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[FIX] It's possible to pick up stuff behind tables again (#26144)
* Replica syndicate space suit sprites
* Revert "Replica syndicate space suit sprites"
This reverts commit 1fb5cf68ac.
* You can grab stuff through tables again
* I must please the linter
* Morgue trays as well
---------
Co-authored-by: adrermail@gmail.com <adrermail@gmail.com>
This commit is contained in:
@@ -138,6 +138,7 @@
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#define PASSFENCE (1<<6)
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#define PASSDOOR (1<<7)
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#define PASSGIRDER (1<<8)
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#define PASSTAKE (1<<9)
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//turf-only flags
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#define BLESSED_TILE (1<<0)
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@@ -92,13 +92,13 @@
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/*
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This checks if you there is uninterrupted airspace between that turf and this one.
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This is defined as any dense ON_BORDER object, or any dense object without LETPASSTHROW.
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This is defined as any dense ON_BORDER object, or any dense object without PASSTAKE .
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The border_only flag allows you to not objects (for source and destination squares)
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*/
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/turf/proc/ClickCross(target_dir, border_only, target_atom = null)
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for(var/obj/O in src)
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if(!O.density || O == target_atom || (O.pass_flags & LETPASSTHROW))
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continue // LETPASSTHROW is used for anything you can click through
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if(!O.density || O == target_atom || (O.pass_flags_self & PASSTAKE))
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continue // PASSTAKE is used for anything you can click through
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if(O.flags&ON_BORDER) // windows are on border, check them first
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if(O.dir & target_dir || O.dir&(O.dir-1)) // full tile windows are just diagonals mechanically
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@@ -140,7 +140,7 @@
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base_icon_state = "sandbags"
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max_integrity = 280
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proj_pass_rate = 20
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pass_flags_self = LETPASSTHROW
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pass_flags_self = LETPASSTHROW | PASSTAKE
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bar_material = SAND
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climbable = TRUE
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smoothing_flags = SMOOTH_BITMASK
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@@ -67,7 +67,7 @@
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icon_state = "hoop"
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anchored = TRUE
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density = TRUE
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pass_flags_self = LETPASSTHROW
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pass_flags_self = LETPASSTHROW | PASSTAKE
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/obj/structure/holohoop/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/grab) && get_dist(src, user) <= 1)
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@@ -52,7 +52,7 @@
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name = "holo barrier"
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desc = "A short holographic barrier which can only be passed by walking."
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icon_state = "holosign_sec"
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pass_flags_self = LETPASSTHROW
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pass_flags_self = LETPASSTHROW | PASSTAKE
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density = TRUE
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max_integrity = 20
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var/allow_walk = TRUE //can we pass through it on walk intent
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@@ -255,7 +255,7 @@
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layer = 2.0
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var/obj/structure/morgue/connected = null
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anchored = TRUE
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pass_flags_self = LETPASSTHROW
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pass_flags_self = LETPASSTHROW | PASSTAKE
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max_integrity = 350
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/obj/structure/m_tray/attack_hand(mob/user as mob)
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@@ -552,7 +552,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
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layer = 2.0
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var/obj/structure/crematorium/connected = null
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anchored = TRUE
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pass_flags_self = LETPASSTHROW
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pass_flags_self = LETPASSTHROW | PASSTAKE
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/obj/structure/c_tray/attack_hand(mob/user as mob)
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if(connected)
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@@ -5,7 +5,7 @@
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icon_state = "railing"
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density = TRUE
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anchored = TRUE
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pass_flags_self = LETPASSTHROW
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pass_flags_self = LETPASSTHROW | PASSTAKE
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climbable = TRUE
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layer = ABOVE_MOB_LAYER
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flags = ON_BORDER
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@@ -21,7 +21,7 @@
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density = TRUE
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anchored = TRUE
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layer = TABLE_LAYER
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pass_flags_self = LETPASSTHROW
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pass_flags_self = LETPASSTHROW | PASSTAKE
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climbable = TRUE
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max_integrity = 100
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integrity_failure = 30
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@@ -864,7 +864,7 @@
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layer = TABLE_LAYER
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density = TRUE
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anchored = TRUE
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pass_flags_self = LETPASSTHROW
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pass_flags_self = LETPASSTHROW | PASSTAKE
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max_integrity = 20
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/obj/structure/rack/examine(mob/user)
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@@ -35,8 +35,7 @@
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icon_state = "bowl1"
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density = FALSE // Small enough to not block stuff
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anchored = FALSE // Small enough to move even when filled
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pass_flags_self = LETPASSTHROW // Just like at the county fair, you can't seem to throw the ball in to win the goldfish, and it's small enough to pull onto a table
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pass_flags = PASSTABLE
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pass_flags = PASSTABLE // Just like at the county fair, you can't seem to throw the ball in to win the goldfish, and it's small enough to pull onto a table
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tank_type = "bowl"
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water_capacity = 50 // Not very big, therefore it can't hold much
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max_fish = 1 // What a lonely fish
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