mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-14 19:34:03 +00:00
Organs:
Moved into their own folder and got split into three files. Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head. Attacking: Armor is properly checked. Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer. Stungloves/Disarm now show up in the attack log. Stungloves ignore intent. Silicon: AI units can now move between cams that are not on the ss13 network. Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round. Robot vision now uses the standard amount of energy. Gamemodes: Added Deuryn's unrev message. Runes can only be examined if you are close to them. Moved the Loyalty implants to the HoS' locker at the request of HerpA. Nuke agents now come with explosive implants that will activate upon death. Projectiles: Once again went though the gun code and cleaned things up, it is much better now. Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff. Freeze /caplaser/xbow no longer have an infinite loop. Shotguns have to be pumped manually. Went though the latest runtime log. Power cells now use return on their give/use procs Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items. Laying down will now only take 3 ticks to get up, from 5. You can no longer punch people on the spawn screen. This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal. This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -138,19 +138,17 @@
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var/obj/item/weapon/tank/plasma/PT = new(V)
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var/obj/item/weapon/tank/oxygen/OT = new(V)
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var/obj/item/device/radio/signaler/S = new(V)
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var/obj/item/device/assembly/signaler/S = new(V)
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V.tank_one = PT
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V.tank_two = OT
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V.attached_device = S
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S.holder = V
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S.Secure()
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S.toggle_secure()
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PT.master = V
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OT.master = V
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S.b_stat = 0
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PT.air_contents.temperature = btemp1 + T0C
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OT.air_contents.temperature = btemp2 + T0C
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@@ -163,14 +161,14 @@
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var/obj/item/weapon/tank/plasma/PT = new(V)
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var/obj/item/weapon/tank/oxygen/OT = new(V)
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var/obj/item/device/prox_sensor/P = new(V)
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var/obj/item/device/assembly/prox_sensor/P = new(V)
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V.tank_one = PT
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V.tank_two = OT
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V.attached_device = P
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P.holder = V
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P.Secure()
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P.toggle_secure()
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PT.master = V
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OT.master = V
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@@ -187,14 +185,14 @@
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var/obj/item/weapon/tank/plasma/PT = new(V)
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var/obj/item/weapon/tank/oxygen/OT = new(V)
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var/obj/item/device/timer/T = new(V)
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var/obj/item/device/assembly/timer/T = new(V)
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V.tank_one = PT
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V.tank_two = OT
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V.attached_device = T
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T.holder = V
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T.Secure()
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T.toggle_secure()
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PT.master = V
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OT.master = V
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T.time = 30
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@@ -6,9 +6,9 @@
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new /obj/item/ammo_magazine/c45( src )
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new /obj/item/weapon/storage/handcuff_kit( src )
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new /obj/item/weapon/storage/flashbang_kit( src )
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new /obj/item/weapon/gun/energy( src )
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new /obj/item/weapon/gun/energy( src )
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new /obj/item/weapon/gun/energy( src )
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new /obj/item/weapon/gun/energy/gun( src )
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new /obj/item/weapon/gun/energy/gun( src )
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new /obj/item/weapon/gun/energy/gun( src )
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new /obj/item/weapon/pinpointer( src )
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new /obj/item/weapon/pinpointer( src )
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new /obj/item/weapon/pinpointer( src )
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@@ -98,7 +98,7 @@
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New()
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..()
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sleep(2)
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new /obj/item/device/radio/signaler(src)
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new /obj/item/device/assembly/signaler(src)
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new /obj/item/device/radio/electropack(src)
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new /obj/item/device/radio/electropack(src)
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new /obj/item/device/radio/electropack(src)
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@@ -4,8 +4,6 @@
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/obj/structure/secure_closet/personal/New()
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..()
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spawn(2)
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new /obj/item/device/radio/signaler( src )
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new /obj/item/weapon/pen( src )
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new /obj/item/weapon/storage/backpack( src )
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new /obj/item/device/radio/headset( src )
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return
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@@ -24,25 +22,19 @@
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src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
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user.drop_item()
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if (W) W.loc = src.loc
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else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if(istype(W, /obj/item/device/pda))
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var/obj/item/device/pda/pda = W
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W = pda.id
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else if(istype(W, /obj/item/weapon/card/id))
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if(src.broken)
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user << "\red It appears to be broken."
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return
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var/obj/item/weapon/card/id/I = W
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if (src.allowed(user) || !src.registered || (istype(I) && (src.registered == I.registered)))
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if(!I || !I.registered) return
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if(src.allowed(user) || !src.registered || (istype(I) && (src.registered == I.registered)))
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//they can open all lockers, or nobody owns this, or they own this locker
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src.locked = !( src.locked )
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for(var/mob/O in viewers(user, 3))
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if ((O.client && !( O.blinded )))
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O << text("\blue The locker has been []locked by [].", (src.locked ? null : "un"), user)
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if(src.locked)
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src.icon_state = src.icon_locked
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else
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src.icon_state = src.icon_closed
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if (!src.registered)
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if(src.locked) src.icon_state = src.icon_locked
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else src.icon_state = src.icon_closed
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if(!src.registered)
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src.registered = I.registered
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src.desc = "Owned by [I.registered]."
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else
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@@ -60,9 +52,6 @@
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playsound(src.loc, "sparks", 50, 1)
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for(var/mob/O in viewers(user, 3))
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O.show_message(text("\blue The locker has been sliced open by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
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else
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for(var/mob/O in viewers(user, 3))
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O.show_message(text("\blue The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2)
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else
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user << "\red Access Denied"
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return
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@@ -15,7 +15,7 @@
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/device/radio/headset/heads/captain( src )
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new /obj/item/weapon/reagent_containers/food/drinks/flask(src)
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new /obj/item/weapon/gun/energy( src )
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new /obj/item/weapon/gun/energy/gun( src )
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return
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@@ -35,7 +35,7 @@
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/weapon/storage/id_kit(src)
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new /obj/item/weapon/storage/id_kit( src )
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new /obj/item/weapon/gun/energy(src)
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new /obj/item/weapon/gun/energy/gun(src)
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new /obj/item/device/flash(src)
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new /obj/item/clothing/glasses/sunglasses(src)
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return
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@@ -55,10 +55,11 @@
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new /obj/item/clothing/head/helmet(src)
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new /obj/item/device/radio/headset/heads/hos(src)
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new /obj/item/weapon/shield/riot(src)
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new /obj/item/weapon/gun/energy(src)
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new /obj/item/weapon/gun/energy/gun(src)
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new /obj/item/device/flash(src)
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new /obj/item/clothing/glasses/sunglasses/sechud(src)
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new /obj/item/weapon/storage/flashbang_kit(src)
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new /obj/item/weapon/storage/lockbox/loyalty()
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new /obj/item/weapon/melee/baton(src)
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return
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@@ -103,10 +103,12 @@ MASS SPECTROMETER
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/obj/item/device/detective_scanner/attack(mob/living/carbon/human/M as mob, mob/user as mob)
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if (!istype(M))
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if (!ishuman(M))
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user << "\red [M] is not humas and cannot have the fingerprints."
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return 0
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if (( !( istype(M.dna, /datum/dna) ) || M.gloves) )
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user << "\blue No fingerprints found on [M]"
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return 0
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else
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if ((src.amount < 1 && src.printing))
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user << text("\blue Fingerprints scanned on [M]. Need more cards to print.")
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@@ -335,8 +335,7 @@ steam.start() -- spawns the effect
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if(air_group || (height==0)) return 1
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if(istype(mover, /obj/item/projectile/beam))
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var/obj/item/projectile/beam/B = mover
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B.damage = 10//testing, will just hardcode for now
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B.mobdamage = new/list(BRUTE = 0 , BURN = 10, TOX = 0, OXY = 0, CLONE = 0)
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B.damage = (B.damage/2)
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return 1
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@@ -8,12 +8,12 @@
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protective_temperature = 1000
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flags = FPRINT | TABLEPASS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
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armor = list(melee = 40, bullet = 30, laser = 20, taser = 15, bomb = 25, bio = 10, rad = 10)
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armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 9
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var/fuel = 0
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var/list/togglearmor = list(melee = 90, bullet = 70, laser = 60, taser = 40, bomb = 75, bio = 75, rad = 75)
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var/list/togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
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var/active = 0
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var/helmrequired = 1
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@@ -199,7 +199,7 @@
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flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH
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see_face = 0.0
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item_state = "swat"
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armor = list(melee = 40, bullet = 30, laser = 20, taser = 15, bomb = 25, bio = 10, rad = 10)
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armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
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var/obj/item/clothing/suit/powered/parent
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proc/atmotoggle()
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@@ -237,7 +237,7 @@
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desc = "Not for rookies."
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flags = FPRINT | TABLEPASS
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item_state = "swat"
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armor = list(melee = 40, bullet = 30, laser = 20, taser = 15, bomb = 25, bio = 10, rad = 10)
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armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
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/obj/item/clothing/shoes/powered
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name = "Powered armor"
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@@ -245,7 +245,7 @@
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desc = "Not for rookies."
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flags = FPRINT | TABLEPASS
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item_state = "swat"
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armor = list(melee = 40, bullet = 30, laser = 20, taser = 15, bomb = 25, bio = 10, rad = 10)
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armor = list(melee = 40, bullet = 30, laser = 20,energy = 15, bomb = 25, bio = 10, rad = 10)
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obj/item/clothing/suit/powered/spawnable/badmin
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@@ -90,7 +90,7 @@
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/obj/item/powerarmor/reactive
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name = "Adminbus power armor reactive plating"
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desc = "Made with the rare Badminium molecule."
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var/list/togglearmor = list(melee = 250, bullet = 100, laser = 100, taser = 100, bomb = 100, bio = 100, rad = 100)
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var/list/togglearmor = list(melee = 250, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
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//Good lord an active energy axe does 150 damage a swing? Anyway, barring var editing, this armor loadout should be impervious to anything. Enjoy, badmins~ --NEO
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toggle(sudden = 0)
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@@ -116,7 +116,7 @@
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centcomm
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name = "CentComm power armor reactive plating"
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desc = "Pretty effective against everything, not perfect though."
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togglearmor = list(melee = 90, bullet = 70, laser = 60, taser = 40, bomb = 75, bio = 75, rad = 75)
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togglearmor = list(melee = 90, bullet = 70, laser = 60,energy = 40, bomb = 75, bio = 75, rad = 75)
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slowdown = 2
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@@ -149,24 +149,20 @@
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parent.gas_transfer_coefficient = 1
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parent.permeability_coefficient = 1
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parent.heat_transfer_coefficient = 1
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parent.radiation_protection = 0
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parent.flags &= ~SUITSPACE
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if(parent.helmrequired)
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parent.helm.gas_transfer_coefficient = 1
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parent.helm.permeability_coefficient = 1
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parent.helm.heat_transfer_coefficient = 1
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parent.helm.radiation_protection = 0
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parent.helm.flags &= ~HEADSPACE
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if(parent.glovesrequired)
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parent.gloves.gas_transfer_coefficient = 1
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parent.gloves.permeability_coefficient = 1
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parent.gloves.heat_transfer_coefficient = 1
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parent.gloves.radiation_protection = 0
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if(parent.shoesrequired)
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parent.shoes.gas_transfer_coefficient = 1
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parent.shoes.permeability_coefficient = 1
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parent.shoes.heat_transfer_coefficient = 1
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parent.shoes.radiation_protection = 0
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sealed = 0
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if(0)
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@@ -174,24 +170,20 @@
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parent.gas_transfer_coefficient = 0.01
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parent.permeability_coefficient = 0.02
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parent.heat_transfer_coefficient = 0.02
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parent.radiation_protection = 0.75
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parent.flags |= SUITSPACE
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if(parent.helmrequired)
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parent.helm.gas_transfer_coefficient = 0.01
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parent.helm.permeability_coefficient = 0.02
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parent.helm.heat_transfer_coefficient = 0.02
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parent.helm.radiation_protection = 0.75
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parent.helm.flags |= HEADSPACE
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if(parent.glovesrequired)
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parent.gloves.gas_transfer_coefficient = 0.01
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parent.gloves.permeability_coefficient = 0.02
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parent.gloves.heat_transfer_coefficient = 0.02
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parent.gloves.radiation_protection = 0.75
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if(parent.shoesrequired)
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parent.shoes.gas_transfer_coefficient = 0.01
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parent.shoes.permeability_coefficient = 0.02
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parent.shoes.heat_transfer_coefficient = 0.02
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parent.shoes.radiation_protection = 0.75
|
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sealed = 1
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|
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adminbus
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@@ -221,7 +213,6 @@
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parent.helm.gas_transfer_coefficient = 0.01
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parent.helm.permeability_coefficient = 0.02
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parent.helm.heat_transfer_coefficient = 0.02
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parent.helm.radiation_protection = 0.75
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parent.helm.flags |= HEADSPACE
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user << "\blue Helmet atmospheric seals engaged."
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if(manual)
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@@ -234,7 +225,6 @@
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parent.helm.gas_transfer_coefficient = 1
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parent.helm.permeability_coefficient = 1
|
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parent.helm.heat_transfer_coefficient = 1
|
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parent.helm.radiation_protection = 0
|
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parent.helm.flags &= ~HEADSPACE
|
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if(manual)
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for (var/armorvar in helm.armor)
|
||||
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@@ -307,146 +307,8 @@
|
||||
|
||||
|
||||
|
||||
if (istype(M, /mob/living/carbon/human))
|
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var/mob/living/carbon/human/H = M
|
||||
if (ishuman(user) || isrobot(user) || ismonkey(user) || isalien(user))
|
||||
if (!( def_zone ))
|
||||
var/mob/user2 = user
|
||||
var/t = user2:zone_sel.selecting
|
||||
if ((t in list( "eyes", "mouth" )))
|
||||
t = "head"
|
||||
def_zone = ran_zone(t)
|
||||
var/datum/organ/external/affecting
|
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if (H.organs[text("[]", def_zone)])
|
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affecting = H.organs[text("[]", def_zone)]
|
||||
var/hit_area = parse_zone(def_zone)
|
||||
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var/list/armor = H.getarmor(affecting, "melee")
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||||
//Grabbing the set of clothing that offers the best protective value against melee attacks to that area. --NEO
|
||||
|
||||
for(var/mob/O in viewers(M, null))
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||||
O.show_message(text("\red <B>[] has been attacked in the [] with [][] </B>", M, hit_area, src, (user ? text(" by [].", user) : ".")), 1)
|
||||
if (istype(affecting, /datum/organ/external))
|
||||
var/b_dam = (src.damtype == "brute" ? src.force : 0)
|
||||
var/f_dam = (src.damtype == "fire" ? src.force : 0)
|
||||
if (M.mutations & COLD_RESISTANCE)
|
||||
f_dam = 0
|
||||
if (def_zone == "head")
|
||||
if (b_dam && prob(armor["armor"] - src.force))
|
||||
if (prob(20))
|
||||
affecting.take_damage(power, 0)
|
||||
else
|
||||
H.show_message("\red Your [armor["clothes"]] has protected you from a hit to the head.")
|
||||
return
|
||||
if ((b_dam && prob(src.force + affecting.brute_dam + affecting.burn_dam)))
|
||||
var/time = rand(10, 120)
|
||||
if (prob(90))
|
||||
if (H.paralysis < time)
|
||||
H.paralysis = time
|
||||
else
|
||||
if (H.weakened < time)
|
||||
H.weakened = time
|
||||
if(H.stat != 2) H.stat = 1
|
||||
for(var/mob/O in viewers(M, null))
|
||||
O.show_message(text("\red <B>[] has been knocked unconscious!</B>", H), 1, "\red You hear someone fall.", 2)
|
||||
if (prob(50))
|
||||
if (/*ticker.mode.name == "revolution" && */ M != user)
|
||||
ticker.mode.remove_revolutionary(H.mind)
|
||||
if (b_dam && prob(25 + (b_dam * 2)))
|
||||
src.add_blood(H)
|
||||
if (prob(33))
|
||||
var/turf/location = H.loc
|
||||
if (istype(location, /turf/simulated))
|
||||
location.add_blood(H)
|
||||
if (H.wear_mask)
|
||||
H.wear_mask.add_blood(H)
|
||||
if (H.head)
|
||||
H.head.add_blood(H)
|
||||
if (H.glasses && prob(33))
|
||||
H.glasses.add_blood(H)
|
||||
if (istype(user, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/user2 = user
|
||||
if (user2.gloves)
|
||||
user2.gloves.add_blood(H)
|
||||
else
|
||||
user2.add_blood(H)
|
||||
if (prob(15))
|
||||
if (user2.wear_suit)
|
||||
user2.wear_suit.add_blood(H)
|
||||
else if (user2.w_uniform)
|
||||
user2.w_uniform.add_blood(H)
|
||||
affecting.take_damage(b_dam, f_dam)
|
||||
else if (def_zone == "chest" || def_zone == "groin")
|
||||
if (b_dam && prob(armor["armor"] - src.force))
|
||||
H.show_message("\red Your [armor["clothes"]] has protected you from a hit to the [affecting.name].")
|
||||
return
|
||||
if (b_dam && ((istype(H.r_hand, /obj/item/weapon/shield/riot))) && prob(90 - src.force))
|
||||
H.show_message("\red You have been protected from a hit to the [affecting.name].")
|
||||
return
|
||||
if (b_dam && ((istype(H.l_hand, /obj/item/weapon/shield/riot))) && prob(90 - src.force))
|
||||
H.show_message("\red You have been protected from a hit to the [affecting.name].")
|
||||
return
|
||||
if ((b_dam && prob(src.force + affecting.brute_dam + affecting.burn_dam)))
|
||||
if (prob(50))
|
||||
if (H.weakened < 5)
|
||||
H.weakened = 5
|
||||
for(var/mob/O in viewers(H, null))
|
||||
O.show_message(text("\red <B>[] has been knocked down!</B>", H), 1, "\red You hear someone fall.", 2)
|
||||
else
|
||||
if (H.stunned < 2)
|
||||
H.stunned = 2
|
||||
for(var/mob/O in viewers(H, null))
|
||||
O.show_message(text("\red <B>[] has been stunned!</B>", H), 1)
|
||||
if(H.stat != 2) H.stat = 1
|
||||
if (b_dam && prob(25 + (b_dam * 2)))
|
||||
src.add_blood(H)
|
||||
if (prob(33))
|
||||
var/turf/location = H.loc
|
||||
if (istype(location, /turf/simulated))
|
||||
location.add_blood(H)
|
||||
if (H.wear_suit)
|
||||
H.wear_suit.add_blood(H)
|
||||
if (H.w_uniform)
|
||||
H.w_uniform.add_blood(H)
|
||||
if (istype(user, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/user2 = user
|
||||
if (user2.gloves)
|
||||
user2.gloves.add_blood(H)
|
||||
else
|
||||
user2.add_blood(H)
|
||||
if (prob(15))
|
||||
if (user2.wear_suit)
|
||||
user2.wear_suit.add_blood(H)
|
||||
else if (user2.w_uniform)
|
||||
user2.w_uniform.add_blood(H)
|
||||
affecting.take_damage(b_dam, f_dam)
|
||||
else
|
||||
if (b_dam && prob(armor["armor"] - src.force))
|
||||
H.show_message("\red Your [armor["clothes"]] has protected you from a hit to the [affecting.name].")
|
||||
return
|
||||
if (b_dam && prob(25 + (b_dam * 2)))
|
||||
src.add_blood(H)
|
||||
if (prob(33))
|
||||
var/turf/location = H.loc
|
||||
if (istype(location, /turf/simulated))
|
||||
location.add_blood(H)
|
||||
if (H.wear_suit)
|
||||
H.wear_suit.add_blood(H)
|
||||
if (H.w_uniform)
|
||||
H.w_uniform.add_blood(H)
|
||||
if (istype(user, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/user2 = user
|
||||
if (user2.gloves)
|
||||
user2.gloves.add_blood(H)
|
||||
else
|
||||
user2.add_blood(H)
|
||||
if (prob(15))
|
||||
if (user2.wear_suit)
|
||||
user2.wear_suit.add_blood(H)
|
||||
else if (user2.w_uniform)
|
||||
user2.w_uniform.add_blood(H)
|
||||
affecting.take_damage(b_dam, f_dam)
|
||||
H.UpdateDamageIcon() ///Only reference I can find on the attack() proc actually changing mob icon -Agouri
|
||||
if(istype(M, /mob/living/carbon/human))
|
||||
M:attacked_by(src, user, def_zone)
|
||||
else
|
||||
switch(src.damtype)
|
||||
if("brute")
|
||||
|
||||
@@ -45,11 +45,11 @@ BIKE HORN
|
||||
|
||||
/obj/item/weapon/soap/afterattack(atom/target, mob/user as mob)
|
||||
if(istype(target,/obj/effect/decal/cleanable))
|
||||
del(target)
|
||||
user << "\blue You scrub the [target.name] out."
|
||||
del(target)
|
||||
else
|
||||
target.clean_blood()
|
||||
user << "\blue You clean the [target.name]."
|
||||
target.clean_blood()
|
||||
return
|
||||
|
||||
/obj/item/weapon/bikehorn/attack_self(mob/user as mob)
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
..()
|
||||
weldtool = new/obj/item/weapon/weldingtool(src)
|
||||
weldtool.status = 0
|
||||
igniter = new/obj/item/device/igniter(src)
|
||||
igniter = new/obj/item/device/assembly/igniter(src)
|
||||
igniter.secured = 0
|
||||
src.status = 1
|
||||
update_icon()
|
||||
@@ -31,7 +31,7 @@
|
||||
operating = 0//cooldown
|
||||
turf/previousturf = null
|
||||
obj/item/weapon/weldingtool/weldtool = null
|
||||
obj/item/device/igniter/igniter = null
|
||||
obj/item/device/assembly/igniter/igniter = null
|
||||
obj/item/weapon/tank/plasma/ptank = null
|
||||
|
||||
|
||||
@@ -103,8 +103,8 @@
|
||||
update_icon()
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/device/igniter))
|
||||
var/obj/item/device/igniter/I = W
|
||||
if(isigniter(W))
|
||||
var/obj/item/device/assembly/igniter/I = W
|
||||
if(I.secured) return 0
|
||||
user.remove_from_mob(I)
|
||||
I.loc = src
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -110,7 +110,7 @@ Implant Specifics:<BR>"}
|
||||
|
||||
activate(var/cause)
|
||||
if((!cause) || (!src.imp_in)) return 0
|
||||
explosion(src, -1, 0, 1, 3, 0)//This might be a bit much, dono will have to see.
|
||||
explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see.
|
||||
if(src.imp_in)
|
||||
src.imp_in.gib()
|
||||
|
||||
|
||||
@@ -191,7 +191,7 @@ STUN BATON
|
||||
user.weakened = max(3 * force, user.weakened)
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
H.TakeDamage("head", 2 * force, 0)
|
||||
H.apply_damage(2*force, BRUTE, "head")
|
||||
else
|
||||
user.take_organ_damage(2*force)
|
||||
return
|
||||
|
||||
@@ -167,24 +167,31 @@ CRAYONS
|
||||
layer = 2.1
|
||||
anchored = 1
|
||||
|
||||
/obj/effect/decal/cleanable/crayon/New(location,main = "#FFFFFF",shade = "#000000",var/type = "rune")
|
||||
..()
|
||||
loc = location
|
||||
|
||||
name = type
|
||||
desc = "A [type] drawn in crayon."
|
||||
examine()
|
||||
set src in view(2)
|
||||
..()
|
||||
return
|
||||
|
||||
switch(type)
|
||||
if("rune")
|
||||
type = "rune[rand(1,6)]"
|
||||
if("graffiti")
|
||||
type = pick("amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa")
|
||||
|
||||
var/icon/mainOverlay = new/icon('crayondecal.dmi',"[type]",2.1)
|
||||
var/icon/shadeOverlay = new/icon('crayondecal.dmi',"[type]s",2.1)
|
||||
New(location,main = "#FFFFFF",shade = "#000000",var/type = "rune")
|
||||
..()
|
||||
loc = location
|
||||
|
||||
mainOverlay.Blend(main,ICON_ADD)
|
||||
shadeOverlay.Blend(shade,ICON_ADD)
|
||||
name = type
|
||||
desc = "A [type] drawn in crayon."
|
||||
|
||||
overlays += mainOverlay
|
||||
overlays += shadeOverlay
|
||||
switch(type)
|
||||
if("rune")
|
||||
type = "rune[rand(1,6)]"
|
||||
if("graffiti")
|
||||
type = pick("amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa")
|
||||
|
||||
var/icon/mainOverlay = new/icon('crayondecal.dmi',"[type]",2.1)
|
||||
var/icon/shadeOverlay = new/icon('crayondecal.dmi',"[type]s",2.1)
|
||||
|
||||
mainOverlay.Blend(main,ICON_ADD)
|
||||
shadeOverlay.Blend(shade,ICON_ADD)
|
||||
|
||||
overlays += mainOverlay
|
||||
overlays += shadeOverlay
|
||||
@@ -35,19 +35,20 @@
|
||||
|
||||
update_icon()
|
||||
//TODO: Have this take an assemblyholder
|
||||
else if(item.IsAssembly())
|
||||
if(item:secured)
|
||||
else if(isassembly(item))
|
||||
var/obj/item/device/assembly/A = item
|
||||
if(A.secured)
|
||||
user << "\red The device is secured!"
|
||||
return
|
||||
if(attached_device)
|
||||
user << "\red There is already an device attached to the valve, remove it first!"
|
||||
return
|
||||
user.remove_from_mob(item)
|
||||
attached_device = item
|
||||
item.loc = src
|
||||
attached_device = A
|
||||
A.loc = src
|
||||
user << "\blue You attach the [item] to the valve controls and secure it!"
|
||||
item:holder = src
|
||||
item:Secure()
|
||||
A.holder = src
|
||||
A.toggle_secure()
|
||||
|
||||
bombers += "[key_name(user)] attached a [item] to a transfer valve."
|
||||
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
|
||||
|
||||
Reference in New Issue
Block a user