ok this is going to be a pain in the ass ain't it (#2458)

lets hope nothing blows up this time (Flags PR but it works!)
This commit is contained in:
kevinz000
2017-08-22 05:01:38 -07:00
committed by GitHub
parent 6a309b5996
commit 35b7b93b24
535 changed files with 2471 additions and 1486 deletions
+10 -10
View File
@@ -3,8 +3,8 @@
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox0"
desc = "A display case for prized possessions."
density = TRUE
anchored = TRUE
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 100)
max_integrity = 200
@@ -50,7 +50,7 @@
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/structure/displaycase/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
if(!(flags_1 & NODECONSTRUCT_1))
dump()
if(!disassembled)
new /obj/item/weapon/shard( src.loc )
@@ -58,8 +58,8 @@
qdel(src)
/obj/structure/displaycase/obj_break(damage_flag)
if(!broken && !(flags & NODECONSTRUCT))
density = FALSE
if(!broken && !(flags_1 & NODECONSTRUCT_1))
density = FALSE
broken = 1
new /obj/item/weapon/shard( src.loc )
playsound(src, "shatter", 70, 1)
@@ -132,7 +132,7 @@
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
else if(!alert && istype(W, /obj/item/weapon/crowbar) && openable) //Only applies to the lab cage and player made display cases
else if(!alert && istype(W, /obj/item/weapon/crowbar) && openable) //Only applies to the lab cage and player made display cases
if(broken)
if(showpiece)
to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
@@ -189,8 +189,8 @@
/obj/structure/displaycase_chassis
anchored = TRUE
density = FALSE
anchored = TRUE
density = FALSE
name = "display case chassis"
desc = "wooden base of display case"
icon = 'icons/obj/stationobjs.dmi'
@@ -239,13 +239,13 @@
/obj/structure/displaycase/captain
alert = 1
start_showpiece_type = /obj/item/weapon/gun/energy/laser/captain
req_access = list(ACCESS_CENT_SPECOPS)
req_access = list(ACCESS_CENT_SPECOPS)
/obj/structure/displaycase/labcage
name = "lab cage"
desc = "A glass lab container for storing interesting creatures."
start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
req_access = list(ACCESS_RD)
req_access = list(ACCESS_RD)