Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Tastyfish
2012-02-14 12:01:14 -05:00
30 changed files with 196 additions and 83 deletions

View File

@@ -0,0 +1,33 @@
/mob/verb/shortcut_changeintent(var/changeto as num)
set name = "_changeintent"
set hidden = 1
if(istype(usr,/mob/living/carbon))
if(changeto == 1)
switch(usr.a_intent)
if("help")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("disarm")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
if("hurt")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("grab")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
else if(changeto == -1)
switch(usr.a_intent)
if("help")
usr.a_intent = "grab"
usr.hud_used.action_intent.icon_state = "grab"
if("disarm")
usr.a_intent = "help"
usr.hud_used.action_intent.icon_state = "help"
if("hurt")
usr.a_intent = "disarm"
usr.hud_used.action_intent.icon_state = "disarm"
if("grab")
usr.a_intent = "hurt"
usr.hud_used.action_intent.icon_state = "harm"
return

View File

@@ -193,10 +193,20 @@ A list of items and costs is stored under the datum of every game mode, alongsid
return
explode()
var/turf/location = get_turf(src.loc)
if(location)
location.hotspot_expose(700,125)
explosion(location, 0, 0, 2, 4, 1)
var/obj/item/weapon/implant/uplink/U = src.loc
var/mob/living/A = U.imp_in
A.gib()
..()
var/datum/organ/external/head = A:organs["head"]
head.destroyed = 1
spawn(2)
head.droplimb()
del(src.master)
del(src)
return
/obj/item/device/uplink/radio

View File

@@ -663,6 +663,25 @@
anchored = 1.0
var/list/buckled_mobs = list( )
/obj/stool/chair/comfy
name = "comfy chair"
desc = "It looks comfy."
/obj/stool/chair/comfy/brown
icon_state = "comfychair_brown"
/obj/stool/chair/comfy/beige
icon_state = "comfychair_beige"
/obj/stool/chair/comfy/teal
icon_state = "comfychair_teal"
/obj/stool/chair/comfy/black
icon_state = "comfychair_black"
/obj/stool/chair/comfy/lime
icon_state = "comfychair_lime"
/obj/structure/stool/chair/e_chair
name = "electrified chair"
desc = "Looks absolutely terrifying!"

View File

@@ -293,6 +293,9 @@
/atom/Click(location,control,params)
//world << "atom.Click() on [src] by [usr] : src.type is [src.type]"
var/list/pram = params2list(params)
if((pram["alt"] != null && pram["ctrl"] != null && pram["left"] != null) && istype(src,/atom/movable))
src:pull()
return
if(pram["ctrl"] != null && pram["left"] != null)
src.examine()
return

View File

@@ -482,6 +482,7 @@
I.implanted = O
O.flavor_text = M.flavor_text
O.warn_flavor_changed()
O.update_clothing()
del(M)
return
//////////////////////////////////////////////////////////// Monkey Block

View File

@@ -53,7 +53,7 @@
flag = BOTANIST
department_flag = CIVILIAN
faction = "Station"
total_positions = 3
total_positions = 2
spawn_positions = 2
supervisors = "the head of personnel"

View File

@@ -51,7 +51,7 @@
flag = ATMOSTECH
department_flag = ENGSEC
faction = "Station"
total_positions = 3
total_positions = 2
spawn_positions = 2
supervisors = "the chief engineer"
@@ -73,7 +73,7 @@
flag = ROBOTICIST
department_flag = ENGSEC
faction = "Station"
total_positions = 2
total_positions = 1
spawn_positions = 1
supervisors = "the chief engineer and research director"

View File

@@ -52,8 +52,8 @@
flag = GENETICIST
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
total_positions = 1
spawn_positions = 1
supervisors = "the chief medical officer and research director"

View File

@@ -49,8 +49,8 @@
flag = CHEMIST
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
total_positions = 1
spawn_positions = 1
supervisors = "the chief medical officer and the research director"

View File

@@ -246,6 +246,7 @@ var/global/datum/controller/occupations/job_master
var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack(H)
H.equip_if_possible(BPK, H.slot_back,1)
H.equip_if_possible(new /obj/item/weapon/storage/box(H.back), H.slot_in_backpack)
H.update_clothing()
return 1

View File

@@ -528,7 +528,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
if (src.canAIHack())
src.hack(user)
return
else if(user)
else if(user && !isrobot(user))
if(!C)
return
if(C.in_use)
@@ -542,7 +542,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
return
if(istype(C, /obj/item/device/hacktool/engineer))
return
else
else if(!isrobot(user))
world << "ERROR: Mob was null when calling attack_ai on [src.name] at [src.x],[src.y],[src.z]"
return

View File

@@ -369,6 +369,11 @@ mob/proc/flash_weak_pain()
if(istype(M, /mob/living/carbon/human))
M:attacked_by(src, user, def_zone)
var/mob/living/carbon/human/H = M
if(H)
H.UpdateDamageIcon()
H.update_clothing()
user.update_clothing()
else
switch(src.damtype)
if("brute")

View File

@@ -266,6 +266,7 @@ ZIPPO
else
user.r_hand = W
W.layer = 20
user.update_clothing()
else
return ..()
src.update_icon()

View File

@@ -87,6 +87,7 @@
spawn( 0 )
O.process()
user.update_clothing()
return
else
for(var/mob/O in viewers(M, null))

View File

@@ -29,6 +29,7 @@
dropped(source)
if (W)
W.layer = initial(W.layer)
source.update_clothing()
return

View File

@@ -69,6 +69,7 @@
if (M.buckled == src)
M.buckled = null
M.anchored = 0
M.update_clothing()
/obj/structure/stool/proc/manual_unbuckle_all(mob/user as mob)
var/N = 0;
@@ -87,6 +88,7 @@
// world << "[M] is no longer buckled to [src]"
M.anchored = 0
M.buckled = null
M.update_clothing()
N++
return N
@@ -109,6 +111,7 @@
M.buckled = src
M.loc = src.loc
M.dir = src.dir
M.update_clothing()
src:buckled_mobs += M
src.add_fingerprint(user)
return
@@ -339,6 +342,7 @@
M.pixel_y = 0
M.anchored = 0
M.buckled = null
M.update_clothing()
N++
if(N)
density = 0

View File

@@ -140,6 +140,7 @@
process()
processing_objects.Remove(src)
return

View File

@@ -45,10 +45,6 @@
if(scanning)
src.overlays += text("infrared_old2")
src.small_icon_state_overlays += text("infrared_on")
if(master && istype(master, /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/M = master
M.c_state(1)
if(holder)
holder.update_icon()
return

View File

@@ -87,15 +87,9 @@
if(timing)
overlays += text("prox_timing")
small_icon_state_overlays += text("prox_timing")
if(master && istype(master, /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/M = master
M.c_state(1)
if(scanning)
overlays += text("prox_scanning")
small_icon_state_overlays += text("prox_scanning")
if(master && istype(master, /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/M = master
M.c_state(1)
if(holder)
holder.update_icon()

View File

@@ -64,9 +64,6 @@
if(timing)
overlays += text("timer_timing")
small_icon_state_overlays += text("timer_timing")
if(master && istype(master, /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/M = master
M.c_state(1)
if(holder)
holder.update_icon()
return

View File

@@ -194,7 +194,7 @@ datum
name = "Dexalin"
id = "dexalin"
result = "dexalin"
required_reagents = list("oxygen" = 2)
required_reagents = list("oxygen" = 2, "plasma" = 0.1)
required_catalysts = list("plasma" = 5)
result_amount = 1
@@ -244,7 +244,7 @@ datum
name = "Clonexadone"
id = "clonexadone"
result = "clonexadone"
required_reagents = list("cryoxadone" = 1, "sodium" = 1)
required_reagents = list("cryoxadone" = 1, "sodium" = 1, "plasma" = 0.1)
required_catalysts = list("plasma" = 5)
result_amount = 2

View File

@@ -289,12 +289,6 @@
if(beaker_two)
beaker_two.loc = get_turf(src.loc)
c_state(var/i = 0)
if(i)
icon_state = initial(icon_state) + "_armed"
return
large
name = "Large Chem Grenade"
desc = "An oversized grenade that affects a larger area."

View File

@@ -12,6 +12,7 @@
life_tick = 0
isbreathing = 1
holdbreath = 0
lyingcheck = 0
/mob/living/carbon/human/Life()
set invisibility = 0
@@ -85,7 +86,10 @@
handle_health_updates()
// Update clothing
update_clothing()
// update_clothing()
if(lyingcheck != lying) //This is a fix for falling down / standing up not updating icons. Instead of going through and changing every
update_clothing() //instance in the code where lying is modified, I've just added a new variable "lyingcheck" which will be compared
lyingcheck = lying //to lying, so if lying ever changes, update_clothing() will run like normal.
if(client)
handle_regular_hud_updates()

View File

@@ -211,6 +211,7 @@
var/Tempstun = 0 // temporary temperature stuns
var/Discipline = 0 // if a metroid has been hit with a freeze gun, or wrestled/attacked off a human, they become disciplined and don't attack anymore for a while
var/SStun = 0 // stun variable
var/Obstacle = 1 // determines whether the turf the metroid will head to has an obstacle
proc
AIprocess() // the master AI process
@@ -228,7 +229,9 @@
switch(nutrition)
if(150 to 800) hungry = 1
if(0 to 149) starving = 1
AIproc = 1
while(AIproc && stat != 2 && (attacked > 0 || starving || hungry || rabid || Victim))
if(Victim) // can't eat AND have this little process at the same time
break
@@ -242,63 +245,63 @@
AIproc = 0
break
if(Target)
for(var/mob/living/carbon/metroid/M in view(1,Target))
if(M.Victim == Target)
Target = null
AIproc = 0
break
if(!AIproc)
for(var/mob/living/carbon/metroid/M in view(1,Target))
if(M.Victim == Target)
Target = null
AIproc = 0
break
if(Target in view(1,src))
if(!AIproc)
break
if(istype(Target, /mob/living/silicon))
if(!Atkcool)
spawn()
Atkcool = 1
sleep(15)
Atkcool = 0
if(get_obstacle_ok(Target))
Obstacle = 0
else Obstacle = 1
if(get_obstacle_ok(Target))
Target.attack_metroid(src)
return
if(prob(80) && !Target.lying)
if(Target in view(1,src))
if(Target.client && Target.health >= rand(10,30))
if(!Atkcool)
spawn()
Atkcool = 1
sleep(25)
Atkcool = 0
if(istype(Target, /mob/living/silicon))
if(!Atkcool)
spawn()
Atkcool = 1
sleep(15)
Atkcool = 0
if(get_obstacle_ok(Target))
Target.attack_metroid(src)
if(!Obstacle)
Target.attack_metroid(src)
return
if(prob(80) && !Target.lying && Target.client && Target.health >= rand(10,30))
if(!Atkcool)
spawn()
Atkcool = 1
sleep(25)
Atkcool = 0
if(!Obstacle)
Target.attack_metroid(src)
if(prob(30))
step_to(src, Target)
else
if(!Atkcool && get_obstacle_ok(Target))
Feedon(Target)
else
if(!Atkcool && get_obstacle_ok(Target))
Feedon(Target)
if(prob(30))
step_to(src, Target)
else
if(Target in view(30, src))
if(get_obstacle_ok(Target))
step_to(src, Target)
if(!Atkcool && !Obstacle)
Feedon(Target)
else
Target = null
AIproc = 0
break
else
if(Target in view(30, src))
if(!Obstacle)
step_to(src, Target)
else
Target = null
AIproc = 0
break
var/sleeptime = movement_delay()
if(sleeptime <= 0) sleeptime = 1
if(sleeptime < 1) sleeptime = 1
sleep(sleeptime + 2) // this is about as fast as a player Metroid can go

View File

@@ -474,6 +474,7 @@
usr << "\blue You successfully remove your handcuffs."
usr:handcuffed:loc = usr:loc
usr:handcuffed = null
usr.update_clothing()
if(istype(usr, /mob/living/carbon/human) && istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket) && usr:canmove && (usr.last_special <= world.time))
usr.next_move = world.time + 200

View File

@@ -464,6 +464,7 @@
m_amt = 60
var/rigged = 0 // true if rigged to explode
var/brightness = 2 //how much light it gives off
var/repair_state = 0
/obj/item/weapon/light/tube
name = "light tube"
@@ -497,9 +498,15 @@
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
desc = "A burnt-out [name]."
if(repair_state == 1)
desc += " It has some wires hanging out."
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
desc = "A broken [name]."
if(repair_state == 1)
desc += " It has some wires hanging out."
else if(repair_state == 2)
desc += " It has had new wires put in."
/obj/item/weapon/light/New()
@@ -514,8 +521,9 @@
// attack bulb/tube with object
// if a syringe, can inject plasma to make it explode
// also repairing them with wire and screwdriver
// and glass if it's broken
/obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
..()
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = I
@@ -526,8 +534,36 @@
rigged = 1
S.reagents.clear_reagents()
else
..()
return
if(status != 0)
if(istype(I, /obj/item/weapon/cable_coil) && repair_state == 0)
user << "You put some new wiring into the [src]."
I:use(1)
repair_state = 1
update()
return
if(istype(I, /obj/item/weapon/screwdriver) && repair_state == 1)
user << "You attach the new wiring."
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
if(status == LIGHT_BURNED)
repair_state = 0
status = LIGHT_OK
else
repair_state = 2
update()
return
if(istype(I, /obj/item/stack/sheet/glass) && status == LIGHT_BROKEN)
user << "You repair the glass of the [src]." //this is worded terribly
I:use(1)
force = 2 //because breaking it changes the force, this changes it back
if(repair_state == 2)
repair_state = 0
status = LIGHT_OK
else
status = LIGHT_BURNED
update()
return
..()
return
// called after an attack with a light item