Merge pull request #7401 from VOREStation/aro-rcdind
Port /tg/ RCDs, Inducers
@@ -27,13 +27,14 @@
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var/window_type = /obj/structure/window/reinforced/full
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var/material_to_use = DEFAULT_WALL_MATERIAL // So badmins can make RCDs that print diamond walls.
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var/make_rwalls = FALSE // If true, when building walls, they will be reinforced.
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/* VOREStation Removal - Unused
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/obj/item/weapon/rcd/Initialize()
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src.spark_system = new /datum/effect/effect/system/spark_spread
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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return ..()
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*/
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/obj/item/weapon/rcd/Destroy()
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QDEL_NULL(spark_system)
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spark_system = null
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@@ -48,6 +49,7 @@
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return "It currently holds [stored_matter]/[max_stored_matter] matter-units."
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// Used to add new cartridges.
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/* VOREStation Tweak - Wow this is annoying, moved to _vr file for overhaul
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/obj/item/weapon/rcd/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/rcd_ammo))
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var/obj/item/weapon/rcd_ammo/cartridge = W
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@@ -61,9 +63,10 @@
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to_chat(user, span("notice", "The RCD now holds [stored_matter]/[max_stored_matter] matter-units."))
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return TRUE
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return ..()
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*/
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// Changes which mode it is on.
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/obj/item/weapon/rcd/attack_self(mob/living/user)
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/* VOREStation Removal - Moved to VR
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if(mode_index >= modes.len) // Shouldn't overflow unless someone messes with it in VV poorly but better safe than sorry.
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mode_index = 1
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else
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@@ -74,7 +77,7 @@
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if(prob(20))
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src.spark_system.start()
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*/
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// Removes resources if the RCD can afford it.
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/obj/item/weapon/rcd/proc/consume_resources(amount)
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if(!can_afford(amount))
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@@ -118,6 +121,7 @@
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rcd_beam = beam_origin.Beam(A, icon_state = "rped_upgrade", time = max(true_delay, 5))
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busy = TRUE
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perform_effect(A, true_delay) //VOREStation Add
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if(do_after(user, true_delay, target = A))
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busy = FALSE
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// Doing another check in case we lost matter during the delay for whatever reason.
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218
code/game/objects/items/weapons/RCD_vr.dm
Normal file
@@ -0,0 +1,218 @@
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/obj/item/weapon/rcd
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icon = 'icons/obj/tools_vr.dmi'
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icon_state = "rcd"
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item_state = "rcd"
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_vr.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_vr.dmi',
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)
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var/ammostate
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var/list/effects = list()
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var/static/image/radial_image_airlock = image(icon = 'icons/mob/radial.dmi', icon_state = "airlock"),
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var/static/image/radial_image_decon = image(icon= 'icons/mob/radial.dmi', icon_state = "delete"),
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var/static/image/radial_image_grillewind = image(icon = 'icons/mob/radial.dmi', icon_state = "grillewindow"),
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var/static/image/radial_image_floorwall = image(icon = 'icons/mob/radial.dmi', icon_state = "wallfloor")
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// Ammo for the (non-electric) RCDs.
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/obj/item/weapon/rcd_ammo
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name = "compressed matter cartridge"
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desc = "Highly compressed matter for the RCD."
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icon = 'icons/obj/tools_vr.dmi'
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icon_state = "rcdammo"
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item_state = "rcdammo"
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_vr.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_vr.dmi',
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)
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/obj/item/weapon/rcd/Initialize()
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. = ..()
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update_icon()
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/obj/item/weapon/rcd/consume_resources(amount)
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. = ..()
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update_icon()
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/obj/item/weapon/rcd/update_icon()
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var/nearest_ten = round((stored_matter/max_stored_matter)*10, 1)
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//Just to prevent updates every use
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if(ammostate == nearest_ten)
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return //No change
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ammostate = nearest_ten
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cut_overlays()
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//Main sprite update
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if(!nearest_ten)
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icon_state = "[initial(icon_state)]_empty"
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else
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icon_state = "[initial(icon_state)]"
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add_overlay("[initial(icon_state)]_charge[nearest_ten]")
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/obj/item/weapon/rcd/proc/perform_effect(var/atom/A, var/time_taken)
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effects[A] = new /obj/effect/constructing_effect(get_turf(A), time_taken, modes[mode_index])
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/obj/item/weapon/rcd/use_rcd(atom/A, mob/living/user)
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. = ..()
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cleanup_effect(A)
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/obj/item/weapon/rcd/proc/cleanup_effect(var/atom/A)
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if(A in effects)
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qdel(effects[A])
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effects -= A
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/obj/item/weapon/rcd/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/rcd_ammo))
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var/obj/item/weapon/rcd_ammo/cartridge = W
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var/can_store = min(max_stored_matter - stored_matter, cartridge.remaining)
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if(can_store <= 0)
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to_chat(user, span("warning", "There's either no space or \the [cartridge] is empty!"))
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return FALSE
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stored_matter += can_store
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cartridge.remaining -= can_store
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if(!cartridge.remaining)
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to_chat(user, span("warning", "\The [cartridge] dissolves as it empties of compressed matter."))
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user.drop_from_inventory(W)
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qdel(W)
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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to_chat(user, span("notice", "The RCD now holds [stored_matter]/[max_stored_matter] matter-units."))
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update_icon()
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return TRUE
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return ..()
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/obj/item/weapon/rcd/proc/check_menu(mob/living/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/weapon/rcd/attack_self(mob/living/user)
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..()
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var/list/choices = list(
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"Airlock" = radial_image_airlock,
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"Deconstruct" = radial_image_decon,
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"Grilles & Windows" = radial_image_grillewind,
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"Floors & Walls" = radial_image_floorwall
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)
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/* We don't have these features yet
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if(upgrade & RCD_UPGRADE_FRAMES)
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choices += list(
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"Machine Frames" = image(icon = 'icons/mob/radial.dmi', icon_state = "machine"),
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"Computer Frames" = image(icon = 'icons/mob/radial.dmi', icon_state = "computer_dir"),
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)
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if(upgrade & RCD_UPGRADE_SILO_LINK)
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choices += list(
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"Silo Link" = image(icon = 'icons/obj/mining.dmi', icon_state = "silo"),
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)
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if(mode == RCD_AIRLOCK)
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choices += list(
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"Change Access" = image(icon = 'icons/mob/radial.dmi', icon_state = "access"),
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"Change Airlock Type" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlocktype")
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)
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else if(mode == RCD_WINDOWGRILLE)
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choices += list(
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"Change Window Type" = image(icon = 'icons/mob/radial.dmi', icon_state = "windowtype")
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)
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*/
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var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
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if(!check_menu(user))
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return
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switch(choice)
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if("Floors & Walls")
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mode_index = modes.Find(RCD_FLOORWALL)
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if("Airlock")
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mode_index = modes.Find(RCD_AIRLOCK)
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if("Deconstruct")
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mode_index = modes.Find(RCD_DECONSTRUCT)
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if("Grilles & Windows")
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mode_index = modes.Find(RCD_WINDOWGRILLE)
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/* We don't have these features yet
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if("Machine Frames")
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mode = RCD_MACHINE
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if("Computer Frames")
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mode = RCD_COMPUTER
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change_computer_dir(user)
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return
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if("Change Access")
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change_airlock_access(user)
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return
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if("Change Airlock Type")
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change_airlock_setting(user)
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return
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if("Change Window Type")
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toggle_window_type(user)
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return
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if("Silo Link")
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toggle_silo_link(user)
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return
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*/
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else
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return
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playsound(src, 'sound/effects/pop.ogg', 50, FALSE)
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to_chat(user, "<span class='notice'>You change RCD's mode to '[choice]'.</span>")
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//////////////////
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/obj/item/weapon/rcd/electric/update_icon()
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return
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/obj/item/weapon/rcd/shipwright
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icon_state = "swrcd"
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item_state = "ircd"
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can_remove_rwalls = TRUE
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make_rwalls = TRUE
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//////////////////
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/obj/item/weapon/rcd_ammo/examine(mob/user)
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..()
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to_chat(user, display_resources())
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// Used to show how much stuff (matter units, cell charge, etc) is left inside.
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/obj/item/weapon/rcd_ammo/proc/display_resources()
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return "It currently holds [remaining]/[initial(remaining)] matter-units."
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//////////////////
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/obj/effect/constructing_effect
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icon = 'icons/effects/effects_rcd.dmi'
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icon_state = ""
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plane = TURF_PLANE
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layer = ABOVE_TURF_LAYER
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/status = 0
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var/delay = 0
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/obj/effect/constructing_effect/Initialize(mapload, rcd_delay, rcd_status)
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. = ..()
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status = rcd_status
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delay = rcd_delay
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if (status == RCD_DECONSTRUCT)
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addtimer(CALLBACK(src, /atom/.proc/update_icon), 11)
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delay -= 11
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icon_state = "rcd_end_reverse"
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else
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update_icon()
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/obj/effect/constructing_effect/update_icon()
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icon_state = "rcd"
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if (delay < 10)
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icon_state += "_shortest"
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else if (delay < 20)
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icon_state += "_shorter"
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else if (delay < 37)
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icon_state += "_short"
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if (status == RCD_DECONSTRUCT)
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icon_state += "_reverse"
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/obj/effect/constructing_effect/proc/end_animation()
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if (status == RCD_DECONSTRUCT)
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qdel(src)
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else
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icon_state = "rcd_end"
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addtimer(CALLBACK(src, .proc/end), 15)
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/obj/effect/constructing_effect/proc/end()
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qdel(src)
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@@ -8,8 +8,8 @@ RSF
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name = "\improper Rapid-Service-Fabricator"
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desc = "A device used to rapidly deploy service items."
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description_info = "Control Clicking on the device will allow you to choose the glass it dispenses when in the proper mode."
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icon = 'icons/obj/tools.dmi'
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icon_state = "rcd"
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icon = 'icons/obj/tools_vr.dmi' //VOREStation Edit
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icon_state = "rsf" //VOREStation Edit
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opacity = 0
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density = 0
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anchored = 0.0
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270
code/game/objects/items/weapons/inducer_vr.dm
Normal file
@@ -0,0 +1,270 @@
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/obj/item/weapon/inducer
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name = "industrial inducer"
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||||
desc = "A tool for inductively charging internal power cells."
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icon = 'icons/obj/tools_vr.dmi'
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||||
icon_state = "inducer-engi"
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item_state = "inducer-engi"
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_vr.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_vr.dmi',
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||||
)
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force = 7
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||||
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||||
var/powertransfer = 1000 //Transfer per time when charging something
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||||
var/cell_type = /obj/item/weapon/cell/high //Type of cell to spawn in it
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||||
var/charge_guns = FALSE //Can it charge guns?
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||||
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||||
var/datum/effect/effect/system/spark_spread/spark_system
|
||||
var/obj/item/weapon/cell/cell
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||||
var/recharging = FALSE
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||||
var/opened = FALSE
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||||
|
||||
/obj/item/weapon/inducer/unloaded
|
||||
cell_type = null
|
||||
opened = TRUE
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||||
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||||
/obj/item/weapon/inducer/Initialize()
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||||
. = ..()
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||||
if(!cell && cell_type)
|
||||
cell = new cell_type
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||||
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||||
/obj/item/weapon/inducer/proc/induce(var/obj/item/weapon/cell/target, coefficient)
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||||
var/totransfer = min(cell.charge,(powertransfer * coefficient))
|
||||
var/transferred = target.give(totransfer)
|
||||
cell.use(transferred)
|
||||
cell.update_icon()
|
||||
target.update_icon()
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||||
|
||||
/obj/item/weapon/inducer/get_cell()
|
||||
return cell
|
||||
|
||||
/obj/item/weapon/inducer/emp_act(severity)
|
||||
. = ..()
|
||||
if(cell)
|
||||
cell.emp_act(severity)
|
||||
|
||||
/obj/item/weapon/inducer/afterattack(atom/A, mob/living/carbon/user, proximity)
|
||||
if(user.a_intent == I_HURT)
|
||||
return ..()
|
||||
|
||||
if(cantbeused(user))
|
||||
return
|
||||
|
||||
if(recharge(A, user))
|
||||
return
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/inducer/proc/cantbeused(mob/user)
|
||||
if(!user.IsAdvancedToolUser())
|
||||
to_chat(user, "<span class='warning'>You don't have the dexterity to use [src]!</span>")
|
||||
return TRUE
|
||||
|
||||
if(!cell)
|
||||
to_chat(user, "<span class='warning'>[src] doesn't have a power cell installed!</span>")
|
||||
return TRUE
|
||||
|
||||
if(!cell.charge)
|
||||
to_chat(user, "<span class='warning'>[src]'s battery is dead!</span>")
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
|
||||
/obj/item/weapon/inducer/attackby(obj/item/W, mob/user)
|
||||
if(W.is_screwdriver())
|
||||
playsound(src, W.usesound, 50, 1)
|
||||
if(!opened)
|
||||
to_chat(user, "<span class='notice'>You open the battery compartment.</span>")
|
||||
opened = TRUE
|
||||
update_icon()
|
||||
return
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You close the battery compartment.</span>")
|
||||
opened = FALSE
|
||||
update_icon()
|
||||
return
|
||||
if(istype(W, /obj/item/weapon/cell))
|
||||
if(opened)
|
||||
if(!cell)
|
||||
user.drop_from_inventory(W)
|
||||
W.forceMove(src)
|
||||
to_chat(user, "<span class='notice'>You insert [W] into [src].</span>")
|
||||
cell = W
|
||||
update_icon()
|
||||
return
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] already has \a [cell] installed!</span>")
|
||||
return
|
||||
|
||||
if(cantbeused(user))
|
||||
return
|
||||
|
||||
if(recharge(W, user))
|
||||
return
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/inducer/proc/recharge(atom/movable/A, mob/user)
|
||||
if(!isturf(A) && user.loc == A)
|
||||
return FALSE
|
||||
if(recharging)
|
||||
return TRUE
|
||||
else
|
||||
recharging = TRUE
|
||||
|
||||
if(istype(A, /obj/item/weapon/gun/energy) && !charge_guns)
|
||||
to_chat(user, "<span class='alert'>Error unable to interface with device.</span>")
|
||||
return FALSE
|
||||
|
||||
//The cell we hopefully eventually find
|
||||
var/obj/item/weapon/cell/C
|
||||
|
||||
//Synthetic humanoids
|
||||
if(ishuman(A))
|
||||
var/mob/living/carbon/human/H = A
|
||||
if(H.isSynthetic())
|
||||
C = new /obj/item/weapon/cell/standin(null, H) // o o f
|
||||
|
||||
//Borg frienbs
|
||||
else if(isrobot(A))
|
||||
var/mob/living/silicon/robot/R = A
|
||||
C = R.cell
|
||||
|
||||
//Can set different coefficients per item if you want
|
||||
var/coefficient = 1
|
||||
|
||||
//Last ditch effort
|
||||
var/obj/O //For updating icons, just in case they have a battery meter icon
|
||||
if(!C && isobj(A))
|
||||
O = A
|
||||
C = O.get_cell()
|
||||
|
||||
if(C)
|
||||
var/done_any = FALSE
|
||||
|
||||
if(C.charge >= C.maxcharge)
|
||||
to_chat(user, "<span class='notice'>[A] is fully charged ([round(C.charge)] / [C.maxcharge])!</span>")
|
||||
recharging = FALSE
|
||||
return TRUE
|
||||
user.visible_message("<span class='notice'>[user] starts recharging [A] with [src].</span>", "<span class='notice'>You start recharging [A] with [src].</span>")
|
||||
|
||||
var/datum/beam/charge_beam = user.Beam(A, icon_state = "rped_upgrade", time = 20 SECONDS)
|
||||
var/filter = filter(type = "outline", size = 1, color = "#22AAFF")
|
||||
A.filters += filter
|
||||
|
||||
spark_system = new /datum/effect/effect/system/spark_spread
|
||||
spark_system.set_up(5, 0, get_turf(A))
|
||||
spark_system.attach(A)
|
||||
|
||||
while(C.charge < C.maxcharge)
|
||||
if(do_after(user, 2 SECONDS, target = user) && cell.charge)
|
||||
done_any = TRUE
|
||||
induce(C, coefficient)
|
||||
spark_system.start()
|
||||
if(O)
|
||||
O.update_icon()
|
||||
else
|
||||
break
|
||||
|
||||
QDEL_NULL(charge_beam)
|
||||
QDEL_NULL(spark_system)
|
||||
if(A)
|
||||
A.filters -= filter
|
||||
|
||||
if(done_any) // Only show a message if we succeeded at least once
|
||||
user.visible_message("<span class='notice'>[user] recharged [A]!</span>", "<span class='notice'>You recharged [A]!</span>")
|
||||
|
||||
recharging = FALSE
|
||||
return TRUE
|
||||
else //Couldn't find a cell
|
||||
to_chat(user, "<span class='alert'>Error unable to interface with device.</span>")
|
||||
|
||||
recharging = FALSE
|
||||
|
||||
/obj/item/weapon/inducer/attack_self(mob/user)
|
||||
if(opened && cell)
|
||||
user.visible_message("<span class='notice'>[user] removes [cell] from [src]!</span>", "<span class='notice'>You remove [cell].</span>")
|
||||
cell.update_icon()
|
||||
user.put_in_hands(cell)
|
||||
cell = null
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/inducer/examine(mob/living/M)
|
||||
. = ..()
|
||||
var/dat = ""
|
||||
if(cell)
|
||||
dat += "<br><span class='notice'>Its display shows: [round(cell.charge)] / [cell.maxcharge].</span>"
|
||||
else
|
||||
dat += "<br><span class='notice'>Its display is dark.</span>"
|
||||
if(opened)
|
||||
dat += "<br><span class='notice'>Its battery compartment is open.</span>"
|
||||
to_chat(M, dat)
|
||||
|
||||
/obj/item/weapon/inducer/update_icon()
|
||||
..()
|
||||
cut_overlays()
|
||||
if(opened)
|
||||
if(!cell)
|
||||
add_overlay("inducer-nobat")
|
||||
else
|
||||
add_overlay("inducer-bat")
|
||||
|
||||
//////// Variants
|
||||
/obj/item/weapon/inducer/sci
|
||||
name = "inducer"
|
||||
desc = "A tool for inductively charging internal power cells. This one has a science color scheme, and is less potent than its engineering counterpart."
|
||||
icon_state = "inducer-sci"
|
||||
item_state = "inducer-sci"
|
||||
cell_type = null
|
||||
powertransfer = 500
|
||||
opened = TRUE
|
||||
|
||||
/obj/item/weapon/inducer/sci/Initialize()
|
||||
. = ..()
|
||||
update_icon() //To get the 'open' state applied
|
||||
|
||||
/obj/item/weapon/inducer/syndicate
|
||||
name = "suspicious inducer"
|
||||
desc = "A tool for inductively charging internal power cells. This one has a suspicious colour scheme, and seems to be rigged to transfer charge at a much faster rate."
|
||||
icon_state = "inducer-syndi"
|
||||
item_state = "inducer-syndi"
|
||||
powertransfer = 2000
|
||||
cell_type = /obj/item/weapon/cell/super
|
||||
charge_guns = TRUE
|
||||
|
||||
/obj/item/weapon/inducer/hybrid
|
||||
name = "hybrid-tech inducer"
|
||||
desc = "A tool for inductively charging internal power cells. This one has some flashy bits and recharges devices slower, but seems to recharge itself between uses."
|
||||
icon_state = "inducer-hybrid"
|
||||
item_state = "inducer-hybrid"
|
||||
powertransfer = 250
|
||||
cell_type = /obj/item/weapon/cell/void
|
||||
charge_guns = TRUE
|
||||
|
||||
// A 'human stand-in' cell for recharging 'nutrition' on synthetic humans (wow this is terrible! \o/)
|
||||
/obj/item/weapon/cell/standin
|
||||
name = "don't spawn this"
|
||||
desc = "this is for weird code use, don't spawn it!!!"
|
||||
|
||||
charge = 100
|
||||
maxcharge = 100
|
||||
|
||||
var/mob/living/carbon/human/hume
|
||||
|
||||
/obj/item/weapon/cell/standin/New(newloc, var/mob/living/carbon/human/H)
|
||||
..()
|
||||
hume = H
|
||||
charge = H.nutrition
|
||||
maxcharge = initial(H.nutrition)
|
||||
|
||||
QDEL_IN(src, 20 SECONDS)
|
||||
|
||||
/obj/item/weapon/cell/standin/give(var/amount)
|
||||
amount *= 0.05 // So 1000 becomes 50
|
||||
..(amount)
|
||||
hume.nutrition += amount
|
||||
|
||||
// Various sideways-defined get_cells
|
||||
/obj/mecha/get_cell()
|
||||
return cell
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "Bluespace jumpsuit"
|
||||
id = "bsjumpsuit"
|
||||
req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 3, TECH_POWER = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000)
|
||||
build_path = /obj/item/clothing/under/bluespace
|
||||
sort_string = "TAVAA"
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
name = "Size gun"
|
||||
id = "sizegun"
|
||||
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 2000, "uranium" = 2000)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000)
|
||||
build_path = /obj/item/weapon/gun/energy/sizegun
|
||||
sort_string = "TAVAB"
|
||||
|
||||
@@ -18,6 +18,22 @@
|
||||
name = "Body Snatcher"
|
||||
id = "bodysnatcher"
|
||||
req_tech = list(TECH_MAGNET = 3, TECH_BIO = 3, TECH_ILLEGAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000)
|
||||
build_path = /obj/item/device/bodysnatcher
|
||||
sort_string = "TBVAA"
|
||||
sort_string = "TBVAA"
|
||||
|
||||
/datum/design/item/general/inducer_sci
|
||||
name = "Inducer (Scientific)"
|
||||
id = "inducersci"
|
||||
req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 5, TECH_POWER = 6)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_GLASS = 2000, MAT_URANIUM = 4000, MAT_PHORON = 4000)
|
||||
build_path = /obj/item/weapon/inducer/sci
|
||||
sort_string = "TAVAB"
|
||||
|
||||
/datum/design/item/general/inducer_eng
|
||||
name = "Inducer (Industrial)"
|
||||
id = "inducerind"
|
||||
req_tech = list(TECH_BLUESPACE = 5, TECH_MATERIAL = 7, TECH_POWER = 7)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000, MAT_TITANIUM = 2000)
|
||||
build_path = /obj/item/weapon/inducer/unloaded
|
||||
sort_string = "TAVAC"
|
||||
|
||||
@@ -15,7 +15,26 @@
|
||||
var/mat_efficiency = 1
|
||||
var/speed = 1
|
||||
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, MAT_GRAPHITE = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0)
|
||||
//VOREStation Edit - Broke this into lines
|
||||
materials = list(
|
||||
DEFAULT_WALL_MATERIAL = 0,
|
||||
"glass" = 0,
|
||||
MAT_PLASTEEL = 0,
|
||||
"plastic" = 0,
|
||||
MAT_GRAPHITE = 0,
|
||||
"gold" = 0,
|
||||
"silver" = 0,
|
||||
"osmium" = 0,
|
||||
MAT_LEAD = 0,
|
||||
"phoron" = 0,
|
||||
"uranium" = 0,
|
||||
"diamond" = 0,
|
||||
MAT_DURASTEEL = 0,
|
||||
MAT_VERDANTIUM = 0,
|
||||
MAT_MORPHIUM = 0,
|
||||
MAT_METALHYDROGEN = 0,
|
||||
MAT_SUPERMATTER = 0,
|
||||
MAT_TITANIUM = 0)
|
||||
|
||||
hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_GRAPHITE, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER)
|
||||
|
||||
|
||||
BIN
icons/effects/effects_rcd.dmi
Normal file
|
After Width: | Height: | Size: 22 KiB |
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 2.2 KiB |
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 2.1 KiB |
|
Before Width: | Height: | Size: 548 B After Width: | Height: | Size: 14 KiB |
@@ -1378,10 +1378,7 @@
|
||||
/area/aro2/storage)
|
||||
"cO" = (
|
||||
/obj/structure/table/rack/shelf/steel,
|
||||
/obj/item/device/sleevemate,
|
||||
/obj/item/device/universal_translator,
|
||||
/obj/item/weapon/cell/device/weapon/recharge/alien,
|
||||
/obj/item/device/perfect_tele/alien,
|
||||
/turf/simulated/floor/tiled/techmaint,
|
||||
/area/aro2/storage)
|
||||
"cP" = (
|
||||
@@ -1596,6 +1593,8 @@
|
||||
pixel_y = 0;
|
||||
report_danger_level = 0
|
||||
},
|
||||
/obj/structure/table/rack/shelf/steel,
|
||||
/obj/item/device/sleevemate,
|
||||
/turf/simulated/floor/tiled/techmaint,
|
||||
/area/aro2/storage)
|
||||
"dp" = (
|
||||
@@ -2065,6 +2064,9 @@
|
||||
name = "east bump";
|
||||
pixel_x = 24
|
||||
},
|
||||
/obj/structure/table/rack/shelf/steel,
|
||||
/obj/item/device/perfect_tele/alien,
|
||||
/obj/item/weapon/inducer/hybrid,
|
||||
/turf/simulated/floor/tiled/techmaint,
|
||||
/area/aro2/storage)
|
||||
"ef" = (
|
||||
|
||||
@@ -1166,6 +1166,7 @@
|
||||
#include "code\game\objects\items\weapons\handcuffs.dm"
|
||||
#include "code\game\objects\items\weapons\handcuffs_vr.dm"
|
||||
#include "code\game\objects\items\weapons\improvised_components.dm"
|
||||
#include "code\game\objects\items\weapons\inducer_vr.dm"
|
||||
#include "code\game\objects\items\weapons\manuals.dm"
|
||||
#include "code\game\objects\items\weapons\manuals_vr.dm"
|
||||
#include "code\game\objects\items\weapons\mop.dm"
|
||||
@@ -1174,6 +1175,7 @@
|
||||
#include "code\game\objects\items\weapons\paiwire.dm"
|
||||
#include "code\game\objects\items\weapons\policetape.dm"
|
||||
#include "code\game\objects\items\weapons\RCD.dm"
|
||||
#include "code\game\objects\items\weapons\RCD_vr.dm"
|
||||
#include "code\game\objects\items\weapons\RSF.dm"
|
||||
#include "code\game\objects\items\weapons\scrolls.dm"
|
||||
#include "code\game\objects\items\weapons\shields.dm"
|
||||
|
||||