and that just leaves the modules folder

This commit is contained in:
deathride58
2018-07-02 00:28:51 -04:00
parent 63013f8964
commit 91805b8789
231 changed files with 1508 additions and 693 deletions
+4 -3
View File
@@ -63,7 +63,7 @@
/obj/structure/AIcore/latejoin_inactive/attackby(obj/item/P, mob/user, params)
if(istype(P, /obj/item/multitool))
active = !active
to_chat(user, "You [active? "activate" : "deactivate"] [src]'s transimtters.")
to_chat(user, "You [active? "activate" : "deactivate"] [src]'s transmitters.")
return
return ..()
@@ -184,8 +184,9 @@
to_chat(user, "<span class='warning'>Sticking an inactive [M.name] into the frame would sort of defeat the purpose.</span>")
return
if(!CONFIG_GET(flag/allow_ai) || jobban_isbanned(M.brainmob, "AI"))
to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
if(!CONFIG_GET(flag/allow_ai) || (jobban_isbanned(M.brainmob, "AI") && !QDELETED(src) && !QDELETED(user) && !QDELETED(M) && !QDELETED(user) && Adjacent(user)))
if(!QDELETED(M))
to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
return
if(!M.brainmob.mind)
@@ -192,20 +192,11 @@
/obj/structure/chair/comfy/lime
color = rgb(255,251,0)
/obj/structure/chair/comfy/shuttle
name = "shuttle seat"
desc = "A comfortable, secure seat. It has a more sturdy looking buckling system, for smoother flights."
icon_state = "shuttle_chair"
/obj/structure/chair/comfy/shuttle/GetArmrest()
return mutable_appearance('icons/obj/chairs.dmi', "shuttle_chair_armrest")
/obj/structure/chair/office
anchored = FALSE
buildstackamount = 5
item_chair = null
/obj/structure/chair/office/Moved()
. = ..()
if(has_gravity())
@@ -418,3 +409,10 @@
. = ..()
if(has_gravity())
playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
/obj/structure/chair/shuttle
name = "shuttle seat"
desc = "A comfortable, secure seat. It has a more sturdy looking buckling system, for smoother flights."
icon = 'goon/icons/obj/chairs.dmi'
icon_state = "shuttle_chair" //thanks gannets!
@@ -163,18 +163,20 @@
else if(istype(AM, /obj/structure/closet))
return
else if(isobj(AM))
if(!allow_objects && !istype(AM, /obj/item) && !istype(AM, /obj/effect/dummy/chameleon))
if (istype(AM, /obj/item))
var/obj/item/I = AM
if (I.item_flags & NODROP)
return
else if(!allow_objects && !istype(AM, /obj/effect/dummy/chameleon))
return
if(!allow_dense && AM.density)
return
if(AM.anchored || AM.has_buckled_mobs() || (AM.flags_1 & NODROP_1))
if(AM.anchored || AM.has_buckled_mobs())
return
else
return
AM.forceMove(src)
if(AM.pulledby)
AM.pulledby.stop_pulling()
return 1
@@ -245,7 +247,7 @@
if(opened)
return
welded = !welded
user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unweldeds"] \the [src].</span>",
user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelded"] \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()
@@ -257,7 +259,7 @@
user.visible_message("<span class='notice'>[user] [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground.</span>", \
"<span class='notice'>You [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
else if(user.a_intent != INTENT_HARM && !(W.flags_1 & NOBLUDGEON_1))
else if(user.a_intent != INTENT_HARM && !(W.item_flags & NOBLUDGEON))
if(W.GetID() || !toggle(user))
togglelock(user)
else
@@ -17,7 +17,7 @@
icon_state = "syndicate"
/obj/structure/closet/gimmick/russian
name = "russian surplus closet"
name = "\improper Russian surplus closet"
desc = "It's a storage unit for Russian standard-issue surplus."
/obj/structure/closet/gimmick/russian/PopulateContents()
@@ -164,7 +164,7 @@
new /obj/item/encryptionkey/headset_med(src)
/obj/structure/closet/secure_closet/detective
name = "\proper detective's cabinet"
name = "\improper detective's cabinet"
req_access = list(ACCESS_FORENSICS_LOCKERS)
icon_state = "cabinet"
resistance_flags = FLAMMABLE
@@ -27,7 +27,7 @@
var/obj/item/storage/bag/trash/T = W
to_chat(user, "<span class='notice'>You fill the bag.</span>")
for(var/obj/item/O in src)
T.SendSignal(COMSIG_TRY_STORAGE_INSERT, O, user, TRUE)
SEND_SIGNAL(T, COMSIG_TRY_STORAGE_INSERT, O, user, TRUE)
T.update_icon()
do_animate()
return TRUE
+1 -1
View File
@@ -18,7 +18,7 @@
return
to_chat(user, "<span class='notice'>You attempt to sacrifice [L] by invoking the sacrificial ritual.</span>")
L.gib()
message_admins("[ADMIN_LOOKUPFLW(user)] has sacrificed [key_name_admin(L)] on the sacrifical altar at [AREACOORD(src)].")
message_admins("[ADMIN_LOOKUPFLW(user)] has sacrificed [key_name_admin(L)] on the sacrificial altar at [AREACOORD(src)].")
/obj/structure/healingfountain
name = "healing fountain"
+8 -8
View File
@@ -8,23 +8,23 @@
max_integrity = 200
integrity_failure = 50
var/obj/item/extinguisher/stored_extinguisher
var/opened = 0
var/opened = FALSE
/obj/structure/extinguisher_cabinet/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to [opened ? "close":"open"] it.</span>")
/obj/structure/extinguisher_cabinet/New(loc, ndir, building)
..()
/obj/structure/extinguisher_cabinet/Initialize(mapload, ndir, building)
. = ..()
if(building)
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -27 : 27)
pixel_y = (dir & 3)? (dir ==1 ? -30 : 30) : 0
opened = 1
opened = TRUE
icon_state = "extinguisher_empty"
else
stored_extinguisher = new /obj/item/extinguisher(src)
/obj/structure/extinguisher_cabinet/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to [opened ? "close":"open"] it.</span>")
/obj/structure/extinguisher_cabinet/Destroy()
if(stored_extinguisher)
qdel(stored_extinguisher)
+4 -3
View File
@@ -1,19 +1,20 @@
/obj/structure/fireaxecabinet
name = "fire axe cabinet"
desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/twohanded/fireaxe/fireaxe = new/obj/item/twohanded/fireaxe
icon = 'icons/obj/wallmounts.dmi'
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
var/locked = TRUE
var/open = FALSE
max_integrity = 150
integrity_failure = 50
var/locked = TRUE
var/open = FALSE
var/obj/item/twohanded/fireaxe/fireaxe
/obj/structure/fireaxecabinet/Initialize()
. = ..()
fireaxe = new
update_icon()
/obj/structure/fireaxecabinet/Destroy()
+1 -1
View File
@@ -111,7 +111,7 @@
playsound(src, 'sound/effects/comfyfire.ogg',50,0, 0, 1)
var/turf/T = get_turf(src)
T.hotspot_expose(700, 5)
T.hotspot_expose(500, 5)
update_icon()
adjust_light()
@@ -476,7 +476,7 @@
random = TRUE
mob_species = /datum/species/human
flavour_text = "<span class='big bold'>You are a security officer working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artifical Program telling you that you would only be asleep for eight hours. As you open \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling sweels in your gut as you climb out of your pod.</b>"
uniform = /obj/item/clothing/under/rank/security
shoes = /obj/item/clothing/shoes/jackboots
@@ -500,7 +500,7 @@
random = TRUE
mob_species = /datum/species/human
flavour_text = "<span class='big bold'>You are an engineer working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artifical Program telling you that you would only be asleep for eight hours. As you open \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling sweels in your gut as you climb out of your pod.</b>"
uniform = /obj/item/clothing/under/rank/engineer
shoes = /obj/item/clothing/shoes/workboots
@@ -524,7 +524,7 @@
random = TRUE
mob_species = /datum/species/human
flavour_text = "<span class='big bold'>You are a scientist working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artifical Program telling you that you would only be asleep for eight hours. As you open \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling sweels in your gut as you climb out of your pod.</b>"
uniform = /obj/item/clothing/under/rank/scientist
shoes = /obj/item/clothing/shoes/laceup
@@ -180,7 +180,7 @@
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
flags_1 = ABSTRACT_1 | NODROP_1 | NOBLUDGEON_1 | DROPDEL_1
item_flags = ABSTRACT | NODROP | NOBLUDGEON | DROPDEL
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/obj/machinery/manned_turret/turret
+1 -1
View File
@@ -201,7 +201,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
GLOBAL_LIST_EMPTY(crematoriums)
/obj/structure/bodycontainer/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbeque nights."
desc = "A human incinerator. Works well on barbecue nights."
icon_state = "crema1"
dir = SOUTH
var/id = 1
+3 -3
View File
@@ -116,7 +116,7 @@
if(!ishuman(pushed_mob))
return
var/mob/living/carbon/human/H = pushed_mob
H.SendSignal(COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table)
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table)
/obj/structure/table/attackby(obj/item/I, mob/user, params)
if(!(flags_1 & NODECONSTRUCT_1))
@@ -136,12 +136,12 @@
if(istype(I, /obj/item/storage/bag/tray))
var/obj/item/storage/bag/tray/T = I
if(T.contents.len > 0) // If the tray isn't empty
I.SendSignal(COMSIG_TRY_STORAGE_QUICK_EMPTY, drop_location())
SEND_SIGNAL(I, COMSIG_TRY_STORAGE_QUICK_EMPTY, drop_location())
user.visible_message("[user] empties [I] on [src].")
return
// If the tray IS empty, continue on (tray will be placed on the table like other items)
if(user.a_intent != INTENT_HARM && !(I.flags_1 & ABSTRACT_1))
if(user.a_intent != INTENT_HARM && !(I.item_flags & ABSTRACT))
if(user.transferItemToLoc(I, drop_location()))
var/list/click_params = params2list(params)
//Center the icon where the user clicked.
@@ -42,9 +42,9 @@
for(var/obj/structure/transit_tube_pod/pod in src.loc)
to_chat(user, "<span class='warning'>Remove the pod first!</span>")
return
user.visible_message("[user] starts to deattach \the [src].", "<span class='notice'>You start to deattach the [name]...</span>")
user.visible_message("[user] starts to detach \the [src].", "<span class='notice'>You start to detach the [name]...</span>")
if(W.use_tool(src, user, time_to_unwrench, volume=50))
to_chat(user, "<span class='notice'>You deattach the [name].</span>")
to_chat(user, "<span class='notice'>You detach the [name].</span>")
var/obj/structure/c_transit_tube/R = new tube_construction(loc)
R.setDir(dir)
transfer_fingerprints_to(R)
+11 -11
View File
@@ -241,7 +241,7 @@
soundloop.start()
wash_turf()
for(var/atom/movable/G in loc)
G.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
SEND_SIGNAL(G, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
if(isliving(G))
var/mob/living/L = G
wash_mob(L)
@@ -314,7 +314,7 @@
/obj/machinery/shower/proc/wash_obj(obj/O)
. = O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
. = SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
if(isitem(O))
var/obj/item/I = O
@@ -325,7 +325,7 @@
/obj/machinery/shower/proc/wash_turf()
if(isturf(loc))
var/turf/tile = loc
tile.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
for(var/obj/effect/E in tile)
if(is_cleanable(E))
@@ -333,12 +333,12 @@
/obj/machinery/shower/proc/wash_mob(mob/living/L)
L.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
L.wash_cream()
L.ExtinguishMob()
L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
L.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
L.SendSignal(COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
if(iscarbon(L))
var/mob/living/carbon/M = L
. = TRUE
@@ -378,7 +378,7 @@
else if(H.w_uniform && wash_obj(H.w_uniform))
H.update_inv_w_uniform()
if(washgloves)
H.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(H, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(H.shoes && washshoes && wash_obj(H.shoes))
H.update_inv_shoes()
if(H.wear_mask && washmask && wash_obj(H.wear_mask))
@@ -395,9 +395,9 @@
else
if(M.wear_mask && wash_obj(M.wear_mask))
M.update_inv_wear_mask(0)
M.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
else
L.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing)
var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive)
@@ -493,7 +493,7 @@
H.regenerate_icons()
user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
else
user.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
if(busy)
@@ -539,7 +539,7 @@
if(!istype(O))
return
if(O.flags_1 & ABSTRACT_1) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand.
if(O.item_flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand.
return
if(user.a_intent != INTENT_HARM)
@@ -549,7 +549,7 @@
busy = FALSE
return 1
busy = FALSE
O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
O.acid_level = 0
create_reagents(5)
reagents.add_reagent(dispensedreagent, 5)
+1 -1
View File
@@ -438,7 +438,7 @@
/obj/structure/window/plasma/reinforced
name = "reinforced plasma window"
desc = "A window made out of a plasma-silicate alloy and a rod matrice. It looks hopelessly tough to break and is most likely nigh fireproof."
desc = "A window made out of a plasma-silicate alloy and a rod matrix. It looks hopelessly tough to break and is most likely nigh fireproof."
icon_state = "plasmarwindow"
reinf = TRUE
heat_resistance = 50000