/obj/structure/signpost icon = 'icons/obj/stationobjs.dmi' icon_state = "signpost" anchored = 1 density = 1 attackby(obj/item/weapon/W as obj, mob/user as mob) return attack_hand(user) attack_hand(mob/user as mob) switch(alert("Travel back to ss13?",,"Yes","No")) if("Yes") if(user.z != src.z) return user.loc.loc.Exited(user) user.loc = pick(latejoin) if("No") return /obj/effect/mark var/mark = "" icon = 'icons/misc/mark.dmi' icon_state = "blank" anchored = 1 layer = 99 mouse_opacity = 0 unacidable = 1//Just to be sure. /obj/admins name = "admins" var/rank = null var/owner = null var/state = 1 //state = 1 for playing : default //state = 2 for observing var/admincaster_screen = 0 //See newscaster.dm under machinery for a full description var/datum/feed_message/admincaster_feed_message = new /datum/feed_message //These two will act as holders. var/datum/feed_channel/admincaster_feed_channel = new /datum/feed_channel var/admincaster_signature //What you'll sign the newsfeeds as /obj/admins/New() src.admincaster_signature = "Nanotrasen Officer #[rand(0,9)][rand(0,9)][rand(0,9)]" ..() /obj/effect/beam name = "beam" unacidable = 1//Just to be sure. var/def_zone pass_flags = PASSTABLE /obj/effect/begin name = "begin" icon = 'icons/obj/stationobjs.dmi' icon_state = "begin" anchored = 1.0 unacidable = 1 /obj/effect/datacore name = "datacore" var/medical[] = list() var/general[] = list() var/security[] = list() //This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character(). var/locked[] = list() /obj/item/device/infra_sensor name = "Infrared Sensor" desc = "Scans for infrared beams in the vicinity." icon_state = "infra_sensor" var/passive = 1.0 flags = FPRINT | TABLEPASS| CONDUCT item_state = "electronic" m_amt = 150 origin_tech = "magnets=2" /obj/effect/laser name = "laser" desc = "IT BURNS!!!" icon = 'icons/obj/projectiles.dmi' var/damage = 0.0 var/range = 10.0 /obj/effect/list_container name = "list container" /obj/effect/list_container/mobl name = "mobl" var/master = null var/list/container = list( ) /obj/structure/cable level = 1 anchored =1 var/datum/powernet/powernet name = "power cable" desc = "A flexible superconducting cable for heavy-duty power transfer" icon = 'icons/obj/power_cond_red.dmi' icon_state = "0-1" var/d1 = 0 var/d2 = 1 layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4 var/color="red" var/obj/structure/powerswitch/power_switch /obj/structure/cable/yellow color="yellow" icon = 'icons/obj/power_cond_yellow.dmi' /obj/structure/cable/green color="green" icon = 'icons/obj/power_cond_green.dmi' /obj/structure/cable/blue color="blue" icon = 'icons/obj/power_cond_blue.dmi' /obj/structure/cable/pink color="pink" icon = 'icons/obj/power_cond_pink.dmi' /obj/structure/cable/orange color="orange" icon = 'icons/obj/power_cond_orange.dmi' /obj/structure/cable/cyan color="cyan" icon = 'icons/obj/power_cond_cyan.dmi' /obj/structure/cable/white color="white" icon = 'icons/obj/power_cond_white.dmi' /obj/effect/projection name = "Projection" desc = "This looks like a projection of something." anchored = 1.0 /obj/effect/shut_controller name = "shut controller" var/moving = null var/list/parts = list( ) /obj/effect/showcase name = "Showcase" icon = 'icons/obj/stationobjs.dmi' icon_state = "showcase_1" desc = "A stand with the empty body of a cyborg bolted to it." density = 1 anchored = 1 unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr // Basically this Metroid Core catalyzes reactions that normally wouldn't happen anywhere /obj/item/metroid_core name = "metroid core" desc = "A very slimy and tender part of a Metroid. They also legend to have \"magical powers\"." icon = 'icons/obj/surgery.dmi' icon_state = "metroid core" flags = TABLEPASS force = 1.0 w_class = 1.0 throwforce = 1.0 throw_speed = 3 throw_range = 6 origin_tech = "biotech=4" var/POWERFLAG = 0 // sshhhhhhh var/Flush = 30 var/Uses = 5 // uses before it goes inert New() ..() var/datum/reagents/R = new/datum/reagents(100) reagents = R R.my_atom = src POWERFLAG = rand(1,10) Uses = rand(7, 25) //flags |= NOREACT spawn() Life() proc/Life() while(src) sleep(25) Flush-- if(Flush <= 0) reagents.clear_reagents() Flush = 30 /obj/effect/deskclutter name = "desk clutter" icon = 'icons/obj/items.dmi' icon_state = "deskclutter" desc = "Some clutter the detective has accumalated over the years..." anchored = 1 /obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER // TODO: robust mixology system! (and merge with beakers, maybe) /obj/item/weapon/glass name = "empty glass" desc = "Emptysville." icon = 'icons/obj/kitchen.dmi' icon_state = "glass_empty" item_state = "beaker" flags = FPRINT | TABLEPASS | OPENCONTAINER var/datum/substance/inside = null throwforce = 5 g_amt = 100 New() ..() src.pixel_x = rand(-5, 5) src.pixel_y = rand(-5, 5) /obj/item/weapon/beach_ball icon = 'icons/misc/beach.dmi' icon_state = "ball" name = "beach ball" item_state = "beachball" density = 0 anchored = 0 w_class = 1.0 force = 0.0 throwforce = 0.0 throw_speed = 1 throw_range = 20 flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT afterattack(atom/target as mob|obj|turf|area, mob/user as mob) user.drop_item() src.throw_at(target, throw_range, throw_speed) /obj/effect/stop var/victim = null icon_state = "empty" name = "Geas" desc = "You can't resist." // name = "" /obj/effect/spawner name = "object spawner"