mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 05:27:01 +01:00
Stackable items redo. Many improvements, massive code clean up.
Metal and related materials now noticeable more user-friendly. Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once. Some typos were fixed. dsay verb now uses fakekey in stealth mode. AI cannot remove the cell from the charger. Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes. Binary translator done by more convenient may by Barhandar. Is possible now to wash bloody hands in sink. Probably fixed bug causes gibbed revheads be not counted as dead. Some other fixes. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -2,8 +2,7 @@
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/obj/item/apc_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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var/obj/item/weapon/sheet/metal/M = new /obj/item/weapon/sheet/metal( src.loc )
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M.amount = 2
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new /obj/item/stack/sheet/metal( src.loc, 2 )
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del(src)
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/obj/item/apc_frame/proc/try_build(turf/on_wall)
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@@ -71,18 +71,13 @@
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return 0
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/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/sheet/metal))
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if(istype(W, /obj/item/stack/sheet/metal))
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var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly
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B.loc = user
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if (user.r_hand == W)
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user.u_equip(W)
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user.r_hand = B
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else
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user.u_equip(W)
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user.l_hand = B
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B.layer = 20
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user << "You armed the robot frame"
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del(W)
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W:use(1)
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if (user.get_inactive_hand()==src)
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user.before_take_item(src)
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user.put_in_inactive_hand(B)
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del(src)
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if(istype(W, /obj/item/robot_parts/l_leg))
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user.drop_item()
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@@ -21,7 +21,7 @@ GETLINEEEEEEEEEEEEEEEEEEEEE
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var/lit = 0 //on or off
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var/turf/previousturf = null
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var/obj/item/weapon/weldingtool/part1 = null
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var/obj/item/weapon/rods/part2 = null
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var/obj/item/stack/rods/part2 = null
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var/obj/item/device/igniter/part3 = null
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var/obj/item/weapon/tank/plasma/part4 = null
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m_amt = 500
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@@ -155,7 +155,7 @@ GETLINEEEEEEEEEEEEEEEEEEEEE
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if(isturf(location)) //start a fire if possible
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location.hotspot_expose(700, 2)
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/obj/item/weapon/flamethrower/attackby(obj/item/weapon/tank/plasma/W as obj, mob/user as mob)
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/obj/item/weapon/flamethrower/attackby(obj/item/W as obj, mob/user as mob)
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if(user.stat || user.restrained() || user.lying)
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return
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if (istype(W,/obj/item/weapon/tank/plasma))
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@@ -1,278 +0,0 @@
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/*
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CONTAINS:
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GLASS SHEET
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REINFORCED GLASS SHEET
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SHARDS
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*/
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/obj/item/weapon/sheet/glass/attack_hand(mob/user as mob)
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if ((user.r_hand == src || user.l_hand == src))
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src.add_fingerprint(user)
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var/obj/item/weapon/sheet/glass/F = new /obj/item/weapon/sheet/glass( user )
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F.amount = 1
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src.amount--
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if (user.hand)
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user.l_hand = F
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else
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user.r_hand = F
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F.layer = 20
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F.add_fingerprint(user)
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if (src.amount < 1)
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//SN src = null
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del(src)
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return
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else
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..()
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src.force = 5
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return
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/obj/item/weapon/sheet/glass/attackby(obj/item/weapon/W, mob/user)
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if ( istype(W, /obj/item/weapon/sheet/glass) )
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var/obj/item/weapon/sheet/glass/G = W
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if (G.amount >= MAX_STACK_AMOUNT_GLASS)
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return
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if (G.amount + src.amount > MAX_STACK_AMOUNT_GLASS)
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src.amount = G.amount + src.amount - MAX_STACK_AMOUNT_GLASS
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G.amount = MAX_STACK_AMOUNT_GLASS
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else
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G.amount += src.amount
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//SN src = null
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del(src)
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return
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return
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else if( istype(W, /obj/item/weapon/rods) )
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var/obj/item/weapon/rods/V = W
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var/obj/item/weapon/sheet/rglass/R = new /obj/item/weapon/sheet/rglass(user.loc)
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R.loc = user.loc
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R.add_fingerprint(user)
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if(V.amount == 1)
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if(user.client)
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user.client.screen -= V
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user.u_equip(W)
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del(W)
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else
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V.amount--
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if(src.amount == 1)
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if(user.client)
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user.client.screen -= src
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user.u_equip(src)
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del(src)
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else
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src.amount--
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return
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/obj/item/weapon/sheet/glass/examine()
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set src in view(1)
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..()
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usr << text("There are [] glass sheet\s on the stack.", src.amount)
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return
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/obj/item/weapon/sheet/glass/attack_self(mob/user as mob)
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if (!( istype(usr.loc, /turf/simulated) ))
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return
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "\red You don't have the dexterity to do this!"
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return
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switch(alert("Sheet-Glass", "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
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if("one direct")
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var/go = 1
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for (var/obj/window/win in usr.loc)
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if(win.ini_dir == NORTHWEST || win.ini_dir == NORTHEAST || win.ini_dir == SOUTHWEST || win.ini_dir == SOUTHEAST)
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go = 0
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if(go)
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var/obj/window/W = new /obj/window( usr.loc )
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W.anchored = 0
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if (src.amount < 1)
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return
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src.amount--
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else usr << "Can't let you do that."
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if("full (2 sheets)")
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var/go = 1
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for (var/obj/window/win in usr.loc)
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if(win)
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go = 0
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if (go)
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if (src.amount < 2)
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return
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src.amount -= 2
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var/obj/window/W = new /obj/window( usr.loc )
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W.dir = SOUTHWEST
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W.ini_dir = SOUTHWEST
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W.anchored = 0
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else usr << "Can't let you do that."
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else
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if (src.amount <= 0)
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user.u_equip(src)
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del(src)
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return
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return
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// REINFORCED GLASS
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/obj/item/weapon/sheet/rglass/attack_hand(mob/user as mob)
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if ((user.r_hand == src || user.l_hand == src))
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src.add_fingerprint(user)
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var/obj/item/weapon/sheet/rglass/F = new /obj/item/weapon/sheet/rglass( user )
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F.amount = 1
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src.amount--
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if (user.hand)
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user.l_hand = F
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else
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user.r_hand = F
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F.layer = 20
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F.add_fingerprint(user)
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if (src.amount < 1)
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//SN src = null
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del(src)
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return
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else
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..()
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src.force = 5
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return
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/obj/item/weapon/sheet/rglass/attackby(obj/item/weapon/sheet/rglass/W as obj, mob/user as mob)
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if (!( istype(W, /obj/item/weapon/sheet/rglass) ))
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return
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if (W.amount >= MAX_STACK_AMOUNT_GLASS)
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return
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if (W.amount + src.amount > MAX_STACK_AMOUNT_GLASS)
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src.amount = W.amount + src.amount - MAX_STACK_AMOUNT_GLASS
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W.amount = MAX_STACK_AMOUNT_GLASS
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else
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W.amount += src.amount
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del(src)
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return
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return
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/obj/item/weapon/sheet/rglass/examine()
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set src in view(1)
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..()
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usr << text("There are [] reinforced glass sheet\s on the stack.", src.amount)
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return
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/obj/item/weapon/sheet/rglass/attack_self(mob/user as mob)
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if (!istype(usr.loc, /turf/simulated))
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return
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "\red You don't have the dexterity to do this!"
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return
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switch(alert("Sheet Reinf. Glass", "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
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if("one direct")
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var/go = 1
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for (var/obj/window/win in usr.loc)
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if(win.ini_dir == NORTHWEST || win.ini_dir == NORTHEAST || win.ini_dir == SOUTHWEST || win.ini_dir == SOUTHEAST)
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go = 0
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if(go)
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var/obj/window/W = new /obj/window( usr.loc, 1 )
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W.anchored = 0
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W.state = 0
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if (src.amount < 1)
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return
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src.amount--
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else usr << "Can't let you do that."
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if("full (2 sheets)")
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var/go = 1
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for (var/obj/window/win in usr.loc)
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if(win)
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go = 0
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if(go)
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if (src.amount < 2)
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return
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src.amount -= 2
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var/obj/window/W = new /obj/window( usr.loc, 1 )
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W.dir = SOUTHWEST
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W.ini_dir = SOUTHWEST
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W.anchored = 0
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W.state = 0
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else usr << "Can't let you do that."
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else
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if (src.amount <= 0)
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user.u_equip(src)
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//SN src = null
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del(src)
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return
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return
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// SHARDS
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/obj/item/weapon/shard/Bump()
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spawn( 0 )
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if (prob(20))
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src.force = 15
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else
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src.force = 4
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..()
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return
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return
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/obj/item/weapon/shard/New()
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//****RM
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//world<<"New shard at [x],[y],[z]"
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src.icon_state = pick("large", "medium", "small")
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switch(src.icon_state)
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if("small")
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src.pixel_x = rand(1, 18)
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src.pixel_y = rand(1, 18)
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if("medium")
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src.pixel_x = rand(1, 16)
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src.pixel_y = rand(1, 16)
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if("large")
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src.pixel_x = rand(1, 10)
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src.pixel_y = rand(1, 5)
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else
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return
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/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (!( istype(W, /obj/item/weapon/weldingtool) && W:welding ))
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return
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W:eyecheck(user)
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new /obj/item/weapon/sheet/glass( user.loc )
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//SN src = null
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del(src)
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return
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/obj/item/weapon/shard/HasEntered(AM as mob|obj)
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if(ismob(AM))
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var/mob/M = AM
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M << "\red <B>You step in the broken glass!</B>"
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playsound(src.loc, 'glass_step.ogg', 50, 1)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(!H.shoes)
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var/datum/organ/external/affecting = H.organs[pick("l_foot", "r_foot")]
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H.weakened = max(3, H.weakened)
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affecting.take_damage(5, 0)
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H.UpdateDamageIcon()
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H.updatehealth()
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..()
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@@ -1,466 +0,0 @@
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/*
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CONTAINS:
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RODS
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METAL
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REINFORCED METAL
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LATTICE
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*/
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// RODS
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/obj/item/weapon/rods/examine()
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set src in view(1)
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..()
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usr << text("There are [] rod\s left on the stack.", src.amount)
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return
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/obj/item/weapon/rods/attack_hand(mob/user as mob)
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if ((user.r_hand == src || user.l_hand == src))
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src.add_fingerprint(user)
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var/obj/item/weapon/rods/F = new /obj/item/weapon/rods( user )
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F.amount = 1
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src.amount--
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if (user.hand)
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user.l_hand = F
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else
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user.r_hand = F
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F.layer = 20
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F.add_fingerprint(user)
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if (src.amount < 1)
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//SN src = null
|
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del(src)
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return
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else
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..()
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return
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/obj/item/weapon/rods/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
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if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
|
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if(amount < 2)
|
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user << "\blue You need at least two rods to do this."
|
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return
|
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if (W:get_fuel() < 2)
|
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user << "\blue You need more welding fuel to complete this task."
|
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return
|
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W:eyecheck(user)
|
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W:use_fuel(2)
|
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new /obj/item/weapon/sheet/metal(usr.loc)
|
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for (var/mob/M in viewers(src))
|
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M.show_message("\red [src] is shaped into metal by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
|
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|
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amount -= 2
|
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if(amount == 0)
|
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del(src)
|
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return
|
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if (istype(W, /obj/item/weapon/rods))
|
||||
if (W:amount == MAX_STACK_AMOUNT_RODS)
|
||||
return
|
||||
if (W:amount + src:amount > MAX_STACK_AMOUNT_RODS)
|
||||
src.amount = W:amount + src:amount - MAX_STACK_AMOUNT_RODS
|
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W:amount = MAX_STACK_AMOUNT_RODS
|
||||
else
|
||||
W:amount += src:amount
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
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/obj/item/weapon/rods/attack_self(mob/user as mob)
|
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if (locate(/obj/grille, usr.loc))
|
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for(var/obj/grille/G in usr.loc)
|
||||
if (G.destroyed)
|
||||
G.health = 10
|
||||
G.density = 1
|
||||
G.destroyed = 0
|
||||
G.icon_state = "grille"
|
||||
src.amount--
|
||||
else
|
||||
else
|
||||
if (src.amount < 2)
|
||||
return
|
||||
src.amount -= 2
|
||||
new /obj/grille( usr.loc )
|
||||
if (src.amount < 1)
|
||||
del(src)
|
||||
return
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
|
||||
|
||||
|
||||
// METAL SHEET
|
||||
|
||||
/obj/item/weapon/sheet/metal/examine()
|
||||
set src in view(1)
|
||||
|
||||
..()
|
||||
usr << text("There are [] metal sheet\s on the stack.", src.amount)
|
||||
return
|
||||
|
||||
/obj/item/weapon/sheet/metal/attack_hand(mob/user as mob)
|
||||
if ((user.r_hand == src || user.l_hand == src))
|
||||
src.add_fingerprint(user)
|
||||
var/obj/item/weapon/sheet/metal/F = new /obj/item/weapon/sheet/metal( user )
|
||||
F.amount = 1
|
||||
src.amount--
|
||||
if (user.hand)
|
||||
user.l_hand = F
|
||||
else
|
||||
user.r_hand = F
|
||||
F.layer = 20
|
||||
F.add_fingerprint(user)
|
||||
if (src.amount < 1)
|
||||
del(src)
|
||||
return
|
||||
else
|
||||
..()
|
||||
src.force = 5
|
||||
return
|
||||
|
||||
/obj/item/weapon/sheet/metal/attackby(obj/item/weapon/sheet/metal/W as obj, mob/user as mob)
|
||||
if (!( istype(W, /obj/item/weapon/sheet/metal) ))
|
||||
return
|
||||
if (W.amount >= MAX_STACK_AMOUNT_METAL)
|
||||
return
|
||||
if (W.amount + src.amount > MAX_STACK_AMOUNT_METAL)
|
||||
src.amount = W.amount + src.amount - MAX_STACK_AMOUNT_METAL
|
||||
W.amount = MAX_STACK_AMOUNT_METAL
|
||||
else
|
||||
W.amount += src.amount
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/sheet/metal/attack_self(mob/user as mob)
|
||||
var/t1 = text("<HTML><HEAD></HEAD><TT>Amount Left: [] <BR>", src.amount)
|
||||
var/list/L = list( )
|
||||
L["stool"] = "stool"
|
||||
L["chair"] = "chair"
|
||||
L["bed"] = "bed (2 metal)<BR>"
|
||||
L["table"] = "table parts (2 metal)"
|
||||
L["rack"] = "rack parts<BR>"
|
||||
L["aircan"] = "air canister (2 metal)"
|
||||
L["o2can"] = "oxygen canister (2 metal)"
|
||||
L["carboncan"] = "co2 canister (2 metal)"
|
||||
L["plcan"] = "plasma canister (2 metal)"
|
||||
L["n2can"] = "n2 canister (2 metal)"
|
||||
L["n2ocan"] = "n2o canister (2 metal)"
|
||||
L["closet"] = "closet (2 metal)<BR>"
|
||||
L["fl_tiles"] = "4x floor tiles"
|
||||
L["rods"] = "2x metal rods"
|
||||
L["casing"] = "grenade casing (1 metal)"
|
||||
L["reinforced"] = "reinforced sheet (2 metal)<BR>"
|
||||
L["computer"] = "computer frame (5 metal)<BR>"
|
||||
L["construct"] = "construct wall girders (2 metal)"
|
||||
L["airlock"] = "construct airlock assembly (4 metal)"
|
||||
L["apc_frame"] = "construct apc frame (2 metal)"
|
||||
|
||||
for(var/t in L)
|
||||
t1 += text("<A href='?src=\ref[];make=[]'>[]</A> ", src, t, L[t])
|
||||
t1 += "<BR>"
|
||||
t1 += "</TT></HTML>"
|
||||
user << browse(t1, "window=met_sheet")
|
||||
onclose(user, "met_sheet")
|
||||
return
|
||||
|
||||
/obj/item/weapon/sheet/metal/Topic(href, href_list)
|
||||
..()
|
||||
if ((usr.restrained() || usr.stat || usr.equipped() != src))
|
||||
return
|
||||
if (href_list["make"])
|
||||
if (src.amount < 1)
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
switch(href_list["make"])
|
||||
if("rods")
|
||||
src.amount--
|
||||
var/obj/item/weapon/rods/R = new /obj/item/weapon/rods( usr.loc )
|
||||
R.amount = 2
|
||||
if("table")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the table parts!")
|
||||
return
|
||||
src.amount -= 2
|
||||
new /obj/item/weapon/table_parts( usr.loc )
|
||||
if("stool")
|
||||
src.amount--
|
||||
new /obj/stool( usr.loc )
|
||||
if("chair")
|
||||
src.amount--
|
||||
var/obj/stool/chair/C = new /obj/stool/chair( usr.loc )
|
||||
C.dir = usr.dir
|
||||
if (C.dir == NORTH)
|
||||
C.layer = 5
|
||||
if("rack")
|
||||
src.amount--
|
||||
new /obj/item/weapon/rack_parts( usr.loc )
|
||||
|
||||
if("aircan")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the canister!")
|
||||
return
|
||||
src.amount -= 2
|
||||
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
|
||||
C.color = "grey"
|
||||
C.icon_state = "grey"
|
||||
|
||||
if("o2can")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the canister!")
|
||||
return
|
||||
src.amount -= 2
|
||||
|
||||
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
|
||||
C.color = "blue"
|
||||
C.icon_state = "blue"
|
||||
|
||||
if("carboncan")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the canister!")
|
||||
return
|
||||
src.amount -= 2
|
||||
|
||||
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
|
||||
C.color = "black"
|
||||
C.icon_state = "black"
|
||||
|
||||
if("plcan")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the canister!")
|
||||
return
|
||||
src.amount -= 2
|
||||
|
||||
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
|
||||
C.color = "orange"
|
||||
C.icon_state = "orange"
|
||||
|
||||
if("n2can")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the canister!")
|
||||
return
|
||||
src.amount -= 2
|
||||
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
|
||||
C.color = "red"
|
||||
C.icon_state = "red"
|
||||
if("n2ocan")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the canister!")
|
||||
return
|
||||
src.amount -= 2
|
||||
var/obj/machinery/portable_atmospherics/canister/C = new /obj/machinery/portable_atmospherics/canister(usr.loc)
|
||||
C.color = "redws"
|
||||
C.icon_state = "redws"
|
||||
|
||||
if("reinforced")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the reinforced sheet!")
|
||||
return
|
||||
src.amount -= 2
|
||||
var/obj/item/weapon/sheet/r_metal/C = new /obj/item/weapon/sheet/r_metal( usr.loc )
|
||||
C.amount = 1
|
||||
|
||||
if("casing")
|
||||
if (src.amount < 1) //Not possible!
|
||||
usr << text("\red You haven't got enough metal to create the grenade casing!")
|
||||
return
|
||||
src.amount--
|
||||
new /obj/item/weapon/chem_grenade( usr.loc )
|
||||
|
||||
if("closet")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the reinforced closet!")
|
||||
return
|
||||
src.amount -= 2
|
||||
new /obj/closet( usr.loc )
|
||||
if("fl_tiles")
|
||||
src.amount--
|
||||
var/obj/item/weapon/tile/R = new /obj/item/weapon/tile( usr.loc )
|
||||
R.amount = 4
|
||||
if("bed")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the bed!")
|
||||
return
|
||||
src.amount -= 2
|
||||
new /obj/stool/bed( usr.loc )
|
||||
if("computer")
|
||||
if(src.amount < 5)
|
||||
usr << text("\red You haven't got enough metal to build the computer frame!")
|
||||
return
|
||||
src.amount -= 5
|
||||
new /obj/computerframe( usr.loc )
|
||||
if("construct")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to construct the wall girders!")
|
||||
return
|
||||
usr << "\blue Building wall girders ..."
|
||||
var/turf/location = usr.loc
|
||||
sleep(50)
|
||||
if ((usr.loc == location))
|
||||
if (!istype(location, /turf/simulated/floor))
|
||||
return
|
||||
|
||||
src.amount -= 2
|
||||
new /obj/structure/girder(location)
|
||||
if("airlock")
|
||||
if (src.amount < 4)
|
||||
usr << text("\red You haven't got enough metal to construct the airlock assembly!")
|
||||
return
|
||||
usr << "\blue Building airlock assembly ..."
|
||||
var/turf/location = usr.loc
|
||||
sleep(50)
|
||||
if ((usr.loc == location))
|
||||
if (!istype(location, /turf/simulated/floor))
|
||||
return
|
||||
src.amount -= 4
|
||||
new /obj/door_assembly(location)
|
||||
if("apc_frame")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the APC frame!")
|
||||
return
|
||||
src.amount -= 2
|
||||
new /obj/item/apc_frame(usr.loc)
|
||||
|
||||
if (src.amount <= 0)
|
||||
usr << browse(null, "window=met_sheet")
|
||||
onclose(usr, "met_sheet")
|
||||
usr.u_equip(src)
|
||||
del(src)
|
||||
|
||||
|
||||
return
|
||||
spawn( 0 )
|
||||
src.attack_self(usr)
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// REINFORCED METAL SHEET
|
||||
|
||||
/obj/item/weapon/sheet/r_metal/attackby(obj/item/weapon/sheet/r_metal/W as obj, mob/user as mob)
|
||||
if (!( istype(W, /obj/item/weapon/sheet/r_metal) ))
|
||||
return
|
||||
if (W.amount >= MAX_STACK_AMOUNT_METAL)
|
||||
return
|
||||
if (W.amount + src.amount > MAX_STACK_AMOUNT_METAL)
|
||||
src.amount = W.amount + src.amount - MAX_STACK_AMOUNT_METAL
|
||||
W.amount = MAX_STACK_AMOUNT_METAL
|
||||
else
|
||||
W.amount += src.amount
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/item/weapon/sheet/r_metal/attack_self(mob/user as mob)
|
||||
var/t1 = text("<HTML><HEAD></HEAD><TT>Amount Left: [] <BR>", src.amount)
|
||||
var/list/L = list( )
|
||||
L["table"] = "table parts (2 metal)"
|
||||
L["metal"] = "2x metal sheet (1 metal)<BR>"
|
||||
L["core"] = "AI core (4 metal)"
|
||||
for(var/t in L)
|
||||
t1 += text("<A href='?src=\ref[];make=[]'>[]</A> ", src, t, L[t])
|
||||
t1 += "<BR>"
|
||||
t1 += "</TT></HTML>"
|
||||
user << browse(t1, "window=met_sheet")
|
||||
onclose(user, "met_sheet")
|
||||
return
|
||||
|
||||
/obj/item/weapon/sheet/r_metal/Topic(href, href_list)
|
||||
..()
|
||||
if ((usr.restrained() || usr.stat || usr.equipped() != src))
|
||||
return
|
||||
if (href_list["make"])
|
||||
if (src.amount < 1)
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
switch(href_list["make"])
|
||||
if("table")
|
||||
if (src.amount < 2)
|
||||
usr << text("\red You haven't got enough metal to build the reinforced table parts!")
|
||||
return
|
||||
src.amount -= 2
|
||||
new /obj/item/weapon/table_parts/reinforced( usr.loc )
|
||||
if("metal")
|
||||
if (src.amount < 1)
|
||||
usr << text("\red You haven't got enough metal to build the metal sheets!")
|
||||
return
|
||||
src.amount -= 1
|
||||
var/obj/item/weapon/sheet/metal/C = new /obj/item/weapon/sheet/metal( usr.loc )
|
||||
C.amount = 2
|
||||
if("core")
|
||||
if (src.amount < 4)
|
||||
usr << text("\red You haven't got enough metal to build the metal sheets!")
|
||||
return
|
||||
src.amount -= 4
|
||||
new /obj/AIcore( usr.loc )
|
||||
|
||||
|
||||
if (src.amount <= 0)
|
||||
usr << browse(null, "window=met_sheet")
|
||||
onclose(usr, "met_sheet")
|
||||
usr.u_equip(src)
|
||||
del(src)
|
||||
|
||||
|
||||
return
|
||||
spawn( 0 )
|
||||
src.attack_self(usr)
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
|
||||
// LATTICE????
|
||||
|
||||
|
||||
/obj/lattice/blob_act()
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/lattice/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
del(src)
|
||||
return
|
||||
if(3.0)
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
/obj/lattice/attackby(obj/item/weapon/C as obj, mob/user as mob)
|
||||
|
||||
if (istype(C, /obj/item/weapon/tile))
|
||||
|
||||
C:build(get_turf(src))
|
||||
C:amount--
|
||||
playsound(src.loc, 'Genhit.ogg', 50, 1)
|
||||
C.add_fingerprint(user)
|
||||
|
||||
if (C:amount < 1)
|
||||
user.u_equip(C)
|
||||
del(C)
|
||||
del(src)
|
||||
return
|
||||
if (istype(C, /obj/item/weapon/weldingtool) && C:welding)
|
||||
user << "\blue Slicing lattice joints ..."
|
||||
C:eyecheck(user)
|
||||
new /obj/item/weapon/rods(src.loc)
|
||||
del(src)
|
||||
|
||||
return
|
||||
@@ -11,7 +11,7 @@ RACK PARTS
|
||||
|
||||
/obj/item/weapon/table_parts/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/wrench))
|
||||
new /obj/item/weapon/sheet/metal( src.loc )
|
||||
new /obj/item/stack/sheet/metal( src.loc )
|
||||
//SN src = null
|
||||
del(src)
|
||||
|
||||
@@ -40,7 +40,7 @@ RACK PARTS
|
||||
// REINFORCED TABLE PARTS
|
||||
/obj/item/weapon/table_parts/reinforced/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/wrench))
|
||||
new /obj/item/weapon/sheet/r_metal( src.loc )
|
||||
new /obj/item/stack/sheet/r_metal( src.loc )
|
||||
//SN src = null
|
||||
del(src)
|
||||
|
||||
@@ -70,7 +70,7 @@ RACK PARTS
|
||||
// RACK PARTS
|
||||
/obj/item/weapon/rack_parts/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/wrench))
|
||||
new /obj/item/weapon/sheet/metal( src.loc )
|
||||
new /obj/item/stack/sheet/metal( src.loc )
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
@@ -26,86 +26,3 @@ TILES
|
||||
return
|
||||
|
||||
|
||||
|
||||
// TILES
|
||||
|
||||
/obj/item/weapon/tile/New()
|
||||
|
||||
src.pixel_x = rand(1, 14)
|
||||
src.pixel_y = rand(1, 14)
|
||||
return
|
||||
|
||||
/obj/item/weapon/tile/examine()
|
||||
set src in view(1)
|
||||
|
||||
..()
|
||||
usr << text("There are [] tile\s left on the stack.", src.amount)
|
||||
return
|
||||
|
||||
/obj/item/weapon/tile/attack_hand(mob/user as mob)
|
||||
|
||||
if ((user.r_hand == src || user.l_hand == src))
|
||||
src.add_fingerprint(user)
|
||||
var/obj/item/weapon/tile/F = new /obj/item/weapon/tile( user )
|
||||
F.amount = 1
|
||||
src.amount--
|
||||
if (user.hand)
|
||||
user.l_hand = F
|
||||
else
|
||||
user.r_hand = F
|
||||
F.layer = 20
|
||||
F.add_fingerprint(user)
|
||||
if (src.amount < 1)
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
else
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/tile/attack_self(mob/user as mob)
|
||||
|
||||
if (usr.stat)
|
||||
return
|
||||
var/T = user.loc
|
||||
if (!( istype(T, /turf) ))
|
||||
user << "\blue You must be on the ground!"
|
||||
return
|
||||
else
|
||||
var/S = T
|
||||
if (!( istype(S, /turf/space) ))
|
||||
user << "You cannot build on or repair this turf!"
|
||||
return
|
||||
else
|
||||
src.build(S)
|
||||
src.amount--
|
||||
if (src.amount < 1)
|
||||
user.u_equip(src)
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/tile/attackby(obj/item/weapon/tile/W as obj, mob/user as mob)
|
||||
|
||||
if (!( istype(W, /obj/item/weapon/tile) ))
|
||||
return
|
||||
if (W.amount == 10)
|
||||
return
|
||||
W.add_fingerprint(user)
|
||||
if (W.amount + src.amount > 10)
|
||||
src.amount = W.amount + src.amount - 10
|
||||
W.amount = 10
|
||||
else
|
||||
W.amount += src.amount
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/item/weapon/tile/proc/build(turf/S as turf)
|
||||
|
||||
var/turf/simulated/floor/W = S.ReplaceWithFloor()
|
||||
W.to_plating()
|
||||
return
|
||||
@@ -88,15 +88,17 @@ WELDINGTOOOL
|
||||
usr << text("\icon[] [] contains [] units of fuel left!", src, src.name, get_fuel() )
|
||||
return
|
||||
|
||||
/obj/item/weapon/weldingtool/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (status == 0 && istype(W,/obj/item/weapon/screwdriver))
|
||||
status = 1
|
||||
user << "\blue The welder can now be attached and modified."
|
||||
else if (status == 1 && istype(W,/obj/item/weapon/rods))
|
||||
var/obj/item/weapon/rods/R = W
|
||||
R.amount = R.amount - 1
|
||||
if (R.amount == 0)
|
||||
del(R)
|
||||
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if (istype(W,/obj/item/weapon/screwdriver))
|
||||
status = !status
|
||||
if (status)
|
||||
user << "\blue You resecure the welder."
|
||||
else
|
||||
user << "\blue The welder can now be attached and modified."
|
||||
src.add_fingerprint(user)
|
||||
else if (status == 1 && istype(W,/obj/item/stack/rods))
|
||||
var/obj/item/stack/rods/R = W
|
||||
R.use(1)
|
||||
var/obj/item/assembly/weld_rod/F = new /obj/item/assembly/weld_rod( user )
|
||||
src.loc = F
|
||||
F.part1 = src
|
||||
@@ -120,10 +122,8 @@ WELDINGTOOOL
|
||||
R.layer = 20
|
||||
F.loc = user
|
||||
src.add_fingerprint(user)
|
||||
else if (status == 1 && istype(W,/obj/item/weapon/screwdriver))
|
||||
status = 0
|
||||
user << "\blue You resecure the welder."
|
||||
return
|
||||
else
|
||||
..()
|
||||
|
||||
// helper functions for weldingtool fuel use
|
||||
|
||||
|
||||
Reference in New Issue
Block a user