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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@@ -30,7 +30,7 @@
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/obj/structure/windoor_assembly/examine(mob/user)
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..()
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user << "<span class='notice'>Alt-click to rotate it clockwise.</span>"
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to_chat(user, "<span class='notice'>Alt-click to rotate it clockwise.</span>")
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/obj/structure/windoor_assembly/New(loc, set_dir)
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..()
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@@ -98,7 +98,7 @@
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You disassemble the windoor assembly.</span>"
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to_chat(user, "<span class='notice'>You disassemble the windoor assembly.</span>")
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
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RG.add_fingerprint(user)
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if(secure)
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@@ -112,7 +112,7 @@
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if(istype(W, /obj/item/weapon/wrench) && !anchored)
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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user << "<span class='warning'>There is already a windoor in that location!</span>"
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "<span class='notice'>You start to secure the windoor assembly to the floor...</span>")
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@@ -122,9 +122,9 @@
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return
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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user << "<span class='warning'>There is already a windoor in that location!</span>"
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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user << "<span class='notice'>You secure the windoor assembly.</span>"
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to_chat(user, "<span class='notice'>You secure the windoor assembly.</span>")
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anchored = 1
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if(secure)
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name = "secure anchored windoor assembly"
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@@ -139,7 +139,7 @@
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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 unsecure the windoor assembly.</span>"
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to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
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anchored = 0
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if(secure)
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name = "secure windoor assembly"
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@@ -150,16 +150,16 @@
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else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
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var/obj/item/stack/sheet/plasteel/P = W
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if(P.get_amount() < 2)
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user << "<span class='warning'>You need more plasteel to do this!</span>"
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to_chat(user, "<span class='warning'>You need more plasteel to do this!</span>")
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return
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user << "<span class='notice'>You start to reinforce the windoor with plasteel...</span>"
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to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel...</span>")
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if(do_after(user,40, target = src))
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if(!src || secure || P.get_amount() < 2)
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return
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P.use(2)
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user << "<span class='notice'>You reinforce the windoor.</span>"
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to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
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secure = 1
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if(anchored)
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name = "secure anchored windoor assembly"
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@@ -175,9 +175,9 @@
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return
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var/obj/item/stack/cable_coil/CC = W
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if(!CC.use(1))
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user << "<span class='warning'>You need more cable to do this!</span>"
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to_chat(user, "<span class='warning'>You need more cable to do this!</span>")
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return
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user << "<span class='notice'>You wire the windoor.</span>"
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to_chat(user, "<span class='notice'>You wire the windoor.</span>")
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state = "02"
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if(secure)
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name = "secure wired windoor assembly"
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@@ -197,7 +197,7 @@
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if(!src || state != "02")
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return
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user << "<span class='notice'>You cut the windoor wires.</span>"
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to_chat(user, "<span class='notice'>You cut the windoor wires.</span>")
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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state = "01"
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if(secure)
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@@ -217,7 +217,7 @@
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if(!src || electronics)
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W.loc = src.loc
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return
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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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name = "near finished windoor assembly"
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electronics = W
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else
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@@ -234,7 +234,7 @@
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if(do_after(user, 40*W.toolspeed, target = src))
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if(!src || !electronics)
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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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name = "wired windoor assembly"
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var/obj/item/weapon/electronics/airlock/ae
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ae = electronics
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@@ -255,7 +255,7 @@
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//Crowbar to complete the assembly, Step 7 complete.
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else if(istype(W, /obj/item/weapon/crowbar))
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if(!electronics)
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usr << "<span class='warning'>The assembly is missing electronics!</span>"
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to_chat(usr, "<span class='warning'>The assembly is missing electronics!</span>")
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return
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usr << browse(null, "window=windoor_access")
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playsound(loc, W.usesound, 100, 1)
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@@ -266,7 +266,7 @@
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if(loc && electronics)
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density = 1 //Shouldn't matter but just incase
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user << "<span class='notice'>You finish the windoor.</span>"
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to_chat(user, "<span class='notice'>You finish the windoor.</span>")
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if(secure)
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var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(loc)
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@@ -326,13 +326,13 @@
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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if(anchored)
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usr << "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>"
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to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
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return FALSE
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var/target_dir = turn(dir, 270)
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if(!valid_window_location(loc, target_dir))
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usr << "<span class='warning'>[src] cannot be rotated in that direction!</span>"
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to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
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return FALSE
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setDir(target_dir)
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@@ -344,7 +344,7 @@
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/obj/structure/windoor_assembly/AltClick(mob/user)
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..()
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if(user.incapacitated())
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user << "<span class='warning'>You can't do that right now!</span>"
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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@@ -360,11 +360,11 @@
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return
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if(facing == "l")
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usr << "<span class='notice'>The windoor will now slide to the right.</span>"
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to_chat(usr, "<span class='notice'>The windoor will now slide to the right.</span>")
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facing = "r"
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else
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facing = "l"
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usr << "<span class='notice'>The windoor will now slide to the left.</span>"
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to_chat(usr, "<span class='notice'>The windoor will now slide to the left.</span>")
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update_icon()
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return
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