mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 15:08:02 +01:00
- You can now recolor jumpsuits, shoes, gloves and bedsheets using the washing machine.
Screenshot: http://www.kamletos.si/laundry.png - Some religions (currently Islam, Scientology and Atheism) set your chapel's symbols to the symbols of that religion. Screenshot: http://www.kamletos.si/view%20variables%206.JPG (The tiles) - Detective now has his stuff in an old-styled cabinet. (Sprite by Hempuli) - Got rid of some.. uhh... Runtime errors... and... uhh... A certain dungeon master... I... I WAS ORDERED TO DO IT, YELL AT URIST AND CREED! - I doubt you'll get this far in reading this changelog due to the previous point, but just in case you do... Admin tools updated: - View variables now has a "Mark Object" option. After you've marked an object or datum, you will be able to assign the value to a variable. An example would be if you try to put an item into a closet. You'd open view variables on the item you want to move, select "mark object", open 'view variables' of the closet, click E or C next to contents and select "marked datum (type)". After this, you select 'No' for the reference question. Screenshot: http://www.kamletos.si/references.jpg - Also in View variables, you can now access a player's 'Player panel' if you view a mob's variables. - Updated changelog with these changes git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2225 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -167,3 +167,20 @@
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new /obj/item/clothing/suit/lawyer/purpjacket(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/clothing/shoes/black(src)
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/obj/closet/cabinet/New()
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..()
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sleep(2)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/clothing/under/det( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/head/det_hat( src )
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new /obj/item/clothing/suit/det_suit( src )
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new /obj/item/clothing/suit/det_suit/armor( src )
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new /obj/item/weapon/storage/fcard_kit( src )
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new /obj/item/clothing/gloves/black( src )
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new /obj/item/weapon/storage/lglo_kit( src )
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new /obj/item/weapon/fcardholder( src )
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new /obj/item/weapon/clipboard( src )
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new /obj/item/device/detective_scanner( src )
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return
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@@ -20,6 +20,7 @@
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//0 = not hacked
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//1 = hacked
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var/gibs_ready = 0
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var/obj/item/toy/crayon/crayon
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/obj/machinery/washing_machine/verb/start()
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set name = "Start Washing"
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@@ -38,6 +39,97 @@
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sleep(200)
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for(var/atom/A in contents)
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A.clean_blood()
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if(crayon)
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var/color = crayon.colourName
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if(color)
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var/new_jumpsuit_icon_state = ""
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var/new_jumpsuit_item_state = ""
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var/new_jumpsuit_name = ""
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var/new_glove_icon_state = ""
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var/new_glove_item_state = ""
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var/new_glove_name = ""
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var/new_shoe_icon_state = ""
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var/new_shoe_name = ""
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var/new_sheet_icon_state = ""
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var/new_sheet_name = ""
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var/new_desc = "The colors are a bit dodgy."
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for(var/T in typesof(/obj/item/clothing/under))
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var/obj/item/clothing/under/J = new T
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//world << "DEBUG: [color] == [J.color]"
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if(color == J.color)
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new_jumpsuit_icon_state = J.icon_state
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new_jumpsuit_item_state = J.item_state
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new_jumpsuit_name = J.name
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del(J)
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//world << "DEBUG: YUP! [new_icon_state] and [new_item_state]"
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break
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del(J)
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for(var/T in typesof(/obj/item/clothing/gloves))
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var/obj/item/clothing/gloves/G = new T
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//world << "DEBUG: [color] == [J.color]"
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if(color == G.color)
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new_glove_icon_state = G.icon_state
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new_glove_item_state = G.item_state
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new_glove_name = G.name
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del(G)
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//world << "DEBUG: YUP! [new_icon_state] and [new_item_state]"
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break
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del(G)
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for(var/T in typesof(/obj/item/clothing/shoes))
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var/obj/item/clothing/shoes/S = new T
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//world << "DEBUG: [color] == [J.color]"
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if(color == S.color)
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new_shoe_icon_state = S.icon_state
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new_shoe_name = S.name
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del(S)
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//world << "DEBUG: YUP! [new_icon_state] and [new_item_state]"
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break
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del(S)
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for(var/T in typesof(/obj/item/weapon/bedsheet))
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var/obj/item/weapon/bedsheet/B = new T
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//world << "DEBUG: [color] == [J.color]"
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if(color == B.color)
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new_sheet_icon_state = B.icon_state
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new_sheet_name = B.name
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del(B)
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//world << "DEBUG: YUP! [new_icon_state] and [new_item_state]"
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break
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del(B)
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if(new_jumpsuit_icon_state && new_jumpsuit_item_state && new_jumpsuit_name)
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for(var/obj/item/clothing/under/J in contents)
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//world << "DEBUG: YUP! FOUND IT!"
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J.item_state = new_jumpsuit_item_state
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J.icon_state = new_jumpsuit_icon_state
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J.color = color
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J.name = new_jumpsuit_name
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J.desc = new_desc
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if(new_glove_icon_state && new_glove_item_state && new_glove_name)
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for(var/obj/item/clothing/gloves/G in contents)
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//world << "DEBUG: YUP! FOUND IT!"
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G.item_state = new_glove_item_state
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G.icon_state = new_glove_icon_state
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G.color = color
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G.name = new_glove_name
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G.desc = new_desc
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if(new_shoe_icon_state && new_shoe_name)
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for(var/obj/item/clothing/shoes/S in contents)
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//world << "DEBUG: YUP! FOUND IT!"
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S.icon_state = new_shoe_icon_state
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S.color = color
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S.name = new_shoe_name
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S.desc = new_desc
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if(new_sheet_icon_state && new_sheet_name)
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for(var/obj/item/weapon/bedsheet/B in contents)
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//world << "DEBUG: YUP! FOUND IT!"
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B.icon_state = new_sheet_icon_state
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B.color = color
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B.name = new_sheet_name
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B.desc = new_desc
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del(crayon)
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crayon = null
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if( locate(/mob,contents) )
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state = 7
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gibs_ready = 1
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@@ -62,7 +154,17 @@
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/*if(istype(W,/obj/item/weapon/screwdriver))
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panel = !panel
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user << "\blue you [panel ? "open" : "close"] the [src]'s maintenance panel"*/
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if(istype(W,/obj/item/weapon/grab))
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if(istype(W,/obj/item/toy/crayon))
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if( state in list( 1, 3, 6 ) )
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if(!crayon)
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user.drop_item()
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crayon = W
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crayon.loc = src
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else
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..()
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else
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..()
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else if(istype(W,/obj/item/weapon/grab))
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if( (state == 1) && hacked)
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var/obj/item/weapon/grab/G = W
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if(ishuman(G.assailant) && iscorgi(G.affecting))
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@@ -71,7 +173,7 @@
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state = 3
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else
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..()
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if(istype(W,/obj/item/clothing/under) || istype(W,/obj/item/clothing/mask) || istype(W,/obj/item/clothing/head) || istype(W,/obj/item/clothing/gloves) || istype(W,/obj/item/clothing/shoes) || istype(W,/obj/item/clothing/suit))
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else if(istype(W,/obj/item/clothing/under) || istype(W,/obj/item/clothing/mask) || istype(W,/obj/item/clothing/head) || istype(W,/obj/item/clothing/gloves) || istype(W,/obj/item/clothing/shoes) || istype(W,/obj/item/clothing/suit) || istype(W,/obj/item/weapon/bedsheet))
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//YES, it's hardcoded... saves a var/can_be_washed for every single clothing item.
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if ( istype(W,/obj/item/clothing/suit/space ) )
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