This commit is contained in:
Ghommie
2019-08-24 19:05:51 +02:00
763 changed files with 18834 additions and 6252 deletions
+1 -1
View File
@@ -99,7 +99,7 @@ GLOBAL_LIST_INIT(globalBlankCanvases, new(AMT_OF_CANVASES))
return
//Cleaning one pixel with a soap or rag
if(istype(I, /obj/item/soap) || istype(I, /obj/item/reagent_containers/glass/rag))
if(istype(I, /obj/item/soap) || istype(I, /obj/item/reagent_containers/rag))
//Pixel info created only when needed
var/icon/masterpiece = icon(icon,icon_state)
var/thePix = masterpiece.GetPixel(pixX,pixY)
@@ -317,9 +317,6 @@
new stack_type(get_turf(loc))
qdel(src)
/obj/item/chair/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
@@ -338,7 +335,6 @@
C.Knockdown(20)
smash(user)
/obj/item/chair/stool
name = "stool"
icon_state = "stool_toppled"
@@ -352,6 +348,70 @@
item_state = "stool_bar"
origin_type = /obj/structure/chair/stool/bar
//////////////////////////
//Brass & Bronze stools!//
//////////////////////////
/obj/structure/chair/stool/bar/brass
name = "brass bar stool"
desc = "A brass bar stool with red silk for a pillow."
icon_state = "barbrass"
item_chair = /obj/item/chair/stool/bar/brass
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 1
/obj/structure/chair/stool/bar/bronze
name = "bronze bar stool"
desc = "A bronze bar stool with red silk for a pillow."
icon_state = "barbrass"
item_chair = /obj/item/chair/stool/bar/bronze
buildstacktype = /obj/item/stack/tile/bronze
buildstackamount = 1
/obj/structure/chair/stool/brass
name = "brass stool"
desc = "A brass stool with a silk top for comfort."
icon_state = "stoolbrass"
item_chair = /obj/item/chair/stool/brass
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 1
/obj/structure/chair/stool/bronze
name = "bronze stool"
desc = "A bronze stool with a silk top for comfort."
icon_state = "stoolbrass"
item_chair = /obj/item/chair/stool/bronze
buildstacktype = /obj/item/stack/tile/bronze
buildstackamount = 1
/obj/item/chair/stool/brass
name = "brass stool"
icon_state = "stoolbrass_toppled"
item_state = "stoolbrass"
origin_type = /obj/structure/chair/stool/brass
/obj/item/chair/stool/bar/brass
name = "brass bar stool"
icon_state = "barbrass_toppled"
item_state = "stoolbrass_bar"
origin_type = /obj/structure/chair/stool/bar/brass
/obj/item/chair/stool/bronze
name = "bronze stool"
icon_state = "stoolbrass_toppled"
item_state = "stoolbrass"
origin_type = /obj/structure/chair/stool/bronze
/obj/item/chair/stool/bar/bronze
name = "bronze bar stool"
icon_state = "barbrass_toppled"
item_state = "stoolbrass_bar"
origin_type = /obj/structure/chair/stool/bar/bronze
/////////////////////////////////
//End of Brass & Bronze stools!//
/////////////////////////////////
/obj/item/chair/stool/narsie_act()
return //sturdy enough to ignore a god
@@ -34,6 +34,10 @@
var/delivery_icon = "deliverycloset" //which icon to use when packagewrapped. null to be unwrappable.
var/anchorable = TRUE
var/icon_welded = "welded"
var/obj/item/electronics/airlock/lockerelectronics //Installed electronics
var/lock_in_use = FALSE //Someone is doing some stuff with the lock here, better not proceed further
var/eigen_teleport = FALSE //If the closet leads to Mr Tumnus.
var/obj/structure/closet/eigen_target //Where you go to.
/obj/structure/closet/Initialize(mapload)
@@ -42,47 +46,56 @@
PopulateContents()
if(mapload && !opened) // if closed, any item at the crate's loc is put in the contents
take_contents()
if(secure)
lockerelectronics = new(src)
lockerelectronics.accesses = req_access
//USE THIS TO FILL IT, NOT INITIALIZE OR NEW
/obj/structure/closet/proc/PopulateContents()
return
/obj/structure/closet/Destroy()
dump_contents()
dump_contents(override = FALSE)
return ..()
/obj/structure/closet/update_icon()
cut_overlays()
if(!opened)
if(opened & icon_door_override)
add_overlay("[icon_door]_open")
layer = OBJ_LAYER
if(icon_door)
add_overlay("[icon_door]_door")
else
add_overlay("[icon_state]_door")
if(welded)
add_overlay(icon_welded)
if(secure && !broken)
if(locked)
add_overlay("locked")
else
add_overlay("unlocked")
return
else if(opened)
add_overlay("[icon_state]_open")
return
if(icon_door)
add_overlay("[icon_door]_door")
else
layer = BELOW_OBJ_LAYER
if(icon_door_override)
add_overlay("[icon_door]_open")
else
add_overlay("[icon_state]_open")
add_overlay("[icon_state]_door")
if(welded)
add_overlay("welded")
if(!secure)
return
if(broken)
add_overlay("off")
add_overlay("sparking")
else if(locked)
add_overlay("locked")
else
add_overlay("unlocked")
/obj/structure/closet/examine(mob/user)
..()
if(welded)
to_chat(user, "<span class='notice'>It's welded shut.</span>")
to_chat(user, "<span class='notice'>It's <b>welded</b> shut.</span>")
if(anchored)
to_chat(user, "<span class='notice'>It is <b>bolted</b> to the ground.</span>")
if(opened)
to_chat(user, "<span class='notice'>The parts are <b>welded</b> together.</span>")
else if(secure && !opened)
else if(broken)
to_chat(user, "<span class='notice'>The lock is <b>screwed</b> in.</span>")
else if(secure)
to_chat(user, "<span class='notice'>Alt-click to [locked ? "unlock" : "lock"].</span>")
if(isliving(user))
var/mob/living/L = user
@@ -117,9 +130,39 @@
return FALSE
return TRUE
/obj/structure/closet/proc/dump_contents()
/obj/structure/closet/proc/can_lock(mob/living/user, var/check_access = TRUE) //set check_access to FALSE if you only need to check if a locker has a functional lock rather than access
if(!secure)
return FALSE
if(broken)
to_chat(user, "<span class='notice'>[src] is broken!</span>")
return FALSE
if(QDELETED(lockerelectronics) && !locked) //We want to be able to unlock it regardless of electronics, but only lockable with electronics
to_chat(user, "<span class='notice'>[src] is missing locker electronics!</span>")
return FALSE
if(!check_access)
return TRUE
if(allowed(user))
return TRUE
to_chat(user, "<span class='notice'>Access denied.</span>")
/obj/structure/closet/proc/togglelock(mob/living/user)
add_fingerprint(user)
if(eigen_target)
return
if(opened)
return
if(!can_lock(user))
return
locked = !locked
user.visible_message("<span class='notice'>[user] [locked ? null : "un"]locks [src].</span>",
"<span class='notice'>You [locked ? null : "un"]lock [src].</span>")
update_icon()
/obj/structure/closet/proc/dump_contents(var/override = TRUE) //Override is for not revealing the locker electronics when you open the locker, for example
var/atom/L = drop_location()
for(var/atom/movable/AM in src)
if(AM == lockerelectronics && override)
continue
AM.forceMove(L)
if(throwing) // you keep some momentum when getting out of a thrown closet
step(AM, dir)
@@ -148,7 +191,12 @@
if(contents.len >= storage_capacity)
return -1
if(insertion_allowed(AM))
AM.forceMove(src)
if(eigen_teleport) // For teleporting people with linked lockers.
do_teleport(AM, get_turf(eigen_target), 0)
if(eigen_target.opened == FALSE)
eigen_target.bust_open()
else
AM.forceMove(src)
return TRUE
else
return FALSE
@@ -207,6 +255,73 @@
else
return open(user)
/obj/structure/closet/proc/bust_open()
welded = FALSE //applies to all lockers
locked = FALSE //applies to critter crates and secure lockers only
broken = TRUE //applies to secure lockers only
open()
/obj/structure/closet/proc/handle_lock_addition(mob/user, obj/item/electronics/airlock/E)
add_fingerprint(user)
if(lock_in_use)
to_chat(user, "<span class='notice'>Wait for work on [src] to be done first!</span>")
return
if(secure)
to_chat(user, "<span class='notice'>This locker already has a lock!</span>")
return
if(broken)
to_chat(user, "<span class='notice'><b>Unscrew</b> the broken lock first!</span>")
return
if(!istype(E))
return
user.visible_message("<span class='notice'>[user] begins installing a lock on [src]...</span>","<span class='notice'>You begin installing a lock on [src]...</span>")
lock_in_use = TRUE
playsound(loc, 'sound/items/screwdriver.ogg', 50, 1)
if(!do_after(user, 60, target = src))
lock_in_use = FALSE
return
lock_in_use = FALSE
to_chat(user, "<span class='notice'>You finish the lock on [src]!</span>")
E.forceMove(src)
lockerelectronics = E
req_access = E.accesses
secure = TRUE
update_icon()
return TRUE
/obj/structure/closet/proc/handle_lock_removal(mob/user, obj/item/screwdriver/S)
if(lock_in_use)
to_chat(user, "<span class='notice'>Wait for work on [src] to be done first!</span>")
return
if(locked)
to_chat(user, "<span class='notice'>Unlock it first!</span>")
return
if(!secure)
to_chat(user, "<span class='notice'>[src] doesn't have a lock that you can remove!</span>")
return
if(!istype(S))
return
var/brokenword = broken ? "broken " : null
user.visible_message("<span class='notice'>[user] begins removing the [brokenword]lock on [src]...</span>","<span class='notice'>You begin removing the [brokenword]lock on [src]...</span>")
playsound(loc, S.usesound, 50, 1)
lock_in_use = TRUE
if(!do_after(user, 100 * S.toolspeed, target = src))
lock_in_use = FALSE
return
to_chat(user, "<span class='notice'>You remove the [brokenword]lock from [src]!</span>")
if(!QDELETED(lockerelectronics))
lockerelectronics.add_fingerprint(user)
lockerelectronics.forceMove(user.loc)
lockerelectronics = null
req_access = null
secure = FALSE
broken = FALSE
locked = FALSE
lock_in_use = FALSE
update_icon()
return TRUE
/obj/structure/closet/deconstruct(disassembled = TRUE)
if(ispath(material_drop) && material_drop_amount && !(flags_1 & NODECONSTRUCT_1))
new material_drop(loc, material_drop_amount)
@@ -234,6 +349,9 @@
to_chat(user, "<span class='notice'>You begin cutting \the [src] apart...</span>")
if(W.use_tool(src, user, 40, volume=50))
if(eigen_teleport)
to_chat(user, "<span class='notice'>The unstable nature of \the [src] makes it impossible to cut!</span>")
return
if(!opened)
return
user.visible_message("<span class='notice'>[user] slices apart \the [src].</span>",
@@ -247,18 +365,25 @@
deconstruct(TRUE)
return
if(user.transferItemToLoc(W, drop_location())) // so we put in unlit welder too
return
return TRUE
else if(istype(W, /obj/item/electronics/airlock))
handle_lock_addition(user, W)
else if(istype(W, /obj/item/screwdriver))
handle_lock_removal(user, W)
else if(istype(W, /obj/item/weldingtool) && can_weld_shut)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin [welded ? "unwelding":"welding"] \the [src]...</span>")
if(W.use_tool(src, user, 40, volume=50))
if(eigen_teleport)
to_chat(user, "<span class='notice'>The unstable nature of \the [src] makes it impossible to weld!</span>")
return
if(opened)
return
welded = !welded
after_weld(welded)
user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelded"] \the [src].</span>",
user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelds"] \the [src].</span>",
"<span class='notice'>You [welded ? "weld" : "unwelded"] \the [src] with \the [W].</span>",
"<span class='italics'>You hear welding.</span>")
update_icon()
@@ -401,20 +526,12 @@
if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
to_chat(user, "<span class='warning'>You fail to break out of [src]!</span>")
/obj/structure/closet/proc/bust_open()
welded = FALSE //applies to all lockers
locked = FALSE //applies to critter crates and secure lockers only
broken = TRUE //applies to secure lockers only
open()
/obj/structure/closet/AltClick(mob/user)
..()
if(!user.canUseTopic(src, BE_CLOSE) || !isturf(loc))
if(!user.canUseTopic(src, be_close=TRUE) || !isturf(loc))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(opened || !secure)
return
else
togglelock(user)
togglelock(user)
/obj/structure/closet/CtrlShiftClick(mob/living/user)
if(!HAS_TRAIT(user, TRAIT_SKITTISH))
@@ -423,20 +540,6 @@
return
dive_into(user)
/obj/structure/closet/proc/togglelock(mob/living/user, silent)
if(secure && !broken)
if(allowed(user))
if(iscarbon(user))
add_fingerprint(user)
locked = !locked
user.visible_message("<span class='notice'>[user] [locked ? null : "un"]locks [src].</span>",
"<span class='notice'>You [locked ? null : "un"]lock [src].</span>")
update_icon()
else if(!silent)
to_chat(user, "<span class='notice'>Access Denied</span>")
else if(secure && broken)
to_chat(user, "<span class='warning'>\The [src] is broken!</span>")
/obj/structure/closet/emag_act(mob/user)
. = ..()
if(!secure || broken)
@@ -447,8 +550,9 @@
playsound(src, "sparks", 50, 1)
broken = TRUE
locked = FALSE
if(!QDELETED(lockerelectronics))
QDEL_NULL(lockerelectronics)
update_icon()
return TRUE
/obj/structure/closet/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
@@ -461,16 +565,19 @@
if (!(. & EMP_PROTECT_CONTENTS))
for(var/obj/O in src)
O.emp_act(severity)
if(secure && !broken && !(. & EMP_PROTECT_SELF))
if(prob(50 / severity))
locked = !locked
update_icon()
if(prob(20 / severity) && !opened)
if(!locked)
open()
else
req_access = list()
req_access += pick(get_all_accesses())
if(!secure || broken)
return ..()
if(prob(50 / severity))
locked = !locked
update_icon()
if(prob(20 / severity) && !opened)
if(!locked)
open()
else
req_access = list()
req_access += pick(get_all_accesses())
if(!QDELETED(lockerelectronics))
lockerelectronics.accesses = req_access
/obj/structure/closet/contents_explosion(severity, target)
for(var/atom/A in contents)
@@ -49,6 +49,12 @@
return 1
return 0
/obj/structure/closet/body_bag/handle_lock_addition()
return
/obj/structure/closet/body_bag/handle_lock_removal()
return
/obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location)
. = ..()
if(over_object == usr && Adjacent(usr) && (in_range(src, usr) || usr.contents.Find(src)))
@@ -57,6 +57,11 @@
I.alpha = 0
animate(I, pixel_z = 32, alpha = 255, time = 5, easing = ELASTIC_EASING)
/obj/structure/closet/cardboard/handle_lock_addition() //Whoever heard of a lockable cardboard box anyway
return
/obj/structure/closet/cardboard/handle_lock_removal()
return
/obj/structure/closet/cardboard/metal
name = "large metal box"
@@ -21,8 +21,8 @@
new /obj/item/clothing/head/soft/black(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/reagent_containers/glass/rag(src)
new /obj/item/reagent_containers/glass/rag(src)
new /obj/item/reagent_containers/rag(src)
new /obj/item/reagent_containers/rag(src)
new /obj/item/storage/box/beanbag(src)
new /obj/item/clothing/suit/armor/vest/alt(src)
new /obj/item/circuitboard/machine/dish_drive(src)
@@ -53,7 +53,7 @@
new /obj/item/clothing/suit/toggle/chef(src)
new /obj/item/clothing/under/rank/chef(src)
new /obj/item/clothing/head/chefhat(src)
new /obj/item/reagent_containers/glass/rag(src)
new /obj/item/reagent_containers/rag(src)
/obj/structure/closet/jcloset
name = "custodial closet"
@@ -358,3 +358,8 @@
new /obj/item/clothing/shoes/workboots/mining(src)
new /obj/item/storage/backpack/satchel/explorer(src)
/obj/structure/closet/coffin/handle_lock_addition()
return
/obj/structure/closet/coffin/handle_lock_removal()
return
@@ -9,6 +9,7 @@
new /obj/item/clothing/head/beret/qm(src)
new /obj/item/storage/lockbox/medal/cargo(src)
new /obj/item/clothing/under/rank/cargo(src)
new /obj/item/clothing/under/rank/cargo/skirt(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/radio/headset/headset_cargo(src)
new /obj/item/clothing/suit/fire/firefighter(src)
@@ -8,6 +8,7 @@
new /obj/item/clothing/neck/cloak/ce(src)
new /obj/item/clothing/head/beret/ce(src)
new /obj/item/clothing/under/rank/chief_engineer(src)
new /obj/item/clothing/under/rank/chief_engineer/skirt(src)
new /obj/item/clothing/head/hardhat/white(src)
new /obj/item/clothing/head/welding(src)
new /obj/item/clothing/gloves/color/yellow(src)
@@ -61,6 +61,7 @@
new /obj/item/clothing/head/bio_hood/cmo(src)
new /obj/item/clothing/suit/toggle/labcoat/cmo(src)
new /obj/item/clothing/under/rank/chief_medical_officer(src)
new /obj/item/clothing/under/rank/chief_medical_officer/skirt(src)
new /obj/item/clothing/shoes/sneakers/brown (src)
new /obj/item/cartridge/cmo(src)
new /obj/item/radio/headset/heads/cmo(src)
@@ -4,6 +4,18 @@
req_access = list(ACCESS_ALL_PERSONAL_LOCKERS)
var/registered_name = null
/obj/structure/closet/secure_closet/personal/examine(mob/user)
..()
if(registered_name)
to_chat(user, "<span class='notice'>The display reads, \"Owned by [registered_name]\".</span>")
/obj/structure/closet/secure_closet/personal/check_access(obj/item/card/id/I)
. = ..()
if(!I || !istype(I))
return
if(registered_name == I.registered_name)
return TRUE
/obj/structure/closet/secure_closet/personal/PopulateContents()
..()
if(prob(50))
@@ -33,21 +45,21 @@
/obj/structure/closet/secure_closet/personal/attackby(obj/item/W, mob/user, params)
var/obj/item/card/id/I = W.GetID()
if(istype(I))
if(broken)
to_chat(user, "<span class='danger'>It appears to be broken.</span>")
return
if(!I || !I.registered_name)
return
if(allowed(user) || !registered_name || (istype(I) && (registered_name == I.registered_name)))
//they can open all lockers, or nobody owns this, or they own this locker
locked = !locked
update_icon()
if(!registered_name)
registered_name = I.registered_name
desc = "Owned by [I.registered_name]."
else
to_chat(user, "<span class='danger'>Access Denied.</span>")
else
if(!I || !istype(I))
return ..()
if(!can_lock(user, FALSE)) //Can't do anything if there isn't a lock!
return
if(I.registered_name && !registered_name)
to_chat(user, "<span class='notice'>You claim [src].</span>")
registered_name = I.registered_name
else
..()
/obj/structure/closet/secure_closet/personal/handle_lock_addition() //If lock construction is successful we don't care what access the electronics had, so we override it
if(..())
req_access = list(ACCESS_ALL_PERSONAL_LOCKERS)
lockerelectronics.accesses = req_access
/obj/structure/closet/secure_closet/personal/handle_lock_removal()
if(..())
registered_name = null
@@ -11,8 +11,11 @@
new /obj/item/clothing/head/bio_hood/scientist(src)
new /obj/item/clothing/suit/toggle/labcoat(src)
new /obj/item/clothing/under/rank/research_director(src)
new /obj/item/clothing/under/rank/research_director/skirt(src)
new /obj/item/clothing/under/rank/research_director/alt(src)
new /obj/item/clothing/under/rank/research_director/alt/skirt(src)
new /obj/item/clothing/under/rank/research_director/turtleneck(src)
new /obj/item/clothing/under/rank/research_director/turtleneck/skirt(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/cartridge/rd(src)
new /obj/item/clothing/gloves/color/latex(src)
@@ -2,7 +2,6 @@
name = "\proper captain's locker"
req_access = list(ACCESS_CAPTAIN)
icon_state = "cap"
/obj/structure/closet/secure_closet/captains/PopulateContents()
..()
new /obj/item/clothing/suit/hooded/wintercoat/captain(src)
@@ -14,6 +13,7 @@
new /obj/item/pet_carrier(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/clothing/under/rank/captain(src)
new /obj/item/clothing/under/rank/captain/skirt(src)
new /obj/item/clothing/suit/armor/vest/capcarapace(src)
new /obj/item/clothing/head/caphat(src)
new /obj/item/clothing/under/captainparade(src)
@@ -34,16 +34,15 @@
new /obj/item/gun/energy/e_gun(src)
new /obj/item/door_remote/captain(src)
new /obj/item/storage/photo_album/Captain(src)
/obj/structure/closet/secure_closet/hop
name = "\proper head of personnel's locker"
req_access = list(ACCESS_HOP)
icon_state = "hop"
/obj/structure/closet/secure_closet/hop/PopulateContents()
..()
new /obj/item/clothing/neck/cloak/hop(src)
new /obj/item/clothing/under/rank/head_of_personnel(src)
new /obj/item/clothing/under/rank/head_of_personnel/skirt(src)
new /obj/item/clothing/head/hopcap(src)
new /obj/item/clothing/head/hopcap/beret(src)
new /obj/item/cartridge/hop(src)
@@ -62,12 +61,10 @@
new /obj/item/door_remote/civillian(src)
new /obj/item/circuitboard/machine/techfab/department/service(src)
new /obj/item/storage/photo_album/HoP(src)
/obj/structure/closet/secure_closet/hos
name = "\proper head of security's locker"
req_access = list(ACCESS_HOS)
icon_state = "hos"
/obj/structure/closet/secure_closet/hos/PopulateContents()
..()
new /obj/item/clothing/neck/cloak/hos(src)
@@ -77,7 +74,9 @@
new /obj/item/clothing/under/hosparademale(src)
new /obj/item/clothing/suit/armor/vest/leather(src)
new /obj/item/clothing/suit/armor/hos(src)
new /obj/item/clothing/under/rank/head_of_security/skirt(src)
new /obj/item/clothing/under/rank/head_of_security/alt(src)
new /obj/item/clothing/under/rank/head_of_security/alt/skirt(src)
new /obj/item/clothing/head/HoS(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/eyepatch(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars(src)
@@ -95,12 +94,10 @@
new /obj/item/pinpointer/nuke(src)
new /obj/item/circuitboard/machine/techfab/department/security(src)
new /obj/item/storage/photo_album/HoS(src)
/obj/structure/closet/secure_closet/warden
name = "\proper warden's locker"
req_access = list(ACCESS_ARMORY)
icon_state = "warden"
/obj/structure/closet/secure_closet/warden/PopulateContents()
..()
new /obj/item/radio/headset/headset_sec(src)
@@ -110,6 +107,7 @@
new /obj/item/clothing/head/beret/sec/navywarden(src)
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
new /obj/item/clothing/under/rank/warden/navyblue(src)
new /obj/item/clothing/under/rank/warden/skirt(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/holosign_creator/security(src)
new /obj/item/clothing/mask/gas/sechailer(src)
@@ -120,12 +118,10 @@
new /obj/item/clothing/gloves/krav_maga/sec(src)
new /obj/item/door_remote/head_of_security(src)
new /obj/item/gun/ballistic/shotgun/automatic/combat/compact(src)
/obj/structure/closet/secure_closet/security
name = "security officer's locker"
req_access = list(ACCESS_SECURITY)
icon_state = "sec"
/obj/structure/closet/secure_closet/security/PopulateContents()
..()
new /obj/item/clothing/suit/armor/vest(src)
@@ -134,55 +130,45 @@
new /obj/item/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/flashlight/seclite(src)
/obj/structure/closet/secure_closet/security/sec
/obj/structure/closet/secure_closet/security/sec/PopulateContents()
..()
new /obj/item/storage/belt/security/full(src)
/obj/structure/closet/secure_closet/security/cargo
/obj/structure/closet/secure_closet/security/cargo/PopulateContents()
..()
new /obj/item/clothing/accessory/armband/cargo(src)
new /obj/item/encryptionkey/headset_cargo(src)
/obj/structure/closet/secure_closet/security/engine
/obj/structure/closet/secure_closet/security/engine/PopulateContents()
..()
new /obj/item/clothing/accessory/armband/engine(src)
new /obj/item/encryptionkey/headset_eng(src)
/obj/structure/closet/secure_closet/security/science
/obj/structure/closet/secure_closet/security/science/PopulateContents()
..()
new /obj/item/clothing/accessory/armband/science(src)
new /obj/item/encryptionkey/headset_sci(src)
/obj/structure/closet/secure_closet/security/med
/obj/structure/closet/secure_closet/security/med/PopulateContents()
..()
new /obj/item/clothing/accessory/armband/medblue(src)
new /obj/item/encryptionkey/headset_med(src)
/obj/structure/closet/secure_closet/detective
name = "\improper detective's cabinet"
req_access = list(ACCESS_FORENSICS_LOCKERS)
icon_state = "cabinet"
resistance_flags = FLAMMABLE
max_integrity = 70
/obj/structure/closet/secure_closet/detective/PopulateContents()
..()
new /obj/item/clothing/under/rank/det(src)
new /obj/item/clothing/under/rank/det/skirt(src)
new /obj/item/clothing/suit/det_suit(src)
new /obj/item/clothing/head/fedora/det_hat(src)
new /obj/item/clothing/gloves/color/black(src)
new /obj/item/clothing/under/rank/det/grey(src)
new /obj/item/clothing/under/rank/det/grey/skirt(src)
new /obj/item/clothing/accessory/waistcoat(src)
new /obj/item/clothing/suit/det_suit/grey(src)
new /obj/item/clothing/head/fedora(src)
@@ -200,33 +186,29 @@
/obj/structure/closet/secure_closet/injection
name = "lethal injections"
req_access = list(ACCESS_HOS)
/obj/structure/closet/secure_closet/injection/PopulateContents()
..()
for(var/i in 1 to 5)
new /obj/item/reagent_containers/syringe/lethal/execution(src)
/obj/structure/closet/secure_closet/brig
name = "brig locker"
req_access = list(ACCESS_BRIG)
anchored = TRUE
var/id = null
/obj/structure/closet/secure_closet/evidence
anchored = TRUE
name = "Secure Evidence Closet"
req_access_txt = "0"
req_one_access_txt = list(ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS)
/obj/structure/closet/secure_closet/brig/PopulateContents()
..()
new /obj/item/clothing/under/rank/prisoner( src )
new /obj/item/clothing/under/rank/prisoner/skirt( src )
new /obj/item/clothing/shoes/sneakers/orange( src )
/obj/structure/closet/secure_closet/courtroom
name = "courtroom locker"
req_access = list(ACCESS_COURT)
/obj/structure/closet/secure_closet/courtroom/PopulateContents()
..()
new /obj/item/clothing/shoes/sneakers/brown(src)
@@ -236,22 +218,18 @@
new /obj/item/clothing/suit/judgerobe (src)
new /obj/item/clothing/head/powdered_wig (src)
new /obj/item/storage/briefcase(src)
/obj/structure/closet/secure_closet/contraband/armory
anchored = TRUE
name = "Contraband Locker"
req_access = list(ACCESS_ARMORY)
/obj/structure/closet/secure_closet/contraband/heads
anchored = TRUE
name = "Contraband Locker"
req_access = list(ACCESS_HEADS)
/obj/structure/closet/secure_closet/armory1
name = "armory armor locker"
req_access = list(ACCESS_ARMORY)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory1/PopulateContents()
..()
new /obj/item/clothing/suit/armor/laserproof(src)
@@ -261,12 +239,10 @@
new /obj/item/clothing/head/helmet/riot(src)
for(var/i in 1 to 3)
new /obj/item/shield/riot(src)
/obj/structure/closet/secure_closet/armory2
name = "armory ballistics locker"
req_access = list(ACCESS_ARMORY)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory2/PopulateContents()
..()
new /obj/item/storage/box/firingpins(src)
@@ -274,12 +250,10 @@
new /obj/item/storage/box/rubbershot(src)
for(var/i in 1 to 3)
new /obj/item/gun/ballistic/shotgun/riot(src)
/obj/structure/closet/secure_closet/armory3
name = "armory energy gun locker"
req_access = list(ACCESS_ARMORY)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory3/PopulateContents()
..()
new /obj/item/storage/box/firingpins(src)
@@ -288,24 +262,20 @@
new /obj/item/gun/energy/e_gun(src)
for(var/i in 1 to 3)
new /obj/item/gun/energy/laser(src)
/obj/structure/closet/secure_closet/tac
name = "armory tac locker"
req_access = list(ACCESS_ARMORY)
icon_state = "tac"
/obj/structure/closet/secure_closet/tac/PopulateContents()
..()
new /obj/item/gun/ballistic/automatic/wt550(src)
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"
req_access = list(ACCESS_ARMORY)
icon_state = "tac"
/obj/structure/closet/secure_closet/lethalshots/PopulateContents()
..()
for(var/i in 1 to 3)
@@ -9,6 +9,7 @@
/obj/structure/closet/syndicate/personal/PopulateContents()
..()
new /obj/item/clothing/under/syndicate(src)
new /obj/item/clothing/under/syndicate/skirt(src)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/radio/headset/syndicate(src)
new /obj/item/ammo_box/magazine/m10mm(src)
@@ -2,33 +2,34 @@
name = "wardrobe"
desc = "It's a storage unit for standard-issue Nanotrasen attire."
icon_door = "blue"
/obj/structure/closet/wardrobe/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/blue(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/skirt/color/blue(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/brown(src)
return
/obj/structure/closet/wardrobe/pink
name = "pink wardrobe"
icon_door = "pink"
/obj/structure/closet/wardrobe/pink/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/pink(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/skirt/color/pink(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/brown(src)
return
/obj/structure/closet/wardrobe/black
name = "black wardrobe"
icon_door = "black"
/obj/structure/closet/wardrobe/black/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/black(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/skirt/color/black(src)
if(prob(25))
new /obj/item/clothing/suit/jacket/leather(src)
if(prob(20))
@@ -44,66 +45,60 @@
if(prob(40))
new /obj/item/clothing/mask/bandana/skull(src)
return
/obj/structure/closet/wardrobe/green
name = "green wardrobe"
icon_door = "green"
/obj/structure/closet/wardrobe/green/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/green(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/skirt/color/green(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/black(src)
new /obj/item/clothing/mask/bandana/green(src)
new /obj/item/clothing/mask/bandana/green(src)
return
/obj/structure/closet/wardrobe/orange
name = "prison wardrobe"
desc = "It's a storage unit for Nanotrasen-regulation prisoner attire."
icon_door = "orange"
/obj/structure/closet/wardrobe/orange/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/under/rank/prisoner(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/rank/prisoner/skirt(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/orange(src)
return
/obj/structure/closet/wardrobe/yellow
name = "yellow wardrobe"
icon_door = "yellow"
/obj/structure/closet/wardrobe/yellow/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/yellow(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/skirt/color/yellow(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/orange(src)
new /obj/item/clothing/mask/bandana/gold(src)
new /obj/item/clothing/mask/bandana/gold(src)
return
/obj/structure/closet/wardrobe/white
name = "white wardrobe"
icon_door = "white"
/obj/structure/closet/wardrobe/white/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/white(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/skirt/color/white(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/white(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/soft/mime(src)
return
/obj/structure/closet/wardrobe/pjs
name = "pajama wardrobe"
icon_door = "white"
/obj/structure/closet/wardrobe/pjs/PopulateContents()
new /obj/item/clothing/under/pj/red(src)
new /obj/item/clothing/under/pj/red(src)
@@ -112,15 +107,14 @@
for(var/i in 1 to 4)
new /obj/item/clothing/shoes/sneakers/white(src)
return
/obj/structure/closet/wardrobe/grey
name = "grey wardrobe"
icon_door = "grey"
/obj/structure/closet/wardrobe/grey/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/under/color/grey(src)
for(var/i in 1 to 3)
new /obj/item/clothing/under/skirt/color/grey(src)
for(var/i in 1 to 3)
new /obj/item/clothing/shoes/sneakers/black(src)
for(var/i in 1 to 3)
@@ -140,28 +134,36 @@
if(prob(30))
new /obj/item/clothing/accessory/pocketprotector(src)
return
/obj/structure/closet/wardrobe/mixed
name = "mixed wardrobe"
icon_door = "mixed"
/obj/structure/closet/wardrobe/mixed/PopulateContents()
if(prob(40))
new /obj/item/clothing/suit/jacket(src)
if(prob(40))
new /obj/item/clothing/suit/jacket(src)
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/under/skirt/color/white(src)
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/under/skirt/color/blue(src)
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/under/skirt/color/yellow(src)
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/under/skirt/color/green(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/skirt/color/orange(src)
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/under/skirt/color/pink(src)
new /obj/item/clothing/under/color/red(src)
new /obj/item/clothing/under/skirt/color/red(src)
new /obj/item/clothing/under/color/darkblue(src)
new /obj/item/clothing/under/skirt/color/darkblue(src)
new /obj/item/clothing/under/color/teal(src)
new /obj/item/clothing/under/skirt/color/teal(src)
new /obj/item/clothing/under/color/lightpurple(src)
new /obj/item/clothing/under/skirt/color/lightpurple(src)
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/under/skirt/color/green(src)
new /obj/item/clothing/mask/bandana/red(src)
new /obj/item/clothing/mask/bandana/red(src)
new /obj/item/clothing/mask/bandana/blue(src)
@@ -54,6 +54,12 @@
manifest = null
update_icon()
/obj/structure/closet/crate/handle_lock_addition()
return
/obj/structure/closet/crate/handle_lock_removal()
return
/obj/structure/closet/crate/proc/tear_manifest(mob/user)
to_chat(user, "<span class='notice'>You tear the manifest off of [src].</span>")
playsound(src, 'sound/items/poster_ripped.ogg', 75, 1)
+1 -1
View File
@@ -79,4 +79,4 @@
var/n_color = input(H, "Choose your [garment_type]'\s color.", "Character Preference", default_color) as color|null
if(!n_color || !H.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return default_color
return n_color
return sanitize_hexcolor(n_color)
@@ -0,0 +1,175 @@
#define BREAKER_ANIMATION_LENGTH 32
#define BREAKER_SLAT_RAISED 1
#define BREAKER_SLAT_MOVING 2
#define BREAKER_SLAT_DROPPED 3
#define BREAKER_ACTIVATE_DELAY 30
#define BREAKER_WRENCH_DELAY 10
#define BREAKER_ACTION_INUSE 5
#define BREAKER_ACTION_WRENCH 6
/obj/structure/femur_breaker
name = "femur breaker"
desc = "A large structure used to break the femurs of traitors and treasonists."
icon = 'icons/obj/femur_breaker.dmi'
icon_state = "breaker_raised"
can_buckle = TRUE
anchored = TRUE
density = TRUE
max_buckled_mobs = 1
buckle_lying = TRUE
buckle_prevents_pull = TRUE
layer = ABOVE_MOB_LAYER
var/slat_status = BREAKER_SLAT_RAISED
var/current_action = 0 // What's currently happening to the femur breaker
/obj/structure/femur_breaker/examine(mob/user)
..()
var/msg = ""
msg += "It is [anchored ? "secured to the floor." : "unsecured."]<br/>"
if (slat_status == BREAKER_SLAT_RAISED)
msg += "The breaker slat is in a neutral position."
else
msg += "The breaker slat is lowered, and must be raised."
if (LAZYLEN(buckled_mobs))
msg += "<br/>"
msg += "Someone appears to be strapped in. You can help them unbuckle, or activate the femur breaker."
to_chat(user, msg)
return msg
/obj/structure/femur_breaker/attack_hand(mob/user)
add_fingerprint(user)
// Currently being used
if (current_action)
return
switch (slat_status)
if (BREAKER_SLAT_MOVING)
return
if (BREAKER_SLAT_DROPPED)
slat_status = BREAKER_SLAT_MOVING
icon_state = "breaker_raise"
addtimer(CALLBACK(src, .proc/raise_slat), BREAKER_ANIMATION_LENGTH)
return
if (BREAKER_SLAT_RAISED)
if (LAZYLEN(buckled_mobs))
if (user.a_intent == INTENT_HARM)
user.visible_message("<span class='warning'>[user] begins to pull the lever!</span>",
"<span class='warning'>You begin to the pull the lever.</span>")
current_action = BREAKER_ACTION_INUSE
if (do_after(user, BREAKER_ACTIVATE_DELAY, target = src) && slat_status == BREAKER_SLAT_RAISED)
current_action = 0
slat_status = BREAKER_SLAT_MOVING
icon_state = "breaker_drop"
drop_slat(user)
else
current_action = 0
else
var/mob/living/carbon/human/H = buckled_mobs[1]
if (H)
H.regenerate_icons()
unbuckle_all_mobs()
else //HERE
slat_status = BREAKER_SLAT_DROPPED
icon_state = "breaker_drop"
/obj/structure/femur_breaker/proc/damage_leg(mob/living/carbon/human/H)
H.emote("scream")
H.apply_damage(150, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
H.adjustBruteLoss(rand(5,20) + (max(0, H.health))) //Make absolutely sure they end up in crit, so that they can succumb if they wish.
/obj/structure/femur_breaker/proc/raise_slat()
slat_status = BREAKER_SLAT_RAISED
icon_state = "breaker_raised"
/obj/structure/femur_breaker/proc/drop_slat(mob/user)
if (buckled_mobs.len)
var/mob/living/carbon/human/H = buckled_mobs[1]
if (!H)
return
playsound(src, 'sound/effects/femur_breaker.ogg', 100, FALSE)
H.Stun(BREAKER_ANIMATION_LENGTH)
addtimer(CALLBACK(src, .proc/damage_leg, H), BREAKER_ANIMATION_LENGTH, TIMER_UNIQUE)
log_combat(user, H, "femur broke", src)
slat_status = BREAKER_SLAT_DROPPED
icon_state = "breaker"
/obj/structure/femur_breaker/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if (!anchored)
to_chat(usr, "<span class='warning'>The [src] needs to be wrenched to the floor!</span>")
return FALSE
if (!istype(M, /mob/living/carbon/human))
to_chat(usr, "<span class='warning'>It doesn't look like [M.p_they()] can fit into this properly!</span>")
return FALSE
if (slat_status != BREAKER_SLAT_RAISED)
to_chat(usr, "<span class='warning'>The femur breaker must be in its neutral position before buckling someone in!</span>")
return FALSE
return ..(M, force, FALSE)
/obj/structure/femur_breaker/post_buckle_mob(mob/living/M)
if (!istype(M, /mob/living/carbon/human))
return
var/mob/living/carbon/human/H = M
if (H.dna)
if (H.dna.species)
var/datum/species/S = H.dna.species
if (!istype(S))
unbuckle_all_mobs()
else
unbuckle_all_mobs()
else
unbuckle_all_mobs()
..()
/obj/structure/femur_breaker/can_be_unfasten_wrench(mob/user, silent)
if (LAZYLEN(buckled_mobs))
if (!silent)
to_chat(user, "<span class='warning'>Can't unfasten, someone's strapped in!</span>")
return FAILED_UNFASTEN
if (current_action)
return FAILED_UNFASTEN
return ..()
/obj/structure/femur_breaker/wrench_act(mob/living/user, obj/item/I)
if (current_action)
return
current_action = BREAKER_ACTION_WRENCH
if (do_after(user, BREAKER_WRENCH_DELAY, target = src))
current_action = 0
default_unfasten_wrench(user, I, 0)
setDir(SOUTH)
return TRUE
else
current_action = 0
#undef BREAKER_ANIMATION_LENGTH
#undef BREAKER_SLAT_RAISED
#undef BREAKER_SLAT_MOVING
#undef BREAKER_SLAT_DROPPED
#undef BREAKER_ACTIVATE_DELAY
#undef BREAKER_WRENCH_DELAY
#undef BREAKER_ACTION_INUSE
#undef BREAKER_ACTION_WRENCH
+21
View File
@@ -0,0 +1,21 @@
//Loom, turns raw cotton and durathread into their respective fabrics.
/obj/structure/loom
name = "loom"
desc = "A simple device used to weave cloth and other thread-based fabrics together into usable material."
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "loom"
density = TRUE
anchored = TRUE
/obj/structure/loom/attackby(obj/item/stack/sheet/W, mob/user)
if(W.is_fabric && W.amount > 1)
user.show_message("<span class='notice'>You start weaving the [W.name] through the loom..</span>", 1)
if(W.use_tool(src, user, W.pull_effort))
new W.loom_result(drop_location())
user.show_message("<span class='notice'>You weave the [W.name] into a workable fabric.</span>", 1)
W.amount = (W.amount - 2)
if(W.amount < 1)
qdel(W)
else
user.show_message("<span class='notice'>You need a valid fabric and at least 2 of said fabric before using this.</span>", 1)
+1 -1
View File
@@ -537,7 +537,7 @@
if(istype(O, /obj/item/stack/medical/gauze))
var/obj/item/stack/medical/gauze/G = O
new /obj/item/reagent_containers/glass/rag(src.loc)
new /obj/item/reagent_containers/rag(src.loc)
to_chat(user, "<span class='notice'>You tear off a strip of gauze and make a rag.</span>")
G.use(1)
return