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tgstation/tgstation#27881 There is now a second bluespace shelter capsule, which is much more fancy & expensive. Note, this still does not make them generally available. Changes Summary: - Added "Shelter Beta" - It comes with a built in kitchen, toilet, shower, three course meal, and an artifact™️! There are plenty of secrets to behold.. - Added black carpeting. This can be created by the personal crafting menu and having any crayon + a carpet with you. - Added fancy wooden and fancy black wooden tables. These are craftable by hitting wooden table parts with regular and black carpet, respectively. - You can now unanchor, deconstruct and color shower curtains. Use any kind of crayon to color them, and screwdriver to unanchor them. Once they are unanchored, you may use wirecutters to change them back into materials- All of which are used in a new crafting recipe for creating them. - Display cases moderately refactored. - Added survival pod windows/windoors for the new luxury pod.
101 lines
2.9 KiB
Plaintext
101 lines
2.9 KiB
Plaintext
#define SHOWER_OPEN_LAYER OBJ_LAYER + 0.4
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#define SHOWER_CLOSED_LAYER MOB_LAYER + 0.1
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/obj/structure/curtain
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icon = 'icons/obj/curtain.dmi'
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name = "curtain"
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icon_state = "closed"
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layer = SHOWER_CLOSED_LAYER
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opacity = 1
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density = 0
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/obj/structure/curtain/open
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icon_state = "open"
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layer = SHOWER_OPEN_LAYER
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opacity = 0
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/obj/structure/curtain/bullet_act(obj/item/projectile/P, def_zone)
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if(!P.nodamage)
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visible_message("<span class='warning'>[P] tears [src] down!</span>")
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qdel(src)
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else
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..(P, def_zone)
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/obj/structure/curtain/attack_hand(mob/user)
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playsound(get_turf(loc), "rustle", 15, 1, -5)
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toggle()
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..()
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/obj/structure/curtain/proc/toggle()
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set_opacity(!opacity)
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if(opacity)
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icon_state = "closed"
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layer = SHOWER_CLOSED_LAYER
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else
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icon_state = "open"
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layer = SHOWER_OPEN_LAYER
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/obj/structure/curtain/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/toy/crayon))
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color = input(user, "Choose Color") as color
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else if(isscrewdriver(W))
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if(anchored)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] unscrews [src] from the floor.</span>", "<span class='notice'>You start to unscrew [src] from the floor...</span>", "You hear rustling noises.")
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if(do_after(user, 50 * W.toolspeed, target = src))
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if(!anchored)
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return
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anchored = FALSE
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to_chat(user, "<span class='notice'>You unscrew [src] from the floor.</span>")
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else
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] screws [src] to the floor.</span>", "<span class='notice'>You start to screw [src] to the floor...</span>", "You hear rustling noises.")
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if(do_after(user, 50 * W.toolspeed, target = src))
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if(anchored)
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return
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anchored = TRUE
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to_chat(user, "<span class='notice'>You screw [src] to the floor.</span>")
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else if(istype(W, /obj/item/weapon/wirecutters))
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if(!anchored)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] cuts apart [src].</span>", "<span class='notice'>You start to cut apart [src].</span>", "You hear cutting.")
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if(do_after(user, 50 * W.toolspeed, target = src))
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if(anchored)
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return
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to_chat(user, "<span class='notice'>You cut apart [src].</span>")
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deconstruct()
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else
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. = ..()
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/obj/structure/curtain/proc/deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/cloth(loc, 2)
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new /obj/item/stack/sheet/plastic(loc, 2)
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new /obj/item/stack/rods(loc, 1)
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qdel(src)
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/obj/structure/curtain/black
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name = "black curtain"
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color = "#222222"
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/obj/structure/curtain/medical
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name = "plastic curtain"
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color = "#B8F5E3"
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alpha = 200
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/obj/structure/curtain/open/shower
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name = "shower curtain"
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color = "#ACD1E9"
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alpha = 200
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/obj/structure/curtain/open/shower/engineering
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color = "#FFA500"
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/obj/structure/curtain/open/shower/security
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color = "#AA0000"
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/obj/structure/curtain/open/shower/centcom
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color = "#000066"
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#undef SHOWER_OPEN_LAYER
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#undef SHOWER_CLOSED_LAYER
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