Conflicts galore
This commit is contained in:
@@ -80,7 +80,7 @@
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "Canvas", name, ui_x, ui_y, master_ui, state)
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ui = new(user, src, ui_key, "canvas", name, ui_x, ui_y, master_ui, state)
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ui.set_autoupdate(FALSE)
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ui.open()
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@@ -240,6 +240,7 @@
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/obj/structure/sign/painting/Initialize(mapload, dir, building)
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. = ..()
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SSpersistence.painting_frames += src
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AddComponent(/datum/component/art, 20)
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if(dir)
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setDir(dir)
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if(building)
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@@ -108,7 +108,9 @@
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if(!istype(poordude))
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return TRUE
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user.visible_message("<span class='notice'>[user] pulls [src] out from under [poordude].</span>", "<span class='notice'>You pull [src] out from under [poordude].</span>")
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var/C = new item_chair(loc)
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var/obj/item/chair/C = new item_chair(loc)
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C.set_custom_materials(custom_materials)
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TransferComponents(C)
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user.put_in_hands(C)
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poordude.DefaultCombatKnockdown(20)//rip in peace
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user.adjustStaminaLoss(5)
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@@ -24,6 +24,7 @@
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move_delay = TRUE
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var/oldloc = loc
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step(src, direction)
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user.setDir(direction)
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if(oldloc != loc)
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addtimer(CALLBACK(src, .proc/ResetMoveDelay), (use_mob_movespeed ? user.movement_delay() : CONFIG_GET(number/movedelay/walk_delay)) * move_speed_multiplier)
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else
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@@ -42,7 +43,7 @@
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Snake = L
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break
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if(Snake)
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alerted = viewers(7,src)
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alerted = fov_viewers(world.view,src)
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..()
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if(LAZYLEN(alerted))
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egged = world.time + SNAKE_SPAM_TICKS
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@@ -3,6 +3,7 @@
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desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "extinguisher_closed"
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plane = ABOVE_WALL_PLANE
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anchored = TRUE
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density = FALSE
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max_integrity = 200
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@@ -7,6 +7,7 @@
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anchored = TRUE
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icon = 'icons/turf/walls/wall.dmi'
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icon_state = "wall"
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plane = WALL_PLANE
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layer = LOW_OBJ_LAYER
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density = TRUE
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opacity = 1
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@@ -3,6 +3,7 @@
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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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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "fireaxe"
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plane = ABOVE_WALL_PLANE
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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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@@ -267,7 +267,7 @@
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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playsound(src, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 3, C.newavail() * 0.01, TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE | TESLA_MOB_STUN | TESLA_ALLOW_DUPLICATES) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot.
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tesla_zap(src, 3, C.newavail() * 0.01, ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN | ZAP_ALLOW_DUPLICATES) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot.
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C.add_delayedload(C.newavail() * 0.0375) // you can gain up to 3.5 via the 4x upgrades power is halved by the pole so thats 2x then 1X then .5X for 3.5x the 3 bounces shock.
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return ..()
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@@ -130,7 +130,7 @@
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// The crowd is pleased
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// The delay is to making large crowds have a longer laster applause
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var/delay_offset = 0
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for(var/mob/M in viewers(src, 7))
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for(var/mob/M in fov_viewers(world.view, src))
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var/mob/living/carbon/human/C = M
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if (ishuman(M))
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addtimer(CALLBACK(C, /mob/.proc/emote, "clap"), delay_offset * 0.3)
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@@ -4,6 +4,7 @@
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desc = "Mirror mirror on the wall, who's the most robust of them all?"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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plane = ABOVE_WALL_PLANE
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density = FALSE
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anchored = TRUE
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max_integrity = 200
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@@ -3,6 +3,7 @@
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desc = "A board for pinning important notices upon."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "nboard00"
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plane = ABOVE_WALL_PLANE
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density = FALSE
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anchored = TRUE
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max_integrity = 150
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@@ -3,6 +3,7 @@
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anchored = TRUE
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opacity = 0
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density = FALSE
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plane = ABOVE_WALL_PLANE
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layer = SIGN_LAYER
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max_integrity = 100
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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@@ -8,12 +8,11 @@
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max_integrity = 100
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var/oreAmount = 5
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var/material_drop_type = /obj/item/stack/sheet/metal
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var/impressiveness = 15
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CanAtmosPass = ATMOS_PASS_DENSITY
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/obj/structure/statue/attackby(obj/item/W, mob/living/user, params)
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add_fingerprint(user)
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user.changeNext_move(CLICK_CD_MELEE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(default_unfasten_wrench(user, W))
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return
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@@ -36,8 +35,22 @@
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return
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user.changeNext_move(CLICK_CD_MELEE)
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add_fingerprint(user)
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user.visible_message("[user] rubs some dust off from the [name]'s surface.", \
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"<span class='notice'>You rub some dust off from the [name]'s surface.</span>")
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if(!do_after(user, 20, target = src))
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return
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user.visible_message("[user] rubs some dust off [src].", \
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"<span class='notice'>You take in [src], rubbing some dust off its surface.</span>")
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if(!ishuman(user)) // only humans have the capacity to appreciate art
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return
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var/totalimpressiveness = (impressiveness *(obj_integrity/max_integrity))
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switch(totalimpressiveness)
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if(GREAT_ART to 100)
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
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if (GOOD_ART to GREAT_ART)
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artgood", /datum/mood_event/artgood)
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if (BAD_ART to GOOD_ART)
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artok", /datum/mood_event/artok)
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if (0 to BAD_ART)
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
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/obj/structure/statue/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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@@ -58,6 +71,7 @@
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material_drop_type = /obj/item/stack/sheet/mineral/uranium
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var/last_event = 0
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var/active = null
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impressiveness = 25 // radiation makes an impression
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/obj/structure/statue/uranium/nuke
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name = "statue of a nuclear fission explosive"
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@@ -101,6 +115,7 @@
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max_integrity = 200
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material_drop_type = /obj/item/stack/sheet/mineral/plasma
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desc = "This statue is suitably made from plasma."
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impressiveness = 20
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/obj/structure/statue/plasma/scientist
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name = "statue of a scientist"
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@@ -151,6 +166,7 @@
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max_integrity = 300
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material_drop_type = /obj/item/stack/sheet/mineral/gold
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desc = "This is a highly valuable statue made from gold."
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impressiveness = 30
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/obj/structure/statue/gold/hos
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name = "statue of the head of security"
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@@ -178,6 +194,7 @@
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max_integrity = 300
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material_drop_type = /obj/item/stack/sheet/mineral/silver
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desc = "This is a valuable statue made from silver."
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impressiveness = 25
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/obj/structure/statue/silver/md
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name = "statue of a medical officer"
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@@ -205,6 +222,7 @@
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max_integrity = 1000
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material_drop_type = /obj/item/stack/sheet/mineral/diamond
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desc = "This is a very expensive diamond statue."
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impressiveness = 60
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/obj/structure/statue/diamond/captain
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name = "statue of THE captain."
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@@ -225,6 +243,7 @@
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material_drop_type = /obj/item/stack/sheet/mineral/bananium
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desc = "A bananium statue with a small engraving:'HOOOOOOONK'."
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var/spam_flag = 0
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impressiveness = 65
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/obj/structure/statue/bananium/clown
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name = "statue of a clown"
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@@ -183,7 +183,7 @@
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/obj/structure/table/alt_attack_hand(mob/user)
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if(user && Adjacent(user) && !user.incapacitated())
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user.setClickCooldown(4)
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user.changeNext_move(CLICK_CD_MELEE*0.5)
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if(istype(user) && user.a_intent == INTENT_HARM)
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user.visible_message("<span class='warning'>[user] slams [user.p_their()] palms down on [src].</span>", "<span class='warning'>You slam your palms down on [src].</span>")
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playsound(src, 'sound/weapons/sonic_jackhammer.ogg', 50, 1)
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@@ -1,7 +1,3 @@
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#define NOT_ELECTROCHROMATIC 0
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#define ELECTROCHROMATIC_OFF 1
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#define ELECTROCHROMATIC_DIMMED 2
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GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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/proc/do_electrochromatic_toggle(new_status, id)
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@@ -74,9 +70,8 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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if(reinf && anchored)
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state = WINDOW_SCREWED_TO_FRAME
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if(mapload && electrochromatic_id)
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if(copytext(electrochromatic_id, 1, 2) == "!")
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electrochromatic_id = SSmapping.get_obfuscated_id(electrochromatic_id)
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if(mapload && electrochromatic_id && electrochromatic_id[1] == "!")
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electrochromatic_id = SSmapping.get_obfuscated_id(electrochromatic_id)
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ini_dir = dir
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air_update_turf(1)
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@@ -885,7 +880,3 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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return
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..()
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update_icon()
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#undef NOT_ELECTROCHROMATIC
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#undef ELECTROCHROMATIC_OFF
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#undef ELECTROCHROMATIC_DIMMED
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