Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 into newmalf-merge

This commit is contained in:
Atlantis
2015-05-22 21:01:26 +02:00
452 changed files with 11600 additions and 14417 deletions
+1 -1
View File
@@ -591,7 +591,7 @@
if(do_after(user, 50))
if(!src || !WT.remove_fuel(3, user)) return
if (emagged || (stat & BROKEN) || opened==2)
new /obj/item/stack/sheet/metal(loc)
new /obj/item/stack/material/steel(loc)
user.visible_message(\
"<span class='warning'>[src] has been cut apart by [user.name] with the weldingtool.</span>",\
"<span class='notice'>You disassembled the broken APC frame.</span>",\
+18 -7
View File
@@ -10,7 +10,7 @@
..()
updateicon()
/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/amount = 0)
/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/power = 0)
if(drain_check)
return 1
@@ -18,9 +18,9 @@
if(charge <= 0)
return 0
var/cell_amt = min((amount * CELLRATE), charge)
use(cell_amt)
return cell_amt / CELLRATE
var/cell_amt = power * CELLRATE
return use(cell_amt) / CELLRATE
/obj/item/weapon/cell/proc/updateicon()
overlays.Cut()
@@ -38,14 +38,25 @@
/obj/item/weapon/cell/proc/fully_charged()
return (charge == maxcharge)
// use power from a cell
// checks if the power cell is able to provide the specified amount of charge
/obj/item/weapon/cell/proc/check_charge(var/amount)
return (charge >= amount)
// use power from a cell, returns the amount actually used
/obj/item/weapon/cell/proc/use(var/amount)
if(rigged && amount > 0)
explode()
return 0
var/used = min(charge, amount)
charge -= used
return used
if(charge < amount) return 0
charge = (charge - amount)
// Checks if the specified amount can be provided. If it can, it removes the amount
// from the cell and returns 1. Otherwise does nothing and returns 0.
/obj/item/weapon/cell/proc/checked_use(var/amount)
if(!check_charge(amount))
return 0
use(amount)
return 1
// recharge the cell
+2 -1
View File
@@ -50,7 +50,7 @@
usr << "You begin deconstructing [src]."
if (!do_after(usr, 30))
return
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
new /obj/item/stack/material/steel( get_turf(src.loc), sheets_refunded )
user.visible_message("[user.name] deconstructs [src].", \
"You deconstruct [src].", "You hear a noise.")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
@@ -271,6 +271,7 @@
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
return
visible_message("<span class='danger'>[user] smashes the light!</span>")
user.do_attack_animation(src)
broken()
return 1
+4 -4
View File
@@ -87,7 +87,7 @@
desc = "A power generator that runs on solid phoron sheets. Rated for 80 kW max safe output."
var/sheet_name = "Phoron Sheets"
var/sheet_path = /obj/item/stack/sheet/mineral/phoron
var/sheet_path = /obj/item/stack/material/phoron
var/board_path = "/obj/item/weapon/circuitboard/pacman"
/*
@@ -162,7 +162,7 @@
//Removes one stack's worth of material from the generator.
/obj/machinery/power/port_gen/pacman/DropFuel()
if(sheets)
var/obj/item/stack/sheet/S = new sheet_path(loc)
var/obj/item/stack/material/S = new sheet_path(loc)
var/amount = min(sheets, S.max_amount)
S.amount = amount
sheets -= amount
@@ -403,7 +403,7 @@
name = "S.U.P.E.R.P.A.C.M.A.N.-type Portable Generator"
desc = "A power generator that utilizes uranium sheets as fuel. Can run for much longer than the standard PACMAN type generators. Rated for 80 kW max safe output."
icon_state = "portgen1"
sheet_path = /obj/item/stack/sheet/mineral/uranium
sheet_path = /obj/item/stack/material/uranium
sheet_name = "Uranium Sheets"
time_per_sheet = 576 //same power output, but a 50 sheet stack will last 2 hours at max safe power
board_path = "/obj/item/weapon/circuitboard/pacman/super"
@@ -430,7 +430,7 @@
name = "M.R.S.P.A.C.M.A.N.-type Portable Generator"
desc = "An advanced power generator that runs on tritium. Rated for 200 kW maximum safe output!"
icon_state = "portgen2"
sheet_path = /obj/item/stack/sheet/mineral/tritium
sheet_path = /obj/item/stack/material/tritium
sheet_name = "Tritium Fuel Sheets"
//I don't think tritium has any other use, so we might as well make this rewarding for players
+1 -1
View File
@@ -374,7 +374,7 @@
if (source_area)
source_area.use_power(drained_energy/CELLRATE)
else if (istype(power_source,/datum/powernet))
var/drained_power = drained_energy/CELLRATE //convert from "joules" to "watts"
var/drained_power = drained_energy/CELLRATE
drained_power = PN.draw_power(drained_power)
else if (istype(power_source, /obj/item/weapon/cell))
cell.use(drained_energy)
+10 -10
View File
@@ -50,10 +50,10 @@ var/list/solars_list = list()
/obj/machinery/power/solar/proc/Make(var/obj/item/solar_assembly/S)
if(!S)
S = new /obj/item/solar_assembly(src)
S.glass_type = /obj/item/stack/sheet/glass
S.glass_type = /obj/item/stack/material/glass
S.anchored = 1
S.loc = src
if(S.glass_type == /obj/item/stack/sheet/glass/reinforced) //if the panel is in reinforced glass
if(S.glass_type == /obj/item/stack/material/glass/reinforced) //if the panel is in reinforced glass
health *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
update_icon()
@@ -91,8 +91,8 @@ var/list/solars_list = list()
if(!(stat & BROKEN))
broken()
else
new /obj/item/weapon/shard(src.loc)
new /obj/item/weapon/shard(src.loc)
new /obj/item/weapon/material/shard(src.loc)
new /obj/item/weapon/material/shard(src.loc)
qdel(src)
return
return
@@ -153,13 +153,13 @@ var/list/solars_list = list()
switch(severity)
if(1.0)
if(prob(15))
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
qdel(src)
return
if(2.0)
if (prob(25))
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
qdel(src)
return
@@ -231,7 +231,7 @@ var/list/solars_list = list()
// Give back the glass type we were supplied with
/obj/item/solar_assembly/proc/give_glass()
if(glass_type)
var/obj/item/stack/sheet/S = new glass_type(src.loc)
var/obj/item/stack/material/S = new glass_type(src.loc)
S.amount = 2
glass_type = null
@@ -251,8 +251,8 @@ var/list/solars_list = list()
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
return 1
if(istype(W, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/S = W
if(istype(W, /obj/item/stack/material/glass))
var/obj/item/stack/material/S = W
if(S.use(2))
glass_type = W.type
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
@@ -420,7 +420,7 @@ var/list/solars_list = list()
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
var/obj/item/weapon/circuitboard/solar_control/M = new /obj/item/weapon/circuitboard/solar_control( A )
for (var/obj/C in src)
C.loc = src.loc
+1 -1
View File
@@ -41,7 +41,7 @@
/obj/machinery/power/tracker/proc/Make(var/obj/item/solar_assembly/S)
if(!S)
S = new /obj/item/solar_assembly(src)
S.glass_type = /obj/item/stack/sheet/glass
S.glass_type = /obj/item/stack/material/glass
S.tracker = 1
S.anchored = 1
S.loc = src
+1 -1
View File
@@ -234,7 +234,7 @@
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
new /obj/item/weapon/material/shard( src.loc )
var/obj/item/weapon/circuitboard/turbine_control/M = new /obj/item/weapon/circuitboard/turbine_control( A )
for (var/obj/C in src)
C.loc = src.loc