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Bubberstation/code/game/objects/alien/resin.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

167 lines
5.3 KiB
Plaintext

// Resin walls improved. /N
/obj/effect/alien/resin/proc/healthcheck()
if(health <=0)
density = 0
/* if(affecting)
var/mob/living/carbon/M = affecting
contents.Remove(affecting)
if(ishuman(M))
M.verbs += /mob/living/carbon/human/verb/suicide
else
M.verbs += /mob/living/carbon/monkey/verb/suicide
M.loc = loc
M.paralysis += 10
for(var/mob/O in viewers(src, 3))
O.show_message(text("A body appeared from the dead resin!"), 1, text("You hear faint moaning somewhere about you."), 2)*/
del(src)
return
/obj/effect/alien/resin/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
healthcheck()
return
/obj/effect/alien/resin/ex_act(severity)
switch(severity)
if(1.0)
health-=50
if(2.0)
health-=50
if(3.0)
if (prob(50))
health-=50
else
health-=25
healthcheck()
return
/obj/effect/alien/resin/blob_act()
health-=50
healthcheck()
return
/obj/effect/alien/resin/meteorhit()
health-=50
healthcheck()
return
/obj/effect/alien/resin/hitby(AM as mob|obj)
..()
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src] was hit by [AM].</B>", 1)
var/tforce = 0
if(ismob(AM))
tforce = 10
else
tforce = AM:throwforce
playsound(loc, 'attackblob.ogg', 100, 1)
health = max(0, health - tforce)
healthcheck()
..()
return
/obj/effect/alien/resin/attack_hand()
if ((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
usr << "\blue You easily destroy the [name]."
for(var/mob/O in oviewers(src))
O.show_message("\red [usr] destroys the [name]!", 1)
health = 0
healthcheck()
return
/obj/effect/alien/resin/attack_paw()
return attack_hand()
/obj/effect/alien/resin/attack_alien()
if (islarva(usr))//Safety check for larva. /N
return
usr << "\green You claw at the [name]."
for(var/mob/O in oviewers(src))
O.show_message("\red [usr] claws at the resin!", 1)
playsound(loc, 'attackblob.ogg', 100, 1)
health -= rand(10, 20)
if(health <= 0)
usr << "\green You slice the [name] to pieces."
for(var/mob/O in oviewers(src))
O.show_message("\red [usr] slices the [name] apart!", 1)
healthcheck()
return
/obj/effect/alien/resin/attackby(obj/item/weapon/W as obj, mob/user as mob)
/*if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(isalien(user)&&(ishuman(G.affecting)||ismonkey(G.affecting)))
//Only aliens can stick humans and monkeys into resin walls. Also, the wall must not have a person inside already.
if(!affecting)
if(G.state<2)
user << "\red You need a better grip to do that!"
return
G.affecting.loc = src
G.affecting.paralysis = 10
for(var/mob/O in viewers(world.view, src))
if (O.client)
O << text("\green [] places [] in the resin wall!", G.assailant, G.affecting)
affecting=G.affecting
del(W)
spawn(0)
process()
else
user << "\red This wall is already occupied."
return */
var/aforce = W.force
health = max(0, health - aforce)
playsound(loc, 'attackblob.ogg', 100, 1)
healthcheck()
..()
return
/obj/effect/alien/resin/process() //Buggy and irrelevant now that you're able to just make nice little infection chambers - Urist
/*if(affecting)
var/mob/living/carbon/M = affecting
var/check = 0
if(ishuman(affecting))//So they do not suicide and kill the babby.
M.verbs -= /mob/living/carbon/human/verb/suicide
else
check = 1
M.verbs -= /mob/living/carbon/monkey/verb/suicide
contents.Add(affecting)
while(!isnull(M)&&!isnull(src))//While M and wall exist
if(prob(90)&& HULK in M.mutations)//If they're the Hulk, they're getting out.
M << "You smash your way to freedom!"
break
if(prob(30))//Let's people know that someone is trapped in the resin wall.
M << "\green You feel a strange sense of calm as a flesh-like substance seems to completely envelop you."
for(var/mob/O in viewers(src, 3))
O.show_message(text("There appears to be a person stuck inside a resin wall nearby."), 1, text("You hear faint moaning somewhere about you."), 2)
if(prob(5))//MAYBE they are able to crawl out on their own. Not likely...
M << "You are able to crawl your way through the sticky mass, and out to freedom. But for how long?"
break
M.paralysis = 10//Set theis paralysis to 10 so they cannot act.
sleep(50)//To cut down on processing time
if(!isnull(src))
affecting = null
if(!isnull(M))//As long as they still exist.
if(!check)//And now they can suicide again, even if they are already dead in case they get revived.
M.verbs += /mob/living/carbon/human/verb/suicide
else
M.verbs += /mob/living/carbon/monkey/verb/suicide
for(var/mob/O in viewers(src, 3))
O.show_message(text("A body appeared from the dead resin!"), 1, text("You hear faint moaning somewhere about you."), 2)
else
for(var/mob/O in viewers(src, 3))
O.show_message(text("\red An alien larva bursts from the resin wall!"), 1, text("\red You hear a high, alien screech nearby!"), 2)*/
return
/obj/effect/alien/resin/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
if(istype(mover) && mover.checkpass(PASSGLASS))
return !opacity
return !density