•SSus added. Not spoiling anything, fuuuuck you.
•Fixed some of erro's typos :3 •3 syndie suits repurposed into stationsuits. Command suit&helmet, Chief Engie suit&helmet, CMO suit&helmet •EVA and CMO office edited. I'm inviting a mapper to do a better job of the shit I did. •Trashbag can now pick up soda cans, spent bullet cases and cigarette packs/cigs/butts. •Thread to bitch here: http://tgstation13.servehttp.com/phpBB3/viewtopic.php?f=3&t=5569&p=45549&sid=a4a96f5b0e896cd3e3f7c1db73f09f1b#p45549 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1948 316c924e-a436-60f5-8080-3fe189b3f50e
@@ -1372,9 +1372,28 @@
|
||||
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
if (istype(W, /obj/item/weapon/trashbag))
|
||||
var/obj/item/weapon/trashbag/S = W
|
||||
if (S.mode == 1)
|
||||
for (var/obj/item/weapon/reagent_containers/food/drinks/D in locate(src.x,src.y,src.z))
|
||||
if (S.contents.len < S.capacity)
|
||||
S.contents += D;
|
||||
else
|
||||
user << "\blue The bag is full."
|
||||
break
|
||||
user << "\blue You pick up all trash."
|
||||
else
|
||||
if (S.contents.len < S.capacity)
|
||||
S.contents += src;
|
||||
else
|
||||
user << "\blue The bag is full."
|
||||
S.update_icon()
|
||||
return
|
||||
|
||||
attack_self(mob/user as mob)
|
||||
return
|
||||
|
||||
attack(mob/M as mob, mob/user as mob, def_zone)
|
||||
var/datum/reagents/R = src.reagents
|
||||
var/fillevel = gulp_size
|
||||
@@ -1422,8 +1441,6 @@
|
||||
|
||||
return 0
|
||||
|
||||
attackby(obj/item/I as obj, mob/user as mob)
|
||||
return
|
||||
|
||||
afterattack(obj/target, mob/user , flag)
|
||||
|
||||
|
||||
@@ -163,7 +163,7 @@
|
||||
item_state = "helmet"
|
||||
|
||||
/obj/item/clothing/head/helmet/space
|
||||
name = "space helmet"
|
||||
name = "Space helmet"
|
||||
icon_state = "space"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
||||
flags = FPRINT | TABLEPASS | HEADSPACE | HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
@@ -173,13 +173,33 @@
|
||||
armor = list(melee = 0, bullet = 0, laser = 2, taser = 2, bomb = 0, bio = 25, rad = 25)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/engineering
|
||||
name = "engineering space helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure engironment. Painted in Engineering Orange to designate its department of origin."
|
||||
name = "Engineering space helmet"
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Painted in Engineering Orange to designate its department of origin."
|
||||
icon_state = "helm-orange"
|
||||
item_state = "helm-orange"
|
||||
radiation_protection = 0.25
|
||||
armor = list(melee = 40, bullet = 30, laser = 20, taser = 5, bomb = 35, bio = 50, rad = 50)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/command
|
||||
name = "Command space helmet"
|
||||
desc = "A special helmet designed to work in a hazardous, low-pressure environment. Painted in Command Blue to designate its department of origin."
|
||||
icon_state = "helm-command"
|
||||
item_state = "helm-command"
|
||||
radiation_protection = 0.25
|
||||
armor = list(melee = 40, bullet = 30, laser = 20, taser = 5, bomb = 35, bio = 50, rad = 50)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/command/chief_engineer
|
||||
name = "Chief engineer space helmet"
|
||||
desc = "A special helmet designed to work in a hazardous, low-pressure environment. Bears the insignia of the chief medical officer."
|
||||
icon_state = "helm-cmo"
|
||||
item_state = "helm-cmo"
|
||||
|
||||
/obj/item/clothing/head/helmet/space/command/chief_medical_officer
|
||||
name = "Chief medical offier space helmet"
|
||||
desc = "A special helmet designed to work in a hazardous, low-pressure environment. Bears the insignia of the chief engineer."
|
||||
icon_state = "helm-ce"
|
||||
item_state = "helm-ce"
|
||||
|
||||
/obj/item/clothing/head/helmet/space/capspace
|
||||
name = "space helmet"
|
||||
icon_state = "capspace"
|
||||
@@ -233,10 +253,10 @@
|
||||
icon_state = "syndicate-helm-orange"
|
||||
item_state = "syndicate-helm-orange"*/ //As I said: Best used for engineering suits
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/blue
|
||||
/*/obj/item/clothing/head/helmet/space/syndicate/blue
|
||||
name = "Blue Space Helmet"
|
||||
icon_state = "syndicate-helm-blue"
|
||||
item_state = "syndicate-helm-blue"
|
||||
item_state = "syndicate-helm-blue"*/
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black
|
||||
name = "Black Space Helmet"
|
||||
@@ -253,10 +273,10 @@
|
||||
icon_state = "syndicate-helm-black-blue"
|
||||
item_state = "syndicate-helm-black-blue"
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/med
|
||||
/*/obj/item/clothing/head/helmet/space/syndicate/black/med
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black-med"
|
||||
item_state = "syndicate-helm-black"
|
||||
item_state = "syndicate-helm-black"*/
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/orange
|
||||
name = "Black Space Helmet"
|
||||
@@ -268,10 +288,10 @@
|
||||
icon_state = "syndicate-helm-black-red"
|
||||
item_state = "syndicate-helm-black-red"
|
||||
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/engie
|
||||
/*/obj/item/clothing/head/helmet/space/syndicate/black/engie
|
||||
name = "Black Space Helmet"
|
||||
icon_state = "syndicate-helm-black-engie"
|
||||
item_state = "syndicate-helm-black"
|
||||
item_state = "syndicate-helm-black"*/
|
||||
|
||||
/obj/item/clothing/head/syndicatefake
|
||||
name = "red space helmet replica"
|
||||
|
||||
@@ -435,7 +435,7 @@
|
||||
// SPACE SUITS
|
||||
|
||||
/obj/item/clothing/suit/space
|
||||
name = "space suit"
|
||||
name = "Space suit"
|
||||
desc = "A suit that protects against low pressure environments. Has a big 13 on the back."
|
||||
icon_state = "space"
|
||||
item_state = "s_suit"
|
||||
@@ -461,8 +461,34 @@
|
||||
slowdown = 2
|
||||
radiation_protection = 0.50
|
||||
|
||||
/obj/item/clothing/suit/space/command
|
||||
name = "Command space suit"
|
||||
desc = "Much like its generic counterpart, the spacesuit is painted a dark blue color to designate its department of origin."
|
||||
icon_state = "suit-command"
|
||||
item_state = "suit-command"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/gun/energy)
|
||||
armor = list(melee = 40, bullet = 30, laser = 20, taser = 5, bomb = 35, bio = 50, rad = 50)
|
||||
slowdown = 2
|
||||
radiation_protection = 0.25
|
||||
|
||||
/obj/item/clothing/suit/space/command/chief_engineer
|
||||
name = "Chief engineer suit"
|
||||
desc = "Much like its generic counterpart, the spacesuit is painted a black and dark yellow color to designate its department of origin."
|
||||
icon_state = "suit-ce"
|
||||
item_state = "syndicate-black"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/satchel,/obj/item/device/t_scanner,/obj/item/weapon/gun/energy)
|
||||
radiation_protection = 0.50
|
||||
|
||||
/obj/item/clothing/suit/space/command/chief_medical_officer
|
||||
name = "Chief medical officer suit"
|
||||
desc = "Much like its generic counterpart, the spacesuit is marked with the red cross to designate its department of origin."
|
||||
icon_state = "suit-cmo"
|
||||
item_state = "syndicate-black"
|
||||
radiation_protection = 0.25
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/rig
|
||||
name = "rig suit"
|
||||
name = "Rig suit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
|
||||
icon_state = "rig"
|
||||
item_state = "rig_suit"
|
||||
@@ -508,12 +534,12 @@
|
||||
/*/obj/item/clothing/suit/space/syndicate/orange
|
||||
name = "Orange Space Suit"
|
||||
icon_state = "syndicate-orange"
|
||||
item_state = "syndicate-orange"*/ //Best used as an engineering suit, nyoro~n ;3
|
||||
item_state = "syndicate-orange"*/ //Best used as an engineering suit, nyoro~n ;3 As is the other stuff below
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/blue
|
||||
/*/obj/item/clothing/suit/space/syndicate/blue
|
||||
name = "Blue Space Suit"
|
||||
icon_state = "syndicate-blue"
|
||||
item_state = "syndicate-blue"
|
||||
item_state = "syndicate-blue"*/
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black
|
||||
name = "Black Space Suit"
|
||||
@@ -530,10 +556,10 @@
|
||||
icon_state = "syndicate-black-blue"
|
||||
item_state = "syndicate-black-blue"
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/med
|
||||
/*/obj/item/clothing/suit/space/syndicate/black/med
|
||||
name = "Green Space Suit"
|
||||
icon_state = "syndicate-black-med"
|
||||
item_state = "syndicate-black"
|
||||
item_state = "syndicate-black"*/
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/orange
|
||||
name = "Black and Orange Space Suit"
|
||||
@@ -545,10 +571,10 @@
|
||||
icon_state = "syndicate-black-red"
|
||||
item_state = "syndicate-black-red"
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate/black/engie
|
||||
/*/obj/item/clothing/suit/space/syndicate/black/engie
|
||||
name = "Black Engineering Space Suit"
|
||||
icon_state = "syndicate-black-engie"
|
||||
item_state = "syndicate-black"
|
||||
item_state = "syndicate-black"*/
|
||||
|
||||
/obj/item/clothing/suit/syndicatefake
|
||||
name = "red space suit replica"
|
||||
|
||||
@@ -151,7 +151,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
|
||||
opacity = 1
|
||||
doortype = 13
|
||||
|
||||
/obj/machinery/door/airlock/glass_command
|
||||
/obj/machinery/door/airlock/glass/glass_command
|
||||
name = "Maintenance Hatch"
|
||||
icon = 'Doorcomglass.dmi'
|
||||
opacity = 0
|
||||
|
||||
@@ -46,7 +46,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
|
||||
// 1 = hacked
|
||||
var/announcementConsole = 0
|
||||
// 0 = This console cannot be used to send department announcements
|
||||
// 1 = This console can send department announcements
|
||||
// 1 = This console can send department announcementsf
|
||||
var/open = 0 // 1 if open
|
||||
var/announceAuth = 0 //Will be set to 1 when you authenticate yourself for announcements
|
||||
var/msgVerified = "" //Will contain the name of the person who varified it
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
name = "Suit Storage Unit"
|
||||
desc = "An industrial U-Stor-It Storage unit designed to accomodate all kinds of space suits. Its on-board equipment also allows the user to decontaminate the contents through a UV-ray purging cycle. There's a warning label dangling from the control pad, reading \"STRICTLY NO BIOLOGICALS IN THE CONFINES OF THE UNIT\"."
|
||||
icon = 'suitstorage.dmi'
|
||||
icon_state = "sutstorage110000100" //order is: [has helmet][has suit][has human][is open][is locked][is UV cycling][is powered][is dirty/broken] [is superUVcycling]
|
||||
icon_state = "suitstorage000000100" //order is: [has helmet][has suit][has human][is open][is locked][is UV cycling][is powered][is dirty/broken] [is superUVcycling]
|
||||
anchored = 1
|
||||
density = 1
|
||||
var/mob/living/carbon/human/OCCUPANT = null
|
||||
@@ -24,11 +24,37 @@
|
||||
var/safetieson = 1
|
||||
var/cycletime_left = 0
|
||||
|
||||
/obj/machinery/suit_storage_unit/Engineering_unit //creating this just for playtestin' --Agouri
|
||||
|
||||
//The units themselves/////////////////
|
||||
|
||||
/obj/machinery/suit_storage_unit/standard_unit
|
||||
SUIT = new /obj/item/clothing/suit/space/
|
||||
HELMET = new /obj/item/clothing/head/helmet/space/
|
||||
MASK = new /obj/item/clothing/mask/breath
|
||||
|
||||
/obj/machinery/suit_storage_unit/engineering_unit
|
||||
SUIT = new /obj/item/clothing/suit/space/engineering
|
||||
HELMET = new /obj/item/clothing/head/helmet/space/engineering
|
||||
MASK = new /obj/item/clothing/mask/breath
|
||||
|
||||
/obj/machinery/suit_storage_unit/chief_engineer_unit
|
||||
SUIT = new /obj/item/clothing/suit/space/command/chief_engineer
|
||||
HELMET = new /obj/item/clothing/head/helmet/space/command/chief_engineer
|
||||
MASK = new /obj/item/clothing/mask/breath
|
||||
|
||||
/obj/machinery/suit_storage_unit/chief_medical_officer_unit
|
||||
SUIT = new /obj/item/clothing/suit/space/command/chief_medical_officer
|
||||
HELMET = new /obj/item/clothing/head/helmet/space/command/chief_medical_officer
|
||||
MASK = new /obj/item/clothing/mask/breath
|
||||
|
||||
/obj/machinery/suit_storage_unit/command_unit
|
||||
SUIT = new /obj/item/clothing/suit/space/command
|
||||
HELMET = new /obj/item/clothing/head/helmet/space/command
|
||||
MASK = new /obj/item/clothing/mask/breath
|
||||
|
||||
/obj/machinery/suit_storage_unit/New()
|
||||
src.update_icon()
|
||||
|
||||
/obj/machinery/suit_storage_unit/update_icon()
|
||||
var/hashelmet = 0
|
||||
var/hassuit = 0
|
||||
@@ -71,66 +97,64 @@
|
||||
return
|
||||
|
||||
/obj/machinery/suit_storage_unit/attack_hand(mob/user as mob)
|
||||
var/dat
|
||||
if(..())
|
||||
return
|
||||
if(stat & NOPOWER)
|
||||
return
|
||||
if(src.panelopen) //The maintenance panel is open. Time for some shady stuff
|
||||
var/dat = "<HEAD><TITLE>Suit storage unit: Maintenance panel</TITLE></HEAD>"
|
||||
dat+= "<HEAD><TITLE>Suit storage unit: Maintenance panel</TITLE></HEAD>"
|
||||
dat+= "<Font color ='black'><B>Maintenance panel controls</B></font><HR>"
|
||||
dat+= "<font color ='grey'>The panel is ridden with controls, button and meters, labeled in strange signs and symbols that <BR>you cannot understand. Probably the manufactoring world's language.<BR> Among other things, a few controls catch your eye.<BR><BR>"
|
||||
dat+= text("<font color ='black'>A small dial with a \"ë\" symbol embroidded on it. It's pointing towards a gauge that reads []</font>.<BR> <font color='blue'><A href='?src=\ref[];toggleUV=1'> Turn towards []</A>",(src.issuperUV ? "15nm" : "185nm"),src,(src.issuperUV ? "185nm" : "15nm") )
|
||||
dat+= text("<font color ='black'>A small dial with a \"ë\" symbol embroidded on it. It's pointing towards a gauge that reads []</font>.<BR> <font color='blue'><A href='?src=\ref[];toggleUV=1'> Turn towards []</A><BR>",(src.issuperUV ? "15nm" : "185nm"),src,(src.issuperUV ? "185nm" : "15nm") )
|
||||
dat+= text("<font color ='black'>A thick old-style button, with 2 grimy LED lights next to it. The [] LED is on.</font><BR><font color ='blue'><A href='?src=\ref[];togglesafeties=1'>Press button</a></font>",(src.safetieson? "<font color='green'><B>GREEN</B></font>" : "<font color='red'><B>RED</B></font>"),src)
|
||||
dat+= text("<HR><BR><A href='?src=\ref[];mach_close=ssu_m_panel'>Close panel</A>", user)
|
||||
user << browse(dat, "window=ssu_m_panel;size=400x500")
|
||||
onclose(user, "ssu_m_panel")
|
||||
return
|
||||
dat+= text("<HR><BR><A href='?src=\ref[];mach_close=suit_storage_unit'>Close panel</A>", user)
|
||||
//user << browse(dat, "window=ssu_m_panel;size=400x500")
|
||||
//onclose(user, "ssu_m_panel")
|
||||
else if(src.isUV) //The thing is running its cauterisation cycle. You have to wait.
|
||||
var/dat = "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
|
||||
dat+= "<font color ='red'><B>Unit is cauterising contents with selected UV ray intensity. Please wait.</font></B>"
|
||||
dat+= "<font colr='black'><B>Cycle end in: [src.cycletimeleft(src.cycletime_left)] seconds. </font></B>"
|
||||
user << browse(dat, "window=ssu_cycling_panel;size=400x500")
|
||||
onclose(user, "ssu_cycling_panel")
|
||||
sleep(10)
|
||||
src.updateUsrDialog()
|
||||
if(src.cycletime_left == 0)
|
||||
src.isUV = 0 //Let's end the cycle here too just for good measure.
|
||||
return
|
||||
dat += "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
|
||||
dat+= "<font color ='red'><B>Unit is cauterising contents with selected UV ray intensity. Please wait.</font></B><BR>"
|
||||
//dat+= "<font colr='black'><B>Cycle end in: [src.cycletimeleft()] seconds. </font></B>"
|
||||
//user << browse(dat, "window=ssu_cycling_panel;size=400x500")
|
||||
//onclose(user, "ssu_cycling_panel")
|
||||
|
||||
else
|
||||
if(!src.isbroken)
|
||||
var/dat = "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
|
||||
dat+= "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
|
||||
dat+= "<font color='blue'><font size = 4><B>U-Stor-It Suit Storage Unit, model DS1900</B></FONT><BR>"
|
||||
dat+= "<B>Welcome to the Unit control panel.</B><HR>"
|
||||
dat+= text("<font color='black'>Helmet storage compartment: <B>[]</B></font><BR>",(src.HELMET ? HELMET.name : "</font><font color ='grey'>No helmet detected.") )
|
||||
if(HELMET && src.isopen)
|
||||
dat+=text("<A href='?src=ref[];dispense_helmet=1'>Dispense helmet</A><BR>",src)
|
||||
dat+=text("<A href='?src=\ref[];dispense_helmet=1'>Dispense helmet</A><BR>",src)
|
||||
dat+= text("<font color='black'>Suit storage compartment: <B>[]</B></font><BR>",(src.SUIT ? SUIT.name : "</font><font color ='grey'>No exosuit detected.") )
|
||||
if(SUIT && src.isopen)
|
||||
dat+=text("<A href='?src=ref[];dispense_suit=1'>Dispense suit</A><BR>",src)
|
||||
dat+=text("<A href='?src=\ref[];dispense_suit=1'>Dispense suit</A><BR>",src)
|
||||
dat+= text("<font color='black'>Breathmask storage compartment: <B>[]</B></font><BR>",(src.MASK ? MASK.name : "</font><font color ='grey'>No breathmask detected.") )
|
||||
if(MASK && src.isopen)
|
||||
dat+=text("<A href='?src=ref[];dispense_mask=1'>Dispense mask</A><BR>",src)
|
||||
dat+=text("<A href='?src=\ref[];dispense_mask=1'>Dispense mask</A><BR>",src)
|
||||
if(src.OCCUPANT)
|
||||
dat+= "<HR><B><font color ='red'>WARNING: Biological entity detected inside the Unit's storage. Please remove.</B></font><BR>"
|
||||
dat+= "<A href='?src=ref[];eject_guy=1'>Eject extra load</A>"
|
||||
dat+= "<A href='?src=\ref[src];eject_guy=1'>Eject extra load</A>"
|
||||
dat+= text("<HR><font color='black'>Unit is: [] - <A href='?src=\ref[];toggle_open=1'>[] Unit</A></font> ",(src.isopen ? "Open" : "Closed"),src,(src.isopen ? "Close" : "Open"))
|
||||
if(src.isopen)
|
||||
dat+="<BR>"
|
||||
dat+="<HR>"
|
||||
else
|
||||
dat+= text(" - <A href='?src=ref[];toggle_lock=1'><font color ='orange'>*[] Unit*</font></A><HR>",src,(src.islocked ? "Unlock" : "Lock") )
|
||||
dat+= text(" - <A href='?src=\ref[];toggle_lock=1'><font color ='orange'>*[] Unit*</A></font><HR>",src,(src.islocked ? "Unlock" : "Lock") )
|
||||
dat+= text("Unit status: []",(src.islocked? "<font color ='red'><B>**LOCKED**</B></font><BR>" : "<font color ='green'><B>**UNLOCKED**</B></font><BR>") )
|
||||
dat+= text("<A href='?src=ref[];start_UV=1'>Start Disinfection cycle</A><BR>",src)
|
||||
dat += text("<BR><BR><A href='?src=\ref[];mach_close=Suit Storage Unit'>Close control panel</A>", user)
|
||||
user << browse(dat, "window=Suit Storage Unit;size=400x500")
|
||||
onclose(user, "Suit Storage Unit")
|
||||
dat+= text("<A href='?src=\ref[];start_UV=1'>Start Disinfection cycle</A><BR>",src)
|
||||
dat += text("<BR><BR><A href='?src=\ref[];mach_close=suit_storage_unit'>Close control panel</A>", user)
|
||||
//user << browse(dat, "window=Suit Storage Unit;size=400x500")
|
||||
//onclose(user, "Suit Storage Unit")
|
||||
else //Ohhhh shit it's dirty or broken! Let's inform the guy.
|
||||
var/dat = "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
|
||||
dat+= "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
|
||||
dat+= "<font color='maroon'><B>Unit chamber is too contaminated to continue usage. Please call for a qualified individual to perform maintenance.</font></B><BR><BR>"
|
||||
dat+= text("<HR><A href='?src=\ref[];mach_close=suit_storage_unit'>Close control panel</A>", user)
|
||||
user << browse(dat, "window=suit_storage_unit;size=400x500")
|
||||
onclose(user, "suit_storage_unit")
|
||||
return
|
||||
return
|
||||
//user << browse(dat, "window=suit_storage_unit;size=400x500")
|
||||
//onclose(user, "suit_storage_unit")
|
||||
|
||||
user << browse(dat, "window=suit_storage_unit;size=400x500")
|
||||
onclose(user, "suit_storage_unit")
|
||||
return
|
||||
|
||||
/obj/machinery/suit_storage_unit/Topic(href, href_list) //I fucking HATE this proc
|
||||
if(..())
|
||||
@@ -170,7 +194,7 @@
|
||||
src.updateUsrDialog()
|
||||
src.update_icon()
|
||||
if (href_list["eject_guy"])
|
||||
src.eject_occupant()
|
||||
src.eject_occupant(usr)
|
||||
src.updateUsrDialog()
|
||||
src.update_icon()
|
||||
/*if (href_list["refresh"])
|
||||
@@ -181,6 +205,8 @@
|
||||
/obj/machinery/suit_storage_unit/proc/toggleUV(mob/user as mob)
|
||||
var/protected = 0
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(!src.panelopen)
|
||||
return
|
||||
|
||||
if(istype(H)) //Let's check if the guy's wearing electrically insulated gloves
|
||||
if(H.gloves)
|
||||
@@ -189,6 +215,7 @@
|
||||
protected = 1
|
||||
|
||||
if(!protected)
|
||||
playsound(src.loc, "sparks", 75, 1, -1)
|
||||
user << "<font color='red'>You try to touch the controls but you get zapped. There must be a short circuit somewhere.</font>"
|
||||
return
|
||||
else //welp, the guy is protected, we can continue
|
||||
@@ -203,6 +230,8 @@
|
||||
/obj/machinery/suit_storage_unit/proc/togglesafeties(mob/user as mob)
|
||||
var/protected = 0
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(!src.panelopen) //Needed check due to bugs
|
||||
return
|
||||
|
||||
if(istype(H)) //Let's check if the guy's wearing electrically insulated gloves
|
||||
if(H.gloves)
|
||||
@@ -211,6 +240,7 @@
|
||||
protected = 1
|
||||
|
||||
if(!protected)
|
||||
playsound(src.loc, "sparks", 75, 1, -1)
|
||||
user << "<font color='red'>You try to touch the controls but you get zapped. There must be a short circuit somewhere.</font>"
|
||||
return
|
||||
else
|
||||
@@ -221,7 +251,7 @@
|
||||
if(!src.HELMET)
|
||||
return //Do I even need this sanity check? Nyoro~n
|
||||
else
|
||||
src.HELMET = new(src.loc)
|
||||
src.HELMET.loc = src.loc
|
||||
src.HELMET = null
|
||||
return
|
||||
|
||||
@@ -229,7 +259,7 @@
|
||||
if(!src.SUIT)
|
||||
return
|
||||
else
|
||||
src.SUIT = new(src.loc)
|
||||
src.SUIT.loc = src.loc
|
||||
src.SUIT = null
|
||||
return
|
||||
|
||||
@@ -237,50 +267,98 @@
|
||||
if(!src.MASK)
|
||||
return
|
||||
else
|
||||
src.MASK = new(src.loc)
|
||||
src.MASK.loc = src.loc
|
||||
src.MASK = null
|
||||
return
|
||||
|
||||
/obj/machinery/suit_storage_unit/proc/dump_everything()
|
||||
src.islocked = 0 //locks go free
|
||||
if(src.SUIT)
|
||||
src.SUIT = new(src.loc)
|
||||
src.SUIT.loc = src.loc
|
||||
src.SUIT = null
|
||||
if(src.HELMET)
|
||||
src.HELMET = new(src.loc)
|
||||
src.HELMET.loc = src.loc
|
||||
src.HELMET = null
|
||||
if(src.MASK)
|
||||
src.MASK = new(src.loc)
|
||||
src.MASK.loc = src.loc
|
||||
src.MASK = null
|
||||
if(src.OCCUPANT)
|
||||
src.eject_occupant()
|
||||
src.eject_occupant(usr)
|
||||
return
|
||||
|
||||
/obj/machinery/suit_storage_unit/proc/toggle_open(mob/user as mob)
|
||||
if(src.islocked && src.isUV)
|
||||
if(src.islocked || src.isUV)
|
||||
user << "<font color='red'>Unable to open unit.</font>"
|
||||
return
|
||||
if(src.OCCUPANT)
|
||||
src.eject_occupant(user)
|
||||
return // eject_occupant opens the door, so we need to return
|
||||
src.isopen = !src.isopen
|
||||
user << "Test. It opened/closed."
|
||||
return
|
||||
|
||||
/obj/machinery/suit_storage_unit/proc/toggle_lock(mob/user as mob)
|
||||
if(src.OCCUPANT && src.safetieson)
|
||||
user << "<font color='red>The Unit's safety protocol disallow locking when a biological form is detected inside its compartment.</font>"
|
||||
return
|
||||
if(src.isopen)
|
||||
return
|
||||
src.islocked = !src.islocked
|
||||
user << "Test. You locked/unlocked it"
|
||||
return
|
||||
|
||||
/obj/machinery/suit_storage_unit/proc/start_UV(mob/user as mob)
|
||||
if(src.isUV) //I'm bored of all these sanity checks
|
||||
if(src.isUV || src.isopen) //I'm bored of all these sanity checks
|
||||
return
|
||||
if(src.OCCUPANT && src.safetieson)
|
||||
user << "<font color='red'><B>WARNING:</B> Biological form detected in the confines of the Unit's storage. Cannot initiate cycle.</font>"
|
||||
user << "<font color='red'><B>WARNING:</B> Biological entity detected in the confines of the Unit's storage. Cannot initiate cycle.</font>"
|
||||
return
|
||||
if(!src.HELMET && !src.MASK && !src.SUIT && !src.OCCUPANT ) //shit's empty yo
|
||||
user << "<font color='red'>Unit storage bays empty. Nothing to disinfect -- Aborting.</font>"
|
||||
return
|
||||
user << "You start the Unit's cauterisation cycle."
|
||||
src.cycletime_left = 20
|
||||
src.isUV = 1
|
||||
if(src.OCCUPANT && !src.islocked)
|
||||
src.islocked = 1 //Let's lock it for good measure
|
||||
src.update_icon()
|
||||
src.updateUsrDialog()
|
||||
|
||||
spawn(200) //Let's clean dat shit after 20 secs
|
||||
var/i //our counter
|
||||
for(i=0,i<4,i++)
|
||||
sleep(50)
|
||||
if(src.OCCUPANT)
|
||||
if(src.issuperUV)
|
||||
var/burndamage = rand(28,35)
|
||||
OCCUPANT.take_organ_damage(0,burndamage)
|
||||
OCCUPANT.emote("scream")
|
||||
else
|
||||
var/burndamage = rand(6,10)
|
||||
OCCUPANT.take_organ_damage(0,burndamage)
|
||||
OCCUPANT.emote("scream")
|
||||
if(i==3) //End of the cycle
|
||||
if(!src.issuperUV)
|
||||
if(src.HELMET)
|
||||
HELMET.clean_blood()
|
||||
if(src.SUIT)
|
||||
SUIT.clean_blood()
|
||||
if(src.MASK)
|
||||
MASK.clean_blood()
|
||||
else //It was supercycling, destroy everything
|
||||
if(src.HELMET)
|
||||
src.HELMET = null
|
||||
if(src.SUIT)
|
||||
src.SUIT = null
|
||||
if(src.MASK)
|
||||
src.MASK = null
|
||||
for (var/mob/V in viewers(user))
|
||||
V.show_message("<font color='red'>With a loud whining noise, the Suit Storage Unit's door grinds open. Puffs of ashen smoke come out of its chamber.</font>", 3)
|
||||
src.isbroken = 1
|
||||
src.isopen = 1
|
||||
src.isUV = 0 //Cycle ends
|
||||
src.update_icon()
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
/* spawn(200) //Let's clean dat shit after 20 secs //Eh, this doesn't work
|
||||
if(src.HELMET)
|
||||
HELMET.clean_blood()
|
||||
if(src.SUIT)
|
||||
@@ -288,21 +366,22 @@
|
||||
if(src.MASK)
|
||||
MASK.clean_blood()
|
||||
src.isUV = 0 //Cycle ends
|
||||
user << "Test. Everything inside clean, cycle stopped."
|
||||
src.update_icon()
|
||||
src.updateUsrDialog()
|
||||
|
||||
var/i
|
||||
for(i=0,i<4,i++) //Gradually give the guy inside some damaged based on the intensity
|
||||
spawn(50)
|
||||
if(src.OCCUPANT)
|
||||
if(src.issuperUV)
|
||||
OCCUPANT.take_organ_damage(0,30)
|
||||
user << "Test. You gave him 30 damage"
|
||||
OCCUPANT.take_organ_damage(0,40)
|
||||
user << "Test. You gave him 40 damage"
|
||||
else
|
||||
OCCUPANT.take_organ_damage(0,8)
|
||||
user << "Test. You gave him 8 damage"
|
||||
return
|
||||
return*/
|
||||
|
||||
/obj/machinery/suit_storage_unit/proc/cycletimeleft(var/cycletime_left_local)
|
||||
/obj/machinery/suit_storage_unit/proc/cycletimeleft()
|
||||
if(src.cycletime_left >= 1)
|
||||
src.cycletime_left--
|
||||
return src.cycletime_left
|
||||
@@ -313,15 +392,34 @@
|
||||
|
||||
if (!src.OCCUPANT)
|
||||
return
|
||||
for(var/obj/O in src)
|
||||
O.loc = src.loc
|
||||
// for(var/obj/O in src)
|
||||
// O.loc = src.loc
|
||||
|
||||
if (src.OCCUPANT.client)
|
||||
OCCUPANT << "<font color='blue'>The machine kicks you out!</font>"
|
||||
if(user != OCCUPANT)
|
||||
OCCUPANT << "<font color='blue'>The machine kicks you out!</font>"
|
||||
if(user.loc != src.loc)
|
||||
OCCUPANT << "<font color='blue'>You leave the not-so-cosy confines of the SSU.</font>"
|
||||
|
||||
src.OCCUPANT.client.eye = src.OCCUPANT.client.mob
|
||||
src.OCCUPANT.client.perspective = MOB_PERSPECTIVE
|
||||
src.OCCUPANT.loc = src.loc
|
||||
src.OCCUPANT = null
|
||||
if(!src.isopen)
|
||||
src.isopen = 1
|
||||
src.update_icon()
|
||||
return
|
||||
|
||||
/obj/machinery/suit_storage_unit/verb/get_out()
|
||||
set name = "Eject Suit Storage Unit"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (usr.stat != 0)
|
||||
return
|
||||
src.eject_occupant(usr)
|
||||
add_fingerprint(usr)
|
||||
src.updateUsrDialog()
|
||||
src.update_icon()
|
||||
return
|
||||
|
||||
@@ -334,11 +432,12 @@
|
||||
return
|
||||
if (!src.isopen)
|
||||
usr << "<font color='red'>The unit's doors are shut.</font>"
|
||||
return
|
||||
if ( (src.OCCUPANT) || (src.HELMET) || (src.SUIT) )
|
||||
usr << "<font color='red'>It's too cluttered inside for you to fit in!</font>"
|
||||
return
|
||||
for (var/mob/V in viewers(usr))
|
||||
V.show_message("[usr] starts squeezing into the suit storage unit!.", 3)
|
||||
V.show_message("[usr] starts squeezing into the suit storage unit!", 3)
|
||||
if(do_after(usr, 10))
|
||||
usr.pulling = null
|
||||
usr.client.perspective = EYE_PERSPECTIVE
|
||||
@@ -349,16 +448,99 @@
|
||||
src.isopen = 0 //Close the thing after the guy gets inside
|
||||
src.update_icon()
|
||||
|
||||
for(var/obj/O in src)
|
||||
del(O)
|
||||
// for(var/obj/O in src)
|
||||
// del(O)
|
||||
|
||||
src.add_fingerprint(usr)
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
else
|
||||
src.OCCUPANT = null //Testing this as a backup sanity test
|
||||
return
|
||||
|
||||
/obj/machinery/suit_storage_unit/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
//todo stuff
|
||||
/obj/machinery/suit_storage_unit/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(!src.ispowered)
|
||||
return
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
src.panelopen = !src.panelopen
|
||||
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
|
||||
user << text("<font color='blue'>You [] the Unit's maintenance panel.</font>",(src.panelopen ? "open up" : "close") )
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
if ( istype(I, /obj/item/weapon/grab) )
|
||||
var/obj/item/weapon/grab/G = I
|
||||
if( !(ismob(G.affecting)) )
|
||||
return
|
||||
if (!src.isopen)
|
||||
usr << "<font color='red'>The unit's doors are shut.</font>"
|
||||
return
|
||||
if ( (src.OCCUPANT) || (src.HELMET) || (src.SUIT) ) //Unit needs to be absolutely empty
|
||||
user << "<font color='red'>The Unit's storage area is too cluttered.</font>"
|
||||
return
|
||||
for (var/mob/V in viewers(user))
|
||||
V.show_message("[user] starts putting [G.affecting.name] into the Suit Storage Unit.", 3)
|
||||
if(do_after(user, 20))
|
||||
if(!G || !G.affecting) return //derpcheck
|
||||
var/mob/M = G.affecting
|
||||
if (M.client)
|
||||
M.client.perspective = EYE_PERSPECTIVE
|
||||
M.client.eye = src
|
||||
M.loc = src
|
||||
src.OCCUPANT = M
|
||||
src.isopen = 0 //close ittt
|
||||
|
||||
//for(var/obj/O in src)
|
||||
// O.loc = src.loc
|
||||
src.add_fingerprint(user)
|
||||
del(G)
|
||||
src.updateUsrDialog()
|
||||
src.update_icon()
|
||||
return
|
||||
return
|
||||
if( istype(I,/obj/item/clothing/suit/space) )
|
||||
if(!src.isopen)
|
||||
return
|
||||
var/obj/item/clothing/suit/space/S = I
|
||||
if(src.SUIT)
|
||||
user << "<font color='blue'>The unit already contains a suit.</font>"
|
||||
return
|
||||
user << "You load the [S.name] into the storage compartment."
|
||||
user.drop_item()
|
||||
S.loc = src
|
||||
src.SUIT = S
|
||||
src.update_icon()
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
if( istype(I,/obj/item/clothing/head/helmet) )
|
||||
if(!src.isopen)
|
||||
return
|
||||
var/obj/item/clothing/head/helmet/H = I
|
||||
if(src.HELMET)
|
||||
user << "<font color='blue'>The unit already contains a helmet.</font>"
|
||||
return
|
||||
user << "You load the [H.name] into the storage compartment."
|
||||
user.drop_item()
|
||||
H.loc = src
|
||||
src.HELMET = H
|
||||
src.update_icon()
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
if( istype(I,/obj/item/clothing/mask) )
|
||||
if(!src.isopen)
|
||||
return
|
||||
var/obj/item/clothing/mask/M = I
|
||||
if(src.MASK)
|
||||
user << "<font color='blue'>The unit already contains a mask.</font>"
|
||||
return
|
||||
user << "You load the [M.name] into the storage compartment."
|
||||
user.drop_item()
|
||||
M.loc = src
|
||||
src.MASK = M
|
||||
src.update_icon()
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
src.update_icon()
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/machinery/suit_storage_unit/attack_ai(mob/user as mob)
|
||||
@@ -369,3 +551,4 @@
|
||||
return
|
||||
|
||||
|
||||
//////////////////////////////REMINDER: Make it lock once you place some fucker inside.
|
||||
@@ -4,8 +4,6 @@
|
||||
new /obj/item/clothing/suit/bio_suit/janitor(src)
|
||||
new /obj/item/clothing/head/bio_hood/janitor(src)
|
||||
new /obj/item/clothing/under/rank/janitor(src)
|
||||
new /obj/item/clothing/under/rank/janitor(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/clothing/shoes/black(src)
|
||||
new /obj/item/device/flashlight(src)
|
||||
new /obj/item/clothing/shoes/galoshes(src)
|
||||
|
||||
@@ -28,7 +28,7 @@ obj/door_assembly
|
||||
name = "Command Airlock Assembly"
|
||||
icon_state = "door_as_com1"
|
||||
glass_base_icon_state = "door_as_gcom"
|
||||
glass_type = /obj/machinery/door/airlock/glass_command
|
||||
glass_type = /obj/machinery/door/airlock/glass/glass_command
|
||||
airlock_type = /obj/machinery/door/airlock/command
|
||||
anchored = 1
|
||||
density = 1
|
||||
|
||||
@@ -104,6 +104,23 @@ obj/item/weapon/matchbox.attackby(obj/item/weapon/match/W as obj, mob/user as mo
|
||||
O.show_message(text("\red [] lights their [] with their []. How poor can you get?", user, src.name, W), 1)
|
||||
spawn() //start fires while it's lit
|
||||
src.process()*/
|
||||
else if (istype(W, /obj/item/weapon/trashbag))
|
||||
var/obj/item/weapon/trashbag/S = W
|
||||
if (S.mode == 1)
|
||||
for (var/obj/item/clothing/mask/cigarette/C in locate(src.x,src.y,src.z))
|
||||
if (S.contents.len < S.capacity)
|
||||
S.contents += C;
|
||||
else
|
||||
user << "\blue The bag is full."
|
||||
break
|
||||
user << "\blue You pick up all trash."
|
||||
else
|
||||
if (S.contents.len < S.capacity)
|
||||
S.contents += src;
|
||||
else
|
||||
user << "\blue The bag is full."
|
||||
S.update_icon()
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/cigarette/proc/light(var/flavor_text = "[usr] lights the [name].")
|
||||
if(!src.lit)
|
||||
@@ -218,6 +235,26 @@ obj/item/weapon/matchbox.attackby(obj/item/weapon/match/W as obj, mob/user as mo
|
||||
src.update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/cigpacket/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
if (istype(W, /obj/item/weapon/trashbag))
|
||||
var/obj/item/weapon/trashbag/S = W
|
||||
if (S.mode == 1)
|
||||
for (var/obj/item/weapon/cigpacket/CP in locate(src.x,src.y,src.z))
|
||||
if (S.contents.len < S.capacity)
|
||||
S.contents += CP;
|
||||
else
|
||||
user << "\blue The bag is full."
|
||||
break
|
||||
user << "\blue You pick up all trash."
|
||||
else
|
||||
if (S.contents.len < S.capacity)
|
||||
S.contents += src;
|
||||
else
|
||||
user << "\blue The bag is full."
|
||||
S.update_icon()
|
||||
return
|
||||
|
||||
/////////
|
||||
//ZIPPO//
|
||||
/////////
|
||||
|
||||
@@ -439,6 +439,27 @@
|
||||
src.pixel_x = rand(-10.0, 10)
|
||||
src.pixel_y = rand(-10.0, 10)
|
||||
|
||||
|
||||
/obj/item/ammo_casing/attackby(obj/item/weapon/W as obj, mob/user as mob) //Adding this to the trash list. Nyoro~n --Agouri
|
||||
..()
|
||||
if (istype(W, /obj/item/weapon/trashbag))
|
||||
var/obj/item/weapon/trashbag/S = W
|
||||
if (S.mode == 1)
|
||||
for (var/obj/item/ammo_casing/AC in locate(src.x,src.y,src.z))
|
||||
if (S.contents.len < S.capacity)
|
||||
S.contents += AC;
|
||||
else
|
||||
user << "\blue The bag is full."
|
||||
break
|
||||
user << "\blue You pick up all trash."
|
||||
else
|
||||
if (S.contents.len < S.capacity)
|
||||
S.contents += src;
|
||||
else
|
||||
user << "\blue The bag is full."
|
||||
S.update_icon()
|
||||
return
|
||||
|
||||
/obj/item/ammo_magazine
|
||||
name = "ammo box (.357)"
|
||||
desc = "A box of .357 ammo"
|
||||
|
||||
@@ -45,6 +45,22 @@ Stuff which is in development and not yet visible to players or just code relate
|
||||
(is. code improvements for expandability, etc.) should not be listed here. They
|
||||
should be listed in the changelog upon commit tho. Thanks. -->
|
||||
|
||||
<b><font color='blue'>29 July 2011. - Day of Forum revival!</font color><b>
|
||||
<ul>
|
||||
<li><b>Agouri updated</b>
|
||||
<ul>
|
||||
<li>I was always bothered by how unprofessional it was of Nanotransen (in before >Nanotransen >professionalism) to just lay expensive spacesuits in racks and just let them be. Well, no more. Introducing...</li>
|
||||
<li>Suit Storage Units. Rumored to actually be repurposed space radiators, these wondrous machines will store any kind of spacesuit in a clean and sterile environment.</li>
|
||||
<li>The user can interact with the unit in various ways. You can start a UV cauterisation cycle to disinfect its contents, effectively sterilising and cleaning eveyrthing from the suits/helmets stored inside.</li>
|
||||
<li>A sneaky yordle can also hide in it, if he so desires, or hack it, or lock it or do a plethora of shady stuff with it. Beware, though, there's plenty of dangerous things you can do with it, both to you and your target.</li>
|
||||
<li>The Unit's control panel can be accessed by screwdriving it. That's all I'm willing to say, I'd like to let the players find out what each hack option does and doesn't. Will add more stuff later.</li>
|
||||
<li>Added Command Space suit, Chief Engineer space suit and Chief Medical Officer spacesuit (In a new space that you'll probably notice by yourself) to make it easier for you to look like a special snowflake.</li>
|
||||
<li>EVA and CMO office modified to accomodate the new suits and SSUs. Look, I'm not a competent mapper, okay? Fuck you too. A mapper is strongly recommended to rearrange my half assed shit.</li>
|
||||
<li>Soda cans, cigarette packets, cigarettes and cigars as well as bullet casings are now considered trash and can be picked up by the trashbag. Now you can annoy the janitor even more!</li>
|
||||
<li>Sprite credit goes to Alex Jones, his portfolio can be found here: <a href="http://bspbox.com/">http://bspbox.com</a>. Thanks a lot, bro.</li>
|
||||
<li>With the recent forum fuss and all that, I've got a thread to specifically contain rants and bug reports about this update. <a href="http://tgstation13.servehttp.com/phpBB3/viewtopic.php?f=3&t=5569&p=45549&sid=a4a96f5b0e896cd3e3f7c1db73f09f1b#p45549">Click me</a></li>
|
||||
</ul>
|
||||
</ul>
|
||||
|
||||
<b><font color='blue'>4 July - 28 July 2011.</font color><b>
|
||||
<ul>
|
||||
|
||||
|
Before Width: | Height: | Size: 57 KiB After Width: | Height: | Size: 57 KiB |
|
Before Width: | Height: | Size: 89 KiB After Width: | Height: | Size: 89 KiB |
|
Before Width: | Height: | Size: 165 KiB After Width: | Height: | Size: 165 KiB |
|
Before Width: | Height: | Size: 39 KiB After Width: | Height: | Size: 39 KiB |
|
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 23 KiB |
|
Before Width: | Height: | Size: 38 KiB After Width: | Height: | Size: 40 KiB |
|
Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 28 KiB |
@@ -133,6 +133,7 @@
|
||||
#define FILE_DIR "icons/turf"
|
||||
#define FILE_DIR "interface"
|
||||
#define FILE_DIR "maps"
|
||||
#define FILE_DIR "maps/backup"
|
||||
#define FILE_DIR "sound"
|
||||
#define FILE_DIR "sound/ambience"
|
||||
#define FILE_DIR "sound/announcer"
|
||||
@@ -396,6 +397,7 @@
|
||||
#include "code\game\machinery\Sleeper.dm"
|
||||
#include "code\game\machinery\spaceheater.dm"
|
||||
#include "code\game\machinery\status_display.dm"
|
||||
#include "code\game\machinery\suit_storage_unit.dm"
|
||||
#include "code\game\machinery\teleporter.dm"
|
||||
#include "code\game\machinery\turrets.dm"
|
||||
#include "code\game\machinery\vending.dm"
|
||||
@@ -860,6 +862,6 @@
|
||||
#include "code\WorkInProgress\recycling\scrap.dm"
|
||||
#include "code\WorkInProgress\recycling\sortingmachinery.dm"
|
||||
#include "interface\skin.dmf"
|
||||
#include "maps\tgstation.2.0.7.dmm"
|
||||
#include "maps\tgstation.2.0.8.dmm"
|
||||
// END_INCLUDE
|
||||
|
||||
|
||||