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makes the station christmassy at the press of a button! #16841
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PJB3005
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vgstation-coders:Bleeding-Edge
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MadmanMartian:vg_christmas
Dec 24, 2017
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79b87b5
makes the station christmassy at the press of a button!
MadmanMartian 7915ea3
addresses concerns, turns a corgi into a santas helper, adds sounds, …
MadmanMartian fe99d7d
scraps the old idea entirely, removes un-necessary variables.
MadmanMartian 9af5526
lamps become candles now
MadmanMartian 3c9a5da
optimizations, reparations
MadmanMartian 5209cff
changes the zlevel check from looking at an integer to looking at the…
MadmanMartian b974214
some more verticality
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Original file line number | Diff line number | Diff line change |
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/** | ||
Victorianize your station | ||
At one press of a button, turn every wall on the station to wood, all lighting to lanterns, all lamps to candles, | ||
And the main hallways to snow. | ||
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Additionally, the bar becomes much more festive, with the addition of a christmas tree! | ||
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Also piss off your server host and set the entire server on fire. | ||
*/ | ||
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/datum/universal_state/auldlangsyne | ||
name = "Older times" | ||
desc = "The clock's ticking backwards!" | ||
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/datum/universal_state/auldlangsyne/OnEnter() | ||
var/target_zlevel = map.zMainStation | ||
to_chat(map.zLevels[target_zlevel], "<span class='sinister'>There is a certain chill to the air, as bells ring faintly in the distance...</span>") | ||
//Snow up the halls | ||
for(var/A in typesof(/area/hallway)) | ||
var/area/to_snow = locate(A) | ||
if(!to_snow) | ||
continue | ||
for(var/turf/simulated/floor/F in to_snow) | ||
new /obj/structure/snow(F) | ||
for(var/cdir in cardinal) | ||
var/turf/TT = get_step(F,cdir) | ||
if(istype(TT,/turf/simulated/wall)) | ||
new/obj/machinery/xmas_light(TT,cdir) | ||
for(var/obj/machinery/light/L in to_snow) | ||
qdel(L) | ||
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for(var/area/A in areas) | ||
if(!istype(A, /turf/space) && A.z == target_zlevel) | ||
for(var/turf/T in A) | ||
if(istype(T, /turf/simulated/wall) && !istype(T, /turf/simulated/wall/r_wall)) | ||
T.ChangeTurf(/turf/simulated/wall/mineral/wood, tell_universe = 0) | ||
for(var/obj/item/device/flashlight/F in A) | ||
var/obj/item/candle/C = new /obj/item/candle(F.loc) | ||
C.light(quiet = 1) | ||
qdel(F) | ||
for(var/obj/machinery/light/L in A) | ||
var/obj/structure/hanging_lantern/HL = new /obj/structure/hanging_lantern/dim(L.loc) | ||
HL.dir = L.dir | ||
HL.update() | ||
qdel(L) | ||
for(var/obj/structure/closet/secure_closet/S in A) | ||
switch(S.type) | ||
//Captains locker | ||
if(/obj/structure/closet/secure_closet/captains) | ||
new /obj/item/clothing/suit/wintercoat/captain(S) | ||
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//HoPs attire | ||
if(/obj/structure/closet/secure_closet/hop2) | ||
new /obj/item/clothing/suit/wintercoat/hop(S) | ||
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//Head of security's ling-hunting gear | ||
if(/obj/structure/closet/secure_closet/hos) | ||
new /obj/item/clothing/suit/wintercoat/security/hos(S) | ||
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if(/obj/structure/closet/secure_closet/warden) | ||
new /obj/item/clothing/suit/wintercoat/security/warden(S) | ||
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if(/obj/structure/closet/secure_closet/security) | ||
new /obj/item/clothing/suit/wintercoat/security(S) | ||
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if(/obj/structure/closet/secure_closet/brig) | ||
new /obj/item/clothing/suit/wintercoat/prisoner(S) | ||
new /obj/item/clothing/suit/wintercoat/prisoner(S) | ||
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if(/obj/structure/closet/secure_closet/scientist) | ||
new /obj/item/clothing/suit/wintercoat/science(S) | ||
new /obj/item/clothing/suit/wintercoat/science(S) | ||
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if(/obj/structure/closet/secure_closet/RD) | ||
new /obj/item/clothing/suit/wintercoat/science(S) | ||
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if(/obj/structure/closet/secure_closet/medical3 || /obj/structure/closet/secure_closet/paramedic) | ||
new /obj/item/clothing/suit/wintercoat/medical(S) | ||
new /obj/item/clothing/suit/wintercoat/medical(S) | ||
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if(/obj/structure/closet/secure_closet/CMO) | ||
new /obj/item/clothing/suit/wintercoat/cmo(S) | ||
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if(/obj/structure/closet/secure_closet/engineering_chief) | ||
new /obj/item/clothing/suit/wintercoat/ce(S) | ||
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if(/obj/structure/closet/secure_closet/engineering_personal || /obj/structure/closet/secure_closet/engineering_mechanic) | ||
new /obj/item/clothing/suit/wintercoat/engineering(S) | ||
new /obj/item/clothing/suit/wintercoat/engineering(S) | ||
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if(/obj/structure/closet/secure_closet/engineering_atmos) | ||
new /obj/item/clothing/suit/wintercoat/engineering/atmos(S) | ||
new /obj/item/clothing/suit/wintercoat/engineering/atmos(S) | ||
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else | ||
if(prob(50)) | ||
new /obj/item/clothing/suit/wintercoat(S) | ||
if(prob(80)) | ||
new /obj/item/clothing/suit/wintercoat(S) | ||
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var/area/christmas_bar = locate(/area/crew_quarters/bar) | ||
if(christmas_bar) | ||
var/list/turf/simulated/floor/valid = list() | ||
//Loop through each floor in the supply drop area | ||
for(var/turf/simulated/floor/F in christmas_bar) | ||
if(!F.has_dense_content() && istype(F, /turf/simulated/floor/wood)) | ||
valid.Add(F) | ||
if(valid.len) | ||
new/obj/structure/snow_flora/tree/pine/xmas/vg/(pick(valid)) | ||
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var/area/santadog = locate(/area/crew_quarters/hop) | ||
if(santadog) | ||
var/mob/living/simple_animal/corgi/corg = locate(/mob/living/simple_animal/corgi/Ian) in santadog | ||
if(corg) | ||
corg.remove_inventory("head") | ||
corg.remove_inventory("back") | ||
var/obj/item/I = new/obj/item/clothing/head/christmas/santahat/red | ||
corg.place_on_head(I) | ||
/* | ||
var/mob/living/simple_animal/corgi/corg = locate(/mob/living/simple_animal/corgi/Ian) in world | ||
if(corg) | ||
corg.remove_inventory("head") | ||
corg.remove_inventory("back") | ||
var/obj/item/I = new/obj/item/clothing/head/christmas/santahat/red | ||
corg.place_on_head(I) | ||
*/ |
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Pretty sure this'd mess up any flashlights in people's pockets or hands.
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shouldn't and doesn't, as it wouldn't be in the areas contents, but in the humans contents, which isn't iterated through. Tested it, did not lose my flashlight I was holding.
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Ah, didn't catch that. Ok then.