Files
Aurora.3/code/game/objects/items/tk_grab.dm
vageyenaman@gmail.com 49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.

- A couple of minor bugfixes here and there, along with some code tidying.


Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/tk_grab
name = "Telekinetic Grab"
desc = "Magic"
icon = 'magic.dmi'//Needs sprites
icon_state = "2"
flags = USEDELAY
//item_state = null
w_class = 10.0
layer = 20
var/last_throw = 0
var/obj/focus = null
var/mob/living/host = null
dropped(mob/user as mob)
del(src)
return
equipped(var/mob/user, var/slot)
del(src)
return
/*
attack_self(mob/user as mob)
if(!istype(focus,/obj/item)) return
if(!check_path()) return//No clear path
if(user.hand == src)
user.l_hand = focus
else
user.r_hand = focus
focus.loc = user
focus.layer = 20
add_fingerprint(user)
user.update_clothing()
spawn(0)
del(src)
return
*/
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)//TODO: go over this
if(!target || !user) return
if(last_throw+3 > world.time) return
if(!host)
del(src)
return
if(!(TK in host.mutations))
del(src)
return
if(!focus)
focus_object(target, user)
return
var/focusturf = get_turf(focus)
if(get_dist(focusturf, target) <= 1 && !istype(target, /turf))
target.attackby(focus, user, user:get_organ_target())
else if(get_dist(focusturf, target) <= 16)
apply_focus_overlay()
focus.throw_at(target, 10, 1)
last_throw = world.time
return
proc/focus_object(var/obj/target, var/mob/living/user)
if(!istype(target,/obj)) return//Cant throw non objects atm might let it do mobs later
if(target.anchored)
target.attack_hand(user) // you can use shit now!
return//No throwing anchored things
focus = target
update_icon()
apply_focus_overlay()
return
proc/apply_focus_overlay()
if(!focus) return
var/obj/effect/overlay/O = new /obj/effect/overlay(locate(focus.x,focus.y,focus.z))
O.name = "sparkles"
O.anchored = 1
O.density = 0
O.layer = FLY_LAYER
O.dir = pick(cardinal)
O.icon = 'effects.dmi'
O.icon_state = "nothing"
flick("empdisable",O)
spawn(5)
del(O)
return
update_icon()
overlays = null
if(focus && focus.icon && focus.icon_state)
overlays += icon(focus.icon,focus.icon_state)
return
/*Not quite done likely needs to use something thats not get_step_to
proc/check_path()
var/turf/ref = get_turf(src.loc)
var/turf/target = get_turf(focus.loc)
if(!ref || !target) return 0
var/distance = get_dist(ref, target)
if(distance >= 10) return 0
for(var/i = 1 to distance)
ref = get_step_to(ref, target, 0)
if(ref != target) return 0
return 1
*/
//equip_if_possible(obj/item/W, slot, del_on_fail = 1)
/*
if(istype(user, /mob/living/carbon))
if(user:mutations & TK && get_dist(source, user) <= 7)
if(user:equipped()) return 0
var/X = source:x
var/Y = source:y
var/Z = source:z
*/