This commit is contained in:
izac112
2021-09-29 23:09:10 +02:00
97 changed files with 1285 additions and 502 deletions
@@ -51,7 +51,7 @@
open_icon.Blend(icon(base_icon, "open"), ICON_OVERLAY)
open_icon.Blend(color, BLEND_ADD)
open_icon.Blend(icon(base_icon, "interior"), ICON_OVERLAY)
door_back_icon = icon(base_icon, "door_back")
door_back_icon.Blend(color, BLEND_ADD)
@@ -74,7 +74,7 @@
this_decal_icon.Blend(decals[thing], BLEND_ADD)
closed_emagged_icon.Blend(this_decal_icon, ICON_OVERLAY)
door_front_icon.Blend(this_decal_icon, ICON_OVERLAY)
door_front_icon.AddAlphaMask(icon(base_icon, "door_front")) // Remove pesky 'more than just door' decals
closed_locked_icon = icon(closed_emagged_icon)
@@ -622,6 +622,13 @@
"vertical_stripe_simple" = COLOR_OFF_WHITE,
)
/decl/closet_appearance/oxygen/fire/atmos
color = COLOR_YELLOW_GRAY
extra_decals = list(
"extinguisher" = COLOR_TEAL,
"vertical_stripe_simple" = COLOR_TEAL,
)
/decl/closet_appearance/alien
color = COLOR_PURPLE
@@ -41,7 +41,6 @@
/obj/item/device/radio/headset/headset_qm/alt, //VOREStation Edit,
/obj/item/clothing/gloves/black,
/obj/item/clothing/gloves/fingerless,
/obj/item/clothing/suit/fire/firefighter,
/obj/item/weapon/tank/emergency/oxygen,
/obj/item/clothing/mask/gas,
/obj/item/clothing/glasses/meson,
@@ -83,6 +83,7 @@
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering,
/obj/item/clothing/shoes/boots/winter/engineering,
/obj/item/weapon/tank/emergency/oxygen/engi,
/obj/item/weapon/storage/belt/utility, //VOREStation Add
/obj/item/weapon/reagent_containers/spray/windowsealant) //VOREStation Add
/obj/structure/closet/secure_closet/engineering_personal/Initialize()
@@ -102,10 +103,10 @@
starts_with = list(
/obj/item/clothing/accessory/storage/brown_vest,
/obj/item/clothing/suit/fire/firefighter,
/obj/item/clothing/head/hardhat/red,
/obj/item/clothing/suit/fire/heavy,
/obj/item/clothing/head/hardhat/firefighter/atmos,
/obj/item/device/flashlight,
/obj/item/weapon/extinguisher,
/obj/item/weapon/extinguisher/atmo,
///obj/item/clamp, //VOREStation Removal: without leaks those are pointless,
/obj/item/device/radio/headset/headset_eng,
/obj/item/device/radio/headset/headset_eng/alt,
@@ -115,7 +116,8 @@
/obj/item/taperoll/atmos,
/obj/item/clothing/suit/storage/hooded/wintercoat/engineering/atmos,
/obj/item/clothing/shoes/boots/winter/atmos,
/obj/item/weapon/tank/emergency/oxygen/engi) //removed RPD from lockers. Now starts on desk in map. YW edit
/obj/item/weapon/tank/emergency/oxygen/engi,
/obj/item/weapon/storage/belt/utility) //VOREStation Add
/obj/structure/closet/secure_closet/atmos_personal/Initialize()
if(prob(50))
@@ -43,7 +43,8 @@
/obj/item/clothing/shoes/boots/winter/medical,
/obj/item/clothing/under/rank/nursesuit,
/obj/item/clothing/head/nursehat,
/obj/item/weapon/storage/box/freezer = 3)
/obj/item/weapon/storage/box/freezer = 3,
/obj/item/weapon/storage/belt/medical) //VOREStation Add
/obj/structure/closet/secure_closet/medical3/Initialize()
if(prob(50))
@@ -146,7 +147,8 @@
/obj/item/clothing/suit/bio_suit/cmo,
/obj/item/clothing/head/bio_hood/cmo,
/obj/item/clothing/shoes/white,
/obj/item/weapon/reagent_containers/glass/beaker/vial) //VOREStation Add
/obj/item/weapon/reagent_containers/glass/beaker/vial, //VOREStation Add
/obj/item/weapon/storage/belt/medical) //VOREStation Add
/obj/structure/closet/secure_closet/CMO/Initialize()
if(prob(50))
@@ -58,8 +58,8 @@
/obj/item/clothing/shoes/white,
/obj/item/clothing/under/rank/head_of_personnel_whimsy,
/obj/item/clothing/head/caphat/hop,
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit,
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit/skirt,
/obj/item/clothing/under/suit_jacket/teal,
/obj/item/clothing/under/suit_jacket/teal/skirt,
/obj/item/clothing/glasses/sunglasses,
/obj/item/clothing/suit/storage/hooded/wintercoat/hop)
@@ -65,7 +65,7 @@
closet_appearance = /decl/closet_appearance/oxygen/fire
starts_with = list(
/obj/item/clothing/suit/fire/firefighter,
/obj/item/clothing/suit/fire,
/obj/item/clothing/mask/gas,
/obj/item/weapon/tank/oxygen/red,
/obj/item/weapon/extinguisher,
@@ -73,7 +73,7 @@
/obj/structure/closet/firecloset/full
starts_with = list(
/obj/item/clothing/suit/fire/firefighter,
/obj/item/clothing/suit/fire,
/obj/item/clothing/mask/gas,
/obj/item/device/flashlight,
/obj/item/weapon/tank/oxygen/red,
@@ -82,13 +82,24 @@
/obj/structure/closet/firecloset/full/double
starts_with = list(
/obj/item/clothing/suit/fire/firefighter = 2,
/obj/item/clothing/suit/fire = 2,
/obj/item/clothing/mask/gas = 2,
/obj/item/device/flashlight = 2,
/obj/item/weapon/tank/oxygen/red = 2,
/obj/item/weapon/extinguisher = 2,
/obj/item/clothing/head/hardhat/red = 2)
/obj/structure/closet/firecloset/full/atmos
name = "atmos fire-safety closet"
desc = "It's a storage unit for atmospheric fire-fighting supplies."
closet_appearance = /decl/closet_appearance/oxygen/fire/atmos
starts_with = list(
/obj/item/clothing/suit/fire/heavy,
/obj/item/weapon/tank/oxygen/red,
/obj/item/weapon/extinguisher/atmo,
/obj/item/clothing/head/hardhat/firefighter/atmos)
/*
* Tool Closet
*/
@@ -131,7 +131,7 @@
/obj/structure/closet/walllocker_double/kitchen/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/medical
name = "Medical Cabinet"
desc = "A wall mounted medical supply cabinet. Probably full of drugs!" //not actually full of drugs, sorry!
@@ -152,7 +152,7 @@
/obj/structure/closet/walllocker_double/medical/east
pixel_x = 32
dir = EAST
/obj/structure/closet/walllocker_double/hydrant
name = "fire-safety closet"
desc = "It's a storage cabinet packed with fire-fighting supplies."
@@ -161,7 +161,7 @@
density = FALSE
starts_with = list(
/obj/item/clothing/suit/fire/firefighter,
/obj/item/clothing/suit/fire,
/obj/item/clothing/mask/gas,
/obj/item/device/flashlight,
/obj/item/weapon/tank/oxygen/red,
@@ -474,7 +474,7 @@
/obj/item/clothing/suit/storage/hooded/wintercoat/captain,
/obj/item/clothing/shoes/boots/winter/command,
/obj/item/clothing/head/beret/centcom/captain,
/obj/item/clothing/under/gimmick/rank/captain/suit,
/obj/item/clothing/under/gimmick/rank/captain/suit/skirt,
/obj/item/clothing/under/suit_jacket/green,
/obj/item/clothing/under/suit_jacket/green/skirt,
/obj/item/clothing/glasses/sunglasses,
/obj/item/clothing/head/caphat)
+4 -2
View File
@@ -17,7 +17,7 @@
pixel_y = (dir & 3)? (dir ==1 ? -27 : 27) : 0
else
has_extinguisher = new/obj/item/weapon/extinguisher(src)
update_icon()
/obj/structure/extinguisher_cabinet/attackby(obj/item/O, mob/user)
@@ -80,9 +80,11 @@
if(has_extinguisher)
if(istype(has_extinguisher, /obj/item/weapon/extinguisher/mini))
suffix = "mini"
if(istype(has_extinguisher, /obj/item/weapon/extinguisher/atmo))
suffix = "advanced"
else
suffix = "standard"
icon_state = "[initial(icon_state)][opened ? "" : "_closed"]_[suffix]"
/obj/structure/extinguisher_cabinet/old
@@ -12,6 +12,8 @@
var/isSwitchingStates = 0
var/hardness = 1
var/oreAmount = 7
var/knock_sound = 'sound/machines/door/knock_glass.ogg'
var/knock_hammer_sound = 'sound/weapons/sonic_jackhammer.ogg'
/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
TemperatureAct(exposed_temperature)
@@ -68,6 +70,20 @@
/obj/structure/simple_door/attack_hand(mob/user as mob)
return TryToSwitchState(user)
/obj/structure/simple_door/AltClick(mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(!Adjacent(user))
return
else if(user.a_intent == I_HURT)
src.visible_message("<span class='warning'>[user] hammers on \the [src]!</span>", "<span class='warning'>Someone hammers loudly on \the [src]!</span>")
src.add_fingerprint(user)
playsound(src, knock_hammer_sound, 50, 0, 3)
else
src.visible_message("[user] knocks on \the [src].", "Someone knocks on \the [src].")
src.add_fingerprint(user)
playsound(src, knock_sound, 50, 0, 3)
return
/obj/structure/simple_door/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/effect/beam))
return !opacity
@@ -225,6 +241,7 @@
/obj/structure/simple_door/wood/Initialize(mapload,var/material_name)
..(mapload, material_name || MAT_WOOD)
knock_sound = 'sound/machines/door/knock_wood.wav'
/obj/structure/simple_door/sifwood/Initialize(mapload,var/material_name)
..(mapload, material_name || MAT_SIFWOOD)