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
@@ -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