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https://github.com/VOREStation/VOREStation.git
synced 2026-08-23 03:57:48 +01:00
Polaris Sync
This commit is contained in:
@@ -258,8 +258,8 @@
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new /obj/item/device/tape/random(src)
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new /obj/item/device/tape/random(src)
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new /obj/item/device/camera(src)
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new /obj/item/toy/therapy_blue(src)
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new /obj/item/weapon/storage/fancy/vials(src) //VOREStation Edit - adding vials for new hypo
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new /obj/item/toy/plushie/therapy/blue(src)
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return
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/obj/structure/closet/secure_closet/psych
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@@ -22,6 +22,8 @@
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if(winner.len)
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var/mob/observer/dead/D = winner[1]
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create_occupant(D)
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new /obj/machinery/recharge_station/ghost_pod_recharger(src.loc)
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del(src)
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return TRUE
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else
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return FALSE
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@@ -29,7 +31,6 @@
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// Override this to create whatever mob you need. Be sure to call ..() if you don't want it to make infinite mobs.
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/obj/structure/ghost_pod/proc/create_occupant(var/mob/M)
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used = TRUE
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icon_state = icon_state_opened
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return TRUE
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@@ -20,7 +20,7 @@
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var/material/material
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var/material/padding_material
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var/base_icon = "bed"
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var/applies_material_colour = 1 //VOREStation Add - For special color beds/chairs
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var/applies_material_colour = 1
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/obj/structure/bed/New(var/newloc, var/new_material, var/new_padding_material)
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..(newloc)
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@@ -47,6 +47,7 @@
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var/cache_key = "[base_icon]-[material.name]"
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if(isnull(stool_cache[cache_key]))
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var/image/I = image(icon, base_icon) //VOREStation Edit
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//var/image/I = image('icons/obj/furniture.dmi', base_icon) //From Polaris Sync. Not sure if this is a better way of doing it or not. Uncomment if so.
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if(applies_material_colour) //VOREStation Add - Goes with added var
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I.color = material.icon_colour
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stool_cache[cache_key] = I
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@@ -83,7 +83,6 @@
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src.set_dir(turn(src.dir, 90))
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return
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//VOREStation Add - Shuttle Chair
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/obj/structure/bed/chair/shuttle
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name = "chair"
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desc = "You sit in this. Either by will or force."
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@@ -91,7 +90,7 @@
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color = null
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base_icon = "shuttle_chair"
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applies_material_colour = 0
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//VOREStation Add End
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// Leaving this in for the sake of compilation.
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/obj/structure/bed/chair/comfy
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desc = "It's a chair. It looks comfy."
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@@ -91,16 +91,13 @@
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playsound(src, "shatter", 70, 1)
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if(display_message)
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visible_message("[src] shatters!")
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if(dir == SOUTHWEST)
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var/index = null
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index = 0
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while(index < 2)
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new shardtype(loc) //todo pooling?
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if(reinf) new /obj/item/stack/rods(loc)
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index++
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else
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new shardtype(loc)
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if(reinf)
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new /obj/item/stack/rods(loc)
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if(is_fulltile())
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new shardtype(loc) //todo pooling?
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if(reinf) new /obj/item/stack/rods(loc)
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if(reinf)
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new /obj/item/stack/rods(loc)
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qdel(src)
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return
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@@ -290,11 +287,9 @@
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else
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playsound(src, W.usesound, 75, 1)
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visible_message("<span class='notice'>[user] dismantles \the [src].</span>")
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if(dir == SOUTHWEST)
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var/obj/item/stack/material/mats = new glasstype(loc)
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mats.amount = is_fulltile() ? 4 : 2
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else
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new glasstype(loc)
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var/obj/item/stack/material/mats = new glasstype(loc)
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if(is_fulltile())
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mats.amount = 4
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qdel(src)
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else if(istype(W,/obj/item/frame) && anchored)
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var/obj/item/frame/F = W
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@@ -329,6 +324,9 @@
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if(usr.incapacitated())
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return 0
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if(is_fulltile())
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return 0
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if(anchored)
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usr << "It is fastened to the floor therefore you can't rotate it!"
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return 0
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@@ -348,6 +346,9 @@
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if(usr.incapacitated())
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return 0
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if(is_fulltile())
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return 0
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if(anchored)
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usr << "It is fastened to the floor therefore you can't rotate it!"
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return 0
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@@ -361,13 +362,16 @@
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/obj/structure/window/New(Loc, start_dir=null, constructed=0)
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..()
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if (start_dir)
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set_dir(start_dir)
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//player-constructed windows
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if (constructed)
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anchored = 0
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state = 0
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update_verbs()
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if (start_dir)
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set_dir(start_dir)
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if(is_fulltile())
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maxhealth *= 2
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health = maxhealth
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@@ -406,10 +410,10 @@
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//Updates the availabiliy of the rotation verbs
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/obj/structure/window/proc/update_verbs()
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if(anchored)
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if(anchored || is_fulltile())
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verbs -= /obj/structure/window/proc/rotate
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verbs -= /obj/structure/window/proc/revrotate
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else
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else if(!is_fulltile())
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verbs += /obj/structure/window/proc/rotate
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verbs += /obj/structure/window/proc/revrotate
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@@ -507,14 +511,6 @@
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glasstype = /obj/item/stack/material/glass/reinforced
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force_threshold = 6
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/obj/structure/window/New(Loc, constructed=0)
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..()
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//player-constructed windows
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if (constructed)
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state = 0
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/obj/structure/window/reinforced/full
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dir = SOUTHWEST
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icon_state = "fwindow"
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