Merge remote-tracking branch 'citadel/master' into mobility_flags
This commit is contained in:
@@ -218,7 +218,7 @@
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density = FALSE
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anchored = TRUE
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max_integrity = 100
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integrity_failure = 5
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integrity_failure = 0.05
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var/status = GROWING //can be GROWING, GROWN or BURST; all mutually exclusive
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layer = MOB_LAYER
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var/obj/item/clothing/mask/facehugger/child
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@@ -232,7 +232,7 @@
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addtimer(CALLBACK(src, .proc/Grow), rand(MIN_GROWTH_TIME, MAX_GROWTH_TIME))
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proximity_monitor = new(src, status == GROWN ? 1 : 0)
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if(status == BURST)
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obj_integrity = integrity_failure
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obj_integrity = integrity_failure * max_integrity
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/obj/structure/alien/egg/update_icon()
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..()
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@@ -5,7 +5,7 @@
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icon_state = "empty"
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req_access = list(ACCESS_BAR)
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max_integrity = 500
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integrity_failure = 250
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integrity_failure = 0.5
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armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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buildable_sign = 0
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var/list/barsigns=list()
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@@ -17,7 +17,7 @@
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buckle_lying = TRUE
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resistance_flags = FLAMMABLE
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max_integrity = 100
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integrity_failure = 30
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integrity_failure = 0.35
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 2
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var/bolts = TRUE
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@@ -8,7 +8,8 @@
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buckle_lying = 0 //you sit in a chair, not lay
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resistance_flags = NONE
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max_integrity = 250
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integrity_failure = 25
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integrity_failure = 0.1
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custom_materials = list(/datum/material/iron = 2000)
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 1
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var/item_chair = /obj/item/chair // if null it can't be picked up
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@@ -53,8 +54,13 @@
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/obj/structure/chair/deconstruct()
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// If we have materials, and don't have the NOCONSTRUCT flag
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if(buildstacktype && (!(flags_1 & NODECONSTRUCT_1)))
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new buildstacktype(loc,buildstackamount)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(buildstacktype)
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new buildstacktype(loc,buildstackamount)
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else
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for(var/i in custom_materials)
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var/datum/material/M = i
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new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
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..()
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/obj/structure/chair/attack_paw(mob/user)
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@@ -142,6 +148,15 @@
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handle_rotation(newdir)
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// Chair types
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///Material chair
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/obj/structure/chair/greyscale
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icon_state = "chair_greyscale"
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
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item_chair = /obj/item/chair/greyscale
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buildstacktype = null //Custom mats handle this
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/obj/structure/chair/wood
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icon_state = "wooden_chair"
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name = "wooden chair"
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@@ -271,7 +286,8 @@
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if(!usr.canUseTopic(src, BE_CLOSE, ismonkey(usr)))
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return
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usr.visible_message("<span class='notice'>[usr] grabs \the [src.name].</span>", "<span class='notice'>You grab \the [src.name].</span>")
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var/C = new item_chair(loc)
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var/obj/item/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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usr.put_in_hands(C)
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qdel(src)
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@@ -296,7 +312,7 @@
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throw_range = 3
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hitsound = 'sound/items/trayhit1.ogg'
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hit_reaction_chance = 50
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materials = list(MAT_METAL = 2000)
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custom_materials = list(/datum/material/iron = 2000)
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var/break_chance = 5 //Likely hood of smashing the chair.
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var/obj/structure/chair/origin_type = /obj/structure/chair
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@@ -324,6 +340,7 @@
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user.visible_message("<span class='notice'>[user] rights \the [src.name].</span>", "<span class='notice'>You right \the [name].</span>")
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var/obj/structure/chair/C = new origin_type(get_turf(loc))
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C.set_custom_materials(custom_materials)
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TransferComponents(C)
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C.setDir(dir)
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qdel(src)
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@@ -357,6 +374,12 @@
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C.DefaultCombatKnockdown(20)
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smash(user)
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/obj/item/chair/greyscale
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icon_state = "chair_greyscale_toppled"
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item_state = "chair_greyscale"
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
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origin_type = /obj/structure/chair/greyscale
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/obj/item/chair/stool
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name = "stool"
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icon_state = "stool_toppled"
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@@ -482,7 +505,7 @@
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max_integrity = 70
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hitsound = 'sound/weapons/genhit1.ogg'
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origin_type = /obj/structure/chair/wood
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materials = null
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custom_materials = null
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break_chance = 50
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/obj/item/chair/wood/narsie_act()
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@@ -13,7 +13,7 @@
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var/large = TRUE
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var/wall_mounted = 0 //never solid (You can always pass over it)
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max_integrity = 200
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integrity_failure = 50
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integrity_failure = 0.25
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armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
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var/breakout_time = 1200
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var/message_cooldown
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@@ -8,7 +8,7 @@
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resistance_flags = ACID_PROOF
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armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
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max_integrity = 200
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integrity_failure = 50
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integrity_failure = 0.25
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var/obj/item/showpiece = null
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var/alert = TRUE
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var/open = FALSE
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@@ -6,7 +6,7 @@
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anchored = TRUE
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density = FALSE
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max_integrity = 200
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integrity_failure = 50
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integrity_failure = 0.25
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var/obj/item/extinguisher/stored_extinguisher
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var/opened = FALSE
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@@ -7,7 +7,7 @@
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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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max_integrity = 150
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integrity_failure = 50
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integrity_failure = 0.33
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var/locked = TRUE
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var/open = FALSE
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var/obj/item/twohanded/fireaxe/fireaxe
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@@ -10,7 +10,7 @@
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layer = BELOW_OBJ_LAYER
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armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
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max_integrity = 50
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integrity_failure = 20
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integrity_failure = 0.4
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var/rods_type = /obj/item/stack/rods
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var/rods_amount = 2
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var/rods_broken = TRUE
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@@ -7,7 +7,7 @@
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density = FALSE
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anchored = TRUE
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max_integrity = 200
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integrity_failure = 100
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integrity_failure = 0.5
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/obj/structure/mirror/Initialize(mapload)
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. = ..()
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@@ -31,21 +31,34 @@
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return
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var/obj/item/stack/material = I
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if (istype(I, /obj/item/stack) && material?.tableVariant)
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if(material.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one [material.name] sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [material] to [src]...</span>")
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if(do_after(user, 20, target = src) && material.use(1))
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make_new_table(material.tableVariant)
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if (istype(I, /obj/item/stack))
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if(material?.tableVariant)
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if(material.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one [material.name] sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [material] to [src]...</span>")
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if(do_after(user, 20, target = src) && material.use(1))
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make_new_table(material.tableVariant)
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else
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if(material.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one metal sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [material] to [src]...</span>")
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if(do_after(user, 20, target = src) && material.use(1))
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var/list/material_list = list()
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if(material.material_type)
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material_list[material.material_type] = MINERAL_MATERIAL_AMOUNT
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make_new_table(/obj/structure/table/greyscale, material_list)
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else
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return ..()
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/obj/structure/table_frame/proc/make_new_table(table_type) //makes sure the new table made retains what we had as a frame
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/obj/structure/table_frame/proc/make_new_table(table_type, custom_materials) //makes sure the new table made retains what we had as a frame
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var/obj/structure/table/T = new table_type(loc)
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T.frame = type
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T.framestack = framestack
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T.framestackamount = framestackamount
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if(custom_materials)
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T.set_custom_materials(custom_materials)
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qdel(src)
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/obj/structure/table_frame/deconstruct(disassembled = TRUE)
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@@ -31,9 +31,9 @@
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var/framestackamount = 2
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var/deconstruction_ready = 1
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max_integrity = 100
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integrity_failure = 30
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integrity_failure = 0.33
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smooth = SMOOTH_TRUE
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canSmoothWith = list(/obj/structure/table, /obj/structure/table/reinforced)
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canSmoothWith = list(/obj/structure/table, /obj/structure/table/reinforced, /obj/structure/table/greyscale)
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/obj/structure/table/examine(mob/user)
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. = ..()
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@@ -196,13 +196,23 @@
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/obj/structure/table/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
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if(!(flags_1 & NODECONSTRUCT_1))
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var/turf/T = get_turf(src)
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new buildstack(T, buildstackamount)
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if(buildstack)
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new buildstack(T, buildstackamount)
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else
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for(var/i in custom_materials)
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var/datum/material/M = i
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new M.sheet_type(T, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
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if(!wrench_disassembly)
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new frame(T)
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else
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new framestack(T, framestackamount)
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qdel(src)
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/obj/structure/table/greyscale
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icon = 'icons/obj/smooth_structures/table_greyscale.dmi'
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icon_state = "table"
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
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buildstack = null //No buildstack, so generate from mat datums
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/*
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* Glass tables
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@@ -455,9 +465,8 @@
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icon_state = "r_table"
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deconstruction_ready = 0
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buildstack = /obj/item/stack/sheet/plasteel
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canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
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max_integrity = 200
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integrity_failure = 50
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integrity_failure = 0.25
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armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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/obj/structure/table/reinforced/deconstruction_hints(mob/user)
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@@ -670,7 +679,7 @@
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "rack_parts"
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flags_1 = CONDUCT_1
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materials = list(MAT_METAL=2000)
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custom_materials = list(/datum/material/iron=2000)
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var/building = FALSE
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/obj/item/rack_parts/attackby(obj/item/W, mob/user, params)
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@@ -135,7 +135,19 @@
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density = TRUE
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time_between_triggers = 1200 //Exists for 2 minutes
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/obj/structure/trap/ward/New()
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..()
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QDEL_IN(src, time_between_triggers)
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/obj/structure/trap/cult
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name = "unholy trap"
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desc = "A trap that rings with unholy energy. You think you hear... chittering?"
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icon_state = "trap-cult"
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/obj/structure/trap/cult/trap_effect(mob/living/L)
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to_chat(L, "<span class='danger'><B>With a crack, the hostile constructs come out of hiding, stunning you!</B></span>")
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L.electrocute_act(10, src, safety = TRUE) // electrocute act does a message.
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L.Knockdown(20)
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new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
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new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
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QDEL_IN(src, 30)
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