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Removes swiftness, add speed potions back as oil slick potions (#20939)
* Removes swiftness, add speed potions back as oil potions * no shorting, icon update on mob * early and forgotten returns * ramon oil colours * Update code/modules/research/xenobiology/xenobiology.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * no more slipery vehicles, now slippery tables * just because it compiled the first time doesn't mean the second list will compile idiot * icons my hated * bottle4 * cleaner up * qwerty my man what you doin: s34n 2023 --------- Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
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@@ -36,6 +36,8 @@
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var/framestackamount = 2
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var/deconstruction_ready = TRUE
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var/flipped = FALSE
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///If this is true, the table will have items slide off it when placed.
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var/slippery = FALSE
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/// The minimum level of environment_smash required for simple animals to be able to one-shot this.
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var/minimum_env_smash = ENVIRONMENT_SMASH_WALLS
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@@ -235,7 +237,12 @@
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//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
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I.pixel_x = clamp(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
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I.pixel_y = clamp(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
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item_placed(I)
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if(slippery)
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step_away(I, user)
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visible_message("<span class='warning'>[I] slips right off [src]!</span>")
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playsound(loc, 'sound/misc/slip.ogg', 50, 1, -1)
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else //Don't want slippery moving tables to have the item attached to them if it slides off.
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item_placed(I)
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else
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return ..()
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@@ -402,6 +409,14 @@
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return 1
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/obj/structure/table/water_act(volume, temperature, source, method)
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. = ..()
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if(HAS_TRAIT(src, TRAIT_OIL_SLICKED))
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slippery = initial(slippery)
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remove_atom_colour(FIXED_COLOUR_PRIORITY)
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REMOVE_TRAIT(src, TRAIT_OIL_SLICKED, "potion")
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/*
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* Glass Tables
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*/
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