yeehaw it's done

This commit is contained in:
Seris02
2020-02-05 16:54:57 +08:00
633 changed files with 38003 additions and 6217 deletions
+3 -4
View File
@@ -249,7 +249,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/pipes)
assets.send(user)
ui = new(user, src, ui_key, "rpd", name, 425, 515, master_ui, state)
ui = new(user, src, ui_key, "rpd", name, 425, 472, master_ui, state)
ui.open()
/obj/item/pipe_dispenser/ui_data(mob/user)
@@ -316,9 +316,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
playeffect = FALSE
if("mode")
var/n = text2num(params["mode"])
if(n == 2 && !(mode&1) && !(mode&2))
mode |= 3
else if(mode&n)
if(mode & n)
mode &= ~n
else
mode |= n
@@ -327,6 +325,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
spark_system.start()
effectcooldown = world.time + 100
playsound(get_turf(src), 'sound/effects/pop.ogg', 50, 0)
return TRUE
/obj/item/pipe_dispenser/pre_attack(atom/A, mob/user)
var/turf/T = get_turf(A)
+3 -6
View File
@@ -269,14 +269,11 @@ update_label("John Doe", "Clowny")
if(isliving(user) && user.mind)
if(user.mind.special_role || anyone)
if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
var/t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name))as text | null),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/dead/new_player/prefrences.dm
if (t)
alert("Invalid name.")
var/input_name = reject_bad_name(stripped_input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name), MAX_NAME_LEN), TRUE)
if(!input_name)
return
registered_name = t
var/u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")as text | null),1,MAX_MESSAGE_LEN)
var/u = stripped_input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant", MAX_MESSAGE_LEN)
if(!u)
registered_name = ""
return
+1 -1
View File
@@ -407,7 +407,7 @@
to_chat(user, "<span class='notice'>You spray a [temp] on \the [target.name]</span>")
if(length(text_buffer) > 1)
text_buffer = copytext(text_buffer,2)
text_buffer = copytext(text_buffer, length(text_buffer[1]) + 1)
SStgui.update_uis(src)
if(post_noise)
+3 -3
View File
@@ -292,7 +292,7 @@ GLOBAL_LIST_EMPTY(PDAs)
dat += text("ID: <a href='?src=[REF(src)];choice=Authenticate'>[id ? "[id.registered_name], [id.assignment]" : "----------"]")
dat += text("<br><a href='?src=[REF(src)];choice=UpdateInfo'>[id ? "Update PDA Info" : ""]</A><br><br>")
dat += "[STATION_TIME_TIMESTAMP("hh:mm:ss")]<br>" //:[world.time / 100 % 6][world.time / 100 % 10]"
dat += "[STATION_TIME_TIMESTAMP("hh:mm:ss", world.time)]<br>" //:[world.time / 100 % 6][world.time / 100 % 10]"
dat += "[time2text(world.realtime, "MMM DD")] [GLOB.year_integer]"
dat += "<br><br>"
@@ -641,13 +641,13 @@ GLOBAL_LIST_EMPTY(PDAs)
if("Clear")//Clears messages
tnote = null
if("Ringtone")
var/t = input(U, "Please enter new ringtone", name, ttone) as text
var/t = stripped_input(U, "Please enter new ringtone", name, ttone, 20)
if(in_range(src, U) && loc == U && t)
if(SEND_SIGNAL(src, COMSIG_PDA_CHANGE_RINGTONE, U, t) & COMPONENT_STOP_RINGTONE_CHANGE)
U << browse(null, "window=pda")
return
else
ttone = copytext(sanitize(t), 1, 20)
ttone = t
else
U << browse(null, "window=pda")
return
+7 -2
View File
@@ -309,9 +309,14 @@ Code:
var/list/S = list(" Off","AOff"," On", " AOn")
var/list/chg = list("N","C","F")
//Neither copytext nor copytext_char is appropriate here; neither 30 UTF-8 code units nor 30 code points equates to 30 columns of output.
//Some glyphs are very tall or very wide while others are small or even take up no space at all.
//Emojis can take modifiers which are many characters but render as only one glyph.
//A proper solution here (as far as Unicode goes, maybe not ideal as far as markup goes, a table would be better)
//would be to use <span style="width: NNNpx; overflow: none;">[A.area.name]</span>
for(var/obj/machinery/power/apc/A in L)
menu += copytext(add_tspace(A.area.name, 30), 1, 30)
menu += " [S[A.equipment+1]] [S[A.lighting+1]] [S[A.environ+1]] [add_lspace(DisplayPower(A.lastused_total), 6)] [A.cell ? "[add_lspace(round(A.cell.percent()), 3)]% [chg[A.charging+1]]" : " N/C"]<BR>"
menu += copytext_char(add_trailing(A.area.name, 30, " "), 1, 30)
menu += " [S[A.equipment+1]] [S[A.lighting+1]] [S[A.environ+1]] [add_leading(DisplayPower(A.lastused_total), 6, " ")] [A.cell ? "[add_leading(round(A.cell.percent()), 3, " ")]% [chg[A.charging+1]]" : " N/C"]<BR>"
menu += "</FONT></PRE>"
+7 -9
View File
@@ -73,8 +73,10 @@ GLOBAL_LIST_EMPTY(GPS_list)
return
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
var/gps_window_height = 300 + GLOB.GPS_list.len * 20 // Variable window height, depending on how many GPS units there are to show
ui = new(user, src, ui_key, "gps", "Global Positioning System", 600, gps_window_height, master_ui, state) //width, height
// Variable window height, depending on how many GPS units there are
// to show, clamped to relatively safe range.
var/gps_window_height = CLAMP(325 + GLOB.GPS_list.len * 14, 325, 700)
ui = new(user, src, ui_key, "gps", "Global Positioning System", 470, gps_window_height, master_ui, state) //width, height
ui.open()
ui.set_autoupdate(state = updating)
@@ -91,6 +93,8 @@ GLOBAL_LIST_EMPTY(GPS_list)
var/turf/curr = get_turf(src)
data["current"] = "[get_area_name(curr, TRUE)] ([curr.x], [curr.y], [curr.z])"
data["currentArea"] = "[get_area_name(curr, TRUE)]"
data["currentCoords"] = "[curr.x], [curr.y], [curr.z]"
var/list/signals = list()
data["signals"] = list()
@@ -104,16 +108,10 @@ GLOBAL_LIST_EMPTY(GPS_list)
continue
var/list/signal = list()
signal["entrytag"] = G.gpstag //Name or 'tag' of the GPS
signal["area"] = get_area_name(G, TRUE)
signal["coord"] = "[pos.x], [pos.y], [pos.z]"
signal["coords"] = "[pos.x], [pos.y], [pos.z]"
if(pos.z == curr.z) //Distance/Direction calculations for same z-level only
signal["dist"] = max(get_dist(curr, pos), 0) //Distance between the src and remote GPS turfs
signal["degrees"] = round(Get_Angle(curr, pos)) //0-360 degree directional bearing, for more precision.
var/direction = uppertext(dir2text(get_dir(curr, pos))) //Direction text (East, etc). Not as precise, but still helpful.
if(!direction)
direction = "CENTER"
signal["degrees"] = "N/A"
signal["direction"] = direction
signals += list(signal) //Add this signal to the list of signals
data["signals"] = signals
+1 -1
View File
@@ -101,7 +101,7 @@
if(href_list["reset_radio_short"])
pai.unshort_radio()
if(href_list["setlaws"])
var/newlaws = copytext(sanitize(input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", pai.laws.supplied[1]) as message),1,MAX_MESSAGE_LEN)
var/newlaws = stripped_multiline_input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", MAX_MESSAGE_LEN)
if(newlaws && pai)
pai.add_supplied_law(0,newlaws)
if(href_list["toggle_holo"])
@@ -61,7 +61,7 @@
var/mob/living/carbon/C = usr
if(usr.stat || usr.restrained() || C.back == src)
return
if(!usr.canUseTopic(src, BE_CLOSE))
usr << browse(null, "window=radio")
onclose(usr, "radio")
@@ -127,7 +127,7 @@
/obj/item/electropack/ui_interact(mob/user)
if(!ishuman(user))
return
user.set_machine(src)
var/dat = {"
<TT>
@@ -200,14 +200,14 @@ Code:
/obj/item/electropack/shockcollar/attackby(obj/item/W, mob/user, params) //moves it here because on_click is being bad
if(istype(W, /obj/item/pen))
var/t = input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot") as null|text
var/t = stripped_input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot", MAX_NAME_LEN)
if(t)
tagname = copytext(sanitize(t), 1, MAX_NAME_LEN)
name = "[initial(name)] - [tagname]"
tagname = t
name = "[initial(name)] - [t]"
else
return ..()
/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
/obj/item/electropack/shockcollar/ui_interact(mob/user) //on_click calls this
var/dat = {"
<TT>
<B>Frequency/Code</B> for shock collar:<BR>
@@ -112,7 +112,14 @@
. = ..()
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "radio", name, 370, 220 + channels.len * 22, master_ui, state)
var/ui_width = 360
var/ui_height = 106
if(subspace_transmission)
if(channels.len > 0)
ui_height += 6 + channels.len * 21
else
ui_height += 24
ui = new(user, src, ui_key, "radio", name, ui_width, ui_height, master_ui, state)
ui.open()
/obj/item/radio/ui_data(mob/user)
+5 -7
View File
@@ -28,7 +28,7 @@ SLIME SCANNER
/obj/item/t_scanner/attack_self(mob/user)
on = !on
icon_state = copytext(icon_state, 1, length(icon_state))+"[on]"
icon_state = copytext_char(icon_state, 1, -1) + "[on]"
if(on)
START_PROCESSING(SSobj, src)
@@ -407,19 +407,17 @@ SLIME SCANNER
// Blood Level
if(M.has_dna())
var/mob/living/carbon/C = M
var/blood_id = C.get_blood_id()
if(blood_id)
var/blood_typepath = C.get_blood_id()
if(blood_typepath)
if(ishuman(C))
if(H.bleed_rate)
msg += "<span class='danger'>Subject is bleeding!</span>\n"
var/blood_percent = round((C.scan_blood_volume() / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
var/blood_type = C.dna.blood_type
if(blood_id != ("blood" || "jellyblood"))//special blood substance
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
if(!(blood_typepath in GLOB.blood_reagent_types))
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_typepath]
if(R)
blood_type = R.name
else
blood_type = blood_id
if(C.scan_blood_volume() <= (BLOOD_VOLUME_SAFE*C.blood_ratio) && C.scan_blood_volume() > (BLOOD_VOLUME_OKAY*C.blood_ratio))
msg += "<span class='danger'>LOW blood level [blood_percent] %, [C.scan_blood_volume()] cl,</span> <span class='info'>type: [blood_type]</span>\n"
else if(C.scan_blood_volume() <= (BLOOD_VOLUME_OKAY*C.blood_ratio))
+66 -47
View File
@@ -54,7 +54,7 @@
to_chat(user, "<span class='warning'>[src] was shaken recently, it needs time to settle.</span>")
return
user.visible_message("<span class='notice'>[user] starts shaking [src].</span>", "<span class='notice'>You start shaking [src].</span>", "<span class='italics'>You hear shaking and sloshing.</span>")
user.visible_message("<span class='notice'>[user] starts shaking [src].</span>", "<span class='notice'>You start shaking [src].</span>", "<span class='hear'>You hear shaking and sloshing.</span>")
shaking = TRUE
@@ -95,16 +95,47 @@
// except it actually ASKS THE DEAD (wooooo)
/obj/item/toy/eightball/haunted
shake_time = 150
cooldown_time = 1800
shake_time = 30 SECONDS
cooldown_time = 3 MINUTES
flags_1 = HEAR_1
var/last_message
var/selected_message
var/list/votes
//these kind of store the same thing but one is easier to work with.
var/list/votes = list()
var/list/voted = list()
var/static/list/haunted_answers = list(
"yes" = list(
"It is certain",
"It is decidedly so",
"Without a doubt",
"Yes definitely",
"You may rely on it",
"As I see it, yes",
"Most likely",
"Outlook good",
"Yes",
"Signs point to yes"
),
"maybe" = list(
"Reply hazy try again",
"Ask again later",
"Better not tell you now",
"Cannot predict now",
"Concentrate and ask again"
),
"no" = list(
"Don't count on it",
"My reply is no",
"My sources say no",
"Outlook not so good",
"Very doubtful"
)
)
/obj/item/toy/eightball/haunted/Initialize(mapload)
. = ..()
votes = list()
for (var/answer in haunted_answers)
votes[answer] = 0
GLOB.poi_list |= src
/obj/item/toy/eightball/haunted/Destroy()
@@ -122,7 +153,7 @@
interact(user)
return ..()
/obj/item/toy/eightball/haunted/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, spans, message_mode, atom/movable/source)
/obj/item/toy/eightball/haunted/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, spans, message_mode)
. = ..()
last_message = raw_message
@@ -137,38 +168,31 @@
if(isobserver(usr))
interact(usr)
/obj/item/toy/eightball/haunted/proc/get_vote_tallies()
var/list/answers = list()
for(var/ckey in votes)
var/selected = votes[ckey]
if(selected in answers)
answers[selected]++
else
answers[selected] = 1
return answers
/obj/item/toy/eightball/haunted/get_answer()
if(!votes.len)
return pick(possible_answers)
var/top_amount = 0
var/top_vote
var/list/tallied_votes = get_vote_tallies()
for(var/vote in votes)
var/amount_of_votes = length(votes[vote])
if(amount_of_votes > top_amount)
top_vote = vote
top_amount = amount_of_votes
//If one option actually has votes and there's a tie, pick between them 50/50
else if(top_amount && amount_of_votes == top_amount && prob(50))
top_vote = vote
top_amount = amount_of_votes
// I miss python sorting, then I wouldn't have to muck about with
// all this
var/most_popular_answer
var/most_amount = 0
// yes, if there is a tie, there is an arbitary decision
// but we never said the spirit world was fair
for(var/A in tallied_votes)
var/amount = tallied_votes[A]
if(amount > most_amount)
most_popular_answer = A
if(isnull(top_vote))
top_vote = pick(votes)
return most_popular_answer
for(var/vote in votes)
votes[vote] = 0
/obj/item/toy/eightball/haunted/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state = GLOB.observer_state)
voted.Cut()
return top_vote
/obj/item/toy/eightball/haunted/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state = GLOB.always_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
@@ -179,21 +203,13 @@
var/list/data = list()
data["shaking"] = shaking
data["question"] = selected_message
var/list/tallied_votes = get_vote_tallies()
data["answers"] = list()
for(var/pa in possible_answers)
for(var/pa in haunted_answers)
var/list/L = list()
L["answer"] = pa
var/amount = 0
if(pa in tallied_votes)
amount = tallied_votes[pa]
L["amount"] = amount
var/selected = FALSE
if(votes[user.ckey] == pa)
selected = TRUE
L["selected"] = selected
L["amount"] = votes[pa]
L["selected"] = voted[user.ckey]
data["answers"] += list(L)
return data
@@ -206,8 +222,11 @@
switch(action)
if("vote")
var/selected_answer = params["answer"]
if(!(selected_answer in possible_answers))
if(!(selected_answer in haunted_answers))
return
if(user.ckey in voted)
return
else
votes[user.ckey] = selected_answer
. = TRUE
votes[selected_answer] += 1
voted[user.ckey] = selected_answer
. = TRUE
+3 -3
View File
@@ -34,12 +34,12 @@
/obj/item/grenade/proc/clown_check(mob/living/carbon/human/user)
var/clumsy = HAS_TRAIT(user, TRAIT_CLUMSY)
if(clumsy && (clumsy_check == GRENADE_CLUMSY_FUMBLE))
if(prob(50))
if(clumsy)
if(clumsy_check == GRENADE_CLUMSY_FUMBLE && prob(50))
to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
preprime(user, 5, FALSE)
return FALSE
else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE))
else if(clumsy_check == GRENADE_NONCLUMSY_FUMBLE && !(user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY)))
to_chat(user, "<span class='warning'>You pull the pin on [src]. Attached to it is a pink ribbon that says, \"<span class='clown'>HONK</span>\"</span>")
preprime(user, 5, FALSE)
return FALSE
@@ -92,6 +92,14 @@
creation_time = 0
max_signs = 3
/obj/item/holosign_creator/combifan
name = "ATMOS holo-combifan projector"
desc = "A holographic projector that creates holographic combi-fans that prevent changes in atmosphere and temperature conditions. Somehow."
icon_state = "signmaker_atmos"
holosign_type = /obj/structure/holosign/barrier/combifan
creation_time = 0
max_signs = 3
/obj/item/holosign_creator/medical
name = "\improper PENLITE barrier projector"
desc = "A holographic projector that creates PENLITE holobarriers. Useful during quarantines since they halt those with malicious diseases."
+4 -3
View File
@@ -72,20 +72,21 @@
display_names += list(initial(A.name) = A)
var/choice = input(M,"What holy armor kit would you like to order?","Holy Armor Theme") as null|anything in display_names
if(QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || GLOB.holy_armor_type)
var/turf/T = get_turf(M)
if(!T || QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || GLOB.holy_armor_type)
return
var/index = display_names.Find(choice)
var/A = holy_armor_list[index]
GLOB.holy_armor_type = A
var/holy_armor_box = new A
var/holy_armor_box = new A(T)
SSblackbox.record_feedback("tally", "chaplain_armor", 1, "[choice]")
if(holy_armor_box)
qdel(src)
M.put_in_active_hand(holy_armor_box)///YOU COMPILED
M.put_in_hands(holy_armor_box)
/obj/item/storage/box/holy
name = "Templar Kit"
@@ -77,7 +77,10 @@
return TRUE
if (user.get_active_held_item())
return
object.attack_ai(imp_in)
if (user.CanReach(object))
object.attack_robot(imp_in)
else
object.attack_ai(imp_in)
return TRUE
/obj/item/implant/hijack/proc/hijack_remotely(obj/machinery/power/apc/apc)
@@ -87,6 +90,9 @@
if (!do_after(imp_in, 4 SECONDS,target=apc))
to_chat(imp_in, "<span class='warning'>Aborting.</span>")
return TRUE
if (LAZYLEN(imp_in.siliconaccessareas) >= HIJACK_APC_MAX_AMOUNT)
to_chat(src,"<span class='warning'>You are connected to too many APCs! Too many more will fry your brain.</span>")
return TRUE
imp_in.light_power = 2
imp_in.light_range = 2
imp_in.light_color = COLOR_YELLOW
@@ -99,7 +105,7 @@
apc.set_hijacked_lighting()
imp_in.toggleSiliconAccessArea(apc.area)
apc.update_icon()
stealthcooldown = world.time + 3 MINUTES
stealthcooldown = world.time + 1 MINUTES + 30 SECONDS
toggle_eyes()
else
to_chat(imp_in, "<span class='warning'>Aborting.</span>")
@@ -154,6 +154,7 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
GLOBAL_LIST_INIT(plasteel_recipes, list ( \
new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = TRUE), \
new/datum/stack_recipe("bomb assembly", /obj/machinery/syndicatebomb/empty, 10, time = 50), \
new/datum/stack_recipe("crate", /obj/structure/closet/crate, 5, time = 90, one_per_turf = TRUE), \
null, \
new /datum/stack_recipe_list("airlock assemblies", list( \
new/datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 6, time = 50, one_per_turf = 1, on_floor = 1), \
+8 -5
View File
@@ -399,11 +399,14 @@
. = ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
blood_DNA = from.blood_DNA
fingerprints = from.fingerprints
fingerprintshidden = from.fingerprintshidden
fingerprintslast = from.fingerprintslast
//TODO bloody overlay
if(from.blood_DNA)
blood_DNA = from.blood_DNA.Copy()
if(from.fingerprints)
fingerprints = from.fingerprints.Copy()
if(from.fingerprintshidden)
fingerprintshidden = from.fingerprintshidden.Copy()
if(from.fingerprintslast)
fingerprintslast = from.fingerprintslast
/obj/item/stack/microwave_act(obj/machinery/microwave/M)
if(istype(M) && M.dirty < 100)
+21 -1
View File
@@ -322,6 +322,26 @@
for(var/i in 1 to 5)
new /obj/item/grenade/empgrenade(src)
/obj/item/storage/box/minibombs
name = "box of syndicate minibombs"
desc = "A box containing 2 highly explosive syndicate minibombs."
icon_state = "syndiebox"
illustration = "frag"
/obj/item/storage/box/minibombs/PopulateContents()
new /obj/item/grenade/syndieminibomb(src)
new /obj/item/grenade/syndieminibomb(src)
/obj/item/storage/box/bombananas
name = "box of bombananas"
desc = "A box containing 2 highly explosive bombananas. Discard peel at enemy after consumption."
icon_state = "syndiebox"
illustration = "frag"
/obj/item/storage/box/bombananas/PopulateContents()
new /obj/item/reagent_containers/food/snacks/grown/banana/bombanana(src)
new /obj/item/reagent_containers/food/snacks/grown/banana/bombanana(src)
/obj/item/storage/box/trackimp
name = "boxed tracking implant kit"
desc = "Box full of scum-bag tracking utensils."
@@ -1267,4 +1287,4 @@
/obj/item/storage/box/marshmallow/PopulateContents()
for (var/i in 1 to 5)
new /obj/item/reagent_containers/food/snacks/marshmallow(src)
new /obj/item/reagent_containers/food/snacks/marshmallow(src)
+31
View File
@@ -12,6 +12,7 @@
* Cigarette Box
* Cigar Case
* Heart Shaped Box w/ Chocolates
* Ring Box
*/
/obj/item/storage/fancy
@@ -352,3 +353,33 @@
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 8
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/tinychocolate))
/*
* Ring Box
*/
/obj/item/storage/fancy/ringbox
name = "ring box"
desc = "A tiny box covered in soft red felt made for holding rings."
icon = 'icons/obj/ring.dmi'
icon_state = "gold ringbox"
icon_type = "gold ring"
w_class = WEIGHT_CLASS_TINY
spawn_type = /obj/item/clothing/gloves/ring
/obj/item/storage/fancy/ringbox/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 1
STR.can_hold = typecacheof(list(/obj/item/clothing/gloves/ring))
/obj/item/storage/fancy/ringbox/diamond
icon_state = "diamond ringbox"
icon_type = "diamond ring"
spawn_type = /obj/item/clothing/gloves/ring/diamond
/obj/item/storage/fancy/ringbox/silver
icon_state = "silver ringbox"
icon_type = "silver ring"
spawn_type = /obj/item/clothing/gloves/ring/silver
+2 -6
View File
@@ -35,7 +35,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
/obj/item/storage/toolbox/update_icon()
..()
cut_overlays()
if(blood_DNA && blood_DNA.len)
if(length(blood_DNA))
add_blood_overlay()
if(has_latches)
var/icon/I = icon('icons/obj/storage.dmi', latches)
@@ -251,16 +251,12 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
new /obj/item/ammo_box/a762(src)
new /obj/item/ammo_box/a762(src)
/obj/item/storage/toolbox/gold_real
/obj/item/storage/toolbox/plastitanium/gold_real
name = "golden toolbox"
desc = "A larger then normal toolbox made of gold plated plastitanium."
icon_state = "gold"
item_state = "toolbox_gold"
has_latches = FALSE
force = 16 // Less then a spear
throwforce = 14
throw_speed = 5
throw_range = 10
/obj/item/storage/toolbox/gold_real/PopulateContents()
new /obj/item/screwdriver/nuke(src)
+1 -1
View File
@@ -156,7 +156,7 @@
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "tanks", name, 420, 200, master_ui, state)
ui = new(user, src, ui_key, "tanks", name, 400, 120, master_ui, state)
ui.open()
/obj/item/tank/ui_data(mob/user)
+1 -1
View File
@@ -1244,7 +1244,7 @@
/obj/item/toy/clockwork_watch/examine(mob/user)
. = ..()
. += "<span class='info'>Station Time: [STATION_TIME_TIMESTAMP("hh:mm:ss")]"
. += "<span class='info'>Station Time: [STATION_TIME_TIMESTAMP("hh:mm:ss", world.time)]"
/*
* Toy Dagger
+2 -3
View File
@@ -38,9 +38,9 @@
wielded = 0
if(!isnull(force_unwielded))
force = force_unwielded
var/sf = findtext(name," (Wielded)")
var/sf = findtext(name, " (Wielded)", -10)//10 == length(" (Wielded)")
if(sf)
name = copytext(name,1,sf)
name = copytext(name, 1, sf)
else //something wrong
name = "[initial(name)]"
update_icon()
@@ -347,7 +347,6 @@
icon_state = "dualsaber[item_color][wielded]"
else
icon_state = "dualsaber0"
clean_blood()
/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/carbon/human/user)