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 -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()