mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-17 18:13:34 +01:00
Committed for Sieve:
Fixed an error in door_assembly.dm regarding glass doors not getting sprites. Cleaned up astroid floor code. -Bombing astroid floors (sand) will now 'dig' up sand. TK users no longer get shocked while bashing grilles using TK. - Range check on grille shocking. Fixes Issue 419. Added to the lighting checks for Plantmen. They should no longer starve on the shuttle. Fixes Issue 471. Bombs now affect people inside lockers. Fixes issue 208. - Modified Sieve's original change so that the contents of the locker get severity+1. Meaning a weaker severity meaning the locker offers some protection. Vending machines and mass driver buttons now leave fingerprints. Fixing issue 542. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3800 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -20,9 +20,6 @@
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for(var/obj/item/I in src)
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I.loc = src.loc
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for(var/obj/mecha/working/ripley/deathripley/I in src)
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I.loc = src.loc
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for(var/mob/M in src)
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M.loc = src.loc
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if(M.client)
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@@ -57,9 +54,6 @@
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if(!I.anchored)
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I.loc = src
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for(var/obj/mecha/working/ripley/deathripley/I in src.loc)
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I.loc = src
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for(var/mob/M in src.loc)
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if(istype (M, /mob/dead/observer))
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continue
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@@ -89,21 +83,21 @@
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/obj/structure/closet/ex_act(severity)
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switch(severity)
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if(1)
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for(var/atom/movable/A as mob|obj in src)
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for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
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A.loc = src.loc
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ex_act(severity)
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A.ex_act(severity++)
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del(src)
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if(2)
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if(prob(50))
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for (var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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ex_act(severity)
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A.ex_act(severity++)
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del(src)
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if(3)
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if(prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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ex_act(severity)
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A.ex_act(severity++)
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del(src)
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/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
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@@ -125,6 +119,8 @@
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/obj/structure/closet/meteorhit(obj/O as obj)
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if(O.icon_state == "flaming")
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for(var/mob/M in src)
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M.meteorhit(O)
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src.dump_contents()
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del(src)
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@@ -364,7 +364,7 @@ obj/structure/door_assembly
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src.mineral = "glass"
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src.name = "Near finished Window Airlock Assembly"
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src.airlock_type = /obj/machinery/door/airlock/glass
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src.base_icon_state = "door_as_glass" //this will be applied to the icon_state with the correct state number at the proc's end.
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src.base_icon_state = "door_as_g" //this will be applied to the icon_state with the correct state number at the proc's end.
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if(/obj/item/stack/sheet/gold)
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if(G.amount>=2)
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playsound(src.loc, 'Crowbar.ogg', 100, 1)
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@@ -199,6 +199,8 @@
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return 0
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if(!prob(prb))
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return 0
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if(!in_range(src, usr))//To prevent TK and mech users from getting shocked
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return 0
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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