Merge branch 'master' into slimegenocide

This commit is contained in:
Mark van Alphen
2019-08-27 17:40:20 +02:00
committed by GitHub
436 changed files with 15356 additions and 6827 deletions
@@ -3,7 +3,7 @@
desc = "It's green and acidic. It looks like... <i>blood?</i>"
icon = 'icons/effects/blood.dmi'
basecolor = "#05EE05"
bloodiness = MAX_SHOE_BLOODINESS
bloodiness = BLOOD_AMOUNT_PER_DECAL
blood_state = BLOOD_STATE_XENO
/obj/effect/decal/cleanable/blood/xeno/splatter
@@ -6,18 +6,18 @@
anchored = TRUE
var/amount = 1 //Basically moles.
/obj/effect/decal/cleanable/liquid_fuel/Initialize(newLoc, amt = 1)
/obj/effect/decal/cleanable/liquid_fuel/Initialize(mapload, amt = 1)
. = ..()
amount = amt
//Be absorbed by any other liquid fuel in the tile.
for(var/obj/effect/decal/cleanable/liquid_fuel/other in newLoc)
for(var/obj/effect/decal/cleanable/liquid_fuel/other in loc)
if(other != src)
other.amount += amount
spawn other.Spread()
qdel(src)
Spread()
. = ..()
/obj/effect/decal/cleanable/liquid_fuel/proc/Spread()
//Allows liquid fuels to sometimes flow into other tiles.
@@ -17,13 +17,23 @@ var/global/list/image/splatter_cache = list()
blood_DNA = list()
var/base_icon = 'icons/effects/blood.dmi'
var/blood_state = BLOOD_STATE_HUMAN
var/bloodiness = MAX_SHOE_BLOODINESS
bloodiness = BLOOD_AMOUNT_PER_DECAL
var/basecolor = "#A10808" // Color when wet.
var/amount = 5
var/dry_timer = 0
var/off_floor = FALSE
/obj/effect/decal/cleanable/blood/Initialize()
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if(C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
if(bloodiness)
if(C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
return ..()
/obj/effect/decal/cleanable/blood/Initialize(mapload)
. = ..()
update_icon()
if(GAMEMODE_IS_CULT)
@@ -87,46 +97,6 @@ var/global/list/image/splatter_cache = list()
/obj/effect/decal/cleanable/blood/can_bloodcrawl_in()
return TRUE
//Add "bloodiness" of this blood's type, to the human's shoes
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O, oldloc)
if(!off_floor && ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/hasfeet = TRUE
if(!l_foot && !r_foot)
hasfeet = FALSE
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(H.blood_DNA, basecolor)
S.blood_state = blood_state
S.blood_color = basecolor
update_icon()
H.update_inv_shoes()
else if(hasfeet && blood_state && bloodiness)//Or feet
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.blood_state = blood_state
H.feet_blood_DNA |= blood_DNA.Copy()
H.feet_blood_color = basecolor
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
@@ -167,7 +137,7 @@ var/global/list/image/splatter_cache = list()
amount = 0
var/message
/obj/effect/decal/cleanable/blood/writing/Initialize()
/obj/effect/decal/cleanable/blood/writing/Initialize(mapload)
. = ..()
if(random_icon_states.len)
for(var/obj/effect/decal/cleanable/blood/writing/W in loc)
@@ -191,6 +161,8 @@ var/global/list/image/splatter_cache = list()
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
no_clear = TRUE
mergeable_decal = FALSE
var/fleshcolor = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/update_icon()
@@ -238,7 +210,7 @@ var/global/list/image/splatter_cache = list()
break
/obj/effect/decal/cleanable/blood/old/Initialize()
/obj/effect/decal/cleanable/blood/old/Initialize(mapload)
. = ..()
bloodiness = 0
dry()
@@ -246,7 +218,7 @@ var/global/list/image/splatter_cache = list()
/obj/effect/decal/cleanable/blood/old/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/blood/gibs/old/Initialize()
/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload)
. = ..()
bloodiness = 0
dry()
@@ -16,6 +16,7 @@
icon_state = "ash"
anchored = TRUE
scoop_reagents = list("ash" = 10)
mergeable_decal = FALSE
/obj/effect/decal/cleanable/dirt
name = "dirt"
@@ -30,8 +31,8 @@
smooth = SMOOTH_MORE
mouse_opacity = FALSE
/obj/effect/decal/cleanable/dirt/Initialize()
..()
/obj/effect/decal/cleanable/dirt/Initialize(mapload)
. = ..()
icon_state = ""
/obj/effect/decal/cleanable/dirt/blackpowder
@@ -55,7 +56,7 @@
desc = "It's foam."
color = "#EBEBEB"
/obj/effect/decal/cleanable/flour/foam/Initialize()
/obj/effect/decal/cleanable/flour/foam/Initialize(mapload)
. = ..()
QDEL_IN(src, 15 SECONDS)
@@ -97,6 +98,7 @@
gender = NEUTER
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
@@ -5,7 +5,8 @@
icon_state = "gib1"
basecolor = "#030303"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
bloodiness = MAX_SHOE_BLOODINESS
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
return FALSE
@@ -30,6 +30,7 @@ var/global/list/image/fluidtrack_cache = list()
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O, oldloc)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
@@ -40,19 +41,22 @@ var/global/list/image/fluidtrack_cache = list()
hasfeet = FALSE
if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor)
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
entered_dirs |= H.dir
if(!S.blood_DNA)
S.blood_DNA = list()
S.blood_DNA |= blood_DNA.Copy()
if(!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
else if(hasfeet && H.bloody_feet[blood_state] && H.feet_blood_color == basecolor)//Or feet //This will need to be changed.
H.bloody_feet[blood_state] = max(H.bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP, 0)
entered_dirs |= H.dir
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.feet_blood_DNA |= blood_DNA.Copy()
update_icon()
if(!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
@@ -63,17 +67,20 @@ var/global/list/image/fluidtrack_cache = list()
hasfeet = FALSE
if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor)
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
exited_dirs |= H.dir
if(!S.blood_DNA)
S.blood_DNA = list()
S.blood_DNA |= blood_DNA.Copy()
if(!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
else if(hasfeet && H.bloody_feet[blood_state] && H.feet_blood_color == basecolor)//Or feet
H.bloody_feet[blood_state] = max(H.bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP, 0)
exited_dirs |= H.dir
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.feet_blood_DNA |= blood_DNA.Copy()
update_icon()
if(!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/update_icon()
@@ -108,14 +115,14 @@ var/global/list/image/fluidtrack_cache = list()
if(ishuman(A))
var/mob/living/carbon/human/H = A
FP.blood_state = H.blood_state
FP.bloodiness = H.bloody_feet[H.blood_state]
FP.bloodiness = H.bloody_feet[H.blood_state] - BLOOD_LOSS_IN_SPREAD
FP.basecolor = H.feet_blood_color
if(H.blood_DNA)
FP.blood_DNA = H.blood_DNA.Copy()
else if(istype(A, /obj/item/clothing/shoes))
var/obj/item/clothing/shoes/S = A
FP.blood_state = S.blood_state
FP.bloodiness = S.bloody_shoes[S.blood_state]
FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
FP.basecolor = S.blood_color
if(S.blood_DNA)
FP.blood_DNA = S.blood_DNA.Copy()
@@ -123,3 +130,8 @@ var/global/list/image/fluidtrack_cache = list()
FP.update_icon()
return FP
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/blood/footprints/C)
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
return
..()
+55 -2
View File
@@ -1,17 +1,70 @@
/obj/effect/decal/cleanable
anchored = TRUE
var/list/random_icon_states = list()
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
return TRUE
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
..()
if(!off_floor && ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/hasfeet = TRUE
if(!l_foot && !r_foot)
hasfeet = FALSE
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(H.blood_DNA, basecolor)
S.blood_state = blood_state
S.blood_color = basecolor
update_icon()
H.update_inv_shoes()
else if(hasfeet && blood_state && bloodiness)//Or feet
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.blood_state = blood_state
H.feet_blood_DNA |= blood_DNA.Copy()
H.feet_blood_color = basecolor
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/New()
/obj/effect/decal/cleanable/Initialize(mapload)
. = ..()
if(loc && isturf(loc))
for(var/obj/effect/decal/cleanable/C in loc)
if(C != src && C.type == type && !QDELETED(C))
if(replace_decal(C))
return INITIALIZE_HINT_QDEL
if(random_icon_states && length(src.random_icon_states) > 0)
src.icon_state = pick(src.random_icon_states)
if(smooth)
queue_smooth(src)
queue_smooth_neighbors(src)
..()
/obj/effect/decal/cleanable/Destroy()
if(smooth)
+2 -3
View File
@@ -7,9 +7,8 @@
anchored = TRUE
/obj/effect/decal/cleanable/crayon/New(location, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune")
..()
loc = location
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune")
. = ..()
name = e_name
desc = "A [name] drawn in crayon."
@@ -67,6 +67,23 @@
/obj/effect/mapping_helpers/no_lava
icon_state = "no_lava"
/obj/effect/mapping_helpers/airlock
layer = DOOR_HELPER_LAYER
/obj/effect/mapping_helpers/airlock/unres
name = "airlock unresctricted side helper"
icon_state = "airlock_unres_helper"
/obj/effect/mapping_helpers/airlock/unres/Initialize(mapload)
if(!mapload)
log_world("### MAP WARNING, [src] spawned outside of mapload!")
return
var/obj/machinery/door/airlock/airlock = locate(/obj/machinery/door/airlock) in src.loc
if(airlock)
airlock.unres_sides ^= dir
else
log_world("### MAP WARNING, [src] failed to find an airlock at [AREACOORD(src)]")
..()
/obj/effect/mapping_helpers/no_lava/New()
var/turf/T = get_turf(src)
T.flags |= NO_LAVA_GEN
+1 -1
View File
@@ -141,7 +141,7 @@
new /obj/effect/hallucination/delusion(victim.loc, victim, force_kind = "demon", duration = duration, skip_nearby = 0)
var/obj/item/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
chainsaw.flags |= NODROP
chainsaw.flags |= NODROP | DROPDEL
victim.drop_l_hand()
victim.drop_r_hand()
victim.put_in_hands(chainsaw)
@@ -140,6 +140,20 @@
..()
animate(src, alpha = 0, time = duration)
/obj/effect/temp_visual/fire
icon = 'icons/goonstation/effects/fire.dmi'
icon_state = "3"
light_range = LIGHT_RANGE_FIRE
light_color = LIGHT_COLOR_FIRE
duration = 10
layer = MASSIVE_OBJ_LAYER
alpha = 250
blend_mode = BLEND_ADD
/obj/effect/temp_visual/fire/New(loc)
color = heat2color(FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
..()
/obj/effect/temp_visual/revenant
name = "spooky lights"
icon_state = "purplesparkles"
@@ -289,4 +303,33 @@
/obj/effect/temp_visual/dir_setting/firing_effect/magic
icon_state = "shieldsparkles"
duration = 3
duration = 3
/obj/effect/temp_visual/impact_effect
icon_state = "impact_bullet"
duration = 5
/obj/effect/temp_visual/impact_effect/Initialize(mapload, x, y)
pixel_x = x
pixel_y = y
return ..()
/obj/effect/temp_visual/impact_effect/red_laser
icon_state = "impact_laser"
duration = 4
/obj/effect/temp_visual/impact_effect/blue_laser
icon_state = "impact_laser_blue"
duration = 4
/obj/effect/temp_visual/impact_effect/green_laser
icon_state = "impact_laser_green"
duration = 4
/obj/effect/temp_visual/impact_effect/purple_laser
icon_state = "impact_laser_purple"
duration = 4
/obj/effect/temp_visual/impact_effect/ion
icon_state = "shieldsparkles"
duration = 6
+4 -1
View File
@@ -87,6 +87,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
If index term exists and icon_override is not set, this sprite sheet will be used.
*/
var/list/sprite_sheets = null
var/list/sprite_sheets_inhand = null //Used to override inhand items. Use a single .dmi and suffix the icon states inside with _l and _r for each hand.
var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc.
var/sprite_sheets_obj = null //Used to override hardcoded clothing inventory object dmis in human clothing proc.
@@ -331,7 +332,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
else
return ..()
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, atom/movable/AM)
SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, args)
if(prob(final_block_chance))
owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
@@ -347,6 +348,8 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
A.Remove(user)
if(flags & DROPDEL)
qdel(src)
if((flags & NODROP) && !(initial(flags) & NODROP)) //Remove NODROP is dropped
flags &= ~NODROP
in_inventory = FALSE
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
+3 -4
View File
@@ -4,6 +4,7 @@
/obj/item/storage/pill_bottle/happy
name = "Happy pills"
desc = "Highly illegal drug. When you want to see the rainbow."
wrapper_color = COLOR_PINK
/obj/item/storage/pill_bottle/happy/New()
..()
@@ -18,6 +19,7 @@
/obj/item/storage/pill_bottle/zoom
name = "Zoom pills"
desc = "Highly illegal drug. Trade brain for speed."
wrapper_color = COLOR_BLUE
/obj/item/storage/pill_bottle/zoom/New()
..()
@@ -49,15 +51,12 @@
adulterants--
reagents.add_reagent(pick_list("chemistry_tools.json", "CYBERPUNK_drug_adulterants"), 3)
/obj/item/storage/pill_bottle/random_drug_bottle
name = "pill bottle (???)"
desc = "Huh."
allow_wrap = FALSE
/obj/item/storage/pill_bottle/random_drug_bottle/New()
..()
for(var/i in 1 to 5)
new /obj/item/reagent_containers/food/pill/random_drugs(src)
@@ -0,0 +1,96 @@
/*
//////////
Item meant to spawn one of the three (Tesla / Singularity / Supermatter) engines on-station at round-start.
Should be found in the CE's office. Not access-restricted.
//////////
*/
/obj/item/enginepicker
name = "Bluespace Engine Delivery Device"
desc = "A per-station bluespace-based delivery system for a unique engine Engineering Department's choice. Only one option can be chosen. Device self-destructs on use."
icon = 'icons/obj/device.dmi'
icon_state = "enginepicker"
var/list/list_enginebeacons = list()
var/isactive = FALSE
/obj/item/enginepicker/attack_self(mob/living/carbon/user)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(!isactive)
isactive = TRUE //Self-attack spam exploit prevention
else
return
locatebeacons()
var/default = null
var/E = input("Select the station's Engine:", "[src]", default) as null|anything in list_enginebeacons
if(E)
processchoice(E, user)
else
isactive = FALSE
return
//This proc re-assigns all of engine beacons in the global list to a local list.
/obj/item/enginepicker/proc/locatebeacons()
LAZYCLEARLIST(list_enginebeacons)
for(var/obj/item/radio/beacon/engine/B in GLOB.engine_beacon_list)
if(B && !QDELETED(B)) //This ensures that the input pop-up won't have any qdeleted beacons
list_enginebeacons += B
//Spawns and logs / announces the appropriate engine based on the choice made
/obj/item/enginepicker/proc/processchoice(var/obj/item/radio/beacon/engine/choice, mob/living/carbon/user)
var/issuccessful = FALSE //Check for a successful choice
var/engtype //Engine type
var/G //Generator that will be spawned
var/turf/T = get_turf(choice)
if(choice.enginetype.len > 1) //If the beacon has multiple engine types
var/default = null
var/E = input("You have selected a combined beacon, which option would you prefer?", "[src]", default) as null|anything in choice.enginetype
if(E)
engtype = E
issuccessful = TRUE
else
isactive = FALSE
return
if(!engtype) //If it has only one type
engtype = DEFAULTPICK(choice.enginetype, null) //This should(?) account for a possibly scrambled list with a single entry
switch(engtype)
if(ENGTYPE_TESLA)
G = /obj/machinery/the_singularitygen/tesla
if(ENGTYPE_SING)
G = /obj/machinery/the_singularitygen
if(G) //This can only be not-null if the switch operation was successful
issuccessful = TRUE
if(issuccessful)
clearturf(T) //qdels all items / gibs all mobs on the turf. Let's not have an SM shard spawn on top of a poor sod.
new G(T) //Spawns the switch-selected engine on the chosen beacon's turf
var/ailist[] = list()
for(var/mob/living/silicon/ai/A in GLOB.living_mob_list)
ailist += A
if(ailist.len)
var/mob/living/silicon/ai/announcer = pick(ailist)
announcer.say(";Engine delivery detected. Type: [engtype].") //Let's announce the terrible choice to everyone
visible_message("<span class='notice'>\The [src] begins to violently vibrate and hiss, then promptly disintegrates!</span>")
qdel(src) //Self-destructs to prevent crew from spawning multiple engines.
else
visible_message("<span class='notice'>\The [src] buzzes! No beacon found or selected!</span>")
isactive = FALSE
return
//Deletes objects and mobs from the beacon's turf.
/obj/item/enginepicker/proc/clearturf(var/turf/T)
for(var/obj/item/I in T)
I.visible_message("\The [I] gets crushed to dust!")
qdel(I)
for(var/mob/living/M in T)
M.visible_message("\The [M] gets obliterated!")
M.gib()
@@ -49,8 +49,7 @@
/obj/item/radio/beacon/bacon //Probably a better way of doing this, I'm lazy.
/obj/item/radio/beacon/bacon/proc/digest_delay()
spawn(600)
qdel(src)
QDEL_IN(src, 600)
// SINGULO BEACON SPAWNER
/obj/item/radio/beacon/syndicate
@@ -85,3 +84,23 @@
playsound(src, 'sound/effects/pop.ogg', 100, 1, 1)
qdel(src)
return
/obj/item/radio/beacon/engine
desc = "A label on it reads: <i>Warning: This device is used for transportation of high-density objects used for high-yield power generation. Stay away!</i>."
anchored = 1 //Let's not move these around. Some folk might get the idea to use these for assassinations
var/list/enginetype = list()
/obj/item/radio/beacon/engine/Initialize()
LAZYADD(GLOB.engine_beacon_list, src)
/obj/item/radio/beacon/engine/tesling
name = "Engine Beacon for Tesla and Singularity"
enginetype = list(ENGTYPE_TESLA, ENGTYPE_SING)
/obj/item/radio/beacon/engine/tesla
name = "Engine Beacon for Tesla"
enginetype = list(ENGTYPE_TESLA)
/obj/item/radio/beacon/engine/sing
name = "Engine Beacon for Singularity"
enginetype = list(ENGTYPE_SING)
@@ -4,6 +4,10 @@
var/radio_desc = ""
icon_state = "headset"
item_state = "headset"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/ears.dmi',
"Vox Armalis" = 'icons/mob/species/armalis/ears.dmi'
) //We read you loud and skree-er.
materials = list(MAT_METAL=75)
subspace_transmission = TRUE
canhear_range = 0 // can't hear headsets from very far away
+8 -2
View File
@@ -135,8 +135,13 @@ REAGENT SCANNER
user.show_message("<span class='notice'>Key: Suffocation/Toxin/Burns/Brute</span>", 1)
user.show_message("<span class='notice'>Body Temperature: ???</span>", 1)
return
user.visible_message("<span class='notice'>[user] has analyzed [M]'s vitals.</span>","<span class='notice'> You have analyzed [M]'s vitals.</span>")
user.visible_message("<span class='notice'>[user] has analyzed [M]'s vitals.</span>","<span class='notice'> You have analyzed [M]'s vitals.</span>")
healthscan(user, M, mode, upgraded)
add_fingerprint(user)
proc/healthscan(mob/user, mob/living/M, mode = 1, upgraded = FALSE)
if(!ishuman(M) || M.isSynthetic())
//these sensors are designed for organic life
user.show_message("<span class='notice'>Analyzing Results for ERROR:\n\t Overall Status: ERROR</span>")
@@ -271,8 +276,9 @@ REAGENT SCANNER
user.show_message("<span class='warning'>Subject's genes are showing minor signs of instability.</span>")
else
user.show_message("<span class='notice'>Subject's genes are stable.</span>")
add_fingerprint(user)
/obj/item/healthanalyzer/attack_self(mob/user)
toggle_mode()
/obj/item/healthanalyzer/verb/toggle_mode()
set name = "Switch Verbosity"
+3 -2
View File
@@ -18,8 +18,8 @@
/obj/effect/decal/cleanable/random
name = "Random Mess"
/obj/effect/decal/cleanable/random/New()
..()
/obj/effect/decal/cleanable/random/Initialize(mapload)
. = ..()
var/list/list = subtypesof(/obj/effect/decal/cleanable) - list(/obj/effect/decal/cleanable/random,/obj/effect/decal/cleanable/cobweb,/obj/effect/decal/cleanable/cobweb2)
var/T = pick(list)
new T(loc)
@@ -123,6 +123,7 @@
/obj/item/storage/pill_bottle/random_meds
name = "unlabelled pillbottle"
desc = "The sheer recklessness of this bottle's existence astounds you."
allow_wrap = FALSE
var/labelled = FALSE
/obj/item/storage/pill_bottle/random_meds/New()
@@ -133,12 +133,9 @@ var/global/list/datum/stack_recipe/sinew_recipes = list ( \
can_strengthen_clothing = typecacheof(list(
/obj/item/clothing/suit/space/hardsuit/mining,
/obj/item/clothing/head/helmet/space/hardsuit/mining,
/obj/item/clothing/suit/space/eva/plasmaman/miner,
/obj/item/clothing/head/helmet/space/eva/plasmaman/miner,
/obj/item/clothing/suit/hooded/explorer,
/obj/item/clothing/head/hooded/explorer,
/obj/item/clothing/suit/space/eva/plasmaman/explorer,
/obj/item/clothing/head/helmet/space/eva/plasmaman/explorer
/obj/item/clothing/head/helmet/space/plasmaman/mining
))
/obj/item/stack/sheet/animalhide/goliath_hide/afterattack(atom/target, mob/user, proximity_flag)
@@ -178,8 +178,12 @@ var/global/list/datum/stack_recipe/wood_recipes = list(
new /datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40),
new /datum/stack_recipe("apiary", /obj/structure/beebox, 40, time = 50),
new /datum/stack_recipe("honey frame", /obj/item/honey_frame, 5, time = 10),
new /datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wooden, 3, time = 10),
new /datum/stack_recipe("rake", /obj/item/cultivator/rake, 5, time = 10),
new /datum/stack_recipe("ore box", /obj/structure/ore_box, 4, time = 50, one_per_turf = TRUE, on_floor = TRUE),
new /datum/stack_recipe("baseball bat", /obj/item/melee/baseball_bat, 5, time = 15),
new /datum/stack_recipe("fermenting barrel", /obj/structure/fermenting_barrel, 30, time = 50)
new /datum/stack_recipe("fermenting barrel", /obj/structure/fermenting_barrel, 30, time = 50),
new /datum/stack_recipe("firebrand", /obj/item/match/firebrand, 2, time = 100)
)
/obj/item/stack/sheet/wood
+1 -1
View File
@@ -299,7 +299,7 @@
/obj/effect/decal/cleanable/ash/snappop_phoenix
var/respawn_time = 300
/obj/effect/decal/cleanable/ash/snappop_phoenix/New()
/obj/effect/decal/cleanable/ash/snappop_phoenix/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, .proc/respawn), respawn_time)
+1 -1
View File
@@ -45,7 +45,7 @@
/obj/item/defibrillator/examine(mob/user)
..(user)
to_chat(user,"<span class='notice'>Ctrl-click to remove the paddles from the defibrillator.")
to_chat(user, "<span class='notice'>Ctrl-click to remove the paddles from the defibrillator.</span>")
/obj/item/defibrillator/proc/update_power()
if(bcell)
+1
View File
@@ -4,6 +4,7 @@
icon = 'icons/obj/dice.dmi'
icon_state = "dicebag"
can_hold = list(/obj/item/dice)
allow_wrap = FALSE
/obj/item/storage/pill_bottle/dice/New()
..()
+3 -1
View File
@@ -115,7 +115,8 @@
throw_range = 6
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp = 1
sharp = TRUE
var/bayonet = FALSE //Can this be attached to a gun?
/obj/item/kitchen/knife/suicide_act(mob/user)
user.visible_message(pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide.</span>", \
@@ -164,6 +165,7 @@
throwforce = 20
origin_tech = "materials=3;combat=4"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut")
bayonet = TRUE
/obj/item/kitchen/knife/combat/survival
name = "survival knife"
@@ -224,3 +224,13 @@
var/mask_item = M.get_item_by_slot(slot_wear_mask)
if(istype(mask_item, /obj/item/clothing/mask/cigarette))
return mask_item
/obj/item/match/firebrand
name = "firebrand"
desc = "An unlit firebrand. It makes you wonder why it's not just called a stick."
smoketime = 20 //40 seconds
/obj/item/match/firebrand/New()
..()
matchignite()
@@ -18,8 +18,10 @@
burn_state = FLAMMABLE
burntime = 20
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/back.dmi'
)
"Vox" = 'icons/mob/species/vox/back.dmi',
"Vox Armalis" = 'icons/mob/species/armalis/back.dmi',
"Grey" = 'icons/mob/species/grey/back.dmi'
) //For Armalis anything but this and the nitrogen tank will use the default backpack icon.
/obj/item/storage/backpack/attackby(obj/item/W as obj, mob/user as mob, params)
playsound(src.loc, "rustle", 50, 1, -5)
@@ -398,7 +400,7 @@
new /obj/item/gun/projectile/automatic/shotgun/bulldog(src)
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
new /obj/item/clothing/glasses/chameleon/thermal(src)
/obj/item/storage/backpack/duffel/syndie/med/medicalbundle
desc = "A large duffel bag containing a tactical medkit, a Donksoft machine gun and a big jumbo box of riot darts."
@@ -113,7 +113,7 @@
New()
..()
contents = list()
new /obj/item/clothing/mask/breath(src)
new /obj/item/clothing/mask/gas/explorer(src)
new /obj/item/tank/emergency_oxygen/engi(src)
new /obj/item/crowbar/red(src)
new /obj/item/reagent_containers/hypospray/autoinjector(src)
@@ -372,6 +372,20 @@
new /obj/item/implantpad(src)
new /obj/item/locator(src)
/obj/item/storage/box/minertracker
name = "boxed tracking implant kit"
desc = "For finding those who have died on the accursed lavaworld."
icon_state = "implant"
/obj/item/storage/box/minertracker/New()
..()
new /obj/item/implantcase/tracking(src)
new /obj/item/implantcase/tracking(src)
new /obj/item/implantcase/tracking(src)
new /obj/item/implanter(src)
new /obj/item/implantpad(src)
new /obj/item/locator(src)
/obj/item/storage/box/chemimp
name = "chemical implant kit"
desc = "Box of stuff used to implant chemicals."
@@ -1082,15 +1096,6 @@
new /obj/item/stock_parts/micro_laser/quadultra(src)
new /obj/item/stock_parts/matter_bin/bluespace(src)
/obj/item/storage/box/mininghardsuit
name = "Boxed Mining Hardsuit"
desc = "Contains a mining hardsuit and helmet. For mining."
/obj/item/storage/box/mininghardsuit/New()
..()
new /obj/item/clothing/suit/space/hardsuit/mining(src)
new /obj/item/clothing/head/helmet/space/hardsuit/mining(src)
/obj/item/storage/box/hug
name = "box of hugs"
desc = "A special box for sensitive people."
@@ -5,7 +5,7 @@
item_state = "briefcase"
flags = CONDUCT
hitsound = "swing_hit"
force = 8.0
force = 8
throw_speed = 2
throw_range = 4
w_class = WEIGHT_CLASS_BULKY
@@ -20,10 +20,69 @@
force = 10
/obj/item/storage/briefcase/sniperbundle/New()
..()
..()
new /obj/item/gun/projectile/automatic/sniper_rifle/syndicate(src)
new /obj/item/clothing/accessory/red(src)
new /obj/item/clothing/under/syndicate/sniper(src)
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src)
new /obj/item/suppressor/specialoffer(src)
new /obj/item/suppressor/specialoffer(src)
/obj/item/storage/briefcase/false_bottomed
max_w_class = WEIGHT_CLASS_SMALL
max_combined_w_class = 10
var/busy_hunting = FALSE
var/bottom_open = FALSE //is the false bottom open?
var/obj/item/stored_item = null //what's in the false bottom. If it's a gun, we can fire it
/obj/item/storage/briefcase/false_bottomed/Destroy()
if(stored_item)//since the stored_item isn't in the briefcase' contents we gotta remind the game to delete it here.
QDEL_NULL(stored_item)
return ..()
/obj/item/storage/briefcase/false_bottomed/afterattack(atom/A, mob/user, flag, params)
..()
if(stored_item && istype(stored_item, /obj/item/gun) && !Adjacent(A))
var/obj/item/gun/stored_gun = stored_item
stored_gun.afterattack(A, user, flag, params)
/obj/item/storage/briefcase/false_bottomed/attackby(var/obj/item/I, mob/user)
if(isscrewdriver(I))
if(!bottom_open && !busy_hunting)
to_chat(user, "You begin to hunt around the rim of the [src]...")
busy_hunting = TRUE
if(do_after(user, 20, target = src))
if(user)
to_chat(user, "You pry open the false bottom!")
bottom_open = TRUE
busy_hunting = FALSE
else if(bottom_open)
to_chat(user, "You push the false bottom down and close it with a click[stored_item ? ", with the [stored_item] snugly inside." : "."]")
bottom_open = FALSE
else if(bottom_open)
if(stored_item)
to_chat(user, "<span class='warning'>There's already something in the false bottom!</span>")
return
if(I.w_class > WEIGHT_CLASS_NORMAL)
to_chat(user, "<span class='warning'>The [I] is too big to fit in the false bottom!</span>")
return
if(!user.drop_item(I))
user << "<span class='warning'>The [I] is stuck to your hands!</span>"
return
stored_item = I
max_w_class = WEIGHT_CLASS_NORMAL - stored_item.w_class
I.forceMove(null) //null space here we go - to stop it showing up in the briefcase
to_chat(user, "You place the [I] into the false bottom of the briefcase.")
else
return ..()
/obj/item/storage/briefcase/false_bottomed/attack_hand(mob/user)
if(bottom_open && stored_item)
user.put_in_hands(stored_item)
to_chat(user, "You pull out the [stored_item] from the [src]'s false bottom.")
stored_item = null
max_w_class = initial(max_w_class)
else
return ..()
@@ -254,10 +254,21 @@
var/applying_meds = FALSE //To Prevent spam clicking and generating runtimes from apply a deleting pill multiple times.
var/rapid_intake_message = "unscrews the cap on the pill bottle and begins dumping the entire contents down their throat!"
var/rapid_post_instake_message = "downs the entire bottle of pills in one go!"
var/allow_wrap = TRUE
var/wrapper_color = null
/obj/item/storage/pill_bottle/New()
..()
base_name = name
if(allow_wrap)
apply_wrap()
/obj/item/storage/pill_bottle/proc/apply_wrap()
if(wrapper_color)
overlays.Cut()
var/image/I = image(icon, "pillbottle_wrap")
I.color = wrapper_color
overlays += I
/obj/item/storage/pill_bottle/attack(mob/M, mob/user)
if(iscarbon(M) && contents.len)
@@ -274,6 +285,9 @@
else
return ..()
/obj/item/storage/pill_bottle/ert
wrapper_color = COLOR_MAROON
/obj/item/storage/pill_bottle/ert/New()
..()
new /obj/item/reagent_containers/food/pill/salicylic(src)
@@ -319,15 +333,18 @@
/obj/item/storage/pill_bottle/patch_pack
name = "Patch Pack"
desc = "It's a container for storing medical patches."
icon_state = "patch_pack"
can_hold = list(/obj/item/reagent_containers/food/pill/patch)
cant_hold = list()
rapid_intake_message = "flips the lid of the Patch Pack open and begins rapidly stamping patches on themselves!"
rapid_post_instake_message = "stamps the entire contents of the Patch Pack all over their entire body!"
allow_wrap = FALSE
/obj/item/storage/pill_bottle/charcoal
name = "Pill bottle (Charcoal)"
desc = "Contains pills used to counter toxins."
wrapper_color = COLOR_GREEN
New()
..()
@@ -342,6 +359,7 @@
/obj/item/storage/pill_bottle/painkillers
name = "Pill Bottle (Salicylic Acid)"
desc = "Contains various pills for minor pain relief."
wrapper_color = COLOR_RED
/obj/item/storage/pill_bottle/painkillers/New()
..()
@@ -354,8 +372,11 @@
new /obj/item/reagent_containers/food/pill/salicylic(src)
new /obj/item/reagent_containers/food/pill/salicylic(src)
/obj/item/storage/pill_bottle/fakedeath
allow_wrap = FALSE
/obj/item/storage/pill_bottle/fakedeath/New()
..()
new /obj/item/reagent_containers/food/pill/fakedeath(src)
new /obj/item/reagent_containers/food/pill/fakedeath(src)
new /obj/item/reagent_containers/food/pill/fakedeath(src)
new /obj/item/reagent_containers/food/pill/fakedeath(src)
@@ -20,7 +20,7 @@
if("thief") // 40TC
new /obj/item/gun/energy/kinetic_accelerator/crossbow(src) // 12TC
new /obj/item/chameleon(src) // 8TC
new /obj/item/clothing/glasses/thermal/syndi(src) // 6TC
new /obj/item/clothing/glasses/chameleon/thermal(src) // 6TC
new /obj/item/clothing/gloves/color/black/thief(src) // 6TC
new /obj/item/card/id/syndicate(src) // 2TC
new /obj/item/clothing/shoes/chameleon/noslip(src) // 2TC
@@ -108,7 +108,7 @@
new /obj/item/gun/projectile/automatic/sniper_rifle/syndicate/penetrator(src) // 16TC
new /obj/item/ammo_box/magazine/sniper_rounds/penetrator(src) // 5TC
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src) // 3TC
new /obj/item/clothing/glasses/thermal/syndi/sunglasses(src) // 6TC
new /obj/item/clothing/glasses/chameleon/thermal(src) // 6TC
new /obj/item/clothing/gloves/combat(src) // 0 TC
new /obj/item/clothing/under/suit_jacket/really_black(src) // 0 TC
new /obj/item/clothing/suit/storage/lawyer/blackjacket/armored(src) // 0TC
@@ -136,36 +136,14 @@
/obj/item/storage/box/syndie_kit/hardsuit
name = "Boxed Blood Red Suit and Helmet"
can_hold = list(/obj/item/clothing/suit/space/hardsuit/syndi, /obj/item/clothing/head/helmet/space/hardsuit/syndi, /obj/item/tank/emergency_oxygen/syndi, /obj/item/clothing/mask/gas/syndicate)
can_hold = list(/obj/item/clothing/suit/space/hardsuit/syndi, /obj/item/tank/emergency_oxygen/syndi, /obj/item/clothing/mask/gas/syndicate)
max_w_class = WEIGHT_CLASS_NORMAL
/obj/item/storage/box/syndie_kit/hardsuit/New()
..()
new /obj/item/clothing/suit/space/hardsuit/syndi(src)
new /obj/item/clothing/head/helmet/space/hardsuit/syndi(src)
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/tank/emergency_oxygen/syndi(src)
return
/obj/item/storage/box/syndie_kit/elite_hardsuit
name = "Boxed Elite Syndicate Hardsuit and Helmet"
can_hold = list(/obj/item/clothing/suit/space/hardsuit/syndi/elite, /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite)
max_w_class = WEIGHT_CLASS_NORMAL
/obj/item/storage/box/syndie_kit/elite_hardsuit/New()
..()
new /obj/item/clothing/suit/space/hardsuit/syndi/elite(src)
new /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite(src)
/obj/item/storage/box/syndie_kit/shielded_hardsuit
name = "Boxed Shielded Syndicate Hardsuit and Helmet"
can_hold = list(/obj/item/clothing/suit/space/hardsuit/shielded/syndi, /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi)
max_w_class = WEIGHT_CLASS_BULKY
/obj/item/storage/box/syndie_kit/shielded_hardsuit/New()
..()
new /obj/item/clothing/suit/space/hardsuit/shielded/syndi(src)
new /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi(src)
/obj/item/storage/box/syndie_kit/conversion
name = "box (CK)"
@@ -163,6 +163,15 @@
to_chat(user, "<span class='danger'>The meter on [src] indicates you are almost out of air!</span>")
playsound(user, 'sound/effects/alert.ogg', 50, 1)
/obj/item/tank/jetpack/carbondioxide/mining
name = "mining jetpack"
icon_state = "jetpack-mining"
item_state = "jetpack-mining"
origin_tech = "materials=4;magnets=4;engineering=5"
desc = "A tank of compressed carbon dioxide for miners to use as propulsion in local space. The compact size allows for easy storage at the cost of capacity."
volume = 40
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL //same as syndie harness
/obj/item/tank/jetpack/rig
name = "jetpack"
@@ -110,9 +110,12 @@ obj/item/tank/oxygen/empty/New()
air_contents.toxins = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
/obj/item/tank/plasma/plasmaman
desc = "The lifeblood of plasmamen. Warning: Extremely flammable, do not inhale (unless you're a plasman)."
icon_state = "plasma_fr"
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
name = "plasma internals tank"
desc = "A tank of plasma gas designed specifically for use as internals, particularly for plasma-based lifeforms. If you're not a Plasmaman, you probably shouldn't use this."
icon_state = "plasmaman_tank"
item_state = "plasmaman_tank"
force = 10
distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE
/obj/item/tank/plasma/plasmaman/examine(mob/user)
if(..(user, 0))
@@ -120,6 +123,19 @@ obj/item/tank/oxygen/empty/New()
to_chat(user, text("<span class='danger'>The meter on the [src.name] indicates you are almost out of plasma!</span>"))
user << sound('sound/effects/alert.ogg')
/obj/item/tank/plasma/plasmaman/belt
icon_state = "plasmaman_tank_belt"
item_state = "plasmaman_tank_belt"
slot_flags = SLOT_BELT
force = 5
volume = 25
w_class = WEIGHT_CLASS_SMALL
/obj/item/tank/plasma/plasmaman/belt/full/New()
..()
air_contents.toxins = (10 * ONE_ATMOSPHERE) * volume / (R_IDEAL_GAS_EQUATION * T20C)
/*
* Emergency Oxygen
*/
@@ -189,7 +205,7 @@ obj/item/tank/emergency_oxygen/double/empty/New()
desc = "A tank of nitrogen."
icon_state = "oxygen_fr"
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
sprite_sheets = list("Vox Armalis" = 'icons/mob/species/armalis/back.dmi') //Do it for Big Bird.
/obj/item/tank/nitrogen/New()
..()
@@ -206,6 +222,7 @@ obj/item/tank/emergency_oxygen/double/empty/New()
desc = "A high-tech nitrogen tank designed specifically for Vox."
icon_state = "emergency_vox"
volume = 25
sprite_sheets = list("Vox Armalis" = 'icons/mob/species/armalis/belt.dmi') //Do it for Big Bird.
/obj/item/tank/emergency_oxygen/vox/New()
..()
+49 -4
View File
@@ -157,6 +157,8 @@
icon = 'icons/obj/items.dmi'
icon_state = "baseball_bat"
item_state = "baseball_bat"
var/deflectmode = FALSE // deflect small/medium thrown objects
var/lastdeflect
force = 10
throwforce = 12
attack_verb = list("beat", "smacked")
@@ -169,14 +171,54 @@
desc = "This thing looks dangerous... Dangerously good at baseball, that is."
homerun_able = 1
/obj/item/melee/baseball_bat/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type, atom/movable/AM)
. = ..()
if(!istype(AM, /obj/item) || attack_type != THROWN_PROJECTILE_ATTACK)
return FALSE
var/obj/item/I = AM
if(I.w_class <= WEIGHT_CLASS_NORMAL || istype(I, /obj/item/beach_ball)) // baseball bat deflecting
if(deflectmode)
if(prob(10))
visible_message("<span class='boldwarning'>[owner] Deflects [I] directly back at the thrower! It's a home run!</span>", "<span class='boldwarning'>You deflect the [I] directly back at the thrower! It's a home run!</span>")
playsound(get_turf(owner), 'sound/weapons/homerun.ogg', 100, 1)
do_attack_animation(I, ATTACK_EFFECT_DISARM)
I.throw_at(I.thrownby, 20, 20, owner)
deflectmode = FALSE
if(!istype(I, /obj/item/beach_ball))
lastdeflect = world.time + 3000
return TRUE
else if(prob(30))
visible_message("<span class='warning'>[owner] swings! And [p_they()] miss[p_es()]! How embarassing.</span>", "<span class='warning'>You swing! You miss! Oh no!</span>")
playsound(get_turf(owner), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
do_attack_animation(get_step(owner, pick(alldirs)), ATTACK_EFFECT_DISARM)
deflectmode = FALSE
if(!istype(I, /obj/item/beach_ball))
lastdeflect = world.time + 3000
return FALSE
else
visible_message("<span class='warning'>[owner] swings and deflects [I]!</span>", "<span class='warning'>You swing and deflect the [I]!</span>")
playsound(get_turf(owner), 'sound/weapons/baseball_hit.ogg', 50, 1, -1)
do_attack_animation(I, ATTACK_EFFECT_DISARM)
I.throw_at(get_edge_target_turf(owner, pick(cardinal)), rand(8,10), 14, owner)
deflectmode = FALSE
if(!istype(I, /obj/item/beach_ball))
lastdeflect = world.time + 3000
return TRUE
/obj/item/melee/baseball_bat/attack_self(mob/user)
if(!homerun_able)
..()
return
if(!deflectmode && world.time >= lastdeflect)
to_chat(user, "<span class='notice'>You prepare to deflect objects thrown at you. You cannot attack during this time.</span>")
deflectmode = TRUE
else if(deflectmode && world.time >= lastdeflect)
to_chat(user, "<span class='notice'>You no longer deflect objects thrown at you. You can attack during this time</span>")
deflectmode = FALSE
else
to_chat(user, "<span class='warning'>You need to wait until you can deflect again. The ability will be ready in [time2text(lastdeflect - world.time, "m:ss")]</span>")
return ..()
if(homerun_ready)
to_chat(user, "<span class='notice'>You're already ready to do a home run!</span>")
..()
return
return ..()
to_chat(user, "<span class='warning'>You begin gathering strength...</span>")
playsound(get_turf(src), 'sound/magic/lightning_chargeup.ogg', 65, 1)
if(do_after(user, 90, target = user))
@@ -185,6 +227,9 @@
..()
/obj/item/melee/baseball_bat/attack(mob/living/target, mob/living/user)
if(deflectmode)
to_chat(user, "<span class='warning'>You cannot attack in deflect mode!</span>")
return
. = ..()
var/atom/throw_target = get_edge_target_turf(target, user.dir)
if(homerun_ready)
@@ -6,203 +6,194 @@
icon_state = "fireaxe1000"
icon_closed = "fireaxe1000"
icon_opened = "fireaxe1100"
anchored = 1
density = 0
anchored = TRUE
density = FALSE
armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100)
var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = 1
var/hitstaken = 0
locked = 1
var/smashed = 0
var/localopened = FALSE //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = TRUE
var/hitstaken = FALSE
locked = TRUE
var/smashed = FALSE
attackby(var/obj/item/O as obj, var/mob/living/user as mob) //Marker -Agouri
//..() //That's very useful, Erro
/obj/structure/closet/fireaxecabinet/examine(mob/user)
. = ..()
to_chat(user, "<span class='notice'>Use a multitool to lock/unlock it.</span>")
var/hasaxe = 0 //gonna come in handy later~
if(fireaxe)
hasaxe = 1
if(isrobot(user) || src.locked)
if(istype(O, /obj/item/multitool))
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 20 * O.toolspeed, target = src))
src.locked = 0
to_chat(user, "<span class = 'caution'> You disable the locking modules.</span>")
update_icon()
return
else if(istype(O, /obj/item))
user.changeNext_move(CLICK_CD_MELEE)
var/obj/item/W = O
if(src.smashed || src.localopened)
if(localopened)
localopened = 0
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
return
else
user.do_attack_animation(src)
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
to_chat(user, "<span class='notice'>The cabinet's protective glass glances off the hit.</span>")
else
src.hitstaken++
if(src.hitstaken == 4)
playsound(user, 'sound/effects/glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
src.smashed = 1
src.locked = 0
src.localopened = 1
/obj/structure/closet/fireaxecabinet/attackby(var/obj/item/O as obj, var/mob/living/user as mob) //Marker -Agouri
if(isrobot(user) || locked)
if(istype(O, /obj/item/multitool))
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 20 * O.toolspeed, target = src))
locked = FALSE
to_chat(user, "<span class = 'caution'> You disable the locking modules.</span>")
update_icon()
return
if(istype(O, /obj/item/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(O:wielded)
to_chat(user, "<span class='warning'>Unwield the axe first.</span>")
return
fireaxe = O
user.drop_item(O)
src.contents += O
to_chat(user, "<span class='notice'>You place the fire axe back in the [src.name].</span>")
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
if(src.smashed)
return
if(istype(O, /obj/item/multitool))
else if(istype(O, /obj/item))
user.changeNext_move(CLICK_CD_MELEE)
var/obj/item/W = O
if(smashed || localopened)
if(localopened)
localopened = 0
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
return
else
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
sleep(50)
src.locked = 1
to_chat(user, "<span class='notice'>You re-enable the locking modules.</span>")
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user, 20 * O.toolspeed, target = src))
src.locked = 1
to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
return
localopened = FALSE
update_icon_closing()
return
else
user.do_attack_animation(src)
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
to_chat(user, "<span class='notice'>The cabinet's protective glass glances off the hit.</span>")
else
hitstaken++
if(hitstaken == 4)
playsound(user, 'sound/effects/glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
smashed = TRUE
locked = FALSE
localopened = TRUE
update_icon()
return
if(istype(O, /obj/item/twohanded/fireaxe) && localopened)
if(!fireaxe)
var/obj/item/twohanded/fireaxe/F = O
if(F.wielded)
to_chat(user, "<span class='warning'>Unwield \the [F] first.</span>")
return
if(!user.unEquip(F, FALSE))
to_chat(user, "<span class='warning'>\The [F] stays stuck to your hands!</span>")
return
fireaxe = F
contents += F
to_chat(user, "<span class='notice'>You place \the [F] back in the [name].</span>")
update_icon()
else
if(smashed)
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
update_icon_opening()
else
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
attack_hand(mob/user as mob)
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
if(src.locked)
to_chat(user, "<span class='warning'>The cabinet won't budge!</span>")
update_icon_closing()
else
if(smashed)
return
if(localopened)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
to_chat(user, "<span class='notice'>You take the fire axe from the [name].</span>")
src.add_fingerprint(user)
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
if(istype(O, /obj/item/multitool))
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
localopened = FALSE
update_icon_closing()
return
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.forceMove(loc)
to_chat(user, "<span class='notice'>You telekinetically remove the fire axe.</span>")
fireaxe = null
update_icon()
return
attack_hand(user)
verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
set name = "Open/Close"
set category = "Object"
if(isrobot(usr) || src.locked || src.smashed)
if(src.locked)
to_chat(usr, "<span class='warning'>The cabinet won't budge!</span>")
else if(src.smashed)
to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
return
localopened = !localopened
update_icon()
verb/remove_fire_axe()
set name = "Remove Fire Axe"
set category = "Object"
if(isrobot(usr))
return
if(localopened)
if(fireaxe)
usr.put_in_hands(fireaxe)
fireaxe = null
to_chat(usr, "<span class='notice'>You take the Fire axe from the [name].</span>")
else
to_chat(usr, "<span class='notice'>The [src.name] is empty.</span>")
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user, 20 * O.toolspeed, target = src))
locked = TRUE
to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
return
else
to_chat(usr, "<span class='notice'>The [src.name] is closed.</span>")
update_icon()
attack_ai(mob/user as mob)
if(src.smashed)
to_chat(user, "<span class='warning'>The security of the cabinet is compromised.</span>")
return
else
locked = !locked
if(locked)
to_chat(user, "<span class='warning'>Cabinet locked.</span>")
localopened = !localopened
if(localopened)
update_icon_opening()
else
to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
update_icon_closing()
update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
var/hasaxe = 0
/obj/structure/closet/fireaxecabinet/attack_hand(mob/user as mob)
if(locked)
to_chat(user, "<span class='warning'>The cabinet won't budge!</span>")
return
if(localopened)
if(fireaxe)
hasaxe = 1
icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
user.put_in_hands(fireaxe)
to_chat(user, "<span class='notice'>You take \the [fireaxe] from the [src].</span>")
fireaxe = null
add_fingerprint(user)
update_icon()
else
if(smashed)
return
else
localopened = !localopened
if(localopened)
update_icon_opening()
else
update_icon_closing()
open()
else
localopened = !localopened //I'm pretty sure we don't need an if(smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
if(localopened)
update_icon_opening()
else
update_icon_closing()
/obj/structure/closet/fireaxecabinet/attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.forceMove(loc)
to_chat(user, "<span class='notice'>You telekinetically remove \the [fireaxe].</span>")
fireaxe = null
update_icon()
return
attack_hand(user)
/obj/structure/closet/fireaxecabinet/verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
set name = "Open/Close"
set category = "Object"
if(isrobot(usr) || locked || smashed)
if(locked)
to_chat(usr, "<span class='warning'>The cabinet won't budge!</span>")
else if(smashed)
to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
return
close()
return
localopened = !localopened
update_icon()
/obj/structure/closet/fireaxecabinet/verb/remove_fire_axe()
set name = "Remove Fire Axe"
set category = "Object"
if(isrobot(usr))
return
if(localopened)
if(fireaxe)
usr.put_in_hands(fireaxe)
to_chat(usr, "<span class='notice'>You take \the [fireaxe] from the [src].</span>")
fireaxe = null
else
to_chat(usr, "<span class='notice'>The [src] is empty.</span>")
else
to_chat(usr, "<span class='notice'>The [src] is closed.</span>")
update_icon()
/obj/structure/closet/fireaxecabinet/attack_ai(mob/user as mob)
if(smashed)
to_chat(user, "<span class='warning'>The security of the cabinet is compromised.</span>")
return
else
locked = !locked
if(locked)
to_chat(user, "<span class='warning'>Cabinet locked.</span>")
else
to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
/obj/structure/closet/fireaxecabinet/proc/update_icon_opening()
var/hasaxe = fireaxe != null
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]opening"
spawn(10)
update_icon()
/obj/structure/closet/fireaxecabinet/proc/update_icon_closing()
var/hasaxe = fireaxe != null
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
spawn(10)
update_icon()
/obj/structure/closet/fireaxecabinet/update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
var/hasaxe = fireaxe != null
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]"
/obj/structure/closet/fireaxecabinet/open()
return
/obj/structure/closet/fireaxecabinet/close()
return
@@ -110,6 +110,7 @@
/obj/item/storage/pill_bottle/psychiatrist
name = "psychiatrist's pill bottle"
desc = "Contains various pills to calm or sedate patients."
wrapper_color = COLOR_PALE_BTL_GREEN
/obj/item/storage/pill_bottle/psychiatrist/New()
..()
@@ -272,6 +273,7 @@
new /obj/item/key/ambulance(src)
new /obj/item/pinpointer/crew(src)
new /obj/item/clothing/shoes/magboots(src)
new /obj/item/handheld_defibrillator(src)
/obj/structure/closet/secure_closet/reagents
name = "chemical storage closet"
@@ -54,7 +54,7 @@
/obj/structure/closet/secure_closet/syndicate_officer/New()
..()
new /obj/item/storage/box/syndie_kit/elite_hardsuit(src)
new /obj/item/clothing/suit/space/hardsuit/syndi/elite(src)
new /obj/item/gun/projectile/automatic/sniper_rifle/syndicate(src)
new /obj/item/ammo_box/magazine/sniper_rounds/penetrator(src)
new /obj/item/ammo_box/magazine/sniper_rounds/penetrator(src)
@@ -23,7 +23,6 @@
/obj/structure/closet/syndicate/suits/New()
..()
new /obj/item/clothing/head/helmet/space/hardsuit/syndi(src)
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/clothing/suit/space/hardsuit/syndi(src)
new /obj/item/tank/jetpack/oxygen/harness(src)
@@ -61,7 +60,6 @@
new /obj/item/clothing/glasses/thermal(src)
new /obj/item/clothing/shoes/magboots/syndie/advance(src)
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/sst(src)
new /obj/item/clothing/suit/space/hardsuit/syndi/elite/sst(src)
/obj/structure/closet/syndicate/resources/
@@ -5,9 +5,9 @@
icon_state = "crate"
icon_opened = "crateopen"
icon_closed = "crate"
climbable = 1
climbable = TRUE
// mouse_drag_pointer = MOUSE_ACTIVE_POINTER //???
var/rigged = 0
var/rigged = FALSE
var/obj/item/paper/manifest/manifest
// A list of beacon names that the crate will announce the arrival of, when delivered.
var/list/announce_beacons = list()
@@ -23,16 +23,16 @@
overlays += "manifest"
/obj/structure/closet/crate/can_open()
return 1
return TRUE
/obj/structure/closet/crate/can_close()
return 1
return TRUE
/obj/structure/closet/crate/open()
if(src.opened)
return 0
return FALSE
if(!src.can_open())
return 0
return FALSE
if(rigged && locate(/obj/item/radio/electropack) in src)
if(isliving(usr))
@@ -47,18 +47,18 @@
for(var/mob/M in src) //Mobs
M.forceMove(loc)
icon_state = icon_opened
src.opened = 1
src.opened = TRUE
if(climbable)
structure_shaken()
return 1
return TRUE
/obj/structure/closet/crate/close()
if(!src.opened)
return 0
return FALSE
if(!src.can_close())
return 0
return FALSE
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
var/itemcount = 0
@@ -75,8 +75,8 @@
itemcount++
icon_state = icon_closed
src.opened = 0
return 1
src.opened = FALSE
return TRUE
/obj/structure/closet/crate/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/rcs) && !src.opened)
@@ -105,7 +105,7 @@
return
playsound(E.loc, E.usesound, 50, 1)
to_chat(user, "<span class='notice'>Teleporting [src.name]...</span>")
E.teleporting = 1
E.teleporting = TRUE
if(!do_after(user, 50 * E.toolspeed, target = src))
E.teleporting = 0
return
@@ -127,9 +127,9 @@
return
playsound(E.loc, E.usesound, 50, 1)
to_chat(user, "<span class='notice'>Teleporting [src.name]...</span>")
E.teleporting = 1
E.teleporting = TRUE
if(!do_after(user, 50 * E.toolspeed, target = src))
E.teleporting = 0
E.teleporting = FALSE
return
E.teleporting = 0
if(!(E.rcell && E.rcell.use(E.chargecost)))
@@ -154,14 +154,16 @@
else if(istype(W, /obj/item/stack/packageWrap))
return
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if(rigged)
to_chat(user, "<span class='notice'>[src] is already rigged!</span>")
return
to_chat(user, "<span class='notice'>You rig [src].</span>")
user.drop_item()
qdel(W)
rigged = 1
return
if(C.use(15))
to_chat(user, "<span class='notice'>You rig [src].</span>")
rigged = TRUE
else
to_chat(user, "<span class='warning'>You need atleast 15 wires to rig [src]!</span>")
return
else if(istype(W, /obj/item/radio/electropack))
if(rigged)
to_chat(user, "<span class='notice'>You attach [W] to [src].</span>")
@@ -172,7 +174,7 @@
if(rigged)
to_chat(user, "<span class='notice'>You cut away the wiring.</span>")
playsound(loc, W.usesound, 100, 1)
rigged = 0
rigged = FALSE
return
else return attack_hand(user)
@@ -653,4 +655,4 @@
new /obj/item/storage/bag/ore(src)
new /obj/item/clothing/glasses/meson(src)
new /obj/item/card/id/golem(src)
new /obj/item/flashlight/lantern(src)
new /obj/item/flashlight/lantern(src)
+16 -10
View File
@@ -6,7 +6,7 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
/proc/updateDisplaycase(mob/living/carbon/human/captain)
if(!GLOB.captain_display_cases.len)
return
return
var/fingerprint = captain.get_full_print()
for(var/item in GLOB.captain_display_cases)
var/obj/structure/displaycase/CASE = item
@@ -113,6 +113,11 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
occupant = new start_showpiece_type(src)
update_icon()
/obj/structure/displaycase/Destroy()
dump()
QDEL_NULL(circuit)
return ..()
/obj/structure/displaycase/captains_laser
name = "captain's display case"
desc = "A display case for the captain's antique laser gun. Hooked up with an anti-theft system."
@@ -125,6 +130,16 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
. = ..()
GLOB.captain_display_cases += src
/obj/structure/displaycase/captains_laser/Destroy()
GLOB.captain_display_cases -= src
return ..()
/obj/structure/displaycase/lavaland_winter
burglar_alarm = TRUE
locked = TRUE
req_access = list(access_cent_specops)
start_showpiece_type = /obj/item/gun/energy/laser/captain
/obj/structure/displaycase/stechkin
name = "officer's display case"
desc = "A display case containing a humble stechkin pistol. Never forget your roots."
@@ -132,15 +147,6 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
req_access = list(access_syndicate_command)
start_showpiece_type = /obj/item/gun/projectile/automatic/pistol
/obj/structure/displaycase/Destroy()
dump()
QDEL_NULL(circuit)
return ..()
/obj/structure/displaycase/captains_laser/Destroy()
GLOB.captain_display_cases -= src
return ..()
/obj/structure/displaycase/examine(mob/user)
..(user)
to_chat(user, "<span class='notice'>Peering through the glass, you see that it contains:</span>")
@@ -226,6 +226,7 @@
door = new airlock_type(loc)
door.setDir(dir)
door.electronics = electronics
door.unres_sides = electronics.unres_sides
door.heat_proof = heat_proof_finished
if(electronics.one_access)
door.req_access = null
+2 -5
View File
@@ -97,12 +97,9 @@
else
icon_state = "fwall_open"
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
/obj/structure/falsewall/proc/ChangeToWall(delete = TRUE)
var/turf/T = get_turf(src)
if(!walltype || walltype == "metal")
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[walltype]"))
T.ChangeTurf(walltype)
if(delete)
qdel(src)
return T
+8
View File
@@ -260,6 +260,14 @@
..()
icon_state = "rockpile[rand(1,5)]"
/obj/structure/flora/rock/icy
name = "icy rock"
color = "#cce9eb"
/obj/structure/flora/rock/pile/icy
name = "icy rocks"
color = "#cce9eb"
/obj/structure/flora/corn_stalk
name = "corn stalk"
icon = 'icons/obj/flora/plants.dmi'
+7 -1
View File
@@ -145,6 +145,12 @@
name = "\improper RADIOACTIVE AREA"
desc = "A warning sign which reads 'RADIOACTIVE AREA'."
/obj/structure/sign/xeno_warning_mining
name = "DANGEROUS ALIEN LIFE"
desc = "A sign that warns would be travellers of hostile alien life in the vicinity."
icon = 'icons/obj/mining.dmi'
icon_state = "xeno_warning"
/obj/structure/sign/redcross
name = "medbay"
desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here.'"
@@ -210,7 +216,7 @@
desc = "A glowing dragon invites you in."
icon_state = "chinese"
/obj/structure/sign/science
/obj/structure/sign/science
name = "\improper SCIENCE!"
desc = "A warning sign which reads 'SCIENCE!'"
icon_state = "science1"
@@ -64,6 +64,12 @@
if(usr.incapacitated())
to_chat(usr, "<span class='warning'>You can't do that right now!</span>")
return
if(!usr.has_right_hand() && !usr.has_left_hand())
to_chat(usr, "<span class='warning'>You try to grab the chair, but you are missing both of your hands!</span>")
return
if(usr.get_active_hand() && usr.get_inactive_hand())
to_chat(usr, "<span class='warning'>You try to grab the chair, but your hands are already full!</span>")
return
if(!ishuman(usr))
return
usr.visible_message("<span class='notice'>[usr] grabs \the [src.name].</span>", "<span class='notice'>You grab \the [src.name].</span>")
@@ -91,6 +91,12 @@
if(climber)
climber.Weaken(2)
climber.visible_message("<span class='warning'>[climber.name] has been knocked off the table", "You've been knocked off the table", "You see [climber.name] get knocked off the table</span>")
else if(user.pulling.pass_flags & PASSTABLE)
user.Move_Pulled(src)
if (user.pulling.loc == loc)
user.visible_message("<span class='notice'>[user] places [user.pulling] onto [src].</span>",
"<span class='notice'>You place [user.pulling] onto [src].</span>")
user.stop_pulling()
/obj/structure/table/attack_tk() // no telehulk sorry
return