This commit is contained in:
izac112
2021-06-18 17:01:47 +02:00
823 changed files with 229612 additions and 33074 deletions
+6 -6
View File
@@ -184,7 +184,7 @@
L.IgniteMob()
/obj/structure/bonfire/update_icon()
overlays.Cut()
cut_overlays()
if(burning)
var/state
switch(get_fuel_amount())
@@ -194,14 +194,14 @@
state = "bonfire_hot"
var/image/I = image(icon, state)
I.appearance_flags = RESET_COLOR
overlays += I
add_overlay(I)
if(has_buckled_mobs() && get_fuel_amount() >= 5)
I = image(icon, "bonfire_intense")
I.pixel_y = 13
I.layer = MOB_LAYER + 0.1
I.appearance_flags = RESET_COLOR
overlays += I
add_overlay(I)
var/light_strength = max(get_fuel_amount() / 2, 2)
set_light(light_strength, light_strength, "#FF9933")
@@ -211,7 +211,7 @@
if(grill)
var/image/grille_image = image(icon, "bonfire_grill")
grille_image.appearance_flags = RESET_COLOR
overlays += grille_image
add_overlay(grille_image)
/obj/structure/bonfire/process()
@@ -373,7 +373,7 @@
O.fire_act(null, 1000, 500)
/obj/structure/fireplace/update_icon()
overlays.Cut()
cut_overlays()
if(burning)
var/state
switch(get_fuel_amount())
@@ -385,7 +385,7 @@
state = "fireplace_intense" //don't need to throw a corpse inside to make it burn hotter.
var/image/I = image(icon, state)
I.appearance_flags = RESET_COLOR
overlays += I
add_overlay(I)
var/light_strength = max(get_fuel_amount() / 2, 2)
set_light(light_strength, light_strength, "#FF9933")
+4 -4
View File
@@ -43,10 +43,10 @@
return 1
/obj/structure/coatrack/update_icon()
overlays.Cut()
cut_overlays()
if (istype(coat, /obj/item/clothing/suit/storage/toggle/labcoat))
overlays += image(icon, icon_state = "coat_lab")
add_overlay("coat_lab")
if (istype(coat, /obj/item/clothing/suit/storage/toggle/labcoat/cmo))
overlays += image(icon, icon_state = "coat_cmo")
add_overlay("coat_cmo")
if (istype(coat, /obj/item/clothing/suit/storage/det_trench))
overlays += image(icon, icon_state = "coat_det")
add_overlay("coat_det")
@@ -7,6 +7,7 @@
density = 1
w_class = ITEMSIZE_HUGE
layer = UNDER_JUNK_LAYER
blocks_emissive = EMISSIVE_BLOCK_GENERIC
var/opened = 0
var/sealed = 0
@@ -14,9 +14,9 @@
update_icon()
/obj/structure/closet/secure_closet/guncabinet/update_icon()
overlays.Cut()
cut_overlays()
if(opened)
overlays += icon(icon,"door_open")
add_overlay("door_open")
else
var/lazors = 0
var/shottas = 0
@@ -35,17 +35,17 @@
shottas--
gun.icon_state = "projectile"
gun.pixel_x = i*4
overlays += gun
add_overlay(gun)
overlays += icon(src.icon, "door")
add_overlay("door")
if(sealed)
overlays += icon(src.icon,"sealed")
add_overlay("sealed")
if(broken)
overlays += icon(src.icon,"broken")
add_overlay("broken")
else if (locked)
overlays += icon(src.icon,"locked")
add_overlay("locked")
else
overlays += icon(src.icon,"open")
add_overlay("open")
@@ -6,6 +6,7 @@
density = 1
anchored = 1
health = 0 //destroying the statue kills the mob within
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
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
@@ -43,7 +44,7 @@
qdel(src)
return
START_PROCESSING(SSobj, src)
START_PROCESSING(SSobj, src)
..()
/obj/structure/closet/statue/process()
@@ -44,13 +44,13 @@
/obj/structure/vehiclecage/update_icon()
..()
overlays.Cut()
cut_overlays()
underlays.Cut()
var/image/framepaint = new(icon = 'icons/obj/storage.dmi', icon_state = "[initial(icon_state)]_a", layer = MOB_LAYER + 1.1)
framepaint.plane = MOB_PLANE
framepaint.color = paint_color
overlays += framepaint
add_overlay(framepaint)
for(var/obj/vehicle/V in src.contents)
var/image/showcase = new(V)
@@ -6,9 +6,9 @@
var/obj/item/assembly/shock_kit/part = null
var/last_time = 1.0
/obj/structure/bed/chair/e_chair/New()
..()
overlays += image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir)
/obj/structure/bed/chair/e_chair/Initialize()
. = ..()
add_overlay(image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir))
return
/obj/structure/bed/chair/e_chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -39,8 +39,8 @@
/obj/structure/bed/chair/e_chair/rotate_clockwise()
..()
overlays.Cut()
overlays += image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir) //there's probably a better way of handling this, but eh. -Pete
cut_overlays()
add_overlay(image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir)) //there's probably a better way of handling this, but eh. -Pete
return
/obj/structure/bed/chair/e_chair/proc/shock()
+1
View File
@@ -29,6 +29,7 @@
name = "weightlifting machine"
desc = "A machine used to lift weights."
icon_state = "weightlifter"
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
var/weight = 1
var/list/qualifiers = list("with ease", "without any trouble", "with great effort")
@@ -313,6 +313,7 @@
light_range = 2
light_power = 0.6
light_color = "#33CCFF"
light_on = TRUE
catalogue_data = list(/datum/category_item/catalogue/flora/sif_tree)
/obj/structure/flora/pottedplant/orientaltree
@@ -372,6 +373,7 @@
light_range = 2
light_power = 0.6
light_color = "#FF6633"
light_on = TRUE
/obj/structure/flora/pottedplant/minitree
name = "potted tree"
@@ -439,6 +441,7 @@
light_range = 2
light_power = 0.6
light_color = "#FF6633"
light_on = TRUE
catalogue_data = list(/datum/category_item/catalogue/flora/subterranean_bulbs)
/obj/structure/flora/sif/subterranean/Initialize()
@@ -0,0 +1,22 @@
/obj/structure/flora/tree/bigtree
icon = 'icons/obj/flora/moretrees_vr.dmi'
icon_state = "bigtree1"
base_state = "tree"
product = /obj/item/stack/material/log
product_amount = 20
health = 2000
max_health = 2000
pixel_x = -65
pixel_y = -8
layer = MOB_LAYER - 1
shake_animation_degrees = 2
/obj/structure/flora/tree/bigtree/choose_icon_state()
return "[base_state][rand(1, 4)]"
/obj/structure/flora/tree/bigtree/Initialize()
. = ..()
var/image/i = image('icons/obj/flora/moretrees_vr.dmi', "[icon_state]-b")
i.plane = ABOVE_MOB_PLANE
add_overlay(i)
+9 -5
View File
@@ -115,7 +115,7 @@
is_stump = TRUE
density = FALSE
icon_state = "[base_state]_stump"
overlays.Cut() // For the Sif tree and other future glowy trees.
cut_overlays() // For the Sif tree and other future glowy trees.
set_light(0)
/obj/structure/flora/tree/ex_act(var/severity)
@@ -300,6 +300,7 @@
icon = 'icons/obj/flora/deadtrees.dmi'
icon_state = "tree_sif"
base_state = "tree_sif"
blocks_emissive = FALSE
product = /obj/item/stack/material/log/sif
catalogue_data = list(/datum/category_item/catalogue/flora/sif_tree)
randomize_size = TRUE
@@ -324,7 +325,10 @@
update_icon()
/obj/structure/flora/tree/sif/update_icon()
set_light(5 - light_shift, 1, "#33ccff") // 5 variants, missing bulbs. 5th has no bulbs, so no glow.
var/image/glow = image(icon = icon, icon_state = "[base_state][light_shift]_glow")
glow.plane = PLANE_LIGHTING_ABOVE
overlays = list(glow)
cut_overlays()
var/bulbs = (5 - light_shift)
if(bulbs > 0)
set_light(bulbs, 1, "#33ccff") // 5 variants, missing bulbs. 5th has no bulbs, so no glow.
add_overlay(mutable_appearance(icon, "[base_state][bulbs]_glow"))
add_overlay(emissive_appearance(icon, "[base_state][bulbs]_glow"))
+7 -6
View File
@@ -46,12 +46,13 @@
return
plant = prepare_icon(emagged ? "emagged" : null)
overlays = list(plant)
cut_overlays()
add_overlay(plant)
set_light(2)
update_use_power(USE_POWER_ACTIVE)
/obj/machinery/holoplant/proc/deactivate()
overlays.Cut()
cut_overlays()
QDEL_NULL(plant)
set_light(0)
update_use_power(USE_POWER_OFF)
@@ -66,16 +67,16 @@
/obj/machinery/holoplant/proc/flicker()
interference = TRUE
spawn(0)
overlays.Cut()
cut_overlays()
set_light(0)
sleep(rand(2,4))
overlays = list(plant)
add_overlay(plant)
set_light(2)
sleep(rand(2,4))
overlays.Cut()
cut_overlays()
set_light(0)
sleep(rand(2,4))
overlays = list(plant)
add_overlay(plant)
set_light(2)
interference = FALSE
+8 -8
View File
@@ -288,22 +288,22 @@ GLOBAL_LIST_BOILERPLATE(all_janitorial_carts, /obj/structure/janitorialcart)
return TRUE
/obj/structure/janitorialcart/update_icon()
overlays.Cut()
cut_overlays()
if(mybucket)
overlays += "cart_bucket"
add_overlay("cart_bucket")
if(mybucket.reagents.total_volume >= 1)
overlays += "water_cart"
add_overlay("water_cart")
if(mybag)
overlays += "cart_garbage"
add_overlay("cart_garbage")
if(mymop)
overlays += "cart_mop"
add_overlay("cart_mop")
if(myspray)
overlays += "cart_spray"
add_overlay("cart_spray")
if(myreplacer)
overlays += "cart_replacer"
add_overlay("cart_replacer")
if(signs)
overlays += "cart_sign[signs]"
add_overlay("cart_sign[signs]")
//This is called if the cart is caught in an explosion, or destroyed by weapon fire
/obj/structure/janitorialcart/proc/spill(var/chance = 100)
+1 -1
View File
@@ -82,7 +82,7 @@
//if(!(istype(src.loc, /turf/space)))
// qdel(src)
spawn(1)
overlays = list()
cut_overlays()
var/dir_sum = 0
@@ -29,32 +29,32 @@
update_icon()
/obj/structure/medical_stand/update_icon()
overlays.Cut()
cut_overlays()
if (tank)
if (breather)
overlays += "tube_active"
add_overlay("tube_active")
else
overlays += "tube"
add_overlay("tube")
if(istype(tank,/obj/item/weapon/tank/anesthetic))
overlays += "tank_anest"
add_overlay("tank_anest")
else if(istype(tank,/obj/item/weapon/tank/nitrogen))
overlays += "tank_nitro"
add_overlay("tank_nitro")
else if(istype(tank,/obj/item/weapon/tank/oxygen))
overlays += "tank_oxyg"
add_overlay("tank_oxyg")
else if(istype(tank,/obj/item/weapon/tank/phoron))
overlays += "tank_plasma"
add_overlay("tank_plasma")
//else if(istype(tank,/obj/item/weapon/tank/hydrogen))
// overlays += "tank_hydro"
// add_overlay("tank_hydro")
else
overlays += "tank_other"
add_overlay("tank_other")
if(beaker)
overlays += "beaker"
add_overlay("beaker")
if(attached)
overlays += "line_active"
add_overlay("line_active")
else
overlays += "line"
add_overlay("line")
var/datum/reagents/reagents = beaker.reagents
var/percent = round((reagents.total_volume / beaker.volume) * 100)
if(reagents.total_volume)
@@ -69,7 +69,7 @@
if(91 to INFINITY) filling.icon_state = "reagent100"
if (filling.icon)
filling.icon += reagents.get_color()
overlays += filling
add_overlay(filling)
/obj/structure/medical_stand/Destroy()
STOP_PROCESSING(SSobj,src)
+8 -8
View File
@@ -108,27 +108,27 @@
/obj/structure/railing/update_icon(var/UpdateNeighgors = 1)
NeighborsCheck(UpdateNeighgors)
//layer = (dir == SOUTH) ? FLY_LAYER : initial(layer) // wtf does this even do
overlays.Cut()
cut_overlays()
if (!check || !anchored)//|| !anchored
icon_state = "[icon_modifier]railing0"
else
icon_state = "[icon_modifier]railing1"
if (check & 32)
overlays += image ('icons/obj/railing.dmi', src, "[icon_modifier]corneroverlay")
add_overlay(image('icons/obj/railing.dmi', src, "[icon_modifier]corneroverlay"))
if ((check & 16) || !(check & 32) || (check & 64))
overlays += image ('icons/obj/railing.dmi', src, "[icon_modifier]frontoverlay_l")
add_overlay(image('icons/obj/railing.dmi', src, "[icon_modifier]frontoverlay_l"))
if (!(check & 2) || (check & 1) || (check & 4))
overlays += image ('icons/obj/railing.dmi', src, "[icon_modifier]frontoverlay_r")
add_overlay(image('icons/obj/railing.dmi', src, "[icon_modifier]frontoverlay_r"))
if(check & 4)
switch (src.dir)
if (NORTH)
overlays += image ('icons/obj/railing.dmi', src, "[icon_modifier]mcorneroverlay", pixel_x = 32)
add_overlay(image('icons/obj/railing.dmi', src, "[icon_modifier]mcorneroverlay", pixel_x = 32))
if (SOUTH)
overlays += image ('icons/obj/railing.dmi', src, "[icon_modifier]mcorneroverlay", pixel_x = -32)
add_overlay(image('icons/obj/railing.dmi', src, "[icon_modifier]mcorneroverlay", pixel_x = -32))
if (EAST)
overlays += image ('icons/obj/railing.dmi', src, "[icon_modifier]mcorneroverlay", pixel_y = -32)
add_overlay(image('icons/obj/railing.dmi', src, "[icon_modifier]mcorneroverlay", pixel_y = -32))
if (WEST)
overlays += image ('icons/obj/railing.dmi', src, "[icon_modifier]mcorneroverlay", pixel_y = 32)
add_overlay(image('icons/obj/railing.dmi', src, "[icon_modifier]mcorneroverlay", pixel_y = 32))
/obj/structure/railing/verb/rotate_counterclockwise()
set name = "Rotate Railing Counter-Clockwise"
+35 -31
View File
@@ -12,7 +12,7 @@
var/isSwitchingStates = 0
var/hardness = 1
var/oreAmount = 7
/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
TemperatureAct(exposed_temperature)
@@ -20,13 +20,22 @@
hardness -= material.combustion_effect(get_turf(src),temperature, 0.3)
CheckHardness()
/obj/structure/simple_door/New(var/newloc, var/material_name)
..()
/obj/structure/simple_door/Initialize(mapload, var/material_name)
. = ..()
set_material(material_name)
if(!material)
return INITIALIZE_HINT_QDEL
/obj/structure/simple_door/Destroy()
STOP_PROCESSING(SSobj, src)
update_nearby_tiles()
return ..()
/obj/structure/simple_door/proc/set_material(var/material_name)
if(!material_name)
material_name = DEFAULT_WALL_MATERIAL
material = get_material_by_name(material_name)
if(!material)
qdel(src)
return
hardness = max(1,round(material.integrity/10))
icon_state = material.door_icon_base
@@ -40,11 +49,6 @@
START_PROCESSING(SSobj, src)
update_nearby_tiles(need_rebuild=1)
/obj/structure/simple_door/Destroy()
STOP_PROCESSING(SSobj, src)
update_nearby_tiles()
return ..()
/obj/structure/simple_door/get_material()
return material
@@ -198,38 +202,38 @@
return
SSradiation.radiate(src, round(material.radioactivity/3))
/obj/structure/simple_door/iron/New(var/newloc,var/material_name)
..(newloc, "iron")
/obj/structure/simple_door/iron/Initialize(mapload,var/material_name)
..(mapload, material_name || "iron")
/obj/structure/simple_door/silver/New(var/newloc,var/material_name)
..(newloc, "silver")
/obj/structure/simple_door/silver/Initialize(mapload,var/material_name)
..(mapload, material_name || "silver")
/obj/structure/simple_door/gold/New(var/newloc,var/material_name)
..(newloc, "gold")
/obj/structure/simple_door/gold/Initialize(mapload,var/material_name)
..(mapload, material_name || "gold")
/obj/structure/simple_door/uranium/New(var/newloc,var/material_name)
..(newloc, "uranium")
/obj/structure/simple_door/uranium/Initialize(mapload,var/material_name)
..(mapload, material_name || "uranium")
/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name)
..(newloc, "sandstone")
/obj/structure/simple_door/sandstone/Initialize(mapload,var/material_name)
..(mapload, material_name || "sandstone")
/obj/structure/simple_door/phoron/New(var/newloc,var/material_name)
..(newloc, "phoron")
/obj/structure/simple_door/phoron/Initialize(mapload,var/material_name)
..(mapload, material_name || "phoron")
/obj/structure/simple_door/diamond/New(var/newloc,var/material_name)
..(newloc, "diamond")
/obj/structure/simple_door/diamond/Initialize(mapload,var/material_name)
..(mapload, material_name || "diamond")
/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
..(newloc, MAT_WOOD)
/obj/structure/simple_door/wood/Initialize(mapload,var/material_name)
..(mapload, material_name || MAT_WOOD)
/obj/structure/simple_door/sifwood/New(var/newloc,var/material_name)
..(newloc, MAT_SIFWOOD)
/obj/structure/simple_door/sifwood/Initialize(mapload,var/material_name)
..(mapload, material_name || MAT_SIFWOOD)
/obj/structure/simple_door/resin/New(var/newloc,var/material_name)
..(newloc, "resin")
/obj/structure/simple_door/resin/Initialize(mapload,var/material_name)
..(mapload, material_name || "resin")
/obj/structure/simple_door/cult/New(var/newloc,var/material_name)
..(newloc, "cult")
/obj/structure/simple_door/cult/Initialize(mapload,var/material_name)
..(mapload, material_name || "cult")
/obj/structure/simple_door/cult/TryToSwitchState(atom/user)
if(isliving(user))
@@ -28,13 +28,13 @@
update_icon()
/obj/structure/dispenser/update_icon()
overlays.Cut()
cut_overlays()
switch(oxygentanks)
if(1 to 3) overlays += "oxygen-[oxygentanks]"
if(4 to INFINITY) overlays += "oxygen-4"
if(1 to 3) add_overlay("oxygen-[oxygentanks]")
if(4 to INFINITY) add_overlay("oxygen-4")
switch(phorontanks)
if(1 to 4) overlays += "phoron-[phorontanks]"
if(5 to INFINITY) overlays += "phoron-5"
if(1 to 4) add_overlay("phoron-[phorontanks]")
if(5 to INFINITY) add_overlay("phoron-5")
/obj/structure/dispenser/attack_ai(mob/user)
// This looks silly, but robots also call attack_ai, and they're allowed physical state stuff.
+2 -2
View File
@@ -179,13 +179,13 @@
add_fingerprint(user)
/obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up
overlays.Cut() //once it's been on for a while, in addition to handling the water overlay.
cut_overlay() //once it's been on for a while, in addition to handling the water overlay.
if(mymist)
qdel(mymist)
mymist = null
if(on)
overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
add_overlay(image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir))
if(temperature_settings[watertemp] < T20C)
return //no mist for cold water
if(!ismist)
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