Merge remote-tracking branch 'upstream/master' into I-guess-I-port-stuff-now-huh

This commit is contained in:
Qwertytoforty
2021-07-23 10:35:54 -04:00
358 changed files with 25104 additions and 40448 deletions
+6
View File
@@ -30,6 +30,12 @@
else i = 3
icon_state = "candle[i][lit ? "_lit" : ""]"
/obj/item/candle/can_enter_storage(obj/item/storage/S, mob/user)
if(lit)
to_chat(user, "<span class='warning'>[S] can't hold [src] while it's lit!</span>")
return FALSE
else
return TRUE
/obj/item/candle/attackby(obj/item/W, mob/user, params)
if(is_hot(W))
-23
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@@ -1,23 +0,0 @@
/obj/item/changestone
name = "An uncut ruby"
desc = "The ruby shines and catches the light, despite being uncut"
icon = 'icons/obj/artifacts.dmi'
icon_state = "changerock"
/obj/item/changestone/attack_hand(mob/user as mob)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(!H.gloves)
if(H.gender == FEMALE)
H.change_gender(MALE)
else
H.change_gender(FEMALE)
H.dna.ready_dna(H)
H.update_body()
..()
@@ -1,81 +0,0 @@
// Airlock painter
/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on a completed airlock to change its paintjob."
icon = 'icons/obj/device.dmi'
icon_state = "airlock_painter"
item_state = "airlock_painter"
flags = CONDUCT | NOBLUDGEON
usesound = 'sound/effects/spray2.ogg'
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list(MAT_METAL = 3000, MAT_GLASS = 1000)
var/paint_setting
// All the different paint jobs that an airlock painter can apply.
// If the airlock you're using it on is glass, the new paint job will also be glass
var/list/available_paint_jobs = list(
"Atmospherics" = /obj/machinery/door/airlock/atmos,
"Command" = /obj/machinery/door/airlock/command,
"Engineering" = /obj/machinery/door/airlock/engineering,
"External" = /obj/machinery/door/airlock/external,
"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
"Freezer" = /obj/machinery/door/airlock/freezer,
"Maintenance" = /obj/machinery/door/airlock/maintenance,
"Medical" = /obj/machinery/door/airlock/medical,
"Mining" = /obj/machinery/door/airlock/mining,
"Public" = /obj/machinery/door/airlock/public,
"Research" = /obj/machinery/door/airlock/research,
"Science" = /obj/machinery/door/airlock/science,
"Security" = /obj/machinery/door/airlock/security,
"Standard" = /obj/machinery/door/airlock,
)
//Only call this if you are certain that the painter will be used right after this check!
/obj/item/airlock_painter/proc/paint(mob/user)
playsound(loc, usesound, 30, TRUE)
return TRUE
/obj/item/airlock_painter/attack_self(mob/user)
paint_setting = input(user, "Please select a paintjob for this airlock.") as null|anything in available_paint_jobs
if(!paint_setting)
return
to_chat(user, "<span class='notice'>The [paint_setting] paint setting has been selected.</span>")
/obj/item/airlock_painter/suicide_act(mob/user)
var/obj/item/organ/internal/lungs/L = user.get_organ_slot("lungs")
var/lungs_name = "\improper[L.name]"
if(L)
user.visible_message("<span class='suicide'>[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
// Once you've inhaled the toner, you throw up your lungs
// and then die.
// they managed to lose their lungs between then and now. Good job.
if(!L)
return FALSE
L.remove(user)
// make some colorful reagent, and apply it to the lungs
L.create_reagents(10)
L.reagents.add_reagent("colorful_reagent", 10)
L.reagents.reaction(L, REAGENT_TOUCH, 1)
user.emote("scream")
user.visible_message("<span class='suicide'>[user] vomits out [user.p_their()] [lungs_name]!</span>")
playsound(user.loc, 'sound/effects/splat.ogg', 50, TRUE)
// make some vomit under the player, and apply colorful reagent
var/obj/effect/decal/cleanable/vomit/V = new(get_turf(user))
V.create_reagents(10)
V.reagents.add_reagent("colorful_reagent", 10)
V.reagents.reaction(V, REAGENT_TOUCH, 1)
L.forceMove(get_turf(user))
return OXYLOSS
else
return SHAME
@@ -0,0 +1,61 @@
/datum/painter/airlock
module_name = "airlock painter"
module_desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on a completed airlock to change its paintjob."
module_state = "airlock_painter"
// All the different paint jobs that an airlock painter can apply.
// If the airlock you're using it on is glass, the new paint job will also be glass
var/list/available_paint_jobs = list(
"Atmospherics" = /obj/machinery/door/airlock/atmos,
"Command" = /obj/machinery/door/airlock/command,
"Engineering" = /obj/machinery/door/airlock/engineering,
"External" = /obj/machinery/door/airlock/external,
"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
"Freezer" = /obj/machinery/door/airlock/freezer,
"Maintenance" = /obj/machinery/door/airlock/maintenance,
"Medical" = /obj/machinery/door/airlock/medical,
"Mining" = /obj/machinery/door/airlock/mining,
"Public" = /obj/machinery/door/airlock/public,
"Research" = /obj/machinery/door/airlock/research,
"Science" = /obj/machinery/door/airlock/science,
"Security" = /obj/machinery/door/airlock/security,
"Standard" = /obj/machinery/door/airlock)
/datum/painter/airlock/pick_color(mob/user)
var/choice = input(user, "Please select a paintjob.") as null|anything in available_paint_jobs
if(!choice)
return
paint_setting = choice
to_chat(user, "<span class='notice'>The [paint_setting] paint setting has been selected.</span>")
/datum/painter/airlock/paint_atom(atom/target, mob/user)
if(!istype(target, /obj/machinery/door/airlock))
return
var/obj/machinery/door/airlock/A = target
if(!paint_setting)
to_chat(user, "<span class='warning'>You need to select a paintjob first.</span>")
return
if(!A.paintable)
to_chat(user, "<span class='warning'>This type of airlock cannot be painted.</span>")
return
var/obj/machinery/door/airlock/airlock = available_paint_jobs["[paint_setting]"] // get the airlock type path associated with the airlock name the user just chose
var/obj/structure/door_assembly/assembly = initial(airlock.assemblytype)
if(A.assemblytype == assembly)
to_chat(user, "<span class='notice'>This airlock is already painted with the \"[paint_setting]\" color scheme!</span>")
return
if(A.airlock_material == "glass" && initial(assembly.noglass)) // prevents painting glass airlocks with a paint job that doesn't have a glass version, such as the freezer
to_chat(user, "<span class='warning'>This paint job can only be applied to non-glass airlocks.</span>")
return
if(do_after(user, 2 SECONDS, FALSE, A))
// applies the user-chosen airlock's icon, overlays and assemblytype to the target airlock
A.icon = initial(airlock.icon)
A.overlays_file = initial(airlock.overlays_file)
A.assemblytype = initial(airlock.assemblytype)
A.update_icon()
return TRUE
@@ -1,20 +1,13 @@
// Floor painter
/obj/item/floor_painter
name = "floor painter"
icon = 'icons/obj/device.dmi'
icon_state = "floor_painter"
item_state = "floor_painter"
usesound = 'sound/effects/spray2.ogg'
/datum/painter/floor
module_name = "floor painter"
module_state = "floor_painter"
var/floor_icon
var/floor_state = "floor"
var/floor_dir = SOUTH
w_class = WEIGHT_CLASS_TINY
flags = CONDUCT
slot_flags = SLOT_BELT
var/static/list/allowed_states = list("arrival", "arrivalcorner", "bar", "barber", "bcircuit", "blackcorner", "blue", "bluecorner",
"bluefull", "bluered", "blueyellow", "blueyellowfull", "bot", "brown", "browncorner", "browncornerold", "brownold",
"cafeteria", "caution", "cautioncorner", "chapel", "cmo", "dark", "delivery", "escape", "escapecorner", "floor",
@@ -27,43 +20,37 @@
"whitered", "whiteredcorner", "whiteredfull", "whiteyellow", "whiteyellowcorner", "whiteyellowfull", "yellow",
"yellowcorner", "yellowcornersiding", "yellowsiding")
/obj/item/floor_painter/afterattack(atom/A, mob/user, proximity, params)
if(!proximity)
/datum/painter/floor/paint_atom(atom/target, mob/user)
if(!istype(target, /turf/simulated/floor/plasteel))
to_chat(user, "<span class='warning'>[holder] can only be used on station flooring.</span>")
return
var/turf/simulated/floor/plasteel/F = A
var/turf/simulated/floor/plasteel/F = target
if(F.icon_state == floor_state && F.dir == floor_dir)
to_chat(user, "<span class='notice'>This is already painted [floor_state] [dir2text(floor_dir)]!</span>")
return
if(!istype(F))
to_chat(user, "<span class='warning'>\The [src] can only be used on station flooring.</span>")
return
playsound(loc, usesound, 30, TRUE)
F.icon_state = floor_state
F.icon_regular_floor = floor_state
F.dir = floor_dir
return TRUE
/obj/item/floor_painter/attack_self(mob/user)
/datum/painter/floor/pick_color(mob/user)
if(!user)
return 0
user.set_machine(src)
return
ui_interact(user)
return 1
/obj/item/floor_painter/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
/datum/painter/floor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "FloorPainter", name, 405, 470, master_ui, state)
ui = new(user, src, ui_key, "FloorPainter", module_name, 405, 470, master_ui, state)
// Disable automatic updates, because:
// 1) we are the only user of the item, and don't expect to observe external changes
// 2) generating and sending the icon each tick is a bit expensive, and creates small but noticeable lag
ui.set_autoupdate(FALSE)
ui.open()
/obj/item/floor_painter/ui_data(mob/user)
/datum/painter/floor/ui_data(mob/user)
var/list/data = list()
data["availableStyles"] = allowed_states
data["selectedStyle"] = floor_state
@@ -77,23 +64,22 @@
return data
/obj/item/floor_painter/ui_static_data(mob/user)
/datum/painter/floor/ui_static_data(mob/user)
var/list/data = list()
data["allStylesPreview"] = list()
for (var/style in allowed_states)
for(var/style in allowed_states)
var/icon/floor_icon = icon('icons/turf/floors.dmi', style, SOUTH)
data["allStylesPreview"][style] = icon2base64(floor_icon)
return data
/obj/item/floor_painter/ui_act(action, params)
/datum/painter/floor/ui_act(action, params)
if(..())
return
if(action == "select_style")
var/new_style = params["style"]
if (allowed_states.Find(new_style) != 0)
if(allowed_states.Find(new_style) != 0)
floor_state = new_style
if(action == "cycle_style")
@@ -107,7 +93,7 @@
if(action == "select_direction")
var/dir = text2dir(params["direction"])
if (dir != 0)
if(dir != 0)
floor_dir = dir
SStgui.update_uis(src)
@@ -0,0 +1,188 @@
/obj/item/painter
name = "modular painter"
icon = 'icons/obj/painting.dmi'
usesound = 'sound/effects/spray2.ogg'
flags = CONDUCT | NOBLUDGEON
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list(MAT_METAL = 5000, MAT_GLASS = 2000)
/// Associative list of painter types, with the value being the datum. (For use in the radial menu)
var/static/list/painter_type_list = list(
"Floor Painter" = /datum/painter/floor,
"Pipe Painter" = /datum/painter/pipe,
"Window Painter" = /datum/painter/pipe/window,
"Airlock Painter" = /datum/painter/airlock)
/// Associative list of painter types, with the value being the icon. (For use in the radial menu)
var/static/list/painter_icon_list = list(
"Floor Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "floor_painter"),
"Pipe Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "pipe_painter"),
"Window Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "window_painter"),
"Airlock Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "airlock_painter"))
/// The [/datum/painter] which is currently active.
var/datum/painter/selected_module = null
/// List of any instanced [/datum/painter]'s, to avoid spawning more than one of each.
var/list/module_list = list()
/obj/item/painter/Initialize(mapload, datum/painter/default_module = /datum/painter/floor) // Defaults to a floor painter
. = ..()
change_module(default_module)
/obj/item/painter/Destroy()
selected_module = null
for(var/I in module_list)
qdel(I)
module_list = list()
return ..()
/obj/item/painter/examine(mob/user)
. = ..()
. += "<span class='notice'>Ctrl+click it in your hand to change the type!</span>"
/**
* Changes the `selected_module` variable to `new_module`, and updates the painter to reflect the new type.
*
* If `new_module` is already present in `module_list`, then that will be used instead.
* Otherwise a new datum will be spawned and added to `module_list`.
* The Name, Description, Icon State, and Item State of the painter will be updated using variables from the `new_module` datum.
*
* Arguments:
* * datum/painter/new_module - The new painter datum which will be used.
* * mob/user - The user interacting with the painter.
*/
/obj/item/painter/proc/change_module(datum/painter/new_module, mob/user)
if(!new_module)
return
selected_module = null
for(var/I in module_list)
var/datum/painter/P = I
if(P.type == new_module)
selected_module = I
break
if(!selected_module)
var/datum/painter/P = new new_module(src, src)
module_list += P
selected_module = P
name = selected_module.module_name
desc = selected_module.module_desc
icon_state = selected_module.module_state
item_state = selected_module.module_state
if(user)
user.update_inv_l_hand()
user.update_inv_r_hand()
/**
* Calls `pick_color()` on the `selected_module`.
*/
/obj/item/painter/attack_self(mob/user)
selected_module.pick_color(user)
/**
* If adjacent, calls `paint_atom()` on the `selected_module`, then plays the `usesound`.
*/
/obj/item/painter/afterattack(atom/target, mob/user, proximity, params)
if(!proximity)
return
if(selected_module.paint_atom(target, user))
playsound(src, usesound, 30, TRUE)
/**
* Displays a radial menu for choosing a new painter module.
*/
/obj/item/painter/CtrlClick(mob/user)
. = ..()
if(!ishuman(user)) // Only want human players doing this
return
if(loc != user) // Not being held
return
playsound(src, 'sound/effects/pop.ogg', 50, TRUE)
var/choice = show_radial_menu(user, src, painter_icon_list, require_near = TRUE)
var/choice_path = painter_type_list[choice]
if(!choice_path || (selected_module.type == choice_path))
return
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
do_sparks(1, FALSE, src)
change_module(choice_path, user)
/obj/item/painter/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, usesound, 50, TRUE)
var/obj/item/organ/internal/lungs/L = user.get_organ_slot("lungs")
var/turf/T = get_turf(user)
if(!do_mob(user, user, 3 SECONDS) || !L)
return SHAME
// Once you've inhaled the toner, you throw up your lungs
// and then die.
L.remove(user)
L.create_reagents(10)
L.reagents.add_reagent("colorful_reagent", 10)
L.reagents.reaction(L, REAGENT_TOUCH, 1)
L.forceMove(T)
user.emote("scream")
user.visible_message("<span class='suicide'>[user] vomits out [user.p_their()] [L.name]!</span>")
playsound(T, 'sound/effects/splat.ogg', 50, TRUE)
// make some vomit under the player, and apply colorful reagent
var/obj/effect/decal/cleanable/vomit/V = new(T)
V.create_reagents(10)
V.reagents.add_reagent("colorful_reagent", 10)
V.reagents.reaction(V, REAGENT_TOUCH, 1)
return OXYLOSS
/**
* # Painter Datum
*
* Contains variables for updating `holder`, as well as procs for choosing a colour and painting an atom.
*
* The `parent_painter` argument is REQUIRED when spawning this in order to link the datum to an [/obj/item/painter].
*/
/datum/painter
/// Name of the `holder` when using this module.
var/module_name = null
/// Desc of the `holder` when using this module.
var/module_desc = null
/// Icon and Item state of the `holder` when using this module.
var/module_state = null
/// The parent [/obj/item/painter] which this datum is linked to.
var/obj/item/painter/holder
/// The current colour or icon state setting.
var/paint_setting = null
/datum/painter/New(obj/item/painter/parent_painter)
..()
ASSERT(parent_painter)
holder = parent_painter
/datum/painter/ui_host() // For TGUI things.
return holder
/**
* Contains code to choose a new colour or icon state for the `paint_setting` variable.
*
* Called by `attack_self()` on the `holder` object.
*/
/datum/painter/proc/pick_color(mob/user)
return
/**
* Contains code to apply the `paint_setting` variable onto the target atom.
*
* Called by `afterattack()` on the `holder` object.
*/
/datum/painter/proc/paint_atom(atom/target, mob/user)
return
@@ -0,0 +1,35 @@
/datum/painter/pipe
module_name = "pipe painter"
module_state = "pipe_painter"
var/static/list/blacklisted_pipes = list(/obj/machinery/atmospherics/pipe/simple/heat_exchanging, /obj/machinery/atmospherics/pipe/simple/insulated)
var/static/list/modes = list()
/datum/painter/pipe/New()
..()
if(!length(modes))
for(var/C in GLOB.pipe_colors)
modes += "[C]"
paint_setting = pick(modes)
/datum/painter/pipe/pick_color(mob/user)
paint_setting = input("Which color do you want to use?", null, paint_setting) in modes
/datum/painter/pipe/paint_atom(atom/target, mob/user)
if(!istype(target, /obj/machinery/atmospherics/pipe))
return
var/obj/machinery/atmospherics/pipe/P = target
if(is_type_in_list(P, blacklisted_pipes))
return
if(P.pipe_color == GLOB.pipe_colors[paint_setting])
to_chat(user, "<span class='notice'>This pipe is aready painted [paint_setting]!</span>")
return
var/turf/T = get_turf(P)
if(P.level < 2 && T.level == 1 && T.intact)
to_chat(user, "<span class='warning'>You must remove the plating first.</span>")
return
P.change_color(GLOB.pipe_colors[paint_setting])
return TRUE
@@ -0,0 +1,21 @@
/datum/painter/pipe/window // Yes, this is a pipe painter subtype.
module_name = "window painter"
module_state = "window_painter"
var/static/list/paintable_windows = list(
/obj/structure/window/reinforced,
/obj/structure/window/basic,
/obj/structure/window/full/reinforced,
/obj/structure/window/full/basic,
/obj/machinery/door/window)
/datum/painter/pipe/window/paint_atom(atom/target, mob/user)
if(!is_type_in_list(target, paintable_windows))
return
var/obj/structure/window/W = target
if(W.color == GLOB.pipe_colors[paint_setting])
to_chat(user, "<span class='notice'>This window is aready painted [paint_setting]!</span>")
return
W.color = GLOB.pipe_colors[paint_setting]
return TRUE
@@ -1,40 +0,0 @@
/obj/item/pipe_painter
name = "pipe painter"
icon = 'icons/obj/device.dmi'
icon_state = "pipe_painter"
item_state = "pipe_painter"
usesound = 'sound/effects/spray2.ogg'
var/list/modes
var/mode
/obj/item/pipe_painter/New()
..()
modes = new()
for(var/C in GLOB.pipe_colors)
modes += "[C]"
mode = pick(modes)
/obj/item/pipe_painter/afterattack(atom/A, mob/user as mob)
if(!istype(A,/obj/machinery/atmospherics/pipe) || istype(A,/obj/machinery/atmospherics/pipe/simple/heat_exchanging) || istype(A,/obj/machinery/atmospherics/pipe/simple/insulated) || !in_range(user, A))
return
var/obj/machinery/atmospherics/pipe/P = A
if(P.pipe_color == "[GLOB.pipe_colors[mode]]")
to_chat(user, "<span class='notice'>This pipe is aready painted [mode]!</span>")
return
var/turf/T = P.loc
if(P.level < 2 && T.level==1 && isturf(T) && T.intact)
to_chat(user, "<span class='warning'>You must remove the plating first.</span>")
return
playsound(loc, usesound, 30, TRUE)
P.change_color(GLOB.pipe_colors[mode])
/obj/item/pipe_painter/attack_self(mob/user as mob)
mode = input("Which colour do you want to use?", name, mode) in modes
/obj/item/pipe_painter/examine(mob/user)
. = ..()
. += "<span class='notice'>It is in [mode] mode.</span>"
@@ -50,6 +50,10 @@
/obj/item/radio/beacon/bacon/proc/digest_delay()
QDEL_IN(src, 600)
/obj/item/radio/beacon/emagged
syndicate = TRUE
emagged = TRUE
// SINGULO BEACON SPAWNER
/obj/item/radio/beacon/syndicate
name = "suspicious beacon"
@@ -273,20 +273,20 @@ effective or pretty fucking useless.
/obj/item/teleporter/proc/dir_correction(mob/user) //Direction movement, screws with teleport distance and saving throw, and thus must be removed first
var/temp_direction = user.dir
switch(temp_direction)
if(NORTHEAST || SOUTHEAST)
if(NORTHEAST, SOUTHEAST)
user.dir = EAST
if(NORTHWEST || SOUTHWEST)
if(NORTHWEST, SOUTHWEST)
user.dir = WEST
/obj/item/teleporter/proc/panic_teleport(mob/user, turf/destination, direction = NORTH)
var/saving_throw
switch(direction)
if(NORTH || SOUTH)
if(NORTH, SOUTH)
if(prob(50))
saving_throw = EAST
else
saving_throw = WEST
if(EAST || WEST)
if(EAST, WEST)
if(prob(50))
saving_throw = NORTH
else
@@ -1,22 +0,0 @@
/obj/item/pipe_painter/window_painter
name = "window painter"
icon_state = "window_painter"
var/list/paintable_windows = list(
/obj/structure/window/reinforced,
/obj/structure/window/basic,
/obj/structure/window/full/reinforced,
/obj/structure/window/full/basic,
/obj/machinery/door/window)
/obj/item/pipe_painter/window_painter/afterattack(atom/A, mob/user as mob)
if(!is_type_in_list(A, paintable_windows) || !in_range(user, A))
return
var/obj/structure/window/W = A
if(W.color == GLOB.pipe_colors[mode])
to_chat(user, "<span class='notice'>This window is aready painted [mode]!</span>")
return
playsound(loc, usesound, 30, TRUE)
W.color = GLOB.pipe_colors[mode]
@@ -28,5 +28,5 @@
return TRUE
/obj/item/mounted/frame/apc_frame/do_build(turf/on_wall, mob/user)
new /obj/machinery/power/apc(get_turf(src), get_dir(user, on_wall), 1)
new /obj/machinery/power/apc(get_turf(src), get_dir(user, on_wall), TRUE)
qdel(src)
+3 -3
View File
@@ -4,12 +4,12 @@
/obj/item/toy/random
name = "Random Toy"
/obj/item/toy/random/New()
/obj/item/toy/random/Initialize(mapload)
..()
var/list/types = list(/obj/item/gun/projectile/shotgun/toy/crossbow, /obj/item/toy/balloon,/obj/item/toy/spinningtoy,/obj/item/reagent_containers/spray/waterflower) + subtypesof(/obj/item/toy/prize)
var/list/types = list(/obj/item/gun/projectile/shotgun/toy/crossbow, /obj/item/toy/balloon,/obj/item/toy/spinningtoy,/obj/item/reagent_containers/spray/waterflower) + subtypesof(/obj/item/toy/figure/mech)
var/T = pick(types)
new T(loc)
qdel(src)
return INITIALIZE_HINT_QDEL
// -------------------------------------
// Random cleanables, clearly this makes sense
+1 -1
View File
@@ -226,7 +226,7 @@
to_chat(user, "<span class='warning'>Sticking an empty [M] into the frame would sort of defeat the purpose.</span>")
return
if(jobban_isbanned(M.brainmob, "Cyborg") || jobban_isbanned(M.brainmob,"nonhumandept"))
if(jobban_isbanned(M.brainmob, "Cyborg") || jobban_isbanned(M.brainmob, "nonhumandept"))
to_chat(user, "<span class='warning'>This [W] is not fit to serve as a cyborg!</span>")
return
@@ -19,7 +19,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
new/datum/stack_recipe/window("fulltile window", /obj/structure/window/full/basic, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fishbowl", /obj/machinery/fishtank/bowl, 1, time = 10), \
new/datum/stack_recipe("fish tank", /obj/machinery/fishtank/tank, 3, time = 20, on_floor = TRUE), \
new/datum/stack_recipe("wall aquariam", /obj/machinery/fishtank/wall, 4, time = 40, on_floor = TRUE) \
new/datum/stack_recipe("wall aquarium", /obj/machinery/fishtank/wall, 4, time = 40, on_floor = TRUE) \
))
/obj/item/stack/sheet/glass
@@ -83,7 +83,6 @@ GLOBAL_LIST_INIT(bananium_recipes, list ( \
null, \
new/datum/stack_recipe("Clown Statue", /obj/structure/statue/bananium/clown, 5, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("bananium computer frame", /obj/structure/computerframe/HONKputer, 50, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("bananium grenade casing", /obj/item/grenade/bananade/casing, 4, on_floor = 1), \
))
-1
View File
@@ -9,7 +9,6 @@
slot_flags = SLOT_BELT
force = 5
throwforce = 7
item_state = "crowbar"
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50)
drop_sound = 'sound/items/handling/crowbar_drop.ogg'
@@ -83,6 +83,9 @@
if(chunk)
if(chunk.seenby.len)
for(var/mob/camera/aiEye/A in chunk.seenby)
//Checks if the A is to be detected or not
if(!A.ai_detector_visible)
continue
var/turf/detect_turf = get_turf(A)
if(get_dist(our_turf, detect_turf) < rangealert)
detect_state = PROXIMITY_ON_SCREEN
+7
View File
@@ -52,6 +52,13 @@
user.visible_message("<span class='suicide'>[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return FIRELOSS
/obj/item/weldingtool/can_enter_storage(obj/item/storage/S, mob/user)
if(tool_enabled)
to_chat(user, "<span class='warning'>[S] can't hold [src] while it's lit!</span>")
return FALSE
else
return TRUE
/obj/item/weldingtool/process()
if(tool_enabled)
var/turf/T = get_turf(src)
+222 -240
View File
@@ -310,96 +310,6 @@
new /obj/item/toy/snappop/phoenix(get_turf(src))
qdel(src)
/*
* Mech prizes
*/
/obj/item/toy/prize
icon = 'icons/obj/toy.dmi'
icon_state = "ripleytoy"
var/cooldown = 0
//all credit to skasi for toy mech fun ideas
/obj/item/toy/prize/attack_self(mob/user as mob)
if(cooldown < world.time - 8)
to_chat(user, "<span class='notice'>You play with [src].</span>")
playsound(user, 'sound/mecha/mechstep.ogg', 20, 1)
cooldown = world.time
/obj/item/toy/prize/attack_hand(mob/user as mob)
if(loc == user)
if(cooldown < world.time - 8)
to_chat(user, "<span class='notice'>You play with [src].</span>")
playsound(user, 'sound/mecha/mechturn.ogg', 20, 1)
cooldown = world.time
return
..()
/obj/random/mech
name = "Random Mech Prize"
desc = "This is a random prize"
icon = 'icons/obj/toy.dmi'
icon_state = "ripleytoy"
/obj/random/mech/item_to_spawn()
return pick(subtypesof(/obj/item/toy/prize)) //exclude the base type.
/obj/item/toy/prize/ripley
name = "toy ripley"
desc = "Mini-Mecha action figure! Collect them all! 1/11. This one is a ripley, a mining and engineering mecha."
/obj/item/toy/prize/fireripley
name = "toy firefighting ripley"
desc = "Mini-Mecha action figure! Collect them all! 2/11. This one is a firefighter ripley, a fireproof mining and engineering mecha."
icon_state = "fireripleytoy"
/obj/item/toy/prize/deathripley
name = "toy deathsquad ripley"
desc = "Mini-Mecha action figure! Collect them all! 3/11. This one is the black ripley used by the hero of DeathSquad, that TV drama about loose-cannon ERT officers!"
icon_state = "deathripleytoy"
/obj/item/toy/prize/gygax
name = "toy gygax"
desc = "Mini-Mecha action figure! Collect them all! 4/11. This one is the speedy gygax combat mecha. Zoom zoom, pew pew!"
icon_state = "gygaxtoy"
/obj/item/toy/prize/durand
name = "toy durand"
desc = "Mini-Mecha action figure! Collect them all! 5/11. This one is the heavy durand combat mecha. Stomp stomp!"
icon_state = "durandprize"
/obj/item/toy/prize/honk
name = "toy H.O.N.K."
desc = "Mini-Mecha action figure! Collect them all! 6/11. This one is the infamous H.O.N.K mech!"
icon_state = "honkprize"
/obj/item/toy/prize/marauder
name = "toy marauder"
desc = "Mini-Mecha action figure! Collect them all! 7/11. This one is the powerful marauder combat mecha! Run for cover!"
icon_state = "marauderprize"
/obj/item/toy/prize/seraph
name = "toy seraph"
desc = "Mini-Mecha action figure! Collect them all! 8/11. This one is the powerful seraph combat mecha! Someone's in trouble!"
icon_state = "seraphprize"
/obj/item/toy/prize/mauler
name = "toy mauler"
desc = "Mini-Mecha action figure! Collect them all! 9/11. This one is the deadly mauler combat mecha! Look out!"
icon_state = "maulerprize"
/obj/item/toy/prize/odysseus
name = "toy odysseus"
desc = "Mini-Mecha action figure! Collect them all! 10/11. This one is the spindly, syringe-firing odysseus medical mecha."
icon_state = "odysseusprize"
/obj/item/toy/prize/phazon
name = "toy phazon"
desc = "Mini-Mecha action figure! Collect them all! 11/11. This one is the mysterious Phazon combat mecha! Nobody's safe!"
icon_state = "phazonprize"
/*
|| A Deck of Cards for playing various games of chance ||
*/
@@ -1242,48 +1152,10 @@
user.loc.visible_message("<span class='danger'>[bicon(src)] [message]</span>")
sleep(10)
/obj/item/toy/owl
name = "owl action figure"
desc = "An action figure modeled after 'The Owl', defender of justice."
icon = 'icons/obj/toy.dmi'
icon_state = "owlprize"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/owl/attack_self(mob/user)
if(!cooldown) //for the sanity of everyone
var/message = pick("You won't get away this time, Griffin!", "Stop right there, criminal!", "Hoot! Hoot!", "I am the night!")
to_chat(user, "<span class='notice'>You pull the string on [src].</span>")
playsound(user, 'sound/creatures/hoot.ogg', 25, 1)
visible_message("<span class='danger'>[bicon(src)] [message]</span>")
cooldown = 1
spawn(30) cooldown = 0
return
..()
/obj/item/toy/griffin
name = "griffin action figure"
desc = "An action figure modeled after 'The Griffin', criminal mastermind."
icon = 'icons/obj/toy.dmi'
icon_state = "griffinprize"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/griffin/attack_self(mob/user)
if(!cooldown) //for the sanity of everyone
var/message = pick("You can't stop me, Owl!", "My plan is flawless! The vault is mine!", "Caaaawwww!", "You will never catch me!")
to_chat(user, "<span class='notice'>You pull the string on [src].</span>")
playsound(user, 'sound/creatures/caw.ogg', 25, 1)
visible_message("<span class='danger'>[bicon(src)] [message]</span>")
cooldown = 1
spawn(30) cooldown = 0
return
..()
// DND Character minis. Use the naming convention (type)character for the icon states.
/obj/item/toy/character
icon = 'icons/obj/toy.dmi'
w_class = WEIGHT_CLASS_SMALL
w_class = WEIGHT_CLASS_TINY
pixel_z = 5
/obj/item/toy/character/alien
@@ -1392,35 +1264,6 @@
to_chat(user, "<span class='warning'>You stop feeding \the [O] into \the [src]'s mini-input.</span>")
else ..()
/*
* Xenomorph action figure
*/
/obj/item/toy/toy_xeno
icon = 'icons/obj/toy.dmi'
icon_state = "toy_xeno"
name = "xenomorph action figure"
desc = "MEGA presents the new Xenos Isolated action figure! Comes complete with realistic sounds! Pull back string to use."
w_class = WEIGHT_CLASS_SMALL
bubble_icon = "alien"
var/cooldown = 0
/obj/item/toy/toy_xeno/attack_self(mob/user)
if(cooldown <= world.time)
cooldown = (world.time + 50) //5 second cooldown
user.visible_message("<span class='notice'>[user] pulls back the string on [src].</span>")
icon_state = "[initial(icon_state)]_used"
sleep(5)
atom_say("Hiss!")
var/list/possible_sounds = list('sound/voice/hiss1.ogg', 'sound/voice/hiss2.ogg', 'sound/voice/hiss3.ogg', 'sound/voice/hiss4.ogg')
playsound(get_turf(src), pick(possible_sounds), 50, 1)
spawn(45)
if(src)
icon_state = "[initial(icon_state)]"
else
to_chat(user, "<span class='warning'>The string on [src] hasn't rewound all the way!</span>")
return
/obj/item/toy/russian_revolver
name = "russian revolver"
desc = "for fun and games!"
@@ -1562,7 +1405,7 @@
icon_state = "nuketoy"
/obj/random/figure/item_to_spawn()
return pick(subtypesof(/obj/item/toy/figure))
return pick(subtypesof(/obj/item/toy/figure/crew))
/obj/item/toy/figure
@@ -1570,235 +1413,374 @@
desc = "A \"Space Life\" brand... wait, what the hell is this thing?"
icon = 'icons/obj/toy.dmi'
icon_state = "nuketoy"
w_class = WEIGHT_CLASS_TINY
var/cooldown = 0
var/cooldown_time = 3 SECONDS
/obj/item/toy/figure/attack_self(mob/user)
..()
if(cooldown < world.time)
cooldown = world.time + cooldown_time
activate(user)
else
on_cooldown(user)
/obj/item/toy/figure/proc/activate(mob/user)
return
/obj/item/toy/figure/proc/on_cooldown(mob/user)
return
/obj/item/toy/figure/crew
var/toysay = "What the fuck did you do?"
/obj/item/toy/figure/New()
..()
desc = "A \"Space Life\" brand [name]"
/obj/item/toy/figure/crew/activate(mob/user)
atom_say(toysay)
playsound(user, 'sound/machines/click.ogg', 20, TRUE)
/obj/item/toy/figure/attack_self(mob/user as mob)
if(cooldown < world.time)
cooldown = (world.time + 30) //3 second cooldown
user.visible_message("<span class='notice'>[bicon(src)] [src] says \"[toysay]\".</span>")
playsound(user, 'sound/machines/click.ogg', 20, 1)
/obj/item/toy/figure/cmo
name = "Chief Medical Officer action figure"
/obj/item/toy/figure/crew/cmo
name = "\improper Chief Medical Officer action figure"
desc = "The ever-suffering CMO, from Space Life's SS12 figurine collection."
icon_state = "cmo"
toysay = "Suit sensors!"
/obj/item/toy/figure/assistant
name = "Assistant action figure"
/obj/item/toy/figure/crew/assistant
name = "\improper Assistant action figure"
desc = "The faceless, hairless scourge of the station, from Space Life's SS12 figurine collection."
icon_state = "assistant"
toysay = "Grey tide station wide!"
/obj/item/toy/figure/atmos
name = "Atmospheric Technician action figure"
/obj/item/toy/figure/crew/atmos
name = "\improper Atmospheric Technician action figure"
desc = "The faithful atmospheric technician, from Space Life's SS12 figurine collection."
icon_state = "atmos"
toysay = "Glory to Atmosia!"
/obj/item/toy/figure/bartender
name = "Bartender action figure"
/obj/item/toy/figure/crew/bartender
name = "\improper Bartender action figure"
desc = "The suave bartender, from Space Life's SS12 figurine collection."
icon_state = "bartender"
toysay = "Wheres my monkey?"
/obj/item/toy/figure/borg
name = "Cyborg action figure"
/obj/item/toy/figure/crew/borg
name = "\improper Cyborg action figure"
desc = "The iron-willed cyborg, from Space Life's SS12 figurine collection."
icon_state = "borg"
toysay = "I. LIVE. AGAIN."
/obj/item/toy/figure/botanist
name = "Botanist action figure"
/obj/item/toy/figure/crew/botanist
name = "\improper Botanist action figure"
desc = "The drug-addicted botanist, from Space Life's SS12 figurine collection."
icon_state = "botanist"
toysay = "Dude, I see colors..."
/obj/item/toy/figure/captain
name = "Captain action figure"
/obj/item/toy/figure/crew/captain
name = "\improper Captain action figure"
desc = "The inept captain, from Space Life's SS12 figurine collection."
icon_state = "captain"
toysay = "Crew, the Nuke Disk is safely up my ass."
/obj/item/toy/figure/cargotech
name = "Cargo Technician action figure"
/obj/item/toy/figure/crew/cargotech
name = "\improper Cargo Technician action figure"
desc = "The hard-working cargo tech, from Space Life's SS12 figurine collection."
icon_state = "cargotech"
toysay = "For Cargonia!"
/obj/item/toy/figure/ce
name = "Chief Engineer action figure"
/obj/item/toy/figure/crew/ce
name = "\improper Chief Engineer action figure"
desc = "The expert Chief Engineer, from Space Life's SS12 figurine collection."
icon_state = "ce"
toysay = "Wire the solars!"
/obj/item/toy/figure/chaplain
name = "Chaplain action figure"
/obj/item/toy/figure/crew/chaplain
name = "\improper Chaplain action figure"
desc = "The obsessed Chaplain, from Space Life's SS12 figurine collection."
icon_state = "chaplain"
toysay = "Gods make me a killing machine please!"
/obj/item/toy/figure/chef
name = "Chef action figure"
/obj/item/toy/figure/crew/chef
name = "\improper Chef action figure"
desc = "The cannibalistic chef, from Space Life's SS12 figurine collection."
icon_state = "chef"
toysay = "I swear it's not human meat."
/obj/item/toy/figure/chemist
name = "Chemist action figure"
/obj/item/toy/figure/crew/chemist
name = "\improper Chemist action figure"
desc = "The legally dubious Chemist, from Space Life's SS12 figurine collection."
icon_state = "chemist"
toysay = "Get your pills!"
/obj/item/toy/figure/clown
name = "Clown action figure"
/obj/item/toy/figure/crew/clown
name = "\improper Clown action figure"
desc = "The mischevious Clown, from Space Life's SS12 figurine collection."
icon_state = "clown"
toysay = "Honk!"
/obj/item/toy/figure/ian
name = "Ian action figure"
/obj/item/toy/figure/crew/ian
name = "\improper Ian action figure"
desc = "The adorable corgi, from Space Life's SS12 figurine collection."
icon_state = "ian"
toysay = "Arf!"
/obj/item/toy/figure/detective
name = "Detective action figure"
/obj/item/toy/figure/crew/detective
name = "\improper Detective action figure"
desc = "The clever detective, from Space Life's SS12 figurine collection."
icon_state = "detective"
toysay = "This airlock has grey jumpsuit and insulated glove fibers on it."
/obj/item/toy/figure/dsquad
name = "Death Squad Officer action figure"
/obj/item/toy/figure/crew/dsquad
name = "\improper Death Squad Officer action figure"
desc = "It's a member of the DeathSquad, a TV drama where loose-cannon ERT officers face up against the threats of the galaxy! It's from Space Life's special edition SS12 figurine collection."
icon_state = "dsquad"
toysay = "Eliminate all threats!"
/obj/item/toy/figure/engineer
name = "Engineer action figure"
/obj/item/toy/figure/crew/engineer
name = "\improper Engineer action figure"
desc = "The frantic engineer, from Space Life's SS12 figurine collection."
icon_state = "engineer"
toysay = "Oh god, the singularity is loose!"
/obj/item/toy/figure/geneticist
name = "Geneticist action figure"
/obj/item/toy/figure/crew/geneticist
name = "\improper Geneticist action figure"
desc = "The balding geneticist, from Space Life's SS12 figurine collection."
icon_state = "geneticist"
toysay = "I'm not qualified for this job."
/obj/item/toy/figure/hop
name = "Head of Personnel action figure"
/obj/item/toy/figure/crew/hop
name = "\improper Head of Personnel action figure"
desc = "The officious Head of Personnel, from Space Life's SS12 figurine collection."
icon_state = "hop"
toysay = "Papers, please!"
/obj/item/toy/figure/hos
name = "Head of Security action figure"
/obj/item/toy/figure/crew/hos
name = "\improper Head of Security action figure"
desc = "The bloodlust-filled Head of Security, from Space Life's SS12 figurine collection."
icon_state = "hos"
toysay = "Space law? What?"
/obj/item/toy/figure/qm
name = "Quartermaster action figure"
/obj/item/toy/figure/crew/qm
name = "\improper Quartermaster action figure"
desc = "The nationalistic Quartermaster, from Space Life's SS12 figurine collection."
icon_state = "qm"
toysay = "Hail Cargonia!"
/obj/item/toy/figure/janitor
name = "Janitor action figure"
/obj/item/toy/figure/crew/janitor
name = "\improper Janitor action figure"
desc = "The water-using Janitor, from Space Life's SS12 figurine collection."
icon_state = "janitor"
toysay = "Look at the signs, you idiot."
/obj/item/toy/figure/lawyer
name = "Internal Affairs Agent action figure"
/obj/item/toy/figure/crew/lawyer
name = "\improper Internal Affairs Agent action figure"
desc = "The unappreciated Internal Affairs Agent, from Space Life's SS12 figurine collection."
icon_state = "lawyer"
toysay = "Standard Operating Procedure says they're guilty! Hacking is proof they're an Enemy of the Corporation!"
/obj/item/toy/figure/librarian
name = "Librarian action figure"
/obj/item/toy/figure/crew/librarian
name = "\improper Librarian action figure"
desc = "The quiet Librarian, from Space Life's SS12 figurine collection."
icon_state = "librarian"
toysay = "One day while..."
/obj/item/toy/figure/md
name = "Medical Doctor action figure"
/obj/item/toy/figure/crew/md
name = "\improper Medical Doctor action figure"
desc = "The stressed-out doctor, from Space Life's SS12 figurine collection."
icon_state = "md"
toysay = "The patient is already dead!"
/obj/item/toy/figure/mime
name = "Mime action figure"
/obj/item/toy/figure/crew/mime
name = "\improper Mime action figure"
desc = "... from Space Life's SS12 figurine collection."
icon_state = "mime"
toysay = "..."
/obj/item/toy/figure/miner
name = "Shaft Miner action figure"
/obj/item/toy/figure/crew/miner
name = "\improper Shaft Miner action figure"
desc = "The gun-toting Shaft Miner, from Space Life's SS12 figurine collection."
icon_state = "miner"
toysay = "Oh god it's eating my intestines!"
/obj/item/toy/figure/ninja
name = "Ninja action figure"
/obj/item/toy/figure/crew/ninja
name = "\improper Ninja action figure"
desc = "It's the mysterious ninja! It's from Space Life's special edition SS12 figurine collection."
icon_state = "ninja"
toysay = "Oh god! Stop shooting, I'm friendly!"
/obj/item/toy/figure/wizard
name = "Wizard action figure"
/obj/item/toy/figure/crew/wizard
name = "\improper Wizard action figure"
desc = "It's the deadly, spell-slinging wizard! It's from Space Life's special edition SS12 figurine collection."
icon_state = "wizard"
toysay = "Ei Nath!"
/obj/item/toy/figure/rd
name = "Research Director action figure"
/obj/item/toy/figure/crew/rd
name = "\improper Research Director action figure"
desc = "The ambitious RD, from Space Life's SS12 figurine collection."
icon_state = "rd"
toysay = "Blowing all of the borgs!"
/obj/item/toy/figure/roboticist
name = "Roboticist action figure"
/obj/item/toy/figure/crew/roboticist
name = "\improper Roboticist action figure"
desc = "The skillful Roboticist, from Space Life's SS12 figurine collection."
icon_state = "roboticist"
toysay = "He asked to be borged!"
/obj/item/toy/figure/scientist
name = "Scientist action figure"
/obj/item/toy/figure/crew/scientist
name = "\improper Scientist action figure"
desc = "The mad Scientist, from Space Life's SS12 figurine collection."
icon_state = "scientist"
toysay = "Someone else must have made those bombs!"
/obj/item/toy/figure/syndie
name = "Nuclear Operative action figure"
/obj/item/toy/figure/crew/syndie
name = "\improper Nuclear Operative action figure"
desc = "It's the red-suited Nuclear Operative! It's from Space Life's special edition SS12 figurine collection."
icon_state = "syndie"
toysay = "Get that fucking disk!"
/obj/item/toy/figure/secofficer
name = "Security Officer action figure"
/obj/item/toy/figure/crew/secofficer
name = "\improper Security Officer action figure"
desc = "The power-tripping Security Officer, from Space Life's SS12 figurine collection."
icon_state = "secofficer"
toysay = "I am the law!"
/obj/item/toy/figure/virologist
name = "Virologist action figure"
/obj/item/toy/figure/crew/virologist
name = "\improper Virologist action figure"
desc = "The pandemic-starting Virologist, from Space Life's SS12 figurine collection."
icon_state = "virologist"
toysay = "It's not my virus!"
/obj/item/toy/figure/warden
name = "Warden action figure"
/obj/item/toy/figure/crew/warden
name = "\improper Warden action figure"
desc = "The amnesiac Warden, from Space Life's SS12 figurine collection."
icon_state = "warden"
toysay = "Execute him for breaking in!"
/*
* Xenomorph action figure
*/
/obj/item/toy/figure/xeno
name = "\improper Xenomorph action figure"
desc = "MEGA presents the new Xenos Isolated action figure! Comes complete with realistic sounds! Pull back string to use."
icon_state = "toy_xeno"
bubble_icon = "alien"
cooldown_time = 5 SECONDS
/obj/item/toy/figure/xeno/activate(mob/user)
user.visible_message("<span class='notice'>[user] pulls back the string on [src].</span>")
icon_state = "[initial(icon_state)]_used"
addtimer(CALLBACK(src, .proc/hiss), 0.5 SECONDS)
/obj/item/toy/figure/xeno/proc/hiss()
atom_say("Hiss!")
playsound(src, get_sfx("hiss"), 50, TRUE)
addtimer(CALLBACK(src, .proc/reset_icon), 4.5 SECONDS)
/obj/item/toy/figure/xeno/proc/reset_icon()
icon_state = "[initial(icon_state)]"
/obj/item/toy/figure/xeno/on_cooldown(mob/user)
to_chat(user, "<span class='warning'>The string on [src] hasn't rewound all the way!</span>")
/obj/item/toy/figure/owl
name = "\improper Owl action figure"
desc = "An action figure modeled after 'The Owl', defender of justice."
icon_state = "owlprize"
/obj/item/toy/figure/owl/activate(mob/user)
var/message = pick("You won't get away this time, Griffin!", "Stop right there, criminal!", "Hoot! Hoot!", "I am the night!")
to_chat(user, "<span class='notice'>You pull the string on [src].</span>")
playsound(src, 'sound/creatures/hoot.ogg', 25, TRUE)
atom_say("<span class='danger'>[message]</span>")
/obj/item/toy/figure/griffin
name = "\improper Griffin action figure"
desc = "An action figure modeled after 'The Griffin', criminal mastermind."
icon_state = "griffinprize"
/obj/item/toy/figure/griffin/activate(mob/user)
var/message = pick("You can't stop me, Owl!", "My plan is flawless! The vault is mine!", "Caaaawwww!", "You will never catch me!")
to_chat(user, "<span class='notice'>You pull the string on [src].</span>")
playsound(src, 'sound/creatures/caw.ogg', 25, TRUE)
atom_say("<span class='danger'>[message]</span>")
/*
* Mech prizes
*/
/obj/item/toy/figure/mech
icon_state = "ripleytoy"
cooldown_time = 8
//all credit to skasi for toy mech fun ideas
/obj/item/toy/figure/mech/activate(mob/user)
to_chat(user, "<span class='notice'>You play with [src].</span>")
playsound(src, 'sound/mecha/mechstep.ogg', 20, TRUE)
/obj/random/mech
name = "Random Mech Prize"
desc = "This is a random prize"
icon = 'icons/obj/toy.dmi'
icon_state = "ripleytoy"
/obj/random/mech/item_to_spawn()
return pick(subtypesof(/obj/item/toy/figure/mech)) //exclude the base type.
/obj/item/toy/figure/mech/ripley
name = "toy Ripley"
desc = "Mini-Mecha action figure! Collect them all! 1/11. This one is a ripley, a mining and engineering mecha."
/obj/item/toy/figure/mech/fireripley
name = "toy Firefighting Ripley"
desc = "Mini-Mecha action figure! Collect them all! 2/11. This one is a firefighter ripley, a fireproof mining and engineering mecha."
icon_state = "fireripleytoy"
/obj/item/toy/figure/mech/deathripley
name = "toy Death Squad Ripley"
desc = "Mini-Mecha action figure! Collect them all! 3/11. This one is the black ripley used by the hero of DeathSquad, that TV drama about loose-cannon ERT officers!"
icon_state = "deathripleytoy"
/obj/item/toy/figure/mech/gygax
name = "toy Gygax"
desc = "Mini-Mecha action figure! Collect them all! 4/11. This one is the speedy gygax combat mecha. Zoom zoom, pew pew!"
icon_state = "gygaxtoy"
/obj/item/toy/figure/mech/durand
name = "toy Durand"
desc = "Mini-Mecha action figure! Collect them all! 5/11. This one is the heavy durand combat mecha. Stomp stomp!"
icon_state = "durandprize"
/obj/item/toy/figure/mech/honk
name = "toy H.O.N.K."
desc = "Mini-Mecha action figure! Collect them all! 6/11. This one is the infamous H.O.N.K mech!"
icon_state = "honkprize"
/obj/item/toy/figure/mech/marauder
name = "toy Marauder"
desc = "Mini-Mecha action figure! Collect them all! 7/11. This one is the powerful marauder combat mecha! Run for cover!"
icon_state = "marauderprize"
/obj/item/toy/figure/mech/seraph
name = "toy Seraph"
desc = "Mini-Mecha action figure! Collect them all! 8/11. This one is the powerful seraph combat mecha! Someone's in trouble!"
icon_state = "seraphprize"
/obj/item/toy/figure/mech/mauler
name = "toy Mauler"
desc = "Mini-Mecha action figure! Collect them all! 9/11. This one is the deadly mauler combat mecha! Look out!"
icon_state = "maulerprize"
/obj/item/toy/figure/mech/odysseus
name = "toy Odysseus"
desc = "Mini-Mecha action figure! Collect them all! 10/11. This one is the spindly, syringe-firing odysseus medical mecha."
icon_state = "odysseusprize"
/obj/item/toy/figure/mech/phazon
name = "toy Phazon"
desc = "Mini-Mecha action figure! Collect them all! 11/11. This one is the mysterious Phazon combat mecha! Nobody's safe!"
icon_state = "phazonprize"
//////////////////////////////////////////////////////
// Magic 8-Ball / Conch //
//////////////////////////////////////////////////////
+6
View File
@@ -61,6 +61,12 @@ LIGHTERS ARE IN LIGHTERS.DM
else
return ..()
/obj/item/clothing/mask/cigarette/can_enter_storage(obj/item/storage/S, mob/user)
if(lit)
to_chat(user, "<span class='warning'>[S] can't hold [initial(name)] while it's lit!</span>") // initial(name) so it doesn't say "lit" twice in a row
return FALSE
else
return TRUE
/obj/item/clothing/mask/cigarette/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
..()
@@ -64,11 +64,26 @@
M.update_inv_l_hand()
M.update_inv_r_hand()
/obj/item/flamethrower/can_enter_storage(obj/item/storage/S, mob/user)
if(lit)
to_chat(user, "<span class='warning'>[S] can't hold [src] while it's lit!</span>")
return FALSE
else
return TRUE
/obj/item/flamethrower/afterattack(atom/target, mob/user, flag)
. = ..()
if(flag)
return // too close
if(user && user.get_active_hand() == src) // Make sure our user is still holding us
if(!user)
return
if(user.mind?.martial_art?.no_guns)
to_chat(user, "<span class='warning'>[user.mind.martial_art.no_guns_message]</span>")
return
if(HAS_TRAIT(user, TRAIT_CHUNKYFINGERS))
to_chat(user, "<span class='warning'>Your meaty finger is far too large for the trigger guard!</span>")
return
if(user.get_active_hand() == src) // Make sure our user is still holding us
var/turf/target_turf = get_turf(target)
if(target_turf)
var/turflist = getline(user, target_turf)
@@ -91,8 +91,8 @@
/obj/random/figure,
/obj/item/toy/minimeteor,
/obj/item/toy/redbutton,
/obj/item/toy/owl,
/obj/item/toy/griffin,
/obj/item/toy/figure/owl,
/obj/item/toy/figure/griffin,
/obj/item/clothing/head/blob,
/obj/item/id_decal/gold,
/obj/item/id_decal/silver,
@@ -44,11 +44,9 @@
update_mob()
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
radiation_pulse(src, rad_damage)
for(var/turf/T in view(freeze_range, loc))
if(isfloorturf(T))
var/turf/simulated/F = T
F.MakeSlippery(TURF_WET_PERMAFROST)
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.adjust_bodytemperature(-230)
for(var/turf/simulated/floor/T in view(freeze_range, loc))
T.MakeSlippery(TURF_WET_ICE)
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.adjust_bodytemperature(-230)
qdel(src)
@@ -29,6 +29,13 @@
else
turn_off_lighter(user)
/obj/item/lighter/can_enter_storage(obj/item/storage/S, mob/user)
if(lit)
to_chat(user, "<span class='warning'>[S] can't hold [src] while it's lit!</span>")
return FALSE
else
return TRUE
/obj/item/lighter/proc/turn_on_lighter(mob/living/user)
lit = TRUE
w_class = WEIGHT_CLASS_BULKY
@@ -227,6 +234,13 @@
matchburnout()
. = ..()
/obj/item/match/can_enter_storage(obj/item/storage/S, mob/user)
if(lit)
to_chat(user, "<span class='warning'>[S] can't hold [initial(name)] while it's lit!</span>") // initial(name) so it doesn't say "lit" twice in a row
return FALSE
else
return TRUE
/obj/item/match/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!isliving(M))
return ..()
+1 -1
View File
@@ -28,7 +28,7 @@
if(reagents.has_reagent("water", 1) || reagents.has_reagent("cleaner", 1) || reagents.has_reagent("holywater", 1))
A.clean_blood()
for(var/obj/effect/O in A)
if(is_cleanable(O))
if(O.is_cleanable())
qdel(O)
reagents.reaction(A, REAGENT_TOUCH, 10) //10 is the multiplier for the reaction effect. probably needed to wet the floor properly.
reagents.remove_any(1) //reaction() doesn't use up the reagents
+1 -1
View File
@@ -52,7 +52,7 @@
/obj/item/soap/proc/clean_turf(turf/simulated/T)
T.clean_blood()
for(var/obj/effect/O in T)
if(is_cleanable(O))
if(O.is_cleanable())
qdel(O)
/obj/item/soap/attack(mob/target as mob, mob/user as mob)
@@ -104,7 +104,7 @@
/obj/item/stock_parts/matter_bin
name = "matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
desc = "A container used to hold compressed matter awaiting re-construction."
icon_state = "matter_bin"
origin_tech = "materials=1"
materials = list(MAT_METAL=80)
@@ -145,7 +145,7 @@
/obj/item/stock_parts/matter_bin/adv
name = "advanced matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
desc = "A container used to hold compressed matter awaiting re-construction."
icon_state = "advanced_matter_bin"
origin_tech = "materials=3"
rating = 2
@@ -187,7 +187,7 @@
/obj/item/stock_parts/matter_bin/super
name = "super matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
desc = "A container used to hold compressed matter awaiting re-construction."
icon_state = "super_matter_bin"
origin_tech = "materials=4;engineering=4"
rating = 3
@@ -229,7 +229,7 @@
/obj/item/stock_parts/matter_bin/bluespace
name = "bluespace matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
desc = "A container used to hold compressed matter awaiting re-construction."
icon_state = "bluespace_matter_bin"
origin_tech = "materials=6;programming=4;engineering=4"
rating = 4
@@ -230,7 +230,9 @@
/obj/item/flashlight/seclite,
/obj/item/holosign_creator/security,
/obj/item/melee/classic_baton/telescopic,
/obj/item/restraints/legcuffs/bola)
/obj/item/restraints/legcuffs/bola,
/obj/item/clothing/mask/gas/sechailer,
/obj/item/spacepod_key)
/obj/item/storage/belt/security/sec/populate_contents()
new /obj/item/flashlight/seclite(src)
@@ -447,6 +449,7 @@
item_state = "bandolier"
storage_slots = 8
can_hold = list(/obj/item/ammo_casing/shotgun)
display_contents_with_number = TRUE
/obj/item/storage/belt/bandolier/Initialize(mapload)
. = ..()
@@ -163,7 +163,7 @@
/obj/item/storage/proc/show_to(mob/user)
if(!user.client)
return
if(user.s_active != src) // Switching from another container
if(user.s_active != src && !isobserver(user))
for(var/obj/item/I in src)
if(I.on_found(user)) // For mouse traps and such
return // If something triggered, don't open the UI
@@ -310,6 +310,9 @@
if(loc == I)
return FALSE //Means the item is already in the storage item
if(!I.can_enter_storage(src, usr))
return FALSE
if(length(contents) >= storage_slots)
if(!stop_messages)
to_chat(usr, "<span class='warning'>[I] won't fit in [src], make some space!</span>")
@@ -114,6 +114,10 @@
machine_name = "Robco Tool Maker"
icon_state = "refill_engi"
/obj/item/vending_refill/youtool
machine_name = "YouTool"
icon_state = "refill_engi"
/obj/item/vending_refill/engivend
machine_name = "Engi-Vend"
icon_state = "refill_engi"