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Committing some of SuperSayu's misc patches: http://forums.nanotrasen.com/viewtopic.php?f=16&t=11671
* Smart fridge smartly shows (x5)(x10)(x25)(All) vend options based on quantity stored * Gateway fix: When the away mission gate is calibrated, you will come out facing south. Matters somewhat when walking through in an exosuit. Also one pedantic text edit. * Drink volume estimation: * * Moved "half-full" to 26%-66% rather than 25%-49% * * Moved "almost full" to 67%-90% rather than 50%-111% (1/.9) Also removed /obj/item/weapon/directions and /obj/item/weapon/paperscrap. They've been replaced by /obj/item/weapon/paper/crumpled and /obj/item/weapon/paper/crumpled/bloody. Updated 2.1.0 and all away missions. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5497 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -276,18 +276,6 @@
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name = "warning cone"
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icon_state = "cone"
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/obj/item/weapon/directions
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name = "crumpled paper"
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gender = PLURAL
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desc = "This is a crumpled piece of paper."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "crumpled"
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throwforce = 0
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w_class = 1.0
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throw_speed = 3
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throw_range = 15
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//layer = 4
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/obj/item/weapon/rack_parts
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name = "rack parts"
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desc = "Parts of a rack."
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@@ -775,24 +775,3 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
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R.word3=wordtech
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R.loc = user.loc
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R.check_icon()
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/obj/item/weapon/paperscrap
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name = "scrap of paper"
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icon_state = "scrap"
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throw_speed = 1
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throw_range = 2
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w_class = 1.0
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flags = FPRINT | TABLEPASS
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var/data
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attack_self(mob/user as mob)
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view_scrap(user)
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examine()
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set src in usr
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view_scrap(usr)
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proc/view_scrap(var/viewer)
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viewer << browse(data)
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@@ -139,9 +139,14 @@
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dat += "<FONT color = 'blue'><B>[capitalize(O)]</B>:"
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dat += " [N] </font>"
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dat += "<a href='byond://?src=\ref[src];vend=[O];amount=1'>Vend</A> "
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dat += "(<a href='byond://?src=\ref[src];vend=[O];amount=5'>x5</A>)"
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dat += "(<a href='byond://?src=\ref[src];vend=[O];amount=10'>x10</A>)"
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dat += "(<a href='byond://?src=\ref[src];vend=[O];amount=25'>x25</A>)"
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if(N > 5)
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dat += "(<a href='byond://?src=\ref[src];vend=[O];amount=5'>x5</A>)"
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if(N > 10)
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dat += "(<a href='byond://?src=\ref[src];vend=[O];amount=10'>x10</A>)"
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if(N > 25)
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dat += "(<a href='byond://?src=\ref[src];vend=[O];amount=25'>x25</A>)"
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if(N > 1)
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dat += "(<a href='?src=\ref[src];vend=[O];amount=[N]'>All</A>)"
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dat += "<br>"
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dat += "</TT>"
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@@ -120,6 +120,7 @@ obj/machinery/gateway/centerstation/process()
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if(!awaygate) return
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if(awaygate.calibrated)
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M.loc = get_step(awaygate.loc, SOUTH)
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M.dir = SOUTH
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return
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else
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var/obj/effect/landmark/dest = pick(awaydestinations)
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@@ -230,6 +231,6 @@ obj/machinery/gateway/centerstation/process()
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user << "\black The gate is already calibrated, there is no work for you to do here."
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return
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else
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user << "\blue <b>Recalibration successful!</b>: \black This gates systems have been fine tuned, travel to this gate will now be on target."
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user << "\blue <b>Recalibration successful!</b>: \black This gate's systems have been fine tuned. Travel to this gate will now be on target."
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calibrated = 1
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return
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@@ -1,5 +1,6 @@
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/*
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* Paper
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* also scraps of paper
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*/
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/obj/item/weapon/paper
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@@ -338,3 +339,13 @@
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/obj/item/weapon/paper/sop
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name = "paper- 'Standard Operating Procedure'"
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info = "Alert Levels:<BR>\nBlue- Emergency<BR>\n\t1. Caused by fire<BR>\n\t2. Caused by manual interaction<BR>\n\tAction:<BR>\n\t\tClose all fire doors. These can only be opened by reseting the alarm<BR>\nRed- Ejection/Self Destruct<BR>\n\t1. Caused by module operating computer.<BR>\n\tAction:<BR>\n\t\tAfter the specified time the module will eject completely.<BR>\n<BR>\nEngine Maintenance Instructions:<BR>\n\tShut off ignition systems:<BR>\n\tActivate internal power<BR>\n\tActivate orbital balance matrix<BR>\n\tRemove volatile liquids from area<BR>\n\tWear a fire suit<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nToxin Laboratory Procedure:<BR>\n\tWear a gas mask regardless<BR>\n\tGet an oxygen tank.<BR>\n\tActivate internal atmosphere<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nDisaster Procedure:<BR>\n\tFire:<BR>\n\t\tActivate sector fire alarm.<BR>\n\t\tMove to a safe area.<BR>\n\t\tGet a fire suit<BR>\n\t\tAfter:<BR>\n\t\t\tAssess Damage<BR>\n\t\t\tRepair damages<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tMeteor Shower:<BR>\n\t\tActivate fire alarm<BR>\n\t\tMove to the back of ship<BR>\n\t\tAfter<BR>\n\t\t\tRepair damage<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tAccidental Reentry:<BR>\n\t\tActivate fire alrms in front of ship.<BR>\n\t\tMove volatile matter to a fire proof area!<BR>\n\t\tGet a fire suit.<BR>\n\t\tStay secure until an emergency ship arrives.<BR>\n<BR>\n\t\tIf ship does not arrive-<BR>\n\t\t\tEvacuate to a nearby safe area!"
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/obj/item/weapon/paper/crumpled
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name = "paper scrap"
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icon_state = "scrap"
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/obj/item/weapon/paper/crumpled/update_icon()
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return
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/obj/item/weapon/paper/crumpled/bloody
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icon_state = "scrap_bloodied"
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@@ -109,11 +109,11 @@
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if (!(usr in range(0)) && usr!=src.loc) return
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if(!reagents || reagents.total_volume==0)
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usr << "\blue \The [src] is empty!"
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else if (reagents.total_volume<src.volume/4)
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else if (reagents.total_volume<=src.volume/4)
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usr << "\blue \The [src] is almost empty!"
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else if (reagents.total_volume<src.volume/2)
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else if (reagents.total_volume<=src.volume*0.66)
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usr << "\blue \The [src] is half full!"
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else if (reagents.total_volume<src.volume/0.90)
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else if (reagents.total_volume<=src.volume*0.90)
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usr << "\blue \The [src] is almost full!"
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else
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usr << "\blue \The [src] is full!"
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