mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-22 19:47:47 +01:00
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into 9/6/2015_baymerge
Conflicts: .travis.yml code/game/gamemodes/cult/cult.dm code/game/gamemodes/heist/heist.dm code/game/gamemodes/ninja/ninja.dm code/game/gamemodes/nuclear/nuclear.dm code/game/gamemodes/traitor/traitor.dm code/game/gamemodes/wizard/wizard.dm code/game/jobs/job/civilian.dm code/game/jobs/job/medical.dm code/game/jobs/job/security.dm code/game/objects/structures/lattice.dm code/global.dm code/modules/projectiles/ammunition/boxes.dm code/modules/reagents/Chemistry-Recipes.dm config/example/config.txt polaris.dme
This commit is contained in:
@@ -4,7 +4,7 @@
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icon = 'icons/obj/coatrack.dmi'
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icon_state = "coatrack0"
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var/obj/item/clothing/suit/coat
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var/list/allowed = list(/obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/det_suit)
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var/list/allowed = list(/obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/det_trench)
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/obj/structure/coatrack/attack_hand(mob/user as mob)
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user.visible_message("[user] takes [coat] off \the [src].", "You take [coat] off the \the [src]")
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@@ -48,5 +48,5 @@
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overlays += image(icon, icon_state = "coat_lab")
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if (istype(coat, /obj/item/clothing/suit/storage/toggle/labcoat/cmo))
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overlays += image(icon, icon_state = "coat_cmo")
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if (istype(coat, /obj/item/clothing/suit/storage/det_suit))
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if (istype(coat, /obj/item/clothing/suit/storage/det_trench))
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overlays += image(icon, icon_state = "coat_det")
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@@ -210,6 +210,7 @@
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if(istype(W, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = W
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src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
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return 0
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if(istype(W,/obj/item/tk_grab))
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return 0
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if(istype(W, /obj/item/weapon/weldingtool))
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@@ -257,11 +258,9 @@
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return
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if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis)
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return
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if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
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if((!( istype(O, /atom/movable) ) || O.anchored || !Adjacent(user) || !Adjacent(O) || !user.Adjacent(O) || user.contents.Find(src)))
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return
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if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
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return
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if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc?
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if(!isturf(user.loc)) // are you in a container/closet/pod/etc?
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return
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if(!src.opened)
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return
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@@ -246,16 +246,16 @@
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New()
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..()
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new /obj/item/clothing/under/det(src)
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new /obj/item/clothing/under/det/grey(src)
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new /obj/item/clothing/under/det/black(src)
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new /obj/item/clothing/under/det/slob(src)
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new /obj/item/clothing/suit/storage/det_suit(src)
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new /obj/item/clothing/suit/storage/det_suit/black(src)
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new /obj/item/clothing/suit/storage/det_trench(src)
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new /obj/item/clothing/suit/storage/det_trench/grey(src)
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new /obj/item/clothing/suit/storage/forensics/blue(src)
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new /obj/item/clothing/suit/storage/forensics/red(src)
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new /obj/item/clothing/gloves/black(src)
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new /obj/item/clothing/head/det_hat(src)
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new /obj/item/clothing/head/det_hat/black(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/clothing/head/det(src)
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new /obj/item/clothing/head/det/grey(src)
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new /obj/item/clothing/shoes/laceup(src)
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new /obj/item/weapon/storage/box/evidence(src)
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new /obj/item/device/radio/headset/headset_sec(src)
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new /obj/item/device/detective_scanner(src)
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@@ -7,6 +7,7 @@
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var/health = 200
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var/cover = 50 //how much cover the girder provides against projectiles.
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var/material/reinf_material
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var/reinforcing = 0
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/obj/structure/girder/displaced
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icon_state = "displaced"
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@@ -48,6 +49,7 @@
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health = min(health,initial(health))
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state = 0
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icon_state = initial(icon_state)
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reinforcing = 0
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if(reinf_material)
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reinforce_girder()
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@@ -78,13 +80,18 @@
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user << "<span class='notice'>You drill through the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "<span class='notice'>Now unsecuring support struts...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You unsecured the support struts!</span>"
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state = 1
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(state == 2)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "<span class='notice'>Now unsecuring support struts...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You unsecured the support struts!</span>"
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state = 1
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else if(anchored && !reinf_material)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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reinforcing = !reinforcing
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user << "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>"
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else if(istype(W, /obj/item/weapon/wirecutters) && state == 1)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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@@ -108,95 +115,82 @@
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cover = 25
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else if(istype(W, /obj/item/stack/material))
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var/obj/item/stack/S = W
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if(S.get_amount() < 2)
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return ..()
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var/material/M = S.get_material()
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if(!istype(M))
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return ..()
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var/wall_fake
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add_hiddenprint(usr)
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if(M.integrity < 50)
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user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
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return
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user << "<span class='notice'>You begin adding the plating...</span>"
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if(!do_after(user,40) || !S.use(2))
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return
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if(anchored)
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user << "<span class='notice'>You added the plating!</span>"
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if(reinforcing && !reinf_material)
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if(!reinforce_with_material(W, user))
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return ..()
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else
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user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
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wall_fake = 1
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if(!construct_wall(W, user))
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return ..()
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(/turf/simulated/wall)
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var/turf/simulated/wall/T = get_turf(src)
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T.set_material(M, reinf_material)
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if(wall_fake)
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T.can_open = 1
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T.add_hiddenprint(usr)
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qdel(src)
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return
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else if(istype(W, /obj/item/pipe))
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var/obj/item/pipe/P = W
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if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
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user.drop_item()
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P.loc = src.loc
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user << "<span class='notice'>You fit the pipe into the [src]!</span>"
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else
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..()
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return ..()
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/obj/structure/girder/proc/construct_wall(obj/item/stack/material/S, mob/user)
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if(S.get_amount() < 2)
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user << "<span class='notice'>There isn't enough material here to construct a wall.</span>"
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return 0
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var/material/M = name_to_material[S.default_type]
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if(!istype(M))
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return 0
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var/wall_fake
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add_hiddenprint(usr)
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if(M.integrity < 50)
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user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
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return 0
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user << "<span class='notice'>You begin adding the plating...</span>"
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if(!do_after(user,40) || !S.use(2))
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return 1 //once we've gotten this far don't call parent attackby()
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if(anchored)
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user << "<span class='notice'>You added the plating!</span>"
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else
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user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
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wall_fake = 1
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(/turf/simulated/wall)
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var/turf/simulated/wall/T = get_turf(src)
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T.set_material(M, reinf_material)
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if(wall_fake)
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T.can_open = 1
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T.add_hiddenprint(usr)
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qdel(src)
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return 1
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/obj/structure/girder/proc/reinforce_with_material(obj/item/stack/material/S, mob/user) //if the verb is removed this can be renamed.
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if(reinf_material)
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user << "<span class='notice'>\The [src] is already reinforced.</span>"
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return 0
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if(S.get_amount() < 2)
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user << "<span class='notice'>There isn't enough material here to reinforce the girder.</span>"
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return 0
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var/material/M = name_to_material[S.default_type]
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if(!istype(M) || M.integrity < 50)
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user << "You cannot reinforce \the [src] with that; it is too soft."
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return 0
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user << "<span class='notice'>Now reinforcing...</span>"
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if (!do_after(user,40) || !S.use(2))
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return 1 //don't call parent attackby() past this point
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user << "<span class='notice'>You added reinforcement!</span>"
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reinf_material = M
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reinforce_girder()
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return 1
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/obj/structure/girder/proc/reinforce_girder()
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cover = reinf_material.hardness
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health = 500
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state = 2
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icon_state = "reinforced"
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/obj/structure/girder/verb/reinforce_with_material()
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set name = "Reinforce girder"
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set desc = "Reinforce a girder with metal."
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set src in view(1)
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var/mob/living/user = usr
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if(!istype(user) || !(user.l_hand || user.r_hand))
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return
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if(reinf_material)
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user << "\The [src] is already reinforced."
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return
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var/obj/item/stack/material/S = user.l_hand
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if(!istype(S))
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S = user.r_hand
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if(!istype(S))
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user << "You cannot plate \the [src] with that."
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return
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if(S.get_amount() < 2)
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user << "There is not enough material here to reinforce the girder."
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return
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var/material/M = S.get_material()
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if(!istype(M) || M.integrity < 50)
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user << "You cannot reinforce \the [src] with that; it is too soft."
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return
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user << "<span class='notice'>Now reinforcing...</span>"
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if (!do_after(user,40) || !S.use(2))
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return
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user << "<span class='notice'>You added reinforcement!</span>"
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reinf_material = M
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reinforce_girder()
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reinforcing = 0
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/obj/structure/girder/proc/dismantle()
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new /obj/item/stack/material/steel(get_turf(src))
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@@ -11,8 +11,7 @@
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/obj/structure/lattice/New()
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..()
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///// Z-Level Stuff
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if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/floor/open) || istype(src.loc, /turf/simulated/floor/asteroid)))
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///// Z-Level Stuff
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if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/floor/open) || istype(src.loc, /turf/simulated/floor/asteroid)))///// Z-Level Stuff
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qdel(src)
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for(var/obj/structure/lattice/LAT in src.loc)
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if(LAT != src)
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@@ -129,6 +129,7 @@
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var/watertemp = "normal" //freezing, normal, or boiling
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var/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process()
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var/is_washing = 0
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var/list/temperature_settings = list("normal" = 310, "boiling" = T0C+100, "freezing" = T0C)
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/obj/machinery/shower/New()
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..()
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@@ -150,7 +151,7 @@
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if(on)
|
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if (M.loc == loc)
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wash(M)
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check_heat(M)
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process_heat(M)
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for (var/atom/movable/G in src.loc)
|
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G.clean_blood()
|
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|
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@@ -158,15 +159,11 @@
|
||||
if(I.type == /obj/item/device/analyzer)
|
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user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
|
||||
if(istype(I, /obj/item/weapon/wrench))
|
||||
var/newtemp = input(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve") in temperature_settings
|
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user << "<span class='notice'>You begin to adjust the temperature valve with \the [I].</span>"
|
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
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if(do_after(user, 50))
|
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switch(watertemp)
|
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if("normal")
|
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watertemp = "freezing"
|
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if("freezing")
|
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watertemp = "boiling"
|
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if("boiling")
|
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watertemp = "normal"
|
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watertemp = newtemp
|
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user.visible_message("<span class='notice'>[user] adjusts the shower with \the [I].</span>", "<span class='notice'>You adjust the shower with \the [I].</span>")
|
||||
add_fingerprint(user)
|
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|
||||
@@ -177,8 +174,8 @@
|
||||
|
||||
if(on)
|
||||
overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
|
||||
if(watertemp == "freezing")
|
||||
return
|
||||
if(temperature_settings[watertemp] < T20C)
|
||||
return //no mist for cold water
|
||||
if(!ismist)
|
||||
spawn(50)
|
||||
if(src && on)
|
||||
@@ -200,7 +197,7 @@
|
||||
wash(O)
|
||||
if(ismob(O))
|
||||
mobpresent += 1
|
||||
check_heat(O)
|
||||
process_heat(O)
|
||||
|
||||
/obj/machinery/shower/Uncrossed(atom/movable/O)
|
||||
if(ismob(O))
|
||||
@@ -304,8 +301,8 @@
|
||||
if(!on) return
|
||||
wash_floor()
|
||||
if(!mobpresent) return
|
||||
for(var/mob/living/carbon/C in loc)
|
||||
check_heat(C)
|
||||
for(var/mob/living/L in loc)
|
||||
process_heat(L)
|
||||
|
||||
/obj/machinery/shower/proc/wash_floor()
|
||||
if(!ismist && is_washing)
|
||||
@@ -317,22 +314,19 @@
|
||||
spawn(100)
|
||||
is_washing = 0
|
||||
|
||||
/obj/machinery/shower/proc/check_heat(mob/M as mob)
|
||||
if(!on || watertemp == "normal") return
|
||||
if(iscarbon(M))
|
||||
var/mob/living/carbon/C = M
|
||||
|
||||
if(watertemp == "freezing")
|
||||
C.bodytemperature = max(80, C.bodytemperature - 80)
|
||||
C << "<span class='warning'>The water is freezing!</span>"
|
||||
return
|
||||
if(watertemp == "boiling")
|
||||
C.bodytemperature = min(500, C.bodytemperature + 35)
|
||||
C.adjustFireLoss(5)
|
||||
C << "<span class='danger'>The water is searing!</span>"
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/shower/proc/process_heat(mob/living/M)
|
||||
if(!on || !istype(M)) return
|
||||
|
||||
var/temperature = temperature_settings[watertemp]
|
||||
var/temp_adj = between(BODYTEMP_COOLING_MAX, temperature - M.bodytemperature, BODYTEMP_HEATING_MAX)
|
||||
M.bodytemperature += temp_adj
|
||||
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(temperature >= H.species.heat_level_1)
|
||||
H << "<span class='danger'>The water is searing hot!</span>"
|
||||
else if(temperature <= H.species.cold_level_1)
|
||||
H << "<span class='warning'>The water is freezing cold!</span>"
|
||||
|
||||
/obj/item/weapon/bikehorn/rubberducky
|
||||
name = "rubber ducky"
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
anchored = 1.0
|
||||
flags = ON_BORDER
|
||||
var/maxhealth = 14.0
|
||||
var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire
|
||||
var/damage_per_fire_tick = 2.0 // Amount of damage per fire tick. Regular windows are not fireproof so they might as well break quickly.
|
||||
var/health
|
||||
var/ini_dir = null
|
||||
var/state = 2
|
||||
@@ -398,8 +400,8 @@
|
||||
return
|
||||
|
||||
/obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > T0C + 800)
|
||||
hit(round(exposed_volume / 100), 0)
|
||||
if(exposed_temperature > maximal_heat)
|
||||
hit(damage_per_fire_tick, 0)
|
||||
..()
|
||||
|
||||
|
||||
@@ -409,44 +411,46 @@
|
||||
icon_state = "window"
|
||||
basestate = "window"
|
||||
glasstype = /obj/item/stack/material/glass
|
||||
|
||||
maximal_heat = T0C + 100
|
||||
damage_per_fire_tick = 2.0
|
||||
maxhealth = 12.0
|
||||
|
||||
/obj/structure/window/phoronbasic
|
||||
name = "phoron window"
|
||||
desc = "A phoron-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
|
||||
desc = "A borosilicate alloy window. It seems to be quite strong."
|
||||
basestate = "phoronwindow"
|
||||
icon_state = "phoronwindow"
|
||||
shardtype = /obj/item/weapon/material/shard/phoron
|
||||
glasstype = /obj/item/stack/material/glass/phoronglass
|
||||
maxhealth = 120
|
||||
|
||||
/obj/structure/window/phoronbasic/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > T0C + 32000)
|
||||
hit(round(exposed_volume / 1000), 0)
|
||||
..()
|
||||
maximal_heat = T0C + 2000
|
||||
damage_per_fire_tick = 1.0
|
||||
maxhealth = 40.0
|
||||
|
||||
/obj/structure/window/phoronreinforced
|
||||
name = "reinforced phoron window"
|
||||
desc = "A phoron-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic phoron windows are insanely fireproof."
|
||||
name = "reinforced borosilicate window"
|
||||
desc = "A borosilicate alloy window, with rods supporting it. It seems to be very strong."
|
||||
basestate = "phoronrwindow"
|
||||
icon_state = "phoronrwindow"
|
||||
shardtype = /obj/item/weapon/material/shard/phoron
|
||||
glasstype = /obj/item/stack/material/glass/phoronrglass
|
||||
reinf = 1
|
||||
maxhealth = 160
|
||||
maximal_heat = T0C + 4000
|
||||
damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while.
|
||||
maxhealth = 80.0
|
||||
|
||||
/obj/structure/window/phoronreinforced/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
return
|
||||
|
||||
/obj/structure/window/reinforced
|
||||
name = "reinforced window"
|
||||
desc = "It looks rather strong. Might take a few good hits to shatter it."
|
||||
icon_state = "rwindow"
|
||||
basestate = "rwindow"
|
||||
maxhealth = 40
|
||||
maxhealth = 40.0
|
||||
reinf = 1
|
||||
maximal_heat = T0C + 750
|
||||
damage_per_fire_tick = 2.0
|
||||
glasstype = /obj/item/stack/material/glass/reinforced
|
||||
|
||||
|
||||
/obj/structure/window/New(Loc, constructed=0)
|
||||
..()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user