Merge branch 'master' into more_crates+bags

This commit is contained in:
Trilbyspaceclone
2020-03-06 06:31:54 -05:00
committed by GitHub
986 changed files with 384470 additions and 224048 deletions
@@ -359,7 +359,7 @@
"<span class='italics'>You hear [welder ? "welding" : "rustling of screws and metal"].</span>")
deconstruct(TRUE)
return
if(user.transferItemToLoc(W, drop_location())) // so we put in unlit welder too
if(user.a_intent != INTENT_HARM && user.transferItemToLoc(W, drop_location())) // so we put in unlit welder too
return TRUE
else if(istype(W, /obj/item/electronics/airlock))
handle_lock_addition(user, W)
@@ -431,7 +431,7 @@
"<span class='italics'>You hear a loud metal bang.</span>")
var/mob/living/L = O
if(!issilicon(L))
L.Knockdown(40)
L.DefaultCombatKnockdown(40)
O.forceMove(T)
close()
else
@@ -474,8 +474,9 @@
set category = "Object"
set name = "Toggle Open"
if(!usr.canmove || usr.stat || usr.restrained())
return
var/mob/living/L = usr
if(!istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
return FALSE
if(iscarbon(usr) || issilicon(usr) || isdrone(usr))
return attack_hand(usr)
@@ -510,7 +511,7 @@
user.visible_message("<span class='warning'>[src] begins to shake violently!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear banging from [src].</span>")
if(do_after(user,(breakout_time), target = src))
if(do_after(user,(breakout_time), target = src, required_mobility_flags = MOBILITY_RESIST))
if(!user || user.stat != CONSCIOUS || user.loc != src || opened || (!locked && !welded) )
return
//we check after a while whether there is a point of resisting anymore and whether the user is capable of resisting
@@ -603,12 +604,12 @@
step_towards(user, T2)
T1 = get_turf(user)
if(T1 == T2)
user.resting = TRUE //so people can jump into crates without slamming the lid on their head
user.set_resting(TRUE, TRUE)
if(!close(user))
to_chat(user, "<span class='warning'>You can't get [src] to close!</span>")
user.resting = FALSE
user.set_resting(FALSE, TRUE)
return
user.resting = FALSE
user.set_resting(FALSE, TRUE)
togglelock(user)
T1.visible_message("<span class='warning'>[user] dives into [src]!</span>")
@@ -18,8 +18,8 @@
var/egged = 0
var/use_mob_movespeed = FALSE //Citadel adds snowflake box handling
/obj/structure/closet/cardboard/relaymove(mob/user, direction)
if(opened || move_delay || user.stat || user.IsStun() || user.IsKnockdown() || user.IsUnconscious() || !isturf(loc) || !has_gravity(loc))
/obj/structure/closet/cardboard/relaymove(mob/living/user, direction)
if(opened || move_delay || !CHECK_MOBILITY(user, MOBILITY_MOVE) || !isturf(loc) || !has_gravity(loc))
return
move_delay = TRUE
var/oldloc = loc
@@ -216,7 +216,7 @@
for(var/i in 1 to 3)
new /obj/item/clothing/suit/toggle/labcoat(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/toggle/labcoat/emt(src)
new /obj/item/clothing/suit/toggle/labcoat/paramedic(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/white(src)
for(var/i in 1 to 3)
@@ -4,10 +4,10 @@
/obj/structure/closet/secure_closet/freezer/Destroy()
recursive_organ_check(src)
..()
return ..()
/obj/structure/closet/secure_closet/freezer/Initialize()
..()
. = ..()
recursive_organ_check(src)
/obj/structure/closet/secure_closet/freezer/open(mob/living/user)
@@ -17,14 +17,15 @@
return ..()
/obj/structure/closet/secure_closet/freezer/close(mob/living/user)
if(..()) //if we actually closed the locker
. = ..()
if(.) //if we actually closed the locker
recursive_organ_check(src)
/obj/structure/closet/secure_closet/freezer/ex_act()
if(!jones)
jones = TRUE
else
..()
return ..()
/obj/structure/closet/secure_closet/freezer/kitchen
name = "kitchen Cabinet"
@@ -265,12 +265,15 @@
new /obj/item/clothing/head/helmet/alt(src)
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/clothing/suit/armor/bulletproof(src)
/obj/structure/closet/secure_closet/lethalshots
name = "shotgun lethal rounds"
name = "lethal ammunition and riot staves"
req_access = list(ACCESS_ARMORY)
icon_state = "tac"
/obj/structure/closet/secure_closet/lethalshots/PopulateContents()
..()
new /obj/item/twohanded/electrostaff(src)
new /obj/item/twohanded/electrostaff(src)
for(var/i in 1 to 3)
new /obj/item/storage/box/lethalshot(src)
@@ -83,9 +83,12 @@
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
resistance_flags = FLAMMABLE
can_weld_shut = FALSE
breakout_time = 200
max_integrity = 70
material_drop = /obj/item/stack/sheet/mineral/wood
material_drop_amount = 5
var/pryLidTimer = 250
/obj/structure/closet/crate/coffin/examine(mob/user)
. = ..()