Merge branch 'dev' into ofChemistryAndStuff

Conflicts:
	code/game/objects/effects/chem/chemsmoke.dm
	code/modules/customitems/item_defines.dm
	code/modules/projectiles/guns/launcher/syringe_gun.dm
	code/modules/reagents/Chemistry-Holder.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm
	code/modules/reagents/reagent_containers/food/drinks.dm
	code/modules/reagents/reagent_containers/pill.dm
	maps/exodus-1.dmm
This commit is contained in:
Kelenius
2015-05-15 11:28:05 +03:00
468 changed files with 7273 additions and 9076 deletions
+1 -1
View File
@@ -164,7 +164,7 @@
name = "purple sac"
desc = "Weird purple octopus-like thing."
layer = 3
luminosity = NODERANGE
light_range = NODERANGE
var/node_range = NODERANGE
/obj/effect/alien/weeds/node/New()
+1 -1
View File
@@ -102,7 +102,7 @@
for(var/atom/A in T.contents)
if(istype(A, /obj/effect/effect/smoke/chem) || istype(A, /mob))
continue
else if(isobj(A))
else if(isobj(A) && !A.simulated)
chemholder.reagents.touch_obj(A)
var/color = chemholder.reagents.get_color() //build smoke icon
@@ -58,7 +58,7 @@
density = 0
anchored = 1
layer = 2
luminosity = 1
light_range = 1
icon = 'icons/effects/effects.dmi'
icon_state = "greenglow"
@@ -142,4 +142,4 @@
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "mfloor1"
random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
+1 -1
View File
@@ -220,7 +220,7 @@ steam.start() -- spawns the effect
/obj/effect/effect/smoke/illumination/New(var/newloc, var/brightness=15, var/lifetime=10)
time_to_live=lifetime
..()
SetLuminosity(brightness)
set_light(brightness)
/////////////////////////////////////////////
// Bad smoke
+15 -1
View File
@@ -37,4 +37,18 @@
name = "Bluespace"
icon = 'icons/turf/space.dmi'
icon_state = "bluespacify"
layer = LIGHTING_LAYER
layer = 10
/obj/effect/overlay/wallrot
name = "wallrot"
desc = "Ick..."
icon = 'icons/effects/wallrot.dmi'
anchored = 1
density = 1
layer = 5
mouse_opacity = 0
/obj/effect/overlay/wallrot/New()
..()
pixel_x += rand(-10, 10)
pixel_y += rand(-10, 10)
+2 -2
View File
@@ -22,9 +22,9 @@
/obj/effect/spider/attackby(var/obj/item/weapon/W, var/mob/user)
if(W.attack_verb.len)
visible_message("\red <B>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]")
visible_message("<span class='warning'>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]</span>")
else
visible_message("\red <B>\The [src] have been attacked with \the [W][(user ? " by [user]." : ".")]")
visible_message("<span class='warning'>\The [src] have been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
var/damage = W.force / 4.0
+6 -6
View File
@@ -68,8 +68,8 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
var/lighting_controller_was_processing = lighting_controller.processing //Pause the lighting updates for a bit
lighting_controller.processing = 0
// var/lighting_controller_was_processing = lighting_controller.processing //Pause the lighting updates for a bit
// lighting_controller.processing = 0
var/approximate_intensity = (devastation_range * 3) + (heavy_impact_range * 2) + light_impact_range
@@ -87,8 +87,8 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
var/y0 = epicenter.y
var/z0 = epicenter.z
for(var/turf/T in range(epicenter, max_range))
var/dist = cheap_pythag(T.x - x0,T.y - y0)
for(var/turf/T in trange(max_range, epicenter))
var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2)
if(dist < devastation_range) dist = 1
else if(dist < heavy_impact_range) dist = 2
@@ -99,7 +99,7 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
if(T)
for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
var/atom/movable/AM = atom_movable
if(AM) AM.ex_act(dist)
if(AM && AM.simulated) AM.ex_act(dist)
var/took = (world.timeofday-start)/10
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
@@ -113,7 +113,7 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
sleep(8)
if(!lighting_controller.processing) lighting_controller.processing = lighting_controller_was_processing
// if(!lighting_controller.processing) lighting_controller.processing = lighting_controller_was_processing
if(!powernet_rebuild_was_deferred_already && defer_powernet_rebuild)
makepowernets()
defer_powernet_rebuild = 0
-3
View File
@@ -88,9 +88,6 @@ proc/explosion_rec(turf/epicenter, power)
/turf/simulated/wall
explosion_resistance = 10
/turf/simulated/wall/r_wall
explosion_resistance = 25
//Code-wise, a safe value for power is something up to ~25 or ~30.. This does quite a bit of damage to the station.
//direction is the direction that the spread took to come to this tile. So it is pointing in the main blast direction - meaning where this tile should spread most of it's force.
/turf/proc/explosion_spread(power, direction)
+12 -7
View File
@@ -10,6 +10,7 @@
var/hitsound = null
var/w_class = 3.0
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
var/no_attack_log = 0 //If it's an item we don't want to log attack_logs with, set this to 1
pass_flags = PASSTABLE
pressure_resistance = 5
// causeerrorheresoifixthis
@@ -268,7 +269,7 @@ var/list/global/slot_flags_enumeration = list(
if(!M) return 0
if(!ishuman(M)) return 0
var/mob/living/carbon/human/H = M
var/list/mob_equip = list()
if(H.species.hud && H.species.hud.equip_slots)
@@ -276,22 +277,22 @@ var/list/global/slot_flags_enumeration = list(
if(H.species && !(slot in mob_equip))
return 0
//First check if the item can be equipped to the desired slot.
if("[slot]" in slot_flags_enumeration)
var/req_flags = slot_flags_enumeration["[slot]"]
if(!(req_flags & slot_flags))
return 0
//Next check that the slot is free
if(H.get_equipped_item(slot))
return 0
//Next check if the slot is accessible.
var/mob/_user = disable_warning? null : H
if(!H.slot_is_accessible(slot, src, _user))
return 0
//Lastly, check special rules for the desired slot.
switch(slot)
if(slot_l_ear, slot_r_ear)
@@ -354,7 +355,7 @@ var/list/global/slot_flags_enumeration = list(
/obj/item/proc/mob_can_unequip(mob/M, slot, disable_warning = 0)
if(!slot) return 0
if(!M) return 0
if(!canremove)
return 0
if(!M.slot_is_accessible(slot, src, disable_warning? null : M))
@@ -599,4 +600,8 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
if(!cannotzoom)
usr.visible_message("[zoomdevicename ? "[usr] looks up from the [src.name]" : "[usr] lowers the [src.name]"].")
return
return
/obj/item/proc/pwr_drain()
return 0 // Process Kill
+2 -2
View File
@@ -82,7 +82,7 @@
icon_broken = "ashtray_bork_bl"
max_butts = 14
health = 24.0
matter = list("metal" = 30,"glass" = 30)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 30)
empty_desc = "Cheap plastic ashtray."
throwforce = 3.0
die()
@@ -102,7 +102,7 @@
icon_broken = "ashtray_bork_br"
max_butts = 10
health = 72.0
matter = list("metal" = 80)
matter = list(DEFAULT_WALL_MATERIAL = 80)
empty_desc = "Massive bronze ashtray."
throwforce = 10.0
+13 -23
View File
@@ -76,7 +76,6 @@ move an amendment</a> to the drawing.</p>
/obj/item/blueprints/proc/get_area()
var/turf/T = get_turf(usr)
var/area/A = T.loc
A = A.master
return A
/obj/item/blueprints/proc/get_area_type(var/area/A = get_area())
@@ -122,7 +121,6 @@ move an amendment</a> to the drawing.</p>
return
var/area/A = new
A.name = str
A.tagbase = "[A.type]_[md5(str)]" // without this dynamic light system ruin everithing
//var/ma
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area: <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
@@ -133,9 +131,6 @@ move an amendment</a> to the drawing.</p>
move_turfs_to_area(turfs, A)
A.always_unpowered = 0
for(var/turf/T in A.contents)
T.lighting_changed = 1
lighting_controller.changed_turfs += T
spawn(5)
//ma = A.master ? "[A.master]" : "(null)"
@@ -161,8 +156,7 @@ move an amendment</a> to the drawing.</p>
usr << "\red Text too long."
return
set_area_machinery_title(A,str,prevname)
for(var/area/RA in A.related)
RA.name = str
A.name = str
usr << "\blue You set the area '[prevname]' title to '[str]'."
interact()
return
@@ -172,17 +166,17 @@ move an amendment</a> to the drawing.</p>
/obj/item/blueprints/proc/set_area_machinery_title(var/area/A,var/title,var/oldtitle)
if (!oldtitle) // or replacetext goes to infinite loop
return
for(var/area/RA in A.related)
for(var/obj/machinery/alarm/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/power/apc/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_scrubber/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_pump/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/door/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/alarm/M in A)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/power/apc/M in A)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_scrubber/M in A)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_pump/M in A)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/door/M in A)
M.name = replacetext(M.name,oldtitle,title)
//TODO: much much more. Unnamed airlocks, cameras, etc.
/obj/item/blueprints/proc/check_tile_is_border(var/turf/T2,var/dir)
@@ -207,10 +201,6 @@ move an amendment</a> to the drawing.</p>
return BORDER_BETWEEN
if (locate(/obj/machinery/door) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falsewall) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falserwall) in T2)
return BORDER_2NDTILE
return BORDER_NONE
@@ -247,4 +237,4 @@ move an amendment</a> to the drawing.</p>
if(BORDER_SPACE)
return ROOM_ERR_SPACE
found+=T
return found
return found
+12 -12
View File
@@ -1,40 +1,40 @@
/obj/item/toy/crayon/red
/obj/item/weapon/pen/crayon/red
icon_state = "crayonred"
colour = "#DA0000"
shadeColour = "#810C0C"
colourName = "red"
/obj/item/toy/crayon/orange
/obj/item/weapon/pen/crayon/orange
icon_state = "crayonorange"
colour = "#FF9300"
shadeColour = "#A55403"
colourName = "orange"
/obj/item/toy/crayon/yellow
/obj/item/weapon/pen/crayon/yellow
icon_state = "crayonyellow"
colour = "#FFF200"
shadeColour = "#886422"
colourName = "yellow"
/obj/item/toy/crayon/green
/obj/item/weapon/pen/crayon/green
icon_state = "crayongreen"
colour = "#A8E61D"
shadeColour = "#61840F"
colourName = "green"
/obj/item/toy/crayon/blue
/obj/item/weapon/pen/crayon/blue
icon_state = "crayonblue"
colour = "#00B7EF"
shadeColour = "#0082A8"
colourName = "blue"
/obj/item/toy/crayon/purple
/obj/item/weapon/pen/crayon/purple
icon_state = "crayonpurple"
colour = "#DA00FF"
shadeColour = "#810CFF"
colourName = "purple"
/obj/item/toy/crayon/mime
/obj/item/weapon/pen/crayon/mime
icon_state = "crayonmime"
desc = "A very sad-looking crayon."
colour = "#FFFFFF"
@@ -42,7 +42,7 @@
colourName = "mime"
uses = 0
/obj/item/toy/crayon/mime/attack_self(mob/living/user as mob) //inversion
/obj/item/weapon/pen/crayon/mime/attack_self(mob/living/user as mob) //inversion
if(colour != "#FFFFFF" && shadeColour != "#000000")
colour = "#FFFFFF"
shadeColour = "#000000"
@@ -53,19 +53,19 @@
user << "You will now draw in black and white with this crayon."
return
/obj/item/toy/crayon/rainbow
/obj/item/weapon/pen/crayon/rainbow
icon_state = "crayonrainbow"
colour = "#FFF000"
shadeColour = "#000FFF"
colourName = "rainbow"
uses = 0
/obj/item/toy/crayon/rainbow/attack_self(mob/living/user as mob)
/obj/item/weapon/pen/crayon/rainbow/attack_self(mob/living/user as mob)
colour = input(user, "Please select the main colour.", "Crayon colour") as color
shadeColour = input(user, "Please select the shade colour.", "Crayon colour") as color
return
/obj/item/toy/crayon/afterattack(atom/target, mob/user as mob, proximity)
/obj/item/weapon/pen/crayon/afterattack(atom/target, mob/user as mob, proximity)
if(!proximity) return
if(istype(target,/turf/simulated/floor))
var/drawtype = input("Choose what you'd like to draw.", "Crayon scribbles") in list("graffiti","rune","letter")
@@ -88,7 +88,7 @@
qdel(src)
return
/obj/item/toy/crayon/attack(mob/M as mob, mob/user as mob)
/obj/item/weapon/pen/crayon/attack(mob/M as mob, mob/user as mob)
if(M == user)
user << "You take a bite of the crayon and swallow it."
user.nutrition += 1
+4 -17
View File
@@ -308,15 +308,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
/*
* The Actual PDA
*/
/obj/item/device/pda/pickup(mob/user)
if(fon)
SetLuminosity(0)
user.SetLuminosity(user.luminosity + f_lum)
/obj/item/device/pda/dropped(mob/user)
if(fon)
user.SetLuminosity(user.luminosity - f_lum)
SetLuminosity(f_lum)
/obj/item/device/pda/New()
..()
@@ -532,10 +523,10 @@ var/global/list/obj/item/device/pda/PDAs = list()
data["feed"] = feed
data["manifest"] = list("__json_cache" = ManifestJSON)
nanoUI = data
// update the ui if it exists, returns null if no ui is passed/found
if(ui)
ui.load_cached_data(ManifestJSON)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
@@ -545,8 +536,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
ui = new(user, src, ui_key, "pda.tmpl", title, 520, 400, state = inventory_state)
// when the ui is first opened this is the data it will use
ui.load_cached_data(ManifestJSON)
ui.set_initial_data(data)
// open the new ui window
ui.open()
@@ -644,12 +633,10 @@ var/global/list/obj/item/device/pda/PDAs = list()
if("Light")
if(fon)
fon = 0
if(src in U.contents) U.SetLuminosity(U.luminosity - f_lum)
else SetLuminosity(0)
set_light(0)
else
fon = 1
if(src in U.contents) U.SetLuminosity(U.luminosity + f_lum)
else SetLuminosity(f_lum)
set_light(f_lum)
if("Medical Scan")
if(scanmode == 1)
scanmode = 0
+1 -1
View File
@@ -17,7 +17,7 @@
throw_speed = 3
desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
matter = list("metal" = 50,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
origin_tech = "magnets=1;engineering=1"
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
+1 -1
View File
@@ -194,7 +194,7 @@
desc = "When a problem arises, SCIENCE is the solution."
icon_state = "sflash"
origin_tech = "magnets=2;combat=1"
var/construction_cost = list("metal"=750,"glass"=750)
var/construction_cost = list(DEFAULT_WALL_MATERIAL=750,"glass"=750)
var/construction_time=100
/obj/item/device/flash/synthetic/attack(mob/living/M as mob, mob/user as mob)
+8 -27
View File
@@ -8,7 +8,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT
matter = list("metal" = 50,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
icon_action_button = "action_flashlight"
var/on = 0
@@ -18,24 +18,17 @@
..()
if(on)
icon_state = "[initial(icon_state)]-on"
SetLuminosity(brightness_on)
set_light(brightness_on)
else
icon_state = initial(icon_state)
SetLuminosity(0)
set_light(0)
/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
if(loc == user)
user.SetLuminosity(user.luminosity + brightness_on)
else if(isturf(loc))
SetLuminosity(brightness_on)
set_light(brightness_on)
else
icon_state = initial(icon_state)
if(loc == user)
user.SetLuminosity(user.luminosity - brightness_on)
else if(isturf(loc))
SetLuminosity(0)
set_light(0)
/obj/item/device/flashlight/attack_self(mob/user)
if(!isturf(user.loc))
@@ -88,19 +81,6 @@
else
return ..()
/obj/item/device/flashlight/pickup(mob/user)
if(on)
user.SetLuminosity(user.luminosity + brightness_on)
SetLuminosity(0)
/obj/item/device/flashlight/dropped(mob/user)
if(on)
user.SetLuminosity(user.luminosity - brightness_on)
SetLuminosity(brightness_on)
/obj/item/device/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff."
@@ -139,7 +119,7 @@
icon_state = "lampgreen"
item_state = "lampgreen"
brightness_on = 5
light_color = "#FFC58F"
/obj/item/device/flashlight/lamp/verb/toggle_light()
set name = "Toggle light"
@@ -156,6 +136,7 @@
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
w_class = 2.0
brightness_on = 7 // Pretty bright.
light_color = "#e58775"
icon_state = "flare"
item_state = "flare"
icon_action_button = null //just pull it manually, neckbeard.
@@ -217,7 +198,7 @@
on = 1 //Bio-luminesence has one setting, on.
/obj/item/device/flashlight/slime/New()
SetLuminosity(brightness_on)
set_light(brightness_on)
spawn(1) //Might be sloppy, but seems to be necessary to prevent further runtimes and make these work as intended... don't judge me!
update_brightness()
icon_state = initial(icon_state)
@@ -140,7 +140,9 @@
var/obj/item/weapon/light/L1 = new target.light_type(target.loc)
L1.status = target.status
L1.rigged = target.rigged
L1.brightness = target.brightness
L1.brightness_range = target.brightness_range
L1.brightness_power = target.brightness_power
L1.brightness_color = target.brightness_color
L1.switchcount = target.switchcount
target.switchcount = 0
L1.update()
@@ -153,7 +155,9 @@
target.status = L2.status
target.switchcount = L2.switchcount
target.rigged = emagged
target.brightness = L2.brightness
target.brightness_range = L2.brightness_range
target.brightness_power = L2.brightness_power
target.brightness_color = L2.brightness_color
target.on = target.has_power()
target.update()
qdel(L2)
+1 -1
View File
@@ -16,7 +16,7 @@
throw_speed = 3
desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
matter = list("metal" = 50,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
origin_tech = "magnets=1;engineering=1"
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
@@ -296,6 +296,12 @@
if(7) src.overlays += "pai-sad"
if(8) src.overlays += "pai-angry"
if(9) src.overlays += "pai-what"
if(10) src.overlays += "pai-neutral"
if(11) src.overlays += "pai-silly"
if(12) src.overlays += "pai-nose"
if(13) src.overlays += "pai-smirk"
if(14) src.overlays += "pai-exclamation"
if(15) src.overlays += "pai-question"
current_emotion = emotion
/obj/item/device/paicard/proc/alertUpdate()
+106 -95
View File
@@ -11,111 +11,122 @@
throw_speed = 1
throw_range = 2
matter = list("metal" = 750,"waste" = 750)
matter = list(DEFAULT_WALL_MATERIAL = 750,"waste" = 750)
origin_tech = "powerstorage=3;syndicate=5"
var/drain_rate = 1000000 // amount of power to drain per tick
var/dissipation_rate = 20000
var/power_drained = 0 // has drained this much power
var/max_power = 5e9 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/drain_rate = 1500000 // amount of power to drain per tick
var/apc_drain_rate = 5000 // Max. amount drained from single APC. In Watts.
var/dissipation_rate = 20000 // Passive dissipation of drained power. In Watts.
var/power_drained = 0 // Amount of power drained.
var/max_power = 5e9 // Detonation point.
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/drained_this_tick = 0 // This is unfortunately necessary to ensure we process powersinks BEFORE other machinery such as APCs.
var/datum/powernet/PN // Our powernet
var/obj/structure/cable/attached // the attached cable
attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == 0)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
user << "No exposed cable here to attach to."
return
else
anchored = 1
mode = 1
user << "You attach the device to the cable."
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] attaches the power sink to the cable."
return
/obj/item/device/powersink/Destroy()
processing_objects.Remove(src)
processing_power_items.Remove(src)
..()
/obj/item/device/powersink/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == 0)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
user << "No exposed cable here to attach to."
return
else
user << "Device must be placed over an exposed cable to attach to it."
anchored = 1
mode = 1
src.visible_message("<span class='notice'>[user] attaches [src] to the cable!</span>")
return
else
if (mode == 2)
processing_objects.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
anchored = 0
mode = 0
user << "You detach the device from the cable."
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] detaches the power sink from the cable."
SetLuminosity(0)
icon_state = "powersink0"
user << "Device must be placed over an exposed cable to attach to it."
return
else
if (mode == 2)
processing_objects.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
processing_power_items.Remove(src)
anchored = 0
mode = 0
src.visible_message("<span class='notice'>[user] detaches [src] from the cable!</span>")
set_light(0)
icon_state = "powersink0"
return
else
..()
/obj/item/device/powersink/attack_ai()
return
/obj/item/device/powersink/attack_hand(var/mob/user)
switch(mode)
if(0)
..()
if(1)
src.visible_message("<span class='notice'>[user] activates [src]!</span>")
mode = 2
icon_state = "powersink1"
processing_objects.Add(src)
processing_power_items.Add(src)
if(2) //This switch option wasn't originally included. It exists now. --NeoFite
src.visible_message("<span class='notice'>[user] deactivates [src]!</span>")
mode = 1
set_light(0)
icon_state = "powersink0"
processing_objects.Remove(src)
processing_power_items.Remove(src)
attack_ai()
/obj/item/device/powersink/pwr_drain()
if(!attached)
return 0
if(drained_this_tick)
return 1
drained_this_tick = 1
var/drained = 0
if(!PN)
return 1
set_light(12)
PN.trigger_warning()
// found a powernet, so drain up to max power from it
drained = PN.draw_power(drain_rate)
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
// Enough power drained this tick, no need to torture more APCs
if(drained >= drain_rate)
break
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
var/cur_charge = A.cell.charge / CELLRATE
var/drain_val = min(apc_drain_rate, cur_charge)
A.cell.use(drain_val * CELLRATE)
drained += drain_val
power_drained += drained
return 1
/obj/item/device/powersink/process()
drained_this_tick = 0
power_drained -= min(dissipation_rate, power_drained)
if(power_drained > max_power * 0.95)
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
explosion(src.loc, 3,6,9,12)
qdel(src)
return
attack_hand(var/mob/user)
switch(mode)
if(0)
..()
if(1)
user << "You activate the device!"
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] activates the power sink!"
mode = 2
icon_state = "powersink1"
processing_objects.Add(src)
if(2) //This switch option wasn't originally included. It exists now. --NeoFite
user << "You deactivate the device!"
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] deactivates the power sink!"
mode = 1
SetLuminosity(0)
icon_state = "powersink0"
processing_objects.Remove(src)
process()
power_drained -= min(dissipation_rate, power_drained)
if(attached)
var/datum/powernet/PN = attached.get_powernet()
if(PN)
SetLuminosity(12)
PN.trigger_warning()
// found a powernet, so drain up to max power from it
var/drained = PN.draw_power(drain_rate)
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
// Enough power drained this tick, no need to torture more APCs
if(drained >= drain_rate)
break
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
var/cur_charge = A.cell.charge / CELLRATE
var/drain_val = min(2000, cur_charge)
A.cell.use(drain_val * CELLRATE)
drained += drain_val
if(power_drained > max_power * 0.95)
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
processing_objects.Remove(src)
explosion(src.loc, 3,6,9,12)
qdel(src)
if(attached && attached.powernet)
PN = attached.powernet
else
PN = null
@@ -8,7 +8,7 @@
slot_flags = SLOT_BACK
w_class = 5.0
matter = list("metal" = 10000,"glass" = 2500)
matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500)
var/code = 2
@@ -4,7 +4,7 @@
var/radio_desc = ""
icon_state = "headset"
item_state = "headset"
matter = list("metal" = 75)
matter = list(DEFAULT_WALL_MATERIAL = 75)
subspace_transmission = 1
canhear_range = 0 // can't hear headsets from very far away
@@ -58,10 +58,10 @@
on = 0
else
var/area/A = src.loc.loc
if(!A || !isarea(A) || !A.master)
if(!A || !isarea(A))
on = 0
else
on = A.master.powered(EQUIP) // set "on" to the power status
on = A.powered(EQUIP) // set "on" to the power status
if(!on)
icon_state = "intercom-p"
@@ -26,7 +26,7 @@
throw_range = 9
w_class = 2
matter = list("glass" = 25,"metal" = 75)
matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75)
var/const/FREQ_LISTENING = 1
@@ -211,6 +211,9 @@
M.last_target_radio = world.time // For the projectile targeting system
if(!radio_connection)
set_frequency(frequency)
/* Quick introduction:
This new radio system uses a very robust FTL signaling technology unoriginally
dubbed "subspace" which is somewhat similar to 'blue-space' but can't
+6 -6
View File
@@ -16,7 +16,7 @@ REAGENT SCANNER
w_class = 2
item_state = "electronic"
matter = list("metal" = 150)
matter = list(DEFAULT_WALL_MATERIAL = 150)
origin_tech = "magnets=1;engineering=1"
@@ -73,7 +73,7 @@ REAGENT SCANNER
w_class = 2.0
throw_speed = 5
throw_range = 10
matter = list("metal" = 200)
matter = list(DEFAULT_WALL_MATERIAL = 200)
origin_tech = "magnets=1;biotech=1"
var/mode = 1;
@@ -238,7 +238,7 @@ REAGENT SCANNER
throw_speed = 4
throw_range = 20
matter = list("metal" = 30,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
origin_tech = "magnets=1;engineering=1"
@@ -285,7 +285,7 @@ REAGENT SCANNER
throw_speed = 4
throw_range = 20
matter = list("metal" = 30,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
origin_tech = "magnets=2;biotech=2"
var/details = 0
@@ -358,7 +358,7 @@ REAGENT SCANNER
throwforce = 5
throw_speed = 4
throw_range = 20
matter = list("metal" = 30,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
origin_tech = "magnets=2;biotech=2"
var/details = 0
@@ -417,7 +417,7 @@ REAGENT SCANNER
throwforce = 0
throw_speed = 3
throw_range = 7
matter = list("metal" = 30,"glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
/obj/item/device/slime_scanner/attack(mob/living/M as mob, mob/living/user as mob)
if (!isslime(M))
@@ -5,7 +5,7 @@
item_state = "analyzer"
w_class = 2.0
matter = list("metal" = 60,"glass" = 30)
matter = list(DEFAULT_WALL_MATERIAL = 60,"glass" = 30)
var/emagged = 0.0
var/recording = 0.0
+37 -17
View File
@@ -6,33 +6,53 @@
w_class = 1.0
flags = CONDUCT
var/use_message = "Halt! Security!"
var/spamcheck = 0
var/emagged = 0
var/insults = 0//just in case
var/insults
/obj/item/device/hailer/attack_self(mob/living/carbon/user as mob)
/obj/item/device/hailer/verb/set_message()
set name = "Set Hailer Message"
set category = "Object"
set desc = "Alter the message shouted by your hailer."
if(!isnull(insults))
usr << "The hailer is fried. The tiny input screen just shows a waving ASCII penis."
return
var/new_message = input(usr, "Please enter new message (leave blank to reset).") as text
if(!new_message || new_message == "")
use_message = "Halt! Security!"
else
use_message = capitalize(copytext(sanitize(new_message), 1, MAX_MESSAGE_LEN))
usr << "You configure the hailer to shout \"[use_message]\"."
/
obj/item/device/hailer/attack_self(mob/living/carbon/user as mob)
if (spamcheck)
return
if(emagged)
if(insults >= 1)
playsound(get_turf(src), 'sound/voice/binsult.ogg', 100, 1, vary = 0)//hueheuheuheuheuheuhe
user.show_message("<span class='warning'>[user]'s [name] gurgles, \"FUCK YOUR CUNT YOU SHIT EATING CUNT TILL YOU ARE A MASS EATING SHIT CUNT. EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS TO FUCK UP SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FROM THE DEPTHS OF SHIT\"</span>",2) //It's a hearable message silly!
if(isnull(insults))
playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
user.show_message("<span class='warning'>[user]'s [name] rasps, \"[use_message]\"</span>",1)
else
if(insults > 0)
playsound(get_turf(src), 'sound/voice/binsult.ogg', 100, 1, vary = 0)
// Yes, it used to show the transcription of the sound clip. That was a) inaccurate b) immature as shit.
user.show_message("<span class='warning'>[user]'s [name] gurgles something indecipherable and deeply offensive.</span>")
insults--
else
user << "\red *BZZZZcuntZZZZT*"
else
playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
user.show_message("<span class='warning'>[user]'s [name] rasps, \"Halt! Security!\"</span>",1)
user << "<span class='danger'>*BZZZZZZZZT*</span>"
spamcheck = 1
spawn(20)
spamcheck = 0
/obj/item/device/hailer/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/card/emag) && !emagged)
user << "\red You overload \the [src]'s voice synthesizer."
emagged = 1
insults = rand(1, 3)//to prevent dickflooding
return
return
if(istype(I, /obj/item/weapon/card/emag))
if(isnull(insults))
user << "<span class='danger'>You overload \the [src]'s voice synthesizer.</span>"
insults = rand(1, 3)//to prevent dickflooding
else
user << "The hailer is fried. You can't even fit the sequencer into the input slot."
else
return .. ()
+178
View File
@@ -0,0 +1,178 @@
/obj/item/device/kit
icon_state = "modkit"
icon = 'icons/obj/device.dmi'
var/new_name = "mech" //What is the variant called?
var/new_desc = "A mech." //How is the new mech described?
var/new_icon = "ripley" //What base icon will the new mech use?
var/new_icon_file
var/uses = 1 // Uses before the kit deletes itself.
/obj/item/device/kit/examine()
..()
usr << "It has [uses] [uses>1?"uses":"use"] left."
/obj/item/device/kit/proc/use(var/amt, var/mob/user)
uses -= amt
playsound(get_turf(user), 'sound/items/Screwdriver.ogg', 50, 1)
if(uses<1)
user.drop_item()
qdel(src)
// Root hardsuit kit defines.
// Icons for modified hardsuits need to be in the proper .dmis because suit cyclers may cock them up.
/obj/item/device/kit/suit
name = "voidsuit modification kit"
desc = "A kit for modifying a voidsuit."
uses = 2
var/new_light_overlay
var/new_mob_icon_file
/obj/item/clothing/head/helmet/space/void/attackby(var/obj/item/O, var/mob/user)
if(istype(O,/obj/item/device/kit/suit))
var/obj/item/device/kit/suit/kit = O
name = "[kit.new_name] suit helmet"
desc = kit.new_desc
icon_state = "[kit.new_icon]_helmet"
item_state = "[kit.new_icon]_helmet"
if(kit.new_icon_file)
icon = kit.new_icon_file
if(kit.new_mob_icon_file)
icon_override = kit.new_mob_icon_file
if(kit.new_light_overlay)
light_overlay = kit.new_light_overlay
user << "You set about modifying the helmet into [src]."
var/mob/living/carbon/human/H = user
if(istype(H))
species_restricted = list(H.species.name)
kit.use(1,user)
return 1
return ..()
/obj/item/clothing/suit/space/void/attackby(var/obj/item/O, var/mob/user)
if(istype(O,/obj/item/device/kit/suit))
var/obj/item/device/kit/suit/kit = O
name = "[kit.new_name] voidsuit"
desc = kit.new_desc
icon_state = "[kit.new_icon]_suit"
item_state = "[kit.new_icon]_suit"
if(kit.new_icon_file)
icon = kit.new_icon_file
if(kit.new_mob_icon_file)
icon_override = kit.new_mob_icon_file
user << "You set about modifying the suit into [src]."
var/mob/living/carbon/human/H = user
if(istype(H))
species_restricted = list(H.species.name)
kit.use(1,user)
return 1
return ..()
/obj/item/device/kit/paint
name = "mecha customisation kit"
desc = "A kit containing all the needed tools and parts to repaint a mech."
var/removable = null
var/list/allowed_types = list()
/obj/item/device/kit/paint/examine()
..()
usr << "This kit will convert an exosuit into: [new_name]."
usr << "This kit can be used on the following exosuit models:"
for(var/exotype in allowed_types)
usr << "- [capitalize(exotype)]"
/obj/mecha/attackby(var/obj/item/weapon/W, var/mob/user)
if(istype(W, /obj/item/device/kit/paint))
if(occupant)
user << "You can't customize a mech while someone is piloting it - that would be unsafe!"
return
var/obj/item/device/kit/paint/P = W
var/found = null
for(var/type in P.allowed_types)
if(type==src.initial_icon)
found = 1
break
if(!found)
user << "That kit isn't meant for use on this class of exosuit."
return
user.visible_message("[user] opens [P] and spends some quality time customising [src].")
src.name = P.new_name
src.desc = P.new_desc
src.initial_icon = P.new_icon
if(P.new_icon_file)
src.icon = P.new_icon_file
src.reset_icon()
P.use(1, user)
return 1
else
return ..()
//Ripley APLU kits.
/obj/item/device/kit/paint/ripley
name = "\"Classic\" APLU customisation kit"
new_name = "APLU \"Classic\""
new_desc = "A very retro APLU unit; didn't they retire these back in 2543?"
new_icon = "ripley-old"
allowed_types = list("ripley")
/obj/item/device/kit/paint/ripley/death
name = "\"Reaper\" APLU customisation kit"
new_name = "APLU \"Reaper\""
new_desc = "A terrifying, grim power loader. Why do those clamps have spikes?"
new_icon = "deathripley"
allowed_types = list("ripley","firefighter")
/obj/item/device/kit/paint/ripley/flames_red
name = "\"Firestarter\" APLU customisation kit"
new_name = "APLU \"Firestarter\""
new_desc = "A standard APLU exosuit with stylish orange flame decals."
new_icon = "ripley_flames_red"
/obj/item/device/kit/paint/ripley/flames_blue
name = "\"Burning Chrome\" APLU customisation kit"
new_name = "APLU \"Burning Chrome\""
new_desc = "A standard APLU exosuit with stylish blue flame decals."
new_icon = "ripley_flames_blue"
// Durand kits.
/obj/item/device/kit/paint/durand
name = "\"Classic\" Durand customisation kit"
new_name = "Durand \"Classic\""
new_desc = "An older model of Durand combat exosuit. This model was retired for rotating a pilot's torso 180 degrees."
new_icon = "old_durand"
allowed_types = list("durand")
/obj/item/device/kit/paint/durand/seraph
name = "\"Cherubim\" Durand customisation kit"
new_name = "Durand \"Cherubim\""
new_desc = "A Durand combat exosuit modelled after ancient Earth entertainment. Your heart goes doki-doki just looking at it."
new_icon = "old_durand"
/obj/item/device/kit/paint/durand/phazon
name = "\"Sypher\" Durand customisation kit"
new_name = "Durand \"Sypher\""
new_desc = "A Durand combat exosuit with some very stylish neons and decals. Seems to blur slightly at the edges; probably an optical illusion."
new_icon = "phazon"
// Gygax kits.
/obj/item/device/kit/paint/gygax
name = "\"Jester\" Gygax customisation kit"
new_name = "Gygax \"Jester\""
new_desc = "A Gygax exosuit modelled after the infamous combat-troubadors of Earth's distant past. Terrifying to behold."
new_icon = "honker"
allowed_types = list("gygax")
/obj/item/device/kit/paint/gygax/darkgygax
name = "\"Silhouette\" Gygax customisation kit"
new_name = "Gygax \"Silhouette\""
new_desc = "An ominous Gygax exosuit modelled after the fictional corporate 'death squads' that were popular in pulp action-thrillers back in 2554."
new_icon = "darkgygax"
/obj/item/device/kit/paint/gygax/recitence
name = "\"Gaoler\" Gygax customisation kit"
new_name = "Durand \"Gaoler\""
new_desc = "A bulky silver Gygax exosuit. The extra armour appears to be painted on, but it's very shiny."
new_icon = "recitence"
+8 -8
View File
@@ -6,7 +6,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT
var/construction_time = 100
var/list/construction_cost = list("metal"=20000,"glass"=5000)
var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"glass"=5000)
var/list/part = null // Order of args is important for installing robolimbs.
var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
var/model_info
@@ -33,7 +33,7 @@
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_arm"
construction_time = 200
construction_cost = list("metal"=18000)
construction_cost = list(DEFAULT_WALL_MATERIAL=18000)
part = list("l_arm","l_hand")
model_info = 1
@@ -42,7 +42,7 @@
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_arm"
construction_time = 200
construction_cost = list("metal"=18000)
construction_cost = list(DEFAULT_WALL_MATERIAL=18000)
part = list("r_arm","r_hand")
model_info = 1
@@ -51,7 +51,7 @@
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_leg"
construction_time = 200
construction_cost = list("metal"=15000)
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)
part = list("l_leg","l_foot")
model_info = 1
@@ -60,7 +60,7 @@
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_leg"
construction_time = 200
construction_cost = list("metal"=15000)
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)
part = list("r_leg","r_foot")
model_info = 1
@@ -69,7 +69,7 @@
desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
icon_state = "chest"
construction_time = 350
construction_cost = list("metal"=40000)
construction_cost = list(DEFAULT_WALL_MATERIAL=40000)
var/wires = 0.0
var/obj/item/weapon/cell/cell = null
@@ -78,7 +78,7 @@
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
icon_state = "head"
construction_time = 350
construction_cost = list("metal"=25000)
construction_cost = list(DEFAULT_WALL_MATERIAL=25000)
var/obj/item/device/flash/flash1 = null
var/obj/item/device/flash/flash2 = null
@@ -87,7 +87,7 @@
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon_state = "robo_suit"
construction_time = 500
construction_cost = list("metal"=50000)
construction_cost = list(DEFAULT_WALL_MATERIAL=50000)
var/obj/item/robot_parts/l_arm/l_arm = null
var/obj/item/robot_parts/r_arm/r_arm = null
var/obj/item/robot_parts/l_leg/l_leg = null
@@ -7,7 +7,7 @@
icon = 'icons/obj/module.dmi'
icon_state = "cyborg_upgrade"
var/construction_time = 120
var/construction_cost = list("metal"=10000)
var/construction_cost = list(DEFAULT_WALL_MATERIAL=10000)
var/locked = 0
var/require_module = 0
var/installed = 0
@@ -35,9 +35,6 @@
R.notify_ai(ROBOT_NOTIFICATION_MODULE_RESET, R.module.name)
R.module.Reset(R)
qdel(R.module)
R.module = null
R.updatename("Default")
return 1
@@ -46,7 +43,7 @@
name = "robot reclassification board"
desc = "Used to rename a cyborg."
icon_state = "cyborg_upgrade1"
construction_cost = list("metal"=35000)
construction_cost = list(DEFAULT_WALL_MATERIAL=35000)
var/heldname = "default name"
/obj/item/borg/upgrade/rename/attack_self(mob/user as mob)
@@ -64,7 +61,7 @@
/obj/item/borg/upgrade/restart
name = "robot emergency restart module"
desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online."
construction_cost = list("metal"=60000 , "glass"=5000)
construction_cost = list(DEFAULT_WALL_MATERIAL=60000 , "glass"=5000)
icon_state = "cyborg_upgrade1"
@@ -88,7 +85,7 @@
/obj/item/borg/upgrade/vtec
name = "robotic VTEC Module"
desc = "Used to kick in a robot's VTEC systems, increasing their speed."
construction_cost = list("metal"=80000 , "glass"=6000 , "gold"= 5000)
construction_cost = list(DEFAULT_WALL_MATERIAL=80000 , "glass"=6000 , "gold"= 5000)
icon_state = "cyborg_upgrade2"
require_module = 1
@@ -105,7 +102,7 @@
/obj/item/borg/upgrade/tasercooler
name = "robotic Rapid Taser Cooling Module"
desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate."
construction_cost = list("metal"=80000 , "glass"=6000 , "gold"= 2000, "diamond" = 500)
construction_cost = list(DEFAULT_WALL_MATERIAL=80000 , "glass"=6000 , "gold"= 2000, "diamond" = 500)
icon_state = "cyborg_upgrade3"
require_module = 1
@@ -140,7 +137,7 @@
/obj/item/borg/upgrade/jetpack
name = "mining robot jetpack"
desc = "A carbon dioxide jetpack suitable for low-gravity mining operations."
construction_cost = list("metal"=10000,"phoron"=15000,"uranium" = 20000)
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"phoron"=15000,"uranium" = 20000)
icon_state = "cyborg_upgrade3"
require_module = 1
@@ -162,7 +159,7 @@
/obj/item/borg/upgrade/syndicate/
name = "illegal equipment module"
desc = "Unlocks the hidden, deadlier functions of a robot"
construction_cost = list("metal"=10000,"glass"=15000,"diamond" = 10000)
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=15000,"diamond" = 10000)
icon_state = "cyborg_upgrade3"
require_module = 1
+1 -1
View File
@@ -9,7 +9,7 @@
throwforce = 15.0
throw_speed = 5
throw_range = 20
matter = list("metal" = 1875)
matter = list(DEFAULT_WALL_MATERIAL = 1875)
max_amount = 60
attack_verb = list("hit", "bludgeoned", "whacked")
@@ -144,7 +144,7 @@
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
matter = list("metal" = 1875,"glass" = 3750)
matter = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
origin_tech = "materials=2"
created_window = /obj/structure/window/reinforced
@@ -200,7 +200,7 @@
desc = "Phoron glass which has been reinforced with metal rods."
singular_name = "reinforced phoron glass sheet"
icon_state = "sheet-phoronrglass"
matter = list("glass" = 7500,"metal" = 1875)
matter = list("glass" = 7500,DEFAULT_WALL_MATERIAL = 1875)
origin_tech = "materials=4;phorontech=2"
created_window = /obj/structure/window/phoronreinforced
@@ -69,29 +69,30 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
), 4), \
null, \
new/datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade), \
new/datum/stack_recipe("light fixture frame", /obj/item/light_fixture_frame, 2), \
new/datum/stack_recipe("small light fixture frame", /obj/item/light_fixture_frame/small, 1), \
new/datum/stack_recipe("light fixture frame", /obj/item/frame/light, 2), \
new/datum/stack_recipe("small light fixture frame", /obj/item/frame/light/small, 1), \
null, \
new/datum/stack_recipe("apc frame", /obj/item/apc_frame, 2), \
new/datum/stack_recipe("air alarm frame", /obj/item/alarm_frame, 2), \
new/datum/stack_recipe("fire alarm frame", /obj/item/firealarm_frame, 2), \
new/datum/stack_recipe("air alarm frame", /obj/item/frame/air_alarm, 2), \
new/datum/stack_recipe("fire alarm frame", /obj/item/frame/fire_alarm, 2), \
null, \
new/datum/stack_recipe("knife blade", /obj/item/butterflyblade, 6, time = 20, one_per_turf = 0, on_floor = 1) \
)
/obj/item/stack/sheet/metal
name = "metal"
desc = "Sheets made out off metal. It has been dubbed Metal Sheets."
name = DEFAULT_WALL_MATERIAL
desc = "Sheets made out off steel."
singular_name = "metal sheet"
icon_state = "sheet-metal"
matter = list("metal" = 3750)
matter = list(DEFAULT_WALL_MATERIAL = 3750)
throwforce = 14.0
flags = CONDUCT
origin_tech = "materials=1"
sheettype = DEFAULT_WALL_MATERIAL
/obj/item/stack/sheet/metal/cyborg
name = "metal synthesizer"
desc = "A device that makes metal sheets."
name = "steel synthesizer"
desc = "A device that makes steel sheets."
gender = NEUTER
matter = null
uses_charge = 1
@@ -109,21 +110,22 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
var/global/list/datum/stack_recipe/plasteel_recipes = list ( \
new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1), \
new/datum/stack_recipe("Metal crate", /obj/structure/closet/crate, 10, time = 50, one_per_turf = 1), \
new/datum/stack_recipe("RUST fuel assembly port frame", /obj/item/rust_fuel_assembly_port_frame, 12, time = 50, one_per_turf = 1), \
new/datum/stack_recipe("RUST fuel compressor frame", /obj/item/rust_fuel_compressor_frame, 12, time = 50, one_per_turf = 1), \
new/datum/stack_recipe("RUST fuel assembly port frame", /obj/item/frame/rust/assembly, 12, time = 50, one_per_turf = 1), \
new/datum/stack_recipe("RUST fuel compressor frame", /obj/item/frame/rust, 12, time = 50, one_per_turf = 1), \
new/datum/stack_recipe("knife grip", /obj/item/butterflyhandle, 4, time = 20, one_per_turf = 0, on_floor = 1),
)
/obj/item/stack/sheet/plasteel
name = "plasteel"
singular_name = "plasteel sheet"
desc = "This sheet is an alloy of iron and phoron."
desc = "This sheet is an alloy of iron and platinum."
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
matter = list("metal" = 7500)
matter = list(DEFAULT_WALL_MATERIAL = 7500)
throwforce = 15.0
flags = CONDUCT
origin_tech = "materials=2"
sheettype = "plasteel"
/obj/item/stack/sheet/plasteel/cyborg
name = "plasteel synthesizer"
@@ -4,7 +4,7 @@
desc = "Those could work as a pretty decent throwing weapon"
icon_state = "tile"
force = 6.0
matter = list("metal" = 937.5)
matter = list(DEFAULT_WALL_MATERIAL = 937.5)
throwforce = 15.0
throw_speed = 5
throw_range = 20
+7 -28
View File
@@ -8,7 +8,6 @@
* Toy swords
* Toy bosun's whistle
* Toy mechs
* Crayons
* Snap pops
* Water flower
* Therapy dolls
@@ -147,7 +146,7 @@
slot_flags = SLOT_BELT|SLOT_HOLSTER
w_class = 3.0
matter = list("glass" = 10,"metal" = 10)
matter = list("glass" = 10,DEFAULT_WALL_MATERIAL = 10)
attack_verb = list("struck", "pistol whipped", "hit", "bashed")
var/bullets = 7.0
@@ -202,7 +201,7 @@
flags = CONDUCT
w_class = 1.0
matter = list("metal" = 10,"glass" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 10)
var/amount_left = 7.0
@@ -375,31 +374,6 @@
w_class = 3
attack_verb = list("attacked", "slashed", "stabbed", "sliced")
/*
* Crayons
*/
/obj/item/toy/crayon
name = "crayon"
desc = "A colourful crayon. Please refrain from eating it or putting it in your nose."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonred"
w_class = 1.0
attack_verb = list("attacked", "coloured")
var/colour = "#FF0000" //RGB
var/shadeColour = "#220000" //RGB
var/uses = 30 //0 for unlimited uses
var/instant = 0
var/colourName = "red" //for updateIcon purposes
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is jamming the [src.name] up \his nose and into \his brain. It looks like \he's trying to commit suicide.</b>"
return (BRUTELOSS|OXYLOSS)
New()
name = "[colourName] crayon"
..()
/*
* Snap pops
*/
@@ -949,6 +923,11 @@
desc = "A plushie of a fuzzy spider! It has eight legs - all the better to hug you with."
icon_state = "spiderplushie"
/obj/item/toy/plushie/farwa
name = "farwa plush"
desc = "A farwa plush doll. It's soft and comforting!"
icon_state = "farwaplushie"
//Toy cult sword
/obj/item/toy/cultsword
name = "foam sword"
+4 -3
View File
@@ -13,7 +13,7 @@
throw_speed = 1
throw_range = 5
w_class = 3.0
matter = list("metal" = 50000)
matter = list(DEFAULT_WALL_MATERIAL = 50000)
origin_tech = "engineering=4;materials=2"
var/datum/effect/effect/system/spark_spread/spark_system
var/stored_matter = 0
@@ -105,9 +105,10 @@
build_type = "floor"
build_turf = /turf/simulated/floor/plating/airless
else if(deconstruct && istype(T,/turf/simulated/wall))
var/turf/simulated/wall/W = T
build_delay = deconstruct ? 50 : 40
build_cost = 5
build_type = (!canRwall && istype(T,/turf/simulated/wall/r_wall)) ? null : "wall"
build_type = (!canRwall && W.reinf_material) ? null : "wall"
build_turf = /turf/simulated/floor
else if(istype(T,/turf/simulated/floor))
build_delay = deconstruct ? 50 : 20
@@ -158,7 +159,7 @@
density = 0
anchored = 0.0
origin_tech = "materials=2"
matter = list("metal" = 30000,"glass" = 15000)
matter = list(DEFAULT_WALL_MATERIAL = 30000,"glass" = 15000)
/obj/item/weapon/rcd/borg
canRwall = 1
+3 -17
View File
@@ -5,7 +5,7 @@
icon_state = "candle1"
item_state = "candle1"
w_class = 1
light_color = "#E09D37"
var/wax = 2000
/obj/item/weapon/flame/candle/New()
@@ -48,7 +48,7 @@
//src.damtype = "fire"
for(var/mob/O in viewers(usr, null))
O.show_message(flavor_text, 1)
SetLuminosity(CANDLE_LUM)
set_light(CANDLE_LUM)
processing_objects.Add(src)
@@ -66,22 +66,8 @@
var/turf/T = loc
T.hotspot_expose(700, 5)
/obj/item/weapon/flame/candle/attack_self(mob/user as mob)
if(lit)
lit = 0
update_icon()
SetLuminosity(0)
user.SetLuminosity(user.luminosity - CANDLE_LUM)
/obj/item/weapon/flame/candle/pickup(mob/user)
if(lit)
SetLuminosity(0)
user.SetLuminosity(user.luminosity + CANDLE_LUM)
/obj/item/weapon/flame/candle/dropped(mob/user)
if(lit)
user.SetLuminosity(user.luminosity - CANDLE_LUM)
SetLuminosity(CANDLE_LUM)
set_light(0)
+9 -12
View File
@@ -81,7 +81,7 @@
/obj/item/device/taperecorder,
/obj/item/device/hailer,
/obj/item/device/megaphone,
/obj/item/clothing/accessory/holobadge,
/obj/item/clothing/accessory/badge/holo,
/obj/structure/closet/crate/secure,
/obj/structure/closet/secure_closet,
/obj/machinery/librarycomp,
@@ -162,17 +162,6 @@
/obj/item/weapon/card/id/GetID()
return src
/obj/item/weapon/card/id/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W,/obj/item/weapon/id_wallet))
user << "You slip [src] into [W]."
src.name = "[src.registered_name]'s [W.name] ([src.assignment])"
src.desc = W.desc
src.icon = W.icon
src.icon_state = W.icon_state
qdel(W)
return
/obj/item/weapon/card/id/verb/read()
set name = "Read ID Card"
set category = "Object"
@@ -293,3 +282,11 @@
New()
access = get_all_centcom_access()
..()
/obj/item/weapon/card/id/centcom/ERT
name = "\improper Emergency Response Team ID"
assignment = "Emergency Response Team"
/obj/item/weapon/card/id/centcom/ERT/New()
..()
access += get_all_accesses()
@@ -145,10 +145,12 @@ CIGARETTE PACKETS ARE IN FANCY.DM
M.update_inv_r_hand(1)
var/turf/T = get_turf(src)
T.visible_message(flavor_text)
set_light(2, 0.25, "#E38F46")
processing_objects.Add(src)
/obj/item/clothing/mask/smokable/proc/die(var/nomessage = 0)
var/turf/T = get_turf(src)
set_light(0)
if (type_butt)
var/obj/item/butt = new type_butt(T)
transfer_fingerprints_to(butt)
@@ -413,35 +415,33 @@ CIGARETTE PACKETS ARE IN FANCY.DM
icon = 'icons/obj/items.dmi'
icon_state = "lighter-g"
item_state = "lighter-g"
var/icon_on = "lighter-g-on"
var/icon_off = "lighter-g"
w_class = 1
throwforce = 4
flags = CONDUCT
slot_flags = SLOT_BELT
attack_verb = list("burnt", "singed")
var/base_state
/obj/item/weapon/flame/lighter/zippo
name = "\improper Zippo lighter"
desc = "The zippo."
icon_state = "zippo"
item_state = "zippo"
icon_on = "zippoon"
icon_off = "zippo"
/obj/item/weapon/flame/lighter/random
New()
var/color = pick("r","c","y","g")
icon_on = "lighter-[color]-on"
icon_off = "lighter-[color]"
icon_state = icon_off
icon_state = "lighter-[pick("r","c","y","g")]"
item_state = icon_state
base_state = icon_state
/obj/item/weapon/flame/lighter/attack_self(mob/living/user)
if(!base_state)
base_state = icon_state
if(user.r_hand == src || user.l_hand == src)
if(!lit)
lit = 1
icon_state = icon_on
item_state = icon_on
icon_state = "[base_state]on"
item_state = "[base_state]on"
if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
user.visible_message("<span class='rose'>Without even breaking stride, [user] flips open and lights [src] in one smooth movement.</span>")
else
@@ -455,18 +455,18 @@ CIGARETTE PACKETS ARE IN FANCY.DM
user.apply_damage(2,BURN,"r_hand")
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>")
user.SetLuminosity(user.luminosity + 2)
set_light(2)
processing_objects.Add(src)
else
lit = 0
icon_state = icon_off
item_state = icon_off
icon_state = "[base_state]"
item_state = "[base_state]"
if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
user.visible_message("<span class='rose'>You hear a quiet click, as [user] shuts off [src] without even looking at what they're doing.")
else
user.visible_message("<span class='notice'>[user] quietly shuts off the [src].")
user.SetLuminosity(user.luminosity - 2)
set_light(0)
processing_objects.Remove(src)
else
return ..()
@@ -495,17 +495,3 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(location)
location.hotspot_expose(700, 5)
return
/obj/item/weapon/flame/lighter/pickup(mob/user)
if(lit)
SetLuminosity(0)
user.SetLuminosity(user.luminosity+2)
return
/obj/item/weapon/flame/lighter/dropped(mob/user)
if(lit)
user.SetLuminosity(user.luminosity-2)
SetLuminosity(2)
return
@@ -21,7 +21,6 @@
var/build_path = null
var/board_type = "computer"
var/list/req_components = null
var/frame_desc = null
var/contain_parts = 1
//Called when the circuitboard is used to contruct a new machine.
@@ -57,9 +57,17 @@
name = T_BOARD("employment records console")
build_path = /obj/machinery/computer/skills
/obj/item/weapon/circuitboard/stationalert
name = T_BOARD("station alert console")
/obj/item/weapon/circuitboard/stationalert_engineering
name = T_BOARD("station alert console (engineering)")
build_path = /obj/machinery/computer/station_alert
/obj/item/weapon/circuitboard/stationalert_security
name = T_BOARD("station alert console (security)")
build_path = /obj/machinery/computer/station_alert
/obj/item/weapon/circuitboard/stationalert_all
name = T_BOARD("station alert console (all)")
build_path = /obj/machinery/computer/station_alert/all
/obj/item/weapon/circuitboard/atmos_alert
name = T_BOARD("atmospheric alert console")
@@ -7,7 +7,6 @@
build_path = "/obj/machinery/biogenerator"
board_type = "machine"
origin_tech = "programming=2"
frame_desc = "Requires 1 Manipulator, and 1 Matter Bin."
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 1,
"/obj/item/weapon/stock_parts/manipulator" = 1)
@@ -7,7 +7,6 @@
build_path = "/obj/machinery/clonepod"
board_type = "machine"
origin_tech = "programming=3;biotech=3"
frame_desc = "Requires 2 Manipulator, 2 Scanning Module, 2 pieces of cable and 1 Console Screen."
req_components = list(
"/obj/item/stack/cable_coil" = 2,
"/obj/item/weapon/stock_parts/scanning_module" = 2,
@@ -19,7 +18,6 @@
build_path = "/obj/machinery/dna_scannernew"
board_type = "machine"
origin_tech = "programming=2;biotech=2"
frame_desc = "Requires 1 Scanning module, 1 Micro Manipulator, 1 Micro-Laser, 2 pieces of cable and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/manipulator" = 1,
@@ -7,7 +7,6 @@
build_path = "/obj/machinery/bluespacerelay"
board_type = "machine"
origin_tech = "bluespace=4,programming=4"
frame_desc = "Requires 30 Cable Coil, 1 Hyperwave Filter and 1 Ansible Crystal, and 2 Micro-Manipulators"
req_components = list(
"/obj/item/stack/cable_coil" = 30,
"/obj/item/weapon/stock_parts/manipulator" = 2,
@@ -7,7 +7,6 @@
build_path = "/obj/machinery/mining/drill"
board_type = "machine"
origin_tech = "programming=1;engineering=1"
frame_desc = "Requires 1 capacitor, 1 cell, 1 matter bin, and 1 micro laser."
req_components = list(
"/obj/item/weapon/stock_parts/capacitor" = 1,
"/obj/item/weapon/cell" = 1,
@@ -7,7 +7,6 @@
build_path = "/obj/machinery/power/port_gen/pacman"
board_type = "machine"
origin_tech = "programming=3;powerstorage=3;phorontech=3;engineering=3"
frame_desc = "Requires 1 Matter Bin, 1 Micro-Laser, 2 Pieces of Cable, and 1 Capacitor."
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 1,
"/obj/item/weapon/stock_parts/micro_laser" = 1,
@@ -7,7 +7,6 @@
build_path = "/obj/machinery/power/smes/buildable"
board_type = "machine"
origin_tech = "powerstorage=6;engineering=4"
frame_desc = "Requires 1 superconducting magnetic coil and 30 wires."
req_components = list("/obj/item/weapon/smes_coil" = 1, "/obj/item/stack/cable_coil" = 30)
/obj/item/weapon/circuitboard/batteryrack
@@ -15,7 +14,6 @@
build_path = "/obj/machinery/power/smes/batteryrack"
board_type = "machine"
origin_tech = "powerstorage=3;engineering=2"
frame_desc = "Requires 3 power cells."
req_components = list("/obj/item/weapon/cell" = 3)
/obj/item/weapon/circuitboard/ghettosmes
@@ -23,5 +21,4 @@
desc = "An APC circuit repurposed into some power storage device controller"
build_path = "/obj/machinery/power/smes/batteryrack/makeshift"
board_type = "machine"
frame_desc = "Requires 3 power cells."
req_components = list("/obj/item/weapon/cell" = 3)
@@ -7,7 +7,6 @@
build_path = "/obj/machinery/recharge_station"
board_type = "machine"
origin_tech = "programming=3;engineering=3"
frame_desc = "Requires 2 Manipulator, 2 Capacitor, 1 Cell, and 5 pieces of cable."
req_components = list(
"/obj/item/stack/cable_coil" = 5,
"/obj/item/weapon/stock_parts/capacitor" = 2,
@@ -7,7 +7,6 @@ obj/item/weapon/circuitboard/rdserver
build_path = "/obj/machinery/r_n_d/server"
board_type = "machine"
origin_tech = "programming=3"
frame_desc = "Requires 2 pieces of cable, and 1 Scanning Module."
req_components = list(
"/obj/item/stack/cable_coil" = 2,
"/obj/item/weapon/stock_parts/scanning_module" = 1)
@@ -17,7 +16,6 @@ obj/item/weapon/circuitboard/rdserver
build_path = "/obj/machinery/r_n_d/destructive_analyzer"
board_type = "machine"
origin_tech = "magnets=2;engineering=2;programming=2"
frame_desc = "Requires 1 Scanning Module, 1 Micro Manipulator, and 1 Micro-Laser."
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/manipulator" = 1,
@@ -28,7 +26,6 @@ obj/item/weapon/circuitboard/rdserver
build_path = "/obj/machinery/autolathe"
board_type = "machine"
origin_tech = "engineering=2;programming=2"
frame_desc = "Requires 3 Matter Bins, 1 Micro Manipulator, and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 3,
"/obj/item/weapon/stock_parts/manipulator" = 1,
@@ -39,7 +36,6 @@ obj/item/weapon/circuitboard/rdserver
build_path = "/obj/machinery/r_n_d/protolathe"
board_type = "machine"
origin_tech = "engineering=2;programming=2"
frame_desc = "Requires 2 Matter Bins, 2 Micro Manipulators, and 2 Beakers."
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 2,
"/obj/item/weapon/stock_parts/manipulator" = 2,
@@ -51,7 +47,6 @@ obj/item/weapon/circuitboard/rdserver
build_path = "/obj/machinery/r_n_d/circuit_imprinter"
board_type = "machine"
origin_tech = "engineering=2;programming=2"
frame_desc = "Requires 1 Matter Bin, 1 Micro Manipulator, and 2 Beakers."
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 1,
"/obj/item/weapon/stock_parts/manipulator" = 1,
@@ -62,7 +57,6 @@ obj/item/weapon/circuitboard/rdserver
build_path = "/obj/machinery/mecha_part_fabricator"
board_type = "machine"
origin_tech = "programming=3;engineering=3"
frame_desc = "Requires 2 Matter Bins, 1 Micro Manipulator, 1 Micro-Laser and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 2,
"/obj/item/weapon/stock_parts/manipulator" = 1,
@@ -7,7 +7,6 @@
board_type = "machine"
build_path = "/obj/machinery/shield_gen/external"
origin_tech = "bluespace=4;phorontech=3"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
@@ -21,7 +20,6 @@
board_type = "machine"
build_path = "/obj/machinery/shield_gen"
origin_tech = "bluespace=4;phorontech=3"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
@@ -35,7 +33,6 @@
board_type = "machine"
build_path = "/obj/machinery/shield_capacitor"
origin_tech = "magnets=3;powerstorage=4"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Filter, 5 Pieces of cable, 1 Subspace Treatment disk, 1 Subspace Analyzer and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/filter" = 1,
@@ -9,7 +9,6 @@
name = T_BOARD("subspace receiver")
build_path = "/obj/machinery/telecomms/receiver"
origin_tech = "programming=4;engineering=3;bluespace=2"
frame_desc = "Requires 1 Subspace Ansible, 1 Hyperwave Filter, 2 Micro Manipulators, and 1 Micro-Laser."
req_components = list(
"/obj/item/weapon/stock_parts/subspace/ansible" = 1,
"/obj/item/weapon/stock_parts/subspace/filter" = 1,
@@ -20,7 +19,6 @@
name = T_BOARD("hub mainframe")
build_path = "/obj/machinery/telecomms/hub"
origin_tech = "programming=4;engineering=4"
frame_desc = "Requires 2 Micro Manipulators, 2 Cable Coil and 2 Hyperwave Filter."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 2,
"/obj/item/stack/cable_coil" = 2,
@@ -30,7 +28,6 @@
name = T_BOARD("relay mainframe")
build_path = "/obj/machinery/telecomms/relay"
origin_tech = "programming=3;engineering=4;bluespace=3"
frame_desc = "Requires 2 Micro Manipulators, 2 Cable Coil and 2 Hyperwave Filters."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 2,
"/obj/item/stack/cable_coil" = 2,
@@ -40,7 +37,6 @@
name = T_BOARD("bus mainframe")
build_path = "/obj/machinery/telecomms/bus"
origin_tech = "programming=4;engineering=4"
frame_desc = "Requires 2 Micro Manipulators, 1 Cable Coil and 1 Hyperwave Filter."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 2,
"/obj/item/stack/cable_coil" = 1,
@@ -50,7 +46,6 @@
name = T_BOARD("processor unit")
build_path = "/obj/machinery/telecomms/processor"
origin_tech = "programming=4;engineering=4"
frame_desc = "Requires 3 Micro Manipulators, 1 Hyperwave Filter, 2 Treatment Disks, 1 Wavelength Analyzer, 2 Cable Coils and 1 Subspace Amplifier."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 3,
"/obj/item/weapon/stock_parts/subspace/filter" = 1,
@@ -63,7 +58,6 @@
name = T_BOARD("telecommunication server")
build_path = "/obj/machinery/telecomms/server"
origin_tech = "programming=4;engineering=4"
frame_desc = "Requires 2 Micro Manipulators, 1 Cable Coil and 1 Hyperwave Filter."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 2,
"/obj/item/stack/cable_coil" = 1,
@@ -73,7 +67,6 @@
name = T_BOARD("subspace broadcaster")
build_path = "/obj/machinery/telecomms/broadcaster"
origin_tech = "programming=4;engineering=4;bluespace=2"
frame_desc = "Requires 2 Micro Manipulators, 1 Cable Coil, 1 Hyperwave Filter, 1 Ansible Crystal and 2 High-Powered Micro-Lasers. "
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 2,
"/obj/item/stack/cable_coil" = 1,
@@ -17,7 +17,6 @@
name = T_BOARD("gas heating system")
build_path = "/obj/machinery/atmospherics/unary/heater"
origin_tech = "powerstorage=2;engineering=1"
frame_desc = "Requires 5 Pieces of Cable, 1 Matter Bin, and 2 Capacitors."
req_components = list(
"/obj/item/stack/cable_coil" = 5,
"/obj/item/weapon/stock_parts/matter_bin" = 1,
@@ -27,7 +26,6 @@
name = T_BOARD("gas cooling system")
build_path = "/obj/machinery/atmospherics/unary/freezer"
origin_tech = "magnets=2;engineering=2"
frame_desc = "Requires 2 Pieces of Cable, 1 Matter Bin, 1 Micro Manipulator, and 2 Capacitors."
req_components = list(
"/obj/item/stack/cable_coil" = 2,
"/obj/item/weapon/stock_parts/matter_bin" = 1,
@@ -11,7 +11,7 @@
throw_speed = 2
throw_range = 10
force = 10.0
matter = list("metal" = 90)
matter = list(DEFAULT_WALL_MATERIAL = 90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
var/spray_particles = 6
@@ -10,7 +10,7 @@
throw_speed = 1
throw_range = 5
w_class = 3.0
matter = list("metal" = 500)
matter = list(DEFAULT_WALL_MATERIAL = 500)
origin_tech = "combat=1;phorontech=1"
var/status = 0
var/throw_amount = 100
+1 -1
View File
@@ -10,7 +10,7 @@
w_class = 2.0
throw_speed = 2
throw_range = 5
matter = list("metal" = 500)
matter = list(DEFAULT_WALL_MATERIAL = 500)
origin_tech = "materials=1"
var/dispenser = 0
var/breakouttime = 1200 //Deciseconds = 120s = 2 minutes
@@ -32,9 +32,7 @@
for (var/mob/O in viewers(M, null))
O.show_message("\red [M] has been implanted by [user].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'> Implanted with [src.name] ([src.imp.name]) by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] ([src.imp.name]) to implant [M.name] ([M.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) implanted [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
admin_attack_log(user, M, "Implanted using \the [src.name] ([src.imp.name])", "Implanted with \the [src.name] ([src.imp.name])", "used an implanter, [src.name] ([src.imp.name]), on")
user.show_message("\red You implanted the implant into [M].")
if(src.imp.implanted(M))
+9 -3
View File
@@ -145,7 +145,7 @@
throwforce = 6.0
throw_speed = 3
throw_range = 6
matter = list("metal" = 12000)
matter = list(DEFAULT_WALL_MATERIAL = 12000)
origin_tech = "materials=1"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
@@ -155,6 +155,12 @@
"\red <b>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</b>")
return (BRUTELOSS)
/obj/item/weapon/kitchenknife/hook
name = "meat hook"
desc = "A sharp, metal hook what sticks into things."
icon_state = "hook_knife"
item_state = "hook_knife"
/obj/item/weapon/kitchenknife/ritual
name = "ritual knife"
desc = "The unearthly energies that once powered this blade are now dormant."
@@ -175,7 +181,7 @@
throwforce = 8.0
throw_speed = 3
throw_range = 6
matter = list("metal" = 12000)
matter = list(DEFAULT_WALL_MATERIAL = 12000)
origin_tech = "materials=1"
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp = 1
@@ -247,7 +253,7 @@
throw_range = 5
w_class = 3.0
flags = CONDUCT
matter = list("metal" = 3000)
matter = list(DEFAULT_WALL_MATERIAL = 3000)
/* // NOPE
var/food_total= 0
var/burger_amt = 0
+1 -1
View File
@@ -9,7 +9,7 @@ var/global/list/cached_icons = list()
icon = 'icons/obj/items.dmi'
icon_state = "paint_neutral"
item_state = "paintcan"
matter = list("metal" = 200)
matter = list(DEFAULT_WALL_MATERIAL = 200)
w_class = 3.0
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(10,20,30,60)
@@ -106,7 +106,6 @@ var/list/tape_roll_applications = list()
var/obj/item/tape/P = new tape_type(cur)
P.icon_state = "[P.icon_base]_[dir]"
cur = get_step_towards(cur,end)
//is_blocked_turf(var/turf/T)
usr << "\blue You finish placing the [src]." //Git Test
/obj/item/taperoll/afterattack(var/atom/A, mob/user as mob, proximity)
+28 -11
View File
@@ -14,20 +14,37 @@
var/maxcharge = 1000
var/rigged = 0 // true if rigged to explode
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
var/construction_cost = list("metal"=750,"glass"=75)
var/construction_cost = list(DEFAULT_WALL_MATERIAL=750,"glass"=75)
var/construction_time=100
matter = list("metal" = 700, "glass" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is licking the electrodes of the [src.name]! It looks like \he's trying to commit suicide.</b>"
return (FIRELOSS)
//currently only used by energy-type guns, that may change in the future.
/obj/item/weapon/cell/device
name = "device power cell"
desc = "A small power cell designed to power handheld devices."
icon_state = "cell" //placeholder
w_class = 2
force = 0
throw_speed = 5
throw_range = 7
maxcharge = 1000
matter = list("metal" = 350, "glass" = 50)
/obj/item/weapon/cell/device/variable/New(newloc, charge_amount)
..(newloc)
maxcharge = charge_amount
charge = maxcharge
/obj/item/weapon/cell/crap
name = "\improper Nanotrasen brand rechargable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = "powerstorage=0"
maxcharge = 500
matter = list("metal" = 700, "glass" = 40)
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
/obj/item/weapon/cell/crap/empty/New()
..()
@@ -37,7 +54,7 @@
name = "security borg rechargable D battery"
origin_tech = "powerstorage=0"
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
matter = list("metal" = 700, "glass" = 40)
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
/obj/item/weapon/cell/secborg/empty/New()
..()
@@ -47,14 +64,14 @@
name = "heavy-duty power cell"
origin_tech = "powerstorage=1"
maxcharge = 5000
matter = list("metal" = 700, "glass" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
/obj/item/weapon/cell/high
name = "high-capacity power cell"
origin_tech = "powerstorage=2"
icon_state = "hcell"
maxcharge = 10000
matter = list("metal" = 700, "glass" = 60)
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
/obj/item/weapon/cell/high/empty/New()
..()
@@ -65,8 +82,8 @@
origin_tech = "powerstorage=5"
icon_state = "scell"
maxcharge = 20000
matter = list("metal" = 700, "glass" = 70)
construction_cost = list("metal"=750,"glass"=100)
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
construction_cost = list(DEFAULT_WALL_MATERIAL=750,"glass"=100)
/obj/item/weapon/cell/super/empty/New()
..()
@@ -77,8 +94,8 @@
origin_tech = "powerstorage=6"
icon_state = "hpcell"
maxcharge = 30000
matter = list("metal" = 700, "glass" = 80)
construction_cost = list("metal"=500,"glass"=150,"gold"=200,"silver"=200)
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
construction_cost = list(DEFAULT_WALL_MATERIAL=500,"glass"=150,"gold"=200,"silver"=200)
/obj/item/weapon/cell/hyper/empty/New()
..()
@@ -89,7 +106,7 @@
icon_state = "icell"
origin_tech = null
maxcharge = 30000
matter = list("metal" = 700, "glass" = 80)
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
use()
return 1
+1 -1
View File
@@ -13,7 +13,7 @@
throw_speed = 1
throw_range = 4
w_class = 4.0
matter = list("glass" = 7500, "metal" = 1000)
matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000)
origin_tech = "materials=2"
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
@@ -92,12 +92,9 @@
/obj/item/weapon/storage/belt/medical/emt
name = "EMT utility belt"
desc = "A sturdy black webbing belt with attached pouches."
icon = 'icons/obj/custom_items.dmi'
icon_state = "emsbelt"
item_state = "emsbelt"
/obj/item/weapon/storage/belt/security
name = "security belt"
desc = "Can hold security gear like handcuffs and flashes."
@@ -53,21 +53,20 @@
/obj/item/weapon/storage/box/survival/
New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen( src )
return
/obj/item/weapon/storage/box/survival/vox/
New()
..()
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_nitrogen( src )
/obj/item/weapon/storage/box/engineer/
New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen/engi( src )
return
/obj/item/weapon/storage/box/gloves
name = "box of latex gloves"
@@ -93,27 +93,27 @@
storage_slots = 6
icon_type = "crayon"
can_hold = list(
/obj/item/toy/crayon
/obj/item/weapon/pen/crayon
)
/obj/item/weapon/storage/fancy/crayons/New()
..()
new /obj/item/toy/crayon/red(src)
new /obj/item/toy/crayon/orange(src)
new /obj/item/toy/crayon/yellow(src)
new /obj/item/toy/crayon/green(src)
new /obj/item/toy/crayon/blue(src)
new /obj/item/toy/crayon/purple(src)
new /obj/item/weapon/pen/crayon/red(src)
new /obj/item/weapon/pen/crayon/orange(src)
new /obj/item/weapon/pen/crayon/yellow(src)
new /obj/item/weapon/pen/crayon/green(src)
new /obj/item/weapon/pen/crayon/blue(src)
new /obj/item/weapon/pen/crayon/purple(src)
update_icon()
/obj/item/weapon/storage/fancy/crayons/update_icon()
overlays = list() //resets list
overlays += image('icons/obj/crayons.dmi',"crayonbox")
for(var/obj/item/toy/crayon/crayon in contents)
for(var/obj/item/weapon/pen/crayon/crayon in contents)
overlays += image('icons/obj/crayons.dmi',crayon.colourName)
/obj/item/weapon/storage/fancy/crayons/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/toy/crayon))
if(istype(W,/obj/item/weapon/pen/crayon))
switch(W:colourName)
if("mime")
usr << "This crayon is too sad to be contained in this box."
@@ -289,3 +289,17 @@
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
/obj/item/weapon/storage/pill_bottle/citalopram
name = "bottle of Citalopram pills"
desc = "Contains pills used to stabilize a patient's mood."
New()
..()
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
@@ -37,5 +37,4 @@
i++
/obj/item/weapon/storage/box/donut/empty
icon_state = "donutbox0"
startswith = 0
@@ -11,7 +11,6 @@
/obj/item/device/flashlight/pen,
/obj/item/seeds,
/obj/item/stack/medical,
/obj/item/toy/crayon,
/obj/item/weapon/coin,
/obj/item/weapon/dice,
/obj/item/weapon/disk,
@@ -16,7 +16,7 @@
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
matter = list("metal" = 10000, "glass" = 5000)
matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
flags = CONDUCT
w_class = 2.0
origin_tech = "materials=1;biotech=1"
@@ -29,7 +29,7 @@
desc = "You think you have seen this before."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
matter = list("metal" = 5000, "glass" = 2500)
matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
flags = CONDUCT
w_class = 2.0
origin_tech = "materials=1;biotech=1"
@@ -43,7 +43,7 @@
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
matter = list("metal" = 5000, "glass" = 2500)
matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
flags = CONDUCT
w_class = 2.0
origin_tech = "materials=1;biotech=1"
@@ -58,7 +58,7 @@
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
hitsound = 'sound/weapons/circsawhit.ogg'
matter = list("metal" = 15000, "glass" = 10000)
matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000)
flags = CONDUCT
force = 15.0
w_class = 2.0
@@ -86,7 +86,7 @@
throwforce = 5.0
throw_speed = 3
throw_range = 5
matter = list("metal" = 10000, "glass" = 5000)
matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
@@ -140,7 +140,7 @@
throwforce = 9.0
throw_speed = 3
throw_range = 5
matter = list("metal" = 20000,"glass" = 10000)
matter = list(DEFAULT_WALL_MATERIAL = 20000,"glass" = 10000)
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharp = 1
@@ -6,7 +6,7 @@
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "table_parts"
matter = list("metal" = 3750)
matter = list(DEFAULT_WALL_MATERIAL = 3750)
flags = CONDUCT
attack_verb = list("slammed", "bashed", "battered", "bludgeoned", "thrashed", "whacked")
@@ -49,7 +49,7 @@
desc = "Hard table parts. Well... harder."
icon = 'icons/obj/items.dmi'
icon_state = "reinf_tableparts"
matter = list("metal" = 7500)
matter = list(DEFAULT_WALL_MATERIAL = 7500)
flags = CONDUCT
stack_types = list(/obj/item/stack/sheet/metal, /obj/item/stack/rods)
@@ -144,6 +144,29 @@
icon_state = "emergency_double"
volume = 10
/obj/item/weapon/tank/emergency_nitrogen
name = "emergency nitrogen tank"
desc = "An emergency air tank hastily painted red and issued to Vox crewmembers."
icon_state = "emergency_nitro"
flags = CONDUCT
slot_flags = SLOT_BELT
w_class = 2.0
force = 4.0
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
volume = 2
New()
..()
src.air_contents.adjust_gas("nitrogen", (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
return
examine(mob/user)
if(..(user, 0) && air_contents.gas["nitrogen"] < 0.2 && loc==user)
user << text("\red <B>The meter on the [src.name] indicates you are almost out of air!</B>")
user << sound('sound/effects/alert.ogg')
/*
* Nitrogen
*/
@@ -21,7 +21,7 @@
item_state = "electronic"
throw_speed = 4
throw_range = 20
matter = list("metal" = 400)
matter = list(DEFAULT_WALL_MATERIAL = 400)
origin_tech = "magnets=1"
/obj/item/weapon/locator/attack_self(mob/user as mob)
@@ -132,7 +132,7 @@ Frequency:
w_class = 2.0
throw_speed = 3
throw_range = 5
matter = list("metal" = 10000)
matter = list(DEFAULT_WALL_MATERIAL = 10000)
origin_tech = "magnets=1;bluespace=3"
/obj/item/weapon/hand_tele/attack_self(mob/user as mob)
+8 -8
View File
@@ -24,7 +24,7 @@
force = 5.0
throwforce = 7.0
w_class = 2.0
matter = list("metal" = 150)
matter = list(DEFAULT_WALL_MATERIAL = 150)
origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
@@ -44,7 +44,7 @@
throwforce = 5.0
throw_speed = 3
throw_range = 5
matter = list("metal" = 75)
matter = list(DEFAULT_WALL_MATERIAL = 75)
attack_verb = list("stabbed")
suicide_act(mob/user)
@@ -102,7 +102,7 @@
throw_speed = 2
throw_range = 9
w_class = 2.0
matter = list("metal" = 80)
matter = list(DEFAULT_WALL_MATERIAL = 80)
origin_tech = "materials=1;engineering=1"
attack_verb = list("pinched", "nipped")
sharp = 1
@@ -144,7 +144,7 @@
w_class = 2.0
//Cost to make in the autolathe
matter = list("metal" = 70, "glass" = 30)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30)
//R&D tech level
origin_tech = "engineering=1"
@@ -403,21 +403,21 @@
/obj/item/weapon/weldingtool/largetank
name = "industrial welding tool"
max_fuel = 40
matter = list("metal" = 70, "glass" = 60)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60)
origin_tech = "engineering=2"
/obj/item/weapon/weldingtool/hugetank
name = "upgraded welding tool"
max_fuel = 80
w_class = 3.0
matter = list("metal" = 70, "glass" = 120)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
origin_tech = "engineering=3"
/obj/item/weapon/weldingtool/experimental
name = "experimental welding tool"
max_fuel = 40
w_class = 3.0
matter = list("metal" = 70, "glass" = 120)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
origin_tech = "engineering=4;phorontech=3"
var/last_gen = 0
@@ -444,7 +444,7 @@
throwforce = 7.0
item_state = "crowbar"
w_class = 2.0
matter = list("metal" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 50)
origin_tech = "engineering=1"
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
+3 -3
View File
@@ -185,14 +185,14 @@
desc = "A knife blade. Unusable as a weapon without a grip."
icon = 'icons/obj/buildingobject.dmi'
icon_state = "butterfly2"
matter = list("metal" = 5000)
matter = list(DEFAULT_WALL_MATERIAL = 5000)
/obj/item/butterflyhandle
name = "concealed knife grip"
desc = "A plasteel grip with screw fittings for a blade."
icon = 'icons/obj/buildingobject.dmi'
icon_state = "butterfly1"
matter = list("metal" = 4000)
matter = list(DEFAULT_WALL_MATERIAL = 4000)
/obj/item/butterflyhandle/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/butterflyblade))
@@ -276,7 +276,7 @@ obj/item/weapon/wirerod/attackby(var/obj/item/I, mob/user as mob)
throw_range = 15
sharp = 1
edge = 1
matter = list("metal" = 500)
matter = list(DEFAULT_WALL_MATERIAL = 500)
var/poisoned = 0
+1 -1
View File
@@ -158,7 +158,7 @@
spawn_nothing_percentage = 50
item_to_spawn()
return pick(prob(3);/obj/item/weapon/storage/pill_bottle/tramadol,\
prob(4);/obj/item/weapon/haircomb/fluff/cado_keppel_1,\
prob(4);/obj/item/weapon/haircomb,\
prob(2);/obj/item/weapon/storage/pill_bottle/happy,\
prob(2);/obj/item/weapon/storage/pill_bottle/zoom,\
prob(5);/obj/item/weapon/contraband/poster,\
-2
View File
@@ -7,8 +7,6 @@
var/list/climbers = list()
/obj/structure/Destroy()
if(opacity)
UpdateAffectingLights()
if(parts)
new parts(loc)
..()
+1 -1
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/coatrack.dmi'
icon_state = "coatrack0"
var/obj/item/clothing/suit/coat
var/list/allowed = list(/obj/item/clothing/suit/storage/labcoat, /obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/det_suit)
var/list/allowed = list(/obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/det_suit)
/obj/structure/coatrack/attack_hand(mob/user as mob)
user.visible_message("[user] takes [coat] off \the [src].", "You take [coat] off the \the [src]")
@@ -23,44 +23,7 @@
return attack_hand(user)
/obj/structure/largecrate/mule
icon_state = "mulecrate"
/obj/structure/largecrate/lisa
icon_state = "lisacrate"
/obj/structure/largecrate/lisa/attackby(obj/item/weapon/W as obj, mob/user as mob) //ugly but oh well
if(istype(W, /obj/item/weapon/crowbar))
new /mob/living/simple_animal/corgi/Lisa(loc)
..()
/obj/structure/largecrate/cow
name = "cow crate"
icon_state = "lisacrate"
/obj/structure/largecrate/cow/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/crowbar))
new /mob/living/simple_animal/cow(loc)
..()
/obj/structure/largecrate/goat
name = "goat crate"
icon_state = "lisacrate"
/obj/structure/largecrate/goat/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/crowbar))
new /mob/living/simple_animal/hostile/retaliate/goat(loc)
..()
/obj/structure/largecrate/chick
name = "chicken crate"
icon_state = "lisacrate"
/obj/structure/largecrate/chick/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/crowbar))
var/num = rand(4, 6)
for(var/i = 0, i < num, i++)
new /mob/living/simple_animal/chick(loc)
..()
name = "MULE crate"
/obj/structure/largecrate/hoverpod
name = "\improper Hoverpod assembly crate"
@@ -71,9 +34,43 @@
if(istype(W, /obj/item/weapon/crowbar))
var/obj/item/mecha_parts/mecha_equipment/ME
var/obj/mecha/working/hoverpod/H = new (loc)
ME = new /obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp
ME.attach(H)
ME = new /obj/item/mecha_parts/mecha_equipment/tool/passenger
ME.attach(H)
..()
/obj/structure/largecrate/animal
icon_state = "mulecrate"
var/held_count = 1
var/held_type
/obj/structure/largecrate/animal/New()
..()
for(var/i = 1;i<=held_count;i++)
new held_type(src)
/obj/structure/largecrate/animal/corgi
name = "corgi carrier"
held_type = /mob/living/simple_animal/corgi
/obj/structure/largecrate/animal/cow
name = "cow crate"
held_type = /mob/living/simple_animal/cow
/obj/structure/largecrate/animal/goat
name = "goat crate"
held_type = /mob/living/simple_animal/hostile/retaliate/goat
/obj/structure/largecrate/animal/cat
name = "cat carrier"
held_type = /mob/living/simple_animal/cat
/obj/structure/largecrate/animal/cat/bones
held_type = /mob/living/simple_animal/cat/fluff/bones
/obj/structure/largecrate/animal/chick
name = "chicken crate"
held_count = 5
held_type = /mob/living/simple_animal/chick
+2 -2
View File
@@ -1,5 +1,5 @@
#define SHOWER_OPEN_LAYER MOB_LAYER + 0.1
#define SHOWER_CLOSED_LAYER OBJ_LAYER + 0.4
#define SHOWER_OPEN_LAYER OBJ_LAYER + 0.4
#define SHOWER_CLOSED_LAYER MOB_LAYER + 0.1
/obj/structure/curtain
name = "curtain"
-333
View File
@@ -1,333 +0,0 @@
/*
* False Walls
*/
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
anchored = 1
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
var/opening = 0
/obj/structure/falsewall/New()
relativewall_neighbours()
..()
/obj/structure/falsewall/Destroy()
var/temploc = src.loc
spawn(10)
for(var/turf/simulated/wall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falserwall/W in range(temploc,1))
W.relativewall()
..()
/obj/structure/falsewall/relativewall()
if(!density)
icon_state = "[mineral]fwall_open"
return
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
for(var/obj/structure/falserwall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
icon_state = "[mineral][junction]"
return
/obj/structure/falsewall/attack_hand(mob/user as mob)
if(opening)
return
if(density)
opening = 1
icon_state = "[mineral]fwall_open"
flick("[mineral]fwall_opening", src)
sleep(15)
src.density = 0
SetOpacity(0)
opening = 0
else
opening = 1
flick("[mineral]fwall_closing", src)
icon_state = "[mineral]0"
density = 1
sleep(15)
SetOpacity(1)
src.relativewall()
opening = 0
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
..()
if(density)
icon_state = "[mineral]0"
src.relativewall()
else
icon_state = "[mineral]fwall_open"
/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(opening)
user << "\red You must wait until the door has stopped moving."
return
if(density)
var/turf/T = get_turf(src)
if(T.density)
user << "\red The wall is blocked!"
return
if(istype(W, /obj/item/weapon/screwdriver))
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
if(!mineral || mineral == "metal")
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
qdel(src)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT:welding )
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "phoron")//Stupid shit keeps me from pushing the attackby() to phoron walls -Sieve
T = get_turf(src)
T.attackby(W,user)
qdel(src)
else
user << "\blue You can't reach, close it first!"
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "phoron")
T = get_turf(src)
T.attackby(W,user)
qdel(src)
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
T = get_turf(src)
T.attackby(W,user)
qdel(src)
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "phoron")
T = get_turf(src)
T.attackby(W,user)
qdel(src)
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
..()
if(density)
icon_state = "[mineral]0"
src.relativewall()
else
icon_state = "[mineral]fwall_open"
/*
* False R-Walls
*/
/obj/structure/falserwall
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon = 'icons/turf/walls.dmi'
icon_state = "r_wall"
density = 1
opacity = 1
anchored = 1
var/mineral = "metal"
var/opening = 0
/obj/structure/falserwall/New()
relativewall_neighbours()
..()
/obj/structure/falserwall/attack_hand(mob/user as mob)
if(opening)
return
if(density)
opening = 1
// Open wall
icon_state = "frwall_open"
flick("frwall_opening", src)
sleep(15)
density = 0
SetOpacity(0)
opening = 0
else
opening = 1
icon_state = "r_wall"
flick("frwall_closing", src)
density = 1
sleep(15)
SetOpacity(1)
relativewall()
opening = 0
/obj/structure/falserwall/relativewall()
if(!density)
icon_state = "frwall_open"
return
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
for(var/obj/structure/falserwall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
icon_state = "rwall[junction]"
return
/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(opening)
user << "\red You must wait until the door has stopped moving."
return
if(istype(W, /obj/item/weapon/screwdriver))
var/turf/T = get_turf(src)
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
T.ChangeTurf(/turf/simulated/wall) //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
qdel(src)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
qdel(src)
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
qdel(src)
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
qdel(src)
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
qdel(src)
/*
* Uranium Falsewalls
*/
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon_state = ""
mineral = "uranium"
var/active = null
var/last_event = 0
/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob)
radiate()
..()
/obj/structure/falsewall/uranium/attack_hand(mob/user as mob)
radiate()
..()
/obj/structure/falsewall/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
for(var/mob/living/L in range(3,src))
L.apply_effect(12,IRRADIATE,0)
for(var/turf/simulated/wall/mineral/uranium/T in range(3,src))
T.radiate()
last_event = world.time
active = null
return
return
/*
* Other misc falsewall types
*/
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon_state = ""
mineral = "gold"
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon_state = ""
mineral = "silver"
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon_state = ""
mineral = "diamond"
/obj/structure/falsewall/phoron
name = "phoron wall"
desc = "A wall with phoron plating. This is definately a bad idea."
icon_state = ""
mineral = "phoron"
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = ""
mineral = "sandstone"
+129 -174
View File
@@ -6,6 +6,13 @@
var/state = 0
var/health = 200
var/cover = 50 //how much cover the girder provides against projectiles.
var/material/reinf_material
/obj/structure/girder/displaced
icon_state = "displaced"
anchored = 0
health = 50
cover = 25
/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
if(!damage || !wallbreaker)
@@ -30,156 +37,165 @@
health -= damage
..()
if(health <= 0)
new /obj/item/stack/sheet/metal(get_turf(src))
qdel(src)
dismantle()
return
/obj/structure/girder/proc/reset_girder()
cover = initial(cover)
health = min(health,initial(health))
state = 0
icon_state = initial(icon_state)
if(reinf_material)
reinforce_girder()
/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) && state == 0)
if(anchored && !istype(src,/obj/structure/girder/displaced))
if(anchored && !reinf_material)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
user << "<span class='notice'>Now disassembling the girder...</span>"
if(do_after(user,40))
if(!src) return
user << "\blue You dissasembled the girder!"
user << "<span class='notice'>You dissasembled the girder!</span>"
dismantle()
else if(!anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now securing the girder"
user << "<span class='notice'>Now securing the girder...</span>"
if(get_turf(user, 40))
user << "\blue You secured the girder!"
new/obj/structure/girder( src.loc )
qdel(src)
user << "<span class='notice'>You secured the girder!</span>"
reset_girder()
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
user << "<span class='notice'>Now slicing apart the girder...</span>"
if(do_after(user,30))
if(!src) return
user << "\blue You slice apart the girder!"
user << "<span class='notice'>You slice apart the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
user << "<span class='notice'>You drill through the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now unsecuring support struts"
user << "<span class='notice'>Now unsecuring support struts...</span>"
if(do_after(user,40))
if(!src) return
user << "\blue You unsecured the support struts!"
user << "<span class='notice'>You unsecured the support struts!</span>"
state = 1
else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user << "\blue Now removing support struts"
user << "<span class='notice'>Now removing support struts...</span>"
if(do_after(user,40))
if(!src) return
user << "\blue You removed the support struts!"
new/obj/structure/girder( src.loc )
qdel(src)
user << "<span class='notice'>You removed the support struts!</span>"
reinf_material.place_dismantled_product(get_turf(src))
reinf_material = null
reset_girder()
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored)
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user << "\blue Now dislodging the girder"
user << "<span class='notice'>Now dislodging the girder...</span>"
if(do_after(user, 40))
if(!src) return
user << "\blue You dislodged the girder!"
new/obj/structure/girder/displaced( src.loc )
qdel(src)
user << "<span class='notice'>You dislodged the girder!</span>"
icon_state = "displaced"
anchored = 0
health = 50
cover = 25
else if(istype(W, /obj/item/stack/sheet))
var/obj/item/stack/sheet/S = W
switch(S.type)
if(S.get_amount() < 2)
return ..()
if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
if(!anchored)
if(S.use(2))
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
new /obj/structure/falsewall (src.loc)
qdel(src)
else
if(S.get_amount() < 2) return ..()
user << "<span class='notice'>Now adding plating...</span>"
if (do_after(user,40))
if (S.use(2))
user << "<span class='notice'>You added the plating!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
for(var/turf/simulated/wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
qdel(src)
return
if(/obj/item/stack/sheet/plasteel, /obj/item/stack/sheet/plasteel/cyborg)
if(!anchored)
if(S.use(2))
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falserwall (src.loc)
qdel(src)
else
if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
if(S.get_amount() < 1) return ..()
user << "<span class='notice'>Now finalising reinforced wall.</span>"
if(do_after(user, 50))
if (S.use(1))
user << "<span class='notice'>Wall fully reinforced!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
qdel(src)
return
else
if(S.get_amount() < 1) return ..()
user << "<span class='notice'>Now reinforcing girders...</span>"
if (do_after(user,60))
if(S.use(1))
user << "<span class='notice'>Girders reinforced!</span>"
new/obj/structure/girder/reinforced( src.loc )
qdel(src)
return
if(S.sheettype)
var/M = S.sheettype
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
if(M in list("mhydrogen","osmium","tritium","platinum","iron"))
user << "You cannot plate the girder in that material."
return
if(!anchored)
if(S.amount < 2) return
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
var/F = text2path("/obj/structure/falsewall/[M]")
new F (src.loc)
qdel(src)
else
if(S.amount < 2) return ..()
user << "\blue Now adding plating..."
if (do_after(user,40))
if(!src || !S || S.amount < 2) return
S.use(2)
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
qdel(src)
return
var/material/M = name_to_material[S.sheettype]
if(!istype(M))
return ..()
var/wall_fake
add_hiddenprint(usr)
if(M.integrity < 50)
user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
return
user << "<span class='notice'>You begin adding the plating...</span>"
if(!do_after(user,40) || !S.use(2))
return
if(anchored)
user << "<span class='notice'>You added the plating!</span>"
else
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
wall_fake = 1
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
var/turf/simulated/wall/T = get_turf(src)
T.set_material(M, reinf_material)
if(wall_fake)
T.can_open = 1
T.add_hiddenprint(usr)
qdel(src)
return
else if(istype(W, /obj/item/pipe))
var/obj/item/pipe/P = W
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
user.drop_item()
P.loc = src.loc
user << "\blue You fit the pipe into the [src]!"
user << "<span class='notice'>You fit the pipe into the [src]!"
else
..()
/obj/structure/girder/proc/reinforce_girder()
cover = reinf_material.hardness
health = 500
state = 2
icon_state = "reinforced"
/obj/structure/girder/verb/reinforce_with_material()
set name = "Reinforce girder"
set desc = "Reinforce a girder with metal."
set src in view(1)
var/mob/living/user = usr
if(!istype(user) || !(user.l_hand || user.r_hand))
return
if(reinf_material)
user << "\The [src] is already reinforced."
return
var/obj/item/stack/sheet/S = user.l_hand
if(!istype(S))
S = user.r_hand
if(!istype(S))
user << "You cannot plate \the [src] with that."
return
if(S.get_amount() < 2)
user << "There is not enough material here to reinforce the girder."
return
var/material/M = name_to_material[S.sheettype]
if(!istype(M) || M.integrity < 50)
user << "You cannot reinforce \the [src] with that; it is too soft."
return
user << "<span class='notice'>Now reinforcing...</span>"
if (!do_after(user,40) || !S.use(2))
return
user << "<span class='notice'>You added reinforcement!</span>"
reinf_material = M
reinforce_girder()
/obj/structure/girder/proc/dismantle()
new /obj/item/stack/sheet/metal(get_turf(src))
qdel(src)
@@ -203,101 +219,40 @@
return
if(2.0)
if (prob(30))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
dismantle()
return
if(3.0)
if (prob(5))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
dismantle()
return
else
return
/obj/structure/girder/displaced
icon_state = "displaced"
anchored = 0
health = 50
cover = 25
/obj/structure/girder/reinforced
icon_state = "reinforced"
state = 2
health = 500
cover = 80
/obj/structure/cultgirder
/obj/structure/girder/cult
icon= 'icons/obj/cult.dmi'
icon_state= "cultgirder"
anchored = 1
density = 1
layer = 2
var/health = 250
var/cover = 70
health = 250
cover = 70
/obj/structure/cultgirder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
if(!damage || !wallbreaker)
return 0
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
dismantle()
return 1
/obj/structure/cultgirder/proc/dismantle()
/obj/structure/girder/cult/dismantle()
new /obj/effect/decal/remains/human(get_turf(src))
qdel(src)
/obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob)
/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
user << "<span class='notice'>Now disassembling the girder...</span>"
if(do_after(user,40))
user << "\blue You dissasembled the girder!"
user << "<span class='notice'>You dissasembled the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
user << "<span class='notice'>Now slicing apart the girder..."
if(do_after(user,30))
user << "\blue You slice apart the girder!"
user << "<span class='notice'>You slice apart the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
user << "<span class='notice'>You drill through the girder!</span>"
new /obj/effect/decal/remains/human(get_turf(src))
dismantle()
/obj/structure/cultgirder/blob_act()
if(prob(40))
dismantle()
/obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets?????
//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
if(Proj.original != src && !prob(cover))
return -1 //pass through
//Tasers and the like should not damage cultgirders.
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
health -= Proj.damage
..()
if(health <= 0)
dismantle()
return
/obj/structure/cultgirder/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(30))
dismantle()
return
if(3.0)
if (prob(5))
dismantle()
return
else
return
+7 -21
View File
@@ -10,7 +10,7 @@
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
var/mineralType = "metal"
var/mineralType = DEFAULT_WALL_MATERIAL
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/hardness = 1
@@ -119,24 +119,10 @@
Dismantle(1)
proc/Dismantle(devastated = 0)
if(!devastated)
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
var/material/M = name_to_material[mineralType]
if(istype(M))
for(var/i = (devastated? 1 : 3), i <= oreAmount, i++)
new M.stack_type(get_turf(src))
qdel(src)
ex_act(severity = 1)
@@ -155,7 +141,7 @@
return
/obj/structure/mineral_door/iron
mineralType = "metal"
mineralType = "iron"
hardness = 3
/obj/structure/mineral_door/silver
@@ -168,7 +154,7 @@
/obj/structure/mineral_door/uranium
mineralType = "uranium"
hardness = 3
luminosity = 2
light_range = 2
/obj/structure/mineral_door/sandstone
mineralType = "sandstone"
@@ -41,6 +41,15 @@
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/metal(src.loc)
qdel(src)
else if(istype(W, /obj/item/weapon/grab))
user.visible_message("<span class='notice'>[user] attempts to buckle [W:affecting] into \the [src]!</span>")
if(do_after(user, 20))
W:affecting.loc = loc
if(buckle_mob(W:affecting))
W:affecting.visible_message(\
"<span class='danger'>[W:affecting.name] is buckled to [src] by [user.name]!</span>",\
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
"<span class='notice'>You hear metal clanking.</span>")
else
..()
+2 -2
View File
@@ -479,10 +479,10 @@
/obj/structure/window/reinforced/polarized/proc/toggle()
if(opacity)
animate(src, color="#FFFFFF", time=5)
SetOpacity(0)
set_opacity(0)
else
animate(src, color="#222222", time=5)
SetOpacity(1)
set_opacity(1)