objects/effects, objects/structures

This commit is contained in:
GinjaNinja32
2015-05-30 14:37:40 +01:00
parent 73a746e455
commit 94e19592cf
19 changed files with 115 additions and 115 deletions

View File

@@ -27,7 +27,7 @@
if (isrobot(usr) || src.locked)
if(istype(O, /obj/item/device/multitool))
user << "\red Resetting circuitry..."
user << "<span class='warning'>Resetting circuitry...</span>"
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 20))
src.locked = 0
@@ -45,7 +45,7 @@
else
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
user << "\blue The cabinet's protective glass glances off the hit."
user << "<span class='notice'>The cabinet's protective glass glances off the hit.</span>"
else
src.hitstaken++
if(src.hitstaken == 4)
@@ -58,12 +58,12 @@
if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(O:wielded)
user << "\red Unwield the axe first."
user << "<span class='warning'>Unwield the axe first.</span>"
return
fireaxe = O
user.remove_from_mob(O)
src.contents += O
user << "\blue You place the fire axe back in the [src.name]."
user << "<span class='notice'>You place the fire axe back in the [src.name].</span>"
update_icon()
else
if(src.smashed)
@@ -86,10 +86,10 @@
spawn(10) update_icon()
return
else
user << "\red Resetting circuitry..."
user << "<span class='warning'>Resetting circuitry...</span>"
sleep(50)
src.locked = 1
user << "\blue You re-enable the locking modules."
user << "<span class='notice'>You re-enable the locking modules.</span>"
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user,20))
src.locked = 1
@@ -114,13 +114,13 @@
hasaxe = 1
if(src.locked)
user <<"\red The cabinet won't budge!"
user <<"<span class='warning'>The cabinet won't budge!</span>"
return
if(localopened)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
user << "\blue You take the fire axe from the [name]."
user << "<span class='notice'>You take the fire axe from the [name].</span>"
src.add_fingerprint(user)
update_icon()
else
@@ -147,7 +147,7 @@
attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.loc = loc
user << "\blue You telekinetically remove the fire axe."
user << "<span class='notice'>You telekinetically remove the fire axe.</span>"
fireaxe = null
update_icon()
return
@@ -159,9 +159,9 @@
if (isrobot(usr) || src.locked || src.smashed)
if(src.locked)
usr << "\red The cabinet won't budge!"
usr << "<span class='warning'>The cabinet won't budge!</span>"
else if(src.smashed)
usr << "\blue The protective glass is broken!"
usr << "<span class='notice'>The protective glass is broken!</span>"
return
localopened = !localopened
@@ -178,23 +178,23 @@
if(fireaxe)
usr.put_in_hands(fireaxe)
fireaxe = null
usr << "\blue You take the Fire axe from the [name]."
usr << "<span class='notice'>You take the Fire axe from the [name].</span>"
else
usr << "\blue The [src.name] is empty."
usr << "<span class='notice'>The [src.name] is empty.</span>"
else
usr << "\blue The [src.name] is closed."
usr << "<span class='notice'>The [src.name] is closed.</span>"
update_icon()
attack_ai(mob/user as mob)
if(src.smashed)
user << "\red The security of the cabinet is compromised."
user << "<span class='warning'>The security of the cabinet is compromised.</span>"
return
else
locked = !locked
if(locked)
user << "\red Cabinet locked."
user << "<span class='warning'>Cabinet locked.</span>"
else
user << "\blue Cabinet unlocked."
user << "<span class='notice'>Cabinet unlocked.</span>"
return
update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers

View File

@@ -68,7 +68,7 @@
if (W) W.loc = src.loc
else if(istype(W, /obj/item/weapon/card/id))
if(src.broken)
user << "\red It appears to be broken."
user << "<span class='warning'>It appears to be broken.</span>"
return
var/obj/item/weapon/card/id/I = W
if(!I || !I.registered_name) return
@@ -82,7 +82,7 @@
src.registered_name = I.registered_name
src.desc = "Owned by [I.registered_name]."
else
user << "\red Access Denied"
user << "<span class='warning'>Access Denied</span>"
else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
broken = 1
locked = 0
@@ -95,9 +95,9 @@
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
for(var/mob/O in viewers(user, 3))
O.show_message("\blue The locker has been sliced open by [user] with an energy blade!", 1, "\red You hear metal being sliced and sparks flying.", 2)
O.show_message("<span class='warning'>The locker has been sliced open by [user] with an energy blade!</span>", 1, "<span class='warning'>You hear metal being sliced and sparks flying.</span>", 2)
else
user << "\red Access Denied"
user << "<span class='warning'>Access Denied</span>"
return
/obj/structure/closet/secure_closet/personal/verb/reset()
@@ -109,9 +109,9 @@
if(ishuman(usr))
src.add_fingerprint(usr)
if (src.locked || !src.registered_name)
usr << "\red You need to unlock it first."
usr << "<span class='warning'>You need to unlock it first.</span>"
else if (src.broken)
usr << "\red It appears to be broken."
usr << "<span class='warning'>It appears to be broken.</span>"
else
if (src.opened)
if(!src.close())