•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
This commit is contained in:
polyxenitopalidou@gmail.com
2011-07-29 01:12:16 +00:00
parent f0d282c99b
commit 6f1f94b912
20 changed files with 10167 additions and 87 deletions
+19 -2
View File
@@ -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)
+29 -9
View File
@@ -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"
+35 -9
View File
@@ -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"
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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
+244 -61
View File
@@ -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.
-2
View File
@@ -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)
+1 -1
View File
@@ -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"