cleanup of game folder, other fixes
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@@ -24,7 +24,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
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var/obj/structure/tray/connected = null
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var/locked = FALSE
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var/opendir = SOUTH
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dir = SOUTH
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var/message_cooldown
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var/breakout_time = 600
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@@ -115,12 +115,15 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
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/obj/structure/bodycontainer/proc/open()
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
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var/turf/T = get_step(src, opendir)
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playsound(src, 'sound/effects/roll.ogg', 5, 1)
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var/turf/T = get_step(src, dir)
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connected.dir=dir
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for(var/atom/movable/AM in src)
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AM.forceMove(T)
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update_icon()
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/obj/structure/bodycontainer/proc/close()
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playsound(src, 'sound/effects/roll.ogg', 5, 1)
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
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for(var/atom/movable/AM in connected.loc)
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if(!AM.anchored || AM == connected)
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@@ -137,7 +140,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
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name = "morgue"
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desc = "Used to keep bodies in until someone fetches them."
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icon_state = "morgue1"
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opendir = EAST
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dir = EAST
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/obj/structure/bodycontainer/morgue/New()
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connected = new/obj/structure/tray/m_tray(src)
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@@ -156,11 +159,14 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
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if(!length(compiled)) // No mobs?
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icon_state = "morgue3"
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return
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for(var/mob/living/M in compiled)
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if(M.client && !M.suiciding)
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var/mob/living/mob_occupant = get_mob_or_brainmob(M)
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if(!mob_occupant.suiciding && !(mob_occupant.has_trait(TRAIT_NOCLONE)) && !mob_occupant.hellbound)
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icon_state = "morgue4" // Cloneable
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break
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/obj/item/paper/guides/jobs/medical/morgue
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name = "morgue memo"
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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"
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@@ -173,7 +179,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
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name = "crematorium"
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desc = "A human incinerator. Works well on barbeque nights."
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icon_state = "crema1"
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opendir = SOUTH
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dir = SOUTH
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var/id = 1
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/obj/structure/bodycontainer/crematorium/attack_robot(mob/user) //Borgs can't use crematoriums without help
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@@ -235,12 +241,18 @@ GLOBAL_LIST_EMPTY(crematoriums)
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M.ghostize()
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qdel(M)
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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
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if(O != connected) //Creamtorium does not burn hot enough to destroy the tray
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qdel(O)
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var/ash_check = FALSE
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for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
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if(istype(O,/obj/effect/decal/cleanable/ash)) ash_check = TRUE//creates the illusion of ash piling up
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qdel(O)
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var/obj/effect/decal/cleanable/ash/a
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if(ash_check) a=new/obj/effect/decal/cleanable/ash/large(src)//cont. illusion of more ash
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else a=new/obj/effect/decal/cleanable/ash(src)
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a.layer = connected.layer//Makes the ash the same layer as the tray.
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new /obj/effect/decal/cleanable/ash(src)
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sleep(30)
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if(!QDELETED(src))
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locked = FALSE
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update_icon()
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