Merge pull request #11423 from VOREStation/master

August 15th 2021 Update
This commit is contained in:
Aronai Sieyes
2021-08-15 01:11:33 -04:00
committed by GitHub
132 changed files with 18589 additions and 1071 deletions
+2 -1
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@@ -16,7 +16,8 @@ Pipelines + Other Objects -> Pipe network
power_channel = ENVIRON
var/nodealert = 0
var/power_rating //the maximum amount of power the machine can use to do work, affects how powerful the machine is, in Watts
unacidable = TRUE
layer = ATMOS_LAYER
plane = PLATING_PLANE
@@ -6,6 +6,7 @@
icon = 'icons/obj/power.dmi'
icon_state = "circ-unassembled"
anchored = FALSE
unacidable = TRUE
pipe_flags = PIPING_DEFAULT_LAYER_ONLY|PIPING_ONE_PER_TURF
var/kinetic_efficiency = 0.04 //combined kinetic and kinetic-to-electric efficiency
+1
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@@ -70,6 +70,7 @@ var/datum/antagonist/raider/raiders
/obj/item/weapon/gun/energy/mindflayer,
/obj/item/weapon/gun/energy/toxgun,
/obj/item/weapon/gun/energy/stunrevolver,
/obj/item/weapon/gun/energy/stunrevolver/vintage,
/obj/item/weapon/gun/energy/ionrifle,
/obj/item/weapon/gun/energy/taser,
/obj/item/weapon/gun/energy/crossbow/largecrossbow,
+1
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@@ -5,6 +5,7 @@
icon_state = "table2-idle"
density = TRUE
anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 1
active_power_usage = 5
+2
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@@ -6,6 +6,7 @@
var/obj/machinery/sleeper/sleeper
anchored = TRUE //About time someone fixed this.
density = TRUE //VOREStation Edit - Big console
unacidable = TRUE
dir = 8
use_power = USE_POWER_IDLE
idle_power_usage = 40
@@ -89,6 +90,7 @@
icon_state = "sleeper_0"
density = TRUE
anchored = TRUE
unacidable = TRUE
circuit = /obj/item/weapon/circuitboard/sleeper
var/mob/living/carbon/human/occupant = null
var/list/available_chemicals = list()
+2
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@@ -8,6 +8,7 @@
icon_state = "body_scanner_0"
density = TRUE
anchored = TRUE
unacidable = TRUE
circuit = /obj/item/weapon/circuitboard/body_scanner
use_power = USE_POWER_IDLE
idle_power_usage = 60
@@ -547,6 +548,7 @@
dir = 8
density = FALSE
anchored = TRUE
unacidable = TRUE
circuit = /obj/item/weapon/circuitboard/scanner_console
var/printing = null
+1
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@@ -36,6 +36,7 @@
layer = ABOVE_WINDOW_LAYER
vis_flags = VIS_HIDE // They have an emissive that looks bad in openspace due to their wall-mounted nature
anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 80
active_power_usage = 1000 //For heating/cooling rooms. 1000 joules equates to about 1 degree every 2 seconds for a single tile of air.
+1
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@@ -1,6 +1,7 @@
/obj/structure/AIcore
density = TRUE
anchored = FALSE
unacidable = TRUE
name = "\improper AI core"
icon = 'icons/mob/AI.dmi'
icon_state = "0"
+1
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@@ -4,6 +4,7 @@
icon_state = "computer"
density = TRUE
anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 300
active_power_usage = 300
+1
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@@ -194,6 +194,7 @@
icon_state = "cryopod_0" //VOREStation Edit - New Icon
density = TRUE
anchored = TRUE
unacidable = TRUE
dir = WEST
var/base_icon_state = "cryopod_0" //VOREStation Edit - New Icon
+1
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@@ -15,6 +15,7 @@ FIRE ALARM
var/timing = 0.0
var/lockdownbyai = 0
anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 2
active_power_usage = 6
@@ -5,6 +5,7 @@
icon_state = "pipe_d"
density = TRUE
anchored = TRUE
unacidable = TRUE
var/unwrenched = 0
var/wait = 0
var/p_layer = PIPING_LAYER_REGULAR
+1
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@@ -5,6 +5,7 @@
icon_state = "borgcharger0"
density = TRUE
anchored = TRUE
unacidable = TRUE
circuit = /obj/item/weapon/circuitboard/recharge_station
use_power = USE_POWER_IDLE
idle_power_usage = 50
+1
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@@ -17,6 +17,7 @@
name = "status display"
anchored = TRUE
density = FALSE
unacidable = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 10
circuit = /obj/item/weapon/circuitboard/status_display
@@ -17,6 +17,7 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list()
/obj/machinery/telecomms
icon = 'icons/obj/stationobjs_vr.dmi' //VOREStation Add
unacidable = TRUE
var/list/links = list() // list of machines this machine is linked to
var/traffic = 0 // value increases as traffic increases
var/netspeed = 5 // how much traffic to lose per tick (50 gigabytes/second * netspeed)
+1
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@@ -13,6 +13,7 @@
icon_state = "control_standby"
anchored = TRUE
density = FALSE
unacidable = TRUE
var/enabled = FALSE
var/lethal = FALSE
var/lethal_is_configurable = TRUE
+1
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@@ -5,6 +5,7 @@
desc = "A machine used for construction of prosthetics."
density = TRUE
anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 20
active_power_usage = 5000
+6 -2
View File
@@ -164,6 +164,7 @@
icon_state = "weeds"
anchored = TRUE
density = FALSE
unacidable = TRUE
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
@@ -402,10 +403,13 @@
for(var/mob/O in hearers(src, null))
O.show_message("<span class='alium'>[src.target] collapses under its own weight into a puddle of goop and undigested debris!</span>", 1)
if(istype(target, /turf/simulated/wall)) // I hate turf code.
if(iswall(target)) //Gurgs : Spruced up corrosive acid
var/turf/simulated/wall/W = target
W.dismantle_wall(1)
else
if(isfloor(target))
var/turf/simulated/floor/T = target
T.ex_act(1)
else if(isobj(target))
qdel(target)
qdel(src)
return
-1
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@@ -26,7 +26,6 @@
closet_appearance = null
open_sound = 'sound/items/zip.ogg'
close_sound = 'sound/items/zip.ogg'
door_anim_time = 0 //Unsupported
var/item_path = /obj/item/bodybag
density = FALSE
storage_capacity = (MOB_MEDIUM * 2) - 1
+1
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@@ -13,6 +13,7 @@
throwforce = 6
preserve_item = 1
w_class = ITEMSIZE_LARGE
unacidable = TRUE
origin_tech = list(TECH_BIO = 4, TECH_POWER = 2)
action_button_name = "Remove/Replace Paddles"
-1
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@@ -65,7 +65,6 @@
closet_appearance = null
catalogue_data = list(/datum/category_item/catalogue/information/objects/oldreactor)
climbable = FALSE
door_anim_time = 0 //Unsupported
starts_with = list(
/obj/item/weapon/fuel_assembly/deuterium = 6)
@@ -167,6 +167,7 @@
/obj/item/weapon/melee/baton,
/obj/item/weapon/gun/energy/taser,
/obj/item/weapon/gun/energy/stunrevolver,
/obj/item/weapon/gun/energy/stunrevolver/vintage,
/obj/item/weapon/gun/magnetic/railgun/heater/pistol,
/obj/item/weapon/gun/energy/gun,
/obj/item/weapon/flame/lighter,
@@ -31,6 +31,7 @@
prob(4);/obj/item/weapon/gun/energy/taser,
prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
prob(4);/obj/item/weapon/gun/energy/stunrevolver,
prob(2);/obj/item/weapon/gun/energy/stunrevolver/vintage,
prob(3);/obj/item/weapon/gun/energy/gun/compact)
/obj/random/energy/sec
@@ -4,6 +4,7 @@
icon = 'icons/mob/alien.dmi'
layer = ABOVE_JUNK_LAYER
var/health = 50
unacidable = TRUE
/obj/structure/alien/proc/healthcheck()
if(health <=0)
+1
View File
@@ -33,6 +33,7 @@ two tiles on initialization, and which way a cliff is facing may change during m
opacity = FALSE
climbable = TRUE
climb_delay = 10 SECONDS
unacidable = TRUE
block_turf_edges = TRUE // Don't want turf edges popping up from the cliff edge.
plane = TURF_PLANE
@@ -34,19 +34,11 @@
var/list/starts_with // List of type = count (or just type for 1)
var/closet_appearance = /decl/closet_appearance // The /decl that defines what decals we end up with, that makes our look unique
var/decl/closet_appearance/closet_appearance = /decl/closet_appearance // The /decl that defines what decals we end up with, that makes our look unique
/// Currently animating the door transform
var/is_animating_door = FALSE
/// Length of time (ds) to animate the door transform
var/door_anim_time = 2.0
/// Amount to 'squish' the full width of the door by
var/door_anim_squish = 0.30
/// Virtual angle at which the door is opened to (136 by default, so not a full 180)
var/door_anim_angle = 136
/// Offset for the door hinge location from centerline
var/door_hinge = -6.5
/// Our visual object for the closet door
/// Our visual object for the closet door, if we're animating
var/obj/effect/overlay/closet_door/door_obj
/obj/structure/closet/Initialize()
@@ -73,15 +65,16 @@
storage_capacity = content_size + 5
if(ispath(closet_appearance))
var/decl/closet_appearance/app = GLOB.closet_appearances[closet_appearance]
if(app)
icon = app.icon
closet_appearance = GLOB.closet_appearances[closet_appearance]
if(istype(closet_appearance))
icon = closet_appearance.icon
color = null
update_icon()
/obj/structure/closet/Destroy()
. = ..()
qdel_null(door_obj)
closet_appearance = null
return ..()
/obj/structure/closet/examine(mob/user)
. = ..()
@@ -500,7 +493,7 @@
return 1
/obj/structure/closet/proc/animate_door(closing = FALSE)
if(!door_anim_time)
if(!closet_appearance?.door_anim_time)
update_icon()
return
if(!door_obj)
@@ -511,9 +504,9 @@
is_animating_door = TRUE
if(!closing)
update_icon()
var/num_steps = door_anim_time / world.tick_lag
var/num_steps = closet_appearance.door_anim_time / world.tick_lag
for(var/I in 0 to num_steps)
var/angle = door_anim_angle * (closing ? 1 - (I/num_steps) : (I/num_steps))
var/angle = closet_appearance.door_anim_angle * (closing ? 1 - (I/num_steps) : (I/num_steps))
var/matrix/M = get_door_transform(angle)
var/door_state = angle >= 90 ? "door_back" : "door_front"
var/door_layer = angle >= 90 ? FLOAT_LAYER : ABOVE_MOB_LAYER
@@ -526,7 +519,7 @@
animate(door_obj, transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
else
animate(transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag)
addtimer(CALLBACK(src,.proc/end_door_animation,closing),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE)
addtimer(CALLBACK(src, .proc/end_door_animation,closing), closet_appearance.door_anim_time, TIMER_UNIQUE|TIMER_OVERRIDE)
/obj/structure/closet/proc/end_door_animation(closing = FALSE)
is_animating_door = FALSE
@@ -537,7 +530,9 @@
/obj/structure/closet/proc/get_door_transform(angle)
var/matrix/M = matrix()
M.Translate(-door_hinge, 0)
M.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0))
M.Translate(door_hinge, 0)
if(!closet_appearance)
return M
M.Translate(-closet_appearance.door_hinge, 0)
M.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * closet_appearance.door_anim_squish, 1, 0))
M.Translate(closet_appearance.door_hinge, 0)
return M
@@ -14,6 +14,15 @@
var/decal_icon = 'icons/obj/closets/decals/closet.dmi'
var/can_lock = FALSE
/// Length of time (ds) to animate the door transform
var/door_anim_time = 2.0
/// Amount to 'squish' the full width of the door by
var/door_anim_squish = 0.30
/// Virtual angle at which the door is opened to (136 by default, so not a full 180)
var/door_anim_angle = 136
/// Offset for the door hinge location from centerline
var/door_hinge = -6.5
/decl/closet_appearance/New()
// Build our colour and decal lists.
if(LAZYLEN(extra_decals))
@@ -725,6 +734,7 @@
base_icon = 'icons/obj/closets/bases/crate.dmi'
decal_icon = 'icons/obj/closets/decals/crate.dmi'
color = COLOR_GRAY40
door_anim_time = 0
/decl/closet_appearance/crate/plastic
color = COLOR_GRAY80
@@ -1237,6 +1247,7 @@
decal_icon = 'icons/obj/closets/decals/large_crate.dmi'
decals = null
extra_decals = null
door_anim_time = 0
/decl/closet_appearance/large_crate/critter
color = COLOR_BEIGE
@@ -1349,6 +1360,7 @@
color = WOOD_COLOR_RICH
decals = null
extra_decals = null
door_anim_time = 0
/decl/closet_appearance/cabinet/secure
can_lock = TRUE
@@ -1361,6 +1373,7 @@
"vent"
)
extra_decals = null
door_anim_time = 0
/decl/closet_appearance/wall/emergency
color = COLOR_LIGHT_CYAN
@@ -1402,6 +1415,7 @@
"vent"
)
extra_decals = null
door_anim_time = 0
/decl/closet_appearance/wall_double/kitchen
decals = null
@@ -1431,6 +1445,7 @@
decal_icon = 'icons/obj/closets/decals/cart.dmi'
decals = null
extra_decals = null
door_anim_time = 0
/decl/closet_appearance/cart/trash
color = COLOR_BOTTLE_GREEN
@@ -7,7 +7,6 @@
seal_tool = /obj/item/weapon/tool/screwdriver
breakout_sound = 'sound/weapons/tablehit1.ogg'
closet_appearance = null // Special icon for us
door_anim_time = 0 //Unsupported
/* Graves */
/obj/structure/closet/grave
@@ -21,7 +20,6 @@
max_closets = 1
opened = 1
closet_appearance = null // Special icon for us
door_anim_time = 0 //Unsupported
/obj/structure/closet/grave/attack_hand(mob/user as mob)
if(opened)
@@ -2,4 +2,3 @@
name = "critter crate"
desc = "A crate which can sustain life for a while."
closet_appearance = /decl/closet_appearance/large_crate/critter
door_anim_time = 0 //Unsupported
@@ -13,7 +13,6 @@
opened = 0
sealed = 0 //Don't touch this.
health = 100
door_anim_time = 0 //Unsupported
/obj/structure/closet/secure_closet/egg/update_icon()
if(opened)
@@ -3,7 +3,6 @@
desc = "Old will forever be in fashion."
icon = 'icons/obj/closets/bases/cabinet.dmi'
closet_appearance = /decl/closet_appearance/cabinet
door_anim_time = 0 //Unsupported
/obj/structure/closet/acloset
name = "strange closet"
@@ -231,7 +231,8 @@
starts_with = list(
/obj/item/clothing/accessory/badge/holo/detective,
/obj/item/clothing/gloves/black,
///obj/item/gunbox, //VOREStation Removal,
///obj/item/gunbox, // VOREStation Removal
///obj/item/weapon/gun/energy/stunrevolver/vintage, // VOREStation Removal
/obj/item/weapon/storage/belt/detective,
/obj/item/weapon/storage/box/evidence,
/obj/item/device/radio/headset/headset_sec,
@@ -301,4 +302,3 @@ GLOBAL_LIST_BOILERPLATE(all_brig_closets, /obj/structure/closet/secure_closet/br
//too small to put a man in
large = 0
door_anim_time = 0 // Unsupported
@@ -7,7 +7,6 @@
anchored = TRUE
health = 0 //destroying the statue kills the mob within
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
door_anim_time = 0 // Why is this a closet??
var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
var/intialBrute = 0
@@ -10,7 +10,6 @@
anchored = TRUE
store_mobs = 0
wall_mounted = 1
door_anim_time = 0 // Unsupported
//spawns 2 sets of breathmask, emergency oxy tank and crowbar
@@ -92,7 +91,6 @@
wall_mounted = 1
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
door_anim_time = 0 //Unsupported
/obj/structure/closet/walllocker_double/north
pixel_y = 32
@@ -7,7 +7,6 @@
closet_appearance = /decl/closet_appearance/crate
climbable = TRUE
dir = 4 //Spawn facing 'forward' by default.
door_anim_time = 0 //Unsupported until appropriate sprites are available
var/points_per_crate = 5
var/rigged = 0
@@ -8,6 +8,7 @@
var/used = FALSE
var/busy = FALSE // Don't spam ghosts by spamclicking.
var/needscharger //For drone pods that want their pod to turn into a charger.
unacidable = TRUE
// Call this to get a ghost volunteer.
/obj/structure/ghost_pod/proc/trigger(var/alert, var/adminalert)
@@ -21,6 +21,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
icon_state = "randompile"
density = FALSE
anchored = TRUE
unacidable = TRUE
var/list/icon_states_to_use = list() // List of icon states the pile can choose from on initialization. If empty or null, it will stay the initial icon_state.
+1
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@@ -20,6 +20,7 @@
var/obj/structure/m_tray/connected = null
var/list/occupants = list()
anchored = TRUE
unacidable = TRUE
/obj/structure/morgue/Destroy()
if(connected)
@@ -0,0 +1,60 @@
/obj/structure/prop/esoteric
name = "some esoteric thing"
desc = "Perhaps it's of ritual significance?"
icon = 'icons/obj/props/decor.dmi'
/obj/structure/prop/esoteric/nt_pedestal0_old
name = "pedestal"
desc = "A pedestal with a mysterious slot at its center."
icon_state = "nt_pedestal0_old"
/obj/structure/prop/esoteric/nt_pedestal1_old
name = "pedestal"
desc = "A pedestal with some kind of sword slotted securely in the center."
icon_state = "nt_pedestal1_old"
// eye of the protector from Eris
/obj/structure/prop/esoteric/eotp
icon = 'icons/obj/props/decor32x64.dmi'
icon_state = "eotp"
/**
* Possible 'state' options for change_state(state) are:
* off: Looks boring and off
* on: candles lit and stuff
* no_cruciform: No cruciform (the little triangle thing) inserted
* red_cruciform: Red light cruciform inserted
* green_cruciform: Green light cruciform inserted
* panel_open: The panel is open (wiring)
* panel_closed: The panel is closed
*/
// neotheology cruciform reader from Eris
/obj/structure/prop/esoteric/reader
name = "electronic altar"
desc = "It looks like you're meant to scan something here."
icon = 'icons/obj/props/decor.dmi'
icon_state = "nt_reader_off"
/obj/structure/prop/esoteric/reader/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_reader_off"
if("on")
icon_state = "nt_reader_on"
if("no_cruciform")
cut_overlay("nt_reader_c_green")
cut_overlay("nt_reader_c_red")
if("red_cruciform")
cut_overlay("nt_reader_c_green")
cut_overlay("nt_reader_c_red")
add_overlay("nt_reader_c_red")
if("green_cruciform")
cut_overlay("nt_reader_c_red")
cut_overlay("nt_reader_c_green")
add_overlay("nt_reader_c_green")
if("panel_open")
cut_overlay("nt_reader_panel")
add_overlay("nt_reader_panel")
if("panel_closed")
cut_overlay("nt_reader_panel")
@@ -0,0 +1,7 @@
// fences from TGMC
// You'll need to 'create instances from icon_states' in an editor to use these well
/obj/structure/prop/fence
name = "fence"
desc = "It's a fence! Not much else to say about it."
icon = 'icons/obj/props/decor_fences.dmi'
@@ -0,0 +1,686 @@
/obj/structure/prop/machine
name = "doodad"
desc = "Some kind of machine."
icon = 'icons/obj/props/decor.dmi'
//Eris Bluespace Beacon
/obj/structure/prop/machine/bsb_off
name = "beacon"
icon_state = "bsb_off"
/obj/structure/prop/machine/bsb_on
name = "beacon"
icon_state = "bsb_on"
/obj/structure/prop/machine/biosyphon
icon_state = "biosyphon"
/obj/structure/prop/machine/von_krabin
icon_state = "von_krabin"
/obj/structure/prop/machine/last_shelter
icon_state = "last_shelter"
/obj/structure/prop/machine/complicator
icon_state = "complicator"
/obj/structure/prop/machine/random_radio
name = "radio"
icon_state = "random_radio"
// vatgrowing thing from /tg/
/obj/structure/prop/machine/green_egg
icon_state = "gel_cocoon"
// gravity generator from Eris
/obj/structure/prop/machine/gravygen
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "bigdice"
bound_width = 64
bound_height = 64
// dna vault from /tg/
/obj/structure/prop/dna_vault
icon = 'icons/obj/props/decor96x96.dmi'
icon_state = "vault"
/**
* Possible 'state' options for change_state(state) are:
* panel_open: The panel is opened
* panel_closed: The panel is closed
*/
// neotheology cloning biocan from Eris
/obj/structure/prop/machine/nt_biocan
icon = 'icons/obj/props/decor.dmi'
icon_state = "nt_biocan"
/obj/structure/prop/nt_biocan/change_state(state)
. = ..()
switch(state)
if("panel_open")
cut_overlay("nt_biocan_panel")
add_overlay("nt_biocan_panel")
if("panel_closed")
cut_overlay("nt_biocan_panel")
/**
* Possible 'state' options for change_state(state) are:
* blue, red, orange, yellow, green, purple: Set that color
* damaged: add damage overlay
* undamaged: remove damage overlay
* broken: become damaged
* plain: undamaged white version, otherwise use a color
*/
// dominator console from /tg/
/obj/structure/prop/dominator
icon = 'icons/obj/props/decor.dmi'
icon_state = "dominator"
/obj/structure/prop/dominator/change_state(state)
. = ..()
switch(state)
if("blue")
icon_state = "dominator-blue"
if("red")
icon_state = "dominator-red"
if("orange")
icon_state = "dominator-orange"
if("yellow")
icon_state = "dominator-yellow"
if("green")
icon_state = "dominator-green"
if("purple")
icon_state = "dominator-purple"
if("damaged")
add_overlay("dom_damage")
if("undamaged")
cut_overlay("dom_damage")
if("broken")
icon_state = "dominator-broken"
if("plain")
icon_state = "dominator"
/obj/structure/prop/dominator/blue
icon_state = "dominator-blue"
/obj/structure/prop/dominator/red
icon_state = "dominator-red"
/obj/structure/prop/dominator/orange
icon_state = "dominator-orange"
/obj/structure/prop/dominator/yellow
icon_state = "dominator-yellow"
/obj/structure/prop/dominator/green
icon_state = "dominator-green"
/obj/structure/prop/dominator/purple
icon_state = "dominator-purple"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Pumping or something
*/
// some neotheology thing from Eris
/obj/structure/prop/machine/solifier
icon_state = "nt_solidifier"
/obj/structure/prop/machine/solifier/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_solidifier"
if("on")
icon_state = "nt_solidifier_on"
/obj/structure/prop/machine/solifier/starts_on
icon_state = "nt_solidifier_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Boring, round
* on: Spinny glowy
*/
// conduit of soul from Eris
/obj/structure/prop/machine/conduit
icon_state = "conduit_off"
/obj/structure/prop/machine/conduit/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "conduit_spin"
flick("conduit_starting", src)
if("off")
icon_state = "conduit_off"
flick("conduit_stopping", src)
/obj/structure/prop/machine/conduit/starts_on
icon_state = "conduit_spin"
/**
* Possible 'state' options for change_state(state) are:
* on: Doing some kinda worky thing
* off: Not doing much of anything
* empty: No blue crystal thingy
* loaded: off but without the animation
*/
// some kinda NT thing from Eris
/obj/structure/prop/machine/core
icon_state = "core_inactive"
/obj/structure/prop/machine/core/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "core_active"
flick("core_warmup", src)
if("off")
icon_state = "core_inactive"
flick("core_shutdown", src)
if("empty")
icon_state = "core_empty"
if("loaded")
icon_state = "core_inactive"
/obj/structure/prop/machine/core/starts_on
icon_state = "core_active"
/**
* Possible 'state' options for change_state(state) are:
* down: In the ground, glowing
* up: Out of the ground, open
*/
// experimental science destructor from /tg/
/obj/structure/prop/machine/tube
icon = 'icons/obj/props/decor32x64.dmi'
icon_state = "tube_open"
/obj/structure/prop/machine/tube/change_state(state)
. = ..()
switch(state)
if("down")
icon_state = "tube_on"
flick("tube_down", src)
if("up")
icon_state = "tube_open"
flick("tube_up", src)
/obj/structure/prop/machine/tube/starts_down
icon_state = "tube_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Boring, static
* on: Turny and blinky
*/
// experimental science destructor from /tg/
/obj/structure/prop/machine/comm_tower
icon = 'icons/obj/props/decor.dmi'
icon = 'icons/obj/props/decor96x96.dmi'
icon_state = "comm_tower"
/obj/structure/prop/machine/comm_tower/change_state(state)
. = ..()
switch(state)
if("on")
icon_state = "comm_tower_on"
if("off")
icon_state = "comm_tower"
/obj/structure/prop/machine/comm_tower/starts_on
icon_state = "comm_tower_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Not doing much
* on: Stamping mysterious substances
*/
// sheetizer from /tg/
/obj/structure/prop/machine/stamper
icon = 'icons/obj/props/decor.dmi'
icon_state = "stamper"
/obj/structure/prop/machine/stamper/change_state(state)
. = ..()
switch(state)
if("off")
cut_overlays()
if("on")
add_overlay("stamper_proc")
add_overlay("stamper_but")
/obj/structure/prop/machine/stamper/starts_on
icon_state = "stamper_on"
/obj/structure/prop/machine/stamper/starts_on/Initialize()
add_overlay("stamper_proc")
add_overlay("stamper_but")
/**
* Possible 'state' options for change_state(state) are:
* whole: Not doing much
* broken: Stamping mysterious substances
*/
// alien autopsy thing from TGMC
/obj/structure/prop/machine/alien_tank
icon_state = "tank_larva"
/obj/structure/prop/machine/alien_tank/change_state(state)
. = ..()
switch(state)
if("whole")
icon_state = "tank_larva"
if("broken")
icon_state = "tank_broken"
/obj/structure/prop/machine/alien_tank/starts_broken
icon_state = "tank_broken"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights underneath
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// neotheology optable from Eris
/obj/structure/prop/machine/nt_optable
icon_state = "nt_optable-idle"
/obj/structure/prop/machine/nt_optable/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "nt_optable-idle"
if("active")
icon_state = "nt_optable-active"
if("panel_open")
cut_overlay("nt_optable_panel")
add_overlay("nt_optable_panel")
if("panel_closed")
cut_overlay("nt_optable_panel")
/obj/structure/prop/nt_optable/starts_active
icon_state = "nt_optable-active"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights in the center
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// trade beacon from Eris
/obj/structure/prop/machine/tradebeacon
icon_state = "tradebeacon"
/obj/structure/prop/machine/tradebeacon/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "tradebeacon"
if("active")
icon_state = "tradebeacon_active"
if("panel_open")
cut_overlay("tradebeacon_panel")
add_overlay("tradebeacon_panel")
if("panel_closed")
cut_overlay("tradebeacon_panel")
/obj/structure/prop/machine/tradebeacon/starts_active
icon_state = "tradebeacon_active"
/**
* Possible 'state' options for change_state(state) are:
* idle: The default look
* active: Glowy lights in the center
* panel_open: Opened panel (wiring)
* panel_closed: Closed panel
*/
// another trade beacon from Eris
/obj/structure/prop/machine/tradebeacon2
icon_state = "tradebeacon"
/obj/structure/prop/machine/tradebeacon2/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "tradebeacon_sending"
if("active")
icon_state = "tradebeacon_sending_active"
if("panel_open")
cut_overlay("tradebeacon_sending_panel")
add_overlay("tradebeacon_sending_panel")
if("panel_closed")
cut_overlay("tradebeacon_sending_panel")
/obj/structure/prop/machine/tradebeacon2/starts_active
icon_state = "tradebeacon_sending_active"
/**
* Possible 'state' options for change_state(state) are:
* off: Non-spinny
* on: Spinny and floaty
*/
// neotheology decorative(?) obelisk from Eris
/obj/structure/prop/machine/nt_obelisk
icon = 'icons/obj/props/decor.dmi'
icon_state = "nt_obelisk"
/obj/structure/prop/machine/nt_obelisk/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "nt_obelisk"
if("on")
icon_state = "nt_obelisk_on"
/obj/structure/prop/machine/nt_obelisk/starts_on
icon_state = "nt_obelisk_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Inert
* on: Hand destroying machinery
*/
// 'sorter' from Eris
/obj/structure/prop/machine/sorter
icon = 'icons/obj/props/decor.dmi'
icon_state = "sorter"
/obj/structure/prop/machine/sorter/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "sorter"
if("on")
icon_state = "sorter-process"
/obj/structure/prop/machine/sorter/starts_on
icon_state = "sorter-process"
/**
* Possible 'state' options for change_state(state) are:
* off: Inert
* on: Hand destroying machinery
*/
// 'smelter' from Eris
/obj/structure/prop/machine/smelter
icon = 'icons/obj/props/decor.dmi'
icon_state = "smelter"
/obj/structure/prop/machine/smelter/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "smelter"
if("on")
icon_state = "smelter-process"
/obj/structure/prop/machine/smelter/starts_on
icon_state = "smelter-process"
/**
* Possible 'state' options for change_state(state) are:
* idle: Not doing anything, with yellow template exposed
* work: busy doing work
* pause: paused work
*/
// cruciform forge from Eris
/obj/structure/prop/machine/nt_cruciforge
icon = 'icons/obj/props/decor.dmi'
icon_state = "nt_cruciforge"
/obj/structure/prop/machine/nt_cruciforge/change_state(state)
. = ..()
switch(state)
if("idle")
icon_state = "nt_cruciforge"
flick("nt_cruciforge_finish", src) // 8ds
if("work")
icon_state = "nt_cruciforge_work"
flick("nt_cruciforge_start", src) // 8ds
if("pause")
icon_state = "nt_cruciforge_pause"
/obj/structure/prop/machine/nt_cruciforge/starts_working
icon_state = "nt_cruciforge_work"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Showing a display/powered up
*/
// A console from TGMC
/obj/structure/prop/machine/tgmc_console1
name = "console"
icon = 'icons/obj/props/decor.dmi'
icon_state = "tgmc_console1"
/obj/structure/prop/machine/tgmc_console1/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "tgmc_console1"
if("on")
icon_state = "tgmc_console1_on"
/obj/structure/prop/machine/tgmc_console1/starts_on
icon_state = "tgmc_console1_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Showing a display/powered up
*/
// A console from TGMC
/obj/structure/prop/machine/tgmc_console2
name = "console"
icon_state = "tgmc_console2"
/obj/structure/prop/machine/tgmc_console2/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "tgmc_console2"
if("on")
icon_state = "tgmc_console2_on"
/obj/structure/prop/machine/tgmc_console2/starts_on
icon_state = "tgmc_console2_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Showing a display/powered up
*/
// A console from TGMC
/obj/structure/prop/machine/tgmc_console3
name = "console"
icon_state = "tgmc_console3"
/obj/structure/prop/machine/tgmc_console3/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "tgmc_console3"
if("on")
icon_state = "tgmc_console3_on"
/obj/structure/prop/machine/tgmc_console3/starts_on
icon_state = "tgmc_console3_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Showing a display/powered up
*/
// A console from TGMC
/obj/structure/prop/machine/tgmc_console4
name = "console"
icon_state = "tgmc_console4"
/obj/structure/prop/machine/tgmc_console4/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "tgmc_console4"
if("on")
icon_state = "tgmc_console4_on"
/obj/structure/prop/machine/tgmc_console4/starts_on
icon_state = "tgmc_console4_on"
/**
* Possible 'state' options for change_state(state) are:
* off: Default, boring
* on: Showing a display/powered up
*/
// A console from TGMC
/obj/structure/prop/machine/tgmc_console5
name = "console"
icon_state = "tgmc_console5"
/obj/structure/prop/machine/tgmc_console5/change_state(state)
. = ..()
switch(state)
if("off")
icon_state = "tgmc_console5"
if("on")
icon_state = "tgmc_console5_on"
/obj/structure/prop/machine/tgmc_console5/starts_on
icon_state = "tgmc_console5_on"
/**
* This one is a bit more fancy than others. Anything in the contents (PLEASE LIMIT TO ONE THING)
* will show up inside it! Also if you map in an item on it, it will grab that at mapload and start
* in the 'closed, full of fluid' state, so you can put a body on it or whatever.
*
* As an aghost you can also dragdrop something into it (you have to be ghosted next to it)
*
* Possible 'state' options for change_state(state) are:
* open: Open, no fluid or anything. At the end the contents are ejected.
* closed: Closed, full of liquid
* panel_open: Shows panel
* panel_closed: Unshows panel
*/
// neotheology cloning pod from Eris
/obj/structure/prop/machine/nt_pod
icon = 'icons/obj/props/decor.dmi'
icon = 'icons/obj/props/decor32x64.dmi'
icon_state = "nt_pod_mappreview"
bound_height = 64
var/obj/effect/overlay/vis/outside
var/obj/effect/overlay/vis/door
var/obj/effect/overlay/vis/fluid
var/contents_vis_flags = NONE
var/contents_original_pixel_y = 0
/obj/structure/prop/machine/nt_pod/Initialize(mapload)
// Our non-map-preview state
icon_state = "nt_pod"
// Alpha mask to make sure things don't sneak out
var/obj/effect/overlay/vis/mask = new
mask.icon = icon
mask.icon_state = "nt_pod_mask"
mask.render_target = "*nt_podmask[REF(src)]"
mask.vis_flags = VIS_INHERIT_ID
vis_contents += mask
outside = add_vis_overlay(icon, "nt_pod_over", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
door = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
fluid = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE)
// Gather up our friends
if(mapload)
var/atom/movable/AM = locate() in loc
AM?.forceMove(src)
/obj/structure/prop/machine/nt_pod/Entered(atom/movable/mover)
abduct(mover)
/obj/structure/prop/machine/nt_pod/proc/abduct(var/atom/movable/AM)
// Save old settings
contents_vis_flags = AM.vis_flags
contents_original_pixel_y = AM.pixel_y
// Arrange
AM.add_filter("podmask", 1, alpha_mask_filter(render_source = "nt_podmask[REF(src)]", flags = MASK_INVERSE))
AM.pixel_y = 12
AM.vis_flags = VIS_INHERIT_ID|VIS_INHERIT_DIR
vis_contents += AM
if(ismob(AM))
var/mob/M = AM
buckle_mob(M, TRUE, FALSE)
// TRAP THEM
change_state("closed")
/obj/structure/prop/machine/nt_pod/proc/unduct(var/atom/movable/AM)
// Geddout
vis_contents -= AM
if(ismob(AM))
var/mob/M = AM
unbuckle_mob(M, TRUE)
// Cleanup
AM.remove_filter("podmask")
AM.forceMove(drop_location())
AM.vis_flags = contents_vis_flags
AM.pixel_y = contents_original_pixel_y
/obj/structure/prop/machine/nt_pod/MouseDrop_T(var/atom/movable/AM, var/mob/user)
if(contents.len)
return
if(!ismovable(AM))
return
if(!user.client?.holder)
return
AM.forceMove(src)
/obj/structure/prop/machine/nt_pod/change_state(state)
. = ..()
switch(state)
if("open")
cut_overlay("nt_pod_top_on")
cut_overlay("nt_pod_under")
// Fluid drains
fluid.icon_state = "nothing"
flick("nt_pod_emptying", fluid) // 8ds
sleep(8)
// Door opens
door.icon_state = "nothing"
flick("nt_pod_opening", door) // 9ds
sleep(9)
// GET OUT
outside.layer = BELOW_MOB_LAYER
if(contents.len)
for(var/atom/movable/AM as anything in contents)
unduct(AM)
if("closed")
outside.layer = ABOVE_MOB_LAYER
cut_overlay("nt_pod_top_on")
add_overlay("nt_pod_top_on")
add_overlay("nt_pod_under")
// Door closes
door.icon_state = "nt_pod_glass"
flick("nt_pod_closing", door) // 9ds
sleep(9)
// Fluid fills
fluid.icon_state = "nt_pod_liquid"
flick("nt_pod_filling", fluid) // 8ds
if("panel_open")
cut_overlay("nt_pod_panel")
add_overlay("nt_pod_panel")
if("panel_closed")
cut_overlay("nt_pod_panel")
File diff suppressed because it is too large Load Diff
+12 -1
View File
@@ -38,4 +38,15 @@
density = FALSE
/obj/structure/prop/rock/small/wateralt
icon_state = "waterrocks2"
icon_state = "waterrocks2"
// bluespace crystal from Eris
/obj/structure/prop/rock/crystal
name = "crystal"
icon = 'icons/obj/props/decor.dmi'
icon_state = "bsc"
/obj/structure/prop/rock/crystal_dust
name = "crystal dust"
icon = 'icons/obj/props/decor.dmi'
icon_state = "bsc_dust"
@@ -0,0 +1,65 @@
//Eris statues
/obj/structure/prop/statue
name = "statue"
desc = "It's art!"
icon = 'icons/obj/props/decor.dmi'
icon_state = "artwork_statue"
/obj/structure/prop/statue/statue1
icon_state = "artwork_statue_1"
/obj/structure/prop/statue/statue2
icon_state = "artwork_statue_2"
/obj/structure/prop/statue/statue3
icon_state = "artwork_statue_3"
/obj/structure/prop/statue/statue4
icon_state = "artwork_statue_4"
/obj/structure/prop/statue/statue5
icon_state = "artwork_statue_5"
//TGMC Ship Mast
/obj/structure/prop/statue/stump_plaque
name = "commemorative stump"
desc = "A wooden stump adorned with a little plaque."
icon = 'icons/obj/props/decor.dmi'
icon_state = "stump"
//World Server statues
/obj/structure/prop/statue
name = "statue"
desc = "A statue."
icon = 'icons/obj/props/decor32x64.dmi'
icon_state = "venus"
/obj/structure/prop/statue/lion
icon_state = "lion"
/obj/structure/prop/statue/angel
icon = 'icons/obj/props/decor.dmi'
icon_state = "angel"
/obj/structure/prop/statue/phoron
name = "phoronic cascade"
desc = "A sculpture made of pure phoron. It is covered in a lacquer that prevents erosion and renders it fireproof. It's safe. Probably."
icon_state = "phoronic"
layer = ABOVE_WINDOW_LAYER
interaction_message = "<span class = 'notice'>Cool to touch and unbelievable smooth. You can almost see your reflection in it.</span>"
/obj/structure/prop/statue/phoron/New()
set_light(2, 3, "#cc66ff")
/obj/structure/prop/statue/pillar
name = "pillar"
desc = "A pillar."
icon_state = "pillar"
/obj/structure/prop/statue/pillar/dark
name = "pillar"
desc = "A dark pillar."
icon_state = "dark_pillar"
@@ -0,0 +1,167 @@
/obj/structure/prop/war
name = "military hardware"
desc = "What is it good for?"
icon = 'icons/obj/props/decor.dmi'
// warheads from TGMC
/obj/structure/prop/war/warhead1
name = "nuclear warhead"
icon_state = "ob_warhead_1"
/obj/structure/prop/war/warhead2
name = "incindiary warhead"
icon_state = "ob_warhead_2"
/obj/structure/prop/war/warhead3
name = "bluespace warhead"
icon_state = "ob_warhead_3"
/obj/structure/prop/war/warhead4
name = "phoron warhead"
icon_state = "ob_warhead_4"
// minirocket pod from TGMC
/obj/structure/prop/war/minirocket_pod
name = "rocket pod"
icon_state = "minirocket_pod"
// sentry console from TGMC
/obj/structure/prop/war/sentry_control
name = "portable sentry gun"
desc = "Needs a dispenser."
icon_state = "tgmc_sentry"
// various weapons from TGMC
/obj/structure/prop/war/tgmc_missile
name = "missile"
desc = "It seems to be some sort of spacecraft-tier ordinance."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "single"
bound_width = 64
/obj/structure/prop/war/tgmc_missile/double
icon_state = "widowmaker"
/obj/structure/prop/war/tgmc_missile/banshee
icon_state = "banshee"
/obj/structure/prop/war/tgmc_missile/keeper
icon_state = "keeper"
/obj/structure/prop/war/tgmc_missile/fatty
icon_state = "fatty"
/obj/structure/prop/war/tgmc_missile/napalm
icon_state = "napalm"
/**
* Possible 'state' options for change_state(state) are:
* empty, single, banshee, keeper, fatty, napalm
*/
// ship weapons from TGMC
/obj/structure/prop/war/tgmc_missile_rack
name = "missile launcher"
desc = "Some sort of spacecraft-tier missile weapon."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "rocket_pod"
bound_height = 64
/obj/structure/prop/war/tgmc_missile_rack/change_state(state)
. = ..()
switch(state)
if("empty")
icon_state = "rocket_pod"
if("single")
icon_state = "rocket_pod_loaded"
if("banshee")
icon_state = "rocket_pod_loadedb"
if("keeper")
icon_state = "rocket_pod_loadedk"
if("fatty")
icon_state = "rocket_pod_loadedf"
if("napalm")
icon_state = "rocket_pod_loadedn"
/obj/structure/prop/war/tgmc_missile_rack/single
icon_state = "rocket_pod_loaded"
/obj/structure/prop/war/tgmc_missile_rack/banshee
icon_state = "rocket_pod_loadedb"
/obj/structure/prop/war/tgmc_missile_rack/keeper
icon_state = "rocket_pod_loadedk"
/obj/structure/prop/war/tgmc_missile_rack/fatty
icon_state = "rocket_pod_loadedf"
/obj/structure/prop/war/tgmc_missile_rack/napalm
icon_state = "rocket_pod_loadedn"
/**
* Possible 'state' options for change_state(state) are:
* empty, loaded
*/
// ship weapons from TGMC
/obj/structure/prop/war/tgmc_minirockets
name = "rocket pod"
desc = "Some sort of spacecraft-tier rocket weapon."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "minirocket_pod"
bound_height = 64
/obj/structure/prop/war/tgmc_minirockets/change_state(state)
. = ..()
switch(state)
if("empty")
icon_state = "minirocket_pod"
if("loaded")
icon_state = "minirocket_pod_loaded"
/obj/structure/prop/war/tgmc_minirockets/loaded
icon_state = "minirocket_pod_loaded"
/**
* Possible 'state' options for change_state(state) are:
* empty, loaded
*/
// ship weapons from TGMC
/obj/structure/prop/war/tgmc_laser
name = "laser cannon"
desc = "Some sort of spacecraft-tier energy weapon."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "laser_beam"
bound_height = 64
/obj/structure/prop/war/tgmc_laser/change_state(state)
. = ..()
switch(state)
if("empty")
icon_state = "laser_beam"
if("loaded")
icon_state = "laser_beam_loaded"
/obj/structure/prop/war/tgmc_laser/loaded
icon_state = "laser_beam_loaded"
/**
* Possible 'state' options for change_state(state) are:
* empty, loaded, loadedempty
*/
// ship weapons from TGMC
/obj/structure/prop/war/tgmc_30mm
name = "30mm cannon"
desc = "Some sort of spacecraft-tier rotary cannon weapon."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "30mm_cannon"
bound_height = 64
/obj/structure/prop/war/tgmc_30mm/change_state(state)
. = ..()
switch(state)
if("empty")
icon_state = "30mm_cannon"
if("loaded")
icon_state = "30mm_cannon_loaded1"
if("loadedempty")
icon_state = "30mm_cannon_loaded0"
/obj/structure/prop/war/tgmc_30mm/loaded
icon_state = "30mm_cannon_loaded1"
/obj/structure/prop/war/tgmc_30mm/loadedempty
icon_state = "30mm_cannon_loaded0"
@@ -4,6 +4,7 @@
icon = 'icons/obj/storage_vr.dmi' //VOREStation Edit
icon_state = "critteropen"
density = TRUE
unacidable = TRUE
var/mob/living/simple_mob/contained
@@ -6,6 +6,7 @@
icon = 'icons/mob/alien.dmi'
icon_state = "nest"
var/health = 100
unacidable = TRUE
/obj/structure/bed/nest/update_icon()
return
+1
View File
@@ -1,6 +1,7 @@
/obj/structure/shuttle
name = "shuttle"
icon = 'icons/turf/shuttle_parts.dmi'
unacidable = TRUE
/obj/structure/shuttle/window
name = "shuttle window"
+2 -2
View File
@@ -202,7 +202,7 @@ var/list/flooring_types
desc = "Gritty and unpleasant."
icon = 'icons/turf/flooring/asteroid.dmi'
icon_base = "asteroid"
flags = TURF_REMOVE_SHOVEL
flags = TURF_REMOVE_SHOVEL | TURF_ACID_IMMUNE
build_type = null
footstep_sounds = list("human" = list(
'sound/effects/footstep/asteroid1.ogg',
@@ -543,7 +543,7 @@ var/list/flooring_types
icon = 'icons/turf/outdoors.dmi'
icon_base = "lava"
is_plating = TRUE
flags = 0
flags = TURF_ACID_IMMUNE
footstep_sounds = list("human" = list(
'sound/effects/footstep/lava1.ogg',
'sound/effects/footstep/lava2.ogg',
+1
View File
@@ -76,6 +76,7 @@
icon = 'icons/turf/shuttle_white.dmi'
thermal_conductivity = 0.05
heat_capacity = 0
flags = TURF_ACID_IMMUNE
var/obj/landed_holder/landed_holder
var/interior_corner = 0
+1
View File
@@ -15,6 +15,7 @@
can_build_into_floor = TRUE
can_dirty = FALSE
initial_flooring = /decl/flooring/lava // Defining this in case someone DOES step on lava and survive. Somehow.
flags = TURF_ACID_IMMUNE
/turf/simulated/floor/lava/outdoors
outdoors = OUTDOORS_YES
+1
View File
@@ -9,6 +9,7 @@
edge_blending_priority = -1
movement_cost = 4
outdoors = OUTDOORS_YES
flags = TURF_ACID_IMMUNE
layer = WATER_FLOOR_LAYER
+1 -1
View File
@@ -4,7 +4,7 @@
icon_state = "default"
dynamic_lighting = 0
plane = SPACE_PLANE
flags = TURF_ACID_IMMUNE
temperature = T20C
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
can_build_into_floor = TRUE
+1
View File
@@ -3,6 +3,7 @@
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD
var/skip_init = TRUE // Don't call down the chain, apparently for performance when loading maps at runtime.
flags = TURF_ACID_IMMUNE
/turf/unsimulated/Initialize(mapload)
if(skip_init)
+1
View File
@@ -5,6 +5,7 @@
icon_state = "off"
density = TRUE
anchored = TRUE
unacidable = TRUE
var/active = 0
@@ -149,7 +149,7 @@ var/list/_client_preferences_by_type
key = "SOUND_AIRPUMP"
enabled_description = "Audible"
disabled_description = "Silent"
/datum/client_preference/old_door_sounds
description ="Old Door Sounds"
key = "SOUND_OLDDOORS"
@@ -304,13 +304,13 @@ var/list/_client_preferences_by_type
key = "RUNECHAT_BORDER"
enabled_description = "Show"
disabled_description = "Hide"
enabled_by_default = FALSE
enabled_by_default = TRUE
/datum/client_preference/runechat_long_messages
description = "Runechat Message Length"
key = "RUNECHAT_LONG"
enabled_description = "ERP KING"
disabled_description = "Normie"
enabled_description = "Long"
disabled_description = "Short"
enabled_by_default = FALSE
/datum/client_preference/status_indicators/toggled(mob/preference_mob, enabled)
@@ -677,3 +677,14 @@
whitelisted = SPECIES_TESHARI
sort_category = "Xenowear"
cost = 4
/datum/gear/shoes/teshwrap
display_name = "Teshari legwraps"
path = /obj/item/clothing/shoes/footwraps/teshari
sort_category = "Xenowear"
whitelisted = SPECIES_TESHARI
cost = 1
/datum/gear/shoes/teshwrap/New()
..()
gear_tweaks += gear_tweak_free_color_choice
@@ -0,0 +1,8 @@
/obj/item/clothing/shoes/footwraps/teshari
name = "Teshari legwraps"
desc = "Traditional Teshari footwear, consisting of a cloth wrapping to cover the foot and lower leg."
icon = 'icons/inventory/feet/item_teshari.dmi'
icon_state = "teshwrap"
item_state = "teshwrap"
shoes_under_pants = 1 //these are thin and wrapped around the leg, clothing would go over it
species_restricted = list(SPECIES_TESHARI)
+1
View File
@@ -13,6 +13,7 @@
icon_state = "generic"
anchored = TRUE
density = TRUE
unacidable = TRUE
clicksound = "button"
// Power
@@ -137,3 +137,7 @@
key = "spiderpurr"
emote_message_3p = "purrs."
emote_sound = 'sound/voice/spiderpurr.ogg'
/decl/emote/audible/squeaky
key = "squeaky"
emote_message_3p = "squeaks."
emote_sound = 'sound/items/drop/plushie.ogg'
+1
View File
@@ -6,6 +6,7 @@
icon_state = "grinder"
density = TRUE
anchored = TRUE
unacidable = TRUE
req_access = list(access_kitchen,access_morgue)
var/operating = 0 //Is it on?
+1
View File
@@ -6,6 +6,7 @@
layer = 2.9
density = TRUE
anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 5
active_power_usage = 2000
+7
View File
@@ -5,6 +5,7 @@
/turf/simulated/floor/holofloor
thermal_conductivity = 0
flags = TURF_ACID_IMMUNE
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
@@ -129,12 +130,14 @@
icon = 'icons/obj/furniture_vr.dmi'
icon_state = "stool_padded_preview"
anchored = TRUE
unacidable = TRUE
pressure_resistance = 15
/obj/item/clothing/gloves/boxing/hologlove
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
unacidable = TRUE
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_gloves.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_gloves.dmi',
@@ -291,6 +294,7 @@
throwforce = 0
w_class = ITEMSIZE_SMALL
flags = NOBLOODY
unacidable = TRUE
var/active = 0
/obj/item/weapon/holo/esword/green/New()
@@ -359,6 +363,7 @@
name = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = ITEMSIZE_LARGE //Stops people from hiding it in their bags/pockets
unacidable = TRUE
drop_sound = 'sound/items/drop/basketball.ogg'
pickup_sound = 'sound/items/pickup/basketball.ogg'
@@ -369,6 +374,7 @@
icon_state = "hoop"
anchored = TRUE
density = TRUE
unacidable = TRUE
throwpass = 1
/obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -411,6 +417,7 @@
var/area/currentarea = null
var/eventstarted = 0
unacidable = TRUE
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 2
+1
View File
@@ -5,6 +5,7 @@
icon_state = "hydrotray3"
density = TRUE
anchored = TRUE
unacidable = TRUE
flags = OPENCONTAINER
volume = 100
+1
View File
@@ -14,6 +14,7 @@
initial_flooring = /decl/flooring/looking_glass
appearance_flags = TILE_BOUND
dynamic_lighting = FALSE
flags = TURF_ACID_IMMUNE
var/center = FALSE
var/optional = FALSE
@@ -141,3 +141,4 @@
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT)
rod_product = null
flags = MATERIAL_UNMELTABLE
@@ -6,6 +6,7 @@
icon_base = "hull"
icon_reinf = "reinf_mesh"
icon_colour = "#666677"
flags = MATERIAL_UNMELTABLE
/datum/material/steel/hull/place_sheet(var/turf/target) //Deconstructed into normal steel sheets.
new /obj/item/stack/material/steel(target)
@@ -18,6 +19,7 @@
icon_reinf = "reinf_mesh"
icon_colour = "#777788"
explosion_resistance = 40
flags = MATERIAL_UNMELTABLE
/datum/material/plasteel/hull/place_sheet(var/turf/target) //Deconstructed into normal plasteel sheets.
new /obj/item/stack/material/plasteel(target)
@@ -30,6 +32,7 @@
icon_colour = "#45829a"
explosion_resistance = 90
reflectivity = 0.9
flags = MATERIAL_UNMELTABLE
/datum/material/durasteel/hull/place_sheet(var/turf/target) //Deconstructed into normal durasteel sheets.
new /obj/item/stack/material/durasteel(target)
@@ -39,6 +42,7 @@
stack_type = /obj/item/stack/material/titanium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
flags = MATERIAL_UNMELTABLE
/datum/material/titanium/hull/place_sheet(var/turf/target) //Deconstructed into normal titanium sheets.
new /obj/item/stack/material/titanium(target)
@@ -48,6 +52,7 @@
stack_type = /obj/item/stack/material/morphium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
flags = MATERIAL_UNMELTABLE
/datum/material/morphium/hull/place_sheet(var/turf/target)
new /obj/item/stack/material/morphium(target)
@@ -16,6 +16,7 @@
sheet_plural_name = "crystals"
is_fusion_fuel = 1
stack_origin_tech = list(TECH_MATERIAL = 8, TECH_PHORON = 5, TECH_BLUESPACE = 4)
flags = MATERIAL_UNMELTABLE
/datum/material/supermatter/generate_recipes()
recipes = list(
@@ -10,11 +10,11 @@
name = "mining equipment vendor"
desc = "An equipment vendor for miners, points collected at an ore redemption machine can be spent here."
icon = 'icons/obj/vending.dmi'
icon_state = "adh-tool"
icon_state = "minevend"
density = TRUE
anchored = TRUE
var/icon_deny = "adh-tool-deny"
var/icon_vend = "adh-tool-vend"
var/icon_deny = "minevend-deny"
var/icon_vend = "minevend-vend"
circuit = /obj/item/weapon/circuitboard/mining_equipment_vendor
var/obj/item/weapon/card/id/inserted_id
var/list/prize_list = list(
@@ -46,7 +46,7 @@
new /datum/data/mining_equipment("Hardsuit - Intelligence Storage", /obj/item/rig_module/ai_container, 2500),
new /datum/data/mining_equipment("Hardsuit - Smoke Bomb Deployer", /obj/item/rig_module/grenade_launcher/smoke, 2000),
new /datum/data/mining_equipment("Industrial Equipment - Phoron Bore", /obj/item/weapon/gun/magnetic/matfed/phoronbore/loaded, 3000),
new /datum/data/mining_equipment("Industrial Equipment - Sheet-Snatcher",/obj/item/weapon/storage/bag/sheetsnatcher, 500), new /datum/data/mining_equipment("Digital Tablet - Standard", /obj/item/modular_computer/tablet/preset/custom_loadout/standard, 500),
new /datum/data/mining_equipment("Industrial Equipment - Sheet-Snatcher",/obj/item/weapon/storage/bag/sheetsnatcher, 500), new /datum/data/mining_equipment("Digital Tablet - Standard", /obj/item/modular_computer/tablet/preset/custom_loadout/standard, 500),
new /datum/data/mining_equipment("Digital Tablet - Advanced", /obj/item/modular_computer/tablet/preset/custom_loadout/advanced, 1000),
new /datum/data/mining_equipment("Fine Excavation Kit - Chisels",/obj/item/weapon/storage/excavation, 500),
new /datum/data/mining_equipment("Fine Excavation Kit - Measuring Tape",/obj/item/device/measuring_tape, 125),
+1 -10
View File
@@ -96,18 +96,9 @@
turn_on()
. = TRUE
switch(action)
if("power")
if(!access_scanner.allowed(src))
return FALSE
if(on)
turn_off()
else
turn_on()
. = TRUE
if(locked)
return TRUE
switch(action)
if("water")
waters_trays = !waters_trays
@@ -127,10 +127,10 @@ var/list/_human_default_emotes = list(
/decl/emote/audible/squish,
/decl/emote/audible/spiderchitter,
/decl/emote/audible/spiderpurr,
/decl/emote/audible/squeaky,
/decl/emote/visible/mlem,
/decl/emote/visible/blep,
/decl/emote/helper/vwag,
/decl/emote/helper/vflap
//VOREStation Add End
@@ -256,6 +256,7 @@ var/list/_simple_mob_default_emotes = list(
/decl/emote/audible/squish,
/decl/emote/audible/spiderchitter,
/decl/emote/audible/spiderpurr,
/decl/emote/audible/squeaky,
/decl/emote/visible/mlem,
/decl/emote/visible/blep
)
@@ -158,21 +158,20 @@
// OBJ CHECK
var/cannot_melt
if(isobj(O))
var/obj/I = O
var/obj/I = O //Gurgs : Melts pretty much any object that isn't considered unacidable = TRUE
if(I.unacidable)
cannot_melt = 1
else
if(istype(O, /turf/simulated/wall))
var/turf/simulated/wall/W = O
var/turf/simulated/wall/W = O //Gurgs : Walls are deconstructed into girders.
if(W.material.flags & MATERIAL_UNMELTABLE)
cannot_melt = 1
else if(istype(O, /turf/simulated/floor))
/* var/turf/simulated/floor/F = O //Turfs are qdel'd to space (Even asteroid tiles), will need to be touched by someone smarter than myself. -Mech
var/turf/simulated/floor/F = O //Gurgs : Floors are destroyed with ex_act(1), turning them into whatever tile it would be if empty. Z-Level Friendly, does not destroy pipes.
if(F.flooring && (F.flooring.flags & TURF_ACID_IMMUNE))
*/
cannot_melt = 1
cannot_melt = 1
else
cannot_melt = 1
cannot_melt = 1 //Gurgs : Everything that isn't a object, simulated wall, or simulated floor is assumed to be acid immune. Includes weird things like unsimulated floors and space.
if(cannot_melt)
to_chat(src, "<span class='alium'>You cannot dissolve this object.</span>")
@@ -57,7 +57,8 @@
icon_living = "mouse_[body_color]"
icon_dead = "mouse_[body_color]_dead"
icon_rest = "mouse_[body_color]_sleep"
desc = "A small [body_color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
if (body_color != "rat")
desc = "A small [body_color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
/mob/living/simple_mob/animal/passive/mouse/Crossed(atom/movable/AM as mob|obj)
if(AM.is_incorporeal())
@@ -106,6 +107,8 @@
/mob/living/simple_mob/animal/passive/mouse/rat
name = "rat"
tt_desc = "E Rattus rattus"
desc = "A large rodent, often seen hiding in maintenance areas and making a nuisance of itself."
body_color = "rat"
icon_state = "mouse_rat"
maxHealth = 20
@@ -100,6 +100,7 @@ I think I covered everything.
say_list_type = /datum/say_list/bigdragon
devourable = 0 //No
universal_understand = 1 //So they can hear synth speach
max_tox = 0 // for virgo3b survivability
special_attack_min_range = 1
special_attack_max_range = 10
@@ -38,6 +38,7 @@
can_buckle = TRUE
buckle_movable = TRUE
buckle_lying = FALSE
max_tox = 0 // for virgo3b survivability
/mob/living/simple_mob/vore/greatwolf
@@ -45,6 +45,7 @@
vore_default_mode = DM_HEAL
vore_pounce_maxhealth = 125
vore_bump_emote = "tries to snap up"
max_tox = 0 // for virgo3b survivability
/datum/category_item/catalogue/fauna/leopardmander
name = "Sivian Fauna - Va'aen Drake"
+1
View File
@@ -8,6 +8,7 @@
opacity = 0
density = FALSE
anchored = TRUE
unacidable = TRUE
layer = STAIRS_LAYER
/obj/structure/stairs/Initialize()
+1
View File
@@ -21,6 +21,7 @@ You can also set the stat of a NIF to NIF_TEMPFAIL without any issues to disable
icon = 'icons/obj/device_alt.dmi'
icon_state = "nif_0"
unacidable = TRUE
w_class = ITEMSIZE_TINY
var/known_implant = TRUE
+1
View File
@@ -92,6 +92,7 @@ GLOBAL_LIST_EMPTY(apcs)
icon_state = "apc0"
layer = ABOVE_WINDOW_LAYER
anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_OFF
clicksound = "switch"
req_access = list(access_engine_equip)
+1
View File
@@ -14,6 +14,7 @@
var/icon_state_off = "bbox_off"
density = TRUE
anchored = TRUE
unacidable = TRUE
circuit = /obj/item/weapon/circuitboard/breakerbox
var/on = 0
var/busy = 0
+1
View File
@@ -46,6 +46,7 @@ var/list/possible_cable_coil_colours = list(
/obj/structure/cable
level = 1
anchored =TRUE
unacidable = TRUE
var/datum/powernet/powernet
name = "power cable"
desc = "A flexible superconducting cable for heavy-duty power transfer."
+1
View File
@@ -6,6 +6,7 @@ GLOBAL_LIST_EMPTY(all_turbines)
icon_state = "teg-unassembled"
density = TRUE
anchored = FALSE
unacidable = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 100 //Watts, I hope. Just enough to do the computer and display things.
@@ -24,6 +24,7 @@ GLOBAL_LIST_EMPTY(gravity_generators)
icon = 'icons/obj/machines/gravity_generator.dmi'
anchored = TRUE
density = TRUE
unacidable = TRUE
use_power = USE_POWER_OFF
var/sprite_number = 0
+1 -1
View File
@@ -247,7 +247,7 @@
/obj/machinery/power/rtg/kugelblitz
name = "kugelblitz generator"
desc = "A power source harnessing a small black hole."
icon = 'icons/obj/structures/decor64x64.dmi'
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "bigdice"
bound_width = 64
bound_height = 64
@@ -7,6 +7,7 @@
icon_state = "emitter"
anchored = FALSE
density = TRUE
unacidable = TRUE
req_access = list(access_engine_equip)
var/id = null
+1
View File
@@ -12,6 +12,7 @@ GLOBAL_LIST_EMPTY(smeses)
icon_state = "smes"
density = TRUE
anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_OFF
circuit = /obj/item/weapon/circuitboard/smes
clicksound = "switch"
+1
View File
@@ -13,6 +13,7 @@ GLOBAL_LIST_EMPTY(solars_list)
icon_state = "sp_base"
anchored = TRUE
density = TRUE
unacidable = TRUE
use_power = USE_POWER_OFF
idle_power_usage = 0
active_power_usage = 0
@@ -55,6 +55,7 @@
layer = ABOVE_MOB_LAYER // So people can walk behind the top part
density = TRUE
anchored = FALSE
unacidable = TRUE
light_range = 4
var/gasefficency = 0.25
@@ -159,6 +159,7 @@
force = 5
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
unacidable = TRUE
projectile_type = /obj/item/projectile/beam
origin_tech = null
fire_delay = 10 //Old pistol
+42 -13
View File
@@ -30,18 +30,6 @@
charge_cost = 800
recharge_time = 0.5 SECONDS
/obj/item/weapon/gun/energy/stunrevolver
name = "stun revolver"
desc = "A LAEP20 Aktzin. Designed and produced by Lawson Arms under the wing of Hephaestus, several TSCs have been trying to get a hold of the blueprints for half a decade."
description_fluff = "Lawson Arms is Hephaestus Industries main personal-energy-weapon branding, often sold alongside MarsTech projectile weapons to security and law enforcement agencies. \
The Aktzin's capsule-based stun ammunition is a closely guarded Hephaestus Industries patent, and the company has been particularly litigious towards any attempted imitators."
icon = 'icons/obj/guns/energy/stunrevolver.dmi'
icon_state = "stunrevolver"
item_state = "stunrevolver"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
projectile_type = /obj/item/projectile/energy/electrode/strong
charge_cost = 300
/obj/item/weapon/gun/energy/crossbow
name = "mini energy-crossbow"
desc = "A weapon favored by many mercenary stealth specialists."
@@ -81,4 +69,45 @@
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_POWER = 3)
fire_delay = 20
charge_cost = 600
projectile_type = /obj/item/projectile/energy/plasmastun
projectile_type = /obj/item/projectile/energy/plasmastun
//Stun Revolvers
/obj/item/weapon/gun/energy/stunrevolver
name = "stun revolver"
desc = "A LAEP20 Aktzin. Designed and produced by Lawson Arms under the wing of Hephaestus, \
several TSCs have been trying to get a hold of the blueprints for half a decade."
description_fluff = "Lawson Arms is Hephaestus Industries main personal-energy-weapon branding, \
often sold alongside MarsTech projectile weapons to security and law enforcement agencies. \
The Aktzin's capsule-based stun ammunition is a closely guarded Hephaestus Industries patent, \
and the company has been particularly litigious towards any attempted imitators."
icon_state = "stunrevolver"
item_state = "stunrevolver"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
projectile_type = /obj/item/projectile/energy/electrode/strong
charge_cost = 300
/obj/item/weapon/gun/energy/stunrevolver/vintage
name = "vintage stun revolver"
desc = "An older model stun revolver that is still in service across the frontier."
description_fluff = "The LTX1020 Bolter, a Firefly Co. staple from when the company was in its hayday. \
While Firefly Co. has sadly been dissmantled due to bankruptcy, their iconic weapons can still be found \
across the frontier as anything from collectors items to surplus equipment. The LTX1020 falls under \
the latter category. Several companies have been known to use the base tech within the Bolter to create \
their own variants of the Stun Revolver."
icon_state = "vinstunrevolver"
item_state = "stunrevolver"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
/obj/item/weapon/gun/energy/stunrevolver/snubnose
name = "snub stun revolver"
desc = "A snub nose stun revolver sporting a rather elegant look."
description_fluff = "The LTX1010 Stubby, a Firefly Co. staple from when the company was in its hayday. \
While Firefly Co. has sadly been dissmantled due to bankruptcy, their iconic weapons can still be found \
across the frontier as anything from collectors items to surplus equipment. The LTX1010 falls under \
the latter category. Gangsters and other gentlemanly criminals alike use the Stubby as a means of policing \
within their ranks."
icon_state = "snubstunrevolver"
item_state = "stunrevolver"
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
@@ -3,6 +3,7 @@
desc = "Used to seperate and package chemicals in to patches, pills, or bottles. Warranty void if used to create Space Drugs."
density = TRUE
anchored = TRUE
unacidable = TRUE
icon = 'icons/obj/chemical.dmi'
icon_state = "mixer0"
circuit = /obj/item/weapon/circuitboard/chem_master
@@ -18,6 +18,7 @@
use_power = USE_POWER_IDLE
idle_power_usage = 100
anchored = TRUE
unacidable = TRUE
/obj/machinery/chemical_dispenser/Initialize()
. = ..()
+1
View File
@@ -752,6 +752,7 @@
desc = "An underfloor disposal pipe."
anchored = TRUE
density = FALSE
unacidable = TRUE
level = 1 // underfloor only
var/dpdir = 0 // bitmask of pipe directions
+7
View File
@@ -70,6 +70,13 @@
build_path = /obj/item/weapon/gun/energy/floragun
sort_string = "MAAAG"
/datum/design/item/weapon/energy/vinstunrevolver
id = "vinstunrevolver"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
materials = list(MAT_STEEL = 4000)
build_path = /obj/item/weapon/gun/energy/stunrevolver/vintage
sort_string = "MAAAH"
// Ballistic weapons
/datum/design/item/weapon/ballistic/AssembleDesignName()
+2
View File
@@ -54,6 +54,7 @@ var/global/list/obj/machinery/message_server/message_servers = list()
desc = "Facilitates both PDA messages and request console functions."
density = TRUE
anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 10
active_power_usage = 100
@@ -239,6 +240,7 @@ var/obj/machinery/blackbox_recorder/blackbox
desc = "Records all radio communications, as well as various other information in case of the worst."
density = TRUE
anchored = TRUE
unacidable = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 10
active_power_usage = 100
+1
View File
@@ -44,6 +44,7 @@
//This controller goes on the escape pod itself
/obj/machinery/embedded_controller/radio/simple_docking_controller/escape_pod
name = "escape pod controller"
unacidable = TRUE
program = /datum/embedded_program/docking/simple
var/datum/shuttle/autodock/ferry/escape_pod/pod
valid_actions = list("toggle_override", "force_door")
+1
View File
@@ -2,6 +2,7 @@
name = "Elevator Door"
desc = "Ding."
req_access = list(access_maint_tunnels)
unacidable = TRUE
opacity = 0
autoclose = 0
glass = 1
+1
View File
@@ -109,3 +109,4 @@ xonkon - Protean
zalvine - Shadekin Empathy
zammyman215 - Vox
zeracyfr - Xenochimera
spirit1299 - Black-Eyed Shadekin
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