Merge branch 'master' of github.com:Baystation12/Baystation12

This commit is contained in:
cib
2012-12-09 15:34:15 +01:00
18 changed files with 283 additions and 126 deletions

View File

@@ -294,6 +294,73 @@ area
//show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly.
SetLightLevel(4)
atom
var/light_on = 0 //Am I emitting light?
var/brightness_on = 0 //Luminosity when the above: light_on = 1
//Called when turning off or dropping a flashlight for ex.
//It checks the users slots for another source of light, and return the appropriate brightness. 0 if no other source is found
proc/search_light(mob/M, obj/item/W as obj)
var/list/slots
var/obj/item/I
var brightness = 0 //the new brightness to be returned
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
slots = list (
"l_hand",
"r_hand",
"belt",
"head",
"l_pocket",
"r_pocket",
"s_store")
for (var/slot in slots)
switch(slot)
if("belt")
I = H.belt
if("head")
I = H.head
if("l_hand")
I = H.l_hand
if("r_hand")
I = H.r_hand
if("l_pocket")
I = H.l_store
if("r_pocket")
I = H.r_store
if("s_store")
I = H.s_store
if (I)
if ((I.light_on) && (I != W)) //an item emitting light other than itself
if (I.brightness_on > brightness)
brightness = I.brightness_on
else if (istype(M, /mob/living/carbon/monkey))
slots = list (
"l_hand",
"r_hand")
for (var/slot in slots)
switch(slot)
if("l_hand")
I = M.l_hand
if("r_hand")
I = M.r_hand
if (I)
if ((I.light_on) && (I != W)) //an item emitting light other than itself
if (I.brightness_on > brightness)
brightness = I.brightness_on
else
for (I in M.contents) //Justin Case
if (I)
if ((I.light_on) && (I != W)) //an item emitting light other than itself
if (I.brightness_on > brightness)
brightness = I.brightness_on
return brightness
#undef LIGHTING_MAX_LUMINOSITY
#undef LIGHTING_MAX_LUMINOSITY_MOB

View File

@@ -214,6 +214,7 @@
proc/bandage()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.bandaged

View File

@@ -21,7 +21,7 @@
var/obj/item/clothing/under/U = new /obj/item/clothing/under/rank/captain(H)
U.hastie = new /obj/item/clothing/tie/medal/gold/captain(U)
H.equip_to_slot_or_del(U, slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/pda/captain(H), slot_belt)
//H.equip_to_slot_or_del(new /obj/item/device/pda/captain(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/captain(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/head/caphat(H), slot_head)

View File

@@ -5,9 +5,11 @@
icon_state = "candle1"
item_state = "candle1"
w_class = 1
light_on = 0
brightness_on = 3 //luminosity when on
var/wax = 200
var/lit = 0
proc
light(var/flavor_text = "\red [usr] lights the [name].")
@@ -19,7 +21,7 @@
else if(wax>80)
i = 2
else i = 3
icon_state = "candle[i][lit ? "_lit" : ""]"
icon_state = "candle[i][light_on ? "_lit" : ""]"
attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -30,30 +32,30 @@
light("\red [user] casually lights the [name] with [W], what a badass.")
else if(istype(W, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = W
if(L.lit)
if(L.light_on)
light()
else if(istype(W, /obj/item/weapon/match))
var/obj/item/weapon/match/M = W
if(M.lit)
if(M.light_on)
light()
else if(istype(W, /obj/item/candle))
var/obj/item/candle/C = W
if(C.lit)
if(C.light_on)
light()
light(var/flavor_text = "\red [usr] lights the [name].")
if(!src.lit)
src.lit = 1
if(!src.light_on)
src.light_on = 1
//src.damtype = "fire"
for(var/mob/O in viewers(usr, null))
O.show_message(flavor_text, 1)
SetLuminosity(CANDLE_LUM)
SetLuminosity(brightness_on)
processing_objects.Add(src)
process()
if(!lit)
if(!light_on)
return
wax--
if(!wax)
@@ -68,20 +70,29 @@
attack_self(mob/user as mob)
if(lit)
lit = 0
if(light_on)
light_on = 0
update_icon()
SetLuminosity(0)
user.SetLuminosity(user.luminosity - CANDLE_LUM)
user.SetLuminosity(search_light(user, src))
pickup(mob/user)
if(lit)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
user.SetLuminosity(user.luminosity + CANDLE_LUM)
dropped(mob/user)
if(lit)
user.SetLuminosity(user.luminosity - CANDLE_LUM)
SetLuminosity(CANDLE_LUM)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)

View File

@@ -13,6 +13,8 @@ var/global/list/obj/item/device/pda/PDAs = list()
w_class = 1.0
flags = FPRINT | TABLEPASS
slot_flags = SLOT_ID | SLOT_BELT
light_on = 0 //Is the flashlight function on?
brightness_on = 4 //Luminosity for the flashlight function
//Main variables
var/owner = null
@@ -22,8 +24,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
//Secondary variables
var/scanmode = 0 //1 is medical scanner, 2 is forensics, 3 is reagent scanner.
var/fon = 0 //Is the flashlight function on?
var/f_lum = 4 //Luminosity for the flashlight function
var/silent = 0 //To beep or not to beep, that is the question
var/toff = 0 //If 1, messenger disabled
var/tnote = null //Current Texts
@@ -192,14 +192,22 @@ var/global/list/obj/item/device/pda/PDAs = list()
* The Actual PDA
*/
/obj/item/device/pda/pickup(mob/user)
if(fon)
if(light_on)
if(user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
user.SetLuminosity(user.luminosity + f_lum)
/obj/item/device/pda/dropped(mob/user)
if(fon)
user.SetLuminosity(user.luminosity - f_lum)
SetLuminosity(f_lum)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
/obj/item/device/pda/equipped(mob/user, slot)
if(light_on)
if(user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
/obj/item/device/pda/New()
..()
@@ -320,7 +328,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
if (cartridge.access_remote_door)
dat += "<li><a href='byond://?src=\ref[src];choice=Toggle Door'><img src=pda_rdoor.png> Toggle Remote Door</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=3'><img src=pda_atmos.png> Atmospheric Scan</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=Light'><img src=pda_flashlight.png> [fon ? "Disable" : "Enable"] Flashlight</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=Light'><img src=pda_flashlight.png> [light_on ? "Disable" : "Enable"] Flashlight</a></li>"
if (pai)
if(pai.loc != src)
pai = null
@@ -495,14 +503,18 @@ var/global/list/obj/item/device/pda/PDAs = list()
//MAIN FUNCTIONS===================================
if("Light")
if(fon)
fon = 0
if(src in U.contents) U.SetLuminosity(U.luminosity - f_lum)
else SetLuminosity(0)
if(light_on)
light_on = 0
if(src in U.contents)
U.SetLuminosity(search_light(U, src))
else
SetLuminosity(0)
else
fon = 1
if(src in U.contents) U.SetLuminosity(U.luminosity + f_lum)
else SetLuminosity(f_lum)
light_on = 1
if((src in U.contents) && (U.luminosity < brightness_on))
U.SetLuminosity(brightness_on)
else
SetLuminosity(brightness_on)
if("Medical Scan")
if(scanmode == 1)
scanmode = 0

View File

@@ -10,12 +10,13 @@
m_amt = 50
g_amt = 20
icon_action_button = "action_flashlight"
var/on = 0
var/brightness_on = 4 //luminosity when on
light_on = 0
brightness_on = 4 //luminosity when on
var brightness = 0
/obj/item/device/flashlight/initialize()
..()
if(on)
if(light_on)
icon_state = "[initial(icon_state)]-on"
SetLuminosity(brightness_on)
else
@@ -23,16 +24,16 @@
SetLuminosity(0)
/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
if(on)
if(light_on)
icon_state = "[initial(icon_state)]-on"
if(loc == user)
user.SetLuminosity(user.luminosity + brightness_on)
if((loc == user) && (user.luminosity < brightness_on))
user.SetLuminosity(brightness_on)
else if(isturf(loc))
SetLuminosity(brightness_on)
else
icon_state = initial(icon_state)
if(loc == user)
user.SetLuminosity(user.luminosity - brightness_on)
user.SetLuminosity(search_light(user, src))
else if(isturf(loc))
SetLuminosity(0)
@@ -40,14 +41,14 @@
if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
return
on = !on
light_on = !light_on
update_brightness(user)
return
/obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
add_fingerprint(user)
if(on && user.zone_sel.selecting == "eyes")
if(light_on && user.zone_sel.selecting == "eyes")
if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
@@ -88,15 +89,24 @@
/obj/item/device/flashlight/pickup(mob/user)
if(on)
user.SetLuminosity(user.luminosity + brightness_on)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
/obj/item/device/flashlight/dropped(mob/user)
if(on)
user.SetLuminosity(user.luminosity - brightness_on)
SetLuminosity(brightness_on)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
/obj/item/device/flashlight/equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
/obj/item/device/flashlight/pen
@@ -119,7 +129,7 @@
flags = FPRINT | TABLEPASS | CONDUCT
m_amt = 0
g_amt = 0
on = 1
light_on = 1
// green-shaded desk lamp
@@ -159,14 +169,14 @@
var/turf/pos = get_turf(src)
pos.hotspot_expose(produce_heat, 5)
fuel = max(fuel - 1, 0)
if(!fuel || !on)
if(!fuel || !light_on)
turn_off()
if(!fuel)
src.icon_state = "[initial(icon_state)]-empty"
processing_objects -= src
/obj/item/device/flashlight/flare/proc/turn_off()
on = 0
light_on = 0
src.force = initial(src.force)
src.damtype = initial(src.damtype)
if(ismob(loc))
@@ -182,12 +192,12 @@
if(!fuel)
user << "<span class='notice'>It's out of fuel.</span>"
return
if(!on)
if(!light_on)
user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
else
return
// All good, turn it on.
on = 1
light_on = 1
update_brightness(user)
src.force = on_damage
src.damtype = "fire"

View File

@@ -85,12 +85,12 @@ ZIPPO
else if(istype(W, /obj/item/weapon/lighter/zippo))
var/obj/item/weapon/lighter/zippo/Z = W
if(Z.lit)
if(Z.light_on)
light("<span class='rose'>With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.</span>")
else if(istype(W, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = W
if(L.lit)
if(L.light_on)
light("<span class='notice'>After some fiddling, [user] manages to light their [name] with [W].</span>")
else if(istype(W, /obj/item/weapon/match))
@@ -375,7 +375,8 @@ ZIPPO
flags = TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
attack_verb = list("burnt", "singed")
var/lit = 0
light_on = 0
brightness_on = 2 //luminosity when on
/obj/item/weapon/lighter/zippo
name = "Zippo lighter"
@@ -394,8 +395,8 @@ ZIPPO
/obj/item/weapon/lighter/attack_self(mob/living/user)
if(user.r_hand == src || user.l_hand == src)
if(!lit)
lit = 1
if(!light_on)
light_on = 1
icon_state = icon_on
item_state = icon_on
if(istype(src, /obj/item/weapon/lighter/zippo) )
@@ -411,10 +412,11 @@ ZIPPO
user.apply_damage(2,BURN,"r_hand")
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>")
user.SetLuminosity(user.luminosity + 2)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
processing_objects.Add(src)
else
lit = 0
light_on = 0
icon_state = icon_off
item_state = icon_off
if(istype(src, /obj/item/weapon/lighter/zippo) )
@@ -422,7 +424,7 @@ ZIPPO
else
user.visible_message("<span class='notice'>[user] quietly shuts off the [src].")
user.SetLuminosity(user.luminosity - 2)
user.SetLuminosity(search_light(user, src))
processing_objects.Remove(src)
else
return ..()
@@ -433,7 +435,7 @@ ZIPPO
if(!istype(M, /mob))
return
if(istype(M.wear_mask, /obj/item/clothing/mask/cigarette) && user.zone_sel.selecting == "mouth" && lit)
if(istype(M.wear_mask, /obj/item/clothing/mask/cigarette) && user.zone_sel.selecting == "mouth" && light_on)
var/obj/item/clothing/mask/cigarette/cig = M.wear_mask
if(M == user)
cig.attackby(src, user)
@@ -453,14 +455,24 @@ ZIPPO
/obj/item/weapon/lighter/pickup(mob/user)
if(lit)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
user.SetLuminosity(user.luminosity+2)
return
/obj/item/weapon/lighter/dropped(mob/user)
if(lit)
user.SetLuminosity(user.luminosity-2)
SetLuminosity(2)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
return
/obj/item/weapon/lighter/equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
return

View File

@@ -4,8 +4,8 @@
icon_state = "hardhat0_yellow"
flags = FPRINT | TABLEPASS
item_state = "hardhat0_yellow"
var/brightness_on = 4 //luminosity when on
var/on = 0
brightness_on = 4 //luminosity when on
light_on = 0
color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
flags_inv = 0
@@ -15,24 +15,35 @@
if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return
on = !on
icon_state = "hardhat[on]_[color]"
item_state = "hardhat[on]_[color]"
light_on = !light_on
icon_state = "hardhat[light_on]_[color]"
item_state = "hardhat[light_on]_[color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
if((light_on) && (user.luminosity < brightness_on))
user.SetLuminosity(brightness_on)
else
user.SetLuminosity(search_light(user, src))
pickup(mob/user)
if(on)
user.SetLuminosity(user.luminosity + brightness_on)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
dropped(mob/user)
if(on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
// user.UpdateLuminosity()
equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
/obj/item/clothing/head/hardhat/orange

View File

@@ -122,32 +122,42 @@
color = "pumpkin"
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
var/brightness_on = 2 //luminosity when on
var/on = 0
brightness_on = 2 //luminosity when on
light_on = 0
attack_self(mob/user)
if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return
on = !on
icon_state = "hardhat[on]_[color]"
item_state = "hardhat[on]_[color]"
light_on = !light_on
icon_state = "hardhat[light_on]_[color]"
item_state = "hardhat[light_on]_[color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
if((light_on) && (user.luminosity < brightness_on))
user.SetLuminosity(brightness_on)
else
user.SetLuminosity(search_light(user, src))
pickup(mob/user)
if(on)
user.SetLuminosity(user.luminosity + brightness_on)
// user.UpdateLuminosity()
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
dropped(mob/user)
if(on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
// user.UpdateLuminosity()
equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
/*
* Kitty ears
*/

View File

@@ -4,10 +4,10 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "rig0-engineering"
item_state = "eng_helm"
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 60)
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 100)
allowed = list(/obj/item/device/flashlight)
var/brightness_on = 4 //luminosity when on
var/on = 0
brightness_on = 4 //luminosity when on
light_on = 0
color = "engineering" //Determines used sprites: rig[on]-[color] and rig[on]-[color]2 (lying down sprite)
icon_action_button = "action_hardhat"
heat_protection = HEAD
@@ -17,24 +17,35 @@
if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return
on = !on
icon_state = "rig[on]-[color]"
light_on = !light_on
icon_state = "rig[light_on]-[color]"
// item_state = "rig[on]-[color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
if((light_on) && (user.luminosity < brightness_on))
user.SetLuminosity(brightness_on)
else
user.SetLuminosity(search_light(user, src))
pickup(mob/user)
if(on)
user.SetLuminosity(user.luminosity + brightness_on)
// user.UpdateLuminosity()
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
dropped(mob/user)
if(on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
// user.UpdateLuminosity()
equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
/obj/item/clothing/suit/space/rig
name = "engineering hardsuit"
@@ -42,7 +53,7 @@
icon_state = "rig-engineering"
item_state = "eng_hardsuit"
slowdown = 2
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 60)
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 100)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/satchel,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE

View File

@@ -529,7 +529,7 @@
desc = "A colorful pair of magboots with the name Susan Harris clearly written on the back."
icon = 'custom_items.dmi'
icon_state = "atmosmagboots0"
verb/toggle()
toggle()
set name = "Toggle Magboots"
set category = "Object"
set src in usr

View File

@@ -421,19 +421,19 @@
if(!item) return //Grab processing has a chance of returning null
item.layer = initial(item.layer)
u_equip(item)
update_icons()
if(src.client)
src.client.screen -= item
//if(src.client)
//src.client.screen -= item
item.loc = src.loc
//item.loc = src.loc
if(istype(item, /obj/item))
item:dropped(src) // let it know it's been dropped
//if(istype(item, /obj/item))
//item:dropped(src) // let it know it's been dropped
//actually throw it!
if (item)
item.layer = initial(item.layer)
src.visible_message("\red [src] has thrown [item].")
if(!src.lastarea)

View File

@@ -159,9 +159,8 @@
client.screen -= W
W.loc = loc
W.dropped(src)
if(W)
W.layer = initial(W.layer)
//if(W)
//W.layer = initial(W.layer)
update_action_buttons()
return 1
@@ -592,7 +591,15 @@ It can still be worn/put on as normal.
target.internals.icon_state = "internal1"
if(slot_to_process)
if(strip_item) //Stripping an item from the mob
target.u_equip(strip_item)
var/obj/item/W = strip_item
target.u_equip(W)
if (target.client)
target.client.screen -= W
if (W)
W.loc = target.loc
W.layer = initial(W.layer)
W.dropped(target)
W.add_fingerprint(source)
if(slot_to_process == slot_l_store) //pockets! Needs to process the other one too. Snowflake code, wooo! It's not like anyone will rewrite this anytime soon. If I'm wrong then... CONGRATULATIONS! ;)
if(target.r_store)
target.u_equip(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store.
@@ -601,6 +608,7 @@ It can still be worn/put on as normal.
if(item.mob_can_equip(target, slot_to_process, 0))
source.u_equip(item)
target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1)
item.dropped(source)
source.update_icons()
target.update_icons()

View File

@@ -102,8 +102,8 @@
target.client.screen -= W
if (W)
W.loc = target.loc
W.dropped(target)
W.layer = initial(W.layer)
W.dropped(target)
W.add_fingerprint(source)
else
if (istype(item, /obj/item))
@@ -112,6 +112,8 @@
item.layer = 20
target.l_hand = item
item.loc = target
item.dropped(source)
item.equipped(target,target.l_hand)
if("r_hand")
if (target.r_hand)
var/obj/item/W = target.r_hand
@@ -120,8 +122,8 @@
target.client.screen -= W
if (W)
W.loc = target.loc
W.dropped(target)
W.layer = initial(W.layer)
W.dropped(target)
W.add_fingerprint(source)
else
if (istype(item, /obj/item))
@@ -130,6 +132,8 @@
item.layer = 20
target.r_hand = item
item.loc = target
item.dropped(source)
item.equipped(target,target.r_hand)
if("back")
if (target.back)
var/obj/item/W = target.back

View File

@@ -179,7 +179,7 @@
src.modules += new /obj/item/weapon/reagent_containers/robodropper(src)
var/obj/item/weapon/lighter/zippo/L = new /obj/item/weapon/lighter/zippo(src)
L.lit = 1
L.light_on = 1
src.modules += L
src.modules += new /obj/item/weapon/tray(src)

View File

@@ -216,8 +216,8 @@
seed = "/obj/item/seeds/glowberryseed"
name = "bunch of glow-berries"
desc = "Nutritious!"
var/on = 1
var/brightness_on = 2 //luminosity when on
light_on = 1
brightness_on = 2 //luminosity when on
icon_state = "glowberrypile"
New()
..()

View File

@@ -534,7 +534,7 @@ var/list/liftable_structures = list(\
#define INVISIBILITY_MAXIMUM 100
//Object specific defines
#define CANDLE_LUM 3 //For how bright candles are
//#define CANDLE_LUM 3 //For how bright candles are //Why is this here? Moved to candle.dm (brightness_on) -SweeperM
//Some mob defines below

View File

@@ -784,7 +784,7 @@
"apd" = (/turf/simulated/floor/carpet,/area/security/detectives_office)
"ape" = (/obj/structure/table/woodentable,/obj/item/weapon/cigpacket,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/item/clothing/glasses/sunglasses,/turf/simulated/floor/carpet,/area/security/detectives_office)
"apf" = (/obj/structure/table/woodentable,/obj/item/weapon/paper_bin{pixel_x = -3; pixel_y = 7},/obj/item/weapon/pen,/turf/simulated/floor/carpet,/area/security/detectives_office)
"apg" = (/obj/structure/table/woodentable,/obj/item/device/flashlight/lamp/green{on = 0; pixel_x = -3; pixel_y = 8},/obj/item/weapon/book/manual/security_space_law,/turf/simulated/floor{icon_state = "grimy"},/area/security/detectives_office)
"apg" = (/obj/structure/table/woodentable,/obj/item/device/flashlight/lamp/green{light_on = 0; pixel_x = -3; pixel_y = 8},/obj/item/weapon/book/manual/security_space_law,/turf/simulated/floor{icon_state = "grimy"},/area/security/detectives_office)
"aph" = (/obj/machinery/light{icon_state = "tube1"; dir = 8},/obj/machinery/requests_console{department = "Law office"; pixel_x = -32; pixel_y = 0},/turf/simulated/floor/wood,/area/lawoffice)
"api" = (/obj/structure/stool/bed/chair{dir = 4},/turf/simulated/floor/wood,/area/lawoffice)
"apj" = (/obj/structure/table/woodentable,/obj/item/weapon/book/manual/security_space_law,/obj/item/weapon/book/manual/security_space_law,/obj/item/weapon/pen/red,/turf/simulated/floor/wood,/area/lawoffice)