mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Moving stuff around part 2!
Committing this early to allow pete to commit something involving the .dme file which would probably conflict otherwise. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4514 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1,185 +1,5 @@
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#define REGULATE_RATE 5
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/*/obj/item/weapon/smokebomb
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desc = "It is set to detonate in 2 seconds."
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name = "smoke bomb"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "flashbang"
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var/state = null
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var/det_time = 20.0
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w_class = 2.0
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item_state = "flashbang"
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throw_speed = 4
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throw_range = 20
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flags = FPRINT | TABLEPASS | USEDELAY
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slot_flags = SLOT_BELT
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var/datum/effect/effect/system/bad_smoke_spread/smoke
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/obj/item/weapon/mustardbomb
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desc = "It is set to detonate in 4 seconds."
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name = "mustard gas bomb"
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icon = 'icons/obj/grenade.dmi'
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icon_state = "flashbang"
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var/state = null
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var/det_time = 40.0
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w_class = 2.0
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item_state = "flashbang"
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throw_speed = 4
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throw_range = 20
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BELT
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var/datum/effect/effect/system/mustard_gas_spread/mustard_gas
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/obj/item/weapon/smokebomb/New()
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..()
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src.smoke = new /datum/effect/effect/system/bad_smoke_spread/
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src.smoke.attach(src)
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src.smoke.set_up(10, 0, usr.loc)
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/obj/item/weapon/mustardbomb/New()
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..()
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src.mustard_gas = new /datum/effect/effect/system/mustard_gas_spread/
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src.mustard_gas.attach(src)
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src.mustard_gas.set_up(5, 0, usr.loc)
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/obj/item/weapon/smokebomb/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (istype(W, /obj/item/weapon/screwdriver))
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if (src.det_time == 60)
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src.det_time = 20
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user.show_message("\blue You set the smoke bomb for a 2 second detonation time.")
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src.desc = "It is set to detonate in 2 seconds."
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else
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src.det_time = 60
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user.show_message("\blue You set the smoke bomb for a 6 second detonation time.")
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src.desc = "It is set to detonate in 6 seconds."
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src.add_fingerprint(user)
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return
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/obj/item/weapon/smokebomb/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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if (user.get_active_hand() == src)
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if (!( src.state ))
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user << "\red You prime the smoke bomb! [det_time/10] seconds!"
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src.state = 1
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src.icon_state = "flashbang1"
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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spawn( src.det_time )
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prime()
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return
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user.dir = get_dir(user, target)
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user.drop_item()
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var/t = (isturf(target) ? target : target.loc)
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walk_towards(src, t, 3)
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src.add_fingerprint(user)
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return
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/obj/item/weapon/smokebomb/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/item/weapon/smokebomb/attack_hand()
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walk(src, null, null)
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..()
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return
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/obj/item/weapon/smokebomb/proc/prime()
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playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
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spawn(0)
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src.smoke.start()
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sleep(10)
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src.smoke.start()
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sleep(10)
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src.smoke.start()
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sleep(10)
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src.smoke.start()
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for(var/obj/effect/blob/B in view(8,src))
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var/damage = round(30/(get_dist(B,src)+1))
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B.health -= damage
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B.update_icon()
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sleep(80)
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del(src)
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return
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/obj/item/weapon/smokebomb/attack_self(mob/user as mob)
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if (!src.state)
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user << "\red You prime the smoke bomb! [det_time/10] seconds!"
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src.state = 1
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src.icon_state = "flashbang1"
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add_fingerprint(user)
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spawn( src.det_time )
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prime()
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return
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return
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/obj/item/weapon/mustardbomb/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (istype(W, /obj/item/weapon/screwdriver))
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if (src.det_time == 80)
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src.det_time = 40
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user.show_message("\blue You set the mustard gas bomb for a 4 second detonation time.")
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src.desc = "It is set to detonate in 4 seconds."
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else
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src.det_time = 80
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user.show_message("\blue You set the mustard gas bomb for a 8 second detonation time.")
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src.desc = "It is set to detonate in 8 seconds."
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src.add_fingerprint(user)
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return
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/obj/item/weapon/mustardbomb/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
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if (user.get_active_hand() == src)
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if (!( src.state ))
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user << "\red You prime the mustard gas bomb! [det_time/10] seconds!"
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src.state = 1
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src.icon_state = "flashbang1"
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playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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spawn( src.det_time )
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prime()
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return
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user.dir = get_dir(user, target)
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user.drop_item()
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var/t = (isturf(target) ? target : target.loc)
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walk_towards(src, t, 3)
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src.add_fingerprint(user)
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return
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/obj/item/weapon/mustardbomb/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/item/weapon/mustardbomb/attack_hand()
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walk(src, null, null)
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..()
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return
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/obj/item/weapon/mustardbomb/proc/prime()
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playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
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spawn(0)
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src.mustard_gas.start()
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sleep(10)
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src.mustard_gas.start()
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sleep(10)
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src.mustard_gas.start()
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sleep(10)
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src.mustard_gas.start()
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for(var/obj/effect/blob/B in view(8,src))
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var/damage = round(30/(get_dist(B,src)+1))
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B.health -= damage
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B.update_icon()
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sleep(100)
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del(src)
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return
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/obj/item/weapon/mustardbomb/attack_self(mob/user as mob)
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if (!src.state)
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user << "\red You prime the mustard gas bomb! [det_time/10] seconds!"
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src.state = 1
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src.icon_state = "flashbang1"
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add_fingerprint(user)
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spawn( src.det_time )
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prime()
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return
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return
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*/
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/obj/item/weapon/storage/beakerbox
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name = "Beaker Box"
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icon_state = "beaker"
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@@ -1,66 +0,0 @@
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/obj/effect/decal/cleanable/New()
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if (random_icon_states && length(src.random_icon_states) > 0)
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src.icon_state = pick(src.random_icon_states)
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..()
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/*
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/obj/effect/decal/cleanable/blood/burn(fi_amount)
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if(fi_amount > 900000.0)
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src.virus = null
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sleep(11)
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del(src)
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return
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*/
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//Gibs.spread proc in gibs.dm
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/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
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for(var/datum/disease/D in src.viruses)
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b.viruses += D
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if (step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(var/list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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var/obj/effect/decal/cleanable/xenoblood/b = new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc)
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for(var/datum/disease/D in src.viruses)
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b.viruses += D
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if (step_to(src, get_step(src, direction), 0))
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break
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/obj/effect/decal/cleanable/robot_debris/proc/streak(var/list/directions)
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spawn (0)
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var/direction = pick(directions)
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for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
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sleep(3)
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if (i > 0)
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if (prob(40))
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/*var/obj/effect/decal/cleanable/oil/o =*/
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new /obj/effect/decal/cleanable/oil/streak(src.loc)
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else if (prob(10))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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if (step_to(src, get_step(src, direction), 0))
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break
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// not a great place for it, but as good as any
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/obj/effect/decal/cleanable/greenglow
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New()
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..()
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sd_SetLuminosity(1)
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spawn(1200) // 2 minutes
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del(src)
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@@ -1,212 +0,0 @@
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//########################## CONTRABAND ;3333333333333333333 -Agouri ###################################################
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#define NUM_OF_POSTER_DESIGNS 17
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/obj/item/weapon/contraband
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name = "contraband item"
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desc = "You probably shouldn't be holding this."
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icon = 'icons/obj/contraband.dmi'
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force = 0
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/obj/item/weapon/contraband/poster
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name = "rolled-up poster"
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desc = "The poster comes with its own automatic adhesive mechanism, for easy pinning to any vertical surface. Its vulgar themes have marked it as Contraband aboard Nanotrasen<65> Space Facilities."
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icon_state = "rolled_poster"
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var/serial_number = 0
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var/obj/effect/decal/poster/resulting_poster = null //The poster that will be created is initialised and stored through contraband/poster's constructor
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/obj/item/weapon/contraband/poster/New(turf/loc,var/given_serial=0)
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if(given_serial==0)
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serial_number = rand(1,NUM_OF_POSTER_DESIGNS)
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src.resulting_poster = new(serial_number)
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else
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serial_number = given_serial
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//We don't give it a resulting_poster because if we called it with a given_serial it means that we're rerolling an already used poster.
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src.name += " - No. [serial_number]"
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..(loc)
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/*/obj/item/weapon/contraband/poster/attack(mob/M as mob, mob/user as mob)
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src.add_fingerprint(user)
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if(src.resulting_poster)
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src.resulting_poster.add_fingerprint(user)
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..()*/
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/*/obj/item/weapon/contraband/poster/attack(atom/A, mob/user as mob) //This shit is handled through the wall's attackby()
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if (istype(A, /turf/simulated/wall))
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if(src.resulting_poster == null)
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return
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else
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var/turf/simulated/wall/W = A
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var/check = 0
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var/stuff_on_wall = 0
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for( var/obj/O in W.contents) //Let's see if it already has a poster on it or too much stuff
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if(istype(O,/obj/effect/decal/poster))
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check = 1
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break
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stuff_on_wall++
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if(stuff_on_wall==3)
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check = 1
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break
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if(check)
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user << "<FONT COLOR='RED'>The wall is far too cluttered to place a poster!</FONT>"
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return
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src.resulting_poster.loc = W //Looks like it's uncluttered enough. Place the poster
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W.contents += src.resulting_poster
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del(src)*/
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//############################## THE ACTUAL DECALS ###########################
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obj/effect/decal/poster
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name = "poster"
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desc = "A large piece of space-resistant printed paper. It's considered contraband."
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icon = 'icons/obj/contraband.dmi'
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anchored = 1
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var/serial_number //Will hold the value of src.loc if nobody initialises it
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var/ruined = 0
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obj/effect/decal/poster/New(var/serial)
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src.serial_number = serial
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if(serial_number==src.loc){serial_number = rand(1,NUM_OF_POSTER_DESIGNS);} //This is for the mappers that want individual posters without having to use rolled posters.
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icon_state = "poster[serial_number]"
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switch(serial_number)
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if(1)
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name += " - Unlucky Space Explorer"
|
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desc += " This particular one depicts a skeletal form within a space suit."
|
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if(2)
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name += " - Positronic Logic Conflicts"
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desc += " This particular one depicts the cold, unmoving stare of a particular advanced AI."
|
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if(3)
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name += " - Paranoia"
|
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desc += " This particular one warns of the dangers of trusting your co-workers too much."
|
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if(4)
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name += " - Keep Calm"
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desc += " This particular one is of a famous New Earth design, although a bit modified."
|
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if(5)
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name += " - Martian Warlord"
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desc += " This particular one depicts the cartoony mug of a certain Martial Warmonger."
|
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if(6)
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name += " - Technological Singularity"
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desc += " This particular one is of the blood-curdling symbol of a long-since defeated enemy of humanity."
|
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if(7)
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name += " - Wasteland"
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desc += " This particular one is of a couple of ragged gunmen, one male and one female, on top of a mound of rubble. The number \"13\" is visible on their blue jumpsuits."
|
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if(8)
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name += " - Pinup Girl Cindy"
|
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desc += " This particular one is of Nanotrasen's PR girl, Cindy, in a particularly feminine pose."
|
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if(9)
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name += " - Pinup Girl Amy"
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desc += " This particular one is of Amy, the nymphomaniac Urban Legend of Nanotrasen Space Stations. How this photograph came to be is not known."
|
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if(10)
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name += " - Don't Panic"
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desc += " This particular one depicts some sort of star in a grimace. The \"Don't Panic\" is written in big, friendly letters."
|
||||
if(11)
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name += " - Underwater Laboratory"
|
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desc += " This particular one is of the fabled last crew of Nanotrasen's previous project before going big on Asteroid mining, Sealab."
|
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if(12)
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name += " - Missing Gloves"
|
||||
desc += " This particular one is about the uproar that followed Nanotrasen's financial cuts towards insulated-glove purchases."
|
||||
if(13)
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name += " - Rogue AI"
|
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desc += " This particular one depicts the shell of the infamous AI that catastropically comandeered one of Nanotrasen's earliest space stations. Back then, the corporation was just known as TriOptimum."
|
||||
if(14)
|
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name += " - User of the Arcane Arts"
|
||||
desc += " This particular one depicts a wizard, casting a spell. You can't really make out if it's an actial photograph or a computer-generated image."
|
||||
if(15)
|
||||
name += " - Levitating Skull"
|
||||
desc += " This particular one is the portrait of a certain flying, friendly and somewhat sex-crazed enchanted skull. Its adventures along with its fabled companion are now fading through history..."
|
||||
if(16)
|
||||
name += " - Augmented Legend"
|
||||
desc += " This particular one is of an obviously augmented individual, gazing towards the sky. The cyber-city in the backround is rather punkish."
|
||||
if(17)
|
||||
name += " - Dangerous Static"
|
||||
desc += " This particular one depicts nothing remarkable other than a rather mesmerising pattern of monitor static. There's a tag on the sides of the poster, urging you to \"tear this poster in half to receive your free sample\"."
|
||||
else
|
||||
name = "This shit just bugged. Report it to Agouri - polyxenitopalidou@gmail.com"
|
||||
desc = "Why are you still here?"
|
||||
..()
|
||||
|
||||
obj/effect/decal/poster/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if( istype(W, /obj/item/weapon/wirecutters) )
|
||||
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
|
||||
if(src.ruined)
|
||||
user << "<FONT COLOR='BLUE'>You remove the remnants of the poster.</FONT>"
|
||||
del(src)
|
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else
|
||||
user << "<FONT COLOR='BLUE'>You carefully remove the poster from the wall.</FONT>"
|
||||
src.roll_and_drop(user.loc)
|
||||
return
|
||||
|
||||
|
||||
/obj/effect/decal/poster/attack_hand(mob/user as mob)
|
||||
if(src.ruined)
|
||||
return
|
||||
var/temp_loc = user.loc
|
||||
switch(alert("Do I want to rip the poster from the wall?","You think...","Yes","No"))
|
||||
if("Yes")
|
||||
if(user.loc != temp_loc)
|
||||
return
|
||||
for (var/mob/O in hearers(5, src.loc))
|
||||
O.show_message("<FONT COLOR='RED'>[user.name] rips the [src.name] in a single, decisive motion!</FONT>" )
|
||||
playsound(src.loc, 'sound/items/poster_ripped.ogg', 100, 1)
|
||||
src.ruined = 1
|
||||
src.icon_state = "poster_ripped"
|
||||
src.name = "Ripped poster"
|
||||
src.desc = "You can't make out anything from the poster's original print. It's ruined."
|
||||
src.add_fingerprint(user)
|
||||
if("No")
|
||||
return
|
||||
|
||||
/obj/effect/decal/poster/proc/roll_and_drop(turf/loc)
|
||||
var/obj/item/weapon/contraband/poster/P = new(src,src.serial_number)
|
||||
P.resulting_poster = src
|
||||
P.loc = loc
|
||||
src.loc = P
|
||||
|
||||
|
||||
//seperated to reduce code duplication. Moved here for ease of reference and to unclutter r_wall/attackby()
|
||||
/turf/simulated/wall/proc/place_poster(var/obj/item/weapon/contraband/poster/P, var/mob/user)
|
||||
if(!P.resulting_poster) return
|
||||
|
||||
var/stuff_on_wall = 0
|
||||
for( var/obj/O in src.contents) //Let's see if it already has a poster on it or too much stuff
|
||||
if(istype(O,/obj/effect/decal/poster))
|
||||
user << "<span class='warning'>The wall is far too cluttered to place a poster!</span>"
|
||||
return
|
||||
stuff_on_wall++
|
||||
if(stuff_on_wall==3)
|
||||
user << "<span class='warning'>The wall is far too cluttered to place a poster!</span>"
|
||||
return
|
||||
|
||||
user << "<span class='notice'>You start placing the poster on the wall...</span>" //Looks like it's uncluttered enough. Place the poster.
|
||||
|
||||
//declaring D because otherwise if P gets 'deconstructed' we lose our reference to P.resulting_poster
|
||||
var/obj/effect/decal/poster/D = P.resulting_poster
|
||||
|
||||
var/temp_loc = user.loc
|
||||
flick("poster_being_set",D)
|
||||
D.loc = src
|
||||
del(P) //delete it now to cut down on sanity checks afterwards. Agouri's code supports rerolling it anyway
|
||||
playsound(D.loc, 'sound/items/poster_being_created.ogg', 100, 1)
|
||||
|
||||
sleep(17)
|
||||
if(!D) return
|
||||
|
||||
if(istype(src,/turf/simulated/wall) && user && user.loc == temp_loc)//Let's check if everything is still there
|
||||
user << "<span class='notice'>You place the poster!</span>"
|
||||
else
|
||||
D.roll_and_drop(temp_loc)
|
||||
return
|
||||
@@ -212,49 +212,3 @@
|
||||
else
|
||||
return 0
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
|
||||
/*if(ishuman(user)) //Let's check if the guy's wearing electrically insulated gloves --Agourimarkan
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(H.gloves)
|
||||
var/obj/item/clothing/gloves/G = H.gloves
|
||||
if(istype(G,/obj/item/clothing/gloves/yellow) ) //Business as usual for guys with gloves
|
||||
src.health -= W.force * 0.2
|
||||
else // Guy has gloves, not electrically insulated ones
|
||||
var/outcome = pick(1,2,3)
|
||||
switch(outcome) // 3 possible outcomes
|
||||
if(1) //Guy gets shocked. If not electrified, cause damage.
|
||||
if(shock(user,100))
|
||||
return
|
||||
else
|
||||
src.health -= W.force *0.2
|
||||
if(2) //Shard breaks
|
||||
user << "<font color='blue'>The shard breaks!</font>"
|
||||
del W
|
||||
return
|
||||
if(3) //You somehow manage to damage the grille. Beefin' up the damage, a bit. Instead of doing 10% damage it now does... 20% of the shard's force? Yeah, 20% sounds good at 66% chance of failure.
|
||||
src.health -=W.force *0.2
|
||||
else //SHIT SON, GUY DOESN'T HAVE ANY GLOVES
|
||||
var/outcome = pick(1,2,3)
|
||||
switch(outcome)
|
||||
if(1) // Let's see, the guy damages it but takes some damage back
|
||||
user << "<font color='red'>You cut yourself with the shard as you hit the grille!</font>"
|
||||
src.health -= W.force *0.2
|
||||
var/brutedamagetaken = rand(3,6)
|
||||
H.take_organ_damage(brutedamagetaken,0)
|
||||
if(2) //Guy gets shocked. If not electrified, apply damage
|
||||
if(shock(user,100))
|
||||
return
|
||||
else
|
||||
src.health -= W.force *0.2
|
||||
if(3) // It breaks in his hands. Ouch.
|
||||
user << "<font color='red'>As you smash the grille the shard breaks into smithereens in your palm!</font>"
|
||||
src.health -= W.force *0.2
|
||||
del(W)
|
||||
var/brutedamagetaken = rand(5,8)
|
||||
H.take_organ_damage(brutedamagetaken,0)
|
||||
return
|
||||
else //Alright, he's not a human. Can monkeys or aliens even wear gloves?
|
||||
src.health -= W.force *0.1*/ //10% damage only for non-glorious human master race members
|
||||
|
||||
@@ -63,6 +63,9 @@
|
||||
#define FILE_DIR "code/game/objects/closets/secure"
|
||||
#define FILE_DIR "code/game/objects/devices"
|
||||
#define FILE_DIR "code/game/objects/devices/PDA"
|
||||
#define FILE_DIR "code/game/objects/effects"
|
||||
#define FILE_DIR "code/game/objects/effects/decals"
|
||||
#define FILE_DIR "code/game/objects/effects/spawners"
|
||||
#define FILE_DIR "code/game/objects/grenades"
|
||||
#define FILE_DIR "code/game/objects/items"
|
||||
#define FILE_DIR "code/game/objects/items/weapons"
|
||||
@@ -567,31 +570,16 @@
|
||||
#include "code\game\mecha\working\firefighter.dm"
|
||||
#include "code\game\mecha\working\ripley.dm"
|
||||
#include "code\game\mecha\working\working.dm"
|
||||
#include "code\game\objects\biomass.dm"
|
||||
#include "code\game\objects\blood.dm"
|
||||
#include "code\game\objects\bodybag.dm"
|
||||
#include "code\game\objects\bombspawner.dm"
|
||||
#include "code\game\objects\cleaner.dm"
|
||||
#include "code\game\objects\closets.dm"
|
||||
#include "code\game\objects\contraband.dm"
|
||||
#include "code\game\objects\crates.dm"
|
||||
#include "code\game\objects\displaycase.dm"
|
||||
#include "code\game\objects\door_assembly.dm"
|
||||
#include "code\game\objects\effect_system.dm"
|
||||
#include "code\game\objects\electricchair.dm"
|
||||
#include "code\game\objects\empulse.dm"
|
||||
#include "code\game\objects\explosion.dm"
|
||||
#include "code\game\objects\explosion_recursive.dm"
|
||||
#include "code\game\objects\gibs.dm"
|
||||
#include "code\game\objects\glowshroom.dm"
|
||||
#include "code\game\objects\grille.dm"
|
||||
#include "code\game\objects\items.dm"
|
||||
#include "code\game\objects\kitchen.dm"
|
||||
#include "code\game\objects\ladders.dm"
|
||||
#include "code\game\objects\lamarr.dm"
|
||||
#include "code\game\objects\largecrate.dm"
|
||||
#include "code\game\objects\mineral_doors.dm"
|
||||
#include "code\game\objects\mirror.dm"
|
||||
#include "code\game\objects\noticeboard.dm"
|
||||
#include "code\game\objects\object_procs.dm"
|
||||
#include "code\game\objects\portals.dm"
|
||||
@@ -607,8 +595,6 @@
|
||||
#include "code\game\objects\washing_machine.dm"
|
||||
#include "code\game\objects\watercloset.dm"
|
||||
#include "code\game\objects\weapons.dm"
|
||||
#include "code\game\objects\windoor_assembly.dm"
|
||||
#include "code\game\objects\window.dm"
|
||||
#include "code\game\objects\alien\acid.dm"
|
||||
#include "code\game\objects\alien\defines.dm"
|
||||
#include "code\game\objects\alien\egg.dm"
|
||||
@@ -658,6 +644,13 @@
|
||||
#include "code\game\objects\devices\PDA\chatroom.dm"
|
||||
#include "code\game\objects\devices\PDA\PDA.dm"
|
||||
#include "code\game\objects\devices\PDA\radio.dm"
|
||||
#include "code\game\objects\effects\biomass.dm"
|
||||
#include "code\game\objects\effects\effect_system.dm"
|
||||
#include "code\game\objects\effects\gibs.dm"
|
||||
#include "code\game\objects\effects\glowshroom.dm"
|
||||
#include "code\game\objects\effects\decals\blood.dm"
|
||||
#include "code\game\objects\effects\decals\contraband.dm"
|
||||
#include "code\game\objects\effects\spawners\bombspawner.dm"
|
||||
#include "code\game\objects\grenades\chem_grenade.dm"
|
||||
#include "code\game\objects\grenades\emgrenade.dm"
|
||||
#include "code\game\objects\grenades\flashbang.dm"
|
||||
@@ -737,7 +730,17 @@
|
||||
#include "code\game\objects\storage\storage.dm"
|
||||
#include "code\game\objects\storage\toolbox.dm"
|
||||
#include "code\game\objects\storage\uplink_kits.dm"
|
||||
#include "code\game\objects\structures\closets.dm"
|
||||
#include "code\game\objects\structures\crates.dm"
|
||||
#include "code\game\objects\structures\displaycase.dm"
|
||||
#include "code\game\objects\structures\door_assembly.dm"
|
||||
#include "code\game\objects\structures\electricchair.dm"
|
||||
#include "code\game\objects\structures\lamarr_cage.dm"
|
||||
#include "code\game\objects\structures\mirror.dm"
|
||||
#include "code\game\objects\structures\mop_bucket.dm"
|
||||
#include "code\game\objects\structures\musician.dm"
|
||||
#include "code\game\objects\structures\windoor_assembly.dm"
|
||||
#include "code\game\objects\structures\window.dm"
|
||||
#include "code\game\objects\tanks\emergency.dm"
|
||||
#include "code\game\objects\tanks\jetpack.dm"
|
||||
#include "code\game\objects\tanks\oxygen.dm"
|
||||
|
||||
Reference in New Issue
Block a user