mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 23:53:47 +01:00
Merge remote-tracking branch 'upstream/master' into pAI-Drone-Port
This commit is contained in:
@@ -208,8 +208,6 @@ move an amendment</a> to the drawing.</p>
|
||||
return BORDER_2NDTILE
|
||||
if (locate(/obj/structure/falsewall) in T2)
|
||||
return BORDER_2NDTILE
|
||||
if (locate(/obj/structure/falserwall) in T2)
|
||||
return BORDER_2NDTILE
|
||||
|
||||
return BORDER_NONE
|
||||
|
||||
|
||||
@@ -177,4 +177,23 @@
|
||||
"/obj/item/weapon/reagent_containers/spray",
|
||||
"/obj/item/weapon/soap",
|
||||
"/obj/item/weapon/holosign_creator"
|
||||
)
|
||||
)
|
||||
|
||||
/obj/item/weapon/storage/belt/bandolier
|
||||
name = "bandolier"
|
||||
desc = "A bandolier for holding shotgun ammunition."
|
||||
icon_state = "bandolier"
|
||||
item_state = "bandolier"
|
||||
storage_slots = 6
|
||||
can_hold = list(
|
||||
"/obj/item/ammo_casing/shotgun"
|
||||
)
|
||||
|
||||
/obj/item/weapon/storage/belt/bandolier/full/New()
|
||||
..()
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
|
||||
@@ -102,10 +102,11 @@
|
||||
new /obj/item/weapon/storage/backpack/satchel_sec(src)
|
||||
new /obj/item/weapon/cartridge/hos(src)
|
||||
new /obj/item/device/radio/headset/heads/hos(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/corp(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/formal(src)
|
||||
new /obj/item/clothing/suit/armor/hos(src)
|
||||
new /obj/item/clothing/head/HoS(src)
|
||||
new /obj/item/clothing/head/HoS/beret(src)
|
||||
new /obj/item/clothing/glasses/sunglasses/sechud(src)
|
||||
new /obj/item/weapon/storage/lockbox/loyalty(src)
|
||||
new /obj/item/weapon/storage/box/flashbangs(src)
|
||||
@@ -141,8 +142,10 @@
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/clothing/suit/armor/vest/warden(src)
|
||||
new /obj/item/clothing/head/warden(src)
|
||||
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
|
||||
new /obj/item/clothing/head/beret/sec/warden(src)
|
||||
new /obj/item/clothing/under/rank/warden(src)
|
||||
new /obj/item/clothing/under/rank/warden/corp(src)
|
||||
new /obj/item/clothing/under/rank/warden/formal(src)
|
||||
new /obj/item/clothing/glasses/sunglasses/sechud(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer/warden(src)
|
||||
new /obj/item/taperoll/police(src)
|
||||
|
||||
@@ -23,21 +23,18 @@
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security2(src)
|
||||
new /obj/item/clothing/under/rank/security2(src)
|
||||
new /obj/item/clothing/under/rank/security2(src)
|
||||
new /obj/item/clothing/under/rank/security/corp(src)
|
||||
new /obj/item/clothing/under/rank/security/corp(src)
|
||||
new /obj/item/clothing/under/rank/security/corp(src)
|
||||
new /obj/item/clothing/under/rank/security/formal(src)
|
||||
new /obj/item/clothing/under/rank/security/formal(src)
|
||||
new /obj/item/clothing/under/rank/security/formal(src)
|
||||
new /obj/item/clothing/shoes/jackboots(src)
|
||||
new /obj/item/clothing/shoes/jackboots(src)
|
||||
new /obj/item/clothing/shoes/jackboots(src)
|
||||
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
|
||||
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
|
||||
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
|
||||
new /obj/item/clothing/head/soft/sec(src)
|
||||
new /obj/item/clothing/head/soft/sec(src)
|
||||
new /obj/item/clothing/head/soft/sec(src)
|
||||
new /obj/item/clothing/head/soft/sec/corp(src)
|
||||
new /obj/item/clothing/head/soft/sec/corp(src)
|
||||
new /obj/item/clothing/head/soft/sec/corp(src)
|
||||
new /obj/item/clothing/head/beret/sec(src)
|
||||
new /obj/item/clothing/head/beret/sec(src)
|
||||
new /obj/item/clothing/head/beret/sec(src)
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
/obj/structure/dresser
|
||||
name = "dresser"
|
||||
desc = "A nicely-crafted wooden dresser. It's filled with lots of undies."
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "dresser"
|
||||
density = 1
|
||||
anchored = 1
|
||||
|
||||
/obj/structure/dresser/attack_hand(mob/user as mob)
|
||||
if(!Adjacent(user))//no tele-grooming
|
||||
return
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
|
||||
var/choice = input(user, "Underwear, Undershirt, or Socks?", "Changing") as null|anything in list("Underwear","Undershirt","Socks")
|
||||
|
||||
if(!Adjacent(user))
|
||||
return
|
||||
switch(choice)
|
||||
if("Underwear")
|
||||
var/new_undies = input(user, "Select your underwear", "Changing") as null|anything in underwear_list
|
||||
if(new_undies)
|
||||
H.underwear = new_undies
|
||||
|
||||
if("Undershirt")
|
||||
var/new_undershirt = input(user, "Select your undershirt", "Changing") as null|anything in undershirt_list
|
||||
if(new_undershirt)
|
||||
H.undershirt = new_undershirt
|
||||
|
||||
add_fingerprint(H)
|
||||
H.update_body()
|
||||
@@ -74,248 +74,185 @@
|
||||
anchored = 1
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
var/mineral = "metal"
|
||||
var/walltype = "metal"
|
||||
var/opening = 0
|
||||
|
||||
canSmoothWith = list(
|
||||
/turf/simulated/wall,
|
||||
/obj/structure/falsewall,
|
||||
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
|
||||
)
|
||||
density = 1
|
||||
opacity = 1
|
||||
|
||||
/obj/structure/falsewall/New()
|
||||
..()
|
||||
relativewall()
|
||||
relativewall_neighbours()
|
||||
..()
|
||||
|
||||
/obj/structure/falsewall/Destroy()
|
||||
|
||||
var/temploc = src.loc
|
||||
var/temploc = loc
|
||||
loc = null
|
||||
|
||||
spawn(10)
|
||||
for(var/turf/simulated/wall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
for(var/turf/simulated/wall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
|
||||
for(var/obj/structure/falsewall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
|
||||
for(var/obj/structure/falserwall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
for(var/obj/structure/falsewall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
..()
|
||||
|
||||
|
||||
|
||||
/obj/structure/falsewall/relativewall()
|
||||
|
||||
if(!density)
|
||||
icon_state = "[mineral]fwall_open"
|
||||
icon_state = "[walltype]fwall_open"
|
||||
return
|
||||
|
||||
var/junction=findSmoothingNeighbors()
|
||||
icon_state = "[mineral][junction]"
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(walltype == W.walltype)//Only 'like' walls connect -Sieve
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(walltype == W.walltype)
|
||||
junction |= get_dir(src,W)
|
||||
icon_state = "[walltype][junction]"
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/falsewall/attack_hand(mob/user as mob)
|
||||
/obj/structure/falsewall/attack_hand(mob/user)
|
||||
if(opening)
|
||||
return
|
||||
|
||||
opening = 1
|
||||
if(density)
|
||||
opening = 1
|
||||
icon_state = "[mineral]fwall_open"
|
||||
flick("[mineral]fwall_opening", src)
|
||||
sleep(15)
|
||||
src.density = 0
|
||||
do_the_flick()
|
||||
sleep(4)
|
||||
density = 0
|
||||
SetOpacity(0)
|
||||
opening = 0
|
||||
update_icon(0)
|
||||
else
|
||||
opening = 1
|
||||
flick("[mineral]fwall_closing", src)
|
||||
icon_state = "[mineral]0"
|
||||
var/srcturf = get_turf(src)
|
||||
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
|
||||
opening = 0
|
||||
return
|
||||
do_the_flick()
|
||||
density = 1
|
||||
sleep(15)
|
||||
sleep(4)
|
||||
SetOpacity(1)
|
||||
src.relativewall()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
..()
|
||||
update_icon()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falsewall/proc/do_the_flick()
|
||||
if(density)
|
||||
icon_state = "[mineral]0"
|
||||
src.relativewall()
|
||||
flick("[walltype]fwall_opening", src)
|
||||
else
|
||||
icon_state = "[mineral]fwall_open"
|
||||
flick("[walltype]fwall_closing", src)
|
||||
|
||||
/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
/obj/structure/falsewall/update_icon(relativewall = 1)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
if(density)
|
||||
icon_state = "[walltype]0"
|
||||
if(relativewall)
|
||||
relativewall()
|
||||
else
|
||||
icon_state = "[walltype]fwall_open"
|
||||
|
||||
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
|
||||
var/turf/T = get_turf(src)
|
||||
if(!walltype || walltype == "metal")
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[walltype]"))
|
||||
if(delete)
|
||||
qdel(src)
|
||||
return T
|
||||
|
||||
/obj/structure/falsewall/attackby(obj/item/weapon/W, mob/user)
|
||||
if(opening)
|
||||
user << "\red You must wait until the door has stopped moving."
|
||||
user << "<span class='warning'>You must wait until the door has stopped moving.</span>"
|
||||
return
|
||||
|
||||
if(density)
|
||||
var/turf/T = get_turf(src)
|
||||
if(T.density)
|
||||
user << "\red The wall is blocked!"
|
||||
user << "<span class='warning'>[src] is blocked!</span>"
|
||||
return
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
|
||||
if(!mineral || mineral == "metal")
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
del(src)
|
||||
|
||||
if( istype(W, /obj/item/weapon/weldingtool) )
|
||||
if (!istype(T, /turf/simulated/floor))
|
||||
user << "<span class='warning'>[src] bolts must be tightened on the floor!</span>"
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] tightens some bolts on the wall.</span>", "<span class='warning'>You tighten the bolts on the wall.</span>")
|
||||
ChangeToWall()
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if( WT:welding )
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "plasma")//Stupid shit keeps me from pushing the attackby() to plasma walls -Sieve
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
if(WT.remove_fuel(0,user))
|
||||
dismantle(user)
|
||||
else
|
||||
user << "\blue You can't reach, close it first!"
|
||||
user << "<span class='warning'>You can't reach, close it first!</span>"
|
||||
|
||||
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
if(istype(W, /obj/item/weapon/pickaxe/plasmacutter) || istype(W, /obj/item/weapon/pickaxe/diamonddrill) || istype(W, /obj/item/weapon/melee/energy/blade))
|
||||
dismantle(user)
|
||||
|
||||
/obj/structure/falsewall/proc/dismantle(mob/user)
|
||||
user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='warning'>You dismantle the false wall.</span>")
|
||||
new /obj/structure/girder/displaced(loc)
|
||||
if(mineral == "metal")
|
||||
if(istype(src, /obj/structure/falsewall/reinforced))
|
||||
new /obj/item/stack/sheet/plasteel(loc)
|
||||
new /obj/item/stack/sheet/plasteel(loc)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "plasma")
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
//DRILLING
|
||||
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "plasma")
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
..()
|
||||
if(density)
|
||||
icon_state = "[mineral]0"
|
||||
src.relativewall()
|
||||
new /obj/item/stack/sheet/metal(loc)
|
||||
new /obj/item/stack/sheet/metal(loc)
|
||||
else
|
||||
icon_state = "[mineral]fwall_open"
|
||||
var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]")
|
||||
new P(loc)
|
||||
new P(loc)
|
||||
playsound(src, 'sound/items/Welder.ogg', 100, 1)
|
||||
qdel(src)
|
||||
|
||||
/*
|
||||
* False R-Walls
|
||||
*/
|
||||
|
||||
/obj/structure/falserwall
|
||||
/obj/structure/falsewall/reinforced
|
||||
name = "reinforced wall"
|
||||
desc = "A huge chunk of reinforced metal used to seperate rooms."
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
icon_state = "r_wall"
|
||||
density = 1
|
||||
opacity = 1
|
||||
anchored = 1
|
||||
var/mineral = "metal"
|
||||
var/opening = 0
|
||||
canSmoothWith = list(
|
||||
/turf/simulated/wall,
|
||||
/obj/structure/falsewall,
|
||||
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
|
||||
)
|
||||
|
||||
/obj/structure/falserwall/New()
|
||||
relativewall_neighbours()
|
||||
..()
|
||||
|
||||
|
||||
|
||||
/obj/structure/falserwall/attack_hand(mob/user as mob)
|
||||
if(opening)
|
||||
return
|
||||
/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall/r_wall)
|
||||
if(delete)
|
||||
qdel(src)
|
||||
return T
|
||||
|
||||
/obj/structure/falsewall/reinforced/do_the_flick()
|
||||
if(density)
|
||||
opening = 1
|
||||
// Open wall
|
||||
icon_state = "frwall_open"
|
||||
flick("frwall_opening", src)
|
||||
sleep(15)
|
||||
density = 0
|
||||
SetOpacity(0)
|
||||
opening = 0
|
||||
else
|
||||
opening = 1
|
||||
icon_state = "r_wall"
|
||||
flick("frwall_closing", src)
|
||||
density = 1
|
||||
sleep(15)
|
||||
SetOpacity(1)
|
||||
relativewall()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falserwall/relativewall()
|
||||
/obj/structure/falsewall/reinforced/update_icon(relativewall = 1)
|
||||
if(density)
|
||||
icon_state = "rwall0"
|
||||
src.relativewall()
|
||||
else
|
||||
icon_state = "frwall_open"
|
||||
|
||||
/obj/structure/falsewall/reinforced/relativewall()
|
||||
|
||||
if(!density)
|
||||
icon_state = "frwall_open"
|
||||
return
|
||||
var/junction=findSmoothingNeighbors()
|
||||
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.walltype == W.walltype)//Only 'like' walls connect -Sieve
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.walltype == W.walltype)
|
||||
junction |= get_dir(src,W)
|
||||
icon_state = "rwall[junction]"
|
||||
|
||||
/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(opening)
|
||||
user << "\red You must wait until the door has stopped moving."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
var/turf/T = get_turf(src)
|
||||
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
|
||||
T.ChangeTurf(/turf/simulated/wall/r_wall) //Why not make rwall?
|
||||
del(src)
|
||||
|
||||
if( istype(W, /obj/item/weapon/weldingtool) )
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if( WT.remove_fuel(0,user) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
//DRILLING
|
||||
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
|
||||
return
|
||||
|
||||
/*
|
||||
* Uranium Falsewalls
|
||||
*/
|
||||
@@ -325,6 +262,7 @@
|
||||
desc = "A wall with uranium plating. This is probably a bad idea."
|
||||
icon_state = ""
|
||||
mineral = "uranium"
|
||||
walltype = "uranium"
|
||||
var/active = null
|
||||
var/last_event = 0
|
||||
|
||||
@@ -357,24 +295,28 @@
|
||||
desc = "A wall with gold plating. Swag!"
|
||||
icon_state = ""
|
||||
mineral = "gold"
|
||||
walltype = "gold"
|
||||
|
||||
/obj/structure/falsewall/silver
|
||||
name = "silver wall"
|
||||
desc = "A wall with silver plating. Shiny."
|
||||
icon_state = ""
|
||||
mineral = "silver"
|
||||
walltype = "silver"
|
||||
|
||||
/obj/structure/falsewall/diamond
|
||||
name = "diamond wall"
|
||||
desc = "A wall with diamond plating. You monster."
|
||||
icon_state = ""
|
||||
mineral = "diamond"
|
||||
walltype = "diamond"
|
||||
|
||||
/obj/structure/falsewall/plasma
|
||||
name = "plasma wall"
|
||||
desc = "A wall with plasma plating. This is definately a bad idea."
|
||||
icon_state = ""
|
||||
mineral = "plasma"
|
||||
walltype = "plasma"
|
||||
|
||||
//-----------wtf?-----------start
|
||||
/obj/structure/falsewall/clown
|
||||
@@ -382,10 +324,12 @@
|
||||
desc = "A wall with bananium plating. Honk!"
|
||||
icon_state = ""
|
||||
mineral = "clown"
|
||||
walltype = "clown"
|
||||
|
||||
/obj/structure/falsewall/sandstone
|
||||
name = "sandstone wall"
|
||||
desc = "A wall with sandstone plating."
|
||||
icon_state = ""
|
||||
mineral = "sandstone"
|
||||
walltype = "sandstone"
|
||||
//------------wtf?------------end
|
||||
@@ -102,7 +102,7 @@
|
||||
if(!pdiff)
|
||||
S.use(2)
|
||||
user << "\blue You create a false wall! Push on it to open or close the passage."
|
||||
new /obj/structure/falserwall (src.loc)
|
||||
new /obj/structure/falsewall/reinforced (src.loc)
|
||||
del(src)
|
||||
else
|
||||
user << "\red There is too much air moving through the gap! The door wouldn't stay closed if you built it."
|
||||
|
||||
Reference in New Issue
Block a user