Updated toilets. You can now crowbar open the cistern and hide stuff in there.

Recoded stunbatons, and put them into their own stunbaton.dm. They should function more or less the same, there's a few differences.
Recoded rechargers, they function exactly the same, but should be a bit more responsive now.

Fixed issue 475.

Filing cabinets, photocopiers, and hydroponics trays are now unwrenchable (the latter by request of Cheridan. It may need balancing, or more steps to unanchor.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3749 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-06-06 13:07:51 +00:00
parent 834fe68277
commit 717da7aafa
11 changed files with 234 additions and 203 deletions

View File

@@ -201,21 +201,6 @@
details = 1
origin_tech = "magnets=4;biotech=2"
/obj/item/weapon/melee/baton
name = "stun baton"
desc = "A stun baton for hitting people with."
icon_state = "stunbaton"
item_state = "baton"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
force = 10
throwforce = 7
w_class = 3
var/charges = 10.0
var/maximum_charges = 10.0
var/status = 0
origin_tech = "combat=2"
/obj/item/weapon/melee/chainofcommand
name = "chain of command"
desc = "The Captain is first and all other heads are last."

View File

@@ -741,6 +741,14 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
playsound(src.loc, 'spray3.ogg', 50, 1, -6)
del(O)
src.updateicon()
else if(istype(O, /obj/item/weapon/wrench))
playsound(loc, 'Ratchet.ogg', 50, 1)
anchored = !anchored
user << "You [anchored ? "wrench" : "unwrench"] \the [src]."
else if(istype(O, /obj/item/weapon/shovel))
if(istype(src, /obj/machinery/hydroponics/soil))
user << "You clear up the [src]!"
del(src)
return

View File

@@ -1,91 +1,82 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
obj/machinery/recharger
anchored = 1
name = "recharger"
icon = 'stationobjs.dmi'
icon_state = "recharger0"
name = "recharger"
anchored = 1
use_power = 1
idle_power_usage = 4
active_power_usage = 250
var/obj/item/weapon/charging = null
var/obj/item/weapon/gun/energy/charging = null
var/obj/item/weapon/melee/baton/charging2 = null
attackby(obj/item/weapon/G as obj, mob/user as mob)
if (istype(G, /obj/item/weapon/gun/energy))
if (src.charging || src.charging2)
return
if (istype(G, /obj/item/weapon/gun/energy/gun/nuclear) || istype(G, /obj/item/weapon/gun/energy/crossbow))
user << "Your gun's recharge port was removed to make room for a miniaturized reactor."
return
if (istype(G, /obj/item/weapon/gun/energy/staff))
user << "It's a wooden staff, not a gun!"
return
var/area/a = loc.loc // Gets our locations location, like a dream within a dream
if(!isarea(a))
return
if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
user << "\red The [name] blinks red as you try to insert the item!"
return
user.drop_item()
G.loc = src
src.charging = G
use_power = 2
else if (istype(G, /obj/item/weapon/melee/baton))
if (src.charging || src.charging2)
return
user.drop_item()
G.loc = src
src.charging2 = G
use_power = 2
else if(istype(G, /obj/item/weapon/wrench))
if (src.charging || src.charging2)
user << "\red Remove the weapon first!"
return
anchored = !anchored
user << "You [anchored ? "attach" : "detach"] the recharger [anchored ? "to" : "from"] the ground"
playsound(src.loc, 'Ratchet.ogg', 75, 1)
attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("MACHINERY",src,user:wear_suit)
return
if (src.charging)
src.charging.update_icon()
src.charging.loc = src.loc
src.charging = null
use_power = 1
if(src.charging2)
src.charging2.update_icon()
src.charging2.loc = src.loc
src.charging2 = null
use_power = 1
attack_paw(mob/user as mob)
if ((ticker && ticker.mode.name == "monkey"))
return src.attack_hand(user)
process()
if(stat & (NOPOWER|BROKEN) || !anchored)
obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
if(istype(G, /obj/item/weapon/gun/energy) || istype(G, /obj/item/weapon/melee/baton))
if(charging)
return
var/area/a = get_area(src)
if(!isarea(a))
return
if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
user << "\red The [name] blinks red as you try to insert the item!"
return
if (istype(G, /obj/item/weapon/gun/energy/gun/nuclear) || istype(G, /obj/item/weapon/gun/energy/crossbow))
user << "<span class='notice'>Your gun's recharge port was removed to make room for a miniaturized reactor.</span>"
return
if (istype(G, /obj/item/weapon/gun/energy/staff))
return
user.drop_item()
G.loc = src
charging = G
use_power = 2
update_icon()
else if(istype(G, /obj/item/weapon/wrench))
if(charging)
user << "\red Remove the weapon first!"
return
anchored = !anchored
user << "You [anchored ? "attached" : "detached"] the recharger."
playsound(loc, 'Ratchet.ogg', 75, 1)
if (src.charging)
if (src.charging.power_supply.charge < src.charging.power_supply.maxcharge)
src.charging.power_supply.give(100)
src.icon_state = "recharger1"
obj/machinery/recharger/attack_hand(mob/user as mob)
add_fingerprint(user)
if(charging)
charging.update_icon()
charging.loc = loc
charging = null
use_power = 1
update_icon()
obj/machinery/recharger/attack_paw(mob/user as mob)
if((ticker && ticker.mode.name == "monkey"))
return attack_hand(user)
obj/machinery/recharger/process()
if(stat & (NOPOWER|BROKEN) || !anchored)
return
if(charging)
if(istype(charging, /obj/item/weapon/gun/energy))
var/obj/item/weapon/gun/energy/E = charging
if(E.power_supply.charge < E.power_supply.maxcharge)
E.power_supply.give(100)
icon_state = "recharger1"
use_power(250)
else
src.icon_state = "recharger2"
else if (src.charging2)
if (src.charging2.charges < src.charging2.maximum_charges)
src.charging2.charges++
src.icon_state = "recharger1"
use_power(250)
icon_state = "recharger2"
return
if(istype(charging, /obj/item/weapon/melee/baton))
var/obj/item/weapon/melee/baton/B = charging
if(B.charges < initial(B.charges))
B.charges++
icon_state = "recharger1"
use_power(150)
else
src.icon_state = "recharger2"
else
src.icon_state = "recharger0"
icon_state = "recharger2"
obj/machinery/recharger/update_icon() //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
if(charging)
icon_state = "recharger1"
else
icon_state = "recharger0"

View File

@@ -0,0 +1,87 @@
/obj/item/weapon/melee/baton
name = "stun baton"
desc = "A stun baton for incapacitating people with."
icon_state = "stunbaton"
item_state = "baton"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
force = 10
throwforce = 7
w_class = 3
var/charges = 10
var/status = 0
origin_tech = "combat=2"
/obj/item/weapon/melee/baton/update_icon()
if(status)
icon_state = "stunbaton_active"
else
icon_state = "stunbaton"
/obj/item/weapon/melee/baton/attack_self(mob/user as mob)
if(status && (CLUMSY in user.mutations) && prob(50))
user << "\red You grab the [src] on the wrong side."
user.Weaken(30)
charges--
if(charges < 1)
status = 0
update_icon()
return
if(charges > 0)
status = !status
user << "<span class='notice'>\The [src] is now [status ? "on" : "off"].</span>"
playsound(src.loc, "sparks", 75, 1, -1)
update_icon()
else
status = 0
user << "<span class='warning'>\The [src] is out of charge.</span>"
add_fingerprint(user)
/obj/item/weapon/melee/baton/attack(mob/M as mob, mob/user as mob)
if(status && (CLUMSY in user.mutations) && prob(50))
user << "<span class='danger'>You accidentally hit yourself with the [src]!</span>"
user.Weaken(30)
charges--
if(charges < 1)
status = 0
update_icon()
return
var/mob/living/carbon/human/H = M
if(isrobot(M))
..()
return
if(user.a_intent != "help")
if(!..()) return
H.apply_effect(5, WEAKEN, 0)
H.visible_message("<span class='danger'>[M] has been beaten with the [src] by [user]!</span>")
playsound(src.loc, "swing_hit", 50, 1, -1)
else if(!status)
H.visible_message("<span class='warning'>[M] has been prodded with the [src] by [user]. Luckily it was off.</span>")
return
if(status)
H.apply_effect(10, STUN, 0)
H.apply_effect(10, WEAKEN, 0)
H.apply_effect(10, STUTTER, 0)
user.lastattacked = M
H.lastattacker = user
charges--
H.visible_message("<span class='danger'>[M] has been stunned with the [src] by [user]!</span>")
playsound(src.loc, "sparks", 75, 1, -1)
if(charges < 1)
status = 0
update_icon()
add_fingerprint(user)
/obj/item/weapon/melee/baton/emp_act(severity)
switch(severity)
if(1)
charges = 0
if(2)
charges = max(0, charges - 5)
if(charges < 1)
status = 0
update_icon()

View File

@@ -3,7 +3,7 @@ CONTAINS:
SWORD
BLADE
AXE
STUN BATON
CLASSIC BATON
ENERGY SHIELD (where else should i even put this)
*/
@@ -94,102 +94,6 @@ ENERGY SHIELD (where else should i even put this)
src.add_fingerprint(user)
return
// STUN BATON
/obj/item/weapon/melee/baton/update_icon()
if(src.status)
icon_state = "stunbaton_active"
else
icon_state = "stunbaton"
/obj/item/weapon/melee/baton/attack_self(mob/user as mob)
src.status = !( src.status )
if ((CLUMSY in user.mutations) && prob(50))
usr << "\red You grab the stunbaton on the wrong side."
usr.Paralyse(60)
return
if (src.status)
user << "\blue The baton is now on."
playsound(src.loc, "sparks", 75, 1, -1)
else
user << "\blue The baton is now off."
playsound(src.loc, "sparks", 75, 1, -1)
update_icon()
src.add_fingerprint(user)
return
/obj/item/weapon/melee/baton/attack(mob/M as mob, mob/user as mob)
if ((CLUMSY in usr.mutations) && prob(50))
usr << "\red You grab the stunbaton on the wrong side."
usr.Weaken(30)
return
src.add_fingerprint(user)
var/mob/living/carbon/human/H = M
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey]) (INTENT: [uppertext(user.a_intent)])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey]) (INTENT: [uppertext(user.a_intent)])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
if(isrobot(M))
..()
return
if (status == 0 || (status == 1 && charges ==0))
if(user.a_intent == "hurt")
if(!..()) return
M.Weaken(5)
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been beaten with the stun baton by [user]!</B>", 1)
if(status == 1 && charges == 0)
user << "\red Not enough charge"
return
else
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been prodded with the stun baton by [user]! Luckily it was off.</B>", 1)
if(status == 1 && charges == 0)
user << "\red Not enough charge"
return
if((charges > 0 && status == 1) && (istype(H, /mob/living/carbon)))
flick("baton_active", src)
if (user.a_intent == "hurt")
if(!..()) return
playsound(src.loc, 'Genhit.ogg', 50, 1, -1)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.charge -= 20
else
charges--
if (M.stuttering < 1 && (!(HULK in M.mutations) && M.canstun) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 1
M.Stun(1)
M.Weaken(1)
else
playsound(src.loc, 'Egloves.ogg', 50, 1, -1)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.charge -= 20
else
charges--
if (M.stuttering < 10 && (!(HULK in M.mutations) && M.canstun) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 10
M.Stun(10)
M.Weaken(10)
user.lastattacked = M
M.lastattacker = user
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been stunned with the stun baton by [user]!</B>", 1, "\red You hear someone fall", 2)
/obj/item/weapon/melee/baton/emp_act(severity)
switch(severity)
if(1)
src.charges = 0
if(2)
charges -= 5
/obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You club yourself over the head."

View File

@@ -7,25 +7,53 @@
icon_state = "toilet0"
density = 0
anchored = 1
var/open = 0
var/mob/swirlie = null
var/open = 0 //if the lid is up
var/cistern = 0 //if the cistern bit is open
var/w_items = 0 //the combined w_class of all the items in the cistern
var/mob/swirlie = null //the mob being given a swirlie
/obj/structure/toilet/New()
open = round(rand(0, 1))
update_icon()
/obj/structure/toilet/attack_hand()
if(!swirlie)
open = !open
update_icon()
else
usr.visible_message("<span class='danger'>[usr] slams the toilet seat onto [swirlie.name]'s head!</span>", "<span class='notice'>You slam the toilet seat onto [swirlie.name]'s head!</span>", "You hear reverberating porcelain.")
/obj/structure/toilet/attack_hand(mob/user as mob)
if(swirlie)
usr.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie.name]'s head!</span>", "<span class='notice'>You slam the toilet seat onto [swirlie.name]'s head!</span>", "You hear reverberating porcelain.")
swirlie.adjustBruteLoss(8)
return
if(cistern && !open)
if(!contents.len)
user << "<span class='notice'>The cistern is empty.</span>"
return
else
var/obj/item/I = pick(contents)
if(ishuman(user))
if(!user.get_active_hand())
I.loc = user.loc
user.put_in_hand(I)
else
I.loc = get_turf(src)
user << "<span class='notice'>You find \an [I] in the cistern.</span>"
w_items -= I.w_class
return
open = !open
update_icon()
/obj/structure/toilet/update_icon()
icon_state = "toilet[open]"
icon_state = "toilet[open][cistern]"
/obj/structure/toilet/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/crowbar))
user << "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"].</span>"
playsound(loc, 'stonedoor_openclose.ogg', 50, 1)
if(do_after(user, 30))
user.visible_message("<span class='notice'>[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!</span>", "<span class='notice'>You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!</span>", "You hear grinding porcelain.")
cistern = !cistern
update_icon()
return
/obj/structure/toilet/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = I
var/mob/GM = G.affecting
@@ -45,6 +73,19 @@
else
user << "<span class='notice'>You need a tighter grip.</span>"
if(cistern)
if(I.w_class > 3)
user << "<span class='notice'>\The [I] does not fit.</span>"
return
if(w_items + I.w_class > 5)
user << "<span class='notice'>The cistern is full.</span>"
return
user.drop_item()
I.loc = src
w_items += I.w_class
user << "You carefully place \the [I] into the cistern."
return
/obj/structure/urinal
@@ -55,7 +96,7 @@
density = 0
anchored = 1
/obj/structure/urinal/attackby(var/obj/item/I, var/mob/user)
/obj/structure/urinal/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = I
var/mob/GM = G.affecting
@@ -97,7 +138,7 @@
wash(M)
check_heat(M)
/obj/machinery/shower/attackby(var/obj/item/I, var/mob/user)
/obj/machinery/shower/attackby(var/obj/item/I as obj, var/mob/user as mob)
if(I.type == /obj/item/device/analyzer)
user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
if(istype(I, /obj/item/weapon/wrench))

View File

@@ -19,7 +19,7 @@
else if(istype(P, /obj/item/weapon/wrench))
playsound(loc, 'Ratchet.ogg', 50, 1)
anchored = !anchored
user << "You [anchored ? "wrench" : "unwrench"] the [src]."
user << "You [anchored ? "wrench" : "unwrench"] \the [src]."
else
user << "You can't put a [P] in the [src]!"

View File

@@ -102,6 +102,10 @@
updateUsrDialog()
else
user << "This cartridge is not yet ready for replacement! Use up the rest of the toner."
else if(istype(O, /obj/item/weapon/wrench))
playsound(loc, 'Ratchet.ogg', 50, 1)
anchored = !anchored
user << "You [anchored ? "wrench" : "unwrench"] \the [src]."
return
ex_act(severity)

View File

@@ -70,6 +70,13 @@
origin_tech = "combat=3;materials=1"
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new ammo_type(src)
update_icon()
return
load_into_chamber()
// if(in_chamber)
// return 1 {R}
@@ -113,6 +120,7 @@
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
if(loaded.len)
afterattack(user, user) //will this work?
afterattack(user, user) //it will. we call it twice, for twice the FUN
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
return
@@ -121,7 +129,7 @@
w_class = 3.0
item_state = "gun"
slot_flags &= ~SLOT_BACK //you can't sling it on your back
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
name = "sawn-off shotgun"
desc = "Omar's coming!"
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"

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@@ -180,6 +180,8 @@
#define FILE_DIR "icons/vending_icons"
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/backup"
#define FILE_DIR "maps/backup/backup"
#define FILE_DIR "maps/RandomZLevels"
#define FILE_DIR "sound"
#define FILE_DIR "sound/AI"
@@ -688,6 +690,7 @@
#include "code\game\objects\items\weapons\plant_bag.dm"
#include "code\game\objects\items\weapons\RCD.dm"
#include "code\game\objects\items\weapons\RSF.dm"
#include "code\game\objects\items\weapons\stunbaton.dm"
#include "code\game\objects\items\weapons\stungloves.dm"
#include "code\game\objects\items\weapons\surgery_tools.dm"
#include "code\game\objects\items\weapons\swords_axes_etc.dm"