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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@@ -501,7 +501,7 @@
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if(mineral && mineral != "glass")
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mineral = null //I know this is stupid, but until we change glass to a boolean it's how this code works.
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user << "<span class='notice'>You change the paintjob on the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You change the paintjob on the airlock assembly.</span>")
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else if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
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var/obj/item/weapon/weldingtool/WT = W
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@@ -513,7 +513,7 @@
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if(do_after(user, 40*W.toolspeed, target = src))
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if( !WT.isOn() )
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return
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user << "<span class='notice'>You disassemble the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You disassemble the airlock assembly.</span>")
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deconstruct(TRUE)
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else if(istype(W, /obj/item/weapon/wrench))
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@@ -533,11 +533,11 @@
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if(do_after(user, 40*W.toolspeed, target = src))
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if( src.anchored )
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return
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user << "<span class='notice'>You secure the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You secure the airlock assembly.</span>")
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src.name = "secured airlock assembly"
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src.anchored = 1
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else
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user << "There is another door here!"
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to_chat(user, "There is another door here!")
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else
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playsound(src.loc, W.usesound, 100, 1)
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@@ -547,14 +547,14 @@
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!anchored )
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return
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user << "<span class='notice'>You unsecure the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You unsecure the airlock assembly.</span>")
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name = "airlock assembly"
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anchored = 0
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else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored )
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var/obj/item/stack/cable_coil/C = W
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if (C.get_amount() < 1)
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user << "<span class='warning'>You need one length of cable to wire the airlock assembly!</span>"
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to_chat(user, "<span class='warning'>You need one length of cable to wire the airlock assembly!</span>")
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return
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user.visible_message("[user] wires the airlock assembly.", \
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"<span class='notice'>You start to wire the airlock assembly...</span>")
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@@ -562,7 +562,7 @@
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if(C.get_amount() < 1 || state != 0) return
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C.use(1)
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src.state = 1
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user << "<span class='notice'>You wire the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You wire the airlock assembly.</span>")
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src.name = "wired airlock assembly"
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else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
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@@ -573,7 +573,7 @@
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if(do_after(user, 40*W.toolspeed, target = src))
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if( src.state != 1 )
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return
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user << "<span class='notice'>You cut the wires from the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You cut the wires from the airlock assembly.</span>")
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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src.state = 0
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src.name = "secured airlock assembly"
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@@ -589,7 +589,7 @@
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return
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W.loc = src
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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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src.state = 2
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src.name = "near finished airlock assembly"
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src.electronics = W
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@@ -603,7 +603,7 @@
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if(do_after(user, 40*W.toolspeed, target = src))
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if( src.state != 2 )
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return
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user << "<span class='notice'>You remove the airlock electronics.</span>"
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to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
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src.state = 1
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src.name = "wired airlock assembly"
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var/obj/item/weapon/electronics/airlock/ae
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@@ -624,11 +624,11 @@
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if(do_after(user, 40, target = src))
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if(G.get_amount() < 1 || mineral) return
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if (G.type == /obj/item/stack/sheet/rglass)
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user << "<span class='notice'>You install reinforced glass windows into the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You install reinforced glass windows into the airlock assembly.</span>")
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heat_proof_finished = 1 //reinforced glass makes the airlock heat-proof
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name = "near finished heat-proofed window airlock assembly"
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else
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user << "<span class='notice'>You install regular glass windows into the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You install regular glass windows into the airlock assembly.</span>")
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name = "near finished window airlock assembly"
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G.use(1)
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mineral = "glass"
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@@ -651,7 +651,7 @@
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"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
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if(do_after(user, 40, target = src))
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if(G.get_amount() < 2 || mineral) return
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user << "<span class='notice'>You install [M] plating into the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You install [M] plating into the airlock assembly.</span>")
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G.use(2)
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mineral = "[M]"
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name = "near finished [M] airlock assembly"
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@@ -665,7 +665,7 @@
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if(do_after(user, 40*W.toolspeed, target = src))
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if(src.loc && state == 2)
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user << "<span class='notice'>You finish the airlock.</span>"
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to_chat(user, "<span class='notice'>You finish the airlock.</span>")
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var/obj/machinery/door/airlock/door
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if(mineral == "glass")
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door = new src.glass_type( src.loc )
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