* bugfix 1: autolathes can actually be deconstructed and don't cause runtimes (and also don't eat your crowbars)

* bugfix 2 (forensic techs actually get detective ids/pdas)

* bugfix 3 (accessories no longer do a weird double period)

* bugfix 4 (right foot)

* bugfix 5 (singular/plural stacks)

* bugfix 6 (ghosts can hang up on communicators -- still causes runtimes but it did this before and the runtimes are from the observer bug and not the communicator bug so it's fine)

* i lost count but this one gives the hos an egun because the cynosure hos locker doesn't have a gun at all and i'm not fucking around with balancing the fancy custom guns

* fixes infinite cell duplication exploit with autolathes (flashlights/coolers come empty from lathe now)

* changelog

* Update code/game/machinery/autolathe.dm

Co-authored-by: Atermonera <atermonera@gmail.com>

* Update code/game/machinery/autolathe.dm

Co-authored-by: Atermonera <atermonera@gmail.com>

* commits changes + fixes retro carpet (red) inventory sprites

* return..()'d

---------

Co-authored-by: Atermonera <atermonera@gmail.com>
This commit is contained in:
Varlaisvea
2023-03-08 18:18:18 -08:00
committed by GitHub
co-authored by Atermonera
parent dce4648488
commit e11404d103
12 changed files with 92 additions and 25 deletions
@@ -17,17 +17,19 @@
var/brightness_level = "medium"
var/power_usage
var/power_use = 1
var/starts_with_cell = TRUE //should it start with a cell?
/obj/item/flashlight/Initialize()
. = ..()
if(power_use && cell_type)
cell = new cell_type(src)
if(starts_with_cell)
cell = new cell_type(src)
brightness_levels = list("low" = 0.25, "medium" = 0.5, "high" = 1)
power_usage = brightness_levels[brightness_level]
else
verbs -= /obj/item/flashlight/verb/toggle
update_icon()
/obj/item/flashlight/Destroy()
@@ -234,6 +236,9 @@
else
..()
/obj/item/flashlight/empty //For autolathes so you can't duplicate infinite cells
starts_with_cell = FALSE
/obj/item/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff."
@@ -24,6 +24,7 @@
var/max_cooling = 15 // in degrees per second - probably don't need to mess with heat capacity here
var/charge_consumption = 3 // charge per second at max_cooling
var/thermostat = T20C
var/starts_with_cell = TRUE
//TODO: make it heat up the surroundings when not in space
@@ -32,7 +33,8 @@
/obj/item/suit_cooling_unit/Initialize()
. = ..()
cell = new/obj/item/cell/high(src) //comes not with the crappy default power cell - because this is dedicated EVA equipment
if(starts_with_cell)
cell = new/obj/item/cell/high(src) //comes not with the crappy default power cell - because this is dedicated EVA equipment
/obj/item/suit_cooling_unit/Destroy()
QDEL_NULL(cell)
@@ -203,3 +205,6 @@
. += "The charge meter reads [round(cell.percent())]%."
else
. += "It doesn't have a power cell installed."
/obj/item/suit_cooling_unit/empty //No duplicating cells with autolathes any more.
starts_with_cell = FALSE
+1 -1
View File
@@ -61,7 +61,7 @@
if(Adjacent(user))
if(!uses_charge)
. += "There are [src.amount] [src.singular_name]\s in the stack."
. += "There [src.amount == 1? "is" : "are"] [src.amount] [src.singular_name]\s in the stack."
else
. += "There is enough charge for [get_amount()]."