New Content Update (#43)
* New Content Update * readded shuttle autocall
This commit is contained in:
committed by
TalkingCactus
parent
8a9bbcf97d
commit
24c10b1b7f
@@ -29,6 +29,7 @@
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var/close_sound = 'sound/machines/click.ogg'
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var/cutting_sound = 'sound/items/Welder.ogg'
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var/material_drop = /obj/item/stack/sheet/metal
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var/obj/item/device/boobytrap/trap = null
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/obj/structure/closet/New()
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..()
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@@ -73,6 +74,8 @@
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user << "<span class='notice'>It appears to be broken.</span>"
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else if(secure && !opened)
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user << "<span class='notice'>Alt-click to [locked ? "unlock" : "lock"].</span>"
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if(trap && in_range(user, src))
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user << "<span class='warning'>Something seems to be wired to the inside of the closet!</span>"
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/obj/structure/closet/alter_health()
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return get_turf(src)
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@@ -130,6 +133,17 @@
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climb_time *= 0.5 //it's faster to climb onto an open thing
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dump_contents()
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update_icon()
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if(trap)
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visible_message("<span class='warning'>[src] blows up in a spray of deadly shrapnel!</span>")
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trap.loc = get_turf(src)
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trap.blow()
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trap = null
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for(var/mob/living/carbon/human/H in orange(2,src))
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H.Paralyse(8)
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H.adjust_fire_stacks(1)
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H.IgniteMob()
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qdel(src)
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return ..()
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return 1
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/obj/structure/closet/proc/insert(atom/movable/AM)
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@@ -213,9 +227,20 @@
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qdel(src)
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/obj/structure/closet/attackby(obj/item/weapon/W, mob/user, params)
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if(user in src)
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return
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if(opened)
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if(istype(W, /obj/item/device/boobytrap))
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if(trap)
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user << "<span class='warning'>There's already a booby trap hooked up to this closet!</span>"
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..()
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user << "<span class='warning'>You apply [W]. Next time someone opens the closet, it will explode.</span>"
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W.loc = src
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trap = W
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qdel(W)
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..()
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if(istype(W, cutting_tool))
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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@@ -237,6 +262,10 @@
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else if(user.drop_item())
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W.forceMove(loc)
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return 1
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if(!opened && istype(W, /obj/item/device/boobytrap))
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user << "<span class='warning'>You must open the closet first!</span>"
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..()
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else if(istype(W, /obj/item/weapon/weldingtool) && can_weld_shut)
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.remove_fuel(0, user))
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@@ -252,10 +281,33 @@
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"<span class='notice'>You [welded ? "weld" : "unwelded"] \the [src] with \the [WT].</span>",
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"<span class='italics'>You hear welding.</span>")
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update_icon()
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else if(istype(W, /obj/item/weapon/wirecutters) && !opened && trap)
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user << "<span class='notice'>You begin attempting to disarm the booby trap...</span>"
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visible_message("<span class='warning'>[user] begins attempting to disarm the booby trap.</span>")
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if(do_after(user, 80, target = src))
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if(prob(75))
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user << "<span class='notice'>You disarm the booby trap, destroying it in the process.</span>"
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visible_message("<span class='notice'>[user] disarms the booby trap!</span>")
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trap = null
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else
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user << "<span class='warning'>You accidentally bump the sensor and set off the booby trap!</span>"
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visible_message("<span class='warning'>[user] fails to disarm the booby trap!</span>")
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visible_message("<span class='warning'>[src] blows up in a spray of deadly shrapnel!</span>")
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trap.loc = get_turf(src)
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trap.blow()
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trap = null
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for(var/mob/living/carbon/human/H in orange(2,src))
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H.Paralyse(8)
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H.adjust_fire_stacks(1)
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H.IgniteMob()
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qdel(src)
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else if(user.a_intent != "harm" && !(W.flags & NOBLUDGEON))
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if(W.GetID() || !toggle(user))
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togglelock(user)
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return 1
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else
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return ..()
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@@ -103,16 +103,19 @@
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else
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return ..()
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/obj/structure/urinal
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name = "urinal"
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desc = "The HU-452, an experimental urinal."
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desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "urinal"
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density = 0
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anchored = 1
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var/exposed = 0 // can you currently put an item inside
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var/obj/item/hiddenitem = null // what's in the urinal
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/obj/structure/urinal/New()
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..()
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hiddenitem = new /obj/item/weapon/reagent_containers/food/urinalcake
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/obj/structure/urinal/attack_hand(mob/user)
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if(user.pulling && user.a_intent == "grab" && isliving(user.pulling))
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@@ -126,9 +129,50 @@
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GM.adjustBruteLoss(8)
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else
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user << "<span class='warning'>You need a tighter grip!</span>"
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else if(exposed)
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if(!hiddenitem)
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user << "<span class='notice'>There is nothing in the drain holder.</span>"
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else
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if(ishuman(user))
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user.put_in_hands(hiddenitem)
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else
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hiddenitem.forceMove(get_turf(src))
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user << "<span class='notice'>You fish [hiddenitem] out of the drain enclosure.</span>"
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src.hiddenitem = null
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else
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..()
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/obj/structure/urinal/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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user << "<span class='notice'>You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...</span>"
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playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
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if(do_after(user, 20/I.toolspeed, target = src))
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user.visible_message("[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!", "<span class='notice'>You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!</span>", "<span class='italics'>You hear metal and squishing noises.</span>")
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exposed = !exposed
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else if(exposed)
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if (hiddenitem)
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user << "<span class='warning'>There is already something in the drain enclosure.</span>"
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return
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if(I.w_class > 1)
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user << "<span class='warning'>[I] is too large for the drain enclosure.</span>"
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return
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if(!user.drop_item())
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user << "<span class='warning'>\[I] is stuck to your hand, you cannot put it in the drain enclosure!</span>"
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return
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I.forceMove(src)
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hiddenitem = I
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user << "<span class='notice'>You place [I] into the drain enclosure.</span>"
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/obj/item/weapon/reagent_containers/food/urinalcake
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name = "urinal cake"
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desc = "The noble urinal cake, protecting the station's pipes from the station's pee. Do not eat."
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icon = 'icons/obj/items.dmi'
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icon_state = "urinalcake"
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w_class = 1
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list_reagents = list("chlorine" = 3, "ammonia" = 1)
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/obj/machinery/shower
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name = "shower"
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desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division."
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@@ -376,7 +420,7 @@
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var/washing_face = 0
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if(selected_area in list("head", "mouth", "eyes"))
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washing_face = 1
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user.visible_message("<span class='notice'>[user] start washing their [washing_face ? "face" : "hands"]...</span>", \
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user.visible_message("<span class='notice'>[user] starts washing their [washing_face ? "face" : "hands"]...</span>", \
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"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
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busy = 1
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@@ -478,3 +522,44 @@
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icon_state = "puddle-splash"
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. = ..()
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icon_state = "puddle"
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//Shower Curtains//
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//Defines used are pre-existing in layers.dm//
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/obj/structure/curtain
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name = "curtain"
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desc = "Contains less than 1% mercury."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "open"
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color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it.
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alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through
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layer = WALL_OBJ_LAYER
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anchored = 1
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opacity = 0
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density = 0
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var/open = TRUE
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/obj/structure/curtain/proc/toggle()
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open = !open
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update_icon()
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/obj/structure/curtain/update_icon()
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if(!open)
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icon_state = "closed"
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layer = WALL_OBJ_LAYER
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density = 1
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open = FALSE
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else
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icon_state = "open"
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layer = SIGN_LAYER
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density = 0
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open = TRUE
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/obj/structure/curtain/attack_hand(mob/user)
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playsound(loc, 'sound/effects/curtain.ogg', 50, 1)
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toggle()
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..()
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