Files
Yogstation/code/game/objects/effects/decals/cleanable/robots.dm
yogstation13-bot f9ad21cbf1 [MIRROR] Remove reagent ids and use typepaths where applicable (#5612)
* Remove reagent ids and use typepaths where applicable

* Remove reagent ids and use typepaths where applicable

* Resolves some easier conflicts

* Resolves medical_tools.dm

* Resolves robots.dm

* Handles cinnamon

Wow, I cannot do this manually. Fuckin' regex time.

* Removes 27 merge conflicts (!!!!!)

* Makes it actually half-attempt to compile

* I just -- I give up, it's over

* mk

* mk

* mk

* hm

* ok

* what a bloody chain reaction jesus

* ok

* and done

* went threw and changed the ones I missed

* ok

* dangit altoids hurry the fek up

* Fixes whatever I found find thru this regex:

reagents[\s\w]*=[\s\w]*list\([^\/]+\)
2019-06-10 07:26:31 -05:00

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// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/robot_debris
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
set waitfor = 0
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
sleep(2)
if (i > 0)
if (prob(40))
new /obj/effect/decal/cleanable/oil/streak(src.loc)
else if (prob(10))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
if (!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/robot_debris/ex_act()
return
/obj/effect/decal/cleanable/robot_debris/limb
icon_state = "gibarm"
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/robot_debris/up
icon_state = "gibup1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1")
/obj/effect/decal/cleanable/robot_debris/down
icon_state = "gibdown1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1")
/obj/effect/decal/cleanable/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
/obj/effect/decal/cleanable/oil/Initialize()
. = ..()
reagents.add_reagent(/datum/reagent/oil, 30)
/obj/effect/decal/cleanable/oil/attackby(obj/item/I, mob/living/user)
var/attacked_by_hot_thing = I.is_hot()
if(attacked_by_hot_thing)
visible_message("<span class='warning'>[user] tries to ignite [src] with [I]!</span>", "<span class='warning'>You try to ignite [src] with [I].</span>")
log_combat(user, src, (attacked_by_hot_thing < 480) ? "tried to ignite" : "ignited", I)
fire_act(attacked_by_hot_thing)
return
return ..()
/obj/effect/decal/cleanable/oil/fire_act(exposed_temperature, exposed_volume)
if(exposed_temperature < 480)
return
visible_message("<span class='danger'>[src] catches fire!</span>")
var/turf/T = get_turf(src)
qdel(src)
new /obj/effect/hotspot(T)
/obj/effect/decal/cleanable/oil/streak
icon_state = "streak1"
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
/obj/effect/decal/cleanable/oil/slippery/ComponentInitialize()
. = ..()
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))