mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-05 15:11:38 +00:00
Singularity Engine -Recoded some parts, still works mostly the same Welders -Recoded, it works mostly the same but is easier to use in code -Cyborgs have a larger fuel tank -Brought most if not all of the areas that use welders upto spec Moved the changeling chem recharge code into the human life proc New players who log out before spawning in are now deleted New minor Common event Machines around the station use more power, system might need some changes later Likely few other minor changes that I just cant think of atm git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
205 lines
4.9 KiB
Plaintext
205 lines
4.9 KiB
Plaintext
/obj/closet/alter_health()
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return get_turf(src)
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/obj/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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return opened
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/obj/closet/proc/can_open()
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if (src.welded)
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return 0
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return 1
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/obj/closet/proc/can_close()
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for(var/obj/closet/closet in get_turf(src))
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if(closet != src)
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return 0
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for(var/obj/secure_closet/closet in get_turf(src))
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return 0
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return 1
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/obj/closet/proc/dump_contents()
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for (var/obj/item/I in src)
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I.loc = src.loc
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for (var/obj/overlay/o in src) //REMOVE THIS
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o.loc = src.loc
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for(var/mob/M in src)
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M.loc = src.loc
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if (M.client)
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M.client.eye = M.client.mob
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M.client.perspective = MOB_PERSPECTIVE
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/obj/closet/proc/open()
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if (src.opened)
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return 0
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if (!src.can_open())
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return 0
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src.dump_contents()
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src.icon_state = src.icon_opened
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src.opened = 1
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playsound(src.loc, 'click.ogg', 15, 1, -3)
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return 1
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/obj/closet/proc/close()
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if (!src.opened)
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return 0
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if (!src.can_close())
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return 0
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for (var/obj/item/I in src.loc)
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if (!I.anchored)
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I.loc = src
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for (var/obj/overlay/o in src.loc) //REMOVE THIS
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if (!o.anchored)
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o.loc = src
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for (var/mob/M in src.loc)
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if (istype (M, /mob/dead/observer))
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continue
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if (M.buckled)
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continue
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if (M.client)
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M.client.perspective = EYE_PERSPECTIVE
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M.client.eye = src
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M.loc = src
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src.icon_state = src.icon_closed
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src.opened = 0
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playsound(src.loc, 'click.ogg', 15, 1, -3)
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return 1
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/obj/closet/proc/toggle()
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if (src.opened)
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return src.close()
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return src.open()
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// this should probably use dump_contents()
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/obj/closet/ex_act(severity)
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switch(severity)
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if (1)
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for (var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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ex_act(severity)
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del(src)
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if (2)
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if (prob(50))
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for (var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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ex_act(severity)
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del(src)
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if (3)
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if (prob(5))
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for (var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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ex_act(severity)
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del(src)
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/obj/closet/bullet_act(flag)
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/* Just in case someone gives closets health
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if (flag == PROJECTILE_BULLET)
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src.health -= 1
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src.healthcheck()
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return
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if (flag != PROJECTILE_LASER)
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src.health -= 3
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src.healthcheck()
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return
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else
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src.health -= 5
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src.healthcheck()
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return
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*/
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if(prob(4))
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for (var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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del(src)
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return
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// this should probably use dump_contents()
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/obj/closet/blob_act()
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if (prob(75))
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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del(src)
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/obj/closet/meteorhit(obj/O as obj)
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if (O.icon_state == "flaming")
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src.dump_contents()
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del(src)
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/obj/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (src.opened)
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if (istype(W, /obj/item/weapon/grab))
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src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
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if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
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if (!W:remove_fuel(1,user))
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user << "\blue You need more welding fuel to complete this task."
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return
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new /obj/item/stack/sheet/metal(src.loc)
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for (var/mob/M in viewers(src))
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M.show_message("\red [src] has been cut apart by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
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del(src)
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return
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usr.drop_item()
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if (W)
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W.loc = src.loc
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else if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
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if (!W:remove_fuel(1,user))
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user << "\blue You need more welding fuel to complete this task."
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return
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src.welded =! src.welded
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for(var/mob/M in viewers(src))
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M.show_message("\red [src] has been [welded?"welded shut":"unwelded"] by [user.name].", 3, "\red You hear welding.", 2)
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else
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src.attack_hand(user)
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return
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/obj/closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
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if (!user.can_use_hands())
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return
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if ((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
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return
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if (user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
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return
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if (!istype(user.loc, /turf)) // are you in a container/closet/pod/etc?
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return
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if(!src.opened)
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return
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if(istype(O, /obj/secure_closet) || istype(O, /obj/closet))
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return
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step_towards(O, src.loc)
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user.show_viewers(text("\red [] stuffs [] into []!", user, O, src))
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src.add_fingerprint(user)
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return
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/obj/closet/relaymove(mob/user as mob)
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if (user.stat)
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return
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if (!src.open())
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user << "\blue It won't budge!"
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for (var/mob/M in hearers(src, null))
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M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
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/obj/closet/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/closet/attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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if (!src.toggle())
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usr << "\blue It won't budge!"
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