Merge branch 'master' into gc_debugging
This commit is contained in:
@@ -181,13 +181,60 @@
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
force = 12 //9 hit crit
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
var/cooldown = 13
|
||||
var/on = TRUE
|
||||
var/last_hit = 0
|
||||
var/stun_stam_cost_coeff = 1.25
|
||||
var/hardstun_ds = 1
|
||||
var/hardstun_ds = TRUE
|
||||
var/softstun_ds = 0
|
||||
var/stam_dmg = 30
|
||||
var/cooldown_check = 0 // Used internally, you don't want to modify
|
||||
var/cooldown = 13 // Default wait time until can stun again.
|
||||
var/stun_time_silicon = 60 // How long it stuns silicons for - 6 seconds.
|
||||
var/affect_silicon = FALSE // Does it stun silicons.
|
||||
var/on_sound // "On" sound, played when switching between able to stun or not.
|
||||
var/on_stun_sound = "sound/effects/woodhit.ogg" // Default path to sound for when we stun.
|
||||
var/stun_animation = TRUE // Do we animate the "hit" when stunning.
|
||||
var/on = TRUE // Are we on or off
|
||||
var/on_icon_state // What is our sprite when turned on
|
||||
var/off_icon_state // What is our sprite when turned off
|
||||
var/on_item_state // What is our in-hand sprite when turned on
|
||||
var/force_on // Damage when on - not stunning
|
||||
var/force_off // Damage when off - not stunning
|
||||
var/weight_class_on // What is the new size class when turned on
|
||||
|
||||
/obj/item/melee/classic_baton/Initialize()
|
||||
. = ..()
|
||||
|
||||
// Description for trying to stun when still on cooldown.
|
||||
/obj/item/melee/classic_baton/proc/get_wait_description()
|
||||
return
|
||||
|
||||
// Description for when turning their baton "on"
|
||||
/obj/item/melee/classic_baton/proc/get_on_description()
|
||||
. = list()
|
||||
.["local_on"] = "<span class ='warning'>You extend the baton.</span>"
|
||||
.["local_off"] = "<span class ='notice'>You collapse the baton.</span>"
|
||||
return .
|
||||
|
||||
// Default message for stunning mob.
|
||||
/obj/item/melee/classic_baton/proc/get_stun_description(mob/living/target, mob/living/user)
|
||||
. = list()
|
||||
.["visible"] = "<span class ='danger'>[user] has knocked down [target] with [src]!</span>"
|
||||
.["local"] = "<span class ='danger'>[user] has knocked down [target] with [src]!</span>"
|
||||
return .
|
||||
|
||||
// Default message for stunning a silicon.
|
||||
/obj/item/melee/classic_baton/proc/get_silicon_stun_description(mob/living/target, mob/living/user)
|
||||
. = list()
|
||||
.["visible"] = "<span class='danger'>[user] pulses [target]'s sensors with the baton!</span>"
|
||||
.["local"] = "<span class='danger'>You pulse [target]'s sensors with the baton!</span>"
|
||||
return .
|
||||
|
||||
// Are we applying any special effects when we stun to carbon
|
||||
/obj/item/melee/classic_baton/proc/additional_effects_carbon(mob/living/target, mob/living/user)
|
||||
return
|
||||
|
||||
// Are we applying any special effects when we stun to silicon
|
||||
/obj/item/melee/classic_baton/proc/additional_effects_silicon(mob/living/target, mob/living/user)
|
||||
return
|
||||
|
||||
/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
|
||||
if(!on)
|
||||
@@ -208,15 +255,28 @@
|
||||
user.take_bodypart_damage(2*force)
|
||||
return
|
||||
if(iscyborg(target))
|
||||
..()
|
||||
if(user.a_intent != INTENT_HARM) // We don't stun if we're on harm.
|
||||
if(affect_silicon)
|
||||
var/list/desc = get_silicon_stun_description(target, user)
|
||||
target.flash_act(affect_silicon = TRUE)
|
||||
target.Stun(stun_time_silicon)
|
||||
additional_effects_silicon(target, user)
|
||||
user.visible_message(desc["visible"], desc["local"])
|
||||
playsound(get_turf(src), on_stun_sound, 100, TRUE, -1)
|
||||
if(stun_animation)
|
||||
user.do_attack_animation(target)
|
||||
else
|
||||
..()
|
||||
else
|
||||
..()
|
||||
return
|
||||
if(!isliving(target))
|
||||
return
|
||||
if (user.a_intent == INTENT_HARM)
|
||||
if(user.a_intent == INTENT_HARM)
|
||||
if(!..() || !iscyborg(target))
|
||||
return
|
||||
else
|
||||
if(last_hit < world.time)
|
||||
if(cooldown_check < world.time)
|
||||
if(target.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
|
||||
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
|
||||
return
|
||||
@@ -224,18 +284,25 @@
|
||||
var/mob/living/carbon/human/H = target
|
||||
if(check_martial_counter(H, user))
|
||||
return
|
||||
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
|
||||
var/list/desc = get_stun_description(target, user)
|
||||
if(stun_animation)
|
||||
user.do_attack_animation(target)
|
||||
playsound(get_turf(src), on_stun_sound, 75, 1, -1)
|
||||
target.DefaultCombatKnockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
|
||||
additional_effects_carbon(target, user)
|
||||
log_combat(user, target, "stunned", src)
|
||||
src.add_fingerprint(user)
|
||||
target.visible_message("<span class ='danger'>[user] has knocked down [target] with [src]!</span>", \
|
||||
"<span class ='userdanger'>[user] has knocked down [target] with [src]!</span>")
|
||||
add_fingerprint(user)
|
||||
target.visible_message(desc["visible"], desc["local"])
|
||||
if(!iscarbon(user))
|
||||
target.LAssailant = null
|
||||
else
|
||||
target.LAssailant = WEAKREF(user)
|
||||
last_hit = world.time + cooldown
|
||||
cooldown_check = world.time + cooldown
|
||||
user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes swinging batons cost stamina
|
||||
else
|
||||
var/wait_desc = get_wait_description()
|
||||
if(wait_desc)
|
||||
to_chat(user, wait_desc)
|
||||
|
||||
/obj/item/melee/classic_baton/telescopic
|
||||
name = "telescopic baton"
|
||||
@@ -250,6 +317,13 @@
|
||||
item_flags = NONE
|
||||
force = 0
|
||||
on = FALSE
|
||||
on_sound = 'sound/weapons/batonextend.ogg'
|
||||
on_icon_state = "telebaton_1"
|
||||
off_icon_state = "telebaton_0"
|
||||
on_item_state = "nullrod"
|
||||
force_on = 10
|
||||
force_off = 0
|
||||
weight_class_on = WEIGHT_CLASS_BULKY
|
||||
total_mass = TOTAL_MASS_NORMAL_ITEM
|
||||
|
||||
/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
|
||||
@@ -260,7 +334,7 @@
|
||||
if(!on)
|
||||
src.attack_self(user)
|
||||
else
|
||||
playsound(loc, 'sound/weapons/batonextend.ogg', 50, 1)
|
||||
playsound(loc, on_sound, 50, 1)
|
||||
add_fingerprint(user)
|
||||
sleep(3)
|
||||
if (H && !QDELETED(H))
|
||||
@@ -272,25 +346,57 @@
|
||||
|
||||
/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
|
||||
on = !on
|
||||
var/list/desc = get_on_description()
|
||||
if(on)
|
||||
to_chat(user, "<span class ='warning'>You extend the baton.</span>")
|
||||
icon_state = "telebaton_1"
|
||||
item_state = "nullrod"
|
||||
w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
|
||||
force = 10 //stunbaton damage
|
||||
to_chat(user, desc["local_on"])
|
||||
icon_state = on_icon_state
|
||||
item_state = on_item_state
|
||||
w_class = weight_class_on
|
||||
force = force_on
|
||||
attack_verb = list("smacked", "struck", "cracked", "beaten")
|
||||
else
|
||||
to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
|
||||
icon_state = "telebaton_0"
|
||||
to_chat(user, desc["local_off"])
|
||||
icon_state = off_icon_state
|
||||
item_state = null //no sprite for concealment even when in hand
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
force = 0 //not so robust now
|
||||
force = force_off
|
||||
attack_verb = list("hit", "poked")
|
||||
|
||||
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
|
||||
playsound(src.loc, on_sound, 50, 1)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/melee/classic_baton/telescopic/contractor_baton
|
||||
name = "contractor baton"
|
||||
desc = "A compact, specialised baton assigned to Syndicate contractors. Applies light electrical shocks to targets."
|
||||
icon = 'icons/obj/items_and_weapons.dmi'
|
||||
icon_state = "contractor_baton_0"
|
||||
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
|
||||
item_state = null
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
item_flags = NONE
|
||||
force = 5
|
||||
cooldown = 20
|
||||
stam_dmg = 45 //3 hit stamcrit
|
||||
affect_silicon = TRUE
|
||||
on_sound = 'sound/weapons/contractorbatonextend.ogg'
|
||||
on_stun_sound = 'sound/effects/contractorbatonhit.ogg'
|
||||
on_icon_state = "contractor_baton_1"
|
||||
off_icon_state = "contractor_baton_0"
|
||||
on_item_state = "contractor_baton"
|
||||
force_on = 16
|
||||
force_off = 5
|
||||
weight_class_on = WEIGHT_CLASS_NORMAL
|
||||
|
||||
/obj/item/melee/classic_baton/telescopic/contractor_baton/get_wait_description()
|
||||
return "<span class='danger'>The baton is still charging!</span>"
|
||||
|
||||
/obj/item/melee/classic_baton/telescopic/contractor_baton/additional_effects_carbon(mob/living/target, mob/living/user)
|
||||
target.Jitter(20)
|
||||
target.apply_effect(EFFECT_STUTTER, 20)
|
||||
target.apply_status_effect(/datum/status_effect/electrostaff, 30) //knockdown, disarm, and slowdown, the unholy triumvirate of stam combat
|
||||
|
||||
/obj/item/melee/supermatter_sword
|
||||
name = "supermatter sword"
|
||||
desc = "In a station full of bad ideas, this might just be the worst."
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
var/active = FALSE
|
||||
var/atom/movable/target //The thing we're searching for
|
||||
var/minimum_range = 0 //at what range the pinpointer declares you to be at your destination
|
||||
var/ignore_suit_sensor_level = FALSE // Do we find people even if their suit sensors are turned off
|
||||
var/alert = FALSE // TRUE to display things more seriously
|
||||
|
||||
/obj/item/pinpointer/Initialize()
|
||||
@@ -77,6 +78,8 @@
|
||||
name = "crew pinpointer"
|
||||
desc = "A handheld tracking device that points to crew suit sensors."
|
||||
icon_state = "pinpointer_crew"
|
||||
var/has_owner = FALSE
|
||||
var/pinpointer_owner = null
|
||||
|
||||
/obj/item/pinpointer/crew/proc/trackable(mob/living/carbon/human/H)
|
||||
var/turf/here = get_turf(src)
|
||||
@@ -84,7 +87,7 @@
|
||||
var/obj/item/clothing/under/U = H.w_uniform
|
||||
|
||||
// Suit sensors must be on maximum.
|
||||
if(!U.has_sensor || U.sensor_mode < SENSOR_COORDS)
|
||||
if(!U.has_sensor || U.sensor_mode < SENSOR_COORDS && !ignore_suit_sensor_level)
|
||||
return FALSE
|
||||
|
||||
var/turf/there = get_turf(H)
|
||||
@@ -101,7 +104,11 @@
|
||||
STOP_PROCESSING(SSfastprocess, src)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
if (has_owner && !pinpointer_owner)
|
||||
pinpointer_owner = user
|
||||
if (pinpointer_owner && pinpointer_owner != user)
|
||||
to_chat(user, "<span class='notice'>The pinpointer doesn't respond. It seems to only recognise its owner.</span>")
|
||||
return
|
||||
var/list/name_counts = list()
|
||||
var/list/names = list()
|
||||
|
||||
|
||||
@@ -229,6 +229,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
|
||||
null, \
|
||||
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
|
||||
new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
|
||||
new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \
|
||||
new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \
|
||||
new/datum/stack_recipe("baseball bat", /obj/item/melee/baseball_bat, 5, time = 15),\
|
||||
null, \
|
||||
|
||||
@@ -397,3 +397,97 @@
|
||||
/obj/item/storage/box/syndie_kit/revolver/PopulateContents()
|
||||
new /obj/item/gun/ballistic/revolver(src)
|
||||
new /obj/item/ammo_box/a357(src)
|
||||
|
||||
/obj/item/storage/box/syndie_kit/contract_kit
|
||||
name = "contractor kit"
|
||||
desc = "Supplied to Syndicate contractors in active mission areas."
|
||||
|
||||
/obj/item/storage/box/syndicate/contractor_loadout
|
||||
name = "standard loadout"
|
||||
desc = "Supplied to Syndicate contractors, providing their specialised space suit and chameleon uniform."
|
||||
icon_state = "syndiebox"
|
||||
illustration = "writing_syndie"
|
||||
|
||||
/obj/item/paper/contractor_guide
|
||||
name = "Contractor Guide"
|
||||
|
||||
/obj/item/paper/contractor_guide/Initialize()
|
||||
info = {"<p>Welcome agent, congratulations on your new position as contractor. On top of your already assigned objectives,
|
||||
this kit will provide you contracts to take on for TC payments.</p>
|
||||
<p>Provided within, we give your specialist contractor space suit. It's even more compact, being able to fit into a pocket, and faster than the
|
||||
Syndicate space suit available to you on the uplink. We also provide your chameleon jumpsuit and mask, both of which can be changed
|
||||
to any form you need for the moment. The cigarettes are a special blend - it'll heal your injuries slowly overtime.</p>
|
||||
<p>The three additional items, apart from the tablet and loadout box, have been randomly selected from what we had available. We hope
|
||||
they're useful to you for you mission.</p>
|
||||
<p>The contractor hub, available at the top right of the uplink, will provide you unique items and abilities. These are bought using Contractor Rep,
|
||||
with two Rep being provided each time you complete a contract.</p>
|
||||
<h3>Using the tablet</h3>
|
||||
<ol>
|
||||
<li>Open the Syndicate Contract Uplink program.</li>
|
||||
<li>Assign yourself.</li>
|
||||
<li>Here, you can accept a contract, and redeem your TC payments from completed contracts.</li>
|
||||
<li>The payment number shown in brackets is the bonus you'll recieve when bringing your target <b>alive</b>. You recieve the
|
||||
other number regardless of if they were alive or dead.</li>
|
||||
<li>Contracts are completed by bringing the target to designated dropoff, calling for extraction, and putting them
|
||||
inside the pod.</li>
|
||||
</ol>
|
||||
<p>Be careful when accepting a contract. While you'll be able to see the location of the dropoff point, cancelling will make it
|
||||
unavailable to take on again.</p>
|
||||
<p>The tablet can also be recharged at any cell charger.</p>
|
||||
<h3>Extracting</h3>
|
||||
<ol>
|
||||
<li>Make sure both yourself and your target are at the dropoff.</li>
|
||||
<li>Call the extraction, and stand back from the drop point</li>
|
||||
<li>If it fails, make sure your target is inside, and there's a free space for the pod to land.</li>
|
||||
<li>Grab your target, and drag them into the pod.</li>
|
||||
</ol>
|
||||
<h3>Ransoms</h3>
|
||||
<p>We need your target for our own reasons, but we ransom them back to your mission area once their use is served. They will return back
|
||||
from where you sent them off from in several minutes time. You will be paid in TC for your services.</p>
|
||||
|
||||
<p>Good luck agent. You can burn this document with the supplied lighter.</p>"}
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/storage/box/syndicate/contractor_loadout/PopulateContents()
|
||||
new /obj/item/clothing/head/helmet/space/syndicate/contract(src)
|
||||
new /obj/item/clothing/suit/space/syndicate/contract(src)
|
||||
new /obj/item/clothing/under/chameleon(src)
|
||||
new /obj/item/clothing/mask/chameleon(src)
|
||||
new /obj/item/card/id/syndicate(src)
|
||||
new /obj/item/storage/fancy/cigarettes/cigpack_syndicate(src)
|
||||
new /obj/item/lighter(src)
|
||||
|
||||
/obj/item/storage/box/syndie_kit/contract_kit/PopulateContents()
|
||||
new /obj/item/modular_computer/tablet/syndicate_contract_uplink/preset/uplink(src)
|
||||
new /obj/item/storage/box/syndicate/contractor_loadout(src)
|
||||
new /obj/item/melee/classic_baton/telescopic/contractor_baton(src)
|
||||
var/list/item_list = list( // All 4 TC or less - some nukeops only items, but fit nicely to the theme.
|
||||
/obj/item/storage/backpack/duffelbag/syndie/x4,
|
||||
/obj/item/storage/box/syndie_kit/throwing_weapons,
|
||||
/obj/item/gun/syringe/syndicate,
|
||||
/obj/item/pen/edagger,
|
||||
/obj/item/pen/sleepy,
|
||||
/obj/item/flashlight/emp,
|
||||
/obj/item/reagent_containers/syringe/mulligan,
|
||||
/obj/item/clothing/shoes/chameleon/noslip,
|
||||
/obj/item/storage/firstaid/tactical,
|
||||
/obj/item/storage/backpack/duffelbag/syndie/surgery,
|
||||
/obj/item/encryptionkey/syndicate,
|
||||
/obj/item/clothing/glasses/thermal/syndi,
|
||||
/obj/item/slimepotion/slime/sentience/nuclear,
|
||||
/obj/item/storage/box/syndie_kit/imp_radio,
|
||||
/obj/item/storage/box/syndie_kit/imp_uplink,
|
||||
/obj/item/clothing/gloves/krav_maga/combatglovesplus,
|
||||
/obj/item/gun/ballistic/automatic/c20r/toy/unrestricted/riot,
|
||||
/obj/item/reagent_containers/syringe/stimulants,
|
||||
/obj/item/storage/box/syndie_kit/imp_freedom,
|
||||
/obj/item/toy/eightball/haunted
|
||||
)
|
||||
var/obj/item1 = pick_n_take(item_list)
|
||||
var/obj/item2 = pick_n_take(item_list)
|
||||
var/obj/item3 = pick_n_take(item_list)
|
||||
new item1(src) // Create three, non repeat items from the list.
|
||||
new item2(src)
|
||||
new item3(src)
|
||||
new /obj/item/paper/contractor_guide(src) //Paper guide
|
||||
@@ -444,9 +444,6 @@
|
||||
C.adjustFireLoss(5)
|
||||
to_chat(C, "<span class='danger'>The water is searing!</span>")
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/bikehorn/rubberducky
|
||||
name = "rubber ducky"
|
||||
desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl
|
||||
@@ -454,8 +451,6 @@
|
||||
icon_state = "rubberducky"
|
||||
item_state = "rubberducky"
|
||||
|
||||
|
||||
|
||||
/obj/structure/sink
|
||||
name = "sink"
|
||||
icon = 'icons/obj/watercloset.dmi'
|
||||
@@ -465,7 +460,6 @@
|
||||
var/busy = FALSE //Something's being washed at the moment
|
||||
var/dispensedreagent = /datum/reagent/water // for whenever plumbing happens
|
||||
|
||||
|
||||
/obj/structure/sink/attack_hand(mob/living/user)
|
||||
. = ..()
|
||||
if(.)
|
||||
@@ -578,12 +572,82 @@
|
||||
new /obj/item/stack/sheet/metal (loc, 3)
|
||||
qdel(src)
|
||||
|
||||
|
||||
|
||||
/obj/structure/sink/kitchen
|
||||
name = "kitchen sink"
|
||||
icon_state = "sink_alt"
|
||||
|
||||
/obj/structure/sink/well
|
||||
name = "well"
|
||||
desc = "A well, used to get water from an underground reservoir."
|
||||
icon_state = "well"
|
||||
|
||||
//The making of the well
|
||||
/obj/structure/well_foundation
|
||||
name = "well foundation"
|
||||
desc = "A small patch of dirt, ready for a well to be made over it. Just use a shovel!"
|
||||
icon = 'icons/obj/watercloset.dmi'
|
||||
icon_state = "well_1"
|
||||
density = FALSE
|
||||
anchored = TRUE
|
||||
max_integrity = 1000
|
||||
var/steps = 0
|
||||
|
||||
/obj/structure/well_foundation/attackby(obj/item/S, mob/user, params)
|
||||
if(steps == 0 && S.tool_behaviour == TOOL_SHOVEL)
|
||||
S.use_tool(src, user, 80, volume=100)
|
||||
steps = 1
|
||||
desc = "A deep patch of dirt, ready for a well to be made over it. Just add some sandstone!"
|
||||
icon_state = "well_1"
|
||||
return TRUE
|
||||
if(steps == 1 && istype(S, /obj/item/stack/sheet/mineral/sandstone))
|
||||
if(S.use(15))
|
||||
steps = 2
|
||||
desc = "A patch of dirt and bricks. Just add some more sandstone!"
|
||||
icon_state = "well_2"
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need at least fifteen pieces of sandstone!</span>")
|
||||
return
|
||||
if(steps == 2 && istype(S, /obj/item/stack/sheet/mineral/sandstone))
|
||||
if(S.use(25))
|
||||
steps = 3
|
||||
desc = "A large well foundation ready to be dug out. Just use a shovel!"
|
||||
icon_state = "well_3"
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need at least tweenty-five pieces of sandstone!</span>")
|
||||
return
|
||||
if(steps == 3 && S.tool_behaviour == TOOL_SHOVEL)
|
||||
S.use_tool(src, user, 80, volume=100)
|
||||
steps = 4
|
||||
desc = "A deep patch of dirt, needs something to hold a bucket and rope. Just add some wood planks!"
|
||||
icon_state = "well_3"
|
||||
return TRUE
|
||||
if(steps == 4 && istype(S, /obj/item/stack/sheet/mineral/wood))
|
||||
if(S.use(3))
|
||||
steps = 5
|
||||
desc = "A dug out well, A dug out well with out rope. Just add some cloth!"
|
||||
icon_state = "well_4"
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need at least three planks!</span>")
|
||||
return
|
||||
if(steps == 5 && istype(S, /obj/item/stack/sheet/cloth))
|
||||
if(S.use(2))
|
||||
steps = 6
|
||||
desc = "A dug out well with a rope. Just add a wooden bucket!"
|
||||
icon_state = "well_5"
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need at least two pieces of cloth!</span>")
|
||||
return
|
||||
if(steps == 6 && istype(S, /obj/item/reagent_containers/glass/bucket/wood))
|
||||
new /obj/structure/sink/well(loc)
|
||||
qdel(S)
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/structure/sink/puddle //splishy splashy ^_^
|
||||
name = "puddle"
|
||||
|
||||
Reference in New Issue
Block a user