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