here we go again (#2456)

This commit is contained in:
LetterJay
2017-08-24 19:24:25 -07:00
committed by kevinz000
parent c7ed043fd5
commit 188193eb61
1107 changed files with 25420 additions and 25417 deletions
+14 -14
View File
@@ -10,7 +10,7 @@
var/mineral = null
var/typetext = ""
var/icontext = ""
var/obj/item/weapon/electronics/airlock/electronics = null
var/obj/item/electronics/airlock/electronics = null
var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
var/glass_type = /obj/machinery/door/airlock/glass
var/created_name = null
@@ -364,7 +364,7 @@
state = 1
/obj/structure/door_assembly/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weapon/pen))
if(istype(W, /obj/item/pen))
var/t = stripped_input(user, "Enter the name for the door.", src.name, src.created_name,MAX_NAME_LEN)
if(!t)
return
@@ -372,14 +372,14 @@
return
created_name = t
else if(istype(W, /obj/item/weapon/airlock_painter)) // |- Ricotez
else if(istype(W, /obj/item/airlock_painter)) // |- Ricotez
//INFORMATION ABOUT ADDING A NEW AIRLOCK TO THE PAINT LIST:
//If your airlock has a regular version, add it to the list with regular versions.
//If your airlock has a glass version, add it to the list with glass versions.
//Don't forget to also set has_solid and has_glass to the proper value.
//Do NOT add your airlock to a list if it does not have a version for that list,
// or you will get broken icons.
var/obj/item/weapon/airlock_painter/WT = W
var/obj/item/airlock_painter/WT = W
if(WT.can_use(user))
var/icontype
var/optionlist
@@ -502,8 +502,8 @@
mineral = null //I know this is stupid, but until we change glass to a boolean it's how this code works.
to_chat(user, "<span class='notice'>You change the paintjob on the airlock assembly.</span>")
else if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
var/obj/item/weapon/weldingtool/WT = W
else if(istype(W, /obj/item/weldingtool) && !anchored )
var/obj/item/weldingtool/WT = W
if(WT.remove_fuel(0,user))
user.visible_message("<span class='warning'>[user] disassembles the airlock assembly.</span>", \
"You start to disassemble the airlock assembly...")
@@ -515,7 +515,7 @@
to_chat(user, "<span class='notice'>You disassemble the airlock assembly.</span>")
deconstruct(TRUE)
else if(istype(W, /obj/item/weapon/wrench))
else if(istype(W, /obj/item/wrench))
if(!anchored )
var/door_check = 1
for(var/obj/machinery/door/D in loc)
@@ -564,7 +564,7 @@
to_chat(user, "<span class='notice'>You wire the airlock assembly.</span>")
src.name = "wired airlock assembly"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
else if(istype(W, /obj/item/wirecutters) && state == 1 )
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", \
"<span class='notice'>You start to cut the wires from the airlock assembly...</span>")
@@ -577,7 +577,7 @@
src.state = 0
src.name = "secured airlock assembly"
else if(istype(W, /obj/item/weapon/electronics/airlock) && state == 1 )
else if(istype(W, /obj/item/electronics/airlock) && state == 1 )
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", \
"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
@@ -594,7 +594,7 @@
src.electronics = W
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
else if(istype(W, /obj/item/crowbar) && state == 2 )
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", \
"<span class='notice'>You start to remove electronics from the airlock assembly...</span>")
@@ -605,9 +605,9 @@
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
src.state = 1
src.name = "wired airlock assembly"
var/obj/item/weapon/electronics/airlock/ae
var/obj/item/electronics/airlock/ae
if (!electronics)
ae = new/obj/item/weapon/electronics/airlock( src.loc )
ae = new/obj/item/electronics/airlock( src.loc )
else
ae = electronics
electronics = null
@@ -657,7 +657,7 @@
airlock_type = text2path ("/obj/machinery/door/airlock/[M]")
glass_type = /obj/machinery/door/airlock/glass
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
else if(istype(W, /obj/item/screwdriver) && state == 2 )
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] finishes the airlock.", \
"<span class='notice'>You start finishing the airlock...</span>")
@@ -709,7 +709,7 @@
else
new /obj/item/stack/sheet/glass(T)
else
new /obj/item/weapon/shard(T)
new /obj/item/shard(T)
else
var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new mineral_path(T, 2)