Merge branch 'master' into development

This commit is contained in:
skull132
2017-01-23 15:52:13 -05:00
15 changed files with 48 additions and 15 deletions

View File

@@ -9,6 +9,7 @@
name = "human skin"
desc = "The by-product of human farming."
singular_name = "human skin piece"
default_type = "human hide"
/obj/item/stack/material/animalhide/corgi
name = "corgi hide"

View File

@@ -33,6 +33,8 @@
/obj/item/weapon/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob, var/target_zone)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
// Drop all the things. All of them.
spill(user, M.loc)
@@ -201,9 +203,9 @@
if (attempt_load_item(I, usr,0))
addedSomething++
if ( addedSomething == 1)
usr.visible_message("\blue [user] loads an item onto their service tray.")
usr.visible_message("<span class='notice'>[user] loads an item onto their service tray.</span>")
else if ( addedSomething )
usr.visible_message("\blue [user] loads [addedSomething] items onto their service tray.")
usr.visible_message("<span class='notice'>[user] loads [addedSomething] items onto their service tray.</span>")
else
user << "The tray is full or there's nothing valid here"
return 1
@@ -298,9 +300,9 @@
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
if (user)
user.visible_message("\blue [user] spills their tray all over the floor.")
user.visible_message("<span class='notice'>[user] spills their tray all over the floor.</span>")
else
src.visible_message("\blue The tray scatters its contents all over the area.")
src.visible_message("<span class='notice'>The tray scatters its contents all over the area.</span>")
current_weight = 0
if(prob(50))
playsound(dropspot, 'sound/items/trayhit1.ogg', 50, 1)

View File

@@ -217,4 +217,4 @@
desc = "Prickly and overrated."
icon = 'icons/obj/christmas.dmi'
icon_state = "doorwreath"
layer = 5
layer = 5

View File

@@ -749,9 +749,9 @@ var/list/name_to_material
/material/hide //TODO make different hides somewhat different among them
name = "hide"
stack_origin_tech = list(TECH_MATERIAL = 2)
stack_type = /obj/item/stack/material/animalhide/human
stack_type = /obj/item/stack/material/animalhide
door_icon_base = "wood"
icon_colour = "#833C00"
icon_colour = "#5C4831"
ignition_point = T0C+232
melting_point = T0C+300
flags = MATERIAL_PADDING
@@ -782,3 +782,8 @@ var/list/name_to_material
name = "alien hide"
stack_type = /obj/item/stack/material/animalhide/xeno
icon_colour = "#525288"
/material/hide/human
name = "human hide"
stack_type = /obj/item/stack/material/animalhide/human
icon_colour = "#833C00"

View File

@@ -146,6 +146,7 @@
return (..(P))
/mob/living/simple_animal/construct/armoured/UnarmedAttack(var/atom/A, var/proximity)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(istype(A, /obj/machinery))
// Destroy machines instead of opening their UI
var/obj/machinery/M = A

View File

@@ -4,7 +4,7 @@
icon_state = "paper_bin1"
item_state = "sheet-metal"
throwforce = 1
w_class = 3
w_class = 5
throw_speed = 3
throw_range = 7
layer = OBJ_LAYER - 0.1

View File

@@ -16,9 +16,6 @@
if(!owner.canClick())
return
owner.setClickCooldown(5) // Spam prevention, essentially.
if(owner.a_intent == I_HELP)
owner << "<span class='warning'>You refrain from firing \the [aiming_with] as your intent is set to help.</span>"
return
owner.visible_message("<span class='danger'>\The [owner] pulls the trigger reflexively!</span>")
var/obj/item/weapon/gun/G = aiming_with
if(istype(G))

View File

@@ -1848,7 +1848,7 @@
/datum/reagent/ethanol/sbiten
name = "Sbiten"
id = "sbiten"
description = "A spicy Vodka! Might be a little hot for the little guys!"
description = "A spicy mix of mead and spices! Might be a little hot for the little guys!"
color = "#664300"
strength = 40
adj_temp = 50
@@ -1856,7 +1856,7 @@
glass_icon_state = "sbitenglass"
glass_name = "glass of Sbiten"
glass_desc = "A spicy mix of Vodka and Spice. Very hot."
glass_desc = "A spicy mix of Mead and Spices. Very hot."
glass_center_of_mass = list("x"=17, "y"=8)
/datum/reagent/ethanol/screwdrivercocktail

View File

@@ -1878,7 +1878,7 @@
name = "Sbiten"
id = "sbiten"
result = "sbiten"
required_reagents = list("vodka" = 10, "capsaicin" = 1)
required_reagents = list("mead" = 10, "capsaicin" = 1)
result_amount = 10
/datum/chemical_reaction/red_mead

View File

@@ -3,6 +3,9 @@
//Bottles now weaken and break when smashed on people's heads. - Giacom
/obj/item/weapon/reagent_containers/food/drinks/bottle
name = "empty bottle"
desc = "A sad empty bottle."
icon_state = "alco-clear"
amount_per_transfer_from_this = 5//Smaller sip size for more BaRP and less guzzling a litre of vodka before you realise it
volume = 100
item_state = "broken_beer" //Generic held-item sprite until unique ones are made.
@@ -117,7 +120,7 @@
else
set_light(0)
/obj/item/weapon/reagent_containers/food/drinks/bottle/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
/obj/item/weapon/reagent_containers/food/drinks/bottle/attack(mob/living/target, mob/living/user, var/hit_zone)
var/blocked = ..()
if(user.a_intent != I_HURT)
@@ -407,6 +410,9 @@
//Small bottles
/obj/item/weapon/reagent_containers/food/drinks/bottle/small
name = "empty small bottle"
desc = "A sad empty bottle."
icon_state = "beer"
volume = 50
smash_duration = 1
flags = 0 //starts closed
@@ -488,3 +494,11 @@
New()
..()
reagents.add_reagent("drambuie", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/sbiten
name = "Sbiten"
desc = "A bottle full of sweet sbiten."
icon_state = "sbitenbottle"
New()
..()
reagents.add_reagent("sbiten", 100)