Merge branch 'master' into hair-gradients

This commit is contained in:
dearmochi
2021-07-27 18:28:46 +02:00
812 changed files with 31957 additions and 47236 deletions
@@ -27,7 +27,7 @@
// Please dont override this unless you absolutely have to
/obj/structure/closet/Initialize(mapload)
. = ..()
if(!opened)
if(mapload && !opened)
// Youre probably asking, why is this a 0 seconds timer AA?
// Well, I will tell you. One day, all /obj/effect/spawner will use Initialize
// This includes maint loot spawners. The problem with that is if a closet loads before a spawner,
@@ -327,7 +327,7 @@
//okay, so the closet is either welded or locked... resist!!!
to_chat(L, "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>")
for(var/mob/O in viewers(usr.loc))
O.show_message("<span class='danger'>The [src] begins to shake violently!</span>", 1)
O.show_message("<span class='danger'>[src] begins to shake violently!</span>", 1)
spawn(0)
@@ -24,7 +24,7 @@
var/oldloc = loc
step(src, direction)
if(oldloc != loc)
addtimer(CALLBACK(src, .proc/ResetMoveDelay), config.walk_speed)
addtimer(CALLBACK(src, .proc/ResetMoveDelay), GLOB.configuration.movement.base_walk_speed)
else
move_delay = FALSE
@@ -102,7 +102,7 @@
if(localopened)
if(fireaxe)
user.put_in_hands(fireaxe)
to_chat(user, "<span class='notice'>You take \the [fireaxe] from the [src].</span>")
to_chat(user, "<span class='notice'>You take \the [fireaxe] from [src].</span>")
fireaxe = null
add_fingerprint(user)
@@ -157,12 +157,12 @@
if(localopened)
if(fireaxe)
usr.put_in_hands(fireaxe)
to_chat(usr, "<span class='notice'>You take \the [fireaxe] from the [src].</span>")
to_chat(usr, "<span class='notice'>You take \the [fireaxe] from [src].</span>")
fireaxe = null
else
to_chat(usr, "<span class='notice'>The [src] is empty.</span>")
to_chat(usr, "<span class='notice'>[src] is empty.</span>")
else
to_chat(usr, "<span class='notice'>The [src] is closed.</span>")
to_chat(usr, "<span class='notice'>[src] is closed.</span>")
update_icon()
/obj/structure/closet/fireaxecabinet/attack_ai(mob/user as mob)
@@ -32,13 +32,13 @@
/obj/structure/closet/secure_closet/syndicate/depot/attack_animal(mob/M)
if(isanimal(M) && ("syndicate" in M.faction))
to_chat(M, "<span class='warning'>The [src] resists your attack!</span>")
to_chat(M, "<span class='warning'>[src] resists your attack!</span>")
return
return ..()
/obj/structure/closet/secure_closet/syndicate/depot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/rcs))
to_chat(user, "<span class='warning'>Bluespace interference prevents the [W] from locking onto [src]!</span>")
to_chat(user, "<span class='warning'>Bluespace interference prevents [W] from locking onto [src]!</span>")
return
return ..()
@@ -69,6 +69,8 @@
togglelock(user)
/obj/structure/closet/secure_closet/AltClick(mob/user)
if(opened)
return ..()
if(Adjacent(user))
togglelock(user)
@@ -78,7 +80,7 @@
locked = FALSE
icon_state = icon_off
flick(icon_broken, src)
to_chat(user, "<span class='notice'>You break the lock on \the [src].</span>")
to_chat(user, "<span class='notice'>You break the lock on [src].</span>")
/obj/structure/closet/secure_closet/attack_hand(mob/user)
add_fingerprint(user)
@@ -125,7 +127,7 @@
//okay, so the closet is either welded or locked... resist!!!
to_chat(L, "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>")
for(var/mob/O in viewers(src))
O.show_message("<span class='danger'>The [src] begins to shake violently!</span>", 1)
O.show_message("<span class='danger'>[src] begins to shake violently!</span>", 1)
spawn(0)
@@ -118,7 +118,6 @@
new /obj/item/storage/lockbox/mindshield(src)
new /obj/item/storage/box/flashbangs(src)
new /obj/item/holosign_creator/security(src)
new /obj/item/clothing/mask/gas/sechailer/hos(src)
new /obj/item/shield/riot/tele(src)
new /obj/item/melee/baton/loaded(src)
new /obj/item/storage/belt/security/sec(src)
@@ -23,7 +23,7 @@
/obj/structure/closet/syndicate/suits/populate_contents()
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/clothing/suit/space/hardsuit/syndi(src)
new /obj/item/tank/jetpack/oxygen/harness(src)
new /obj/item/tank/internals/oxygen/red(src)
/obj/structure/closet/syndicate/nuclear
desc = "It's a storage unit for a Syndicate boarding party."
@@ -37,6 +37,7 @@
new /obj/item/storage/box/teargas(src)
new /obj/item/storage/box/flashbangs(src)
new /obj/item/storage/backpack/duffel/syndie/med(src)
new /obj/item/tank/jetpack/oxygen/harness(src)
new /obj/item/gun/projectile/automatic/shotgun/bulldog(src)
new /obj/item/gun/projectile/automatic/shotgun/bulldog(src)
new /obj/item/gun/projectile/automatic/shotgun/bulldog(src)
@@ -50,7 +51,7 @@
/obj/structure/closet/syndicate/sst/populate_contents()
new /obj/item/ammo_box/magazine/mm556x45(src)
new /obj/item/gun/projectile/automatic/l6_saw(src)
new /obj/item/tank/jetpack/oxygen/harness(src)
new /obj/item/tank/internals/oxygen/red(src)
new /obj/item/storage/belt/military/sst(src)
new /obj/item/clothing/glasses/thermal(src)
new /obj/item/clothing/shoes/magboots/syndie/advance(src)
@@ -367,6 +367,23 @@
newgas.temperature = target_temp
return newgas
/obj/structure/closet/crate/freezer/iv_storage
name = "IV storage freezer"
desc = "A freezer used to store IV bags containing various blood types."
/obj/structure/closet/crate/freezer/iv_storage/populate_contents()
new /obj/item/reagent_containers/iv_bag/blood/OMinus(src)
new /obj/item/reagent_containers/iv_bag/blood/OPlus(src)
new /obj/item/reagent_containers/iv_bag/blood/AMinus(src)
new /obj/item/reagent_containers/iv_bag/blood/APlus(src)
new /obj/item/reagent_containers/iv_bag/blood/BMinus(src)
new /obj/item/reagent_containers/iv_bag/blood/BPlus(src)
new /obj/item/reagent_containers/iv_bag/blood/random(src)
new /obj/item/reagent_containers/iv_bag/blood/random(src)
new /obj/item/reagent_containers/iv_bag/blood/random(src)
new /obj/item/reagent_containers/iv_bag/salglu(src)
new /obj/item/reagent_containers/iv_bag/slime(src)
/obj/structure/closet/crate/can
desc = "A large can, looks like a bin to me."
name = "garbage can"
+1 -1
View File
@@ -50,7 +50,7 @@
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
to_chat(user, "<span class='notice'>The [src] is too well secured to the floor.</span>")
to_chat(user, "<span class='notice'>[src] is too well secured to the floor.</span>")
/obj/structure/fusionreactor/proc/overload(containment_failure = FALSE, skip_qdel = FALSE)
if(has_overloaded)
@@ -226,7 +226,7 @@
return
if(mineral)
var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
visible_message("<span class='notice'>[user] welds the [mineral] plating off [src].</span>",\
user.visible_message("<span class='notice'>[user] welds the [mineral] plating off [src].</span>",\
"<span class='notice'>You start to weld the [mineral] plating off [src]...</span>",\
"<span class='warning'>You hear welding.</span>")
if(!I.use_tool(src, user, 40, volume = I.tool_volume))
@@ -236,7 +236,7 @@
var/obj/structure/door_assembly/PA = new previous_assembly(loc)
transfer_assembly_vars(src, PA)
else if(glass)
visible_message("<span class='notice'>[user] welds the glass panel out of [src].</span>",\
user.visible_message("<span class='notice'>[user] welds the glass panel out of [src].</span>",\
"<span class='notice'>You start to weld the glass panel out of the [src]...</span>",\
"<span class='warning'>You hear welding.</span>")
if(!I.use_tool(src, user, 40, volume = I.tool_volume))
+8
View File
@@ -28,6 +28,11 @@
if(GIRDER_DISASSEMBLED)
. += "<span class='notice'>[src] is disassembled! You probably shouldn't be able to see this examine message.</span>"
/obj/structre/girder/detailed_examine()
return "Use metal sheets on this to build a normal wall. Adding plasteel instead will make a reinforced wall.<br>\
A false wall can be made by using a crowbar on this girder, and then adding metal or plasteel.<br>\
You can dismantle the girder with a wrench."
/obj/structure/girder/proc/refundMetal(metalAmount) //refunds metal used in construction when deconstructed
for(var/i=0;i < metalAmount;i++)
new metal_type(get_turf(src))
@@ -405,6 +410,9 @@
girderpasschance = 0
max_integrity = 350
/obj/structure/girder/reinforced/detailed_examine()
return "Add another sheet of plasteel to finish."
/obj/structure/girder/cult
name = "runed girder"
desc = "Framework made of a strange and shockingly cold metal. It doesn't seem to have any bolts."
+11 -6
View File
@@ -21,6 +21,10 @@
var/shockcooldown = 0
var/my_shockcooldown = 1 SECONDS
/obj/structure/grille/detailed_examine()
return "A powered and knotted wire underneath this will cause the grille to shock anyone not wearing insulated gloves.<br>\
Wirecutters will turn the grille into metal rods instantly. Grilles are made with metal rods."
/obj/structure/grille/fence
var/width = 3
@@ -126,11 +130,12 @@
return ..()
/obj/structure/grille/proc/repair(mob/user, obj/item/stack/rods/R)
user.visible_message("<span class='notice'>[user] rebuilds the broken grille.</span>",
"<span class='notice'>You rebuild the broken grille.</span>")
new grille_type(loc)
R.use(1)
qdel(src)
if(R.get_amount() >= 1)
user.visible_message("<span class='notice'>[user] rebuilds the broken grille.</span>",
"<span class='notice'>You rebuild the broken grille.</span>")
new grille_type(loc)
R.use(1)
qdel(src)
/obj/structure/grille/wirecutter_act(mob/user, obj/item/I)
. = TRUE
@@ -183,7 +188,7 @@
W.update_nearby_icons()
W.state = WINDOW_OUT_OF_FRAME
S.use(2)
to_chat(user, "<span class='notice'>You place the [W] on [src].</span>")
to_chat(user, "<span class='notice'>You place [W] on [src].</span>")
/obj/structure/grille/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
+1 -1
View File
@@ -216,7 +216,7 @@
/obj/structure/guillotine/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!anchored)
to_chat(usr, "<span class='warning'>The [src] needs to be wrenched to the floor!</span>")
to_chat(usr, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
return FALSE
if(!ishuman(M))
@@ -5,6 +5,9 @@
icon_state = "folded_wall"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/inflatable/detailed_examine()
return "Inflate by using it in your hand. The inflatable barrier will inflate on your tile. To deflate it, use the 'deflate' verb."
/obj/item/inflatable/attack_self(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
to_chat(user, "<span class='notice'>You inflate [src].</span>")
@@ -25,6 +28,9 @@
var/torn = /obj/item/inflatable/torn
var/intact = /obj/item/inflatable
/obj/structure/inflatable/detailed_examine()
return "To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever."
/obj/structure/inflatable/Initialize(location)
..()
air_update_turf(TRUE)
@@ -104,6 +110,10 @@
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
/obj/structure/inflatable/door/detailed_examine()
return "Click the door to open or close it. It only stops air while closed.<br>\
To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever."
/obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
if(isAI(user)) //so the AI can't open it
return
+4
View File
@@ -26,6 +26,10 @@
. = ..()
. += deconstruction_hints(user)
/obj/structure/lattice/detailed_examine()
return "Add a metal floor tile to build a floor on top of the lattice.<br>\
Lattices can be made by applying metal rods to a space tile."
/obj/structure/lattice/proc/deconstruction_hints(mob/user)
return "<span class='notice'>The rods look like they could be <b>cut</b>. There's space for more <i>rods</i> or a <i>tile</i>.</span>"
+2 -2
View File
@@ -45,12 +45,12 @@
if(W.amount < FABRIC_PER_SHEET)
user.show_message("<span class='notice'>You need at least [FABRIC_PER_SHEET] units of fabric before using this.</span>", 1)
return FALSE
user.show_message("<span class='notice'>You start weaving \the [W.name] through the loom..</span>", 1)
user.show_message("<span class='notice'>You start weaving [W] through the loom...</span>", 1)
if(do_after(user, W.pull_effort, target = src))
if(W.amount >= FABRIC_PER_SHEET)
new W.loom_result(drop_location())
W.use(FABRIC_PER_SHEET)
user.show_message("<span class='notice'>You weave \the [W.name] into a workable fabric.</span>", 1)
user.show_message("<span class='notice'>You weave [W] into a workable fabric.</span>", 1)
return TRUE
#undef FABRIC_PER_SHEET
+3 -6
View File
@@ -118,12 +118,9 @@
if("Body")
var/list/race_list = list("Human", "Tajaran", "Skrell", "Unathi", "Diona", "Vulpkanin")
if(config.usealienwhitelist)
for(var/Spec in GLOB.whitelisted_species)
if(is_alien_whitelisted(H, Spec))
race_list += Spec
else
race_list += GLOB.whitelisted_species
for(var/species in GLOB.whitelisted_species)
if(is_alien_whitelisted(H, species))
race_list += species
var/datum/ui_module/appearance_changer/AC = ui_users[user]
if(!AC)
+9 -8
View File
@@ -286,33 +286,34 @@
/obj/structure/sign/medbay/alt
icon_state = "bluecross2"
/obj/structure/sign/directions
name = "direction sign"
/obj/structure/sign/directions/bridge
desc = "A direction sign, pointing out which way the Bridge is."
icon_state = "direction_bridge"
/obj/structure/sign/directions/science
name = "\improper Research Division"
desc = "A direction sign, pointing out which way the Research Division is."
icon_state = "direction_sci"
/obj/structure/sign/directions/engineering
name = "\improper Engineering Department"
desc = "A direction sign, pointing out which way the Engineering Department is."
icon_state = "direction_eng"
/obj/structure/sign/directions/security
name = "\improper Security Department"
desc = "A direction sign, pointing out which way the Security Department is."
icon_state = "direction_sec"
/obj/structure/sign/directions/medical
name = "\improper Medical Bay"
desc = "A direction sign, pointing out which way Medical Bay is."
desc = "A direction sign, pointing out which way the Medical Bay is."
icon_state = "direction_med"
/obj/structure/sign/directions/evac
name = "\improper Escape Arm"
desc = "A direction sign, pointing out which way Escape Shuttle Dock is."
desc = "A direction sign, pointing out which way the Escape Shuttle Dock is."
icon_state = "direction_evac"
/obj/structure/sign/directions/cargo
name = "\improper Cargo Department"
desc = "A direction sign, pointing out which way the Cargo Department is."
icon_state = "direction_supply"
-12
View File
@@ -86,15 +86,3 @@
name = "basilisk den"
desc = "A den housing a nest of basilisks, bring a coat."
mob_types = list(/mob/living/simple_animal/hostile/asteroid/basilisk)
/obj/structure/spawner/headcrab
name = "headcrab nest"
desc = "A living nest for headcrabs. It is moving ominously."
icon_state = "headcrab_nest"
icon = 'icons/mob/headcrab.dmi'
max_integrity = 200
max_mobs = 15
spawn_time = 600
mob_types = list(/mob/living/simple_animal/hostile/headcrab, /mob/living/simple_animal/hostile/headcrab/fast, /mob/living/simple_animal/hostile/headcrab/poison)
spawn_text = "crawls out of"
faction = list("hostile")
+1 -1
View File
@@ -74,7 +74,7 @@
users_in_range++
if(users_in_range < 2)
to_chat(M, "<span class='warning'>There aren't enough people to use the [src.name]!</span>")
to_chat(M, "<span class='warning'>There aren't enough people to use [src]!</span>")
return 0
return 1
@@ -25,6 +25,12 @@
buckle_offset = -6
var/comfort = 2 // default comfort
/obj/structure/bed/detailed_examine()
return "Click and drag yourself (or anyone) to this to buckle in. Click on this with an empty hand to undo the buckles.<br>\
<br>\
Anyone with restraints, such as handcuffs, will not be able to unbuckle themselves. They must use the Resist button, or verb, to break free of \
the buckles, instead."
/obj/structure/bed/psych
name = "psych bed"
desc = "For prime comfort during psychiatric evaluations."
@@ -116,7 +116,7 @@
set category = "Object"
set src in oview(1)
if(config.ghost_interaction)
if(GLOB.configuration.general.ghost_interaction)
setDir(turn(dir, 90))
handle_rotation()
return
+9 -7
View File
@@ -108,25 +108,27 @@
/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0)
if(height == 0)
return 1
return TRUE
if(istype(mover,/obj/item/projectile))
return (check_cover(mover,target))
if(ismob(mover))
var/mob/M = mover
if(M.flying)
return 1
return TRUE
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
return TRUE
if(mover.throwing)
return 1
return TRUE
if(length(get_atoms_of_type(get_turf(mover), /obj/structure/table) - mover))
return 1
var/obj/structure/table/T = locate(/obj/structure/table) in get_turf(mover)
if(!T.flipped)
return TRUE
if(flipped)
if(get_dir(loc, target) == dir)
return !density
else
return 1
return 0
return TRUE
return FALSE
/obj/structure/table/CanAStarPass(ID, dir, caller)
. = !density
@@ -79,7 +79,7 @@
if(ismob(G.affecting) && G.state >= GRAB_AGGRESSIVE)
var/mob/GM = G.affecting
for(var/obj/structure/transit_tube_pod/pod in loc)
pod.visible_message("<span class='warning'>[user] starts putting [GM] into the [pod]!</span>")
pod.visible_message("<span class='warning'>[user] starts putting [GM] into [pod]!</span>")
if(do_after(user, 30, target = GM) && GM && G && G.affecting == GM)
GM.Weaken(5)
Bumped(GM)
+4 -1
View File
@@ -275,6 +275,9 @@
/obj/machinery/shower/Destroy()
QDEL_NULL(soundloop)
var/obj/effect/mist/mist = locate() in loc
if(!QDELETED(mist))
QDEL_IN(mist, 25 SECONDS)
return ..()
//add heat controls? when emagged, you can freeze to death in it?
@@ -401,7 +404,7 @@
tile.water_act(100, convertHeat(), src)
tile.clean_blood(radiation_clean = TRUE)
for(var/obj/effect/E in tile)
if(is_cleanable(E))
if(E.is_cleanable())
qdel(E)
for(var/A in loc)
wash(A)
+1 -1
View File
@@ -410,7 +410,7 @@
if(!valid_window_location(loc, target_dir))
target_dir = turn(dir, 90)
if(!valid_window_location(loc, target_dir))
to_chat(user, "<span class='warning'>There is no room to rotate the [src]</span>")
to_chat(user, "<span class='warning'>There is no room to rotate [src].</span>")
return FALSE
setDir(target_dir)