html>
<h2>Operation</h2>
Coming soon...
"}*/
"}
/obj/item/weapon/book/manual/research_and_development
@@ -330,8 +323,8 @@
icon_state = "rdbook"
author = "Dr. L. Ight"
title = "Research and Development 101"
/*dat = {"
<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -373,7 +366,7 @@
Many machines produces from circuit boards and inserted into a machine frame require a variety of parts to construct. These are parts like capacitors, batteries, matter bins, and so forth. As your knowledge of science improves, more advanced versions are unlocked. If you use these parts when constructing something, its attributes may be improved. For example, if you use an advanced matter bin when constructing an autolathe (rather then a regular one), it'll hold more materials. Experiment around with stock parts of various qualities to see how they affect the end results! Be warned, however: Tier 3 and higher stock parts don't have 100% reliability and their low reliability may affect the reliability of the end machine.
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/robotics_cyborgs
@@ -381,7 +374,8 @@
icon_state = "borgbook"
author = "XISC"
title = "Cyborgs for Dummies"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 21px; margin: 15px 0px 5px;}
@@ -576,7 +570,8 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/security_space_law
name = "Space Law"
@@ -584,6 +579,7 @@
icon_state = "bookSpaceLaw"
author = "Nanotrasen"
title = "Space Law"
dat = {"
<html><head>
@@ -596,22 +592,24 @@
"}
/obj/item/weapon/book/manual/engineering_guide
name = "Engineering Textbook"
icon_state ="bookEngineering2"
author = "Engineering Encyclopedia"
title = "Engineering Textbook"
/*dat = {"
dat = {"
<html><head>
</head>
<body>
<iframe width='100%' height='97%' src="http://wiki.nanotrasen.com/index.php?title=Guide_to_engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe> </body>
<iframe width='100%' height='97%' src="http://baystation12.net/wiki/index.php?title=Guide_to_Engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe> </body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/chef_recipes
@@ -619,7 +617,8 @@
icon_state = "cooked_book"
author = "Lord Frenrir Cageth"
title = "Chef Recipes"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -664,14 +663,16 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/barman_recipes
name = "Barman Recipes"
icon_state = "barbook"
author = "Sir John Rose"
title = "Barman Recipes"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -716,7 +717,7 @@
</body>
</html>
"}*/
"}
/obj/item/weapon/book/manual/detective
@@ -724,7 +725,8 @@
icon_state ="bookDetective"
author = "Nanotrasen"
title = "The Film Noir: Proper Procedures for Investigations"
/*dat = {"<html>
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
@@ -758,14 +760,15 @@
It really is that easy! Good luck!
</body>
</html>"}*/
</html>"}
/obj/item/weapon/book/manual/nuclear
name = "Fission Mailed: Nuclear Sabotage 101"
icon_state ="bookNuclear"
author = "Syndicate"
title = "Fission Mailed: Nuclear Sabotage 101"
/*dat = {"<html>
dat = {"<html>
Nuclear Explosives 101:<br>
Hello and thank you for choosing the Syndicate for your nuclear information needs.<br>
Today's crash course will deal with the operation of a Fusion Class Nanotrasen made Nuclear Device.<br>
@@ -793,4 +796,4 @@
<b>Disk, Code, Safety, Timer, Disk, RUN!</b><br>
Intelligence Analysts believe that normal Nanotrasen procedure is for the Captain to secure the nuclear authorisation disk.<br>
Good luck!
</html>"}*/
</html>"}
+20 -26
View File
@@ -15,40 +15,34 @@
/obj/item/weapon/mop/New()
var/datum/reagents/R = new/datum/reagents(5)
reagents = R
R.my_atom = src
create_reagents(5)
obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
reagents.reaction(A,1,10)
A.clean_blood()
for(var/obj/effect/O in A)
if( istype(O,/obj/effect/rune) || istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay) )
del(O)
obj/item/weapon/mop/proc/clean(turf/simulated/A)
if(reagents.has_reagent("water", 1))
A.clean_blood()
for(var/obj/effect/O in A)
if(istype(O,/obj/effect/rune) || istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay))
del(O)
reagents.reaction(A, TOUCH, 10) //10 is the multiplier for the reaction effect. probably needed to wet the floor properly.
reagents.remove_any(1) //reaction() doesn't use up the reagents
/obj/effect/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/mop))
return
..()
/obj/item/weapon/mop/afterattack(atom/A, mob/user as mob)
if(reagents.total_volume < 1 || mopcount >= 5)
user << "<span class='notice'>Your mop is dry!</span>"
return
/obj/item/weapon/mop/afterattack(atom/A, mob/user)
if(istype(A, /turf/simulated) || istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay) || istype(A, /obj/effect/rune))
if(reagents.total_volume < 1)
user << "<span class='notice'>Your mop is dry!</span>"
return
user.visible_message("<span class='warning'>[user] begins to clean \the [get_turf(A)].</span>")
if(do_after(user, 40))
if(A)
clean(get_turf(A))
user << "<span class='notice'>You have finished mopping!</span>"
mopcount++
if(mopcount >= 5) //Okay this stuff is an ugly hack and i feel bad about it.
spawn(5)
reagents.clear_reagents()
mopcount = 0
return
/obj/effect/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop) || istype(I, /obj/item/weapon/soap))
return
..()
@@ -28,7 +28,7 @@
/obj/item/weapon/storage/bag/trash
name = "trash bag"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon = 'icons/obj/trash.dmi'
icon = 'icons/obj/janitor.dmi'
icon_state = "trashbag0"
item_state = "trashbag"
@@ -290,43 +290,33 @@
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/monkeycube")
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src)
/obj/item/weapon/storage/box/farwacubes
if(src.type == /obj/item/weapon/storage/box/monkeycubes)
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src)
/obj/item/weapon/storage/box/monkeycubes/farwacubes
name = "farwa cube box"
desc = "Drymate brand farwa cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/farwacube")
desc = "Drymate brand farwa cubes, shipped from Ahdomai. Just add water!"
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/farwacube/wrapped(src)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped/farwacube(src)
/obj/item/weapon/storage/box/stokcubes
/obj/item/weapon/storage/box/monkeycubes/stokcubes
name = "stok cube box"
desc = "Drymate brand stok cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/stokcube")
desc = "Drymate brand stok cubes, shipped from Moghes. Just add water!"
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/stokcube/wrapped(src)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped/stokcube(src)
/obj/item/weapon/storage/box/neaeracubes
/obj/item/weapon/storage/box/monkeycubes/neaeracubes
name = "neaera cube box"
desc = "Drymate brand neaera cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/stokcube")
desc = "Drymate brand neaera cubes, shipped from Jargon 4. Just add water!"
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/neaeracube/wrapped(src)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped/neaeracube(src)
/obj/item/weapon/storage/box/ids
name = "spare IDs"
@@ -44,18 +44,16 @@
sleep(2)
new /obj/item/clothing/under/rank/janitor(src)
new /obj/item/weapon/cartridge/janitor(src)
new /obj/item/device/flashlight(src)
new /obj/item/clothing/shoes/galoshes(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/storage/bag/trash(src)
new /obj/item/device/lightreplacer(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/soft/purple(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/device/lightreplacer(src)
new /obj/item/weapon/storage/bag/trash(src)
new /obj/item/clothing/shoes/galoshes(src)
/*
* Lawyer
+191 -26
View File
@@ -1,3 +1,162 @@
/obj/structure/janitorialcart
name = "janitorial cart"
desc = "The ultimate in janitorial carts! Has space for water, mops, signs, trash bags, and more!"
icon = 'icons/obj/janitor.dmi'
icon_state = "cart"
anchored = 0
density = 1
flags = OPENCONTAINER
//copypaste sorry
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
var/obj/item/weapon/storage/bag/trash/mybag = null
var/obj/item/weapon/mop/mymop = null
var/obj/item/weapon/reagent_containers/spray/myspray = null
var/obj/item/device/lightreplacer/myreplacer = null
var/signs = 0 //maximum capacity hardcoded below
/obj/structure/janitorialcart/New()
create_reagents(100)
/obj/structure/janitorialcart/examine()
set src in usr
usr << "[src] \icon[src] contains [reagents.total_volume] unit\s of liquid!"
..()
//everything else is visible, so doesn't need to be mentioned
/obj/structure/janitorialcart/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/storage/bag/trash) && !mybag)
user.drop_item()
mybag = I
I.loc = src
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else if(istype(I, /obj/item/weapon/mop))
if(I.reagents.total_volume < I.reagents.maximum_volume) //if it's not completely soaked we assume they want to wet it, otherwise store it
if(reagents.total_volume < 1)
user << "[src] is out of water!</span>"
else
reagents.trans_to(I, 5) //
user << "<span class='notice'>You wet [I] in [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
return
if(!mymop)
user.drop_item()
mymop = I
I.loc = src
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else if(istype(I, /obj/item/weapon/reagent_containers/spray) && !myspray)
user.drop_item()
myspray = I
I.loc = src
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else if(istype(I, /obj/item/device/lightreplacer) && !myreplacer)
user.drop_item()
myreplacer = I
I.loc = src
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else if(istype(I, /obj/item/weapon/caution))
if(signs < 4)
user.drop_item()
I.loc = src
signs++
update_icon()
updateUsrDialog()
user << "<span class='notice'>You put [I] into [src].</span>"
else
user << "<span class='notice'>[src] can't hold any more signs.</span>"
else if(mybag)
mybag.attackby(I, user)
/obj/structure/janitorialcart/attack_hand(mob/user)
user.set_machine(src)
var/dat
if(mybag)
dat += "<a href='?src=\ref[src];garbage=1'>[mybag.name]</a><br>"
if(mymop)
dat += "<a href='?src=\ref[src];mop=1'>[mymop.name]</a><br>"
if(myspray)
dat += "<a href='?src=\ref[src];spray=1'>[myspray.name]</a><br>"
if(myreplacer)
dat += "<a href='?src=\ref[src];replacer=1'>[myreplacer.name]</a><br>"
if(signs)
dat += "<a href='?src=\ref[src];sign=1'>[signs] sign\s</a><br>"
var/datum/browser/popup = new(user, "janicart", name, 240, 160)
popup.set_content(dat)
popup.open()
/obj/structure/janitorialcart/Topic(href, href_list)
if(!in_range(src, usr))
return
if(!isliving(usr))
return
var/mob/living/user = usr
if(href_list["garbage"])
if(mybag)
user.put_in_hands(mybag)
user << "<span class='notice'>You take [mybag] from [src].</span>"
mybag = null
if(href_list["mop"])
if(mymop)
user.put_in_hands(mymop)
user << "<span class='notice'>You take [mymop] from [src].</span>"
mymop = null
if(href_list["spray"])
if(myspray)
user.put_in_hands(myspray)
user << "<span class='notice'>You take [myspray] from [src].</span>"
myspray = null
if(href_list["replacer"])
if(myreplacer)
user.put_in_hands(myreplacer)
user << "<span class='notice'>You take [myreplacer] from [src].</span>"
myreplacer = null
if(href_list["sign"])
if(signs)
var/obj/item/weapon/caution/Sign = locate() in src
if(Sign)
user.put_in_hands(Sign)
user << "<span class='notice'>You take \a [Sign] from [src].</span>"
signs--
else
warning("[src] signs ([signs]) didn't match contents")
signs = 0
update_icon()
updateUsrDialog()
/obj/structure/janitorialcart/update_icon()
overlays = null
if(mybag)
overlays += "cart_garbage"
if(mymop)
overlays += "cart_mop"
if(myspray)
overlays += "cart_spray"
if(myreplacer)
overlays += "cart_replacer"
if(signs)
overlays += "cart_sign[signs]"
//old style retardo-cart
/obj/structure/stool/bed/chair/janicart
name = "janicart"
icon = 'icons/obj/vehicles.dmi'
@@ -8,36 +167,36 @@
//copypaste sorry
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
var/obj/item/weapon/storage/bag/trash/mybag = null
var/callme = "pimpin' ride" //how do people refer to it?
/obj/structure/stool/bed/chair/janicart/New()
handle_rotation()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
create_reagents(100)
/obj/structure/stool/bed/chair/janicart/examine()
set src in usr
usr << "\icon[src] This pimpin' ride contains [reagents.total_volume] unit\s of water!"
usr << "\icon[src] This [callme] contains [reagents.total_volume] unit\s of water!"
if(mybag)
usr << "\A [mybag] is hanging on the pimpin' ride."
usr << "\A [mybag] is hanging on the [callme]."
/obj/structure/stool/bed/chair/janicart/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/mop))
if(reagents.total_volume >= 2)
reagents.trans_to(W, 2)
user << "<span class='notice'>You wet the mop in the pimpin' ride.</span>"
playsound(src.loc, 'sound/effects/slosh.ogg', 25, 1)
if(reagents.total_volume < 1)
user << "<span class='notice'>This pimpin' ride is out of water!</span>"
else if(istype(W, /obj/item/key))
user << "Hold [W] in one of your hands while you drive this pimpin' ride."
else if(istype(W, /obj/item/weapon/storage/bag/trash))
user << "<span class='notice'>You hook the trashbag onto the pimpin' ride.</span>"
/obj/structure/stool/bed/chair/janicart/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop))
if(reagents.total_volume > 1)
reagents.trans_to(I, 2)
user << "<span class='notice'>You wet [I] in the [callme].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
else
user << "<span class='notice'>This [callme] is out of water!</span>"
else if(istype(I, /obj/item/key))
user << "Hold [I] in one of your hands while you drive this [callme]."
else if(istype(I, /obj/item/weapon/storage/bag/trash))
user << "<span class='notice'>You hook the trashbag onto the [callme].</span>"
user.drop_item()
W.loc = src
mybag = W
I.loc = src
mybag = I
/obj/structure/stool/bed/chair/janicart/attack_hand(mob/user)
@@ -57,7 +216,8 @@
update_mob()
handle_rotation()
else
user << "<span class='notice'>You'll need the keys in one of your hands to drive this pimpin' ride.</span>"
user << "<span class='notice'>You'll need the keys in one of your hands to drive this [callme].</span>"
/obj/structure/stool/bed/chair/janicart/Move()
..()
@@ -65,6 +225,7 @@
if(buckled_mob.buckled == src)
buckled_mob.loc = loc
/obj/structure/stool/bed/chair/janicart/buckle_mob(mob/M, mob/user)
if(M != user || !ismob(M) || get_dist(src, user) > 1 || user.restrained() || user.lying || user.stat || M.buckled || istype(user, /mob/living/silicon))
return
@@ -72,8 +233,8 @@
unbuckle()
M.visible_message(\
"<span class='notice'>[M] climbs onto the pimpin' ride!</span>",\
"<span class='notice'>You climb onto the pimpin' ride!</span>")
"<span class='notice'>[M] climbs onto the [callme]!</span>",\
"<span class='notice'>You climb onto the [callme]!</span>")
M.buckled = src
M.loc = loc
M.dir = dir
@@ -81,7 +242,7 @@
buckled_mob = M
update_mob()
add_fingerprint(user)
return
/obj/structure/stool/bed/chair/janicart/unbuckle()
if(buckled_mob)
@@ -89,6 +250,7 @@
buckled_mob.pixel_y = 0
..()
/obj/structure/stool/bed/chair/janicart/handle_rotation()
if(dir == SOUTH)
layer = FLY_LAYER
@@ -102,6 +264,7 @@
update_mob()
/obj/structure/stool/bed/chair/janicart/proc/update_mob()
if(buckled_mob)
buckled_mob.dir = dir
@@ -119,11 +282,13 @@
buckled_mob.pixel_x = -13
buckled_mob.pixel_y = 7
/obj/structure/stool/bed/chair/janicart/bullet_act(var/obj/item/projectile/Proj)
if(buckled_mob)
if(prob(65))
if(prob(85))
return buckled_mob.bullet_act(Proj)
visible_message("<span class='warning'>[Proj] ricochets off the pimpin' ride!</span>")
visible_message("<span class='warning'>[Proj] ricochets off the [callme]!</span>")
/obj/item/key
name = "key"
+3 -14
View File
@@ -156,20 +156,9 @@
return
proc/update_nearby_tiles(need_rebuild) //Copypasta from airlock code
if(!air_master) return 0
var/turf/simulated/source = loc
var/turf/simulated/north = get_step(source,NORTH)
var/turf/simulated/south = get_step(source,SOUTH)
var/turf/simulated/east = get_step(source,EAST)
var/turf/simulated/west = get_step(source,WEST)
if(istype(source)) air_master.tiles_to_update += source
if(istype(north)) air_master.tiles_to_update += north
if(istype(south)) air_master.tiles_to_update += south
if(istype(east)) air_master.tiles_to_update += east
if(istype(west)) air_master.tiles_to_update += west
if(!air_master)
return 0
air_master.AddTurfToUpdate(get_turf(src))
return 1
/obj/structure/mineral_door/iron
+13 -29
View File
@@ -1,44 +1,28 @@
/obj/structure/mopbucket
desc = "Fill it with water, but don't forget a mop!"
name = "mop bucket"
desc = "Fill it with water, but don't forget a mop!"
icon = 'icons/obj/janitor.dmi'
icon_state = "mopbucket"
density = 1
pressure_resistance = 5
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
/obj/structure/mopbucket/New()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
create_reagents(100)
/obj/structure/mopbucket/examine()
set src in usr
usr << text("\icon[] [] contains [] units of water left!", src, src.name, src.reagents.total_volume)
usr << "[src] \icon[src] contains [reagents.total_volume] unit\s of water!"
..()
/obj/structure/mopbucket/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/mop))
if (src.reagents.total_volume >= 2)
src.reagents.trans_to(W, 2)
user << "\blue You wet the mop"
playsound(src.loc, 'sound/effects/slosh.ogg', 25, 1)
if (src.reagents.total_volume < 1)
user << "\blue Out of water!"
return
/obj/structure/mopbucket/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(5))
del(src)
return
/obj/structure/mopbucket/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
user << "[src] is out of water!</span>"
else
reagents.trans_to(I, 5)
user << "<span class='notice'>You wet [I] in [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
+5 -2
View File
@@ -258,8 +258,11 @@
if(H.glasses && washglasses)
if(H.glasses.clean_blood())
H.update_inv_glasses(0)
if(H.ears && washears)
if(H.ears.clean_blood())
if(H.l_ear && washears)
if(H.l_ear.clean_blood())
H.update_inv_ears(0)
if(H.r_ear && washears)
if(H.r_ear.clean_blood())
H.update_inv_ears(0)
if(H.belt)
if(H.belt.clean_blood())
@@ -294,12 +294,9 @@ obj/structure/windoor_assembly/Del()
return
/obj/structure/windoor_assembly/proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
if(!air_master)
return 0
var/turf/simulated/source = loc
var/turf/simulated/target = get_step(source,dir)
if(istype(source)) air_master.tiles_to_update += source
if(istype(target)) air_master.tiles_to_update += target
air_master.AddTurfToUpdate(loc)
return 1
+3 -15
View File
@@ -316,21 +316,9 @@
//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
if(!dir in cardinal)
var/turf/simulated/source = get_turf(src)
if(istype(source))
air_master.tiles_to_update |= source
for(var/dir in cardinal)
var/turf/simulated/target = get_step(source,dir)
if(istype(target)) air_master.tiles_to_update |= target
return 1
var/turf/simulated/source = get_turf(src)
var/turf/simulated/target = get_step(source,dir)
if(istype(source)) air_master.tiles_to_update |= source
if(istype(target)) air_master.tiles_to_update |= target
if(!air_master)
return 0
air_master.AddTurfToUpdate(get_turf(src))
return 1