d (#1)
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@@ -146,6 +146,20 @@
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pixel_y = rand(-10, 10)
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animate(src, alpha = 0, time = 3, easing = EASE_OUT)
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/obj/effect/temp_visual/ratvar/prolonging_prism
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icon = 'icons/effects/64x64.dmi'
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icon_state = "prismhex1"
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layer = RIPPLE_LAYER
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pixel_y = -16
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pixel_x = -16
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duration = 30
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/obj/effect/temp_visual/ratvar/prolonging_prism/Initialize(mapload, set_appearance)
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. = ..()
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if(set_appearance)
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appearance = set_appearance
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animate(src, alpha = 0, time = duration, easing = BOUNCE_EASING)
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/obj/effect/temp_visual/ratvar/spearbreak
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icon = 'icons/effects/64x64.dmi'
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icon_state = "ratvarspearbreak"
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@@ -269,13 +269,15 @@
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return
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if(!in_range(src, user))
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return
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if(is_cyborg)
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return
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else
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if(zero_amount())
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return
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//get amount from user
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var/min = 0
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var/max = src.get_amount()
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var/stackmaterial = round(input(user,"How many sheets do you wish to take out of this stack? (Maximum [max]") as num)
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var/stackmaterial = round(input(user,"How many sheets do you wish to take out of this stack? (Maximum [max])") as num)
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if(stackmaterial == null || stackmaterial <= min || stackmaterial >= src.get_amount())
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return
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else
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@@ -125,8 +125,8 @@ obj/item/weapon/construction
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var/canRturf = 0
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var/ranged = FALSE
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var/airlock_type = /obj/machinery/door/airlock
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var/airlock_glass = FALSE // So the floor's rcd_act knows how much ammo to use
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var/window_type = /obj/structure/window/fulltile
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var/advanced_airlock_setting = 1 //Set to 1 if you want more paintjobs available
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var/list/conf_access = null
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var/use_one_access = 0 //If the airlock should require ALL or only ONE of the listed accesses.
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@@ -266,8 +266,10 @@ obj/item/weapon/construction
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airlock_type = /obj/machinery/door/airlock/external
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if("High Security")
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airlock_type = /obj/machinery/door/airlock/highsecurity
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airlock_glass = FALSE
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else
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airlock_type = /obj/machinery/door/airlock
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airlock_glass = FALSE
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if("Glass")
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if(advanced_airlock_setting == 1)
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@@ -289,10 +291,13 @@ obj/item/weapon/construction
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airlock_type = /obj/machinery/door/airlock/glass_research
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if("Mining")
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airlock_type = /obj/machinery/door/airlock/glass_mining
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airlock_glass = TRUE
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else
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airlock_type = /obj/machinery/door/airlock/glass
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airlock_glass = TRUE
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else
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airlock_type = /obj/machinery/door/airlock
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airlock_glass = FALSE
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/obj/item/weapon/construction/rcd/proc/rcd_create(atom/A, mob/user)
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6
code/game/objects/items/weapons/flamethrower.dm
Normal file → Executable file
6
code/game/objects/items/weapons/flamethrower.dm
Normal file → Executable file
@@ -23,7 +23,7 @@
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//variables for prebuilt flamethrowers
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var/create_full = FALSE
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var/create_with_tank = FALSE
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var/igniter_type = /obj/item/device/assembly/igniter
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var/igniter_type = /obj/item/device/assembly/igniter
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/obj/item/weapon/flamethrower/Destroy()
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if(weldtool)
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@@ -145,7 +145,7 @@
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if(!status)
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to_chat(user, "<span class='notice'>Secure the igniter first!</span>")
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return
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to_chat(user, "<span class='notice'>You ignite [src]!</span>")
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to_chat(user, "<span class='notice'>You [lit ? "extinguish" : "ignite"] [src]!</span>")
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lit = !lit
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if(lit)
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START_PROCESSING(SSobj, src)
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@@ -238,4 +238,4 @@
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return
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/obj/item/device/assembly/igniter/proc/ignite_turf(obj/item/weapon/flamethrower/F,turf/open/location,release_amount = 0.05)
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F.default_ignite(location,release_amount)
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F.default_ignite(location,release_amount)
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@@ -128,6 +128,7 @@
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user.visible_message("[user] recharged \the [A]!","<span class='notice'>You recharged \the [A]!</span>")
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recharging = FALSE
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return TRUE
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recharging = FALSE
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/obj/item/weapon/inducer/attack(mob/M, mob/user)
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@@ -58,8 +58,8 @@
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origin_tech = "materials=5;engineering=5;abductor=3"
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/obj/item/weapon/wrench/power
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name = "Hand Drill"
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desc ="A simple powered drill with a bolt bit"
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name = "hand drill"
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desc = "A simple powered hand drill. It's fitted with a bolt bit."
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icon_state = "drill_bolt"
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item_state = "drill"
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usesound = 'sound/items/drill_use.ogg'
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@@ -182,8 +182,8 @@
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toolspeed = 0.1
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/obj/item/weapon/screwdriver/power
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name = "Hand Drill"
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desc = "A simple hand drill with a screwdriver bit attached."
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name = "hand drill"
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desc = "A simple powered hand drill. It's fitted with a screw bit."
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icon_state = "drill_screw"
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item_state = "drill"
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materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
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@@ -283,8 +283,8 @@
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toolspeed = 0.5
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/obj/item/weapon/wirecutters/power
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name = "Jaws of Life"
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desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a cutting head."
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name = "jaws of life"
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desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a cutting head."
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icon_state = "jaws_cutter"
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item_state = "jawsoflife"
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origin_tech = "materials=2;engineering=2"
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@@ -714,8 +714,8 @@
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toolspeed = 0.5
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/obj/item/weapon/crowbar/power
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name = "Jaws of Life"
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desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a prying head"
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name = "jaws of life"
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desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a prying head."
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icon_state = "jaws_pry"
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item_state = "jawsoflife"
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materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
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@@ -234,6 +234,7 @@
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throw_range = 3
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hitsound = 'sound/items/trayhit1.ogg'
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hit_reaction_chance = 50
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materials = list(MAT_METAL = 2000)
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var/break_chance = 5 //Likely hood of smashing the chair.
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var/obj/structure/chair/origin_type = /obj/structure/chair
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@@ -317,6 +318,7 @@
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max_integrity = 70
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hitsound = 'sound/weapons/genhit1.ogg'
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origin_type = /obj/structure/chair/wood
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materials = null
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break_chance = 50
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/obj/item/chair/wood/narsie_act()
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@@ -23,7 +23,9 @@
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
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if(RCD_WINDOWGRILLE)
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return list("mode" = RCD_WINDOWGRILLE, "delay" = 40, "cost" = 10)
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if(the_rcd.window_type == /obj/structure/window/reinforced/fulltile)
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return list("mode" = RCD_WINDOWGRILLE, "delay" = 40, "cost" = 12)
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else return list("mode" = RCD_WINDOWGRILLE, "delay" = 20, "cost" = 8)
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return FALSE
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/obj/structure/grille/rcd_act(mob/user, var/obj/item/weapon/construction/rcd/the_rcd, passed_mode)
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@@ -190,7 +190,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
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// Make sure we don't delete the actual morgue and its tray
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var/list/conts = GetAllContents() - src - connected
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if(conts.len <= 1)
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if(!conts.len)
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audible_message("<span class='italics'>You hear a hollow crackle.</span>")
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return
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