mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-25 13:07:46 +01:00
the-strength-of-this-world-fades
This commit is contained in:
@@ -20,8 +20,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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can_be_hit = FALSE
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suicidal_hands = TRUE
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var/r_speed = 1.0
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var/health = null
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var/hitsound = null
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var/usesound = null
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var/throwhitsound
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@@ -1,133 +1,94 @@
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/obj/item/ashtray
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icon = 'icons/ashtray.dmi'
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var/
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max_butts = 0
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empty_desc = ""
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icon_empty = ""
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icon_half = ""
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icon_full = ""
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icon_broken = ""
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var/max_butts = 0
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var/icon_half = ""
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var/icon_full = ""
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/obj/item/ashtray/New()
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..()
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src.pixel_y = rand(-5, 5)
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src.pixel_x = rand(-6, 6)
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return
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/obj/item/ashtray/Initialize(mapload)
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. = ..()
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pixel_y = rand(-5, 5)
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pixel_x = rand(-6, 6)
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/obj/item/ashtray/attackby(obj/item/W as obj, mob/user as mob, params)
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if(health < 1)
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return
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if(istype(W,/obj/item/cigbutt) || istype(W,/obj/item/clothing/mask/cigarette) || istype(W, /obj/item/match))
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/obj/item/ashtray/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/cigbutt) || istype(I, /obj/item/clothing/mask/cigarette) || istype(I, /obj/item/match))
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if(contents.len >= max_butts)
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to_chat(user, "This ashtray is full.")
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return
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user.unEquip(W)
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W.loc = src
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if(!user.unEquip(I))
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return
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I.forceMove(src)
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if(istype(W,/obj/item/clothing/mask/cigarette))
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var/obj/item/clothing/mask/cigarette/cig = W
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if(istype(I, /obj/item/clothing/mask/cigarette))
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var/obj/item/clothing/mask/cigarette/cig = I
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if(cig.lit == 1)
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src.visible_message("[user] crushes [cig] in [src], putting it out.")
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visible_message("[user] crushes [cig] in [src], putting it out.")
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var/obj/item/butt = new cig.type_butt(src)
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cig.transfer_fingerprints_to(butt)
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qdel(cig)
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else if(cig.lit == 0)
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to_chat(user, "You place [cig] in [src] without even smoking it. Why would you do that?")
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src.visible_message("[user] places [W] in [src].")
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user.update_inv_l_hand()
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user.update_inv_r_hand()
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visible_message("[user] places [I] in [src].")
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add_fingerprint(user)
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if(contents.len == max_butts)
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icon_state = icon_full
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desc = empty_desc + " It's stuffed full."
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else if(contents.len > max_butts/2)
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icon_state = icon_half
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desc = empty_desc + " It's half-filled."
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update_icon()
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else
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health = max(0,health - W.force)
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to_chat(user, "You hit [src] with [W].")
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if(health < 1)
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die()
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return
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return ..()
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/obj/item/ashtray/update_icon()
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if(contents.len == max_butts)
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icon_state = icon_full
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desc = initial(desc) + " It's stuffed full."
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if(contents.len > max_butts * 0.5)
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icon_state = icon_half
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desc = initial(desc) + " It's half-filled."
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else
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icon_state = initial(icon_state)
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desc = initial(desc)
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/obj/item/ashtray/deconstruct()
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empty_tray()
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qdel(src)
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/obj/item/ashtray/proc/empty_tray()
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for(var/obj/item/I in contents)
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I.forceMove(loc)
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update_icon()
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/obj/item/ashtray/throw_impact(atom/hit_atom)
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if(health > 0)
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health = max(0,health - 3)
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if(health < 1)
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die()
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return
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if(contents.len)
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src.visible_message("<span class='warning'>[src] slams into [hit_atom] spilling its contents!</span>")
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for(var/obj/item/clothing/mask/cigarette/O in contents)
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O.loc = src.loc
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icon_state = icon_empty
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if(contents.len)
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visible_message("<span class='warning'>[src] slams into [hit_atom] spilling its contents!</span>")
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empty_tray()
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return ..()
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/obj/item/ashtray/proc/die()
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src.visible_message("<span class='warning'>[src] shatters spilling its contents!</span>")
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for(var/obj/item/clothing/mask/cigarette/O in contents)
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O.loc = src.loc
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icon_state = icon_broken
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/obj/item/ashtray/plastic
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name = "plastic ashtray"
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desc = "Cheap plastic ashtray."
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icon_state = "ashtray_bl"
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icon_empty = "ashtray_bl"
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icon_half = "ashtray_half_bl"
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icon_full = "ashtray_full_bl"
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icon_broken = "ashtray_bork_bl"
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max_butts = 14
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health = 24.0
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max_butts = 8
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max_integrity = 8
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materials = list(MAT_METAL=30, MAT_GLASS=30)
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empty_desc = "Cheap plastic ashtray."
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throwforce = 3.0
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die()
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..()
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name = "pieces of plastic"
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desc = "Pieces of plastic with ash on them."
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return
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throwforce = 3
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/obj/item/ashtray/bronze
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name = "bronze ashtray"
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desc = "Massive bronze ashtray."
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icon_state = "ashtray_br"
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icon_empty = "ashtray_br"
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icon_half = "ashtray_half_br"
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icon_full = "ashtray_full_br"
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icon_broken = "ashtray_bork_br"
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max_butts = 10
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health = 72.0
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max_butts = 16
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max_integrity = 16
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materials = list(MAT_METAL=80)
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empty_desc = "Massive bronze ashtray."
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throwforce = 10.0
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die()
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..()
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name = "pieces of bronze"
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desc = "Pieces of bronze with ash on them."
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return
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throwforce = 10
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/obj/item/ashtray/glass
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name = "glass ashtray"
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desc = "Glass ashtray. Looks fragile."
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icon_state = "ashtray_gl"
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icon_empty = "ashtray_gl"
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icon_half = "ashtray_half_gl"
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icon_full = "ashtray_full_gl"
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icon_broken = "ashtray_bork_gl"
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max_butts = 12
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health = 12.0
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max_integrity = 12
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materials = list(MAT_GLASS=60)
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empty_desc = "Glass ashtray. Looks fragile."
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throwforce = 6.0
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die()
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..()
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name = "shards of glass"
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desc = "Shards of glass with ash on them."
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playsound(src, "shatter", 30, 1)
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return
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throwforce = 6
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@@ -178,6 +178,7 @@ var/global/list/datum/stack_recipe/wood_recipes = list(
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new /datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40),
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new /datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = 1, on_floor = 1),
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new /datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1),
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new/datum/stack_recipe("display case chassis", /obj/structure/displaycase_chassis, 5, one_per_turf = TRUE, on_floor = TRUE),
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new /datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40),
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new /datum/stack_recipe("apiary", /obj/structure/beebox, 40, time = 50),
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new /datum/stack_recipe("honey frame", /obj/item/honey_frame, 5, time = 10),
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@@ -22,8 +22,7 @@
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for(var/obj/structure/blob/B in hear(8, flashbang_turf)) //Blob damage here
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var/damage = round(30 / (get_dist(B, get_turf(src)) + 1))
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B.health -= damage
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B.update_icon()
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B.take_damage(damage, BURN, "melee", 0)
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spawn(light_time)
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qdel(src)
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@@ -31,8 +31,7 @@
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for(var/obj/structure/blob/B in view(8,src))
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var/damage = round(30/(get_dist(B,src)+1))
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B.health -= damage
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B.update_icon()
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B.take_damage(damage, BURN, "melee", 0)
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sleep(80)
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qdel(src)
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return
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@@ -13,7 +13,6 @@
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var/welded = FALSE
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var/locked = FALSE
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var/wall_mounted = 0 //never solid (You can always pass over it)
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var/health = 100
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var/lastbang
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var/cutting_tool = /obj/item/weldingtool
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var/sound = 'sound/machines/click.ogg'
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@@ -4,7 +4,6 @@
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desc = ""
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locked = 0
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anchored = 1
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health = 200
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req_access = list()
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layer = 2.9 // ensures the loot they drop always appears on top of them.
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var/is_armory = FALSE
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@@ -17,7 +17,6 @@
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var/icon_broken = "securebroken"
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var/icon_off = "secureoff"
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wall_mounted = 0 //never solid (You can always pass over it)
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health = 200
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/obj/structure/closet/secure_closet/can_open()
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if(!..())
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@@ -5,7 +5,7 @@
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icon_state = "human_male"
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density = 1
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anchored = 1
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health = 0 //destroying the statue kills the mob within
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max_integrity = 0 //destroying the statue kills the mob within
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var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
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var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
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var/intialBrute = 0
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@@ -20,7 +20,7 @@
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L.anchored = 0
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L.forceMove(src)
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L.disabilities += MUTE
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health = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
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max_integrity = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
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intialTox = L.getToxLoss()
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intialFire = L.getFireLoss()
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intialBrute = L.getBruteLoss()
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@@ -37,7 +37,7 @@
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icon_state = "corgi"
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desc = "If it takes forever, I will wait for you..."
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if(health == 0) //meaning if the statue didn't find a valid target
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if(max_integrity == 0) //meaning if the statue didn't find a valid target
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qdel(src)
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return
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@@ -70,7 +70,7 @@
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for(var/mob/living/M in src)
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M.forceMove(loc)
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M.disabilities -= MUTE
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M.take_overall_damage((M.health - health - 100),0) //any new damage the statue incurred is transfered to the mob
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M.take_overall_damage((M.health - obj_integrity - 100),0) //any new damage the statue incurred is transfered to the mob
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..()
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@@ -87,16 +87,10 @@
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/obj/structure/closet/statue/toggle()
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return
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/obj/structure/closet/statue/proc/check_health()
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if(health <= 0)
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for(var/mob/M in src)
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shatter(M)
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/obj/structure/closet/statue/attackby(obj/item/I as obj, mob/user as mob, params)
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user.changeNext_move(CLICK_CD_MELEE)
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health -= I.force
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visible_message("<span class='warning'>[user] strikes [src] with [I].</span>")
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check_health()
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/obj/structure/closet/statue/obj_destruction(damage_flag)
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for(var/mob/M in src)
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shatter(M)
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..()
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/obj/structure/closet/statue/MouseDrop_T()
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return
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@@ -113,9 +107,8 @@
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/obj/structure/closet/statue/update_icon()
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return
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/obj/structure/closet/statue/proc/shatter(mob/user as mob)
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/obj/structure/closet/statue/proc/shatter(mob/user)
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if(user)
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user.dust()
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dump_contents()
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visible_message("<span class='warning'>[src] shatters!. </span>")
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qdel(src)
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visible_message("<span class='warning'>[src] shatters!. </span>")
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@@ -226,7 +226,6 @@
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var/tamperproof = 0
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broken = 0
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locked = 1
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health = 1000
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/obj/structure/closet/crate/secure/update_icon()
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..()
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@@ -26,7 +26,7 @@
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if(!has_overloaded)
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overload(TRUE, TRUE)
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depotarea.reactor = null
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..()
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return ..()
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/obj/structure/fusionreactor/ex_act(severity)
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if(severity < 3)
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@@ -41,13 +41,15 @@
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if(iswrench(I))
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playsound(loc, I.usesound, 50, 1)
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to_chat(user, "<span class='notice'>The [src] is too well secured to the floor.</span>")
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else if(isscrewdriver(I))
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return
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if(isscrewdriver(I))
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to_chat(user, "<span class='notice'>You try to screwdriver open [src], but accidentally release some radiation!</span>")
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if(prob(50))
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empulse(src, 4, 10)
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else
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for(var/mob/living/M in range(10, loc))
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M.apply_effect(rand(5, 25), IRRADIATE)
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return
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else
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return ..()
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@@ -1,169 +1,53 @@
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#define DISPLAYCASE_FRAME_CIRCUIT 0
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#define DISPLAYCASE_FRAME_SCREWDRIVER 1
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// List and hook used to set up the captain's print on their display case
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GLOBAL_LIST_INIT(captain_display_cases, list())
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/proc/updateDisplaycase(mob/living/carbon/human/captain)
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if(!GLOB.captain_display_cases.len)
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return
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var/fingerprint = captain.get_full_print()
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for(var/item in GLOB.captain_display_cases)
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var/obj/structure/displaycase/CASE = item
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CASE.ue = fingerprint
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||||
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/obj/structure/displaycase_frame
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name = "display case frame"
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icon = 'icons/obj/stock_parts.dmi'
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icon_state = "box_glass"
|
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resistance_flags = ACID_PROOF
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armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
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var/obj/item/airlock_electronics/circuit = null
|
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var/obj/item/assembly/prox_sensor/sensor = null
|
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var/state = DISPLAYCASE_FRAME_CIRCUIT
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/obj/structure/displaycase_frame/Destroy()
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QDEL_NULL(circuit)
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QDEL_NULL(sensor)
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return ..()
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||||
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/obj/structure/displaycase_frame/attackby(obj/item/W as obj, mob/user as mob, params)
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var/pstate = state
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var/turf/T = get_turf(src)
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switch(state)
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if(DISPLAYCASE_FRAME_CIRCUIT)
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if(istype(W, /obj/item/airlock_electronics) && W.icon_state != "door_electronics_smoked")
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user.drop_item()
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circuit = W
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circuit.forceMove(src)
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state++
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to_chat(user, "<span class='notice'>You add the airlock electronics to the frame.</span>")
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playsound(get_turf(src),W.usesound, 50, 1)
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if(istype(W, /obj/item/crowbar))
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new /obj/machinery/constructable_frame/machine_frame(T)
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var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(T)
|
||||
G.amount = 5
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qdel(src)
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to_chat(user, "<span class='notice'>You pry the glass out of the frame.</span>")
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||||
playsound(get_turf(src), W.usesound, 50, 1)
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||||
return
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||||
|
||||
if(DISPLAYCASE_FRAME_SCREWDRIVER)
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if(isscrewdriver(W))
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var/obj/structure/displaycase/C = new(T)
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||||
if(circuit.one_access)
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||||
C.req_access = null
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C.req_one_access = circuit.conf_access
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||||
else
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||||
C.req_access = circuit.conf_access
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||||
C.req_one_access = null
|
||||
if(isprox(sensor))
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||||
C.burglar_alarm = 1
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||||
playsound(get_turf(src), W.usesound, 50, 1)
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||||
qdel(src)
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||||
return
|
||||
if(istype(W, /obj/item/crowbar))
|
||||
circuit.forceMove(T)
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||||
circuit = null
|
||||
if(isprox(sensor))
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||||
sensor.forceMove(T)
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||||
sensor = null
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||||
state--
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||||
to_chat(user, "<span class='notice'>You pry the electronics out of the frame.</span>")
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||||
playsound(get_turf(src), W.usesound, 50, 1)
|
||||
if(isprox(W) && !isprox(sensor))
|
||||
user.drop_item()
|
||||
sensor = W
|
||||
sensor.forceMove(src)
|
||||
to_chat(user, "<span class='notice'>You add the proximity sensor to the frame.</span>")
|
||||
playsound(src.loc, W.usesound, 50, 1)
|
||||
|
||||
if(pstate != state)
|
||||
pstate = state
|
||||
update_icon()
|
||||
|
||||
/obj/structure/displaycase_frame/update_icon()
|
||||
switch(state)
|
||||
if(1)
|
||||
icon_state = "box_glass_circuit"
|
||||
else
|
||||
icon_state = "box_glass"
|
||||
|
||||
/obj/structure/displaycase
|
||||
name = "display case"
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "glassbox20"
|
||||
desc = "A display case for prized possessions. It taunts you to kick it."
|
||||
icon_state = "glassbox0"
|
||||
desc = "A display case for prized possessions."
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
resistance_flags = ACID_PROOF
|
||||
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
|
||||
max_integrity = 200
|
||||
integrity_failure = 50
|
||||
var/health = 30
|
||||
var/obj/item/occupant = null
|
||||
var/destroyed = FALSE
|
||||
var/locked = FALSE
|
||||
var/burglar_alarm = FALSE
|
||||
var/ue = null
|
||||
var/image/occupant_overlay = null
|
||||
var/obj/item/airlock_electronics/circuit
|
||||
var/obj/item/showpiece = null
|
||||
var/alert = TRUE
|
||||
var/open = FALSE
|
||||
var/openable = TRUE
|
||||
var/obj/item/airlock_electronics/electronics
|
||||
var/start_showpiece_type = null //add type for items on display
|
||||
var/alarm_needs_power = TRUE
|
||||
var/list/start_showpieces = list() //Takes sublists in the form of list("type" = /obj/item/bikehorn, "trophy_message" = "henk")
|
||||
var/trophy_message = ""
|
||||
|
||||
/obj/structure/displaycase/New()
|
||||
/obj/structure/displaycase/Initialize(mapload)
|
||||
. = ..()
|
||||
if(start_showpieces.len && !start_showpiece_type)
|
||||
var/list/showpiece_entry = pick(start_showpieces)
|
||||
if (showpiece_entry && showpiece_entry["type"])
|
||||
start_showpiece_type = showpiece_entry["type"]
|
||||
if (showpiece_entry["trophy_message"])
|
||||
trophy_message = showpiece_entry["trophy_message"]
|
||||
if(start_showpiece_type)
|
||||
occupant = new start_showpiece_type(src)
|
||||
showpiece = new start_showpiece_type (src)
|
||||
update_icon()
|
||||
|
||||
/obj/structure/displaycase/Destroy()
|
||||
dump()
|
||||
QDEL_NULL(circuit)
|
||||
QDEL_NULL(electronics)
|
||||
QDEL_NULL(showpiece)
|
||||
return ..()
|
||||
|
||||
/obj/structure/displaycase/captains_laser
|
||||
name = "captain's display case"
|
||||
desc = "A display case for the captain's antique laser gun. Hooked up with an anti-theft system."
|
||||
burglar_alarm = TRUE
|
||||
locked = TRUE
|
||||
req_access = list(access_captain)
|
||||
start_showpiece_type = /obj/item/gun/energy/laser/captain
|
||||
|
||||
/obj/structure/displaycase/captains_laser/Initialize(mapload)
|
||||
. = ..()
|
||||
GLOB.captain_display_cases += src
|
||||
|
||||
/obj/structure/displaycase/captains_laser/Destroy()
|
||||
GLOB.captain_display_cases -= src
|
||||
return ..()
|
||||
|
||||
/obj/structure/displaycase/lavaland_winter
|
||||
burglar_alarm = TRUE
|
||||
locked = TRUE
|
||||
req_access = list(access_cent_specops)
|
||||
start_showpiece_type = /obj/item/gun/energy/laser/captain
|
||||
|
||||
/obj/structure/displaycase/stechkin
|
||||
name = "officer's display case"
|
||||
desc = "A display case containing a humble stechkin pistol. Never forget your roots."
|
||||
locked = 1
|
||||
req_access = list(access_syndicate_command)
|
||||
start_showpiece_type = /obj/item/gun/projectile/automatic/pistol
|
||||
|
||||
/obj/structure/displaycase/examine(mob/user)
|
||||
. = ..()
|
||||
. += "<span class='notice'>Peering through the glass, you see that it contains:</span>"
|
||||
if(occupant)
|
||||
. += "[bicon(occupant)] <span class='notice'>\A [occupant].</span>"
|
||||
else
|
||||
. += "Nothing."
|
||||
if(alert)
|
||||
. += "<span class='notice'>Hooked up with an anti-theft system.</span>"
|
||||
if(showpiece)
|
||||
. += "<span class='notice'>There's [showpiece] inside.</span>"
|
||||
if(trophy_message)
|
||||
. += "The plaque reads:\n [trophy_message]"
|
||||
|
||||
/obj/structure/displaycase/proc/dump()
|
||||
if(occupant)
|
||||
occupant.forceMove(get_turf(src))
|
||||
occupant = null
|
||||
occupant_overlay = null
|
||||
if(showpiece)
|
||||
showpiece.forceMove(loc)
|
||||
showpiece = null
|
||||
|
||||
/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
||||
switch(damage_type)
|
||||
@@ -176,8 +60,8 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
|
||||
if(!(flags & NODECONSTRUCT))
|
||||
dump()
|
||||
if(!disassembled)
|
||||
new /obj/item/shard( src.loc )
|
||||
burglar_alarm()
|
||||
new /obj/item/shard(loc)
|
||||
trigger_alarm()
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/displaycase/obj_break(damage_flag)
|
||||
@@ -187,30 +71,10 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
|
||||
new /obj/item/shard( src.loc )
|
||||
playsound(src, "shatter", 70, TRUE)
|
||||
update_icon()
|
||||
burglar_alarm()
|
||||
trigger_alarm()
|
||||
|
||||
/obj/structure/displaycase/proc/healthcheck()
|
||||
if(src.health <= 0)
|
||||
health = 0
|
||||
if(!( src.destroyed ))
|
||||
src.density = 0
|
||||
src.destroyed = 1
|
||||
new /obj/item/shard(loc)
|
||||
playsound(get_turf(src), "shatter", 70, 1)
|
||||
update_icon()
|
||||
spawn(0)
|
||||
if(!alarm_needs_power)
|
||||
burglar_alarm()
|
||||
else
|
||||
var/area/a = get_area(src)
|
||||
if(isarea(a) && a.power_equip)
|
||||
burglar_alarm()
|
||||
else
|
||||
playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
return
|
||||
|
||||
/obj/structure/displaycase/proc/burglar_alarm()
|
||||
if(burglar_alarm && is_station_contact(z))
|
||||
/obj/structure/displaycase/proc/trigger_alarm()
|
||||
if(alert && is_station_contact(z))
|
||||
var/area/alarmed = get_area(src)
|
||||
alarmed.burglaralert(src)
|
||||
visible_message("<span class='danger'>The burglar alarm goes off!</span>")
|
||||
@@ -220,130 +84,153 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
|
||||
sleep(74) // 7.4 seconds long
|
||||
|
||||
/obj/structure/displaycase/update_icon()
|
||||
if(destroyed)
|
||||
icon_state = "glassbox2b"
|
||||
var/icon/I
|
||||
if(open)
|
||||
I = icon('icons/obj/stationobjs.dmi',"glassbox_open")
|
||||
else
|
||||
icon_state = "glassbox2[locked]"
|
||||
overlays = 0
|
||||
if(occupant)
|
||||
var/icon/occupant_icon=getFlatIcon(occupant)
|
||||
occupant_icon.Scale(16,16)
|
||||
occupant_overlay = image(occupant_icon)
|
||||
occupant_overlay.pixel_x = 8
|
||||
occupant_overlay.pixel_y = 8
|
||||
if(locked)
|
||||
occupant_overlay.alpha = 128
|
||||
overlays += occupant_overlay
|
||||
return
|
||||
I = icon('icons/obj/stationobjs.dmi',"glassbox0")
|
||||
if(broken)
|
||||
I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
|
||||
if(showpiece)
|
||||
var/icon/S = getFlatIcon(showpiece)
|
||||
S.Scale(17, 17)
|
||||
I.Blend(S,ICON_UNDERLAY,8,8)
|
||||
icon = I
|
||||
|
||||
/obj/structure/displaycase/attackby(obj/item/W as obj, mob/user as mob, params)
|
||||
if(istype(W, /obj/item/card))
|
||||
var/obj/item/card/id/I = W
|
||||
if(!check_access(I))
|
||||
to_chat(user, "<span class='warning'>Access denied.</span>")
|
||||
return
|
||||
locked = !locked
|
||||
if(!locked)
|
||||
to_chat(user, "[bicon(src)] <span class='notice'>\The [src] clicks as locks release, and it slowly opens for you.</span>")
|
||||
/obj/structure/displaycase/attackby(obj/item/I, mob/user, params)
|
||||
if(I.GetID() && !broken && openable)
|
||||
if(allowed(user))
|
||||
to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
|
||||
toggle_lock(user)
|
||||
else
|
||||
to_chat(user, "[bicon(src)] <span class='notice'>You close \the [src] and swipe your card, locking it.</span>")
|
||||
to_chat(user, "<span class='warning'>Access denied.</span>")
|
||||
else if(iswelder(I) && user.a_intent == INTENT_HELP && !broken)
|
||||
var/obj/item/weldingtool/WT = I
|
||||
if(obj_integrity < max_integrity && WT.remove_fuel(5, user))
|
||||
to_chat(user, "<span class='notice'>You begin repairing [src].</span>")
|
||||
playsound(loc, WT.usesound, 40, 1)
|
||||
if(do_after(user, 40 * WT.toolspeed, target = src))
|
||||
obj_integrity = max_integrity
|
||||
playsound(loc, 'sound/items/welder2.ogg', 50, 1)
|
||||
update_icon()
|
||||
to_chat(user, "<span class='notice'>You repair [src].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
|
||||
return
|
||||
else if(!alert && iscrowbar(I) && openable) //Only applies to the lab cage and player made display cases
|
||||
if(broken)
|
||||
if(showpiece)
|
||||
to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You remove the destroyed case</span>")
|
||||
qdel(src)
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You start to [open ? "close":"open"] [src].</span>")
|
||||
if(do_after(user, 20 * I.toolspeed, target = src))
|
||||
to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
|
||||
toggle_lock(user)
|
||||
else if(open && !showpiece)
|
||||
if(user.drop_item())
|
||||
I.forceMove(src)
|
||||
showpiece = I
|
||||
to_chat(user, "<span class='notice'>You put [I] on display</span>")
|
||||
update_icon()
|
||||
else if(istype(I, /obj/item/stack/sheet/glass) && broken)
|
||||
var/obj/item/stack/sheet/glass/G = I
|
||||
if(G.get_amount() < 2)
|
||||
to_chat(user, "<span class='warning'>You need two glass sheets to fix the case!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
|
||||
if(do_after(user, 20, target = src))
|
||||
G.use(2)
|
||||
broken = 0
|
||||
obj_integrity = max_integrity
|
||||
update_icon()
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/structure/displaycase/proc/toggle_lock(mob/user)
|
||||
open = !open
|
||||
update_icon()
|
||||
|
||||
/obj/structure/displaycase/attack_hand(mob/user)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
if(showpiece && (broken || open))
|
||||
to_chat(user, "<span class='notice'>You deactivate the hover field built into the case.</span>")
|
||||
dump()
|
||||
add_fingerprint(user)
|
||||
update_icon()
|
||||
return
|
||||
if(istype(W,/obj/item/crowbar) && (!locked || destroyed))
|
||||
user.visible_message("[user.name] pries \the [src] apart.", \
|
||||
"You pry \the [src] apart.", \
|
||||
"You hear something pop.")
|
||||
var/turf/T = get_turf(src)
|
||||
playsound(T, W.usesound, 50, 1)
|
||||
dump()
|
||||
var/obj/item/airlock_electronics/C = circuit
|
||||
if(!C)
|
||||
C = new (src)
|
||||
C.one_access = !(req_access && req_access.len>0)
|
||||
if(!C.one_access)
|
||||
C.conf_access = req_access
|
||||
else
|
||||
C.conf_access = req_one_access
|
||||
|
||||
if(!destroyed)
|
||||
var/obj/structure/displaycase_frame/F = new(T)
|
||||
F.state = DISPLAYCASE_FRAME_SCREWDRIVER
|
||||
F.circuit = C
|
||||
F.circuit.forceMove(F)
|
||||
if(burglar_alarm)
|
||||
new /obj/item/assembly/prox_sensor(T)
|
||||
F.update_icon()
|
||||
else
|
||||
C.forceMove(T)
|
||||
circuit = null
|
||||
new /obj/machinery/constructable_frame/machine_frame(T)
|
||||
qdel(src)
|
||||
return
|
||||
if(W.flags & ABSTRACT)
|
||||
to_chat(user, "<span class='danger'>You can't put this into the case.</span>")
|
||||
return
|
||||
if(user.a_intent == INTENT_HARM)
|
||||
if(locked && !destroyed)
|
||||
src.health -= W.force
|
||||
src.healthcheck()
|
||||
..()
|
||||
else if(!locked)
|
||||
dump()
|
||||
to_chat(user, "<span class='danger'>You smash \the [W] into the delicate electronics at the bottom of the case, and deactivate the hover field.</span>")
|
||||
update_icon()
|
||||
else
|
||||
if(locked)
|
||||
to_chat(user, "<span class='warning'>It's locked, you can't put anything into it.</span>")
|
||||
//prevents remote "kicks" with TK
|
||||
if(!Adjacent(user))
|
||||
return
|
||||
if(!occupant)
|
||||
if(!user.drop_item())
|
||||
to_chat(user, "<span class='notice'>[W] is stuck to you. You cannot put it in [src]!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You insert \the [W] into \the [src], and it floats as the hoverfield activates.</span>")
|
||||
user.drop_item()
|
||||
W.forceMove(src)
|
||||
occupant=W
|
||||
update_icon()
|
||||
user.visible_message("<span class='danger'>[user] kicks the display case.</span>")
|
||||
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
|
||||
take_damage(2)
|
||||
|
||||
/obj/structure/displaycase/attack_hand(mob/user as mob)
|
||||
if(destroyed || (!locked && user.a_intent == INTENT_HARM))
|
||||
if(occupant)
|
||||
dump()
|
||||
to_chat(user, "<span class='danger'>You smash your fist into the delicate electronics at the bottom of the case, and deactivate the hover field.</span>")
|
||||
src.add_fingerprint(user)
|
||||
update_icon()
|
||||
else
|
||||
if(user.a_intent == INTENT_HARM)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
|
||||
user.visible_message("<span class='danger'>[user.name] kicks \the [src]!</span>", \
|
||||
"<span class='danger'>You kick \the [src]!</span>", \
|
||||
"You hear glass crack.")
|
||||
src.health -= 2
|
||||
healthcheck()
|
||||
else if(!locked)
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
var/print = H.get_full_print()
|
||||
if(!ue)
|
||||
to_chat(user, "<span class='notice'>Your press your thumb against the fingerprint scanner, registering your identity with the case.</span>")
|
||||
ue = print
|
||||
return
|
||||
if(ue != print)
|
||||
to_chat(user, "<span class='warning'>Access denied.</span>")
|
||||
return
|
||||
/obj/structure/displaycase_chassis
|
||||
anchored = TRUE
|
||||
density = FALSE
|
||||
name = "display case chassis"
|
||||
desc = "The wooden base of a display case."
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "glassbox_chassis"
|
||||
var/obj/item/airlock_electronics/electronics
|
||||
|
||||
if(occupant)
|
||||
to_chat(user, "<span class='notice'>Your press your thumb against the fingerprint scanner, and deactivate the hover field built into the case.</span>")
|
||||
dump()
|
||||
update_icon()
|
||||
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
|
||||
if(iswrench(I)) //The player can only deconstruct the wooden frame
|
||||
to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
|
||||
playsound(src.loc, I.usesound, 50, 1)
|
||||
if(do_after(user, 30 * I.toolspeed, target = src))
|
||||
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
|
||||
new /obj/item/stack/sheet/wood(get_turf(src), 5)
|
||||
qdel(src)
|
||||
|
||||
else if(istype(I, /obj/item/airlock_electronics))
|
||||
to_chat(user, "<span class='notice'>You start installing the electronics into [src]...</span>")
|
||||
playsound(src.loc, I.usesound, 50, 1)
|
||||
if(do_after(user, 30, target = src))
|
||||
if(user.drop_item())
|
||||
I.forceMove(src)
|
||||
electronics = I
|
||||
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
|
||||
|
||||
else if(istype(I, /obj/item/stack/sheet/glass))
|
||||
var/obj/item/stack/sheet/glass/G = I
|
||||
if(G.get_amount() < 10)
|
||||
to_chat(user, "<span class='warning'>You need ten glass sheets to do this!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You start adding [G] to [src]...</span>")
|
||||
if(do_after(user, 20, target = src))
|
||||
G.use(10)
|
||||
var/obj/structure/displaycase/display = new(src.loc)
|
||||
if(electronics)
|
||||
electronics.forceMove(display)
|
||||
display.electronics = electronics
|
||||
if(electronics.one_access)
|
||||
display.req_one_access = electronics.conf_access
|
||||
else
|
||||
to_chat(src, "[bicon(src)] <span class='warning'>\The [src] is empty!</span>")
|
||||
else
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.visible_message("[user.name] gently runs [user.p_their()] hands over [src] in appreciation of its contents.", \
|
||||
"You gently run your hands over [src] in appreciation of its contents.", \
|
||||
"You hear someone streaking glass with their greasy hands.")
|
||||
display.req_access = electronics.conf_access
|
||||
qdel(src)
|
||||
else
|
||||
return ..()
|
||||
|
||||
#undef DISPLAYCASE_FRAME_CIRCUIT
|
||||
#undef DISPLAYCASE_FRAME_SCREWDRIVER
|
||||
//The captains display case requiring specops ID access is intentional.
|
||||
//The lab cage and captains display case do not spawn with electronics, which is why req_access is needed.
|
||||
/obj/structure/displaycase/captain
|
||||
alert = TRUE
|
||||
start_showpiece_type = /obj/item/gun/energy/laser/captain
|
||||
req_access = list(access_cent_specops)
|
||||
|
||||
/obj/structure/displaycase/labcage
|
||||
name = "lab cage"
|
||||
desc = "A glass lab container for storing interesting creatures."
|
||||
start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
|
||||
req_access = list(access_rd)
|
||||
|
||||
/obj/structure/displaycase/stechkin
|
||||
name = "officer's display case"
|
||||
desc = "A display case containing a humble stechkin pistol. Never forget your roots."
|
||||
start_showpiece_type = /obj/item/gun/projectile/automatic/pistol
|
||||
req_access = list(access_syndicate_command)
|
||||
@@ -19,12 +19,11 @@
|
||||
density = 1
|
||||
anchored = 1
|
||||
opacity = 0
|
||||
|
||||
max_integrity = 50
|
||||
icon = 'icons/obj/inflatable.dmi'
|
||||
icon_state = "wall"
|
||||
var/torn = /obj/item/inflatable/torn
|
||||
var/intact = /obj/item/inflatable
|
||||
var/health = 50.0
|
||||
|
||||
/obj/structure/inflatable/Initialize(location)
|
||||
..()
|
||||
@@ -49,20 +48,20 @@
|
||||
return
|
||||
if(!Adjacent(usr))
|
||||
return
|
||||
deflate()
|
||||
deconstruct(TRUE)
|
||||
|
||||
/obj/structure/inflatable/proc/deflate(var/violent=0)
|
||||
/obj/structure/inflatable/deconstruct(disassembled = TRUE)
|
||||
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
|
||||
if(violent)
|
||||
if(!disassembled)
|
||||
visible_message("[src] rapidly deflates!")
|
||||
var/obj/item/inflatable/torn/R = new torn(loc)
|
||||
src.transfer_fingerprints_to(R)
|
||||
transfer_fingerprints_to(R)
|
||||
qdel(src)
|
||||
else
|
||||
visible_message("[src] slowly deflates.")
|
||||
spawn(50)
|
||||
var/obj/item/inflatable/R = new intact(loc)
|
||||
src.transfer_fingerprints_to(R)
|
||||
transfer_fingerprints_to(R)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/inflatable/verb/hand_deflate()
|
||||
@@ -73,7 +72,7 @@
|
||||
if(usr.stat || usr.restrained())
|
||||
return
|
||||
|
||||
deflate()
|
||||
deconstruct(TRUE)
|
||||
|
||||
/obj/item/inflatable/door
|
||||
name = "inflatable door"
|
||||
@@ -209,4 +208,4 @@
|
||||
new /obj/item/inflatable(src)
|
||||
new /obj/item/inflatable(src)
|
||||
new /obj/item/inflatable(src)
|
||||
new /obj/item/inflatable(src)
|
||||
new /obj/item/inflatable(src)
|
||||
@@ -1,53 +0,0 @@
|
||||
/obj/structure/lamarr
|
||||
name = "Lab Cage"
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "labcage1"
|
||||
desc = "A glass lab container for storing interesting creatures."
|
||||
density = 1
|
||||
anchored = 1
|
||||
resistance_flags = ACID_PROOF
|
||||
var/health = 30
|
||||
var/occupied = 1
|
||||
var/destroyed = 0
|
||||
|
||||
/obj/structure/lamarr/proc/healthcheck()
|
||||
if(src.health <= 0)
|
||||
if(!( src.destroyed ))
|
||||
src.density = 0
|
||||
src.destroyed = 1
|
||||
new /obj/item/shard(loc)
|
||||
playsound(src, "shatter", 70, 1)
|
||||
Break()
|
||||
else
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
return
|
||||
|
||||
/obj/structure/lamarr/update_icon()
|
||||
if(src.destroyed)
|
||||
src.icon_state = "labcageb[src.occupied]"
|
||||
else
|
||||
src.icon_state = "labcage[src.occupied]"
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/lamarr/attackby(obj/item/W as obj, mob/user as mob, params)
|
||||
src.health -= W.force
|
||||
src.healthcheck()
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/structure/lamarr/attack_hand(mob/user as mob)
|
||||
if(src.destroyed)
|
||||
return
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] kicks the lab cage.</span>", "<span class='notice'>You kick the lab cage.</span>")
|
||||
src.health -= 2
|
||||
healthcheck()
|
||||
return
|
||||
|
||||
/obj/structure/lamarr/proc/Break()
|
||||
if(occupied)
|
||||
new /obj/item/clothing/mask/facehugger/lamarr(src.loc)
|
||||
occupied = 0
|
||||
update_icon()
|
||||
return
|
||||
Reference in New Issue
Block a user