mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
File restructuring!
This brings down a bunch of defines from /code/defines/obj.dm unto their appropriate files. I've moved morgue.dm from game/machinery into game/objects/structures since that file contains no machines. I've reorganized the objects/items/stacks folder and made a 'sheets' and 'tiles' folder to keep things separate I've separated stool_chair_bed.dm into its own folder which now contains the files: stools.dm, chairs.dm, bed.dm and alien_nests.dm to make it a little easier to go through. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4582 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1,5 +1,13 @@
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// BEDSHEET BIN
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/obj/structure/bedsheetbin
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name = "linen bin"
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desc = "A bin for containing bedsheets. It looks rather cosy."
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icon = 'icons/obj/items.dmi'
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icon_state = "bedbin"
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var/amount = 23.0
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anchored = 1.0
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/obj/structure/bedsheetbin/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/bedsheet))
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del(W)
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@@ -1,3 +1,15 @@
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/obj/structure/displaycase
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name = "Display Case"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "glassbox1"
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desc = "A display case for prized possessions. It taunts you to kick it."
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density = 1
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anchored = 1
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unacidable = 1//Dissolving the case would also delete the gun.
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var/health = 30
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var/occupied = 1
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var/destroyed = 0
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/obj/structure/displaycase/ex_act(severity)
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switch(severity)
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if (1)
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@@ -1,34 +1,65 @@
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/obj/structure/falsewall
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var/mineral = "metal"
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/obj/structure/falserwall
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var/mineral = "metal"
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/obj/structure/falsewall/gold
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name = "gold wall"
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desc = "A wall with gold plating. Swag"
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icon_state = ""
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mineral = "gold"
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/obj/structure/falsewall/silver
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name = "silver wall"
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desc = "A wall with silver plating. Shiny"
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icon_state = ""
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mineral = "silver"
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/obj/structure/falsewall/diamond
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name = "diamond wall"
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desc = "A wall with diamond plating. You monster"
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icon_state = ""
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mineral = "diamond"
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/obj/structure/falsewall/uranium
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name = "uranium wall"
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desc = "A wall with uranium plating. This is probably a bad idea"
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icon_state = ""
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mineral = "uranium"
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var/active = null
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var/last_event = 0
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/obj/structure/falsewall/plasma
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name = "plasma wall"
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desc = "A wall with plasma plating. This is definately a bad idea"
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icon_state = ""
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mineral = "plasma"
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//-----------wtf?-----------start
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/obj/structure/falsewall/bananium
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name = "bananium wall"
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desc = "A wall with bananium plating. Honk"
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icon_state = ""
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/obj/structure/falsewall/clown
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mineral = "clown"
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/obj/structure/falsewall/sand
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name = "sandstone wall"
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desc = "A wall with sandstone plating."
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icon_state = ""
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/obj/structure/falsewall/sandstone
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mineral = "sandstone"
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//------------wtf?------------end
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/*/obj/structure/falsewall/wood
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mineral = "wood"*/
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/obj/structure/falserwall
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name = "r wall"
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desc = "A huge chunk of reinforced metal used to seperate rooms."
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icon = 'icons/turf/walls.dmi'
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icon_state = "r_wall"
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density = 1
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opacity = 1
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anchored = 1
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var/mineral = "metal"
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/obj/structure/falsewall/attack_hand(mob/user as mob)
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if(density)
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@@ -1,5 +1,16 @@
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//////Kitchen Spike
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/obj/structure/kitchenspike
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name = "a meat spike"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spike"
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desc = "A spike for collecting meat from animals"
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density = 1
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anchored = 1
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var/meat = 0
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var/occupied = 0
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var/meattype = 0 // 0 - Nothing, 1 - Monkey, 2 - Xeno
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/obj/structure/kitchenspike
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attack_paw(mob/user as mob)
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return src.attack_hand(usr)
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@@ -1,3 +1,37 @@
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/obj/structure/lattice
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desc = "A lightweight support lattice."
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name = "lattice"
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icon = 'icons/obj/structures.dmi'
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icon_state = "latticefull"
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density = 0
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anchored = 1.0
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layer = 2.3 //under pipes
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// flags = CONDUCT
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/obj/structure/lattice/New()
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..()
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if(!(istype(src.loc, /turf/space)))
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del(src)
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for(var/obj/structure/lattice/LAT in src.loc)
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if(LAT != src)
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del(LAT)
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icon = 'icons/obj/smoothlattice.dmi'
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icon_state = "latticeblank"
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updateOverlays()
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for (var/dir in cardinal)
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var/obj/structure/lattice/L
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if(locate(/obj/structure/lattice, get_step(src, dir)))
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L = locate(/obj/structure/lattice, get_step(src, dir))
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L.updateOverlays()
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/obj/structure/lattice/Del()
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for (var/dir in cardinal)
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var/obj/structure/lattice/L
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if(locate(/obj/structure/lattice, get_step(src, dir)))
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L = locate(/obj/structure/lattice, get_step(src, dir))
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L.updateOverlays(src.loc)
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..()
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/obj/structure/lattice/blob_act()
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del(src)
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return
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@@ -28,4 +62,22 @@
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new /obj/item/stack/rods(src.loc)
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del(src)
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return
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return
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/obj/structure/lattice/proc/updateOverlays()
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//if(!(istype(src.loc, /turf/space)))
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// del(src)
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spawn(1)
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overlays = list()
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var/dir_sum = 0
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for (var/direction in cardinal)
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if(locate(/obj/structure/lattice, get_step(src, direction)))
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dir_sum += direction
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else
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if(!(istype(get_step(src, direction), /turf/space)))
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dir_sum += direction
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icon_state = "lattice[dir_sum]"
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return
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@@ -1,3 +1,14 @@
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/obj/structure/mopbucket
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desc = "Fill it with water, but don't forget a mop!"
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name = "mop bucket"
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icon = 'icons/obj/janitor.dmi'
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icon_state = "mopbucket"
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density = 1
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flags = FPRINT
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pressure_resistance = ONE_ATMOSPHERE
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flags = FPRINT | TABLEPASS | OPENCONTAINER
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var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
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/obj/structure/mopbucket/New()
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var/datum/reagents/R = new/datum/reagents(100)
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reagents = R
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@@ -0,0 +1,401 @@
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/* Morgue stuff
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* Contains:
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* Morgue
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* Morgue trays
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* Creamatorium
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* Creamatorium trays
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*/
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/*
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* Morgue
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*/
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/obj/structure/morgue
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name = "morgue"
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desc = "Used to keep bodies in untill someone fetches them."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morgue1"
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density = 1
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var/obj/structure/m_tray/connected = null
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anchored = 1.0
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/obj/structure/morgue/proc/update()
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if (src.connected)
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src.icon_state = "morgue0"
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else
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if (src.contents.len)
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src.icon_state = "morgue2"
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else
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src.icon_state = "morgue1"
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return
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/obj/structure/morgue/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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ex_act(severity)
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del(src)
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return
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if(2.0)
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if (prob(50))
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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ex_act(severity)
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del(src)
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return
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if(3.0)
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if (prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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ex_act(severity)
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del(src)
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return
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return
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/obj/structure/morgue/alter_health()
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return src.loc
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/obj/structure/morgue/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/morgue/attack_hand(mob/user as mob)
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if (src.connected)
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for(var/atom/movable/A as mob|obj in src.connected.loc)
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if (!( A.anchored ))
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A.loc = src
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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//src.connected = null
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del(src.connected)
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else
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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src.connected = new /obj/structure/m_tray( src.loc )
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step(src.connected, EAST)
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src.connected.layer = OBJ_LAYER
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var/turf/T = get_step(src, EAST)
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if (T.contents.Find(src.connected))
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src.connected.connected = src
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src.icon_state = "morgue0"
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.connected.loc
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src.connected.icon_state = "morguet"
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else
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//src.connected = null
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del(src.connected)
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src.add_fingerprint(user)
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update()
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return
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/obj/structure/morgue/attackby(P as obj, mob/user as mob)
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if (istype(P, /obj/item/weapon/pen))
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var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
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if (user.get_active_hand() != P)
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return
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if ((!in_range(src, usr) && src.loc != user))
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return
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t = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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if (t)
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src.name = text("Morgue- '[]'", t)
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else
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src.name = "Morgue"
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src.add_fingerprint(user)
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return
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/obj/structure/morgue/relaymove(mob/user as mob)
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if (user.stat)
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return
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src.connected = new /obj/structure/m_tray( src.loc )
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step(src.connected, EAST)
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src.connected.layer = OBJ_LAYER
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var/turf/T = get_step(src, EAST)
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if (T.contents.Find(src.connected))
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src.connected.connected = src
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src.icon_state = "morgue0"
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.connected.loc
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//Foreach goto(106)
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src.connected.icon_state = "morguet"
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else
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//src.connected = null
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del(src.connected)
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return
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/*
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* Morgue tray
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*/
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/obj/structure/m_tray
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name = "morgue tray"
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desc = "Apply corpse before closing."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morguet"
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density = 1
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layer = 2.0
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var/obj/structure/morgue/connected = null
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anchored = 1.0
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/obj/structure/m_tray/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if (istype(mover, /obj/item/weapon/dummy))
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return 1
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else
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return ..()
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/obj/structure/m_tray/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/m_tray/attack_hand(mob/user as mob)
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if (src.connected)
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for(var/atom/movable/A as mob|obj in src.loc)
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if (!( A.anchored ))
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A.loc = src.connected
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//Foreach goto(26)
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src.connected.connected = null
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src.connected.update()
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add_fingerprint(user)
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//SN src = null
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del(src)
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return
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return
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/obj/structure/m_tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
|
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if ((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src) || user.contents.Find(O)))
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return
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if (!ismob(O) && !istype(O, /obj/structure/closet/body_bag))
|
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return
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O.loc = src.loc
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if (user != O)
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for(var/mob/B in viewers(user, 3))
|
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if ((B.client && !( B.blinded )))
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B << text("\red [] stuffs [] into []!", user, O, src)
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return
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/*
|
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* Crematorium
|
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*/
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/obj/structure/crematorium
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name = "crematorium"
|
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desc = "A human incinerator. Works well on barbeque nights."
|
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "crema1"
|
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density = 1
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var/obj/structure/c_tray/connected = null
|
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anchored = 1.0
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var/cremating = 0
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var/id = 1
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var/locked = 0
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/obj/structure/crematorium/proc/update()
|
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if (src.connected)
|
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src.icon_state = "crema0"
|
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else
|
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if (src.contents.len)
|
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src.icon_state = "crema2"
|
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else
|
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src.icon_state = "crema1"
|
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return
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/obj/structure/crematorium/ex_act(severity)
|
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switch(severity)
|
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if(1.0)
|
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for(var/atom/movable/A as mob|obj in src)
|
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A.loc = src.loc
|
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ex_act(severity)
|
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del(src)
|
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return
|
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if(2.0)
|
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if (prob(50))
|
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for(var/atom/movable/A as mob|obj in src)
|
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A.loc = src.loc
|
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ex_act(severity)
|
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del(src)
|
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return
|
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if(3.0)
|
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if (prob(5))
|
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for(var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.loc
|
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ex_act(severity)
|
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del(src)
|
||||
return
|
||||
return
|
||||
|
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/obj/structure/crematorium/alter_health()
|
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return src.loc
|
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|
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/obj/structure/crematorium/attack_paw(mob/user as mob)
|
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return src.attack_hand(user)
|
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|
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/obj/structure/crematorium/attack_hand(mob/user as mob)
|
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// if (cremating) AWW MAN! THIS WOULD BE SO MUCH MORE FUN ... TO WATCH
|
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// user.show_message("\red Uh-oh, that was a bad idea.", 1)
|
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// //usr << "Uh-oh, that was a bad idea."
|
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// src:loc:poison += 20000000
|
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// src:loc:firelevel = src:loc:poison
|
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// return
|
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if (cremating)
|
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usr << "\red It's locked."
|
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return
|
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if ((src.connected) && (src.locked == 0))
|
||||
for(var/atom/movable/A as mob|obj in src.connected.loc)
|
||||
if (!( A.anchored ))
|
||||
A.loc = src
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
//src.connected = null
|
||||
del(src.connected)
|
||||
else if (src.locked == 0)
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
src.connected = new /obj/structure/c_tray( src.loc )
|
||||
step(src.connected, SOUTH)
|
||||
src.connected.layer = OBJ_LAYER
|
||||
var/turf/T = get_step(src, SOUTH)
|
||||
if (T.contents.Find(src.connected))
|
||||
src.connected.connected = src
|
||||
src.icon_state = "crema0"
|
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for(var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.connected.loc
|
||||
src.connected.icon_state = "cremat"
|
||||
else
|
||||
//src.connected = null
|
||||
del(src.connected)
|
||||
src.add_fingerprint(user)
|
||||
update()
|
||||
|
||||
/obj/structure/crematorium/attackby(P as obj, mob/user as mob)
|
||||
if (istype(P, /obj/item/weapon/pen))
|
||||
var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
|
||||
if (user.get_active_hand() != P)
|
||||
return
|
||||
if ((!in_range(src, usr) > 1 && src.loc != user))
|
||||
return
|
||||
t = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
|
||||
if (t)
|
||||
src.name = text("Crematorium- '[]'", t)
|
||||
else
|
||||
src.name = "Crematorium"
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/structure/crematorium/relaymove(mob/user as mob)
|
||||
if (user.stat || locked)
|
||||
return
|
||||
src.connected = new /obj/structure/c_tray( src.loc )
|
||||
step(src.connected, SOUTH)
|
||||
src.connected.layer = OBJ_LAYER
|
||||
var/turf/T = get_step(src, SOUTH)
|
||||
if (T.contents.Find(src.connected))
|
||||
src.connected.connected = src
|
||||
src.icon_state = "crema0"
|
||||
for(var/atom/movable/A as mob|obj in src)
|
||||
A.loc = src.connected.loc
|
||||
//Foreach goto(106)
|
||||
src.connected.icon_state = "cremat"
|
||||
else
|
||||
//src.connected = null
|
||||
del(src.connected)
|
||||
return
|
||||
|
||||
/obj/structure/crematorium/proc/cremate(atom/A, mob/user as mob)
|
||||
// for(var/obj/machinery/crema_switch/O in src) //trying to figure a way to call the switch, too drunk to sort it out atm
|
||||
// if(var/on == 1)
|
||||
// return
|
||||
if(cremating)
|
||||
return //don't let you cremate something twice or w/e
|
||||
|
||||
if(contents.len <= 0)
|
||||
for (var/mob/M in viewers(src))
|
||||
M.show_message("\red You hear a hollow crackle.", 1)
|
||||
return
|
||||
|
||||
else
|
||||
if(!isemptylist(src.search_contents_for(/obj/item/weapon/disk/nuclear)))
|
||||
usr << "You get the feeling that you shouldn't cremate one of the items in the cremator."
|
||||
return
|
||||
|
||||
for (var/mob/M in viewers(src))
|
||||
M.show_message("\red You hear a roar as the crematorium activates.", 1)
|
||||
|
||||
cremating = 1
|
||||
locked = 1
|
||||
|
||||
for(var/mob/living/M in contents)
|
||||
if (M.stat!=2)
|
||||
M.emote("scream")
|
||||
//Logging for this causes runtimes resulting in the cremator locking up. Commenting it out until that's figured out.
|
||||
//M.attack_log += "\[[time_stamp()]\] Has been cremated by <b>[user]/[user.ckey]</b>" //No point in this when the mob's about to be deleted
|
||||
//user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
|
||||
//log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
|
||||
M.death(1)
|
||||
M.ghostize()
|
||||
del(M)
|
||||
|
||||
for(var/obj/O in contents) //obj instead of obj/item so that bodybags and ashes get destroyed. We dont want tons and tons of ash piling up
|
||||
del(O)
|
||||
|
||||
new /obj/effect/decal/cleanable/ash(src)
|
||||
sleep(30)
|
||||
cremating = 0
|
||||
locked = 0
|
||||
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
|
||||
return
|
||||
|
||||
|
||||
/*
|
||||
* Crematorium tray
|
||||
*/
|
||||
/obj/structure/c_tray
|
||||
name = "crematorium tray"
|
||||
desc = "Apply body before burning."
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "cremat"
|
||||
density = 1
|
||||
layer = 2.0
|
||||
var/obj/structure/crematorium/connected = null
|
||||
anchored = 1.0
|
||||
|
||||
/obj/structure/c_tray/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if (istype(mover, /obj/item/weapon/dummy))
|
||||
return 1
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/structure/c_tray/attack_paw(mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/structure/c_tray/attack_hand(mob/user as mob)
|
||||
if (src.connected)
|
||||
for(var/atom/movable/A as mob|obj in src.loc)
|
||||
if (!( A.anchored ))
|
||||
A.loc = src.connected
|
||||
//Foreach goto(26)
|
||||
src.connected.connected = null
|
||||
src.connected.update()
|
||||
add_fingerprint(user)
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/structure/c_tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
|
||||
if ((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src) || user.contents.Find(O)))
|
||||
return
|
||||
if (!ismob(O) && !istype(O, /obj/structure/closet/body_bag))
|
||||
return
|
||||
O.loc = src.loc
|
||||
if (user != O)
|
||||
for(var/mob/B in viewers(user, 3))
|
||||
if ((B.client && !( B.blinded )))
|
||||
B << text("\red [] stuffs [] into []!", user, O, src)
|
||||
//Foreach goto(99)
|
||||
return
|
||||
|
||||
/obj/machinery/crema_switch/attack_hand(mob/user as mob)
|
||||
if(src.allowed(usr))
|
||||
for (var/obj/structure/crematorium/C in world)
|
||||
if (C.id == id)
|
||||
if (!C.cremating)
|
||||
C.cremate(user)
|
||||
else
|
||||
usr << "\red Access denied."
|
||||
return
|
||||
|
||||
@@ -1,4 +1,12 @@
|
||||
/obj/structure/noticeboard
|
||||
name = "Notice Board"
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "nboard00"
|
||||
flags = FPRINT
|
||||
desc = "A board for pinning important notices upon."
|
||||
density = 0
|
||||
anchored = 1
|
||||
var/notices = 0
|
||||
|
||||
//attaching papers!!
|
||||
/obj/structure/noticeboard/attackby(var/obj/item/weapon/O as obj, var/mob/user as mob)
|
||||
|
||||
+8
-3
@@ -1,4 +1,12 @@
|
||||
//Alium nests. Essentially beds with an unbuckle delay that only aliums can buckle mobs to.
|
||||
|
||||
/obj/structure/stool/bed/nest
|
||||
name = "alien nest"
|
||||
desc = "It's a gruesome pile of thick, sticky resin shaped like a nest."
|
||||
icon = 'icons/mob/alien.dmi'
|
||||
icon_state = "nest"
|
||||
var/health = 100
|
||||
|
||||
/obj/structure/stool/bed/nest/manual_unbuckle(mob/user as mob)
|
||||
if(buckled_mob)
|
||||
if(buckled_mob.buckled == src)
|
||||
@@ -48,9 +56,6 @@
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/structure/stool/blob_act()
|
||||
del(src)
|
||||
|
||||
/obj/structure/stool/bed/nest/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
var/aforce = W.force
|
||||
health = max(0, health - aforce)
|
||||
+33
-101
@@ -1,59 +1,40 @@
|
||||
/obj/structure/stool/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(5))
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
/* Beds... get your mind out of the gutter, they're for sleeping!
|
||||
* Contains:
|
||||
* Beds
|
||||
* Roller beds
|
||||
*/
|
||||
|
||||
/obj/structure/stool/blob_act()
|
||||
if(prob(75))
|
||||
new /obj/item/stack/sheet/metal(src.loc)
|
||||
del(src)
|
||||
/*
|
||||
* Beds
|
||||
*/
|
||||
/obj/structure/stool/bed
|
||||
name = "bed"
|
||||
desc = "This is used to lie in, sleep in or strap on."
|
||||
icon_state = "bed"
|
||||
var/mob/living/buckled_mob
|
||||
|
||||
/obj/structure/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
new /obj/item/stack/sheet/metal(src.loc)
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
if(istype(W, /obj/item/assembly/shock_kit))
|
||||
var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
E.dir = src.dir
|
||||
E.part = W
|
||||
W.loc = E
|
||||
W.master = E
|
||||
user.u_equip(W)
|
||||
W.layer = initial(W.layer)
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/stool/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
new /obj/item/stack/sheet/wood(src.loc)
|
||||
del(src)
|
||||
else
|
||||
..()
|
||||
/obj/structure/stool/bed/alien
|
||||
name = "resting contraption"
|
||||
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
|
||||
icon_state = "abed"
|
||||
|
||||
/obj/structure/stool/bed/Del()
|
||||
unbuckle()
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/attack_paw(mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/structure/stool/bed/attack_hand(mob/user as mob)
|
||||
manual_unbuckle(user)
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
|
||||
if(!istype(M)) return
|
||||
buckle_mob(M, user)
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/proc/unbuckle()
|
||||
if(buckled_mob)
|
||||
if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
|
||||
@@ -106,58 +87,9 @@
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/MouseDrop_T(mob/M as mob, mob/user as mob)
|
||||
if(!istype(M)) return
|
||||
buckle_mob(M, user)
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/attack_paw(mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/structure/stool/bed/attack_hand(mob/user as mob)
|
||||
manual_unbuckle(user)
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/chair/New()
|
||||
if(anchored)
|
||||
src.verbs -= /atom/movable/verb/pull
|
||||
handle_rotation()
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
|
||||
if(src.dir == NORTH)
|
||||
src.layer = FLY_LAYER
|
||||
else
|
||||
src.layer = OBJ_LAYER
|
||||
|
||||
if(buckled_mob)
|
||||
if(buckled_mob.loc != src.loc)
|
||||
buckled_mob.buckled = null //Temporary, so Move() succeeds.
|
||||
if(!buckled_mob.Move(loc))
|
||||
unbuckle()
|
||||
buckled_mob = null
|
||||
else
|
||||
buckled_mob.buckled = src //Restoring
|
||||
if(buckled_mob)
|
||||
buckled_mob.dir = dir
|
||||
|
||||
/obj/structure/stool/bed/chair/verb/rotate()
|
||||
set name = "Rotate Chair"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
src.dir = turn(src.dir, 90)
|
||||
handle_rotation()
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
|
||||
if(!istype(M)) return
|
||||
buckle_mob(M, user)
|
||||
return
|
||||
|
||||
//roller bed
|
||||
|
||||
/*
|
||||
* Roller beds
|
||||
*/
|
||||
/obj/structure/stool/bed/roller
|
||||
name = "roller bed"
|
||||
icon = 'icons/obj/rollerbed.dmi'
|
||||
@@ -190,4 +122,4 @@
|
||||
density = 0
|
||||
icon_state = "down"
|
||||
..()
|
||||
return
|
||||
return
|
||||
@@ -0,0 +1,109 @@
|
||||
/obj/structure/stool/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
|
||||
name = "chair"
|
||||
desc = "You sit in this. Either by will or force."
|
||||
icon_state = "chair"
|
||||
|
||||
/obj/structure/stool/bed/chair/New()
|
||||
if(anchored)
|
||||
src.verbs -= /atom/movable/verb/pull
|
||||
handle_rotation()
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
if(istype(W, /obj/item/assembly/shock_kit))
|
||||
var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
E.dir = src.dir
|
||||
E.part = W
|
||||
W.loc = E
|
||||
W.master = E
|
||||
user.u_equip(W)
|
||||
W.layer = initial(W.layer)
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
|
||||
if(src.dir == NORTH)
|
||||
src.layer = FLY_LAYER
|
||||
else
|
||||
src.layer = OBJ_LAYER
|
||||
|
||||
if(buckled_mob)
|
||||
if(buckled_mob.loc != src.loc)
|
||||
buckled_mob.buckled = null //Temporary, so Move() succeeds.
|
||||
if(!buckled_mob.Move(loc))
|
||||
unbuckle()
|
||||
buckled_mob = null
|
||||
else
|
||||
buckled_mob.buckled = src //Restoring
|
||||
if(buckled_mob)
|
||||
buckled_mob.dir = dir
|
||||
|
||||
/obj/structure/stool/bed/chair/verb/rotate()
|
||||
set name = "Rotate Chair"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
src.dir = turn(src.dir, 90)
|
||||
handle_rotation()
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
|
||||
if(!istype(M)) return
|
||||
buckle_mob(M, user)
|
||||
return
|
||||
|
||||
// Chair types
|
||||
/obj/structure/stool/bed/chair/wood/normal
|
||||
icon_state = "wooden_chair"
|
||||
name = "wooden chair"
|
||||
desc = "Old is never too old to not be in fashion."
|
||||
|
||||
/obj/structure/stool/bed/chair/wood/wings
|
||||
icon_state = "wooden_chair_wings"
|
||||
name = "wooden chair"
|
||||
desc = "Old is never too old to not be in fashion."
|
||||
|
||||
/obj/structure/stool/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
new /obj/item/stack/sheet/wood(src.loc)
|
||||
del(src)
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy
|
||||
name = "comfy chair"
|
||||
desc = "It looks comfy."
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/brown
|
||||
icon_state = "comfychair_brown"
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/beige
|
||||
icon_state = "comfychair_beige"
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/teal
|
||||
icon_state = "comfychair_teal"
|
||||
|
||||
/obj/structure/stool/bed/chair/office
|
||||
anchored = 0
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/black
|
||||
icon_state = "comfychair_black"
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/lime
|
||||
icon_state = "comfychair_lime"
|
||||
|
||||
/obj/structure/stool/bed/chair/office/Move()
|
||||
..()
|
||||
handle_rotation()
|
||||
|
||||
/obj/structure/stool/bed/chair/office/light
|
||||
icon_state = "officechair_white"
|
||||
|
||||
/obj/structure/stool/bed/chair/office/dark
|
||||
icon_state = "officechair_dark"
|
||||
@@ -0,0 +1,35 @@
|
||||
/obj/structure/stool
|
||||
name = "stool"
|
||||
desc = "Apply butt."
|
||||
icon = 'icons/obj/objects.dmi'
|
||||
icon_state = "stool"
|
||||
anchored = 1.0
|
||||
flags = FPRINT
|
||||
pressure_resistance = 3*ONE_ATMOSPHERE
|
||||
|
||||
/obj/structure/stool/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(5))
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/structure/stool/blob_act()
|
||||
if(prob(75))
|
||||
new /obj/item/stack/sheet/metal(src.loc)
|
||||
del(src)
|
||||
|
||||
/obj/structure/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
new /obj/item/stack/sheet/metal(src.loc)
|
||||
del(src)
|
||||
return
|
||||
@@ -1,10 +1,213 @@
|
||||
/* Tables and Racks
|
||||
* Contains:
|
||||
* Tables
|
||||
* Wooden tables
|
||||
* Reinforced tables
|
||||
* Racks
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
CONTAINS:
|
||||
TABLE AND RACK OBJECT INTERATIONS
|
||||
*/
|
||||
* Tables
|
||||
*/
|
||||
/obj/structure/table
|
||||
name = "table"
|
||||
desc = "A square piece of metal standing on four metal legs. It can not move."
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
icon_state = "table"
|
||||
density = 1
|
||||
anchored = 1.0
|
||||
layer = 2.8
|
||||
throwpass = 1 //You can throw objects over this, despite it's density.")
|
||||
|
||||
/obj/structure/table/New()
|
||||
..()
|
||||
for(var/obj/structure/table/T in src.loc)
|
||||
if(T != src)
|
||||
del(T)
|
||||
update_icon()
|
||||
for(var/direction in list(1,2,4,8,5,6,9,10))
|
||||
if(locate(/obj/structure/table,get_step(src,direction)))
|
||||
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
|
||||
T.update_icon()
|
||||
|
||||
/obj/structure/table/Del()
|
||||
for(var/direction in list(1,2,4,8,5,6,9,10))
|
||||
if(locate(/obj/structure/table,get_step(src,direction)))
|
||||
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
|
||||
T.update_icon()
|
||||
..()
|
||||
|
||||
/obj/structure/table/update_icon()
|
||||
spawn(2) //So it properly updates when deleting
|
||||
var/dir_sum = 0
|
||||
for(var/direction in list(1,2,4,8,5,6,9,10))
|
||||
var/skip_sum = 0
|
||||
for(var/obj/structure/window/W in src.loc)
|
||||
if(W.dir == direction) //So smooth tables don't go smooth through windows
|
||||
skip_sum = 1
|
||||
continue
|
||||
var/inv_direction //inverse direction
|
||||
switch(direction)
|
||||
if(1)
|
||||
inv_direction = 2
|
||||
if(2)
|
||||
inv_direction = 1
|
||||
if(4)
|
||||
inv_direction = 8
|
||||
if(8)
|
||||
inv_direction = 4
|
||||
if(5)
|
||||
inv_direction = 10
|
||||
if(6)
|
||||
inv_direction = 9
|
||||
if(9)
|
||||
inv_direction = 6
|
||||
if(10)
|
||||
inv_direction = 5
|
||||
for(var/obj/structure/window/W in get_step(src,direction))
|
||||
if(W.dir == inv_direction) //So smooth tables don't go smooth through windows when the window is on the other table's tile
|
||||
skip_sum = 1
|
||||
continue
|
||||
if(!skip_sum) //means there is a window between the two tiles in this direction
|
||||
if(locate(/obj/structure/table,get_step(src,direction)))
|
||||
if(direction <5)
|
||||
dir_sum += direction
|
||||
else
|
||||
if(direction == 5) //This permits the use of all table directions. (Set up so clockwise around the central table is a higher value, from north)
|
||||
dir_sum += 16
|
||||
if(direction == 6)
|
||||
dir_sum += 32
|
||||
if(direction == 8) //Aherp and Aderp. Jezes I am stupid. -- SkyMarshal
|
||||
dir_sum += 8
|
||||
if(direction == 10)
|
||||
dir_sum += 64
|
||||
if(direction == 9)
|
||||
dir_sum += 128
|
||||
|
||||
var/table_type = 0 //stand_alone table
|
||||
if(dir_sum%16 in cardinal)
|
||||
table_type = 1 //endtable
|
||||
dir_sum %= 16
|
||||
if(dir_sum%16 in list(3,12))
|
||||
table_type = 2 //1 tile thick, streight table
|
||||
if(dir_sum%16 == 3) //3 doesn't exist as a dir
|
||||
dir_sum = 2
|
||||
if(dir_sum%16 == 12) //12 doesn't exist as a dir.
|
||||
dir_sum = 4
|
||||
if(dir_sum%16 in list(5,6,9,10))
|
||||
if(locate(/obj/structure/table,get_step(src.loc,dir_sum%16)))
|
||||
table_type = 3 //full table (not the 1 tile thick one, but one of the 'tabledir' tables)
|
||||
else
|
||||
table_type = 2 //1 tile thick, corner table (treated the same as streight tables in code later on)
|
||||
dir_sum %= 16
|
||||
if(dir_sum%16 in list(13,14,7,11)) //Three-way intersection
|
||||
table_type = 5 //full table as three-way intersections are not sprited, would require 64 sprites to handle all combinations. TOO BAD -- SkyMarshal
|
||||
switch(dir_sum%16) //Begin computation of the special type tables. --SkyMarshal
|
||||
if(7)
|
||||
if(dir_sum == 23)
|
||||
table_type = 6
|
||||
dir_sum = 8
|
||||
else if(dir_sum == 39)
|
||||
dir_sum = 4
|
||||
table_type = 6
|
||||
else if(dir_sum == 55 || dir_sum == 119 || dir_sum == 247 || dir_sum == 183)
|
||||
dir_sum = 4
|
||||
table_type = 3
|
||||
else
|
||||
dir_sum = 4
|
||||
if(11)
|
||||
if(dir_sum == 75)
|
||||
dir_sum = 5
|
||||
table_type = 6
|
||||
else if(dir_sum == 139)
|
||||
dir_sum = 9
|
||||
table_type = 6
|
||||
else if(dir_sum == 203 || dir_sum == 219 || dir_sum == 251 || dir_sum == 235)
|
||||
dir_sum = 8
|
||||
table_type = 3
|
||||
else
|
||||
dir_sum = 8
|
||||
if(13)
|
||||
if(dir_sum == 29)
|
||||
dir_sum = 10
|
||||
table_type = 6
|
||||
else if(dir_sum == 141)
|
||||
dir_sum = 6
|
||||
table_type = 6
|
||||
else if(dir_sum == 189 || dir_sum == 221 || dir_sum == 253 || dir_sum == 157)
|
||||
dir_sum = 1
|
||||
table_type = 3
|
||||
else
|
||||
dir_sum = 1
|
||||
if(14)
|
||||
if(dir_sum == 46)
|
||||
dir_sum = 1
|
||||
table_type = 6
|
||||
else if(dir_sum == 78)
|
||||
dir_sum = 2
|
||||
table_type = 6
|
||||
else if(dir_sum == 110 || dir_sum == 254 || dir_sum == 238 || dir_sum == 126)
|
||||
dir_sum = 2
|
||||
table_type = 3
|
||||
else
|
||||
dir_sum = 2 //These translate the dir_sum to the correct dirs from the 'tabledir' icon_state.
|
||||
if(dir_sum%16 == 15)
|
||||
table_type = 4 //4-way intersection, the 'middle' table sprites will be used.
|
||||
|
||||
if(istype(src,/obj/structure/table/reinforced))
|
||||
switch(table_type)
|
||||
if(0)
|
||||
icon_state = "reinf_table"
|
||||
if(1)
|
||||
icon_state = "reinf_1tileendtable"
|
||||
if(2)
|
||||
icon_state = "reinf_1tilethick"
|
||||
if(3)
|
||||
icon_state = "reinf_tabledir"
|
||||
if(4)
|
||||
icon_state = "reinf_middle"
|
||||
if(5)
|
||||
icon_state = "reinf_tabledir2"
|
||||
if(6)
|
||||
icon_state = "reinf_tabledir3"
|
||||
else if(istype(src,/obj/structure/table/woodentable))
|
||||
switch(table_type)
|
||||
if(0)
|
||||
icon_state = "wood_table"
|
||||
if(1)
|
||||
icon_state = "wood_1tileendtable"
|
||||
if(2)
|
||||
icon_state = "wood_1tilethick"
|
||||
if(3)
|
||||
icon_state = "wood_tabledir"
|
||||
if(4)
|
||||
icon_state = "wood_middle"
|
||||
if(5)
|
||||
icon_state = "wood_tabledir2"
|
||||
if(6)
|
||||
icon_state = "wood_tabledir3"
|
||||
else
|
||||
switch(table_type)
|
||||
if(0)
|
||||
icon_state = "table"
|
||||
if(1)
|
||||
icon_state = "table_1tileendtable"
|
||||
if(2)
|
||||
icon_state = "table_1tilethick"
|
||||
if(3)
|
||||
icon_state = "tabledir"
|
||||
if(4)
|
||||
icon_state = "table_middle"
|
||||
if(5)
|
||||
icon_state = "tabledir2"
|
||||
if(6)
|
||||
icon_state = "tabledir3"
|
||||
if (dir_sum in list(1,2,4,8,5,6,9,10))
|
||||
dir = dir_sum
|
||||
else
|
||||
dir = 2
|
||||
|
||||
//TABLE
|
||||
/obj/structure/table/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
@@ -179,7 +382,15 @@ TABLE AND RACK OBJECT INTERATIONS
|
||||
return
|
||||
|
||||
|
||||
//WOODEN TABLES
|
||||
/*
|
||||
* Wooden tables
|
||||
*/
|
||||
/obj/structure/table/woodentable
|
||||
name = "wooden table"
|
||||
desc = "Do not apply fire to this. Rumour says it burns easily."
|
||||
icon_state = "wood_table"
|
||||
|
||||
|
||||
/obj/structure/table/woodentable/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
|
||||
if (istype(W, /obj/item/weapon/grab))
|
||||
@@ -221,7 +432,16 @@ TABLE AND RACK OBJECT INTERATIONS
|
||||
return
|
||||
|
||||
|
||||
//REINFORCED TABLES
|
||||
/*
|
||||
* Reinforced tables
|
||||
*/
|
||||
/obj/structure/table/reinforced
|
||||
name = "reinforced table"
|
||||
desc = "A version of the four legged table. It is stronger."
|
||||
icon_state = "reinf_table"
|
||||
var/status = 2
|
||||
|
||||
|
||||
/obj/structure/table/reinforced/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
|
||||
if (istype(W, /obj/item/weapon/grab))
|
||||
@@ -289,7 +509,19 @@ TABLE AND RACK OBJECT INTERATIONS
|
||||
//if(W && W.loc) W.loc = src.loc
|
||||
return
|
||||
|
||||
//RACKS
|
||||
|
||||
/*
|
||||
* Racks
|
||||
*/
|
||||
/obj/structure/rack
|
||||
name = "rack"
|
||||
desc = "Different from the Middle Ages version."
|
||||
icon = 'icons/obj/objects.dmi'
|
||||
icon_state = "rack"
|
||||
density = 1
|
||||
flags = FPRINT
|
||||
anchored = 1.0
|
||||
throwpass = 1 //You can throw objects over this, despite it's density.
|
||||
|
||||
/obj/structure/rack/ex_act(severity)
|
||||
switch(severity)
|
||||
|
||||
Reference in New Issue
Block a user