Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -34,9 +34,9 @@
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/obj/structure/displaycase/examine(mob/user)
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..()
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if(showpiece)
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user << "<span class='notice'>There's [showpiece] inside.</span>"
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to_chat(user, "<span class='notice'>There's [showpiece] inside.</span>")
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if(alert)
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user << "<span class='notice'>Hooked up with an anti-theft system.</span>"
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to_chat(user, "<span class='notice'>Hooked up with an anti-theft system.</span>")
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/obj/structure/displaycase/proc/dump()
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@@ -117,47 +117,47 @@
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/obj/structure/displaycase/attackby(obj/item/weapon/W, mob/user, params)
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if(W.GetID() && !broken)
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if(allowed(user))
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user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
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to_chat(user, "<span class='notice'>You [open ? "close":"open"] the [src]</span>")
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toggle_lock(user)
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else
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user << "<span class='warning'>Access denied.</span>"
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to_chat(user, "<span class='warning'>Access denied.</span>")
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else if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent == INTENT_HELP && !broken)
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var/obj/item/weapon/weldingtool/WT = W
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if(obj_integrity < max_integrity && WT.remove_fuel(5, user))
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user << "<span class='notice'>You begin repairing [src].</span>"
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to_chat(user, "<span class='notice'>You begin repairing [src].</span>")
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playsound(loc, WT.usesound, 40, 1)
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if(do_after(user, 40*W.toolspeed, target = src))
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obj_integrity = max_integrity
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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update_icon()
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user << "<span class='notice'>You repair [src].</span>"
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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else
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user << "<span class='warning'>[src] is already in good condition!</span>"
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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else if(!alert && istype(W,/obj/item/weapon/crowbar)) //Only applies to the lab cage and player made display cases
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if(broken)
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if(showpiece)
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user << "<span class='notice'>Remove the displayed object first.</span>"
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to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
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else
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user << "<span class='notice'>You remove the destroyed case</span>"
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to_chat(user, "<span class='notice'>You remove the destroyed case</span>")
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qdel(src)
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else
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user << "<span class='notice'>You start to [open ? "close":"open"] the [src]</span>"
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to_chat(user, "<span class='notice'>You start to [open ? "close":"open"] the [src]</span>")
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if(do_after(user, 20*W.toolspeed, target = src))
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user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
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to_chat(user, "<span class='notice'>You [open ? "close":"open"] the [src]</span>")
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toggle_lock(user)
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else if(open && !showpiece)
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if(user.drop_item())
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W.loc = src
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showpiece = W
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user << "<span class='notice'>You put [W] on display</span>"
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to_chat(user, "<span class='notice'>You put [W] on display</span>")
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update_icon()
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else if(istype(W, /obj/item/stack/sheet/glass) && broken)
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var/obj/item/stack/sheet/glass/G = W
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if(G.get_amount() < 2)
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user << "<span class='warning'>You need two glass sheets to fix the case!</span>"
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to_chat(user, "<span class='warning'>You need two glass sheets to fix the case!</span>")
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return
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user << "<span class='notice'>You start fixing [src]...</span>"
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to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
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if(do_after(user, 20, target = src))
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G.use(2)
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broken = 0
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@@ -177,7 +177,7 @@
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user.changeNext_move(CLICK_CD_MELEE)
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if (showpiece && (broken || open))
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dump()
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user << "<span class='notice'>You deactivate the hover field built into the case.</span>"
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to_chat(user, "<span class='notice'>You deactivate the hover field built into the case.</span>")
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src.add_fingerprint(user)
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update_icon()
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return
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@@ -203,7 +203,7 @@
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/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/wrench)) //The player can only deconstruct the wooden frame
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user << "<span class='notice'>You start disassembling [src]...</span>"
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to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 30*I.toolspeed, target = src))
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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@@ -211,18 +211,18 @@
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qdel(src)
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else if(istype(I, /obj/item/weapon/electronics/airlock))
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user << "<span class='notice'>You start installing the electronics into [src]...</span>"
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to_chat(user, "<span class='notice'>You start installing the electronics into [src]...</span>")
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 30, target = src) && user.transferItemToLoc(I,src))
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electronics = I
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user << "<span class='notice'>You install the airlock electronics.</span>"
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to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
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else if(istype(I, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = I
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if(G.get_amount() < 10)
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user << "<span class='warning'>You need ten glass sheets to do this!</span>"
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to_chat(user, "<span class='warning'>You need ten glass sheets to do this!</span>")
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return
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user << "<span class='notice'>You start adding [G] to [src]...</span>"
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to_chat(user, "<span class='notice'>You start adding [G] to [src]...</span>")
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if(do_after(user, 20, target = src))
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G.use(10)
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var/obj/structure/displaycase/display = new(src.loc)
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