mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-08-29 16:18:35 +01:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris into woodrat_map
This commit is contained in:
@@ -110,3 +110,10 @@
|
||||
plane = PLANE_LIGHTING_ABOVE
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||||
pixel_x = -32
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||||
pixel_y = -32
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||||
|
||||
/obj/effect/overlay/closet_door
|
||||
anchored = TRUE
|
||||
plane = FLOAT_PLANE
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||||
layer = FLOAT_LAYER
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||||
vis_flags = VIS_INHERIT_ID
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||||
appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE
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@@ -84,7 +84,7 @@
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||||
// Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
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var/list/sprite_sheets_obj = list()
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var/toolspeed = 1.0 // This is a multipler on how 'fast' a tool works. e.g. setting this to 0.5 will make the tool work twice as fast.
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var/toolspeed = 1 // This is a multipler on how 'fast' a tool works. e.g. setting this to 0.5 will make the tool work twice as fast.
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var/attackspeed = DEFAULT_ATTACK_COOLDOWN // How long click delay will be when using this, in 1/10ths of a second. Checked in the user's get_attack_speed().
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var/reach = 1 // Length of tiles it can reach, 1 is adjacent.
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var/addblends // Icon overlay for ADD highlights when applicable.
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@@ -347,9 +347,9 @@
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||||
if(user.pulling == src) user.stop_pulling()
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if((slot_flags & slot))
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if(equip_sound)
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playsound(src, equip_sound, 30)
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||||
playsound(src, equip_sound, 20)
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else
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playsound(src, drop_sound, 30)
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playsound(src, drop_sound, 20)
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else if(slot == slot_l_hand || slot == slot_r_hand)
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playsound(src, pickup_sound, 20, preference = /datum/client_preference/pickup_sounds)
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return
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@@ -925,4 +925,8 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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||||
|
||||
// Like the above, but used for RPED sorting of parts.
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||||
/obj/item/proc/rped_rating()
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return get_rating()
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return get_rating()
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||||
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||||
// this gets called when the item gets chucked by the vending machine
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/obj/item/proc/vendor_action(var/obj/machinery/vending/V)
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return
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@@ -26,6 +26,7 @@
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closet_appearance = null
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open_sound = 'sound/items/zip.ogg'
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close_sound = 'sound/items/zip.ogg'
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door_anim_time = 0 //Unsupported
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var/item_path = /obj/item/bodybag
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density = 0
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storage_capacity = (MOB_MEDIUM * 2) - 1
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@@ -16,7 +16,7 @@
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||||
var/obj/item/device/encryptionkey/keyslot2 = null
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||||
var/ks1type = null
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||||
var/ks2type = null
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||||
|
||||
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drop_sound = 'sound/items/drop/component.ogg'
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pickup_sound = 'sound/items/pickup/component.ogg'
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||||
@@ -62,10 +62,12 @@
|
||||
|
||||
/obj/item/device/radio/headset/receive_range(freq, level, aiOverride = 0)
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||||
if (aiOverride)
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playsound(loc, 'sound/effects/radio_common.ogg', 20, 1, 1, preference = /datum/client_preference/radio_sounds)
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return ..(freq, level)
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if(ishuman(src.loc))
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var/mob/living/carbon/human/H = src.loc
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if(H.l_ear == src || H.r_ear == src)
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playsound(loc, 'sound/effects/radio_common.ogg', 20, 1, 1, preference = /datum/client_preference/radio_sounds)
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return ..(freq, level)
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return -1
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@@ -0,0 +1,97 @@
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/obj/item/tabloid
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name = "tabloid magazine"
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desc = "It's one of those trashy tabloid magazines. It looks pretty out of date."
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||||
icon = 'icons/obj/magazine.dmi'
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||||
icon_state = "magazine"
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||||
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||||
var/headline
|
||||
var/static/list/tabloid_states = icon_states('icons/obj/magazine.dmi')
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var/static/list/tabloid_publishers = list(
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"\improper Solar Enquirer",
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"\improper Stellar Examiner",
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"\improper Antares Daily",
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"\improper Weekly Galactic News",
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"\improper Spiral"
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||||
)
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var/static/list/tabloid_headlines = list(
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"NARCOALGORITHMS: ARE YOUR CHILDREN SAFE?",
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"ARE GMO HUMANS POISONOUS IN BED?",
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"TOP 10 REASONS WHY OTHER SPECIES ARE A HOAX",
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"CENTENNIAL POSITRONIC EXTENDS LIFESPAN WITH 1 SIMPLE TRICK",
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||||
"TOP 10 DANGEROUS FOODS WITH CHEMICALS",
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||||
"NEW TERRIFYING TEEN TREND: SUN-DIVING",
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||||
"HAS YOUR SPOUSE BEEN REPLACED BY AN ALIEN IMPOSTER? STUDIES SUGGEST YES!",
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||||
"SPACE CAUSES CANCER: DOCTORS CONFIRM",
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"ARE BODY SCANNERS TOO INVASIVE? FIND OUT INSIDE!",
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||||
"HAS SCIENCE GONE TOO FAR? LOCAL SCIENTIST DEBUNKS ALIEN THEORY, DECRIES THEM AS TUBE EXPERIMENTS GONE WRONG",
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"100 DELICIOUS RECIPES LETHAL TO CARBON-BASED LIFE",
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||||
"TOP FIVE SPECIES WE DROVE TO EXTINCTION; NUMBER TWO WILL SHOCK YOU",
|
||||
"LOCAL MAN HAS SEIZURE AFTER SAYING SKRELLIAN NAME; FORCED ASSIMILATION SOON?",
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"RELIGION WAS RIGHT? SHOCK FINDINGS SHOW ALIEN SIMILARITY TO ANIMALS, EXISTENCE OF BOATS",
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"TOP TEN REASONS WHY ONLY HUMANS ARE SENTIENT",
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"LOCAL UNATHI SYMPATHIZER: 'I really think you should stop with these spacebaiting articles.'",
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"DO UNATHI SYMPATHIZERS HATE THE HUMAN RACE?",
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||||
"WHICH PLANET HAS THE BEST LOVERS? THIS AND MORE INSIDE!",
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||||
"SHE SAID WE SHOULD SEE OTHER PEOPLE, SO I MARRIED A TESHARI PACK: FULL STORY INSIDE",
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||||
"LOSE WEIGHT THREE TIMES FASTER WITH THESE LOW-G MANEUVERS!",
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"SHOCKING FIGURES REVEAL MORE TEENS DIE TO UNATHI HONOUR DUELS THAN GUN VIOLENCE",
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"MY DAUGHTER JOINED A NEURAL COLLECTIVE AND NOW SHE CAN TASTE SPACETIME: FULL STORY INSIDE",
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"WERE THE NAZIS PSYCHIC? ONE HISTORIAN TELLS ALL",
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"TAJARANS: CUTE AND CUDDLY, OR INFILTRATING THE GOVERNMENT? FIND OUT MORE INSIDE",
|
||||
"IS THE SOLAR GOVERNMENT CREATING AN AI SUPERINTELLIGENCE NEAR MERCURY? ONE EXPERT REVEALS SHOCKING INSIDER DETAILS!",
|
||||
"TOP TEN HISTORICAL FIGURES THAT WERE TWO PROMETHEANS IN A TRENCHCOAT",
|
||||
"ZADDAT: FACT OR FICTION?",
|
||||
"TOP 10 SECRET AUGMENTS THE GOVERNMENT DOESN'T WANT YOU TO GET",
|
||||
"ENLARGE YOUR MENTAL FACULTIES WITH THIS 1 WEIRD HAT",
|
||||
"'HELP, MY SON THINKS HE'S A 20TH CENTURY VID CHARACTER CALLED SPOCK' AND MORE SHOCKING TALES INSIDE",
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||||
"18 RADICAL HIP IMPLANTS ALL THE KIDS ARE GETTING!",
|
||||
"PRESERVED HEAD OF 21ST CENTURY CAPITALIST INSISTS THAT 'DYSON WALL' ONLY SANE SOLUTION TO RIMWARD MALCONTENTS",
|
||||
"50 SHADES OF GREEN; BESTSELLING MULTISPECIES ROMANCE COMING TO CINEMAS",
|
||||
"PLUTO: DWARF PLANET, OR SECRET RAMPANT AI FACILITY HELL-BENT ON CORRUPTING YOUR CHILDREN?",
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||||
"TOP TEN ANIME ALIENS. NUMBER 3 WILL SICKEN YOU",
|
||||
"OCTUBER X'RALLBRE EXPOSED; NUDE PHOTOSHOOT LEAKS",
|
||||
"WAR ON MARS AFTER NAKED MAN WAS FOUND; WERE THE ROMANS RIGHT?",
|
||||
"REAL ALIENS ARGUE EARTH MOVIES RACIST!",
|
||||
"HELP! I MARRIED A HEGEMONOUS SWARM INTELLIGENCE AND MY SON THINKS HE'S A ROUTER!",
|
||||
"POSITRONICS: HUMAN INGENUITY AND GENEROSITY, OR A HORRIBLE MISTAKE? FIND OUT INSIDE!",
|
||||
"TENTACLES OF TERROR: SKRELL BLACK OPS SEIGE NYX NAVAL DEPOT. SHOCKING PHOTOGRAPHS INSIDE!",
|
||||
"THE FREE TRADER UNION: NEITHER FREE NOR A UNION. SHOCKING EXPOSE!",
|
||||
"HAS THE FREE MARKET GONE TOO FAR? LUNA GLITTERPOP STAR AUCTIONS THIRD TESTICLE FOR TRANS-ORBITAL SHIPPING BONDS",
|
||||
"THEY SAID IT WAS CANCER, BUT I KNEW IT WAS A TINY, SELF-REPLICATING CLONE OF RAY KURZWEIL: FULL STORY INSIDE",
|
||||
"WHAT HAS TECHNOLOGY DONE? INDUSTRY BILLIONAIRE MARRIES OWN INFORMORPH MIND-COPY",
|
||||
"REPTILLIAN ICE WARRIORS FROM ANOTHER WORLD LIVE INSIDE YOUR AIR DUCTS: HERE'S HOW TO GET RID OF THEM",
|
||||
"10 CRITICAL THINGS YOU NEED TO KNOW ABOUT 'DRONEGATE'",
|
||||
"THEY CALL THEM JUMPGATES BUT I'VE NEVER SEEN THEM JUMP: AN INDUSTRY INSIDER SPEAKS FOR THE FIRST TIME",
|
||||
"EMERGENT INTELLIGENCES ARE STEALING YOUR BANK DETAILS, FETISHES: FOIL HAT RECIPE INSIDE",
|
||||
"TIME TRAVELLERS ARE STEALING YOUR WIFI: 5 TIPS FOR DEFEATING HACKERS FROM THE FUTURE",
|
||||
"'My mother was an alien spy': THIS CELEBRITY REVEAL WILL SHOCK AND AMAZE YOU",
|
||||
"LUMINARY SCIENTIST SPEAKS: DIABETES IS A HYPERCORP RETROVIRUS!",
|
||||
"'I REROUTED MY NEURAL CIRCUITRY SO THAT PAIN TASTES OF STRAWBERRIES' AND FIFTEEN OTHER CRAZY ALMACH STORIES",
|
||||
"JOINING THE NAVY? HERE'S 15 EXPERT TIPS FOR AVOIDING BRAIN PARASITES"
|
||||
)
|
||||
|
||||
/obj/item/tabloid/Initialize()
|
||||
. = ..()
|
||||
|
||||
pixel_x = 5-rand(10)
|
||||
pixel_x = 5-rand(10)
|
||||
|
||||
icon_state = pick(tabloid_states)
|
||||
headline = pick(tabloid_headlines)
|
||||
name = pick(tabloid_publishers)
|
||||
|
||||
/obj/item/tabloid/examine(mob/user, distance)
|
||||
. = ..()
|
||||
if(headline)
|
||||
to_chat(user, "The headline screams, \"[headline]\"")
|
||||
|
||||
/obj/item/tabloid/attack_self(mob/user)
|
||||
user.visible_message(SPAN_NOTICE("\The [user] leafs idly through \the [src]."))
|
||||
if(headline)
|
||||
to_chat(user, "Most of it is the usual tabloid garbage, but the headline story, \"[headline]\", holds your attention for awhile.")
|
||||
if(tabloid_headlines[headline])
|
||||
to_chat(user, tabloid_headlines[headline])
|
||||
else
|
||||
to_chat(user, "Most of it is the usual tabloid garbage. You find nothing of interest.")
|
||||
return TRUE
|
||||
@@ -65,6 +65,7 @@
|
||||
closet_appearance = null
|
||||
catalogue_data = list(/datum/category_item/catalogue/information/objects/oldreactor)
|
||||
climbable = 0
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/weapon/fuel_assembly/deuterium = 6)
|
||||
|
||||
@@ -1257,11 +1257,11 @@
|
||||
icon_state = "therapygreen"
|
||||
item_state = "egg3" // It's the green egg in items_left/righthand
|
||||
|
||||
/obj/structure/plushie/fumo
|
||||
/obj/item/toy/plushie/fumo
|
||||
name = "Fumo"
|
||||
desc = "A plushie of a....?."
|
||||
icon_state = "fumoplushie"
|
||||
phrase = "I just don't think about losing."
|
||||
pokephrase = "I just don't think about losing."
|
||||
|
||||
//Toy cult sword
|
||||
/obj/item/toy/cultsword
|
||||
|
||||
@@ -112,3 +112,6 @@
|
||||
walk(src, null, null)
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/grenade/vendor_action(var/obj/machinery/vending/V)
|
||||
activate(V)
|
||||
@@ -84,6 +84,13 @@
|
||||
to_chat(user, SPAN_WARNING("You don't have anything on \the [src].")) //if we have help intent and no food scooped up DON'T STAB OURSELVES WITH THE FORK
|
||||
return
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/on_rag_wipe()
|
||||
. = ..()
|
||||
if(reagents.total_volume > 0)
|
||||
reagents.clear_reagents()
|
||||
cut_overlays()
|
||||
return
|
||||
|
||||
/obj/item/weapon/material/kitchen/utensil/fork
|
||||
name = "fork"
|
||||
desc = "It's a fork. Sure is pointy."
|
||||
|
||||
@@ -24,6 +24,18 @@
|
||||
drop_sound = 'sound/items/drop/axe.ogg'
|
||||
pickup_sound = 'sound/items/pickup/axe.ogg'
|
||||
|
||||
/obj/item/weapon/material/knife/machete/hatchet/stone
|
||||
name = "sharp rock"
|
||||
desc = "The secret is to bang the rocks together, guys."
|
||||
force_divisor = 0.2
|
||||
icon_state = "rock"
|
||||
item_state = "rock"
|
||||
attack_verb = list("chopped", "torn", "cut")
|
||||
|
||||
/obj/item/weapon/material/knife/machete/hatchet/stone/set_material(var/new_material)
|
||||
var/old_name = name
|
||||
. = ..()
|
||||
name = old_name
|
||||
/obj/item/weapon/material/knife/machete/hatchet/unathiknife
|
||||
name = "duelling knife"
|
||||
desc = "A length of leather-bound wood studded with razor-sharp teeth. How crude."
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/obj/random
|
||||
name = "random object"
|
||||
desc = "This item type is used to spawn random objects at round-start"
|
||||
icon = 'icons/misc/mark.dmi'
|
||||
icon_state = "rup"
|
||||
icon = 'icons/misc/random_spawners.dmi'
|
||||
icon_state = "generic"
|
||||
var/spawn_nothing_percentage = 0 // this variable determines the likelyhood that this random object will not spawn anything
|
||||
var/drop_get_turf = TRUE
|
||||
|
||||
@@ -80,7 +80,7 @@ var/list/random_useful_
|
||||
/obj/random/single
|
||||
name = "randomly spawned object"
|
||||
desc = "This item type is used to randomly spawn a given object at round-start"
|
||||
icon_state = "x3"
|
||||
icon_state = "generic"
|
||||
var/spawn_object = null
|
||||
|
||||
/obj/random/single/item_to_spawn()
|
||||
@@ -104,8 +104,8 @@ var/list/multi_point_spawns
|
||||
/obj/random_multi
|
||||
name = "random object spawn point"
|
||||
desc = "This item type is used to spawn random objects at round-start. Only one spawn point for a given group id is selected."
|
||||
icon = 'icons/misc/mark.dmi'
|
||||
icon_state = "x3"
|
||||
icon = 'icons/misc/random_spawners.dmi'
|
||||
icon_state = "generic_3"
|
||||
invisibility = INVISIBILITY_MAXIMUM
|
||||
var/id // Group id
|
||||
var/weight // Probability weight for this spawn point
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
/obj/random/gun/random
|
||||
name = "Random Weapon"
|
||||
desc = "This is a random energy or ballistic weapon."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "energystun100"
|
||||
icon_state = "gun"
|
||||
|
||||
/obj/random/gun/random/item_to_spawn()
|
||||
return pick(prob(5);/obj/random/energy,
|
||||
@@ -10,9 +9,8 @@
|
||||
|
||||
/obj/random/energy
|
||||
name = "Random Energy Weapon"
|
||||
desc = "This is a random weapon."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "energykill100"
|
||||
desc = "This is a random energy weapon."
|
||||
icon_state = "gun_energy"
|
||||
|
||||
/obj/random/energy/item_to_spawn()
|
||||
return pick(prob(3);/obj/item/weapon/gun/energy/laser,
|
||||
@@ -28,17 +26,34 @@
|
||||
prob(2);/obj/item/weapon/gun/energy/ionrifle,
|
||||
prob(2);/obj/item/weapon/gun/energy/ionrifle/pistol,
|
||||
prob(3);/obj/item/weapon/gun/energy/toxgun,
|
||||
prob(4);/obj/item/weapon/gun/energy/taser,
|
||||
prob(3);/obj/item/weapon/gun/energy/taser,
|
||||
prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
|
||||
prob(4);/obj/item/weapon/gun/energy/stunrevolver,
|
||||
prob(3);/obj/item/weapon/gun/energy/stunrevolver,
|
||||
prob(2);/obj/item/weapon/gun/energy/stunrevolver/vintage,
|
||||
prob(3);/obj/item/weapon/gun/energy/gun/compact)
|
||||
|
||||
/obj/random/energy/highend
|
||||
name = "Random Energy Weapon"
|
||||
desc = "This is a random, actually good energy weapon."
|
||||
icon_state = "gun_energy_2"
|
||||
|
||||
/obj/random/energy/item_to_spawn()
|
||||
return pick(prob(3);/obj/item/weapon/gun/energy/laser,
|
||||
prob(3);/obj/item/weapon/gun/energy/laser/sleek,
|
||||
prob(4);/obj/item/weapon/gun/energy/gun,
|
||||
prob(3);/obj/item/weapon/gun/energy/gun/burst,
|
||||
prob(1);/obj/item/weapon/gun/energy/gun/nuclear,
|
||||
prob(2);/obj/item/weapon/gun/energy/retro,
|
||||
prob(2);/obj/item/weapon/gun/energy/lasercannon,
|
||||
prob(3);/obj/item/weapon/gun/energy/xray,
|
||||
prob(1);/obj/item/weapon/gun/energy/sniperrifle,
|
||||
prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
|
||||
prob(3);/obj/item/weapon/gun/energy/gun/compact)
|
||||
|
||||
/obj/random/energy/sec
|
||||
name = "Random Security Energy Weapon"
|
||||
desc = "This is a random security weapon."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "energykill100"
|
||||
icon_state = "gun_energy"
|
||||
|
||||
/obj/random/energy/sec/item_to_spawn()
|
||||
return pick(prob(2);/obj/item/weapon/gun/energy/laser,
|
||||
@@ -47,8 +62,7 @@
|
||||
/obj/random/projectile
|
||||
name = "Random Projectile Weapon"
|
||||
desc = "This is a random projectile weapon."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun"
|
||||
|
||||
/obj/random/projectile/item_to_spawn()
|
||||
return pick(prob(3);/obj/item/weapon/gun/projectile/automatic/wt550,
|
||||
@@ -89,8 +103,7 @@
|
||||
/obj/random/projectile/sec
|
||||
name = "Random Security Projectile Weapon"
|
||||
desc = "This is a random security weapon."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_shotgun"
|
||||
|
||||
/obj/random/projectile/sec/item_to_spawn()
|
||||
return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
|
||||
@@ -98,10 +111,9 @@
|
||||
prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
|
||||
|
||||
/obj/random/projectile/shotgun
|
||||
name = "Random Projectile Weapon"
|
||||
desc = "This is a random projectile weapon."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "shotgun"
|
||||
name = "Random Shotgun"
|
||||
desc = "This is a random shotgun-type weapon."
|
||||
icon_state = "gun_shotgun"
|
||||
|
||||
/obj/random/projectile/item_to_spawn()
|
||||
return pick(prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
|
||||
@@ -113,7 +125,7 @@
|
||||
name = "Random Handgun"
|
||||
desc = "This is a random sidearm."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "secgundark"
|
||||
icon_state = "gun"
|
||||
|
||||
/obj/random/handgun/item_to_spawn()
|
||||
return pick(prob(4);/obj/item/weapon/gun/projectile/sec,
|
||||
@@ -130,8 +142,7 @@
|
||||
/obj/random/handgun/sec
|
||||
name = "Random Security Handgun"
|
||||
desc = "This is a random security sidearm."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "secgundark"
|
||||
icon_state = "gun"
|
||||
|
||||
/obj/random/handgun/sec/item_to_spawn()
|
||||
return pick(prob(3);/obj/item/weapon/gun/projectile/sec,
|
||||
@@ -140,8 +151,7 @@
|
||||
/obj/random/ammo
|
||||
name = "Random Ammunition"
|
||||
desc = "This is random security ammunition."
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "45-10"
|
||||
icon_state = "ammo"
|
||||
|
||||
/obj/random/ammo/item_to_spawn()
|
||||
return pick(prob(6);/obj/item/weapon/storage/box/beanbags,
|
||||
@@ -157,8 +167,7 @@
|
||||
/obj/random/grenade
|
||||
name = "Random Grenade"
|
||||
desc = "This is random thrown grenades (no C4/etc.)."
|
||||
icon = 'icons/obj/grenade.dmi'
|
||||
icon_state = "clusterbang_segment"
|
||||
icon_state = "grenade_2"
|
||||
|
||||
/obj/random/grenade/item_to_spawn()
|
||||
return pick( prob(15);/obj/item/weapon/grenade/concussion,
|
||||
@@ -179,11 +188,24 @@
|
||||
prob(15);/obj/item/weapon/grenade/smokebomb
|
||||
)
|
||||
|
||||
/obj/random/grenade/lethal
|
||||
name = "Random Grenade"
|
||||
desc = "This is random thrown grenade that hurts a lot."
|
||||
icon_state = "grenade_3"
|
||||
|
||||
/obj/random/grenade/lethal/item_to_spawn()
|
||||
return pick( prob(15);/obj/item/weapon/grenade/concussion,
|
||||
prob(5);/obj/item/weapon/grenade/empgrenade,
|
||||
prob(2);/obj/item/weapon/grenade/chem_grenade/incendiary,
|
||||
prob(5);/obj/item/weapon/grenade/explosive,
|
||||
prob(10);/obj/item/weapon/grenade/explosive/mini,
|
||||
prob(2);/obj/item/weapon/grenade/explosive/frag
|
||||
)
|
||||
|
||||
/obj/random/grenade/less_lethal
|
||||
name = "Random Security Grenade"
|
||||
desc = "This is a random thrown grenade that shouldn't kill anyone."
|
||||
icon = 'icons/obj/grenade.dmi'
|
||||
icon_state = "clusterbang_segment"
|
||||
icon_state = "grenade"
|
||||
|
||||
/obj/random/grenade/less_lethal/item_to_spawn()
|
||||
return pick( prob(20);/obj/item/weapon/grenade/concussion,
|
||||
@@ -199,8 +221,7 @@
|
||||
/obj/random/grenade/box
|
||||
name = "Random Grenade Box"
|
||||
desc = "This is a random box of grenades. Not to be mistaken for a box of random grenades. Or a grenade of random boxes - but that would just be silly."
|
||||
icon = 'icons/obj/grenade.dmi'
|
||||
icon_state = "clusterbang_segment"
|
||||
icon_state = "grenade_box"
|
||||
|
||||
/obj/random/grenade/box/item_to_spawn()
|
||||
return pick( prob(20);/obj/item/weapon/storage/box/flashbangs,
|
||||
@@ -215,9 +236,9 @@
|
||||
|
||||
/obj/random/projectile/random
|
||||
name = "Random Projectile Weapon"
|
||||
desc = "This is a random weapon."
|
||||
desc = "This is a random projectile weapon."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_2"
|
||||
|
||||
/obj/random/projectile/random/item_to_spawn()
|
||||
return pick(prob(3);/obj/random/multiple/gun/projectile/handgun,
|
||||
@@ -228,8 +249,7 @@
|
||||
/obj/random/multiple/gun/projectile/smg
|
||||
name = "random smg projectile gun"
|
||||
desc = "Loot for PoIs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "saber"
|
||||
icon_state = "gun_auto"
|
||||
|
||||
/obj/random/multiple/gun/projectile/smg/item_to_spawn()
|
||||
return pick(
|
||||
@@ -267,8 +287,7 @@
|
||||
/obj/random/multiple/gun/projectile/rifle
|
||||
name = "random rifle projectile gun"
|
||||
desc = "Loot for PoIs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "carbine"
|
||||
icon_state = "gun_rifle"
|
||||
|
||||
//Concerns about the bullpup, but currently seems to be only a slightly stronger z8. But we shall see.
|
||||
|
||||
@@ -319,8 +338,7 @@
|
||||
/obj/random/multiple/gun/projectile/handgun
|
||||
name = "random handgun projectile gun"
|
||||
desc = "Loot for PoIs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun"
|
||||
|
||||
/obj/random/multiple/gun/projectile/handgun/item_to_spawn()
|
||||
return pick(
|
||||
@@ -451,8 +469,7 @@
|
||||
/obj/random/multiple/gun/projectile/shotgun
|
||||
name = "random shotgun projectile gun"
|
||||
desc = "Loot for PoIs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "shotgun"
|
||||
icon_state = "gun_shotgun"
|
||||
|
||||
/obj/random/multiple/gun/projectile/shotgun/item_to_spawn()
|
||||
return pick(
|
||||
@@ -485,7 +502,7 @@
|
||||
name = "broken gun spawner"
|
||||
desc = "Spawns a random broken gun, or rarely a fully functional one."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_scrap"
|
||||
|
||||
/obj/random/projectile/scrapped_gun/item_to_spawn()
|
||||
return pickweight(list(
|
||||
@@ -503,8 +520,7 @@
|
||||
/obj/random/projectile/scrapped_shotgun
|
||||
name = "broken shotgun spawner"
|
||||
desc = "Loot for PoIs, or their mobs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "shotgun"
|
||||
icon_state = "gun_scrap"
|
||||
|
||||
/obj/random/projectile/scrapped_shotgun/item_to_spawn()
|
||||
return pickweight(list(
|
||||
@@ -517,8 +533,7 @@
|
||||
/obj/random/projectile/scrapped_smg
|
||||
name = "broken smg spawner"
|
||||
desc = "Loot for PoIs, or their mobs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_scrap"
|
||||
|
||||
/obj/random/projectile/scrapped_smg/item_to_spawn()
|
||||
return pickweight(list(
|
||||
@@ -529,8 +544,7 @@
|
||||
/obj/random/projectile/scrapped_pistol
|
||||
name = "broken pistol spawner"
|
||||
desc = "Loot for PoIs, or their mobs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_scrap"
|
||||
|
||||
/obj/random/projectile/scrapped_pistol/item_to_spawn()
|
||||
return pickweight(list(
|
||||
@@ -541,8 +555,7 @@
|
||||
/obj/random/projectile/scrapped_laser
|
||||
name = "broken laser spawner"
|
||||
desc = "Loot for PoIs, or their mobs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_scrap"
|
||||
|
||||
/obj/random/projectile/scrapped_laser/item_to_spawn()
|
||||
return pickweight(list(
|
||||
@@ -555,8 +568,7 @@
|
||||
/obj/random/projectile/scrapped_ionrifle
|
||||
name = "broken ionrifle spawner"
|
||||
desc = "Loot for PoIs, or their mobs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_scrap"
|
||||
|
||||
/obj/random/projectile/scrapped_ionrifle/item_to_spawn()
|
||||
return pickweight(list(
|
||||
@@ -567,8 +579,7 @@
|
||||
/obj/random/projectile/scrapped_bulldog
|
||||
name = "broken z8 spawner"
|
||||
desc = "Loot for PoIs, or their mobs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_scrap"
|
||||
|
||||
/obj/random/projectile/scrapped_bulldog/item_to_spawn()
|
||||
return pickweight(list(
|
||||
@@ -579,8 +590,7 @@
|
||||
/obj/random/projectile/scrapped_flechette
|
||||
name = "broken flechette spawner"
|
||||
desc = "Loot for PoIs, or their mobs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_scrap"
|
||||
|
||||
/obj/random/projectile/scrapped_flechette/item_to_spawn()
|
||||
return pickweight(list(
|
||||
@@ -591,8 +601,7 @@
|
||||
/obj/random/projectile/scrapped_grenadelauncher
|
||||
name = "broken grenadelauncher spawner"
|
||||
desc = "Loot for PoIs, or their mobs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_scrap"
|
||||
|
||||
/obj/random/projectile/scrapped_grenadelauncher/item_to_spawn()
|
||||
return pickweight(list(
|
||||
@@ -603,8 +612,7 @@
|
||||
/obj/random/projectile/scrapped_dartgun
|
||||
name = "broken dartgun spawner"
|
||||
desc = "Loot for PoIs, or their mobs."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
icon_state = "gun_scrap"
|
||||
|
||||
/obj/random/projectile/scrapped_dartgun/item_to_spawn()
|
||||
return pickweight(list(
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
/obj/random/maintenance //Clutter and loot for maintenance and away missions
|
||||
name = "random maintenance item"
|
||||
desc = "This is a random maintenance item."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "gift1"
|
||||
|
||||
/obj/random/maintenance/item_to_spawn()
|
||||
return pick(prob(300);/obj/random/tech_supply,
|
||||
@@ -25,8 +23,6 @@ Individual items to add to the maintenance list should go here, if you add
|
||||
something, make sure it's not in one of the other lists.*/
|
||||
name = "random clean maintenance item"
|
||||
desc = "This is a random clean maintenance item."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "gift1"
|
||||
|
||||
/obj/random/maintenance/clean/item_to_spawn()
|
||||
return pick(prob(10);/obj/random/contraband,
|
||||
@@ -112,8 +108,7 @@ something, make sure it's not in one of the other lists.*/
|
||||
/*Maintenance loot list. This one is for around security areas*/
|
||||
name = "random security maintenance item"
|
||||
desc = "This is a random security maintenance item."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "gift1"
|
||||
icon_state = "security"
|
||||
|
||||
/obj/random/maintenance/security/item_to_spawn()
|
||||
return pick(prob(320);/obj/random/maintenance/clean,
|
||||
@@ -169,8 +164,7 @@ something, make sure it's not in one of the other lists.*/
|
||||
/*Maintenance loot list. This one is for around medical areas*/
|
||||
name = "random medical maintenance item"
|
||||
desc = "This is a random medical maintenance item."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "gift1"
|
||||
icon_state = "medical"
|
||||
|
||||
/obj/random/maintenance/medical/item_to_spawn()
|
||||
return pick(prob(320);/obj/random/maintenance/clean,
|
||||
@@ -209,8 +203,7 @@ something, make sure it's not in one of the other lists.*/
|
||||
/*Maintenance loot list. This one is for around medical areas*/
|
||||
name = "random engineering maintenance item"
|
||||
desc = "This is a random engineering maintenance item."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "gift1"
|
||||
icon_state = "tool"
|
||||
|
||||
/obj/random/maintenance/engineering/item_to_spawn()
|
||||
return pick(prob(320);/obj/random/maintenance/clean,
|
||||
@@ -247,8 +240,7 @@ something, make sure it's not in one of the other lists.*/
|
||||
/*Maintenance loot list. This one is for around medical areas*/
|
||||
name = "random research maintenance item"
|
||||
desc = "This is a random research maintenance item."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "gift1"
|
||||
icon_state = "science"
|
||||
|
||||
/obj/random/maintenance/research/item_to_spawn()
|
||||
return pick(prob(320);/obj/random/maintenance/clean,
|
||||
@@ -279,8 +271,6 @@ something, make sure it's not in one of the other lists.*/
|
||||
/*Maintenance loot list. This one is for around cargo areas*/
|
||||
name = "random cargo maintenance item"
|
||||
desc = "This is a random cargo maintenance item."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "gift1"
|
||||
|
||||
/obj/random/maintenance/cargo/item_to_spawn()
|
||||
return pick(prob(320);/obj/random/maintenance/clean,
|
||||
|
||||
@@ -64,6 +64,52 @@
|
||||
/obj/structure/closet/crate/engineering,
|
||||
/obj/structure/closet/crate)
|
||||
|
||||
/obj/random/vendorall //Fully random selection of consumer vendors
|
||||
name = "random vending machine"
|
||||
desc = "This is a random vending machine"
|
||||
icon = 'icons/obj/vending.dmi'
|
||||
icon_state = "radren-off"
|
||||
|
||||
/obj/random/vendorall/item_to_spawn()
|
||||
return pick (/obj/machinery/vending/coffee,
|
||||
/obj/machinery/vending/snack,
|
||||
/obj/machinery/vending/cola,
|
||||
/obj/machinery/vending/fitness,
|
||||
/obj/machinery/vending/cigarette,
|
||||
/obj/machinery/vending/giftvendor,
|
||||
/obj/machinery/vending/hotfood,
|
||||
/obj/machinery/vending/weeb,
|
||||
/obj/machinery/vending/sol,
|
||||
/obj/machinery/vending/snix,
|
||||
/obj/machinery/vending/snlvend,
|
||||
/obj/machinery/vending/sovietsoda,
|
||||
/obj/machinery/vending/sovietvend,
|
||||
/obj/machinery/vending/radren)
|
||||
|
||||
/obj/random/vendorfood //Random food vendors for station use
|
||||
name = "random snack vending machine"
|
||||
desc = "This is a random food vending machine"
|
||||
icon = 'icons/obj/vending.dmi'
|
||||
icon_state = "snack"
|
||||
|
||||
/obj/random/vendorfood/item_to_spawn()
|
||||
return pick (/obj/machinery/vending/snack,
|
||||
/obj/machinery/vending/weeb,
|
||||
/obj/machinery/vending/sol,
|
||||
/obj/machinery/vending/snix,
|
||||
/obj/machinery/vending/snlvend)
|
||||
|
||||
/obj/random/vendordrink //Random drink vendors for station use
|
||||
name = "random drink vending machine"
|
||||
desc = "This is a random drink vending machine"
|
||||
icon = 'icons/obj/vending.dmi'
|
||||
icon_state = "Cola_Machine"
|
||||
|
||||
/obj/random/vendordrink/item_to_spawn() //Not including coffee as it's more specific in usage.
|
||||
return pick (/obj/machinery/vending/cola,
|
||||
/obj/machinery/vending/sovietsoda,
|
||||
/obj/machinery/vending/radren)
|
||||
|
||||
/obj/random/obstruction //Large objects to block things off in maintenance
|
||||
name = "random obstruction"
|
||||
desc = "This is a random obstruction."
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
/obj/random/mech
|
||||
name = "random mech"
|
||||
desc = "This is a random single mech."
|
||||
icon = 'icons/mecha/mecha.dmi'
|
||||
icon_state = "old_durand"
|
||||
icon_state = "mecha"
|
||||
drop_get_turf = FALSE
|
||||
|
||||
//This list includes the phazon, gorilla and mauler. You might want to use something else if balance is a concern.
|
||||
@@ -25,8 +24,6 @@
|
||||
/obj/random/mech/weaker
|
||||
name = "random mech"
|
||||
desc = "This is a random single mech. Those are less potent and more common."
|
||||
icon = 'icons/mecha/mecha.dmi'
|
||||
icon_state = "old_durand"
|
||||
drop_get_turf = FALSE
|
||||
|
||||
/obj/random/mech/weaker/item_to_spawn()
|
||||
@@ -42,8 +39,6 @@
|
||||
/obj/random/mech/old
|
||||
name = "random mech"
|
||||
desc = "This is a random single old mech."
|
||||
icon = 'icons/mecha/mecha.dmi'
|
||||
icon_state = "old_durand"
|
||||
drop_get_turf = FALSE
|
||||
|
||||
//Note that all of those are worn out and have slightly less maximal health than the standard.
|
||||
|
||||
@@ -6,8 +6,7 @@
|
||||
/obj/random/tool
|
||||
name = "random tool"
|
||||
desc = "This is a random tool"
|
||||
icon = 'icons/obj/tools.dmi'
|
||||
icon_state = "welder"
|
||||
icon_state = "tool"
|
||||
|
||||
/obj/random/tool/item_to_spawn()
|
||||
return pick(/obj/item/weapon/tool/screwdriver,
|
||||
@@ -22,7 +21,7 @@
|
||||
/obj/random/tool/powermaint
|
||||
name = "random powertool"
|
||||
desc = "This is a random rare powertool for maintenance"
|
||||
icon_state = "jaws_pry"
|
||||
icon_state = "tool_2"
|
||||
|
||||
/obj/random/tool/powermaint/item_to_spawn()
|
||||
return pick(prob(320);/obj/random/tool,
|
||||
@@ -34,7 +33,7 @@
|
||||
/obj/random/tool/power
|
||||
name = "random powertool"
|
||||
desc = "This is a random powertool"
|
||||
icon_state = "jaws_pry"
|
||||
icon_state = "tool_2"
|
||||
|
||||
/obj/random/tool/power/item_to_spawn()
|
||||
return pick(/obj/item/weapon/tool/screwdriver/power,
|
||||
@@ -45,8 +44,7 @@
|
||||
/obj/random/tool/alien
|
||||
name = "random alien tool"
|
||||
desc = "This is a random tool"
|
||||
icon = 'icons/obj/abductor.dmi'
|
||||
icon_state = "welder"
|
||||
icon_state = "tool_3"
|
||||
|
||||
/obj/random/tool/alien/item_to_spawn()
|
||||
return pick(/obj/item/weapon/tool/screwdriver/alien,
|
||||
@@ -60,8 +58,7 @@
|
||||
/obj/random/technology_scanner
|
||||
name = "random scanner"
|
||||
desc = "This is a random technology scanner."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "atmos"
|
||||
icon_state = "tech"
|
||||
|
||||
/obj/random/technology_scanner/item_to_spawn()
|
||||
return pick(prob(5);/obj/item/device/t_scanner,
|
||||
@@ -71,7 +68,6 @@
|
||||
/obj/random/powercell
|
||||
name = "random powercell"
|
||||
desc = "This is a random powercell."
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "cell"
|
||||
|
||||
/obj/random/powercell/item_to_spawn()
|
||||
@@ -85,8 +81,7 @@
|
||||
/obj/random/bomb_supply
|
||||
name = "bomb supply"
|
||||
desc = "This is a random bomb supply."
|
||||
icon = 'icons/obj/assemblies/new_assemblies.dmi'
|
||||
icon_state = "signaller"
|
||||
icon_state = "tech"
|
||||
|
||||
/obj/random/bomb_supply/item_to_spawn()
|
||||
return pick(/obj/item/device/assembly/igniter,
|
||||
@@ -99,8 +94,7 @@
|
||||
/obj/random/toolbox
|
||||
name = "random toolbox"
|
||||
desc = "This is a random toolbox."
|
||||
icon = 'icons/obj/storage.dmi'
|
||||
icon_state = "red"
|
||||
icon_state = "toolbox"
|
||||
|
||||
/obj/random/toolbox/item_to_spawn()
|
||||
return pick(prob(6);/obj/item/weapon/storage/toolbox/mechanical,
|
||||
@@ -111,8 +105,7 @@
|
||||
/obj/random/smes_coil
|
||||
name = "random smes coil"
|
||||
desc = "This is a random smes coil."
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "smes"
|
||||
icon_state = "cell_2"
|
||||
|
||||
/obj/random/smes_coil/item_to_spawn()
|
||||
return pick(prob(4);/obj/item/weapon/smes_coil,
|
||||
@@ -122,8 +115,7 @@
|
||||
/obj/random/pacman
|
||||
name = "random portable generator"
|
||||
desc = "This is a random portable generator."
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "portgen0"
|
||||
icon_state = "cell_3"
|
||||
|
||||
/obj/random/pacman/item_to_spawn()
|
||||
return pick(prob(6);/obj/machinery/power/port_gen/pacman,
|
||||
@@ -133,8 +125,7 @@
|
||||
/obj/random/tech_supply
|
||||
name = "random tech supply"
|
||||
desc = "This is a random piece of technology supplies."
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "cell"
|
||||
icon_state = "tech"
|
||||
spawn_nothing_percentage = 25
|
||||
|
||||
/obj/random/tech_supply/item_to_spawn()
|
||||
@@ -161,8 +152,7 @@
|
||||
/obj/random/tech_supply/component
|
||||
name = "random tech component"
|
||||
desc = "This is a random machine component."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "portable_analyzer"
|
||||
icon_state = "tech"
|
||||
|
||||
/obj/random/tech_supply/component/item_to_spawn()
|
||||
return pick(prob(3);/obj/item/weapon/stock_parts/gear,
|
||||
@@ -188,8 +178,7 @@
|
||||
/obj/random/medical
|
||||
name = "Random Medicine"
|
||||
desc = "This is a random medical item."
|
||||
icon = 'icons/obj/stacks.dmi'
|
||||
icon_state = "traumakit"
|
||||
icon_state = "medical"
|
||||
|
||||
/obj/random/medical/item_to_spawn()
|
||||
return pick(prob(21);/obj/random/medical/lite,
|
||||
@@ -208,8 +197,7 @@
|
||||
/obj/random/medical/pillbottle
|
||||
name = "Random Pill Bottle"
|
||||
desc = "This is a random pill bottle."
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "pill_canister"
|
||||
icon_state = "pillbottle"
|
||||
|
||||
/obj/random/medical/pillbottle/item_to_spawn()
|
||||
return pick(prob(1);/obj/item/weapon/storage/pill_bottle/spaceacillin,
|
||||
@@ -221,8 +209,7 @@
|
||||
/obj/random/medical/lite
|
||||
name = "Random Medicine"
|
||||
desc = "This is a random simple medical item."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "brutepack"
|
||||
icon_state = "medical"
|
||||
spawn_nothing_percentage = 25
|
||||
|
||||
/obj/random/medical/lite/item_to_spawn()
|
||||
@@ -240,8 +227,7 @@
|
||||
/obj/random/firstaid
|
||||
name = "Random First Aid Kit"
|
||||
desc = "This is a random first aid kit."
|
||||
icon = 'icons/obj/storage.dmi'
|
||||
icon_state = "firstaid"
|
||||
icon_state = "medicalkit"
|
||||
|
||||
/obj/random/firstaid/item_to_spawn()
|
||||
return pick(prob(10);/obj/item/weapon/storage/firstaid/regular,
|
||||
@@ -254,8 +240,7 @@
|
||||
/obj/random/contraband
|
||||
name = "Random Illegal Item"
|
||||
desc = "Hot Stuff."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "purplecomb"
|
||||
icon_state = "sus"
|
||||
spawn_nothing_percentage = 50
|
||||
/obj/random/contraband/item_to_spawn()
|
||||
return pick(prob(6);/obj/item/weapon/storage/pill_bottle/tramadol,
|
||||
@@ -504,8 +489,7 @@
|
||||
/obj/random/material //Random materials for building stuff
|
||||
name = "random material"
|
||||
desc = "This is a random material."
|
||||
icon = 'icons/obj/stacks.dmi'
|
||||
icon_state = "sheet-metal_2"
|
||||
icon_state = "material"
|
||||
|
||||
/obj/random/material/item_to_spawn()
|
||||
return pick(/obj/item/stack/material/steel{amount = 10},
|
||||
@@ -523,8 +507,7 @@
|
||||
/obj/random/material/refined //Random materials for building stuff
|
||||
name = "random refined material"
|
||||
desc = "This is a random refined metal."
|
||||
icon = 'icons/obj/stacks.dmi'
|
||||
icon_state = "sheet-adamantine_3"
|
||||
icon_state = "material_2"
|
||||
|
||||
/obj/random/material/refined/item_to_spawn()
|
||||
return pick(/obj/item/stack/material/steel{amount = 10},
|
||||
@@ -554,8 +537,7 @@
|
||||
/obj/random/material/precious //Precious metals, go figure
|
||||
name = "random precious metal"
|
||||
desc = "This is a small stack of a random precious metal."
|
||||
icon = 'icons/obj/stacks.dmi'
|
||||
icon_state = "sheet-gold_2"
|
||||
icon_state = "material_3"
|
||||
|
||||
/obj/random/material/precious/item_to_spawn()
|
||||
return pick(/obj/item/stack/material/gold{amount = 5},
|
||||
@@ -774,8 +756,7 @@
|
||||
/obj/random/janusmodule
|
||||
name = "random janus circuit"
|
||||
desc = "A random (possibly broken) Janus module."
|
||||
icon = 'icons/obj/abductor.dmi'
|
||||
icon_state = "circuit_damaged"
|
||||
icon_state = "tech_2"
|
||||
|
||||
/obj/random/janusmodule/item_to_spawn()
|
||||
return pick(subtypesof(/obj/item/weapon/circuitboard/mecha/imperion))
|
||||
@@ -950,3 +931,4 @@
|
||||
prob(3);/obj/item/clothing/accessory/poncho/thermal/green,
|
||||
prob(3);/obj/item/clothing/accessory/poncho/thermal/purple,
|
||||
prob(3);/obj/item/clothing/accessory/poncho/thermal/blue)
|
||||
|
||||
|
||||
@@ -5,8 +5,7 @@
|
||||
/obj/random/mob
|
||||
name = "Random Animal"
|
||||
desc = "This is a random animal."
|
||||
icon = 'icons/mob/animal.dmi'
|
||||
icon_state = "chicken_white"
|
||||
icon_state = "animal"
|
||||
|
||||
var/overwrite_hostility = 0
|
||||
|
||||
@@ -68,7 +67,7 @@
|
||||
/obj/random/mob/sif
|
||||
name = "Random Sif Animal"
|
||||
desc = "This is a random cold weather animal."
|
||||
icon_state = "penguin"
|
||||
icon_state = "animal"
|
||||
|
||||
mob_returns_home = 1
|
||||
mob_wander_distance = 10
|
||||
@@ -89,7 +88,7 @@
|
||||
/obj/random/mob/sif/peaceful
|
||||
name = "Random Peaceful Sif Animal"
|
||||
desc = "This is a random peaceful cold weather animal."
|
||||
icon_state = "penguin"
|
||||
icon_state = "animal_passive"
|
||||
|
||||
mob_returns_home = 1
|
||||
mob_wander_distance = 12
|
||||
@@ -106,7 +105,7 @@
|
||||
/obj/random/mob/sif/hostile
|
||||
name = "Random Hostile Sif Animal"
|
||||
desc = "This is a random hostile cold weather animal."
|
||||
icon_state = "frost"
|
||||
icon_state = "animal_hostile"
|
||||
|
||||
/obj/random/mob/sif/hostile/item_to_spawn()
|
||||
return pick(prob(22);/mob/living/simple_mob/animal/sif/savik,
|
||||
@@ -169,7 +168,7 @@
|
||||
/obj/random/mob/robotic
|
||||
name = "Random Robot Mob"
|
||||
desc = "This is a random robot."
|
||||
icon_state = "drone_dead"
|
||||
icon_state = "robot"
|
||||
|
||||
overwrite_hostility = 1
|
||||
|
||||
@@ -217,7 +216,7 @@
|
||||
/obj/random/mob/robotic/hivebot
|
||||
name = "Random Hivebot"
|
||||
desc = "This is a random hivebot."
|
||||
icon_state = "drone3"
|
||||
icon_state = "robot"
|
||||
|
||||
mob_faction = "hivebot"
|
||||
|
||||
@@ -237,18 +236,58 @@
|
||||
name = "Random Mouse"
|
||||
desc = "This is a random boring maus."
|
||||
icon_state = "mouse_gray"
|
||||
spawn_nothing_percentage = 15
|
||||
|
||||
/obj/random/mob/mouse/item_to_spawn()
|
||||
return pick(prob(15);/mob/living/simple_mob/animal/passive/mouse/white,
|
||||
prob(30);/mob/living/simple_mob/animal/passive/mouse/brown,
|
||||
prob(30);/mob/living/simple_mob/animal/passive/mouse/gray,
|
||||
prob(25);/obj/random/mouseremains) //because figuring out how to come up with it picking nothing is beyond my coding ability.
|
||||
prob(30);/mob/living/simple_mob/animal/passive/mouse/rat)
|
||||
|
||||
/obj/random/mob/fish
|
||||
name = "Random Fish"
|
||||
desc = "This is a random fish found on Sif."
|
||||
icon_state = "fish"
|
||||
mob_faction = "fish"
|
||||
overwrite_hostility = 1
|
||||
mob_hostile = 0
|
||||
mob_retaliate = 0
|
||||
|
||||
/obj/random/mob/fish/item_to_spawn()
|
||||
return pick(prob(10);/mob/living/simple_mob/animal/passive/fish/bass,
|
||||
prob(20);/mob/living/simple_mob/animal/passive/fish/icebass,
|
||||
prob(20);/mob/living/simple_mob/animal/passive/fish/trout,
|
||||
prob(20);/mob/living/simple_mob/animal/passive/fish/salmon,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/fish/pike,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/fish/perch,
|
||||
prob(20);/mob/living/simple_mob/animal/passive/fish/murkin,
|
||||
prob(15);/mob/living/simple_mob/animal/passive/fish/javelin,
|
||||
prob(20);/mob/living/simple_mob/animal/passive/fish/rockfish,
|
||||
prob(5);/mob/living/simple_mob/animal/passive/fish/solarfish,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/crab,
|
||||
prob(1);/mob/living/simple_mob/animal/sif/hooligan_crab)
|
||||
|
||||
/obj/random/mob/bird
|
||||
name = "Random Bird"
|
||||
desc = "This is a random wild/feral bird."
|
||||
icon_state = "bird"
|
||||
mob_faction = "bird"
|
||||
|
||||
/obj/random/mob/bird/item_to_spawn()
|
||||
return pick(prob(10);/mob/living/simple_mob/animal/passive/bird/black_bird,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/bird/azure_tit,
|
||||
prob(20);/mob/living/simple_mob/animal/passive/bird/european_robin,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/bird/goldcrest,
|
||||
prob(20);/mob/living/simple_mob/animal/passive/bird/ringneck_dove,
|
||||
prob(10);/mob/living/simple_mob/animal/space/goose,
|
||||
prob(5);/mob/living/simple_mob/animal/passive/chicken,
|
||||
prob(1);/mob/living/simple_mob/animal/passive/penguin)
|
||||
|
||||
// Mercs
|
||||
/obj/random/mob/merc
|
||||
name = "Random Mercenary"
|
||||
desc = "This is a random PoI mercenary."
|
||||
icon_state = "syndicate"
|
||||
icon_state = "humanoid"
|
||||
|
||||
mob_faction = "syndicate"
|
||||
mob_returns_home = 1
|
||||
@@ -270,7 +309,7 @@
|
||||
/obj/random/mob/merc/armored
|
||||
name = "Random Armored Infantry Merc"
|
||||
desc = "This is a random PoI exo or robot for mercs."
|
||||
icon_state = "drone3"
|
||||
icon_state = "mecha"
|
||||
|
||||
/obj/random/mob/merc/armored/item_to_spawn()
|
||||
return pick(prob(30);/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark,
|
||||
@@ -327,6 +366,7 @@
|
||||
/obj/random/mob/multiple/sifmobs
|
||||
name = "Random Sifmob Pack"
|
||||
desc = "A pack of random neutral sif mobs."
|
||||
icon_state = "animal_group"
|
||||
|
||||
/obj/random/mob/multiple/sifmobs/item_to_spawn()
|
||||
return pick(
|
||||
|
||||
@@ -7,10 +7,10 @@
|
||||
density = 1
|
||||
w_class = ITEMSIZE_HUGE
|
||||
layer = UNDER_JUNK_LAYER
|
||||
|
||||
|
||||
var/opened = 0
|
||||
var/sealed = 0
|
||||
|
||||
|
||||
var/seal_tool = /obj/item/weapon/weldingtool //Tool used to seal the closet, defaults to welder
|
||||
var/wall_mounted = 0 //never solid (You can always pass over it)
|
||||
var/health = 100
|
||||
@@ -35,6 +35,19 @@
|
||||
|
||||
var/closet_appearance = /decl/closet_appearance // The /decl that defines what decals we end up with, that makes our look unique
|
||||
|
||||
/// Currently animating the door transform
|
||||
var/is_animating_door = FALSE
|
||||
/// Length of time (ds) to animate the door transform
|
||||
var/door_anim_time = 2.0
|
||||
/// Amount to 'squish' the full width of the door by
|
||||
var/door_anim_squish = 0.30
|
||||
/// Virtual angle at which the door is opened to (136 by default, so not a full 180)
|
||||
var/door_anim_angle = 136
|
||||
/// Offset for the door hinge location from centerline
|
||||
var/door_hinge = -6.5
|
||||
/// Our visual object for the closet door
|
||||
var/obj/effect/overlay/closet_door/door_obj
|
||||
|
||||
/obj/structure/closet/Initialize()
|
||||
..()
|
||||
return INITIALIZE_HINT_LATELOAD
|
||||
@@ -65,6 +78,10 @@
|
||||
color = null
|
||||
update_icon()
|
||||
|
||||
/obj/structure/closet/Destroy()
|
||||
. = ..()
|
||||
qdel_null(door_obj)
|
||||
|
||||
/obj/structure/closet/examine(mob/user)
|
||||
. = ..()
|
||||
if(Adjacent(user) || isobserver(user))
|
||||
@@ -133,7 +150,7 @@
|
||||
playsound(src, open_sound, 15, 1, -3)
|
||||
if(initial(density))
|
||||
density = !density
|
||||
update_icon()
|
||||
animate_door()
|
||||
return 1
|
||||
|
||||
/obj/structure/closet/proc/close()
|
||||
@@ -158,7 +175,7 @@
|
||||
playsound(src, close_sound, 15, 1, -3)
|
||||
if(initial(density))
|
||||
density = !density
|
||||
update_icon()
|
||||
animate_door(TRUE)
|
||||
return 1
|
||||
|
||||
//Cham Projector Exception
|
||||
@@ -213,10 +230,11 @@
|
||||
|
||||
|
||||
/obj/structure/closet/proc/toggle(mob/user as mob)
|
||||
if(is_animating_door)
|
||||
return
|
||||
if(!(opened ? close() : open()))
|
||||
to_chat(user, "<span class='notice'>It won't budge!</span>")
|
||||
return
|
||||
update_icon()
|
||||
|
||||
// this should probably use dump_contents()
|
||||
/obj/structure/closet/ex_act(severity)
|
||||
@@ -480,8 +498,45 @@
|
||||
spawn(1) qdel(src)
|
||||
return 1
|
||||
|
||||
// Just a generic cabinet for mappers to use
|
||||
/obj/structure/closet/cabinet
|
||||
name = "cabinet"
|
||||
icon = 'icons/obj/closets/bases/cabinet.dmi'
|
||||
closet_appearance = /decl/closet_appearance/cabinet
|
||||
/obj/structure/closet/proc/animate_door(closing = FALSE)
|
||||
if(!door_anim_time)
|
||||
update_icon()
|
||||
return
|
||||
if(!door_obj)
|
||||
door_obj = new
|
||||
vis_contents |= door_obj
|
||||
door_obj.icon = icon
|
||||
door_obj.icon_state = "door_front"
|
||||
is_animating_door = TRUE
|
||||
if(!closing)
|
||||
update_icon()
|
||||
var/num_steps = door_anim_time / world.tick_lag
|
||||
for(var/I in 0 to num_steps)
|
||||
var/angle = door_anim_angle * (closing ? 1 - (I/num_steps) : (I/num_steps))
|
||||
var/matrix/M = get_door_transform(angle)
|
||||
var/door_state = angle >= 90 ? "door_back" : "door_front"
|
||||
var/door_layer = angle >= 90 ? FLOAT_LAYER : ABOVE_MOB_LAYER
|
||||
|
||||
if(I == 0)
|
||||
door_obj.transform = M
|
||||
door_obj.icon_state = door_state
|
||||
door_obj.layer = door_layer
|
||||
else if(I == 1)
|
||||
animate(door_obj, transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
|
||||
else
|
||||
animate(transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag)
|
||||
addtimer(CALLBACK(src,.proc/end_door_animation,closing),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE)
|
||||
|
||||
/obj/structure/closet/proc/end_door_animation(closing = FALSE)
|
||||
is_animating_door = FALSE
|
||||
if(closing)
|
||||
// There's not really harm in leaving it on, but, one less atom to send to clients to render when lockers are closed
|
||||
vis_contents -= door_obj
|
||||
update_icon()
|
||||
|
||||
/obj/structure/closet/proc/get_door_transform(angle)
|
||||
var/matrix/M = matrix()
|
||||
M.Translate(-door_hinge, 0)
|
||||
M.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0))
|
||||
M.Translate(door_hinge, 0)
|
||||
return M
|
||||
@@ -33,6 +33,8 @@
|
||||
var/icon/closed_locked_welded_icon
|
||||
var/icon/closed_unlocked_icon
|
||||
var/icon/closed_unlocked_welded_icon
|
||||
var/icon/door_front_icon
|
||||
var/icon/door_back_icon
|
||||
|
||||
// Create open icon.
|
||||
var/icon/new_icon = new
|
||||
@@ -40,6 +42,8 @@
|
||||
open_icon.Blend(icon(base_icon, "open"), ICON_OVERLAY)
|
||||
open_icon.Blend(color, BLEND_ADD)
|
||||
open_icon.Blend(icon(base_icon, "interior"), ICON_OVERLAY)
|
||||
door_back_icon = icon(base_icon, "door_back")
|
||||
door_back_icon.Blend(color, BLEND_ADD)
|
||||
if(decal_icon)
|
||||
for(var/thing in decals)
|
||||
var/icon/this_decal_icon = icon(decal_icon, "[thing]_open")
|
||||
@@ -47,6 +51,8 @@
|
||||
open_icon.Blend(this_decal_icon, ICON_OVERLAY)
|
||||
|
||||
// Generate basic closed icons.
|
||||
door_front_icon = icon(base_icon, "door_front")
|
||||
door_front_icon.Blend(color, BLEND_ADD)
|
||||
closed_emagged_icon = icon(base_icon, "base")
|
||||
if(can_lock)
|
||||
closed_emagged_icon.Blend(icon(base_icon, "lock"), ICON_OVERLAY)
|
||||
@@ -56,6 +62,10 @@
|
||||
var/icon/this_decal_icon = icon(decal_icon, thing)
|
||||
this_decal_icon.Blend(decals[thing], BLEND_ADD)
|
||||
closed_emagged_icon.Blend(this_decal_icon, ICON_OVERLAY)
|
||||
door_front_icon.Blend(this_decal_icon, ICON_OVERLAY)
|
||||
|
||||
door_front_icon.AddAlphaMask(icon(base_icon, "door_front")) // Remove pesky 'more than just door' decals
|
||||
|
||||
closed_locked_icon = icon(closed_emagged_icon)
|
||||
closed_unlocked_icon = icon(closed_emagged_icon)
|
||||
|
||||
@@ -90,6 +100,8 @@
|
||||
new_icon.Insert(closed_locked_welded_icon, "closed_locked_welded")
|
||||
new_icon.Insert(closed_unlocked_icon, "closed_unlocked")
|
||||
new_icon.Insert(closed_unlocked_welded_icon, "closed_unlocked_welded")
|
||||
new_icon.Insert(door_front_icon, "door_front")
|
||||
new_icon.Insert(door_back_icon, "door_back")
|
||||
|
||||
// Set icon!
|
||||
icon = new_icon
|
||||
|
||||
@@ -2,11 +2,12 @@
|
||||
name = "coffin"
|
||||
desc = "It's a burial receptacle for the dearly departed."
|
||||
icon = 'icons/obj/closets/coffin.dmi'
|
||||
|
||||
|
||||
icon_state = "closed_unlocked"
|
||||
seal_tool = /obj/item/weapon/tool/screwdriver
|
||||
breakout_sound = 'sound/weapons/tablehit1.ogg'
|
||||
closet_appearance = null // Special icon for us
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
/* Graves */
|
||||
/obj/structure/closet/grave
|
||||
@@ -20,6 +21,7 @@
|
||||
max_closets = 1
|
||||
opened = 1
|
||||
closet_appearance = null // Special icon for us
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
/obj/structure/closet/grave/attack_hand(mob/user as mob)
|
||||
if(opened)
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
/obj/structure/closet/crate/critter
|
||||
name = "critter crate"
|
||||
desc = "A crate which can sustain life for a while."
|
||||
closet_appearance = /decl/closet_appearance/large_crate/critter
|
||||
closet_appearance = /decl/closet_appearance/large_crate/critter
|
||||
door_anim_time = 0 //Unsupported
|
||||
@@ -3,6 +3,35 @@
|
||||
desc = "It's a storage unit for athletic wear."
|
||||
closet_appearance = /decl/closet_appearance/wardrobe/mixed
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/clothing/under/shorts/grey,
|
||||
/obj/item/clothing/under/shorts/black,
|
||||
/obj/item/clothing/under/shorts/red,
|
||||
/obj/item/clothing/under/shorts/blue,
|
||||
/obj/item/clothing/under/shorts/green,
|
||||
/obj/item/clothing/under/shorts/white,
|
||||
/obj/item/clothing/suit/storage/toggle/track,
|
||||
/obj/item/clothing/suit/storage/toggle/track/blue,
|
||||
/obj/item/clothing/suit/storage/toggle/track/green,
|
||||
/obj/item/clothing/suit/storage/toggle/track/red,
|
||||
/obj/item/clothing/suit/storage/toggle/track/white,
|
||||
/obj/item/clothing/under/pants/track,
|
||||
/obj/item/clothing/under/pants/track/blue,
|
||||
/obj/item/clothing/under/pants/track/green,
|
||||
/obj/item/clothing/under/pants/track/white,
|
||||
/obj/item/clothing/under/pants/track/red,
|
||||
/obj/item/clothing/shoes/athletic = 2,
|
||||
/obj/item/clothing/shoes/hitops,
|
||||
/obj/item/clothing/shoes/hitops/red,
|
||||
/obj/item/clothing/shoes/hitops/black,
|
||||
/obj/item/clothing/shoes/hitops/blue
|
||||
)
|
||||
|
||||
/obj/structure/closet/athletic_swimwear
|
||||
name = "athletic wardrobe"
|
||||
desc = "It's a storage unit for swimwear."
|
||||
closet_appearance = /decl/closet_appearance/wardrobe/mixed
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/clothing/under/shorts/grey,
|
||||
/obj/item/clothing/under/shorts/black,
|
||||
@@ -17,6 +46,9 @@
|
||||
/obj/item/clothing/under/swimsuit/striped,
|
||||
/obj/item/clothing/under/swimsuit/white,
|
||||
/obj/item/clothing/under/swimsuit/earth,
|
||||
/obj/item/clothing/under/wetsuit,
|
||||
/obj/item/clothing/under/wetsuit_rec,
|
||||
/obj/item/clothing/under/wetsuit_skimpy,
|
||||
/obj/item/clothing/mask/snorkel = 2,
|
||||
/obj/item/clothing/shoes/swimmingfins = 2)
|
||||
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
/obj/structure/closet/cabinet
|
||||
name = "cabinet"
|
||||
desc = "Old will forever be in fashion."
|
||||
icon = 'icons/obj/closets/bases/cabinet.dmi'
|
||||
closet_appearance = /decl/closet_appearance/cabinet
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
/obj/structure/closet/acloset
|
||||
name = "strange closet"
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/obj/structure/closet/secure_closet/freezer/kitchen
|
||||
name = "kitchen cabinet"
|
||||
req_access = list(access_kitchen)
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/weapon/reagent_containers/food/condiment/flour = 7,
|
||||
@@ -16,6 +17,7 @@
|
||||
name = "meat fridge"
|
||||
icon = 'icons/obj/closets/fridge.dmi'
|
||||
closet_appearance = null
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat/monkey = 10)
|
||||
@@ -25,6 +27,7 @@
|
||||
name = "refrigerator"
|
||||
icon = 'icons/obj/closets/fridge.dmi'
|
||||
closet_appearance = null
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/weapon/reagent_containers/food/drinks/milk = 6,
|
||||
@@ -38,6 +41,7 @@
|
||||
icon = 'icons/obj/closets/fridge.dmi'
|
||||
closet_appearance = null
|
||||
req_access = list(access_heads_vault)
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
|
||||
starts_with = list(
|
||||
|
||||
@@ -227,6 +227,7 @@
|
||||
wall_mounted = 1
|
||||
req_access = list(access_medical_equip)
|
||||
closet_appearance = /decl/closet_appearance/wall/medical
|
||||
door_anim_time = 0 // Unsupported
|
||||
|
||||
/obj/structure/closet/secure_closet/medical_wall/pills
|
||||
name = "pill cabinet"
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
|
||||
/obj/structure/closet/secure_closet/personal/cabinet
|
||||
closet_appearance = /decl/closet_appearance/cabinet/secure
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/weapon/storage/backpack/satchel/withwallet,
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
/obj/item/clothing/under/rank/research_director/rdalt,
|
||||
/obj/item/clothing/under/rank/research_director/dress_rd,
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat,
|
||||
/obj/item/clothing/suit/storage/toggle/labcoat/rd,
|
||||
/obj/item/weapon/cartridge/rd,
|
||||
/obj/item/clothing/shoes/white,
|
||||
/obj/item/clothing/shoes/laceup/brown,
|
||||
|
||||
@@ -223,6 +223,7 @@
|
||||
name = "detective's cabinet"
|
||||
req_access = list(access_forensics_lockers)
|
||||
closet_appearance = /decl/closet_appearance/cabinet/secure
|
||||
door_anim_time = 0 //Unsupported
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/clothing/accessory/badge/holo/detective,
|
||||
@@ -295,6 +296,5 @@ GLOBAL_LIST_BOILERPLATE(all_brig_closets, /obj/structure/closet/secure_closet/br
|
||||
req_access = list(access_security)
|
||||
closet_appearance = /decl/closet_appearance/wall
|
||||
density = 1
|
||||
|
||||
//too small to put a man in
|
||||
large = 0
|
||||
door_anim_time = 0 // Unsupported
|
||||
large = 0 //too small to put a man in
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
density = 1
|
||||
anchored = 1
|
||||
health = 0 //destroying the statue kills the mob within
|
||||
door_anim_time = 0 // Why is this a closet??
|
||||
var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
|
||||
var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
|
||||
var/intialBrute = 0
|
||||
@@ -43,7 +44,7 @@
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
START_PROCESSING(SSobj, src)
|
||||
START_PROCESSING(SSobj, src)
|
||||
..()
|
||||
|
||||
/obj/structure/closet/statue/process()
|
||||
|
||||
@@ -186,6 +186,7 @@
|
||||
anchored = 1
|
||||
density = 0
|
||||
wall_mounted = 1
|
||||
door_anim_time = 0 // Unsupported
|
||||
|
||||
starts_with = list(
|
||||
/obj/item/clothing/suit/fire/firefighter,
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
anchored = 1
|
||||
store_mobs = 0
|
||||
wall_mounted = 1
|
||||
door_anim_time = 0 // Unsupported
|
||||
|
||||
//spawns 2 sets of breathmask, emergency oxy tank and crowbar
|
||||
|
||||
@@ -68,6 +69,7 @@
|
||||
wall_mounted = 1
|
||||
plane = TURF_PLANE
|
||||
layer = ABOVE_TURF_LAYER
|
||||
door_anim_time = 0 // Unsupported
|
||||
|
||||
/obj/structure/closet/walllocker_double/north
|
||||
pixel_y = 32
|
||||
@@ -108,7 +110,7 @@
|
||||
/obj/structure/closet/walllocker_double/kitchen/east
|
||||
pixel_x = 32
|
||||
dir = EAST
|
||||
|
||||
|
||||
/obj/structure/closet/walllocker_double/medical
|
||||
name = "Medical Cabinet"
|
||||
desc = "A wall mounted medical supply cabinet. Probably full of drugs!" //not actually full of drugs, sorry!
|
||||
@@ -129,7 +131,7 @@
|
||||
/obj/structure/closet/walllocker_double/medical/east
|
||||
pixel_x = 32
|
||||
dir = EAST
|
||||
|
||||
|
||||
/obj/structure/closet/walllocker_double/hydrant
|
||||
name = "fire-safety closet"
|
||||
desc = "It's a storage cabinet packed with fire-fighting supplies."
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
closet_appearance = /decl/closet_appearance/crate
|
||||
climbable = 1
|
||||
dir = 4 //Spawn facing 'forward' by default.
|
||||
door_anim_time = 0 //Unsupported until appropriate sprites are available
|
||||
var/points_per_crate = 5
|
||||
var/rigged = 0
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
var/min_x_scale = 0.9
|
||||
var/min_y_scale = 0.9
|
||||
|
||||
var/removal_tool = /obj/item/weapon/shovel
|
||||
var/harvest_tool = null // The type of item used to harvest the plant.
|
||||
var/harvest_count = 0
|
||||
|
||||
@@ -39,21 +40,34 @@
|
||||
. = ..()
|
||||
if(harvest_count < max_harvests)
|
||||
. += get_harvestable_desc()
|
||||
if(harvest_tool)
|
||||
var/obj/item/tool = harvest_tool
|
||||
. += SPAN_NOTICE("\The [src] can be harvested with \a [initial(tool.name)].")
|
||||
|
||||
if(removal_tool)
|
||||
var/obj/item/tool = removal_tool
|
||||
. += SPAN_NOTICE("\The [src] can be removed with \a [initial(tool.name)].")
|
||||
|
||||
/obj/structure/flora/proc/get_harvestable_desc()
|
||||
return "<span class='notice'>\The [src] seems to have something hanging from it.</span>"
|
||||
|
||||
/obj/structure/flora/attackby(var/obj/item/weapon/W, var/mob/living/user)
|
||||
|
||||
if(can_harvest(W))
|
||||
var/harvest_spawn = pickweight(harvest_loot)
|
||||
var/atom/movable/AM = spawn_harvest(harvest_spawn, user)
|
||||
|
||||
if(!AM)
|
||||
to_chat(user, "<span class='notice'>You fail to harvest anything from \the [src].</span>")
|
||||
|
||||
if(AM)
|
||||
to_chat(user, SPAN_NOTICE("You harvest \the [AM] from \the [src]."))
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You harvest \the [AM] from \the [src].</span>")
|
||||
return
|
||||
to_chat(user, SPAN_NOTICE("You fail to harvest anything from \the [src]."))
|
||||
return
|
||||
|
||||
if(removal_tool && istype(W, removal_tool))
|
||||
to_chat(user, SPAN_WARNING("You start uprooting \the [src]..."))
|
||||
if(do_after(user, 30))
|
||||
visible_message(SPAN_NOTICE("\The [user] uproots and discards \the [src]!"))
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
..(W, user)
|
||||
|
||||
@@ -408,19 +422,28 @@
|
||||
desc = "This is a tiny well lit decorative christmas tree."
|
||||
icon_state = "plant-xmas"
|
||||
|
||||
/obj/structure/flora/mushroom
|
||||
name = "mushroom"
|
||||
desc = "Hey, this one seems like a fun guy."
|
||||
icon_state = "mush1"
|
||||
icon = 'icons/obj/flora/mushrooms.dmi'
|
||||
harvest_loot = list(/obj/item/weapon/reagent_containers/food/snacks/mushroomslice = 1)
|
||||
harvest_tool = /obj/item/weapon/material/knife
|
||||
max_harvests = 2
|
||||
min_harvests = 0
|
||||
|
||||
/obj/structure/flora/mushroom/Initialize()
|
||||
. = ..()
|
||||
icon_state = "mush[rand(1,4)]"
|
||||
if(prob(50))
|
||||
adjust_scale(-1, 1)
|
||||
pixel_x = rand(-4, 4)
|
||||
|
||||
/obj/structure/flora/sif
|
||||
icon = 'icons/obj/flora/sifflora.dmi'
|
||||
|
||||
/obj/structure/flora/sif/attack_hand(mob/user)
|
||||
if (user.a_intent == I_HURT)
|
||||
if(do_after(user, 5 SECONDS))
|
||||
user.visible_message("<span class='filter_notice'>\The [user] digs up \the [src.name].", "You dig up \the [src.name].</span>")
|
||||
qdel(src)
|
||||
else
|
||||
user.visible_message("<span class='filter_notice'>\The [user] pokes \the [src.name].", "You poke \the [src.name].</span>")
|
||||
|
||||
/datum/category_item/catalogue/flora/subterranean_bulbs
|
||||
name = "Sivian Flora - Subterranean Bulbs"
|
||||
name = "Sivian Flora - Cavebulbs"
|
||||
desc = "A plant which is native to Sif, it continues the trend of being a bioluminescent specimen. These plants \
|
||||
are generally suited for conditions experienced in caverns, which are generally dark and cold. It is not \
|
||||
known why this plant evolved to be bioluminescent, however this property has, unintentionally, allowed for \
|
||||
@@ -433,19 +456,22 @@
|
||||
value = CATALOGUER_REWARD_EASY
|
||||
|
||||
/obj/structure/flora/sif/subterranean
|
||||
name = "subterranean plant"
|
||||
name = "subterranean bulbs"
|
||||
desc = "This is a subterranean plant. It's bulbous ends glow faintly."
|
||||
icon_state = "glowplant"
|
||||
light_range = 2
|
||||
light_power = 0.6
|
||||
light_color = "#FF6633"
|
||||
catalogue_data = list(/datum/category_item/catalogue/flora/subterranean_bulbs)
|
||||
harvest_loot = list(/obj/item/weapon/reagent_containers/food/snacks/grown/sif/cavebulbs = 1)
|
||||
harvest_tool = /obj/item/weapon/material/knife
|
||||
max_harvests = 2
|
||||
min_harvests = 0
|
||||
|
||||
/obj/structure/flora/sif/subterranean/Initialize()
|
||||
icon_state = "[initial(icon_state)][rand(1,2)]"
|
||||
. = ..()
|
||||
|
||||
|
||||
/datum/category_item/catalogue/flora/eyebulbs
|
||||
name = "Sivian Flora - Eyebulbs"
|
||||
desc = "A plant native to Sif. On the end of its stems are bulbs which visually resemble \
|
||||
@@ -454,10 +480,14 @@
|
||||
value = CATALOGUER_REWARD_EASY
|
||||
|
||||
/obj/structure/flora/sif/eyes
|
||||
name = "mysterious bulbs"
|
||||
desc = "This is a mysterious looking plant. They kind of look like eyeballs. Creepy."
|
||||
name = "eyebulbs"
|
||||
desc = "This is a mysterious-looking plant. They kind of look like eyeballs. Creepy."
|
||||
icon_state = "eyeplant"
|
||||
catalogue_data = list(/datum/category_item/catalogue/flora/eyebulbs)
|
||||
harvest_tool = /obj/item/weapon/material/knife
|
||||
max_harvests = 2
|
||||
min_harvests = 0
|
||||
harvest_loot = list(/obj/item/weapon/reagent_containers/food/snacks/grown/sif/eyebulbs = 1)
|
||||
|
||||
/obj/structure/flora/sif/eyes/Initialize()
|
||||
icon_state = "[initial(icon_state)][rand(1,3)]"
|
||||
@@ -471,20 +501,20 @@
|
||||
value = CATALOGUER_REWARD_TRIVIAL
|
||||
|
||||
/obj/structure/flora/sif/tendrils
|
||||
name = "stocky tendrils"
|
||||
name = "wabback tendrils"
|
||||
desc = "A 'plant' made up of hardened moss. It has tiny hairs that bunch together to look like snow."
|
||||
icon_state = "grass"
|
||||
randomize_size = TRUE
|
||||
catalogue_data = list(/datum/category_item/catalogue/flora/mosstendrils)
|
||||
|
||||
harvest_tool = /obj/item/weapon/material/knife
|
||||
max_harvests = 1
|
||||
min_harvests = -4
|
||||
max_harvests = 3
|
||||
min_harvests = 0
|
||||
harvest_loot = list(
|
||||
/obj/item/seeds/wabback = 15,
|
||||
/obj/item/seeds/blackwabback = 1,
|
||||
/obj/item/seeds/wildwabback = 30
|
||||
)
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/sif/wabback = 15,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/sif/blackwabback = 1,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/sif/wildwabback = 30
|
||||
)
|
||||
|
||||
/obj/structure/flora/sif/tendrils/Initialize()
|
||||
icon_state = "[initial(icon_state)][rand(1,3)]"
|
||||
@@ -503,26 +533,24 @@
|
||||
value = CATALOGUER_REWARD_HARD
|
||||
|
||||
/obj/structure/flora/sif/frostbelle
|
||||
name = "gnarly shrub"
|
||||
name = "frostbelle shrub"
|
||||
desc = "A stocky plant with fins bearing luminescent veins along its branches."
|
||||
icon_state = "grass"
|
||||
icon_state = "frostbelle"
|
||||
randomize_size = TRUE
|
||||
catalogue_data = list(/datum/category_item/catalogue/flora/frostbelle)
|
||||
|
||||
harvest_tool = /obj/item/weapon/material/knife
|
||||
max_harvests = 2
|
||||
min_harvests = -4
|
||||
min_harvests = 0
|
||||
harvest_loot = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/frostbelle = 1
|
||||
)
|
||||
)
|
||||
|
||||
var/variantnum = null
|
||||
|
||||
/obj/structure/flora/sif/frostbelle/Initialize()
|
||||
. = ..()
|
||||
|
||||
variantnum = rand(1,3)
|
||||
|
||||
update_icon()
|
||||
|
||||
/obj/structure/flora/sif/frostbelle/update_icon()
|
||||
@@ -530,7 +558,6 @@
|
||||
|
||||
if(max_harvests > 0 && harvest_count < max_harvests)
|
||||
icon_state = "[initial(icon_state)][variantnum]"
|
||||
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
|
||||
|
||||
@@ -271,12 +271,12 @@
|
||||
|
||||
harvest_tool = /obj/item/weapon/material/knife
|
||||
max_harvests = 2
|
||||
min_harvests = -4
|
||||
min_harvests = 0
|
||||
harvest_loot = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/siffruit = 20,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/sifpod = 5,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/sif/sifpod = 5,
|
||||
/obj/item/seeds/sifbulb = 1
|
||||
)
|
||||
)
|
||||
|
||||
var/light_shift = 0
|
||||
|
||||
|
||||
@@ -126,6 +126,13 @@
|
||||
playsound(src, W.usesound, 100, 1)
|
||||
remove_padding()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/disk) || (istype(W, /obj/item/toy/plushie)))
|
||||
user.drop_from_inventory(W, get_turf(src))
|
||||
W.pixel_x = 10 //make sure they reach the pillow
|
||||
W.pixel_y = -6
|
||||
if(istype(W, /obj/item/weapon/disk))
|
||||
user.visible_message("<span class='notice'>[src] sleeps soundly. Sleep tight, disky.</span>")
|
||||
|
||||
else if(istype(W, /obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = W
|
||||
var/mob/living/affecting = G.affecting
|
||||
|
||||
@@ -383,6 +383,41 @@
|
||||
base_icon = "corp_sofacorner"
|
||||
corner_piece = TRUE
|
||||
|
||||
//Metal benches
|
||||
|
||||
/obj/structure/bed/chair/sofa/bench
|
||||
name = "metal bench"
|
||||
desc = "Almost as comfortable as waiting at a shuttle station for hours on end."
|
||||
base_icon = "benchmiddle"
|
||||
icon_state = "benchmiddle"
|
||||
applies_material_colour = FALSE
|
||||
color = null
|
||||
var/padding_color = "#CC0000"
|
||||
|
||||
/obj/structure/bed/chair/sofa/bench/Initialize()
|
||||
. = ..()
|
||||
var/mutable_appearance/MA
|
||||
MA = mutable_appearance(icon, icon_state = "o[icon_state]")
|
||||
// If we're north-facing, metal goes above mob, padding overlay goes below mob.
|
||||
if((dir & NORTH) && !corner_piece)
|
||||
plane = MOB_PLANE
|
||||
layer = ABOVE_MOB_LAYER
|
||||
MA.color = padding_color
|
||||
add_overlay(MA)
|
||||
|
||||
/obj/structure/bed/chair/sofa/bench/left
|
||||
icon_state = "bench_left"
|
||||
base_icon = "bench_left"
|
||||
|
||||
/obj/structure/bed/chair/sofa/bench/right
|
||||
icon_state = "bench_right"
|
||||
base_icon = "bench_right"
|
||||
|
||||
/obj/structure/bed/chair/sofa/bench/corner
|
||||
icon_state = "benchcorner"
|
||||
base_icon = "benchcorner"
|
||||
|
||||
|
||||
//color variations
|
||||
|
||||
/obj/structure/bed/chair/sofa
|
||||
@@ -517,4 +552,4 @@
|
||||
icon_state = "sofaend_right"
|
||||
|
||||
/obj/structure/bed/chair/sofa/orange/corner
|
||||
icon_state = "sofacorner"
|
||||
icon_state = "sofacorner"
|
||||
Reference in New Issue
Block a user