mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-25 04:57:12 +01:00
-Metroids will now feed when 'content' (But not as quickly), meaning they will evolve and reproduce properly
Fixes Issue 765 -It is now possible to weld secure lockers shut -Lockers now have a welded overlay (Expect in some cases, such as cabinets) Thanks to Pete for the sprite git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4459 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -29,6 +29,13 @@
|
||||
icon_closed = "cabinet_closed"
|
||||
icon_opened = "cabinet_open"
|
||||
|
||||
/obj/structure/closet/cabinet/update_icon()
|
||||
if(!opened)
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
|
||||
/obj/effect/spresent
|
||||
name = "strange present"
|
||||
desc = "It's a ... present?"
|
||||
@@ -59,6 +66,12 @@
|
||||
icon_closed = "firecloset"
|
||||
icon_opened = "fireclosetopen"
|
||||
|
||||
/obj/structure/closet/firecloset/update_icon()
|
||||
if(!opened)
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
/obj/structure/closet/hydrant //wall mounted fire closet
|
||||
name = "fire-safety closet"
|
||||
desc = "It's a storage unit for fire-fighting supplies."
|
||||
@@ -79,6 +92,12 @@
|
||||
density = 0
|
||||
wall_mounted = 1
|
||||
|
||||
/obj/structure/closet/medical_wall/update_icon()
|
||||
if(!opened)
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
/obj/structure/closet/toolcloset
|
||||
name = "tool closet"
|
||||
desc = "It's a storage unit for tools."
|
||||
@@ -138,6 +157,12 @@
|
||||
icon_closed = "coffin"
|
||||
icon_opened = "coffin_open"
|
||||
|
||||
/obj/structure/closet/coffin/update_icon()
|
||||
if(!opened)
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
/obj/structure/closet/bombcloset
|
||||
name = "\improper EOD closet"
|
||||
desc = "It's a storage unit for explosion-protective suits."
|
||||
@@ -376,6 +401,18 @@
|
||||
wall_mounted = 1
|
||||
req_access = list(access_medical)
|
||||
|
||||
/obj/structure/closet/secure_closet/medical_wall/update_icon()
|
||||
if(broken)
|
||||
icon_state = icon_broken
|
||||
else
|
||||
if(!opened)
|
||||
if(locked)
|
||||
icon_state = icon_locked
|
||||
else
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
/obj/structure/closet/secure_closet/personal
|
||||
desc = "It's a secure locker for personell. The first card swiped gains control."
|
||||
name = "personal closet"
|
||||
@@ -388,6 +425,18 @@
|
||||
icon_broken = "cabinetdetective_broken"
|
||||
icon_off = "cabinetdetective_broken"
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/cabinet/update_icon()
|
||||
if(broken)
|
||||
icon_state = icon_broken
|
||||
else
|
||||
if(!opened)
|
||||
if(locked)
|
||||
icon_state = icon_locked
|
||||
else
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/patient
|
||||
name = "patient's closet"
|
||||
|
||||
@@ -405,6 +454,18 @@
|
||||
//too small to put a man in
|
||||
large = 0
|
||||
|
||||
/obj/structure/closet/secure_closet/wall/update_icon()
|
||||
if(broken)
|
||||
icon_state = icon_broken
|
||||
else
|
||||
if(!opened)
|
||||
if(locked)
|
||||
icon_state = icon_locked
|
||||
else
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
/obj/structure/closet/crate/critter
|
||||
name = "critter crate"
|
||||
desc = "A crate which can sustain life for a while."
|
||||
|
||||
@@ -82,3 +82,8 @@
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/structure/closet/bodybag/update_icon()
|
||||
if(!opened)
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
@@ -176,6 +176,7 @@
|
||||
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
|
||||
return
|
||||
src.welded =! src.welded
|
||||
src.update_icon()
|
||||
for(var/mob/M in viewers(src))
|
||||
M.show_message("<span class='warning'>[src] has been [welded?"welded shut":"unwelded"] by [user.name].</span>", 3, "You hear welding.", 2)
|
||||
else
|
||||
@@ -240,3 +241,12 @@
|
||||
src.attack_hand(usr)
|
||||
else
|
||||
usr << "<span class='warning'>This mob type can't use this verb.</span>"
|
||||
|
||||
/obj/structure/closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
|
||||
overlays = null
|
||||
if(!opened)
|
||||
icon_state = icon_closed
|
||||
if(welded)
|
||||
overlays += "welded"
|
||||
else
|
||||
icon_state = icon_opened
|
||||
@@ -1,5 +1,17 @@
|
||||
/obj/structure/closet/secure_closet/freezer
|
||||
|
||||
/obj/structure/closet/secure_closet/freezer/update_icon()
|
||||
if(broken)
|
||||
icon_state = icon_broken
|
||||
else
|
||||
if(!opened)
|
||||
if(locked)
|
||||
icon_state = icon_locked
|
||||
else
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
/obj/structure/closet/secure_closet/freezer/kitchen
|
||||
name = "Kitchen Cabinet"
|
||||
req_access = list(access_kitchen)
|
||||
|
||||
@@ -23,3 +23,15 @@
|
||||
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
|
||||
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
|
||||
return
|
||||
|
||||
/obj/structure/closet/secure_closet/bar/update_icon()
|
||||
if(broken)
|
||||
icon_state = icon_broken
|
||||
else
|
||||
if(!opened)
|
||||
if(locked)
|
||||
icon_state = icon_locked
|
||||
else
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
@@ -68,7 +68,17 @@
|
||||
for(var/mob/O in viewers(user, 3))
|
||||
O.show_message("<span class='warning'>The locker has been broken by [user] with an electromagnetic card!</span>", 1, "You hear a faint electrical spark.", 2)
|
||||
else
|
||||
togglelock(user)
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(!WT.remove_fuel(0,user))
|
||||
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
|
||||
return
|
||||
src.welded =! src.welded
|
||||
src.update_icon()
|
||||
for(var/mob/M in viewers(src))
|
||||
M.show_message("<span class='warning'>[src] has been [welded?"welded shut":"unwelded"] by [user.name].</span>", 3, "You hear welding.", 2)
|
||||
else
|
||||
togglelock(user)
|
||||
|
||||
/obj/structure/closet/secure_closet/relaymove(mob/user as mob)
|
||||
if(user.stat)
|
||||
@@ -121,4 +131,16 @@
|
||||
if (!opened)
|
||||
togglelock(usr)
|
||||
else
|
||||
usr << "<span class='warning'>This mob type can't use this verb.</span>"
|
||||
usr << "<span class='warning'>This mob type can't use this verb.</span>"
|
||||
|
||||
/obj/structure/closet/secure_closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
|
||||
overlays = null
|
||||
if(!opened)
|
||||
if(locked)
|
||||
icon_state = icon_locked
|
||||
else
|
||||
icon_state = icon_closed
|
||||
if(welded)
|
||||
overlays += "welded"
|
||||
else
|
||||
icon_state = icon_opened
|
||||
@@ -187,7 +187,17 @@
|
||||
new /obj/item/weapon/storage/box/evidence(src)
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/closet/secure_closet/detective/update_icon()
|
||||
if(broken)
|
||||
icon_state = icon_broken
|
||||
else
|
||||
if(!opened)
|
||||
if(locked)
|
||||
icon_state = icon_locked
|
||||
else
|
||||
icon_state = icon_closed
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
/obj/structure/closet/secure_closet/injection
|
||||
name = "Lethal Injections"
|
||||
|
||||
@@ -65,7 +65,7 @@
|
||||
starving = 1
|
||||
else
|
||||
switch(nutrition)
|
||||
if(150 to 800) hungry = 1
|
||||
if(150 to 900) hungry = 1
|
||||
if(0 to 149) starving = 1
|
||||
AIproc = 1
|
||||
while(AIproc && stat != 2 && (attacked > 0 || starving || hungry || rabid || Victim))
|
||||
@@ -408,12 +408,16 @@
|
||||
var/starving = 0 // determines if the metroid is starving-hungry
|
||||
if(istype(src, /mob/living/carbon/metroid/adult)) // 1200 max nutrition
|
||||
switch(nutrition)
|
||||
if(601 to 900)
|
||||
if(prob(25)) hungry = 1//Ensures they continue eating, but aren't as aggressive at the same time
|
||||
if(301 to 600) hungry = 1
|
||||
if(0 to 300)
|
||||
starving = 1
|
||||
|
||||
else
|
||||
switch(nutrition) // 1000 max nutrition
|
||||
if(501 to 700)
|
||||
if(prob(25)) hungry = 1
|
||||
if(201 to 500) hungry = 1
|
||||
if(0 to 200) starving = 1
|
||||
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 80 KiB After Width: | Height: | Size: 79 KiB |
Reference in New Issue
Block a user