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f4b37b4177
* 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
90 lines
3.4 KiB
Plaintext
90 lines
3.4 KiB
Plaintext
GLOBAL_LIST_INIT(rod_recipes, list ( \
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new /datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor_or_lattice = 1), \
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new /datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
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null,
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new /datum/stack_recipe("railing", /obj/structure/railing, 3, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("railing corner", /obj/structure/railing/corner, 3, time = 10, one_per_turf = 1, on_floor = 1), \
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null,
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new /datum/stack_recipe_list("chainlink fence", list( \
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new /datum/stack_recipe("chainlink fence", /obj/structure/fence, 5, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("chainlink fence post", /obj/structure/fence/post, 5, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("chainlink fence corner", /obj/structure/fence/corner, 5, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("chainlink fence door", /obj/structure/fence/door, 10, time = 10, one_per_turf = 1, on_floor = 1), \
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new /datum/stack_recipe("chainlink fence end", /obj/structure/fence/end, 3, time = 10, one_per_turf = 1, on_floor = 1), \
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)), \
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))
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/obj/item/stack/rods
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name = "metal rod"
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desc = "Some rods. Can be used for building, or something."
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singular_name = "metal rod"
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icon_state = "rods"
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item_state = "rods"
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flags = CONDUCT
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w_class = WEIGHT_CLASS_NORMAL
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force = 9.0
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throwforce = 10.0
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throw_speed = 3
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throw_range = 7
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materials = list(MAT_METAL=1000)
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max_amount = 50
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attack_verb = list("hit", "bludgeoned", "whacked")
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hitsound = 'sound/weapons/grenadelaunch.ogg'
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toolspeed = 1
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usesound = 'sound/items/deconstruct.ogg'
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merge_type = /obj/item/stack/rods
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/obj/item/stack/rods/detailed_examine()
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return "Made from metal sheets. You can build a grille by using it in your hand. \
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Clicking on a floor without any tiles will reinforce the floor. You can make reinforced glass by combining rods and normal glass sheets."
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/obj/item/stack/rods/cyborg
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energy_type = /datum/robot_energy_storage/rods
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is_cyborg = TRUE
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materials = list()
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/obj/item/stack/rods/cyborg/update_icon_state()
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return // icon_state should always be a full stack of rods.
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/obj/item/stack/rods/ten
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amount = 10
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/obj/item/stack/rods/twentyfive
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amount = 25
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/obj/item/stack/rods/fifty
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amount = 50
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/obj/item/stack/rods/New(loc, amount=null)
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..()
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recipes = GLOB.rod_recipes
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update_icon(UPDATE_ICON_STATE)
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/obj/item/stack/rods/update_icon_state()
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var/amount = get_amount()
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if((amount <= 5) && (amount > 0))
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icon_state = "rods-[amount]"
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else
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icon_state = "rods"
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/obj/item/stack/rods/welder_act(mob/user, obj/item/I)
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if(get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two rods to do this!</span>")
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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var/obj/item/stack/sheet/metal/new_item = new(drop_location())
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if(new_item.get_amount() <= 0)
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// stack was moved into another one on the pile
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new_item = locate() in user.loc
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visible_message("<span class='notice'>[user.name] shapes [src] into metal with [I]!</span>", \
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"<span class='notice'>You shape [src] into metal with [I]!</span>", \
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"<span class='warning'>You hear welding.</span>")
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var/replace = user.is_in_inactive_hand(src)
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use(2)
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if(get_amount() <= 0 && replace)
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user.unEquip(src, 1)
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if(new_item)
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user.put_in_hands(new_item)
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