mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-09 14:15:22 +01:00
@@ -35,7 +35,7 @@
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component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
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component_parts += new /obj/item/stack/cable_coil(src, 1)
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RefreshParts()
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/obj/machinery/atmospherics/unary/cryo_cell/New()
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..()
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component_parts = list()
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@@ -53,7 +53,7 @@
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for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
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C += M.rating
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current_heat_capacity = 50 * C
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efficiency = C
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efficiency = C
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/obj/machinery/atmospherics/unary/cryo_cell/initialize()
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if(node) return
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@@ -115,6 +115,11 @@
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/obj/machinery/atmospherics/unary/cryo_cell/process()
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..()
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if(occupant)
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if(occupant.health >= 100)
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on = 0
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go_out()
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playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
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if(!node)
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return
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if(!on)
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@@ -153,7 +158,7 @@
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return
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ui_interact(user)
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/**
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* The ui_interact proc is used to open and update Nano UIs
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@@ -268,15 +273,15 @@
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if (istype(G, /obj/item/weapon/screwdriver))
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if(occupant || on)
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user << "<span class='notice'>The maintenance panel is locked.</span>"
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return
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return
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default_deconstruction_screwdriver(user, "cell-o", "cell-off", G)
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return
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return
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if(exchange_parts(user, G))
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return
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default_deconstruction_crowbar(G)
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if(istype(G, /obj/item/weapon/grab))
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if(panel_open)
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user << "\blue <b>Close the maintenance panel first.</b>"
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@@ -1105,8 +1105,9 @@
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/obj/item/clothing/under/sundress=2,/obj/item/clothing/under/stripeddress = 1, /obj/item/clothing/under/sailordress = 1, /obj/item/clothing/under/redeveninggown = 1, /obj/item/clothing/under/blacktango=1,/obj/item/clothing/suit/jacket=3,
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/obj/item/clothing/glasses/regular=2,/obj/item/clothing/head/sombrero=1,/obj/item/clothing/suit/poncho=1,
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/obj/item/clothing/suit/ianshirt=1,/obj/item/clothing/shoes/laceup=2,/obj/item/clothing/shoes/black=4,
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/obj/item/clothing/shoes/sandal=1)
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contraband = list(/obj/item/clothing/under/syndicate/tacticool=1,/obj/item/clothing/mask/balaclava=1,/obj/item/clothing/head/ushanka=1,/obj/item/clothing/under/soviet=1)
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/obj/item/clothing/shoes/sandal=1,
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/obj/item/weapon/storage/belt/fannypack=1, /obj/item/weapon/storage/belt/fannypack/blue=1, /obj/item/weapon/storage/belt/fannypack/red=1)
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contraband = list(/obj/item/clothing/under/syndicate/tacticool=1,/obj/item/clothing/mask/balaclava=1,/obj/item/clothing/head/ushanka=1,/obj/item/clothing/under/soviet=1,/obj/item/weapon/storage/belt/fannypack/black=1)
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premium = list(/obj/item/clothing/under/suit_jacket/checkered=1,/obj/item/clothing/head/mailman=1,/obj/item/clothing/under/rank/mailman=1,/obj/item/clothing/suit/jacket/leather=1,/obj/item/clothing/under/pants/mustangjeans=1)
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refill_canister = /obj/item/weapon/vending_refill/clothing
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@@ -68,7 +68,10 @@
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if (M.ear_damage >= 5)
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M << "<span class='warning'>Your ears start to ring!</span>"
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/obj/item/weapon/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve
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////////////////////
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//Clusterbang
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////////////////////
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/obj/item/weapon/grenade/flashbang/clusterbang
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desc = "Use of this weapon may constiute a war crime in your area, consult your local captain."
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name = "clusterbang"
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icon = 'icons/obj/grenade.dmi'
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@@ -78,60 +81,60 @@
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update_mob()
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var/numspawned = rand(4,8)
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var/again = 0
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for(var/more = numspawned,more > 0,more--)
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if(prob(35))
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again++
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numspawned --
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numspawned--
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for(,numspawned > 0, numspawned--)
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spawn(0)
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new /obj/item/weapon/grenade/flashbang/cluster(src.loc)//Launches flashbangs
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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for(var/loop = numspawned, loop > 0, loop--)
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new /obj/item/weapon/grenade/flashbang/cluster(loc)//Launches flashbangs
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for(var/loop = again ,loop > 0, loop--)
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new /obj/item/weapon/grenade/flashbang/clusterbang/segment(loc)//Creates a 'segment' that launches a few more flashbangs
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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for(,again > 0, again--)
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spawn(0)
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new /obj/item/weapon/grenade/flashbang/clusterbang/segment(src.loc)//Creates a 'segment' that launches a few more flashbangs
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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del(src)
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//////////////////////
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//Clusterbang segment
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//////////////////////
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/obj/item/weapon/grenade/flashbang/clusterbang/segment
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desc = "A smaller segment of a clusterbang. Better run."
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name = "clusterbang segment"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "clusterbang_segment"
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/obj/item/weapon/grenade/flashbang/clusterbang/segment/New()//Segments should never exist except part of the clusterbang, since these immediately 'do their thing' and asplode
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/obj/item/weapon/grenade/flashbang/clusterbang/segment/New()
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..()
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icon_state = "clusterbang_segment_active"
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active = 1
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var/stepdist = rand(1,4)//How far to step
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var/temploc = src.loc//Saves the current location to know where to step away from
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walk_away(src,temploc,stepdist)//I must go, my people need me
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var/dettime = rand(15,60)
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spawn(dettime)
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walk_away(src,loc,rand(1,4))
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spawn(rand(15,60))
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prime()
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..()
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/obj/item/weapon/grenade/flashbang/clusterbang/segment/prime()
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update_mob()
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var/numspawned = rand(4,8)
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for(var/more = numspawned,more > 0,more--)
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if(prob(35))
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numspawned --
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for(,numspawned > 0, numspawned--)
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spawn(0)
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new /obj/item/weapon/grenade/flashbang/cluster(src.loc)
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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for(var/loop = numspawned ,loop > 0, loop--)
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new /obj/item/weapon/grenade/flashbang/cluster(loc)
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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del(src)
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/obj/item/weapon/grenade/flashbang/cluster/New()//Same concept as the segments, so that all of the parts don't become reliant on the clusterbang
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////////////////////////////////
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//Clusterbang spawned flashbang
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////////////////////////////////
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/obj/item/weapon/grenade/flashbang/cluster/New()
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..()
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icon_state = "flashbang_active"
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active = 1
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banglet = 1
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var/stepdist = rand(1,3)
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var/temploc = src.loc
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walk_away(src,temploc,stepdist)
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var/dettime = rand(15,60)
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spawn(dettime)
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prime()
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walk_away(src,loc,rand(1,3))
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spawn(rand(15,60))
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prime()
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@@ -217,20 +217,22 @@
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icon_override = 'icons/mob/in-hand/duffelbag.dmi'
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icon_state = "duffel"
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item_state = "duffel"
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storage_slots = 10 // Duffelbags can hold more items.
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max_combined_w_class = 25
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storage_slots = 9 // Duffelbags can hold more items.
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slowdown = 1
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/obj/item/weapon/storage/backpack/duffel/syndimed
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name = "suspicious duffelbag"
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desc = "A black and red duffelbag with a red and white cross sewn onto it."
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icon_state = "duffel-syndimed"
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item_state = "duffel-syndimed"
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slowdown = 0
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/obj/item/weapon/storage/backpack/duffel/syndiammo
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name = "suspicious duffelbag"
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desc = "A black and red duffelbag with a patch depicting shotgun shells sewn onto it."
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icon_state = "duffel-syndiammo"
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item_state = "duffel-syndiammo"
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slowdown = 0
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/obj/item/weapon/storage/backpack/duffel/captain
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name = "captain's duffelbag"
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@@ -47,7 +47,8 @@
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"/obj/item/stack/cable_coil",
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"/obj/item/device/t_scanner",
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"/obj/item/device/analyzer",
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"/obj/item/taperoll/engineering")
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"/obj/item/taperoll/engineering",
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"/obj/item/weapon/extinguisher/mini")
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/obj/item/weapon/storage/belt/utility/full/New()
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@@ -198,6 +199,18 @@
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new /obj/item/ammo_casing/shotgun/beanbag(src)
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new /obj/item/ammo_casing/shotgun/beanbag(src)
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/obj/item/weapon/storage/belt/holster
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name = "shoulder holster"
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desc = "A holster to conceal a carried handgun. WARNING: Badasses only."
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icon_state = "holster"
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item_state = "holster"
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storage_slots = 1
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max_w_class = 3
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can_hold = list(
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"/obj/item/weapon/gun/projectile/automatic/pistol",
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"/obj/item/weapon/gun/projectile/revolver/detective"
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)
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/obj/item/weapon/storage/belt/wands
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name = "wand belt"
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desc = "A belt designed to hold various rods of power. A veritable fanny pack of exotic magic."
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@@ -220,3 +233,61 @@
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for(var/obj/item/weapon/gun/magic/wand/W in contents) //All wands in this pack come in the best possible condition
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W.max_charges = initial(W.max_charges)
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W.charges = W.max_charges
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/obj/item/weapon/storage/belt/fannypack
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name = "fannypack"
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desc = "A dorky fannypack for keeping small items in."
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icon_state = "fannypack_leather"
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item_state = "fannypack_leather"
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storage_slots = 3
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max_w_class = 2
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/obj/item/weapon/storage/belt/fannypack/black
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name = "black fannypack"
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icon_state = "fannypack_black"
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item_state = "fannypack_black"
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/obj/item/weapon/storage/belt/fannypack/red
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name = "red fannypack"
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icon_state = "fannypack_red"
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item_state = "fannypack_red"
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/obj/item/weapon/storage/belt/fannypack/purple
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name = "purple fannypack"
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icon_state = "fannypack_purple"
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item_state = "fannypack_purple"
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/obj/item/weapon/storage/belt/fannypack/blue
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name = "blue fannypack"
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icon_state = "fannypack_blue"
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item_state = "fannypack_blue"
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/obj/item/weapon/storage/belt/fannypack/orange
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name = "orange fannypack"
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icon_state = "fannypack_orange"
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item_state = "fannypack_orange"
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/obj/item/weapon/storage/belt/fannypack/white
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name = "white fannypack"
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icon_state = "fannypack_white"
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item_state = "fannypack_white"
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||||
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/obj/item/weapon/storage/belt/fannypack/green
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name = "green fannypack"
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||||
icon_state = "fannypack_green"
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item_state = "fannypack_green"
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||||
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||||
/obj/item/weapon/storage/belt/fannypack/pink
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name = "pink fannypack"
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||||
icon_state = "fannypack_pink"
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item_state = "fannypack_pink"
|
||||
|
||||
/obj/item/weapon/storage/belt/fannypack/cyan
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name = "cyan fannypack"
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||||
icon_state = "fannypack_cyan"
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||||
item_state = "fannypack_cyan"
|
||||
|
||||
/obj/item/weapon/storage/belt/fannypack/yellow
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||||
name = "yellow fannypack"
|
||||
icon_state = "fannypack_yellow"
|
||||
item_state = "fannypack_yellow"
|
||||
@@ -16,10 +16,7 @@
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||||
new /obj/item/weapon/storage/backpack/industrial(src)
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel_eng(src)
|
||||
if (prob(70))
|
||||
new /obj/item/clothing/tie/storage/brown_vest(src)
|
||||
else
|
||||
new /obj/item/clothing/tie/storage/webbing(src)
|
||||
new /obj/item/weapon/storage/backpack/duffel/engineering(src)
|
||||
new /obj/item/blueprints(src)
|
||||
new /obj/item/clothing/under/rank/chief_engineer(src)
|
||||
new /obj/item/clothing/head/hardhat/white(src)
|
||||
@@ -109,10 +106,7 @@
|
||||
new /obj/item/weapon/storage/backpack/industrial(src)
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel_eng(src)
|
||||
if (prob(70))
|
||||
new /obj/item/clothing/tie/storage/brown_vest(src)
|
||||
else
|
||||
new /obj/item/clothing/tie/storage/webbing(src)
|
||||
new /obj/item/weapon/storage/backpack/duffel/engineering(src)
|
||||
new /obj/item/weapon/storage/toolbox/mechanical(src)
|
||||
new /obj/item/device/radio/headset/headset_eng(src)
|
||||
new /obj/item/clothing/under/rank/engineer(src)
|
||||
@@ -145,10 +139,7 @@
|
||||
new /obj/item/weapon/storage/backpack/industrial(src)
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel_eng(src)
|
||||
if (prob(70))
|
||||
new /obj/item/clothing/tie/storage/brown_vest(src)
|
||||
else
|
||||
new /obj/item/clothing/tie/storage/webbing(src)
|
||||
new /obj/item/weapon/storage/backpack/duffel/engineering(src)
|
||||
new /obj/item/weapon/extinguisher(src)
|
||||
new /obj/item/clothing/suit/storage/hazardvest(src)
|
||||
new /obj/item/clothing/mask/gas(src)
|
||||
|
||||
@@ -69,6 +69,7 @@
|
||||
new /obj/item/weapon/storage/backpack/medic(src)
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel_med(src)
|
||||
new /obj/item/weapon/storage/backpack/duffel/medical(src)
|
||||
new /obj/item/clothing/under/rank/medical(src)
|
||||
new /obj/item/clothing/suit/storage/labcoat(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
@@ -128,6 +129,7 @@
|
||||
new /obj/item/weapon/storage/backpack/medic(src)
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel_med(src)
|
||||
new /obj/item/weapon/storage/backpack/duffel/medical(src)
|
||||
new /obj/item/clothing/suit/bio_suit/cmo(src)
|
||||
new /obj/item/clothing/head/bio_hood/cmo(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
/obj/structure/closet/secure_closet/personal/New()
|
||||
..()
|
||||
spawn(2)
|
||||
if(prob(50))
|
||||
new /obj/item/weapon/storage/backpack/duffel(src)
|
||||
if(prob(50))
|
||||
new /obj/item/weapon/storage/backpack(src)
|
||||
else
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
new /obj/item/weapon/storage/backpack/captain(src)
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel_cap(src)
|
||||
new /obj/item/weapon/storage/backpack/duffel/captain(src)
|
||||
new /obj/item/clothing/suit/captunic(src)
|
||||
new /obj/item/clothing/suit/captunic/capjacket(src)
|
||||
new /obj/item/clothing/head/caphat/parade(src)
|
||||
@@ -116,7 +117,6 @@
|
||||
new /obj/item/weapon/gun/energy/advtaser(src)
|
||||
new /obj/item/weapon/storage/belt/security(src)
|
||||
new /obj/item/taperoll/police(src)
|
||||
new /obj/item/clothing/tie/holster/armpit(src)
|
||||
return
|
||||
|
||||
|
||||
@@ -308,7 +308,7 @@
|
||||
new /obj/item/ammo_box/c38(src)
|
||||
new /obj/item/weapon/gun/projectile/revolver/detective(src)
|
||||
new /obj/item/taperoll/police(src)
|
||||
new /obj/item/clothing/tie/holster/armpit(src)
|
||||
new /obj/item/weapon/storage/belt/holster(src)
|
||||
return
|
||||
|
||||
/obj/structure/closet/secure_closet/detective/update_icon()
|
||||
|
||||
@@ -43,6 +43,8 @@
|
||||
new /obj/item/ammo_box/magazine/m10mm(src)
|
||||
new /obj/item/weapon/storage/box/teargas(src)
|
||||
new /obj/item/weapon/storage/box/flashbangs(src)
|
||||
new /obj/item/weapon/storage/backpack/duffel/syndimed(src)
|
||||
new /obj/item/weapon/storage/backpack/duffel/syndiammo(src)
|
||||
new /obj/item/weapon/gun/projectile/automatic/bulldog(src)
|
||||
new /obj/item/weapon/gun/projectile/automatic/bulldog(src)
|
||||
new /obj/item/weapon/gun/projectile/automatic/bulldog(src)
|
||||
|
||||
@@ -20,6 +20,8 @@
|
||||
icon_closed = "red"
|
||||
|
||||
/obj/structure/closet/wardrobe/red/New()
|
||||
new /obj/item/weapon/storage/backpack/duffel/security(src)
|
||||
new /obj/item/weapon/storage/backpack/duffel/security(src)
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
@@ -377,6 +379,8 @@
|
||||
new /obj/item/clothing/head/soft/grey(src)
|
||||
new /obj/item/clothing/head/soft/grey(src)
|
||||
new /obj/item/clothing/head/soft/grey(src)
|
||||
if(prob(50))
|
||||
new /obj/item/weapon/storage/backpack/duffel(src)
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -10,11 +10,11 @@
|
||||
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
|
||||
var/dirt = 0
|
||||
var/dirtoverlay = null
|
||||
|
||||
|
||||
/turf/simulated/New()
|
||||
..()
|
||||
levelupdate()
|
||||
|
||||
|
||||
/turf/simulated/proc/MakeSlippery(var/wet_setting = 1) // 1 = Water, 2 = Lube
|
||||
if(wet >= wet_setting)
|
||||
return
|
||||
@@ -32,7 +32,7 @@
|
||||
if(wet > wet_setting) return
|
||||
wet = 0
|
||||
if(wet_overlay)
|
||||
overlays -= wet_overlay
|
||||
overlays -= wet_overlay
|
||||
|
||||
/turf/simulated/proc/AddTracks(var/typepath,var/mob,var/bloodDNA,var/comingdir,var/goingdir)
|
||||
var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src
|
||||
@@ -45,14 +45,15 @@
|
||||
if (istype(A,/mob/living/carbon))
|
||||
var/mob/living/carbon/M = A
|
||||
if(M.lying) return
|
||||
dirt++
|
||||
if (dirt >= 50)
|
||||
var/obj/effect/decal/cleanable/dirt/dirtoverlay = locate(/obj/effect/decal/cleanable/dirt, src)
|
||||
if (!dirtoverlay)
|
||||
if(prob(80))
|
||||
dirt++
|
||||
var/obj/effect/decal/cleanable/dirt/dirtoverlay = locate(/obj/effect/decal/cleanable/dirt, src)
|
||||
if(dirt >= 100)
|
||||
if(!dirtoverlay)
|
||||
dirtoverlay = new/obj/effect/decal/cleanable/dirt(src)
|
||||
dirtoverlay.alpha = 15
|
||||
else if (dirt > 50)
|
||||
dirtoverlay.alpha = min(dirtoverlay.alpha+5, 255)
|
||||
dirtoverlay.alpha = 10
|
||||
else if(dirt > 100)
|
||||
dirtoverlay.alpha = min(dirtoverlay.alpha+10, 200)
|
||||
if(istype(M, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(istype(H.shoes, /obj/item/clothing/shoes/clown_shoes))
|
||||
|
||||
@@ -322,15 +322,16 @@
|
||||
on_fire = 0
|
||||
suiciding = 0
|
||||
buckled = initial(src.buckled)
|
||||
|
||||
|
||||
if(iscarbon(src))
|
||||
var/mob/living/carbon/C = src
|
||||
C.handcuffed = initial(C.handcuffed)
|
||||
|
||||
// restore all of the human's blood
|
||||
// restore all of the human's blood and reset their shock stage
|
||||
if(ishuman(src))
|
||||
var/mob/living/carbon/human/human_mob = src
|
||||
human_mob.restore_blood()
|
||||
human_mob.shock_stage = 0
|
||||
|
||||
restore_all_organs()
|
||||
if(stat == 2)
|
||||
@@ -757,6 +758,6 @@
|
||||
else if(!on && floating)
|
||||
animate(src, pixel_y = initial(pixel_y), time = 10)
|
||||
floating = 0
|
||||
|
||||
|
||||
/mob/living/proc/can_use_vents()
|
||||
return "You can't fit into that vent."
|
||||
|
||||
@@ -516,7 +516,12 @@
|
||||
else if(M_TK in user.mutations)
|
||||
user << "You telekinetically remove the light [fitting]."
|
||||
else
|
||||
user << "You try to remove the light [fitting], but it's too hot and you don't want to burn your hand."
|
||||
user << "You try to remove the light [fitting], but you burn your hand on it!"
|
||||
|
||||
var/datum/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_hand")
|
||||
if(affecting.take_damage( 0, 5 )) // 5 burn damage
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
return // if burned, don't remove the light
|
||||
else
|
||||
user << "You remove the light [fitting]."
|
||||
|
||||
Reference in New Issue
Block a user