Fixes conflicts, conflicts.

This commit is contained in:
Mieszko Jędrzejczak
2016-07-10 13:03:01 +02:00
957 changed files with 9560 additions and 8815 deletions
@@ -66,8 +66,8 @@
loc.Exited(M)
M.loc = destination
loc.Entered(M, ignoreRest = 1)
for (var/atom/movable/AM in loc)
if (istype(AM, /obj/item))
for(var/atom/movable/AM in loc)
if(istype(AM, /obj/item))
continue
AM.Crossed(M)
@@ -149,7 +149,7 @@
qdel(src)
if(2)
if(prob(50))
for (var/atom/movable/A as mob|obj in src)
for(var/atom/movable/A as mob|obj in src)
A.forceMove(loc)
A.ex_act(severity++)
new /obj/item/stack/sheet/metal(loc)
@@ -335,7 +335,7 @@
to_chat(user, "<span class='notice'>It won't budge!</span>")
if(!lastbang)
lastbang = 1
for (var/mob/M in hearers(src, null))
for(var/mob/M in hearers(src, null))
to_chat(M, text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M))))
spawn(30)
lastbang = 0
@@ -384,10 +384,11 @@
/obj/structure/closet/container_resist(var/mob/living/L)
var/breakout_time = 2 //2 minutes by default
if(opened)
if (L.loc == src)
if(L.loc == src)
L.forceMove(get_turf(src)) // Let's just be safe here
return //Door's open... wait, why are you in it's contents then?
if(!welded)
open() //for cardboard boxes
return //closed but not welded...
// else Meh, lets just keep it at 2 minutes for now
// breakout_time++ //Harder to get out of welded lockers than locked lockers
@@ -21,7 +21,7 @@
if(fireaxe)
hasaxe = 1
if (isrobot(user) || src.locked)
if(isrobot(user) || src.locked)
if(istype(O, /obj/item/device/multitool))
to_chat(user, "\red Resetting circuitry...")
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
@@ -53,7 +53,7 @@
src.localopened = 1
update_icon()
return
if (istype(O, /obj/item/weapon/twohanded/fireaxe) && src.localopened)
if(istype(O, /obj/item/weapon/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(O:wielded)
to_chat(user, "\red Unwield the axe first.")
@@ -155,7 +155,7 @@
set name = "Open/Close"
set category = "Object"
if (isrobot(usr) || src.locked || src.smashed)
if(isrobot(usr) || src.locked || src.smashed)
if(src.locked)
to_chat(usr, "\red The cabinet won't budge!")
else if(src.smashed)
@@ -169,10 +169,10 @@
set name = "Remove Fire Axe"
set category = "Object"
if (isrobot(usr))
if(isrobot(usr))
return
if (localopened)
if(localopened)
if(fireaxe)
usr.put_in_hands(fireaxe)
fireaxe = null
@@ -26,19 +26,19 @@
else
var/lazors = 0
var/shottas = 0
for (var/obj/item/weapon/gun/G in contents)
if (istype(G, /obj/item/weapon/gun/energy))
for(var/obj/item/weapon/gun/G in contents)
if(istype(G, /obj/item/weapon/gun/energy))
lazors++
if (istype(G, /obj/item/weapon/gun/projectile/))
if(istype(G, /obj/item/weapon/gun/projectile/))
shottas++
if (lazors || shottas)
for (var/i = 0 to 2)
if(lazors || shottas)
for(var/i = 0 to 2)
var/image/gun = image(icon(src.icon))
if (lazors > 0 && (shottas <= 0 || prob(50)))
if(lazors > 0 && (shottas <= 0 || prob(50)))
lazors--
gun.icon_state = "laser"
else if (shottas > 0)
else if(shottas > 0)
shottas--
gun.icon_state = "projectile"
@@ -49,7 +49,7 @@
if(broken)
overlays += icon(src.icon,"broken")
else if (locked)
else if(locked)
overlays += icon(src.icon,"locked")
else
overlays += icon(src.icon,"open")
@@ -156,13 +156,13 @@
new /obj/item/clothing/head/bio_hood/cmo(src)
new /obj/item/clothing/shoes/white(src)
switch(pick("blue", "green", "purple"))
if ("blue")
if("blue")
new /obj/item/clothing/under/rank/medical/blue(src)
new /obj/item/clothing/head/surgery/blue(src)
if ("green")
if("green")
new /obj/item/clothing/under/rank/medical/green(src)
new /obj/item/clothing/head/surgery/green(src)
if ("purple")
if("purple")
new /obj/item/clothing/under/rank/medical/purple(src)
new /obj/item/clothing/head/surgery/purple(src)
new /obj/item/clothing/suit/storage/labcoat/cmo(src)
@@ -53,11 +53,11 @@
new /obj/item/device/radio/headset( src )
/obj/structure/closet/secure_closet/personal/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if (src.opened)
if (istype(W, /obj/item/weapon/grab))
if(src.opened)
if(istype(W, /obj/item/weapon/grab))
src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
user.drop_item()
if (W) W.forceMove(loc)
if(W) W.forceMove(loc)
else if(istype(W, /obj/item/weapon/card/id))
if(src.broken)
to_chat(user, "\red It appears to be broken.")
@@ -46,7 +46,7 @@
new /obj/item/device/radio/headset/heads/rd(src)
new /obj/item/weapon/tank/air(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/suit/armor/reactive(src)
new /obj/item/clothing/suit/armor/reactive/teleport(src)
new /obj/item/device/flash(src)
new /obj/item/device/laser_pointer(src)
new /obj/item/weapon/door_remote/research_director(src)
@@ -133,7 +133,7 @@
/obj/structure/closet/secure_closet/container_resist(var/mob/living/L)
var/breakout_time = 2 //2 minutes by default
if(opened)
if (L.loc == src)
if(L.loc == src)
L.forceMove(get_turf(src)) // Let's just be safe here
return //Door's open... wait, why are you in it's contents then?
if(!locked && !welded)
@@ -54,7 +54,7 @@
M.adjustFireLoss(intialFire - M.getFireLoss())
M.adjustBruteLoss(intialBrute - M.getBruteLoss())
M.setOxyLoss(intialOxy)
if (timer <= 0)
if(timer <= 0)
dump_contents()
processing_objects.Remove(src)
qdel(src)
@@ -145,7 +145,7 @@
return
/obj/structure/closet/statue/proc/shatter(mob/user as mob)
if (user)
if(user)
user.dust()
dump_contents()
visible_message("\red [src] shatters!. ")
@@ -22,36 +22,36 @@
/obj/structure/closet/emcloset/New()
..()
switch (pickweight(list("small" = 55, "aid" = 25, "tank" = 10, "both" = 10, "nothing" = 0, "delete" = 0)))
if ("small")
switch(pickweight(list("small" = 55, "aid" = 25, "tank" = 10, "both" = 10, "nothing" = 0, "delete" = 0)))
if("small")
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/clothing/mask/breath(src)
new /obj/item/clothing/mask/breath(src)
if ("aid")
if("aid")
new /obj/item/weapon/tank/emergency_oxygen(src)
new /obj/item/weapon/storage/toolbox/emergency(src)
new /obj/item/clothing/mask/breath(src)
new /obj/item/weapon/storage/firstaid/o2(src)
if ("tank")
if("tank")
new /obj/item/weapon/tank/emergency_oxygen/engi(src)
new /obj/item/clothing/mask/breath(src)
new /obj/item/weapon/tank/emergency_oxygen/engi(src)
new /obj/item/clothing/mask/breath(src)
if ("both")
if("both")
new /obj/item/weapon/storage/toolbox/emergency(src)
new /obj/item/weapon/tank/emergency_oxygen/engi(src)
new /obj/item/clothing/mask/breath(src)
new /obj/item/weapon/storage/firstaid/o2(src)
if ("nothing")
if("nothing")
// doot
// teehee - Ah, tg coders...
if ("delete")
if("delete")
qdel(src)
//If you want to re-add fire, just add "fire" = 15 to the pick list.
/*if ("fire")
/*if("fire")
new /obj/structure/closet/firecloset(src.loc)
qdel(src)*/
@@ -185,7 +185,7 @@
qdel(src)
return
if(3.0)
if (prob(50))
if(prob(50))
qdel(src)
return
else
@@ -497,7 +497,7 @@
/obj/structure/closet/crate/large/close()
. = ..()
if (.)//we can hold up to one large item
if(.)//we can hold up to one large item
var/found = 0
for(var/obj/structure/S in src.loc)
if(S == src)
@@ -524,7 +524,7 @@
/obj/structure/closet/crate/secure/large/close()
. = ..()
if (.)//we can hold up to one large item
if(.)//we can hold up to one large item
var/found = 0
for(var/obj/structure/S in src.loc)
if(S == src)
@@ -27,7 +27,7 @@
icon_opened = "emergopen"
/obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob)
if (istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to
if(istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to
return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc)
if(!amount)
to_chat(usr, "<spawn class='notice'>It's empty.")