Merge branch 'master' into dirt-smoothing

This commit is contained in:
Purpose
2018-10-07 17:16:54 +01:00
committed by GitHub
31 changed files with 493 additions and 354 deletions
@@ -21,10 +21,10 @@
color = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/xeno/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6", "xgibup1", "xgibup1", "xgibup1")
/obj/effect/decal/cleanable/blood/gibs/xeno/down
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6", "xgibdown1", "xgibdown1", "xgibdown1")
/obj/effect/decal/cleanable/blood/gibs/xeno/body
random_icon_states = list("xgibhead", "xgibtorso")
@@ -36,4 +36,4 @@
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effect/decal/cleanable/blood/xtracks
basecolor = "#05EE05"
basecolor = "#05EE05"
@@ -2,11 +2,11 @@
//Liquid fuel is used for things that used to rely on volatile fuels or plasma being contained to a couple tiles.
icon = 'icons/effects/effects.dmi'
icon_state = "fuel"
layer = TURF_LAYER+0.2
anchored = 1
layer = LATTICE_LAYER
anchored = TRUE
var/amount = 1 //Basically moles.
/obj/effect/decal/cleanable/liquid_fuel/New(newLoc,amt=1)
/obj/effect/decal/cleanable/liquid_fuel/Initialize(newLoc, amt = 1)
amount = amt
//Be absorbed by any other liquid fuel in the tile.
@@ -21,38 +21,42 @@
/obj/effect/decal/cleanable/liquid_fuel/proc/Spread()
//Allows liquid fuels to sometimes flow into other tiles.
if(amount < 0.5) return
if(amount < 0.5)
return
var/turf/simulated/S = loc
if(!istype(S)) return
if(!istype(S))
return
for(var/d in cardinal)
if(rand(25))
var/turf/simulated/target = get_step(src, d)
var/turf/simulated/origin = get_turf(src)
if(origin.CanPass(null, target, 0, 0) && target.CanPass(null, origin, 0, 0))
if(!locate(/obj/effect/decal/cleanable/liquid_fuel) in target)
new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25)
new/obj/effect/decal/cleanable/liquid_fuel(target, amount * 0.25)
amount *= 0.75
/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel
icon_state = "mustard"
anchored = 0
anchored = FALSE
/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/New(newLoc, amt = 1, d = 0)
/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/Initialize(newLoc, amt = 1, d = 0)
dir = d //Setting this direction means you won't get torched by your own flamethrower.
. = ..()
/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/Spread()
//The spread for flamethrower fuel is much more precise, to create a wide fire pattern.
if(amount < 0.1) return
if(amount < 0.1)
return
var/turf/simulated/S = loc
if(!istype(S)) return
if(!istype(S))
return
for(var/d in list(turn(dir,90),turn(dir,-90), dir))
var/turf/simulated/O = get_step(S,d)
for(var/d in list(turn(dir, 90), turn(dir, -90), dir))
var/turf/simulated/O = get_step(S, d)
if(locate(/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel) in O)
continue
if(O.CanPass(null, S, 0, 0) && S.CanPass(null, O, 0, 0))
new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(O,amount*0.25,d)
new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(O, amount * 0.25, d)
O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
amount *= 0.25
@@ -1,6 +1,6 @@
#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
#define DRYING_TIME 5 * 60 * 10 //for 1 unit of depth in puddle (amount var)
var/global/list/image/splatter_cache=list()
var/global/list/image/splatter_cache = list()
/obj/effect/decal/cleanable/blood
name = "blood"
@@ -8,24 +8,24 @@ var/global/list/image/splatter_cache=list()
desc = "It's thick and gooey. Perhaps it's the chef's cooking?"
var/drydesc = "It's dry and crusty. Someone is not doing their job."
gender = PLURAL
density = 0
anchored = 1
layer = 2
density = FALSE
anchored = TRUE
layer = TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "mfloor1"
random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
var/base_icon = 'icons/effects/blood.dmi'
appearance_flags = NO_CLIENT_COLOR
blood_DNA = list()
var/base_icon = 'icons/effects/blood.dmi'
var/blood_state = BLOOD_STATE_HUMAN
var/bloodiness = MAX_SHOE_BLOODINESS
var/basecolor = "#A10808" // Color when wet.
var/amount = 5
appearance_flags = NO_CLIENT_COLOR
var/dry_timer = 0
var/off_floor = FALSE
/obj/effect/decal/cleanable/blood/New()
..()
/obj/effect/decal/cleanable/blood/Initialize()
. = ..()
update_icon()
if(GAMEMODE_IS_CULT)
var/datum/game_mode/cult/mode_ticker = ticker.mode
@@ -58,7 +58,8 @@ var/global/list/image/splatter_cache=list()
return ..()
/obj/effect/decal/cleanable/blood/update_icon()
if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
if(basecolor == "rainbow")
basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
color = basecolor
/obj/effect/decal/cleanable/blood/proc/dry()
@@ -93,9 +94,9 @@ var/global/list/image/splatter_cache=list()
var/mob/living/carbon/human/H = O
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/hasfeet = 1
var/hasfeet = TRUE
if(!l_foot && !r_foot)
hasfeet = 0
hasfeet = FALSE
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
@@ -137,10 +138,10 @@ var/global/list/image/splatter_cache=list()
gender = PLURAL
icon = 'icons/effects/drip.dmi'
icon_state = "1"
random_icon_states = list("1","2","3","4","5")
random_icon_states = list("1", "2", "3", "4", "5")
amount = 0
var/drips = 1
bloodiness = 0
var/drips = 1
/obj/effect/decal/cleanable/blood/drip/can_bloodcrawl_in()
return TRUE
@@ -150,12 +151,12 @@ var/global/list/image/splatter_cache=list()
icon_state = "ltrails_1"
desc = "Your instincts say you shouldn't be following these."
gender = PLURAL
density = 0
layer = 2
density = FALSE
layer = TURF_LAYER
random_icon_states = null
var/list/existing_dirs = list()
blood_DNA = list()
appearance_flags = NO_CLIENT_COLOR
var/list/existing_dirs = list()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
return TRUE
@@ -164,12 +165,12 @@ var/global/list/image/splatter_cache=list()
icon_state = "tracks"
desc = "It looks like a writing in blood."
gender = NEUTER
random_icon_states = list("writing1","writing2","writing3","writing4","writing5")
random_icon_states = list("writing1", "writing2", "writing3", "writing4", "writing5")
amount = 0
var/message
/obj/effect/decal/cleanable/blood/writing/New()
..()
/obj/effect/decal/cleanable/blood/writing/Initialize()
. = ..()
if(random_icon_states.len)
for(var/obj/effect/decal/cleanable/blood/writing/W in loc)
random_icon_states.Remove(W.icon_state)
@@ -179,20 +180,20 @@ var/global/list/image/splatter_cache=list()
/obj/effect/decal/cleanable/blood/writing/examine(mob/user)
..(user)
to_chat(user, "It reads: <font color='[basecolor]'>\"[message]\"<font>")
to_chat(user, "<span class='notice'>It reads: <font color='[basecolor]'>\"[message]\"<font></span>")
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "They look bloody and gruesome."
gender = PLURAL
density = 0
anchored = 1
layer = 2
density = FALSE
anchored = TRUE
layer = TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
noclear = TRUE
var/fleshcolor = "#FFFFFF"
noclear = 1
/obj/effect/decal/cleanable/blood/gibs/update_icon()
var/image/giblets = new(base_icon, "[icon_state]_flesh", dir)
@@ -207,10 +208,10 @@ var/global/list/image/splatter_cache=list()
. = ..()
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gibup1", "gibup1", "gibup1")
/obj/effect/decal/cleanable/blood/gibs/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibdown1","gibdown1","gibdown1")
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gibdown1", "gibdown1", "gibdown1")
/obj/effect/decal/cleanable/blood/gibs/body
random_icon_states = list("gibhead", "gibtorso")
@@ -221,15 +222,15 @@ var/global/list/image/splatter_cache=list()
/obj/effect/decal/cleanable/blood/gibs/core
random_icon_states = list("gibmid1", "gibmid2", "gibmid3")
/obj/effect/decal/cleanable/blood/gibs/New()
..()
/obj/effect/decal/cleanable/blood/gibs/Initialize()
. = ..()
reagents.add_reagent("liquidgibs", 5)
/obj/effect/decal/cleanable/blood/gibs/cleangibs //most ironic name ever...
/obj/effect/decal/cleanable/blood/gibs/cleangibs/New() //no reagent!
..()
/obj/effect/decal/cleanable/blood/gibs/cleangibs/Initialize() //no reagent!
. = ..()
reagents.remove_reagent("liquidgibs",5)
@@ -246,18 +247,20 @@ var/global/list/image/splatter_cache=list()
break
/obj/effect/decal/cleanable/blood/old/New()
..()
/obj/effect/decal/cleanable/blood/old/Initialize()
. = ..()
bloodiness = 0
dry()
/obj/effect/decal/cleanable/blood/old/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/blood/gibs/old/New()
..()
/obj/effect/decal/cleanable/blood/gibs/old/Initialize()
. = ..()
bloodiness = 0
dry()
/obj/effect/decal/cleanable/blood/gibs/old/can_bloodcrawl_in()
return FALSE
#undef DRYING_TIME
+204 -207
View File
@@ -1,207 +1,204 @@
/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
/obj/effect/decal/cleanable/ash
name = "ashes"
desc = "Ashes to ashes, dust to dust, and into space."
gender = PLURAL
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
anchored = 1
/obj/effect/decal/cleanable/ash/New()
..()
reagents.add_reagent("ash", 10)
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/dirt.dmi'
icon_state = "dirt"
canSmoothWith = list(/obj/effect/decal/cleanable/dirt, /turf/simulated/wall, /obj/structure/falsewall)
smooth = SMOOTH_MORE
mouse_opacity = 0
/obj/effect/decal/cleanable/dirt/Initialize()
..()
icon_state = ""
/obj/effect/decal/cleanable/dirt/blackpowder
name = "black powder"
mouse_opacity = 1
noscoop = 1
/obj/effect/decal/cleanable/dirt/blackpowder/New()
..()
reagents.add_reagent("blackpowder", 40) //size 2 explosion when activated
/obj/effect/decal/cleanable/flour
name = "flour"
desc = "It's still good. Four second rule!"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/effects.dmi'
icon_state = "flour"
/obj/effect/decal/cleanable/flour/foam
name = "Fire fighting foam"
desc = "It's foam."
color = "#EBEBEB"
New()
..()
spawn(150)// 15 seconds
qdel(src)
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
gender = PLURAL
density = 0
anchored = 1
layer = 2
light_range = 1
icon = 'icons/effects/effects.dmi'
icon_state = "greenglow"
New()
..()
spawn(1200)// 2 minutes
qdel(src)
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Somebody should remove that."
density = 0
anchored = 1
layer = 3
icon = 'icons/effects/effects.dmi'
icon_state = "cobweb1"
burntime = 1
/obj/effect/decal/cleanable/cobweb/fire_act()
qdel(src)
/obj/effect/decal/cleanable/molten_object
name = "gooey grey mass"
desc = "It looks like a melted... something."
density = 0
anchored = 1
layer = 3
gender = NEUTER
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
/obj/effect/decal/cleanable/cobweb2
name = "cobweb"
desc = "Somebody should remove that."
density = 0
anchored = 1
layer = 3
icon = 'icons/effects/effects.dmi'
icon_state = "cobweb2"
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
name = "vomit"
desc = "Gosh, how unpleasant."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
noclear = 1
/obj/effect/decal/cleanable/vomit/New()
..()
reagents.add_reagent("vomit", 5)
/obj/effect/decal/cleanable/vomit/green
name = "green vomit"
desc = "It's all gummy. Ew."
icon_state = "gvomit_1"
random_icon_states = list("gvomit_1", "gvomit_2", "gvomit_3", "gvomit_4")
/obj/effect/decal/cleanable/vomit/green/New()
..()
reagents.remove_reagent("vomit", 5)
reagents.add_reagent("green_vomit", 5)
/obj/effect/decal/cleanable/tomato_smudge
name = "tomato smudge"
desc = "It's red."
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effect/decal/cleanable/plant_smudge
name = "plant smudge"
density = 0
anchored = 1
layer = 2
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_plant")
/obj/effect/decal/cleanable/egg_smudge
name = "smashed egg"
desc = "Seems like this one won't hatch."
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
/obj/effect/decal/cleanable/pie_smudge //honk
name = "smashed pie"
desc = "It's pie cream from a cream pie."
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
/obj/effect/decal/cleanable/fungus
name = "space fungus"
desc = "A fungal growth. Looks pretty nasty."
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/effects.dmi'
icon_state = "flour"
color = "#D5820B"
/obj/effect/decal/cleanable/fungus/New()
..()
reagents.add_reagent("fungus", 10)
/obj/effect/decal/cleanable/confetti //PARTY TIME!
name = "confetti"
desc = "Party time!"
gender = PLURAL
icon = 'icons/obj/objects.dmi'
icon_state = "confetti1"
random_icon_states = list("confetti1", "confetti2", "confetti3")
anchored = 1
/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
gender = PLURAL
density = FALSE
anchored = TRUE
layer = TURF_LAYER
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
/obj/effect/decal/cleanable/ash
name = "ashes"
desc = "Ashes to ashes, dust to dust, and into space."
gender = PLURAL
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
anchored = TRUE
/obj/effect/decal/cleanable/ash/Initialize()
. = ..()
reagents.add_reagent("ash", 10)
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
gender = PLURAL
density = FALSE
anchored = TRUE
layer = TURF_LAYER
icon = 'icons/effects/dirt.dmi'
icon_state = "dirt"
canSmoothWith = list(/obj/effect/decal/cleanable/dirt, /turf/simulated/wall, /obj/structure/falsewall)
smooth = SMOOTH_MORE
mouse_opacity = FALSE
/obj/effect/decal/cleanable/dirt/Initialize()
..()
icon_state = ""
/obj/effect/decal/cleanable/dirt/blackpowder
name = "black powder"
mouse_opacity = TRUE
noscoop = TRUE
/obj/effect/decal/cleanable/dirt/blackpowder/Initialize()
. = ..()
reagents.add_reagent("blackpowder", 40) // size 2 explosion when activated
/obj/effect/decal/cleanable/flour
name = "flour"
desc = "It's still good. Four second rule!"
gender = PLURAL
density = FALSE
anchored = TRUE
layer = TURF_LAYER
icon = 'icons/effects/effects.dmi'
icon_state = "flour"
/obj/effect/decal/cleanable/flour/foam
name = "Fire fighting foam"
desc = "It's foam."
color = "#EBEBEB"
/obj/effect/decal/cleanable/flour/foam/Initialize()
. = ..()
QDEL_IN(src, 15 SECONDS)
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
gender = PLURAL
density = FALSE
anchored = TRUE
layer = TURF_LAYER
light_range = 1
icon = 'icons/effects/effects.dmi'
icon_state = "greenglow"
/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
. = ..()
QDEL_IN(src, 2 MINUTES)
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Somebody should remove that."
density = FALSE
anchored = TRUE
layer = OBJ_LAYER
icon = 'icons/effects/effects.dmi'
icon_state = "cobweb1"
burntime = 1
/obj/effect/decal/cleanable/cobweb/fire_act()
qdel(src)
/obj/effect/decal/cleanable/molten_object
name = "gooey grey mass"
desc = "It looks like a melted... something."
density = FALSE
anchored = TRUE
layer = OBJ_LAYER
gender = NEUTER
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
/obj/effect/decal/cleanable/cobweb2
name = "cobweb"
desc = "Somebody should remove that."
density = FALSE
anchored = TRUE
layer = OBJ_LAYER
icon = 'icons/effects/effects.dmi'
icon_state = "cobweb2"
/obj/effect/decal/cleanable/vomit
name = "vomit"
desc = "Gosh, how unpleasant."
gender = PLURAL
density = FALSE
anchored = TRUE
layer = TURF_LAYER
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
noclear = TRUE
/obj/effect/decal/cleanable/vomit/Initialize()
. = ..()
reagents.add_reagent("vomit", 5)
/obj/effect/decal/cleanable/vomit/green
name = "green vomit"
desc = "It's all gummy. Ew."
icon_state = "gvomit_1"
random_icon_states = list("gvomit_1", "gvomit_2", "gvomit_3", "gvomit_4")
/obj/effect/decal/cleanable/vomit/green/Initialize()
. = ..()
reagents.remove_reagent("vomit", 5)
reagents.add_reagent("green_vomit", 5)
/obj/effect/decal/cleanable/tomato_smudge
name = "tomato smudge"
desc = "It's red."
density = FALSE
anchored = TRUE
layer = TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effect/decal/cleanable/plant_smudge
name = "plant smudge"
density = FALSE
anchored = TRUE
layer = TURF_LAYER
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_plant")
/obj/effect/decal/cleanable/egg_smudge
name = "smashed egg"
desc = "Seems like this one won't hatch."
density = FALSE
anchored = TRUE
layer = TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
/obj/effect/decal/cleanable/pie_smudge //honk
name = "smashed pie"
desc = "It's pie cream from a cream pie."
density = FALSE
anchored = TRUE
layer = TURF_LAYER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
/obj/effect/decal/cleanable/fungus
name = "space fungus"
desc = "A fungal growth. Looks pretty nasty."
density = FALSE
anchored = TRUE
layer = TURF_LAYER
icon = 'icons/effects/effects.dmi'
icon_state = "flour"
color = "#D5820B"
/obj/effect/decal/cleanable/fungus/Initialize()
. = ..()
reagents.add_reagent("fungus", 10)
/obj/effect/decal/cleanable/confetti //PARTY TIME!
name = "confetti"
desc = "Party time!"
gender = PLURAL
icon = 'icons/obj/objects.dmi'
icon_state = "confetti1"
random_icon_states = list("confetti1", "confetti2", "confetti3")
anchored = TRUE
@@ -3,7 +3,7 @@
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
basecolor="#030303"
basecolor = "#030303"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
bloodiness = MAX_SHOE_BLOODINESS
@@ -20,7 +20,7 @@
return FALSE
/obj/effect/decal/cleanable/blood/gibs/robot/streak(var/list/directions)
spawn (0)
spawn(0)
var/direction = pick(directions)
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
@@ -39,15 +39,15 @@
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/blood/gibs/robot/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7", "gibup1", "gibup1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/blood/gibs/robot/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7", "gibdown1", "gibdown1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/blood/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
basecolor="#030303"
basecolor = "#030303"
bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/blood/oil/can_bloodcrawl_in()
@@ -2,7 +2,7 @@
#define TRACKS_CRUSTIFY_TIME 50
// color-dir-dry
var/global/list/image/fluidtrack_cache=list()
var/global/list/image/fluidtrack_cache = list()
// Footprints, tire trails...
/obj/effect/decal/cleanable/blood/tracks
@@ -23,7 +23,7 @@ var/global/list/image/fluidtrack_cache=list()
desc = "You REALLY shouldn't follow these.."
gender = PLURAL
random_icon_states = null
basecolor="#A10808"
basecolor = "#A10808"
var/entered_dirs = 0
var/exited_dirs = 0
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
@@ -35,9 +35,9 @@ var/global/list/image/fluidtrack_cache=list()
var/obj/item/clothing/shoes/S = H.shoes
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/hasfeet = 1
var/hasfeet = TRUE
if(!l_foot && !r_foot)
hasfeet = 0
hasfeet = FALSE
if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor)
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
entered_dirs |= H.dir
@@ -58,9 +58,9 @@ var/global/list/image/fluidtrack_cache=list()
var/obj/item/clothing/shoes/S = H.shoes
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/hasfeet = 1
var/hasfeet = TRUE
if(!l_foot && !r_foot)
hasfeet = 0
hasfeet = FALSE
if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor)
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
exited_dirs |= H.dir
@@ -1,8 +1,8 @@
/obj/effect/decal/cleanable
anchored = 1
anchored = TRUE
var/list/random_icon_states = list()
var/noscoop = 0 //if it has this, don't let it be scooped up
var/noclear = 0 //if it has this, don't delete it when its' scooped up
var/noscoop = FALSE //if it has this, don't let it be scooped up
var/noclear = FALSE //if it has this, don't delete it when its' scooped up
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
return FALSE
@@ -36,7 +36,8 @@
qdel(src)
return
if(is_hot(W)) //todo: make heating a reagent holder proc
if(istype(W, /obj/item/clothing/mask/cigarette)) return
if(istype(W, /obj/item/clothing/mask/cigarette))
return
else
src.reagents.chem_temp += 15
src.reagents.handle_reactions()
+3 -3
View File
@@ -3,8 +3,8 @@
desc = "A rune drawn in crayon."
icon = 'icons/effects/crayondecal.dmi'
icon_state = "rune1"
layer = 2.1
anchored = 1
layer = MID_TURF_LAYER
anchored = TRUE
/obj/effect/decal/cleanable/crayon/New(location, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune")
@@ -15,4 +15,4 @@
desc = "A [name] drawn in crayon."
icon_state = type
color = main
color = main
+22 -22
View File
@@ -1,7 +1,7 @@
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = 0
anchored = 1
density = FALSE
anchored = TRUE
layer = 50
plane = HUD_PLANE
@@ -11,38 +11,38 @@
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/decal/snow
name="snow"
density=0
anchored=1
layer=2
icon='icons/turf/snow.dmi'
name = "snow"
density = FALSE
anchored = TRUE
layer = TURF_DECAL_LAYER
icon = 'icons/turf/snow.dmi'
/obj/effect/decal/snow/clean/edge
icon_state="snow_corner"
icon_state = "snow_corner"
/obj/effect/decal/snow/sand/edge
icon_state="gravsnow_corner"
icon_state = "gravsnow_corner"
/obj/effect/decal/snow/clean/surround
icon_state="snow_surround"
icon_state = "snow_surround"
/obj/effect/decal/snow/sand/surround
icon_state="gravsnow_surround"
icon_state = "gravsnow_surround"
/obj/effect/decal/leaves
name="fall leaves"
density = 0
anchored = 1
layer = 2
icon='icons/obj/flora/plants.dmi'
name = "fall leaves"
density = FALSE
anchored = TRUE
layer = HIGH_TURF_LAYER
icon = 'icons/obj/flora/plants.dmi'
icon_state = "fallleaves"
/obj/effect/decal/straw
name="scattered straw"
density = 0
anchored = 1
layer = 2
icon='icons/obj/flora/plants.dmi'
name = "scattered straw"
density = FALSE
anchored = TRUE
layer = HIGH_TURF_LAYER
icon = 'icons/obj/flora/plants.dmi'
icon_state = "strawscattered"
/obj/effect/decal/straw/medium
@@ -52,4 +52,4 @@
icon_state = "strawscattered2"
/obj/effect/decal/straw/edge
icon_state = "strawscatterededge"
icon_state = "strawscatterededge"
+4 -4
View File
@@ -6,21 +6,21 @@
desc = "They look like human remains. They have a strange aura about them."
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
anchored = 1
anchored = TRUE
/obj/effect/decal/remains/xeno
name = "remains"
desc = "They look like the remains of something... alien. They have a strange aura about them."
icon = 'icons/effects/blood.dmi'
icon_state = "remainsxeno"
anchored = 1
anchored = TRUE
/obj/effect/decal/remains/robot
name = "remains"
desc = "They look like the remains of something mechanical. They have a strange aura about them."
icon = 'icons/mob/robots.dmi'
icon_state = "remainsrobot"
anchored = 1
anchored = TRUE
/obj/effect/decal/remains/robot/New()
..()
@@ -33,7 +33,7 @@
desc = "Noooooooooooooooooooooo"
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
anchored = 1
anchored = TRUE
/obj/effect/decal/remains/slime/New()
..()
@@ -1,6 +1,6 @@
/obj/effect/decal/warning_stripes
icon = 'icons/effects/warning_stripes.dmi'
layer = 2
layer = TURF_LAYER
/obj/effect/decal/warning_stripes/north
icon_state = "N"
@@ -50,7 +50,7 @@
/obj/effect/decal/warning_stripes/northwestsouth
icon_state = "U-E"
/obj/effect/decal/warning_stripes/New()
/obj/effect/decal/warning_stripes/Initialize()
. = ..()
loc.overlays += src
qdel(src)
@@ -107,4 +107,4 @@
icon_state = "16"
/obj/effect/decal/warning_stripes/blue/hollow
icon_state = "18"
icon_state = "18"
+1 -1
View File
@@ -84,7 +84,7 @@
var/dead_notes = input("Insert any relevant notes")
var/obj/item/paper/R = new(user.loc)
R.name = "Official Coroner's Report - [dead_name]"
R.info = "<b>NanoTrasen Science Station Cyberiad - Coroner's Report</b><br><br><b>Name of Deceased:</b> [dead_name]</br><br><b>Rank of Deceased:</b> [dead_rank]<br><br><b>Time of Death:</b> [dead_tod]<br><br><b>Cause of Death:</b> [dead_cause]<br><br><b>Trace Chemicals:</b> [dead_chems]<br><br><b>Additional Coroner's Notes:</b> [dead_notes]<br><br><b>Coroner's Signature:</b> <span class=\"paper_field\">"
R.info = "<b>Nanotrasen Science Station [using_map.station_short] - Coroner's Report</b><br><br><b>Name of Deceased:</b> [dead_name]</br><br><b>Rank of Deceased:</b> [dead_rank]<br><br><b>Time of Death:</b> [dead_tod]<br><br><b>Cause of Death:</b> [dead_cause]<br><br><b>Trace Chemicals:</b> [dead_chems]<br><br><b>Additional Coroner's Notes:</b> [dead_notes]<br><br><b>Coroner's Signature:</b> <span class=\"paper_field\">"
playsound(loc, 'sound/goonstation/machines/printer_thermal.ogg', 50, 1)
sleep(10)
user.put_in_hands(R)
+6 -6
View File
@@ -1636,7 +1636,7 @@
<li>The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians;</li>
<li>The Chief Engineer is permitted to carry a telescopic baton and a flash; </li>
<li>The Chief Engineer is responsible for maintaining the integrity of the Gravitational Singularity Engine and/or the Supermatter Engine and/or the Tesla Engine. Neglecting this duty is grounds for termination should the Engine malfunction;</li>
<li>The Chief Engineer is responsible for maintaining the integrity of the Cyberiad's Atmospherics System. Failure to maintain this integrity is grounds for termination;</li>
<li>The Chief Engineer is responsible for maintaining the integrity of the station's Atmospherics System. Failure to maintain this integrity is grounds for termination;</li>
<li>The Chief Engineer may declare an area "Condemned", if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time;</li>
<li>The Chief Engineer is permitted to grant Building Permits to crewmembers, but must keep the Station Blueprints in a safe location at all times.</li>
</ol>
@@ -1652,7 +1652,7 @@
<li>Engineers must constantly monitor the Supermatter Engine, if it is the chosen method of power generation, if it is currently active (ie, under Emitter Fire). This is not negotiable;</li>
<li>Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape, for the sake of everyone else;</li>
<li>Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs;</li>
<li>Engineers are to maintain the integrity of the Cyberiad's Power Network. In addition, hotwiring the Gravitational Singularity Engine, Supermatter Engine or Tesla Engine is strictly forbidden;</li>
<li>Engineers are to maintain the integrity of the station's Power Network. In addition, hotwiring the Gravitational Singularity Engine, Supermatter Engine or Tesla Engine is strictly forbidden;</li>
<li>Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits.</li>
</ol>
<br><br>
@@ -2063,7 +2063,7 @@
<li>The Security Pod Pilot is not permitted to use the Laser Module during arrests, and must switch to the Disabler Module;</li>
<li>The Security Pod Pilot must carry around a spare set of tools and energy cell, for their own sake;</li>
<li>The Security Pod Pilot may immediately, and without warning, conduct arrests on individuals attempting to perform E.V.A actions near the AI Satellite. Exception is made if the AI Unit is malfunctioning;</li>
<li>The Security Pod Pilot is not permitted to explore the area surrounding the station, and must therefore be confined to the immediate orbital area of the NSS Cyberiad, the NXS Klapaucius (the Telecomms Satellite) and the Mining/Research Asteroid. Exception is made if the Head of Security permits otherwise.</li>
<li>The Security Pod Pilot is not permitted to explore the area surrounding the station, and must therefore be confined to the immediate orbital area of the station, the NXS Klapaucius (the Telecomms Satellite) and the Mining/Research Asteroid. Exception is made if the Head of Security permits otherwise.</li>
</ol><BR>
<h style='color: darkblue'>Code Blue</h>
@@ -2506,11 +2506,11 @@
<li>The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there's an immediate threat to station and/or crew;</li>
<li>If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;</li>
<li>The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;</li>
<li>The Captain is not to leave the NSS Cyberiad unless given specific permission by Central Command, or it happens to be the end of the shift. This includes via space or via the Gateway. To do so is to be considered abandoning their posts and is grounds for termination;</li>
<li>The Captain is not to leave the station unless given specific permission by Central Command, or it happens to be the end of the shift. This includes via space or via the Gateway. To do so is to be considered abandoning their posts and is grounds for termination;</li>
<li>The Captain must keep the Nuclear Authentication Disk on their person at all times or, failing that, in the possession of the Head of Security or Blueshield;</li>
<li>The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;</li>
<li>The Captain is not permitted to carry their Antique Laser Gun or Space Armor unless there's an immediate emergency that requires attending to;</li>
<li>The Captain, despite being in charge of the Cyberiad, is not independent from Nanotrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;</li>
<li>The Captain, despite being in charge of the station, is not independent from Nanotrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;</li>
<li>The Captain may only promote personnel to a Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. Said Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;</li>
<li>The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, Magistrate, Nanotrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station.</li>
</ol><BR>
@@ -2560,4 +2560,4 @@
</body>
</html>
"}
"}
@@ -29,7 +29,7 @@
/obj/structure/kitchenspike
name = "a meat spike"
name = "meat spike"
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
desc = "A spike for collecting meat from animals."
@@ -138,6 +138,7 @@
icon_state = "wooden_chair_wings"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
item_chair = /obj/item/chair/wood/wings
/obj/structure/chair/comfy
name = "comfy chair"