Files
vgstation13/code/defines/obj.dm
elly1989@rocketmail.com 25b61bae72 Removed the infra_sensor define for noddie.
Integrated the sql and standard admin_rank stuff a little. Still needs some work.
Permissions Panel has a sexy floating search bar. The scripts and stylesheets are external files which will be sent to every client at connect, so they can be used in any panel you wish with no additional overheads.

If there are any bugs with the permissions panel (particularly the search bar) please let me know. thanks.

rights2text now has a seperator argument. It defaults to "", but can be any string, for instance "<br>"

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5080 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-15 20:35:37 +00:00

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/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/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/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
/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"