reset
This commit is contained in:
@@ -1,69 +1,69 @@
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/obj/effect/portal
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name = "portal"
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desc = "Looks unstable. Best to test it with the clown."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "portal"
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density = 1
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var/obj/item/target = null
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var/creator = null
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anchored = 1
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var/precision = 1 // how close to the portal you will teleport. 0 = on the portal, 1 = adjacent
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var/mech_sized = FALSE
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/obj/effect/portal/Bumped(mob/M as mob|obj)
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teleport(M)
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/obj/effect/portal/attack_tk(mob/user)
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return
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/obj/effect/portal/attack_hand(mob/user)
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if(Adjacent(user))
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teleport(user)
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/obj/effect/portal/attackby(obj/item/weapon/W, mob/user, params)
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if(user && Adjacent(user))
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teleport(user)
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/obj/effect/portal/make_frozen_visual()
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return
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/obj/effect/portal/New(loc, turf/target, creator=null, lifespan=300)
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..()
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GLOB.portals += src
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src.target = target
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src.creator = creator
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var/area/A = get_area(target)
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if(A && A.noteleport) // No point in persisting if the target is unreachable.
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qdel(src)
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return
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if(lifespan > 0)
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QDEL_IN(src, lifespan)
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/obj/effect/portal/Destroy()
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GLOB.portals -= src
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if(istype(creator, /obj/item/weapon/hand_tele))
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var/obj/item/weapon/hand_tele/O = creator
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O.active_portals--
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else if(istype(creator, /obj/item/weapon/gun/energy/wormhole_projector))
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var/obj/item/weapon/gun/energy/wormhole_projector/P = creator
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P.portal_destroyed(src)
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creator = null
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return ..()
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/obj/effect/portal/proc/teleport(atom/movable/M as mob|obj)
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if(istype(M, /obj/effect)) //sparks don't teleport
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return
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if(M.anchored)
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if(!(istype(M, /obj/mecha) && mech_sized))
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return
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if (!( target ))
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qdel(src)
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return
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if (istype(M, /atom/movable))
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if(ismegafauna(M))
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message_admins("[M] [ADMIN_FLW(M)] has teleported through [src].")
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do_teleport(M, target, precision) ///You will appear adjacent to the beacon
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/obj/effect/portal
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name = "portal"
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desc = "Looks unstable. Best to test it with the clown."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "portal"
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density = 1
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var/obj/item/target = null
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var/creator = null
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anchored = 1
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var/precision = 1 // how close to the portal you will teleport. 0 = on the portal, 1 = adjacent
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var/mech_sized = FALSE
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/obj/effect/portal/Bumped(mob/M as mob|obj)
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teleport(M)
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/obj/effect/portal/attack_tk(mob/user)
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return
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/obj/effect/portal/attack_hand(mob/user)
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if(Adjacent(user))
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teleport(user)
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/obj/effect/portal/attackby(obj/item/weapon/W, mob/user, params)
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if(user && Adjacent(user))
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teleport(user)
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/obj/effect/portal/make_frozen_visual()
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return
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/obj/effect/portal/New(loc, turf/target, creator=null, lifespan=300)
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..()
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GLOB.portals += src
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src.target = target
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src.creator = creator
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var/area/A = get_area(target)
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if(A && A.noteleport) // No point in persisting if the target is unreachable.
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qdel(src)
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return
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if(lifespan > 0)
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QDEL_IN(src, lifespan)
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/obj/effect/portal/Destroy()
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GLOB.portals -= src
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if(istype(creator, /obj/item/weapon/hand_tele))
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var/obj/item/weapon/hand_tele/O = creator
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O.active_portals--
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else if(istype(creator, /obj/item/weapon/gun/energy/wormhole_projector))
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var/obj/item/weapon/gun/energy/wormhole_projector/P = creator
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P.portal_destroyed(src)
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creator = null
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return ..()
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/obj/effect/portal/proc/teleport(atom/movable/M as mob|obj)
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if(istype(M, /obj/effect)) //sparks don't teleport
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return
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if(M.anchored)
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if(!(istype(M, /obj/mecha) && mech_sized))
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return
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if (!( target ))
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qdel(src)
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return
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if (istype(M, /atom/movable))
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if(ismegafauna(M))
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message_admins("[M] [ADMIN_FLW(M)] has teleported through [src].")
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do_teleport(M, target, precision) ///You will appear adjacent to the beacon
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@@ -8,8 +8,8 @@
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var/on = 0 //Are we currently active??
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var/menu_message = ""
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/obj/item/radio/integrated/Initialize()
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. = ..()
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/obj/item/radio/integrated/Initialize()
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. = ..()
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if (istype(loc.loc, /obj/item/device/pda))
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hostpda = loc.loc
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@@ -1,145 +1,145 @@
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// Powersink - used to drain station power
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/obj/item/device/powersink
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desc = "A nulling power sink which drains energy from electrical systems."
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name = "power sink"
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icon_state = "powersink0"
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item_state = "electronic"
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w_class = WEIGHT_CLASS_BULKY
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flags = CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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materials = list(MAT_METAL=750)
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origin_tech = "powerstorage=5;syndicate=5"
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var/drain_rate = 1600000 // amount of power to drain per tick
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var/power_drained = 0 // has drained this much power
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var/max_power = 1e10 // maximum power that can be drained before exploding
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var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
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var/admins_warned = 0 // stop spam, only warn the admins once that we are about to boom
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var/const/DISCONNECTED = 0
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var/const/CLAMPED_OFF = 1
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var/const/OPERATING = 2
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var/obj/structure/cable/attached // the attached cable
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/obj/item/device/powersink/update_icon()
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icon_state = "powersink[mode == OPERATING]"
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/obj/item/device/powersink/proc/set_mode(value)
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if(value == mode)
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return
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switch(value)
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if(DISCONNECTED)
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attached = null
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if(mode == OPERATING)
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STOP_PROCESSING(SSobj, src)
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anchored = 0
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if(CLAMPED_OFF)
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if(!attached)
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return
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if(mode == OPERATING)
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STOP_PROCESSING(SSobj, src)
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anchored = 1
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if(OPERATING)
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if(!attached)
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return
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START_PROCESSING(SSobj, src)
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anchored = 1
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mode = value
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update_icon()
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set_light(0)
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/obj/item/device/powersink/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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if(mode == DISCONNECTED)
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var/turf/T = loc
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if(isturf(T) && !T.intact)
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attached = locate() in T
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if(!attached)
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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else
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set_mode(CLAMPED_OFF)
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user.visible_message( \
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"[user] attaches \the [src] to the cable.", \
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"<span class='notice'>You attach \the [src] to the cable.</span>",
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"<span class='italics'>You hear some wires being connected to something.</span>")
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else
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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else
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set_mode(DISCONNECTED)
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user.visible_message( \
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"[user] detaches \the [src] from the cable.", \
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"<span class='notice'>You detach \the [src] from the cable.</span>",
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"<span class='italics'>You hear some wires being disconnected from something.</span>")
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else
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return ..()
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/obj/item/device/powersink/attack_paw()
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return
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/obj/item/device/powersink/attack_ai()
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return
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/obj/item/device/powersink/attack_hand(mob/user)
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switch(mode)
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if(DISCONNECTED)
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..()
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if(CLAMPED_OFF)
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user.visible_message( \
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"[user] activates \the [src]!", \
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"<span class='notice'>You activate \the [src].</span>",
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"<span class='italics'>You hear a click.</span>")
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message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(src)]")
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log_game("Power sink activated by [key_name(user)] at [COORD(src)]")
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set_mode(OPERATING)
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if(OPERATING)
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user.visible_message( \
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"[user] deactivates \the [src]!", \
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"<span class='notice'>You deactivate \the [src].</span>",
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"<span class='italics'>You hear a click.</span>")
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set_mode(CLAMPED_OFF)
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/obj/item/device/powersink/process()
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if(!attached)
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set_mode(DISCONNECTED)
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return
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var/datum/powernet/PN = attached.powernet
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if(PN)
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set_light(5)
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// found a powernet, so drain up to max power from it
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var/drained = min ( drain_rate, PN.avail )
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PN.load += drained
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power_drained += drained
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// if tried to drain more than available on powernet
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// now look for APCs and drain their cells
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if(drained < drain_rate)
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for(var/obj/machinery/power/terminal/T in PN.nodes)
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if(istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = T.master
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if(A.operating && A.cell)
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A.cell.charge = max(0, A.cell.charge - 50)
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power_drained += 50
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if(A.charging == 2) // If the cell was full
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A.charging = 1 // It's no longer full
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if(power_drained > max_power * 0.98)
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if (!admins_warned)
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admins_warned = 1
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message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
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playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
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if(power_drained >= max_power)
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STOP_PROCESSING(SSobj, src)
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explosion(src.loc, 4,8,16,32)
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qdel(src)
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// Powersink - used to drain station power
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/obj/item/device/powersink
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desc = "A nulling power sink which drains energy from electrical systems."
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name = "power sink"
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icon_state = "powersink0"
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item_state = "electronic"
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w_class = WEIGHT_CLASS_BULKY
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flags = CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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materials = list(MAT_METAL=750)
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origin_tech = "powerstorage=5;syndicate=5"
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var/drain_rate = 1600000 // amount of power to drain per tick
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var/power_drained = 0 // has drained this much power
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var/max_power = 1e10 // maximum power that can be drained before exploding
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var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
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var/admins_warned = 0 // stop spam, only warn the admins once that we are about to boom
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var/const/DISCONNECTED = 0
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var/const/CLAMPED_OFF = 1
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var/const/OPERATING = 2
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var/obj/structure/cable/attached // the attached cable
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/obj/item/device/powersink/update_icon()
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icon_state = "powersink[mode == OPERATING]"
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/obj/item/device/powersink/proc/set_mode(value)
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if(value == mode)
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return
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switch(value)
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if(DISCONNECTED)
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attached = null
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if(mode == OPERATING)
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STOP_PROCESSING(SSobj, src)
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anchored = 0
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if(CLAMPED_OFF)
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if(!attached)
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return
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if(mode == OPERATING)
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STOP_PROCESSING(SSobj, src)
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anchored = 1
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if(OPERATING)
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if(!attached)
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return
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START_PROCESSING(SSobj, src)
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anchored = 1
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mode = value
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update_icon()
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set_light(0)
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/obj/item/device/powersink/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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if(mode == DISCONNECTED)
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var/turf/T = loc
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if(isturf(T) && !T.intact)
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attached = locate() in T
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if(!attached)
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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else
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set_mode(CLAMPED_OFF)
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user.visible_message( \
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"[user] attaches \the [src] to the cable.", \
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"<span class='notice'>You attach \the [src] to the cable.</span>",
|
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"<span class='italics'>You hear some wires being connected to something.</span>")
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else
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to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
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else
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set_mode(DISCONNECTED)
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user.visible_message( \
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"[user] detaches \the [src] from the cable.", \
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"<span class='notice'>You detach \the [src] from the cable.</span>",
|
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"<span class='italics'>You hear some wires being disconnected from something.</span>")
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else
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return ..()
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/obj/item/device/powersink/attack_paw()
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return
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/obj/item/device/powersink/attack_ai()
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return
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/obj/item/device/powersink/attack_hand(mob/user)
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switch(mode)
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if(DISCONNECTED)
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..()
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|
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if(CLAMPED_OFF)
|
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user.visible_message( \
|
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"[user] activates \the [src]!", \
|
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"<span class='notice'>You activate \the [src].</span>",
|
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"<span class='italics'>You hear a click.</span>")
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message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(src)]")
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log_game("Power sink activated by [key_name(user)] at [COORD(src)]")
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set_mode(OPERATING)
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if(OPERATING)
|
||||
user.visible_message( \
|
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"[user] deactivates \the [src]!", \
|
||||
"<span class='notice'>You deactivate \the [src].</span>",
|
||||
"<span class='italics'>You hear a click.</span>")
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set_mode(CLAMPED_OFF)
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/obj/item/device/powersink/process()
|
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if(!attached)
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set_mode(DISCONNECTED)
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return
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||||
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||||
var/datum/powernet/PN = attached.powernet
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if(PN)
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set_light(5)
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||||
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||||
// found a powernet, so drain up to max power from it
|
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|
||||
var/drained = min ( drain_rate, PN.avail )
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PN.load += drained
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power_drained += drained
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||||
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// if tried to drain more than available on powernet
|
||||
// now look for APCs and drain their cells
|
||||
if(drained < drain_rate)
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for(var/obj/machinery/power/terminal/T in PN.nodes)
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if(istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = T.master
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if(A.operating && A.cell)
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A.cell.charge = max(0, A.cell.charge - 50)
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power_drained += 50
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if(A.charging == 2) // If the cell was full
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A.charging = 1 // It's no longer full
|
||||
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if(power_drained > max_power * 0.98)
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if (!admins_warned)
|
||||
admins_warned = 1
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message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
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playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
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||||
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||||
if(power_drained >= max_power)
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||||
STOP_PROCESSING(SSobj, src)
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||||
explosion(src.loc, 4,8,16,32)
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||||
qdel(src)
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||||
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||||
@@ -7,8 +7,8 @@
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||||
origin_tech = "bluespace=1"
|
||||
dog_fashion = null
|
||||
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||||
/obj/item/device/radio/beacon/Initialize()
|
||||
. = ..()
|
||||
/obj/item/device/radio/beacon/Initialize()
|
||||
. = ..()
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||||
GLOB.teleportbeacons += src
|
||||
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||||
/obj/item/device/radio/beacon/Destroy()
|
||||
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||||
@@ -11,8 +11,8 @@
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||||
var/obj/item/device/encryptionkey/keyslot2 = null
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/device/radio/headset/Initialize()
|
||||
. = ..()
|
||||
/obj/item/device/radio/headset/Initialize()
|
||||
. = ..()
|
||||
recalculateChannels()
|
||||
|
||||
/obj/item/device/radio/headset/Destroy()
|
||||
@@ -47,21 +47,21 @@
|
||||
item_state = "syndie_headset"
|
||||
|
||||
/obj/item/device/radio/headset/syndicate/alt/Initialize(mapload)
|
||||
. = ..()
|
||||
. = ..()
|
||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/device/radio/headset/syndicate/alt/leader
|
||||
name = "team leader headset"
|
||||
command = TRUE
|
||||
|
||||
/obj/item/device/radio/headset/syndicate/Initialize()
|
||||
. = ..()
|
||||
/obj/item/device/radio/headset/syndicate/Initialize()
|
||||
. = ..()
|
||||
make_syndie()
|
||||
|
||||
/obj/item/device/radio/headset/binary
|
||||
origin_tech = "syndicate=3"
|
||||
/obj/item/device/radio/headset/binary/Initialize()
|
||||
. = ..()
|
||||
/obj/item/device/radio/headset/binary/Initialize()
|
||||
. = ..()
|
||||
qdel(keyslot)
|
||||
keyslot = new /obj/item/device/encryptionkey/binary
|
||||
recalculateChannels()
|
||||
@@ -79,7 +79,7 @@
|
||||
item_state = "sec_headset_alt"
|
||||
|
||||
/obj/item/device/radio/headset/headset_sec/alt/Initialize(mapload)
|
||||
. = ..()
|
||||
. = ..()
|
||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/device/radio/headset/headset_eng
|
||||
@@ -134,7 +134,7 @@
|
||||
item_state = "com_headset_alt"
|
||||
|
||||
/obj/item/device/radio/headset/heads/captain/alt/Initialize(mapload)
|
||||
. = ..()
|
||||
. = ..()
|
||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/device/radio/headset/heads/rd
|
||||
@@ -156,7 +156,7 @@
|
||||
item_state = "com_headset_alt"
|
||||
|
||||
/obj/item/device/radio/headset/heads/hos/alt/Initialize(mapload)
|
||||
. = ..()
|
||||
. = ..()
|
||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/device/radio/headset/heads/ce
|
||||
@@ -213,7 +213,7 @@
|
||||
keyslot = null
|
||||
|
||||
/obj/item/device/radio/headset/headset_cent/alt/Initialize(mapload)
|
||||
. = ..()
|
||||
. = ..()
|
||||
SET_SECONDARY_FLAG(src, BANG_PROTECT)
|
||||
|
||||
/obj/item/device/radio/headset/ai
|
||||
|
||||
@@ -11,8 +11,8 @@
|
||||
var/last_tick //used to delay the powercheck
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/device/radio/intercom/Initialize()
|
||||
. = ..()
|
||||
/obj/item/device/radio/intercom/Initialize()
|
||||
. = ..()
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/device/radio/intercom/Destroy()
|
||||
|
||||
@@ -1,211 +1,211 @@
|
||||
/obj/item/device/transfer_valve
|
||||
icon = 'icons/obj/assemblies.dmi'
|
||||
name = "tank transfer valve"
|
||||
icon_state = "valve_1"
|
||||
item_state = "ttv"
|
||||
desc = "Regulates the transfer of air between two tanks"
|
||||
var/obj/item/weapon/tank/tank_one
|
||||
var/obj/item/weapon/tank/tank_two
|
||||
var/obj/item/device/attached_device
|
||||
var/mob/attacher = null
|
||||
var/valve_open = 0
|
||||
var/toggle = 1
|
||||
origin_tech = "materials=1;engineering=1"
|
||||
|
||||
/obj/item/device/transfer_valve/IsAssemblyHolder()
|
||||
return 1
|
||||
|
||||
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user, params)
|
||||
if(istype(item, /obj/item/weapon/tank))
|
||||
if(tank_one && tank_two)
|
||||
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
|
||||
return
|
||||
|
||||
if(!tank_one)
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
tank_one = item
|
||||
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
|
||||
if(item.w_class > w_class)
|
||||
w_class = item.w_class
|
||||
else if(!tank_two)
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
tank_two = item
|
||||
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
|
||||
if(item.w_class > w_class)
|
||||
w_class = item.w_class
|
||||
|
||||
update_icon()
|
||||
//TODO: Have this take an assemblyholder
|
||||
else if(isassembly(item))
|
||||
var/obj/item/device/assembly/A = item
|
||||
if(A.secured)
|
||||
to_chat(user, "<span class='notice'>The device is secured.</span>")
|
||||
return
|
||||
if(attached_device)
|
||||
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
|
||||
return
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
attached_device = A
|
||||
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
|
||||
A.holder = src
|
||||
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
|
||||
|
||||
GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve."
|
||||
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
|
||||
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
|
||||
attacher = user
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/attack_self(mob/user)
|
||||
user.set_machine(src)
|
||||
var/dat = {"<B> Valve properties: </B>
|
||||
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=\ref[src];tankone=1'>Remove</A>" : ""]
|
||||
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=\ref[src];tanktwo=1'>Remove</A>" : ""]
|
||||
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]
|
||||
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=\ref[src];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];open=1'>Open</A>"]"}
|
||||
|
||||
var/datum/browser/popup = new(user, "trans_valve", name)
|
||||
popup.set_content(dat)
|
||||
popup.open()
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/Topic(href, href_list)
|
||||
..()
|
||||
if ( usr.stat || usr.restrained() )
|
||||
return
|
||||
if (src.loc == usr)
|
||||
if(tank_one && href_list["tankone"])
|
||||
split_gases()
|
||||
valve_open = 0
|
||||
tank_one.loc = get_turf(src)
|
||||
tank_one = null
|
||||
update_icon()
|
||||
if((!tank_two || tank_two.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
else if(tank_two && href_list["tanktwo"])
|
||||
split_gases()
|
||||
valve_open = 0
|
||||
tank_two.loc = get_turf(src)
|
||||
tank_two = null
|
||||
update_icon()
|
||||
if((!tank_one || tank_one.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
else if(href_list["open"])
|
||||
toggle_valve()
|
||||
else if(attached_device)
|
||||
if(href_list["rem_device"])
|
||||
attached_device.loc = get_turf(src)
|
||||
attached_device:holder = null
|
||||
attached_device = null
|
||||
update_icon()
|
||||
if(href_list["device"])
|
||||
attached_device.attack_self(usr)
|
||||
|
||||
src.attack_self(usr)
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/proc/process_activation(obj/item/device/D)
|
||||
if(toggle)
|
||||
toggle = 0
|
||||
toggle_valve()
|
||||
spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
|
||||
toggle = 1
|
||||
|
||||
/obj/item/device/transfer_valve/update_icon()
|
||||
cut_overlays()
|
||||
underlays = null
|
||||
|
||||
if(!tank_one && !tank_two && !attached_device)
|
||||
icon_state = "valve_1"
|
||||
return
|
||||
icon_state = "valve"
|
||||
|
||||
if(tank_one)
|
||||
add_overlay("[tank_one.icon_state]")
|
||||
if(tank_two)
|
||||
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
|
||||
J.Shift(WEST, 13)
|
||||
underlays += J
|
||||
if(attached_device)
|
||||
add_overlay("device")
|
||||
|
||||
/obj/item/device/transfer_valve/proc/merge_gases()
|
||||
tank_two.air_contents.volume += tank_one.air_contents.volume
|
||||
var/datum/gas_mixture/temp
|
||||
temp = tank_one.air_contents.remove_ratio(1)
|
||||
tank_two.air_contents.merge(temp)
|
||||
|
||||
/obj/item/device/transfer_valve/proc/split_gases()
|
||||
if (!valve_open || !tank_one || !tank_two)
|
||||
return
|
||||
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
|
||||
var/datum/gas_mixture/temp
|
||||
temp = tank_two.air_contents.remove_ratio(ratio1)
|
||||
tank_one.air_contents.merge(temp)
|
||||
tank_two.air_contents.volume -= tank_one.air_contents.volume
|
||||
|
||||
/*
|
||||
Exadv1: I know this isn't how it's going to work, but this was just to check
|
||||
it explodes properly when it gets a signal (and it does).
|
||||
*/
|
||||
|
||||
/obj/item/device/transfer_valve/proc/toggle_valve()
|
||||
if(!valve_open && tank_one && tank_two)
|
||||
valve_open = 1
|
||||
var/turf/bombturf = get_turf(src)
|
||||
var/area/A = get_area(bombturf)
|
||||
|
||||
var/attachment = "no device"
|
||||
if(attached_device)
|
||||
if(istype(attached_device, /obj/item/device/assembly/signaler))
|
||||
attachment = "<A HREF='?_src_=holder;secrets=list_signalers'>[attached_device]</A>"
|
||||
else
|
||||
attachment = attached_device
|
||||
|
||||
var/attacher_name = ""
|
||||
if(!attacher)
|
||||
attacher_name = "Unknown"
|
||||
else
|
||||
attacher_name = "[key_name_admin(attacher)]"
|
||||
|
||||
var/log_str1 = "Bomb valve opened in "
|
||||
var/log_str2 = "with [attachment] attacher: [attacher_name]"
|
||||
|
||||
var/log_attacher = ""
|
||||
if(attacher)
|
||||
log_attacher = "[ADMIN_QUE(attacher)] [ADMIN_FLW(attacher)]"
|
||||
|
||||
var/mob/mob = get_mob_by_key(src.fingerprintslast)
|
||||
var/last_touch_info = ""
|
||||
if(mob)
|
||||
last_touch_info = "[ADMIN_QUE(mob)] [ADMIN_FLW(mob)]"
|
||||
|
||||
var/log_str3 = " Last touched by: [key_name_admin(mob)]"
|
||||
|
||||
var/bomb_message = "[log_str1] [A.name][ADMIN_JMP(bombturf)] [log_str2][log_attacher] [log_str3][last_touch_info]"
|
||||
|
||||
GLOB.bombers += bomb_message
|
||||
|
||||
message_admins(bomb_message, 0, 1)
|
||||
log_game("[log_str1] [A.name][COORD(bombturf)] [log_str2] [log_str3]")
|
||||
merge_gases()
|
||||
spawn(20) // In case one tank bursts
|
||||
for (var/i=0,i<5,i++)
|
||||
src.update_icon()
|
||||
sleep(10)
|
||||
src.update_icon()
|
||||
|
||||
else if(valve_open && tank_one && tank_two)
|
||||
split_gases()
|
||||
valve_open = 0
|
||||
src.update_icon()
|
||||
|
||||
// this doesn't do anything but the timer etc. expects it to be here
|
||||
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
|
||||
/obj/item/device/transfer_valve/proc/c_state()
|
||||
return
|
||||
/obj/item/device/transfer_valve
|
||||
icon = 'icons/obj/assemblies.dmi'
|
||||
name = "tank transfer valve"
|
||||
icon_state = "valve_1"
|
||||
item_state = "ttv"
|
||||
desc = "Regulates the transfer of air between two tanks"
|
||||
var/obj/item/weapon/tank/tank_one
|
||||
var/obj/item/weapon/tank/tank_two
|
||||
var/obj/item/device/attached_device
|
||||
var/mob/attacher = null
|
||||
var/valve_open = 0
|
||||
var/toggle = 1
|
||||
origin_tech = "materials=1;engineering=1"
|
||||
|
||||
/obj/item/device/transfer_valve/IsAssemblyHolder()
|
||||
return 1
|
||||
|
||||
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user, params)
|
||||
if(istype(item, /obj/item/weapon/tank))
|
||||
if(tank_one && tank_two)
|
||||
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
|
||||
return
|
||||
|
||||
if(!tank_one)
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
tank_one = item
|
||||
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
|
||||
if(item.w_class > w_class)
|
||||
w_class = item.w_class
|
||||
else if(!tank_two)
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
tank_two = item
|
||||
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
|
||||
if(item.w_class > w_class)
|
||||
w_class = item.w_class
|
||||
|
||||
update_icon()
|
||||
//TODO: Have this take an assemblyholder
|
||||
else if(isassembly(item))
|
||||
var/obj/item/device/assembly/A = item
|
||||
if(A.secured)
|
||||
to_chat(user, "<span class='notice'>The device is secured.</span>")
|
||||
return
|
||||
if(attached_device)
|
||||
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
|
||||
return
|
||||
if(!user.transferItemToLoc(item, src))
|
||||
return
|
||||
attached_device = A
|
||||
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
|
||||
A.holder = src
|
||||
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
|
||||
|
||||
GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve."
|
||||
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
|
||||
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
|
||||
attacher = user
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/attack_self(mob/user)
|
||||
user.set_machine(src)
|
||||
var/dat = {"<B> Valve properties: </B>
|
||||
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=\ref[src];tankone=1'>Remove</A>" : ""]
|
||||
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=\ref[src];tanktwo=1'>Remove</A>" : ""]
|
||||
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]
|
||||
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=\ref[src];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];open=1'>Open</A>"]"}
|
||||
|
||||
var/datum/browser/popup = new(user, "trans_valve", name)
|
||||
popup.set_content(dat)
|
||||
popup.open()
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/Topic(href, href_list)
|
||||
..()
|
||||
if ( usr.stat || usr.restrained() )
|
||||
return
|
||||
if (src.loc == usr)
|
||||
if(tank_one && href_list["tankone"])
|
||||
split_gases()
|
||||
valve_open = 0
|
||||
tank_one.loc = get_turf(src)
|
||||
tank_one = null
|
||||
update_icon()
|
||||
if((!tank_two || tank_two.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
else if(tank_two && href_list["tanktwo"])
|
||||
split_gases()
|
||||
valve_open = 0
|
||||
tank_two.loc = get_turf(src)
|
||||
tank_two = null
|
||||
update_icon()
|
||||
if((!tank_one || tank_one.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
else if(href_list["open"])
|
||||
toggle_valve()
|
||||
else if(attached_device)
|
||||
if(href_list["rem_device"])
|
||||
attached_device.loc = get_turf(src)
|
||||
attached_device:holder = null
|
||||
attached_device = null
|
||||
update_icon()
|
||||
if(href_list["device"])
|
||||
attached_device.attack_self(usr)
|
||||
|
||||
src.attack_self(usr)
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/item/device/transfer_valve/proc/process_activation(obj/item/device/D)
|
||||
if(toggle)
|
||||
toggle = 0
|
||||
toggle_valve()
|
||||
spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
|
||||
toggle = 1
|
||||
|
||||
/obj/item/device/transfer_valve/update_icon()
|
||||
cut_overlays()
|
||||
underlays = null
|
||||
|
||||
if(!tank_one && !tank_two && !attached_device)
|
||||
icon_state = "valve_1"
|
||||
return
|
||||
icon_state = "valve"
|
||||
|
||||
if(tank_one)
|
||||
add_overlay("[tank_one.icon_state]")
|
||||
if(tank_two)
|
||||
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
|
||||
J.Shift(WEST, 13)
|
||||
underlays += J
|
||||
if(attached_device)
|
||||
add_overlay("device")
|
||||
|
||||
/obj/item/device/transfer_valve/proc/merge_gases()
|
||||
tank_two.air_contents.volume += tank_one.air_contents.volume
|
||||
var/datum/gas_mixture/temp
|
||||
temp = tank_one.air_contents.remove_ratio(1)
|
||||
tank_two.air_contents.merge(temp)
|
||||
|
||||
/obj/item/device/transfer_valve/proc/split_gases()
|
||||
if (!valve_open || !tank_one || !tank_two)
|
||||
return
|
||||
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
|
||||
var/datum/gas_mixture/temp
|
||||
temp = tank_two.air_contents.remove_ratio(ratio1)
|
||||
tank_one.air_contents.merge(temp)
|
||||
tank_two.air_contents.volume -= tank_one.air_contents.volume
|
||||
|
||||
/*
|
||||
Exadv1: I know this isn't how it's going to work, but this was just to check
|
||||
it explodes properly when it gets a signal (and it does).
|
||||
*/
|
||||
|
||||
/obj/item/device/transfer_valve/proc/toggle_valve()
|
||||
if(!valve_open && tank_one && tank_two)
|
||||
valve_open = 1
|
||||
var/turf/bombturf = get_turf(src)
|
||||
var/area/A = get_area(bombturf)
|
||||
|
||||
var/attachment = "no device"
|
||||
if(attached_device)
|
||||
if(istype(attached_device, /obj/item/device/assembly/signaler))
|
||||
attachment = "<A HREF='?_src_=holder;secrets=list_signalers'>[attached_device]</A>"
|
||||
else
|
||||
attachment = attached_device
|
||||
|
||||
var/attacher_name = ""
|
||||
if(!attacher)
|
||||
attacher_name = "Unknown"
|
||||
else
|
||||
attacher_name = "[key_name_admin(attacher)]"
|
||||
|
||||
var/log_str1 = "Bomb valve opened in "
|
||||
var/log_str2 = "with [attachment] attacher: [attacher_name]"
|
||||
|
||||
var/log_attacher = ""
|
||||
if(attacher)
|
||||
log_attacher = "[ADMIN_QUE(attacher)] [ADMIN_FLW(attacher)]"
|
||||
|
||||
var/mob/mob = get_mob_by_key(src.fingerprintslast)
|
||||
var/last_touch_info = ""
|
||||
if(mob)
|
||||
last_touch_info = "[ADMIN_QUE(mob)] [ADMIN_FLW(mob)]"
|
||||
|
||||
var/log_str3 = " Last touched by: [key_name_admin(mob)]"
|
||||
|
||||
var/bomb_message = "[log_str1] [A.name][ADMIN_JMP(bombturf)] [log_str2][log_attacher] [log_str3][last_touch_info]"
|
||||
|
||||
GLOB.bombers += bomb_message
|
||||
|
||||
message_admins(bomb_message, 0, 1)
|
||||
log_game("[log_str1] [A.name][COORD(bombturf)] [log_str2] [log_str3]")
|
||||
merge_gases()
|
||||
spawn(20) // In case one tank bursts
|
||||
for (var/i=0,i<5,i++)
|
||||
src.update_icon()
|
||||
sleep(10)
|
||||
src.update_icon()
|
||||
|
||||
else if(valve_open && tank_one && tank_two)
|
||||
split_gases()
|
||||
valve_open = 0
|
||||
src.update_icon()
|
||||
|
||||
// this doesn't do anything but the timer etc. expects it to be here
|
||||
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
|
||||
/obj/item/device/transfer_valve/proc/c_state()
|
||||
return
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
|
||||
M.updateappearance(mutations_overlay_update=1)
|
||||
log_attack(log_msg)
|
||||
return TRUE
|
||||
return TRUE
|
||||
|
||||
/obj/item/weapon/dnainjector/attack(mob/target, mob/user)
|
||||
if(!user.IsAdvancedToolUser())
|
||||
@@ -77,9 +77,9 @@
|
||||
|
||||
add_logs(user, target, "injected", src)
|
||||
|
||||
if(!inject(target, user)) //Now we actually do the heavy lifting.
|
||||
to_chat(user, "<span class='notice'>It appears that [target] does not have compatible DNA.</span>")
|
||||
|
||||
if(!inject(target, user)) //Now we actually do the heavy lifting.
|
||||
to_chat(user, "<span class='notice'>It appears that [target] does not have compatible DNA.</span>")
|
||||
|
||||
used = 1
|
||||
icon_state = "dnainjector0"
|
||||
desc += " This one is used up."
|
||||
|
||||
@@ -48,27 +48,27 @@
|
||||
/obj/item/weapon/grenade/attack_self(mob/user)
|
||||
if(!active)
|
||||
if(clown_check(user))
|
||||
preprime(user)
|
||||
preprime(user)
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.throw_mode_on()
|
||||
|
||||
/obj/item/weapon/grenade/proc/preprime(mob/user)
|
||||
if(user)
|
||||
to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
|
||||
playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
|
||||
active = TRUE
|
||||
icon_state = initial(icon_state) + "_active"
|
||||
add_fingerprint(user)
|
||||
var/turf/bombturf = get_turf(src)
|
||||
var/area/A = get_area(bombturf)
|
||||
if(user)
|
||||
var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
|
||||
GLOB.bombers += message
|
||||
message_admins(message)
|
||||
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
|
||||
|
||||
addtimer(CALLBACK(src, .proc/prime), det_time)
|
||||
/obj/item/weapon/grenade/proc/preprime(mob/user)
|
||||
if(user)
|
||||
to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
|
||||
playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
|
||||
active = TRUE
|
||||
icon_state = initial(icon_state) + "_active"
|
||||
add_fingerprint(user)
|
||||
var/turf/bombturf = get_turf(src)
|
||||
var/area/A = get_area(bombturf)
|
||||
if(user)
|
||||
var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
|
||||
GLOB.bombers += message
|
||||
message_admins(message)
|
||||
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
|
||||
|
||||
addtimer(CALLBACK(src, .proc/prime), det_time)
|
||||
|
||||
/obj/item/weapon/grenade/proc/prime()
|
||||
|
||||
@@ -108,4 +108,4 @@
|
||||
if(damage && attack_type == PROJECTILE_ATTACK && prob(15))
|
||||
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
|
||||
prime()
|
||||
return 1 //It hit the grenade, not them
|
||||
return 1 //It hit the grenade, not them
|
||||
|
||||
@@ -1,189 +1,189 @@
|
||||
/obj/machinery/implantchair
|
||||
name = "mindshield implanter"
|
||||
desc = "Used to implant occupants with mindshield implants."
|
||||
icon = 'icons/obj/machines/implantchair.dmi'
|
||||
icon_state = "implantchair"
|
||||
density = 1
|
||||
opacity = 0
|
||||
anchored = TRUE
|
||||
|
||||
var/ready = TRUE
|
||||
var/replenishing = FALSE
|
||||
|
||||
var/ready_implants = 5
|
||||
var/max_implants = 5
|
||||
var/injection_cooldown = 600
|
||||
var/replenish_cooldown = 6000
|
||||
var/implant_type = /obj/item/weapon/implant/mindshield
|
||||
var/auto_inject = FALSE
|
||||
var/auto_replenish = TRUE
|
||||
var/special = FALSE
|
||||
var/special_name = "special function"
|
||||
|
||||
/obj/machinery/implantchair/New()
|
||||
..()
|
||||
open_machine()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
|
||||
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
|
||||
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "implantchair", name, 375, 280, master_ui, state)
|
||||
ui.open()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/ui_data()
|
||||
var/list/data = list()
|
||||
data["occupied"] = occupant ? 1 : 0
|
||||
data["open"] = state_open
|
||||
|
||||
data["occupant"] = list()
|
||||
if(occupant)
|
||||
var/mob/living/mob_occupant = occupant
|
||||
data["occupant"]["name"] = mob_occupant.name
|
||||
data["occupant"]["stat"] = mob_occupant.stat
|
||||
|
||||
data["special_name"] = special ? special_name : null
|
||||
data["ready_implants"] = ready_implants
|
||||
data["ready"] = ready
|
||||
data["replenishing"] = replenishing
|
||||
|
||||
return data
|
||||
|
||||
/obj/machinery/implantchair/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
switch(action)
|
||||
if("door")
|
||||
if(state_open)
|
||||
close_machine()
|
||||
else
|
||||
open_machine()
|
||||
. = TRUE
|
||||
if("implant")
|
||||
implant(occupant,usr)
|
||||
. = TRUE
|
||||
|
||||
/obj/machinery/implantchair/proc/implant(mob/living/M,mob/user)
|
||||
if (!istype(M))
|
||||
return
|
||||
if(!ready_implants || !ready)
|
||||
return
|
||||
if(implant_action(M,user))
|
||||
ready_implants--
|
||||
if(!replenishing && auto_replenish)
|
||||
replenishing = TRUE
|
||||
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
|
||||
if(injection_cooldown > 0)
|
||||
ready = FALSE
|
||||
addtimer(CALLBACK(src,"set_ready"),injection_cooldown)
|
||||
else
|
||||
playsound(get_turf(src), 'sound/machines/buzz-sigh.ogg', 25, 1)
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/implantchair/proc/implant_action(mob/living/M)
|
||||
var/obj/item/weapon/implant/I = new implant_type
|
||||
if(I.implant(M))
|
||||
visible_message("<span class='warning'>[M] has been implanted by the [name].</span>")
|
||||
return 1
|
||||
|
||||
/obj/machinery/implantchair/update_icon()
|
||||
icon_state = initial(icon_state)
|
||||
if(state_open)
|
||||
icon_state += "_open"
|
||||
if(occupant)
|
||||
icon_state += "_occupied"
|
||||
if(ready)
|
||||
add_overlay("ready")
|
||||
else
|
||||
cut_overlays()
|
||||
|
||||
/obj/machinery/implantchair/proc/replenish()
|
||||
if(ready_implants < max_implants)
|
||||
ready_implants++
|
||||
if(ready_implants < max_implants)
|
||||
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
|
||||
else
|
||||
replenishing = FALSE
|
||||
|
||||
/obj/machinery/implantchair/proc/set_ready()
|
||||
ready = TRUE
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/implantchair/container_resist(mob/living/user)
|
||||
if(state_open)
|
||||
return
|
||||
user.changeNext_move(CLICK_CD_BREAKOUT)
|
||||
user.last_special = world.time + CLICK_CD_BREAKOUT
|
||||
to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about about a minute.)</span>")
|
||||
audible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>",hearing_distance = 2)
|
||||
|
||||
if(do_after(user, 600, target = src))
|
||||
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
|
||||
return
|
||||
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
|
||||
to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
|
||||
open_machine()
|
||||
|
||||
/obj/machinery/implantchair/relaymove(mob/user)
|
||||
container_resist(user)
|
||||
|
||||
/obj/machinery/implantchair/MouseDrop_T(mob/target, mob/user)
|
||||
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !isliving(target) || !user.IsAdvancedToolUser())
|
||||
return
|
||||
close_machine(target)
|
||||
|
||||
/obj/machinery/implantchair/close_machine(mob/living/user)
|
||||
if((isnull(user) || istype(user)) && state_open)
|
||||
..(user)
|
||||
if(auto_inject && ready && ready_implants > 0)
|
||||
implant(user,null)
|
||||
|
||||
/obj/machinery/implantchair/genepurge
|
||||
name = "Genetic purifier"
|
||||
desc = "Used to purge human genome of foreign influences"
|
||||
special = TRUE
|
||||
special_name = "Purge genome"
|
||||
injection_cooldown = 0
|
||||
replenish_cooldown = 300
|
||||
|
||||
/obj/machinery/implantchair/genepurge/implant_action(mob/living/carbon/human/H,mob/user)
|
||||
if(!istype(H))
|
||||
return 0
|
||||
H.set_species(/datum/species/human, 1)//lizards go home
|
||||
purrbation_remove(H)//remove cats
|
||||
H.dna.remove_all_mutations()//hulks out
|
||||
return 1
|
||||
|
||||
|
||||
/obj/machinery/implantchair/brainwash
|
||||
name = "Neural Imprinter"
|
||||
desc = "Used to <s>indoctrinate</s> rehabilitate hardened recidivists."
|
||||
special_name = "Imprint"
|
||||
injection_cooldown = 3000
|
||||
auto_inject = FALSE
|
||||
auto_replenish = FALSE
|
||||
special = TRUE
|
||||
var/objective = "Obey the law. Praise Nanotrasen."
|
||||
var/custom = FALSE
|
||||
|
||||
/obj/machinery/implantchair/brainwash/implant_action(mob/living/C,mob/user)
|
||||
if(!istype(C) || !C.mind) // I don't know how this makes any sense for silicons but laws trump objectives anyway.
|
||||
return 0
|
||||
if(custom)
|
||||
if(!user || !user.Adjacent(src))
|
||||
return 0
|
||||
objective = stripped_input(usr,"What order do you want to imprint on [C]?","Enter the order","",120)
|
||||
message_admins("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
|
||||
log_game("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
|
||||
var/datum/objective/custom_objective = new/datum/objective(objective)
|
||||
custom_objective.owner = C.mind
|
||||
C.mind.objectives += custom_objective
|
||||
C.mind.announce_objectives()
|
||||
message_admins("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
|
||||
log_game("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
|
||||
return 1
|
||||
|
||||
/obj/machinery/implantchair
|
||||
name = "mindshield implanter"
|
||||
desc = "Used to implant occupants with mindshield implants."
|
||||
icon = 'icons/obj/machines/implantchair.dmi'
|
||||
icon_state = "implantchair"
|
||||
density = 1
|
||||
opacity = 0
|
||||
anchored = TRUE
|
||||
|
||||
var/ready = TRUE
|
||||
var/replenishing = FALSE
|
||||
|
||||
var/ready_implants = 5
|
||||
var/max_implants = 5
|
||||
var/injection_cooldown = 600
|
||||
var/replenish_cooldown = 6000
|
||||
var/implant_type = /obj/item/weapon/implant/mindshield
|
||||
var/auto_inject = FALSE
|
||||
var/auto_replenish = TRUE
|
||||
var/special = FALSE
|
||||
var/special_name = "special function"
|
||||
|
||||
/obj/machinery/implantchair/New()
|
||||
..()
|
||||
open_machine()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
|
||||
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
|
||||
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "implantchair", name, 375, 280, master_ui, state)
|
||||
ui.open()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/ui_data()
|
||||
var/list/data = list()
|
||||
data["occupied"] = occupant ? 1 : 0
|
||||
data["open"] = state_open
|
||||
|
||||
data["occupant"] = list()
|
||||
if(occupant)
|
||||
var/mob/living/mob_occupant = occupant
|
||||
data["occupant"]["name"] = mob_occupant.name
|
||||
data["occupant"]["stat"] = mob_occupant.stat
|
||||
|
||||
data["special_name"] = special ? special_name : null
|
||||
data["ready_implants"] = ready_implants
|
||||
data["ready"] = ready
|
||||
data["replenishing"] = replenishing
|
||||
|
||||
return data
|
||||
|
||||
/obj/machinery/implantchair/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
switch(action)
|
||||
if("door")
|
||||
if(state_open)
|
||||
close_machine()
|
||||
else
|
||||
open_machine()
|
||||
. = TRUE
|
||||
if("implant")
|
||||
implant(occupant,usr)
|
||||
. = TRUE
|
||||
|
||||
/obj/machinery/implantchair/proc/implant(mob/living/M,mob/user)
|
||||
if (!istype(M))
|
||||
return
|
||||
if(!ready_implants || !ready)
|
||||
return
|
||||
if(implant_action(M,user))
|
||||
ready_implants--
|
||||
if(!replenishing && auto_replenish)
|
||||
replenishing = TRUE
|
||||
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
|
||||
if(injection_cooldown > 0)
|
||||
ready = FALSE
|
||||
addtimer(CALLBACK(src,"set_ready"),injection_cooldown)
|
||||
else
|
||||
playsound(get_turf(src), 'sound/machines/buzz-sigh.ogg', 25, 1)
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/implantchair/proc/implant_action(mob/living/M)
|
||||
var/obj/item/weapon/implant/I = new implant_type
|
||||
if(I.implant(M))
|
||||
visible_message("<span class='warning'>[M] has been implanted by the [name].</span>")
|
||||
return 1
|
||||
|
||||
/obj/machinery/implantchair/update_icon()
|
||||
icon_state = initial(icon_state)
|
||||
if(state_open)
|
||||
icon_state += "_open"
|
||||
if(occupant)
|
||||
icon_state += "_occupied"
|
||||
if(ready)
|
||||
add_overlay("ready")
|
||||
else
|
||||
cut_overlays()
|
||||
|
||||
/obj/machinery/implantchair/proc/replenish()
|
||||
if(ready_implants < max_implants)
|
||||
ready_implants++
|
||||
if(ready_implants < max_implants)
|
||||
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
|
||||
else
|
||||
replenishing = FALSE
|
||||
|
||||
/obj/machinery/implantchair/proc/set_ready()
|
||||
ready = TRUE
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/implantchair/container_resist(mob/living/user)
|
||||
if(state_open)
|
||||
return
|
||||
user.changeNext_move(CLICK_CD_BREAKOUT)
|
||||
user.last_special = world.time + CLICK_CD_BREAKOUT
|
||||
to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about about a minute.)</span>")
|
||||
audible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>",hearing_distance = 2)
|
||||
|
||||
if(do_after(user, 600, target = src))
|
||||
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
|
||||
return
|
||||
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
|
||||
to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
|
||||
open_machine()
|
||||
|
||||
/obj/machinery/implantchair/relaymove(mob/user)
|
||||
container_resist(user)
|
||||
|
||||
/obj/machinery/implantchair/MouseDrop_T(mob/target, mob/user)
|
||||
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !isliving(target) || !user.IsAdvancedToolUser())
|
||||
return
|
||||
close_machine(target)
|
||||
|
||||
/obj/machinery/implantchair/close_machine(mob/living/user)
|
||||
if((isnull(user) || istype(user)) && state_open)
|
||||
..(user)
|
||||
if(auto_inject && ready && ready_implants > 0)
|
||||
implant(user,null)
|
||||
|
||||
/obj/machinery/implantchair/genepurge
|
||||
name = "Genetic purifier"
|
||||
desc = "Used to purge human genome of foreign influences"
|
||||
special = TRUE
|
||||
special_name = "Purge genome"
|
||||
injection_cooldown = 0
|
||||
replenish_cooldown = 300
|
||||
|
||||
/obj/machinery/implantchair/genepurge/implant_action(mob/living/carbon/human/H,mob/user)
|
||||
if(!istype(H))
|
||||
return 0
|
||||
H.set_species(/datum/species/human, 1)//lizards go home
|
||||
purrbation_remove(H)//remove cats
|
||||
H.dna.remove_all_mutations()//hulks out
|
||||
return 1
|
||||
|
||||
|
||||
/obj/machinery/implantchair/brainwash
|
||||
name = "Neural Imprinter"
|
||||
desc = "Used to <s>indoctrinate</s> rehabilitate hardened recidivists."
|
||||
special_name = "Imprint"
|
||||
injection_cooldown = 3000
|
||||
auto_inject = FALSE
|
||||
auto_replenish = FALSE
|
||||
special = TRUE
|
||||
var/objective = "Obey the law. Praise Nanotrasen."
|
||||
var/custom = FALSE
|
||||
|
||||
/obj/machinery/implantchair/brainwash/implant_action(mob/living/C,mob/user)
|
||||
if(!istype(C) || !C.mind) // I don't know how this makes any sense for silicons but laws trump objectives anyway.
|
||||
return 0
|
||||
if(custom)
|
||||
if(!user || !user.Adjacent(src))
|
||||
return 0
|
||||
objective = stripped_input(usr,"What order do you want to imprint on [C]?","Enter the order","",120)
|
||||
message_admins("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
|
||||
log_game("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
|
||||
var/datum/objective/custom_objective = new/datum/objective(objective)
|
||||
custom_objective.owner = C.mind
|
||||
C.mind.objectives += custom_objective
|
||||
C.mind.announce_objectives()
|
||||
message_admins("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
|
||||
log_game("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
|
||||
return 1
|
||||
|
||||
|
||||
@@ -1,305 +1,305 @@
|
||||
/obj/item/weapon/storage/box/syndicate
|
||||
|
||||
/obj/item/weapon/storage/box/syndicate/PopulateContents()
|
||||
switch (pickweight(list("bloodyspai" = 3, "stealth" = 2, "bond" = 2, "screwed" = 2, "sabotage" = 3, "guns" = 2, "murder" = 2, "implant" = 1, "hacker" = 3, "darklord" = 1, "sniper" = 1, "metaops" = 1, "ninja" = 1)))
|
||||
if("bloodyspai") // 27 tc now this is more right
|
||||
new /obj/item/clothing/under/chameleon(src) // 2 tc since it's not the full set
|
||||
new /obj/item/clothing/mask/chameleon(src) // Goes with above
|
||||
new /obj/item/weapon/card/id/syndicate(src) // 2 tc
|
||||
new /obj/item/clothing/shoes/chameleon(src) // 2 tc
|
||||
new /obj/item/device/camera_bug(src) // 1 tc
|
||||
new /obj/item/device/multitool/ai_detect(src) // 1 tc
|
||||
new /obj/item/device/encryptionkey/syndicate(src) // 2 tc
|
||||
new /obj/item/weapon/reagent_containers/syringe/mulligan(src) // 4 tc
|
||||
new /obj/item/weapon/switchblade(src) //I'll count this as 2 tc
|
||||
new /obj/item/weapon/storage/fancy/cigarettes/cigpack_syndicate (src) // 2 tc this shit heals
|
||||
new /obj/item/device/flashlight/emp(src) // 2 tc
|
||||
new /obj/item/device/chameleon(src) // 7 tc
|
||||
|
||||
if("stealth") // 31 tc
|
||||
new /obj/item/weapon/gun/energy/kinetic_accelerator/crossbow(src)
|
||||
new /obj/item/weapon/pen/sleepy(src)
|
||||
new /obj/item/device/healthanalyzer/rad_laser(src)
|
||||
new /obj/item/device/chameleon(src)
|
||||
new /obj/item/weapon/soap/syndie(src)
|
||||
new /obj/item/clothing/glasses/thermal/syndi(src)
|
||||
|
||||
if("bond") // 29 tc
|
||||
new /obj/item/weapon/gun/ballistic/automatic/pistol(src)
|
||||
new /obj/item/weapon/suppressor(src)
|
||||
new /obj/item/ammo_box/magazine/m10mm(src)
|
||||
new /obj/item/ammo_box/magazine/m10mm(src)
|
||||
new /obj/item/clothing/under/chameleon(src)
|
||||
new /obj/item/weapon/card/id/syndicate(src)
|
||||
new /obj/item/weapon/reagent_containers/syringe/stimulants(src)
|
||||
|
||||
if("screwed") // 29 tc
|
||||
new /obj/item/device/sbeacondrop/bomb(src)
|
||||
new /obj/item/weapon/grenade/syndieminibomb(src)
|
||||
new /obj/item/device/sbeacondrop/powersink(src)
|
||||
new /obj/item/clothing/suit/space/syndicate/black/red(src)
|
||||
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
|
||||
new /obj/item/device/encryptionkey/syndicate(src)
|
||||
|
||||
if("guns") // 28 tc now
|
||||
new /obj/item/weapon/gun/ballistic/revolver(src)
|
||||
new /obj/item/ammo_box/a357(src)
|
||||
new /obj/item/ammo_box/a357(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
new /obj/item/weapon/grenade/plastic/c4(src)
|
||||
new /obj/item/clothing/gloves/color/latex/nitrile(src)
|
||||
new /obj/item/clothing/mask/gas/clown_hat(src)
|
||||
new /obj/item/clothing/under/suit_jacket/really_black(src)
|
||||
|
||||
if("murder") // 28 tc now
|
||||
new /obj/item/weapon/melee/energy/sword/saber(src)
|
||||
new /obj/item/clothing/glasses/thermal/syndi(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
new /obj/item/clothing/shoes/chameleon(src)
|
||||
new /obj/item/device/encryptionkey/syndicate(src)
|
||||
new /obj/item/weapon/grenade/syndieminibomb(src)
|
||||
|
||||
if("implant") // 55+ tc holy shit what the fuck this is a lottery disguised as fun boxes isn't it?
|
||||
new /obj/item/weapon/implanter/freedom(src)
|
||||
new /obj/item/weapon/implanter/uplink/precharged(src)
|
||||
new /obj/item/weapon/implanter/emp(src)
|
||||
new /obj/item/weapon/implanter/adrenalin(src)
|
||||
new /obj/item/weapon/implanter/explosive(src)
|
||||
new /obj/item/weapon/implanter/storage(src)
|
||||
|
||||
if("hacker") // 26 tc
|
||||
new /obj/item/weapon/aiModule/syndicate(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
new /obj/item/device/encryptionkey/binary(src)
|
||||
new /obj/item/weapon/aiModule/toyAI(src)
|
||||
new /obj/item/device/multitool/ai_detect(src)
|
||||
|
||||
if("lordsingulo") // 24 tc
|
||||
new /obj/item/device/sbeacondrop(src)
|
||||
new /obj/item/clothing/suit/space/syndicate/black/red(src)
|
||||
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
|
||||
if("sabotage") // 26 tc now
|
||||
new /obj/item/weapon/grenade/plastic/c4 (src)
|
||||
new /obj/item/weapon/grenade/plastic/c4 (src)
|
||||
new /obj/item/device/doorCharge(src)
|
||||
new /obj/item/device/doorCharge(src)
|
||||
new /obj/item/device/camera_bug(src)
|
||||
new /obj/item/device/sbeacondrop/powersink(src)
|
||||
new /obj/item/weapon/cartridge/syndicate(src)
|
||||
new /obj/item/weapon/storage/toolbox/syndicate(src) //To actually get to those places
|
||||
new /obj/item/pizzabox/bomb
|
||||
|
||||
if("darklord") //20 tc + tk + summon item close enough for now
|
||||
new /obj/item/weapon/twohanded/dualsaber(src)
|
||||
new /obj/item/weapon/dnainjector/telemut/darkbundle(src)
|
||||
new /obj/item/clothing/suit/hooded/chaplain_hoodie(src)
|
||||
new /obj/item/weapon/card/id/syndicate(src)
|
||||
new /obj/item/clothing/shoes/chameleon(src) //because slipping while being a dark lord sucks
|
||||
new /obj/item/weapon/spellbook/oneuse/summonitem(src)
|
||||
|
||||
if("sniper") //This shit is unique so can't really balance it around tc, also no silencer because getting killed without ANY indicator on what killed you sucks
|
||||
new /obj/item/weapon/gun/ballistic/automatic/sniper_rifle(src) // 12 tc
|
||||
new /obj/item/ammo_box/magazine/sniper_rounds/penetrator(src)
|
||||
new /obj/item/clothing/glasses/thermal/syndi(src)
|
||||
new /obj/item/clothing/gloves/color/latex/nitrile(src)
|
||||
new /obj/item/clothing/mask/gas/clown_hat(src)
|
||||
new /obj/item/clothing/under/suit_jacket/really_black(src)
|
||||
|
||||
if("metaops") // 30 tc
|
||||
new /obj/item/clothing/suit/space/hardsuit/syndi(src) // 8 tc
|
||||
new /obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog/unrestricted(src) // 8 tc
|
||||
new /obj/item/weapon/implanter/explosive(src) // 2 tc
|
||||
new /obj/item/ammo_box/magazine/m12g/buckshot(src) // 2 tc
|
||||
new /obj/item/ammo_box/magazine/m12g/buckshot(src) // 2 tc
|
||||
new /obj/item/weapon/grenade/plastic/c4 (src) // 1 tc
|
||||
new /obj/item/weapon/grenade/plastic/c4 (src) // 1 tc
|
||||
new /obj/item/weapon/card/emag(src) // 6 tc
|
||||
|
||||
if("ninja") // 33 tc worth
|
||||
new /obj/item/weapon/katana(src) // Unique , hard to tell how much tc this is worth. 8 tc?
|
||||
new /obj/item/weapon/implanter/adrenalin(src) // 8 tc
|
||||
new /obj/item/weapon/throwing_star(src) // ~5 tc for all 6
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/storage/belt/chameleon(src) // Unique but worth at least 2 tc
|
||||
new /obj/item/weapon/card/id/syndicate(src) // 2 tc
|
||||
new /obj/item/device/chameleon(src) // 7 tc
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit
|
||||
name = "box"
|
||||
desc = "A sleek, sturdy box."
|
||||
icon_state = "syndiebox"
|
||||
illustration = "writing_syndie"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_freedom
|
||||
name = "boxed freedom implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_freedom/PopulateContents()
|
||||
var/obj/item/weapon/implanter/O = new(src)
|
||||
O.imp = new /obj/item/weapon/implant/freedom(O)
|
||||
O.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_microbomb
|
||||
name = "Microbomb Implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_microbomb/PopulateContents()
|
||||
var/obj/item/weapon/implanter/O = new(src)
|
||||
O.imp = new /obj/item/weapon/implant/explosive(O)
|
||||
O.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_macrobomb
|
||||
name = "Macrobomb Implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_macrobomb/PopulateContents()
|
||||
var/obj/item/weapon/implanter/O = new(src)
|
||||
O.imp = new /obj/item/weapon/implant/explosive/macro(O)
|
||||
O.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_uplink
|
||||
name = "boxed uplink implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_uplink/PopulateContents()
|
||||
..()
|
||||
var/obj/item/weapon/implanter/O = new(src)
|
||||
O.imp = new /obj/item/weapon/implant/uplink(O)
|
||||
O.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/bioterror
|
||||
name = "bioterror syringe box"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/bioterror/PopulateContents()
|
||||
for(var/i in 1 to 7)
|
||||
new /obj/item/weapon/reagent_containers/syringe/bioterror(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_adrenal
|
||||
name = "boxed adrenal implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_adrenal/PopulateContents()
|
||||
var/obj/item/weapon/implanter/O = new(src)
|
||||
O.imp = new /obj/item/weapon/implant/adrenalin(O)
|
||||
O.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_storage
|
||||
name = "boxed storage implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_storage/PopulateContents()
|
||||
new /obj/item/weapon/implanter/storage(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/space
|
||||
name = "boxed space suit and helmet"
|
||||
can_hold = list(/obj/item/clothing/suit/space/syndicate, /obj/item/clothing/head/helmet/space/syndicate)
|
||||
max_w_class = WEIGHT_CLASS_NORMAL
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/space/PopulateContents()
|
||||
new /obj/item/clothing/suit/space/syndicate/black/red(src) // Black and red is so in right now
|
||||
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/emp
|
||||
name = "boxed EMP kit"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/emp/PopulateContents()
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/implanter/emp(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/chemical
|
||||
name = "boxed chemical kit"
|
||||
storage_slots = 14
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/chemical/PopulateContents()
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/polonium(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/venom(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/neurotoxin2(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/formaldehyde(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/spewium(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/cyanide(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/histamine(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/initropidril(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/pancuronium(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/sodium_thiopental(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/coniine(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/curare(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/amanitin(src)
|
||||
new /obj/item/weapon/reagent_containers/syringe(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/nuke
|
||||
name = "box"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/nuke/PopulateContents()
|
||||
new /obj/item/weapon/screwdriver/nuke(src)
|
||||
new /obj/item/nuke_core_container(src)
|
||||
new /obj/item/weapon/paper/nuke_instructions(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/tuberculosisgrenade
|
||||
name = "boxed virus grenade kit"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/tuberculosisgrenade/PopulateContents()
|
||||
new /obj/item/weapon/grenade/chem_grenade/tuberculosis(src)
|
||||
for(var/i in 1 to 5)
|
||||
new /obj/item/weapon/reagent_containers/hypospray/medipen/tuberculosiscure(src)
|
||||
new /obj/item/weapon/reagent_containers/syringe(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/tuberculosiscure(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/chameleon
|
||||
name = "chameleon kit"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/chameleon/PopulateContents()
|
||||
new /obj/item/clothing/under/chameleon(src)
|
||||
new /obj/item/clothing/suit/chameleon(src)
|
||||
new /obj/item/clothing/gloves/chameleon(src)
|
||||
new /obj/item/clothing/shoes/chameleon(src)
|
||||
new /obj/item/clothing/glasses/chameleon(src)
|
||||
new /obj/item/clothing/head/chameleon(src)
|
||||
new /obj/item/clothing/mask/chameleon(src)
|
||||
new /obj/item/weapon/storage/backpack/chameleon(src)
|
||||
new /obj/item/device/radio/headset/chameleon(src)
|
||||
new /obj/item/weapon/stamp/chameleon(src)
|
||||
new /obj/item/device/pda/chameleon(src)
|
||||
new /obj/item/weapon/gun/energy/laser/chameleon(src)
|
||||
|
||||
//5*(2*4) = 5*8 = 45, 45 damage if you hit one person with all 5 stars.
|
||||
//Not counting the damage it will do while embedded (2*4 = 8, at 15% chance)
|
||||
/obj/item/weapon/storage/box/syndie_kit/throwing_weapons/PopulateContents()
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/restraints/legcuffs/bola/tactical(src)
|
||||
new /obj/item/weapon/restraints/legcuffs/bola/tactical(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/cutouts/PopulateContents()
|
||||
for(var/i in 1 to 3)
|
||||
new/obj/item/cardboard_cutout/adaptive(src)
|
||||
new/obj/item/toy/crayon/rainbow(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/romerol/PopulateContents()
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/romerol(src)
|
||||
new /obj/item/weapon/reagent_containers/syringe(src)
|
||||
new /obj/item/weapon/reagent_containers/dropper(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/ez_clean/PopulateContents()
|
||||
for(var/i in 1 to 3)
|
||||
new/obj/item/weapon/grenade/chem_grenade/ez_clean(src)
|
||||
|
||||
/obj/item/weapon/storage/box/hug/reverse_revolver/PopulateContents()
|
||||
new /obj/item/weapon/gun/ballistic/revolver/reverse(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/mimery/PopulateContents()
|
||||
new /obj/item/weapon/spellbook/oneuse/mimery_blockade(src)
|
||||
new /obj/item/weapon/spellbook/oneuse/mimery_guns(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/holoparasite
|
||||
name = "box"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/holoparasite/PopulateContents()
|
||||
new /obj/item/weapon/guardiancreator/tech/choose/traitor(src)
|
||||
/obj/item/weapon/storage/box/syndicate
|
||||
|
||||
/obj/item/weapon/storage/box/syndicate/PopulateContents()
|
||||
switch (pickweight(list("bloodyspai" = 3, "stealth" = 2, "bond" = 2, "screwed" = 2, "sabotage" = 3, "guns" = 2, "murder" = 2, "implant" = 1, "hacker" = 3, "darklord" = 1, "sniper" = 1, "metaops" = 1, "ninja" = 1)))
|
||||
if("bloodyspai") // 27 tc now this is more right
|
||||
new /obj/item/clothing/under/chameleon(src) // 2 tc since it's not the full set
|
||||
new /obj/item/clothing/mask/chameleon(src) // Goes with above
|
||||
new /obj/item/weapon/card/id/syndicate(src) // 2 tc
|
||||
new /obj/item/clothing/shoes/chameleon(src) // 2 tc
|
||||
new /obj/item/device/camera_bug(src) // 1 tc
|
||||
new /obj/item/device/multitool/ai_detect(src) // 1 tc
|
||||
new /obj/item/device/encryptionkey/syndicate(src) // 2 tc
|
||||
new /obj/item/weapon/reagent_containers/syringe/mulligan(src) // 4 tc
|
||||
new /obj/item/weapon/switchblade(src) //I'll count this as 2 tc
|
||||
new /obj/item/weapon/storage/fancy/cigarettes/cigpack_syndicate (src) // 2 tc this shit heals
|
||||
new /obj/item/device/flashlight/emp(src) // 2 tc
|
||||
new /obj/item/device/chameleon(src) // 7 tc
|
||||
|
||||
if("stealth") // 31 tc
|
||||
new /obj/item/weapon/gun/energy/kinetic_accelerator/crossbow(src)
|
||||
new /obj/item/weapon/pen/sleepy(src)
|
||||
new /obj/item/device/healthanalyzer/rad_laser(src)
|
||||
new /obj/item/device/chameleon(src)
|
||||
new /obj/item/weapon/soap/syndie(src)
|
||||
new /obj/item/clothing/glasses/thermal/syndi(src)
|
||||
|
||||
if("bond") // 29 tc
|
||||
new /obj/item/weapon/gun/ballistic/automatic/pistol(src)
|
||||
new /obj/item/weapon/suppressor(src)
|
||||
new /obj/item/ammo_box/magazine/m10mm(src)
|
||||
new /obj/item/ammo_box/magazine/m10mm(src)
|
||||
new /obj/item/clothing/under/chameleon(src)
|
||||
new /obj/item/weapon/card/id/syndicate(src)
|
||||
new /obj/item/weapon/reagent_containers/syringe/stimulants(src)
|
||||
|
||||
if("screwed") // 29 tc
|
||||
new /obj/item/device/sbeacondrop/bomb(src)
|
||||
new /obj/item/weapon/grenade/syndieminibomb(src)
|
||||
new /obj/item/device/sbeacondrop/powersink(src)
|
||||
new /obj/item/clothing/suit/space/syndicate/black/red(src)
|
||||
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
|
||||
new /obj/item/device/encryptionkey/syndicate(src)
|
||||
|
||||
if("guns") // 28 tc now
|
||||
new /obj/item/weapon/gun/ballistic/revolver(src)
|
||||
new /obj/item/ammo_box/a357(src)
|
||||
new /obj/item/ammo_box/a357(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
new /obj/item/weapon/grenade/plastic/c4(src)
|
||||
new /obj/item/clothing/gloves/color/latex/nitrile(src)
|
||||
new /obj/item/clothing/mask/gas/clown_hat(src)
|
||||
new /obj/item/clothing/under/suit_jacket/really_black(src)
|
||||
|
||||
if("murder") // 28 tc now
|
||||
new /obj/item/weapon/melee/energy/sword/saber(src)
|
||||
new /obj/item/clothing/glasses/thermal/syndi(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
new /obj/item/clothing/shoes/chameleon(src)
|
||||
new /obj/item/device/encryptionkey/syndicate(src)
|
||||
new /obj/item/weapon/grenade/syndieminibomb(src)
|
||||
|
||||
if("implant") // 55+ tc holy shit what the fuck this is a lottery disguised as fun boxes isn't it?
|
||||
new /obj/item/weapon/implanter/freedom(src)
|
||||
new /obj/item/weapon/implanter/uplink/precharged(src)
|
||||
new /obj/item/weapon/implanter/emp(src)
|
||||
new /obj/item/weapon/implanter/adrenalin(src)
|
||||
new /obj/item/weapon/implanter/explosive(src)
|
||||
new /obj/item/weapon/implanter/storage(src)
|
||||
|
||||
if("hacker") // 26 tc
|
||||
new /obj/item/weapon/aiModule/syndicate(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
new /obj/item/device/encryptionkey/binary(src)
|
||||
new /obj/item/weapon/aiModule/toyAI(src)
|
||||
new /obj/item/device/multitool/ai_detect(src)
|
||||
|
||||
if("lordsingulo") // 24 tc
|
||||
new /obj/item/device/sbeacondrop(src)
|
||||
new /obj/item/clothing/suit/space/syndicate/black/red(src)
|
||||
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
|
||||
if("sabotage") // 26 tc now
|
||||
new /obj/item/weapon/grenade/plastic/c4 (src)
|
||||
new /obj/item/weapon/grenade/plastic/c4 (src)
|
||||
new /obj/item/device/doorCharge(src)
|
||||
new /obj/item/device/doorCharge(src)
|
||||
new /obj/item/device/camera_bug(src)
|
||||
new /obj/item/device/sbeacondrop/powersink(src)
|
||||
new /obj/item/weapon/cartridge/syndicate(src)
|
||||
new /obj/item/weapon/storage/toolbox/syndicate(src) //To actually get to those places
|
||||
new /obj/item/pizzabox/bomb
|
||||
|
||||
if("darklord") //20 tc + tk + summon item close enough for now
|
||||
new /obj/item/weapon/twohanded/dualsaber(src)
|
||||
new /obj/item/weapon/dnainjector/telemut/darkbundle(src)
|
||||
new /obj/item/clothing/suit/hooded/chaplain_hoodie(src)
|
||||
new /obj/item/weapon/card/id/syndicate(src)
|
||||
new /obj/item/clothing/shoes/chameleon(src) //because slipping while being a dark lord sucks
|
||||
new /obj/item/weapon/spellbook/oneuse/summonitem(src)
|
||||
|
||||
if("sniper") //This shit is unique so can't really balance it around tc, also no silencer because getting killed without ANY indicator on what killed you sucks
|
||||
new /obj/item/weapon/gun/ballistic/automatic/sniper_rifle(src) // 12 tc
|
||||
new /obj/item/ammo_box/magazine/sniper_rounds/penetrator(src)
|
||||
new /obj/item/clothing/glasses/thermal/syndi(src)
|
||||
new /obj/item/clothing/gloves/color/latex/nitrile(src)
|
||||
new /obj/item/clothing/mask/gas/clown_hat(src)
|
||||
new /obj/item/clothing/under/suit_jacket/really_black(src)
|
||||
|
||||
if("metaops") // 30 tc
|
||||
new /obj/item/clothing/suit/space/hardsuit/syndi(src) // 8 tc
|
||||
new /obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog/unrestricted(src) // 8 tc
|
||||
new /obj/item/weapon/implanter/explosive(src) // 2 tc
|
||||
new /obj/item/ammo_box/magazine/m12g/buckshot(src) // 2 tc
|
||||
new /obj/item/ammo_box/magazine/m12g/buckshot(src) // 2 tc
|
||||
new /obj/item/weapon/grenade/plastic/c4 (src) // 1 tc
|
||||
new /obj/item/weapon/grenade/plastic/c4 (src) // 1 tc
|
||||
new /obj/item/weapon/card/emag(src) // 6 tc
|
||||
|
||||
if("ninja") // 33 tc worth
|
||||
new /obj/item/weapon/katana(src) // Unique , hard to tell how much tc this is worth. 8 tc?
|
||||
new /obj/item/weapon/implanter/adrenalin(src) // 8 tc
|
||||
new /obj/item/weapon/throwing_star(src) // ~5 tc for all 6
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/storage/belt/chameleon(src) // Unique but worth at least 2 tc
|
||||
new /obj/item/weapon/card/id/syndicate(src) // 2 tc
|
||||
new /obj/item/device/chameleon(src) // 7 tc
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit
|
||||
name = "box"
|
||||
desc = "A sleek, sturdy box."
|
||||
icon_state = "syndiebox"
|
||||
illustration = "writing_syndie"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_freedom
|
||||
name = "boxed freedom implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_freedom/PopulateContents()
|
||||
var/obj/item/weapon/implanter/O = new(src)
|
||||
O.imp = new /obj/item/weapon/implant/freedom(O)
|
||||
O.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_microbomb
|
||||
name = "Microbomb Implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_microbomb/PopulateContents()
|
||||
var/obj/item/weapon/implanter/O = new(src)
|
||||
O.imp = new /obj/item/weapon/implant/explosive(O)
|
||||
O.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_macrobomb
|
||||
name = "Macrobomb Implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_macrobomb/PopulateContents()
|
||||
var/obj/item/weapon/implanter/O = new(src)
|
||||
O.imp = new /obj/item/weapon/implant/explosive/macro(O)
|
||||
O.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_uplink
|
||||
name = "boxed uplink implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_uplink/PopulateContents()
|
||||
..()
|
||||
var/obj/item/weapon/implanter/O = new(src)
|
||||
O.imp = new /obj/item/weapon/implant/uplink(O)
|
||||
O.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/bioterror
|
||||
name = "bioterror syringe box"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/bioterror/PopulateContents()
|
||||
for(var/i in 1 to 7)
|
||||
new /obj/item/weapon/reagent_containers/syringe/bioterror(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_adrenal
|
||||
name = "boxed adrenal implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_adrenal/PopulateContents()
|
||||
var/obj/item/weapon/implanter/O = new(src)
|
||||
O.imp = new /obj/item/weapon/implant/adrenalin(O)
|
||||
O.update_icon()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_storage
|
||||
name = "boxed storage implant (with injector)"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_storage/PopulateContents()
|
||||
new /obj/item/weapon/implanter/storage(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/space
|
||||
name = "boxed space suit and helmet"
|
||||
can_hold = list(/obj/item/clothing/suit/space/syndicate, /obj/item/clothing/head/helmet/space/syndicate)
|
||||
max_w_class = WEIGHT_CLASS_NORMAL
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/space/PopulateContents()
|
||||
new /obj/item/clothing/suit/space/syndicate/black/red(src) // Black and red is so in right now
|
||||
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/emp
|
||||
name = "boxed EMP kit"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/emp/PopulateContents()
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/implanter/emp(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/chemical
|
||||
name = "boxed chemical kit"
|
||||
storage_slots = 14
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/chemical/PopulateContents()
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/polonium(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/venom(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/neurotoxin2(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/formaldehyde(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/spewium(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/cyanide(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/histamine(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/initropidril(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/pancuronium(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/sodium_thiopental(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/coniine(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/curare(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/amanitin(src)
|
||||
new /obj/item/weapon/reagent_containers/syringe(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/nuke
|
||||
name = "box"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/nuke/PopulateContents()
|
||||
new /obj/item/weapon/screwdriver/nuke(src)
|
||||
new /obj/item/nuke_core_container(src)
|
||||
new /obj/item/weapon/paper/nuke_instructions(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/tuberculosisgrenade
|
||||
name = "boxed virus grenade kit"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/tuberculosisgrenade/PopulateContents()
|
||||
new /obj/item/weapon/grenade/chem_grenade/tuberculosis(src)
|
||||
for(var/i in 1 to 5)
|
||||
new /obj/item/weapon/reagent_containers/hypospray/medipen/tuberculosiscure(src)
|
||||
new /obj/item/weapon/reagent_containers/syringe(src)
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/tuberculosiscure(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/chameleon
|
||||
name = "chameleon kit"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/chameleon/PopulateContents()
|
||||
new /obj/item/clothing/under/chameleon(src)
|
||||
new /obj/item/clothing/suit/chameleon(src)
|
||||
new /obj/item/clothing/gloves/chameleon(src)
|
||||
new /obj/item/clothing/shoes/chameleon(src)
|
||||
new /obj/item/clothing/glasses/chameleon(src)
|
||||
new /obj/item/clothing/head/chameleon(src)
|
||||
new /obj/item/clothing/mask/chameleon(src)
|
||||
new /obj/item/weapon/storage/backpack/chameleon(src)
|
||||
new /obj/item/device/radio/headset/chameleon(src)
|
||||
new /obj/item/weapon/stamp/chameleon(src)
|
||||
new /obj/item/device/pda/chameleon(src)
|
||||
new /obj/item/weapon/gun/energy/laser/chameleon(src)
|
||||
|
||||
//5*(2*4) = 5*8 = 45, 45 damage if you hit one person with all 5 stars.
|
||||
//Not counting the damage it will do while embedded (2*4 = 8, at 15% chance)
|
||||
/obj/item/weapon/storage/box/syndie_kit/throwing_weapons/PopulateContents()
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/throwing_star(src)
|
||||
new /obj/item/weapon/restraints/legcuffs/bola/tactical(src)
|
||||
new /obj/item/weapon/restraints/legcuffs/bola/tactical(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/cutouts/PopulateContents()
|
||||
for(var/i in 1 to 3)
|
||||
new/obj/item/cardboard_cutout/adaptive(src)
|
||||
new/obj/item/toy/crayon/rainbow(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/romerol/PopulateContents()
|
||||
new /obj/item/weapon/reagent_containers/glass/bottle/romerol(src)
|
||||
new /obj/item/weapon/reagent_containers/syringe(src)
|
||||
new /obj/item/weapon/reagent_containers/dropper(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/ez_clean/PopulateContents()
|
||||
for(var/i in 1 to 3)
|
||||
new/obj/item/weapon/grenade/chem_grenade/ez_clean(src)
|
||||
|
||||
/obj/item/weapon/storage/box/hug/reverse_revolver/PopulateContents()
|
||||
new /obj/item/weapon/gun/ballistic/revolver/reverse(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/mimery/PopulateContents()
|
||||
new /obj/item/weapon/spellbook/oneuse/mimery_blockade(src)
|
||||
new /obj/item/weapon/spellbook/oneuse/mimery_guns(src)
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/holoparasite
|
||||
name = "box"
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/holoparasite/PopulateContents()
|
||||
new /obj/item/weapon/guardiancreator/tech/choose/traitor(src)
|
||||
new /obj/item/weapon/paper/guardian(src)
|
||||
Regular → Executable
+2
-2
@@ -140,8 +140,8 @@
|
||||
item_state = "plasmaman_tank_belt"
|
||||
slot_flags = SLOT_BELT
|
||||
force = 5
|
||||
volume = 3
|
||||
w_class = WEIGHT_CLASS_SMALL //thanks i forgot this
|
||||
volume = 3
|
||||
w_class = WEIGHT_CLASS_SMALL //thanks i forgot this
|
||||
|
||||
/obj/item/weapon/tank/internals/plasmaman/belt/full/New()
|
||||
..()
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,316 +1,316 @@
|
||||
/*
|
||||
CONTAINS:
|
||||
BEDSHEETS
|
||||
LINEN BINS
|
||||
*/
|
||||
|
||||
/obj/item/weapon/bedsheet
|
||||
name = "bedsheet"
|
||||
desc = "A surprisingly soft linen bedsheet."
|
||||
icon = 'icons/obj/bedsheets.dmi'
|
||||
icon_state = "sheetwhite"
|
||||
item_state = "bedsheet"
|
||||
slot_flags = SLOT_NECK
|
||||
layer = MOB_LAYER
|
||||
throwforce = 0
|
||||
throw_speed = 1
|
||||
throw_range = 2
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
item_color = "white"
|
||||
resistance_flags = FLAMMABLE
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/ghost
|
||||
|
||||
/obj/item/weapon/bedsheet/attack(mob/living/M, mob/user)
|
||||
if(!attempt_initiate_surgery(src, M, user))
|
||||
..()
|
||||
|
||||
/obj/item/weapon/bedsheet/attack_self(mob/user)
|
||||
user.drop_item()
|
||||
if(layer == initial(layer))
|
||||
layer = ABOVE_MOB_LAYER
|
||||
to_chat(user, "<span class='notice'>You cover yourself with [src].</span>")
|
||||
else
|
||||
layer = initial(layer)
|
||||
to_chat(user, "<span class='notice'>You smooth [src] out beneath you.</span>")
|
||||
add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/bedsheet/attackby(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/weapon/wirecutters) || I.is_sharp())
|
||||
var/obj/item/stack/sheet/cloth/C = new (get_turf(src), 3)
|
||||
transfer_fingerprints_to(C)
|
||||
C.add_fingerprint(user)
|
||||
qdel(src)
|
||||
to_chat(user, "<span class='notice'>You tear [src] up.</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/bedsheet/blue
|
||||
icon_state = "sheetblue"
|
||||
item_color = "blue"
|
||||
|
||||
/obj/item/weapon/bedsheet/green
|
||||
icon_state = "sheetgreen"
|
||||
item_color = "green"
|
||||
|
||||
/obj/item/weapon/bedsheet/orange
|
||||
icon_state = "sheetorange"
|
||||
item_color = "orange"
|
||||
|
||||
/obj/item/weapon/bedsheet/purple
|
||||
icon_state = "sheetpurple"
|
||||
item_color = "purple"
|
||||
|
||||
/obj/item/weapon/bedsheet/patriot
|
||||
name = "patriotic bedsheet"
|
||||
desc = "You've never felt more free than when sleeping on this."
|
||||
icon_state = "sheetUSA"
|
||||
item_color = "sheetUSA"
|
||||
|
||||
/obj/item/weapon/bedsheet/rainbow
|
||||
name = "rainbow bedsheet"
|
||||
desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
|
||||
icon_state = "sheetrainbow"
|
||||
item_color = "rainbow"
|
||||
|
||||
/obj/item/weapon/bedsheet/red
|
||||
icon_state = "sheetred"
|
||||
item_color = "red"
|
||||
|
||||
/obj/item/weapon/bedsheet/yellow
|
||||
icon_state = "sheetyellow"
|
||||
item_color = "yellow"
|
||||
|
||||
/obj/item/weapon/bedsheet/mime
|
||||
name = "mime's blanket"
|
||||
desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
|
||||
icon_state = "sheetmime"
|
||||
item_color = "mime"
|
||||
|
||||
/obj/item/weapon/bedsheet/clown
|
||||
name = "clown's blanket"
|
||||
desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
|
||||
icon_state = "sheetclown"
|
||||
item_color = "clown"
|
||||
|
||||
/obj/item/weapon/bedsheet/captain
|
||||
name = "captain's bedsheet"
|
||||
desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
|
||||
icon_state = "sheetcaptain"
|
||||
item_color = "captain"
|
||||
|
||||
/obj/item/weapon/bedsheet/rd
|
||||
name = "research director's bedsheet"
|
||||
desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
|
||||
icon_state = "sheetrd"
|
||||
item_color = "director"
|
||||
|
||||
// for Free Golems.
|
||||
/obj/item/weapon/bedsheet/rd/royal_cape
|
||||
name = "Royal Cape of the Liberator"
|
||||
desc = "Majestic."
|
||||
|
||||
/obj/item/weapon/bedsheet/medical
|
||||
name = "medical blanket"
|
||||
desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
|
||||
icon_state = "sheetmedical"
|
||||
item_color = "medical"
|
||||
|
||||
/obj/item/weapon/bedsheet/cmo
|
||||
name = "chief medical officer's bedsheet"
|
||||
desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
|
||||
icon_state = "sheetcmo"
|
||||
item_color = "cmo"
|
||||
|
||||
/obj/item/weapon/bedsheet/hos
|
||||
name = "head of security's bedsheet"
|
||||
desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
|
||||
icon_state = "sheethos"
|
||||
item_color = "hosred"
|
||||
|
||||
/obj/item/weapon/bedsheet/hop
|
||||
name = "head of personnel's bedsheet"
|
||||
desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
|
||||
icon_state = "sheethop"
|
||||
item_color = "hop"
|
||||
|
||||
/obj/item/weapon/bedsheet/ce
|
||||
name = "chief engineer's bedsheet"
|
||||
desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
|
||||
icon_state = "sheetce"
|
||||
item_color = "chief"
|
||||
|
||||
/obj/item/weapon/bedsheet/qm
|
||||
name = "quartermaster's bedsheet"
|
||||
desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
|
||||
icon_state = "sheetqm"
|
||||
item_color = "qm"
|
||||
|
||||
/obj/item/weapon/bedsheet/brown
|
||||
icon_state = "sheetbrown"
|
||||
item_color = "cargo"
|
||||
|
||||
/obj/item/weapon/bedsheet/black
|
||||
icon_state = "sheetblack"
|
||||
item_color = "black"
|
||||
|
||||
/obj/item/weapon/bedsheet/centcom
|
||||
name = "\improper Centcom bedsheet"
|
||||
desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
|
||||
icon_state = "sheetcentcom"
|
||||
item_color = "centcom"
|
||||
|
||||
/obj/item/weapon/bedsheet/syndie
|
||||
name = "syndicate bedsheet"
|
||||
desc = "It has a syndicate emblem and it has an aura of evil."
|
||||
icon_state = "sheetsyndie"
|
||||
item_color = "syndie"
|
||||
|
||||
/obj/item/weapon/bedsheet/cult
|
||||
name = "cultist's bedsheet"
|
||||
desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
|
||||
icon_state = "sheetcult"
|
||||
item_color = "cult"
|
||||
|
||||
/obj/item/weapon/bedsheet/wiz
|
||||
name = "wizard's bedsheet"
|
||||
desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
|
||||
icon_state = "sheetwiz"
|
||||
item_color = "wiz"
|
||||
|
||||
/obj/item/weapon/bedsheet/nanotrasen
|
||||
name = "nanotrasen bedsheet"
|
||||
desc = "It has the Nanotrasen logo on it and has an aura of duty."
|
||||
icon_state = "sheetNT"
|
||||
item_color = "nanotrasen"
|
||||
|
||||
/obj/item/weapon/bedsheet/ian
|
||||
icon_state = "sheetian"
|
||||
item_color = "ian"
|
||||
|
||||
|
||||
/obj/item/weapon/bedsheet/random
|
||||
icon_state = "sheetrainbow"
|
||||
item_color = "rainbow"
|
||||
name = "random bedsheet"
|
||||
desc = "If you're reading this description ingame, something has gone wrong! Honk!"
|
||||
|
||||
/obj/item/weapon/bedsheet/random/New()
|
||||
var/obj/item/weapon/bedsheet/B = pick(subtypesof(/obj/item/weapon/bedsheet) - /obj/item/weapon/bedsheet/random)
|
||||
name = initial(B.name)
|
||||
desc = initial(B.desc)
|
||||
icon_state = initial(B.icon_state)
|
||||
item_state = initial(B.item_state)
|
||||
item_color = initial(B.item_color)
|
||||
|
||||
/obj/structure/bedsheetbin
|
||||
name = "linen bin"
|
||||
desc = "It looks rather cosy."
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
icon_state = "linenbin-full"
|
||||
anchored = 1
|
||||
resistance_flags = FLAMMABLE
|
||||
obj_integrity = 70
|
||||
max_integrity = 70
|
||||
var/amount = 10
|
||||
var/list/sheets = list()
|
||||
var/obj/item/hidden = null
|
||||
|
||||
|
||||
/obj/structure/bedsheetbin/examine(mob/user)
|
||||
..()
|
||||
if(amount < 1)
|
||||
to_chat(user, "There are no bed sheets in the bin.")
|
||||
else if(amount == 1)
|
||||
to_chat(user, "There is one bed sheet in the bin.")
|
||||
else
|
||||
to_chat(user, "There are [amount] bed sheets in the bin.")
|
||||
|
||||
|
||||
/obj/structure/bedsheetbin/update_icon()
|
||||
switch(amount)
|
||||
if(0)
|
||||
icon_state = "linenbin-empty"
|
||||
if(1 to 5)
|
||||
icon_state = "linenbin-half"
|
||||
else
|
||||
icon_state = "linenbin-full"
|
||||
|
||||
/obj/structure/bedsheetbin/fire_act(exposed_temperature, exposed_volume)
|
||||
if(amount)
|
||||
amount = 0
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
/obj/structure/bedsheetbin/attackby(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/weapon/bedsheet))
|
||||
if(!user.drop_item())
|
||||
return
|
||||
I.loc = src
|
||||
sheets.Add(I)
|
||||
amount++
|
||||
to_chat(user, "<span class='notice'>You put [I] in [src].</span>")
|
||||
update_icon()
|
||||
else if(amount && !hidden && I.w_class < WEIGHT_CLASS_BULKY) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
|
||||
if(!user.drop_item())
|
||||
to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot hide it among the sheets!</span>")
|
||||
return
|
||||
I.loc = src
|
||||
hidden = I
|
||||
to_chat(user, "<span class='notice'>You hide [I] among the sheets.</span>")
|
||||
|
||||
|
||||
|
||||
/obj/structure/bedsheetbin/attack_paw(mob/user)
|
||||
return attack_hand(user)
|
||||
|
||||
|
||||
/obj/structure/bedsheetbin/attack_hand(mob/user)
|
||||
if(user.lying)
|
||||
return
|
||||
if(amount >= 1)
|
||||
amount--
|
||||
|
||||
var/obj/item/weapon/bedsheet/B
|
||||
if(sheets.len > 0)
|
||||
B = sheets[sheets.len]
|
||||
sheets.Remove(B)
|
||||
|
||||
else
|
||||
B = new /obj/item/weapon/bedsheet(loc)
|
||||
|
||||
B.loc = user.loc
|
||||
user.put_in_hands(B)
|
||||
to_chat(user, "<span class='notice'>You take [B] out of [src].</span>")
|
||||
update_icon()
|
||||
|
||||
if(hidden)
|
||||
hidden.loc = user.loc
|
||||
to_chat(user, "<span class='notice'>[hidden] falls out of [B]!</span>")
|
||||
hidden = null
|
||||
|
||||
|
||||
add_fingerprint(user)
|
||||
/obj/structure/bedsheetbin/attack_tk(mob/user)
|
||||
if(amount >= 1)
|
||||
amount--
|
||||
|
||||
var/obj/item/weapon/bedsheet/B
|
||||
if(sheets.len > 0)
|
||||
B = sheets[sheets.len]
|
||||
sheets.Remove(B)
|
||||
|
||||
else
|
||||
B = new /obj/item/weapon/bedsheet(loc)
|
||||
|
||||
B.loc = loc
|
||||
to_chat(user, "<span class='notice'>You telekinetically remove [B] from [src].</span>")
|
||||
update_icon()
|
||||
|
||||
if(hidden)
|
||||
hidden.loc = loc
|
||||
hidden = null
|
||||
|
||||
|
||||
add_fingerprint(user)
|
||||
/*
|
||||
CONTAINS:
|
||||
BEDSHEETS
|
||||
LINEN BINS
|
||||
*/
|
||||
|
||||
/obj/item/weapon/bedsheet
|
||||
name = "bedsheet"
|
||||
desc = "A surprisingly soft linen bedsheet."
|
||||
icon = 'icons/obj/bedsheets.dmi'
|
||||
icon_state = "sheetwhite"
|
||||
item_state = "bedsheet"
|
||||
slot_flags = SLOT_NECK
|
||||
layer = MOB_LAYER
|
||||
throwforce = 0
|
||||
throw_speed = 1
|
||||
throw_range = 2
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
item_color = "white"
|
||||
resistance_flags = FLAMMABLE
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/ghost
|
||||
|
||||
/obj/item/weapon/bedsheet/attack(mob/living/M, mob/user)
|
||||
if(!attempt_initiate_surgery(src, M, user))
|
||||
..()
|
||||
|
||||
/obj/item/weapon/bedsheet/attack_self(mob/user)
|
||||
user.drop_item()
|
||||
if(layer == initial(layer))
|
||||
layer = ABOVE_MOB_LAYER
|
||||
to_chat(user, "<span class='notice'>You cover yourself with [src].</span>")
|
||||
else
|
||||
layer = initial(layer)
|
||||
to_chat(user, "<span class='notice'>You smooth [src] out beneath you.</span>")
|
||||
add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/bedsheet/attackby(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/weapon/wirecutters) || I.is_sharp())
|
||||
var/obj/item/stack/sheet/cloth/C = new (get_turf(src), 3)
|
||||
transfer_fingerprints_to(C)
|
||||
C.add_fingerprint(user)
|
||||
qdel(src)
|
||||
to_chat(user, "<span class='notice'>You tear [src] up.</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/bedsheet/blue
|
||||
icon_state = "sheetblue"
|
||||
item_color = "blue"
|
||||
|
||||
/obj/item/weapon/bedsheet/green
|
||||
icon_state = "sheetgreen"
|
||||
item_color = "green"
|
||||
|
||||
/obj/item/weapon/bedsheet/orange
|
||||
icon_state = "sheetorange"
|
||||
item_color = "orange"
|
||||
|
||||
/obj/item/weapon/bedsheet/purple
|
||||
icon_state = "sheetpurple"
|
||||
item_color = "purple"
|
||||
|
||||
/obj/item/weapon/bedsheet/patriot
|
||||
name = "patriotic bedsheet"
|
||||
desc = "You've never felt more free than when sleeping on this."
|
||||
icon_state = "sheetUSA"
|
||||
item_color = "sheetUSA"
|
||||
|
||||
/obj/item/weapon/bedsheet/rainbow
|
||||
name = "rainbow bedsheet"
|
||||
desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
|
||||
icon_state = "sheetrainbow"
|
||||
item_color = "rainbow"
|
||||
|
||||
/obj/item/weapon/bedsheet/red
|
||||
icon_state = "sheetred"
|
||||
item_color = "red"
|
||||
|
||||
/obj/item/weapon/bedsheet/yellow
|
||||
icon_state = "sheetyellow"
|
||||
item_color = "yellow"
|
||||
|
||||
/obj/item/weapon/bedsheet/mime
|
||||
name = "mime's blanket"
|
||||
desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
|
||||
icon_state = "sheetmime"
|
||||
item_color = "mime"
|
||||
|
||||
/obj/item/weapon/bedsheet/clown
|
||||
name = "clown's blanket"
|
||||
desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
|
||||
icon_state = "sheetclown"
|
||||
item_color = "clown"
|
||||
|
||||
/obj/item/weapon/bedsheet/captain
|
||||
name = "captain's bedsheet"
|
||||
desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
|
||||
icon_state = "sheetcaptain"
|
||||
item_color = "captain"
|
||||
|
||||
/obj/item/weapon/bedsheet/rd
|
||||
name = "research director's bedsheet"
|
||||
desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
|
||||
icon_state = "sheetrd"
|
||||
item_color = "director"
|
||||
|
||||
// for Free Golems.
|
||||
/obj/item/weapon/bedsheet/rd/royal_cape
|
||||
name = "Royal Cape of the Liberator"
|
||||
desc = "Majestic."
|
||||
|
||||
/obj/item/weapon/bedsheet/medical
|
||||
name = "medical blanket"
|
||||
desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
|
||||
icon_state = "sheetmedical"
|
||||
item_color = "medical"
|
||||
|
||||
/obj/item/weapon/bedsheet/cmo
|
||||
name = "chief medical officer's bedsheet"
|
||||
desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
|
||||
icon_state = "sheetcmo"
|
||||
item_color = "cmo"
|
||||
|
||||
/obj/item/weapon/bedsheet/hos
|
||||
name = "head of security's bedsheet"
|
||||
desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
|
||||
icon_state = "sheethos"
|
||||
item_color = "hosred"
|
||||
|
||||
/obj/item/weapon/bedsheet/hop
|
||||
name = "head of personnel's bedsheet"
|
||||
desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
|
||||
icon_state = "sheethop"
|
||||
item_color = "hop"
|
||||
|
||||
/obj/item/weapon/bedsheet/ce
|
||||
name = "chief engineer's bedsheet"
|
||||
desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
|
||||
icon_state = "sheetce"
|
||||
item_color = "chief"
|
||||
|
||||
/obj/item/weapon/bedsheet/qm
|
||||
name = "quartermaster's bedsheet"
|
||||
desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
|
||||
icon_state = "sheetqm"
|
||||
item_color = "qm"
|
||||
|
||||
/obj/item/weapon/bedsheet/brown
|
||||
icon_state = "sheetbrown"
|
||||
item_color = "cargo"
|
||||
|
||||
/obj/item/weapon/bedsheet/black
|
||||
icon_state = "sheetblack"
|
||||
item_color = "black"
|
||||
|
||||
/obj/item/weapon/bedsheet/centcom
|
||||
name = "\improper Centcom bedsheet"
|
||||
desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
|
||||
icon_state = "sheetcentcom"
|
||||
item_color = "centcom"
|
||||
|
||||
/obj/item/weapon/bedsheet/syndie
|
||||
name = "syndicate bedsheet"
|
||||
desc = "It has a syndicate emblem and it has an aura of evil."
|
||||
icon_state = "sheetsyndie"
|
||||
item_color = "syndie"
|
||||
|
||||
/obj/item/weapon/bedsheet/cult
|
||||
name = "cultist's bedsheet"
|
||||
desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
|
||||
icon_state = "sheetcult"
|
||||
item_color = "cult"
|
||||
|
||||
/obj/item/weapon/bedsheet/wiz
|
||||
name = "wizard's bedsheet"
|
||||
desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
|
||||
icon_state = "sheetwiz"
|
||||
item_color = "wiz"
|
||||
|
||||
/obj/item/weapon/bedsheet/nanotrasen
|
||||
name = "nanotrasen bedsheet"
|
||||
desc = "It has the Nanotrasen logo on it and has an aura of duty."
|
||||
icon_state = "sheetNT"
|
||||
item_color = "nanotrasen"
|
||||
|
||||
/obj/item/weapon/bedsheet/ian
|
||||
icon_state = "sheetian"
|
||||
item_color = "ian"
|
||||
|
||||
|
||||
/obj/item/weapon/bedsheet/random
|
||||
icon_state = "sheetrainbow"
|
||||
item_color = "rainbow"
|
||||
name = "random bedsheet"
|
||||
desc = "If you're reading this description ingame, something has gone wrong! Honk!"
|
||||
|
||||
/obj/item/weapon/bedsheet/random/New()
|
||||
var/obj/item/weapon/bedsheet/B = pick(subtypesof(/obj/item/weapon/bedsheet) - /obj/item/weapon/bedsheet/random)
|
||||
name = initial(B.name)
|
||||
desc = initial(B.desc)
|
||||
icon_state = initial(B.icon_state)
|
||||
item_state = initial(B.item_state)
|
||||
item_color = initial(B.item_color)
|
||||
|
||||
/obj/structure/bedsheetbin
|
||||
name = "linen bin"
|
||||
desc = "It looks rather cosy."
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
icon_state = "linenbin-full"
|
||||
anchored = 1
|
||||
resistance_flags = FLAMMABLE
|
||||
obj_integrity = 70
|
||||
max_integrity = 70
|
||||
var/amount = 10
|
||||
var/list/sheets = list()
|
||||
var/obj/item/hidden = null
|
||||
|
||||
|
||||
/obj/structure/bedsheetbin/examine(mob/user)
|
||||
..()
|
||||
if(amount < 1)
|
||||
to_chat(user, "There are no bed sheets in the bin.")
|
||||
else if(amount == 1)
|
||||
to_chat(user, "There is one bed sheet in the bin.")
|
||||
else
|
||||
to_chat(user, "There are [amount] bed sheets in the bin.")
|
||||
|
||||
|
||||
/obj/structure/bedsheetbin/update_icon()
|
||||
switch(amount)
|
||||
if(0)
|
||||
icon_state = "linenbin-empty"
|
||||
if(1 to 5)
|
||||
icon_state = "linenbin-half"
|
||||
else
|
||||
icon_state = "linenbin-full"
|
||||
|
||||
/obj/structure/bedsheetbin/fire_act(exposed_temperature, exposed_volume)
|
||||
if(amount)
|
||||
amount = 0
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
/obj/structure/bedsheetbin/attackby(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/weapon/bedsheet))
|
||||
if(!user.drop_item())
|
||||
return
|
||||
I.loc = src
|
||||
sheets.Add(I)
|
||||
amount++
|
||||
to_chat(user, "<span class='notice'>You put [I] in [src].</span>")
|
||||
update_icon()
|
||||
else if(amount && !hidden && I.w_class < WEIGHT_CLASS_BULKY) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
|
||||
if(!user.drop_item())
|
||||
to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot hide it among the sheets!</span>")
|
||||
return
|
||||
I.loc = src
|
||||
hidden = I
|
||||
to_chat(user, "<span class='notice'>You hide [I] among the sheets.</span>")
|
||||
|
||||
|
||||
|
||||
/obj/structure/bedsheetbin/attack_paw(mob/user)
|
||||
return attack_hand(user)
|
||||
|
||||
|
||||
/obj/structure/bedsheetbin/attack_hand(mob/user)
|
||||
if(user.lying)
|
||||
return
|
||||
if(amount >= 1)
|
||||
amount--
|
||||
|
||||
var/obj/item/weapon/bedsheet/B
|
||||
if(sheets.len > 0)
|
||||
B = sheets[sheets.len]
|
||||
sheets.Remove(B)
|
||||
|
||||
else
|
||||
B = new /obj/item/weapon/bedsheet(loc)
|
||||
|
||||
B.loc = user.loc
|
||||
user.put_in_hands(B)
|
||||
to_chat(user, "<span class='notice'>You take [B] out of [src].</span>")
|
||||
update_icon()
|
||||
|
||||
if(hidden)
|
||||
hidden.loc = user.loc
|
||||
to_chat(user, "<span class='notice'>[hidden] falls out of [B]!</span>")
|
||||
hidden = null
|
||||
|
||||
|
||||
add_fingerprint(user)
|
||||
/obj/structure/bedsheetbin/attack_tk(mob/user)
|
||||
if(amount >= 1)
|
||||
amount--
|
||||
|
||||
var/obj/item/weapon/bedsheet/B
|
||||
if(sheets.len > 0)
|
||||
B = sheets[sheets.len]
|
||||
sheets.Remove(B)
|
||||
|
||||
else
|
||||
B = new /obj/item/weapon/bedsheet(loc)
|
||||
|
||||
B.loc = loc
|
||||
to_chat(user, "<span class='notice'>You telekinetically remove [B] from [src].</span>")
|
||||
update_icon()
|
||||
|
||||
if(hidden)
|
||||
hidden.loc = loc
|
||||
hidden = null
|
||||
|
||||
|
||||
add_fingerprint(user)
|
||||
|
||||
@@ -1,283 +1,283 @@
|
||||
/obj/structure/closet/secure_closet/captains
|
||||
name = "\proper captain's locker"
|
||||
req_access = list(GLOB.access_captain)
|
||||
icon_state = "cap"
|
||||
|
||||
/obj/structure/closet/secure_closet/captains/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/suit/hooded/wintercoat/captain(src)
|
||||
if(prob(50))
|
||||
new /obj/item/weapon/storage/backpack/captain(src)
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel/cap(src)
|
||||
new /obj/item/clothing/neck/cloak/cap(src)
|
||||
new /obj/item/weapon/storage/daki(src)
|
||||
new /obj/item/weapon/storage/backpack/dufflebag/captain(src)
|
||||
new /obj/item/clothing/head/crown/fancy(src)
|
||||
new /obj/item/clothing/suit/captunic(src)
|
||||
new /obj/item/clothing/under/captainparade(src)
|
||||
new /obj/item/clothing/head/caphat/parade(src)
|
||||
new /obj/item/clothing/under/rank/captain(src)
|
||||
new /obj/item/clothing/suit/armor/vest/capcarapace/alt(src)
|
||||
new /obj/item/weapon/cartridge/captain(src)
|
||||
new /obj/item/clothing/shoes/sneakers/brown(src)
|
||||
new /obj/item/weapon/storage/box/silver_ids(src)
|
||||
new /obj/item/device/radio/headset/heads/captain/alt(src)
|
||||
new /obj/item/device/radio/headset/heads/captain(src)
|
||||
new /obj/item/clothing/glasses/sunglasses/gar/supergar(src)
|
||||
new /obj/item/clothing/gloves/color/captain(src)
|
||||
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
|
||||
new /obj/item/weapon/storage/belt/sabre(src)
|
||||
new /obj/item/weapon/gun/energy/e_gun(src)
|
||||
new /obj/item/weapon/door_remote/captain(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/hop
|
||||
name = "\proper head of personnel's locker"
|
||||
req_access = list(GLOB.access_hop)
|
||||
icon_state = "hop"
|
||||
|
||||
/obj/structure/closet/secure_closet/hop/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/neck/cloak/hop(src)
|
||||
new /obj/item/clothing/under/rank/head_of_personnel(src)
|
||||
new /obj/item/clothing/head/hopcap(src)
|
||||
new /obj/item/weapon/cartridge/hop(src)
|
||||
new /obj/item/device/radio/headset/heads/hop(src)
|
||||
new /obj/item/clothing/shoes/sneakers/brown(src)
|
||||
new /obj/item/weapon/storage/box/ids(src)
|
||||
new /obj/item/weapon/storage/box/ids(src)
|
||||
new /obj/item/device/megaphone/command(src)
|
||||
new /obj/item/clothing/suit/armor/vest/alt(src)
|
||||
new /obj/item/device/assembly/flash/handheld(src)
|
||||
new /obj/item/clothing/glasses/sunglasses(src)
|
||||
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
|
||||
new /obj/item/weapon/gun/energy/e_gun(src)
|
||||
new /obj/item/clothing/neck/petcollar(src)
|
||||
new /obj/item/weapon/door_remote/civillian(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/hos
|
||||
name = "\proper head of security's locker"
|
||||
req_access = list(GLOB.access_hos)
|
||||
icon_state = "hos"
|
||||
|
||||
/obj/structure/closet/secure_closet/hos/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/neck/cloak/hos(src)
|
||||
new /obj/item/weapon/cartridge/hos(src)
|
||||
new /obj/item/device/radio/headset/heads/hos(src)
|
||||
new /obj/item/clothing/under/hosparadefem(src)
|
||||
new /obj/item/clothing/under/hosparademale(src)
|
||||
new /obj/item/clothing/suit/armor/vest/leather(src)
|
||||
new /obj/item/clothing/suit/armor/hos(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/alt(src)
|
||||
new /obj/item/clothing/head/HoS(src)
|
||||
new /obj/item/clothing/glasses/hud/security/sunglasses/eyepatch(src)
|
||||
new /obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars(src)
|
||||
new /obj/item/device/megaphone/sec(src)
|
||||
new /obj/item/weapon/holosign_creator/security(src)
|
||||
new /obj/item/weapon/storage/lockbox/loyalty(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer/swat(src)
|
||||
new /obj/item/weapon/storage/box/flashbangs(src)
|
||||
new /obj/item/weapon/shield/riot/tele(src)
|
||||
new /obj/item/weapon/storage/belt/security/full(src)
|
||||
new /obj/item/weapon/gun/energy/e_gun/hos(src)
|
||||
new /obj/item/device/flashlight/seclite(src)
|
||||
new /obj/item/weapon/pinpointer(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/warden
|
||||
name = "\proper warden's locker"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "warden"
|
||||
|
||||
/obj/structure/closet/secure_closet/warden/PopulateContents()
|
||||
..()
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/clothing/suit/armor/vest/warden(src)
|
||||
new /obj/item/clothing/head/warden(src)
|
||||
new /obj/item/clothing/head/beret/sec/navywarden(src)
|
||||
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
|
||||
new /obj/item/clothing/under/rank/warden/navyblue(src)
|
||||
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
|
||||
new /obj/item/weapon/holosign_creator/security(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer(src)
|
||||
new /obj/item/weapon/storage/box/zipties(src)
|
||||
new /obj/item/weapon/storage/box/flashbangs(src)
|
||||
new /obj/item/weapon/storage/belt/security/full(src)
|
||||
new /obj/item/device/flashlight/seclite(src)
|
||||
new /obj/item/clothing/gloves/krav_maga/sec(src)
|
||||
new /obj/item/weapon/door_remote/head_of_security(src)
|
||||
new /obj/item/weapon/gun/ballistic/shotgun/automatic/dual_tube(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security
|
||||
name = "security officer's locker"
|
||||
req_access = list(GLOB.access_security)
|
||||
icon_state = "sec"
|
||||
|
||||
/obj/structure/closet/secure_closet/security/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/suit/armor/vest(src)
|
||||
new /obj/item/clothing/head/helmet/sec(src)
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/device/radio/headset/headset_sec/alt(src)
|
||||
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
|
||||
new /obj/item/device/flashlight/seclite(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/sec
|
||||
|
||||
/obj/structure/closet/secure_closet/security/sec/PopulateContents()
|
||||
..()
|
||||
new /obj/item/weapon/storage/belt/security/full(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/cargo
|
||||
|
||||
/obj/structure/closet/secure_closet/security/cargo/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/tie/armband/cargo(src)
|
||||
new /obj/item/device/encryptionkey/headset_cargo(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/engine
|
||||
|
||||
/obj/structure/closet/secure_closet/security/engine/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/tie/armband/engine(src)
|
||||
new /obj/item/device/encryptionkey/headset_eng(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/science
|
||||
|
||||
/obj/structure/closet/secure_closet/security/science/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/tie/armband/science(src)
|
||||
new /obj/item/device/encryptionkey/headset_sci(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/med
|
||||
|
||||
/obj/structure/closet/secure_closet/security/med/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/tie/armband/medblue(src)
|
||||
new /obj/item/device/encryptionkey/headset_med(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/detective
|
||||
name = "\proper detective's cabinet"
|
||||
req_access = list(GLOB.access_forensics_lockers)
|
||||
icon_state = "cabinet"
|
||||
resistance_flags = FLAMMABLE
|
||||
obj_integrity = 70
|
||||
max_integrity = 70
|
||||
|
||||
/obj/structure/closet/secure_closet/detective/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/under/rank/det(src)
|
||||
new /obj/item/clothing/suit/det_suit(src)
|
||||
new /obj/item/clothing/head/det_hat(src)
|
||||
new /obj/item/clothing/gloves/color/black(src)
|
||||
new /obj/item/clothing/under/rank/det/grey(src)
|
||||
new /obj/item/clothing/tie/waistcoat(src)
|
||||
new /obj/item/clothing/suit/det_suit/grey(src)
|
||||
new /obj/item/clothing/head/fedora(src)
|
||||
new /obj/item/clothing/shoes/laceup(src)
|
||||
new /obj/item/weapon/storage/box/evidence(src)
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/device/detective_scanner(src)
|
||||
new /obj/item/device/flashlight/seclite(src)
|
||||
new /obj/item/weapon/holosign_creator/security(src)
|
||||
new /obj/item/weapon/reagent_containers/spray/pepper(src)
|
||||
new /obj/item/clothing/suit/armor/vest/det_suit(src)
|
||||
new /obj/item/weapon/storage/belt/holster/full(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/injection
|
||||
name = "lethal injections"
|
||||
req_access = list(GLOB.access_hos)
|
||||
|
||||
/obj/structure/closet/secure_closet/injection/PopulateContents()
|
||||
..()
|
||||
for(var/i in 1 to 5)
|
||||
new /obj/item/weapon/reagent_containers/syringe/lethal/execution(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/brig
|
||||
name = "brig locker"
|
||||
req_access = list(GLOB.access_brig)
|
||||
anchored = 1
|
||||
var/id = null
|
||||
|
||||
/obj/structure/closet/secure_closet/brig/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/under/rank/prisoner( src )
|
||||
new /obj/item/clothing/shoes/sneakers/orange( src )
|
||||
|
||||
/obj/structure/closet/secure_closet/courtroom
|
||||
name = "courtroom locker"
|
||||
req_access = list(GLOB.access_court)
|
||||
|
||||
/obj/structure/closet/secure_closet/courtroom/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/shoes/sneakers/brown(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/paper/Court (src)
|
||||
new /obj/item/weapon/pen (src)
|
||||
new /obj/item/clothing/suit/judgerobe (src)
|
||||
new /obj/item/clothing/head/powdered_wig (src)
|
||||
new /obj/item/weapon/storage/briefcase(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/armory1
|
||||
name = "armory armor locker"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "armory"
|
||||
|
||||
/obj/structure/closet/secure_closet/armory1/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/suit/armor/laserproof(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/clothing/suit/armor/riot(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/clothing/head/helmet/riot(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/shield/riot(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/armory2
|
||||
name = "armory ballistics locker"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "armory"
|
||||
|
||||
/obj/structure/closet/secure_closet/armory2/PopulateContents()
|
||||
..()
|
||||
new /obj/item/weapon/storage/box/firingpins(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/storage/box/rubbershot(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/gun/ballistic/shotgun/riot(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/armory3
|
||||
name = "armory energy gun locker"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "armory"
|
||||
|
||||
/obj/structure/closet/secure_closet/armory3/PopulateContents()
|
||||
..()
|
||||
new /obj/item/weapon/storage/box/firingpins(src)
|
||||
new /obj/item/weapon/gun/energy/ionrifle(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/gun/energy/e_gun(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/gun/energy/laser(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/tac
|
||||
name = "armory tac locker"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "tac"
|
||||
|
||||
/obj/structure/closet/secure_closet/tac/PopulateContents()
|
||||
..()
|
||||
new /obj/item/weapon/gun/ballistic/automatic/wt550(src)
|
||||
new /obj/item/clothing/head/helmet/alt(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer(src)
|
||||
new /obj/item/clothing/suit/armor/bulletproof(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/lethalshots
|
||||
name = "shotgun lethal rounds"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "tac"
|
||||
|
||||
/obj/structure/closet/secure_closet/lethalshots/PopulateContents()
|
||||
..()
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/storage/box/lethalshot(src)
|
||||
/obj/structure/closet/secure_closet/captains
|
||||
name = "\proper captain's locker"
|
||||
req_access = list(GLOB.access_captain)
|
||||
icon_state = "cap"
|
||||
|
||||
/obj/structure/closet/secure_closet/captains/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/suit/hooded/wintercoat/captain(src)
|
||||
if(prob(50))
|
||||
new /obj/item/weapon/storage/backpack/captain(src)
|
||||
else
|
||||
new /obj/item/weapon/storage/backpack/satchel/cap(src)
|
||||
new /obj/item/clothing/neck/cloak/cap(src)
|
||||
new /obj/item/weapon/storage/daki(src)
|
||||
new /obj/item/weapon/storage/backpack/dufflebag/captain(src)
|
||||
new /obj/item/clothing/head/crown/fancy(src)
|
||||
new /obj/item/clothing/suit/captunic(src)
|
||||
new /obj/item/clothing/under/captainparade(src)
|
||||
new /obj/item/clothing/head/caphat/parade(src)
|
||||
new /obj/item/clothing/under/rank/captain(src)
|
||||
new /obj/item/clothing/suit/armor/vest/capcarapace/alt(src)
|
||||
new /obj/item/weapon/cartridge/captain(src)
|
||||
new /obj/item/clothing/shoes/sneakers/brown(src)
|
||||
new /obj/item/weapon/storage/box/silver_ids(src)
|
||||
new /obj/item/device/radio/headset/heads/captain/alt(src)
|
||||
new /obj/item/device/radio/headset/heads/captain(src)
|
||||
new /obj/item/clothing/glasses/sunglasses/gar/supergar(src)
|
||||
new /obj/item/clothing/gloves/color/captain(src)
|
||||
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
|
||||
new /obj/item/weapon/storage/belt/sabre(src)
|
||||
new /obj/item/weapon/gun/energy/e_gun(src)
|
||||
new /obj/item/weapon/door_remote/captain(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/hop
|
||||
name = "\proper head of personnel's locker"
|
||||
req_access = list(GLOB.access_hop)
|
||||
icon_state = "hop"
|
||||
|
||||
/obj/structure/closet/secure_closet/hop/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/neck/cloak/hop(src)
|
||||
new /obj/item/clothing/under/rank/head_of_personnel(src)
|
||||
new /obj/item/clothing/head/hopcap(src)
|
||||
new /obj/item/weapon/cartridge/hop(src)
|
||||
new /obj/item/device/radio/headset/heads/hop(src)
|
||||
new /obj/item/clothing/shoes/sneakers/brown(src)
|
||||
new /obj/item/weapon/storage/box/ids(src)
|
||||
new /obj/item/weapon/storage/box/ids(src)
|
||||
new /obj/item/device/megaphone/command(src)
|
||||
new /obj/item/clothing/suit/armor/vest/alt(src)
|
||||
new /obj/item/device/assembly/flash/handheld(src)
|
||||
new /obj/item/clothing/glasses/sunglasses(src)
|
||||
new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
|
||||
new /obj/item/weapon/gun/energy/e_gun(src)
|
||||
new /obj/item/clothing/neck/petcollar(src)
|
||||
new /obj/item/weapon/door_remote/civillian(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/hos
|
||||
name = "\proper head of security's locker"
|
||||
req_access = list(GLOB.access_hos)
|
||||
icon_state = "hos"
|
||||
|
||||
/obj/structure/closet/secure_closet/hos/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/neck/cloak/hos(src)
|
||||
new /obj/item/weapon/cartridge/hos(src)
|
||||
new /obj/item/device/radio/headset/heads/hos(src)
|
||||
new /obj/item/clothing/under/hosparadefem(src)
|
||||
new /obj/item/clothing/under/hosparademale(src)
|
||||
new /obj/item/clothing/suit/armor/vest/leather(src)
|
||||
new /obj/item/clothing/suit/armor/hos(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/alt(src)
|
||||
new /obj/item/clothing/head/HoS(src)
|
||||
new /obj/item/clothing/glasses/hud/security/sunglasses/eyepatch(src)
|
||||
new /obj/item/clothing/glasses/hud/security/sunglasses/gars/supergars(src)
|
||||
new /obj/item/device/megaphone/sec(src)
|
||||
new /obj/item/weapon/holosign_creator/security(src)
|
||||
new /obj/item/weapon/storage/lockbox/loyalty(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer/swat(src)
|
||||
new /obj/item/weapon/storage/box/flashbangs(src)
|
||||
new /obj/item/weapon/shield/riot/tele(src)
|
||||
new /obj/item/weapon/storage/belt/security/full(src)
|
||||
new /obj/item/weapon/gun/energy/e_gun/hos(src)
|
||||
new /obj/item/device/flashlight/seclite(src)
|
||||
new /obj/item/weapon/pinpointer(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/warden
|
||||
name = "\proper warden's locker"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "warden"
|
||||
|
||||
/obj/structure/closet/secure_closet/warden/PopulateContents()
|
||||
..()
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/clothing/suit/armor/vest/warden(src)
|
||||
new /obj/item/clothing/head/warden(src)
|
||||
new /obj/item/clothing/head/beret/sec/navywarden(src)
|
||||
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
|
||||
new /obj/item/clothing/under/rank/warden/navyblue(src)
|
||||
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
|
||||
new /obj/item/weapon/holosign_creator/security(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer(src)
|
||||
new /obj/item/weapon/storage/box/zipties(src)
|
||||
new /obj/item/weapon/storage/box/flashbangs(src)
|
||||
new /obj/item/weapon/storage/belt/security/full(src)
|
||||
new /obj/item/device/flashlight/seclite(src)
|
||||
new /obj/item/clothing/gloves/krav_maga/sec(src)
|
||||
new /obj/item/weapon/door_remote/head_of_security(src)
|
||||
new /obj/item/weapon/gun/ballistic/shotgun/automatic/dual_tube(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security
|
||||
name = "security officer's locker"
|
||||
req_access = list(GLOB.access_security)
|
||||
icon_state = "sec"
|
||||
|
||||
/obj/structure/closet/secure_closet/security/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/suit/armor/vest(src)
|
||||
new /obj/item/clothing/head/helmet/sec(src)
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/device/radio/headset/headset_sec/alt(src)
|
||||
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
|
||||
new /obj/item/device/flashlight/seclite(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/sec
|
||||
|
||||
/obj/structure/closet/secure_closet/security/sec/PopulateContents()
|
||||
..()
|
||||
new /obj/item/weapon/storage/belt/security/full(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/cargo
|
||||
|
||||
/obj/structure/closet/secure_closet/security/cargo/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/tie/armband/cargo(src)
|
||||
new /obj/item/device/encryptionkey/headset_cargo(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/engine
|
||||
|
||||
/obj/structure/closet/secure_closet/security/engine/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/tie/armband/engine(src)
|
||||
new /obj/item/device/encryptionkey/headset_eng(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/science
|
||||
|
||||
/obj/structure/closet/secure_closet/security/science/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/tie/armband/science(src)
|
||||
new /obj/item/device/encryptionkey/headset_sci(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/security/med
|
||||
|
||||
/obj/structure/closet/secure_closet/security/med/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/tie/armband/medblue(src)
|
||||
new /obj/item/device/encryptionkey/headset_med(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/detective
|
||||
name = "\proper detective's cabinet"
|
||||
req_access = list(GLOB.access_forensics_lockers)
|
||||
icon_state = "cabinet"
|
||||
resistance_flags = FLAMMABLE
|
||||
obj_integrity = 70
|
||||
max_integrity = 70
|
||||
|
||||
/obj/structure/closet/secure_closet/detective/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/under/rank/det(src)
|
||||
new /obj/item/clothing/suit/det_suit(src)
|
||||
new /obj/item/clothing/head/det_hat(src)
|
||||
new /obj/item/clothing/gloves/color/black(src)
|
||||
new /obj/item/clothing/under/rank/det/grey(src)
|
||||
new /obj/item/clothing/tie/waistcoat(src)
|
||||
new /obj/item/clothing/suit/det_suit/grey(src)
|
||||
new /obj/item/clothing/head/fedora(src)
|
||||
new /obj/item/clothing/shoes/laceup(src)
|
||||
new /obj/item/weapon/storage/box/evidence(src)
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/device/detective_scanner(src)
|
||||
new /obj/item/device/flashlight/seclite(src)
|
||||
new /obj/item/weapon/holosign_creator/security(src)
|
||||
new /obj/item/weapon/reagent_containers/spray/pepper(src)
|
||||
new /obj/item/clothing/suit/armor/vest/det_suit(src)
|
||||
new /obj/item/weapon/storage/belt/holster/full(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/injection
|
||||
name = "lethal injections"
|
||||
req_access = list(GLOB.access_hos)
|
||||
|
||||
/obj/structure/closet/secure_closet/injection/PopulateContents()
|
||||
..()
|
||||
for(var/i in 1 to 5)
|
||||
new /obj/item/weapon/reagent_containers/syringe/lethal/execution(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/brig
|
||||
name = "brig locker"
|
||||
req_access = list(GLOB.access_brig)
|
||||
anchored = 1
|
||||
var/id = null
|
||||
|
||||
/obj/structure/closet/secure_closet/brig/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/under/rank/prisoner( src )
|
||||
new /obj/item/clothing/shoes/sneakers/orange( src )
|
||||
|
||||
/obj/structure/closet/secure_closet/courtroom
|
||||
name = "courtroom locker"
|
||||
req_access = list(GLOB.access_court)
|
||||
|
||||
/obj/structure/closet/secure_closet/courtroom/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/shoes/sneakers/brown(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/paper/Court (src)
|
||||
new /obj/item/weapon/pen (src)
|
||||
new /obj/item/clothing/suit/judgerobe (src)
|
||||
new /obj/item/clothing/head/powdered_wig (src)
|
||||
new /obj/item/weapon/storage/briefcase(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/armory1
|
||||
name = "armory armor locker"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "armory"
|
||||
|
||||
/obj/structure/closet/secure_closet/armory1/PopulateContents()
|
||||
..()
|
||||
new /obj/item/clothing/suit/armor/laserproof(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/clothing/suit/armor/riot(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/clothing/head/helmet/riot(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/shield/riot(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/armory2
|
||||
name = "armory ballistics locker"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "armory"
|
||||
|
||||
/obj/structure/closet/secure_closet/armory2/PopulateContents()
|
||||
..()
|
||||
new /obj/item/weapon/storage/box/firingpins(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/storage/box/rubbershot(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/gun/ballistic/shotgun/riot(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/armory3
|
||||
name = "armory energy gun locker"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "armory"
|
||||
|
||||
/obj/structure/closet/secure_closet/armory3/PopulateContents()
|
||||
..()
|
||||
new /obj/item/weapon/storage/box/firingpins(src)
|
||||
new /obj/item/weapon/gun/energy/ionrifle(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/gun/energy/e_gun(src)
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/gun/energy/laser(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/tac
|
||||
name = "armory tac locker"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "tac"
|
||||
|
||||
/obj/structure/closet/secure_closet/tac/PopulateContents()
|
||||
..()
|
||||
new /obj/item/weapon/gun/ballistic/automatic/wt550(src)
|
||||
new /obj/item/clothing/head/helmet/alt(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer(src)
|
||||
new /obj/item/clothing/suit/armor/bulletproof(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/lethalshots
|
||||
name = "shotgun lethal rounds"
|
||||
req_access = list(GLOB.access_armory)
|
||||
icon_state = "tac"
|
||||
|
||||
/obj/structure/closet/secure_closet/lethalshots/PopulateContents()
|
||||
..()
|
||||
for(var/i in 1 to 3)
|
||||
new /obj/item/weapon/storage/box/lethalshot(src)
|
||||
|
||||
@@ -1,221 +1,221 @@
|
||||
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
|
||||
//machineryness
|
||||
|
||||
/obj/structure/mineral_door
|
||||
name = "metal door"
|
||||
density = 1
|
||||
anchored = 1
|
||||
opacity = 1
|
||||
|
||||
icon = 'icons/obj/doors/mineral_doors.dmi'
|
||||
icon_state = "metal"
|
||||
|
||||
var/initial_state
|
||||
var/state = 0 //closed, 1 == open
|
||||
var/isSwitchingStates = 0
|
||||
var/close_delay = -1 //-1 if does not auto close.
|
||||
obj_integrity = 200
|
||||
max_integrity = 200
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 50, acid = 50)
|
||||
var/sheetType = /obj/item/stack/sheet/metal
|
||||
var/sheetAmount = 7
|
||||
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
|
||||
var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
|
||||
CanAtmosPass = ATMOS_PASS_DENSITY
|
||||
|
||||
/obj/structure/mineral_door/New(location)
|
||||
..()
|
||||
initial_state = icon_state
|
||||
air_update_turf(1)
|
||||
|
||||
/obj/structure/mineral_door/Destroy()
|
||||
density = 0
|
||||
air_update_turf(1)
|
||||
return ..()
|
||||
|
||||
/obj/structure/mineral_door/Move()
|
||||
var/turf/T = loc
|
||||
..()
|
||||
move_update_air(T)
|
||||
|
||||
/obj/structure/mineral_door/Bumped(atom/user)
|
||||
..()
|
||||
if(!state)
|
||||
return TryToSwitchState(user)
|
||||
|
||||
/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
|
||||
if(isAI(user)) //so the AI can't open it
|
||||
return
|
||||
else if(iscyborg(user)) //but cyborgs can
|
||||
if(get_dist(user,src) <= 1) //not remotely though
|
||||
return TryToSwitchState(user)
|
||||
|
||||
/obj/structure/mineral_door/attack_paw(mob/user)
|
||||
return TryToSwitchState(user)
|
||||
|
||||
/obj/structure/mineral_door/attack_hand(mob/user)
|
||||
return TryToSwitchState(user)
|
||||
|
||||
/obj/structure/mineral_door/CanPass(atom/movable/mover, turf/target, height=0)
|
||||
if(istype(mover, /obj/effect/beam))
|
||||
return !opacity
|
||||
return !density
|
||||
|
||||
/obj/structure/mineral_door/proc/TryToSwitchState(atom/user)
|
||||
if(isSwitchingStates)
|
||||
return
|
||||
if(isliving(user))
|
||||
var/mob/living/M = user
|
||||
if(world.time - M.last_bumped <= 60)
|
||||
return //NOTE do we really need that?
|
||||
if(M.client)
|
||||
if(iscarbon(M))
|
||||
var/mob/living/carbon/C = M
|
||||
if(!C.handcuffed)
|
||||
SwitchState()
|
||||
else
|
||||
SwitchState()
|
||||
else if(istype(user, /obj/mecha))
|
||||
SwitchState()
|
||||
|
||||
/obj/structure/mineral_door/proc/SwitchState()
|
||||
if(state)
|
||||
Close()
|
||||
else
|
||||
Open()
|
||||
|
||||
/obj/structure/mineral_door/proc/Open()
|
||||
isSwitchingStates = 1
|
||||
playsound(loc, openSound, 100, 1)
|
||||
flick("[initial_state]opening",src)
|
||||
sleep(10)
|
||||
density = 0
|
||||
opacity = 0
|
||||
state = 1
|
||||
air_update_turf(1)
|
||||
update_icon()
|
||||
isSwitchingStates = 0
|
||||
|
||||
if(close_delay != -1)
|
||||
addtimer(CALLBACK(src, .proc/Close), close_delay)
|
||||
|
||||
/obj/structure/mineral_door/proc/Close()
|
||||
if(isSwitchingStates || state != 1)
|
||||
return
|
||||
var/turf/T = get_turf(src)
|
||||
for(var/mob/living/L in T)
|
||||
return
|
||||
isSwitchingStates = 1
|
||||
playsound(loc, closeSound, 100, 1)
|
||||
flick("[initial_state]closing",src)
|
||||
sleep(10)
|
||||
density = 1
|
||||
opacity = 1
|
||||
state = 0
|
||||
air_update_turf(1)
|
||||
update_icon()
|
||||
isSwitchingStates = 0
|
||||
|
||||
/obj/structure/mineral_door/update_icon()
|
||||
if(state)
|
||||
icon_state = "[initial_state]open"
|
||||
else
|
||||
icon_state = initial_state
|
||||
|
||||
/obj/structure/mineral_door/attackby(obj/item/weapon/W, mob/user, params)
|
||||
if(istype(W,/obj/item/weapon/pickaxe))
|
||||
var/obj/item/weapon/pickaxe/digTool = W
|
||||
to_chat(user, "<span class='notice'>You start digging the [name]...</span>")
|
||||
if(do_after(user,digTool.digspeed*(1+round(max_integrity*0.01)), target = src) && src)
|
||||
to_chat(user, "<span class='notice'>You finish digging.</span>")
|
||||
deconstruct(TRUE)
|
||||
else if(user.a_intent != INTENT_HARM)
|
||||
attack_hand(user)
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/structure/mineral_door/deconstruct(disassembled = TRUE)
|
||||
var/turf/T = get_turf(src)
|
||||
if(disassembled)
|
||||
new sheetType(T, sheetAmount)
|
||||
else
|
||||
new sheetType(T, max(sheetAmount - 2, 1))
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/mineral_door/iron
|
||||
name = "iron door"
|
||||
obj_integrity = 300
|
||||
max_integrity = 300
|
||||
|
||||
/obj/structure/mineral_door/silver
|
||||
name = "silver door"
|
||||
icon_state = "silver"
|
||||
sheetType = /obj/item/stack/sheet/mineral/silver
|
||||
obj_integrity = 300
|
||||
max_integrity = 300
|
||||
|
||||
/obj/structure/mineral_door/gold
|
||||
name = "gold door"
|
||||
icon_state = "gold"
|
||||
sheetType = /obj/item/stack/sheet/mineral/gold
|
||||
|
||||
/obj/structure/mineral_door/uranium
|
||||
name = "uranium door"
|
||||
icon_state = "uranium"
|
||||
sheetType = /obj/item/stack/sheet/mineral/uranium
|
||||
obj_integrity = 300
|
||||
max_integrity = 300
|
||||
light_range = 2
|
||||
|
||||
/obj/structure/mineral_door/sandstone
|
||||
name = "sandstone door"
|
||||
icon_state = "sandstone"
|
||||
sheetType = /obj/item/stack/sheet/mineral/sandstone
|
||||
obj_integrity = 100
|
||||
max_integrity = 100
|
||||
|
||||
/obj/structure/mineral_door/transparent
|
||||
opacity = 0
|
||||
|
||||
/obj/structure/mineral_door/transparent/Close()
|
||||
..()
|
||||
opacity = 0
|
||||
|
||||
/obj/structure/mineral_door/transparent/plasma
|
||||
name = "plasma door"
|
||||
icon_state = "plasma"
|
||||
sheetType = /obj/item/stack/sheet/mineral/plasma
|
||||
|
||||
/obj/structure/mineral_door/transparent/plasma/attackby(obj/item/weapon/W, mob/user, params)
|
||||
if(W.is_hot())
|
||||
var/turf/T = get_turf(src)
|
||||
message_admins("Plasma mineral door ignited by [ADMIN_LOOKUPFLW(user)] in [ADMIN_COORDJMP(T)]",0,1)
|
||||
log_game("Plasma mineral door ignited by [key_name(user)] in [COORD(T)]")
|
||||
TemperatureAct()
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/structure/mineral_door/transparent/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > 300)
|
||||
TemperatureAct()
|
||||
|
||||
/obj/structure/mineral_door/transparent/plasma/proc/TemperatureAct()
|
||||
atmos_spawn_air("plasma=500;TEMP=1000")
|
||||
deconstruct(FALSE)
|
||||
|
||||
/obj/structure/mineral_door/transparent/diamond
|
||||
name = "diamond door"
|
||||
icon_state = "diamond"
|
||||
sheetType = /obj/item/stack/sheet/mineral/diamond
|
||||
obj_integrity = 1000
|
||||
max_integrity = 1000
|
||||
|
||||
/obj/structure/mineral_door/wood
|
||||
name = "wood door"
|
||||
icon_state = "wood"
|
||||
openSound = 'sound/effects/doorcreaky.ogg'
|
||||
closeSound = 'sound/effects/doorcreaky.ogg'
|
||||
sheetType = /obj/item/stack/sheet/mineral/wood
|
||||
resistance_flags = FLAMMABLE
|
||||
obj_integrity = 200
|
||||
max_integrity = 200
|
||||
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
|
||||
//machineryness
|
||||
|
||||
/obj/structure/mineral_door
|
||||
name = "metal door"
|
||||
density = 1
|
||||
anchored = 1
|
||||
opacity = 1
|
||||
|
||||
icon = 'icons/obj/doors/mineral_doors.dmi'
|
||||
icon_state = "metal"
|
||||
|
||||
var/initial_state
|
||||
var/state = 0 //closed, 1 == open
|
||||
var/isSwitchingStates = 0
|
||||
var/close_delay = -1 //-1 if does not auto close.
|
||||
obj_integrity = 200
|
||||
max_integrity = 200
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 50, acid = 50)
|
||||
var/sheetType = /obj/item/stack/sheet/metal
|
||||
var/sheetAmount = 7
|
||||
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
|
||||
var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
|
||||
CanAtmosPass = ATMOS_PASS_DENSITY
|
||||
|
||||
/obj/structure/mineral_door/New(location)
|
||||
..()
|
||||
initial_state = icon_state
|
||||
air_update_turf(1)
|
||||
|
||||
/obj/structure/mineral_door/Destroy()
|
||||
density = 0
|
||||
air_update_turf(1)
|
||||
return ..()
|
||||
|
||||
/obj/structure/mineral_door/Move()
|
||||
var/turf/T = loc
|
||||
..()
|
||||
move_update_air(T)
|
||||
|
||||
/obj/structure/mineral_door/Bumped(atom/user)
|
||||
..()
|
||||
if(!state)
|
||||
return TryToSwitchState(user)
|
||||
|
||||
/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
|
||||
if(isAI(user)) //so the AI can't open it
|
||||
return
|
||||
else if(iscyborg(user)) //but cyborgs can
|
||||
if(get_dist(user,src) <= 1) //not remotely though
|
||||
return TryToSwitchState(user)
|
||||
|
||||
/obj/structure/mineral_door/attack_paw(mob/user)
|
||||
return TryToSwitchState(user)
|
||||
|
||||
/obj/structure/mineral_door/attack_hand(mob/user)
|
||||
return TryToSwitchState(user)
|
||||
|
||||
/obj/structure/mineral_door/CanPass(atom/movable/mover, turf/target, height=0)
|
||||
if(istype(mover, /obj/effect/beam))
|
||||
return !opacity
|
||||
return !density
|
||||
|
||||
/obj/structure/mineral_door/proc/TryToSwitchState(atom/user)
|
||||
if(isSwitchingStates)
|
||||
return
|
||||
if(isliving(user))
|
||||
var/mob/living/M = user
|
||||
if(world.time - M.last_bumped <= 60)
|
||||
return //NOTE do we really need that?
|
||||
if(M.client)
|
||||
if(iscarbon(M))
|
||||
var/mob/living/carbon/C = M
|
||||
if(!C.handcuffed)
|
||||
SwitchState()
|
||||
else
|
||||
SwitchState()
|
||||
else if(istype(user, /obj/mecha))
|
||||
SwitchState()
|
||||
|
||||
/obj/structure/mineral_door/proc/SwitchState()
|
||||
if(state)
|
||||
Close()
|
||||
else
|
||||
Open()
|
||||
|
||||
/obj/structure/mineral_door/proc/Open()
|
||||
isSwitchingStates = 1
|
||||
playsound(loc, openSound, 100, 1)
|
||||
flick("[initial_state]opening",src)
|
||||
sleep(10)
|
||||
density = 0
|
||||
opacity = 0
|
||||
state = 1
|
||||
air_update_turf(1)
|
||||
update_icon()
|
||||
isSwitchingStates = 0
|
||||
|
||||
if(close_delay != -1)
|
||||
addtimer(CALLBACK(src, .proc/Close), close_delay)
|
||||
|
||||
/obj/structure/mineral_door/proc/Close()
|
||||
if(isSwitchingStates || state != 1)
|
||||
return
|
||||
var/turf/T = get_turf(src)
|
||||
for(var/mob/living/L in T)
|
||||
return
|
||||
isSwitchingStates = 1
|
||||
playsound(loc, closeSound, 100, 1)
|
||||
flick("[initial_state]closing",src)
|
||||
sleep(10)
|
||||
density = 1
|
||||
opacity = 1
|
||||
state = 0
|
||||
air_update_turf(1)
|
||||
update_icon()
|
||||
isSwitchingStates = 0
|
||||
|
||||
/obj/structure/mineral_door/update_icon()
|
||||
if(state)
|
||||
icon_state = "[initial_state]open"
|
||||
else
|
||||
icon_state = initial_state
|
||||
|
||||
/obj/structure/mineral_door/attackby(obj/item/weapon/W, mob/user, params)
|
||||
if(istype(W,/obj/item/weapon/pickaxe))
|
||||
var/obj/item/weapon/pickaxe/digTool = W
|
||||
to_chat(user, "<span class='notice'>You start digging the [name]...</span>")
|
||||
if(do_after(user,digTool.digspeed*(1+round(max_integrity*0.01)), target = src) && src)
|
||||
to_chat(user, "<span class='notice'>You finish digging.</span>")
|
||||
deconstruct(TRUE)
|
||||
else if(user.a_intent != INTENT_HARM)
|
||||
attack_hand(user)
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/structure/mineral_door/deconstruct(disassembled = TRUE)
|
||||
var/turf/T = get_turf(src)
|
||||
if(disassembled)
|
||||
new sheetType(T, sheetAmount)
|
||||
else
|
||||
new sheetType(T, max(sheetAmount - 2, 1))
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/mineral_door/iron
|
||||
name = "iron door"
|
||||
obj_integrity = 300
|
||||
max_integrity = 300
|
||||
|
||||
/obj/structure/mineral_door/silver
|
||||
name = "silver door"
|
||||
icon_state = "silver"
|
||||
sheetType = /obj/item/stack/sheet/mineral/silver
|
||||
obj_integrity = 300
|
||||
max_integrity = 300
|
||||
|
||||
/obj/structure/mineral_door/gold
|
||||
name = "gold door"
|
||||
icon_state = "gold"
|
||||
sheetType = /obj/item/stack/sheet/mineral/gold
|
||||
|
||||
/obj/structure/mineral_door/uranium
|
||||
name = "uranium door"
|
||||
icon_state = "uranium"
|
||||
sheetType = /obj/item/stack/sheet/mineral/uranium
|
||||
obj_integrity = 300
|
||||
max_integrity = 300
|
||||
light_range = 2
|
||||
|
||||
/obj/structure/mineral_door/sandstone
|
||||
name = "sandstone door"
|
||||
icon_state = "sandstone"
|
||||
sheetType = /obj/item/stack/sheet/mineral/sandstone
|
||||
obj_integrity = 100
|
||||
max_integrity = 100
|
||||
|
||||
/obj/structure/mineral_door/transparent
|
||||
opacity = 0
|
||||
|
||||
/obj/structure/mineral_door/transparent/Close()
|
||||
..()
|
||||
opacity = 0
|
||||
|
||||
/obj/structure/mineral_door/transparent/plasma
|
||||
name = "plasma door"
|
||||
icon_state = "plasma"
|
||||
sheetType = /obj/item/stack/sheet/mineral/plasma
|
||||
|
||||
/obj/structure/mineral_door/transparent/plasma/attackby(obj/item/weapon/W, mob/user, params)
|
||||
if(W.is_hot())
|
||||
var/turf/T = get_turf(src)
|
||||
message_admins("Plasma mineral door ignited by [ADMIN_LOOKUPFLW(user)] in [ADMIN_COORDJMP(T)]",0,1)
|
||||
log_game("Plasma mineral door ignited by [key_name(user)] in [COORD(T)]")
|
||||
TemperatureAct()
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/structure/mineral_door/transparent/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > 300)
|
||||
TemperatureAct()
|
||||
|
||||
/obj/structure/mineral_door/transparent/plasma/proc/TemperatureAct()
|
||||
atmos_spawn_air("plasma=500;TEMP=1000")
|
||||
deconstruct(FALSE)
|
||||
|
||||
/obj/structure/mineral_door/transparent/diamond
|
||||
name = "diamond door"
|
||||
icon_state = "diamond"
|
||||
sheetType = /obj/item/stack/sheet/mineral/diamond
|
||||
obj_integrity = 1000
|
||||
max_integrity = 1000
|
||||
|
||||
/obj/structure/mineral_door/wood
|
||||
name = "wood door"
|
||||
icon_state = "wood"
|
||||
openSound = 'sound/effects/doorcreaky.ogg'
|
||||
closeSound = 'sound/effects/doorcreaky.ogg'
|
||||
sheetType = /obj/item/stack/sheet/mineral/wood
|
||||
resistance_flags = FLAMMABLE
|
||||
obj_integrity = 200
|
||||
max_integrity = 200
|
||||
|
||||
Reference in New Issue
Block a user