Merge remote-tracking branch 'upstream/dev' into PAP

Fixes #6844.
This commit is contained in:
PsiOmega
2014-11-14 09:26:56 +01:00
194 changed files with 1638 additions and 2619 deletions

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@@ -325,6 +325,7 @@
#include "code\game\machinery\newscaster.dm" #include "code\game\machinery\newscaster.dm"
#include "code\game\machinery\OpTable.dm" #include "code\game\machinery\OpTable.dm"
#include "code\game\machinery\overview.dm" #include "code\game\machinery\overview.dm"
#include "code\game\machinery\portable_tag_turret.dm"
#include "code\game\machinery\portable_turret.dm" #include "code\game\machinery\portable_turret.dm"
#include "code\game\machinery\recharger.dm" #include "code\game\machinery\recharger.dm"
#include "code\game\machinery\rechargestation.dm" #include "code\game\machinery\rechargestation.dm"
@@ -981,7 +982,6 @@
#include "code\modules\mob\living\carbon\human\examine.dm" #include "code\modules\mob\living\carbon\human\examine.dm"
#include "code\modules\mob\living\carbon\human\human.dm" #include "code\modules\mob\living\carbon\human\human.dm"
#include "code\modules\mob\living\carbon\human\human_attackhand.dm" #include "code\modules\mob\living\carbon\human\human_attackhand.dm"
#include "code\modules\mob\living\carbon\human\human_attackpaw.dm"
#include "code\modules\mob\living\carbon\human\human_damage.dm" #include "code\modules\mob\living\carbon\human\human_damage.dm"
#include "code\modules\mob\living\carbon\human\human_defense.dm" #include "code\modules\mob\living\carbon\human\human_defense.dm"
#include "code\modules\mob\living\carbon\human\human_defines.dm" #include "code\modules\mob\living\carbon\human\human_defines.dm"

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@@ -172,9 +172,6 @@
/obj/machinery/atmospherics/tvalve/attack_ai(mob/user as mob) /obj/machinery/atmospherics/tvalve/attack_ai(mob/user as mob)
return return
/obj/machinery/atmospherics/tvalve/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/atmospherics/tvalve/attack_hand(mob/user as mob) /obj/machinery/atmospherics/tvalve/attack_hand(mob/user as mob)
src.add_fingerprint(usr) src.add_fingerprint(usr)
update_icon(1) update_icon(1)

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@@ -65,9 +65,6 @@
/obj/machinery/atmospherics/unary/freezer/attack_ai(mob/user as mob) /obj/machinery/atmospherics/unary/freezer/attack_ai(mob/user as mob)
src.ui_interact(user) src.ui_interact(user)
/obj/machinery/atmospherics/unary/freezer/attack_paw(mob/user as mob)
src.ui_interact(user)
/obj/machinery/atmospherics/unary/freezer/attack_hand(mob/user as mob) /obj/machinery/atmospherics/unary/freezer/attack_hand(mob/user as mob)
src.ui_interact(user) src.ui_interact(user)

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@@ -86,9 +86,6 @@
/obj/machinery/atmospherics/unary/heater/attack_ai(mob/user as mob) /obj/machinery/atmospherics/unary/heater/attack_ai(mob/user as mob)
src.ui_interact(user) src.ui_interact(user)
/obj/machinery/atmospherics/unary/heater/attack_paw(mob/user as mob)
src.ui_interact(user)
/obj/machinery/atmospherics/unary/heater/attack_hand(mob/user as mob) /obj/machinery/atmospherics/unary/heater/attack_hand(mob/user as mob)
src.ui_interact(user) src.ui_interact(user)

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@@ -130,9 +130,6 @@
/obj/machinery/atmospherics/valve/attack_ai(mob/user as mob) /obj/machinery/atmospherics/valve/attack_ai(mob/user as mob)
return return
/obj/machinery/atmospherics/valve/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/atmospherics/valve/attack_hand(mob/user as mob) /obj/machinery/atmospherics/valve/attack_hand(mob/user as mob)
src.add_fingerprint(usr) src.add_fingerprint(usr)
update_icon(1) update_icon(1)

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@@ -55,9 +55,6 @@
del target del target
return ..() return ..()
attack_paw(var/mob/M)
return attack_hand(M)
attackby(obj/item/C as obj, mob/user as mob) attackby(obj/item/C as obj, mob/user as mob)
(..) (..)

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@@ -68,7 +68,7 @@
harm_intent_damage = 8 harm_intent_damage = 8
melee_damage_lower = 15 melee_damage_lower = 15
melee_damage_upper = 15 melee_damage_upper = 15
attacktext = "slashes" attacktext = "slashed"
attack_sound = 'sound/weapons/bite.ogg' attack_sound = 'sound/weapons/bite.ogg'
layer = 3.1 //so they can stay hidde under the /obj/structure/bush layer = 3.1 //so they can stay hidde under the /obj/structure/bush
@@ -126,7 +126,7 @@
harm_intent_damage = 2 harm_intent_damage = 2
melee_damage_lower = 3 melee_damage_lower = 3
melee_damage_upper = 10 melee_damage_upper = 10
attacktext = "bites" attacktext = "bitten"
attack_sound = 'sound/weapons/bite.ogg' attack_sound = 'sound/weapons/bite.ogg'
layer = 3.1 //so they can stay hidde under the /obj/structure/bush layer = 3.1 //so they can stay hidde under the /obj/structure/bush

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@@ -71,9 +71,6 @@
/obj/machinery/computer/guestpass/attack_ai(var/mob/user as mob) /obj/machinery/computer/guestpass/attack_ai(var/mob/user as mob)
return attack_hand(user) return attack_hand(user)
/obj/machinery/computer/guestpass/attack_paw(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/guestpass/attack_hand(var/mob/user as mob) /obj/machinery/computer/guestpass/attack_hand(var/mob/user as mob)
if(..()) if(..())
return return

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@@ -34,9 +34,6 @@
/obj/machinery/computer/atmoscontrol/attack_ai(var/mob/user as mob) /obj/machinery/computer/atmoscontrol/attack_ai(var/mob/user as mob)
return interact(user) return interact(user)
/obj/machinery/computer/atmoscontrol/attack_paw(var/mob/user as mob)
return interact(user)
/obj/machinery/computer/atmoscontrol/attack_hand(mob/user) /obj/machinery/computer/atmoscontrol/attack_hand(mob/user)
if(..()) if(..())
return return

View File

@@ -135,8 +135,7 @@
else else
breaktape(null, user) breaktape(null, user)
/obj/item/tape/attack_paw(mob/user as mob)
breaktape(/obj/item/weapon/wirecutters,user)
/obj/item/tape/proc/breaktape(obj/item/weapon/W as obj, mob/user as mob) /obj/item/tape/proc/breaktape(obj/item/weapon/W as obj, mob/user as mob)
if(user.a_intent == "help" && ((!can_puncture(W) && src.allowed(user)))) if(user.a_intent == "help" && ((!can_puncture(W) && src.allowed(user))))

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@@ -38,9 +38,6 @@ var/list/alldepartments = list("Central Command")
/obj/machinery/faxmachine/attack_ai(mob/user as mob) /obj/machinery/faxmachine/attack_ai(mob/user as mob)
return attack_hand(user) return attack_hand(user)
/obj/machinery/faxmachine/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/faxmachine/attack_hand(mob/user as mob) /obj/machinery/faxmachine/attack_hand(mob/user as mob)
user.set_machine(src) user.set_machine(src)

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@@ -154,7 +154,6 @@
/mob/proc/DblClickOn(var/atom/A, var/params) /mob/proc/DblClickOn(var/atom/A, var/params)
ClickOn(A,params) ClickOn(A,params)
/* /*
Translates into attack_hand, etc. Translates into attack_hand, etc.
@@ -168,6 +167,21 @@
/mob/proc/UnarmedAttack(var/atom/A, var/proximity_flag) /mob/proc/UnarmedAttack(var/atom/A, var/proximity_flag)
return return
/mob/living/UnarmedAttack(var/atom/A, var/proximity_flag)
if(!ticker)
src << "You cannot attack people before the game has started."
return 0
if (istype(get_area(src), /area/start))
src << "No attacking people at spawn, you jackass."
return 0
if(stat)
return 0
return 1
/* /*
Ranged unarmed attack: Ranged unarmed attack:

View File

@@ -1,3 +1,7 @@
// Generic damage proc (slimes and monkeys).
/atom/proc/attack_generic(mob/user as mob)
return 0
/* /*
Humans: Humans:
Adds an exception for gloves, to allow special glove types like the ninja ones. Adds an exception for gloves, to allow special glove types like the ninja ones.
@@ -5,15 +9,19 @@
Otherwise pretty standard. Otherwise pretty standard.
*/ */
/mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity) /mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity)
var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
if(!..())
return
// Special glove functions: // Special glove functions:
// If the gloves do anything, have them return 1 to stop // If the gloves do anything, have them return 1 to stop
// normal attack_hand() here. // normal attack_hand() here.
if(proximity && istype(G) && G.Touch(A,1)) var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
if(istype(G) && G.Touch(A,1))
return return
A.attack_hand(src) A.attack_hand(src)
/atom/proc/attack_hand(mob/user as mob) /atom/proc/attack_hand(mob/user as mob)
return return
@@ -41,23 +49,20 @@
return return
A.attack_tk(src) A.attack_tk(src)
/*
Animals & All Unspecified
*/
/mob/living/UnarmedAttack(var/atom/A)
A.attack_animal(src)
/atom/proc/attack_animal(mob/user as mob)
return
/mob/living/RestrainedClickOn(var/atom/A) /mob/living/RestrainedClickOn(var/atom/A)
return return
/* /*
Monkeys Monkeys
*/ */
/mob/living/carbon/monkey/UnarmedAttack(var/atom/A)
A.attack_paw(src)
/atom/proc/attack_paw(mob/user as mob) /mob/living/carbon/monkey/UnarmedAttack(var/atom/A, var/proximity)
return
if(!..())
return
A.attack_hand(src)
/* /*
Monkey RestrainedClickOn() was apparently the Monkey RestrainedClickOn() was apparently the
@@ -88,26 +93,91 @@
/* /*
Aliens Aliens
Defaults to same as monkey in most places
*/ */
/mob/living/carbon/alien/RestrainedClickOn(var/atom/A) /mob/living/carbon/alien/RestrainedClickOn(var/atom/A)
return return
/mob/living/carbon/alien/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return 0
A.attack_generic(src,rand(5,6),"bitten")
/* /*
Slimes Slimes
Nothing happening here Nothing happening here
*/ */
/mob/living/carbon/slime/UnarmedAttack(var/atom/A)
A.attack_slime(src)
/atom/proc/attack_slime(mob/user as mob)
return
/mob/living/carbon/slime/RestrainedClickOn(var/atom/A) /mob/living/carbon/slime/RestrainedClickOn(var/atom/A)
return return
/mob/living/carbon/slime/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return
// Eating
if(Victim)
return
// Basic attack.
A.attack_generic(src, (is_adult ? rand(20,40) : rand(5,25)), "glomped")
// Handle mob shocks.
var/mob/living/M = A
if(istype(M) && powerlevel > 0 && !istype(A,/mob/living/carbon/slime))
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC || H.species.insulated)
return
var/power = max(0,min(10,(powerlevel+rand(0,3))))
var/stunprob = 10
switch(power*10)
if(1 to 2) stunprob = 20
if(3 to 4) stunprob = 30
if(5 to 6) stunprob = 40
if(7 to 8) stunprob = 60
if(9) stunprob = 70
if(10) stunprob = 95
if(prob(stunprob))
powerlevel = max(0,powerlevel-3)
src.visible_message("\red <B>The [name] has shocked [M]!</B>")
M.Weaken(power)
M.Stun(power)
if (M.stuttering < power) M.stuttering = power
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, M)
s.start()
if(prob(stunprob) && powerlevel >= 8)
M.adjustFireLoss(powerlevel * rand(6,10))
M.updatehealth()
/* /*
New Players: New Players:
Have no reason to click on anything at all. Have no reason to click on anything at all.
*/ */
/mob/new_player/ClickOn() /mob/new_player/ClickOn()
return return
/*
Animals
*/
/mob/living/simple_animal/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return
if(melee_damage_upper == 0 && istype(A,/mob/living))
custom_emote(1,"[friendly] [src]!")
return
var/damage = rand(melee_damage_lower, melee_damage_upper)
if(A.attack_generic(src,damage,attacktext,wall_smash) && loc && attack_sound)
playsound(loc, attack_sound, 50, 1, 1)

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@@ -193,11 +193,6 @@
return src.master.attackby(a, b) return src.master.attackby(a, b)
return return
/atom/movable/overlay/attack_paw(a, b, c)
if (src.master)
return src.master.attack_paw(a, b, c)
return
/atom/movable/overlay/attack_hand(a, b, c) /atom/movable/overlay/attack_hand(a, b, c)
if (src.master) if (src.master)
return src.master.attack_hand(a, b, c) return src.master.attack_hand(a, b, c)

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@@ -324,8 +324,6 @@
return return
return return
*/ */
/obj/machinery/computer/scan_consolenew/attack_paw(user as mob)
ui_interact(user)
/obj/machinery/computer/scan_consolenew/attack_ai(user as mob) /obj/machinery/computer/scan_consolenew/attack_ai(user as mob)
src.add_hiddenprint(user) src.add_hiddenprint(user)

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@@ -34,7 +34,7 @@
maxHealth = 20 maxHealth = 20
melee_damage_lower = 4 melee_damage_lower = 4
melee_damage_upper = 8 melee_damage_upper = 8
attacktext = "hits" attacktext = "hit"
attack_sound = 'sound/weapons/genhit1.ogg' attack_sound = 'sound/weapons/genhit1.ogg'
var/obj/effect/blob/factory/factory = null var/obj/effect/blob/factory/factory = null
faction = "blob" faction = "blob"

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@@ -1473,9 +1473,6 @@ It is possible to destroy the net by the occupant or someone else.
healthcheck() healthcheck()
return return
attack_paw()
return attack_hand()
attackby(obj/item/weapon/W as obj, mob/user as mob) attackby(obj/item/weapon/W as obj, mob/user as mob)
var/aforce = W.force var/aforce = W.force
health = max(0, health - aforce) health = max(0, health - aforce)

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@@ -165,9 +165,6 @@ var/bomb_set
return return
..() ..()
/obj/machinery/nuclearbomb/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/nuclearbomb/attack_hand(mob/user as mob) /obj/machinery/nuclearbomb/attack_hand(mob/user as mob)
if (src.extended) if (src.extended)
if (!ishuman(user)) if (!ishuman(user))

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@@ -417,76 +417,20 @@
/proc/get_all_centcom_jobs() /proc/get_all_centcom_jobs()
return list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer","BlackOps Commander","Supreme Commander") return list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer","BlackOps Commander","Supreme Commander")
//gets the actual job rank (ignoring alt titles) proc/GetIdCard(var/mob/living/carbon/human/H)
//this is used solely for sechuds if(H.wear_id)
/obj/proc/GetJobRealName() var/id = H.wear_id.GetID()
if (!istype(src, /obj/item/device/pda) && !istype(src,/obj/item/weapon/card/id)) if(id)
return return id
if(H.get_active_hand())
var/rank var/obj/item/I = H.get_active_hand()
var/assignment return I.GetID()
if(istype(src, /obj/item/device/pda))
if(src:id)
rank = src:id:rank
assignment = src:id:assignment
else if(istype(src, /obj/item/weapon/card/id))
rank = src:rank
assignment = src:assignment
if( rank in joblist )
return rank
if( assignment in joblist )
return assignment
return "Unknown"
//gets the alt title, failing that the actual job rank
//this is unused
/obj/proc/sdsdsd() //GetJobDisplayName
if (!istype(src, /obj/item/device/pda) && !istype(src,/obj/item/weapon/card/id))
return
var/assignment
if(istype(src, /obj/item/device/pda))
if(src:id)
assignment = src:id:assignment
else if(istype(src, /obj/item/weapon/card/id))
assignment = src:assignment
if(assignment)
return assignment
return "Unknown"
proc/FindNameFromID(var/mob/living/carbon/human/H) proc/FindNameFromID(var/mob/living/carbon/human/H)
ASSERT(istype(H)) ASSERT(istype(H))
var/obj/item/weapon/card/id/C = H.get_active_hand() var/obj/item/weapon/card/id/C = GetIdCard(H)
if( istype(C) || istype(C, /obj/item/device/pda) ) if(C)
var/obj/item/weapon/card/id/ID = C return C.registered_name
if( istype(C, /obj/item/device/pda) )
var/obj/item/device/pda/pda = C
ID = pda.id
if(!istype(ID))
ID = null
if(ID)
return ID.registered_name
C = H.wear_id
if( istype(C) || istype(C, /obj/item/device/pda) )
var/obj/item/weapon/card/id/ID = C
if( istype(C, /obj/item/device/pda) )
var/obj/item/device/pda/pda = C
ID = pda.id
if(!istype(ID))
ID = null
if(ID)
return ID.registered_name
proc/get_all_job_icons() //For all existing HUD icons proc/get_all_job_icons() //For all existing HUD icons
return joblist + list("Prisoner") return joblist + list("Prisoner")

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@@ -45,19 +45,6 @@
if(prob(75)) if(prob(75))
del(src) del(src)
/obj/machinery/optable/attack_paw(mob/user as mob)
if ((HULK in usr.mutations))
usr << text("\blue You destroy the operating table.")
visible_message("\red [usr] destroys the operating table!")
src.density = 0
del(src)
if (!( locate(/obj/machinery/optable, user.loc) ))
step(user, get_dir(user, src))
if (user.loc == src.loc)
user.layer = TURF_LAYER
visible_message("The monkey hides under the table!")
return
/obj/machinery/optable/attack_hand(mob/user as mob) /obj/machinery/optable/attack_hand(mob/user as mob)
if (HULK in usr.mutations) if (HULK in usr.mutations)
usr << text("\blue You destroy the table.") usr << text("\blue You destroy the table.")

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@@ -50,9 +50,6 @@
/obj/machinery/sleep_console/attack_ai(mob/user as mob) /obj/machinery/sleep_console/attack_ai(mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/sleep_console/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/sleep_console/attack_hand(mob/user as mob) /obj/machinery/sleep_console/attack_hand(mob/user as mob)
if(..()) if(..())
return return

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@@ -211,10 +211,6 @@
*/ */
/obj/machinery/body_scanconsole/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/body_scanconsole/attack_ai(user as mob) /obj/machinery/body_scanconsole/attack_ai(user as mob)
return src.attack_hand(user) return src.attack_hand(user)

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@@ -1094,9 +1094,6 @@ FIRE ALARM
/obj/machinery/firealarm/bullet_act(BLAH) /obj/machinery/firealarm/bullet_act(BLAH)
return src.alarm() return src.alarm()
/obj/machinery/firealarm/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/firealarm/emp_act(severity) /obj/machinery/firealarm/emp_act(severity)
if(prob(50/severity)) alarm() if(prob(50/severity)) alarm()
..() ..()
@@ -1379,9 +1376,6 @@ Code shamelessly copied from apc_frame
idle_power_usage = 2 idle_power_usage = 2
active_power_usage = 6 active_power_usage = 6
/obj/machinery/partyalarm/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/partyalarm/attack_hand(mob/user as mob) /obj/machinery/partyalarm/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN)) if(user.stat || stat & (NOPOWER|BROKEN))
return return

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@@ -21,9 +21,6 @@
attack_ai(var/mob/user as mob) attack_ai(var/mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
attack_paw(var/mob/user as mob)
return
attack_hand(var/mob/user as mob) attack_hand(var/mob/user as mob)
if(..(user)) if(..(user))
return return

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@@ -11,7 +11,7 @@
var/canister_color = "yellow" var/canister_color = "yellow"
var/can_label = 1 var/can_label = 1
start_pressure = 4.5 * ONE_ATMOSPHERE start_pressure = 45 * ONE_ATMOSPHERE
pressure_resistance = 7 * ONE_ATMOSPHERE pressure_resistance = 7 * ONE_ATMOSPHERE
var/temperature_resistance = 1000 + T0C var/temperature_resistance = 1000 + T0C
volume = 1000 volume = 1000
@@ -19,41 +19,44 @@
var/release_log = "" var/release_log = ""
var/update_flag = 0 var/update_flag = 0
/obj/machinery/portable_atmospherics/canister/
can_label = 0
/obj/machinery/portable_atmospherics/canister/sleeping_agent /obj/machinery/portable_atmospherics/canister/sleeping_agent
name = "Canister: \[N2O\]" name = "Canister: \[N2O\]"
icon_state = "redws" icon_state = "redws"
canister_color = "redws" canister_color = "redws"
can_label = 0
/obj/machinery/portable_atmospherics/canister/nitrogen /obj/machinery/portable_atmospherics/canister/nitrogen
name = "Canister: \[N2\]" name = "Canister: \[N2\]"
icon_state = "red" icon_state = "red"
canister_color = "red" canister_color = "red"
can_label = 0
/obj/machinery/portable_atmospherics/canister/oxygen /obj/machinery/portable_atmospherics/canister/oxygen
name = "Canister: \[O2\]" name = "Canister: \[O2\]"
icon_state = "blue" icon_state = "blue"
canister_color = "blue" canister_color = "blue"
can_label = 0
/obj/machinery/portable_atmospherics/canister/phoron /obj/machinery/portable_atmospherics/canister/phoron
name = "Canister \[Phoron\]" name = "Canister \[Phoron\]"
icon_state = "orange" icon_state = "orange"
canister_color = "orange" canister_color = "orange"
can_label = 0
/obj/machinery/portable_atmospherics/canister/carbon_dioxide /obj/machinery/portable_atmospherics/canister/carbon_dioxide
name = "Canister \[CO2\]" name = "Canister \[CO2\]"
icon_state = "black" icon_state = "black"
canister_color = "black" canister_color = "black"
can_label = 0
/obj/machinery/portable_atmospherics/canister/air /obj/machinery/portable_atmospherics/canister/air
name = "Canister \[Air\]" name = "Canister \[Air\]"
icon_state = "grey" icon_state = "grey"
canister_color = "grey" canister_color = "grey"
can_label = 0
/obj/machinery/portable_atmospherics/canister/air/airlock /obj/machinery/portable_atmospherics/canister/air/airlock
start_pressure = 0 start_pressure = 3 * ONE_ATMOSPHERE
/obj/machinery/portable_atmospherics/canister/empty/ /obj/machinery/portable_atmospherics/canister/empty/
start_pressure = 0 start_pressure = 0
@@ -251,9 +254,6 @@ update_flag
/obj/machinery/portable_atmospherics/canister/attack_ai(var/mob/user as mob) /obj/machinery/portable_atmospherics/canister/attack_ai(var/mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/portable_atmospherics/canister/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/portable_atmospherics/canister/attack_hand(var/mob/user as mob) /obj/machinery/portable_atmospherics/canister/attack_hand(var/mob/user as mob)
return src.ui_interact(user) return src.ui_interact(user)
@@ -356,12 +356,10 @@ update_flag
..() ..()
src.air_contents.adjust_gas("phoron", MolesForPressure()) src.air_contents.adjust_gas("phoron", MolesForPressure())
src.update_icon() src.update_icon()
return 1 return 1
/obj/machinery/portable_atmospherics/canister/oxygen/New() /obj/machinery/portable_atmospherics/canister/oxygen/New()
..() ..()
src.air_contents.adjust_gas("oxygen", MolesForPressure()) src.air_contents.adjust_gas("oxygen", MolesForPressure())
@@ -369,11 +367,9 @@ update_flag
return 1 return 1
/obj/machinery/portable_atmospherics/canister/sleeping_agent/New() /obj/machinery/portable_atmospherics/canister/sleeping_agent/New()
..() ..()
air_contents.adjust_gas("sleeping_agent", MolesForPressure()) air_contents.adjust_gas("sleeping_agent", MolesForPressure())
src.update_icon() src.update_icon()
return 1 return 1
@@ -395,13 +391,13 @@ update_flag
..() ..()
src.air_contents.adjust_gas("nitrogen", MolesForPressure()) src.air_contents.adjust_gas("nitrogen", MolesForPressure())
src.update_icon() src.update_icon()
return 1 return 1
/obj/machinery/portable_atmospherics/canister/carbon_dioxide/New() /obj/machinery/portable_atmospherics/canister/carbon_dioxide/New()
..() ..()
src.air_contents.adjust_gas("carbon_dioxide", ) src.air_contents.adjust_gas("carbon_dioxide", MolesForPressure())
src.update_icon()
return 1 return 1

View File

@@ -46,7 +46,7 @@
"nitrogen" = N2STANDARD * MolesForPressure()) "nitrogen" = N2STANDARD * MolesForPressure())
/obj/machinery/portable_atmospherics/proc/MolesForPressure(var/target_pressure = start_pressure) /obj/machinery/portable_atmospherics/proc/MolesForPressure(var/target_pressure = start_pressure)
return max(0, (air_contents.return_pressure() - target_pressure)) * air_contents.volume/(R_IDEAL_GAS_EQUATION*air_contents.temperature) return (target_pressure * air_contents.volume) / (R_IDEAL_GAS_EQUATION * air_contents.temperature)
/obj/machinery/portable_atmospherics/update_icon() /obj/machinery/portable_atmospherics/update_icon()
return null return null

View File

@@ -109,9 +109,6 @@
/obj/machinery/portable_atmospherics/powered/pump/attack_ai(var/mob/user as mob) /obj/machinery/portable_atmospherics/powered/pump/attack_ai(var/mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/portable_atmospherics/powered/pump/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/portable_atmospherics/powered/pump/attack_hand(var/mob/user as mob) /obj/machinery/portable_atmospherics/powered/pump/attack_hand(var/mob/user as mob)
user.set_machine(src) user.set_machine(src)

View File

@@ -85,9 +85,6 @@
/obj/machinery/portable_atmospherics/powered/scrubber/attack_ai(var/mob/user as mob) /obj/machinery/portable_atmospherics/powered/scrubber/attack_ai(var/mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/portable_atmospherics/powered/scrubber/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/portable_atmospherics/powered/scrubber/attack_hand(var/mob/user as mob) /obj/machinery/portable_atmospherics/powered/scrubber/attack_hand(var/mob/user as mob)
user.set_machine(src) user.set_machine(src)

View File

@@ -184,9 +184,6 @@
updateUsrDialog() updateUsrDialog()
return return
/obj/machinery/autolathe/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/autolathe/attack_hand(mob/user as mob) /obj/machinery/autolathe/attack_hand(mob/user as mob)
user.set_machine(src) user.set_machine(src)
interact(user) interact(user)

View File

@@ -52,18 +52,6 @@
user << "<span class='danger'>[src]'s parts look very loose!</span>" user << "<span class='danger'>[src]'s parts look very loose!</span>"
return return
/obj/machinery/bot/attack_animal(var/mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0) return
src.health -= M.melee_damage_upper
src.visible_message("\red <B>[M] has [M.attacktext] [src]!</B>")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
if(prob(10))
new /obj/effect/decal/cleanable/blood/oil(src.loc)
healthcheck()
/obj/machinery/bot/attackby(obj/item/weapon/W as obj, mob/user as mob) /obj/machinery/bot/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/screwdriver)) if(istype(W, /obj/item/weapon/screwdriver))
if(!locked) if(!locked)

View File

@@ -96,9 +96,6 @@
src.icon_state = "medibot[src.on]" src.icon_state = "medibot[src.on]"
src.updateUsrDialog() src.updateUsrDialog()
/obj/machinery/bot/medbot/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/bot/medbot/attack_hand(mob/user as mob) /obj/machinery/bot/medbot/attack_hand(mob/user as mob)
. = ..() . = ..()
if (.) if (.)

View File

@@ -260,6 +260,12 @@ Auto Patrol: []"},
src.mode = 0 src.mode = 0
walk_to(src,0) walk_to(src,0)
// We re-assess human targets, before bashing their head in, in case their credentials change
if(target && istype(target, /mob/living/carbon/human))
var/threat = src.assess_perp(target, idcheck, check_records)
if(threat < 4)
target = null
if(target) // make sure target exists if(target) // make sure target exists
if(!lasercolor && Adjacent(target)) // If right next to perp. Lasertag bots do not arrest anyone, just patrol and shoot and whatnot if(!lasercolor && Adjacent(target)) // If right next to perp. Lasertag bots do not arrest anyone, just patrol and shoot and whatnot
if(istype(src.target,/mob/living/carbon)) if(istype(src.target,/mob/living/carbon))
@@ -643,7 +649,7 @@ Auto Patrol: []"},
continue continue
if(istype(C, /mob/living/carbon/human)) if(istype(C, /mob/living/carbon/human))
src.threatlevel = src.assess_perp(C, idcheck, check_records, lasercolor) src.threatlevel = src.assess_perp(C, idcheck, check_records)
else if(istype(M, /mob/living/simple_animal/hostile)) else if(istype(M, /mob/living/simple_animal/hostile))
if(M.stat == DEAD) if(M.stat == DEAD)
@@ -669,6 +675,40 @@ Auto Patrol: []"},
else else
continue continue
/obj/machinery/bot/secbot/on_assess_perp(mob/living/carbon/human/perp)
if(lasercolor)
return laser_check(perp, lasercolor)
var/threat = 0
threat -= laser_check(perp, "b")
threat -= laser_check(perp, "r")
return threat
/obj/machinery/bot/secbot/proc/laser_check(mob/living/carbon/human/perp, var/lasercolor)
var/target_suit
var/target_weapon
var/threat = 0
//Lasertag turrets target the opposing team, how great is that? -Sieve
switch(lasercolor)
if("b")
target_suit = /obj/item/clothing/suit/redtag
target_weapon = /obj/item/weapon/gun/energy/laser/redtag
if("r")
target_suit = /obj/item/clothing/suit/bluetag
target_weapon = /obj/item/weapon/gun/energy/laser/bluetag
if((istype(perp.r_hand, target_weapon)) || (istype(perp.l_hand, target_weapon)))
threat += 4
if(istype(perp, /mob/living/carbon/human))
if(istype(perp.wear_suit, target_suit))
threat += 4
if(istype(perp.belt, target_weapon))
threat += 2
return threat
/obj/machinery/bot/secbot/is_assess_emagged() /obj/machinery/bot/secbot/is_assess_emagged()
return emagged == 2 return emagged == 2

View File

@@ -121,8 +121,7 @@
/obj/machinery/clonepod/attack_ai(mob/user as mob) /obj/machinery/clonepod/attack_ai(mob/user as mob)
src.add_hiddenprint(user) src.add_hiddenprint(user)
return attack_hand(user) return attack_hand(user)
/obj/machinery/clonepod/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/clonepod/attack_hand(mob/user as mob) /obj/machinery/clonepod/attack_hand(mob/user as mob)
if ((isnull(src.occupant)) || (stat & NOPOWER)) if ((isnull(src.occupant)) || (stat & NOPOWER))
return return

View File

@@ -43,9 +43,6 @@ var/global/list/holodeck_programs = list(
attack_ai(var/mob/user as mob) attack_ai(var/mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
attack_paw(var/mob/user as mob)
return
attack_hand(var/mob/user as mob) attack_hand(var/mob/user as mob)
if(..()) if(..())
@@ -316,15 +313,6 @@ var/global/list/holodeck_programs = list(
return return
// HOLOFLOOR DOES NOT GIVE A FUCK // HOLOFLOOR DOES NOT GIVE A FUCK
/obj/structure/table/holotable /obj/structure/table/holotable
name = "table" name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move." desc = "A square piece of metal standing on four metal legs. It can not move."
@@ -335,13 +323,6 @@ var/global/list/holodeck_programs = list(
layer = 2.8 layer = 2.8
throwpass = 1 //You can throw objects over this, despite it's density. throwpass = 1 //You can throw objects over this, despite it's density.
/obj/structure/table/holotable/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/table/holotable/attack_animal(mob/living/user as mob) //Removed code for larva since it doesn't work. Previous code is now a larva ability. /N
return attack_hand(user)
/obj/structure/table/holotable/attack_hand(mob/user as mob) /obj/structure/table/holotable/attack_hand(mob/user as mob)
return // HOLOTABLE DOES NOT GIVE A FUCK return // HOLOTABLE DOES NOT GIVE A FUCK
@@ -529,10 +510,6 @@ var/global/list/holodeck_programs = list(
user << "The station AI is not to interact with these devices!" user << "The station AI is not to interact with these devices!"
return return
/obj/machinery/readybutton/attack_paw(mob/user as mob)
user << "You are too primitive to use this device."
return
/obj/machinery/readybutton/New() /obj/machinery/readybutton/New()
..() ..()
@@ -541,10 +518,14 @@ var/global/list/holodeck_programs = list(
user << "The device is a solid button, there's nothing you can do with it!" user << "The device is a solid button, there's nothing you can do with it!"
/obj/machinery/readybutton/attack_hand(mob/user as mob) /obj/machinery/readybutton/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN)) if(user.stat || stat & (NOPOWER|BROKEN))
user << "This device is not powered." user << "This device is not powered."
return return
if(!user.IsAdvancedToolUser())
return 0
currentarea = get_area(src.loc) currentarea = get_area(src.loc)
if(!currentarea) if(!currentarea)
del(src) del(src)

View File

@@ -24,9 +24,6 @@
/obj/machinery/computer/aifixer/attack_ai(var/mob/user as mob) /obj/machinery/computer/aifixer/attack_ai(var/mob/user as mob)
return attack_hand(user) return attack_hand(user)
/obj/machinery/computer/aifixer/attack_paw(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/aifixer/attack_hand(var/mob/user as mob) /obj/machinery/computer/aifixer/attack_hand(var/mob/user as mob)
if(..()) if(..())
return return

View File

@@ -56,9 +56,6 @@
/obj/machinery/computer/arcade/attack_ai(mob/user as mob) /obj/machinery/computer/arcade/attack_ai(mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/computer/arcade/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/arcade/attack_hand(mob/user as mob) /obj/machinery/computer/arcade/attack_hand(mob/user as mob)
if(..()) if(..())
return return

View File

@@ -15,11 +15,6 @@
attack_ai(var/mob/user as mob) attack_ai(var/mob/user as mob)
return attack_hand(user) return attack_hand(user)
attack_paw(var/mob/user as mob)
return attack_hand(user)
check_eye(var/mob/user as mob) check_eye(var/mob/user as mob)
if (user.stat || ((get_dist(user, src) > 1 || !( user.canmove ) || user.blinded) && !istype(user, /mob/living/silicon))) //user can't see - not sure why canmove is here. if (user.stat || ((get_dist(user, src) > 1 || !( user.canmove ) || user.blinded) && !istype(user, /mob/living/silicon))) //user can't see - not sure why canmove is here.
return null return null

View File

@@ -72,9 +72,6 @@
/obj/machinery/computer/card/attack_ai(var/mob/user as mob) /obj/machinery/computer/card/attack_ai(var/mob/user as mob)
return attack_hand(user) return attack_hand(user)
/obj/machinery/computer/card/attack_paw(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/card/attack_hand(mob/user as mob) /obj/machinery/computer/card/attack_hand(mob/user as mob)
if(..()) return if(..()) return
if(stat & (NOPOWER|BROKEN)) return if(stat & (NOPOWER|BROKEN)) return

View File

@@ -69,9 +69,6 @@
..() ..()
return return
/obj/machinery/computer/cloning/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/cloning/attack_ai(mob/user as mob) /obj/machinery/computer/cloning/attack_ai(mob/user as mob)
return attack_hand(user) return attack_hand(user)

View File

@@ -276,11 +276,6 @@
/obj/machinery/computer/communications/attack_ai(var/mob/user as mob) /obj/machinery/computer/communications/attack_ai(var/mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/computer/communications/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/communications/attack_hand(var/mob/user as mob) /obj/machinery/computer/communications/attack_hand(var/mob/user as mob)
if(..()) if(..())
return return

View File

@@ -44,9 +44,6 @@
/obj/machinery/computer/med_data/attack_ai(user as mob) /obj/machinery/computer/med_data/attack_ai(user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/computer/med_data/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/computer/med_data/attack_hand(mob/user as mob) /obj/machinery/computer/med_data/attack_hand(mob/user as mob)
if(..()) if(..())
return return

View File

@@ -110,11 +110,6 @@
/obj/machinery/computer/pod/attack_ai(var/mob/user as mob) /obj/machinery/computer/pod/attack_ai(var/mob/user as mob)
return attack_hand(user) return attack_hand(user)
/obj/machinery/computer/pod/attack_paw(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/pod/attack_hand(var/mob/user as mob) /obj/machinery/computer/pod/attack_hand(var/mob/user as mob)
if(..()) if(..())
return return

View File

@@ -17,11 +17,6 @@
attack_ai(var/mob/user as mob) attack_ai(var/mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
attack_paw(var/mob/user as mob)
return
attack_hand(var/mob/user as mob) attack_hand(var/mob/user as mob)
if(..()) if(..())
return return

View File

@@ -21,19 +21,9 @@ var/prison_shuttle_timeleft = 0
var/allowedtocall = 0 var/allowedtocall = 0
var/prison_break = 0 var/prison_break = 0
attackby(I as obj, user as mob)
return src.attack_hand(user)
attack_ai(var/mob/user as mob) attack_ai(var/mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
attack_paw(var/mob/user as mob)
return src.attack_hand(user)
attackby(I as obj, user as mob) attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver)) if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)

View File

@@ -20,11 +20,6 @@
/obj/machinery/computer/robotics/attack_ai(var/mob/user as mob) /obj/machinery/computer/robotics/attack_ai(var/mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/computer/robotics/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
return
/obj/machinery/computer/robotics/attack_hand(var/mob/user as mob) /obj/machinery/computer/robotics/attack_hand(var/mob/user as mob)
if(..()) if(..())
return return

View File

@@ -50,9 +50,6 @@
/obj/machinery/computer/secure_data/attack_ai(mob/user as mob) /obj/machinery/computer/secure_data/attack_ai(mob/user as mob)
return attack_hand(user) return attack_hand(user)
/obj/machinery/computer/secure_data/attack_paw(mob/user as mob)
return attack_hand(user)
//Someone needs to break down the dat += into chunks instead of long ass lines. //Someone needs to break down the dat += into chunks instead of long ass lines.
/obj/machinery/computer/secure_data/attack_hand(mob/user as mob) /obj/machinery/computer/secure_data/attack_hand(mob/user as mob)
if(..()) if(..())

View File

@@ -33,9 +33,6 @@
/obj/machinery/computer/skills/attack_ai(mob/user as mob) /obj/machinery/computer/skills/attack_ai(mob/user as mob)
return attack_hand(user) return attack_hand(user)
/obj/machinery/computer/skills/attack_paw(mob/user as mob)
return attack_hand(user)
//Someone needs to break down the dat += into chunks instead of long ass lines. //Someone needs to break down the dat += into chunks instead of long ass lines.
/obj/machinery/computer/skills/attack_hand(mob/user as mob) /obj/machinery/computer/skills/attack_hand(mob/user as mob)
if(..()) if(..())

View File

@@ -248,9 +248,6 @@ var/specops_shuttle_timeleft = 0
/obj/machinery/computer/specops_shuttle/attack_ai(var/mob/user as mob) /obj/machinery/computer/specops_shuttle/attack_ai(var/mob/user as mob)
return attack_hand(user) return attack_hand(user)
/obj/machinery/computer/specops_shuttle/attack_paw(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/specops_shuttle/attackby(I as obj, user as mob) /obj/machinery/computer/specops_shuttle/attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag)) if(istype(I,/obj/item/weapon/card/emag))
user << "\blue The electronic systems in this console are far too advanced for your primitive hacking peripherals." user << "\blue The electronic systems in this console are far too advanced for your primitive hacking peripherals."

View File

@@ -184,9 +184,6 @@ var/syndicate_elite_shuttle_timeleft = 0
/obj/machinery/computer/syndicate_elite_shuttle/attack_ai(var/mob/user as mob) /obj/machinery/computer/syndicate_elite_shuttle/attack_ai(var/mob/user as mob)
return attack_hand(user) return attack_hand(user)
/obj/machinery/computer/syndicate_elite_shuttle/attack_paw(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/syndicate_elite_shuttle/attackby(I as obj, user as mob) /obj/machinery/computer/syndicate_elite_shuttle/attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag)) if(istype(I,/obj/item/weapon/card/emag))
user << "\blue The electronic systems in this console are far too advanced for your primitive hacking peripherals." user << "\blue The electronic systems in this console are far too advanced for your primitive hacking peripherals."

View File

@@ -20,9 +20,6 @@ var/global/list/frozen_items = list()
circuit = "/obj/item/weapon/circuitboard/cryopodcontrol" circuit = "/obj/item/weapon/circuitboard/cryopodcontrol"
var/mode = null var/mode = null
/obj/machinery/computer/cryopod/attack_paw()
src.attack_hand()
/obj/machinery/computer/cryopod/attack_ai() /obj/machinery/computer/cryopod/attack_ai()
src.attack_hand() src.attack_hand()

View File

@@ -41,9 +41,6 @@
else else
user << "Error, no route to host." user << "Error, no route to host."
/obj/machinery/door_control/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/door_control/attackby(obj/item/weapon/W, mob/user as mob) /obj/machinery/door_control/attackby(obj/item/weapon/W, mob/user as mob)
/* For later implementation /* For later implementation
if (istype(W, /obj/item/weapon/screwdriver)) if (istype(W, /obj/item/weapon/screwdriver))
@@ -155,9 +152,6 @@
/obj/machinery/driver_button/attack_ai(mob/user as mob) /obj/machinery/driver_button/attack_ai(mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/driver_button/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/driver_button/attackby(obj/item/weapon/W, mob/user as mob) /obj/machinery/driver_button/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/device/detective_scanner)) if(istype(W, /obj/item/device/detective_scanner))

View File

@@ -606,8 +606,6 @@ About the new airlock wires panel:
s.set_up(5, 1, src) s.set_up(5, 1, src)
s.start() s.start()
return ..() return ..()
/obj/machinery/door/airlock/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/door/airlock/attack_hand(mob/user as mob) /obj/machinery/door/airlock/attack_hand(mob/user as mob)
if(!istype(usr, /mob/living/silicon)) if(!istype(usr, /mob/living/silicon))

View File

@@ -23,7 +23,7 @@
var/normalspeed = 1 var/normalspeed = 1
var/heat_proof = 0 // For glass airlocks/opacity firedoors var/heat_proof = 0 // For glass airlocks/opacity firedoors
var/air_properties_vary_with_direction = 0 var/air_properties_vary_with_direction = 0
var/maxhealth = 500 var/maxhealth = 300
var/health var/health
var/min_force = 10 //minimum amount of force needed to damage the door with a melee weapon var/min_force = 10 //minimum amount of force needed to damage the door with a melee weapon
var/hitsound = 'sound/weapons/smash.ogg' //sound door makes when hit with a weapon var/hitsound = 'sound/weapons/smash.ogg' //sound door makes when hit with a weapon
@@ -127,13 +127,14 @@
return return
/obj/machinery/door/bullet_act(var/obj/item/projectile/Proj) /obj/machinery/door/bullet_act(var/obj/item/projectile/Proj)
..()
//Tasers and the like should not damage doors. //Tasers and the like should not damage doors.
if(Proj.damage_type == HALLOSS) if(Proj.damage_type == HALLOSS)
return return
if(Proj.damage) if(Proj.damage)
take_damage(round(Proj.damage * 4)) take_damage(Proj.damage)
..()
/obj/machinery/door/hitby(AM as mob|obj) /obj/machinery/door/hitby(AM as mob|obj)
@@ -152,11 +153,6 @@
/obj/machinery/door/attack_ai(mob/user as mob) /obj/machinery/door/attack_ai(mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/door/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/door/attack_hand(mob/user as mob) /obj/machinery/door/attack_hand(mob/user as mob)
return src.attackby(user, user) return src.attackby(user, user)

View File

@@ -29,11 +29,11 @@
/obj/machinery/embedded_controller/attack_ai(mob/user as mob) /obj/machinery/embedded_controller/attack_ai(mob/user as mob)
src.ui_interact(user) src.ui_interact(user)
/obj/machinery/embedded_controller/attack_paw(mob/user as mob)
user << "You do not have the dexterity to use this."
return
/obj/machinery/embedded_controller/attack_hand(mob/user as mob) /obj/machinery/embedded_controller/attack_hand(mob/user as mob)
if(!user.IsAdvancedToolUser())
return 0
src.ui_interact(user) src.ui_interact(user)
/obj/machinery/embedded_controller/ui_interact() /obj/machinery/embedded_controller/ui_interact()

View File

@@ -122,9 +122,6 @@
/obj/machinery/flasher_button/attack_ai(mob/user as mob) /obj/machinery/flasher_button/attack_ai(mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/flasher_button/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/flasher_button/attackby(obj/item/weapon/W, mob/user as mob) /obj/machinery/flasher_button/attackby(obj/item/weapon/W, mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)

View File

@@ -47,8 +47,6 @@
/obj/machinery/holosign_switch/attack_ai(mob/user as mob) /obj/machinery/holosign_switch/attack_ai(mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/ /
obj/machinery/holosign_switch/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/holosign_switch/attackby(obj/item/weapon/W, mob/user as mob) /obj/machinery/holosign_switch/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/device/detective_scanner)) if(istype(W, /obj/item/device/detective_scanner))

View File

@@ -13,9 +13,6 @@
/obj/machinery/igniter/attack_ai(mob/user as mob) /obj/machinery/igniter/attack_ai(mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/igniter/attack_paw(mob/user as mob)
return
/obj/machinery/igniter/attack_hand(mob/user as mob) /obj/machinery/igniter/attack_hand(mob/user as mob)
if(..()) if(..())
return return
@@ -121,9 +118,6 @@
/obj/machinery/ignition_switch/attack_ai(mob/user as mob) /obj/machinery/ignition_switch/attack_ai(mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/ignition_switch/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/ignition_switch/attackby(obj/item/weapon/W, mob/user as mob) /obj/machinery/ignition_switch/attackby(obj/item/weapon/W, mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)

View File

@@ -62,9 +62,6 @@
else else
src.overlays += image('icons/obj/kitchen.dmi', "gridle") src.overlays += image('icons/obj/kitchen.dmi', "gridle")
/obj/machinery/gibber/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/gibber/relaymove(mob/user as mob) /obj/machinery/gibber/relaymove(mob/user as mob)
src.go_out() src.go_out()
return return

View File

@@ -53,9 +53,6 @@
src.updateUsrDialog() src.updateUsrDialog()
return 0 return 0
/obj/machinery/juicer/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/juicer/attack_ai(mob/user as mob) /obj/machinery/juicer/attack_ai(mob/user as mob)
return 0 return 0

View File

@@ -138,9 +138,6 @@
return 1 return 1
src.updateUsrDialog() src.updateUsrDialog()
/obj/machinery/microwave/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/microwave/attack_ai(mob/user as mob) /obj/machinery/microwave/attack_ai(mob/user as mob)
return 0 return 0

View File

@@ -218,9 +218,6 @@
..() ..()
/obj/machinery/smartfridge/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/smartfridge/attack_ai(mob/user as mob) /obj/machinery/smartfridge/attack_ai(mob/user as mob)
return 0 return 0

View File

@@ -41,10 +41,6 @@
if(..(user, 1)) if(..(user, 1))
user << "A light switch. It is [on? "on" : "off"]." user << "A light switch. It is [on? "on" : "off"]."
/obj/machinery/light_switch/attack_paw(mob/user)
src.attack_hand(user)
/obj/machinery/light_switch/attack_hand(mob/user) /obj/machinery/light_switch/attack_hand(mob/user)
on = !on on = !on

View File

@@ -232,9 +232,6 @@ Class Procs:
else else
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/attack_hand(mob/user as mob) /obj/machinery/attack_hand(mob/user as mob)
if(inoperable(MAINT)) if(inoperable(MAINT))
return 1 return 1
@@ -316,7 +313,7 @@ Class Procs:
/obj/machinery/proc/is_assess_emagged() /obj/machinery/proc/is_assess_emagged()
return emagged return emagged
/obj/machinery/proc/assess_perp(mob/living/carbon/human/perp, var/auth_weapons, var/check_records, var/lasercolor) /obj/machinery/proc/assess_perp(mob/living/carbon/human/perp, var/auth_weapons, var/check_records)
var/threatcount = 0 //the integer returned var/threatcount = 0 //the integer returned
if(is_assess_emagged()) if(is_assess_emagged())
@@ -326,56 +323,27 @@ Class Procs:
if(threatcount >= 10) if(threatcount >= 10)
return threatcount return threatcount
//Agent cards lower threatlevel.
var/obj/item/weapon/card/id/id = GetIdCard(perp)
if(id && istype(id, /obj/item/weapon/card/id/syndicate))
threatcount -= 2
if(auth_weapons && !src.allowed(perp)) if(auth_weapons && !src.allowed(perp))
if(istype(perp.l_hand, /obj/item/weapon/gun) || istype(perp.l_hand, /obj/item/weapon/melee)) if(istype(perp.l_hand, /obj/item/weapon/gun) || istype(perp.l_hand, /obj/item/weapon/melee))
if(!istype(perp.l_hand, /obj/item/weapon/gun/energy/laser/bluetag) \ threatcount += 4
&& !istype(perp.l_hand, /obj/item/weapon/gun/energy/laser/redtag) \
&& !istype(perp.l_hand, /obj/item/weapon/gun/energy/laser/practice))
threatcount += 4
if(istype(perp.r_hand, /obj/item/weapon/gun) || istype(perp.r_hand, /obj/item/weapon/melee)) if(istype(perp.r_hand, /obj/item/weapon/gun) || istype(perp.r_hand, /obj/item/weapon/melee))
if(!istype(perp.r_hand, /obj/item/weapon/gun/energy/laser/bluetag) \ threatcount += 4
&& !istype(perp.r_hand, /obj/item/weapon/gun/energy/laser/redtag) \
&& !istype(perp.r_hand, /obj/item/weapon/gun/energy/laser/practice))
threatcount += 4
if(istype(perp.belt, /obj/item/weapon/gun) || istype(perp.belt, /obj/item/weapon/melee)) if(istype(perp.belt, /obj/item/weapon/gun) || istype(perp.belt, /obj/item/weapon/melee))
if(!istype(perp.belt, /obj/item/weapon/gun/energy/laser/bluetag) \ threatcount += 2
&& !istype(perp.belt, /obj/item/weapon/gun/energy/laser/redtag) \
&& !istype(perp.belt, /obj/item/weapon/gun/energy/laser/practice))
threatcount += 2
if(perp.dna && perp.dna.mutantrace && perp.dna.mutantrace != "none") if(perp.dna && perp.dna.mutantrace && perp.dna.mutantrace != "none")
threatcount += 2 threatcount += 2
//Agent cards lower threatlevel.
if(perp.wear_id && istype(perp.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
threatcount -= 2
if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
threatcount = 0//They will not, however shoot at people who have guns, because it gets really fucking annoying
if(istype(perp.wear_suit, /obj/item/clothing/suit/redtag))
threatcount += 4
if((istype(perp.r_hand,/obj/item/weapon/gun/energy/laser/redtag)) || (istype(perp.l_hand,/obj/item/weapon/gun/energy/laser/redtag)))
threatcount += 4
if(istype(perp.belt, /obj/item/weapon/gun/energy/laser/redtag))
threatcount += 2
if(lasercolor == "r")
threatcount = 0
if(istype(perp.wear_suit, /obj/item/clothing/suit/bluetag))
threatcount += 4
if((istype(perp.r_hand,/obj/item/weapon/gun/energy/laser/bluetag)) || (istype(perp.l_hand,/obj/item/weapon/gun/energy/laser/bluetag)))
threatcount += 4
if(istype(perp.belt, /obj/item/weapon/gun/energy/laser/bluetag))
threatcount += 2
if(check_records) if(check_records)
var/perpname = perp.name var/perpname = perp.name
if(perp.wear_id) if(id)
var/obj/item/weapon/card/id/id = perp.wear_id.GetID() perpname = id.registered_name
if(id)
perpname = id.registered_name
var/datum/data/record/R = find_record("name", perpname, data_core.security) var/datum/data/record/R = find_record("name", perpname, data_core.security)
if(!R || (R.fields["criminal"] == "*Arrest*")) if(!R || (R.fields["criminal"] == "*Arrest*"))

View File

@@ -126,10 +126,11 @@
attack_ai(var/mob/user) attack_ai(var/mob/user)
interact(user, 1) interact(user, 1)
attack_paw()
return
attack_hand(var/mob/user) attack_hand(var/mob/user)
if(!user.IsAdvancedToolUser())
return 0
interact(user, 0) interact(user, 0)
interact(var/mob/user, var/ai = 0) interact(var/mob/user, var/ai = 0)

View File

@@ -243,8 +243,13 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/newscaster/attack_hand(mob/user as mob) //########### THE MAIN BEEF IS HERE! And in the proc below this...############ /obj/machinery/newscaster/attack_hand(mob/user as mob) //########### THE MAIN BEEF IS HERE! And in the proc below this...############
if(!src.ispowered || src.isbroken) if(!src.ispowered || src.isbroken)
return return
if(!user.IsAdvancedToolUser())
return 0
if(istype(user, /mob/living/carbon/human) || istype(user,/mob/living/silicon) ) if(istype(user, /mob/living/carbon/human) || istype(user,/mob/living/silicon) )
var/mob/living/human_or_robot_user = user var/mob/living/human_or_robot_user = user
var/dat var/dat
@@ -773,11 +778,6 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
/obj/machinery/newscaster/attack_ai(mob/user as mob) /obj/machinery/newscaster/attack_ai(mob/user as mob)
return src.attack_hand(user) //or maybe it'll have some special functions? No idea. return src.attack_hand(user) //or maybe it'll have some special functions? No idea.
/obj/machinery/newscaster/attack_paw(mob/user as mob)
user << "<font color='blue'>The newscaster controls are far too complicated for your tiny brain!</font>"
return
/datum/news_photo /datum/news_photo
var/is_synth = 0 var/is_synth = 0
var/obj/item/weapon/photo/photo = null var/obj/item/weapon/photo/photo = null

View File

@@ -7,9 +7,6 @@
var/unwrenched = 0 var/unwrenched = 0
var/wait = 0 var/wait = 0
/obj/machinery/pipedispenser/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/pipedispenser/attack_hand(user as mob) /obj/machinery/pipedispenser/attack_hand(user as mob)
if(..()) if(..())
return return

View File

@@ -0,0 +1,128 @@
#define TURRET_PRIORITY_TARGET 2
#define TURRET_SECONDARY_TARGET 1
#define TURRET_NOT_TARGET 0
/obj/machinery/porta_turret/tag
// Reasonable defaults, in case someone manually spawns us
var/lasercolor = "r" //Something to do with lasertag turrets, blame Sieve for not adding a comment.
installation = /obj/item/weapon/gun/energy/laser/redtag
/obj/machinery/porta_turret/tag/red
/obj/machinery/porta_turret/tag/blue
lasercolor = "b"
installation = /obj/item/weapon/gun/energy/laser/bluetag
/obj/machinery/porta_turret/tag/New()
..()
icon_state = "[lasercolor]grey_target_prism"
/obj/machinery/porta_turret/tag/weapon_setup(var/obj/item/weapon/gun/energy/E)
switch(E.type)
if(/obj/item/weapon/gun/energy/laser/bluetag)
eprojectile = /obj/item/weapon/gun/energy/laser/bluetag
lasercolor = "b"
req_access = list(access_maint_tunnels, access_theatre)
check_records = 0
auth_weapons = 1
stun_all = 0
check_anomalies = 0
shot_delay = 30
if(/obj/item/weapon/gun/energy/laser/redtag)
eprojectile = /obj/item/weapon/gun/energy/laser/redtag
lasercolor = "r"
req_access = list(access_maint_tunnels, access_theatre)
check_records = 0
auth_weapons = 1
stun_all = 0
check_anomalies = 0
shot_delay = 30
iconholder = 1
/obj/machinery/porta_turret/tag/interact(mob/user)
var/dat
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(lasercolor == "b" && istype(H.wear_suit, /obj/item/clothing/suit/redtag))
return
if(lasercolor == "r" && istype(H.wear_suit, /obj/item/clothing/suit/bluetag))
return
dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
Status: []<BR>"},
"<A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A>" )
user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
onclose(user, "autosec")
return
/obj/machinery/porta_turret/tag/update_icon()
if(!anchored)
icon_state = "turretCover"
return
if(stat & BROKEN)
icon_state = "[lasercolor]destroyed_target_prism"
else
if(powered())
if(on)
if(iconholder)
//lasers have a orange icon
icon_state = "[lasercolor]orange_target_prism"
else
//almost everything has a blue icon
icon_state = "[lasercolor]target_prism"
else
icon_state = "[lasercolor]grey_target_prism"
else
icon_state = "[lasercolor]grey_target_prism"
/obj/machinery/porta_turret/tag/bullet_act(obj/item/projectile/Proj)
..()
if(lasercolor == "b" && disabled == 0)
if(istype(Proj, /obj/item/weapon/gun/energy/laser/redtag))
disabled = 1
del(Proj) // qdel
sleep(100)
disabled = 0
if(lasercolor == "r" && disabled == 0)
if(istype(Proj, /obj/item/weapon/gun/energy/laser/bluetag))
disabled = 1
del(Proj) // qdel
sleep(100)
disabled = 0
/obj/machinery/porta_turret/tag/assess_living(var/mob/living/L)
if(!L)
return TURRET_NOT_TARGET
if(L.lying)
return TURRET_NOT_TARGET
var/target_suit
var/target_weapon
switch(lasercolor)
if("b")
target_suit = /obj/item/clothing/suit/redtag
target_weapon = /obj/item/weapon/gun/energy/laser/redtag
if("r")
target_suit = /obj/item/clothing/suit/bluetag
target_weapon = /obj/item/weapon/gun/energy/laser/bluetag
if(target_suit)//Lasertag turrets target the opposing team, how great is that? -Sieve
if((istype(L.r_hand, target_weapon)) || (istype(L.l_hand, target_weapon)))
return TURRET_PRIORITY_TARGET
if(istype(L, /mob/living/carbon/human))
var/mob/living/carbon/human/H = L
if(istype(H.wear_suit, target_suit))
return TURRET_PRIORITY_TARGET
if(istype(H.belt, target_weapon))
return TURRET_SECONDARY_TARGET
return TURRET_NOT_TARGET

View File

@@ -3,10 +3,6 @@
This code is slightly more documented than normal, as requested by XSI on IRC. This code is slightly more documented than normal, as requested by XSI on IRC.
*/ */
#define TURRET_PRIORITY_TARGET 2
#define TURRET_SECONDARY_TARGET 1
#define TURRET_NOT_TARGET 0
/obj/machinery/porta_turret /obj/machinery/porta_turret
name = "turret" name = "turret"
icon = 'icons/obj/turrets.dmi' icon = 'icons/obj/turrets.dmi'
@@ -22,7 +18,6 @@
req_one_access = list(access_security, access_heads) req_one_access = list(access_security, access_heads)
power_channel = EQUIP //drains power from the EQUIPMENT channel power_channel = EQUIP //drains power from the EQUIPMENT channel
var/lasercolor = "" //Something to do with lasertag turrets, blame Sieve for not adding a comment.
var/raised = 0 //if the turret cover is "open" and the turret is raised var/raised = 0 //if the turret cover is "open" and the turret is raised
var/raising= 0 //if the turret is currently opening or closing its cover var/raising= 0 //if the turret is currently opening or closing its cover
var/health = 80 //the turret's health var/health = 80 //the turret's health
@@ -51,6 +46,7 @@
var/attacked = 0 //if set to 1, the turret gets pissed off and shoots at people nearby (unless they have sec access!) var/attacked = 0 //if set to 1, the turret gets pissed off and shoots at people nearby (unless they have sec access!)
var/on = 1 //determines if the turret is on var/on = 1 //determines if the turret is on
var/lethal = 0 //whether in lethal or stun mode
var/disabled = 0 var/disabled = 0
var/shot_sound //what sound should play when the turret fires var/shot_sound //what sound should play when the turret fires
@@ -60,7 +56,7 @@
/obj/machinery/porta_turret/New() /obj/machinery/porta_turret/New()
..() ..()
icon_state = "[lasercolor]grey_target_prism" icon_state = "grey_target_prism"
//Sets up a spark system //Sets up a spark system
spark_system = new /datum/effect/effect/system/spark_spread spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src) spark_system.set_up(5, 0, src)
@@ -71,7 +67,6 @@
setup() setup()
/obj/machinery/porta_turret/proc/setup() /obj/machinery/porta_turret/proc/setup()
var/obj/item/weapon/gun/energy/E = new installation //All energy-based weapons are applicable var/obj/item/weapon/gun/energy/E = new installation //All energy-based weapons are applicable
//var/obj/item/ammo_casing/shottype = E.projectile_type //var/obj/item/ammo_casing/shottype = E.projectile_type
@@ -80,66 +75,66 @@
shot_sound = E.fire_sound shot_sound = E.fire_sound
eshot_sound = shot_sound eshot_sound = shot_sound
switch(E.type) weapon_setup(E)
if(/obj/item/weapon/gun/energy/laser/bluetag)
eprojectile = /obj/item/weapon/gun/energy/laser/bluetag
lasercolor = "b"
req_access = list(access_maint_tunnels, access_theatre)
check_records = 0
auth_weapons = 1
stun_all = 0
check_anomalies = 0
shot_delay = 30
if(/obj/item/weapon/gun/energy/laser/redtag) /obj/machinery/porta_turret/proc/weapon_setup(var/obj/item/weapon/gun/energy/E)
eprojectile = /obj/item/weapon/gun/energy/laser/redtag if(/obj/item/weapon/gun/energy/laser/practice)
lasercolor = "r" iconholder = 1
req_access = list(access_maint_tunnels, access_theatre) eprojectile = /obj/item/projectile/beam
check_records = 0
auth_weapons = 1
stun_all = 0
check_anomalies = 0
shot_delay = 30
iconholder = 1
if(/obj/item/weapon/gun/energy/laser/practice)
iconholder = 1
eprojectile = /obj/item/projectile/beam
// if(/obj/item/weapon/gun/energy/laser/practice/sc_laser) // if(/obj/item/weapon/gun/energy/laser/practice/sc_laser)
// iconholder = 1 // iconholder = 1
// eprojectile = /obj/item/projectile/beam // eprojectile = /obj/item/projectile/beam
if(/obj/item/weapon/gun/energy/laser/retro) if(/obj/item/weapon/gun/energy/laser/retro)
iconholder = 1 iconholder = 1
// if(/obj/item/weapon/gun/energy/laser/retro/sc_retro) // if(/obj/item/weapon/gun/energy/laser/retro/sc_retro)
// iconholder = 1 // iconholder = 1
if(/obj/item/weapon/gun/energy/laser/captain) if(/obj/item/weapon/gun/energy/laser/captain)
iconholder = 1 iconholder = 1
if(/obj/item/weapon/gun/energy/lasercannon) if(/obj/item/weapon/gun/energy/lasercannon)
iconholder = 1 iconholder = 1
if(/obj/item/weapon/gun/energy/taser) if(/obj/item/weapon/gun/energy/taser)
eprojectile = /obj/item/projectile/beam eprojectile = /obj/item/projectile/beam
eshot_sound = 'sound/weapons/Laser.ogg' eshot_sound = 'sound/weapons/Laser.ogg'
if(/obj/item/weapon/gun/energy/stunrevolver) if(/obj/item/weapon/gun/energy/stunrevolver)
eprojectile = /obj/item/projectile/beam eprojectile = /obj/item/projectile/beam
eshot_sound = 'sound/weapons/Laser.ogg' eshot_sound = 'sound/weapons/Laser.ogg'
if(/obj/item/weapon/gun/energy/gun) if(/obj/item/weapon/gun/energy/gun)
eprojectile = /obj/item/projectile/beam //If it has, going to kill mode eprojectile = /obj/item/projectile/beam //If it has, going to kill mode
eshot_sound = 'sound/weapons/Laser.ogg' eshot_sound = 'sound/weapons/Laser.ogg'
egun = 1 egun = 1
if(/obj/item/weapon/gun/energy/gun/nuclear) if(/obj/item/weapon/gun/energy/gun/nuclear)
eprojectile = /obj/item/projectile/beam //If it has, going to kill mode eprojectile = /obj/item/projectile/beam //If it has, going to kill mode
eshot_sound = 'sound/weapons/Laser.ogg' eshot_sound = 'sound/weapons/Laser.ogg'
egun = 1 egun = 1
/obj/machinery/porta_turret/update_icon()
if(!anchored)
icon_state = "turretCover"
return
if(stat & BROKEN)
icon_state = "destroyed_target_prism"
else
if(powered())
if(on)
if(iconholder)
//lasers have a orange icon
icon_state = "orange_target_prism"
else
//almost everything has a blue icon
icon_state = "target_prism"
else
icon_state = "grey_target_prism"
else
icon_state = "grey_target_prism"
/obj/machinery/porta_turret/Del() /obj/machinery/porta_turret/Del()
//deletes its own cover with it //deletes its own cover with it
@@ -158,43 +153,29 @@
. = ..() . = ..()
if(.) if(.)
return return
var/dat interact(user)
//The browse() text, similar to ED-209s and beepskies. /obj/machinery/porta_turret/interact(mob/user)
if(!lasercolor) //Lasertag turrets have less options var/dat = text({"
dat += text({" <TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR> Status: []<BR>
Status: []<BR> Behaviour controls are [locked ? "locked" : "unlocked"]"},
Behaviour controls are [locked ? "locked" : "unlocked"]"},
"<A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A>" ) "<A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A>" )
if(!locked || issilicon(user)) if(!locked || issilicon(user))
dat += text({"<BR><BR> dat += text({"<BR><BR>
Neutralize All Non-Synthetics: []<BR> Neutralize All Non-Synthetics: []<BR>
Check for Weapon Authorization: []<BR> Check for Weapon Authorization: []<BR>
Check Security Records: []<BR> Check Security Records: []<BR>
Neutralize All Non-Authorized Personnel: []<BR> Neutralize All Non-Authorized Personnel: []<BR>
Neutralize All Unidentified Life Signs: []<BR>"}, Neutralize All Unidentified Life Signs: []<BR>"},
"<A href='?src=\ref[src];operation=toggleai'>[ai ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=authweapon'>[auth_weapons ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkrecords'>[check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootall'>[stun_all ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkxenos'>[check_anomalies ? "Yes" : "No"]</A>" )
else
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(lasercolor == "b" && istype(H.wear_suit, /obj/item/clothing/suit/redtag))
return
if(lasercolor == "r" && istype(H.wear_suit, /obj/item/clothing/suit/bluetag))
return
dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
Status: []<BR>"},
"<A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A>" )
"<A href='?src=\ref[src];operation=toggleai'>[ai ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=authweapon'>[auth_weapons ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkrecords'>[check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootall'>[stun_all ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkxenos'>[check_anomalies ? "Yes" : "No"]</A>" )
user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec") user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
onclose(user, "autosec") onclose(user, "autosec")
@@ -227,29 +208,13 @@
/obj/machinery/porta_turret/power_change() /obj/machinery/porta_turret/power_change()
if(powered())
if(!anchored) stat &= ~NOPOWER
icon_state = "turretCover" update_icon()
return
if(stat & BROKEN)
icon_state = "[lasercolor]destroyed_target_prism"
else else
if(powered()) spawn(rand(0, 15))
if(on) stat |= NOPOWER
if(iconholder) update_icon()
//lasers have a orange icon
icon_state = "[lasercolor]orange_target_prism"
else
//almost everything has a blue icon
icon_state = "[lasercolor]target_prism"
else
icon_state = "[lasercolor]grey_target_prism"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
icon_state = "[lasercolor]grey_target_prism"
stat |= NOPOWER
/obj/machinery/porta_turret/attackby(obj/item/I, mob/user) /obj/machinery/porta_turret/attackby(obj/item/I, mob/user)
@@ -258,21 +223,20 @@
//If the turret is destroyed, you can remove it with a crowbar to //If the turret is destroyed, you can remove it with a crowbar to
//try and salvage its components //try and salvage its components
user << "<span class='notice'>You begin prying the metal coverings off.</span>" user << "<span class='notice'>You begin prying the metal coverings off.</span>"
sleep(20) if(do_after(user, 20))
if(prob(70)) if(prob(70))
user << "<span class='notice'>You remove the turret and salvage some components.</span>" user << "<span class='notice'>You remove the turret and salvage some components.</span>"
if(installation) if(installation)
var/obj/item/weapon/gun/energy/Gun = new installation(loc) var/obj/item/weapon/gun/energy/Gun = new installation(loc)
Gun.power_supply.charge = gun_charge Gun.power_supply.charge = gun_charge
Gun.update_icon() Gun.update_icon()
lasercolor = null if(prob(50))
if(prob(50)) new /obj/item/stack/sheet/metal(loc, rand(1,4))
new /obj/item/stack/sheet/metal(loc, rand(1,4)) if(prob(50))
if(prob(50)) new /obj/item/device/assembly/prox_sensor(loc)
new /obj/item/device/assembly/prox_sensor(loc) else
else user << "<span class='notice'>You remove the turret but did not manage to salvage anything.</span>"
user << "<span class='notice'>You remove the turret but did not manage to salvage anything.</span>" del(src) // qdel
del(src) // qdel
if(istype(I, /obj/item/weapon/card/emag) && !emagged) if(istype(I, /obj/item/weapon/card/emag) && !emagged)
//Emagging the turret makes it go bonkers and stun everyone. It also makes //Emagging the turret makes it go bonkers and stun everyone. It also makes
@@ -292,15 +256,15 @@
if(!anchored && !isinspace()) if(!anchored && !isinspace())
anchored = 1 anchored = 1
invisibility = INVISIBILITY_LEVEL_TWO invisibility = INVISIBILITY_LEVEL_TWO
icon_state = "[lasercolor]grey_target_prism" update_icon()
user << "<span class='notice'>You secure the exterior bolts on the turret.</span>" user << "<span class='notice'>You secure the exterior bolts on the turret.</span>"
cover = new /obj/machinery/porta_turret_cover(loc) //create a new turret. While this is handled in process(), this is to workaround a bug where the turret becomes invisible for a split second cover = new /obj/machinery/porta_turret_cover(loc) //create a new turret. While this is handled in process(), this is to workaround a bug where the turret becomes invisible for a split second
cover.Parent_Turret = src //make the cover's parent src cover.Parent_Turret = src //make the cover's parent src
else if(anchored) else if(anchored)
anchored = 0 anchored = 0
user << "<span class='notice'>You unsecure the exterior bolts on the turret.</span>" user << "<span class='notice'>You unsecure the exterior bolts on the turret.</span>"
icon_state = "turretCover"
invisibility = 0 invisibility = 0
update_icon()
del(cover) //deletes the cover, and the turret instance itself becomes its own cover. - qdel del(cover) //deletes the cover, and the turret instance itself becomes its own cover. - qdel
else if(istype(I, /obj/item/weapon/card/id)||istype(I, /obj/item/device/pda)) else if(istype(I, /obj/item/weapon/card/id)||istype(I, /obj/item/device/pda))
@@ -345,20 +309,6 @@
if(health <= 0) if(health <= 0)
die() //the death process :( die() //the death process :(
if(lasercolor == "b" && disabled == 0)
if(istype(Proj, /obj/item/weapon/gun/energy/laser/redtag))
disabled = 1
del(Proj) // qdel
sleep(100)
disabled = 0
if(lasercolor == "r" && disabled == 0)
if(istype(Proj, /obj/item/weapon/gun/energy/laser/bluetag))
disabled = 1
del(Proj) // qdel
sleep(100)
disabled = 0
/obj/machinery/porta_turret/emp_act(severity) /obj/machinery/porta_turret/emp_act(severity)
if(on) if(on)
//if the turret is on, the EMP no matter how severe disables the turret for a while //if the turret is on, the EMP no matter how severe disables the turret for a while
@@ -386,10 +336,10 @@
health = 0 health = 0
density = 0 density = 0
stat |= BROKEN //enables the BROKEN bit stat |= BROKEN //enables the BROKEN bit
icon_state = "[lasercolor]destroyed_target_prism"
invisibility = 0 invisibility = 0
spark_system.start() //creates some sparks because they look cool spark_system.start() //creates some sparks because they look cool
density = 1 density = 1
update_icon()
del(cover) //deletes the cover - no need on keeping it there! - del del(cover) //deletes the cover - no need on keeping it there! - del
@@ -445,8 +395,9 @@
if(!L) if(!L)
return TURRET_NOT_TARGET return TURRET_NOT_TARGET
if(emagged && !isAI(L)) //if emagged, target everything (except the AI, otherwise lethal-set turrets attempt to fire at it in the core) // If emagged not even the dead get a rest
return TURRET_PRIORITY_TARGET if(emagged)
return L.stat ? TURRET_SECONDARY_TARGET : TURRET_PRIORITY_TARGET
if(issilicon(L)) // Don't target silica if(issilicon(L)) // Don't target silica
return TURRET_NOT_TARGET return TURRET_NOT_TARGET
@@ -460,26 +411,20 @@
if(ai) //If it's set to attack all non-silicons, target them! if(ai) //If it's set to attack all non-silicons, target them!
if(L.lying) if(L.lying)
if(lasercolor) return TURRET_SECONDARY_TARGET
return TURRET_NOT_TARGET return TURRET_PRIORITY_TARGET
else
return TURRET_SECONDARY_TARGET
else
return TURRET_PRIORITY_TARGET
if(iscuffed(L)) // If the target is handcuffed, leave it alone if(iscuffed(L)) // If the target is handcuffed, leave it alone
return TURRET_NOT_TARGET return TURRET_NOT_TARGET
if(isanimal(L)) // Animals are not so dangerous if(isanimal(L) || ismonkey(L)) // Animals are not so dangerous
return check_anomalies ? TURRET_SECONDARY_TARGET : TURRET_NOT_TARGET return check_anomalies ? TURRET_SECONDARY_TARGET : TURRET_NOT_TARGET
if(isxenomorph(L) || isalien(L)) // Xenos are dangerous if(isxenomorph(L) || isalien(L)) // Xenos are dangerous
return check_anomalies ? TURRET_PRIORITY_TARGET : TURRET_NOT_TARGET return check_anomalies ? TURRET_PRIORITY_TARGET : TURRET_NOT_TARGET
if(ishuman(L)) //if the target is a human, analyze threat level if(ishuman(L)) //if the target is a human, analyze threat level
if(assess_perp(L, auth_weapons, check_records, lasercolor) < 4) if(assess_perp(L, auth_weapons, check_records) < 4)
return TURRET_NOT_TARGET //if threat level < 4, keep going return TURRET_NOT_TARGET //if threat level < 4, keep going
else if(ismonkey(L))
return TURRET_NOT_TARGET //Don't target monkeys or borgs/AIs
if(L.lying) //if the perp is lying down, it's still a target but a less-important target if(L.lying) //if the perp is lying down, it's still a target but a less-important target
return TURRET_SECONDARY_TARGET return TURRET_SECONDARY_TARGET
@@ -509,6 +454,7 @@
cover.icon_state = "openTurretCover" cover.icon_state = "openTurretCover"
raised = 1 raised = 1
layer = 4 layer = 4
update_icon()
/obj/machinery/porta_turret/proc/popDown() //pops the turret down /obj/machinery/porta_turret/proc/popDown() //pops the turret down
if(disabled) if(disabled)
@@ -525,7 +471,7 @@
cover.icon_state = "turretCover" cover.icon_state = "turretCover"
raised = 0 raised = 0
invisibility = 2 invisibility = 2
icon_state = "[lasercolor]grey_target_prism" update_icon()
/obj/machinery/porta_turret/on_assess_perp(mob/living/carbon/human/perp) /obj/machinery/porta_turret/on_assess_perp(mob/living/carbon/human/perp)
@@ -549,7 +495,8 @@
return return
/obj/machinery/porta_turret/proc/shootAt(var/mob/living/target) /obj/machinery/porta_turret/proc/shootAt(var/mob/living/target)
if(!emagged) //if it hasn't been emagged, it has to obey a cooldown rate //any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
if(!(emagged || lethal)) //if it hasn't been emagged, it has to obey a cooldown rate
if(last_fired || !raised) //prevents rapid-fire shooting, unless it's been emagged if(last_fired || !raised) //prevents rapid-fire shooting, unless it's been emagged
return return
last_fired = 1 last_fired = 1
@@ -565,20 +512,17 @@
if(!raised) //the turret has to be raised in order to fire - makes sense, right? if(!raised) //the turret has to be raised in order to fire - makes sense, right?
return return
//any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
if(iconholder) update_icon()
icon_state = "[lasercolor]orange_target_prism"
else
icon_state = "[lasercolor]target_prism"
var/obj/item/projectile/A var/obj/item/projectile/A
if(emagged) if(emagged || lethal)
A = new eprojectile(loc) A = new eprojectile(loc)
playsound(loc, eshot_sound, 75, 1) playsound(loc, eshot_sound, 75, 1)
else else
A = new projectile(loc) A = new projectile(loc)
playsound(loc, shot_sound, 75, 1) playsound(loc, shot_sound, 75, 1)
A.original = target A.original = target
if(!emagged) if(!(emagged || lethal))
use_power(reqpower) use_power(reqpower)
else else
use_power(reqpower * 2) use_power(reqpower * 2)
@@ -589,12 +533,12 @@
spawn(1) spawn(1)
A.process() A.process()
/obj/machinery/porta_turret/proc/setState(var/on, var/emagged) /obj/machinery/porta_turret/proc/setState(var/on, var/lethal)
if(controllock) if(controllock)
return return
src.on = on src.on = on
src.emagged = emagged src.lethal = lethal
src.iconholder = emagged src.iconholder = lethal
src.power_change() src.power_change()
/* /*
@@ -607,6 +551,7 @@
icon = 'icons/obj/turrets.dmi' icon = 'icons/obj/turrets.dmi'
icon_state = "turret_frame" icon_state = "turret_frame"
density=1 density=1
var/target_type = /obj/machinery/porta_turret // The type we intend to build
var/build_step = 0 //the current step in the building process var/build_step = 0 //the current step in the building process
var/finish_name="turret" //the name applied to the product turret var/finish_name="turret" //the name applied to the product turret
var/installation = null //the gun type installed var/installation = null //the gun type installed
@@ -686,6 +631,12 @@
installation = I.type //installation becomes I.type installation = I.type //installation becomes I.type
gun_charge = E.power_supply.charge //the gun's charge is stored in gun_charge gun_charge = E.power_supply.charge //the gun's charge is stored in gun_charge
user << "<span class='notice'>You add [I] to the turret.</span>" user << "<span class='notice'>You add [I] to the turret.</span>"
if(istype(installation, /obj/item/weapon/gun/energy/laser/bluetag) || istype(installation, /obj/item/weapon/gun/energy/laser/redtag))
target_type = /obj/machinery/porta_turret/tag
else
target_type = /obj/machinery/porta_turret
build_step = 4 build_step = 4
del(I) //delete the gun :( qdel del(I) //delete the gun :( qdel
return return
@@ -748,7 +699,7 @@
user << "<span class='notice'>You weld the turret's armor down.</span>" user << "<span class='notice'>You weld the turret's armor down.</span>"
//The final step: create a full turret //The final step: create a full turret
var/obj/machinery/porta_turret/Turret = new/obj/machinery/porta_turret(loc) var/obj/machinery/porta_turret/Turret = new target_type(loc)
Turret.name = finish_name Turret.name = finish_name
Turret.installation = installation Turret.installation = installation
Turret.gun_charge = gun_charge Turret.gun_charge = gun_charge
@@ -831,7 +782,7 @@
if(.) if(.)
return return
var/dat var/dat
if(!Parent_Turret.lasercolor) if(!istype(Parent_Turret, /obj/machinery/porta_turret/tag))
dat += text({" dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR> <TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
Status: []<BR> Status: []<BR>
@@ -855,9 +806,10 @@
else else
if(istype(user,/mob/living/carbon/human)) if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user var/mob/living/carbon/human/H = user
if(Parent_Turret.lasercolor == "b" && istype(H.wear_suit, /obj/item/clothing/suit/redtag)) var/obj/machinery/porta_turret/tag/laser_turret = Parent_Turret
if(laser_turret.lasercolor == "b" && istype(H.wear_suit, /obj/item/clothing/suit/redtag))
return return
if(Parent_Turret.lasercolor == "r" && istype(H.wear_suit, /obj/item/clothing/suit/bluetag)) if(laser_turret.lasercolor == "r" && istype(H.wear_suit, /obj/item/clothing/suit/bluetag))
return return
dat += text({" dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR> <TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
@@ -949,7 +901,7 @@
/obj/machinery/porta_turret/stationary /obj/machinery/porta_turret/stationary
emagged = 1 lethal = 1
New() New()
installation = /obj/item/weapon/gun/energy/laser installation = /obj/item/weapon/gun/energy/laser

View File

@@ -65,9 +65,6 @@ obj/machinery/recharger/attack_hand(mob/user as mob)
charging = null charging = null
update_icon() update_icon()
obj/machinery/recharger/attack_paw(mob/user as mob)
return attack_hand(user)
obj/machinery/recharger/process() obj/machinery/recharger/process()
if(stat & (NOPOWER|BROKEN) || !anchored) if(stat & (NOPOWER|BROKEN) || !anchored)
update_use_power(0) update_use_power(0)

View File

@@ -32,9 +32,6 @@
else else
user << "The robot part maker is full. Please remove metal from the robot part maker in order to insert more." user << "The robot part maker is full. Please remove metal from the robot part maker in order to insert more."
/obj/machinery/robotic_fabricator/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/robotic_fabricator/attack_hand(user as mob) /obj/machinery/robotic_fabricator/attack_hand(user as mob)
var/dat var/dat
if (..()) if (..())

View File

@@ -94,6 +94,8 @@
return return
if(stat & NOPOWER) if(stat & NOPOWER)
return return
if(!user.IsAdvancedToolUser())
return 0
if(src.panelopen) //The maintenance panel is open. Time for some shady stuff if(src.panelopen) //The maintenance panel is open. Time for some shady stuff
dat+= "<HEAD><TITLE>Suit storage unit: Maintenance panel</TITLE></HEAD>" dat+= "<HEAD><TITLE>Suit storage unit: Maintenance panel</TITLE></HEAD>"
dat+= "<Font color ='black'><B>Maintenance panel controls</B></font><HR>" dat+= "<Font color ='black'><B>Maintenance panel controls</B></font><HR>"
@@ -559,12 +561,6 @@
/obj/machinery/suit_storage_unit/attack_ai(mob/user as mob) /obj/machinery/suit_storage_unit/attack_ai(mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/suit_storage_unit/attack_paw(mob/user as mob)
user << "<font color='blue'>The console controls are far too complicated for your tiny brain!</font>"
return
//////////////////////////////REMINDER: Make it lock once you place some fucker inside. //////////////////////////////REMINDER: Make it lock once you place some fucker inside.
//God this entire file is fucking awful //God this entire file is fucking awful
@@ -657,10 +653,6 @@
/obj/machinery/suit_cycler/attack_ai(mob/user as mob) /obj/machinery/suit_cycler/attack_ai(mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
/obj/machinery/suit_cycler/attack_paw(mob/user as mob)
user << "\blue The console controls are far too complicated for your tiny brain!"
return
/obj/machinery/suit_cycler/attackby(obj/item/I as obj, mob/user as mob) /obj/machinery/suit_cycler/attackby(obj/item/I as obj, mob/user as mob)
if(electrified != 0) if(electrified != 0)
@@ -786,6 +778,9 @@
if(..() || stat & (BROKEN|NOPOWER)) if(..() || stat & (BROKEN|NOPOWER))
return return
if(!user.IsAdvancedToolUser())
return 0
if(electrified != 0) if(electrified != 0)
if(src.shock(user, 100)) if(src.shock(user, 100))
return return

View File

@@ -77,9 +77,6 @@
return return
/obj/machinery/computer/teleporter/attack_paw()
src.attack_hand()
/obj/machinery/teleport/station/attack_ai() /obj/machinery/teleport/station/attack_ai()
src.attack_hand() src.attack_hand()
@@ -311,9 +308,6 @@
/obj/machinery/teleport/station/attackby(var/obj/item/weapon/W) /obj/machinery/teleport/station/attackby(var/obj/item/weapon/W)
src.attack_hand() src.attack_hand()
/obj/machinery/teleport/station/attack_paw()
src.attack_hand()
/obj/machinery/teleport/station/attack_ai() /obj/machinery/teleport/station/attack_ai()
src.attack_hand() src.attack_hand()

View File

@@ -41,6 +41,18 @@
//don't have to check if control_area is path, since get_area_all_atoms can take path. //don't have to check if control_area is path, since get_area_all_atoms can take path.
return return
/obj/machinery/turretid/proc/can_use(mob/user)
if (get_dist(src, user) > 0 && !issilicon(user))
user << "<span class='notice'>You are too far away.</span>"
user.unset_machine()
user << browse(null, "window=turretid")
return 0
if(ailock && issilicon(user))
user << "<span class='notice'>There seems to be a firewall preventing you from accessing this device.</span>"
return 0
return 1
/obj/machinery/turretid/attackby(obj/item/weapon/W, mob/user) /obj/machinery/turretid/attackby(obj/item/weapon/W, mob/user)
if(stat & BROKEN) return if(stat & BROKEN) return
if (istype(user, /mob/living/silicon)) if (istype(user, /mob/living/silicon))
@@ -73,17 +85,8 @@
else else
user << "<span class='warning'>Access denied.</span>" user << "<span class='warning'>Access denied.</span>"
/obj/machinery/turretid/attack_ai(mob/user as mob)
if(!ailock)
return attack_hand(user)
else
user << "<span class='notice'>There seems to be a firewall preventing you from accessing this device.</span>"
/obj/machinery/turretid/attack_hand(mob/user as mob) /obj/machinery/turretid/attack_hand(mob/user as mob)
if (get_dist(src, user) > 0 && !issilicon(user)) if(!can_use(user))
user << "<span class='notice'>You are too far away.</span>"
user.unset_machine()
user << browse(null, "window=turretid")
return return
user.set_machine(src) user.set_machine(src)
@@ -106,7 +109,7 @@
//user << browse(t, "window=turretid") //user << browse(t, "window=turretid")
//onclose(user, "turretid") //onclose(user, "turretid")
var/datum/browser/popup = new(user, "turretid", "Turret Control Panel ([area.name])") var/datum/browser/popup = new(user, "turretid", "Turret Control Panel ([area.name])", 500, 200)
popup.set_content(t) popup.set_content(t)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state)) popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open() popup.open()
@@ -115,14 +118,9 @@
if(..()) if(..())
return 1 return 1
if(ailock) if(!can_use(usr))
usr << "<span class='notice'>There seems to be a firewall preventing you from accessing this device.</span>"
return 1 return 1
if (src.locked)
if (!istype(usr, /mob/living/silicon))
usr << "Control panel is locked!"
return 1
if (href_list["toggleOn"]) if (href_list["toggleOn"])
src.enabled = !src.enabled src.enabled = !src.enabled
src.updateTurrets() src.updateTurrets()
@@ -131,7 +129,7 @@
src.updateTurrets() src.updateTurrets()
if(!nowindow) if(!nowindow)
updateDialog() attack_hand(usr)
/obj/machinery/turretid/updateDialog() /obj/machinery/turretid/updateDialog()
if (stat & (BROKEN|MAINT)) if (stat & (BROKEN|MAINT))

View File

@@ -338,18 +338,18 @@
spawn(13) spawn(13)
del(src) del(src)
/obj/machinery/turret/attack_animal(mob/living/M as mob) /obj/machinery/turret/attack_generic(var/mob/user, var/damage, var/attack_message)
if(M.melee_damage_upper == 0) return if(!damage)
if(!(stat & BROKEN)) return 0
visible_message("\red <B>[M] [M.attacktext] [src]!</B>") if(stat & BROKEN)
M.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>") user << "That object is useless to you."
//src.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [M.name] ([M.ckey])</font>") return 0
src.health -= M.melee_damage_upper visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
if (src.health <= 0) user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
src.die() src.health -= damage
else if (src.health <= 0)
M << "\red That object is useless to you." src.die()
return return 1
/obj/structure/turret/gun_turret /obj/structure/turret/gun_turret
name = "Gun Turret" name = "Gun Turret"

View File

@@ -274,10 +274,6 @@
else else
usr << "\icon[src]<span class='warning'>Error: Unable to access your account. Please contact technical support if problem persists.</span>" usr << "\icon[src]<span class='warning'>Error: Unable to access your account. Please contact technical support if problem persists.</span>"
/obj/machinery/vending/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/vending/attack_ai(mob/user as mob) /obj/machinery/vending/attack_ai(mob/user as mob)
return attack_hand(user) return attack_hand(user)
@@ -657,7 +653,7 @@
vend_power_usage = 85000 //85 kJ to heat a 250 mL cup of coffee vend_power_usage = 85000 //85 kJ to heat a 250 mL cup of coffee
products = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 25,/obj/item/weapon/reagent_containers/food/drinks/tea = 25,/obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 25) products = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 25,/obj/item/weapon/reagent_containers/food/drinks/tea = 25,/obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 25)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/ice = 10) contraband = list(/obj/item/weapon/reagent_containers/food/drinks/ice = 10)
prices = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 25, /obj/item/weapon/reagent_containers/food/drinks/tea = 25, /obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 25) prices = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 3, /obj/item/weapon/reagent_containers/food/drinks/tea = 3, /obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 3)

View File

@@ -444,28 +444,6 @@
src.log_append_to_last("Armor saved.") src.log_append_to_last("Armor saved.")
return return
/obj/mecha/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/mecha/attack_animal(mob/living/user as mob)
src.log_message("Attack by simple animal. Attacker - [user].",1)
if(user.melee_damage_upper == 0)
user.emote("[user.friendly] [src]")
else
if(!prob(src.deflect_chance))
var/damage = rand(user.melee_damage_lower, user.melee_damage_upper)
src.take_damage(damage)
src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
visible_message("\red <B>[user]</B> [user.attacktext] [src]!")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
else
src.log_append_to_last("Armor saved.")
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
src.occupant_message("\blue The [user]'s attack is stopped by the armor.")
visible_message("\blue The [user] rebounds off [src.name]'s armor!")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
return
/obj/mecha/hitby(atom/movable/A as mob|obj) //wrapper /obj/mecha/hitby(atom/movable/A as mob|obj) //wrapper
..() ..()
src.log_message("Hit by [A].",1) src.log_message("Hit by [A].",1)
@@ -1725,6 +1703,27 @@
icon_state = initial(icon_state) icon_state = initial(icon_state)
return icon_state return icon_state
/obj/mecha/attack_generic(var/mob/user, var/damage, var/attack_message)
if(!damage)
return 0
src.log_message("Attack by an animal. Attacker - [user].",1)
if(!prob(src.deflect_chance))
src.take_damage(damage)
src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
visible_message("\red <B>[user]</B> [attack_message] [src]!")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
else
src.log_append_to_last("Armor saved.")
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
src.occupant_message("\blue The [user]'s attack is stopped by the armor.")
visible_message("\blue The [user] rebounds off [src.name]'s armor!")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
return 1
////////////////////////////////////////// //////////////////////////////////////////
//////// Mecha global iterators //////// //////// Mecha global iterators ////////
////////////////////////////////////////// //////////////////////////////////////////

View File

@@ -11,9 +11,6 @@
attack_ai(var/mob/user as mob) attack_ai(var/mob/user as mob)
return src.attack_hand(user) return src.attack_hand(user)
attack_paw(var/mob/user as mob)
return src.attack_hand(user)
attack_hand(var/mob/user as mob) attack_hand(var/mob/user as mob)
if(..()) if(..())
return return

View File

@@ -127,9 +127,6 @@
healthcheck() healthcheck()
return return
/obj/effect/alien/resin/attack_paw()
return attack_hand()
/obj/effect/alien/resin/attackby(obj/item/weapon/W as obj, mob/user as mob) /obj/effect/alien/resin/attackby(obj/item/weapon/W as obj, mob/user as mob)
var/aforce = W.force var/aforce = W.force

View File

@@ -653,10 +653,6 @@ steam.start() -- spawns the effect
if(metal==1 || prob(50)) if(metal==1 || prob(50))
del(src) del(src)
attack_paw(var/mob/user)
attack_hand(user)
return
attack_hand(var/mob/user) attack_hand(var/mob/user)
if ((HULK in user.mutations) || (prob(75 - metal*25))) if ((HULK in user.mutations) || (prob(75 - metal*25)))
user << "\blue You smash through the metal foam wall." user << "\blue You smash through the metal foam wall."

View File

@@ -152,30 +152,6 @@
user.put_in_active_hand(src) user.put_in_active_hand(src)
return return
/obj/item/attack_paw(mob/user as mob)
if (istype(src.loc, /obj/item/weapon/storage))
for(var/mob/M in range(1, src.loc))
if (M.s_active == src.loc)
if (M.client)
M.client.screen -= src
src.throwing = 0
if (src.loc == user)
//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
if(istype(src, /obj/item/clothing) && !src:canremove)
return
else
user.u_equip(src)
else
if(istype(src.loc, /mob/living))
return
src.pickup(user)
user.next_move = max(user.next_move+2,world.time + 2)
user.put_in_active_hand(src)
return
// Due to storage type consolidation this should get used more now. // Due to storage type consolidation this should get used more now.
// I have cleaned it up a little, but it could probably use more. -Sayu // I have cleaned it up a little, but it could probably use more. -Sayu
/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob) /obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)

View File

@@ -144,6 +144,12 @@ var/global/list/obj/item/device/pda/PDAs = list()
detonate = 0 detonate = 0
//toff = 1 //toff = 1
/obj/item/device/pda/ert
default_cartridge = /obj/item/weapon/cartridge/captain
icon_state = "pda-h"
detonate = 0
hidden = 1
/obj/item/device/pda/cargo /obj/item/device/pda/cargo
default_cartridge = /obj/item/weapon/cartridge/quartermaster default_cartridge = /obj/item/weapon/cartridge/quartermaster
icon_state = "pda-cargo" icon_state = "pda-cargo"

View File

@@ -58,11 +58,6 @@
else else
..() ..()
attack_paw()
return
attack_ai() attack_ai()
return return

View File

@@ -24,10 +24,6 @@
spawn (0) spawn (0)
attack_self(user) attack_self(user)
/obj/item/device/radio/intercom/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/device/radio/intercom/attack_hand(mob/user as mob) /obj/item/device/radio/intercom/attack_hand(mob/user as mob)
src.add_fingerprint(user) src.add_fingerprint(user)
spawn (0) spawn (0)

View File

@@ -64,7 +64,6 @@
if(!user || !src) return 0 if(!user || !src) return 0
if(!istype(user.loc,/turf)) return 0 if(!istype(user.loc,/turf)) return 0
if(!user.IsAdvancedToolUser()) if(!user.IsAdvancedToolUser())
user << "\red You don't have the dexterity to do this!"
return 0 return 0
var/title = "Sheet-Glass" var/title = "Sheet-Glass"
title += " ([src.amount] sheet\s left)" title += " ([src.amount] sheet\s left)"
@@ -145,7 +144,6 @@
if(!user || !src) return 0 if(!user || !src) return 0
if(!istype(user.loc,/turf)) return 0 if(!istype(user.loc,/turf)) return 0
if(!user.IsAdvancedToolUser()) if(!user.IsAdvancedToolUser())
user << "\red You don't have the dexterity to do this!"
return 0 return 0
var/title = "Sheet Reinf. Glass" var/title = "Sheet Reinf. Glass"
title += " ([src.amount] sheet\s left)" title += " ([src.amount] sheet\s left)"

View File

@@ -28,9 +28,6 @@
SetValue(src.value) SetValue(src.value)
//testing("[name]: DNA2 SE blocks after SetValue: [english_list(buf.dna.SE)]") //testing("[name]: DNA2 SE blocks after SetValue: [english_list(buf.dna.SE)]")
/obj/item/weapon/dnainjector/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/item/weapon/dnainjector/proc/GetRealBlock(var/selblock) /obj/item/weapon/dnainjector/proc/GetRealBlock(var/selblock)
if(selblock==0) if(selblock==0)
return block return block

View File

@@ -109,6 +109,3 @@
walk(src, null, null) walk(src, null, null)
..() ..()
return return
/obj/item/weapon/grenade/attack_paw(mob/user as mob)
return attack_hand(user)

View File

@@ -24,7 +24,8 @@
"/obj/item/stack/cable_coil", "/obj/item/stack/cable_coil",
"/obj/item/device/t_scanner", "/obj/item/device/t_scanner",
"/obj/item/device/analyzer", "/obj/item/device/analyzer",
"/obj/item/taperoll/engineering") "/obj/item/taperoll/engineering",
"/obj/item/device/robotanalyzer")
/obj/item/weapon/storage/belt/utility/full/New() /obj/item/weapon/storage/belt/utility/full/New()
@@ -82,7 +83,7 @@
max_w_class = 3 max_w_class = 3
max_combined_w_class = 21 max_combined_w_class = 21
can_hold = list( can_hold = list(
"/obj/item/weapon/grenade/flashbang", "/obj/item/weapon/grenade",
"/obj/item/weapon/reagent_containers/spray/pepper", "/obj/item/weapon/reagent_containers/spray/pepper",
"/obj/item/weapon/handcuffs", "/obj/item/weapon/handcuffs",
"/obj/item/device/flash", "/obj/item/device/flash",

View File

@@ -31,9 +31,6 @@
if(..(user, 1)) if(..(user, 1))
user << text("The service panel is [src.open ? "open" : "closed"].") user << text("The service panel is [src.open ? "open" : "closed"].")
attack_paw(mob/user as mob)
return attack_hand(user)
attackby(obj/item/weapon/W as obj, mob/user as mob) attackby(obj/item/weapon/W as obj, mob/user as mob)
if(locked) if(locked)
if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && (!src.emagged)) if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && (!src.emagged))

View File

@@ -1,5 +1,6 @@
/obj/structure /obj/structure
icon = 'icons/obj/structures.dmi' icon = 'icons/obj/structures.dmi'
var/climbable var/climbable
var/breakable var/breakable
var/parts var/parts
@@ -14,22 +15,12 @@
if(breakable) if(breakable)
if(HULK in user.mutations) if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
visible_message("<span class='danger'>[user] smashes the [src] apart!</span>") attack_generic(user,1,"smashes")
destroy()
else if(istype(user,/mob/living/carbon/human)) else if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user var/mob/living/carbon/human/H = user
if(H.species.can_shred(user)) if(H.species.can_shred(user))
visible_message("<span class='danger'>[H] slices [src] apart!</span>") attack_generic(user,1,"slices")
destroy() return
/obj/structure/attack_animal(mob/living/user)
if(breakable)
if(user.wall_smash)
visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
destroy()
/obj/structure/attack_paw(mob/user)
if(breakable) attack_hand(user)
/obj/structure/blob_act() /obj/structure/blob_act()
if(prob(50)) if(prob(50))
@@ -176,3 +167,10 @@
user << "<span class='notice'>You need hands for this.</span>" user << "<span class='notice'>You need hands for this.</span>"
return 0 return 0
return 1 return 1
/obj/structure/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
if(!breakable || !damage || !wallbreaker)
return 0
visible_message("<span class='danger'>[user] [attack_verb] the [src] apart!</span>")
spawn(1) destroy()
return 1

View File

@@ -138,12 +138,6 @@ LINEN BINS
hidden = I hidden = I
user << "<span class='notice'>You hide [I] among the sheets.</span>" user << "<span class='notice'>You hide [I] among the sheets.</span>"
/obj/structure/bedsheetbin/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/bedsheetbin/attack_hand(mob/user as mob) /obj/structure/bedsheetbin/attack_hand(mob/user as mob)
if(amount >= 1) if(amount >= 1)
amount-- amount--

View File

@@ -174,13 +174,6 @@
return return
/obj/structure/closet/attack_animal(mob/living/user as mob)
if(user.wall_smash)
visible_message("\red [user] destroys the [src]. ")
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
// this should probably use dump_contents() // this should probably use dump_contents()
/obj/structure/closet/blob_act() /obj/structure/closet/blob_act()
if(prob(75)) if(prob(75))
@@ -267,10 +260,6 @@
spawn(30) spawn(30)
lastbang = 0 lastbang = 0
/obj/structure/closet/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/closet/attack_hand(mob/user as mob) /obj/structure/closet/attack_hand(mob/user as mob)
src.add_fingerprint(user) src.add_fingerprint(user)
src.toggle(user) src.toggle(user)
@@ -309,3 +298,11 @@
if(istype(A,/obj/)) if(istype(A,/obj/))
var/obj/O = A var/obj/O = A
O.hear_talk(M, text) O.hear_talk(M, text)
/obj/structure/closet/attack_generic(var/mob/user, var/damage, var/attack_message = "destroys", var/wallbreaker)
if(!damage || !wallbreaker)
return
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
dump_contents()
spawn(1) del(src)
return 1

View File

@@ -181,10 +181,6 @@
usr << "\blue The [src.name] is closed." usr << "\blue The [src.name] is closed."
update_icon() update_icon()
attack_paw(mob/user as mob)
attack_hand(user)
return
attack_ai(mob/user as mob) attack_ai(mob/user as mob)
if(src.smashed) if(src.smashed)
user << "\red The security of the cabinet is compromised." user << "\red The security of the cabinet is compromised."

View File

@@ -104,9 +104,6 @@
else else
src.toggle(user) src.toggle(user)
/obj/structure/closet/secure_closet/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/closet/secure_closet/verb/verb_togglelock() /obj/structure/closet/secure_closet/verb/verb_togglelock()
set src in oview(1) // One square distance set src in oview(1) // One square distance
set category = "Object" set category = "Object"

View File

@@ -76,9 +76,6 @@
..() ..()
return return
/obj/structure/displaycase/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/displaycase/attack_hand(mob/user as mob) /obj/structure/displaycase/attack_hand(mob/user as mob)
if (src.destroyed && src.occupied) if (src.destroyed && src.occupied)
new /obj/item/weapon/gun/energy/laser/captain( src.loc ) new /obj/item/weapon/gun/energy/laser/captain( src.loc )

View File

@@ -54,11 +54,6 @@
opened = !opened opened = !opened
update_icon() update_icon()
/obj/structure/extinguisher_cabinet/attack_paw(mob/user)
attack_hand(user)
return
/obj/structure/extinguisher_cabinet/update_icon() /obj/structure/extinguisher_cabinet/update_icon()
if(!opened) if(!opened)
icon_state = "extinguisher_closed" icon_state = "extinguisher_closed"

View File

@@ -6,200 +6,199 @@
var/state = 0 var/state = 0
var/health = 200 var/health = 200
/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
if(!damage || !wallbreaker)
return 0
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
spawn(1) dismantle()
return 1
bullet_act(var/obj/item/projectile/Proj) /obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj, /obj/item/projectile/beam)) if(istype(Proj, /obj/item/projectile/beam))
health -= Proj.damage health -= Proj.damage
..() ..()
if(health <= 0) if(health <= 0)
new /obj/item/stack/sheet/metal(get_turf(src)) new /obj/item/stack/sheet/metal(get_turf(src))
del(src) del(src)
return return
attackby(obj/item/W as obj, mob/user as mob) /obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) && state == 0) if(istype(W, /obj/item/weapon/wrench) && state == 0)
if(anchored && !istype(src,/obj/structure/girder/displaced)) if(anchored && !istype(src,/obj/structure/girder/displaced))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder" user << "\blue Now disassembling the girder"
if(do_after(user,40)) if(do_after(user,40))
if(!src) return
user << "\blue You dissasembled the girder!"
dismantle()
else if(!anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now securing the girder"
if(get_turf(user, 40))
user << "\blue You secured the girder!"
new/obj/structure/girder( src.loc )
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
if(do_after(user,30))
if(!src) return if(!src) return
user << "\blue You slice apart the girder!" user << "\blue You dissasembled the girder!"
dismantle() dismantle()
else if(!anchored)
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill)) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue You drill through the girder!" user << "\blue Now securing the girder"
dismantle() if(get_turf(user, 40))
user << "\blue You secured the girder!"
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now unsecuring support struts"
if(do_after(user,40))
if(!src) return
user << "\blue You unsecured the support struts!"
state = 1
else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user << "\blue Now removing support struts"
if(do_after(user,40))
if(!src) return
user << "\blue You removed the support struts!"
new/obj/structure/girder( src.loc ) new/obj/structure/girder( src.loc )
del(src) del(src)
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored ) else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1) user << "\blue Now slicing apart the girder"
user << "\blue Now dislodging the girder" if(do_after(user,30))
if(do_after(user, 40)) if(!src) return
if(!src) return user << "\blue You slice apart the girder!"
user << "\blue You dislodged the girder!" dismantle()
new/obj/structure/girder/displaced( src.loc )
del(src)
else if(istype(W, /obj/item/stack/sheet)) else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
dismantle()
var/obj/item/stack/sheet/S = W else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
switch(S.type) playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now unsecuring support struts"
if(do_after(user,40))
if(!src) return
user << "\blue You unsecured the support struts!"
state = 1
if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg) else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
if(!anchored) playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
if(S.use(2)) user << "\blue Now removing support struts"
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>" if(do_after(user,40))
new /obj/structure/falsewall (src.loc) if(!src) return
user << "\blue You removed the support struts!"
new/obj/structure/girder( src.loc )
del(src)
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user << "\blue Now dislodging the girder"
if(do_after(user, 40))
if(!src) return
user << "\blue You dislodged the girder!"
new/obj/structure/girder/displaced( src.loc )
del(src)
else if(istype(W, /obj/item/stack/sheet))
var/obj/item/stack/sheet/S = W
switch(S.type)
if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
if(!anchored)
if(S.use(2))
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
new /obj/structure/falsewall (src.loc)
del(src)
else
if(S.get_amount() < 2) return ..()
user << "<span class='notice'>Now adding plating...</span>"
if (do_after(user,40))
if (S.use(2))
user << "<span class='notice'>You added the plating!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
for(var/turf/simulated/wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src) del(src)
else return
if(S.get_amount() < 2) return ..()
user << "<span class='notice'>Now adding plating...</span>" if(/obj/item/stack/sheet/plasteel)
if (do_after(user,40)) if(!anchored)
if (S.use(2)) if(S.use(2))
user << "<span class='notice'>You added the plating!</span>" user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falserwall (src.loc)
del(src)
else
if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
if(S.get_amount() < 1) return ..()
user << "<span class='notice'>Now finalising reinforced wall.</span>"
if(do_after(user, 50))
if (S.use(1))
user << "<span class='notice'>Wall fully reinforced!</span>"
var/turf/Tsrc = get_turf(src) var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall) Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
for(var/turf/simulated/wall/X in Tsrc.loc) for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr) if(X) X.add_hiddenprint(usr)
del(src) del(src)
return return
if(/obj/item/stack/sheet/plasteel)
if(!anchored)
if(S.use(2))
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falserwall (src.loc)
del(src)
else else
if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code... if(S.get_amount() < 1) return ..()
if(S.get_amount() < 1) return ..() user << "<span class='notice'>Now reinforcing girders...</span>"
user << "<span class='notice'>Now finalising reinforced wall.</span>" if (do_after(user,60))
if(do_after(user, 50)) if(S.use(1))
if (S.use(1)) user << "<span class='notice'>Girders reinforced!</span>"
user << "<span class='notice'>Wall fully reinforced!</span>" new/obj/structure/girder/reinforced( src.loc )
var/turf/Tsrc = get_turf(src) del(src)
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall) return
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
else
if(S.get_amount() < 1) return ..()
user << "<span class='notice'>Now reinforcing girders...</span>"
if (do_after(user,60))
if(S.use(1))
user << "<span class='notice'>Girders reinforced!</span>"
new/obj/structure/girder/reinforced( src.loc )
del(src)
return
if(S.sheettype) if(S.sheettype)
var/M = S.sheettype var/M = S.sheettype
if(!anchored) if(!anchored)
if(S.amount < 2) return if(S.amount < 2) return
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
var/F = text2path("/obj/structure/falsewall/[M]")
new F (src.loc)
del(src)
else
if(S.amount < 2) return ..()
user << "\blue Now adding plating..."
if (do_after(user,40))
if(!src || !S || S.amount < 2) return
S.use(2) S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage." user << "\blue You added the plating!"
var/F = text2path("/obj/structure/falsewall/[M]") var/turf/Tsrc = get_turf(src)
new F (src.loc) Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src) del(src)
else return
if(S.amount < 2) return ..()
user << "\blue Now adding plating..."
if (do_after(user,40))
if(!src || !S || S.amount < 2) return
S.use(2)
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
add_hiddenprint(usr) add_hiddenprint(usr)
else if(istype(W, /obj/item/pipe)) else if(istype(W, /obj/item/pipe))
var/obj/item/pipe/P = W var/obj/item/pipe/P = W
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds. if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
user.drop_item() user.drop_item()
P.loc = src.loc P.loc = src.loc
user << "\blue You fit the pipe into the [src]!" user << "\blue You fit the pipe into the [src]!"
else else
..() ..()
proc/dismantle() /obj/structure/girder/proc/dismantle()
new /obj/item/stack/sheet/metal(get_turf(src)) new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
/obj/structure/girder/attack_hand(mob/user as mob)
if (HULK in user.mutations)
visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
dismantle()
return
return ..()
/obj/structure/girder/blob_act()
if(prob(40))
del(src) del(src)
attack_hand(mob/user as mob)
if (HULK in user.mutations)
visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
dismantle()
return
return ..()
attack_animal(mob/living/simple_animal/user) /obj/structure/girder/ex_act(severity)
if(user.wall_smash) switch(severity)
visible_message("<span class='danger'>[user] smashes [src] apart!</span>") if(1.0)
dismantle()
return
return ..()
blob_act()
if(prob(40))
del(src) del(src)
return
if(2.0)
ex_act(severity) if (prob(30))
switch(severity) var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
if(1.0) new remains(loc)
del(src) del(src)
return return
if(2.0) if(3.0)
if (prob(30)) if (prob(5))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc) new remains(loc)
del(src) del(src)
return return
if(3.0) else
if (prob(5)) return
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
del(src)
return
else
return
/obj/structure/girder/displaced /obj/structure/girder/displaced
icon_state = "displaced" icon_state = "displaced"
@@ -219,54 +218,54 @@
layer = 2 layer = 2
var/health = 250 var/health = 250
attackby(obj/item/W as obj, mob/user as mob) /obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench)) if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder" user << "\blue Now disassembling the girder"
if(do_after(user,40)) if(do_after(user,40))
user << "\blue You dissasembled the girder!" user << "\blue You dissasembled the girder!"
new /obj/effect/decal/remains/human(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
if(do_after(user,30))
user << "\blue You slice apart the girder!"
new /obj/effect/decal/remains/human(get_turf(src)) new /obj/effect/decal/remains/human(get_turf(src))
del(src) del(src)
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill)) else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue You drill through the girder!" user << "\blue Now slicing apart the girder"
new /obj/effect/decal/remains/human(get_turf(src)) if(do_after(user,30))
user << "\blue You slice apart the girder!"
new /obj/effect/decal/remains/human(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
new /obj/effect/decal/remains/human(get_turf(src))
del(src)
/obj/structure/cultgirder/blob_act()
if(prob(40))
del(src)
/obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets?????
health -= Proj.damage
..()
if(health <= 0)
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
return
/obj/structure/cultgirder/ex_act(severity)
switch(severity)
if(1.0)
del(src) del(src)
return
blob_act() if(2.0)
if(prob(40)) if (prob(30))
del(src) new /obj/effect/decal/remains/human(loc)
bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets?????
health -= Proj.damage
..()
if(health <= 0)
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
return
ex_act(severity)
switch(severity)
if(1.0)
del(src) del(src)
return return
if(2.0) if(3.0)
if (prob(30)) if (prob(5))
new /obj/effect/decal/remains/human(loc) new /obj/effect/decal/remains/human(loc)
del(src) del(src)
return return
if(3.0) else
if (prob(5)) return
new /obj/effect/decal/remains/human(loc)
del(src)
return
else
return

View File

@@ -26,27 +26,17 @@
/obj/structure/grille/Bumped(atom/user) /obj/structure/grille/Bumped(atom/user)
if(ismob(user)) shock(user, 70) if(ismob(user)) shock(user, 70)
/obj/structure/grille/attack_paw(mob/user as mob)
attack_hand(user)
/obj/structure/grille/attack_hand(mob/user as mob) /obj/structure/grille/attack_hand(mob/user as mob)
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
var/damage_dealt var/damage_dealt = 1
var/attack_message = "kicks"
if(istype(user,/mob/living/carbon/human)) if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user var/mob/living/carbon/human/H = user
if(H.species.can_shred(H)) if(H.species.can_shred(H))
attack_message = "mangles"
damage_dealt = 5 damage_dealt = 5
user.visible_message("<span class='warning'>[user] mangles [src].</span>", \
"<span class='warning'>You mangle [src].</span>", \
"You hear twisting metal.")
if(!damage_dealt)
user.visible_message("<span class='warning'>[user] kicks [src].</span>", \
"<span class='warning'>You kick [src].</span>", \
"You hear twisting metal.")
if(shock(user, 70)) if(shock(user, 70))
return return
@@ -56,35 +46,7 @@
else else
damage_dealt += 1 damage_dealt += 1
health -= damage_dealt attack_generic(user,damage_dealt,attack_message)
healthcheck()
/obj/structure/grille/attack_slime(mob/user as mob)
var/mob/living/carbon/slime/S = user
if (!S.is_adult)
return
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
user.visible_message("<span class='warning'>[user] smashes against [src].</span>", \
"<span class='warning'>You smash against [src].</span>", \
"You hear twisting metal.")
health -= rand(2,3)
healthcheck()
return
/obj/structure/grille/attack_animal(var/mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0) return
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
M.visible_message("<span class='warning'>[M] smashes against [src].</span>", \
"<span class='warning'>You smash against [src].</span>", \
"You hear twisting metal.")
health -= M.melee_damage_upper
healthcheck()
return
/obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) /obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1 if(air_group || (height==0)) return 1
@@ -226,3 +188,9 @@
health -= 1 health -= 1
healthcheck() healthcheck()
..() ..()
/obj/structure/grille/attack_generic(var/mob/user, var/damage, var/attack_verb)
visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
health -= damage
spawn(1) healthcheck()
return 1

View File

@@ -26,128 +26,104 @@
var/health = 50.0 var/health = 50.0
New(location) /obj/structure/inflatable/New(location)
..() ..()
update_nearby_tiles(need_rebuild=1) update_nearby_tiles(need_rebuild=1)
Del() /obj/structure/inflatable/Del()
update_nearby_tiles() update_nearby_tiles()
..() ..()
proc/update_nearby_tiles(need_rebuild) //Copypasta from airlock code /obj/structure/inflatable/proc/update_nearby_tiles(need_rebuild) //Copypasta from airlock code
if(!air_master) if(!air_master)
return 0
air_master.mark_for_update(get_turf(src))
return 1
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return 0 return 0
air_master.mark_for_update(get_turf(src))
return 1
bullet_act(var/obj/item/projectile/Proj) /obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
health -= Proj.damage return 0
..()
if(health <= 0) /obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <= 0)
deflate(1)
return
/obj/structure/inflatable/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
deflate(1) deflate(1)
return return
if(3.0)
if(prob(50))
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
deflate(1) deflate(1)
return return
if(3.0)
if(prob(50))
deflate(1)
return
/obj/structure/inflatable/blob_act()
deflate(1)
blob_act() /obj/structure/inflatable/meteorhit()
deflate(1) deflate(1)
/obj/structure/inflatable/attack_hand(mob/user as mob)
meteorhit()
//world << "glass at [x],[y],[z] Mhit"
deflate(1)
attack_paw(mob/user as mob)
return attack_generic(user, 15)
attack_hand(mob/user as mob)
add_fingerprint(user) add_fingerprint(user)
return return
/obj/structure/inflatable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!istype(W)) return
proc/attack_generic(mob/user as mob, damage = 0) //used by attack_animal and attack_slime if (can_puncture(W))
health -= damage visible_message("\red <b>[user] pierces [src] with [W]!</b>")
if(health <= 0) deflate(1)
user.visible_message("<span class='danger'>[user] tears open [src]!</span>") if(W.damtype == BRUTE || W.damtype == BURN)
deflate(1) hit(W.force)
else //for nicer text~ ..()
user.visible_message("<span class='danger'>[user] tears at [src]!</span>") return
attack_animal(mob/user as mob) /obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1)
if(!isanimal(user)) return health = max(0, health - damage)
var/mob/living/simple_animal/M = user if(sound_effect)
if(M.melee_damage_upper <= 0) return playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
attack_generic(M, M.melee_damage_upper) if(health <= 0)
deflate(1)
/obj/structure/inflatable/proc/deflate(var/violent=0)
attack_slime(mob/user as mob) playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
var/mob/living/carbon/slime/S = user if(violent)
if (!S.is_adult) visible_message("[src] rapidly deflates!")
return var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
attack_generic(user, rand(10, 15)) src.transfer_fingerprints_to(R)
del(src)
else
attackby(obj/item/weapon/W as obj, mob/user as mob) //user << "\blue You slowly deflate the inflatable wall."
if(!istype(W)) return visible_message("[src] slowly deflates.")
spawn(50)
if (can_puncture(W)) var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
visible_message("\red <b>[user] pierces [src] with [W]!</b>")
deflate(1)
if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force)
..()
return
proc/hit(var/damage, var/sound_effect = 1)
health = max(0, health - damage)
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(health <= 0)
deflate(1)
proc/deflate(var/violent=0)
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
if(violent)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
src.transfer_fingerprints_to(R) src.transfer_fingerprints_to(R)
del(src) del(src)
else
//user << "\blue You slowly deflate the inflatable wall."
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
src.transfer_fingerprints_to(R)
del(src)
verb/hand_deflate() /obj/structure/inflatable/verb/hand_deflate()
set name = "Deflate" set name = "Deflate"
set category = "Object" set category = "Object"
set src in oview(1) set src in oview(1)
if(isobserver(usr)) //to stop ghosts from deflating if(isobserver(usr)) //to stop ghosts from deflating
return return
deflate() deflate()
/obj/structure/inflatable/attack_generic(var/mob/user, var/damage, var/attack_verb)
health -= damage
if(health <= 0)
user.visible_message("<span class='danger'>[user] [attack_verb] open the [src]!</span>")
spawn(1) deflate(1)
else
user.visible_message("<span class='danger'>[user] [attack_verb] at [src]!</span>")
return 1
/obj/item/inflatable/door/ /obj/item/inflatable/door/
name = "inflatable door" name = "inflatable door"
@@ -175,97 +151,84 @@
var/state = 0 //closed, 1 == open var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0 var/isSwitchingStates = 0
//Bumped(atom/user) /obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
// ..() if(isAI(user)) //so the AI can't open it
// if(!state) return
// return TryToSwitchState(user) else if(isrobot(user)) //but cyborgs can
// return if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral /obj/structure/inflatable/door/attack_hand(mob/user as mob)
if(isAI(user)) //so the AI can't open it return TryToSwitchState(user)
return
else if(isrobot(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
attack_paw(mob/user as mob) /obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return TryToSwitchState(user) if(air_group)
return state
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
attack_hand(mob/user as mob) /obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)
return TryToSwitchState(user) if(isSwitchingStates) return
if(ismob(user))
CanPass(atom/movable/mover, turf/target, height=0, air_group=0) var/mob/M = user
if(air_group) if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
return state if(M.client)
if(istype(mover, /obj/effect/beam)) if(iscarbon(M))
return !opacity var/mob/living/carbon/C = M
return !density if(!C.handcuffed)
proc/TryToSwitchState(atom/user)
if(isSwitchingStates) return
if(ismob(user))
var/mob/M = user
if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState()
else
SwitchState() SwitchState()
else if(istype(user, /obj/mecha)) else
SwitchState() SwitchState()
else if(istype(user, /obj/mecha))
SwitchState()
proc/SwitchState() /obj/structure/inflatable/door/proc/SwitchState()
if(state) if(state)
Close() Close()
else else
Open() Open()
update_nearby_tiles() update_nearby_tiles()
proc/Open()
isSwitchingStates = 1
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
flick("door_opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
proc/Close()
isSwitchingStates = 1
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
flick("door_closing",src)
sleep(10)
density = 1
opacity = 0
state = 0
update_icon()
isSwitchingStates = 0
/obj/structure/inflatable/door/proc/Open()
isSwitchingStates = 1
flick("door_opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
update_icon() update_icon()
if(state) isSwitchingStates = 0
icon_state = "door_open"
else
icon_state = "door_closed"
deflate(var/violent=0) /obj/structure/inflatable/door/proc/Close()
playsound(loc, 'sound/machines/hiss.ogg', 75, 1) isSwitchingStates = 1
if(violent) flick("door_closing",src)
visible_message("[src] rapidly deflates!") sleep(10)
var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc) density = 1
opacity = 0
state = 0
update_icon()
isSwitchingStates = 0
/obj/structure/inflatable/door/update_icon()
if(state)
icon_state = "door_open"
else
icon_state = "door_closed"
/obj/structure/inflatable/door/deflate(var/violent=0)
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
if(violent)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
src.transfer_fingerprints_to(R)
del(src)
else
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
src.transfer_fingerprints_to(R) src.transfer_fingerprints_to(R)
del(src) del(src)
else
//user << "\blue You slowly deflate the inflatable wall."
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
src.transfer_fingerprints_to(R)
del(src)
/obj/item/inflatable/torn /obj/item/inflatable/torn
name = "torn inflatable wall" name = "torn inflatable wall"

View File

@@ -12,8 +12,6 @@
var/meattype = 0 // 0 - Nothing, 1 - Monkey, 2 - Xeno var/meattype = 0 // 0 - Nothing, 1 - Monkey, 2 - Xeno
/obj/structure/kitchenspike /obj/structure/kitchenspike
attack_paw(mob/user as mob)
return src.attack_hand(usr)
attackby(obj/item/weapon/grab/G as obj, mob/user as mob) attackby(obj/item/weapon/grab/G as obj, mob/user as mob)
if(!istype(G, /obj/item/weapon/grab)) if(!istype(G, /obj/item/weapon/grab))

View File

@@ -66,8 +66,5 @@
add_fingerprint(user) add_fingerprint(user)
/obj/structure/ladder/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob) /obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob)
return attack_hand(user) return attack_hand(user)

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