cleanup of game folder, other fixes

This commit is contained in:
Poojawa
2018-01-31 06:39:18 -06:00
parent 56232d5d60
commit fb5de29784
87 changed files with 1030 additions and 2390 deletions
@@ -21,7 +21,8 @@
diseases_to_add += D
if(LAZYLEN(diseases_to_add))
AddComponent(/datum/component/infective, diseases_to_add)
. = ..()
return//. = ..()//cleanable stuff sometimes needs to be in objs
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
if(mergeable_decal)
@@ -234,23 +234,19 @@
location = get_turf(loca)
amount = round(sqrt(amt / 2), 1)
carry.copy_to(chemholder, carry.total_volume, 4) //The foam holds 4 times the total reagents volume for balance purposes.
carry.copy_to(chemholder, 4*carry.total_volume) //The foam holds 4 times the total reagents volume for balance purposes.
/datum/effect_system/foam_spread/metal/set_up(amt=5, loca, datum/reagents/carry = null, metaltype)
..()
metal = metaltype
/datum/effect_system/foam_spread/start()
var/obj/effect/particle_effect/foam/foundfoam = locate() in location
if(foundfoam)//If there was already foam where we start, we add our foaminess to it.
foundfoam.amount += amount
else
var/obj/effect/particle_effect/foam/F = new effect_type(location)
var/foamcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
chemholder.reagents.copy_to(F, chemholder.reagents.total_volume/amount)
F.add_atom_colour(foamcolor, FIXED_COLOUR_PRIORITY)
F.amount = amount
F.metal = metal
var/obj/effect/particle_effect/foam/F = new effect_type(location)
var/foamcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
chemholder.reagents.copy_to(F, chemholder.reagents.total_volume/amount)
F.add_atom_colour(foamcolor, FIXED_COLOUR_PRIORITY)
F.amount = amount
F.metal = metal
//////////////////////////////////////////////////////////
@@ -271,7 +271,7 @@
else
location = get_turf(loca)
amount = radius
carry.copy_to(chemholder, carry.total_volume, 4) //The smoke holds 4 times the total reagents volume for balance purposes.
carry.copy_to(chemholder, 4*carry.total_volume) //The smoke holds 4 times the total reagents volume for balance purposes.
if(!silent)
var/contained = ""
+8 -5
View File
@@ -6,6 +6,12 @@
opacity = 0
density = TRUE
CanAtmosPass = ATMOS_PASS_DENSITY
var/timeleft = 300 //Set to 0 for permanent forcefields (ugh)
/obj/effect/forcefield/New()
..()
if(timeleft)
QDEL_IN(src, timeleft)
/obj/effect/forcefield/singularity_pull()
return
@@ -15,6 +21,8 @@
name = "glowing wall"
icon = 'icons/effects/cult_effects.dmi'
icon_state = "cultshield"
CanAtmosPass = ATMOS_PASS_NO
timeleft = 200
///////////Mimewalls///////////
@@ -22,11 +30,6 @@
icon_state = "empty"
name = "invisible wall"
desc = "You have a bad feeling about this."
var/timeleft = 300
/obj/effect/forcefield/mime/New()
..()
QDEL_IN(src, timeleft)
/obj/effect/forcefield/mime/advanced
name = "invisible blockade"
@@ -113,10 +113,10 @@
/obj/effect/spawner/lootdrop/organ_spawner
name = "organ spawner"
loot = list(
/obj/item/organ/heart/gland/bloody = 7,
/obj/item/organ/heart/gland/bodysnatch = 4,
/obj/item/organ/heart/gland/electric = 3,
/obj/item/organ/heart/gland/trauma = 4,
/obj/item/organ/heart/gland/egg = 7,
/obj/item/organ/heart/gland/emp = 3,
/obj/item/organ/heart/gland/chem = 5,
/obj/item/organ/heart/gland/mindshock = 5,
/obj/item/organ/heart/gland/plasma = 7,
/obj/item/organ/heart/gland/pop = 5,
@@ -48,6 +48,11 @@
icon_state = "floorglow"
duration = 5
/obj/effect/temp_visual/cult/portal
icon_state = "space"
duration = 600
layer = ABOVE_OBJ_LAYER
//visuals for runes being magically created
/obj/effect/temp_visual/cult/rune_spawn
icon_state = "runeouter"
@@ -1,70 +0,0 @@
/proc/generate_projectile_beam_between_points(datum/point/starting, datum/point/ending, beam_type, color, qdel_in = 5) //Do not pass z-crossing points as that will not be properly (and likely will never be properly until it's absolutely needed) supported!
if(!istype(starting) || !istype(ending) || !ispath(beam_type))
return
var/datum/point/midpoint = point_midpoint_points(starting, ending)
var/obj/effect/projectile_beam/PB = new beam_type
PB.apply_vars(angle_between_points(starting, ending), midpoint.return_px(), midpoint.return_py(), color, pixel_length_between_points(starting, ending) / world.icon_size, midpoint.return_turf(), 0)
. = PB
if(qdel_in)
QDEL_IN(PB, qdel_in)
/obj/effect/projectile_beam
icon = 'icons/obj/projectiles.dmi'
layer = ABOVE_MOB_LAYER
anchored = TRUE
light_power = 1
light_range = 2
light_color = "#00ffff"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
flags_1 = ABSTRACT_1
appearance_flags = 0
/obj/effect/projectile_beam/singularity_pull()
return
/obj/effect/projectile_beam/singularity_act()
return
/obj/effect/projectile_beam/proc/scale_to(nx,ny,override=TRUE)
var/matrix/M
if(!override)
M = transform
else
M = new
M.Scale(nx,ny)
transform = M
/obj/effect/projectile_beam/proc/turn_to(angle,override=TRUE)
var/matrix/M
if(!override)
M = transform
else
M = new
M.Turn(angle)
transform = M
/obj/effect/projectile_beam/New(angle_override, p_x, p_y, color_override, scaling = 1)
if(angle_override && p_x && p_y && color_override && scaling)
apply_vars(angle_override, p_x, p_y, color_override, scaling)
return ..()
/obj/effect/projectile_beam/proc/apply_vars(angle_override, p_x = 0, p_y = 0, color_override, scaling = 1, new_loc, increment = 0)
var/mutable_appearance/look = new(src)
look.pixel_x = p_x
look.pixel_y = p_y
if(color_override)
look.color = color_override
appearance = look
scale_to(1,scaling, FALSE)
turn_to(angle_override, FALSE)
if(!isnull(new_loc)) //If you want to null it just delete it...
forceMove(new_loc)
for(var/i in 1 to increment)
pixel_x += round((sin(angle_override)+16*sin(angle_override)*2), 1)
pixel_y += round((cos(angle_override)+16*cos(angle_override)*2), 1)
/obj/effect/projectile_beam/tracer
icon_state = "tracer_beam"
/obj/effect/projectile_beam/tracer/aiming
icon_state = "gbeam"
@@ -0,0 +1,35 @@
/obj/effect/projectile/impact
name = "beam impact"
icon = 'icons/obj/projectiles_impact.dmi'
/obj/effect/projectile/impact/laser
name = "laser impact"
icon_state = "impact_laser"
/obj/effect/projectile/impact/laser/blue
name = "laser impact"
icon_state = "impact_blue"
/obj/effect/projectile/impact/disabler
name = "disabler impact"
icon_state = "impact_omni"
/obj/effect/projectile/impact/xray
name = "xray impact"
icon_state = "impact_xray"
/obj/effect/projectile/impact/pulse
name = "pulse impact"
icon_state = "impact_u_laser"
/obj/effect/projectile/impact/plasma_cutter
name = "plasma impact"
icon_state = "impact_plasmacutter"
/obj/effect/projectile/impact/stun
name = "stun impact"
icon_state = "impact_stun"
/obj/effect/projectile/impact/heavy_laser
name = "heavy laser impact"
icon_state = "impact_beam_heavy"
@@ -0,0 +1,27 @@
/obj/effect/projectile/muzzle
name = "muzzle flash"
icon = 'icons/obj/projectiles_muzzle.dmi'
/obj/effect/projectile/muzzle/laser
icon_state = "muzzle_laser"
/obj/effect/projectile/muzzle/laser/blue
icon_state = "muzzle_laser_blue"
/obj/effect/projectile/muzzle/disabler
icon_state = "muzzle_omni"
/obj/effect/projectile/muzzle/xray
icon_state = "muzzle_xray"
/obj/effect/projectile/muzzle/pulse
icon_state = "muzzle_u_laser"
/obj/effect/projectile/muzzle/plasma_cutter
icon_state = "muzzle_plasmacutter"
/obj/effect/projectile/muzzle/stun
icon_state = "muzzle_stun"
/obj/effect/projectile/muzzle/heavy_laser
icon_state = "muzzle_beam_heavy"
@@ -0,0 +1,56 @@
/obj/effect/projectile
name = "pew"
icon = 'icons/obj/projectiles.dmi'
icon_state = "nothing"
layer = ABOVE_MOB_LAYER
anchored = TRUE
light_power = 1
light_range = 2
light_color = "#00ffff"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
flags_1 = ABSTRACT_1
appearance_flags = 0
/obj/effect/projectile/singularity_pull()
return
/obj/effect/projectile/singularity_act()
return
/obj/effect/projectile/proc/scale_to(nx,ny,override=TRUE)
var/matrix/M
if(!override)
M = transform
else
M = new
M.Scale(nx,ny)
transform = M
/obj/effect/projectile/proc/turn_to(angle,override=TRUE)
var/matrix/M
if(!override)
M = transform
else
M = new
M.Turn(angle)
transform = M
/obj/effect/projectile/New(angle_override, p_x, p_y, color_override, scaling = 1)
if(angle_override && p_x && p_y && color_override && scaling)
apply_vars(angle_override, p_x, p_y, color_override, scaling)
return ..()
/obj/effect/projectile/proc/apply_vars(angle_override, p_x = 0, p_y = 0, color_override, scaling = 1, new_loc, increment = 0)
var/mutable_appearance/look = new(src)
look.pixel_x = p_x
look.pixel_y = p_y
if(color_override)
look.color = color_override
appearance = look
scale_to(1,scaling, FALSE)
turn_to(angle_override, FALSE)
if(!isnull(new_loc)) //If you want to null it just delete it...
forceMove(new_loc)
for(var/i in 1 to increment)
pixel_x += round((sin(angle_override)+16*sin(angle_override)*2), 1)
pixel_y += round((cos(angle_override)+16*cos(angle_override)*2), 1)
@@ -0,0 +1,51 @@
/proc/generate_tracer_between_points(datum/point/starting, datum/point/ending, beam_type, color, qdel_in = 5) //Do not pass z-crossing points as that will not be properly (and likely will never be properly until it's absolutely needed) supported!
if(!istype(starting) || !istype(ending) || !ispath(beam_type))
return
var/datum/point/midpoint = point_midpoint_points(starting, ending)
var/obj/effect/projectile/tracer/PB = new beam_type
PB.apply_vars(angle_between_points(starting, ending), midpoint.return_px(), midpoint.return_py(), color, pixel_length_between_points(starting, ending) / world.icon_size, midpoint.return_turf(), 0)
. = PB
if(qdel_in)
QDEL_IN(PB, qdel_in)
/obj/effect/projectile/tracer
name = "beam"
icon = 'icons/obj/projectiles_tracer.dmi'
/obj/effect/projectile/tracer/laser
name = "laser"
icon_state = "beam"
/obj/effect/projectile/tracer/laser/blue
icon_state = "beam_blue"
/obj/effect/projectile/tracer/disabler
name = "disabler"
icon_state = "beam_omni"
/obj/effect/projectile/tracer/xray
name = "xray laser"
icon_state = "xray"
/obj/effect/projectile/tracer/pulse
name = "pulse laser"
icon_state = "u_laser"
/obj/effect/projectile/tracer/plasma_cutter
name = "plasma blast"
icon_state = "plasmacutter"
/obj/effect/projectile/tracer/stun
name = "stun beam"
icon_state = "stun"
/obj/effect/projectile/tracer/heavy_laser
name = "heavy laser"
icon_state = "beam_heavy"
//BEAM RIFLE
/obj/effect/projectile/tracer/tracer/beam_rifle
icon_state = "tracer_beam"
/obj/effect/projectile/tracer/tracer/aiming
icon_state = "pixelbeam_greyscale"
+3
View File
@@ -94,6 +94,8 @@
else
to_chat(user, "<span class='warning'>Strap the defibrillator's belt on first!</span>")
return
else if(istype(loc, /obj/machinery/defibrillator_mount))
ui_action_click() //checks for this are handled in defibrillator.mount.dm
..()
/obj/item/defibrillator/MouseDrop(obj/over_object)
@@ -200,6 +202,7 @@
if(on)
var/M = get(paddles, /mob)
remove_paddles(M)
QDEL_NULL(paddles)
. = ..()
update_icon()
@@ -1,6 +0,0 @@
/obj/item/device/machineprototype
name = "machine prototype"
desc = "A complicated machine prototype. You have no idea how it works."
icon = 'icons/obj/machineprototype.dmi'
icon_state = "machineprototype"
materials = list(MAT_METAL=1000, MAT_GLASS=500)
@@ -1,152 +0,0 @@
//Pinpointers are used to track atoms from a distance as long as they're on the same z-level. The captain and nuke ops have ones that track the nuclear authentication disk.
/obj/item/weapon/pinpointer
name = "pinpointer"
desc = "A handheld tracking device that locks onto certain signals."
icon = 'icons/obj/device.dmi'
icon_state = "pinpointer"
flags = CONDUCT
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL = 500, MAT_GLASS = 250)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/active = FALSE
var/atom/movable/target = null //The thing we're searching for
var/minimum_range = 0 //at what range the pinpointer declares you to be at your destination
var/alert = FALSE // TRUE to display things more seriously
/obj/item/weapon/pinpointer/New()
..()
GLOB.pinpointer_list += src
/obj/item/weapon/pinpointer/Destroy()
STOP_PROCESSING(SSfastprocess, src)
GLOB.pinpointer_list -= src
return ..()
/obj/item/weapon/pinpointer/attack_self(mob/living/user)
active = !active
user.visible_message("<span class='notice'>[user] [active ? "" : "de"]activates their pinpointer.</span>", "<span class='notice'>You [active ? "" : "de"]activate your pinpointer.</span>")
playsound(user, 'sound/items/screwdriver2.ogg', 50, 1)
if(active)
START_PROCESSING(SSfastprocess, src)
else
target = null
STOP_PROCESSING(SSfastprocess, src)
update_pointer_overlay()
/obj/item/weapon/pinpointer/process()
if(!active)
STOP_PROCESSING(SSfastprocess, src)
return
scan_for_target()
update_pointer_overlay()
/obj/item/weapon/pinpointer/proc/scan_for_target()
return
/obj/item/weapon/pinpointer/proc/update_pointer_overlay()
cut_overlays()
if(!active)
return
if(!target)
add_overlay("pinon[alert ? "alert" : ""]null")
var/turf/here = get_turf(src)
var/turf/there = get_turf(target)
if(here.z != there.z)
add_overlay("pinon[alert ? "alert" : ""]null")
return
if(get_dist_euclidian(here,there) <= minimum_range)
add_overlay("pinon[alert ? "alert" : ""]direct")
else
setDir(get_dir(here, there))
switch(get_dist(here, there))
if(1 to 8)
add_overlay("pinon[alert ? "alert" : "close"]")
if(9 to 16)
add_overlay("pinon[alert ? "alert" : "medium"]")
if(16 to INFINITY)
add_overlay("pinon[alert ? "alert" : "far"]")
/obj/item/weapon/pinpointer/crew // A replacement for the old crew monitoring consoles
name = "crew pinpointer"
desc = "A handheld tracking device that points to crew suit sensors."
icon_state = "pinpointer_crew"
/obj/item/weapon/pinpointer/crew/proc/trackable(mob/living/carbon/human/H)
var/turf/here = get_turf(src)
if((H.z == 0 || H.z == here.z) && istype(H.w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = H.w_uniform
// Suit sensors must be on maximum.
if(!U.has_sensor || U.sensor_mode < SENSOR_COORDS)
return FALSE
var/turf/there = get_turf(H)
return (H.z != 0 || (there && there.z == H.z))
return FALSE
/obj/item/weapon/pinpointer/crew/attack_self(mob/living/user)
if(active)
active = FALSE
user.visible_message("<span class='notice'>[user] deactivates their pinpointer.</span>", "<span class='notice'>You deactivate your pinpointer.</span>")
playsound(user, 'sound/items/screwdriver2.ogg', 50, 1)
target = null //Restarting the pinpointer forces a target reset
STOP_PROCESSING(SSfastprocess, src)
update_pointer_overlay()
return
var/list/name_counts = list()
var/list/names = list()
for(var/mob/living/carbon/human/H in GLOB.mob_list)
if(!trackable(H))
continue
var/name = "Unknown"
if(H.wear_id)
var/obj/item/weapon/card/id/I = H.wear_id.GetID()
name = I.registered_name
while(name in name_counts)
name_counts[name]++
name = text("[] ([])", name, name_counts[name])
names[name] = H
name_counts[name] = 1
if(!names.len)
user.visible_message("<span class='notice'>[user]'s pinpointer fails to detect a signal.</span>", "<span class='notice'>Your pinpointer fails to detect a signal.</span>")
return
var/A = input(user, "Person to track", "Pinpoint") in names
if(!src || QDELETED(src) || !user || !user.is_holding(src) || user.incapacitated() || !A)
return
target = names[A]
active = TRUE
user.visible_message("<span class='notice'>[user] activates their pinpointer.</span>", "<span class='notice'>You activate your pinpointer.</span>")
playsound(user, 'sound/items/screwdriver2.ogg', 50, 1)
START_PROCESSING(SSfastprocess, src)
update_pointer_overlay()
/obj/item/weapon/pinpointer/crew/scan_for_target()
if(target)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(!trackable(H))
target = null
if(!target)
active = FALSE
/obj/item/weapon/pinpointer/process()
if(!active)
STOP_PROCESSING(SSfastprocess, src)
return
scan_for_target()
update_pointer_overlay()
@@ -0,0 +1,131 @@
/obj/item/device/reverse_bear_trap
name = "reverse bear trap"
desc = "A horrifying set of shut metal jaws, rigged to a kitchen timer and secured by padlock to a head-mounted clamp. To apply, hit someone with it."
icon_state = "reverse_bear_trap"
slot_flags = SLOT_HEAD
flags_1 = CONDUCT_1
resistance_flags = FIRE_PROOF | UNACIDABLE
w_class = WEIGHT_CLASS_NORMAL
obj_integrity = 300
max_integrity = 300
item_state = "rack_parts"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
var/ticking = FALSE
var/time_left = 60 //seconds remaining until pop
var/escape_chance = 0 //chance per "fiddle" to get the trap off your head
var/struggling = FALSE
var/time_since_last_beep = 0
var/datum/looping_sound/reverse_bear_trap/soundloop
var/datum/looping_sound/reverse_bear_trap_beep/soundloop2
/obj/item/device/reverse_bear_trap/Initialize()
. = ..()
soundloop = new(list(src))
soundloop2 = new(list(src))
/obj/item/device/reverse_bear_trap/Destroy()
QDEL_NULL(soundloop)
QDEL_NULL(soundloop2)
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/device/reverse_bear_trap/process()
if(!ticking)
return
time_left--
soundloop2.mid_length = max(0.5, time_left - 5) //beepbeepbeepbeepbeep
if(!time_left || !isliving(loc))
playsound(src, 'sound/machines/microwave/microwave-end.ogg', 100, FALSE)
soundloop.stop()
soundloop2.stop()
to_chat(loc, "<span class='userdanger'>*ding*</span>")
addtimer(CALLBACK(src, .proc/snap), 2)
/obj/item/device/reverse_bear_trap/attack_hand(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.get_item_by_slot(slot_head) == src)
if(flags_1 & NODROP_1 && !struggling)
struggling = TRUE
var/fear_string
switch(time_left)
if(0 to 5)
fear_string = "agonizingly"
if(5 to 20)
fear_string = "desperately"
if(20 to 40)
fear_string = "panickedly"
if(40 to 50)
fear_string = "shakily"
if(50 to 60)
fear_string = ""
C.visible_message("<span class='danger'>[C] fiddles with and pulls at [src]...</span>", \
"<span class='danger'>You [fear_string] try to pull at [src]...</span>", "<i>You hear clicking and ticking.</i>")
if(!do_after(user, 20, target = src))
struggling = FALSE
return
if(!prob(escape_chance))
to_chat(user, "<span class='warning'>It doesn't budge!</span>")
escape_chance++
else
user.visible_message("<span class='warning'>The lock on [user]'s [name] pops open!</span>", \
"<span class='userdanger'>You force open the padlock!</span>", "<i>You hear a single, pronounced click!</i>")
flags_1 &= ~NODROP_1
struggling = FALSE
else
..()
return
..()
/obj/item/device/reverse_bear_trap/attack(mob/living/target, mob/living/user)
if(target.get_item_by_slot(slot_head))
to_chat(user, "<span class='warning'>Remove their headgear first!</span>")
return
target.visible_message("<span class='warning'>[user] starts forcing [src] onto [target]'s head!</span>", \
"<span class='userdanger'>[target] starts forcing [src] onto your head!</span>", "<i>You hear clanking.</i>")
to_chat(user, "<span class='danger'>You start forcing [src] onto [target]'s head...</span>")
if(!do_after(user, 30, target = target) || target.get_item_by_slot(slot_head))
return
target.visible_message("<span class='warning'>[user] forces and locks [src] onto [target]'s head!</span>", \
"<span class='userdanger'>[target] locks [src] onto your head!</span>", "<i>You hear a click, and then a timer ticking down.</i>")
to_chat(user, "<span class='danger'>You force [src] onto [target]'s head and click the padlock shut.</span>")
user.dropItemToGround(src)
target.equip_to_slot_if_possible(src, slot_head)
arm()
notify_ghosts("[user] put a reverse bear trap on [target]!", source = src, action = NOTIFY_ORBIT, ghost_sound = 'sound/machines/beep.ogg')
/obj/item/device/reverse_bear_trap/proc/snap()
reset()
var/mob/living/carbon/human/H = loc
if(!istype(H) || H.get_item_by_slot(slot_head) != src)
visible_message("<span class='warning'>[src]'s jaws snap open with an ear-piercing crack!</span>")
playsound(src, 'sound/effects/snap.ogg', 75, TRUE)
else
var/mob/living/carbon/human/jill = loc
jill.visible_message("<span class='boldwarning'>[src] goes off in [jill]'s mouth, ripping their head apart!</span>", "<span class='userdanger'>[src] goes off!</span>")
jill.emote("scream")
playsound(src, 'sound/effects/snap.ogg', 75, TRUE, frequency = 0.5)
playsound(src, 'sound/effects/splat.ogg', 50, TRUE, frequency = 0.5)
jill.apply_damage(9999, BRUTE, "head")
jill.death() //just in case, for some reason, they're still alive
flash_color(jill, flash_color = "#FF0000", flash_time = 100)
/obj/item/device/reverse_bear_trap/proc/reset()
ticking = FALSE
flags_1 &= ~NODROP_1
soundloop.stop()
soundloop2.stop()
STOP_PROCESSING(SSprocessing, src)
/obj/item/device/reverse_bear_trap/proc/arm() //hulen
ticking = TRUE
escape_chance = initial(escape_chance) //we keep these vars until re-arm, for tracking purposes
time_left = initial(time_left)
flags_1 |= NODROP_1
soundloop.start()
soundloop2.mid_length = initial(soundloop2.mid_length)
soundloop2.start()
START_PROCESSING(SSprocessing, src)
+4 -1
View File
@@ -425,6 +425,9 @@ GAS ANALYZER
to_chat(user, "<span class='warning'>This device can only scan slimes!</span>")
return
var/mob/living/simple_animal/slime/T = M
slime_scan(T, user)
/proc/slime_scan(mob/living/simple_animal/slime/T, mob/living/user)
to_chat(user, "Slime scan results:")
to_chat(user, "[T.colour] [T.is_adult ? "adult" : "baby"] slime")
to_chat(user, "Nutrition: [T.nutrition]/[T.get_max_nutrition()]")
@@ -449,4 +452,4 @@ GAS ANALYZER
to_chat(user, "Genetic destability: [T.mutation_chance] % chance of mutation on splitting")
if (T.cores > 1)
to_chat(user, "Anomalious slime core amount detected")
to_chat(user, "Growth progress: [T.amount_grown]/[SLIME_EVOLUTION_THRESHOLD]")
to_chat(user, "Growth progress: [T.amount_grown]/[SLIME_EVOLUTION_THRESHOLD]")
@@ -1,54 +0,0 @@
/obj/item/implant/gang
name = "gang implant"
desc = "Makes you a gangster or such."
activated = 0
var/datum/gang/gang
/obj/item/implant/gang/New(loc,var/setgang)
..()
gang = setgang
/obj/item/implant/gang/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Criminal brainwash implant<BR>
<b>Life:</b> A few seconds after injection.<BR>
<b>Important Notes:</b> Illegal<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small pod of nanobots that change the host's brain to be loyal to a certain organization.<BR>
<b>Special Features:</b> This device will also emit a small EMP pulse, destroying any other implants within the host's brain.<BR>
<b>Integrity:</b> Implant's EMP function will destroy itself in the process."}
return dat
/obj/item/implant/gang/implant(mob/living/target, mob/user, silent = 0)
if(..())
for(var/obj/item/implant/I in target.implants)
if(I != src)
qdel(I)
if(!target.mind || target.stat == DEAD)
return 0
var/success
if(target.mind in SSticker.mode.get_gangsters())
if(SSticker.mode.remove_gangster(target.mind,0,1))
success = 1 //Was not a gang boss, convert as usual
else
success = 1
if(ishuman(target))
if(!success)
target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel the influence of your enemies try to invade your mind!</span>")
qdel(src)
return 0
/obj/item/implanter/gang
name = "implanter (gang)"
/obj/item/implanter/gang/New(loc, gang)
if(!gang)
qdel(src)
return
imp = new /obj/item/implant/gang(src,gang)
..()
@@ -19,8 +19,7 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
new/datum/stack_recipe("bar stool", /obj/structure/chair/stool/bar, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("chair", /obj/structure/chair, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("bed", /obj/structure/bed, 2, one_per_turf = TRUE, on_floor = TRUE), \
//CIT CHANGE - adds sofas to metal recipe list
//CIT CHANGE - adds sofas to metal recipe list
new/datum/stack_recipe_list("sofas", list( \
new /datum/stack_recipe("sofa (middle)", /obj/structure/chair/sofa, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (left)", /obj/structure/chair/sofa/left, one_per_turf = TRUE, on_floor = TRUE), \
@@ -135,7 +134,7 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
/obj/item/stack/sheet/metal/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins whacking themselves over the head with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/*
* Plasteel
*/
@@ -353,6 +352,9 @@ GLOBAL_LIST_INIT(runed_metal_recipes, list ( \
/obj/item/stack/sheet/runed_metal/fifty
amount = 50
/obj/item/stack/sheet/runed_metal/ten
amount = 10
/obj/item/stack/sheet/runed_metal/five
amount = 5
-789
View File
@@ -1,789 +0,0 @@
#define WELDER_FUEL_BURN_INTERVAL 13
/* Tools!
* Note: Multitools are /obj/item/device
*
* Contains:
* Wrench
* Screwdriver
* Wirecutters
* Welding Tool
* Crowbar
*/
/*
* Wrench
*/
/obj/item/wrench
name = "wrench"
desc = "A wrench with common uses. Can be found in your hand."
icon = 'icons/obj/tools.dmi'
icon_state = "wrench"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
usesound = 'sound/items/ratchet.ogg'
materials = list(MAT_METAL=150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
/obj/item/wrench/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
return (BRUTELOSS)
/obj/item/wrench/cyborg
name = "automatic wrench"
desc = "An advanced robotic wrench. Can be found in construction cyborgs."
toolspeed = 0.5
/obj/item/wrench/brass
name = "brass wrench"
desc = "A brass wrench. It's faintly warm to the touch."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "wrench_brass"
toolspeed = 0.5
/obj/item/wrench/abductor
name = "alien wrench"
desc = "A polarized wrench. It causes anything placed between the jaws to turn."
icon = 'icons/obj/abductor.dmi'
icon_state = "wrench"
usesound = 'sound/effects/empulse.ogg'
toolspeed = 0.1
/obj/item/wrench/power
name = "hand drill"
desc = "A simple powered hand drill. It's fitted with a bolt bit."
icon_state = "drill_bolt"
item_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
usesound = 'sound/items/drill_use.ogg'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
force = 8 //might or might not be too high, subject to change
w_class = WEIGHT_CLASS_SMALL
throwforce = 8
attack_verb = list("drilled", "screwed", "jabbed")
toolspeed = 0.25
/obj/item/wrench/power/attack_self(mob/user)
playsound(get_turf(user),'sound/items/change_drill.ogg',50,1)
var/obj/item/wirecutters/power/s_drill = new /obj/item/screwdriver/power
to_chat(user, "<span class='notice'>You attach the screw driver bit to [src].</span>")
qdel(src)
user.put_in_active_hand(s_drill)
/obj/item/wrench/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is pressing [src] against [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/wrench/medical
name = "medical wrench"
desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
icon_state = "wrench_medical"
force = 2 //MEDICAL
throwforce = 4
attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked")
/obj/item/wrench/medical/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!</span>")
// TODO Make them glow with the power of the M E D I C A L W R E N C H
// during their ascension
// Stun stops them from wandering off
user.Stun(100, ignore_canstun = TRUE)
playsound(loc, 'sound/effects/pray.ogg', 50, 1, -1)
// Let the sound effect finish playing
sleep(20)
if(!user)
return
for(var/obj/item/W in user)
user.dropItemToGround(W)
var/obj/item/wrench/medical/W = new /obj/item/wrench/medical(loc)
W.add_fingerprint(user)
W.desc += " For some reason, it reminds you of [user.name]."
if(!user)
return
user.dust()
return OXYLOSS
/*
* Screwdriver
*/
/obj/item/screwdriver
name = "screwdriver"
desc = "You can be totally screwy with this."
icon = 'icons/obj/tools.dmi'
icon_state = "screwdriver_map"
item_state = "screwdriver"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=75)
attack_verb = list("stabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/screwdriver.ogg'
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/random_color = TRUE //if the screwdriver uses random coloring
var/static/list/screwdriver_colors = list(\
"blue" = rgb(24, 97, 213), \
"red" = rgb(149, 23, 16), \
"pink" = rgb(213, 24, 141), \
"brown" = rgb(160, 82, 18), \
"green" = rgb(14, 127, 27), \
"cyan" = rgb(24, 162, 213), \
"yellow" = rgb(213, 140, 24), \
)
/obj/item/screwdriver/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is stabbing [src] into [user.p_their()] [pick("temple", "heart")]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return(BRUTELOSS)
/obj/item/screwdriver/Initialize()
. = ..()
if(random_color) //random colors!
icon_state = "screwdriver"
var/our_color = pick(screwdriver_colors)
add_atom_colour(screwdriver_colors[our_color], FIXED_COLOUR_PRIORITY)
update_icon()
if(prob(75))
pixel_y = rand(0, 16)
/obj/item/screwdriver/update_icon()
if(!random_color) //icon override
return
cut_overlays()
var/mutable_appearance/base_overlay = mutable_appearance(icon, "screwdriver_screwybits")
base_overlay.appearance_flags = RESET_COLOR
add_overlay(base_overlay)
/obj/item/screwdriver/worn_overlays(isinhands = FALSE, icon_file)
. = list()
if(isinhands && random_color)
var/mutable_appearance/M = mutable_appearance(icon_file, "screwdriver_head")
M.appearance_flags = RESET_COLOR
. += M
/obj/item/screwdriver/get_belt_overlay()
if(random_color)
var/mutable_appearance/body = mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver")
var/mutable_appearance/head = mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver_head")
body.color = color
head.add_overlay(body)
return head
else
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', icon_state)
/obj/item/screwdriver/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(user.zone_selected != "eyes" && user.zone_selected != "head")
return ..()
if(user.disabilities & CLUMSY && prob(50))
M = user
return eyestab(M,user)
/obj/item/screwdriver/brass
name = "brass screwdriver"
desc = "A screwdriver made of brass. The handle feels freezing cold."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "screwdriver_brass"
item_state = "screwdriver_brass"
toolspeed = 0.5
random_color = FALSE
/obj/item/screwdriver/abductor
name = "alien screwdriver"
desc = "An ultrasonic screwdriver."
icon = 'icons/obj/abductor.dmi'
icon_state = "screwdriver_a"
item_state = "screwdriver_nuke"
usesound = 'sound/items/pshoom.ogg'
toolspeed = 0.1
random_color = FALSE
/obj/item/screwdriver/power
name = "hand drill"
desc = "A simple powered hand drill. It's fitted with a screw bit."
icon_state = "drill_screw"
item_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
force = 8 //might or might not be too high, subject to change
w_class = WEIGHT_CLASS_SMALL
throwforce = 8
throw_speed = 2
throw_range = 3//it's heavier than a screw driver/wrench, so it does more damage, but can't be thrown as far
attack_verb = list("drilled", "screwed", "jabbed","whacked")
hitsound = 'sound/items/drill_hit.ogg'
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.25
random_color = FALSE
/obj/item/screwdriver/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is putting [src] to [user.p_their()] temple. It looks like [user.p_theyre()] trying to commit suicide!</span>")
return(BRUTELOSS)
/obj/item/screwdriver/power/attack_self(mob/user)
playsound(get_turf(user),'sound/items/change_drill.ogg',50,1)
var/obj/item/wrench/power/b_drill = new /obj/item/wrench/power
to_chat(user, "<span class='notice'>You attach the bolt driver bit to [src].</span>")
qdel(src)
user.put_in_active_hand(b_drill)
/obj/item/screwdriver/cyborg
name = "powered screwdriver"
desc = "An electrical screwdriver, designed to be both precise and quick."
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.5
/*
* Wirecutters
*/
/obj/item/wirecutters
name = "wirecutters"
desc = "This cuts wires."
icon = 'icons/obj/tools.dmi'
icon_state = "cutters"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
force = 6
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=80)
attack_verb = list("pinched", "nipped")
hitsound = 'sound/items/wirecutter.ogg'
usesound = 'sound/items/wirecutter.ogg'
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/random_color = TRUE
/obj/item/wirecutters/New(loc, var/param_color = null)
..()
if(random_color)
if(!param_color)
param_color = pick("yellow","red")
icon_state = "cutters_[param_color]"
/obj/item/wirecutters/attack(mob/living/carbon/C, mob/user)
if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/restraints/handcuffs/cable))
user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
qdel(C.handcuffed)
C.handcuffed = null
if(C.buckled && C.buckled.buckle_requires_restraints)
C.buckled.unbuckle_mob(C)
C.update_handcuffed()
return
else
..()
/obj/item/wirecutters/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is cutting at [user.p_their()] arteries with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, usesound, 50, 1, -1)
return (BRUTELOSS)
/obj/item/wirecutters/brass
name = "brass wirecutters"
desc = "A pair of wirecutters made of brass. The handle feels freezing cold to the touch."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "cutters_brass"
random_color = FALSE
toolspeed = 0.5
/obj/item/wirecutters/abductor
name = "alien wirecutters"
desc = "Extremely sharp wirecutters, made out of a silvery-green metal."
icon = 'icons/obj/abductor.dmi'
icon_state = "cutters"
toolspeed = 0.1
random_color = FALSE
/obj/item/wirecutters/cyborg
name = "wirecutters"
desc = "This cuts wires."
toolspeed = 0.5
/obj/item/wirecutters/power
name = "jaws of life"
desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a cutting head."
icon_state = "jaws_cutter"
item_state = "jawsoflife"
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
usesound = 'sound/items/jaws_cut.ogg'
toolspeed = 0.25
random_color = FALSE
/obj/item/wirecutters/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is wrapping \the [src] around [user.p_their()] neck. It looks like [user.p_theyre()] trying to rip [user.p_their()] head off!</span>")
playsound(loc, 'sound/items/jaws_cut.ogg', 50, 1, -1)
if(iscarbon(user))
var/mob/living/carbon/C = user
var/obj/item/bodypart/BP = C.get_bodypart("head")
if(BP)
BP.drop_limb()
playsound(loc,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
return (BRUTELOSS)
/obj/item/wirecutters/power/attack_self(mob/user)
playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1)
var/obj/item/crowbar/power/pryjaws = new /obj/item/crowbar/power
to_chat(user, "<span class='notice'>You attach the pry jaws to [src].</span>")
qdel(src)
user.put_in_active_hand(pryjaws)
/*
* Welding Tool
*/
/obj/item/weldingtool
name = "welding tool"
desc = "A standard edition welder provided by Nanotrasen."
icon = 'icons/obj/tools.dmi'
icon_state = "welder"
item_state = "welder"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
force = 3
throwforce = 5
hitsound = "swing_hit"
usesound = 'sound/items/welder.ogg'
var/acti_sound = 'sound/items/welderactivate.ogg'
var/deac_sound = 'sound/items/welderdeactivate.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
materials = list(MAT_METAL=70, MAT_GLASS=30)
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
var/status = TRUE //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
var/max_fuel = 20 //The max amount of fuel the welder can hold
var/change_icons = 1
var/can_off_process = 0
var/light_intensity = 2 //how powerful the emitted light is when used.
var/burned_fuel_for = 0 //when fuel was last removed
heat = 3800
toolspeed = 1
/obj/item/weldingtool/Initialize()
. = ..()
create_reagents(max_fuel)
reagents.add_reagent("welding_fuel", max_fuel)
update_icon()
/obj/item/weldingtool/proc/update_torch()
if(welding)
add_overlay("[initial(icon_state)]-on")
item_state = "[initial(item_state)]1"
else
item_state = "[initial(item_state)]"
/obj/item/weldingtool/update_icon()
cut_overlays()
if(change_icons)
var/ratio = get_fuel() / max_fuel
ratio = Ceiling(ratio*4) * 25
add_overlay("[initial(icon_state)][ratio]")
update_torch()
return
/obj/item/weldingtool/process()
switch(welding)
if(0)
force = 3
damtype = "brute"
update_icon()
if(!can_off_process)
STOP_PROCESSING(SSobj, src)
return
//Welders left on now use up fuel, but lets not have them run out quite that fast
if(1)
force = 15
damtype = "fire"
++burned_fuel_for
if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL)
remove_fuel(1)
update_icon()
//This is to start fires. process() is only called if the welder is on.
open_flame()
/obj/item/weldingtool/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
/obj/item/weldingtool/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
flamethrower_screwdriver(I, user)
else if(istype(I, /obj/item/stack/rods))
flamethrower_rods(I, user)
else if(istype(I, /obj/item/reagent_containers) && I.is_open_container())
var/amountNeeded = max_fuel - get_fuel()
var/obj/item/reagent_containers/container = I
if(length(container.reagents.reagent_list) > 1)
to_chat(user, "<span class='warning'>[container] has too many chemicals mixed into it. You wouldn't want to put the wrong chemicals into [src].</span>")
return ..()
if(amountNeeded > 0 && container.reagents.has_reagent("welding_fuel"))
container.reagents.trans_id_to(src, "welding_fuel", amountNeeded)
to_chat(user, "<span class='notice'>You transfer some fuel from [container] to [src].</span>")
else
return ..()
/obj/item/weldingtool/attack(mob/living/carbon/human/H, mob/user)
if(!istype(H))
return ..()
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.status == BODYPART_ROBOTIC && user.a_intent != INTENT_HARM)
if(src.remove_fuel(1))
playsound(loc, usesound, 50, 1)
if(user == H)
user.visible_message("<span class='notice'>[user] starts to fix some of the dents on [H]'s [affecting.name].</span>", "<span class='notice'>You start fixing some of the dents on [H]'s [affecting.name].</span>")
if(!do_mob(user, H, 50))
return
item_heal_robotic(H, user, 15, 0)
else
return ..()
/obj/item/weldingtool/afterattack(atom/O, mob/user, proximity)
if(!proximity)
return
if(welding)
remove_fuel(1)
var/turf/location = get_turf(user)
location.hotspot_expose(700, 50, 1)
if(get_fuel() <= 0)
set_light(0)
if(isliving(O))
var/mob/living/L = O
if(L.IgniteMob())
message_admins("[key_name_admin(user)] set [key_name_admin(L)] on fire")
log_game("[key_name(user)] set [key_name(L)] on fire")
/obj/item/weldingtool/attack_self(mob/user)
switched_on(user)
if(welding)
set_light(light_intensity)
update_icon()
//Returns the amount of fuel in the welder
/obj/item/weldingtool/proc/get_fuel()
return reagents.get_reagent_amount("welding_fuel")
//Removes fuel from the welding tool. If a mob is passed, it will try to flash the mob's eyes. This should probably be renamed to use()
/obj/item/weldingtool/proc/remove_fuel(amount = 1, mob/living/M = null)
if(!welding || !check_fuel())
return 0
if(amount)
burned_fuel_for = 0
if(get_fuel() >= amount)
reagents.remove_reagent("welding_fuel", amount)
check_fuel()
if(M)
M.flash_act(light_intensity)
return TRUE
else
if(M)
to_chat(M, "<span class='warning'>You need more welding fuel to complete this task!</span>")
return FALSE
//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
/obj/item/weldingtool/proc/check_fuel(mob/user)
if(get_fuel() <= 0 && welding)
switched_on(user)
update_icon()
//mob icon update
if(ismob(loc))
var/mob/M = loc
M.update_inv_hands(0)
return 0
return 1
//Switches the welder on
/obj/item/weldingtool/proc/switched_on(mob/user)
if(!status)
to_chat(user, "<span class='warning'>[src] can't be turned on while unsecured!</span>")
return
welding = !welding
if(welding)
if(get_fuel() >= 1)
to_chat(user, "<span class='notice'>You switch [src] on.</span>")
playsound(loc, acti_sound, 50, 1)
force = 15
damtype = "fire"
hitsound = 'sound/items/welder.ogg'
update_icon()
START_PROCESSING(SSobj, src)
else
to_chat(user, "<span class='warning'>You need more fuel!</span>")
switched_off(user)
else
to_chat(user, "<span class='notice'>You switch [src] off.</span>")
playsound(loc, deac_sound, 50, 1)
switched_off(user)
//Switches the welder off
/obj/item/weldingtool/proc/switched_off(mob/user)
welding = 0
set_light(0)
force = 3
damtype = "brute"
hitsound = "swing_hit"
update_icon()
/obj/item/weldingtool/examine(mob/user)
..()
to_chat(user, "It contains [get_fuel()] unit\s of fuel out of [max_fuel].")
/obj/item/weldingtool/is_hot()
return welding * heat
//Returns whether or not the welding tool is currently on.
/obj/item/weldingtool/proc/isOn()
return welding
/obj/item/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user)
if(welding)
to_chat(user, "<span class='warning'>Turn it off first!</span>")
return
status = !status
if(status)
to_chat(user, "<span class='notice'>You resecure [src].</span>")
else
to_chat(user, "<span class='notice'>[src] can now be attached and modified.</span>")
add_fingerprint(user)
/obj/item/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user)
if(!status)
var/obj/item/stack/rods/R = I
if (R.use(1))
var/obj/item/flamethrower/F = new /obj/item/flamethrower(user.loc)
if(!remove_item_from_storage(F))
user.transferItemToLoc(src, F, TRUE)
F.weldtool = src
add_fingerprint(user)
to_chat(user, "<span class='notice'>You add a rod to a welder, starting to build a flamethrower.</span>")
user.put_in_hands(F)
else
to_chat(user, "<span class='warning'>You need one rod to start building a flamethrower!</span>")
/obj/item/weldingtool/ignition_effect(atom/A, mob/user)
if(welding && remove_fuel(1, user))
. = "<span class='notice'>[user] casually lights [A] with [src], what a badass.</span>"
else
. = ""
/obj/item/weldingtool/largetank
name = "industrial welding tool"
desc = "A slightly larger welder with a larger tank."
icon_state = "indwelder"
max_fuel = 40
materials = list(MAT_GLASS=60)
/obj/item/weldingtool/largetank/cyborg
name = "integrated welding tool"
desc = "An advanced welder designed to be used in robotic systems."
toolspeed = 0.5
/obj/item/weldingtool/largetank/flamethrower_screwdriver()
return
/obj/item/weldingtool/mini
name = "emergency welding tool"
desc = "A miniature welder used during emergencies."
icon_state = "miniwelder"
max_fuel = 10
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL=30, MAT_GLASS=10)
change_icons = 0
/obj/item/weldingtool/mini/flamethrower_screwdriver()
return
/obj/item/weldingtool/abductor
name = "alien welding tool"
desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
icon = 'icons/obj/abductor.dmi'
icon_state = "welder"
toolspeed = 0.1
light_intensity = 0
change_icons = 0
/obj/item/weldingtool/abductor/process()
if(get_fuel() <= max_fuel)
reagents.add_reagent("welding_fuel", 1)
..()
/obj/item/weldingtool/hugetank
name = "upgraded industrial welding tool"
desc = "An upgraded welder based of the industrial welder."
icon_state = "upindwelder"
item_state = "upindwelder"
max_fuel = 80
materials = list(MAT_METAL=70, MAT_GLASS=120)
/obj/item/weldingtool/experimental
name = "experimental welding tool"
desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
icon_state = "exwelder"
item_state = "exwelder"
max_fuel = 40
materials = list(MAT_METAL=70, MAT_GLASS=120)
var/last_gen = 0
change_icons = 0
can_off_process = 1
light_intensity = 1
toolspeed = 0.5
var/nextrefueltick = 0
/obj/item/weldingtool/experimental/brass
name = "brass welding tool"
desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "brasswelder"
item_state = "brasswelder"
/obj/item/weldingtool/experimental/process()
..()
if(get_fuel() < max_fuel && nextrefueltick < world.time)
nextrefueltick = world.time + 10
reagents.add_reagent("welding_fuel", 1)
/*
* Crowbar
*/
/obj/item/crowbar
name = "pocket crowbar"
desc = "A small crowbar. This handy tool is useful for lots of things, such as prying floor tiles or opening unpowered doors."
icon = 'icons/obj/tools.dmi'
icon_state = "crowbar"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
usesound = 'sound/items/crowbar.ogg'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
/obj/item/crowbar/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
return (BRUTELOSS)
/obj/item/crowbar/red
icon_state = "crowbar_red"
force = 8
/obj/item/crowbar/brass
name = "brass crowbar"
desc = "A brass crowbar. It feels faintly warm to the touch."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "crowbar_brass"
toolspeed = 0.5
/obj/item/crowbar/abductor
name = "alien crowbar"
desc = "A hard-light crowbar. It appears to pry by itself, without any effort required."
icon = 'icons/obj/abductor.dmi'
usesound = 'sound/weapons/sonic_jackhammer.ogg'
icon_state = "crowbar"
toolspeed = 0.1
/obj/item/crowbar/large
name = "crowbar"
desc = "It's a big crowbar. It doesn't fit in your pockets, because it's big."
force = 12
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 3
throw_range = 3
materials = list(MAT_METAL=70)
icon_state = "crowbar_large"
item_state = "crowbar"
toolspeed = 0.5
/obj/item/crowbar/cyborg
name = "hydraulic crowbar"
desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbar in construction cyborgs."
usesound = 'sound/items/jaws_pry.ogg'
force = 10
toolspeed = 0.5
/obj/item/crowbar/power
name = "jaws of life"
desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a prying head."
icon_state = "jaws_pry"
item_state = "jawsoflife"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
usesound = 'sound/items/jaws_pry.ogg'
force = 15
toolspeed = 0.25
/obj/item/crowbar/power/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is putting [user.p_their()] head in [src], it looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/items/jaws_pry.ogg', 50, 1, -1)
return (BRUTELOSS)
/obj/item/crowbar/power/attack_self(mob/user)
playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1)
var/obj/item/wirecutters/power/cutjaws = new /obj/item/wirecutters/power
to_chat(user, "<span class='notice'>You attach the cutting jaws to [src].</span>")
qdel(src)
user.put_in_active_hand(cutjaws)
#undef WELDER_FUEL_BURN_INTERVAL
+23
View File
@@ -613,3 +613,26 @@
if(!user.can_use_guns(src))
return FALSE
return TRUE
/obj/item/extendohand
name = "extendo-hand"
desc = "Futuristic tech has allowed these classic spring-boxing toys to essentially act as a fully functional hand-operated hand prosthetic."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "extendohand"
item_state = "extendohand"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
force = 0
throwforce = 5
reach = 2
/obj/item/extendohand/acme
name = "\improper ACME Extendo-Hand"
desc = "A novelty extendo-hand produced by the ACME corporation. Originally designed to knock out roadrunners."
/obj/item/extendohand/attack(atom/M, mob/living/carbon/human/user)
var/dist = get_dist(M, user)
if(dist < reach)
to_chat(user, "<span class='warning'>[M] is too close to use [src] on.</span>")
return
M.attack_hand(user)
-60
View File
@@ -1,60 +0,0 @@
/proc/radiation_pulse(turf/epicenter, heavy_range, light_range, severity, log=0)
if(!epicenter || !severity)
return
if(!isturf(epicenter))
epicenter = get_turf(epicenter.loc)
if(heavy_range > light_range)
light_range = heavy_range
var/light_severity = severity * 0.5
for(var/atom/T in range(light_range, epicenter))
var/distance = get_dist(epicenter, T)
if(distance < 0)
distance = 0
if(distance < heavy_range)
T.rad_act(severity)
else if(distance == heavy_range)
if(prob(50))
T.rad_act(severity)
else
T.rad_act(light_severity)
else if(distance <= light_range)
T.rad_act(light_severity)
if(log)
log_game("Radiation pulse with size ([heavy_range], [light_range]) and severity [severity] in area [epicenter.loc.name] ")
return 1
/atom/proc/rad_act(var/severity)
return 1
/mob/living/rad_act(amount, silent = 0)
if(amount)
var/blocked = getarmor(null, "rad")
if(!silent)
to_chat(src, "Your skin feels warm.")
apply_effect(amount, IRRADIATE, blocked)
for(var/obj/I in src) //Radiation is also applied to items held by the mob
I.rad_act(amount)
/mob/living/carbon/rad_act(amount, silent = 0)
if(dna && (RADIMMUNE in dna.species.species_traits))
silent = TRUE
..()
//Silicons will inherently not get irradiated due to having an empty handle_mutations_and_radiation, but they need to not hear this
/mob/living/silicon/rad_act(amount)
. = ..(amount, TRUE)
/mob/living/simple_animal/bot/rad_act(amount)
. = ..(amount, TRUE)
/mob/living/simple_animal/drone/rad_act(amount)
. = ..(amount, TRUE)
/mob/living/simple_animal/hostile/swarmer/rad_act(amount)
. = ..(amount, TRUE)
@@ -1,12 +0,0 @@
/obj/structure/chair/sofa
name = "old ratty sofa"
icon_state = "sofamiddle"
icon = 'icons/obj/sofa.dmi'
buildstackamount = 1
/obj/structure/chair/sofa/left
icon_state = "sofaend_left"
/obj/structure/chair/sofa/right
icon_state = "sofaend_right"
/obj/structure/chair/sofa/corner
icon_state = "sofacorner"
@@ -125,7 +125,6 @@
/obj/structure/closet/coffin
name = "coffin"
desc = "It's a burial receptacle for the dearly departed."
icon = 'goon/icons/obj/closet.dmi'
icon_state = "coffin"
resistance_flags = FLAMMABLE
max_integrity = 70
@@ -74,6 +74,7 @@
new /obj/item/door_remote/chief_medical_officer(src)
new /obj/item/clothing/neck/petcollar(src)
new /obj/item/pet_carrier(src)
new /obj/item/wallframe/defib_mount(src)
new /obj/item/circuitboard/machine/protolathe/department/medical(src)
/obj/structure/closet/secure_closet/animal
+1 -1
View File
@@ -346,7 +346,7 @@
/obj/structure/girder/cult/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/tome) && iscultist(user)) //Cultists can demolish cult girders instantly with their tomes
if(istype(W, /obj/item/melee/cultblade/dagger) && iscultist(user)) //Cultists can demolish cult girders instantly with their tomes
user.visible_message("<span class='warning'>[user] strikes [src] with [W]!</span>", "<span class='notice'>You demolish [src].</span>")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
+21 -9
View File
@@ -24,7 +24,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
var/obj/structure/tray/connected = null
var/locked = FALSE
var/opendir = SOUTH
dir = SOUTH
var/message_cooldown
var/breakout_time = 600
@@ -115,12 +115,15 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
/obj/structure/bodycontainer/proc/open()
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
var/turf/T = get_step(src, opendir)
playsound(src, 'sound/effects/roll.ogg', 5, 1)
var/turf/T = get_step(src, dir)
connected.dir=dir
for(var/atom/movable/AM in src)
AM.forceMove(T)
update_icon()
/obj/structure/bodycontainer/proc/close()
playsound(src, 'sound/effects/roll.ogg', 5, 1)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
for(var/atom/movable/AM in connected.loc)
if(!AM.anchored || AM == connected)
@@ -137,7 +140,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
name = "morgue"
desc = "Used to keep bodies in until someone fetches them."
icon_state = "morgue1"
opendir = EAST
dir = EAST
/obj/structure/bodycontainer/morgue/New()
connected = new/obj/structure/tray/m_tray(src)
@@ -156,11 +159,14 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
if(!length(compiled)) // No mobs?
icon_state = "morgue3"
return
for(var/mob/living/M in compiled)
if(M.client && !M.suiciding)
var/mob/living/mob_occupant = get_mob_or_brainmob(M)
if(!mob_occupant.suiciding && !(mob_occupant.has_trait(TRAIT_NOCLONE)) && !mob_occupant.hellbound)
icon_state = "morgue4" // Cloneable
break
/obj/item/paper/guides/jobs/medical/morgue
name = "morgue memo"
info = "<font size='2'>Since this station's medbay never seems to fail to be staffed by the mindless monkeys meant for genetics experiments, I'm leaving a reminder here for anyone handling the pile of cadavers the quacks are sure to leave.</font><BR><BR><font size='4'><font color=red>Red lights mean there's a plain ol' dead body inside.</font><BR><BR><font color=orange>Yellow lights mean there's non-body objects inside.</font><BR><font size='2'>Probably stuff pried off a corpse someone grabbed, or if you're lucky it's stashed booze.</font><BR><BR><font color=green>Green lights mean the morgue system detects the body may be able to be cloned.</font></font><BR><font size='2'>I don't know how that works, but keep it away from the kitchen and go yell at the geneticists.</font><BR><BR>- CentCom medical inspector"
@@ -173,7 +179,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
name = "crematorium"
desc = "A human incinerator. Works well on barbeque nights."
icon_state = "crema1"
opendir = SOUTH
dir = SOUTH
var/id = 1
/obj/structure/bodycontainer/crematorium/attack_robot(mob/user) //Borgs can't use crematoriums without help
@@ -235,12 +241,18 @@ GLOBAL_LIST_EMPTY(crematoriums)
M.ghostize()
qdel(M)
for(var/obj/O in conts) //obj instead of obj/item so that bodybags and ashes get destroyed. We dont want tons and tons of ash piling up
if(O != connected) //Creamtorium does not burn hot enough to destroy the tray
qdel(O)
var/ash_check = FALSE
for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
if(istype(O,/obj/effect/decal/cleanable/ash)) ash_check = TRUE//creates the illusion of ash piling up
qdel(O)
var/obj/effect/decal/cleanable/ash/a
if(ash_check) a=new/obj/effect/decal/cleanable/ash/large(src)//cont. illusion of more ash
else a=new/obj/effect/decal/cleanable/ash(src)
a.layer = connected.layer//Makes the ash the same layer as the tray.
new /obj/effect/decal/cleanable/ash(src)
sleep(30)
if(!QDELETED(src))
locked = FALSE
update_icon()
-352
View File
@@ -1,352 +0,0 @@
/obj/structure/sign
icon = 'icons/obj/decals.dmi'
anchored = TRUE
opacity = 0
density = FALSE
layer = SIGN_LAYER
max_integrity = 100
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/buildable_sign = 1 //unwrenchable and modifiable
/obj/structure/sign/ComponentInitialize()
. = ..()
AddComponent(/datum/component/rad_insulation, RAD_NO_INSULATION) // Since this is on a wall if it becomes irradiated it will smuggle the radiation past the wall
/obj/structure/sign/basic
name = "blank sign"
desc = "How can signs be real if our eyes aren't real?"
icon_state = "backing"
/obj/structure/sign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 80, 1)
/obj/structure/sign/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/wrench) && buildable_sign)
user.visible_message("<span class='notice'>[user] starts removing [src]...</span>", \
"<span class='notice'>You start unfastening [src].</span>")
playsound(src, O.usesound, 50, 1)
if(!do_after(user, 30*O.toolspeed, target = src))
return
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] unfastens [src].</span>", \
"<span class='notice'>You unfasten [src].</span>")
var/obj/item/sign_backing/SB = new (get_turf(user))
SB.icon_state = icon_state
SB.sign_path = type
qdel(src)
else if(istype(O, /obj/item/pen) && buildable_sign)
var/list/sign_types = list("Secure Area", "Biohazard", "High Voltage", "Radiation", "Hard Vacuum Ahead", "Disposal: Leads To Space", "Danger: Fire", "No Smoking", "Medbay", "Science", "Chemistry", \
"Hydroponics", "Xenobiology")
var/obj/structure/sign/sign_type
switch(input(user, "Select a sign type.", "Sign Customization") as null|anything in sign_types)
if("Blank")
sign_type = /obj/structure/sign/basic
if("Secure Area")
sign_type = /obj/structure/sign/securearea
if("Biohazard")
sign_type = /obj/structure/sign/biohazard
if("High Voltage")
sign_type = /obj/structure/sign/electricshock
if("Radiation")
sign_type = /obj/structure/sign/radiation
if("Hard Vacuum Ahead")
sign_type = /obj/structure/sign/vacuum
if("Disposal: Leads To Space")
sign_type = /obj/structure/sign/deathsposal
if("Danger: Fire")
sign_type = /obj/structure/sign/fire
if("No Smoking")
sign_type = /obj/structure/sign/nosmoking_1
if("Medbay")
sign_type = /obj/structure/sign/bluecross_2
if("Science")
sign_type = /obj/structure/sign/science
if("Chemistry")
sign_type = /obj/structure/sign/chemistry
if("Hydroponics")
sign_type = /obj/structure/sign/botany
if("Xenobiology")
sign_type = /obj/structure/sign/xenobio
//Make sure user is adjacent still
if(!Adjacent(user))
return
if(!sign_type)
return
//It's import to clone the pixel layout information
//Otherwise signs revert to being on the turf and
//move jarringly
var/obj/structure/sign/newsign = new sign_type(get_turf(src))
newsign.pixel_x = pixel_x
newsign.pixel_y = pixel_y
qdel(src)
else
return ..()
/obj/item/sign_backing
name = "sign backing"
desc = "A sign with adhesive backing."
icon = 'icons/obj/decals.dmi'
icon_state = "backing"
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = FLAMMABLE
var/sign_path = /obj/structure/sign/basic //the type of sign that will be created when placed on a turf
/obj/item/sign_backing/afterattack(atom/target, mob/user, proximity)
if(isturf(target) && proximity)
var/turf/T = target
user.visible_message("<span class='notice'>[user] fastens [src] to [T].</span>", \
"<span class='notice'>You attach the sign to [T].</span>")
playsound(T, 'sound/items/deconstruct.ogg', 50, 1)
new sign_path(T)
qdel(src)
else
return ..()
/obj/structure/sign/map
name = "station map"
desc = "A framed picture of the station."
max_integrity = 500
/obj/structure/sign/map/left
icon_state = "map-left"
/obj/structure/sign/map/left/dream
icon_state = "map-left-DS"
desc = "A framed picture of the station.\nClockwise from the top, you see Engineering(<b>yellow</b>), Arrivals(<b>blue and white</b>), Atmospherics(<b>yellow</b>), Security(<b>red</b>), \
Cargo(<b>brown</b>), Science(<b>purple</b>), Escape(<b>red and white</b>), and Medbay(<b>blue</b>).\nIn the center of the station, you see the Bridge(<b>dark blue</b>).\n\
Around those, you see Hallways/Entrances(<b>light grey</b>), Public Areas(<b>grey</b>), and Maintenance(<b>dark grey</b>)."
/obj/structure/sign/map/right
icon_state = "map-right"
/obj/structure/sign/map/right/dream
icon_state = "map-right-DS"
desc = "A framed picture of the station.\nClockwise from the top, you see Engineering(<b>yellow</b>), Arrivals(<b>blue and white</b>), Atmospherics(<b>yellow</b>), Security(<b>red</b>), \
Cargo(<b>brown</b>), Science(<b>purple</b>), Escape(<b>red and white</b>), and Medbay(<b>blue</b>).\nIn the center of the station, you see the Bridge(<b>dark blue</b>).\n\
Around those, you see Hallways/Entrances(<b>light grey</b>), Public Areas(<b>grey</b>), and Maintenance(<b>dark grey</b>)."
/obj/structure/sign/securearea
name = "\improper SECURE AREA"
desc = "A warning sign which reads 'SECURE AREA'."
icon_state = "securearea"
/obj/structure/sign/biohazard
name = "\improper BIOHAZARD"
desc = "A warning sign which reads 'BIOHAZARD'."
icon_state = "bio"
/obj/structure/sign/electricshock
name = "\improper HIGH VOLTAGE"
desc = "A warning sign which reads 'HIGH VOLTAGE'."
icon_state = "shock"
/obj/structure/sign/examroom
name = "\improper EXAM ROOM"
desc = "A guidance sign which reads 'EXAM ROOM'."
icon_state = "examroom"
/obj/structure/sign/vacuum
name = "\improper HARD VACUUM AHEAD"
desc = "A warning sign which reads 'HARD VACUUM AHEAD'."
icon_state = "space"
/obj/structure/sign/deathsposal
name = "\improper DISPOSAL: LEADS TO SPACE"
desc = "A warning sign which reads 'DISPOSAL: LEADS TO SPACE'."
icon_state = "deathsposal"
/obj/structure/sign/pods
name = "\improper ESCAPE PODS"
desc = "A warning sign which reads 'ESCAPE PODS'."
icon_state = "pods"
/obj/structure/sign/fire
name = "\improper DANGER: FIRE"
desc = "A warning sign which reads 'DANGER: FIRE'."
icon_state = "fire"
/obj/structure/sign/nosmoking_1
name = "\improper NO SMOKING"
desc = "A warning sign which reads 'NO SMOKING'."
icon_state = "nosmoking"
/obj/structure/sign/nosmoking_2
name = "\improper NO SMOKING"
desc = "A warning sign which reads 'NO SMOKING'."
icon_state = "nosmoking2"
/obj/structure/sign/radiation
name = "HAZARDOUS RADIATION"
desc = "A warning sign alerting the user of potential radiation hazards."
icon_state = "radiation"
/obj/structure/sign/bluecross
name = "medbay"
desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here."
icon_state = "bluecross"
/obj/structure/sign/bluecross_2
name = "medbay"
desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here."
icon_state = "bluecross2"
/obj/structure/sign/goldenplaque
name = "The Most Robust Men Award for Robustness"
desc = "To be Robust is not an action or a way of life, but a mental state. Only those with the force of Will strong enough to act during a crisis, saving friend from foe, are truly Robust. Stay Robust my friends."
icon_state = "goldenplaque"
/obj/structure/sign/goldenplaque/captain
name = "The Most Robust Captain Award for Robustness"
/obj/structure/sign/kiddieplaque
name = "AI developers plaque"
desc = "Next to the extremely long list of names and job titles, there is a drawing of a little child. The child appears to be retarded. Beneath the image, someone has scratched the word \"PACKETS\"."
icon_state = "kiddieplaque"
/obj/structure/sign/kiddieplaque/badger
name = "Remembrance Plaque"
desc = "A plaque commemorating the fallen, may they rest in peace, forever asleep amongst the stars. Someone has drawn a picture of a crying badger at the bottom."
/obj/structure/sign/kiddieplaque/library
name = "Library Rules Sign"
desc = "A long list of rules to be followed when in the library, extolling the virtues of being quiet at all times and threatening those who would dare eat hot food inside."
/obj/structure/sign/kiddieplaque/perfect_man
name = "\improper 'Perfect Man' sign"
desc = "A guide to the exhibit, explaining how recent developments in mindshield implant and cloning technologies by Nanotrasen Corporation have led to the development and the effective immortality of the 'perfect man', the loyal Nanotrasen Employee."
/obj/structure/sign/kiddieplaque/perfect_drone
name = "\improper 'Perfect Drone' sign"
desc = "A guide to the drone shell dispenser, detailing the constructive and destructive applications of modern repair drones, as well as the development of the incorruptible cyborg servants of tomorrow, available today."
/obj/structure/sign/atmosplaque
name = "\improper FEA Atmospherics Division plaque"
desc = "This plaque commemorates the fall of the Atmos FEA division. For all the charred, dizzy, and brittle men who have died in its hands."
icon_state = "atmosplaque"
/obj/structure/sign/atmosplaque/thunderdome
name = "Thunderdome Plaque"
desc = "This plaque commemorates those who have fallen in glorious combat. For all the charred, dizzy, and beaten men who have died in its hands."
/obj/structure/sign/nanotrasen
name = "\improper Nanotrasen Logo"
desc = "A sign with the Nanotrasen Logo on it. Glory to Nanotrasen!"
icon_state = "nanotrasen"
/obj/structure/sign/science //These 3 have multiple types, just var-edit the icon_state to whatever one you want on the map
name = "\improper SCIENCE"
desc = "A sign labelling an area where research and science is performed."
icon_state = "science1"
/obj/structure/sign/chemistry
name = "\improper CHEMISTRY"
desc = "A sign labelling an area containing chemical equipment."
icon_state = "chemistry1"
/obj/structure/sign/botany
name = "\improper HYDROPONICS"
desc = "A sign labelling an area as a place where plants are grown."
icon_state = "hydro1"
/obj/structure/sign/xenobio
name = "\improper XENOBIOLOGY"
desc = "A sign labelling an area as a place where xenobiological entities are researched."
icon_state = "xenobio"
/obj/structure/sign/evac
name = "\improper EVACUATION"
desc = "A sign labelling an area where evacuation procedures take place."
icon_state = "evac"
/obj/structure/sign/custodian
name = "\improper CUSTODIAN"
desc = "A sign labelling an area where the custodian works."
icon_state = "custodian"
/obj/structure/sign/engineering
name = "\improper ENGINEERING"
desc = "A sign labelling an area where engineers work."
icon_state = "engine"
/obj/structure/sign/cargo
name = "\improper CARGO"
desc = "A sign labelling an area where cargo ships dock."
icon_state = "cargo"
/obj/structure/sign/security
name = "\improper SECURITY"
desc = "A sign labelling an area where the law is law."
icon_state = "security"
/obj/structure/sign/holy
name = "\improper HOLY"
desc = "A sign labelling a religious area."
icon_state = "holy"
/obj/structure/sign/restroom
name = "\improper RESTROOM"
desc = "A sign labelling a restroom."
icon_state = "restroom"
/obj/structure/sign/xeno_warning_mining
name = "DANGEROUS ALIEN LIFE"
desc = "A sign that warns would-be travellers of hostile alien life in the vicinity."
icon = 'icons/obj/mining.dmi'
icon_state = "xeno_warning"
/obj/structure/sign/enginesafety
name = "\improper ENGINEERING SAFETY"
desc = "A sign detailing the various safety protocols when working on-site to ensure a safe shift."
icon_state = "safety"
/obj/structure/sign/directions/science
name = "science department"
desc = "A direction sign, pointing out which way the Science department is."
icon_state = "direction_sci"
/obj/structure/sign/directions/engineering
name = "engineering department"
desc = "A direction sign, pointing out which way the Engineering department is."
icon_state = "direction_eng"
/obj/structure/sign/directions/security
name = "security department"
desc = "A direction sign, pointing out which way the Security department is."
icon_state = "direction_sec"
/obj/structure/sign/directions/medical
name = "medical bay"
desc = "A direction sign, pointing out which way the Medical Bay is."
icon_state = "direction_med"
/obj/structure/sign/directions/evac
name = "escape arm"
desc = "A direction sign, pointing out which way the escape shuttle dock is."
icon_state = "direction_evac"
/obj/structure/sign/directions/supply
name = "cargo bay"
desc = "A direction sign, pointing out which way the Cargo Bay is."
icon_state = "direction_supply"
/obj/structure/sign/directions/command
name = "command department"
desc = "A direction sign, pointing out which way the Command department is."
icon_state = "direction_bridge"
/obj/structure/sign/logo
name = "nanotrasen logo"
desc = "The Nanotrasen corporate logo."
icon_state = "nanotrasen_sign1"
-11
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@@ -1,11 +0,0 @@
/obj/item/weapon
name = "weapon"
icon = 'icons/obj/items_and_weapons.dmi'
/obj/item/Initialize()
. = ..()
if(!hitsound)
if(damtype == "fire")
hitsound = 'sound/items/welder.ogg'
if(damtype == "brute")
hitsound = "swing_hit"