Merge branch 'master' into Ghommie-cit430
This commit is contained in:
@@ -498,7 +498,7 @@
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var/mutable_appearance/armrest
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/obj/structure/chair/sofa/Initialize()
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armrest = mutable_appearance(icon, "[icon_state]_armrest")
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armrest = mutable_appearance(icon, "[icon_state]_armrest", ABOVE_MOB_LAYER)
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return ..()
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/obj/structure/chair/sofa/post_buckle_mob(mob/living/M)
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@@ -49,6 +49,7 @@
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new /obj/item/storage/backpack/satchel/leather/withwallet( src )
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new /obj/item/instrument/piano_synth(src)
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new /obj/item/radio/headset( src )
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new /obj/item/clothing/head/colour(src)
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/obj/structure/closet/secure_closet/personal/attackby(obj/item/W, mob/user, params)
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var/obj/item/card/id/I = W.GetID()
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@@ -151,6 +151,9 @@
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log_admin("[key_name(new_spawn)] possessed a golem shell enslaved to [key_name(owner)].")
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if(ishuman(new_spawn))
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var/mob/living/carbon/human/H = new_spawn
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if(has_owner)
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var/datum/species/golem/G = H.dna.species
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G.owner = owner
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H.set_cloned_appearance()
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if(!name)
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if(has_owner)
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@@ -321,8 +324,9 @@
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/datum/outfit/hotelstaff
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name = "Hotel Staff"
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uniform = /obj/item/clothing/under/assistantformal
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uniform = /obj/item/clothing/under/telegram
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shoes = /obj/item/clothing/shoes/laceup
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head = /obj/item/clothing/head/hotel
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r_pocket = /obj/item/radio/off
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back = /obj/item/storage/backpack
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implants = list(/obj/item/implant/mindshield)
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@@ -1,5 +1,7 @@
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//Loom, turns raw cotton and durathread into their respective fabrics.
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#define FABRIC_PER_SHEET 4
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///This is a loom. It's usually made out of wood and used to weave fabric like durathread or cotton into their respective cloth types.
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/obj/structure/loom
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name = "loom"
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desc = "A simple device used to weave cloth and other thread-based fabrics together into usable material."
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@@ -8,14 +10,35 @@
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density = TRUE
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anchored = TRUE
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/obj/structure/loom/attackby(obj/item/stack/sheet/W, mob/user)
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if(W.is_fabric && W.amount > 1)
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user.show_message("<span class='notice'>You start weaving the [W.name] through the loom..</span>", MSG_VISUAL)
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if(W.use_tool(src, user, W.pull_effort))
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new W.loom_result(drop_location())
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user.show_message("<span class='notice'>You weave the [W.name] into a workable fabric.</span>", MSG_VISUAL)
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W.amount = (W.amount - 2)
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if(W.amount < 1)
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qdel(W)
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else
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user.show_message("<span class='notice'>You need a valid fabric and at least 2 of said fabric before using this.</span>", MSG_VISUAL)
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/obj/structure/loom/attackby(obj/item/I, mob/user)
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if(weave(I, user))
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return
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return ..()
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/obj/structure/loom/wrench_act(mob/living/user, obj/item/I)
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..()
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default_unfasten_wrench(user, I, 5)
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return TRUE
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///Handles the weaving.
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/obj/structure/loom/proc/weave(obj/item/stack/sheet/S, mob/user)
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if(!istype(S) || !S.is_fabric)
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return FALSE
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if(!anchored)
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user.show_message("<span class='notice'>The loom needs to be wrenched down.</span>", MSG_VISUAL)
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return FALSE
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if(S.amount < FABRIC_PER_SHEET)
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user.show_message("<span class='notice'>You need at least [FABRIC_PER_SHEET] units of fabric before using this.</span>", 1)
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return FALSE
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user.show_message("<span class='notice'>You start weaving \the [S.name] through the loom..</span>", MSG_VISUAL)
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if(S.use_tool(src, user, S.pull_effort))
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if(S.amount >= FABRIC_PER_SHEET)
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new S.loom_result(drop_location())
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S.use(FABRIC_PER_SHEET)
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user.show_message("<span class='notice'>You weave \the [S.name] into a workable fabric.</span>", MSG_VISUAL)
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return TRUE
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/obj/structure/loom/unanchored
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anchored = FALSE
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#undef FABRIC_PER_SHEET
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