Laser pointers, overchargeflashes, various fixes

Alcohol and thermite now flammable.  Laser pointers added!  Flash now
comes in delicious incendiary flavor.  Robot fire overlay bug fixed-ish.
Being lit on fire turns off a borg's lights but the fire still shows.
I'll take it.  Shield gens actually useable by the people they were
meant for.
This commit is contained in:
Duck-
2014-08-29 21:52:16 -04:00
parent 21f4703292
commit 83a06403dc
15 changed files with 327 additions and 22 deletions
@@ -337,7 +337,7 @@
overlays -= image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing")
if(on_fire)
overlays += image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing")
update_icons()
// update_icons()
return
/mob/living/silicon/robot/fire_act()
@@ -483,6 +483,7 @@
..(Proj)
updatehealth()
if(prob(75) && Proj.damage > 0) spark_system.start()
update_fire()
return 2
@@ -784,6 +785,7 @@
else
if( !(istype(W, /obj/item/device/robotanalyzer) || istype(W, /obj/item/device/healthanalyzer)) )
spark_system.start()
update_fire()
return ..()
/mob/living/silicon/robot/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
@@ -979,6 +981,7 @@
/mob/living/silicon/robot/proc/updateicon()
overlays.Cut()
update_fire()
if(stat == 0)
overlays += "eyes"
overlays.Cut()
@@ -1013,10 +1016,10 @@
else
icon_state = base_icon
return
/*
/mob/living/silicon/robot/proc/updatefire()
return
*
//Call when target overlay should be added/removed
/mob/living/silicon/robot/update_targeted()
if(!targeted_by && target_locked)
@@ -122,6 +122,11 @@ var/list/beam_master = list()
icon_state = "emitter"
damage = 30
/obj/item/projectile/beam/stunrevolver
name = "stun beam"
icon_state = "stun"
damage = 10
agony = 45
/obj/item/projectile/beam/lastertag/blue
name = "lasertag beam"
@@ -777,6 +777,13 @@ datum
reagent_state = SOLID
color = "#673910" // rgb: 103, 57, 16
reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with welding fuel to make them easy to ignite!
if(!istype(M, /mob/living))
return
if(method == TOUCH)
M.adjust_fire_stacks(volume / 10)
return
reaction_turf(var/turf/T, var/volume)
src = null
if(volume >= 5)
@@ -3068,6 +3075,13 @@ datum
var/blur_start = 300 //amount absorbed after which mob starts getting blurred vision
var/pass_out = 400 //amount absorbed after which mob starts passing out
reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with welding fuel to make them easy to ignite!
if(!istype(M, /mob/living))
return
if(method == TOUCH)
M.adjust_fire_stacks(volume / 10)
return
on_mob_life(var/mob/living/M as mob)
M:nutrition += nutriment_factor
holder.remove_reagent(src.id, FOOD_METABOLISM)
+10 -1
View File
@@ -1377,6 +1377,15 @@ datum/design/nanopaste
materials = list("$metal" = 7000, "$glass" = 7000)
build_path = "/obj/item/stack/nanopaste"
datum/design/laserpointer
name = "laser pointer"
desc = "Don't shine it in your eyes!"
id = "laser_pointer"
req_tech = list("magnets" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 100, "$glass" = 50)
build_path = "/obj/item/device/laser_pointer"
datum/design/implant_loyal
name = "loyalty implant"
desc = "Makes you loyal or such."
@@ -1497,7 +1506,7 @@ datum/design/nuclear_gun
datum/design/stunrevolver
name = "Stun Revolver"
desc = "The prize of the Head of Security."
desc = "Occasionally prize of the Head of Security, but usually of asshole scientists."
id = "stunrevolver"
req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 2)
build_type = PROTOLATHE