mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into ertv3
This commit is contained in:
@@ -6,7 +6,10 @@ obj/effect/decal/cleanable/liquid_fuel
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anchored = 1
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var/amount = 1 //Basically moles.
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||||
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New(newLoc,amt=1)
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New(turf/newLoc,amt=1,nologs=0)
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if(!nologs)
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message_admins("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[newLoc.x];Y=[newLoc.y];Z=[newLoc.z]'>JMP</a>)")
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log_game("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z])")
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src.amount = amt
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//Be absorbed by any other liquid fuel in the tile.
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@@ -30,7 +33,7 @@ obj/effect/decal/cleanable/liquid_fuel
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var/turf/simulated/origin = get_turf(src)
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if(origin.CanPass(null, target, 0, 0) && target.CanPass(null, origin, 0, 0))
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if(!locate(/obj/effect/decal/cleanable/liquid_fuel) in target)
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new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25)
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new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25,1)
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amount *= 0.75
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flamethrower_fuel
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@@ -14,7 +14,10 @@
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/obj/item/clothing/suit/space/rig
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)
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/obj/item/device/modkit/afterattack(obj/O, mob/user as mob)
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/obj/item/device/modkit/afterattack(obj/O, mob/user as mob, proximity)
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if(!proximity)
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return
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if (!target_species)
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return //it shouldn't be null, okay?
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@@ -38,6 +41,7 @@
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var/in_list = (target_species in I.species_restricted)
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if (excluding ^ in_list)
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user << "<span class='notice'>[I] is already modified.</span>"
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return
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if(!isturf(O.loc))
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user << "<span class='warning'>[O] must be safely placed on the ground for modification.</span>"
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@@ -13,7 +13,10 @@
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modes += "[C]"
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mode = pick(modes)
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/obj/item/device/pipe_painter/afterattack(atom/A, mob/user as mob)
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/obj/item/device/pipe_painter/afterattack(atom/A, mob/user as mob, proximity)
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if(!proximity)
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return
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if(!istype(A,/obj/machinery/atmospherics/pipe) || istype(A,/obj/machinery/atmospherics/pipe/tank) || istype(A,/obj/machinery/atmospherics/pipe/vent) || istype(A,/obj/machinery/atmospherics/pipe/simple/heat_exchanging) || istype(A,/obj/machinery/atmospherics/pipe/simple/insulated) || !in_range(user, A))
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return
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var/obj/machinery/atmospherics/pipe/P = A
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@@ -364,7 +364,9 @@ REAGENT SCANNER
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var/details = 0
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var/recent_fail = 0
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/obj/item/device/reagent_scanner/afterattack(obj/O, mob/user as mob)
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/obj/item/device/reagent_scanner/afterattack(obj/O, mob/user as mob, proximity)
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if(!proximity)
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return
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if (user.stat)
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return
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if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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@@ -42,7 +42,7 @@
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var/mob/living/carbon/human/H = loc
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var/efficiency = H.get_pressure_protection() //you need to have a good seal for effective cooling
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var/efficiency = 1 - H.get_pressure_weakness() //you need to have a good seal for effective cooling
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var/env_temp = get_environment_temperature() //wont save you from a fire
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var/temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling)
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@@ -16,6 +16,7 @@
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return 1
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/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user)
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var/turf/location = get_turf(src) // For admin logs
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if(istype(item, /obj/item/weapon/tank))
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if(tank_one && tank_two)
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user << "<span class='warning'>There are already two tanks attached, remove one first.</span>"
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@@ -31,6 +32,8 @@
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user.drop_item()
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item.loc = src
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user << "<span class='notice'>You attach the tank to the transfer valve.</span>"
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message_admins("[key_name_admin(user)] attached both tanks to a transfer valve. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
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log_game("[key_name_admin(user)] attached both tanks to a transfer valve.")
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update_icon()
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nanomanager.update_uis(src) // update all UIs attached to src
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@@ -51,7 +54,7 @@
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A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
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bombers += "[key_name(user)] attached a [item] to a transfer valve."
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message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
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message_admins("[key_name_admin(user)] attached a [item] to a transfer valve. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
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log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
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attacher = user
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nanomanager.update_uis(src) // update all UIs attached to src
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@@ -83,7 +86,7 @@
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// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
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ui = new(user, src, ui_key, "transfer_valve.tmpl", "Tank Transfer Valve", 460, 280)
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// when the ui is first opened this is the data it will use
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ui.set_initial_data(data)
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ui.set_initial_data(data)
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// open the new ui window
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ui.open()
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// auto update every Master Controller tick
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@@ -52,15 +52,19 @@
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use(1)
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else
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return 1
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else
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else if(!in_use)
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if(amount < 2)
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user << "\blue You need at least two rods to do this."
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return
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usr << "\blue Assembling grille..."
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in_use = 1
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if (!do_after(usr, 10))
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in_use = 0
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return
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var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc )
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usr << "\blue You assemble a grille"
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in_use = 0
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F.add_fingerprint(usr)
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use(2)
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return
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@@ -236,76 +236,6 @@
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||||
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||||
return 0
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||||
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||||
/*
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* Glass shards - TODO: Move this into code/game/object/item/weapons
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||||
*/
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||||
/obj/item/weapon/shard/Bump()
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||||
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spawn( 0 )
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if (prob(20))
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src.force = 15
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else
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src.force = 4
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..()
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return
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return
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/obj/item/weapon/shard/New()
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src.icon_state = pick("large", "medium", "small")
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switch(src.icon_state)
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if("small")
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src.pixel_x = rand(-12, 12)
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src.pixel_y = rand(-12, 12)
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if("medium")
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src.pixel_x = rand(-8, 8)
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src.pixel_y = rand(-8, 8)
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if("large")
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src.pixel_x = rand(-5, 5)
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src.pixel_y = rand(-5, 5)
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else
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return
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/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ( istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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||||
var/obj/item/stack/sheet/glass/NG = new (user.loc)
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||||
for (var/obj/item/stack/sheet/glass/G in user.loc)
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||||
if(G==NG)
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||||
continue
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||||
if(G.amount>=G.max_amount)
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continue
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G.attackby(NG, user)
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usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
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//SN src = null
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del(src)
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||||
return
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return ..()
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||||
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/obj/item/weapon/shard/Crossed(AM as mob|obj)
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if(ismob(AM))
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var/mob/M = AM
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M << "\red <B>You step in the broken glass!</B>"
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playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species.flags & IS_SYNTHETIC)
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return
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if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
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var/datum/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
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if(affecting.status & ORGAN_ROBOT)
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return
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H.Weaken(3)
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if(affecting.take_damage(5, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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..()
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||||
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||||
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||||
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/*
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@@ -112,7 +112,9 @@
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return
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..()
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/obj/item/weapon/implanter/compressed/afterattack(atom/A, mob/user as mob)
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||||
/obj/item/weapon/implanter/compressed/afterattack(atom/A, mob/user as mob, proximity)
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if(!proximity)
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return
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if(istype(A,/obj/item) && imp)
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var/obj/item/weapon/implant/compressed/c = imp
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if (c.scanned)
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114
code/game/objects/items/weapons/shards.dm
Normal file
114
code/game/objects/items/weapons/shards.dm
Normal file
@@ -0,0 +1,114 @@
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// Glass shards
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||||
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/obj/item/weapon/shard
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name = "glass shard"
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icon = 'icons/obj/shards.dmi'
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icon_state = "large"
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||||
sharp = 1
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||||
edge = 1
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desc = "Could probably be used as ... a throwing weapon?"
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w_class = 2.0
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||||
force = 5.0
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||||
throwforce = 8.0
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item_state = "shard-glass"
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matter = list("glass" = 3750)
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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/obj/item/weapon/shard/suicide_act(mob/user)
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viewers(user) << pick("\red <b>[user] is slitting \his wrists with \the [src]! It looks like \he's trying to commit suicide.</b>", \
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||||
"\red <b>[user] is slitting \his throat with \the [src]! It looks like \he's trying to commit suicide.</b>")
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return (BRUTELOSS)
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/obj/item/weapon/shard/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
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return ..()
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||||
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||||
/obj/item/weapon/shard/Bump()
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||||
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||||
spawn( 0 )
|
||||
if (prob(20))
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||||
src.force = 15
|
||||
else
|
||||
src.force = 4
|
||||
..()
|
||||
return
|
||||
return
|
||||
|
||||
/obj/item/weapon/shard/New()
|
||||
|
||||
src.icon_state = pick("large", "medium", "small")
|
||||
switch(src.icon_state)
|
||||
if("small")
|
||||
src.pixel_x = rand(-12, 12)
|
||||
src.pixel_y = rand(-12, 12)
|
||||
if("medium")
|
||||
src.pixel_x = rand(-8, 8)
|
||||
src.pixel_y = rand(-8, 8)
|
||||
if("large")
|
||||
src.pixel_x = rand(-5, 5)
|
||||
src.pixel_y = rand(-5, 5)
|
||||
else
|
||||
return
|
||||
|
||||
/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
if ( istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(WT.remove_fuel(0, user))
|
||||
var/obj/item/stack/sheet/glass/NG = new (user.loc)
|
||||
for (var/obj/item/stack/sheet/glass/G in user.loc)
|
||||
if(G==NG)
|
||||
continue
|
||||
if(G.amount>=G.max_amount)
|
||||
continue
|
||||
G.attackby(NG, user)
|
||||
usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/shard/Crossed(AM as mob|obj)
|
||||
if(ismob(AM))
|
||||
var/mob/M = AM
|
||||
M << "\red <B>You step on \the [src]!</B>"
|
||||
playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
|
||||
if(H.species.flags & IS_SYNTHETIC)
|
||||
return
|
||||
|
||||
if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
|
||||
var/datum/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
|
||||
if(affecting.status & ORGAN_ROBOT)
|
||||
return
|
||||
H.Weaken(3)
|
||||
if(affecting.take_damage(5, 0))
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
..()
|
||||
|
||||
// Shrapnel
|
||||
|
||||
/obj/item/weapon/shard/shrapnel
|
||||
name = "shrapnel"
|
||||
icon = 'icons/obj/shards.dmi'
|
||||
icon_state = "shrapnellarge"
|
||||
desc = "A bunch of tiny bits of shattered metal."
|
||||
|
||||
/obj/item/weapon/shard/shrapnel/New()
|
||||
|
||||
src.icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
|
||||
switch(src.icon_state)
|
||||
if("shrapnelsmall")
|
||||
src.pixel_x = rand(-12, 12)
|
||||
src.pixel_y = rand(-12, 12)
|
||||
if("shrapnelmedium")
|
||||
src.pixel_x = rand(-8, 8)
|
||||
src.pixel_y = rand(-8, 8)
|
||||
if("shrapnellarge")
|
||||
src.pixel_x = rand(-5, 5)
|
||||
src.pixel_y = rand(-5, 5)
|
||||
else
|
||||
return
|
||||
@@ -68,6 +68,7 @@
|
||||
icon_type = "egg"
|
||||
name = "egg box"
|
||||
storage_slots = 12
|
||||
max_combined_w_class = 24
|
||||
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/egg")
|
||||
|
||||
/obj/item/weapon/storage/fancy/egg_box/New()
|
||||
|
||||
@@ -65,7 +65,9 @@
|
||||
O.show_message(text("\red [] waves [] over []'s head.", user, src, M), 1)
|
||||
return
|
||||
|
||||
/obj/item/weapon/nullrod/afterattack(atom/A, mob/user as mob)
|
||||
/obj/item/weapon/nullrod/afterattack(atom/A, mob/user as mob, proximity)
|
||||
if(!proximity)
|
||||
return
|
||||
if (istype(A, /turf/simulated/floor))
|
||||
user << "\blue You hit the floor with the [src]."
|
||||
call(/obj/effect/rune/proc/revealrunes)(src)
|
||||
@@ -231,7 +233,7 @@
|
||||
update_icon(user)
|
||||
|
||||
/obj/item/weapon/butterfly/switchblade
|
||||
name = "/proper switchblade"
|
||||
name = "switchblade"
|
||||
desc = "A classic switchblade with gold engraving. Just holding it makes you feel like a gangster."
|
||||
icon_state = "switchblade"
|
||||
|
||||
|
||||
@@ -47,13 +47,21 @@
|
||||
buckle_mob(M, user)
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/proc/afterbuckle(mob/M as mob) // Called after somebody buckled / unbuckled
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/stool/bed/proc/unbuckle()
|
||||
if(buckled_mob)
|
||||
if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
|
||||
buckled_mob.buckled = null
|
||||
buckled_mob.anchored = initial(buckled_mob.anchored)
|
||||
buckled_mob.update_canmove()
|
||||
|
||||
var/M = buckled_mob
|
||||
buckled_mob = null
|
||||
|
||||
afterbuckle(M)
|
||||
return
|
||||
|
||||
/obj/structure/stool/bed/proc/manual_unbuckle(mob/user as mob)
|
||||
@@ -103,6 +111,7 @@
|
||||
M.update_canmove()
|
||||
src.buckled_mob = M
|
||||
src.add_fingerprint(user)
|
||||
afterbuckle(M)
|
||||
return
|
||||
|
||||
/*
|
||||
|
||||
@@ -95,25 +95,40 @@
|
||||
/obj/structure/stool/bed/chair/comfy
|
||||
name = "comfy chair"
|
||||
desc = "It looks comfy."
|
||||
icon_state = "comfychair"
|
||||
color = rgb(255,255,255)
|
||||
var/image/armrest = null
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/New()
|
||||
armrest = image("icons/obj/objects.dmi", "comfychair_armrest")
|
||||
armrest.layer = MOB_LAYER + 0.1
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/afterbuckle()
|
||||
if(buckled_mob)
|
||||
overlays += armrest
|
||||
else
|
||||
overlays -= armrest
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/brown
|
||||
icon_state = "comfychair_brown"
|
||||
color = rgb(255,113,0)
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/beige
|
||||
icon_state = "comfychair_beige"
|
||||
color = rgb(255,253,195)
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/teal
|
||||
icon_state = "comfychair_teal"
|
||||
color = rgb(0,255,255)
|
||||
|
||||
/obj/structure/stool/bed/chair/office
|
||||
anchored = 0
|
||||
movable = 1
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/black
|
||||
icon_state = "comfychair_black"
|
||||
color = rgb(167,164,153)
|
||||
|
||||
/obj/structure/stool/bed/chair/comfy/lime
|
||||
icon_state = "comfychair_lime"
|
||||
color = rgb(255,251,0)
|
||||
|
||||
/obj/structure/stool/bed/chair/office/Move()
|
||||
..()
|
||||
|
||||
@@ -18,12 +18,17 @@
|
||||
buckled_mob.dir = dir
|
||||
|
||||
/obj/structure/stool/bed/chair/wheelchair/relaymove(mob/user, direction)
|
||||
// Redundant check?
|
||||
if(user.stat || user.stunned || user.weakened || user.paralysis || user.lying || user.restrained())
|
||||
if(user==pulling)
|
||||
pulling = null
|
||||
user.pulledby = null
|
||||
user << "\red You lost your grip!"
|
||||
return
|
||||
if(buckled_mob && pulling && user == buckled_mob)
|
||||
if(pulling.stat || pulling.stunned || pulling.weakened || pulling.paralysis || pulling.lying || pulling.restrained())
|
||||
pulling.pulledby = null
|
||||
pulling = null
|
||||
if(user.pulling && (user == pulling))
|
||||
pulling = null
|
||||
user.pulledby = null
|
||||
@@ -136,12 +141,12 @@
|
||||
if(propelled || (pulling && (pulling.a_intent == "hurt")))
|
||||
var/mob/living/occupant = buckled_mob
|
||||
unbuckle()
|
||||
|
||||
|
||||
if (pulling && (pulling.a_intent == "hurt"))
|
||||
occupant.throw_at(A, 3, 3, pulling)
|
||||
else if (propelled)
|
||||
occupant.throw_at(A, 3, propelled)
|
||||
|
||||
|
||||
occupant.apply_effect(6, STUN, 0)
|
||||
occupant.apply_effect(6, WEAKEN, 0)
|
||||
occupant.apply_effect(6, STUTTER, 0)
|
||||
|
||||
Reference in New Issue
Block a user