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https://github.com/ParadiseSS13/Paradise.git
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* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
203 lines
5.4 KiB
Plaintext
203 lines
5.4 KiB
Plaintext
// Basic ladder. By default links to the z-level above/below.
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/obj/structure/ladder
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name = "ladder"
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desc = "A sturdy metal ladder."
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icon = 'icons/obj/structures.dmi'
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icon_state = "ladder11"
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anchored = TRUE
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var/obj/structure/ladder/down //the ladder below this one
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var/obj/structure/ladder/up //the ladder above this one
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var/use_verb = "climb"
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/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
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. = ..()
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if (up)
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src.up = up
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up.down = src
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up.update_icon()
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if (down)
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src.down = down
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down.up = src
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down.update_icon()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/ladder/Destroy(force)
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if((resistance_flags & INDESTRUCTIBLE) && !force)
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return QDEL_HINT_LETMELIVE
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disconnect()
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return ..()
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/obj/structure/ladder/LateInitialize()
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// By default, discover ladders above and below us vertically
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var/turf/T = get_turf(src)
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if(!down)
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for(var/obj/structure/ladder/L in locate(T.x, T.y, T.z - 1))
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down = L
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L.up = src // Don't waste effort looping the other way
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L.update_icon()
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break
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if(!up)
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for (var/obj/structure/ladder/L in locate(T.x, T.y, T.z + 1))
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up = L
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L.down = src // Don't waste effort looping the other way
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L.update_icon()
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break
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update_icon()
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/obj/structure/ladder/proc/disconnect()
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if(up && up.down == src)
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up.down = null
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up.update_icon()
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if(down && down.up == src)
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down.up = null
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down.update_icon()
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up = down = null
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/obj/structure/ladder/update_icon_state()
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if(up && down)
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icon_state = "ladder11"
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else if(up)
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icon_state = "ladder10"
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else if(down)
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icon_state = "ladder01"
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else //wtf make your ladders properly assholes
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icon_state = "ladder00"
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/obj/structure/ladder/singularity_pull()
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if(!(resistance_flags & INDESTRUCTIBLE))
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visible_message("<span class='danger'>[src] is torn to pieces by the gravitational pull!</span>")
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qdel(src)
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/obj/structure/ladder/proc/travel(going_up, mob/user, is_ghost, obj/structure/ladder/ladder)
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if(!is_ghost)
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show_fluff_message(going_up, user)
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ladder.add_fingerprint(user)
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var/turf/T = get_turf(ladder)
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var/atom/movable/AM
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if(user.pulling)
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AM = user.pulling
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AM.forceMove(T)
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user.forceMove(T)
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if(AM)
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user.start_pulling(AM)
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/obj/structure/ladder/proc/use(mob/user, is_ghost = FALSE)
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if(!is_ghost && !in_range(src, user))
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return
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if(up && down)
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var/result = alert("Go up or down [src]?", "[name]", "Up", "Down", "Cancel")
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if (!is_ghost && !in_range(src, user))
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return // nice try
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switch(result)
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if("Up")
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travel(TRUE, user, is_ghost, up)
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if("Down")
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travel(FALSE, user, is_ghost, down)
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if("Cancel")
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return
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else if(up)
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travel(TRUE, user, is_ghost, up)
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else if(down)
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travel(FALSE, user, is_ghost, down)
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else
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to_chat(user, "<span class='warning'>[src] doesn't seem to lead anywhere!</span>")
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if(!is_ghost)
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add_fingerprint(user)
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/obj/structure/ladder/attack_hand(mob/user)
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use(user)
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/obj/structure/ladder/attackby(obj/item/W, mob/user, params)
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return use(user)
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/obj/structure/ladder/attack_robot(mob/living/silicon/robot/R)
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if(R.Adjacent(src))
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return use(R)
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
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use(user, TRUE)
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/obj/structure/ladder/proc/show_fluff_message(going_up, mob/user)
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if(going_up)
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user.visible_message("[user] climbs up [src].","<span class='notice'>You [use_verb] up [src].</span>")
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else
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user.visible_message("[user] climbs down [src].","<span class='notice'>You [use_verb] down [src].</span>")
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// Indestructible away mission ladders which link based on a mapped ID and height value rather than X/Y/Z.
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/obj/structure/ladder/unbreakable
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name = "sturdy ladder"
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desc = "An extremely sturdy metal ladder."
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resistance_flags = INDESTRUCTIBLE
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var/id
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var/height = 0 // higher numbers are considered physically higher
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/obj/structure/ladder/unbreakable/Initialize(mapload)
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GLOB.ladders += src
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return ..()
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/obj/structure/ladder/unbreakable/Destroy()
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. = ..()
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if(. != QDEL_HINT_LETMELIVE)
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GLOB.ladders -= src
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/obj/structure/ladder/unbreakable/LateInitialize()
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// Override the parent to find ladders based on being height-linked
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if(!id || (up && down))
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update_icon()
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return
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for(var/O in GLOB.ladders)
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var/obj/structure/ladder/unbreakable/L = O
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if(L.id != id)
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continue // not one of our pals
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if(!down && L.height == height - 1)
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down = L
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L.up = src
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L.update_icon()
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if (up)
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break // break if both our connections are filled
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else if(!up && L.height == height + 1)
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up = L
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L.down = src
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L.update_icon()
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if (down)
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break // break if both our connections are filled
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update_icon()
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/obj/structure/ladder/unbreakable/dive_point/buoy
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name = "diving point buoy"
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desc = "A buoy marking the location of an underwater dive area."
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icon = 'icons/misc/beach.dmi'
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icon_state = "buoy"
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id = "dive"
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height = 2
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use_verb = "swim"
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layer = MOB_LAYER + 0.2 //0.1 higher than the water overlay, this also means people can "swim" behind/under it
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/obj/structure/ladder/unbreakable/dive_point/anchor
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name = "diving point anchor"
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desc = "An anchor tethered to the buoy at the surface, to keep the dive area marked."
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icon = 'icons/misc/beach.dmi'
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icon_state = "anchor"
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id = "dive"
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height = 1
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light_range = 5
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/obj/structure/ladder/dive_point/Initialize(mapload)
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. = ..()
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set_light(light_range, light_power) //magical glowing anchor
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/obj/structure/ladder/unbreakable/dive_point/update_icon_state()
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return
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