Made rollerbeds collapsible. They don't fit in containers, so it's just easier to take to location. Added new sprites and sounds for cable cuffs, and new sounds for table smashy.

This commit is contained in:
Erthilo
2012-05-18 00:56:53 +01:00
parent cf6a56433b
commit fa8e8decb4
12 changed files with 56 additions and 7 deletions
+1
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@@ -912,6 +912,7 @@
/obj/item/weapon/handcuffs/cable
name = "cable restraints"
desc = "Looks like some cables tied together. Could be used to tie something up."
icon_state = "cuff_red"
/obj/item/weapon/locator
name = "locator"
@@ -371,7 +371,7 @@
"\red You hear a whine as \the [src]'s is hit by something dense.")
H.UpdateDamageIcon()
H.updatehealth()
playsound(src.loc, 'punch1.ogg', 50, 1, -3)
playsound(src.loc, 'tablehit1.ogg', 50, 1, -3)
else //Lets do REAL DAMAGE, YEAH!
G.affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been smashed on a table by [G.assailant.name] ([G.assailant.ckey])</font>")
G.assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Smashed [G.affecting.name] ([G.affecting.ckey]) on a table.</font>")
@@ -409,7 +409,7 @@
"\red You hear the nauseating crunch of bone and gristle on solid metal.")
H.UpdateDamageIcon()
H.updatehealth()
playsound(src.loc, 'punch1.ogg', 50, 1, -3)
playsound(src.loc, 'tablehit1.ogg', 50, 1, -3)
return
G.affecting.loc = src.loc
G.affecting.Weaken(5)
+8 -2
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@@ -63,7 +63,10 @@
O.place = "handcuff"
M.requests += O
spawn( 0 )
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
if(istype(src, /obj/item/weapon/handcuffs/cable))
playsound(src.loc, 'cablecuff.ogg', 30, 1, -2)
else
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
O.process()
return
else
@@ -77,7 +80,10 @@
O.place = "handcuff"
M.requests += O
spawn( 0 )
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
if(istype(src, /obj/item/weapon/handcuffs/cable))
playsound(src.loc, 'cablecuff.ogg', 30, 1, -2)
else
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
O.process()
return
return
+25
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@@ -151,6 +151,18 @@
icon_state = "down"
anchored = 0
/obj/item/roller
name = "roller bed"
desc = "A collapsed roller bed that can be carried around."
icon = 'rollerbed.dmi'
icon_state = "folded"
w_class = 4.0 // Can't be put in backpacks. Oh well.
attack_self(mob/user)
var/obj/structure/stool/bed/roller/R = new /obj/structure/stool/bed/roller(user.loc)
R.add_fingerprint(user)
del(src)
//obj/structure/stool/bed/roller/Move()
/obj/structure/stool/bed/Move()
..()
@@ -181,7 +193,20 @@
buckled_mob.pixel_y = 0
buckled_mob.anchored = 0
buckled_mob.buckled = null
buckled_mob = null
density = 0
icon_state = "down"
..()
return
/obj/structure/stool/bed/roller/MouseDrop(over_object, src_location, over_location)
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
if(buckled_mob) return 0
visible_message("[usr] collapses \the [src.name]")
new/obj/item/roller(get_turf(src))
spawn(0)
del(src)
return
+1 -1
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@@ -189,7 +189,7 @@ TABLE AND RACK OBJECT INTERATIONS
"\red You hear the nauseating crunch of bone and gristle on solid metal.")
H.UpdateDamageIcon()
H.updatehealth()
playsound(src.loc, 'punch1.ogg', 50, 1, -3)
playsound(src.loc, 'tablehit1.ogg', 50, 1, -3)
return
G.affecting.loc = src.loc
G.affecting.Weaken(5)
@@ -1208,10 +1208,11 @@
if (handcuffed)
pulling = null
var/h1 = handcuffed.icon_state
if (!lying)
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff1", "layer" = MOB_LAYER)
overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]1", "layer" = MOB_LAYER)
else
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff2", "layer" = MOB_LAYER)
overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]2", "layer" = MOB_LAYER)
if (client)
client.screen -= contents
+16
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@@ -49,8 +49,24 @@ should be listed in the changelog upon commit though. Thanks. -->
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
<div class="commit sansserif">
<h2 class="date">17 May 2012</h2>
<h3 class="author">TG updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added WJohnston's scrubs to Medical Doctor lockers.</li>
<li class="rscadd">Added two new syndicate bundles</li>
<li class="rscadd">Added WJohnston's CMO bio hood</li>
<li class="tweak">Reduced cost of thermals to 3 telecrystals (formerly 4)</li>
<li class="tweak">Singularity Beacons are now spawned from a smaller, portable device.</li>
<li class="tweak">Large beaker cost reduced to 5000 glass</li>
<li class="imageadd">CMO and QM jumpsuits made more unique.</li>
<li class="imageadd">Updated Cargo Tech jumpsuit and sprite</li>
<li class="imageadd">Edited Warden's jumpsuit striping to match his jacket</li>
<li class="bugfix">Fixed misaligned downed sprites for HoS's coat</li>
</ul>
<h3 class="author">Erthilo updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Roller beds are now collapsible, just like body bags! They don't fit in anything though.</li>
<li class="soundadd">New sounds for cable cuffs and table smashing.</li>
<li class="imageadd">Cable cuffs now have a proper sprite!</li>
<li class="rscadd">Adds camera film which can be used to refill cameras. Added to detectives wardrobe and arts and crafts crate. Credit to Flashkirby99</li>
<li class="tweak">ATM's now require a pin which is generated on round start and stored in notes. Space cash renamed to stack of credits, and same value credits can be stacked together. Initial round credits are generated randomly between 500 to 2000 credits. Credits or coins can be inserted into ATMs and converted to credits. Still not used for anything! Credit to EditorRUS at Animus Station.</li>
<li class="bugfix">Fixes police tape not appearing on doors.</li>
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