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https://github.com/ParadiseSS13/Paradise.git
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- Added 4 new HUD styles - Humans recreate their hud if they change their UI pref mid-game - Refactored how objects are added to the client screen - HUD's are now handled by subtype and mob/proc/create_mob_hud() - HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now - Mobs only create/destroy their HUD when necessary, not every Login() - Destroyed aim-mode, it didn't work and I couldn't make it work. - Renamed all of the screen1_x.dmi files to screen_x.dmi - Removed screen1.dmi, screen_gen.dmi now handles generic icons.
66 lines
1.0 KiB
Plaintext
66 lines
1.0 KiB
Plaintext
/obj/effect/spawner/newbomb
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name = "bomb"
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x"
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var/btype = 0 // 0=radio, 1=prox, 2=time
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var/btemp1 = 1500
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var/btemp2 = 1000 // tank temperatures
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timer
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btype = 2
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syndicate
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btemp1 = 150
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btemp2 = 20
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proximity
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btype = 1
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radio
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btype = 0
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/obj/effect/spawner/newbomb/New()
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..()
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var/obj/item/device/transfer_valve/V = new(src.loc)
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var/obj/item/weapon/tank/plasma/PT = new(V)
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var/obj/item/weapon/tank/oxygen/OT = new(V)
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V.tank_one = PT
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V.tank_two = OT
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PT.master = V
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OT.master = V
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PT.air_contents.temperature = btemp1 + T0C
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OT.air_contents.temperature = btemp2 + T0C
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var/obj/item/device/assembly/S
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switch (src.btype)
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// radio
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if (0)
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S = new/obj/item/device/assembly/signaler(V)
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// proximity
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if (1)
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S = new/obj/item/device/assembly/prox_sensor(V)
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// timer
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if (2)
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S = new/obj/item/device/assembly/timer(V)
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V.attached_device = S
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S.holder = V
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S.toggle_secure()
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V.update_icon()
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qdel(src)
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