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
+1 -1
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@@ -9,7 +9,7 @@
throwforce = 2
throw_speed = 3
throw_range = 10
origin_tech = "magnets=1"
origin_tech = list(TECH_MAGNET = 1)
var/secured = 1
var/list/attached_overlays = null
+1 -1
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@@ -6,7 +6,7 @@
w_class = 3.0
throw_speed = 2
throw_range = 4
flags = CONDUCT //Copied this from old code, so this may or may not be necessary
flags = CONDUCT | PROXMOVE
var/status = 0 //0 - not readied //1 - bomb finished with welder
var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a phoron tank
+1 -1
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@@ -3,7 +3,7 @@
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
item_state = "assembly"
flags = CONDUCT
flags = CONDUCT | PROXMOVE
throwforce = 5
w_class = 2.0
throw_speed = 3
+2 -2
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@@ -2,8 +2,8 @@
name = "igniter"
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
origin_tech = "magnets=1"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
secured = 1
wires = WIRE_RECEIVE
+2 -7
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@@ -4,8 +4,8 @@
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
origin_tech = list(TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
origin_tech = "magnets=2"
wires = WIRE_PULSE
@@ -171,9 +171,7 @@
/obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if(master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
master.trigger_beam()
qdel(src)
return
@@ -189,13 +187,10 @@
return
/obj/effect/beam/i_beam/process()
//world << "i_beam \ref[src] : process"
if((loc.density || !(master)))
// world << "beam hit loc [loc] or no master [master], deleting"
if((loc && loc.density) || !master)
qdel(src)
return
//world << "proccess: [src.left] left"
if(left > 0)
left--
+2 -2
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@@ -2,8 +2,8 @@
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 10)
origin_tech = "combat=1"
origin_tech = list(TECH_COMBAT = 1)
matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 10)
var/armed = 0
+5 -2
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@@ -2,9 +2,9 @@
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
origin_tech = "magnets=1"
flags = PROXMOVE
wires = WIRE_PULSE
secured = 0
@@ -40,6 +40,9 @@
HasProximity(atom/movable/AM as mob|obj)
if(!istype(AM))
log_debug("DEBUG: HasProximity called with [AM] on [src] ([usr]).")
return
if (istype(AM, /obj/effect/beam)) return
if (AM.move_speed < 12) sense()
return
+3 -3
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@@ -3,8 +3,8 @@
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, "waste" = 100)
origin_tech = "magnets=1"
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = 1
@@ -79,8 +79,8 @@
if (href_list["freq"])
var/new_frequency = (frequency + text2num(href_list["freq"]))
if(new_frequency < 1200 || new_frequency > 1600)
new_frequency = sanitize_frequency(new_frequency)
if(new_frequency < RADIO_LOW_FREQ || new_frequency > RADIO_HIGH_FREQ)
new_frequency = sanitize_frequency(new_frequency, RADIO_LOW_FREQ, RADIO_HIGH_FREQ)
set_frequency(new_frequency)
if(href_list["code"])
+2 -2
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@@ -2,8 +2,8 @@
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
origin_tech = "magnets=1"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
wires = WIRE_PULSE
+1 -1
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@@ -2,8 +2,8 @@
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
origin_tech = "magnets=1"
var/listening = 0
var/recorded //the activation message