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-Added constructable solar arrays.
-Added a solar pack crate to order. -Machines that have a use_power of 0 will no longer be turned off due to lack of power in the area. -Fixed a bug with the solar computer not reconnecting to the powernet when dismantled and remantled. -Increased the cap of crates to 30. -Some performance tweaks. -Some standardization. -All objects of type /obj/machinery/power will try to disconnect from the powernet before deleting, this will help reduce the node list size. -Added a heat_proof variable for doors. It will effect glass airlocks and it'll determine whether they can block heat or not. Research glass airlocks will always have it enabled. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5344 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -92,6 +92,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
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normalspeed = 1
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/hasShocked = 0 //Prevents multiple shocks from happening
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var/heat_proof = 0 // For glass airlocks
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/obj/machinery/door/airlock/command
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name = "Airlock"
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@@ -216,14 +217,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
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opacity = 0
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doortype = 21
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glass = 1
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/obj/machinery/door/airlock/update_heat_protection(var/turf/simulated/source)
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if(istype(source))
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if(src.density)
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source.thermal_conductivity = DOOR_HEAT_TRANSFER_COEFFICIENT
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else
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source.thermal_conductivity = initial(source.thermal_conductivity)
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heat_proof = 1
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/obj/machinery/door/airlock/glass_mining
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name = "Maintenance Hatch"
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@@ -639,6 +633,13 @@ About the new airlock wires panel:
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return 0
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/obj/machinery/door/airlock/update_heat_protection(var/turf/simulated/source)
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if(istype(source))
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if(src.density && (src.opacity || src.heat_proof))
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source.thermal_conductivity = DOOR_HEAT_TRANSFER_COEFFICIENT
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else
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source.thermal_conductivity = initial(source.thermal_conductivity)
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/obj/machinery/door/airlock/update_icon()
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if(overlays) overlays = null
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if(density)
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@@ -1,7 +1,7 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/obj/item/weapon/airlock_electronics
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name = "Airlock Electronics"
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name = "airlock electronics"
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icon = 'icons/obj/doors/door_assembly.dmi'
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icon_state = "door_electronics"
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w_class = 2.0 //It should be tiny! -Agouri
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@@ -12,7 +12,7 @@
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var/wall_mounted = 0 //never solid (You can always pass over it)
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var/health = 100
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var/lastbang
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var/storage_capacity = 20 //This is so that someone can't pack hundreds of items in a locker/crate
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var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
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//then open it in a populated area to crash clients.
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/obj/structure/closet/New()
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