mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 23:23:28 +01:00
@@ -9,6 +9,9 @@
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var/tape_type = /obj/item/tape
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var/icon_base
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var/list/image/hazard_overlays
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var/list/tape_roll_applications = list()
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/obj/item/tape
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name = "tape"
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icon = 'icons/policetape.dmi'
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@@ -16,6 +19,24 @@
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density = 1
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var/icon_base
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/obj/item/tape/New()
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..()
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if(!hazard_overlays)
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hazard_overlays = list()
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hazard_overlays["[NORTH]"] = new/image('icons/effects/warning_stripes.dmi', icon_state = "N")
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hazard_overlays["[EAST]"] = new/image('icons/effects/warning_stripes.dmi', icon_state = "E")
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hazard_overlays["[SOUTH]"] = new/image('icons/effects/warning_stripes.dmi', icon_state = "S")
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hazard_overlays["[WEST]"] = new/image('icons/effects/warning_stripes.dmi', icon_state = "W")
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/obj/item/taperoll/New() //just using tape is not enough to guarantee the overlays are genned
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..()
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if(!hazard_overlays)
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hazard_overlays = list()
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hazard_overlays["[NORTH]"] = new/image('icons/effects/warning_stripes.dmi', icon_state = "N")
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hazard_overlays["[EAST]"] = new/image('icons/effects/warning_stripes.dmi', icon_state = "E")
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hazard_overlays["[SOUTH]"] = new/image('icons/effects/warning_stripes.dmi', icon_state = "S")
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hazard_overlays["[WEST]"] = new/image('icons/effects/warning_stripes.dmi', icon_state = "W")
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/obj/item/taperoll/police
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name = "police tape"
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desc = "A roll of police tape used to block off crime scenes from the public."
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@@ -97,7 +118,10 @@
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usr << "\blue You finish placing the [src]." //Git Test
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/obj/item/taperoll/afterattack(var/atom/A, mob/user as mob, proximity)
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if (proximity && istype(A, /obj/machinery/door/airlock))
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if (!proximity)
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return
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if(istype(A, /obj/machinery/door/airlock))
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var/turf/T = get_turf(A)
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var/obj/item/tape/P = new tape_type(T.x,T.y,T.z)
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P.loc = locate(T.x,T.y,T.z)
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@@ -105,6 +129,23 @@
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P.layer = 3.2
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user << "\blue You finish placing the [src]."
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if (istype(A, /turf/simulated/floor) ||istype(A, /turf/unsimulated/floor))
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var/turf/F = A
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var/direction = user.loc == F ? user.dir : turn(user.dir, 180)
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var/icon/hazard_overlay = hazard_overlays["[direction]"]
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if(tape_roll_applications[F] == null)
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tape_roll_applications[F] = 0
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if(tape_roll_applications[F] & direction) // hazard_overlay in F.overlays wouldn't work.
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user.visible_message("[user] uses the adhesive of \the [src] to remove area markings from \the [F].", "You use the adhesive of \the [src] to remove area markings from \the [F].")
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F.overlays -= hazard_overlay
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tape_roll_applications[F] &= ~direction
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else
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user.visible_message("[user] applied \the [src] on \the [F] to create area markings.", "You apply \the [src] on \the [F] to create area markings.")
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F.overlays |= hazard_overlay
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tape_roll_applications[F] |= direction
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return
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/obj/item/tape/Bumped(M as mob)
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if(src.allowed(M))
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var/turf/T = get_turf(src)
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@@ -25,6 +25,10 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
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new/datum/stack_recipe("brown comfy chair", /obj/structure/stool/bed/chair/comfy/brown, 2, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("lime comfy chair", /obj/structure/stool/bed/chair/comfy/lime, 2, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("teal comfy chair", /obj/structure/stool/bed/chair/comfy/teal, 2, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("red comfy chair", /obj/structure/stool/bed/chair/comfy/red, 2, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("blue comfy chair", /obj/structure/stool/bed/chair/comfy/blue, 2, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("purple comfy chair", /obj/structure/stool/bed/chair/comfy/purp, 2, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("green comfy chair", /obj/structure/stool/bed/chair/comfy/green, 2, one_per_turf = 1, on_floor = 1), \
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), 2), \
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null, \
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new/datum/stack_recipe("table parts", /obj/item/weapon/table_parts, 2), \
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@@ -2,6 +2,7 @@
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icon = 'icons/obj/barsigns.dmi'
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icon_state = "empty"
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anchored = 1
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var/nopick = 0
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New()
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ChangeSign(pick("magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thecavern", "cindikate", "theorchard", "lv426", "zocalo", "4theemprah", "ishimura", "tardis", "quarks", "tenforward", "thepranicngpony", "vault13", "solaris", "thehive", "cantina", "theouterspess", "milliways42", "thetimeofeve", "spaceasshole", "dwarffortress", "thebark", "thedrunkcarp", "theharmbaton", "thenest", "officerbeersky", "thesingulo"))
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return
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@@ -10,3 +11,18 @@
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//on = 0
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//brightness_on = 4 //uncomment these when the lighting fixes get in
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return
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/obj/structure/sign/double/barsign/attackby(obj/item/I, mob/user)
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if(nopick)
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return
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if(istype(I, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/card = I
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if(access_bar in card.GetAccess())
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var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in list("Off", "Magma Sea", "Limbo", "Rusty Axe", "Armok Bar", "Broken Drum", "Mead bay", "The Cavern", "Cindi Kate", "The Orchard", "LV 426", "Zocalo", "4 The Emprah", "Ishimura", "Tardis", "Quarks", "Ten Forward", "The Pranicng Pony", "Vault 13", "Solaris", "The Hive", "Cantina", "The Outer Spess", "Milliways 42", "The Time Of Eve", "Space Asshole", "Dwarf Fortress", "The Bark", "The Drunk Carp", "The Harm Baton", "The Nest", "Officer Beersky", "The Singulo", "On")
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if(sign_type == null)
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return
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else
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sign_type = replacetext(lowertext(sign_type), " ", "") // lowercase, strip spaces - along with choices for user options, avoids huge if-else-else
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src.ChangeSign(sign_type)
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user << "You change the barsign."
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@@ -1,14 +1,17 @@
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#define SHOWER_OPEN_LAYER OBJ_LAYER + 0.4
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#define SHOWER_CLOSED_LAYER MOB_LAYER + 0.1
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/obj/structure/curtain
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icon = 'icons/obj/curtain.dmi'
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name = "curtain"
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icon_state = "closed"
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layer = MOB_LAYER + 0.1
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layer = SHOWER_CLOSED_LAYER
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opacity = 1
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density = 0
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/obj/structure/curtain/open
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icon_state = "open"
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layer = OBJ_LAYER
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layer = SHOWER_OPEN_LAYER
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opacity = 0
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/obj/structure/curtain/bullet_act(obj/item/projectile/P, def_zone)
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@@ -27,10 +30,10 @@
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opacity = !opacity
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if(opacity)
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icon_state = "closed"
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layer = MOB_LAYER + 0.1
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layer = SHOWER_CLOSED_LAYER
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else
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icon_state = "open"
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layer = OBJ_LAYER
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layer = SHOWER_OPEN_LAYER
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/obj/structure/curtain/black
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name = "black curtain"
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@@ -45,3 +48,12 @@
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name = "shower curtain"
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color = "#ACD1E9"
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alpha = 200
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/obj/structure/curtain/open/shower/engineering
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color = "#FFA500"
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/obj/structure/curtain/open/shower/security
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color = "#AA0000"
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#undef SHOWER_OPEN_LAYER
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#undef SHOWER_CLOSED_LAYER
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@@ -54,13 +54,20 @@
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buckle_mob(M, user)
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return
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/obj/structure/stool/bed/proc/afterbuckle(mob/M as mob) //Called after somebody buckled / unbuckled
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return
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/obj/structure/stool/bed/proc/unbuckle()
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if(buckled_mob)
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if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
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buckled_mob.buckled = null
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.update_canmove()
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var/M = buckled_mob
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buckled_mob = null
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afterbuckle(M)
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return
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/obj/structure/stool/bed/proc/manual_unbuckle(mob/user as mob)
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@@ -110,6 +117,7 @@
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M.update_canmove()
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src.buckled_mob = M
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src.add_fingerprint(user)
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afterbuckle(M)
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return
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/*
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@@ -97,26 +97,53 @@
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/obj/structure/stool/bed/chair/comfy
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name = "comfy chair"
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desc = "It looks comfy."
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icon_state = "comfychair"
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color = rgb(255,255,255)
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var/image/armrest = null
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/obj/structure/stool/bed/chair/comfy/New()
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armrest = image("icons/obj/objects.dmi", "comfychair_armrest")
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armrest.layer = MOB_LAYER + 0.1
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return ..()
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/obj/structure/stool/bed/chair/comfy/afterbuckle()
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if(buckled_mob)
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overlays += armrest
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else
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overlays -= armrest
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/obj/structure/stool/bed/chair/comfy/brown
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icon_state = "comfychair_brown"
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color = rgb(141,70,0)
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/obj/structure/stool/bed/chair/comfy/beige
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icon_state = "comfychair_beige"
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/obj/structure/stool/bed/chair/comfy/red
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color = rgb(218,2,10)
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/obj/structure/stool/bed/chair/comfy/teal
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icon_state = "comfychair_teal"
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color = rgb(0,234,250)
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/obj/structure/stool/bed/chair/comfy/black
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color = rgb(60,60,60)
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/obj/structure/stool/bed/chair/comfy/green
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color = rgb(1,196,8)
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/obj/structure/stool/bed/chair/comfy/purp
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color = rgb(112,2,176)
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/obj/structure/stool/bed/chair/comfy/blue
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color = rgb(2,9,210)
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/obj/structure/stool/bed/chair/comfy/beige
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color = rgb(255,253,195)
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/obj/structure/stool/bed/chair/comfy/lime
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color = rgb(255,251,0)
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/obj/structure/stool/bed/chair/office
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anchored = 0
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movable = 1
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/obj/structure/stool/bed/chair/comfy/black
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icon_state = "comfychair_black"
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/obj/structure/stool/bed/chair/comfy/lime
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icon_state = "comfychair_lime"
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/obj/structure/stool/bed/chair/office/Move()
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..()
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if(buckled_mob)
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