mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-07-13 09:12:44 +01:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris into woodrat_map
This commit is contained in:
@@ -195,7 +195,7 @@
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if(prob(50))
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starts_with += /obj/item/weapon/storage/backpack/dufflebag/sec
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if(prob(30))
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starts_with += /obj/item/weapon/contraband/poster/nanotrasen
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starts_with += /obj/item/poster/nanotrasen
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return ..()
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/obj/structure/closet/secure_closet/security/cargo/Initialize()
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@@ -269,11 +269,11 @@ GLOBAL_LIST_BOILERPLATE(all_brig_closets, /obj/structure/closet/secure_closet/br
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anchored = 1
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starts_with = list(
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/obj/item/weapon/contraband/poster/nanotrasen,
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/obj/item/weapon/contraband/poster/nanotrasen,
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/obj/item/weapon/contraband/poster/nanotrasen,
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/obj/item/weapon/contraband/poster/nanotrasen,
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/obj/item/weapon/contraband/poster/nanotrasen)
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/obj/item/poster/nanotrasen,
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/obj/item/poster/nanotrasen,
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/obj/item/poster/nanotrasen,
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/obj/item/poster/nanotrasen,
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/obj/item/poster/nanotrasen)
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/obj/structure/closet/secure_closet/courtroom
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name = "courtroom locker"
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@@ -224,10 +224,11 @@
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destroyed = 1
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icon_state = "grille-b"
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density = 0
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New()
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..()
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health = rand(-5, -1) //In the destroyed but not utterly threshold.
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healthcheck() //Send this to healthcheck just in case we want to do something else with it.
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/obj/structure/grille/broken/New()
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..()
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health = rand(-5, -1) //In the destroyed but not utterly threshold.
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healthcheck() //Send this to healthcheck just in case we want to do something else with it.
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/obj/structure/grille/cult
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name = "cult grille"
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@@ -46,12 +46,12 @@
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return
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plant = prepare_icon(emagged ? "emagged" : null)
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overlays += plant
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overlays = list(plant)
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set_light(2)
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update_use_power(USE_POWER_ACTIVE)
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/obj/machinery/holoplant/proc/deactivate()
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overlays -= plant
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overlays.Cut()
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QDEL_NULL(plant)
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set_light(0)
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update_use_power(USE_POWER_OFF)
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@@ -66,16 +66,16 @@
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/obj/machinery/holoplant/proc/flicker()
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interference = TRUE
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spawn(0)
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overlays -= plant
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overlays.Cut()
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set_light(0)
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sleep(rand(2,4))
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overlays += plant
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overlays = list(plant)
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set_light(2)
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sleep(rand(2,4))
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overlays -= plant
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overlays.Cut()
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set_light(0)
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sleep(rand(2,4))
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overlays += plant
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overlays = list(plant)
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set_light(2)
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interference = FALSE
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@@ -247,9 +247,9 @@
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall_torn"
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attack_self(mob/user)
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to_chat(user, "<span class='notice'>The inflatable wall is too torn to be inflated!</span>")
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add_fingerprint(user)
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/obj/item/inflatable/torn/attack_self(mob/user)
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to_chat(user, "<span class='notice'>The inflatable wall is too torn to be inflated!</span>")
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add_fingerprint(user)
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/obj/item/inflatable/door/torn
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name = "torn inflatable door"
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@@ -257,9 +257,9 @@
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door_torn"
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attack_self(mob/user)
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to_chat(user, "<span class='notice'>The inflatable door is too torn to be inflated!</span>")
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add_fingerprint(user)
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/obj/item/inflatable/door/torn/attack_self(mob/user)
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to_chat(user, "<span class='notice'>The inflatable door is too torn to be inflated!</span>")
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add_fingerprint(user)
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/obj/item/weapon/storage/briefcase/inflatable
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name = "inflatable barrier box"
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@@ -268,13 +268,4 @@
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w_class = ITEMSIZE_NORMAL
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max_storage_space = ITEMSIZE_COST_NORMAL * 7
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can_hold = list(/obj/item/inflatable)
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New()
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..()
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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starts_with = list(/obj/item/inflatable/door = 3, /obj/item/inflatable = 4)
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@@ -253,8 +253,8 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
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/obj/item/stack/rods{amount = 5},
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/obj/item/stack/material/steel{amount = 5},
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/obj/item/stack/material/cardboard{amount = 5},
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/obj/item/weapon/contraband/poster,
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/obj/item/weapon/contraband/poster/custom,
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/obj/item/poster,
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/obj/item/poster/custom,
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/obj/item/weapon/newspaper,
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/obj/item/weapon/paper/crumpled,
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/obj/item/weapon/paper/crumpled/bloody
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@@ -163,7 +163,7 @@ FLOOR SAFES
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return
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obj/structure/safe/ex_act(severity)
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/obj/structure/safe/ex_act(severity)
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return
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//FLOOR SAFES
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@@ -80,7 +80,7 @@
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/obj/item/weapon/stock_parts/capacitor/adv = 30,
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/obj/item/weapon/computer_hardware/network_card/advanced = 20
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)
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obj/structure/salvageable/computer/Initialize()
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/obj/structure/salvageable/computer/Initialize()
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. = ..()
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icon_state = "computer[rand(0,7)]"
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@@ -136,7 +136,7 @@ obj/structure/salvageable/computer/Initialize()
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/obj/item/stack/material/silver{amount = 10} = 30
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)
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obj/structure/salvageable/implant_container/Initialize()
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/obj/structure/salvageable/implant_container/Initialize()
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. = ..()
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icon_state = "implant_container[rand(0,1)]"
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@@ -164,7 +164,7 @@ obj/structure/salvageable/implant_container/Initialize()
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/obj/item/weapon/computer_hardware/network_card/advanced = 20
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)
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obj/structure/salvageable/data/Initialize()
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/obj/structure/salvageable/data/Initialize()
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. = ..()
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icon_state = "data[rand(0,1)]"
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@@ -194,7 +194,7 @@ obj/structure/salvageable/data/Initialize()
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/obj/item/weapon/computer_hardware/network_card/advanced = 20
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)
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obj/structure/salvageable/server/Initialize()
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/obj/structure/salvageable/server/Initialize()
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. = ..()
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icon_state = "server[rand(0,1)]"
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@@ -219,7 +219,7 @@ obj/structure/salvageable/server/Initialize()
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/obj/item/weapon/computer_hardware/hard_drive/advanced = 40
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)
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obj/structure/salvageable/personal/Initialize()
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/obj/structure/salvageable/personal/Initialize()
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. = ..()
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icon_state = "personal[rand(0,12)]"
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new /obj/structure/table/reinforced (loc)
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@@ -234,7 +234,7 @@ obj/structure/salvageable/personal/Initialize()
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/obj/item/weapon/computer_hardware/hard_drive/cluster = 50
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)
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obj/structure/salvageable/bliss/Initialize()
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/obj/structure/salvageable/bliss/Initialize()
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. = ..()
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icon_state = "bliss[rand(0,1)]"
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@@ -56,7 +56,7 @@
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// When destroyed by explosions, properly handle contents.
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obj/structure/ex_act(severity)
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/obj/structure/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/atom/movable/AM in contents)
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@@ -9,7 +9,7 @@
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*/
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obj/structure/windoor_assembly
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/obj/structure/windoor_assembly
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name = "windoor assembly"
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icon = 'icons/obj/doors/windoor.dmi'
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icon_state = "l_windoor_assembly01"
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@@ -27,12 +27,12 @@ obj/structure/windoor_assembly
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var/state = "01" //How far the door assembly has progressed in terms of sprites
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var/step = null //How far the door assembly has progressed in terms of steps
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obj/structure/windoor_assembly/secure
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/obj/structure/windoor_assembly/secure
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name = "secure windoor assembly"
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secure = "secure_"
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icon_state = "l_secure_windoor_assembly01"
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obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
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/obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
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..()
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if(constructed)
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state = "01"
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@@ -46,7 +46,7 @@ obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
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update_nearby_tiles(need_rebuild=1)
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obj/structure/windoor_assembly/Destroy()
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/obj/structure/windoor_assembly/Destroy()
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density = 0
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update_nearby_tiles()
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..()
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