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https://github.com/vgstation-coders/vgstation13.git
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added pressure sealed hatches for testing / WIP purposes
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -31,6 +31,55 @@
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/obj/multiz/ladder/attack_hand(var/mob/M)
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M.Move(locate(src.x, src.y, targetZ()))
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/obj/multiz/ladder/hatch
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icon_state = "hatchdown"
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name = "hatch"
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desc = "A Hatch. You climb down it, and it will automatically seal against pressure loss behind you."
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/obj/multiz/ladder/hatch/New()
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..()
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if(istop == 1)
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icon_state = "hatchdown"
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/obj/multiz/ladder/hatch/hatchbottom
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icon_state = "hatchdown"
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/obj/multiz/ladder/hatch/hatchbottom/New()
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istop = 0
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..()
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/obj/multiz/ladder/hatch/attack_hand(var/mob/M)
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var/obj/multiz/ladder/hatch/Htop
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var/obj/multiz/ladder/hatch/Hbottom
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if(!istop && src.z > 1)
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Htop = locate(/obj/multiz/ladder/hatch, locate(src.x, src.y, src.z-1))
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Hbottom = src
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else
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Hbottom = locate(/obj/multiz/ladder/hatch, locate(src.x, src.y, src.z + 1))
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Htop = src
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if(!Htop)
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//world << "Htop == null"
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return
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if(!Hbottom)
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//world << "Hbottom == null"
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return
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if(Htop.icon_state == "hatchdown")
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flick("hatchdown-open",Htop)
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Hbottom.overlays += "green-ladderlight"
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spawn(7)
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if(M.z == src.z && get_dist(src,M) <= 1)
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M.Move(locate(src.x, src.y, targetZ()))
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flick("hatchdown-close",Htop)
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Hbottom.overlays -= "green-ladderlight"
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Hbottom.overlays += "red-ladderlight"
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spawn(7)
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Htop.icon_state = "hatchdown"
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Hbottom.overlays -= "red-ladderlight"
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/*
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/obj/multiz/ladder/blob_act()
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var/newblob = 1
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@@ -81,7 +130,7 @@
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/turf/simulated/floor/open
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name = "open space"
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intact = 0
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icon_state = "open"
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icon_state = "black"
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pathweight = 100000 //Seriously, don't try and path over this one numbnuts
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var/icon/darkoverlays = null
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var/turf/floorbelow
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@@ -115,10 +164,22 @@
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spawn(1)
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if(AM)
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AM.Move(locate(x, y, z + 1))
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if (istype(AM, /mob))
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AM:bruteloss += 20 //You were totally doin it wrong. 5 damage? Really? - Aryn
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AM:weakened = max(AM:weakened,5)
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AM:updatehealth()
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if (istype(AM, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = AM
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var/damage = rand(5,15)
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H.apply_damage(2*damage, BRUTE, "head")
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H.apply_damage(2*damage, BRUTE, "chest")
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H.apply_damage(0.5*damage, BRUTE, "l_leg")
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H.apply_damage(0.5*damage, BRUTE, "r_leg")
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H.apply_damage(0.5*damage, BRUTE, "l_arm")
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H.apply_damage(0.5*damage, BRUTE, "r_arm")
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var/obj/effect/decal/cleanable/blood/B = new(src.loc)
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B.blood_DNA = H.dna.unique_enzymes
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B.blood_type = H.b_type
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H:weakened = max(H:weakened,2)
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H:updatehealth()
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return ..()
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attackby()
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@@ -137,8 +198,8 @@
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I.layer = TURF_LAYER + 0.2
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src.addoverlay(I)*/
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var/maxZ = 1
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var/minZ = 1
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var/maxZ = 6
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var/minZ = 2
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// Maybe it's best to have this hardcoded for whatever we'd add to the map, in order to avoid exploits
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// (such as mining base => admin station)
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BIN
code/WorkInProgress/Cael_Aislinn/covershield.dmi
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code/WorkInProgress/Cael_Aislinn/covershield.dmi
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