Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into guntest

Conflicts:
	code/WorkInProgress/Cib/amorph/amorph_hud.dm
	code/game/objects/structures/window.dm
	code/modules/mob/living/blob/blob.dm
	code/modules/mob/living/simple_animal/friendly/corgi.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/screen.dm
	code/modules/projectiles/gun.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	maps/tgstation.2.0.9.1.dmm
This commit is contained in:
Whitellama
2013-01-31 14:26:58 -08:00
1200 changed files with 106969 additions and 76361 deletions

View File

@@ -26,7 +26,8 @@
var/yo = null
var/xo = null
var/current = null
var/turf/original = null // the original turf clicked
var/obj/shot_from = null // the object which shot us
var/atom/original = null // the original target clicked
var/turf/starting = null // the projectile's starting turf
var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
@@ -36,7 +37,7 @@
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/projectile_type = "/obj/item/projectile"
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
//Effects
@@ -72,9 +73,9 @@
Bump(atom/A as mob|obj|turf|area)
if(A == firer)
loc = A.loc
return //cannot shoot yourself
return 0 //cannot shoot yourself
if(bumped) return
if(bumped) return 0
var/forcedodge = 0 // force the projectile to pass
bumped = 1
@@ -82,35 +83,33 @@
var/mob/M = A
if(!istype(A, /mob/living))
loc = A.loc
return // nope.avi
return 0// nope.avi
// check for dodge (i can't place in bullet_act because then things get wonky)
if(!M.stat && !M.lying && (REFLEXES in M.augmentations) && prob(85))
var/message = pick("[M] skillfully dodges the [name]!", "[M] ducks, dodging the [name]!", "[M] effortlessly jumps out of the way of the [name]!", "[M] dodges the [name] in one graceful movement!", "[M] leans back, dodging the [name] narrowly!", "[M] sidesteps, avoiding the [name] narrowly.", "[M] barely weaves out of the way of the [name].")
M.visible_message("\red <B>[message]</B>")
forcedodge = 1
var/distance = get_dist(original,loc)
//Lower accurancy/longer range tradeoff. Distance matters a lot here, so at
// close distance, actually RAISE the chance to hit.
def_zone = get_zone_with_miss_chance(def_zone, M, -30 + 8*distance)
if(silenced)
if(def_zone)
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
else
var/distance = get_dist(original,loc)
def_zone = ran_zone(def_zone, 100-(5*distance)) //Lower accurancy/longer range tradeoff.
if(!def_zone)
visible_message("\The [src] misses [M] narrowly.")
del(src)
return
if(silenced)
M << "\red You've been shot in the [def_zone] by the [src.name]!"
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
else
visible_message("\red [A.name] is hit by the [src.name] in the [def_zone]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
log_admin("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]")
msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]</font>")
else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
log_admin("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]")
msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src.type]</font>")
spawn(0)
if(A)
@@ -122,7 +121,7 @@
else
loc = A.loc
permutated.Add(A)
return
return 0
if(istype(A,/turf))
for(var/obj/O in A)
@@ -133,7 +132,7 @@
density = 0
invisibility = 101
del(src)
return
return 1
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
@@ -157,12 +156,11 @@
return
step_towards(src, current)
sleep(1)
if(!bumped)
if(loc == original)
for(var/mob/living/M in original)
if(!(M in permutated))
Bump(M)
sleep(1)
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original)
sleep(1)
return
proc/fired()