Merge remote-tracking branch 'bay12-upstream/master' into development

This commit is contained in:
skull132
2016-10-07 00:58:39 +03:00
1594 changed files with 53994 additions and 48590 deletions
+7 -18
View File
@@ -10,31 +10,20 @@
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
/obj/item/borg/stun/attack(var/mob/living/M, var/mob/living/silicon/robot/user)
if(!istype(M))
return
// How the Hell.
/obj/item/borg/stun/apply_hit_effect(mob/living/M, mob/living/silicon/robot/user, var/hit_zone)
if(!istype(user))
var/mob/living/temp = user
if(istype(temp))
temp.drop_from_inventory(src)
qdel(src)
return
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) used the [src.name] to attack [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
user.visible_message("<span class='danger'>\The [user] has prodded \the [M] with \a [src]!</span>")
if(!user.cell || !user.cell.checked_use(1250)) //Slightly more than a baton.
user.visible_message("<span class='danger'>\The [user] has prodded \the [M] with its arm!</span>")
return
if (M.stuttering < 5)
M.stuttering = 5
M.stun_effect_act(0, 70, check_zone(user.zone_sel.selecting), src)
user.visible_message("<span class='danger'>\The [user] has prodded \the [M] with \a [src]!</span>")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
M.apply_effect(5, STUTTER)
M.stun_effect_act(0, 70, check_zone(hit_zone), src)
if(ishuman(M))
var/mob/living/carbon/human/H = M
H.forcesay(hit_appends)
+22 -38
View File
@@ -5,8 +5,6 @@
icon_state = "blank"
flags = CONDUCT
slot_flags = SLOT_BELT
var/construction_time = 100
var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"glass"=5000)
var/list/part = null // Order of args is important for installing robolimbs.
var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
var/model_info
@@ -32,8 +30,6 @@
name = "left arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_arm"
construction_time = 200
construction_cost = list(DEFAULT_WALL_MATERIAL=18000)
part = list("l_arm","l_hand")
model_info = 1
@@ -41,8 +37,6 @@
name = "right arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_arm"
construction_time = 200
construction_cost = list(DEFAULT_WALL_MATERIAL=18000)
part = list("r_arm","r_hand")
model_info = 1
@@ -50,8 +44,6 @@
name = "left leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_leg"
construction_time = 200
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)
part = list("l_leg","l_foot")
model_info = 1
@@ -59,8 +51,6 @@
name = "right leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_leg"
construction_time = 200
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)
part = list("r_leg","r_foot")
model_info = 1
@@ -68,8 +58,7 @@
name = "torso"
desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
icon_state = "chest"
construction_time = 350
construction_cost = list(DEFAULT_WALL_MATERIAL=40000)
part = list("groin","chest")
var/wires = 0.0
var/obj/item/weapon/cell/cell = null
@@ -77,8 +66,7 @@
name = "head"
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
icon_state = "head"
construction_time = 350
construction_cost = list(DEFAULT_WALL_MATERIAL=25000)
part = list("head")
var/obj/item/device/flash/flash1 = null
var/obj/item/device/flash/flash2 = null
@@ -86,8 +74,6 @@
name = "endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon_state = "robo_suit"
construction_time = 500
construction_cost = list(DEFAULT_WALL_MATERIAL=50000)
var/obj/item/robot_parts/l_arm/l_arm = null
var/obj/item/robot_parts/r_arm/r_arm = null
var/obj/item/robot_parts/l_leg/l_leg = null
@@ -173,9 +159,9 @@
src.chest = W
src.updateicon()
else if(!W:wires)
user << "\blue You need to attach wires to it first!"
user << "<span class='warning'>You need to attach wires to it first!</span>"
else
user << "\blue You need to attach a cell to it first!"
user << "<span class='warning'>You need to attach a cell to it first!</span>"
if(istype(W, /obj/item/robot_parts/head))
if(src.head) return
@@ -185,16 +171,16 @@
src.head = W
src.updateicon()
else
user << "\blue You need to attach a flash to it first!"
user << "<span class='warning'>You need to attach a flash to it first!</span>"
if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/M = W
if(check_completion())
if(!istype(loc,/turf))
user << "\red You can't put \the [W] in, the frame has to be standing on the ground to be perfectly precise."
user << "<span class='warning'>You can't put \the [W] in, the frame has to be standing on the ground to be perfectly precise.</span>"
return
if(!M.brainmob)
user << "\red Sticking an empty [W] into the frame would sort of defeat the purpose."
user << "<span class='warning'>Sticking an empty [W] into the frame would sort of defeat the purpose.</span>"
return
if(!M.brainmob.key)
var/ghost_can_reenter = 0
@@ -208,11 +194,11 @@
return
if(M.brainmob.stat == DEAD)
user << "\red Sticking a dead [W] into the frame would sort of defeat the purpose."
user << "<span class='warning'>Sticking a dead [W] into the frame would sort of defeat the purpose.</span>"
return
if(jobban_isbanned(M.brainmob, "Cyborg"))
user << "\red This [W] does not seem to fit."
user << "<span class='warning'>This [W] does not seem to fit.</span>"
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc), unfinished = 1)
@@ -248,7 +234,7 @@
qdel(src)
else
user << "\blue The MMI must go in after everything else!"
user << "<span class='warning'>The MMI must go in after everything else!</span>"
if (istype(W, /obj/item/weapon/pen))
var/t = sanitizeSafe(input(user, "Enter new robot name", src.name, src.created_name), MAX_NAME_LEN)
@@ -265,22 +251,22 @@
..()
if(istype(W, /obj/item/weapon/cell))
if(src.cell)
user << "\blue You have already inserted a cell!"
user << "<span class='warning'>You have already inserted a cell!</span>"
return
else
user.drop_item()
W.loc = src
src.cell = W
user << "\blue You insert the cell!"
user << "<span class='notice'>You insert the cell!</span>"
if(istype(W, /obj/item/stack/cable_coil))
if(src.wires)
user << "\blue You have already inserted wire!"
user << "<span class='warning'>You have already inserted wire!</span>"
return
else
var/obj/item/stack/cable_coil/coil = W
coil.use(1)
src.wires = 1.0
user << "\blue You insert the wire!"
user << "<span class='notice'>You insert the wire!</span>"
return
/obj/item/robot_parts/head/attackby(obj/item/W as obj, mob/user as mob)
@@ -296,7 +282,7 @@
else
add_flashes(W,user)
else if(istype(W, /obj/item/weapon/stock_parts/manipulator))
user << "\blue You install some manipulators and modify the head, creating a functional spider-bot!"
user << "<span class='notice'>You install some manipulators and modify the head, creating a functional spider-bot!</span>"
new /mob/living/simple_animal/spiderbot(get_turf(loc))
user.drop_item()
qdel(W)
@@ -320,12 +306,10 @@
user << "<span class='notice'>You insert the flash into the eye socket!</span>"
/obj/item/robot_parts/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/card/emag))
if(sabotaged)
user << "\red [src] is already sabotaged!"
else
user << "\red You slide [W] into the dataport on [src] and short out the safeties."
sabotaged = 1
return
..()
/obj/item/robot_parts/emag_act(var/remaining_charges, var/mob/user)
if(sabotaged)
user << "<span class='warning'>[src] is already sabotaged!</span>"
else
user << "<span class='warning'>You short out the safeties.</span>"
sabotaged = 1
return 1
+21 -11
View File
@@ -6,15 +6,13 @@
desc = "Protected by FRM."
icon = 'icons/obj/module.dmi'
icon_state = "cyborg_upgrade"
var/construction_time = 120
var/construction_cost = list(DEFAULT_WALL_MATERIAL=10000)
var/locked = 0
var/require_module = 0
var/installed = 0
/obj/item/borg/upgrade/proc/action(var/mob/living/silicon/robot/R)
if(R.stat == DEAD)
usr << "\red The [src] will not function on a deceased robot."
usr << "<span class='warning'>The [src] will not function on a deceased robot.</span>"
return 1
return 0
@@ -31,10 +29,10 @@
R.modtype = initial(R.modtype)
R.hands.icon_state = initial(R.hands.icon_state)
R.choose_icon(1, R.set_module_sprites(list("Default" = "robot")))
R.notify_ai(ROBOT_NOTIFICATION_MODULE_RESET, R.module.name)
R.module.Reset(R)
qdel(R.module)
R.module = null
R.updatename("Default")
return 1
@@ -43,7 +41,6 @@
name = "robot reclassification board"
desc = "Used to rename a cyborg."
icon_state = "cyborg_upgrade1"
construction_cost = list(DEFAULT_WALL_MATERIAL=35000)
var/heldname = "default name"
/obj/item/borg/upgrade/rename/attack_self(mob/user as mob)
@@ -58,10 +55,26 @@
return 1
/obj/item/borg/upgrade/floodlight
name = "robot floodlight module"
desc = "Used to boost cyborg's light intensity."
icon_state = "cyborg_upgrade1"
/obj/item/borg/upgrade/floodlight/action(var/mob/living/silicon/robot/R)
if(..()) return 0
if(R.intenselight)
usr << "This cyborg's light was already upgraded"
return 0
else
R.intenselight = 1
R.update_robot_light()
R << "Lighting systems upgrade detected."
return 1
/obj/item/borg/upgrade/restart
name = "robot emergency restart module"
desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online."
construction_cost = list(DEFAULT_WALL_MATERIAL=60000 , "glass"=5000)
icon_state = "cyborg_upgrade1"
@@ -85,7 +98,6 @@
/obj/item/borg/upgrade/vtec
name = "robotic VTEC Module"
desc = "Used to kick in a robot's VTEC systems, increasing their speed."
construction_cost = list(DEFAULT_WALL_MATERIAL=80000 , "glass"=6000 , "gold"= 5000)
icon_state = "cyborg_upgrade2"
require_module = 1
@@ -102,7 +114,6 @@
/obj/item/borg/upgrade/tasercooler
name = "robotic Rapid Taser Cooling Module"
desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate."
construction_cost = list(DEFAULT_WALL_MATERIAL=80000 , "glass"=6000 , "gold"= 2000, "diamond" = 500)
icon_state = "cyborg_upgrade3"
require_module = 1
@@ -138,7 +149,6 @@
/obj/item/borg/upgrade/syndicate/
name = "illegal equipment module"
desc = "Unlocks the hidden, deadlier functions of a robot"
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=15000,"diamond" = 10000)
icon_state = "cyborg_upgrade3"
require_module = 1
@@ -149,4 +159,4 @@
return 0
R.emagged = 1
return 1
return 1