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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-09 06:04:23 +01:00
Fully refactors Chairs, Stools & Beds. Adds a few fun bits
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@@ -306,5 +306,5 @@ var/global/datum/prizes/global_prizes = new
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/datum/prize_item/bike
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name = "Awesome Bike!"
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desc = "WOAH."
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typepath = /obj/structure/stool/bed/chair/wheelchair/bike
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typepath = /obj/structure/chair/wheelchair/bike
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cost = 10000 //max stack + 1 tickets.
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@@ -40,7 +40,7 @@
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return
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/obj/item/assembly/shock_kit/receive_signal()
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if(istype(loc, /obj/structure/stool/bed/chair/e_chair))
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var/obj/structure/stool/bed/chair/e_chair/C = loc
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if(istype(loc, /obj/structure/chair/e_chair))
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var/obj/structure/chair/e_chair/C = loc
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C.shock()
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return
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@@ -2159,7 +2159,7 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
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var/obj/item/organ/external/l_foot = character.get_organ("l_foot")
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var/obj/item/organ/external/r_foot = character.get_organ("r_foot")
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if(!l_foot && !r_foot)
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var/obj/structure/stool/bed/chair/wheelchair/W = new /obj/structure/stool/bed/chair/wheelchair (character.loc)
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var/obj/structure/chair/wheelchair/W = new /obj/structure/chair/wheelchair (character.loc)
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character.buckled = W
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character.update_canmove()
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W.dir = character.dir
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@@ -168,9 +168,9 @@
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if(!proximity || !ishuman(user) || user.incapacitated())
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return
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if(istype(target, /obj/structure/stool/bed/chair/wheelchair) && !istype(target, /obj/structure/stool/bed/chair/wheelchair/bike))
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if(istype(target, /obj/structure/chair/wheelchair) && !istype(target, /obj/structure/chair/wheelchair/bike))
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to_chat(user, "<span class='notice'>You modify the appearance of [target].</span>")
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var/obj/structure/stool/bed/chair/wheelchair/chair = target
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var/obj/structure/chair/wheelchair/chair = target
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chair.icon = 'icons/obj/custom_items.dmi'
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chair.icon_state = "vox_wheelchair"
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chair.name = "vox wheelchair"
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@@ -196,13 +196,13 @@
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if("winter") //Snow terrain is slow to move in and cold! Get the assistants to shovel your driveway.
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NewTerrainFloors = /turf/simulated/floor/snow // Needs to be updated after turf update
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NewTerrainWalls = /turf/simulated/wall/mineral/wood
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NewTerrainChairs = /obj/structure/stool/bed/chair/wood/normal
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NewTerrainChairs = /obj/structure/chair/wood/normal
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NewTerrainTables = /obj/structure/table/glass
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NewFlora = list(/obj/structure/flora/grass/green, /obj/structure/flora/grass/brown, /obj/structure/flora/grass/both)
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if("jungle") //Beneficial due to actually having breathable air. Plus, monkeys and bows and arrows.
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NewTerrainFloors = /turf/simulated/floor/grass
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NewTerrainWalls = /turf/simulated/wall/mineral/sandstone
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NewTerrainChairs = /obj/structure/stool/bed/chair/wood/normal
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NewTerrainChairs = /obj/structure/chair/wood/normal
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NewTerrainTables = /obj/structure/table/wood
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NewFlora = list(/obj/structure/flora/ausbushes/sparsegrass, /obj/structure/flora/ausbushes/fernybush, /obj/structure/flora/ausbushes/leafybush,
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/obj/structure/flora/ausbushes/grassybush, /obj/structure/flora/ausbushes/sunnybush, /obj/structure/flora/tree/palm, /mob/living/carbon/human/monkey,
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@@ -211,7 +211,7 @@
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if("alien") //Beneficial, turns stuff into alien alloy which is useful to cargo and research. Also repairs atmos.
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NewTerrainFloors = /turf/simulated/floor/mineral/abductor
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NewTerrainWalls = /turf/simulated/wall/mineral/abductor
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NewTerrainChairs = /obj/structure/stool/bed/abductor //ayys apparently don't have chairs. An entire species of people who only recline.
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NewTerrainChairs = /obj/structure/bed/abductor //ayys apparently don't have chairs. An entire species of people who only recline.
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NewTerrainTables = /obj/structure/table/abductor
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/obj/machinery/anomalous_crystal/theme_warp/ActivationReaction(mob/user, method)
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@@ -233,9 +233,9 @@
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if(iswallturf(T) && NewTerrainWalls)
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T.ChangeTurf(NewTerrainWalls)
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continue
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if(istype(Stuff, /obj/structure/stool/bed/chair) && NewTerrainChairs)
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var/obj/structure/stool/bed/chair/Original = Stuff
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var/obj/structure/stool/bed/chair/C = new NewTerrainChairs(Original.loc)
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if(istype(Stuff, /obj/structure/chair) && NewTerrainChairs)
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var/obj/structure/chair/Original = Stuff
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var/obj/structure/chair/C = new NewTerrainChairs(Original.loc)
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C.dir = Original.dir
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qdel(Stuff)
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continue
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@@ -442,7 +442,7 @@
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attack_self(user)
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//Bed
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/obj/structure/stool/bed/pod
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/obj/structure/bed/pod
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icon = 'icons/obj/lavaland/survival_pod.dmi'
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icon_state = "bed"
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@@ -146,7 +146,7 @@ Doesn't work on other aliens/AI.*/
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if("resin membrane")
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new /obj/structure/alien/resin/membrane(loc)
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if("resin nest")
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new /obj/structure/stool/bed/nest(loc)
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new /obj/structure/bed/nest(loc)
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return
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/mob/living/carbon/alien/humanoid/verb/regurgitate()
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@@ -578,14 +578,14 @@ var/list/ventcrawl_machinery = list(/obj/machinery/atmospherics/unary/vent_pump,
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/mob/living/carbon/can_use_hands()
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if(handcuffed)
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return 0
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if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
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return 0
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return 1
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return FALSE
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if(buckled && ! istype(buckled, /obj/structure/chair)) // buckling does not restrict hands
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return FALSE
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return TRUE
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/mob/living/carbon/restrained()
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if(handcuffed)
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return 1
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return TRUE
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return
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@@ -354,8 +354,8 @@
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handle_dreams()
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adjustStaminaLoss(-10)
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var/comfort = 1
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if(istype(buckled, /obj/structure/stool/bed))
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var/obj/structure/stool/bed/bed = buckled
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if(istype(buckled, /obj/structure/bed))
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var/obj/structure/bed/bed = buckled
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comfort+= bed.comfort
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for(var/obj/item/bedsheet/bedsheet in range(loc,0))
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if(bedsheet.loc != loc) //bedsheets in your backpack/neck don't give you comfort
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@@ -359,7 +359,7 @@
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character.lastarea = get_area(loc)
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// Moving wheelchair if they have one
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if(character.buckled && istype(character.buckled, /obj/structure/stool/bed/chair/wheelchair))
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if(character.buckled && istype(character.buckled, /obj/structure/chair/wheelchair))
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character.buckled.loc = character.loc
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character.buckled.dir = character.dir
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@@ -14,7 +14,7 @@
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/datum/mapGeneratorModule/syndieFurniture
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clusterCheckFlags = CLUSTER_CHECK_SAME_ATOMS
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spawnableTurfs = list()
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spawnableAtoms = list(/obj/structure/table = 20,/obj/structure/stool/bed/chair = 15,/obj/structure/stool = 10, \
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spawnableAtoms = list(/obj/structure/table = 20,/obj/structure/chair = 15,/obj/structure/chair/stool = 10, \
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/obj/structure/computerframe = 15, /obj/item/storage/toolbox/syndicate = 15 ,\
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/obj/structure/closet/syndicate = 25)
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@@ -50,4 +50,4 @@
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/datum/mapGeneratorModule/border/syndieWalls,\
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/datum/mapGeneratorModule/syndieFurniture, \
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/datum/mapGeneratorModule/splatterLayer/syndieMobs, \
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/datum/mapGeneratorModule/bottomLayer/repressurize)
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/datum/mapGeneratorModule/bottomLayer/repressurize)
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@@ -380,7 +380,7 @@ var/static/regex/multispin_words = regex("like a record baby")
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else if((findtext(message, sit_words)))
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for(var/V in listeners)
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var/mob/living/L = V
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for(var/obj/structure/stool/bed/chair/chair in get_turf(L))
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for(var/obj/structure/chair/chair in get_turf(L))
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chair.buckle_mob(L)
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break
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next_command = world.time + cooldown_meme
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@@ -389,7 +389,7 @@ var/static/regex/multispin_words = regex("like a record baby")
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else if((findtext(message, stand_words)))
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for(var/V in listeners)
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var/mob/living/L = V
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if(L.buckled && istype(L.buckled, /obj/structure/stool/bed/chair))
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if(L.buckled && istype(L.buckled, /obj/structure/chair))
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L.buckled.unbuckle_mob(L)
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next_command = world.time + cooldown_meme
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@@ -23,7 +23,7 @@
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var/delay_timer = null
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var/list/blacklist = list(/obj/tram/rail,/atom/movable/lighting_overlay)
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var/list/ancwhitelist = list(/obj/tram, /obj/vehicle, /obj/structure/stool/bed/chair, /obj/structure/grille, /obj/structure/window)
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var/list/ancwhitelist = list(/obj/tram, /obj/vehicle, /obj/structure/chair, /obj/structure/grille, /obj/structure/window)
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/obj/tram/tram_controller/New()
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spawn(1)
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@@ -260,4 +260,4 @@
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/obj/tram/bullet_act(var/obj/item/projectile/proj)
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if(prob(proj.damage))
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qdel(src)
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..()
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..()
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@@ -3,7 +3,7 @@
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desc = "what the paramedic uses to run over people to take to medbay."
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icon_state = "docwagon2"
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keytype = /obj/item/key/ambulance
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var/obj/structure/stool/bed/amb_trolley/bed = null
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var/obj/structure/bed/amb_trolley/bed = null
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/obj/item/key/ambulance
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@@ -40,11 +40,11 @@
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if(bed.buckled_mob)
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bed.buckled_mob.dir = Dir
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/obj/structure/stool/bed/amb_trolley
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/obj/structure/bed/amb_trolley
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name = "ambulance train trolley"
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icon = 'icons/vehicles/CargoTrain.dmi'
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icon_state = "ambulance"
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anchored = 0
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anchored = FALSE
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throw_pressure_limit = INFINITY //Throwing an ambulance trolley can kill the process scheduler.
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/obj/structure/stool/bed/amb_trolley/MouseDrop(obj/over_object as obj)
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