Overhauls and 2/28 sync (#244)
* map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures * lazy fix for bleeding edgy (#252) * map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures
This commit is contained in:
@@ -80,7 +80,7 @@
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M.pixel_x = M.get_standard_pixel_x_offset(M.lying)
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M.pixel_y = M.get_standard_pixel_y_offset(M.lying)
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M.layer = initial(M.layer)
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overlays -= nest_overlay
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cut_overlay(nest_overlay)
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/obj/structure/bed/nest/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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@@ -63,7 +63,7 @@
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/obj/structure/chair/proc/handle_layer()
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if(has_buckled_mobs() && dir == NORTH)
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layer = ABOVE_ALL_MOB_LAYER
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layer = ABOVE_MOB_LAYER
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else
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layer = OBJ_LAYER
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@@ -146,7 +146,7 @@
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if(has_buckled_mobs())
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add_overlay(armrest)
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else
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overlays -= armrest
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cut_overlay(armrest)
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/obj/structure/chair/comfy/brown
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@@ -84,7 +84,7 @@
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bleedsuppress = 1
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S.icon = icon
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S.icon_state = icon_state
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S.overlays = overlays
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S.copy_overlays(overlays)
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var/newcolor = list(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
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S.add_atom_colour(newcolor, FIXED_COLOUR_PRIORITY)
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return 1
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@@ -140,3 +140,8 @@
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for(var/i in 1 to 4)
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new /obj/item/weapon/rcd_ammo(src)
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new /obj/item/weapon/rcd(src)
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/obj/structure/closet/crate/science
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name = "science crate"
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desc = "A science crate."
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icon_state = "scicrate"
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@@ -64,4 +64,9 @@
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/obj/structure/closet/crate/secure/engineering
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desc = "A crate with a lock on it, painted in the scheme of the station's engineers."
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name = "secure engineering crate"
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icon_state = "engi_secure_crate"
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icon_state = "engi_secure_crate"
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/obj/structure/closet/crate/secure/science
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name = "secure science crate"
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desc = "A crate with a lock on it, painted in the scheme of the station's scientists."
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icon_state = "scisecurecrate"
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@@ -12,7 +12,9 @@
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for(var/I in debris)
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for(var/i in 1 to debris[I])
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new I (get_turf(src))
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visible_message(break_message)
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playsound(src, break_sound, 50, 1)
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if(break_message)
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visible_message(break_message)
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if(break_sound)
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playsound(src, break_sound, 50, 1)
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qdel(src)
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return 1
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@@ -287,14 +287,3 @@
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/obj/effect/mob_spawn/human/hotel_staff/Destroy()
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new/obj/structure/fluff/empty_sleeper/syndicate(get_turf(src))
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..()
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/obj/effect/mob_spawn/derelict_drone
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name = "dust-caked drone shell"
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desc = "A long-forgotten drone shell."
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flavour_text = "This station sure is a mess. It's time to get to work."
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mob_name = "a derelict drone"
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mob_type = /mob/living/simple_animal/drone
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icon = 'icons/mob/drone.dmi'
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icon_state = "drone_maint_hat"
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death = FALSE
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roundstart = FALSE
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@@ -7,6 +7,50 @@
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density = 0
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anchored = 1
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layer = ABOVE_MOB_LAYER
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var/state = PLASTIC_FLAPS_NORMAL
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/obj/structure/plasticflaps/examine(mob/user)
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. = ..()
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switch(state)
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if(PLASTIC_FLAPS_NORMAL)
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user << "<span class='notice'>[src] are <b>screwed</b> to the floor.</span>"
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if(PLASTIC_FLAPS_DETACHED)
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user << "<span class='notice'>[src] are no longer <i>screwed</i> to the floor, and the flaps can be <b>cut</b> apart.</span>"
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/obj/structure/plasticflaps/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/screwdriver))
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if(state == PLASTIC_FLAPS_NORMAL)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] unscrews [src] from the floor.</span>", "<span class='notice'>You start to unscrew [src] from the floor...</span>", "You hear rustling noises.")
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if(do_after(user, 100*W.toolspeed, target = src))
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if(state != PLASTIC_FLAPS_NORMAL)
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return
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state = PLASTIC_FLAPS_DETACHED
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anchored = FALSE
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user << "<span class='notice'>You unscrew [src] from the floor.</span>"
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else if(state == PLASTIC_FLAPS_DETACHED)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] screws [src] to the floor.</span>", "<span class='notice'>You start to screw [src] to the floor...</span>", "You hear rustling noises.")
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if(do_after(user, 40*W.toolspeed, target = src))
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if(state != PLASTIC_FLAPS_DETACHED)
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return
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state = PLASTIC_FLAPS_NORMAL
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anchored = TRUE
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user << "<span class='notice'>You screw [src] from the floor.</span>"
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else if(istype(W, /obj/item/weapon/wirecutters))
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if(state == PLASTIC_FLAPS_DETACHED)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("<span class='warning'>[user] cuts apart [src].</span>", "<span class='notice'>You start to cut apart [src].</span>", "You hear cutting.")
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if(do_after(user, 50*W.toolspeed, target = src))
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if(state != PLASTIC_FLAPS_DETACHED)
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return
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user << "<span class='notice'>You cut apart [src].</span>"
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var/obj/item/stack/sheet/plastic/five/P = new(loc)
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P.add_fingerprint(user)
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qdel(src)
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else
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. = ..()
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/obj/structure/plasticflaps/CanAStarPass(ID, to_dir, caller)
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if(isliving(caller))
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@@ -46,6 +90,11 @@
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return 0
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return ..()
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/obj/structure/plasticflaps/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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new /obj/item/stack/sheet/plastic/five(loc)
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qdel(src)
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/obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates
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name = "airtight plastic flaps"
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desc = "Heavy duty, airtight, plastic flaps."
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@@ -485,6 +485,7 @@
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icon_state = "rack_parts"
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flags = CONDUCT
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materials = list(MAT_METAL=2000)
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var/building = FALSE
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/obj/item/weapon/rack_parts/attackby(obj/item/weapon/W, mob/user, params)
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if (istype(W, /obj/item/weapon/wrench))
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@@ -494,6 +495,9 @@
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. = ..()
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/obj/item/weapon/rack_parts/attack_self(mob/user)
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if(building)
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return
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building = TRUE
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user << "<span class='notice'>You start constructing a rack...</span>"
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if(do_after(user, 50, target = src, progress=TRUE))
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if(!user.drop_item())
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@@ -503,3 +507,4 @@
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</span>", "<span class='notice'>You assemble \a [R].</span>")
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R.add_fingerprint(user)
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qdel(src)
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building = FALSE
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@@ -345,7 +345,7 @@
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if(smooth)
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queue_smooth(src)
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overlays -= crack_overlay
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cut_overlay(crack_overlay)
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if(ratio > 75)
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return
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crack_overlay = image('icons/obj/structures.dmi',"damage[ratio]",-(layer+0.1))
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@@ -474,6 +474,7 @@
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explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
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glass_type = /obj/item/stack/tile/brass
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glass_amount = 1
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reinf = FALSE
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var/made_glow = FALSE
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/obj/structure/window/reinforced/clockwork/New(loc, direct)
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