From 17c2f2709a3b025b2d2e84c664ee6779da111b21 Mon Sep 17 00:00:00 2001 From: Duck- Date: Fri, 19 Sep 2014 13:29:01 -0400 Subject: [PATCH] Various tweaks. Buildaturrets made more accessible. They aren't that great anyway. Table laserblocking chance increased significantly. Because if you bother to get cover, you deserve cover that works. Tables soak projectiles a little better, too. Removes hulks always all-capsing. Puts pulse rifle unwielded firedelay in line with other fire delays. --- code/game/machinery/portable_turret.dm | 12 +++++++++--- code/game/objects/structures/tables_racks.dm | 12 ++++++------ code/modules/mob/living/carbon/human/say.dm | 2 +- code/modules/projectiles/guns/energy/erifles.dm | 2 +- data/investigate/gravity.html | 4 ++-- 5 files changed, 19 insertions(+), 13 deletions(-) diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm index becfc69d..cd3972c7 100644 --- a/code/game/machinery/portable_turret.dm +++ b/code/game/machinery/portable_turret.dm @@ -27,7 +27,7 @@ var/raised = 0 // if the turret cover is "open" and the turret is raised var/raising= 0 // if the turret is currently opening or closing its cover var/health = 80 // the turret's health - var/locked = 1 // if the turret's behaviour control access is locked + var/locked = 0 // if the turret's behaviour control access is locked var/installation // the type of weapon installed var/gun_charge = 0 // the charge of the gun inserted @@ -169,6 +169,12 @@ iconholder = null reqpower = 500 + if(/obj/item/weapon/gun/energy/laser) //laser rifles are cool and all. + projectile = /obj/item/projectile/beam //but captainlaser and retrolaser still use energy/laser pathing. + eprojectile = projectile + iconholder = null + reqpower = 500 + else // Energy gun shots projectile = /obj/item/projectile/energy/electrode// if it hasn't been emagged, it uses normal taser shots eprojectile = /obj/item/projectile/beam//If it has, going to kill mode @@ -395,8 +401,8 @@ Status: []
"}, check_records=pick(0,1) criminals=pick(0,1) auth_weapons=pick(0,1) - stun_all=pick(0,0,0,0,1) // stun_all is a pretty big deal, so it's least likely to get turned on - if(prob(5)) emagged=1 + stun_all=pick(0,1) // stun_all is a pretty big deal, so it's least likely to get turned on //but think of the fun + if(prob(50)) emagged=1 on=0 sleep(rand(60,600)) if(!on) diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index c778ddd3..69f4f213 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -21,7 +21,7 @@ throwpass = 1 //You can throw objects over this, despite it's density.") var/parts = /obj/item/weapon/table_parts var/flipped = 0 - var/health = 100 + var/health = 200 /obj/structure/table/proc/update_adjacent() for(var/direction in list(1,2,4,8,5,6,9,10)) @@ -311,14 +311,14 @@ if (get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close return 1 if (get_turf(P.original) == cover) - var/chance = 20 + var/chance = 30 if (ismob(P.original)) var/mob/M = P.original if (M.lying) - chance += 20 //Lying down lets you catch less bullets + chance += 50 //Lying down lets you catch less bullets if(flipped) if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets - chance += 20 + chance += 50 else return 1 //But only from one side if(prob(chance)) @@ -545,7 +545,7 @@ desc = "Do not apply fire to this. Rumour says it burns easily." icon_state = "wood_table" parts = /obj/item/weapon/table_parts/wood - health = 50 + health = 100 /* * Reinforced tables */ @@ -553,7 +553,7 @@ name = "reinforced table" desc = "A version of the four legged table. It is stronger." icon_state = "reinf_table" - health = 200 + health = 400 var/status = 2 parts = /obj/item/weapon/table_parts/reinforced diff --git a/code/modules/mob/living/carbon/human/say.dm b/code/modules/mob/living/carbon/human/say.dm index 1f5cce5f..3839ee2e 100644 --- a/code/modules/mob/living/carbon/human/say.dm +++ b/code/modules/mob/living/carbon/human/say.dm @@ -237,7 +237,7 @@ handled = 1 if((HULK in mutations) && health >= 25 && length(message)) - message = "[uppertext(message)]!!!" + //message = "[uppertext(message)]!!!" //this is really irritating. let's not. verb = pick("yells","roars","hollers") handled = 1 if(slurring) diff --git a/code/modules/projectiles/guns/energy/erifles.dm b/code/modules/projectiles/guns/energy/erifles.dm index 1c147a72..e0899974 100644 --- a/code/modules/projectiles/guns/energy/erifles.dm +++ b/code/modules/projectiles/guns/energy/erifles.dm @@ -210,7 +210,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out. slot_flags = SLOT_BACK //Just realized... Going to need A LOT more on-back sprites now... FECK... var/mode = 2 fire_delay_wielded = 8 - fire_delay_unwielded = 75 + fire_delay_unwielded = 24 // attack_self(mob/living/user as mob) //Let's do some magical things, make this a verb, yes? diff --git a/data/investigate/gravity.html b/data/investigate/gravity.html index 8db4a474..2f2f7345 100644 --- a/data/investigate/gravity.html +++ b/data/investigate/gravity.html @@ -1,2 +1,2 @@ -23:08 [0x2007796] (92,152,1) || the gravitational generator has regained power.
-23:08 [0x2007796] (92,152,1) || the gravitational generator is now charging.
+13:13 [0x20077c6] (92,152,1) || the gravitational generator has regained power.
+13:13 [0x20077c6] (92,152,1) || the gravitational generator is now charging.