conflicts

This commit is contained in:
FreeStylaLT
2019-08-14 14:19:33 +03:00
392 changed files with 16252 additions and 4767 deletions
@@ -88,7 +88,7 @@ var/global/list/image/splatter_cache = list()
return TRUE
//Add "bloodiness" of this blood's type, to the human's shoes
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O, oldloc)
if(!off_floor && ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
@@ -29,7 +29,7 @@ var/global/list/image/fluidtrack_cache = list()
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O, oldloc)
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
+4 -4
View File
@@ -345,7 +345,7 @@ steam.start() -- spawns the effect
return 1
/obj/effect/effect/bad_smoke/Crossed(mob/living/carbon/M as mob )
/obj/effect/effect/bad_smoke/Crossed(mob/living/carbon/M as mob, oldloc)
..()
if(istype(M, /mob/living/carbon))
if(M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
@@ -569,7 +569,7 @@ steam.start() -- spawns the effect
M.coughedtime = 0
return
/obj/effect/effect/sleep_smoke/Crossed(mob/living/carbon/M as mob )
/obj/effect/effect/sleep_smoke/Crossed(mob/living/carbon/M as mob, oldloc)
..()
if(istype(M, /mob/living/carbon))
if(M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
@@ -672,7 +672,7 @@ steam.start() -- spawns the effect
R.updatehealth()
return
/obj/effect/effect/mustard_gas/Crossed(mob/living/carbon/human/R as mob )
/obj/effect/effect/mustard_gas/Crossed(mob/living/carbon/human/R as mob, oldloc)
..()
if(istype(R, /mob/living/carbon/human))
if(R.internal != null && usr.wear_mask && (R.wear_mask.flags & AIRTIGHT) && R.wear_suit != null && !istype(R.wear_suit, /obj/item/clothing/suit/storage/labcoat) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket && !istype(R.wear_suit, /obj/item/clothing/suit/armor)))
@@ -984,7 +984,7 @@ steam.start() -- spawns the effect
qdel(src)
/obj/structure/foam/Crossed(var/atom/movable/AM)
/obj/structure/foam/Crossed(var/atom/movable/AM, oldloc)
if(metal)
return
@@ -94,7 +94,7 @@
spawn(5)
qdel(src)
/obj/effect/particle_effect/foam/Crossed(atom/movable/AM)
/obj/effect/particle_effect/foam/Crossed(atom/movable/AM, oldloc)
if(metal)
return
@@ -52,7 +52,7 @@
steps--
return 1
/obj/effect/particle_effect/smoke/Crossed(mob/living/M)
/obj/effect/particle_effect/smoke/Crossed(mob/living/M, oldloc)
if(!istype(M))
return
smoke_mob(M)
@@ -207,4 +207,4 @@
return 1
/datum/effect_system/smoke_spread/sleeping
effect_type = /obj/effect/particle_effect/smoke/sleeping
effect_type = /obj/effect/particle_effect/smoke/sleeping
@@ -67,6 +67,23 @@
/obj/effect/mapping_helpers/no_lava
icon_state = "no_lava"
/obj/effect/mapping_helpers/airlock
layer = DOOR_HELPER_LAYER
/obj/effect/mapping_helpers/airlock/unres
name = "airlock unresctricted side helper"
icon_state = "airlock_unres_helper"
/obj/effect/mapping_helpers/airlock/unres/Initialize(mapload)
if(!mapload)
log_world("### MAP WARNING, [src] spawned outside of mapload!")
return
var/obj/machinery/door/airlock/airlock = locate(/obj/machinery/door/airlock) in src.loc
if(airlock)
airlock.unres_sides ^= dir
else
log_world("### MAP WARNING, [src] failed to find an airlock at [AREACOORD(src)]")
..()
/obj/effect/mapping_helpers/no_lava/New()
var/turf/T = get_turf(src)
T.flags |= NO_LAVA_GEN
+1 -1
View File
@@ -11,7 +11,7 @@
/obj/effect/mine/proc/mineEffect(mob/living/victim)
to_chat(victim, "<span class='danger'>*click*</span>")
/obj/effect/mine/Crossed(AM as mob|obj)
/obj/effect/mine/Crossed(AM as mob|obj, oldloc)
if(!isliving(AM))
return
var/mob/living/M = AM
+4 -5
View File
@@ -3,7 +3,6 @@
desc = "Looks unstable. Best to test it with the clown."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "portal"
density = TRUE
unacidable = TRUE
anchored = TRUE
@@ -17,9 +16,6 @@
var/can_multitool_to_remove = FALSE
var/ignore_tele_proof_area_setting = FALSE
/obj/effect/portal/Bumped(mob/M as mob|obj)
teleport(M)
/obj/effect/portal/New(loc, turf/target, creator = null, lifespan = 300)
..()
@@ -49,10 +45,13 @@
/obj/effect/portal/singularity_act()
return
/obj/effect/portal/Crossed(atom/movable/AM)
/obj/effect/portal/Crossed(atom/movable/AM, oldloc)
if(isobserver(AM))
return ..()
if(target && (get_turf(oldloc) == get_turf(target)))
return ..()
if(!teleport(AM))
return ..()
@@ -0,0 +1,345 @@
/*
Spawners for mappers. Just plonk one down of the desired size and it will place the machinery for you. The red arrow things indicate where the chamber is.
This spawner places pipe leading up to the interior door, you will need to finish it off yourself with a connector, canister, and pipe connecting the two. It also assumes you already put in wall and floor.
*/
#define HALF_X round((tiles_in_x_direction - 1) * 0.5) //These are required so that the airlock can be in the middle of the chamber wall
#define HALF_Y round((tiles_in_y_direction - 1) * 0.5)
#define CHAMBER_LONG 1
#define CHAMBER_SQUARE 2
#define CHAMBER_BIGGER 3
#define DOOR_NORMAL_PLACEMENT 1
#define DOOR_FLIPPED_PLACEMENT 2
#define AIRPUMP_TAG "[id_to_link]_pump"
#define SENSOR_TAG "[id_to_link]_sensor"
#define OUTER_DOOR_TAG "[id_to_link]_outer"
#define INNER_DOOR_TAG "[id_to_link]_inner"
/obj/effect/spawner/airlock
name = "1 by 1 airlock spawner (interior north, exterior south)"
desc = "If you can see this, there's probably a missing airlock here. Better tell an admin and report this on the github."
icon = 'icons/obj/airlock_spawner.dmi'
icon_state = "1x1_N_to_S"
layer = SPLASHSCREEN_PLANE //So we absolutely always appear above everything else. We delete ourself after spawning so this is fine
var/interior_direction = NORTH //This is also the direction the spawner will send the pipe
var/exterior_direction = SOUTH
var/opposite_interior_direction //We're checking these often enough for them to merit their own vars
var/interior_direction_cw
var/interior_direction_ccw
var/north_or_south_interior //Used a bit everywhere for locational stuff
var/north_or_south_exterior //Likewise
var/tiles_in_x_direction = 1
var/tiles_in_y_direction = 1
var/id_to_link
var/radio_frequency = 1379
var/required_access = list(access_external_airlocks)
var/door_name = "external access"
var/door_type = /obj/machinery/door/airlock/external/glass
var/one_door_interior //For square airlocks, if you set this then a) only one door will spawn, and b) you can choose if the door should go opposite to how it normally goes. Please use the define
var/one_door_exterior //See above
/obj/effect/spawner/airlock/Initialize()
..()
forceMove(locate(x + 1, y + 1, z)) //Needs to move because our icon_state implies we are one turf to the northeast, when we're not
opposite_interior_direction = turn(interior_direction, 180) //Do it this way (instead of setting it directly) to avoid code mishaps
interior_direction_cw = turn(interior_direction, 90)
interior_direction_ccw = turn(interior_direction, 270)
if(interior_direction == NORTH || interior_direction == SOUTH)
north_or_south_interior = TRUE
if(exterior_direction == NORTH || exterior_direction == SOUTH)
north_or_south_exterior = TRUE
id_to_link = "[UID()]" //We want unique IDs, this will give us a unique ID
var/turf/turf_interior = get_airlock_location(interior_direction)
var/turf/turf_exterior = get_airlock_location(exterior_direction)
handle_door_creation(turf_interior, TRUE, one_door_interior)
handle_door_creation(turf_exterior, FALSE, one_door_exterior)
handle_pipes_creation(turf_interior)
handle_control_placement()
qdel(src)
/obj/effect/spawner/airlock/proc/get_airlock_location(desired_direction) //Finds a turf to place an airlock and returns it, this turf will be in the middle of the relevant wall
var/turf/T
switch(desired_direction)
if(NORTH)
T = locate(x + HALF_X, y + tiles_in_y_direction, z)
if(SOUTH)
T = locate(x + HALF_X, y - 1, z)
if(EAST)
T = locate(x + tiles_in_x_direction, y + HALF_Y, z)
if(WEST)
T = locate(x - 1, y + HALF_Y, z)
return T
/obj/effect/spawner/airlock/proc/handle_door_creation(turf/T, is_this_an_interior_airlock, one_door_only) //Creates a door (or two) and also creates a button
var/obj/machinery/door/airlock/A
if(one_door_only != DOOR_FLIPPED_PLACEMENT)
A = new door_type(T)
handle_door_stuff(A, is_this_an_interior_airlock)
var/obj/machinery/access_button/the_button = spawn_button(T, is_this_an_interior_airlock ? interior_direction : exterior_direction)
if(one_door_only == DOOR_NORMAL_PLACEMENT) //We only need one door, we are done
return
if(!(tiles_in_x_direction % 2) && (is_this_an_interior_airlock && north_or_south_interior || !is_this_an_interior_airlock && north_or_south_exterior)) //Handle extra airlock for aesthetics
A = new door_type(get_step(T, EAST))
handle_door_stuff(A, is_this_an_interior_airlock)
if(one_door_only == DOOR_FLIPPED_PLACEMENT)
the_button.forceMove(get_step(the_button, EAST))
else if(!(tiles_in_y_direction % 2) && (is_this_an_interior_airlock && !north_or_south_interior || !is_this_an_interior_airlock && !north_or_south_exterior)) //Handle extra airlock for aesthetics
A = new door_type(get_step(T, NORTH))
handle_door_stuff(A, is_this_an_interior_airlock)
if(one_door_only == DOOR_FLIPPED_PLACEMENT)
the_button.forceMove(get_step(the_button, NORTH))
/obj/effect/spawner/airlock/proc/handle_door_stuff(obj/machinery/door/airlock/A, is_this_an_interior_airlock) //This sets up the door vars correctly and then locks it before first use
A.set_frequency(radio_frequency)
A.id_tag = is_this_an_interior_airlock ? INNER_DOOR_TAG : OUTER_DOOR_TAG
A.req_access = required_access
A.name = door_name
A.lock()
/obj/effect/spawner/airlock/proc/spawn_button(turf/T, some_direction)
var/obj/machinery/access_button/the_button = new(T)
the_button.master_tag = id_to_link
the_button.set_frequency(radio_frequency)
switch(some_direction)
if(NORTH)
the_button.pixel_x -= 25
the_button.pixel_y = 7
if(EAST)
the_button.pixel_x = 7
the_button.pixel_y = -25
if(SOUTH)
the_button.pixel_x -= 25
the_button.pixel_y -= 7
if(WEST)
the_button.pixel_x -= 7
the_button.pixel_y -= 25
the_button.req_access = required_access
return the_button
/obj/effect/spawner/airlock/proc/handle_control_placement() //Stick the sensor and controller on the same bit of wall, this will ONLY be unsuitable if airlocks are on both the south and west turfs
var/turf/T = get_turf(src)
var/obj/machinery/airlock_sensor/AS = new(T)
var/obj/machinery/embedded_controller/radio/airlock/airlock_controller/AC = new(T, id_to_link, radio_frequency, OUTER_DOOR_TAG, INNER_DOOR_TAG, AIRPUMP_TAG, SENSOR_TAG)
AC.req_access = required_access
AS.id_tag = SENSOR_TAG
AS.set_frequency(radio_frequency)
if(interior_direction != WEST && exterior_direction != WEST) //If west wall is free, place stuff there
AC.pixel_x -= 25
AC.pixel_y += 9
AS.pixel_x -= 25
AS.pixel_y -= 9
else if(interior_direction != SOUTH && exterior_direction != SOUTH) //If south wall is free, place stuff there
AC.pixel_x += 9
AC.pixel_y -= 25
AS.pixel_x -= 9
AS.pixel_y -= 25
else //Send them over to the other side of the chamber
T = locate(x + tiles_in_x_direction - 1, y + tiles_in_y_direction - 1, z)
AC.forceMove(T)
AS.forceMove(T)
AC.pixel_x += 25
AC.pixel_y += 9
AS.pixel_x += 25
AS.pixel_y -= 9
/obj/effect/spawner/airlock/proc/handle_pipes_creation(turf/T) //This places all required piping down, then properly initializes it. T is the turf that the interior airlock occupies
var/turf/below_T = get_step(T, opposite_interior_direction)
var/two_way_pipe = interior_direction | opposite_interior_direction
var/chamber_shape //This determines the layout of the chamber and therefore how many vents should be present
if(tiles_in_x_direction == 2 && tiles_in_y_direction == 2)
chamber_shape = CHAMBER_SQUARE
else if(tiles_in_x_direction > 1 && tiles_in_y_direction > 1)
chamber_shape = CHAMBER_BIGGER
else
chamber_shape = CHAMBER_LONG
pipe_creation_helper(/obj/machinery/atmospherics/pipe/simple/visible, T, interior_direction, two_way_pipe)
switch(chamber_shape)
if(CHAMBER_LONG) //Easy enough, place a single vent
pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
below_T,
interior_direction)
if(CHAMBER_SQUARE) //We need a T-manifold and two vents for this
pipe_creation_helper(/obj/machinery/atmospherics/pipe/manifold/visible,
below_T,
north_or_south_interior ? WEST : SOUTH,
NORTH | EAST | (north_or_south_interior ? SOUTH : WEST))
pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
get_step(below_T, opposite_interior_direction),
interior_direction)
pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
north_or_south_interior ? EAST_OF_TURF(below_T) : NORTH_OF_TURF(below_T),
turn(interior_direction, interior_direction == SOUTH || interior_direction == EAST ? -90 : 90))
if(CHAMBER_BIGGER) //We need a central column of manifolds and a vent either side of each manifold
var/depth = north_or_south_interior ? tiles_in_y_direction : tiles_in_x_direction
var/turf/put_thing_here = below_T
for(var/i in 1 to depth)
if(i != depth)//We're placing more pipe later, so we need a 4-way manifold
pipe_creation_helper(/obj/machinery/atmospherics/pipe/manifold4w/visible, put_thing_here, interior_direction, NORTH | EAST | SOUTH | WEST)
else //We stop here, so place a T-manifold down
pipe_creation_helper(/obj/machinery/atmospherics/pipe/manifold/visible,
put_thing_here,
opposite_interior_direction,
interior_direction_cw | interior_direction | interior_direction_ccw)
pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
get_step(put_thing_here, interior_direction_cw),
interior_direction_ccw)
pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
get_step(put_thing_here, interior_direction_ccw),
interior_direction_cw)
put_thing_here = get_step(put_thing_here, opposite_interior_direction) //Now move the turf we're generating stuff from 1 forward
/obj/effect/spawner/airlock/proc/pipe_creation_helper(path, location, direction, initialization_directions) //Create some kind of atmospherics machinery and initialize it properly
var/obj/machinery/atmospherics/A = new path(location)
A.dir = direction
A.on_construction(A.dir, initialization_directions ? initialization_directions : A.dir)
if(istype(A, /obj/machinery/atmospherics/unary/vent_pump/high_volume))
var/obj/machinery/atmospherics/unary/vent_pump/high_volume/created_pump = A
created_pump.id_tag = AIRPUMP_TAG
created_pump.set_frequency(radio_frequency)
//Premade airlocks for mappers, probably won't need all of these but whatever
/obj/effect/spawner/airlock/s_to_n
name = "1 by 1 airlock spawner (interior south, exterior north)"
icon_state = "1x1_S_to_N"
interior_direction = SOUTH
exterior_direction = NORTH
/obj/effect/spawner/airlock/e_to_w
name = "1 by 1 airlock spawner (interior east, exterior west)"
icon_state = "1x1_E_to_W"
interior_direction = EAST
exterior_direction = WEST
/obj/effect/spawner/airlock/w_to_e
name = "1 by 1 airlock spawner (interior west, exterior east)"
icon_state = "1x1_W_to_E"
interior_direction = WEST
exterior_direction = EAST
/obj/effect/spawner/airlock/long //Long and thin
name = "long airlock spawner (interior north, exterior south)"
icon_state = "1x2_N_to_S"
tiles_in_y_direction = 2
/obj/effect/spawner/airlock/s_to_n/long
name = "long airlock spawner (interior south, exterior north)"
icon_state = "1x2_S_to_N"
tiles_in_y_direction = 2
/obj/effect/spawner/airlock/e_to_w/long
name = "long airlock spawner (interior east, exterior west)"
icon_state = "1x2_E_to_W"
tiles_in_x_direction = 2
/obj/effect/spawner/airlock/w_to_e/long
name = "long airlock spawner (interior west, exterior east)"
icon_state = "1x2_W_to_E"
tiles_in_x_direction = 2
/obj/effect/spawner/airlock/long/square //Square
name = "square airlock spawner (interior north, exterior south)"
icon_state = "2x2_N_to_S"
tiles_in_x_direction = 2
/obj/effect/spawner/airlock/s_to_n/long/square
name = "square airlock spawner (interior south, exterior north)"
icon_state = "2x2_S_to_N"
tiles_in_x_direction = 2
/obj/effect/spawner/airlock/e_to_w/long/square
name = "square airlock spawner (interior east, exterior west)"
icon_state = "2x2_E_to_W"
tiles_in_y_direction = 2
/obj/effect/spawner/airlock/w_to_e/long/square
name = "square airlock spawner (interior west, exterior east)"
icon_state = "2x2_W_to_E"
tiles_in_y_direction = 2
/obj/effect/spawner/airlock/long/square/e_to_s
name = "square airlock spawner (interior east, exterior south)"
icon_state = "2x2_E_to_S"
interior_direction = EAST
exterior_direction = SOUTH
/obj/effect/spawner/airlock/long/square/wide
name = "rectangular airlock spawner (interior north, exterior south)"
icon_state = "3x2_N_to_S"
tiles_in_x_direction = 3
/obj/effect/spawner/airlock/s_to_n/long/square/wide
name = "rectangular airlock spawner (interior south, exterior north)"
icon_state = "3x2_S_to_N"
tiles_in_x_direction = 3
/obj/effect/spawner/airlock/e_to_w/long/square/wide
name = "rectangular airlock spawner (interior east, exterior west)"
icon_state = "3x2_E_to_W"
tiles_in_y_direction = 3
/obj/effect/spawner/airlock/w_to_e/long/square/wide
name = "rectangular airlock spawner (interior west, exterior east)"
icon_state = "3x2_W_to_E"
tiles_in_y_direction = 3
/obj/effect/spawner/airlock/long/square/three
name = "3 by 3 square airlock spawner (interior north, exterior south)"
icon_state = "3x3_N_to_S"
interior_direction = NORTH
exterior_direction = SOUTH
tiles_in_x_direction = 3
tiles_in_y_direction = 3
/obj/effect/spawner/airlock/e_to_w/arrivals
required_access = null
/obj/effect/spawner/airlock/engineer
required_access = list(access_engine)
door_name = "engineering external access"
/obj/effect/spawner/airlock/e_to_w/engineer
required_access = list(access_engine)
door_name = "engineering external access"
/obj/effect/spawner/airlock/s_to_n/engineer
required_access = list(access_engine)
door_name = "engineering external access"
/obj/effect/spawner/airlock/long/engineer
required_access = list(access_engine)
door_name = "engineering external access"
/obj/effect/spawner/airlock/long/square/engine
required_access = list(access_engine)
door_name = "engine external access"
icon_state = "2x2_N_to_S_leftdoors"
door_type = /obj/machinery/door/airlock/external
one_door_interior = DOOR_NORMAL_PLACEMENT
one_door_exterior = DOOR_NORMAL_PLACEMENT
/obj/effect/spawner/airlock/long/square/engine/reversed
icon_state = "2x2_N_to_S_rightdoors"
one_door_interior = DOOR_FLIPPED_PLACEMENT
one_door_exterior = DOOR_FLIPPED_PLACEMENT
/obj/effect/spawner/airlock/w_to_e/long/square/wide/mining
door_name = "mining external access"
required_access = list(access_mining)
/obj/effect/spawner/airlock/long/square/wide/mining
door_name = "mining external access"
required_access = list(access_mining)
/obj/effect/spawner/airlock/e_to_w/minisat
door_name = "minisat external access"
required_access = list(access_minisat)
/obj/effect/spawner/airlock/long/square/e_to_s/telecoms
door_name = "telecoms external access"
required_access = list(access_tcomsat, access_external_airlocks)
door_type = /obj/machinery/door/airlock/external
/obj/effect/spawner/airlock/long/square/three/syndicate
name = "3 by 3 square airlock spawner (interior west, exterior north)"
icon_state = "3x3_W_to_N"
interior_direction = WEST
exterior_direction = NORTH
door_name = "ship external access"
req_access = list(access_syndicate)
door_type = /obj/machinery/door/airlock/external
#undef HALF_X
#undef HALF_Y
#undef CHAMBER_LONG
#undef CHAMBER_SQUARE
#undef CHAMBER_BIGGER
#undef DOOR_NORMAL_PLACEMENT
#undef DOOR_FLIPPED_PLACEMENT
#undef AIRPUMP_TAG
#undef SENSOR_TAG
#undef OUTER_DOOR_TAG
#undef INNER_DOOR_TAG
+139 -58
View File
@@ -1,23 +1,43 @@
/* Simple object type, calls a proc when "stepped" on by something */
/obj/effect/step_trigger
var/affect_ghosts = 0
var/stopper = 1 // stops throwers
invisibility = 101 // nope cant see this shit
anchored = 1
var/affect_ghosts = FALSE
var/stopper = TRUE // stops throwers
var/mobs_only = FALSE
invisibility = INVISIBILITY_ABSTRACT // nope cant see this shit
anchored = TRUE
/obj/effect/step_trigger/proc/Trigger(var/atom/movable/A)
return 0
return FALSE
/obj/effect/step_trigger/Crossed(H as mob|obj)
..()
/obj/effect/step_trigger/Crossed(var/H, oldloc)
. = ..()
if(!H)
return
if(istype(H, /mob/dead/observer) && !affect_ghosts)
if(isobserver(H) && !affect_ghosts)
return
if(!ismob(H) && mobs_only)
return
Trigger(H)
/obj/effect/step_trigger/singularity_act()
return
/obj/effect/step_trigger/singularity_pull()
return
/* Sends a message to mob when triggered*/
/obj/effect/step_trigger/message
var/message //the message to give to the mob
var/once = 1
mobs_only = TRUE
/obj/effect/step_trigger/message/Trigger(mob/M)
if(M.client)
to_chat(M, "<span class='info'>[message]</span>")
if(once)
qdel(src)
/* Tosses things in a certain direction */
@@ -30,57 +50,57 @@
var/nostop = 0 // if 1: will only be stopped by teleporters
var/list/affecting = list()
Trigger(var/atom/A)
if(!A || !istype(A, /atom/movable))
/obj/effect/step_trigger/thrower/Trigger(atom/A)
if(!A || !ismovableatom(A))
return
var/atom/movable/AM = A
var/curtiles = 0
var/stopthrow = 0
for(var/obj/effect/step_trigger/thrower/T in orange(2, src))
if(AM in T.affecting)
return
var/atom/movable/AM = A
var/curtiles = 0
var/stopthrow = 0
for(var/obj/effect/step_trigger/thrower/T in orange(2, src))
if(AM in T.affecting)
return
if(ismob(AM))
var/mob/M = AM
if(immobilize)
M.canmove = 0
if(isliving(AM))
var/mob/living/M = AM
if(immobilize)
M.canmove = FALSE
affecting.Add(AM)
while(AM && !stopthrow)
if(tiles)
if(curtiles >= tiles)
break
if(AM.z != src.z)
affecting.Add(AM)
while(AM && !stopthrow)
if(tiles)
if(curtiles >= tiles)
break
if(AM.z != src.z)
break
curtiles++
curtiles++
sleep(speed)
sleep(speed)
// Calculate if we should stop the process
if(!nostop)
for(var/obj/effect/step_trigger/T in get_step(AM, direction))
if(T.stopper && T != src)
stopthrow = 1
else
for(var/obj/effect/step_trigger/teleporter/T in get_step(AM, direction))
if(T.stopper)
stopthrow = 1
// Calculate if we should stop the process
if(!nostop)
for(var/obj/effect/step_trigger/T in get_step(AM, direction))
if(T.stopper && T != src)
stopthrow = 1
else
for(var/obj/effect/step_trigger/teleporter/T in get_step(AM, direction))
if(T.stopper)
stopthrow = 1
if(AM)
var/predir = AM.dir
step(AM, direction)
if(!facedir)
AM.dir = predir
if(AM)
var/predir = AM.dir
step(AM, direction)
if(!facedir)
AM.setDir(predir)
affecting.Remove(AM)
affecting.Remove(AM)
if(ismob(AM))
var/mob/M = AM
if(immobilize)
M.canmove = 1
if(isliving(AM))
var/mob/living/M = AM
if(immobilize)
M.canmove = TRUE
/* Stops things thrown by a thrower, doesn't do anything */
@@ -93,12 +113,11 @@
var/teleport_y = 0
var/teleport_z = 0
Trigger(var/atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
/obj/effect/step_trigger/teleporter/Trigger(atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
A.x = teleport_x
A.y = teleport_y
A.z = teleport_z
var/turf/T = locate(teleport_x, teleport_y, teleport_z)
A.forceMove(T)
/* Random teleporter, teleports atoms to locations ranging from teleport_x - teleport_x_offset, etc */
@@ -107,11 +126,73 @@
var/teleport_y_offset = 0
var/teleport_z_offset = 0
Trigger(var/atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
/obj/effect/step_trigger/teleporter/random/Trigger(atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
A.x = rand(teleport_x, teleport_x_offset)
A.y = rand(teleport_y, teleport_y_offset)
A.z = rand(teleport_z, teleport_z_offset)
var/turf/T = locate(rand(teleport_x, teleport_x_offset), rand(teleport_y, teleport_y_offset), rand(teleport_z, teleport_z_offset))
if (T)
A.forceMove(T)
/* Fancy teleporter, creates sparks and smokes when used */
/obj/effect/step_trigger/teleport_fancy
var/locationx
var/locationy
var/uses = 1 //0 for infinite uses
var/entersparks = 0
var/exitsparks = 0
var/entersmoke = 0
var/exitsmoke = 0
/obj/effect/step_trigger/teleport_fancy/Trigger(mob/M)
var/dest = locate(locationx, locationy, z)
M.Move(dest)
if(entersparks)
var/datum/effect_system/spark_spread/s = new
s.set_up(4, 1, src)
s.start()
if(exitsparks)
var/datum/effect_system/spark_spread/s = new
s.set_up(4, 1, dest)
s.start()
if(entersmoke)
var/datum/effect_system/smoke_spread/s = new
s.set_up(4, 1, src, 0)
s.start()
if(exitsmoke)
var/datum/effect_system/smoke_spread/s = new
s.set_up(4, 1, dest, 0)
s.start()
uses--
if(uses == 0)
qdel(src)
/* Simple sound player, Mapper friendly! */
/obj/effect/step_trigger/sound_effect
var/sound //eg. path to the sound, inside '' eg: 'growl.ogg'
var/volume = 100
var/freq_vary = 1 //Should the frequency of the sound vary?
var/extra_range = 0 // eg World.view = 7, extra_range = 1, 7+1 = 8, 8 turfs radius
var/happens_once = 0
var/triggerer_only = 0 //Whether the triggerer is the only person who hears this
/obj/effect/step_trigger/sound_effect/Trigger(atom/movable/A)
var/turf/T = get_turf(A)
if(!T)
return
if(triggerer_only && ismob(A))
var/mob/B = A
B.playsound_local(T, sound, volume, freq_vary)
else
playsound(T, sound, volume, freq_vary, extra_range)
if(happens_once)
qdel(src)
@@ -6,6 +6,10 @@
randomdir = 0
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/temp_visual/ratvar/door
icon_state = "ratvardoorglow"
layer = CLOSED_DOOR_LAYER //above closed doors
/obj/effect/temp_visual/ratvar/door/window
icon_state = "ratvarwindoorglow"
layer = ABOVE_WINDOW_LAYER
@@ -16,9 +20,27 @@
/obj/effect/temp_visual/ratvar/beam/grille
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/itemconsume
layer = HIGH_OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/falsewall
layer = OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/catwalk
layer = LATTICE_LAYER
/obj/effect/temp_visual/ratvar/wall
icon_state = "ratvarwallglow"
/obj/effect/temp_visual/ratvar/wall/false
layer = OBJ_LAYER
/obj/effect/temp_visual/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/temp_visual/ratvar/floor/catwalk
layer = LATTICE_LAYER
/obj/effect/temp_visual/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER
@@ -26,6 +48,10 @@
/obj/effect/temp_visual/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/temp_visual/ratvar/gear
icon_state = "ratvargearglow"
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/grille
icon_state = "ratvargrilleglow"
layer = BELOW_OBJ_LAYER
+1 -1
View File
@@ -578,7 +578,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
/obj/item/proc/is_equivalent(obj/item/I)
return I == src
/obj/item/Crossed(atom/movable/AM)
/obj/item/Crossed(atom/movable/AM, oldloc)
. = ..()
if(prob(trip_chance) && ishuman(AM))
var/mob/living/carbon/human/H = AM
+1
View File
@@ -50,6 +50,7 @@
to_chat(user, "<span class='danger'>[D]'s ID scan is disabled!</span>")
return
if(D.check_access(src.ID))
D.add_hiddenprint(user)
switch(mode)
if(WAND_OPEN)
if(D.density)
+1 -1
View File
@@ -34,7 +34,7 @@
A.UpdateButtonIcon()
/obj/item/voice_changer/proc/set_voice(mob/user)
var/chosen_voice = input(user, "What voice would you like to mimic? Leave this empty to use the voice on your ID card.", "Set Voice Changer", voice) as text
var/chosen_voice = clean_input("What voice would you like to mimic? Leave this empty to use the voice on your ID card.", "Set Voice Changer", voice, user)
if(!chosen_voice)
voice = null
to_chat(user, "<span class='notice'>You are now mimicking the voice on your ID card.</span>")
+27 -22
View File
@@ -195,8 +195,6 @@
heal_burn = 25
//Medical Herbs//
/obj/item/stack/medical/bruise_pack/comfrey
name = "\improper Comfrey leaf"
singular_name = "Comfrey leaf"
@@ -217,48 +215,55 @@
color = "#4CC5C7"
heal_burn = 12
//Splints//
// Splints
/obj/item/stack/medical/splint
name = "medical splints"
singular_name = "medical splint"
icon_state = "splint"
unique_handling = 1
unique_handling = TRUE
self_delay = 100
var/other_delay = 0
/obj/item/stack/medical/splint/attack(mob/living/M, mob/user)
if(..())
return 1
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
var/limb = affecting.name
if(!(affecting.limb_name in list("l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")))
to_chat(user, "<span class='danger'>You can't apply a splint there!</span>")
return
return TRUE
if(affecting.status & ORGAN_SPLINTED)
to_chat(user, "<span class='danger'>[H]'s [limb] is already splinted!</span>")
if(alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Removing.", "Yes", "No") == "Yes")
if(alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Splint removal.", "Yes", "No") == "Yes")
affecting.status &= ~ORGAN_SPLINTED
H.handle_splints()
to_chat(user, "<span class='notice'>You remove the splint from [H]'s [limb].</span>")
return
if(M == user)
user.visible_message("<span class='notice'>[user] starts to apply [src] to [user.p_their()] [limb].</span>", \
"<span class='notice'>You start to apply [src] to your [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
if(!do_mob(user, H, self_delay))
return
else
user.visible_message("<span class='green'>[user] applies [src] to [H]'s [limb].</span>", \
"<span class='green'>You apply [src] to [H]'s [limb].</span>", \
"<span class='green'>You hear something being wrapped.</span>")
return TRUE
if((M == user && self_delay > 0) || (M != user && other_delay > 0))
user.visible_message("<span class='notice'>[user] starts to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You start to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
if(M == user && !do_mob(user, H, self_delay))
return TRUE
else if(!do_mob(user, H, other_delay))
return TRUE
user.visible_message("<span class='notice'>[user] applies [src] to [H]'s [limb].</span>", \
"<span class='notice'>You apply [src] to [H]'s [limb].</span>")
affecting.status |= ORGAN_SPLINTED
affecting.splinted_count = H.step_count
H.handle_splints()
use(1)
/obj/item/stack/medical/splint/tribal
name = "tribal splints"
icon_state = "tribal_splint"
other_delay = 50
@@ -16,6 +16,7 @@
var/global/list/datum/stack_recipe/metal_recipes = list(
new /datum/stack_recipe("stool", /obj/structure/chair/stool, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("chair", /obj/structure/chair, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("shuttle seat", /obj/structure/chair/comfy/shuttle, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (middle)", /obj/structure/chair/sofa, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (left)", /obj/structure/chair/sofa/left, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (right)", /obj/structure/chair/sofa/right, one_per_turf = 1, on_floor = 1),
@@ -216,6 +217,8 @@ var/global/list/datum/stack_recipe/cloth_recipes = list ( \
null, \
new/datum/stack_recipe("fingerless gloves", /obj/item/clothing/gloves/fingerless, 1), \
new/datum/stack_recipe("black gloves", /obj/item/clothing/gloves/color/black, 3), \
null, \
new/datum/stack_recipe("blindfold", /obj/item/clothing/glasses/sunglasses/blindfold, 3), \
)
/obj/item/stack/sheet/cloth
@@ -335,10 +338,13 @@ var/global/list/datum/stack_recipe/cult = list ( \
* Brass
*/
var/global/list/datum/stack_recipe/brass_recipes = list (\
new/datum/stack_recipe("wall gear", /obj/structure/clockwork/wall_gear, 3, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
null,
new/datum/stack_recipe/window("brass windoor", /obj/machinery/door/window/clockwork, 2, time = 30, on_floor = TRUE, window_checks = TRUE), \
null,
new/datum/stack_recipe/window("directional brass window", /obj/structure/window/reinforced/clockwork, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile brass window", /obj/structure/window/reinforced/clockwork/fulltile, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("brass chair", /obj/structure/chair/brass, 1, time = 0, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brass table frame", /obj/structure/table_frame/brass, 1, time = 5, one_per_turf = TRUE, on_floor = TRUE), \
)
+1 -1
View File
@@ -31,7 +31,7 @@
if(S.merge_type == merge_type)
merge(S)
/obj/item/stack/Crossed(obj/O)
/obj/item/stack/Crossed(obj/O, oldloc)
if(amount >= max_amount || ismob(loc)) // Prevents unnecessary call. Also prevents merging stack automatically in a mob's inventory
return
if(istype(O, merge_type) && !O.throwing)
+2 -1
View File
@@ -208,6 +208,7 @@
origin_tech = null
attack_verb = list("attacked", "struck", "hit")
brightness_on = 0
sharp_when_wielded = FALSE // It's a toy
/obj/item/twohanded/dualsaber/toy/hit_reaction()
return 0
@@ -283,7 +284,7 @@
..()
pop_burst()
/obj/item/toy/snappop/Crossed(H as mob|obj)
/obj/item/toy/snappop/Crossed(H as mob|obj, oldloc)
if(ishuman(H) || issilicon(H)) //i guess carp and shit shouldn't set them off
var/mob/living/carbon/M = H
if(issilicon(H) || M.m_intent == MOVE_INTENT_RUN)
+33 -9
View File
@@ -25,20 +25,34 @@
if(special_die == "100")
new /obj/item/dice/d100(src)
/obj/item/storage/pill_bottle/dice/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is gambling with death! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (OXYLOSS)
/obj/item/dice //depreciated d6, use /obj/item/dice/d6 if you actually want a d6
name = "die"
desc = "A die with six sides. Basic and servicable."
icon = 'icons/obj/dice.dmi'
icon_state = "d6"
w_class = WEIGHT_CLASS_TINY
var/sides = 6
var/result = null
var/list/special_faces = list() //entries should match up to sides var if used
/obj/item/dice/New()
result = rand(1, sides)
var/rigged = DICE_NOT_RIGGED
var/rigged_value
/obj/item/dice/Initialize(mapload)
. = ..()
if(!result)
result = roll(sides)
update_icon()
/obj/item/dice/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is gambling with death! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (OXYLOSS)
/obj/item/dice/d1
name = "d1"
desc = "A die with one side. Deterministic!"
@@ -117,11 +131,19 @@
. = ..()
/obj/item/dice/proc/diceroll(mob/user)
result = rand(1, sides)
var/fake_result = rand(1, sides)//Daredevil isn't as good as he used to be
result = roll(sides)
if(rigged != DICE_NOT_RIGGED && result != rigged_value)
if(rigged == DICE_BASICALLY_RIGGED && prob(Clamp(1/(sides - 1) * 100, 25, 80)))
result = rigged_value
else if(rigged == DICE_TOTALLY_RIGGED)
result = rigged_value
. = result
var/fake_result = roll(sides)//Daredevil isn't as good as he used to be
var/comment = ""
if(sides == 20 && result == 20)
comment = "Nat 20!"
comment = "NAT 20!"
else if(sides == 20 && result == 1)
comment = "Ouch, bad luck."
update_icon()
@@ -130,16 +152,18 @@
if(special_faces.len == sides)
result = special_faces[result]
if(user != null) //Dice was rolled in someone's hand
user.visible_message("<span class='notice'>[user] has thrown [src]. It lands on [result]. [comment]</span>", \
user.visible_message("[user] has thrown [src]. It lands on [result]. [comment]", \
"<span class='notice'>You throw [src]. It lands on [result]. [comment]</span>", \
"<span class='italics'>You hear [src] rolling, it sounds like a [fake_result].</span>")
else if(!throwing) //Dice was thrown and is coming to rest
else if(!src.throwing) //Dice was thrown and is coming to rest
visible_message("<span class='notice'>[src] rolls to a stop, landing on [result]. [comment]</span>")
/obj/item/dice/d20/e20/diceroll(mob/user as mob, thrown)
if(triggered)
return
..()
. = ..()
if(result == 1)
to_chat(user, "<span class='danger'>Rocks fall, you die.</span>")
user.gib()
@@ -166,7 +190,7 @@
/obj/item/dice/update_icon()
overlays.Cut()
overlays += "[src.icon_state][src.result]"
overlays += "[icon_state][result]"
/obj/item/storage/box/dice
name = "Box of dice"
@@ -48,9 +48,9 @@
/obj/item/grenade/plastic/receive_signal()
prime()
/obj/item/grenade/plastic/Crossed(atom/movable/AM)
/obj/item/grenade/plastic/Crossed(atom/movable/AM, oldloc)
if(nadeassembly)
nadeassembly.Crossed(AM)
nadeassembly.Crossed(AM, oldloc)
/obj/item/grenade/plastic/on_found(mob/finder)
if(nadeassembly)
@@ -239,9 +239,9 @@
if(nadeassembly)
nadeassembly.process_movement()
/obj/item/grenade/chem_grenade/Crossed(atom/movable/AM)
/obj/item/grenade/chem_grenade/Crossed(atom/movable/AM, oldloc)
if(nadeassembly)
nadeassembly.Crossed(AM)
nadeassembly.Crossed(AM, oldloc)
/obj/item/grenade/chem_grenade/on_found(mob/finder)
if(nadeassembly)
@@ -289,7 +289,7 @@
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)][ADMIN_QUE(M,"(?)")] ([admin_jump_link(M)]) and last touched by [key_name_admin(last)][ADMIN_QUE(last,"(?)")] ([admin_jump_link(last)]) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>. [contained]")
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)] and last touched by [key_name_admin(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>. [contained]")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z]) [contained]")
update_mob()
@@ -419,7 +419,7 @@
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)][ADMIN_QUE(M,"(?)")] ([ADMIN_FLW(M,"FLW")]) and last touched by [key_name_admin(last)][ADMIN_QUE(last,"(?)")] ([ADMIN_FLW(last,"FLW")]) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)] and last touched by [key_name_admin(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])")
else
addtimer(CALLBACK(src, .proc/prime), det_time)
+2 -2
View File
@@ -87,7 +87,7 @@
return
..()
/obj/item/restraints/legcuffs/beartrap/Crossed(AM as mob|obj)
/obj/item/restraints/legcuffs/beartrap/Crossed(AM as mob|obj, oldloc)
if(armed && isturf(src.loc))
if( (iscarbon(AM) || isanimal(AM)) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/hostile/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
var/mob/living/L = AM
@@ -193,6 +193,6 @@
/obj/item/restraints/legcuffs/bola/energy/throw_impact(atom/hit_atom)
if(iscarbon(hit_atom))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(hit_atom))
B.Crossed(hit_atom)
B.Crossed(hit_atom, null)
qdel(src)
..()
+1 -1
View File
@@ -67,7 +67,7 @@
else
return ..()
/obj/item/shard/Crossed(AM as mob|obj)
/obj/item/shard/Crossed(AM as mob|obj, oldloc)
if(isliving(AM))
var/mob/living/M = AM
if(M.incorporeal_move || M.flying || M.throwing)//you are incorporal or flying or being thrown ..no shard stepping!
@@ -398,7 +398,7 @@
new /obj/item/gun/projectile/automatic/shotgun/bulldog(src)
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
new /obj/item/clothing/glasses/chameleon/thermal(src)
/obj/item/storage/backpack/duffel/syndie/med/medicalbundle
desc = "A large duffel bag containing a tactical medkit, a Donksoft machine gun and a big jumbo box of riot darts."
@@ -116,15 +116,10 @@
/obj/item/storage/lockbox/medal/New()
..()
new /obj/item/clothing/accessory/medal/gold/heroism(src)
new /obj/item/clothing/accessory/medal/silver/security(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/nobel_science(src)
new /obj/item/clothing/accessory/medal/bronze_heart(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/gold/captain(src)
new /obj/item/clothing/accessory/medal/silver/leadership(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/heart(src)
/obj/item/storage/lockbox/t4
name = "lockbox (T4)"
@@ -20,7 +20,7 @@
if("thief") // 40TC
new /obj/item/gun/energy/kinetic_accelerator/crossbow(src) // 12TC
new /obj/item/chameleon(src) // 8TC
new /obj/item/clothing/glasses/thermal/syndi(src) // 6TC
new /obj/item/clothing/glasses/chameleon/thermal(src) // 6TC
new /obj/item/clothing/gloves/color/black/thief(src) // 6TC
new /obj/item/card/id/syndicate(src) // 2TC
new /obj/item/clothing/shoes/chameleon/noslip(src) // 2TC
@@ -108,7 +108,7 @@
new /obj/item/gun/projectile/automatic/sniper_rifle/syndicate/penetrator(src) // 16TC
new /obj/item/ammo_box/magazine/sniper_rounds/penetrator(src) // 5TC
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src) // 3TC
new /obj/item/clothing/glasses/thermal/syndi/sunglasses(src) // 6TC
new /obj/item/clothing/glasses/chameleon/thermal(src) // 6TC
new /obj/item/clothing/gloves/combat(src) // 0 TC
new /obj/item/clothing/under/suit_jacket/really_black(src) // 0 TC
new /obj/item/clothing/suit/storage/lawyer/blackjacket/armored(src) // 0TC
+6 -1
View File
@@ -28,12 +28,15 @@
var/force_wielded = 0
var/wieldsound = null
var/unwieldsound = null
var/sharp_when_wielded = FALSE
/obj/item/twohanded/proc/unwield(mob/living/carbon/user)
if(!wielded || !user)
return
wielded = FALSE
force = force_unwielded
if(sharp_when_wielded)
sharp = FALSE
var/sf = findtext(name," (Wielded)")
if(sf)
name = copytext(name, 1, sf)
@@ -66,6 +69,8 @@
return
wielded = TRUE
force = force_wielded
if(sharp_when_wielded)
sharp = TRUE
name = "[name] (Wielded)"
update_icon()
if(user)
@@ -224,7 +229,7 @@
origin_tech = "magnets=4;syndicate=5"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
sharp = TRUE
sharp_when_wielded = TRUE // only sharp when wielded
light_power = 2
var/brightness_on = 2
var/colormap = list(red=LIGHT_COLOR_RED, blue=LIGHT_COLOR_LIGHTBLUE, green=LIGHT_COLOR_GREEN, purple=LIGHT_COLOR_PURPLE, rainbow=LIGHT_COLOR_WHITE)
+10 -2
View File
@@ -235,14 +235,22 @@
var/status = GROWING //can be GROWING, GROWN or BURST; all mutually exclusive
layer = MOB_LAYER
/obj/structure/alien/egg/grown
status = GROWN
icon_state = "egg"
/obj/structure/alien/egg/burst
status = BURST
icon_state = "egg_hatched"
/obj/structure/alien/egg/New()
new /obj/item/clothing/mask/facehugger(src)
..()
spawn(rand(MIN_GROWTH_TIME, MAX_GROWTH_TIME))
Grow()
if(status == BURST)
obj_integrity = integrity_failure
else if(status != GROWN)
spawn(rand(MIN_GROWTH_TIME, MAX_GROWTH_TIME))
Grow()
/obj/structure/alien/egg/attack_alien(mob/living/carbon/alien/user)
return attack_hand(user)
@@ -452,7 +452,7 @@
icon_closed = transparent ? "bluespacetrans" : "bluespace"
icon_state = opened ? icon_opened : icon_closed
/obj/structure/closet/bluespace/Crossed(atom/movable/AM)
/obj/structure/closet/bluespace/Crossed(atom/movable/AM, oldloc)
if(AM.density)
icon_state = opened ? "bluespaceopentrans" : "bluespacetrans"
@@ -38,6 +38,7 @@
new /obj/item/rpd(src)
new /obj/item/reagent_containers/food/drinks/mug/ce(src)
new /obj/item/organ/internal/cyberimp/eyes/meson(src)
new /obj/item/clothing/accessory/medal/engineering(src)
/obj/structure/closet/secure_closet/engineering_electrical
@@ -193,6 +193,7 @@
new /obj/item/organ/internal/cyberimp/eyes/hud/medical(src)
new /obj/item/door_remote/chief_medical_officer(src)
new /obj/item/reagent_containers/food/drinks/mug/cmo(src)
new /obj/item/clothing/accessory/medal/medical(src)
/obj/structure/closet/secure_closet/animal
@@ -77,7 +77,7 @@
new /obj/item/door_remote/research_director(src)
new /obj/item/reagent_containers/food/drinks/mug/rd(src)
new /obj/item/organ/internal/cyberimp/eyes/hud/diagnostic(src)
new /obj/item/clothing/accessory/medal/science(src)
/obj/structure/closet/secure_closet/research_reagents
name = "research chemical storage closet"
@@ -60,7 +60,7 @@
new /obj/item/clothing/accessory/petcollar(src)
new /obj/item/door_remote/civillian(src)
new /obj/item/reagent_containers/food/drinks/mug/hop(src)
new /obj/item/clothing/accessory/medal/service(src)
/obj/structure/closet/secure_closet/hop2
name = "head of personnel's attire"
@@ -128,7 +128,7 @@
new /obj/item/door_remote/head_of_security(src)
new /obj/item/reagent_containers/food/drinks/mug/hos(src)
new /obj/item/organ/internal/cyberimp/eyes/hud/security(src)
new /obj/item/clothing/accessory/medal/security(src)
/obj/structure/closet/secure_closet/warden
name = "warden's locker"
@@ -464,4 +464,5 @@
new /obj/item/clothing/head/powdered_wig(src)
new /obj/item/gavelblock(src)
new /obj/item/gavelhammer(src)
new /obj/item/clothing/head/justice_wig(src)
new /obj/item/clothing/head/justice_wig(src)
new /obj/item/clothing/accessory/medal/legal(src)
@@ -226,6 +226,7 @@
door = new airlock_type(loc)
door.setDir(dir)
door.electronics = electronics
door.unres_sides = electronics.unres_sides
door.heat_proof = heat_proof_finished
if(electronics.one_access)
door.req_access = null
+71 -45
View File
@@ -9,19 +9,26 @@
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
anchored = 1
anchored = TRUE
icon = 'icons/turf/walls/wall.dmi'
icon_state = "wall"
var/mineral = "metal"
var/walltype = "metal"
var/opening = 0
density = 1
opacity = 1
var/mineral = /obj/item/stack/sheet/metal
var/mineral_amount = 2
var/walltype = /turf/simulated/wall
var/girder_type = /obj/structure/girder/displaced
var/opening = FALSE
density = TRUE
opacity = TRUE
can_deconstruct = TRUE
canSmoothWith = list(
/turf/simulated/wall,
/turf/simulated/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced, // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS. //because we do smooth with real r-walls now
/turf/simulated/wall/rust,
/turf/simulated/wall/r_wall/rust)
@@ -31,6 +38,10 @@
..()
air_update_turf(1)
/obj/structure/falsewall/ratvar_act()
new /obj/structure/falsewall/brass(loc)
qdel(src)
/obj/structure/falsewall/Destroy()
density = 0
air_update_turf(1)
@@ -124,18 +135,11 @@
/obj/structure/falsewall/proc/dismantle(mob/user)
user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='warning'>You dismantle the false wall.</span>")
new /obj/structure/girder/displaced(loc)
if(mineral == "metal")
if(istype(src, /obj/structure/falsewall/reinforced))
new /obj/item/stack/sheet/plasteel(loc, 2)
else
new /obj/item/stack/sheet/metal(loc, 2)
else if(mineral == "wood")
new/obj/item/stack/sheet/wood(loc, 2)
else
var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new P(loc)
new P(loc)
if(can_deconstruct)
new girder_type(loc)
if(mineral_amount)
for(var/i in 1 to mineral_amount)
new mineral(loc)
playsound(src, 'sound/items/welder.ogg', 100, 1)
qdel(src)
@@ -148,7 +152,8 @@
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon = 'icons/turf/walls/reinforced_wall.dmi'
icon_state = "r_wall"
walltype = "rwall"
walltype = /turf/simulated/wall/r_wall
mineral = /obj/item/stack/sheet/plasteel
/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
@@ -166,8 +171,8 @@
desc = "A wall with uranium plating. This is probably a bad idea."
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium"
mineral = "uranium"
walltype = "uranium"
mineral = /obj/item/stack/sheet/mineral/uranium
walltype = /turf/simulated/wall/mineral/uranium
var/active = null
var/last_event = 0
canSmoothWith = list(/obj/structure/falsewall/uranium, /turf/simulated/wall/mineral/uranium)
@@ -201,8 +206,8 @@
desc = "A wall with gold plating. Swag!"
icon = 'icons/turf/walls/gold_wall.dmi'
icon_state = "gold"
mineral = "gold"
walltype = "gold"
mineral = /obj/item/stack/sheet/mineral/gold
walltype = /turf/simulated/wall/mineral/gold
canSmoothWith = list(/obj/structure/falsewall/gold, /turf/simulated/wall/mineral/gold)
/obj/structure/falsewall/silver
@@ -210,8 +215,8 @@
desc = "A wall with silver plating. Shiny."
icon = 'icons/turf/walls/silver_wall.dmi'
icon_state = "silver"
mineral = "silver"
walltype = "silver"
mineral = /obj/item/stack/sheet/mineral/silver
walltype = /turf/simulated/wall/mineral/silver
canSmoothWith = list(/obj/structure/falsewall/silver, /turf/simulated/wall/mineral/silver)
/obj/structure/falsewall/diamond
@@ -219,8 +224,8 @@
desc = "A wall with diamond plating. You monster."
icon = 'icons/turf/walls/diamond_wall.dmi'
icon_state = "diamond"
mineral = "diamond"
walltype = "diamond"
mineral = /obj/item/stack/sheet/mineral/diamond
walltype = /turf/simulated/wall/mineral/diamond
canSmoothWith = list(/obj/structure/falsewall/diamond, /turf/simulated/wall/mineral/diamond)
@@ -229,18 +234,18 @@
desc = "A wall with plasma plating. This is definately a bad idea."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma"
mineral = "plasma"
walltype = "plasma"
mineral = /obj/item/stack/sheet/mineral/plasma
walltype = /turf/simulated/wall/mineral/plasma
canSmoothWith = list(/obj/structure/falsewall/plasma, /turf/simulated/wall/mineral/plasma, /turf/simulated/wall/mineral/alien)
/obj/structure/falsewall/plasma/attackby(obj/item/W, mob/user, params)
if(is_hot(W) > 300)
message_admins("Plasma falsewall ignited by [key_name_admin(user)] in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma falsewall ignited by [key_name(user)] in ([x],[y],[z])")
message_admins("Plasma falsewall ignited by [key_name_admin(user)] in [ADMIN_VERBOSEJMP(T)]")
log_game("Plasma falsewall ignited by [key_name(user)] in [AREACOORD(T)]")
investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(user)]","atmos")
burnbabyburn()
return
..()
else
return ..()
/obj/structure/falsewall/plasma/proc/burnbabyburn(user)
playsound(src, 'sound/items/welder.ogg', 100, 1)
@@ -258,8 +263,8 @@
desc = "A strange-looking alien wall."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma"
mineral = "alien"
walltype = "alien"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/simulated/wall/mineral/abductor
canSmoothWith = list(/obj/structure/falsewall/alien, /turf/simulated/wall/mineral/alien)
@@ -268,16 +273,16 @@
desc = "A wall with bananium plating. Honk!"
icon = 'icons/turf/walls/bananium_wall.dmi'
icon_state = "bananium"
mineral = "clown"
walltype = "clown"
mineral = /obj/item/stack/sheet/mineral/bananium
walltype = /turf/simulated/wall/mineral/bananium
canSmoothWith = list(/obj/structure/falsewall/bananium, /turf/simulated/wall/mineral/bananium)
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = "sandstone"
mineral = "sandstone"
walltype = "sandstone"
mineral = /obj/item/stack/sheet/mineral/sandstone
walltype = /turf/simulated/wall/mineral/sandstone
canSmoothWith = list(/obj/structure/falsewall/sandstone, /turf/simulated/wall/mineral/sandstone)
/obj/structure/falsewall/wood
@@ -285,8 +290,8 @@
desc = "A wall with wooden plating. Stiff."
icon = 'icons/turf/walls/wood_wall.dmi'
icon_state = "wood"
mineral = "wood"
walltype = "wood"
mineral = /obj/item/stack/sheet/wood
walltype = /turf/simulated/wall/mineral/wood
canSmoothWith = list(/obj/structure/falsewall/wood, /turf/simulated/wall/mineral/wood)
/obj/structure/falsewall/iron
@@ -294,8 +299,9 @@
desc = "A wall with rough metal plating."
icon = 'icons/turf/walls/iron_wall.dmi'
icon_state = "iron"
mineral = "metal"
walltype = "iron"
mineral = /obj/item/stack/rods
mineral_amount = 5
walltype = /turf/simulated/wall/mineral/iron
canSmoothWith = list(/obj/structure/falsewall/iron, /turf/simulated/wall/mineral/iron)
/obj/structure/falsewall/abductor
@@ -303,8 +309,8 @@
desc = "A wall with alien alloy plating."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor"
mineral = "abductor"
walltype = "abductor"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/simulated/wall/mineral/abductor
canSmoothWith = list(/obj/structure/falsewall/abductor, /turf/simulated/wall/mineral/abductor)
/obj/structure/falsewall/titanium
@@ -324,3 +330,23 @@
walltype = /turf/simulated/wall/mineral/plastitanium
smooth = SMOOTH_MORE
canSmoothWith = list(/turf/simulated/wall/mineral/plastitanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock, /obj/structure/window/full/shuttle, /obj/structure/shuttle/engine/heater)
/obj/structure/falsewall/brass
name = "clockwork wall"
desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
icon = 'icons/turf/walls/clockwork_wall.dmi'
icon_state = "clockwork_wall"
resistance_flags = FIRE_PROOF
unacidable = TRUE
mineral_amount = 1
canSmoothWith = list(/obj/effect/clockwork/overlay/wall, /obj/structure/falsewall/brass)
girder_type = /obj/structure/clockwork/wall_gear/displaced
walltype = /turf/simulated/wall/clockwork
mineral = /obj/item/stack/tile/brass
/obj/structure/falsewall/brass/New(loc)
..()
var/turf/T = get_turf(src)
new /obj/effect/temp_visual/ratvar/wall/false(T)
new /obj/effect/temp_visual/ratvar/beam/falsewall(T)
+16
View File
@@ -63,3 +63,19 @@
/obj/structure/fluff/drake_statue/falling //A variety of statue in disrepair; parts are broken off and a gemstone is missing
desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off."
icon_state = "drake_statue_falling"
/obj/structure/fluff/divine
name = "Miracle"
icon = 'icons/obj/hand_of_god_structures.dmi'
anchored = TRUE
density = TRUE
/obj/structure/fluff/divine/nexus
name = "nexus"
desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
icon_state = "nexus"
/obj/structure/fluff/divine/conduit
name = "conduit"
desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
icon_state = "conduit"
+49
View File
@@ -32,6 +32,8 @@
if(resistance_flags & INDESTRUCTIBLE)
return
if(istype(C, /obj/item/wirecutters))
var/obj/item/wirecutters/W = C
playsound(loc, W.usesound, 50, 1)
to_chat(user, "<span class='notice'>Slicing [name] joints...</span>")
deconstruct()
else
@@ -58,6 +60,26 @@
if(current_size >= STAGE_FOUR)
qdel(src)
/obj/structure/lattice/clockwork
name = "cog lattice"
desc = "A lightweight support lattice. These hold the Justicar's station together."
icon = 'icons/obj/smooth_structures/lattice_clockwork.dmi'
/obj/structure/lattice/clockwork/Initialize(mapload)
. = ..()
ratvar_act()
/obj/structure/lattice/clockwork/ratvar_act()
if((x + y) % 2 != 0)
icon = 'icons/obj/smooth_structures/lattice_clockwork_large.dmi'
pixel_x = -9
pixel_y = -9
else
icon = 'icons/obj/smooth_structures/lattice_clockwork.dmi'
pixel_x = 0
pixel_y = 0
return TRUE
/obj/structure/lattice/catwalk
name = "catwalk"
desc = "A catwalk for easier EVA maneuvering and cable placement."
@@ -81,3 +103,30 @@
for(var/obj/structure/cable/C in T)
C.deconstruct()
..()
/obj/structure/lattice/catwalk/clockwork
name = "clockwork catwalk"
icon = 'icons/obj/smooth_structures/catwalk_clockwork.dmi'
canSmoothWith = list(/obj/structure/lattice,
/turf/simulated/floor,
/turf/simulated/wall,
/obj/structure/falsewall)
smooth = SMOOTH_MORE
/obj/structure/lattice/catwalk/clockwork/Initialize(mapload)
. = ..()
ratvar_act()
if(!mapload)
new /obj/effect/temp_visual/ratvar/floor/catwalk(loc)
new /obj/effect/temp_visual/ratvar/beam/catwalk(loc)
/obj/structure/lattice/catwalk/clockwork/ratvar_act()
if((x + y) % 2 != 0)
icon = 'icons/obj/smooth_structures/catwalk_clockwork_large.dmi'
pixel_x = -9
pixel_y = -9
else
icon = 'icons/obj/smooth_structures/catwalk_clockwork.dmi'
pixel_x = 0
pixel_y = 0
return TRUE
+24 -12
View File
@@ -6,7 +6,6 @@
icon_state = "mirror"
density = 0
anchored = 1
var/shattered = 0
var/list/ui_users = list()
/obj/structure/mirror/New(turf/T, newdir = SOUTH, building = FALSE)
@@ -23,7 +22,7 @@
pixel_x = 32
/obj/structure/mirror/attack_hand(mob/user)
if(shattered)
if(broken)
return
if(ishuman(user))
@@ -36,9 +35,9 @@
AC.ui_interact(user)
/obj/structure/mirror/proc/shatter()
if(shattered)
if(broken)
return
shattered = 1
broken = TRUE
icon_state = "mirror_broke"
playsound(src, "shatter", 70, 1)
desc = "Oh no, seven years of bad luck!"
@@ -46,7 +45,7 @@
/obj/structure/mirror/bullet_act(obj/item/projectile/Proj)
if(prob(Proj.damage * 2))
if(!shattered)
if(!broken)
shatter()
else
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
@@ -58,7 +57,7 @@
if(isscrewdriver(I))
user.visible_message("<span class='notice'>[user] begins to unfasten [src].</span>", "<span class='notice'>You begin to unfasten [src].</span>")
if(do_after(user, 30 * I.toolspeed, target = src))
if(shattered)
if(broken)
user.visible_message("<span class='notice'>[user] drops the broken shards to the floor.</span>", "<span class='notice'>You drop the broken shards on the floor.</span>")
new /obj/item/shard(get_turf(user))
else
@@ -68,7 +67,7 @@
return
user.do_attack_animation(src)
if(shattered)
if(broken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
@@ -85,7 +84,7 @@
if(islarva(user))
return
user.do_attack_animation(src)
if(shattered)
if(broken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
@@ -100,7 +99,7 @@
if(M.melee_damage_upper <= 0)
return
M.do_attack_animation(src)
if(shattered)
if(broken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
@@ -113,7 +112,7 @@
if(!S.is_adult)
return
user.do_attack_animation(src)
if(shattered)
if(broken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
@@ -136,7 +135,7 @@
icon_state = "magic_mirror"
/obj/structure/mirror/magic/attack_hand(mob/user)
if(!ishuman(user))
if(!ishuman(user) || broken)
return
var/mob/living/carbon/human/H = user
@@ -154,6 +153,9 @@
H.dna.real_name = newname
if(H.mind)
H.mind.name = newname
if(newname)
curse(user)
if("Body")
var/list/race_list = list("Human", "Tajaran", "Skrell", "Unathi", "Diona", "Vulpkanin")
@@ -172,6 +174,7 @@
AC.whitelist = race_list
ui_users[user] = AC
AC.ui_interact(user)
if("Voice")
var/voice_choice = input(user, "Perhaps...", "Voice effects") as null|anything in list("Comic Sans", "Wingdings", "Swedish", "Chav")
var/voice_mutation
@@ -192,8 +195,17 @@
H.dna.SetSEState(voice_mutation, TRUE)
genemutcheck(H, voice_mutation, null, MUTCHK_FORCED)
if(voice_choice)
curse(user)
/obj/structure/mirror/magic/on_ui_close(mob/user)
curse(user)
/obj/structure/mirror/magic/attackby(obj/item/I, mob/living/user, params)
return
/obj/structure/mirror/magic/shatter()
return //can't be broken. it's magic, i ain't gotta explain shit
return //can't be broken. it's magic, i ain't gotta explain shit
/obj/structure/mirror/magic/proc/curse(mob/living/user)
return
@@ -28,6 +28,11 @@
W.setDir(dir)
qdel(src)
/obj/structure/chair/ratvar_act()
var/obj/structure/chair/brass/B = new(get_turf(src))
B.setDir(dir)
qdel(src)
/obj/structure/chair/Move(atom/newloc, direct)
..()
handle_rotation()
@@ -146,35 +151,38 @@
name = "comfy chair"
desc = "It looks comfy."
icon_state = "comfychair"
color = rgb(255,255,255)
color = rgb(255, 255, 255)
burn_state = FLAMMABLE
burntime = 30
buildstackamount = 2
item_chair = null
var/image/armrest = null
/obj/structure/chair/comfy/New()
armrest = image("icons/obj/chairs.dmi", "comfychair_armrest")
/obj/structure/chair/comfy/Initialize(mapload)
armrest = GetArmrest()
armrest.layer = ABOVE_MOB_LAYER
return ..()
/obj/structure/chair/comfy/proc/GetArmrest()
return mutable_appearance('icons/obj/chairs.dmi', "comfychair_armrest")
/obj/structure/chair/comfy/Destroy()
QDEL_NULL(armrest)
return ..()
/obj/structure/chair/comfy/post_buckle_mob(mob/living/M)
..()
if(buckled_mob)
overlays += armrest
else
overlays -= armrest
. = ..()
update_armrest()
/obj/structure/chair/comfy/post_unbuckle_mob(mob/living/M)
..()
if(buckled_mob)
overlays -= armrest
. = ..()
update_armrest()
/obj/structure/chair/comfy/proc/update_armrest()
if(has_buckled_mobs())
add_overlay(armrest)
else
overlays += armrest
cut_overlay(armrest)
/obj/structure/chair/comfy/brown
color = rgb(141,70,0)
@@ -209,6 +217,14 @@
item_chair = null
buildstackamount = 5
/obj/structure/chair/comfy/shuttle
name = "shuttle seat"
desc = "A comfortable, secure seat. It has a more sturdy looking buckling system, for smoother flights."
icon_state = "shuttle_chair"
/obj/structure/chair/comfy/shuttle/GetArmrest()
return mutable_appearance('icons/obj/chairs.dmi', "shuttle_chair_armrest")
/obj/structure/chair/office/Bump(atom/A)
..()
if(!buckled_mob)
@@ -416,3 +432,41 @@
desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
icon_state = "chairold"
item_chair = null
// Brass chair
/obj/structure/chair/brass
name = "brass chair"
desc = "A spinny chair made of brass. It looks uncomfortable."
icon_state = "brass_chair"
max_integrity = 150
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 1
item_chair = null
var/turns = 0
/obj/structure/chair/brass/Destroy()
STOP_PROCESSING(SSfastprocess, src)
. = ..()
/obj/structure/chair/brass/process()
setDir(turn(dir,-90))
playsound(src, 'sound/effects/servostep.ogg', 50, FALSE)
turns++
if(turns >= 8)
STOP_PROCESSING(SSfastprocess, src)
/obj/structure/chair/brass/ratvar_act()
return
/obj/structure/chair/brass/AltClick(mob/living/user)
turns = 0
if(!istype(user) || user.incapacitated() || !in_range(src, user))
return
if(!isprocessing)
user.visible_message("<span class='notice'>[user] spins [src] around, and Ratvarian technology keeps it spinning FOREVER.</span>", \
"<span class='notice'>Automated spinny chairs. The pinnacle of Ratvarian technology.</span>")
START_PROCESSING(SSfastprocess, src)
else
user.visible_message("<span class='notice'>[user] stops [src]'s uncontrollable spinning.</span>", \
"<span class='notice'>You grab [src] and stop its wild spinning.</span>")
STOP_PROCESSING(SSfastprocess, src)
+1 -1
View File
@@ -377,7 +377,7 @@
qdel(i)
. = ..()
/obj/structure/table/glass/Crossed(atom/movable/AM)
/obj/structure/table/glass/Crossed(atom/movable/AM, oldloc)
. = ..()
if(!can_deconstruct)
return
+1 -1
View File
@@ -363,7 +363,7 @@
qdel(mymist)
ismist = 0
/obj/machinery/shower/Crossed(atom/movable/O)
/obj/machinery/shower/Crossed(atom/movable/O, oldloc)
..()
wash(O)
if(ismob(O))