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* biting off more than I can chew, but I feel like hurting myself * more shit * progress continues, moral stays sameish * bite of 2587 * mod_theme down, but probably broken * 385 errors, 16 warnings, zero tgui interactions * 292 19 * final strech to buggy mess, break time * it compiles. It almost fucking certainly doesnt work, but it compiles * fudhsciffubgsbgpgb actions not working as should for modules * fuck it we'll just open the pr as we work on it * icons work now * tgui stuff * more progress * JUDGEMENT * IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother. * jetpacks, gps, and go do what exo-suits yourself * almost ready * sorry to whoever has to review this * should work™️ * should be good now * pushing changes so I can do reviews next * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * lore™️ Adds illegals level to modsuit parts from syndicate. * early returns * and these illegals * no uplink reference idiot * mod inhands are a good idea * this is needed for inhands nerd * Bomb detector working, modsutis cover ears. skin things * overslotting removal, cyborg charging, ert loadout for gamma * duplicated signal * modsuit themes, removes broken mister / bad base type module, 2 cores in robotics. * tether module, orb module, holster stuff * built in no slip, cheaper 87 * removes modules already installed, engineer ert get jetpack, equip into modsuit storage * comments spaces and duplicate flags * Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Compile TGUI, slowdown adjustment, Modsuit to MODsuit * sonar, do after, more equipment, acid handling * overlay bugs / ERT / DS suits autodeploy * middle click action buttons * traders, sec modsuit energy nerf * surplus weighting * Kinesis module. * Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis * more power / unused module removed * name, ds fix, pre equipped to cc suit * depot / grammer * ok should be good™️ * overslot, dupe gun, missing suit storage * stealth nerf, new kit * gun stuff / ds theme * bio armor is gone * let me push changes please thank you * makes shocks work right * copies over some changes TG made to module prices after porting * Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it- * sirryans changes Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Control define, ERT / DS have gloves / boots again. * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * More changes * god I hate tgui. Why do all the bundles live underground, instead of in my basement? * she updates my master till I testmerge * modsuits can recharge again * fixes a lot of shit * Ready for TM probably * sure fuck it whatever that makes sense I guess * the pinpointer works better™️ * Another storage module bug fix * hair and medical stuff * fuck fuck fuck * fixes sonar * Bag exploit fixes / plasma runtimes / ear nerf * dna lock improvement / cryostorage * whoops * Ball form second cooldown wasn't helping, no more infinite cores * she springs my lock till I ***SNAP*** * plasmaman no longer die * fixes modsuit emp issues * atmos no longer fucking dies * Fixes, module printing, and a restriction on newly constructed modsuits * Inventory code my hated * WOOO PREFERENCE CODE WOOOOO * icons my hated * fix for mods / spaceproof shit * holy shit whhhyyyyy * backpack first * Update mod_theme.dm * prevent infinite gun arms / infinite modsuit cores / syndicate modules * fixes tm error * scream loudly if species sprites break. They shouldn't, but, you know. * deconflicted with luck * converts to refit for species * fix pathfinder * fixes modsuits being funky power wise * lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit * nerfs the atmos modsuit * magboots for ds / CC modsuit * downside of autosave: typing in wrong window saves bad stuff * Gamma ERT have internal cameras again. * spellcheck when * ah fuck * yes delete the null that works * whoops * fixes error / description * un vulps your cannon * fixes tails disapeering on base modsuits * space to underscore * tgui fix / tajaran * springlock buff, cryopod fix * u helps * WHO PUTS A GUN IN ITEMS * tgui moment * mining modsuit nerf / hidden holster module * PAIN * UNATHI TIDE STATION WIDE * I love special code * slightly dense * shark jumpscare * fixes ghost item, fixes springlock being bad * YIPPEEEE IT WORKED * she decons my flict * pain * ebbas days are numbered :^) * hidden * r-r-r-ebuild * fixes more bugs * qwerty, you are dense * fixes gps * fix mulebot crate * level fix * adds back icon * moving storage, fix bug, modules activate / deactivate message * yeah * yeah * yeah™️ * steels requests * windoors no longer make pathfinder module explode * chat spam * oil slicks + modsuits * whoops * bag check * ofc * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/datums/uplink_items/uplink_nuclear.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/modules/module_pathfinder.dm Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
138 lines
4.4 KiB
Plaintext
138 lines
4.4 KiB
Plaintext
/obj/item/storage/lockbox
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name = "lockbox"
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desc = "A locked box."
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icon_state = "lockbox+l"
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item_state = "syringe_kit"
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w_class = WEIGHT_CLASS_BULKY
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max_w_class = WEIGHT_CLASS_NORMAL
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max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
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storage_slots = 4
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req_access = list(ACCESS_ARMORY)
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var/locked = TRUE
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var/broken = FALSE
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var/icon_locked = "lockbox+l"
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var/icon_closed = "lockbox"
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var/icon_broken = "lockbox+b"
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/obj/item/storage/lockbox/attackby(obj/item/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/card/id) || istype(W, /obj/item/pda))
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if(broken)
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to_chat(user, "<span class='warning'>It appears to be broken.</span>")
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return
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if(check_access(W))
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locked = !locked
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if(locked)
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icon_state = icon_locked
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to_chat(user, "<span class='warning'>You lock \the [src]!</span>")
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if(user.s_active)
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user.s_active.close(user)
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return
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else
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icon_state = icon_closed
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to_chat(user, "<span class='warning'>You unlock \the [src]!</span>")
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origin_tech = null //wipe out any origin tech if it's unlocked in any way so you can't double-dip tech levels at R&D.
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return
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else
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to_chat(user, "<span class='warning'>Access denied.</span>")
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return
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else if((istype(W, /obj/item/card/emag) || (istype(W, /obj/item/melee/energy/blade)) && !broken))
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emag_act(user)
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return
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if(!locked)
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..()
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else
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to_chat(user, "<span class='warning'>It's locked!</span>")
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return
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/obj/item/storage/lockbox/show_to(mob/user as mob)
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if(locked)
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to_chat(user, "<span class='warning'>It's locked!</span>")
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else
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..()
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return
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/obj/item/storage/lockbox/can_be_inserted(obj/item/W as obj, stop_messages = 0)
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if(!locked)
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return ..()
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if(!stop_messages)
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to_chat(usr, "<span class='notice'>[src] is locked!</span>")
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return 0
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/obj/item/storage/lockbox/emag_act(user as mob)
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if(!broken)
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broken = TRUE
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locked = FALSE
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desc = "It appears to be broken."
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icon_state = icon_broken
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to_chat(user, "<span class='notice'>You unlock \the [src].</span>")
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origin_tech = null //wipe out any origin tech if it's unlocked in any way so you can't double-dip tech levels at R&D.
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return
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/obj/item/storage/lockbox/hear_talk(mob/living/M as mob, list/message_pieces)
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/obj/item/storage/lockbox/hear_message(mob/living/M as mob, msg)
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/obj/item/storage/lockbox/mindshield
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name = "Lockbox (Mindshield Implants)"
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req_access = list(ACCESS_SECURITY)
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/obj/item/storage/lockbox/mindshield/populate_contents()
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new /obj/item/implantcase/mindshield(src)
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new /obj/item/implantcase/mindshield(src)
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new /obj/item/implantcase/mindshield(src)
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new /obj/item/implanter/mindshield(src)
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/obj/item/storage/lockbox/clusterbang
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name = "lockbox (clusterbang)"
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desc = "You have a bad feeling about opening this."
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req_access = list(ACCESS_SECURITY)
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/obj/item/storage/lockbox/clusterbang/populate_contents()
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new /obj/item/grenade/clusterbuster(src)
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/obj/item/storage/lockbox/medal
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name = "medal box"
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desc = "A locked box used to store medals of honor."
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icon_state = "medalbox+l"
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item_state = "syringe_kit"
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w_class = WEIGHT_CLASS_NORMAL
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max_w_class = WEIGHT_CLASS_SMALL
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max_combined_w_class = 20
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storage_slots = 12
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req_access = list(ACCESS_CAPTAIN)
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icon_locked = "medalbox+l"
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icon_closed = "medalbox"
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icon_broken = "medalbox+b"
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/obj/item/storage/lockbox/medal/populate_contents()
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new /obj/item/clothing/accessory/medal/gold/captain(src)
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new /obj/item/clothing/accessory/medal/silver/leadership(src)
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new /obj/item/clothing/accessory/medal/silver/valor(src)
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new /obj/item/clothing/accessory/medal/heart(src)
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/obj/item/storage/lockbox/t4
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name = "lockbox (T4)"
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desc = "Contains three T4 breaching charges."
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req_access = list(ACCESS_CENT_SPECOPS)
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/obj/item/storage/lockbox/t4/populate_contents()
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for(var/i in 0 to 2)
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new /obj/item/grenade/plastic/c4/thermite(src)
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/obj/item/storage/lockbox/research
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/obj/item/storage/lockbox/research/deconstruct(disassembled = TRUE) // Get wrecked, Science nerds
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qdel(src)
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/obj/item/storage/lockbox/research/modsuit
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name = "Plating lockbox"
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desc = "A larger lockbox. Looks a bit less secure than other lockboxes."
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/obj/item/storage/lockbox/research/modsuit/emp_act(severity) //I want emp to get around it, it's not a gun, I just want people not to always make sec / med modsuits.
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. = ..()
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if(prob(50 / severity))
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locked = FALSE
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icon_state = icon_broken
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origin_tech = null //wipe out any origin tech if it's unlocked in any way so you can't double-dip tech levels at R&D.
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