Files
vgstation13/code/game/machinery/doors/shutters.dm
elly1989@rocketmail.com d775e1ac80 Runtime fixes for:
runtime error: Cannot modify null.layer. proc name: done (/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human) src: the human (/obj/effect/equip_e/human)
call stack: the human (/obj/effect/equip_e/human): done() the human (/obj/effect/equip_e/human): process()

runtime error: Cannot execute null.use(). proc name: attackby (/obj/structure/barricade/wooden/attackby) usr: Jeffery Long (/mob/living/carbon/human) src: the wooden barricade (/obj/structure/barricade/wooden) call stack: the wooden barricade (/obj/structure/barricade/wooden): attackby(null, Jeffery Long (/mob/living/carbon/human)) the wooden barricade (/obj/structure/barricade/wooden): DblClick(the floor (159,129,1) (/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...")

Rewrote wielded weapons to be their own weapon subclass. There was no point having a var/wielded var/twohanded var/force_unwielded var/force_wielded for every damn item when there is only 1 wield-able weapon anyway. All the wield-able stuff is now in twohanded.dm

Changed the adminhelpsound to some creative commons sound I pinched. Until somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW.

All PMs trigger the adminhelp sound. That means when you OM a player they get the sound, if a admin is PMed they only hear it if their adminhelp sounds are enabled. This should allow people to get eachother's attention when t he chat is busy.

Fixed some bad code with poddoors (which is used for the shutters in QM)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3435 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-11 05:01:44 +00:00

60 lines
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/obj/machinery/door/poddoor/shutters
name = "Shutters"
icon = 'rapid_pdoor.dmi'
icon_state = "shutter1"
/obj/machinery/door/poddoor/shutters/New()
..()
layer = 3.1
/obj/machinery/door/poddoor/shutters/attackby(obj/item/weapon/C as obj, mob/user as mob)
src.add_fingerprint(user)
if (!( istype(C, /obj/item/weapon/crowbar) || (istype(C, /obj/item/weapon/twohanded/fireaxe) && C:wielded == 1) ))
return
if ((src.density && (stat & NOPOWER) && !( src.operating )))
spawn( 0 )
src.operating = 1
flick("shutterc0", src)
src.icon_state = "shutter0"
sleep(15)
src.density = 0
src.sd_SetOpacity(0)
src.operating = 0
return
return
/obj/machinery/door/poddoor/shutters/open()
if (src.operating == 1) //doors can still open when emag-disabled
return
if (!ticker)
return 0
if(!src.operating) //in case of emag
src.operating = 1
flick("shutterc0", src)
src.icon_state = "shutter0"
sleep(10)
src.density = 0
src.sd_SetOpacity(0)
update_nearby_tiles()
if(operating == 1) //emag again
src.operating = 0
if(autoclose)
spawn(150)
autoclose()
return 1
/obj/machinery/door/poddoor/shutters/close()
if (src.operating)
return
src.operating = 1
flick("shutterc1", src)
src.icon_state = "shutter1"
src.density = 1
if (src.visible)
src.sd_SetOpacity(1)
update_nearby_tiles()
sleep(10)
src.operating = 0
return