-Made all contructs children of /mob/living/simple_animal/construct and changed the type paths as needed

-Now when examining someone you can tell if their brain is missing, and it doesn't give the 'catatonic' part (Because the player is in a different mob and it's kind of misleading)
-Committed Lugar223's patch for the temperature gun, preventing the window from re-opening as it heats up/cools down
Fixes Issue 900
-Fixed the issue where dead players could use pAI carts if they left the window open
Fixes Issue 967
-Changed how the Destructive Analyzer handles sheets, now it will only deconstruct 1 sheet out of the stack at a time. Also found a bug where it would destroy its own components, so that is fixed as well.
Fixes Issue 989
-Secborgs can no longer put their stun baton or energy gun in rechargers, added a check for /mob/living/silicon
Fixes Issue 972

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4807 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
sieve32@gmail.com
2012-10-04 22:08:27 +00:00
parent 148b6e5c19
commit 8c387f2158
10 changed files with 258 additions and 435 deletions

View File

@@ -1151,17 +1151,17 @@ datum/mind
..()
mind.assigned_role = "Shade"
/mob/living/simple_animal/constructbuilder/mind_initialize()
/mob/living/simple_animal/construct/builder/mind_initialize()
..()
mind.assigned_role = "Artificer"
mind.special_role = "Cultist"
/mob/living/simple_animal/constructwraith/mind_initialize()
/mob/living/simple_animal/construct/wraith/mind_initialize()
..()
mind.assigned_role = "Wraith"
mind.special_role = "Cultist"
/mob/living/simple_animal/constructarmoured/mind_initialize()
/mob/living/simple_animal/construct/armoured/mind_initialize()
..()
mind.assigned_role = "Juggernaut"
mind.special_role = "Cultist"

View File

@@ -165,7 +165,7 @@
var/construct_class = alert(U, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
switch(construct_class)
if("Juggernaut")
var/mob/living/simple_animal/constructarmoured/Z = new /mob/living/simple_animal/constructarmoured (get_turf(T.loc))
var/mob/living/simple_animal/construct/armoured/Z = new /mob/living/simple_animal/construct/armoured (get_turf(T.loc))
Z.key = A.key
if(iscultist(U))
if(ticker.mode.name == "cult")
@@ -181,7 +181,7 @@
del(C)
if("Wraith")
var/mob/living/simple_animal/constructwraith/Z = new /mob/living/simple_animal/constructwraith (get_turf(T.loc))
var/mob/living/simple_animal/construct/wraith/Z = new /mob/living/simple_animal/construct/wraith (get_turf(T.loc))
Z.key = A.key
if(iscultist(U))
if(ticker.mode.name == "cult")
@@ -197,7 +197,7 @@
del(C)
if("Artificer")
var/mob/living/simple_animal/constructbuilder/Z = new /mob/living/simple_animal/constructbuilder (get_turf(T.loc))
var/mob/living/simple_animal/construct/builder/Z = new /mob/living/simple_animal/construct/builder (get_turf(T.loc))
Z.key = A.key
if(iscultist(U))
if(ticker.mode.name == "cult")

View File

@@ -11,6 +11,8 @@ obj/machinery/recharger
var/obj/item/weapon/charging = null
obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
if(istype(user,/mob/living/silicon))
return
if(istype(G, /obj/item/weapon/gun/energy) || istype(G, /obj/item/weapon/melee/baton))
if(charging)
return

View File

@@ -58,6 +58,9 @@
/obj/item/device/paicard/Topic(href, href_list)
if(!usr || usr.stat)
return
if(href_list["setdna"])
if(pai.master_dna)
return

View File

@@ -194,22 +194,21 @@
msg += "<span class='warning'>[t_He] [t_has] bitten off [t_his] own tongue and [t_has] suffered major bloodloss!</span>\n"
if(stat == DEAD || (status_flags & FAKEDEATH))
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life"
if(brain_op_stage != 4)//Only perform these checks if there is no brain
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life"
if(!key)
var/foundghost = 0
if(mind)
for(var/mob/dead/observer/G in player_list)
if(G.mind == mind)
foundghost = 1
break
if(!foundghost)
msg += " and [t_his] soul has departed"
msg += "...</span>\n"
else
msg += "<span class='warning'>"
if(!key)
var/foundghost = 0
if(mind)
for(var/mob/dead/observer/G in player_list)
if(G.mind == mind)
foundghost = 1
break
if(!foundghost)
msg += " and [t_his] soul has departed"
msg += "...</span>\n"
else//Brain is gone, doesn't matter if they are AFK or present
msg += "<span class='deadsay'>It appears that [t_his] brain is missing.\n"
var/temp = getBruteLoss() //no need to calculate each of these twice
if(temp)
@@ -247,9 +246,9 @@
else if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if(!key)
if(!key && brain_op_stage != 4)
msg += "<span class='deadsay'>[t_He] [t_is] totally catatonic. The stresses of life in deep-space must have been too much for [t_him]. Any recovery is unlikely</span>\n"
else if(!client)
else if(!client && brain_op_stage != 4)
msg += "[t_He] [t_has] a vacant, braindead stare...\n"
if(digitalcamo)

View File

@@ -1,125 +0,0 @@
/mob/living/simple_animal/constructbehemoth
name = "Behemoth"
real_name = "Behemoth"
desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal."
icon = 'icons/mob/mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
icon_dead = "shade_dead"
maxHealth = 750
health = 750
speak_emote = list("rumbles")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "harmlessly punches the"
harm_intent_damage = 0
melee_damage_lower = 50
melee_damage_upper = 50
attacktext = "brutally crushes"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = 5
wall_smash = 1
nopush = 1
a_intent = "harm"
stop_automated_movement = 1
status_flags = CANPARALYSE
attack_sound = 'sound/weapons/punch4.ogg'
var/energy = 0
var/max_energy = 1000
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize()
del src
return
/mob/living/simple_animal/constructbehemoth/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
if(O.force >= 11)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b The [O] bounces harmlessly off of [src]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/constructbehemoth/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
..()
if (!( istype(AM, /atom/movable) ))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
return
return
////////////////Powers//////////////////
/*
/client/proc/summon_cultist()
set category = "Behemoth"
set name = "Summon Cultist (300)"
set desc = "Teleport a cultist to your location"
if (istype(usr,/mob/living/simple_animal/constructbehemoth))
if(usr.energy<300)
usr << "\red You do not have enough power stored!"
return
if(usr.stat)
return
usr.energy -= 300
var/list/mob/living/cultists = new
for(var/datum/mind/H in ticker.mode.cult)
if (istype(H.current,/mob/living))
cultists+=H.current
var/mob/cultist = input("Choose the one who you want to summon", "Followers of Geometer") as null|anything in (cultists - usr)
if(!cultist)
return
if (cultist == usr) //just to be sure.
return
cultist.loc = usr.loc
usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/

View File

@@ -1,70 +1,49 @@
/////////////////Juggernaut///////////////
/mob/living/simple_animal/constructarmoured
name = "Juggernaut"
real_name = "Juggernaut"
desc = "A possessed suit of armour driven by the will of the restless dead"
icon = 'icons/mob/mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
icon_dead = "shade_dead"
maxHealth = 250
health = 250
/mob/living/simple_animal/construct
name = "Construct"
real_name = "Contruct"
desc = ""
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "harmlessly punches the"
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashes their armoured gauntlet into"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = 3
wall_smash = 1
nopush = 1
response_harm = "punches the"
icon_dead = "shade_dead"
speed = -1
a_intent = "harm"
stop_automated_movement = 1
status_flags = CANPARALYSE
attack_sound = 'sound/weapons/punch3.ogg'
attack_sound = 'sound/weapons/punch1.ogg'
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize()
del src
return
/mob/living/simple_animal/constructarmoured/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
if(O.force >= 11)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b The [O] bounces harmlessly off of [src]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
/mob/living/simple_animal/construct/Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize()
del src
return
/mob/living/simple_animal/construct/examine()
set src in oview()
/mob/living/simple_animal/constructarmoured/Bump(atom/movable/AM as mob|obj, yes)
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
/mob/living/simple_animal/construct/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
@@ -100,218 +79,8 @@
return
/mob/living/simple_animal/constructarmoured/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 10
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
for(var/mob/O in viewers(src, null))
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [M.name] ([M.ckey])</font>")
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/constructarmoured/examine()
set src in oview()
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
////////////////////////Wraith/////////////////////////////////////////////
/mob/living/simple_animal/constructwraith
name = "Wraith"
real_name = "Wraith"
desc = "A wicked bladed shell contraption piloted by a bound spirit"
icon = 'icons/mob/mob.dmi'
icon_state = "floating"
icon_living = "floating"
icon_dead = "shade_dead"
maxHealth = 75
health = 75
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "punches the"
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashes"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = -1
a_intent = "harm"
stop_automated_movement = 1
status_flags = CANPARALYSE
see_in_dark = 7
attack_sound = 'sound/weapons/bladeslice.ogg'
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize()
del src
return
/mob/living/simple_animal/constructwraith/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/constructwraith/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(prob(50))
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
..()
if (!( istype(AM, /atom/movable) ))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
return
return
/mob/living/simple_animal/constructwraith/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 10
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
for(var/mob/O in viewers(src, null))
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [M.name] ([M.ckey])</font>")
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/constructwraith/examine()
set src in oview()
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
/////////////////////////////Artificer/////////////////////////
/mob/living/simple_animal/constructbuilder
name = "Artificer"
real_name = "Artificer"
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
icon = 'icons/mob/mob.dmi'
icon_state = "artificer"
icon_living = "artificer"
icon_dead = "shade_dead"
maxHealth = 50
health = 50
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "viciously beats"
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "rams"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = 0
wall_smash = 1
nopush = 1
a_intent = "harm"
stop_automated_movement = 1
status_flags = CANPARALYSE
attack_sound = 'sound/weapons/punch2.ogg'
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize()
del src
return
/mob/living/simple_animal/constructbuilder/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
/mob/living/simple_animal/construct/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/construct/builder))
health += 5
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
@@ -327,18 +96,181 @@
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/constructbuilder/examine()
set src in oview()
/mob/living/simple_animal/construct/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
/////////////////Juggernaut///////////////
/mob/living/simple_animal/construct/armoured
name = "Juggernaut"
real_name = "Juggernaut"
desc = "A possessed suit of armour driven by the will of the restless dead"
icon = 'icons/mob/mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
maxHealth = 250
health = 250
response_harm = "harmlessly punches the"
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashes their armoured gauntlet into"
speed = 3
wall_smash = 1
nopush = 1
attack_sound = 'sound/weapons/punch3.ogg'
/mob/living/simple_animal/construct/armoured/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
if(O.force >= 11)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b The [O] bounces harmlessly off of [src]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
usr << msg
return
////////////////////////Wraith/////////////////////////////////////////////
/mob/living/simple_animal/construct/wraith
name = "Wraith"
real_name = "Wraith"
desc = "A wicked bladed shell contraption piloted by a bound spirit"
icon = 'icons/mob/mob.dmi'
icon_state = "floating"
icon_living = "floating"
maxHealth = 75
health = 75
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashes"
speed = -1
see_in_dark = 7
attack_sound = 'sound/weapons/bladeslice.ogg'
/////////////////////////////Artificer/////////////////////////
/mob/living/simple_animal/construct/builder
name = "Artificer"
real_name = "Artificer"
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
icon = 'icons/mob/mob.dmi'
icon_state = "artificer"
icon_living = "artificer"
maxHealth = 50
health = 50
response_harm = "viciously beats"
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "rams"
speed = 0
wall_smash = 1
nopush = 1
attack_sound = 'sound/weapons/punch2.ogg'
/////////////////////////////Behemoth/////////////////////////
/mob/living/simple_animal/construct/behemoth
name = "Behemoth"
real_name = "Behemoth"
desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal."
icon = 'icons/mob/mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
maxHealth = 750
health = 750
speak_emote = list("rumbles")
response_harm = "harmlessly punches the"
harm_intent_damage = 0
melee_damage_lower = 50
melee_damage_upper = 50
attacktext = "brutally crushes"
speed = 5
wall_smash = 1
nopush = 1
attack_sound = 'sound/weapons/punch4.ogg'
var/energy = 0
var/max_energy = 1000
/mob/living/simple_animal/constructbehemoth/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
if(O.force >= 11)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b The [O] bounces harmlessly off of [src]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
////////////////Powers//////////////////
/*
/client/proc/summon_cultist()
set category = "Behemoth"
set name = "Summon Cultist (300)"
set desc = "Teleport a cultist to your location"
if (istype(usr,/mob/living/simple_animal/constructbehemoth))
if(usr.energy<300)
usr << "\red You do not have enough power stored!"
return
if(usr.stat)
return
usr.energy -= 300
var/list/mob/living/cultists = new
for(var/datum/mind/H in ticker.mode.cult)
if (istype(H.current,/mob/living))
cultists+=H.current
var/mob/cultist = input("Choose the one who you want to summon", "Followers of Geometer") as null|anything in (cultists - usr)
if(!cultist)
return
if (cultist == usr) //just to be sure.
return
cultist.loc = usr.loc
usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/

View File

@@ -341,16 +341,16 @@
if(ispath(MP, /mob/living/simple_animal/space_worm))
return 0 //Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
if(ispath(MP, /mob/living/simple_animal/constructbehemoth))
if(ispath(MP, /mob/living/simple_animal/construct/behemoth))
return 0 //I think this may have been an unfinished WiP or something. These constructs should really have their own class simple_animal/construct/subtype
if(ispath(MP, /mob/living/simple_animal/constructarmoured))
if(ispath(MP, /mob/living/simple_animal/construct/armoured))
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
if(ispath(MP, /mob/living/simple_animal/constructwraith))
if(ispath(MP, /mob/living/simple_animal/construct/wraith))
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
if(ispath(MP, /mob/living/simple_animal/constructbuilder))
if(ispath(MP, /mob/living/simple_animal/construct/builder))
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
//Good mobs!

View File

@@ -35,8 +35,9 @@
Target output temperature: <A href='?src=\ref[src];temp=-100'>-</A> <A href='?src=\ref[src];temp=-10'>-</A> <A href='?src=\ref[src];temp=-1'>-</A> [current_temperature] <A href='?src=\ref[src];temp=1'>+</A> <A href='?src=\ref[src];temp=10'>+</A> <A href='?src=\ref[src];temp=100'>+</A><BR>
"}
user << browse(dat, "window=freezegun;size=450x300")
onclose(user, "freezegun")
user << browse(dat, "window=freezegun;size=450x300;can_resize=1;can_close=1;can_minimize=1")
onclose(user, "window=freezegun", src)
Topic(href, href_list)
@@ -44,6 +45,9 @@
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["temp"])
var/amount = text2num(href_list["temp"])
if(amount > 0)
@@ -73,6 +77,4 @@
temperature += 10
else
temperature = current_temperature
if(istype(src.loc, /mob))
attack_self(src.loc)
return

View File

@@ -292,9 +292,19 @@ won't update every console in existence) but it's more of a hassle to do. Also,
for(var/obj/I in linked_destroy.contents)
for(var/mob/M in I.contents)
M.death()
del(I)
if(istype(I,/obj/item/stack/sheet))//Only deconsturcts one sheet at a time instead of the entire stack
var/obj/item/stack/sheet/S = I
if(S.amount > 1)
S.amount--
linked_destroy.loaded_item = S
else
del(S)
linked_destroy.icon_state = "d_analyzer"
else
if(!(I in linked_destroy.component_parts))
del(I)
linked_destroy.icon_state = "d_analyzer"
use_power(250)
linked_destroy.icon_state = "d_analyzer"
screen = 1.0
updateUsrDialog()