mirror of
https://github.com/Yawn-Wider/YWPolarisVore.git
synced 2026-08-30 16:38:49 +01:00
Merge branch 'release' of https://github.com/VOREStation/VOREStation into izac
This commit is contained in:
@@ -240,6 +240,16 @@
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removed.add_thermal_energy(heat_transfer)
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for(var/mob/living/L in view(3, src))
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L.add_modifier(/datum/modifier/endothermic, 10 SECONDS, null, TRUE)
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for(var/obj/item/stack/wetleather/WL in view(2, src))
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if(WL.wetness >= 0)
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WL.dry()
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continue
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WL.wetness = max(0, WL.wetness - rand(1, 4))
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env.merge(removed)
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/obj/structure/bonfire/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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@@ -1380,6 +1380,36 @@
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"glass" = COLOR_WHITE
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)
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// Wall cabinets
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/decl/closet_appearance/wall_double
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base_icon = 'icons/obj/closets/bases/wall_double.dmi'
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decal_icon = 'icons/obj/closets/decals/wall_double.dmi'
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decals = list(
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"vent"
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)
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extra_decals = null
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/decl/closet_appearance/wall_double/kitchen
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decals = null
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color = COLOR_OFF_WHITE
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/decl/closet_appearance/wall_double/medical
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decals = null
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color = COLOR_OFF_WHITE
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extra_decals = list(
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"stripe_outer" = COLOR_BLUE_GRAY,
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"stripe_inner" = COLOR_OFF_WHITE,
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"cross" = COLOR_BLUE_GRAY
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)
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/decl/closet_appearance/wall_double/fire_safety
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color = COLOR_RED_LIGHT
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decals = null
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extra_decals = list(
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"stripes" = COLOR_OFF_WHITE,
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"glass" = COLOR_WHITE
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)
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// Carts
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/decl/closet_appearance/cart
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color = COLOR_GRAY20
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@@ -10,7 +10,7 @@
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anchored = 1
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store_mobs = 0
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//spawns endless (3 sets) amounts of breathmask, emergency oxy tank and crowbar
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//spawns 2 sets of breathmask, emergency oxy tank and crowbar
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/obj/structure/closet/walllocker/emerglocker
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name = "emergency locker"
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@@ -54,3 +54,130 @@
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/obj/structure/closet/walllocker/emerglocker/east
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pixel_x = 32
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dir = EAST
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//VOREStation Add Start
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/obj/structure/closet/walllocker/medical
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name = "first-aid closet"
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desc = "It's wall-mounted storage unit for first aid supplies."
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closet_appearance = /decl/closet_appearance/wall/medical
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/obj/structure/closet/walllocker/medical/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker/medical/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker/medical/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker/medical/east
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pixel_x = 32
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dir = EAST
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//VOREStation Add End
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//double-size "cabinet" lockers, from Killian
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/obj/structure/closet/walllocker_double
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desc = "A wall mounted storage cabinet."
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name = "Wall Cabinet"
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icon = 'icons/obj/closets/bases/wall_double.dmi'
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closet_appearance = /decl/closet_appearance/wall_double
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density = 0
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anchored = 1
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plane = TURF_PLANE
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layer = ABOVE_TURF_LAYER
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/obj/structure/closet/walllocker_double/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/kitchen
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desc = "A wall mounted storage cabinet, for the kitchen. Now where's the flour gone..?"
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name = "Kitchen Cabinet"
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icon = 'icons/obj/closets/bases/wall_double.dmi'
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closet_appearance = /decl/closet_appearance/wall_double/kitchen
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density = 0
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anchored = 1
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/obj/structure/closet/walllocker_double/kitchen/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/kitchen/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/kitchen/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/kitchen/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/medical
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name = "Medical Cabinet"
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desc = "A wall mounted medical supply cabinet. Probably full of drugs!" //not actually full of drugs, sorry!
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closet_appearance = /decl/closet_appearance/wall_double/medical
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/obj/structure/closet/walllocker_double/medical/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/medical/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/medical/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/medical/east
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pixel_x = 32
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dir = EAST
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/obj/structure/closet/walllocker_double/hydrant
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name = "fire-safety closet"
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desc = "It's a storage cabinet packed with fire-fighting supplies."
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closet_appearance = /decl/closet_appearance/wall_double/fire_safety
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anchored = 1
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density = 0
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wall_mounted = 1
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starts_with = list(
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/obj/item/clothing/suit/fire/firefighter,
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/obj/item/clothing/mask/gas,
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/obj/item/device/flashlight,
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/obj/item/weapon/tank/oxygen/red,
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/obj/item/weapon/extinguisher,
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/obj/item/clothing/head/hardhat/red)
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/obj/structure/closet/walllocker_double/hydrant/north
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pixel_y = 32
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dir = SOUTH
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/obj/structure/closet/walllocker_double/hydrant/south
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pixel_y = -32
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dir = NORTH
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/obj/structure/closet/walllocker_double/hydrant/west
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pixel_x = -32
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dir = WEST
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/obj/structure/closet/walllocker_double/hydrant/east
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pixel_x = 32
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dir = EAST
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@@ -3,8 +3,7 @@
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desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
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icon = 'icons/obj/closet.dmi'
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icon_state = "extinguisher_closed"
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plane = TURF_PLANE
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layer = ABOVE_TURF_LAYER
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layer = ABOVE_WINDOW_LAYER
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anchored = 1
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density = 0
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var/obj/item/weapon/extinguisher/has_extinguisher
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@@ -5,6 +5,7 @@
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var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
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icon = 'icons/obj/closet.dmi' //Not bothering to move icons out for now. But its dumb still.
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icon_state = "fireaxe1000"
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layer = ABOVE_WINDOW_LAYER
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anchored = 1
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density = 0
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var/open = 0
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@@ -235,7 +235,7 @@
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/obj/structure/flora/pottedplant/attackby(obj/item/I, mob/user)
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if(issilicon(user))
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return // Don't try to put modules in here, you're a borg. TODO: Inventory refactor to not be ass.
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if(stored_item)
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to_chat(user, "<span class='notice'>[I] won't fit in. There already appears to be something in here...</span>")
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return
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@@ -494,3 +494,47 @@
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/obj/structure/flora/sif/tendrils/get_harvestable_desc()
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return "<span class='notice'>\The [src] seems to be growing over something.</span>"
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/datum/category_item/catalogue/flora/frostbelle
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name = "Sivian Flora - Frostbelle"
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desc = "A rare plant native to Sif, with very peculiar growing requirements. Rarely seen outside of their original habitat,\
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or the homes of the wealthy, the plant's unique vein structure is actually used to carry the plant's reproductive material \
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to forming buds, the petals of which secrete the luminescent sap containing the pollen at the time of blooming. Certain \
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horticulturists have found ways of halting this process prior to the secretion of the sap, leaving the flower's petals \
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bright, at the cost of making that bud sterile."
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value = CATALOGUER_REWARD_HARD
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/obj/structure/flora/sif/frostbelle
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name = "gnarly shrub"
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desc = "A stocky plant with fins bearing luminescent veins along its branches."
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icon_state = "grass"
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randomize_size = TRUE
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catalogue_data = list(/datum/category_item/catalogue/flora/frostbelle)
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harvest_tool = /obj/item/weapon/material/knife
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max_harvests = 2
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min_harvests = -4
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harvest_loot = list(
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/obj/item/weapon/reagent_containers/food/snacks/frostbelle = 1
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)
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var/variantnum = null
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/obj/structure/flora/sif/frostbelle/Initialize()
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. = ..()
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variantnum = rand(1,3)
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update_icon()
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/obj/structure/flora/sif/frostbelle/update_icon()
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..()
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if(max_harvests > 0 && harvest_count < max_harvests)
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icon_state = "[initial(icon_state)][variantnum]"
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else
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icon_state = initial(icon_state)
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/obj/structure/flora/sif/frostbelle/get_harvestable_desc()
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return "<span class='notice'>\The [src] seems to be budding.</span>"
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@@ -36,3 +36,66 @@
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/obj/structure/flora/pumpkin/carved/owo
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desc = "A fat, freshly picked pumpkin. This one has a face carved into it! This one has large, round eyes and a squiggly, cat-like smiling mouth. Its pleasantly surprised expression seems to suggest that the pumpkin has noticed something about you."
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icon_state = "decor-jackolantern-owo"
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// Various decorá
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/obj/structure/flora/log1
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name = "waterlogged trunk"
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icon = 'icons/obj/flora/amayastuff.dmi'
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desc = "A part of a felled tree. Moss is growing across it."
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icon_state = "log1"
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/obj/structure/flora/log2
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name = "driftwood"
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icon = 'icons/obj/flora/amayastuff.dmi'
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desc = "Driftwood carelessly lost in the water."
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icon_state = "log2"
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/obj/structure/flora/lily1
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name = "red flowered lilypads"
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icon = 'icons/obj/flora/amayastuff.dmi'
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desc = "A bunch of lilypads. A beautiful red flower grows in the middle of them."
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icon_state = "lilypad1"
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/obj/structure/flora/lily2
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name = "yellow flowered lilypads"
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icon = 'icons/obj/flora/amayastuff.dmi'
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desc = "A few lilypads. A sunny yellow flower stems from the water and from between the lilypads."
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icon_state = "lilypad2"
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/obj/structure/flora/lily3
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name = "lilypads"
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icon = 'icons/obj/flora/amayastuff.dmi'
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desc = "A group of flowerless lilypads."
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icon_state = "lilypad3"
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/obj/structure/flora/smallbould
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name = "small boulder"
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icon = 'icons/obj/flora/amayastuff.dmi'
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desc = "A small boulder, with its top smothered with moss."
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icon_state = "smallerboulder"
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/obj/structure/flora/bboulder1
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name = "large boulder"
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icon = 'icons/obj/flora/amayastuff.dmi'
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desc = "Small stones sit beside this large boulder. Moss grows on the top of each of them."
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icon_state = "bigboulder1"
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density = 1
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/obj/structure/flora/bboulder2
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name = "jagged large boulder"
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icon = 'icons/obj/flora/amayastuff.dmi'
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desc = "This boulder has had plates broken off it. Moss grows in the cracks and across the top."
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icon_state = "bigboulder2"
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density = 1
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/obj/structure/flora/rocks1
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name = "rocks"
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icon = 'icons/obj/flora/amayastuff.dmi'
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desc = "A bunch of mossy rocks."
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icon_state = "rocks1"
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/obj/structure/flora/rocks2
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name = "rocks"
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icon = 'icons/obj/flora/amayastuff.dmi'
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desc = "A bunch of mossy rocks."
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icon_state = "rocks2"
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@@ -11,12 +11,12 @@
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/obj/structure/lattice/Initialize()
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. = ..()
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if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/open) || istype(src.loc, /turf/simulated/mineral)))
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if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/open) || istype(src.loc, /turf/simulated/mineral) || istype(src.loc, /turf/simulated/shuttle/plating/airless/carry)))
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return INITIALIZE_HINT_QDEL
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for(var/obj/structure/lattice/LAT in src.loc)
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if(LAT != src)
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crash_with("Found multiple lattices at '[log_info_line(loc)]'")
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log_debug("Found multiple lattices at '[log_info_line(loc)]'") //VOREStation Edit, why was this a runtime, it's harmless
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return INITIALIZE_HINT_QDEL
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icon = 'icons/obj/smoothlattice.dmi'
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icon_state = "latticeblank"
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@@ -4,6 +4,7 @@
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desc = "A SalonPro Nano-Mirror(TM) brand mirror! The leading technology in hair salon products, utilizing nano-machinery to style your hair just right."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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layer = ABOVE_WINDOW_LAYER
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density = 0
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anchored = 1
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var/shattered = 0
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@@ -252,6 +252,7 @@
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prob(1);/obj/item/weapon/material/knife/tacknife,
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prob(1);/obj/item/weapon/storage/box/survival/space,
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prob(1);/obj/item/weapon/storage/secure/briefcase/trashmoney,
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prob(1);/obj/item/device/survivalcapsule/popcabin,
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prob(1);/obj/item/weapon/reagent_containers/syringe/steroid)
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var/obj/item/I = new path()
|
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|
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Reference in New Issue
Block a user