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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@@ -29,22 +29,22 @@
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else if(istype(I, /obj/item/weapon/weldingtool) && user.a_intent == INTENT_HELP && !broken)
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var/obj/item/weapon/weldingtool/WT = I
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if(obj_integrity < max_integrity && WT.remove_fuel(2, 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*I.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(istype(I, /obj/item/stack/sheet/glass) && broken)
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var/obj/item/stack/sheet/glass/G = I
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if(G.get_amount() < 2)
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user << "<span class='warning'>You need two glass sheets to fix [src]!</span>"
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to_chat(user, "<span class='warning'>You need two glass sheets to fix [src]!</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) && G.use(2))
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broken = 0
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obj_integrity = max_integrity
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@@ -53,13 +53,13 @@
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if(istype(I, /obj/item/weapon/twohanded/fireaxe) && !fireaxe)
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var/obj/item/weapon/twohanded/fireaxe/F = I
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if(F.wielded)
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user << "<span class='warning'>Unwield the [F.name] first.</span>"
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to_chat(user, "<span class='warning'>Unwield the [F.name] first.</span>")
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return
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if(!user.drop_item())
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return
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fireaxe = F
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F.forceMove(src)
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user << "<span class='caution'>You place the [F.name] back in the [name].</span>"
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to_chat(user, "<span class='caution'>You place the [F.name] back in the [name].</span>")
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update_icon()
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return
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else if(!broken)
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@@ -111,7 +111,7 @@
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if(fireaxe)
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user.put_in_hands(fireaxe)
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fireaxe = null
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user << "<span class='caution'>You take the fire axe from the [name].</span>"
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to_chat(user, "<span class='caution'>You take the fire axe from the [name].</span>")
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src.add_fingerprint(user)
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update_icon()
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return
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@@ -165,10 +165,10 @@
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add_overlay("glass_raised")
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/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
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user << "<span class = 'caution'> Resetting circuitry...</span>"
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to_chat(user, "<span class = 'caution'> Resetting circuitry...</span>")
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playsound(src, 'sound/machines/locktoggle.ogg', 50, 1)
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if(do_after(user, 20, target = src))
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user << "<span class='caution'>You [locked ? "disable" : "re-enable"] the locking modules.</span>"
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to_chat(user, "<span class='caution'>You [locked ? "disable" : "re-enable"] the locking modules.</span>")
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locked = !locked
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update_icon()
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