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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@@ -24,7 +24,7 @@
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/obj/structure/table_frame/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/wrench))
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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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@@ -32,41 +32,41 @@
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else if(istype(I, /obj/item/stack/sheet/plasteel))
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var/obj/item/stack/sheet/plasteel/P = I
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if(P.get_amount() < 1)
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user << "<span class='warning'>You need one plasteel sheet to do this!</span>"
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to_chat(user, "<span class='warning'>You need one plasteel sheet to do this!</span>")
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return
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user << "<span class='notice'>You start adding [P] to [src]...</span>"
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to_chat(user, "<span class='notice'>You start adding [P] to [src]...</span>")
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if(do_after(user, 50, target = src) && P.use(1))
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make_new_table(/obj/structure/table/reinforced)
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else if(istype(I, /obj/item/stack/sheet/metal))
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var/obj/item/stack/sheet/metal/M = I
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if(M.get_amount() < 1)
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user << "<span class='warning'>You need one metal sheet to do this!</span>"
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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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user << "<span class='notice'>You start adding [M] to [src]...</span>"
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to_chat(user, "<span class='notice'>You start adding [M] to [src]...</span>")
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if(do_after(user, 20, target = src) && M.use(1))
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make_new_table(/obj/structure/table)
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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() < 1)
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user << "<span class='warning'>You need one glass sheet to do this!</span>"
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to_chat(user, "<span class='warning'>You need one glass sheet 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) && G.use(1))
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make_new_table(/obj/structure/table/glass)
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else if(istype(I, /obj/item/stack/sheet/mineral/silver))
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var/obj/item/stack/sheet/mineral/silver/S = I
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if(S.get_amount() < 1)
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user << "<span class='warning'>You need one silver sheet to do this!</span>"
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to_chat(user, "<span class='warning'>You need one silver sheet to do this!</span>")
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return
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user << "<span class='notice'>You start adding [S] to [src]...</span>"
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to_chat(user, "<span class='notice'>You start adding [S] to [src]...</span>")
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if(do_after(user, 20, target = src) && S.use(1))
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make_new_table(/obj/structure/table/optable)
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else if(istype(I, /obj/item/stack/tile/carpet))
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var/obj/item/stack/tile/carpet/C = I
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if(C.get_amount() < 1)
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user << "<span class='warning'>You need one carpet sheet to do this!</span>"
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to_chat(user, "<span class='warning'>You need one carpet sheet to do this!</span>")
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return
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user << "<span class='notice'>You start adding [C] to [src]...</span>"
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to_chat(user, "<span class='notice'>You start adding [C] to [src]...</span>")
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if(do_after(user, 20, target = src) && C.use(1))
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make_new_table(/obj/structure/table/wood/fancy)
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else
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@@ -108,18 +108,18 @@
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if(istype(I, /obj/item/stack/sheet/mineral/wood))
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var/obj/item/stack/sheet/mineral/wood/W = I
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if(W.get_amount() < 1)
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user << "<span class='warning'>You need one wood sheet to do this!</span>"
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to_chat(user, "<span class='warning'>You need one wood sheet to do this!</span>")
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return
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user << "<span class='notice'>You start adding [W] to [src]...</span>"
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to_chat(user, "<span class='notice'>You start adding [W] to [src]...</span>")
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if(do_after(user, 20, target = src) && W.use(1))
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make_new_table(/obj/structure/table/wood)
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return
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else if(istype(I, /obj/item/stack/tile/carpet))
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var/obj/item/stack/tile/carpet/C = I
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if(C.get_amount() < 1)
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user << "<span class='warning'>You need one carpet sheet to do this!</span>"
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to_chat(user, "<span class='warning'>You need one carpet sheet to do this!</span>")
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return
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user << "<span class='notice'>You start adding [C] to [src]...</span>"
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to_chat(user, "<span class='notice'>You start adding [C] to [src]...</span>")
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if(do_after(user, 20, target = src) && C.use(1))
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make_new_table(/obj/structure/table/wood/poker)
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else
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@@ -145,9 +145,9 @@
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if(istype(I, /obj/item/stack/tile/brass))
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var/obj/item/stack/tile/brass/W = I
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if(W.get_amount() < 1)
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user << "<span class='warning'>You need one brass sheet to do this!</span>"
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to_chat(user, "<span class='warning'>You need one brass sheet to do this!</span>")
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return
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user << "<span class='notice'>You start adding [W] to [src]...</span>"
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to_chat(user, "<span class='notice'>You start adding [W] to [src]...</span>")
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if(do_after(user, 20, target = src) && W.use(1))
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make_new_table(/obj/structure/table/reinforced/brass)
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else
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