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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
89 lines
2.8 KiB
Plaintext
89 lines
2.8 KiB
Plaintext
/obj/item/deck/holder
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name = "card box"
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desc = "A small leather case to show how classy you are compared to everyone else."
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icon_state = "card_holder"
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/obj/item/deck/cards
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name = "deck of cards"
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desc = "A simple deck of playing cards."
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icon_state = "deck_nanotrasen_full"
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card_style = "nanotrasen"
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/obj/item/deck/cards/build_deck()
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for(var/suit in list("Spades","Clubs","Diamonds","Hearts"))
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var/card_appearance
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var/colour
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var/rank
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if(simple_deck)
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if(suit in list("Spades","Clubs"))
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colour = "black"
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else
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colour = "red"
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for(var/number in list("Ace","2","3","4","5","6","7","8","9","10","Jack","Queen","King"))
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if(simple_deck)
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if(number in list("Jack","Queen","King"))
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rank = "col"
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else
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rank = "num"
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card_appearance = "sc_[colour]_[rank]_[card_style]"
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else
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card_appearance = "sc_[number] of [suit]_[card_style]"
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cards += new /datum/playingcard("[number] of [suit]", card_appearance, "singlecard_down_[card_style]")
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for(var/jokers in 1 to 2)
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cards += new /datum/playingcard("Joker", "sc_Joker_[card_style]", "singlecard_down_[card_style]")
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/obj/item/deck/cards/update_icon_state()
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if(!length(cards))
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icon_state = "deck_[card_style]_empty"
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return
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var/percent = round((length(cards) / deck_total) * 100) // Rounding due to switch freaking out
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switch(percent)
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if(0 to 20)
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icon_state = "deck_[deck_style ? "[deck_style]_" : ""][card_style]_low"
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if(21 to 50)
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icon_state = "deck_[deck_style ? "[deck_style]_" : ""][card_style]_half"
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else
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icon_state = "deck_[deck_style ? "[deck_style]_" : ""][card_style]_full"
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/obj/item/deck/cards/doublecards
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name = "double deck of cards"
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icon_state = "deck_double_nanotrasen_full"
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desc = "A simple deck of playing cards. Multiplied by two. Does not necessarily come with twice the fun."
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deck_size = 2
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deck_style = "double"
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/obj/item/deck/cards/syndicate
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name = "suspicious looking deck of cards"
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desc = "A deck of space-grade playing cards. They seem unusually rigid."
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icon_state = "deck_syndicate_full"
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card_style = "syndicate"
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card_hitsound = 'sound/weapons/bladeslice.ogg'
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card_force = 5
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card_throwforce = 10
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card_throw_speed = 3
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card_attack_verb = list("attacked", "sliced", "diced", "slashed", "cut")
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card_resistance_flags = NONE
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/obj/item/deck/cards/black
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card_style = "black"
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/obj/item/deck/cards/syndicate/black
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card_style = "black"
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/obj/item/deck/cards/tiny
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name = "deck of tiny cards"
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desc = "A simple deck of tiny playing cards."
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icon_state = "deck"
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card_style = "simple"
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simple_deck = TRUE
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/obj/item/deck/cards/tiny/update_icon_state()
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return
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/obj/item/deck/cards/tiny/doublecards
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name = "double deck of tiny cards"
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desc = "A simple deck of tiny playing cards. Multiplied by two. Does not necessarily come with twice the fun."
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icon_state = "doubledeck"
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deck_size = 2
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