Merge branch 'master' into development

This commit is contained in:
skull132
2017-01-23 08:50:49 -05:00
4 changed files with 23 additions and 11 deletions
+4 -4
View File
@@ -262,7 +262,7 @@
collapse_desc = ldesc
src.connected.last_occupant_name = src.connected.occupant.name
return ldesc
return collapse_desc
/obj/machinery/body_scanconsole/New()
@@ -386,7 +386,7 @@
wounds += "Appears to have cataracts."
else if (H.disabilities & NEARSIGHTED)
wounds += "Appears to have misaligned retinas."
if (O.germ_level)
var/level = get_infection_level(O.germ_level)
if (level && level != "")
@@ -425,7 +425,7 @@
if (O.status & ORGAN_BLEEDING)
wounds += "Bleeding."
if (O.status & ORGAN_BROKEN)
wounds += "Is \a [O.broken_description]."
wounds += "[O.broken_description]."
if (O.open)
wounds += "Has an open wound."
if (O.germ_level)
@@ -439,7 +439,7 @@
var/unk = 0
for (var/atom/movable/I in O.implants)
if (is_type_in_list(I, known_implants))
wounds += "[I.name] present."
wounds += "\a [I.name] is installed."
else
unk += 1
if (unk)
@@ -64,18 +64,29 @@
user << "<span class='notice'>Access Denied</span>"
/obj/structure/closet/secure_closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/melee/energy/blade))
if(src.opened)
if(istype(W, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = W
if(src.large)
src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
else
user << "<span class='notice'>The locker is too small to stuff [G.affecting] into!</span>"
if(isrobot(user))
return
if(W.loc != user) // This should stop mounted modules ending up outside the module.
return
user.drop_item()
if(W)
W.forceMove(src.loc)
else if(istype(W, /obj/item/weapon/melee/energy/blade))//Attempt to cut open locker if locked
if(emag_act(INFINITY, user, "<span class='danger'>The locker has been sliced open by [user] with \an [W]</span>!", "<span class='danger'>You hear metal being sliced and sparks flying.</span>"))
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
else if (!locked)
return ..()
else
togglelock(user)
else if(!src.opened)
togglelock(user)//Attempt to lock locker if closed
/obj/structure/closet/secure_closet/emag_act(var/remaining_charges, var/mob/user, var/emag_source, var/visual_feedback = "", var/audible_feedback = "")
if(!broken)
+1
View File
@@ -224,6 +224,7 @@
reinforcing = 0
/obj/structure/girder/proc/dismantle()
new /obj/item/stack/material/steel(get_turf(src))
new /obj/item/stack/material/steel(get_turf(src))
qdel(src)
+1 -1
View File
@@ -895,7 +895,7 @@ Note that amputating the affected organ does in fact remove the infection from t
owner.emote("scream")
status |= ORGAN_BROKEN
broken_description = pick("broken","fracture","hairline fracture")
broken_description = pick("Broken","Fracture","Hairline fracture")
perma_injury = brute_dam
// Fractures have a chance of getting you out of restraints