Files
Polaris/code/defines/obj/door.dm
mport2004@gmail.com 9ca449bf7a New WIP TK system added. To activate your TK click the throw button with an empty hand. This will bring up a tkgrab item. Click on a non-anchored (currently) non mob Object to select it as your "focus". Once a focus is selected so long as you are in range of the focus you can now click somewhere to throw the focus at the target. To quit using TK just drop the tkgrab item.
The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting. 
Cleaned up the cyborg_modules file
Medical and Security borgs have a hud item.
Medical bots bottles hold 60 of their chemical (up from 30).
Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)",  and "Syringe-(Mixed)".
Medical bots now have two kelotane/dexalin pills (up from 1/ea).
Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only.
Husks brains can no longer be cut out.
Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs.
Added veyveyr's nuke team weapon.  Its more or less the Uzi with a new icon.
Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker.
Glass doors will not set opacity to 1 after they close.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-27 08:37:40 +00:00

226 lines
5.2 KiB
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/obj/machinery/door
name = "Door"
desc = "It opens and closes."
icon = 'doorint.dmi'
icon_state = "door1"
opacity = 1
density = 1
layer = 2.7
var/secondsElectrified = 0
var/visible = 1
var/p_open = 0
var/operating = 0
anchored = 1
var/autoclose = 0
var/glass = 0
/obj/machinery/door/firedoor
name = "Firelock"
desc = "Apply crowbar"
icon = 'Doorfire.dmi'
icon_state = "door0"
var/blocked = null
opacity = 0
density = 0
var/nextstate = null
/obj/machinery/door/firedoor/border_only
name = "Firelock"
desc = "Apply crowbar."
icon = 'door_fire2.dmi'
icon_state = "door0"
/obj/machinery/door/poddoor
name = "Podlock"
desc = "Why it no open!!!"
icon = 'rapid_pdoor.dmi'
icon_state = "pdoor1"
var/id = 1.0
/obj/machinery/door/poddoor/two_tile_hor
var/obj/machinery/door/poddoor/filler_object/f1
var/obj/machinery/door/poddoor/filler_object/f2
icon = '1x2blast_hor.dmi'
New()
..()
f1 = new/obj/machinery/door/poddoor/filler_object (src.loc)
f2 = new/obj/machinery/door/poddoor/filler_object (get_step(src,EAST))
f1.density = density
f2.density = density
f1.sd_SetOpacity(opacity)
f2.sd_SetOpacity(opacity)
Del()
del f1
del f2
..()
/obj/machinery/door/poddoor/two_tile_ver
var/obj/machinery/door/poddoor/filler_object/f1
var/obj/machinery/door/poddoor/filler_object/f2
icon = '1x2blast_vert.dmi'
New()
..()
f1 = new/obj/machinery/door/poddoor/filler_object (src.loc)
f2 = new/obj/machinery/door/poddoor/filler_object (get_step(src,NORTH))
f1.density = density
f2.density = density
f1.sd_SetOpacity(opacity)
f2.sd_SetOpacity(opacity)
Del()
del f1
del f2
..()
/obj/machinery/door/poddoor/four_tile_hor
var/obj/machinery/door/poddoor/filler_object/f1
var/obj/machinery/door/poddoor/filler_object/f2
var/obj/machinery/door/poddoor/filler_object/f3
var/obj/machinery/door/poddoor/filler_object/f4
icon = '1x4blast_hor.dmi'
New()
..()
f1 = new/obj/machinery/door/poddoor/filler_object (src.loc)
f2 = new/obj/machinery/door/poddoor/filler_object (get_step(f1,EAST))
f3 = new/obj/machinery/door/poddoor/filler_object (get_step(f2,EAST))
f4 = new/obj/machinery/door/poddoor/filler_object (get_step(f3,EAST))
f1.density = density
f2.density = density
f3.density = density
f4.density = density
f1.sd_SetOpacity(opacity)
f2.sd_SetOpacity(opacity)
f4.sd_SetOpacity(opacity)
f3.sd_SetOpacity(opacity)
Del()
del f1
del f2
del f3
del f4
..()
/obj/machinery/door/poddoor/four_tile_ver
var/obj/machinery/door/poddoor/filler_object/f1
var/obj/machinery/door/poddoor/filler_object/f2
var/obj/machinery/door/poddoor/filler_object/f3
var/obj/machinery/door/poddoor/filler_object/f4
icon = '1x4blast_vert.dmi'
New()
..()
f1 = new/obj/machinery/door/poddoor/filler_object (src.loc)
f2 = new/obj/machinery/door/poddoor/filler_object (get_step(f1,NORTH))
f3 = new/obj/machinery/door/poddoor/filler_object (get_step(f2,NORTH))
f4 = new/obj/machinery/door/poddoor/filler_object (get_step(f3,NORTH))
f1.density = density
f2.density = density
f3.density = density
f4.density = density
f1.sd_SetOpacity(opacity)
f2.sd_SetOpacity(opacity)
f4.sd_SetOpacity(opacity)
f3.sd_SetOpacity(opacity)
Del()
del f1
del f2
del f3
del f4
..()
/obj/machinery/door/poddoor/filler_object
name = ""
icon_state = ""
/obj/machinery/door/window
name = "interior door"
desc = "A door made from a window, yet it can not break nor be depowered."
icon = 'windoor.dmi'
icon_state = "left"
var/base_state = "left"
visible = 0.0
flags = ON_BORDER
opacity = 0
/obj/machinery/door/window/brigdoor
name = "Brig Door"
desc = "A stronger door made from window, even though it can not break."
icon = 'windoor.dmi'
icon_state = "leftsecure"
base_state = "leftsecure"
req_access = list(access_security)
var/id = null
/obj/machinery/door/window/northleft
dir = NORTH
/obj/machinery/door/window/eastleft
dir = EAST
/obj/machinery/door/window/westleft
dir = WEST
/obj/machinery/door/window/southleft
dir = SOUTH
/obj/machinery/door/window/northright
dir = NORTH
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/eastright
dir = EAST
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/westright
dir = WEST
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/southright
dir = SOUTH
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/brigdoor/northleft
dir = NORTH
/obj/machinery/door/window/brigdoor/eastleft
dir = EAST
/obj/machinery/door/window/brigdoor/westleft
dir = WEST
/obj/machinery/door/window/brigdoor/southleft
dir = SOUTH
/obj/machinery/door/window/brigdoor/northright
dir = NORTH
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/eastright
dir = EAST
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/westright
dir = WEST
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/southright
dir = SOUTH
icon_state = "rightsecure"
base_state = "rightsecure"