dedb16826e
* Speeds up world init. * Armor is now new inited for obj and the first level of subpaths. * Actions is now lazyinited and deleted with empty. * Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons. * Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc. * Pipes no longer store their item version, instead creating it on the fly when deconned * Walls no longer store their metal stacks, instead creating it on the fly when deconned. * obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples) * Atmos can pass checking is now a var with the ability to have a proc be call in advance cases. * (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly) * Reverts upload limit (remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier) * Makes apc update icon a bit faster. APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it. * Fixes runtime with atmos backpack water tanks. * Makes smoothing faster (and fixes turfs smoothing twice at init) * Makes apcs init faster by replacing some spawns with addtimer * fix transit turfs.
24 lines
735 B
Plaintext
24 lines
735 B
Plaintext
/obj/structure/mopbucket
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name = "mop bucket"
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desc = "Fill it with water, but don't forget a mop!"
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icon = 'icons/obj/janitor.dmi'
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icon_state = "mopbucket"
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density = 1
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flags = OPENCONTAINER
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var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
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/obj/structure/mopbucket/New()
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create_reagents(100)
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..()
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/obj/structure/mopbucket/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/mop))
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if(reagents.total_volume < 1)
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user << "[src] is out of water!</span>"
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else
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reagents.trans_to(I, 5)
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user << "<span class='notice'>You wet [I] in [src].</span>"
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playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
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else
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return ..() |