Items missing from map re-added.

This commit is contained in:
ZomgPonies
2013-08-12 02:04:06 -04:00
parent d752da826e
commit e3213894bd
5 changed files with 209 additions and 6 deletions
@@ -0,0 +1,49 @@
/obj/machinery/monkey_recycler
name = "Monkey Recycler"
desc = "A machine used for recycling dead monkeys into monkey cubes."
icon = 'icons/obj/kitchen.dmi'
icon_state = "grinder"
layer = 2.9
density = 1
anchored = 1
use_power = 1
idle_power_usage = 5
active_power_usage = 50
var/grinded = 0
/obj/machinery/monkey_recycler/attackby(var/obj/item/O as obj, var/mob/user as mob)
if (src.stat != 0) //NOPOWER etc
return
if (istype(O, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = O
var/grabbed = G.affecting
if(istype(grabbed, /mob/living/carbon/monkey))
var/mob/living/carbon/monkey/target = grabbed
if(target.stat == 0)
user << "\red The monkey is struggling far too much to put it in the recycler."
else
user.drop_item()
del(target)
user << "\blue You stuff the monkey in the machine."
playsound(src.loc, 'sound/machines/juicer.ogg', 50, 1)
use_power(500)
src.grinded++
user << "\blue The machine now has [grinded] monkeys worth of material stored."
else
user << "\red The machine only accepts monkeys!"
return
/obj/machinery/monkey_recycler/attack_hand(var/mob/user as mob)
if (src.stat != 0) //NOPOWER etc
return
if(grinded >=5)
user << "\blue The machine hisses loudly as it condenses the grinded monkey meat. After a moment, it dispenses a brand new monkey cube."
playsound(src.loc, 'sound/machines/hiss.ogg', 50, 1)
grinded -= 5
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src.loc)
user << "\blue The machine's display flashes that it has [grinded] monkeys worth of material left."
else
user << "\red The machine needs at least 5 monkeys worth of material to produce a monkey cube. It only has [grinded]."
return
+120
View File
@@ -0,0 +1,120 @@
/obj/structure/stool/bed/chair/ambulance
name = "ambulance"
icon = 'icons/obj/vehicles.dmi'
icon_state = "docwagon"
anchored = 1
density = 1
/var/brightness = 4
/var/strobe = 0
/obj/structure/stool/bed/chair/ambulance/New()
handle_rotation()
/obj/structure/stool/bed/chair/ambulance/examine()
set src in usr
usr << "\icon[src] This is a specially designed ambulance unit for Emergency Medical Personel"
/obj/structure/stool/bed/chair/janicart/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/key/ambulance))
user << "Hold [W] in one of your hands while you drive this ambulance so noone steals it from you!."
/obj/structure/stool/bed/chair/ambulance/relaymove(mob/user, direction)
if(user.stat || user.stunned || user.weakened || user.paralysis)
unbuckle()
if(istype(user.l_hand, /obj/item/key/ambulance) || istype(user.r_hand, /obj/item/key/ambulance))
step(src, direction)
update_mob()
handle_rotation()
else
user << "<span class='notice'>You'll need the keys in one of your hands to drive this ambulance.</span>"
/obj/structure/stool/bed/chair/ambulance/Move()
..()
if(buckled_mob)
if(buckled_mob.buckled == src)
buckled_mob.loc = loc
/obj/structure/stool/bed/chair/ambulance/buckle_mob(mob/M, mob/user)
if(M != user || !ismob(M) || get_dist(src, user) > 1 || user.restrained() || user.lying || user.stat || M.buckled || istype(user, /mob/living/silicon))
return
unbuckle()
M.visible_message(\
"<span class='notice'>[M] climbs onto the ambulance!</span>",\
"<span class='notice'>You climb onto the ambulance!</span>")
M.buckled = src
M.loc = loc
M.dir = dir
M.update_canmove()
buckled_mob = M
update_mob()
add_fingerprint(user)
strobe = 1
icon_state = "docwagon2"
return
//Add red strobe effect call to this section
/obj/structure/stool/bed/chair/ambulance/unbuckle()
if(buckled_mob)
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 0
strobe = 0
icon_state = "docwagon"
..()
/obj/structure/stool/bed/chair/ambulance/handle_rotation()
if(dir == SOUTH)
layer = FLY_LAYER
else
layer = OBJ_LAYER
if(buckled_mob)
if(buckled_mob.loc != loc)
buckled_mob.buckled = null //Temporary, so Move() succeeds.
buckled_mob.buckled = src //Restoring
update_mob()
/obj/structure/stool/bed/chair/ambulance/proc/update_mob()
if(buckled_mob)
buckled_mob.dir = dir
switch(dir)
if(SOUTH)
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 7
if(WEST)
buckled_mob.pixel_x = 13
buckled_mob.pixel_y = 7
if(NORTH)
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 4
if(EAST)
buckled_mob.pixel_x = -13
buckled_mob.pixel_y = 7
/obj/structure/stool/bed/chair/ambulance/bullet_act(var/obj/item/projectile/Proj)
if(buckled_mob)
if(prob(65))
return buckled_mob.bullet_act(Proj)
visible_message("<span class='warning'>[Proj] ricochets off the ambulance!</span>")
/obj/item/key/ambulance
name = "ambulance key"
desc = "A keyring with a small steel key, and tag with a red cross on it."
icon = 'icons/obj/vehicles.dmi'
icon_state = "keydoc"
w_class = 1
/*
/proc/ambulance/strobelight()
if (strobe)
for ALLTURF(range(1,mob))
icon = 'icons/turf/areas.dmi'
icon_state = "red"
*/
@@ -0,0 +1,30 @@
//Mime's Hardsuit
/obj/item/clothing/head/helmet/space/mime
name = "mime hardsuit helmet"
// icon = 'spaceciv.dmi'
desc = "A hardsuit helmet specifically designed for the mime."
icon_state = "spacemimehelmet"
item_state = "spacemimehelmet"
obj/item/clothing/suit/space/mime
name = "mime hardsuit"
// icon = 'spaceciv.dmi'
desc = "A hardsuit specifically designed for the mime."
icon_state = "spacemime_suit"
item_state = "spacemime_items"
allowed = list(/obj/item/weapon/tank)
/obj/item/clothing/head/helmet/space/clown
name = "clown hardsuit helmet"
// icon = 'spaceciv.dmi'
desc = "A hardsuit helmet specifically designed for the clown. SPESSHONK!"
icon_state = "clownhelmet"
item_state = "clownhelmet"
obj/item/clothing/suit/space/clown
name = "clown hardsuit"
// icon = 'spaceciv.dmi'
desc = "A hardsuit specifically designed for the clown. SPESSHONK!"
icon_state = "spaceclown_suit"
item_state = "spaceclown_items"
allowed = list(/obj/item/weapon/tank)