7393c4217d
Fixed several conflicts present in last pull request, should be fine now. All animals ordered through cargo will arrive in critter crates. These crates are designed for the safe transport of animals. Critter crates can only be unlocked from the outside and automatically lock when closed. You can resist your way out of the crates. Critter crates are counted as normal crates when sent back to CentComm. Adds cat crate (cost: 40 points). Corgi crate now has a 50-50% chance of either containing a male or female corgi. Moves critter crate sprites from storage.dmi to closet.dmi. Removes redundant large animal crates.
29 lines
884 B
Plaintext
29 lines
884 B
Plaintext
/obj/structure/largecrate
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name = "large crate"
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desc = "A hefty wooden crate."
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icon = 'icons/obj/storage.dmi'
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icon_state = "densecrate"
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density = 1
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flags = FPRINT
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/obj/structure/largecrate/attack_hand(mob/user as mob)
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user << "<span class='notice'>You need a crowbar to pry this open!</span>"
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return
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/obj/structure/largecrate/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/crowbar))
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new /obj/item/stack/sheet/wood(src)
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var/turf/T = get_turf(src)
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for(var/obj/O in contents)
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O.loc = T
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user.visible_message("<span class='notice'>[user] pries \the [src] open.</span>", \
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"<span class='notice'>You pry open \the [src].</span>", \
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"<span class='notice'>You hear splitting wood.</span>")
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del(src)
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else
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return attack_hand(user)
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/obj/structure/largecrate/mule
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icon_state = "mulecrate"
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