mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
Fixed the failsafe misreporting how long the MC has been dead. Lighting initialization no longer 'interrupts' the master_controller setup(). Added updated powernet debugging tools. They're in my WIP folder. They are sexy c: It draws the powernet onto the map so you can see what's going on during debugging. Added tachyon-doppler arrays. They're gonna be something for scientists to measure their bombs with rather than praying for the figures. Nothing spectacular. Commented out switches, they aren't used and I've been fixing/testing powernets all day. Sorry. If you need them back just PM me and I'll fix them. Known issues: the merging procs behave silly at intersections. I really tried to fix it but I think I'll make more progress just working on some powernet improvements. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4623 316c924e-a436-60f5-8080-3fe189b3f50e
248 lines
5.9 KiB
Plaintext
248 lines
5.9 KiB
Plaintext
/obj/structure/signpost
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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anchored = 1
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density = 1
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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return attack_hand(user)
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attack_hand(mob/user as mob)
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switch(alert("Travel back to ss13?",,"Yes","No"))
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if("Yes")
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if(user.z != src.z) return
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user.loc.loc.Exited(user)
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user.loc = pick(latejoin)
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if("No")
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return
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/obj/effect/mark
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var/mark = ""
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icon = 'icons/misc/mark.dmi'
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icon_state = "blank"
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anchored = 1
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layer = 99
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mouse_opacity = 0
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unacidable = 1//Just to be sure.
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/obj/admins
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name = "admins"
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var/rank = null
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var/owner = null
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var/state = 1
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//state = 1 for playing : default
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//state = 2 for observing
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var/admincaster_screen = 0 //See newscaster.dm under machinery for a full description
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var/datum/feed_message/admincaster_feed_message = new /datum/feed_message //These two will act as holders.
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var/datum/feed_channel/admincaster_feed_channel = new /datum/feed_channel
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var/admincaster_signature //What you'll sign the newsfeeds as
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/obj/admins/New()
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src.admincaster_signature = "Nanotrasen Officer #[rand(0,9)][rand(0,9)][rand(0,9)]"
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..()
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/obj/effect/beam
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name = "beam"
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unacidable = 1//Just to be sure.
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var/def_zone
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pass_flags = PASSTABLE
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/obj/effect/begin
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name = "begin"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "begin"
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anchored = 1.0
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unacidable = 1
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/obj/effect/datacore
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name = "datacore"
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var/medical[] = list()
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var/general[] = list()
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var/security[] = list()
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//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
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var/locked[] = list()
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/obj/item/device/infra_sensor
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name = "Infrared Sensor"
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desc = "Scans for infrared beams in the vicinity."
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icon_state = "infra_sensor"
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var/passive = 1.0
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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m_amt = 150
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origin_tech = "magnets=2"
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/obj/effect/laser
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name = "laser"
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desc = "IT BURNS!!!"
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icon = 'icons/obj/projectiles.dmi'
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var/damage = 0.0
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var/range = 10.0
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/structure/cable
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level = 1
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anchored =1
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var/datum/powernet/powernet
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name = "power cable"
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desc = "A flexible superconducting cable for heavy-duty power transfer"
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icon = 'icons/obj/power_cond_red.dmi'
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icon_state = "0-1"
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var/d1 = 0
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var/d2 = 1
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layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
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var/color="red"
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var/obj/structure/powerswitch/power_switch
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/obj/structure/cable/yellow
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color="yellow"
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icon = 'icons/obj/power_cond_yellow.dmi'
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/obj/structure/cable/green
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color="green"
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icon = 'icons/obj/power_cond_green.dmi'
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/obj/structure/cable/blue
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color="blue"
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icon = 'icons/obj/power_cond_blue.dmi'
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/obj/structure/cable/pink
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color="pink"
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icon = 'icons/obj/power_cond_pink.dmi'
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/obj/structure/cable/orange
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color="orange"
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icon = 'icons/obj/power_cond_orange.dmi'
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/obj/structure/cable/cyan
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color="cyan"
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icon = 'icons/obj/power_cond_cyan.dmi'
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/obj/structure/cable/white
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color="white"
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icon = 'icons/obj/power_cond_white.dmi'
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/obj/effect/projection
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name = "Projection"
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desc = "This looks like a projection of something."
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anchored = 1.0
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/obj/effect/shut_controller
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name = "shut controller"
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var/moving = null
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var/list/parts = list( )
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/obj/effect/showcase
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name = "Showcase"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = 1
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anchored = 1
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unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
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// Basically this Metroid Core catalyzes reactions that normally wouldn't happen anywhere
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/obj/item/metroid_core
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name = "metroid core"
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desc = "A very slimy and tender part of a Metroid. They also legend to have \"magical powers\"."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "metroid core"
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flags = TABLEPASS
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force = 1.0
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w_class = 1.0
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throwforce = 1.0
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throw_speed = 3
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throw_range = 6
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origin_tech = "biotech=4"
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var/POWERFLAG = 0 // sshhhhhhh
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var/Flush = 30
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var/Uses = 5 // uses before it goes inert
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New()
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..()
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var/datum/reagents/R = new/datum/reagents(100)
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reagents = R
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R.my_atom = src
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POWERFLAG = rand(1,10)
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Uses = rand(7, 25)
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//flags |= NOREACT
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spawn()
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Life()
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proc/Life()
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while(src)
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sleep(25)
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Flush--
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if(Flush <= 0)
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reagents.clear_reagents()
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Flush = 30
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/obj/effect/deskclutter
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name = "desk clutter"
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icon = 'icons/obj/items.dmi'
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icon_state = "deskclutter"
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desc = "Some clutter the detective has accumalated over the years..."
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anchored = 1
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/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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// TODO: robust mixology system! (and merge with beakers, maybe)
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/obj/item/weapon/glass
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name = "empty glass"
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desc = "Emptysville."
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "glass_empty"
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item_state = "beaker"
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flags = FPRINT | TABLEPASS | OPENCONTAINER
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var/datum/substance/inside = null
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throwforce = 5
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g_amt = 100
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New()
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..()
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src.pixel_x = rand(-5, 5)
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src.pixel_y = rand(-5, 5)
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/obj/item/weapon/beach_ball
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icon = 'icons/misc/beach.dmi'
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icon_state = "ball"
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name = "beach ball"
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item_state = "beachball"
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density = 0
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anchored = 0
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w_class = 1.0
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force = 0.0
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throwforce = 0.0
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throw_speed = 1
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throw_range = 20
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flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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user.drop_item()
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src.throw_at(target, throw_range, throw_speed)
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/obj/effect/stop
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var/victim = null
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icon_state = "empty"
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name = "Geas"
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desc = "You can't resist."
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// name = ""
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/obj/effect/spawner
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name = "object spawner"
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