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:
johnsonmt88@gmail.com
2012-06-12 04:45:38 +00:00
parent 0f457ae7fc
commit 3ae7acf8f2
7 changed files with 31 additions and 23 deletions
+16 -12
View File
@@ -289,6 +289,14 @@
updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
switch(severity)
if(3.0)
return
if(2.0)
if (prob(70))
src.gets_dug()
if(1.0)
src.gets_dug()
return
/turf/simulated/floor/plating/airless/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -301,7 +309,7 @@
if (!( istype(T, /turf) ))
return
if (dug == 1)
if (dug)
user << "\red This area has already been dug"
return
@@ -312,9 +320,6 @@
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
@@ -322,7 +327,7 @@
if (!( istype(T, /turf) ))
return
if (dug == 1)
if (dug)
user << "\red This area has already been dug"
return
@@ -333,9 +338,6 @@
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
@@ -344,7 +346,7 @@
if (!( istype(T, /turf) ))
return
if (dug == 1)
if (dug)
user << "\red This area has already been dug"
return
@@ -355,20 +357,22 @@
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
return
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
if(dug)
return
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
return
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays()
@@ -691,6 +691,8 @@
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(istype(loc,/turf)) //else, there's considered to be no light
light_amount = min(10,loc:sd_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
if(istype(loc,/turf/simulated/shuttle))//Now not only will potatomen not starve on the shuttle, they will actually be fed
light_amount = 5
if(nutrition < 500) //so they can't store nutrition to survive without light forever
nutrition += light_amount
if(light_amount > 0) //if there's enough light, heal