Files
GS13NG/code/game/objects/structures/door_assembly.dm
TalkingCactus f7c09077d2 Tg patch branch to master (#192)
* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Tg modern (#149)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* Mentor system, Tickets, and discord (#151)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* Vore code sync (#157)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* edgy code of the modernization (#164)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* Merge test onto bleeding edgy (#165)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* bleeblin edgy 1/23 (#166)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* Update .travis.yml

* Update .travis.yml

* Update .travis.yml

* Revert "Modern modern"

* Revert "Revert "Modern modern""

* fix it fix it fix it fix it

* fixes title screen - thanks crow

* Riding code reverted

* possible tgui fix?

* who the fuck even knows if this is the problem

* adds moths and sharks (no colors yet, not greyscaled)
adds LOOC back

* "fixes" missing items in some machinery.

* slight tweaks to abductor spawns
borer event enabled (max 1)

* Update .travis.yml

* fixes shuttle purchase from comms

* fixes and QoL

* Polymorphing all is dangerous too

* re-fixes ahelp ticket system again

* metagaming check proving to be spamlicious

* Fixes not being able to see devoured mob poses

* fix for vehicle buckling

* ahelp timer runtime fix (#178)

* controller and game updates 1/29

* Defines, helpers, datums 1/29

* world.dm updates

* modules/admin tweaks

* everything in modules not a mob

* modules/mob fixes and such

No more PAIs ventcrawling

* icons, maps, tools, etc.

* compiler fixes

* round type vote fixed

* hardsuit cargo pack

* reduce ion and electric storm chance

* perms access for travis

* fix helmet to the suit
removes CE from crate

* changelog

* fuck

* perms for travis... again

* Update tgstation.dme

* Update tgstation.dme

* Donation race

* redpanda

* red panda

* size play work

* Size chemical basics

Needs testing/refining

* some fixing ports before I just fucking ported it anyway

* It's been a fucking week.

* commiting moar changes because github

* admins.txt lol

* icons

* defines and such

* globalvars and onclick

* Controllers

* datums

* game folder

* oh look, HoG is back

* modules pt 1

* client things

* more modules

* everything not mob code

* some mob stuff

* more mob things

* silicon mobs

* ayylims and monkeys

* human updates

* huh

* housekeeping is fired.

* last minute fixes

* more last minute things

* human parts double check'd

* more paper

* Icons are fixed

* double check of thermal protection code. (#191)
2017-02-03 05:56:14 -06:00

718 lines
24 KiB
Plaintext

/obj/structure/door_assembly
name = "airlock assembly"
icon = 'icons/obj/doors/airlocks/station/public.dmi'
icon_state = "construction"
var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
anchored = 0
density = 1
obj_integrity = 200
max_integrity = 200
var/state = 0
var/mineral = null
var/typetext = ""
var/icontext = ""
var/obj/item/weapon/electronics/airlock/electronics = null
var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
var/glass_type = /obj/machinery/door/airlock/glass
var/created_name = null
var/heat_proof_finished = 0 //whether to heat-proof the finished airlock
var/material = null //icon state logic
/obj/structure/door_assembly/New()
update_icon()
..()
/obj/structure/door_assembly/door_assembly_0
name = "airlock assembly"
airlock_type = /obj/machinery/door/airlock
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_com
name = "command airlock assembly"
icon = 'icons/obj/doors/airlocks/station/command.dmi'
typetext = "command"
icontext = "com"
glass_type = /obj/machinery/door/airlock/glass_command
airlock_type = /obj/machinery/door/airlock/command
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_com/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_sec
name = "security airlock assembly"
icon = 'icons/obj/doors/airlocks/station/security.dmi'
typetext = "security"
icontext = "sec"
glass_type = /obj/machinery/door/airlock/glass_security
airlock_type = /obj/machinery/door/airlock/security
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_sec/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_eng
name = "engineering airlock assembly"
icon = 'icons/obj/doors/airlocks/station/engineering.dmi'
typetext = "engineering"
icontext = "eng"
glass_type = /obj/machinery/door/airlock/glass_engineering
airlock_type = /obj/machinery/door/airlock/engineering
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_eng/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_min
name = "mining airlock assembly"
icon = 'icons/obj/doors/airlocks/station/mining.dmi'
typetext = "mining"
icontext = "min"
glass_type = /obj/machinery/door/airlock/glass_mining
airlock_type = /obj/machinery/door/airlock/mining
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_min/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_atmo
name = "atmospherics airlock assembly"
icon = 'icons/obj/doors/airlocks/station/atmos.dmi'
typetext = "atmos"
icontext = "atmo"
glass_type = /obj/machinery/door/airlock/glass_atmos
airlock_type = /obj/machinery/door/airlock/atmos
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_atmo/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_research
name = "research airlock assembly"
icon = 'icons/obj/doors/airlocks/station/research.dmi'
typetext = "research"
icontext = "res"
glass_type = /obj/machinery/door/airlock/glass_research
airlock_type = /obj/machinery/door/airlock/research
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_research/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_science
name = "science airlock assembly"
icon = 'icons/obj/doors/airlocks/station/science.dmi'
typetext = "science"
icontext = "sci"
glass_type = /obj/machinery/door/airlock/glass_science
airlock_type = /obj/machinery/door/airlock/science
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_science/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_med
name = "medical airlock assembly"
icon = 'icons/obj/doors/airlocks/station/medical.dmi'
typetext = "medical"
icontext = "med"
glass_type = /obj/machinery/door/airlock/glass_medical
airlock_type = /obj/machinery/door/airlock/medical
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_med/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_mai
name = "maintenance airlock assembly"
icon = 'icons/obj/doors/airlocks/station/maintenance.dmi'
typetext = "maintenance"
icontext = "mai"
glass_type = /obj/machinery/door/airlock/glass_maintenance
airlock_type = /obj/machinery/door/airlock/maintenance
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_mai/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_ext
name = "external airlock assembly"
icon = 'icons/obj/doors/airlocks/external/external.dmi'
overlays_file = 'icons/obj/doors/airlocks/external/overlays.dmi'
typetext = "external"
icontext = "ext"
glass_type = /obj/machinery/door/airlock/glass_external
airlock_type = /obj/machinery/door/airlock/external
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_ext/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_fre
name = "freezer airlock assembly"
icon = 'icons/obj/doors/airlocks/station/freezer.dmi'
typetext = "freezer"
icontext = "fre"
airlock_type = /obj/machinery/door/airlock/freezer
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_hatch
name = "airtight hatch assembly"
icon = 'icons/obj/doors/airlocks/hatch/centcom.dmi'
overlays_file = 'icons/obj/doors/airlocks/hatch/overlays.dmi'
typetext = "hatch"
icontext = "hatch"
airlock_type = /obj/machinery/door/airlock/hatch
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_mhatch
name = "maintenance hatch assembly"
icon = 'icons/obj/doors/airlocks/hatch/maintenance.dmi'
overlays_file = 'icons/obj/doors/airlocks/hatch/overlays.dmi'
typetext = "maintenance_hatch"
icontext = "mhatch"
airlock_type = /obj/machinery/door/airlock/maintenance_hatch
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_glass
name = "glass airlock assembly"
icon = 'icons/obj/doors/airlocks/station2/glass.dmi'
overlays_file = 'icons/obj/doors/airlocks/station2/overlays.dmi'
airlock_type = /obj/machinery/door/airlock/glass
anchored = 1
state = 1
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_gold
name = "gold airlock assembly"
icon = 'icons/obj/doors/airlocks/station/gold.dmi'
airlock_type = /obj/machinery/door/airlock/gold
anchored = 1
state = 1
mineral = "gold"
/obj/structure/door_assembly/door_assembly_silver
name = "silver airlock assembly"
icon = 'icons/obj/doors/airlocks/station/silver.dmi'
airlock_type = /obj/machinery/door/airlock/silver
anchored = 1
state = 1
mineral = "silver"
/obj/structure/door_assembly/door_assembly_diamond
name = "diamond airlock assembly"
icon = 'icons/obj/doors/airlocks/station/diamond.dmi'
airlock_type = /obj/machinery/door/airlock/diamond
anchored = 1
state = 1
mineral = "diamond"
/obj/structure/door_assembly/door_assembly_uranium
name = "uranium airlock assembly"
icon = 'icons/obj/doors/airlocks/station/uranium.dmi'
airlock_type = /obj/machinery/door/airlock/uranium
anchored = 1
state = 1
mineral = "uranium"
/obj/structure/door_assembly/door_assembly_plasma
name = "plasma airlock assembly"
icon = 'icons/obj/doors/airlocks/station/plasma.dmi'
airlock_type = /obj/machinery/door/airlock/plasma
anchored = 1
state = 1
mineral = "plasma"
/obj/structure/door_assembly/door_assembly_clown
name = "bananium airlock assembly"
desc = "Honk"
icon = 'icons/obj/doors/airlocks/station/bananium.dmi'
airlock_type = /obj/machinery/door/airlock/clown
anchored = 1
state = 1
mineral = "bananium"
/obj/structure/door_assembly/door_assembly_sandstone
name = "sandstone airlock assembly"
icon = 'icons/obj/doors/airlocks/station/sandstone.dmi'
airlock_type = /obj/machinery/door/airlock/sandstone
anchored = 1
state = 1
mineral = "sandstone"
/obj/structure/door_assembly/door_assembly_titanium
name = "titanium airlock assembly"
icon = 'icons/obj/doors/airlocks/shuttle/shuttle.dmi'
overlays_file = 'icons/obj/doors/airlocks/shuttle/overlays.dmi'
typetext = "titanium"
icontext = "titanium"
glass_type = /obj/machinery/door/airlock/glass_titanium
airlock_type = /obj/machinery/door/airlock/titanium
anchored = 1
state = 1
mineral = "titanium"
/obj/structure/door_assembly/door_assembly_titanium/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
name = "high security airlock assembly"
icon = 'icons/obj/doors/airlocks/highsec/highsec.dmi'
overlays_file = 'icons/obj/doors/airlocks/highsec/overlays.dmi'
typetext = "highsecurity"
icontext = "highsec"
airlock_type = /obj/machinery/door/airlock/highsecurity
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_vault
name = "vault door assembly"
icon = 'icons/obj/doors/airlocks/vault/vault.dmi'
overlays_file = 'icons/obj/doors/airlocks/vault/overlays.dmi'
typetext = "vault"
icontext = "vault"
airlock_type = /obj/machinery/door/airlock/vault
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_shuttle
name = "shuttle airlock assembly"
icon = 'icons/obj/doors/airlocks/shuttle/shuttle.dmi'
overlays_file = 'icons/obj/doors/airlocks/shuttle/overlays.dmi'
typetext = "shuttle"
icontext = "shuttle"
airlock_type = /obj/machinery/door/airlock/shuttle
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_cult
name = "cult airlock assembly"
icon = 'icons/obj/doors/airlocks/cult/runed/cult.dmi'
overlays_file = 'icons/obj/doors/airlocks/cult/runed/overlays.dmi'
typetext = "cult"
icontext = "cult"
airlock_type = /obj/machinery/door/airlock/cult
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_cult/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_cult/unruned
icon = 'icons/obj/doors/airlocks/cult/unruned/cult.dmi'
overlays_file = 'icons/obj/doors/airlocks/cult/unruned/overlays.dmi'
/obj/structure/door_assembly/door_assembly_cult/unruned/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_wood
name = "wooden airlock assembly"
icon = 'icons/obj/doors/airlocks/station/wood.dmi'
airlock_type = /obj/machinery/door/airlock/wood
anchored = 1
state = 1
mineral = "wood"
/obj/structure/door_assembly/door_assembly_viro
name = "virology airlock assembly"
icon = 'icons/obj/doors/airlocks/station/virology.dmi'
typetext = "virology"
icontext = "viro"
glass_type = /obj/machinery/door/airlock/glass_virology
airlock_type = /obj/machinery/door/airlock/virology
anchored = 1
state = 1
/obj/structure/door_assembly/door_assembly_viro/glass
mineral = "glass"
material = "glass"
/obj/structure/door_assembly/door_assembly_centcom
typetext = "centcom"
icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi'
overlays_file = 'icons/obj/doors/airlocks/centcom/overlays.dmi'
icontext = "ele"
airlock_type = /obj/machinery/door/airlock/centcom
anchored = 1
state = 1
/obj/structure/door_assembly/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weapon/pen))
var/t = stripped_input(user, "Enter the name for the door.", src.name, src.created_name,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && src.loc != usr)
return
created_name = t
else if(istype(W, /obj/item/weapon/airlock_painter)) // |- Ricotez
//INFORMATION ABOUT ADDING A NEW AIRLOCK TO THE PAINT LIST:
//If your airlock has a regular version, add it to the list with regular versions.
//If your airlock has a glass version, add it to the list with glass versions.
//Don't forget to also set has_solid and has_glass to the proper value.
//Do NOT add your airlock to a list if it does not have a version for that list,
// or you will get broken icons.
var/obj/item/weapon/airlock_painter/WT = W
if(WT.can_use(user))
var/icontype
var/optionlist
if(mineral && mineral == "glass")
//These airlocks have a glass version.
optionlist = list("Public", "Public2", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Science", "Mining")
else
//These airlocks have a regular version.
optionlist = list("Public", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Science", "Mining", "Maintenance", "External", "High Security")
icontype = input(user, "Please select a paintjob for this airlock.") in optionlist
if((!in_range(src, usr) && src.loc != usr) || !WT.use(user))
return
var/has_solid = 0
var/has_glass = 0
switch(icontype)
if("Public")
icon = 'icons/obj/doors/airlocks/station/public.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
typetext = ""
icontext = ""
has_solid = 1
has_glass = 1
if("Public2")
icon = 'icons/obj/doors/airlocks/station2/glass.dmi'
overlays_file = 'icons/obj/doors/airlocks/station2/overlays.dmi'
typetext = ""
icontext = ""
has_solid = 1
has_glass = 1
if("Engineering")
icon = 'icons/obj/doors/airlocks/station/engineering.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
typetext = "engineering"
icontext = "eng"
has_solid = 1
has_glass = 1
if("Atmospherics")
icon = 'icons/obj/doors/airlocks/station/atmos.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
typetext = "atmos"
icontext = "atmo"
has_solid = 1
has_glass = 1
if("Security")
icon = 'icons/obj/doors/airlocks/station/security.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
typetext = "security"
icontext = "sec"
has_solid = 1
has_glass = 1
if("Command")
icon = 'icons/obj/doors/airlocks/station/command.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
typetext = "command"
icontext = "com"
has_solid = 1
has_glass = 1
if("Medical")
icon = 'icons/obj/doors/airlocks/station/medical.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
typetext = "medical"
icontext = "med"
has_solid = 1
has_glass = 1
if("Research")
icon = 'icons/obj/doors/airlocks/station/research.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
typetext = "research"
icontext = "res"
has_solid = 1
has_glass = 1
if("Science")
icon = 'icons/obj/doors/airlocks/station/science.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
typetext = "research"
icontext = "res"
has_solid = 1
has_glass = 1
if("Mining")
icon = 'icons/obj/doors/airlocks/station/mining.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
typetext = "mining"
icontext = "min"
has_solid = 1
has_glass = 1
if("Maintenance")
icon = 'icons/obj/doors/airlocks/station/maintenance.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
typetext = "maintenance"
icontext = "mai"
has_solid = 1
has_glass = 0
if("External")
icon = 'icons/obj/doors/airlocks/external/external.dmi'
overlays_file = 'icons/obj/doors/airlocks/external/overlays.dmi'
typetext = "external"
icontext = "ext"
has_solid = 1
has_glass = 0
if("High Security")
icon = 'icons/obj/doors/airlocks/highsec/highsec.dmi'
overlays_file = 'icons/obj/doors/airlocks/highsec/overlays.dmi'
typetext = "highsecurity"
icontext = "highsec"
has_solid = 1
has_glass = 0
if(has_solid)
airlock_type = text2path("/obj/machinery/door/airlock/[typetext]")
else
airlock_type = /obj/machinery/door/airlock
if(has_glass)
glass_type = text2path("/obj/machinery/door/airlock/glass_[typetext]")
else
glass_type = /obj/machinery/door/airlock/glass
if(mineral && mineral != "glass")
mineral = null //I know this is stupid, but until we change glass to a boolean it's how this code works.
user << "<span class='notice'>You change the paintjob on the airlock assembly.</span>"
else if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
user.visible_message("<span class='warning'>[user] disassembles the airlock assembly.</span>", \
"You start to disassemble the airlock assembly...")
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(do_after(user, 40*W.toolspeed, target = src))
if( !WT.isOn() )
return
user << "<span class='notice'>You disassemble the airlock assembly.</span>"
deconstruct(TRUE)
else if(istype(W, /obj/item/weapon/wrench))
if(!anchored )
var/door_check = 1
for(var/obj/machinery/door/D in loc)
if(!D.sub_door)
door_check = 0
break
if(door_check)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] secures the airlock assembly to the floor.", \
"<span class='notice'>You start to secure the airlock assembly to the floor...</span>", \
"<span class='italics'>You hear wrenching.</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if( src.anchored )
return
user << "<span class='notice'>You secure the airlock assembly.</span>"
src.name = "secured airlock assembly"
src.anchored = 1
else
user << "There is another door here!"
else
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] unsecures the airlock assembly from the floor.", \
"<span class='notice'>You start to unsecure the airlock assembly from the floor...</span>", \
"<span class='italics'>You hear wrenching.</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if(!anchored )
return
user << "<span class='notice'>You unsecure the airlock assembly.</span>"
name = "airlock assembly"
anchored = 0
else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored )
var/obj/item/stack/cable_coil/C = W
if (C.get_amount() < 1)
user << "<span class='warning'>You need one length of cable to wire the airlock assembly!</span>"
return
user.visible_message("[user] wires the airlock assembly.", \
"<span class='notice'>You start to wire the airlock assembly...</span>")
if(do_after(user, 40, target = src))
if(C.get_amount() < 1 || state != 0) return
C.use(1)
src.state = 1
user << "<span class='notice'>You wire the airlock assembly.</span>"
src.name = "wired airlock assembly"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", \
"<span class='notice'>You start to cut the wires from the airlock assembly...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if( src.state != 1 )
return
user << "<span class='notice'>You cut the wires from the airlock assembly.</span>"
new/obj/item/stack/cable_coil(get_turf(user), 1)
src.state = 0
src.name = "secured airlock assembly"
else if(istype(W, /obj/item/weapon/electronics/airlock) && state == 1 )
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", \
"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
if( src.state != 1 )
return
if(!user.drop_item())
return
W.loc = src
user << "<span class='notice'>You install the airlock electronics.</span>"
src.state = 2
src.name = "near finished airlock assembly"
src.electronics = W
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", \
"<span class='notice'>You start to remove electronics from the airlock assembly...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if( src.state != 2 )
return
user << "<span class='notice'>You remove the airlock electronics.</span>"
src.state = 1
src.name = "wired airlock assembly"
var/obj/item/weapon/electronics/airlock/ae
if (!electronics)
ae = new/obj/item/weapon/electronics/airlock( src.loc )
else
ae = electronics
electronics = null
ae.loc = src.loc
else if(istype(W, /obj/item/stack/sheet) && !mineral)
var/obj/item/stack/sheet/G = W
if(G)
if(G.get_amount() >= 1)
if(istype(G, /obj/item/stack/sheet/rglass) || istype(G, /obj/item/stack/sheet/glass))
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", \
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
if(G.get_amount() < 1 || mineral) return
if (G.type == /obj/item/stack/sheet/rglass)
user << "<span class='notice'>You install reinforced glass windows into the airlock assembly.</span>"
heat_proof_finished = 1 //reinforced glass makes the airlock heat-proof
name = "near finished heat-proofed window airlock assembly"
else
user << "<span class='notice'>You install regular glass windows into the airlock assembly.</span>"
name = "near finished window airlock assembly"
G.use(1)
mineral = "glass"
material = "glass"
//This list contains the airlock paintjobs that have a glass version:
if(icontext in list("eng", "atmo", "sec", "com", "med", "res", "min"))
src.airlock_type = text2path("/obj/machinery/door/airlock/[typetext]")
src.glass_type = text2path("/obj/machinery/door/airlock/glass_[typetext]")
else
//This airlock is default or does not have a glass version, so we revert to the default glass airlock. |- Ricotez
airlock_type = /obj/machinery/door/airlock
glass_type = /obj/machinery/door/airlock/glass
typetext = ""
icontext = ""
else if(istype(G, /obj/item/stack/sheet/mineral))
var/M = G.sheettype
if(G.get_amount() >= 2)
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", \
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
if(G.get_amount() < 2 || mineral) return
user << "<span class='notice'>You install [M] plating into the airlock assembly.</span>"
G.use(2)
mineral = "[M]"
name = "near finished [M] airlock assembly"
airlock_type = text2path ("/obj/machinery/door/airlock/[M]")
glass_type = /obj/machinery/door/airlock/glass
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] finishes the airlock.", \
"<span class='notice'>You start finishing the airlock...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if(src.loc && state == 2)
user << "<span class='notice'>You finish the airlock.</span>"
var/obj/machinery/door/airlock/door
if(mineral == "glass")
door = new src.glass_type( src.loc )
else
door = new src.airlock_type( src.loc )
//door.req_access = src.req_access
door.electronics = src.electronics
door.heat_proof = src.heat_proof_finished
if(src.electronics.one_access)
door.req_one_access = src.electronics.accesses
else
door.req_access = src.electronics.accesses
if(created_name)
door.name = created_name
src.electronics.loc = door
qdel(src)
else
return ..()
update_icon()
/obj/structure/door_assembly/update_icon()
cut_overlays()
if(!material)
add_overlay(get_airlock_overlay("fill_construction", icon))
else
add_overlay(get_airlock_overlay("[material]_construction", overlays_file))
add_overlay(get_airlock_overlay("panel_c[state+1]", overlays_file))
/obj/structure/door_assembly/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
var/turf/T = get_turf(src)
var/metal_amt = 4
if(!disassembled)
metal_amt = rand(2,4)
new /obj/item/stack/sheet/metal(T, metal_amt)
if(mineral)
if (mineral == "glass")
if(disassembled)
if (heat_proof_finished)
new /obj/item/stack/sheet/rglass(T)
else
new /obj/item/stack/sheet/glass(T)
else
new /obj/item/weapon/shard(T)
else
var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new mineral_path(T, 2)
qdel(src)