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Бафф атмостехов #8987

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21 changes: 21 additions & 0 deletions code/game/objects/items/weapons/grenades/chem_grenade.dm
Expand Up @@ -312,3 +312,24 @@
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"

///////AFFF
/obj/item/weapon/grenade/chem_grenade/afff
name = "afff grenade"
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Suggested change
name = "afff grenade"
name = "aqueous foam grenade"

desc = ""
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Suggested change
desc = ""
desc = "When the heat is too much, man!"

stage = 2
path = 1

/obj/item/weapon/grenade/chem_grenade/afff/atom_init()
. = ..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)

B1.reagents.add_reagent("aqueous_foam", 60)
B2.reagents.add_reagent("aqueous_foam", 60)

detonator = new/obj/item/device/assembly_holder/timer_igniter(src)

beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
23 changes: 23 additions & 0 deletions code/game/objects/items/weapons/storage/fancy.dm
Expand Up @@ -462,3 +462,26 @@
candy_overlays += image('icons/obj/valentines.dmi', "[candy_color][candy_position]")
add_overlay(candy_overlays)
return

/obj/item/weapon/storage/fancy/atmos
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в карго/рнд добавишь?

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мне кажется, добавлять какие-то конкретные фичи отделы в карго/рнд это так себе идея, потому что теряется весь прикол.
лучше добавлять их аналоги похуже, как сделали с дробовиками из брига - в оружейке лежит комбат шотган, а в карго можно заказать только обычные.

name = "box of inflatable barriers"
desc = "Contains inflatable walls and doors."
icon = 'icons/obj/storage.dmi'
icon_state = "atmos_inflatable"
w_class = SIZE_SMALL
max_w_class = SIZE_SMALL
max_storage_space = DEFAULT_BACKPACK_STORAGE
storage_slots = 5
icon_type = "atmostech's inflatable wall"
can_hold = list(/obj/item/inflatable/atmos, /obj/item/inflatable/door/atmos)

/obj/item/weapon/storage/fancy/atmos/atom_init()
. = ..()
for(var/i in 1 to 3)
new /obj/item/inflatable/atmos(src)
for(var/i in 1 to 2)
new /obj/item/inflatable/door/atmos(src)
update_icon()

/obj/item/weapon/storage/fancy/atmos/update_icon()
icon_state = "[initial(icon_state)][contents.len]"
Expand Up @@ -128,10 +128,11 @@

new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/reagent_containers/spray/extinguisher(src)
new /obj/item/weapon/reagent_containers/spray/extinguisher/atmo(src)
new /obj/item/device/radio/headset/headset_eng(src)
new /obj/item/clothing/suit/storage/hazardvest(src)
new /obj/item/clothing/mask/gas/coloured(src)
new /obj/item/weapon/cartridge/atmos(src)
new /obj/item/taperoll/engineering(src)
new /obj/item/weapon/gun/energy/pyrometer/atmospherics(src)
new /obj/item/weapon/storage/fancy/atmos(src)
57 changes: 50 additions & 7 deletions code/game/objects/structures/inflatable.dm
Expand Up @@ -5,6 +5,7 @@
icon_state = "folded_wall"
w_class = SIZE_SMALL
var/inflatable_type = /obj/structure/inflatable
var/flate_time = 40
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inflate_time ?


/obj/item/inflatable/attack_self(mob/user)
if(user.is_busy()) return
Expand All @@ -13,7 +14,7 @@
"<span class='notice'>[user] starts inflating \the [src]...</span>",
"<span class='notice'>You start inflating \the [src]...</span>"
)
if(do_after(user, 40, target = user))
if(do_after(user, flate_time, target = user))
playsound(src, 'sound/items/zip.ogg', VOL_EFFECTS_MASTER)
user.visible_message(
"<span class='notice'>[user] inflated \the [src].</span>",
Expand All @@ -34,7 +35,10 @@
icon = 'icons/obj/inflatable.dmi'
icon_state = "wall"

var/inflatable_type = /obj/item/inflatable
var/torn_type = /obj/item/inflatable/torn
var/health = 50.0
var/deflate_time = 50


/obj/structure/inflatable/atom_init()
Expand Down Expand Up @@ -133,14 +137,14 @@
playsound(src, 'sound/machines/hiss.ogg', VOL_EFFECTS_MASTER)
if(violent)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
var/obj/item/inflatable/torn/R = new torn_type(loc)
transfer_fingerprints_to(R)
qdel(src)
else
//user << "<span class='notice'>You slowly deflate the inflatable wall.</span>"
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
spawn(deflate_time)
var/obj/item/inflatable/R = new inflatable_type(loc)
transfer_fingerprints_to(R)
qdel(src)

Expand All @@ -166,6 +170,8 @@
anchored = TRUE
opacity = 0

torn_type = /obj/item/inflatable/door/torn
inflatable_type = /obj/item/inflatable/door
icon = 'icons/obj/inflatable.dmi'
icon_state = "door_closed"
var/opening_state = "door_opening"
Expand Down Expand Up @@ -256,14 +262,14 @@
playsound(src, 'sound/machines/hiss.ogg', VOL_EFFECTS_MASTER)
if(violent)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
var/obj/item/inflatable/door/torn/R = new torn_type(loc)
transfer_fingerprints_to(R)
qdel(src)
else
//user << "<span class='notice'>You slowly deflate the inflatable wall.</span>"
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
spawn(deflate_time)
var/obj/item/inflatable/door/R = new inflatable_type(loc)
transfer_fingerprints_to(R)
qdel(src)

Expand Down Expand Up @@ -300,3 +306,40 @@
new /obj/item/inflatable/door(src)
for (var/i in 1 to 4)
new /obj/item/inflatable(src)


/obj/item/inflatable/atmos
name = "atmostech's inflatable wall"
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мне atmostech's не очень нравится если честно. лучше назови как есть - reinforced inflatable wall

icon_state = "folded_wall_atmo"
inflatable_type = /obj/structure/inflatable/atmos
flate_time = 20

/obj/structure/inflatable/atmos
icon_state = "wall_atmo"
health = 80.0
deflate_time = 30
torn_type = /obj/item/inflatable/torn/atmos
inflatable_type = /obj/item/inflatable/atmos

/obj/item/inflatable/door/atmos
name = "atmostech's inflatable door"
icon_state = "folded_door_atmo"
inflatable_type = /obj/structure/inflatable/door/atmos
flate_time = 20

/obj/structure/inflatable/door/atmos
icon_state = "door_atmo_closed"
opening_state = "door_atmo_opening"
closing_state = "door_atmo_closing"
open_state = "door_atmo_open"
closed_state = "door_atmo_closed"
torn_type = /obj/item/inflatable/door/torn/atmos
inflatable_type = /obj/item/inflatable/door/atmos
health = 80.0
deflate_time = 30

/obj/item/inflatable/torn/atmos
icon_state = "folded_wall_atmo_torn"

/obj/item/inflatable/door/torn/atmos
icon_state = "folded_door_atmo_torn"
2 changes: 1 addition & 1 deletion code/modules/clothing/suits/utility.dm
Expand Up @@ -18,7 +18,7 @@
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/extinguisher)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/reagent_containers/spray/extinguisher,/obj/item/clothing/mask/gas)
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ууу противогаз класть можно)

незадокументировано, но я не против

slowdown = 0.5
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
flags_pressure = STOPS_HIGHPRESSUREDMAGE
Expand Down
14 changes: 14 additions & 0 deletions code/modules/reagents/reagent_containers/extinguisher.dm
Expand Up @@ -110,3 +110,17 @@ ADD_TO_GLOBAL_LIST(/obj/item/weapon/reagent_containers/spray/extinguisher, extin
random_overlay = FALSE
reagent_inside = "champagne"
FE_type = "golden"

/obj/item/weapon/reagent_containers/spray/extinguisher/atmo
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в рнд добавишь?

name = "Compact fire extinguisher"
desc = "Compact fire extinguisher."
icon_state = "fire_extinguisher_atmo"
item_state = "fire_extinguisher_atmo"
throwforce = 10
force = 8
w_class = SIZE_TINY

volume = 300

random_overlay = FALSE
FE_type = "mini"
Binary file modified icons/mob/inhands/items_lefthand.dmi
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Binary file modified icons/mob/inhands/items_righthand.dmi
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Binary file modified icons/obj/inflatable.dmi
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Binary file modified icons/obj/items.dmi
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Binary file modified icons/obj/storage.dmi
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