mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-14 00:23:29 +01:00
Merge remote-tracking branch 'upstream/master' into brass
This commit is contained in:
@@ -24,7 +24,7 @@
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var/oldloc = loc
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step(src, direction)
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if(oldloc != loc)
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addtimer(CALLBACK(src, .proc/ResetMoveDelay), config.walk_speed)
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addtimer(CALLBACK(src, .proc/ResetMoveDelay), GLOB.configuration.movement.base_walk_speed)
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else
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move_delay = FALSE
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@@ -118,7 +118,6 @@
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new /obj/item/storage/lockbox/mindshield(src)
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new /obj/item/storage/box/flashbangs(src)
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new /obj/item/holosign_creator/security(src)
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new /obj/item/clothing/mask/gas/sechailer/hos(src)
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new /obj/item/shield/riot/tele(src)
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new /obj/item/melee/baton/loaded(src)
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new /obj/item/storage/belt/security/sec(src)
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@@ -71,18 +71,18 @@
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icon_opened = "fireclosetopen"
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/obj/structure/closet/firecloset/populate_contents()
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new /obj/item/extinguisher(src)
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new /obj/item/clothing/suit/fire/firefighter(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/tank/internals/oxygen/red(src)
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new /obj/item/extinguisher(src)
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new /obj/item/clothing/head/hardhat/red(src)
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/obj/structure/closet/firecloset/full/populate_contents()
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new /obj/item/extinguisher(src)
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new /obj/item/clothing/suit/fire/firefighter(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/flashlight(src)
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new /obj/item/tank/internals/oxygen/red(src)
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new /obj/item/extinguisher(src)
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new /obj/item/clothing/head/hardhat/red(src)
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@@ -367,6 +367,23 @@
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newgas.temperature = target_temp
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return newgas
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/obj/structure/closet/crate/freezer/iv_storage
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name = "IV storage freezer"
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desc = "A freezer used to store IV bags containing various blood types."
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/obj/structure/closet/crate/freezer/iv_storage/populate_contents()
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new /obj/item/reagent_containers/iv_bag/blood/OMinus(src)
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new /obj/item/reagent_containers/iv_bag/blood/OPlus(src)
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new /obj/item/reagent_containers/iv_bag/blood/AMinus(src)
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new /obj/item/reagent_containers/iv_bag/blood/APlus(src)
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new /obj/item/reagent_containers/iv_bag/blood/BMinus(src)
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new /obj/item/reagent_containers/iv_bag/blood/BPlus(src)
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new /obj/item/reagent_containers/iv_bag/blood/random(src)
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new /obj/item/reagent_containers/iv_bag/blood/random(src)
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new /obj/item/reagent_containers/iv_bag/blood/random(src)
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new /obj/item/reagent_containers/iv_bag/salglu(src)
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new /obj/item/reagent_containers/iv_bag/slime(src)
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/obj/structure/closet/crate/can
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desc = "A large can, looks like a bin to me."
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name = "garbage can"
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@@ -5,6 +5,7 @@
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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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face_while_pulling = FALSE
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layer = SHOWER_CLOSED_LAYER
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opacity = 1
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density = 0
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@@ -3,6 +3,7 @@
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desc = "A cart for storing engineering items."
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icon = 'icons/obj/engicart.dmi'
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icon_state = "cart"
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face_while_pulling = FALSE
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anchored = 0
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density = 1
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var/obj/item/stack/sheet/glass/myglass = null
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@@ -3,6 +3,7 @@
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desc = "A cart for transporting food and drinks."
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icon = 'icons/obj/foodcart.dmi'
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icon_state = "cart"
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face_while_pulling = FALSE
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anchored = 0
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density = 1
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//Food slots
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@@ -28,6 +28,11 @@
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if(GIRDER_DISASSEMBLED)
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. += "<span class='notice'>[src] is disassembled! You probably shouldn't be able to see this examine message.</span>"
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/obj/structure/girder/detailed_examine()
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return "Use metal sheets on this to build a normal wall. Adding plasteel instead will make a reinforced wall.<br>\
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A false wall can be made by using a crowbar on this girder, and then adding metal or plasteel.<br>\
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You can dismantle the girder with a wrench."
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/obj/structure/girder/proc/refundMetal(metalAmount) //refunds metal used in construction when deconstructed
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for(var/i=0;i < metalAmount;i++)
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new metal_type(get_turf(src))
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@@ -405,6 +410,9 @@
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girderpasschance = 0
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max_integrity = 350
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/obj/structure/girder/reinforced/detailed_examine()
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return "Add another sheet of plasteel to finish."
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/obj/structure/girder/cult
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name = "runed girder"
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desc = "Framework made of a strange and shockingly cold metal. It doesn't seem to have any bolts."
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@@ -21,6 +21,10 @@
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var/shockcooldown = 0
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var/my_shockcooldown = 1 SECONDS
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/obj/structure/grille/detailed_examine()
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return "A powered and knotted wire underneath this will cause the grille to shock anyone not wearing insulated gloves.<br>\
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Wirecutters will turn the grille into metal rods instantly. Grilles are made with metal rods."
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/obj/structure/grille/fence
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var/width = 3
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@@ -5,6 +5,9 @@
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icon_state = "folded_wall"
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/inflatable/detailed_examine()
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return "Inflate by using it in your hand. The inflatable barrier will inflate on your tile. To deflate it, use the 'deflate' verb."
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/obj/item/inflatable/attack_self(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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to_chat(user, "<span class='notice'>You inflate [src].</span>")
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@@ -25,6 +28,9 @@
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var/torn = /obj/item/inflatable/torn
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var/intact = /obj/item/inflatable
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/obj/structure/inflatable/detailed_examine()
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return "To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever."
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/obj/structure/inflatable/Initialize(location)
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..()
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air_update_turf(TRUE)
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@@ -104,6 +110,10 @@
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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/obj/structure/inflatable/door/detailed_examine()
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return "Click the door to open or close it. It only stops air while closed.<br>\
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To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever."
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/obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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@@ -7,6 +7,7 @@
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icon_state = "cart"
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anchored = 0
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density = 1
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face_while_pulling = FALSE
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container_type = OPENCONTAINER
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//copypaste sorry
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var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
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@@ -26,6 +26,10 @@
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. = ..()
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. += deconstruction_hints(user)
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/obj/structure/lattice/detailed_examine()
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return "Add a metal floor tile to build a floor on top of the lattice.<br>\
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Lattices can be made by applying metal rods to a space tile."
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/obj/structure/lattice/proc/deconstruction_hints(mob/user)
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return "<span class='notice'>The rods look like they could be <b>cut</b>. There's space for more <i>rods</i> or a <i>tile</i>.</span>"
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@@ -114,12 +114,9 @@
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if("Body")
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var/list/race_list = list("Human", "Tajaran", "Skrell", "Unathi", "Diona", "Vulpkanin")
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if(config.usealienwhitelist)
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for(var/Spec in GLOB.whitelisted_species)
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if(is_alien_whitelisted(H, Spec))
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race_list += Spec
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else
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race_list += GLOB.whitelisted_species
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for(var/species in GLOB.whitelisted_species)
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if(is_alien_whitelisted(H, species))
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race_list += species
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var/datum/ui_module/appearance_changer/AC = ui_users[user]
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if(!AC)
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@@ -286,33 +286,34 @@
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/obj/structure/sign/medbay/alt
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icon_state = "bluecross2"
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/obj/structure/sign/directions
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name = "direction sign"
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/obj/structure/sign/directions/bridge
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desc = "A direction sign, pointing out which way the Bridge is."
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icon_state = "direction_bridge"
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/obj/structure/sign/directions/science
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name = "\improper Research Division"
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desc = "A direction sign, pointing out which way the Research Division is."
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icon_state = "direction_sci"
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/obj/structure/sign/directions/engineering
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name = "\improper Engineering Department"
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desc = "A direction sign, pointing out which way the Engineering Department is."
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icon_state = "direction_eng"
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/obj/structure/sign/directions/security
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name = "\improper Security Department"
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desc = "A direction sign, pointing out which way the Security Department is."
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icon_state = "direction_sec"
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/obj/structure/sign/directions/medical
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name = "\improper Medical Bay"
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desc = "A direction sign, pointing out which way Medical Bay is."
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desc = "A direction sign, pointing out which way the Medical Bay is."
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icon_state = "direction_med"
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/obj/structure/sign/directions/evac
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name = "\improper Escape Arm"
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desc = "A direction sign, pointing out which way Escape Shuttle Dock is."
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desc = "A direction sign, pointing out which way the Escape Shuttle Dock is."
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icon_state = "direction_evac"
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/obj/structure/sign/directions/cargo
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name = "\improper Cargo Department"
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desc = "A direction sign, pointing out which way the Cargo Department is."
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icon_state = "direction_supply"
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@@ -86,15 +86,3 @@
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name = "basilisk den"
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desc = "A den housing a nest of basilisks, bring a coat."
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mob_types = list(/mob/living/simple_animal/hostile/asteroid/basilisk)
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/obj/structure/spawner/headcrab
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name = "headcrab nest"
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desc = "A living nest for headcrabs. It is moving ominously."
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icon_state = "headcrab_nest"
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icon = 'icons/mob/headcrab.dmi'
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max_integrity = 200
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max_mobs = 15
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spawn_time = 600
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mob_types = list(/mob/living/simple_animal/hostile/headcrab, /mob/living/simple_animal/hostile/headcrab/fast, /mob/living/simple_animal/hostile/headcrab/poison)
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spawn_text = "crawls out of"
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faction = list("hostile")
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@@ -25,6 +25,12 @@
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buckle_offset = -6
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var/comfort = 2 // default comfort
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/obj/structure/bed/detailed_examine()
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return "Click and drag yourself (or anyone) to this to buckle in. Click on this with an empty hand to undo the buckles.<br>\
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<br>\
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Anyone with restraints, such as handcuffs, will not be able to unbuckle themselves. They must use the Resist button, or verb, to break free of \
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the buckles, instead."
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/obj/structure/bed/psych
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name = "psych bed"
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desc = "For prime comfort during psychiatric evaluations."
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@@ -64,6 +70,7 @@
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name = "roller bed"
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "down"
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face_while_pulling = FALSE
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resistance_flags = NONE
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anchored = FALSE
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comfort = 1
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@@ -11,6 +11,7 @@
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max_integrity = 250
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integrity_failure = 25
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buckle_offset = 0
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face_while_pulling = FALSE
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 1
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var/item_chair = /obj/item/chair // if null it can't be picked up
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@@ -116,7 +117,7 @@
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set category = "Object"
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set src in oview(1)
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if(config.ghost_interaction)
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if(GLOB.configuration.general.ghost_interaction)
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setDir(turn(dir, 90))
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handle_rotation()
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return
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@@ -404,7 +404,7 @@
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tile.water_act(100, convertHeat(), src)
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tile.clean_blood(radiation_clean = TRUE)
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for(var/obj/effect/E in tile)
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if(is_cleanable(E))
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if(E.is_cleanable())
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qdel(E)
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for(var/A in loc)
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wash(A)
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