Merge remote-tracking branch 'refs/remotes/origin/master' into custom_roundstart_items

# Conflicts:
#	code/controllers/configuration.dm
#	code/game/objects/items.dm
This commit is contained in:
kevinz000
2017-05-21 18:17:42 -07:00
571 changed files with 74297 additions and 79090 deletions
@@ -37,10 +37,9 @@
return attack_hand(user)
/obj/structure/chair/narsie_act()
if(prob(20))
var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
W.setDir(dir)
qdel(src)
var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
W.setDir(dir)
qdel(src)
/obj/structure/chair/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
@@ -239,10 +238,9 @@
var/obj/structure/chair/origin_type = /obj/structure/chair
/obj/item/chair/narsie_act()
if(prob(20))
var/obj/item/chair/wood/W = new/obj/item/chair/wood(get_turf(src))
W.setDir(dir)
qdel(src)
var/obj/item/chair/wood/W = new/obj/item/chair/wood(get_turf(src))
W.setDir(dir)
qdel(src)
/obj/item/chair/attack_self(mob/user)
plant(user)
+311 -311
View File
@@ -1,316 +1,316 @@
/*
CONTAINS:
BEDSHEETS
LINEN BINS
*/
/obj/item/weapon/bedsheet
name = "bedsheet"
desc = "A surprisingly soft linen bedsheet."
icon = 'icons/obj/bedsheets.dmi'
icon_state = "sheetwhite"
item_state = "bedsheet"
slot_flags = SLOT_NECK
layer = MOB_LAYER
throwforce = 0
throw_speed = 1
throw_range = 2
w_class = WEIGHT_CLASS_TINY
item_color = "white"
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/ghost
/obj/item/weapon/bedsheet/attack(mob/living/M, mob/user)
if(!attempt_initiate_surgery(src, M, user))
..()
/obj/item/weapon/bedsheet/attack_self(mob/user)
user.drop_item()
if(layer == initial(layer))
layer = ABOVE_MOB_LAYER
to_chat(user, "<span class='notice'>You cover yourself with [src].</span>")
else
layer = initial(layer)
to_chat(user, "<span class='notice'>You smooth [src] out beneath you.</span>")
add_fingerprint(user)
return
/obj/item/weapon/bedsheet/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wirecutters) || I.is_sharp())
var/obj/item/stack/sheet/cloth/C = new (get_turf(src), 3)
transfer_fingerprints_to(C)
C.add_fingerprint(user)
qdel(src)
to_chat(user, "<span class='notice'>You tear [src] up.</span>")
else
return ..()
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"
item_color = "blue"
/obj/item/weapon/bedsheet/green
icon_state = "sheetgreen"
item_color = "green"
/obj/item/weapon/bedsheet/orange
icon_state = "sheetorange"
item_color = "orange"
/obj/item/weapon/bedsheet/purple
icon_state = "sheetpurple"
item_color = "purple"
/obj/item/weapon/bedsheet/patriot
name = "patriotic bedsheet"
desc = "You've never felt more free than when sleeping on this."
icon_state = "sheetUSA"
item_color = "sheetUSA"
/obj/item/weapon/bedsheet/rainbow
name = "rainbow bedsheet"
desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
icon_state = "sheetrainbow"
item_color = "rainbow"
/obj/item/weapon/bedsheet/red
icon_state = "sheetred"
item_color = "red"
/obj/item/weapon/bedsheet/yellow
icon_state = "sheetyellow"
item_color = "yellow"
/obj/item/weapon/bedsheet/mime
name = "mime's blanket"
desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
icon_state = "sheetmime"
item_color = "mime"
/obj/item/weapon/bedsheet/clown
name = "clown's blanket"
desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
icon_state = "sheetclown"
item_color = "clown"
/obj/item/weapon/bedsheet/captain
name = "captain's bedsheet"
desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
icon_state = "sheetcaptain"
item_color = "captain"
/obj/item/weapon/bedsheet/rd
name = "research director's bedsheet"
desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
icon_state = "sheetrd"
item_color = "director"
/*
CONTAINS:
BEDSHEETS
LINEN BINS
*/
/obj/item/weapon/bedsheet
name = "bedsheet"
desc = "A surprisingly soft linen bedsheet."
icon = 'icons/obj/bedsheets.dmi'
icon_state = "sheetwhite"
item_state = "bedsheet"
slot_flags = SLOT_NECK
layer = MOB_LAYER
throwforce = 0
throw_speed = 1
throw_range = 2
w_class = WEIGHT_CLASS_TINY
item_color = "white"
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/ghost
/obj/item/weapon/bedsheet/attack(mob/living/M, mob/user)
if(!attempt_initiate_surgery(src, M, user))
..()
/obj/item/weapon/bedsheet/attack_self(mob/user)
user.drop_item()
if(layer == initial(layer))
layer = ABOVE_MOB_LAYER
to_chat(user, "<span class='notice'>You cover yourself with [src].</span>")
else
layer = initial(layer)
to_chat(user, "<span class='notice'>You smooth [src] out beneath you.</span>")
add_fingerprint(user)
return
/obj/item/weapon/bedsheet/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wirecutters) || I.is_sharp())
var/obj/item/stack/sheet/cloth/C = new (get_turf(src), 3)
transfer_fingerprints_to(C)
C.add_fingerprint(user)
qdel(src)
to_chat(user, "<span class='notice'>You tear [src] up.</span>")
else
return ..()
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"
item_color = "blue"
/obj/item/weapon/bedsheet/green
icon_state = "sheetgreen"
item_color = "green"
/obj/item/weapon/bedsheet/orange
icon_state = "sheetorange"
item_color = "orange"
/obj/item/weapon/bedsheet/purple
icon_state = "sheetpurple"
item_color = "purple"
/obj/item/weapon/bedsheet/patriot
name = "patriotic bedsheet"
desc = "You've never felt more free than when sleeping on this."
icon_state = "sheetUSA"
item_color = "sheetUSA"
/obj/item/weapon/bedsheet/rainbow
name = "rainbow bedsheet"
desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
icon_state = "sheetrainbow"
item_color = "rainbow"
/obj/item/weapon/bedsheet/red
icon_state = "sheetred"
item_color = "red"
/obj/item/weapon/bedsheet/yellow
icon_state = "sheetyellow"
item_color = "yellow"
/obj/item/weapon/bedsheet/mime
name = "mime's blanket"
desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
icon_state = "sheetmime"
item_color = "mime"
/obj/item/weapon/bedsheet/clown
name = "clown's blanket"
desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
icon_state = "sheetclown"
item_color = "clown"
/obj/item/weapon/bedsheet/captain
name = "captain's bedsheet"
desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
icon_state = "sheetcaptain"
item_color = "captain"
/obj/item/weapon/bedsheet/rd
name = "research director's bedsheet"
desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
icon_state = "sheetrd"
item_color = "director"
// for Free Golems.
/obj/item/weapon/bedsheet/rd/royal_cape
name = "Royal Cape of the Liberator"
desc = "Majestic."
/obj/item/weapon/bedsheet/medical
name = "medical blanket"
desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
icon_state = "sheetmedical"
item_color = "medical"
/obj/item/weapon/bedsheet/cmo
name = "chief medical officer's bedsheet"
desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
icon_state = "sheetcmo"
item_color = "cmo"
/obj/item/weapon/bedsheet/hos
name = "head of security's bedsheet"
desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
icon_state = "sheethos"
item_color = "hosred"
/obj/item/weapon/bedsheet/hop
name = "head of personnel's bedsheet"
desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
icon_state = "sheethop"
item_color = "hop"
/obj/item/weapon/bedsheet/ce
name = "chief engineer's bedsheet"
desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
icon_state = "sheetce"
item_color = "chief"
/obj/item/weapon/bedsheet/qm
name = "quartermaster's bedsheet"
desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
icon_state = "sheetqm"
item_color = "qm"
/obj/item/weapon/bedsheet/brown
icon_state = "sheetbrown"
item_color = "cargo"
/obj/item/weapon/bedsheet/black
icon_state = "sheetblack"
item_color = "black"
/obj/item/weapon/bedsheet/centcom
name = "\improper Centcom bedsheet"
desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
icon_state = "sheetcentcom"
item_color = "centcom"
/obj/item/weapon/bedsheet/syndie
name = "syndicate bedsheet"
desc = "It has a syndicate emblem and it has an aura of evil."
icon_state = "sheetsyndie"
item_color = "syndie"
/obj/item/weapon/bedsheet/cult
name = "cultist's bedsheet"
desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
icon_state = "sheetcult"
item_color = "cult"
/obj/item/weapon/bedsheet/wiz
name = "wizard's bedsheet"
desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
icon_state = "sheetwiz"
item_color = "wiz"
/obj/item/weapon/bedsheet/nanotrasen
name = "nanotrasen bedsheet"
desc = "It has the Nanotrasen logo on it and has an aura of duty."
icon_state = "sheetNT"
item_color = "nanotrasen"
/obj/item/weapon/bedsheet/ian
icon_state = "sheetian"
item_color = "ian"
/obj/item/weapon/bedsheet/random
icon_state = "sheetrainbow"
item_color = "rainbow"
name = "random bedsheet"
desc = "If you're reading this description ingame, something has gone wrong! Honk!"
/obj/item/weapon/bedsheet/random/New()
var/obj/item/weapon/bedsheet/B = pick(subtypesof(/obj/item/weapon/bedsheet) - /obj/item/weapon/bedsheet/random)
name = initial(B.name)
desc = initial(B.desc)
icon_state = initial(B.icon_state)
item_state = initial(B.item_state)
item_color = initial(B.item_color)
/obj/structure/bedsheetbin
name = "linen bin"
desc = "It looks rather cosy."
icon = 'icons/obj/structures.dmi'
icon_state = "linenbin-full"
anchored = 1
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
var/amount = 10
var/list/sheets = list()
var/obj/item/hidden = null
/obj/structure/bedsheetbin/examine(mob/user)
..()
if(amount < 1)
to_chat(user, "There are no bed sheets in the bin.")
else if(amount == 1)
to_chat(user, "There is one bed sheet in the bin.")
else
to_chat(user, "There are [amount] bed sheets in the bin.")
/obj/structure/bedsheetbin/update_icon()
switch(amount)
if(0)
icon_state = "linenbin-empty"
if(1 to 5)
icon_state = "linenbin-half"
else
icon_state = "linenbin-full"
/obj/structure/bedsheetbin/fire_act(exposed_temperature, exposed_volume)
if(amount)
amount = 0
update_icon()
..()
/obj/structure/bedsheetbin/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/bedsheet))
if(!user.drop_item())
return
I.loc = src
sheets.Add(I)
amount++
to_chat(user, "<span class='notice'>You put [I] in [src].</span>")
update_icon()
else if(amount && !hidden && I.w_class < WEIGHT_CLASS_BULKY) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
if(!user.drop_item())
to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot hide it among the sheets!</span>")
return
I.loc = src
hidden = I
to_chat(user, "<span class='notice'>You hide [I] among the sheets.</span>")
/obj/structure/bedsheetbin/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/bedsheetbin/attack_hand(mob/user)
if(user.lying)
return
if(amount >= 1)
amount--
var/obj/item/weapon/bedsheet/B
if(sheets.len > 0)
B = sheets[sheets.len]
sheets.Remove(B)
else
B = new /obj/item/weapon/bedsheet(loc)
B.loc = user.loc
user.put_in_hands(B)
to_chat(user, "<span class='notice'>You take [B] out of [src].</span>")
update_icon()
if(hidden)
hidden.loc = user.loc
to_chat(user, "<span class='notice'>[hidden] falls out of [B]!</span>")
hidden = null
add_fingerprint(user)
/obj/structure/bedsheetbin/attack_tk(mob/user)
if(amount >= 1)
amount--
var/obj/item/weapon/bedsheet/B
if(sheets.len > 0)
B = sheets[sheets.len]
sheets.Remove(B)
else
B = new /obj/item/weapon/bedsheet(loc)
B.loc = loc
to_chat(user, "<span class='notice'>You telekinetically remove [B] from [src].</span>")
update_icon()
if(hidden)
hidden.loc = loc
hidden = null
add_fingerprint(user)
/obj/item/weapon/bedsheet/medical
name = "medical blanket"
desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
icon_state = "sheetmedical"
item_color = "medical"
/obj/item/weapon/bedsheet/cmo
name = "chief medical officer's bedsheet"
desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
icon_state = "sheetcmo"
item_color = "cmo"
/obj/item/weapon/bedsheet/hos
name = "head of security's bedsheet"
desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
icon_state = "sheethos"
item_color = "hosred"
/obj/item/weapon/bedsheet/hop
name = "head of personnel's bedsheet"
desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
icon_state = "sheethop"
item_color = "hop"
/obj/item/weapon/bedsheet/ce
name = "chief engineer's bedsheet"
desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
icon_state = "sheetce"
item_color = "chief"
/obj/item/weapon/bedsheet/qm
name = "quartermaster's bedsheet"
desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
icon_state = "sheetqm"
item_color = "qm"
/obj/item/weapon/bedsheet/brown
icon_state = "sheetbrown"
item_color = "cargo"
/obj/item/weapon/bedsheet/black
icon_state = "sheetblack"
item_color = "black"
/obj/item/weapon/bedsheet/centcom
name = "\improper Centcom bedsheet"
desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
icon_state = "sheetcentcom"
item_color = "centcom"
/obj/item/weapon/bedsheet/syndie
name = "syndicate bedsheet"
desc = "It has a syndicate emblem and it has an aura of evil."
icon_state = "sheetsyndie"
item_color = "syndie"
/obj/item/weapon/bedsheet/cult
name = "cultist's bedsheet"
desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
icon_state = "sheetcult"
item_color = "cult"
/obj/item/weapon/bedsheet/wiz
name = "wizard's bedsheet"
desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
icon_state = "sheetwiz"
item_color = "wiz"
/obj/item/weapon/bedsheet/nanotrasen
name = "nanotrasen bedsheet"
desc = "It has the Nanotrasen logo on it and has an aura of duty."
icon_state = "sheetNT"
item_color = "nanotrasen"
/obj/item/weapon/bedsheet/ian
icon_state = "sheetian"
item_color = "ian"
/obj/item/weapon/bedsheet/random
icon_state = "sheetrainbow"
item_color = "rainbow"
name = "random bedsheet"
desc = "If you're reading this description ingame, something has gone wrong! Honk!"
/obj/item/weapon/bedsheet/random/New()
var/obj/item/weapon/bedsheet/B = pick(subtypesof(/obj/item/weapon/bedsheet) - /obj/item/weapon/bedsheet/random)
name = initial(B.name)
desc = initial(B.desc)
icon_state = initial(B.icon_state)
item_state = initial(B.item_state)
item_color = initial(B.item_color)
/obj/structure/bedsheetbin
name = "linen bin"
desc = "It looks rather cosy."
icon = 'icons/obj/structures.dmi'
icon_state = "linenbin-full"
anchored = 1
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
var/amount = 10
var/list/sheets = list()
var/obj/item/hidden = null
/obj/structure/bedsheetbin/examine(mob/user)
..()
if(amount < 1)
to_chat(user, "There are no bed sheets in the bin.")
else if(amount == 1)
to_chat(user, "There is one bed sheet in the bin.")
else
to_chat(user, "There are [amount] bed sheets in the bin.")
/obj/structure/bedsheetbin/update_icon()
switch(amount)
if(0)
icon_state = "linenbin-empty"
if(1 to 5)
icon_state = "linenbin-half"
else
icon_state = "linenbin-full"
/obj/structure/bedsheetbin/fire_act(exposed_temperature, exposed_volume)
if(amount)
amount = 0
update_icon()
..()
/obj/structure/bedsheetbin/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/bedsheet))
if(!user.drop_item())
return
I.loc = src
sheets.Add(I)
amount++
to_chat(user, "<span class='notice'>You put [I] in [src].</span>")
update_icon()
else if(amount && !hidden && I.w_class < WEIGHT_CLASS_BULKY) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
if(!user.drop_item())
to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot hide it among the sheets!</span>")
return
I.loc = src
hidden = I
to_chat(user, "<span class='notice'>You hide [I] among the sheets.</span>")
/obj/structure/bedsheetbin/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/bedsheetbin/attack_hand(mob/user)
if(user.lying)
return
if(amount >= 1)
amount--
var/obj/item/weapon/bedsheet/B
if(sheets.len > 0)
B = sheets[sheets.len]
sheets.Remove(B)
else
B = new /obj/item/weapon/bedsheet(loc)
B.loc = user.loc
user.put_in_hands(B)
to_chat(user, "<span class='notice'>You take [B] out of [src].</span>")
update_icon()
if(hidden)
hidden.loc = user.loc
to_chat(user, "<span class='notice'>[hidden] falls out of [B]!</span>")
hidden = null
add_fingerprint(user)
/obj/structure/bedsheetbin/attack_tk(mob/user)
if(amount >= 1)
amount--
var/obj/item/weapon/bedsheet/B
if(sheets.len > 0)
B = sheets[sheets.len]
sheets.Remove(B)
else
B = new /obj/item/weapon/bedsheet(loc)
B.loc = loc
to_chat(user, "<span class='notice'>You telekinetically remove [B] from [src].</span>")
update_icon()
if(hidden)
hidden.loc = loc
hidden = null
add_fingerprint(user)
@@ -1,283 +1,283 @@
/obj/structure/closet/secure_closet/captains
name = "\proper captain's locker"
req_access = list(GLOB.access_captain)
icon_state = "cap"
/obj/structure/closet/secure_closet/captains/PopulateContents()
..()
new /obj/item/clothing/suit/hooded/wintercoat/captain(src)
if(prob(50))
new /obj/item/weapon/storage/backpack/captain(src)
else
new /obj/item/weapon/storage/backpack/satchel/cap(src)
new /obj/item/clothing/neck/cloak/cap(src)
/obj/structure/closet/secure_closet/captains
name = "\proper captain's locker"
req_access = list(GLOB.access_captain)
icon_state = "cap"
/obj/structure/closet/secure_closet/captains/PopulateContents()
..()
new /obj/item/clothing/suit/hooded/wintercoat/captain(src)
if(prob(50))
new /obj/item/weapon/storage/backpack/captain(src)
else
new /obj/item/weapon/storage/backpack/satchel/cap(src)
new /obj/item/clothing/neck/cloak/cap(src)
new /obj/item/weapon/storage/daki(src)
new /obj/item/weapon/storage/backpack/dufflebag/captain(src)
new /obj/item/clothing/head/crown/fancy(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/under/captainparade(src)
new /obj/item/clothing/head/caphat/parade(src)
new /obj/item/clothing/under/rank/captain(src)
new /obj/item/clothing/suit/armor/vest/capcarapace/alt(src)
new /obj/item/weapon/cartridge/captain(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/weapon/storage/box/silver_ids(src)
new /obj/item/device/radio/headset/heads/captain/alt(src)
new /obj/item/device/radio/headset/heads/captain(src)
new /obj/item/clothing/glasses/sunglasses/gar/supergar(src)
new /obj/item/clothing/gloves/color/captain(src)
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
new /obj/item/weapon/storage/belt/sabre(src)
new /obj/item/weapon/gun/energy/e_gun(src)
new /obj/item/weapon/door_remote/captain(src)
/obj/structure/closet/secure_closet/hop
name = "\proper head of personnel's locker"
req_access = list(GLOB.access_hop)
icon_state = "hop"
/obj/structure/closet/secure_closet/hop/PopulateContents()
..()
new /obj/item/clothing/neck/cloak/hop(src)
new /obj/item/clothing/under/rank/head_of_personnel(src)
new /obj/item/clothing/head/hopcap(src)
new /obj/item/weapon/cartridge/hop(src)
new /obj/item/device/radio/headset/heads/hop(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/weapon/storage/box/ids(src)
new /obj/item/weapon/storage/box/ids(src)
new /obj/item/device/megaphone/command(src)
new /obj/item/clothing/suit/armor/vest/alt(src)
new /obj/item/device/assembly/flash/handheld(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
new /obj/item/weapon/gun/energy/e_gun(src)
new /obj/item/clothing/neck/petcollar(src)
new /obj/item/weapon/door_remote/civillian(src)
/obj/structure/closet/secure_closet/hos
name = "\proper head of security's locker"
req_access = list(GLOB.access_hos)
icon_state = "hos"
/obj/structure/closet/secure_closet/hos/PopulateContents()
..()
new /obj/item/clothing/neck/cloak/hos(src)
new /obj/item/weapon/cartridge/hos(src)
new /obj/item/device/radio/headset/heads/hos(src)
new /obj/item/clothing/under/hosparadefem(src)
new /obj/item/clothing/under/hosparademale(src)
new /obj/item/clothing/suit/armor/vest/leather(src)
new /obj/item/clothing/suit/armor/hos(src)
new /obj/item/clothing/under/rank/head_of_security/alt(src)
new /obj/item/clothing/head/HoS(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/eyepatch(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars(src)
new /obj/item/device/megaphone/sec(src)
new /obj/item/weapon/holosign_creator/security(src)
new /obj/item/weapon/storage/lockbox/loyalty(src)
new /obj/item/clothing/mask/gas/sechailer/swat(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/shield/riot/tele(src)
new /obj/item/weapon/storage/belt/security/full(src)
new /obj/item/weapon/gun/energy/e_gun/hos(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/weapon/pinpointer(src)
/obj/structure/closet/secure_closet/warden
name = "\proper warden's locker"
req_access = list(GLOB.access_armory)
icon_state = "warden"
/obj/structure/closet/secure_closet/warden/PopulateContents()
..()
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/warden(src)
new /obj/item/clothing/head/beret/sec/navywarden(src)
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
new /obj/item/clothing/under/rank/warden/navyblue(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/weapon/holosign_creator/security(src)
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/weapon/storage/box/zipties(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/belt/security/full(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/clothing/gloves/krav_maga/sec(src)
new /obj/item/weapon/door_remote/head_of_security(src)
new /obj/item/weapon/gun/ballistic/shotgun/automatic/dual_tube(src)
/obj/structure/closet/secure_closet/security
name = "security officer's locker"
req_access = list(GLOB.access_security)
icon_state = "sec"
/obj/structure/closet/secure_closet/security/PopulateContents()
..()
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/head/helmet/sec(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/device/flashlight/seclite(src)
/obj/structure/closet/secure_closet/security/sec
/obj/structure/closet/secure_closet/security/sec/PopulateContents()
..()
new /obj/item/weapon/storage/belt/security/full(src)
/obj/structure/closet/secure_closet/security/cargo
/obj/structure/closet/secure_closet/security/cargo/PopulateContents()
..()
new /obj/item/clothing/tie/armband/cargo(src)
new /obj/item/device/encryptionkey/headset_cargo(src)
/obj/structure/closet/secure_closet/security/engine
/obj/structure/closet/secure_closet/security/engine/PopulateContents()
..()
new /obj/item/clothing/tie/armband/engine(src)
new /obj/item/device/encryptionkey/headset_eng(src)
/obj/structure/closet/secure_closet/security/science
/obj/structure/closet/secure_closet/security/science/PopulateContents()
..()
new /obj/item/clothing/tie/armband/science(src)
new /obj/item/device/encryptionkey/headset_sci(src)
/obj/structure/closet/secure_closet/security/med
/obj/structure/closet/secure_closet/security/med/PopulateContents()
..()
new /obj/item/clothing/tie/armband/medblue(src)
new /obj/item/device/encryptionkey/headset_med(src)
/obj/structure/closet/secure_closet/detective
name = "\proper detective's cabinet"
req_access = list(GLOB.access_forensics_lockers)
icon_state = "cabinet"
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
/obj/structure/closet/secure_closet/detective/PopulateContents()
..()
new /obj/item/clothing/under/rank/det(src)
new /obj/item/clothing/suit/det_suit(src)
new /obj/item/clothing/head/det_hat(src)
new /obj/item/clothing/gloves/color/black(src)
new /obj/item/clothing/under/rank/det/grey(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/suit/det_suit/grey(src)
new /obj/item/clothing/head/fedora(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/weapon/storage/box/evidence(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/detective_scanner(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/weapon/holosign_creator/security(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/clothing/suit/armor/vest/det_suit(src)
new /obj/item/weapon/storage/belt/holster/full(src)
/obj/structure/closet/secure_closet/injection
name = "lethal injections"
req_access = list(GLOB.access_hos)
/obj/structure/closet/secure_closet/injection/PopulateContents()
..()
for(var/i in 1 to 5)
new /obj/item/weapon/reagent_containers/syringe/lethal/execution(src)
/obj/structure/closet/secure_closet/brig
name = "brig locker"
req_access = list(GLOB.access_brig)
anchored = 1
var/id = null
/obj/structure/closet/secure_closet/brig/PopulateContents()
..()
new /obj/item/clothing/under/rank/prisoner( src )
new /obj/item/clothing/shoes/sneakers/orange( src )
/obj/structure/closet/secure_closet/courtroom
name = "courtroom locker"
req_access = list(GLOB.access_court)
/obj/structure/closet/secure_closet/courtroom/PopulateContents()
..()
new /obj/item/clothing/shoes/sneakers/brown(src)
for(var/i in 1 to 3)
new /obj/item/weapon/paper/Court (src)
new /obj/item/weapon/pen (src)
new /obj/item/clothing/suit/judgerobe (src)
new /obj/item/clothing/head/powdered_wig (src)
new /obj/item/weapon/storage/briefcase(src)
/obj/structure/closet/secure_closet/armory1
name = "armory armor locker"
req_access = list(GLOB.access_armory)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory1/PopulateContents()
..()
new /obj/item/clothing/suit/armor/laserproof(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/armor/riot(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/helmet/riot(src)
for(var/i in 1 to 3)
new /obj/item/weapon/shield/riot(src)
/obj/structure/closet/secure_closet/armory2
name = "armory ballistics locker"
req_access = list(GLOB.access_armory)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory2/PopulateContents()
..()
new /obj/item/weapon/storage/box/firingpins(src)
for(var/i in 1 to 3)
new /obj/item/weapon/storage/box/rubbershot(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/ballistic/shotgun/riot(src)
/obj/structure/closet/secure_closet/armory3
name = "armory energy gun locker"
req_access = list(GLOB.access_armory)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory3/PopulateContents()
..()
new /obj/item/weapon/storage/box/firingpins(src)
new /obj/item/weapon/gun/energy/ionrifle(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/energy/e_gun(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/energy/laser(src)
/obj/structure/closet/secure_closet/tac
name = "armory tac locker"
req_access = list(GLOB.access_armory)
icon_state = "tac"
/obj/structure/closet/secure_closet/tac/PopulateContents()
..()
new /obj/item/weapon/gun/ballistic/automatic/wt550(src)
new /obj/item/clothing/head/helmet/alt(src)
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/clothing/suit/armor/bulletproof(src)
/obj/structure/closet/secure_closet/lethalshots
name = "shotgun lethal rounds"
req_access = list(GLOB.access_armory)
icon_state = "tac"
/obj/structure/closet/secure_closet/lethalshots/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/storage/box/lethalshot(src)
new /obj/item/weapon/storage/backpack/dufflebag/captain(src)
new /obj/item/clothing/head/crown/fancy(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/under/captainparade(src)
new /obj/item/clothing/head/caphat/parade(src)
new /obj/item/clothing/under/rank/captain(src)
new /obj/item/clothing/suit/armor/vest/capcarapace/alt(src)
new /obj/item/weapon/cartridge/captain(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/weapon/storage/box/silver_ids(src)
new /obj/item/device/radio/headset/heads/captain/alt(src)
new /obj/item/device/radio/headset/heads/captain(src)
new /obj/item/clothing/glasses/sunglasses/gar/supergar(src)
new /obj/item/clothing/gloves/color/captain(src)
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
new /obj/item/weapon/storage/belt/sabre(src)
new /obj/item/weapon/gun/energy/e_gun(src)
new /obj/item/weapon/door_remote/captain(src)
/obj/structure/closet/secure_closet/hop
name = "\proper head of personnel's locker"
req_access = list(GLOB.access_hop)
icon_state = "hop"
/obj/structure/closet/secure_closet/hop/PopulateContents()
..()
new /obj/item/clothing/neck/cloak/hop(src)
new /obj/item/clothing/under/rank/head_of_personnel(src)
new /obj/item/clothing/head/hopcap(src)
new /obj/item/weapon/cartridge/hop(src)
new /obj/item/device/radio/headset/heads/hop(src)
new /obj/item/clothing/shoes/sneakers/brown(src)
new /obj/item/weapon/storage/box/ids(src)
new /obj/item/weapon/storage/box/ids(src)
new /obj/item/device/megaphone/command(src)
new /obj/item/clothing/suit/armor/vest/alt(src)
new /obj/item/device/assembly/flash/handheld(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
new /obj/item/weapon/gun/energy/e_gun(src)
new /obj/item/clothing/neck/petcollar(src)
new /obj/item/weapon/door_remote/civillian(src)
/obj/structure/closet/secure_closet/hos
name = "\proper head of security's locker"
req_access = list(GLOB.access_hos)
icon_state = "hos"
/obj/structure/closet/secure_closet/hos/PopulateContents()
..()
new /obj/item/clothing/neck/cloak/hos(src)
new /obj/item/weapon/cartridge/hos(src)
new /obj/item/device/radio/headset/heads/hos(src)
new /obj/item/clothing/under/hosparadefem(src)
new /obj/item/clothing/under/hosparademale(src)
new /obj/item/clothing/suit/armor/vest/leather(src)
new /obj/item/clothing/suit/armor/hos(src)
new /obj/item/clothing/under/rank/head_of_security/alt(src)
new /obj/item/clothing/head/HoS(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/eyepatch(src)
new /obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars(src)
new /obj/item/device/megaphone/sec(src)
new /obj/item/weapon/holosign_creator/security(src)
new /obj/item/weapon/storage/lockbox/loyalty(src)
new /obj/item/clothing/mask/gas/sechailer/swat(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/shield/riot/tele(src)
new /obj/item/weapon/storage/belt/security/full(src)
new /obj/item/weapon/gun/energy/e_gun/hos(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/weapon/pinpointer(src)
/obj/structure/closet/secure_closet/warden
name = "\proper warden's locker"
req_access = list(GLOB.access_armory)
icon_state = "warden"
/obj/structure/closet/secure_closet/warden/PopulateContents()
..()
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/warden(src)
new /obj/item/clothing/head/beret/sec/navywarden(src)
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
new /obj/item/clothing/under/rank/warden/navyblue(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/weapon/holosign_creator/security(src)
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/weapon/storage/box/zipties(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/belt/security/full(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/clothing/gloves/krav_maga/sec(src)
new /obj/item/weapon/door_remote/head_of_security(src)
new /obj/item/weapon/gun/ballistic/shotgun/automatic/dual_tube(src)
/obj/structure/closet/secure_closet/security
name = "security officer's locker"
req_access = list(GLOB.access_security)
icon_state = "sec"
/obj/structure/closet/secure_closet/security/PopulateContents()
..()
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/head/helmet/sec(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
new /obj/item/device/flashlight/seclite(src)
/obj/structure/closet/secure_closet/security/sec
/obj/structure/closet/secure_closet/security/sec/PopulateContents()
..()
new /obj/item/weapon/storage/belt/security/full(src)
/obj/structure/closet/secure_closet/security/cargo
/obj/structure/closet/secure_closet/security/cargo/PopulateContents()
..()
new /obj/item/clothing/tie/armband/cargo(src)
new /obj/item/device/encryptionkey/headset_cargo(src)
/obj/structure/closet/secure_closet/security/engine
/obj/structure/closet/secure_closet/security/engine/PopulateContents()
..()
new /obj/item/clothing/tie/armband/engine(src)
new /obj/item/device/encryptionkey/headset_eng(src)
/obj/structure/closet/secure_closet/security/science
/obj/structure/closet/secure_closet/security/science/PopulateContents()
..()
new /obj/item/clothing/tie/armband/science(src)
new /obj/item/device/encryptionkey/headset_sci(src)
/obj/structure/closet/secure_closet/security/med
/obj/structure/closet/secure_closet/security/med/PopulateContents()
..()
new /obj/item/clothing/tie/armband/medblue(src)
new /obj/item/device/encryptionkey/headset_med(src)
/obj/structure/closet/secure_closet/detective
name = "\proper detective's cabinet"
req_access = list(GLOB.access_forensics_lockers)
icon_state = "cabinet"
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
/obj/structure/closet/secure_closet/detective/PopulateContents()
..()
new /obj/item/clothing/under/rank/det(src)
new /obj/item/clothing/suit/det_suit(src)
new /obj/item/clothing/head/det_hat(src)
new /obj/item/clothing/gloves/color/black(src)
new /obj/item/clothing/under/rank/det/grey(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/suit/det_suit/grey(src)
new /obj/item/clothing/head/fedora(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/weapon/storage/box/evidence(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/detective_scanner(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/weapon/holosign_creator/security(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/clothing/suit/armor/vest/det_suit(src)
new /obj/item/weapon/storage/belt/holster/full(src)
/obj/structure/closet/secure_closet/injection
name = "lethal injections"
req_access = list(GLOB.access_hos)
/obj/structure/closet/secure_closet/injection/PopulateContents()
..()
for(var/i in 1 to 5)
new /obj/item/weapon/reagent_containers/syringe/lethal/execution(src)
/obj/structure/closet/secure_closet/brig
name = "brig locker"
req_access = list(GLOB.access_brig)
anchored = 1
var/id = null
/obj/structure/closet/secure_closet/brig/PopulateContents()
..()
new /obj/item/clothing/under/rank/prisoner( src )
new /obj/item/clothing/shoes/sneakers/orange( src )
/obj/structure/closet/secure_closet/courtroom
name = "courtroom locker"
req_access = list(GLOB.access_court)
/obj/structure/closet/secure_closet/courtroom/PopulateContents()
..()
new /obj/item/clothing/shoes/sneakers/brown(src)
for(var/i in 1 to 3)
new /obj/item/weapon/paper/Court (src)
new /obj/item/weapon/pen (src)
new /obj/item/clothing/suit/judgerobe (src)
new /obj/item/clothing/head/powdered_wig (src)
new /obj/item/weapon/storage/briefcase(src)
/obj/structure/closet/secure_closet/armory1
name = "armory armor locker"
req_access = list(GLOB.access_armory)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory1/PopulateContents()
..()
new /obj/item/clothing/suit/armor/laserproof(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/armor/riot(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/helmet/riot(src)
for(var/i in 1 to 3)
new /obj/item/weapon/shield/riot(src)
/obj/structure/closet/secure_closet/armory2
name = "armory ballistics locker"
req_access = list(GLOB.access_armory)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory2/PopulateContents()
..()
new /obj/item/weapon/storage/box/firingpins(src)
for(var/i in 1 to 3)
new /obj/item/weapon/storage/box/rubbershot(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/ballistic/shotgun/riot(src)
/obj/structure/closet/secure_closet/armory3
name = "armory energy gun locker"
req_access = list(GLOB.access_armory)
icon_state = "armory"
/obj/structure/closet/secure_closet/armory3/PopulateContents()
..()
new /obj/item/weapon/storage/box/firingpins(src)
new /obj/item/weapon/gun/energy/ionrifle(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/energy/e_gun(src)
for(var/i in 1 to 3)
new /obj/item/weapon/gun/energy/laser(src)
/obj/structure/closet/secure_closet/tac
name = "armory tac locker"
req_access = list(GLOB.access_armory)
icon_state = "tac"
/obj/structure/closet/secure_closet/tac/PopulateContents()
..()
new /obj/item/weapon/gun/ballistic/automatic/wt550(src)
new /obj/item/clothing/head/helmet/alt(src)
new /obj/item/clothing/mask/gas/sechailer(src)
new /obj/item/clothing/suit/armor/bulletproof(src)
/obj/structure/closet/secure_closet/lethalshots
name = "shotgun lethal rounds"
req_access = list(GLOB.access_armory)
icon_state = "tac"
/obj/structure/closet/secure_closet/lethalshots/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/weapon/storage/box/lethalshot(src)
+5 -1
View File
@@ -12,6 +12,10 @@
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna && H.dna.species && (NO_UNDERWEAR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>You are not capable of wearing underwear.</span>")
return
var/choice = input(user, "Underwear, Undershirt, or Socks?", "Changing") as null|anything in list("Underwear","Undershirt","Socks")
if(!Adjacent(user))
@@ -32,4 +36,4 @@
H.socks= new_socks
add_fingerprint(H)
H.update_body()
H.update_body()
@@ -48,6 +48,11 @@
/obj/effect/mob_spawn/human/ash_walker/special(mob/living/new_spawn)
new_spawn.real_name = random_unique_lizard_name(gender)
to_chat(new_spawn, "<b>Drag the corpses of men and beasts to your nest. It will absorb them to create more of your kind. Glory to the Necropolis!</b>")
new_spawn.grant_language(/datum/language/draconic)
var/datum/language_holder/holder = new_spawn.get_language_holder()
holder.selected_default_language = /datum/language/draconic
if(ishuman(new_spawn))
var/mob/living/carbon/human/H = new_spawn
H.underwear = "Nude"
@@ -91,7 +96,7 @@
//Golem shells: Spawns in Free Golem ships in lavaland. Ghosts become mineral golems and are advised to spread personal freedom.
/obj/effect/mob_spawn/human/golem
name = "inert golem shell"
name = "inert free golem shell"
desc = "A humanoid shape, empty, lifeless, and full of potential."
mob_name = "a free golem"
icon = 'icons/obj/wizard.dmi'
@@ -101,13 +106,14 @@
death = FALSE
anchored = 0
density = 0
var/has_owner = FALSE
var/can_transfer = TRUE //if golems can switch bodies to this new shell
var/mob/living/owner = null //golem's owner if it has one
flavour_text = "<font size=3><b>Y</b></font><b>ou are a Free Golem. Your family worships <span class='danger'>The Liberator</span>. In his infinite and divine wisdom, he set your clan free to \
travel the stars with a single declaration: \"Yeah go do whatever.\" Though you are bound to the one who created you, it is customary in your society to repeat those same words to newborn \
golems, so that no golem may ever be forced to serve again.</b>"
/obj/effect/mob_spawn/human/golem/Initialize(mapload, datum/species/golem/species = null, has_owner = FALSE, mob/creator = null)
/obj/effect/mob_spawn/human/golem/Initialize(mapload, datum/species/golem/species = null, mob/creator = null)
..()
if(species)
name += " ([initial(species.prefix)])"
@@ -134,14 +140,17 @@
var/mob/living/carbon/human/H = new_spawn
H.set_cloned_appearance()
if(!name)
H.real_name = H.dna.species.random_name()
if(has_owner)
H.real_name = "[initial(X.prefix)] Golem ([rand(1,999)])"
else
H.real_name = H.dna.species.random_name()
else
H.real_name = name
/obj/effect/mob_spawn/human/golem/attack_hand(mob/user)
if(isgolem(user) && can_transfer)
var/transfer = alert("Transfer your soul to [src]? (Warning, your old body will die!)",,"Yes","No")
if(!transfer)
var/transfer_choice = alert("Transfer your soul to [src]? (Warning, your old body will die!)",,"Yes","No")
if(transfer_choice != "Yes")
return
log_game("[user.ckey] golem-swapped into [src]")
user.visible_message("<span class='notice'>A faint light leaves [user], moving to [src] and animating it!</span>","<span class='notice'>You leave your old body behind, and transfer into [src]!</span>")
@@ -150,9 +159,13 @@
return
..()
/obj/effect/mob_spawn/human/golem/servant
has_owner = TRUE
name = "inert servant golem shell"
/obj/effect/mob_spawn/human/golem/adamantine
name = "dust-caked golem shell"
name = "dust-caked free golem shell"
desc = "A humanoid shape, empty, lifeless, and full of potential."
mob_name = "a free golem"
can_transfer = FALSE
@@ -285,3 +298,52 @@
/obj/effect/mob_spawn/human/hotel_staff/Destroy()
new/obj/structure/fluff/empty_sleeper/syndicate(get_turf(src))
..()
/obj/effect/mob_spawn/human/demonic_friend
name = "Essence of friendship"
desc = "Oh boy! Oh boy! A friend!"
mob_name = "Demonic friend"
icon = 'icons/obj/cardboard_cutout.dmi'
icon_state = "cutout_basic"
uniform = /obj/item/clothing/under/assistantformal
shoes = /obj/item/clothing/shoes/laceup
pocket1 = /obj/item/device/radio/off
back = /obj/item/weapon/storage/backpack
implants = list(/obj/item/weapon/implant/mindshield) //No revolutionaries, he's MY friend.
death = FALSE
roundstart = FALSE
random = TRUE
has_id = TRUE
id_job = "SuperFriend"
id_access = "assistant"
var/obj/effect/proc_holder/spell/targeted/summon_friend/spell
var/datum/mind/owner
/obj/effect/mob_spawn/human/demonic_friend/Initialize(mapload, datum/mind/owner_mind, obj/effect/proc_holder/spell/targeted/summon_friend/summoning_spell)
..()
owner = owner_mind
flavour_text = "You have been given a reprieve from your eternity of torment, to be [owner.name]'s friend for their short mortal coil. Be aware that if you do not live up to [owner.name]'s expectations, they can send you back to hell with a single thought. [owner.name]'s death will also return you to hell."
var/area/A = get_area(src)
if(!mapload && A)
notify_ghosts("\A friendship shell has been completed in \the [A.name].", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE)
objectives = "Be [owner.name]'s friend, and keep [owner.name] alive, so you don't get sent back to hell."
spell = summoning_spell
/obj/effect/mob_spawn/human/demonic_friend/special(mob/living/L)
if(!QDELETED(owner.current) && owner.current.stat != DEAD)
L.real_name = "[owner.name]'s best friend"
L.name = L.real_name
soullink(/datum/soullink/oneway, owner.current, L)
spell.friend = L
spell.charge_counter = spell.charge_max
L.mind.hasSoul = FALSE
var/mob/living/carbon/human/H = L
var/obj/item/worn = H.wear_id
var/obj/item/weapon/card/id/id = worn.GetID()
id.registered_name = L.real_name
id.update_label()
else
to_chat(L, "<span class='userdanger'>Your owner is already dead! You will soon perish.</span>")
addtimer(CALLBACK(L, /mob.proc/dust, 150)) //Give em a few seconds as a mercy.
+2 -3
View File
@@ -297,9 +297,8 @@
qdel(src)
/obj/structure/girder/narsie_act()
if(prob(25))
new /obj/structure/girder/cult(loc)
qdel(src)
new /obj/structure/girder/cult(loc)
qdel(src)
/obj/structure/girder/displaced
name = "displaced girder"
+218 -218
View File
@@ -1,221 +1,221 @@
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
//machineryness
/obj/structure/mineral_door
name = "metal door"
density = 1
anchored = 1
opacity = 1
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
var/initial_state
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/close_delay = -1 //-1 if does not auto close.
obj_integrity = 200
max_integrity = 200
armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 50, acid = 50)
var/sheetType = /obj/item/stack/sheet/metal
var/sheetAmount = 7
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/mineral_door/New(location)
..()
initial_state = icon_state
air_update_turf(1)
/obj/structure/mineral_door/Destroy()
density = 0
air_update_turf(1)
return ..()
/obj/structure/mineral_door/Move()
var/turf/T = loc
..()
move_update_air(T)
/obj/structure/mineral_door/Bumped(atom/user)
..()
if(!state)
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
if(isAI(user)) //so the AI can't open it
return
else if(iscyborg(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_paw(mob/user)
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_hand(mob/user)
return TryToSwitchState(user)
/obj/structure/mineral_door/CanPass(atom/movable/mover, turf/target, height=0)
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
/obj/structure/mineral_door/proc/TryToSwitchState(atom/user)
if(isSwitchingStates)
return
if(isliving(user))
var/mob/living/M = user
if(world.time - M.last_bumped <= 60)
return //NOTE do we really need that?
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState()
else
SwitchState()
else if(istype(user, /obj/mecha))
SwitchState()
/obj/structure/mineral_door/proc/SwitchState()
if(state)
Close()
else
Open()
/obj/structure/mineral_door/proc/Open()
isSwitchingStates = 1
playsound(loc, openSound, 100, 1)
flick("[initial_state]opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
air_update_turf(1)
update_icon()
isSwitchingStates = 0
if(close_delay != -1)
addtimer(CALLBACK(src, .proc/Close), close_delay)
/obj/structure/mineral_door/proc/Close()
if(isSwitchingStates || state != 1)
return
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
return
isSwitchingStates = 1
playsound(loc, closeSound, 100, 1)
flick("[initial_state]closing",src)
sleep(10)
density = 1
opacity = 1
state = 0
air_update_turf(1)
update_icon()
isSwitchingStates = 0
/obj/structure/mineral_door/update_icon()
if(state)
icon_state = "[initial_state]open"
else
icon_state = initial_state
/obj/structure/mineral_door/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W,/obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/digTool = W
to_chat(user, "<span class='notice'>You start digging the [name]...</span>")
if(do_after(user,digTool.digspeed*(1+round(max_integrity*0.01)), target = src) && src)
to_chat(user, "<span class='notice'>You finish digging.</span>")
deconstruct(TRUE)
else if(user.a_intent != INTENT_HARM)
attack_hand(user)
else
return ..()
/obj/structure/mineral_door/deconstruct(disassembled = TRUE)
var/turf/T = get_turf(src)
if(disassembled)
new sheetType(T, sheetAmount)
else
new sheetType(T, max(sheetAmount - 2, 1))
qdel(src)
/obj/structure/mineral_door/iron
name = "iron door"
obj_integrity = 300
max_integrity = 300
/obj/structure/mineral_door/silver
name = "silver door"
icon_state = "silver"
sheetType = /obj/item/stack/sheet/mineral/silver
obj_integrity = 300
max_integrity = 300
/obj/structure/mineral_door/gold
name = "gold door"
icon_state = "gold"
sheetType = /obj/item/stack/sheet/mineral/gold
/obj/structure/mineral_door/uranium
name = "uranium door"
icon_state = "uranium"
sheetType = /obj/item/stack/sheet/mineral/uranium
obj_integrity = 300
max_integrity = 300
light_range = 2
/obj/structure/mineral_door/sandstone
name = "sandstone door"
icon_state = "sandstone"
sheetType = /obj/item/stack/sheet/mineral/sandstone
obj_integrity = 100
max_integrity = 100
/obj/structure/mineral_door/transparent
opacity = 0
/obj/structure/mineral_door/transparent/Close()
..()
opacity = 0
/obj/structure/mineral_door/transparent/plasma
name = "plasma door"
icon_state = "plasma"
sheetType = /obj/item/stack/sheet/mineral/plasma
/obj/structure/mineral_door/transparent/plasma/attackby(obj/item/weapon/W, mob/user, params)
if(W.is_hot())
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
//machineryness
/obj/structure/mineral_door
name = "metal door"
density = 1
anchored = 1
opacity = 1
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
var/initial_state
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/close_delay = -1 //-1 if does not auto close.
obj_integrity = 200
max_integrity = 200
armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 50, acid = 50)
var/sheetType = /obj/item/stack/sheet/metal
var/sheetAmount = 7
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/mineral_door/New(location)
..()
initial_state = icon_state
air_update_turf(1)
/obj/structure/mineral_door/Destroy()
density = 0
air_update_turf(1)
return ..()
/obj/structure/mineral_door/Move()
var/turf/T = loc
..()
move_update_air(T)
/obj/structure/mineral_door/Bumped(atom/user)
..()
if(!state)
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
if(isAI(user)) //so the AI can't open it
return
else if(iscyborg(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_paw(mob/user)
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_hand(mob/user)
return TryToSwitchState(user)
/obj/structure/mineral_door/CanPass(atom/movable/mover, turf/target, height=0)
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
/obj/structure/mineral_door/proc/TryToSwitchState(atom/user)
if(isSwitchingStates)
return
if(isliving(user))
var/mob/living/M = user
if(world.time - M.last_bumped <= 60)
return //NOTE do we really need that?
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState()
else
SwitchState()
else if(istype(user, /obj/mecha))
SwitchState()
/obj/structure/mineral_door/proc/SwitchState()
if(state)
Close()
else
Open()
/obj/structure/mineral_door/proc/Open()
isSwitchingStates = 1
playsound(loc, openSound, 100, 1)
flick("[initial_state]opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
air_update_turf(1)
update_icon()
isSwitchingStates = 0
if(close_delay != -1)
addtimer(CALLBACK(src, .proc/Close), close_delay)
/obj/structure/mineral_door/proc/Close()
if(isSwitchingStates || state != 1)
return
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
return
isSwitchingStates = 1
playsound(loc, closeSound, 100, 1)
flick("[initial_state]closing",src)
sleep(10)
density = 1
opacity = 1
state = 0
air_update_turf(1)
update_icon()
isSwitchingStates = 0
/obj/structure/mineral_door/update_icon()
if(state)
icon_state = "[initial_state]open"
else
icon_state = initial_state
/obj/structure/mineral_door/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W,/obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/digTool = W
to_chat(user, "<span class='notice'>You start digging the [name]...</span>")
if(do_after(user,digTool.digspeed*(1+round(max_integrity*0.01)), target = src) && src)
to_chat(user, "<span class='notice'>You finish digging.</span>")
deconstruct(TRUE)
else if(user.a_intent != INTENT_HARM)
attack_hand(user)
else
return ..()
/obj/structure/mineral_door/deconstruct(disassembled = TRUE)
var/turf/T = get_turf(src)
if(disassembled)
new sheetType(T, sheetAmount)
else
new sheetType(T, max(sheetAmount - 2, 1))
qdel(src)
/obj/structure/mineral_door/iron
name = "iron door"
obj_integrity = 300
max_integrity = 300
/obj/structure/mineral_door/silver
name = "silver door"
icon_state = "silver"
sheetType = /obj/item/stack/sheet/mineral/silver
obj_integrity = 300
max_integrity = 300
/obj/structure/mineral_door/gold
name = "gold door"
icon_state = "gold"
sheetType = /obj/item/stack/sheet/mineral/gold
/obj/structure/mineral_door/uranium
name = "uranium door"
icon_state = "uranium"
sheetType = /obj/item/stack/sheet/mineral/uranium
obj_integrity = 300
max_integrity = 300
light_range = 2
/obj/structure/mineral_door/sandstone
name = "sandstone door"
icon_state = "sandstone"
sheetType = /obj/item/stack/sheet/mineral/sandstone
obj_integrity = 100
max_integrity = 100
/obj/structure/mineral_door/transparent
opacity = 0
/obj/structure/mineral_door/transparent/Close()
..()
opacity = 0
/obj/structure/mineral_door/transparent/plasma
name = "plasma door"
icon_state = "plasma"
sheetType = /obj/item/stack/sheet/mineral/plasma
/obj/structure/mineral_door/transparent/plasma/attackby(obj/item/weapon/W, mob/user, params)
if(W.is_hot())
var/turf/T = get_turf(src)
message_admins("Plasma mineral door ignited by [ADMIN_LOOKUPFLW(user)] in [ADMIN_COORDJMP(T)]",0,1)
log_game("Plasma mineral door ignited by [key_name(user)] in [COORD(T)]")
TemperatureAct()
else
return ..()
/obj/structure/mineral_door/transparent/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
TemperatureAct()
/obj/structure/mineral_door/transparent/plasma/proc/TemperatureAct()
atmos_spawn_air("plasma=500;TEMP=1000")
deconstruct(FALSE)
/obj/structure/mineral_door/transparent/diamond
name = "diamond door"
icon_state = "diamond"
sheetType = /obj/item/stack/sheet/mineral/diamond
obj_integrity = 1000
max_integrity = 1000
/obj/structure/mineral_door/wood
name = "wood door"
icon_state = "wood"
openSound = 'sound/effects/doorcreaky.ogg'
closeSound = 'sound/effects/doorcreaky.ogg'
sheetType = /obj/item/stack/sheet/mineral/wood
resistance_flags = FLAMMABLE
obj_integrity = 200
max_integrity = 200
TemperatureAct()
else
return ..()
/obj/structure/mineral_door/transparent/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
TemperatureAct()
/obj/structure/mineral_door/transparent/plasma/proc/TemperatureAct()
atmos_spawn_air("plasma=500;TEMP=1000")
deconstruct(FALSE)
/obj/structure/mineral_door/transparent/diamond
name = "diamond door"
icon_state = "diamond"
sheetType = /obj/item/stack/sheet/mineral/diamond
obj_integrity = 1000
max_integrity = 1000
/obj/structure/mineral_door/wood
name = "wood door"
icon_state = "wood"
openSound = 'sound/effects/doorcreaky.ogg'
closeSound = 'sound/effects/doorcreaky.ogg'
sheetType = /obj/item/stack/sheet/mineral/wood
resistance_flags = FLAMMABLE
obj_integrity = 200
max_integrity = 200
+2 -3
View File
@@ -84,9 +84,8 @@
qdel(src)
/obj/structure/table_frame/narsie_act()
if(prob(20))
new /obj/structure/table_frame/wood(src.loc)
qdel(src)
new /obj/structure/table_frame/wood(src.loc)
qdel(src)
/obj/structure/table_frame/ratvar_act()
new /obj/structure/table_frame/brass(src.loc)
+1 -2
View File
@@ -47,8 +47,7 @@
queue_smooth_neighbors(src)
/obj/structure/table/narsie_act()
if(prob(20))
new /obj/structure/table/wood(src.loc)
new /obj/structure/table/wood(src.loc)
/obj/structure/table/ratvar_act()
new /obj/structure/table/reinforced/brass(src.loc)
+6 -6
View File
@@ -440,7 +440,7 @@
dir = FULLTILE_WINDOW_DIR
max_integrity = 50
fulltile = 1
flags = NONE
flags = PREVENT_CLICK_UNDER
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
glass_amount = 2
@@ -454,7 +454,7 @@
dir = FULLTILE_WINDOW_DIR
max_integrity = 100
fulltile = 1
flags = NONE
flags = PREVENT_CLICK_UNDER
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
@@ -467,7 +467,7 @@
dir = FULLTILE_WINDOW_DIR
max_integrity = 1000
fulltile = 1
flags = NONE
flags = PREVENT_CLICK_UNDER
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile)
level = 3
@@ -481,7 +481,7 @@
icon_state = "tinted_window"
dir = FULLTILE_WINDOW_DIR
fulltile = 1
flags = NONE
flags = PREVENT_CLICK_UNDER
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile,/obj/structure/window/reinforced/highpressure/fulltile, /obj/structure/window/reinforced/tinted/fulltile/)
level = 3
@@ -504,7 +504,7 @@
max_integrity = 100
wtype = "shuttle"
fulltile = 1
flags = NONE
flags = PREVENT_CLICK_UNDER
reinf = 1
heat_resistance = 1600
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 80, acid = 100)
@@ -583,7 +583,7 @@
smooth = SMOOTH_TRUE
canSmoothWith = null
fulltile = 1
flags = NONE
flags = PREVENT_CLICK_UNDER
dir = FULLTILE_WINDOW_DIR
max_integrity = 120
level = 3