mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
This commit is contained in:
@@ -41,7 +41,7 @@
|
||||
T.air_update_turf(TRUE)
|
||||
|
||||
/obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0)
|
||||
return 0
|
||||
return
|
||||
|
||||
/obj/structure/inflatable/CanAtmosPass(turf/T)
|
||||
return !density
|
||||
@@ -105,14 +105,12 @@
|
||||
|
||||
/obj/structure/inflatable/door //Based on mineral door code
|
||||
name = "inflatable door"
|
||||
|
||||
icon = 'icons/obj/inflatable.dmi'
|
||||
icon_state = "door_closed"
|
||||
torn = /obj/item/inflatable/door/torn
|
||||
intact = /obj/item/inflatable/door
|
||||
|
||||
var/state_open = FALSE
|
||||
var/isSwitchingStates = FALSE
|
||||
var/is_operating = FALSE
|
||||
|
||||
/obj/structure/inflatable/door/detailed_examine()
|
||||
return "Click the door to open or close it. It only stops air while closed.<br>\
|
||||
@@ -123,10 +121,10 @@
|
||||
return
|
||||
else if(isrobot(user)) //but cyborgs can
|
||||
if(get_dist(user,src) <= 1) //not remotely though
|
||||
return TryToSwitchState(user)
|
||||
return try_to_operate(user)
|
||||
|
||||
/obj/structure/inflatable/door/attack_hand(mob/user as mob)
|
||||
return TryToSwitchState(user)
|
||||
return try_to_operate(user)
|
||||
|
||||
/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0)
|
||||
if(istype(mover, /obj/effect/beam))
|
||||
@@ -136,8 +134,8 @@
|
||||
/obj/structure/inflatable/door/CanAtmosPass(turf/T)
|
||||
return !density
|
||||
|
||||
/obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)
|
||||
if(isSwitchingStates)
|
||||
/obj/structure/inflatable/door/proc/try_to_operate(atom/user)
|
||||
if(is_operating)
|
||||
return
|
||||
if(ismob(user))
|
||||
var/mob/M = user
|
||||
@@ -147,42 +145,28 @@
|
||||
if(iscarbon(M))
|
||||
var/mob/living/carbon/C = M
|
||||
if(!C.handcuffed)
|
||||
SwitchState()
|
||||
operate()
|
||||
else
|
||||
SwitchState()
|
||||
operate()
|
||||
else if(istype(user, /obj/mecha))
|
||||
SwitchState()
|
||||
operate()
|
||||
|
||||
/obj/structure/inflatable/door/proc/SwitchState()
|
||||
if(state_open)
|
||||
Close()
|
||||
/obj/structure/inflatable/door/proc/operate()
|
||||
is_operating = TRUE
|
||||
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
|
||||
if(!state_open)
|
||||
flick("door_opening",src)
|
||||
else
|
||||
Open()
|
||||
flick("door_closing",src)
|
||||
sleep(10)
|
||||
density = !density
|
||||
opacity = !opacity
|
||||
state_open = !state_open
|
||||
update_icon(UPDATE_ICON_STATE)
|
||||
is_operating = FALSE
|
||||
air_update_turf(1)
|
||||
|
||||
/obj/structure/inflatable/door/proc/Open()
|
||||
isSwitchingStates = TRUE
|
||||
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
|
||||
flick("door_opening",src)
|
||||
sleep(10)
|
||||
density = FALSE
|
||||
opacity = FALSE
|
||||
state_open = TRUE
|
||||
update_icon()
|
||||
isSwitchingStates = FALSE
|
||||
|
||||
/obj/structure/inflatable/door/proc/Close()
|
||||
isSwitchingStates = TRUE
|
||||
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
|
||||
flick("door_closing",src)
|
||||
sleep(10)
|
||||
density = TRUE
|
||||
opacity = FALSE
|
||||
state_open = FALSE
|
||||
update_icon()
|
||||
isSwitchingStates = FALSE
|
||||
|
||||
/obj/structure/inflatable/door/update_icon()
|
||||
/obj/structure/inflatable/door/update_icon_state()
|
||||
if(state_open)
|
||||
icon_state = "door_open"
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user