mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-26 21:48:21 +01:00
TG: Moved a batch of unchecked and a few unused files into the unused folder.
Remember if your scrolling though the list and something is unchecked it should almost certainly be checked. Simple animals moved over to the actual mob code area and out of the defines. r2868 Also added a bunch of files I forgot.
This commit is contained in:
@@ -0,0 +1,87 @@
|
||||
|
||||
/obj/structure/closet/extinguisher
|
||||
name = "extinguisher closet"
|
||||
desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
|
||||
icon_state = "extinguisher10"
|
||||
icon_opened = "extinguisher11"
|
||||
icon_closed = "extinguisher10"
|
||||
opened = 1
|
||||
anchored = 1
|
||||
density = 0
|
||||
var/obj/item/weapon/extinguisher/EXTINGUISHER = new/obj/item/weapon/extinguisher
|
||||
var/localopened = 1
|
||||
|
||||
open()
|
||||
return
|
||||
|
||||
close()
|
||||
return
|
||||
|
||||
attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if (isrobot(usr))
|
||||
return
|
||||
if (istype(O, /obj/item/weapon/extinguisher))
|
||||
if(!EXTINGUISHER)
|
||||
user.drop_item(O)
|
||||
src.contents += O
|
||||
EXTINGUISHER = O
|
||||
user << "\blue You place the extinguisher in the [src.name]."
|
||||
else
|
||||
localopened = !localopened
|
||||
else
|
||||
localopened = !localopened
|
||||
update_icon()
|
||||
|
||||
attack_hand(mob/user as mob)
|
||||
if(localopened)
|
||||
if(EXTINGUISHER)
|
||||
user.put_in_hand(EXTINGUISHER)
|
||||
EXTINGUISHER = null
|
||||
user << "\blue You take the extinguisher from the [name]."
|
||||
else
|
||||
localopened = !localopened
|
||||
|
||||
else
|
||||
localopened = !localopened
|
||||
update_icon()
|
||||
|
||||
verb/toggle_openness() //nice name, huh? HUH?!
|
||||
set name = "Open/Close"
|
||||
set category = "Object"
|
||||
|
||||
if (isrobot(usr))
|
||||
return
|
||||
|
||||
localopened = !localopened
|
||||
update_icon()
|
||||
|
||||
verb/remove_extinguisher()
|
||||
set name = "Remove Extinguisher"
|
||||
set category = "Object"
|
||||
|
||||
if (isrobot(usr))
|
||||
return
|
||||
|
||||
if (localopened)
|
||||
if(EXTINGUISHER)
|
||||
usr.put_in_hand(EXTINGUISHER)
|
||||
EXTINGUISHER = null
|
||||
usr << "\blue You take the extinguisher from the [name]."
|
||||
else
|
||||
usr << "\blue The [name] is empty."
|
||||
else
|
||||
usr << "\blue The [name] is closed."
|
||||
update_icon()
|
||||
|
||||
attack_paw(mob/user as mob)
|
||||
attack_hand(user)
|
||||
return
|
||||
|
||||
attack_ai(mob/user as mob)
|
||||
return
|
||||
|
||||
update_icon()
|
||||
var/hasextinguisher = 0
|
||||
if(EXTINGUISHER)
|
||||
hasextinguisher = 1
|
||||
icon_state = text("extinguisher[][]",hasextinguisher,src.localopened)
|
||||
@@ -0,0 +1,198 @@
|
||||
//I still dont think this should be a closet but whatever
|
||||
/obj/structure/closet/fireaxecabinet
|
||||
name = "Fire Axe Cabinet"
|
||||
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
|
||||
var/obj/item/weapon/fireaxe/fireaxe = new/obj/item/weapon/fireaxe
|
||||
icon_state = "fireaxe1000"
|
||||
icon_closed = "fireaxe1000"
|
||||
icon_opened = "fireaxe1100"
|
||||
anchored = 1
|
||||
density = 0
|
||||
var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
|
||||
opened = 1
|
||||
var/hitstaken = 0
|
||||
var/locked = 1
|
||||
var/smashed = 0
|
||||
|
||||
attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
|
||||
//..() //That's very useful, Erro
|
||||
|
||||
var/hasaxe = 0 //gonna come in handy later~
|
||||
if(fireaxe)
|
||||
hasaxe = 1
|
||||
|
||||
if (isrobot(usr) || src.locked)
|
||||
if(istype(O, /obj/item/device/multitool))
|
||||
user << "\red Resetting circuitry..."
|
||||
playsound(user, 'lockreset.ogg', 50, 1)
|
||||
sleep(50) // Sleeping time~
|
||||
src.locked = 0
|
||||
user << "\blue You disable the locking modules."
|
||||
update_icon()
|
||||
return
|
||||
else if(istype(O, /obj/item/weapon))
|
||||
var/obj/item/weapon/W = O
|
||||
if(src.smashed || src.localopened)
|
||||
if(localopened)
|
||||
localopened = 0
|
||||
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
spawn(10) update_icon()
|
||||
return
|
||||
else
|
||||
playsound(user, 'Glasshit.ogg', 100, 1) //We don't want this playing every time
|
||||
if(W.force < 15)
|
||||
user << "\blue The cabinet's protective glass glances off the hit."
|
||||
else
|
||||
src.hitstaken++
|
||||
if(src.hitstaken == 4)
|
||||
playsound(user, 'Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
|
||||
src.smashed = 1
|
||||
src.locked = 0
|
||||
src.localopened = 1
|
||||
update_icon()
|
||||
return
|
||||
if (istype(O, /obj/item/weapon/fireaxe) && src.localopened)
|
||||
if(!fireaxe)
|
||||
if(O.wielded)
|
||||
user << "\red Unwield the axe first."
|
||||
return
|
||||
fireaxe = O
|
||||
user.drop_item(O)
|
||||
src.contents += O
|
||||
user << "\blue You place the fire axe back in the [src.name]."
|
||||
update_icon()
|
||||
else
|
||||
if(src.smashed)
|
||||
return
|
||||
else
|
||||
localopened = !localopened
|
||||
if(localopened)
|
||||
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
spawn(10) update_icon()
|
||||
else
|
||||
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
spawn(10) update_icon()
|
||||
else
|
||||
if(src.smashed)
|
||||
return
|
||||
if(istype(O, /obj/item/device/multitool))
|
||||
if(localopened)
|
||||
localopened = 0
|
||||
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
spawn(10) update_icon()
|
||||
return
|
||||
else
|
||||
user << "\red Resetting circuitry..."
|
||||
sleep(50)
|
||||
src.locked = 1
|
||||
user << "\blue You re-enable the locking modules."
|
||||
playsound(user, 'lockenable.ogg', 50, 1)
|
||||
return
|
||||
else
|
||||
localopened = !localopened
|
||||
if(localopened)
|
||||
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
spawn(10) update_icon()
|
||||
else
|
||||
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
spawn(10) update_icon()
|
||||
|
||||
|
||||
|
||||
|
||||
attack_hand(mob/user as mob)
|
||||
|
||||
var/hasaxe = 0
|
||||
if(fireaxe)
|
||||
hasaxe = 1
|
||||
|
||||
if(src.locked)
|
||||
user <<"\red The cabinet won't budge!"
|
||||
return
|
||||
if(localopened)
|
||||
if(fireaxe)
|
||||
user.put_in_hand(fireaxe)
|
||||
fireaxe = null
|
||||
user << "\blue You take the fire axe from the [name]."
|
||||
src.add_fingerprint(user)
|
||||
update_icon()
|
||||
else
|
||||
if(src.smashed)
|
||||
return
|
||||
else
|
||||
localopened = !localopened
|
||||
if(localopened)
|
||||
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
spawn(10) update_icon()
|
||||
else
|
||||
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
spawn(10) update_icon()
|
||||
|
||||
else
|
||||
localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
|
||||
if(localopened)
|
||||
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
spawn(10) update_icon()
|
||||
else
|
||||
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
spawn(10) update_icon()
|
||||
|
||||
verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
|
||||
set name = "Open/Close"
|
||||
set category = "Object"
|
||||
|
||||
if (isrobot(usr) || src.locked || src.smashed)
|
||||
if(src.locked)
|
||||
usr << "\red The cabinet won't budge!"
|
||||
else if(src.smashed)
|
||||
usr << "\blue The protective glass is broken!"
|
||||
return
|
||||
|
||||
localopened = !localopened
|
||||
update_icon()
|
||||
|
||||
verb/remove_fire_axe()
|
||||
set name = "Remove Fire Axe"
|
||||
set category = "Object"
|
||||
|
||||
if (isrobot(usr))
|
||||
return
|
||||
|
||||
if (localopened)
|
||||
if(fireaxe)
|
||||
usr.put_in_hand(fireaxe)
|
||||
fireaxe = null
|
||||
usr << "\blue You take the Fire axe from the [name]."
|
||||
else
|
||||
usr << "\blue The [src.name] is empty."
|
||||
else
|
||||
usr << "\blue The [src.name] is closed."
|
||||
update_icon()
|
||||
|
||||
attack_paw(mob/user as mob)
|
||||
attack_hand(user)
|
||||
return
|
||||
|
||||
attack_ai(mob/user as mob)
|
||||
if(src.smashed)
|
||||
user << "\red The security of the cabinet is compromised."
|
||||
return
|
||||
else
|
||||
locked = !locked
|
||||
if(locked)
|
||||
user << "\red Cabinet locked."
|
||||
else
|
||||
user << "\blue Cabinet unlocked."
|
||||
return
|
||||
|
||||
update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
|
||||
var/hasaxe = 0
|
||||
if(fireaxe)
|
||||
hasaxe = 1
|
||||
icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
|
||||
|
||||
open()
|
||||
return
|
||||
|
||||
close()
|
||||
return
|
||||
@@ -1,281 +0,0 @@
|
||||
/obj/item/clothing/suit/powered
|
||||
name = "Powered armor"
|
||||
desc = "Not for rookies."
|
||||
icon_state = "swat"
|
||||
item_state = "swat"
|
||||
w_class = 4//bulky item
|
||||
|
||||
protective_temperature = 1000
|
||||
flags = FPRINT | TABLEPASS
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
|
||||
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
slowdown = 9
|
||||
var/fuel = 0
|
||||
|
||||
var/list/togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
|
||||
var/active = 0
|
||||
|
||||
var/helmrequired = 1
|
||||
var/obj/item/clothing/head/powered/helm
|
||||
|
||||
var/glovesrequired = 0
|
||||
var/obj/item/clothing/gloves/powered/gloves
|
||||
|
||||
var/shoesrequired = 0
|
||||
var/obj/item/clothing/shoes/powered/shoes
|
||||
//Adding gloves and shoes as possible armor components. --NEO
|
||||
|
||||
var/obj/item/powerarmor/servos/servos
|
||||
var/obj/item/powerarmor/reactive/reactive
|
||||
var/obj/item/powerarmor/atmoseal/atmoseal
|
||||
var/obj/item/powerarmor/power/power
|
||||
|
||||
New()
|
||||
verbs += /obj/item/clothing/suit/powered/proc/poweron
|
||||
|
||||
proc/poweron()
|
||||
set category = "Object"
|
||||
set name = "Activate armor systems"
|
||||
|
||||
var/mob/living/carbon/human/user = usr
|
||||
|
||||
if(user.stat)
|
||||
return //if you're unconscious or dead, no dicking with your armor. --NEO
|
||||
|
||||
if(!istype(user))
|
||||
user << "\red This suit was engineered for human use only."
|
||||
return
|
||||
|
||||
if(user.wear_suit!=src)
|
||||
user << "\red The suit functions best if you are inside of it."
|
||||
return
|
||||
|
||||
if(helmrequired && !istype(user.head, /obj/item/clothing/head/powered))
|
||||
user << "\red Helmet missing, unable to initiate power-on procedure."
|
||||
return
|
||||
|
||||
if(glovesrequired && !istype(user.gloves, /obj/item/clothing/gloves/powered))
|
||||
user << "\red Gloves missing, unable to initiate power-on procedure."
|
||||
return
|
||||
|
||||
if(shoesrequired && !istype(user.shoes, /obj/item/clothing/shoes/powered))
|
||||
user << "\red Shoes missing, unable to initiate power-on procedure."
|
||||
return
|
||||
|
||||
if(active)
|
||||
user << "\red The suit is already on, you can't turn it on twice."
|
||||
return
|
||||
|
||||
if(!power || !power.checkpower())
|
||||
user << "\red Powersource missing or depleted."
|
||||
return
|
||||
|
||||
verbs -= /obj/item/clothing/suit/powered/proc/poweron
|
||||
|
||||
user << "\blue Suit interlocks engaged."
|
||||
if(helmrequired)
|
||||
helm = user.head
|
||||
helm.canremove = 0
|
||||
if(glovesrequired)
|
||||
gloves = user.gloves
|
||||
gloves.canremove = 0
|
||||
if(shoesrequired)
|
||||
shoes = user.shoes
|
||||
shoes.canremove = 0
|
||||
canremove = 0
|
||||
sleep(20)
|
||||
|
||||
if(atmoseal)
|
||||
atmoseal.toggle()
|
||||
sleep(20)
|
||||
|
||||
if(reactive)
|
||||
reactive.toggle()
|
||||
sleep(20)
|
||||
|
||||
if(servos)
|
||||
servos.toggle()
|
||||
sleep(20)
|
||||
|
||||
user << "\blue All systems online."
|
||||
active = 1
|
||||
power.process()
|
||||
|
||||
verbs += /obj/item/clothing/suit/powered/proc/poweroff
|
||||
|
||||
|
||||
proc/poweroff()
|
||||
set category = "Object"
|
||||
set name = "Deactivate armor systems"
|
||||
powerdown() //BYOND doesn't seem to like it if you try using a proc with vars in it as a verb, hence this. --NEO
|
||||
|
||||
proc/powerdown(sudden = 0)
|
||||
|
||||
var/delay = sudden?0:20
|
||||
|
||||
var/mob/living/carbon/human/user = usr
|
||||
|
||||
if(user.stat && !sudden)
|
||||
return //if you're unconscious or dead, no dicking with your armor. --NEO
|
||||
|
||||
if(!active)
|
||||
return
|
||||
|
||||
verbs -= /obj/item/clothing/suit/powered/proc/poweroff
|
||||
|
||||
if(sudden)
|
||||
user << "\red Your armor loses power!"
|
||||
|
||||
if(servos)
|
||||
servos.toggle(sudden)
|
||||
sleep(delay)
|
||||
|
||||
if(reactive)
|
||||
reactive.toggle(sudden)
|
||||
sleep(delay)
|
||||
|
||||
if(atmoseal)
|
||||
if(istype(atmoseal, /obj/item/powerarmor/atmoseal/optional) && helm)
|
||||
atmoseal:helmtoggle(sudden)
|
||||
atmoseal.toggle(sudden)
|
||||
|
||||
sleep(delay)
|
||||
|
||||
if(!sudden)
|
||||
usr << "\blue Suit interlocks disengaged."
|
||||
if(helm)
|
||||
helm.canremove = 1
|
||||
helm = null
|
||||
if(gloves)
|
||||
gloves.canremove = 1
|
||||
gloves = null
|
||||
if(shoes)
|
||||
shoes.canremove = 1
|
||||
gloves = null
|
||||
canremove = 1
|
||||
//Not a tabbing error, the thing only unlocks if you intentionally power-down the armor. --NEO
|
||||
sleep(delay)
|
||||
|
||||
if(!sudden)
|
||||
usr << "\blue All systems disengaged."
|
||||
|
||||
active = 0
|
||||
verbs += /obj/item/clothing/suit/powered/proc/poweron
|
||||
|
||||
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(power && istype(power,/obj/item/powerarmor/power/plasma))
|
||||
switch(W.type)
|
||||
if(/obj/item/stack/sheet/plasma)
|
||||
if(fuel < 50)
|
||||
user << "\blue You feed some refined plasma into the armor's generator."
|
||||
power:fuel += 25
|
||||
W:amount--
|
||||
if (W:amount <= 0)
|
||||
del(W)
|
||||
return
|
||||
else
|
||||
user << "\red The generator already has plenty of plasma."
|
||||
return
|
||||
|
||||
if(/obj/item/weapon/ore/plasma) //raw plasma has impurities, so it doesn't provide as much fuel. --NEO
|
||||
if(fuel < 50)
|
||||
user << "\blue You feed some plasma into the armor's generator."
|
||||
power:fuel += 15
|
||||
del(W)
|
||||
return
|
||||
else
|
||||
user << "\red The generator already has plenty of plasma."
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/powered
|
||||
name = "Powered armor"
|
||||
icon_state = "swat"
|
||||
desc = "Not for rookies."
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
see_face = 0.0
|
||||
item_state = "swat"
|
||||
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
|
||||
var/obj/item/clothing/suit/powered/parent
|
||||
|
||||
proc/atmotoggle()
|
||||
set category = "Object"
|
||||
set name = "Toggle helmet seals"
|
||||
|
||||
var/mob/living/carbon/human/user = usr
|
||||
|
||||
if(!istype(user))
|
||||
user << "\red This helmet is not rated for nonhuman use."
|
||||
return
|
||||
|
||||
if(user.head != src)
|
||||
user << "\red Can't engage the seals without wearing the helmet."
|
||||
return
|
||||
|
||||
if(!user.wear_suit || !istype(user.wear_suit,/obj/item/clothing/suit/powered))
|
||||
user << "\red This helmet can only couple with powered armor."
|
||||
return
|
||||
|
||||
var/obj/item/clothing/suit/powered/armor = user.wear_suit
|
||||
|
||||
if(!armor.atmoseal || !istype(armor.atmoseal, /obj/item/powerarmor/atmoseal/optional))
|
||||
user << "\red This armor's atmospheric seals are missing or incompatible."
|
||||
return
|
||||
|
||||
armor.atmoseal:helmtoggle(0,1)
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/clothing/gloves/powered
|
||||
name = "Powered armor"
|
||||
icon_state = "swat"
|
||||
desc = "Not for rookies."
|
||||
flags = FPRINT | TABLEPASS
|
||||
item_state = "swat"
|
||||
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
|
||||
|
||||
/obj/item/clothing/shoes/powered
|
||||
name = "Powered armor"
|
||||
icon_state = "swat"
|
||||
desc = "Not for rookies."
|
||||
flags = FPRINT | TABLEPASS
|
||||
item_state = "swat"
|
||||
armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
|
||||
|
||||
|
||||
obj/item/clothing/suit/powered/spawnable/badmin
|
||||
New()
|
||||
servos = new /obj/item/powerarmor/servos(src)
|
||||
servos.parent = src
|
||||
reactive = new /obj/item/powerarmor/reactive(src)
|
||||
reactive.parent = src
|
||||
atmoseal = new /obj/item/powerarmor/atmoseal/optional/adminbus(src)
|
||||
atmoseal.parent = src
|
||||
power = new /obj/item/powerarmor/power(src)
|
||||
power.parent = src
|
||||
|
||||
verbs += /obj/item/clothing/suit/powered/proc/poweron
|
||||
|
||||
var/obj/item/clothing/head/powered/helm = new /obj/item/clothing/head/powered(src.loc)
|
||||
helm.verbs += /obj/item/clothing/head/powered/proc/atmotoggle
|
||||
|
||||
obj/item/clothing/suit/powered/spawnable/regular
|
||||
New()
|
||||
servos = new /obj/item/powerarmor/servos(src)
|
||||
servos.parent = src
|
||||
reactive = new /obj/item/powerarmor/reactive/centcomm(src)
|
||||
reactive.parent = src
|
||||
atmoseal = new /obj/item/powerarmor/atmoseal/optional/adminbus(src)
|
||||
atmoseal.parent = src
|
||||
power = new /obj/item/powerarmor/power(src)
|
||||
power.parent = src
|
||||
|
||||
verbs += /obj/item/clothing/suit/powered/proc/poweron
|
||||
|
||||
var/obj/item/clothing/head/powered/helm = new /obj/item/clothing/head/powered(src.loc)
|
||||
helm.verbs += /obj/item/clothing/head/powered/proc/atmotoggle
|
||||
@@ -1,246 +0,0 @@
|
||||
/obj/item/powerarmor
|
||||
name = "Generic power armor component"
|
||||
desc = "This is the base object, you should never see one."
|
||||
var/obj/item/clothing/suit/powered/parent //so the component knows which armor it belongs to.
|
||||
var/slowdown = 0 //how much the component slows down the wearer
|
||||
|
||||
proc/toggle()
|
||||
return
|
||||
//The child objects will use this proc
|
||||
|
||||
|
||||
|
||||
/obj/item/powerarmor/power
|
||||
name = "Adminbus power armor power source"
|
||||
desc = "Runs on the rare Badminium molecule."
|
||||
|
||||
process()
|
||||
return
|
||||
|
||||
proc/checkpower()
|
||||
return 1
|
||||
|
||||
plasma
|
||||
name = "Miniaturized plasma generator"
|
||||
desc = "Runs on plasma."
|
||||
slowdown = 1
|
||||
var/fuel = 0
|
||||
|
||||
process()
|
||||
if (fuel > 0 && parent.active)
|
||||
fuel--
|
||||
spawn(50)
|
||||
process()
|
||||
return
|
||||
else if (parent.active)
|
||||
parent.powerdown(1)
|
||||
return
|
||||
|
||||
checkpower()
|
||||
return fuel
|
||||
|
||||
powercell
|
||||
name = "Powercell interface"
|
||||
desc = "Boring, but reliable."
|
||||
var/obj/item/weapon/cell/cell
|
||||
slowdown = 0.5
|
||||
|
||||
process()
|
||||
if (cell && cell.charge > 0 && parent.active)
|
||||
cell.use(50)
|
||||
spawn(50)
|
||||
process()
|
||||
return
|
||||
else if (parent.active)
|
||||
parent.powerdown(1)
|
||||
return
|
||||
|
||||
checkpower()
|
||||
return max(cell.charge, 0)
|
||||
|
||||
nuclear
|
||||
name = "Miniaturized nuclear generator"
|
||||
desc = "For all your radioactive needs."
|
||||
slowdown = 1.5
|
||||
|
||||
process()
|
||||
if(!crit_fail)
|
||||
if (prob(src.reliability)) return 1 //No failure
|
||||
if (prob(src.reliability))
|
||||
for (var/mob/M in range(0,src.parent)) //Only a minor failure, enjoy your radiation.
|
||||
if (src.parent in M.contents)
|
||||
M << "\red Your armor feels pleasantly warm for a moment."
|
||||
else
|
||||
M << "\red You feel a warm sensation."
|
||||
M.radiation += rand(1,40)
|
||||
else
|
||||
for (var/mob/M in range(rand(1,4),src.parent)) //Big failure, TIME FOR RADIATION BITCHES
|
||||
if (src.parent in M.contents)
|
||||
M << "\red Your armor's reactor overloads!"
|
||||
M << "\red You feel a wave of heat wash over you."
|
||||
M.radiation += 100
|
||||
crit_fail = 1 //broken~
|
||||
parent.powerdown(1)
|
||||
spawn(50)
|
||||
process()
|
||||
|
||||
checkpower()
|
||||
return !crit_fail
|
||||
|
||||
/obj/item/powerarmor/reactive
|
||||
name = "Adminbus power armor reactive plating"
|
||||
desc = "Made with the rare Badminium molecule."
|
||||
var/list/togglearmor = list(melee = 250, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
|
||||
//Good lord an active energy axe does 150 damage a swing? Anyway, barring var editing, this armor loadout should be impervious to anything. Enjoy, badmins~ --NEO
|
||||
|
||||
toggle(sudden = 0)
|
||||
switch(parent.active)
|
||||
if(1)
|
||||
if(!sudden)
|
||||
usr << "\blue Reactive armor systems disengaged."
|
||||
if(0)
|
||||
usr << "\blue Reactive armor systems engaged."
|
||||
var/list/switchover = list()
|
||||
for (var/armorvar in parent.armor)
|
||||
switchover[armorvar] = togglearmor[armorvar]
|
||||
togglearmor[armorvar] = parent.armor[armorvar]
|
||||
parent.armor[armorvar] = switchover[armorvar]
|
||||
//Probably not the most elegant way to have the vars switch over, but it works. Also propagates the values to the other objects.
|
||||
if(parent.helm)
|
||||
parent.helm.armor[armorvar] = parent.armor[armorvar]
|
||||
if(parent.gloves)
|
||||
parent.gloves.armor[armorvar] = parent.armor[armorvar]
|
||||
if(parent.shoes)
|
||||
parent.shoes.armor[armorvar] = parent.armor[armorvar]
|
||||
|
||||
centcomm
|
||||
name = "CentComm power armor reactive plating"
|
||||
desc = "Pretty effective against everything, not perfect though."
|
||||
togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
|
||||
slowdown = 2
|
||||
|
||||
|
||||
/obj/item/powerarmor/servos
|
||||
name = "Adminbus power armor movement servos"
|
||||
desc = "Made with the rare Badminium molecule."
|
||||
var/toggleslowdown = 9
|
||||
|
||||
toggle(sudden = 0)
|
||||
switch(parent.active)
|
||||
if(1)
|
||||
if(!sudden)
|
||||
usr << "\blue Movement assist servos disengaged."
|
||||
parent.slowdown += toggleslowdown
|
||||
if(0)
|
||||
usr << "\blue Movement assist servos engaged."
|
||||
parent.slowdown -= toggleslowdown
|
||||
|
||||
/obj/item/powerarmor/atmoseal
|
||||
name = "Power armor atmospheric seals"
|
||||
desc = "Keeps the bad stuff out."
|
||||
slowdown = 1
|
||||
var/sealed = 0
|
||||
|
||||
toggle(sudden = 0)
|
||||
switch(parent.active)
|
||||
if(1)
|
||||
if(!sudden)
|
||||
usr << "\blue Atmospheric seals disengaged."
|
||||
parent.gas_transfer_coefficient = 1
|
||||
parent.permeability_coefficient = 1
|
||||
parent.heat_transfer_coefficient = 1
|
||||
parent.flags &= ~SUITSPACE
|
||||
if(parent.helmrequired)
|
||||
parent.helm.gas_transfer_coefficient = 1
|
||||
parent.helm.permeability_coefficient = 1
|
||||
parent.helm.heat_transfer_coefficient = 1
|
||||
parent.helm.flags &= ~HEADSPACE
|
||||
if(parent.glovesrequired)
|
||||
parent.gloves.gas_transfer_coefficient = 1
|
||||
parent.gloves.permeability_coefficient = 1
|
||||
parent.gloves.heat_transfer_coefficient = 1
|
||||
if(parent.shoesrequired)
|
||||
parent.shoes.gas_transfer_coefficient = 1
|
||||
parent.shoes.permeability_coefficient = 1
|
||||
parent.shoes.heat_transfer_coefficient = 1
|
||||
sealed = 0
|
||||
|
||||
if(0)
|
||||
usr << "\blue Atmospheric seals engaged."
|
||||
parent.gas_transfer_coefficient = 0.01
|
||||
parent.permeability_coefficient = 0.02
|
||||
parent.heat_transfer_coefficient = 0.02
|
||||
parent.flags |= SUITSPACE
|
||||
if(parent.helmrequired)
|
||||
parent.helm.gas_transfer_coefficient = 0.01
|
||||
parent.helm.permeability_coefficient = 0.02
|
||||
parent.helm.heat_transfer_coefficient = 0.02
|
||||
parent.helm.flags |= HEADSPACE
|
||||
if(parent.glovesrequired)
|
||||
parent.gloves.gas_transfer_coefficient = 0.01
|
||||
parent.gloves.permeability_coefficient = 0.02
|
||||
parent.gloves.heat_transfer_coefficient = 0.02
|
||||
if(parent.shoesrequired)
|
||||
parent.shoes.gas_transfer_coefficient = 0.01
|
||||
parent.shoes.permeability_coefficient = 0.02
|
||||
parent.shoes.heat_transfer_coefficient = 0.02
|
||||
sealed = 1
|
||||
|
||||
adminbus
|
||||
name = "Adminbus power armor atmospheric seals"
|
||||
desc = "Made with the rare Badminium molecule."
|
||||
slowdown = 0
|
||||
|
||||
optional
|
||||
name = "Togglable power armor atmospheric seals"
|
||||
desc = "Keeps the bad stuff out, but lets you remove your helmet without having to turn the whole suit off."
|
||||
|
||||
proc/helmtoggle(sudden = 0, manual = 0)
|
||||
var/mob/living/carbon/human/user = usr
|
||||
var/obj/item/clothing/head/powered/helm
|
||||
if(user.head && istype(user.head,/obj/item/clothing/head/powered))
|
||||
helm = user.head
|
||||
|
||||
if(!sealed)
|
||||
user << "\red Unable to initialize helmet seal, armor seals not active."
|
||||
return
|
||||
if(!helm.parent)
|
||||
user << "\blue Helmet locked."
|
||||
helm.canremove = 0
|
||||
parent.helm = helm
|
||||
helm.parent = parent
|
||||
sleep(20)
|
||||
parent.helm.gas_transfer_coefficient = 0.01
|
||||
parent.helm.permeability_coefficient = 0.02
|
||||
parent.helm.heat_transfer_coefficient = 0.02
|
||||
parent.helm.flags |= HEADSPACE
|
||||
user << "\blue Helmet atmospheric seals engaged."
|
||||
if(manual)
|
||||
for (var/armorvar in helm.armor)
|
||||
helm.armor[armorvar] = parent.armor[armorvar]
|
||||
return
|
||||
else
|
||||
if(manual)
|
||||
user << "\blue Helmet atmospheric seals disengaged."
|
||||
parent.helm.gas_transfer_coefficient = 1
|
||||
parent.helm.permeability_coefficient = 1
|
||||
parent.helm.heat_transfer_coefficient = 1
|
||||
parent.helm.flags &= ~HEADSPACE
|
||||
if(manual)
|
||||
for (var/armorvar in helm.armor)
|
||||
helm.armor[armorvar] = parent.reactive.togglearmor[armorvar]
|
||||
if(!sudden)
|
||||
if(manual)
|
||||
sleep(20)
|
||||
user << "\blue Helmet unlocked."
|
||||
helm.canremove = 1
|
||||
parent.helm = null
|
||||
helm.parent = null
|
||||
|
||||
adminbus
|
||||
name = "Adminbus togglable power armor atmospheric seals"
|
||||
desc = "Made with the rare Badminium molecule."
|
||||
slowdown = 0
|
||||
|
||||
|
||||
|
||||
@@ -189,9 +189,9 @@
|
||||
if ( istype(W,/obj/item/clothing/suit/syndicatefake ) )
|
||||
user << "This item does not fit."
|
||||
return
|
||||
if ( istype(W,/obj/item/clothing/suit/powered ) )
|
||||
user << "This item does not fit."
|
||||
return
|
||||
// if ( istype(W,/obj/item/clothing/suit/powered ) )
|
||||
// user << "This item does not fit."
|
||||
// return
|
||||
if ( istype(W,/obj/item/clothing/suit/cyborg_suit ) )
|
||||
user << "This item does not fit."
|
||||
return
|
||||
@@ -213,9 +213,9 @@
|
||||
if ( istype(W,/obj/item/clothing/head/syndicatefake ) )
|
||||
user << "This item does not fit."
|
||||
return
|
||||
if ( istype(W,/obj/item/clothing/head/powered ) )
|
||||
user << "This item does not fit."
|
||||
return
|
||||
// if ( istype(W,/obj/item/clothing/head/powered ) )
|
||||
// user << "This item does not fit."
|
||||
// return
|
||||
if ( istype(W,/obj/item/clothing/head/helmet ) )
|
||||
user << "This item does not fit."
|
||||
return
|
||||
|
||||
Reference in New Issue
Block a user