good night disky
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@@ -40,6 +40,16 @@
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if(istype(W, /obj/item/wrench) && !(flags_1&NODECONSTRUCT_1))
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W.play_tool_sound(src)
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deconstruct(TRUE)
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else if(istype(W, /obj/item/bedsheet))
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if(user.transferItemToLoc(W, drop_location()))
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to_chat(user, "<span class='notice'>You make \the [src] with [W].</span>")
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W.pixel_x = 0
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W.pixel_y = 0
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else if(istype(W, /obj/item/disk/nuclear))
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if(user.transferItemToLoc(W, drop_location()))
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to_chat(user, "<span class='notice'>You tuck little disky into bed. Good night disky.</span>")
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W.pixel_x = 6 //make sure they reach the pillow
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W.pixel_y = -6
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else
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return ..()
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@@ -634,7 +634,19 @@ This is here to make the tiles around the station mininuke change when it's arme
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STOP_PROCESSING(SSobj, src)
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CRASH("A fake nuke disk tried to call process(). Who the fuck and how the fuck")
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var/turf/newturf = get_turf(src)
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if(newturf && lastlocation == newturf)
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// How comfy is disky?
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var/disk_comfort_level = 0
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// Checking for items that make disky comfy
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for(var/obj/comfort_item in loc)
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if(istype(comfort_item, /obj/item/bedsheet) || istype(comfort_item, /obj/structure/bed))
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disk_comfort_level++
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if(disk_comfort_level >= 2) //Sleep tight, disky.
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return
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if(last_disk_move < world.time - 5000 && prob((world.time - 5000 - last_disk_move)*0.0001))
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var/datum/round_event_control/operative/loneop = locate(/datum/round_event_control/operative) in SSevents.control
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if(istype(loneop) && loneop.occurrences < loneop.max_occurrences)
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