fixes
This commit is contained in:
@@ -135,6 +135,14 @@ RLD
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flick("[icon_state]_empty", src) //somewhat hacky thing to make RCDs with ammo counters actually have a blinking yellow light
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return .
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/obj/item/construction/proc/check_menu(mob/living/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/construction/proc/range_check(atom/A, mob/user)
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if(!(A in range(custom_range, get_turf(user))))
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to_chat(user, "<span class='warning'>The \'Out of Range\' light on [src] blinks red.</span>")
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@@ -276,13 +284,6 @@ RLD
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//Not scaling these down to button size because they look horrible then, instead just bumping up radius.
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return MA
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/obj/item/construction/rcd/proc/check_menu(mob/living/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/construction/rcd/proc/change_computer_dir(mob/user)
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if(!user)
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return
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@@ -915,9 +916,9 @@ RLD
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if(O.density) //let's not built ontop of dense stuff, like big machines and other obstacles, it kills my immershion
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return FALSE
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/obj/item/construction/plumbing/afterattack(atom/A, mob/user, proximity)
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/obj/item/construction/plumbing/afterattack(atom/A, mob/user)
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. = ..()
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if(!prox_check(proximity))
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if(!range_check(A, user))
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return
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if(istype(A, /obj/machinery/plumbing))
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var/obj/machinery/plumbing/P = A
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@@ -1,74 +0,0 @@
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//If you look at the "geyser_soup" overlay icon_state, you'll see that the first frame has 25 ticks.
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//That's because the first 18~ ticks are completely skipped for some ungodly weird fucking byond reason
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/obj/structure/geyser
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name = "geyser"
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icon = 'icons/obj/lavaland/terrain.dmi'
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icon_state = "geyser"
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anchored = TRUE
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var/decay = 0 //reagents/tick removed
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var/erupting_state = null //set to null to get it greyscaled from "[icon_state]_soup". Not very usable with the whole random thing, but more types can be added if you change the spawn prob
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var/activated = FALSE //whether we are active and generating chems
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var/reagent_id = "oil"
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var/potency = 2 //how much reagents we add every process (2 seconds)
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var/max_volume = 500
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var/start_volume = 50
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/obj/structure/geyser/proc/start_chemming()
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activated = TRUE
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create_reagents(max_volume, DRAINABLE)
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reagents.add_reagent(reagent_id, start_volume)
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START_PROCESSING(SSfluids, src) //It's main function is to be plumbed, so use SSfluids
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if(erupting_state)
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icon_state = erupting_state
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else
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var/mutable_appearance/I = mutable_appearance('icons/obj/lavaland/terrain.dmi', "[icon_state]_soup")
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I.color = mix_color_from_reagents(reagents.reagent_list)
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add_overlay(I)
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/obj/structure/geyser/process()
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if(activated && reagents.total_volume <= reagents.maximum_volume) //this is also evaluated in add_reagent, but from my understanding proc calls are expensive and should be avoided in continous
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reagents.add_reagent(reagent_id, potency) //processes
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if(potency > 0)
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potency =- decay //decaying!
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/obj/structure/geyser/plunger_act(obj/item/plunger/P, mob/living/user, _reinforced)
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if(!_reinforced)
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to_chat(user, "<span class='warning'>The [P.name] isn't strong enough!</span>")
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return
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if(activated)
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to_chat(user, "<span class'warning'>The [name] is already active!")
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return
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to_chat(user, "<span class='notice'>You start vigorously plunging [src]!")
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if(do_after(user, 50*P.plunge_mod, target = src) && !activated)
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start_chemming()
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/obj/structure/geyser/random
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erupting_state = null
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var/list/options = list("oil" = 2, "clf3" = 1) //formerly crudeoil, 2,1
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/obj/structure/geyser/random/Initialize()
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. = ..()
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reagent_id = pickweight(options)
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/obj/item/plunger
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name = "plunger"
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desc = "It's a plunger for plunging."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "plunger"
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slot_flags = ITEM_SLOT_MASK
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var/plunge_mod = 1 //time*plunge_mod = total time we take to plunge an object
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var/reinforced = FALSE //whether we do heavy duty stuff like geysers
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/obj/item/plunger/attack_obj(obj/O, mob/living/user)
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if(!O.plunger_act(src, user, reinforced))
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return ..()
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/obj/item/plunger/reinforced
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name = "reinforced plunger"
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desc = " It's an M. 7 Reinforced Plunger for heavy duty plunging."
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icon_state = "reinforced_plunger"
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reinforced = TRUE
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plunge_mod = 0.8
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