and that just leaves the modules folder
This commit is contained in:
@@ -63,7 +63,7 @@
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/obj/structure/AIcore/latejoin_inactive/attackby(obj/item/P, mob/user, params)
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if(istype(P, /obj/item/multitool))
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active = !active
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to_chat(user, "You [active? "activate" : "deactivate"] [src]'s transimtters.")
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to_chat(user, "You [active? "activate" : "deactivate"] [src]'s transmitters.")
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return
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return ..()
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@@ -184,8 +184,9 @@
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to_chat(user, "<span class='warning'>Sticking an inactive [M.name] into the frame would sort of defeat the purpose.</span>")
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return
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if(!CONFIG_GET(flag/allow_ai) || jobban_isbanned(M.brainmob, "AI"))
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to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
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if(!CONFIG_GET(flag/allow_ai) || (jobban_isbanned(M.brainmob, "AI") && !QDELETED(src) && !QDELETED(user) && !QDELETED(M) && !QDELETED(user) && Adjacent(user)))
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if(!QDELETED(M))
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to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
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return
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if(!M.brainmob.mind)
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@@ -192,20 +192,11 @@
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/obj/structure/chair/comfy/lime
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color = rgb(255,251,0)
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/obj/structure/chair/comfy/shuttle
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name = "shuttle seat"
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desc = "A comfortable, secure seat. It has a more sturdy looking buckling system, for smoother flights."
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icon_state = "shuttle_chair"
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/obj/structure/chair/comfy/shuttle/GetArmrest()
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return mutable_appearance('icons/obj/chairs.dmi', "shuttle_chair_armrest")
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/obj/structure/chair/office
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anchored = FALSE
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buildstackamount = 5
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item_chair = null
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/obj/structure/chair/office/Moved()
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. = ..()
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if(has_gravity())
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@@ -418,3 +409,10 @@
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. = ..()
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if(has_gravity())
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playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
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/obj/structure/chair/shuttle
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name = "shuttle seat"
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desc = "A comfortable, secure seat. It has a more sturdy looking buckling system, for smoother flights."
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icon = 'goon/icons/obj/chairs.dmi'
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icon_state = "shuttle_chair" //thanks gannets!
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@@ -163,18 +163,20 @@
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else if(istype(AM, /obj/structure/closet))
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return
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else if(isobj(AM))
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if(!allow_objects && !istype(AM, /obj/item) && !istype(AM, /obj/effect/dummy/chameleon))
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if (istype(AM, /obj/item))
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var/obj/item/I = AM
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if (I.item_flags & NODROP)
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return
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else if(!allow_objects && !istype(AM, /obj/effect/dummy/chameleon))
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return
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if(!allow_dense && AM.density)
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return
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if(AM.anchored || AM.has_buckled_mobs() || (AM.flags_1 & NODROP_1))
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if(AM.anchored || AM.has_buckled_mobs())
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return
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else
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return
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AM.forceMove(src)
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if(AM.pulledby)
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AM.pulledby.stop_pulling()
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return 1
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@@ -245,7 +247,7 @@
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if(opened)
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return
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welded = !welded
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user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unweldeds"] \the [src].</span>",
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user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelded"] \the [src].</span>",
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"<span class='notice'>You [welded ? "weld" : "unwelded"] \the [src] with \the [W].</span>",
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"<span class='italics'>You hear welding.</span>")
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update_icon()
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@@ -257,7 +259,7 @@
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user.visible_message("<span class='notice'>[user] [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground.</span>", \
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"<span class='notice'>You [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground.</span>", \
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"<span class='italics'>You hear a ratchet.</span>")
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else if(user.a_intent != INTENT_HARM && !(W.flags_1 & NOBLUDGEON_1))
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else if(user.a_intent != INTENT_HARM && !(W.item_flags & NOBLUDGEON))
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if(W.GetID() || !toggle(user))
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togglelock(user)
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else
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@@ -17,7 +17,7 @@
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icon_state = "syndicate"
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/obj/structure/closet/gimmick/russian
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name = "russian surplus closet"
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name = "\improper Russian surplus closet"
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desc = "It's a storage unit for Russian standard-issue surplus."
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/obj/structure/closet/gimmick/russian/PopulateContents()
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@@ -164,7 +164,7 @@
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new /obj/item/encryptionkey/headset_med(src)
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/obj/structure/closet/secure_closet/detective
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name = "\proper detective's cabinet"
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name = "\improper detective's cabinet"
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req_access = list(ACCESS_FORENSICS_LOCKERS)
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icon_state = "cabinet"
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resistance_flags = FLAMMABLE
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@@ -27,7 +27,7 @@
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var/obj/item/storage/bag/trash/T = W
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to_chat(user, "<span class='notice'>You fill the bag.</span>")
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for(var/obj/item/O in src)
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T.SendSignal(COMSIG_TRY_STORAGE_INSERT, O, user, TRUE)
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SEND_SIGNAL(T, COMSIG_TRY_STORAGE_INSERT, O, user, TRUE)
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T.update_icon()
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do_animate()
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return TRUE
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@@ -18,7 +18,7 @@
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return
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to_chat(user, "<span class='notice'>You attempt to sacrifice [L] by invoking the sacrificial ritual.</span>")
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L.gib()
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message_admins("[ADMIN_LOOKUPFLW(user)] has sacrificed [key_name_admin(L)] on the sacrifical altar at [AREACOORD(src)].")
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message_admins("[ADMIN_LOOKUPFLW(user)] has sacrificed [key_name_admin(L)] on the sacrificial altar at [AREACOORD(src)].")
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/obj/structure/healingfountain
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name = "healing fountain"
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@@ -8,23 +8,23 @@
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max_integrity = 200
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integrity_failure = 50
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var/obj/item/extinguisher/stored_extinguisher
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var/opened = 0
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var/opened = FALSE
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/obj/structure/extinguisher_cabinet/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to [opened ? "close":"open"] it.</span>")
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/obj/structure/extinguisher_cabinet/New(loc, ndir, building)
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..()
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/obj/structure/extinguisher_cabinet/Initialize(mapload, ndir, building)
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. = ..()
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if(building)
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setDir(ndir)
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pixel_x = (dir & 3)? 0 : (dir == 4 ? -27 : 27)
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pixel_y = (dir & 3)? (dir ==1 ? -30 : 30) : 0
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opened = 1
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opened = TRUE
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icon_state = "extinguisher_empty"
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else
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stored_extinguisher = new /obj/item/extinguisher(src)
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/obj/structure/extinguisher_cabinet/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to [opened ? "close":"open"] it.</span>")
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/obj/structure/extinguisher_cabinet/Destroy()
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if(stored_extinguisher)
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qdel(stored_extinguisher)
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@@ -1,19 +1,20 @@
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/obj/structure/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/twohanded/fireaxe/fireaxe = new/obj/item/twohanded/fireaxe
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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "fireaxe"
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anchored = TRUE
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density = FALSE
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armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
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var/locked = TRUE
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var/open = FALSE
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max_integrity = 150
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integrity_failure = 50
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var/locked = TRUE
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var/open = FALSE
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var/obj/item/twohanded/fireaxe/fireaxe
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/obj/structure/fireaxecabinet/Initialize()
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. = ..()
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fireaxe = new
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update_icon()
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/obj/structure/fireaxecabinet/Destroy()
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@@ -111,7 +111,7 @@
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playsound(src, 'sound/effects/comfyfire.ogg',50,0, 0, 1)
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var/turf/T = get_turf(src)
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T.hotspot_expose(700, 5)
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T.hotspot_expose(500, 5)
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update_icon()
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adjust_light()
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@@ -476,7 +476,7 @@
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random = TRUE
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mob_species = /datum/species/human
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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 \
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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 \
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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 \
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your eyes, everything seems rusted and broken, a dark feeling sweels in your gut as you climb out of your pod.</b>"
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uniform = /obj/item/clothing/under/rank/security
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shoes = /obj/item/clothing/shoes/jackboots
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@@ -500,7 +500,7 @@
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random = TRUE
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mob_species = /datum/species/human
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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 \
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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 \
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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 \
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your eyes, everything seems rusted and broken, a dark feeling sweels in your gut as you climb out of your pod.</b>"
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uniform = /obj/item/clothing/under/rank/engineer
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shoes = /obj/item/clothing/shoes/workboots
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@@ -524,7 +524,7 @@
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random = TRUE
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mob_species = /datum/species/human
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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 \
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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 \
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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 \
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your eyes, everything seems rusted and broken, a dark feeling sweels in your gut as you climb out of your pod.</b>"
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uniform = /obj/item/clothing/under/rank/scientist
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shoes = /obj/item/clothing/shoes/laceup
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@@ -180,7 +180,7 @@
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "offhand"
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w_class = WEIGHT_CLASS_HUGE
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flags_1 = ABSTRACT_1 | NODROP_1 | NOBLUDGEON_1 | DROPDEL_1
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item_flags = ABSTRACT | NODROP | NOBLUDGEON | DROPDEL
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/obj/machinery/manned_turret/turret
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@@ -201,7 +201,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
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GLOBAL_LIST_EMPTY(crematoriums)
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/obj/structure/bodycontainer/crematorium
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name = "crematorium"
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desc = "A human incinerator. Works well on barbeque nights."
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desc = "A human incinerator. Works well on barbecue nights."
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icon_state = "crema1"
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dir = SOUTH
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var/id = 1
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@@ -116,7 +116,7 @@
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if(!ishuman(pushed_mob))
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return
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var/mob/living/carbon/human/H = pushed_mob
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H.SendSignal(COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table)
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SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table)
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/obj/structure/table/attackby(obj/item/I, mob/user, params)
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if(!(flags_1 & NODECONSTRUCT_1))
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@@ -136,12 +136,12 @@
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if(istype(I, /obj/item/storage/bag/tray))
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var/obj/item/storage/bag/tray/T = I
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if(T.contents.len > 0) // If the tray isn't empty
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I.SendSignal(COMSIG_TRY_STORAGE_QUICK_EMPTY, drop_location())
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SEND_SIGNAL(I, COMSIG_TRY_STORAGE_QUICK_EMPTY, drop_location())
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user.visible_message("[user] empties [I] on [src].")
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return
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// If the tray IS empty, continue on (tray will be placed on the table like other items)
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|
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if(user.a_intent != INTENT_HARM && !(I.flags_1 & ABSTRACT_1))
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if(user.a_intent != INTENT_HARM && !(I.item_flags & ABSTRACT))
|
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if(user.transferItemToLoc(I, drop_location()))
|
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var/list/click_params = params2list(params)
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//Center the icon where the user clicked.
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@@ -42,9 +42,9 @@
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for(var/obj/structure/transit_tube_pod/pod in src.loc)
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to_chat(user, "<span class='warning'>Remove the pod first!</span>")
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return
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user.visible_message("[user] starts to deattach \the [src].", "<span class='notice'>You start to deattach the [name]...</span>")
|
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user.visible_message("[user] starts to detach \the [src].", "<span class='notice'>You start to detach the [name]...</span>")
|
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if(W.use_tool(src, user, time_to_unwrench, volume=50))
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||||
to_chat(user, "<span class='notice'>You deattach the [name].</span>")
|
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to_chat(user, "<span class='notice'>You detach the [name].</span>")
|
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var/obj/structure/c_transit_tube/R = new tube_construction(loc)
|
||||
R.setDir(dir)
|
||||
transfer_fingerprints_to(R)
|
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|
||||
@@ -241,7 +241,7 @@
|
||||
soundloop.start()
|
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wash_turf()
|
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for(var/atom/movable/G in loc)
|
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G.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
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SEND_SIGNAL(G, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
||||
if(isliving(G))
|
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var/mob/living/L = G
|
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wash_mob(L)
|
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@@ -314,7 +314,7 @@
|
||||
|
||||
|
||||
/obj/machinery/shower/proc/wash_obj(obj/O)
|
||||
. = O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
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. = SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
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O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
|
||||
if(isitem(O))
|
||||
var/obj/item/I = O
|
||||
@@ -325,7 +325,7 @@
|
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/obj/machinery/shower/proc/wash_turf()
|
||||
if(isturf(loc))
|
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var/turf/tile = loc
|
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tile.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
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SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
|
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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)
|
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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))
|
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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)
|
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M.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
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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)
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user