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When deployed, the bodybag automatically starts "open" now. Tweaked the amount of metal dropped by destroyed closets. Bodybag structures no longer drop metal on destruction. Admin deleting a critter crate no longer drops wood, but it still does when destroyed and the wood it drops is now all in a single stack. Added a drop_material_amount var to closets to make the amount of material dropped vary for different closet types. Click dragging a roller bed now puts it in your hand after being folded (for consistency with bodybag) Cardboard box closets no longer have an integrity failure level (there's no opening mechanism to break in a cardboard box...). Same for bodybag "closets".
37 lines
946 B
Plaintext
37 lines
946 B
Plaintext
/obj/structure/closet/crate/critter
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name = "critter crate"
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desc = "A crate designed for safe transport of animals. It has an oxygen tank for safe transport in space."
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icon_state = "crittercrate"
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horizontal = FALSE
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allow_objects = FALSE
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breakout_time = 1
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material_drop = /obj/item/stack/sheet/mineral/wood
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material_drop_amount = 4
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var/obj/item/weapon/tank/internals/emergency_oxygen/tank
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/obj/structure/closet/crate/critter/New()
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..()
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tank = new
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/obj/structure/closet/crate/critter/Destroy()
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var/turf/T = get_turf(src)
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if(tank)
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tank.forceMove(T)
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tank = null
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return ..()
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/obj/structure/closet/crate/critter/update_icon()
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cut_overlays()
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if(opened)
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add_overlay("crittercrate_door_open")
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else
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add_overlay("crittercrate_door")
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if(manifest)
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add_overlay("manifest")
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/obj/structure/closet/crate/critter/return_air()
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if(tank)
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return tank.air_contents
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else
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return loc.return_air() |