Fixes #8123

Removes adminbus ability to call down the Icarus... because it's pretty broken.
This commit is contained in:
SkyMarshal
2015-12-12 12:03:15 -07:00
parent db9615f94d
commit d10118e3d0
5 changed files with 0 additions and 199 deletions

View File

@@ -125,9 +125,6 @@ var/list/admin_verbs_spawn = list(
/datum/admins/proc/spawn_plant,
/datum/admins/proc/spawn_atom, /*allows us to spawn instances*/
/client/proc/respawn_character,
/client/proc/FireLaser,
/client/proc/FireCannons,
/client/proc/ChangeIcarusPosition,
/client/proc/virus2_editor,
/client/proc/spawn_chemdisp_cartridge
)

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@@ -1,130 +0,0 @@
/client/proc/FireLaser()
set name = "Fire the Icarus lasers"
set desc = "Fires a laser bolt at your position. You should only do this as a(n) (a)ghost"
set category = "Fun"
var/turf/target = get_turf(src.mob)
log_and_message_admins("has fired the Icarus point defense laser at [target.x]-[target.y]-[target.z]")
if(!src.holder)
src << "Only administrators may use this command."
return
Icarus_FireLaser(target)
/client/proc/FireCannons()
set name = "Fire the Icarus cannons"
set desc = "Fires an explosive missile at your position. You should only do this as a(n) (a)ghost."
set category = "Fun"
var/turf/target = get_turf(src.mob)
log_and_message_admins("has fired the Icarus main gun projectile at [target.x]-[target.y]-[target.z]")
if(!src.holder)
src << "Only administrators may use this command."
return
Icarus_FireCannon(target)
/client/proc/ChangeIcarusPosition()
set name = "Adjust Icarus Position"
set desc = "Lets you chose the position of the Icarus in regards to the map."
set category = "Fun"
log_and_message_admins("is changing the Icarus position.")
if(!src.holder)
src << "Only administrators may use this command."
return
Icarus_SetPosition(src)
var/icarus_position = SOUTH
proc/Icarus_FireLaser(var/turf/target)
// Find the world edge to fire from.
var/x = icarus_position & EAST ? world.maxx : icarus_position & WEST ? 1 : target.x
var/y = icarus_position & NORTH ? world.maxy : icarus_position & SOUTH ? 1 : target.y
var/x_off = x != target.x ? abs(target.x - x) : INFINITY
var/y_off = y != target.y ? abs(target.y - y) : INFINITY
// Get the minimum number of steps using the rise/run shit.
var/iterations = round(min(x_off, y_off)) - 14 // We cannot fire straight from the edge since teleport thing.
// Now we can get the location of the start.
x = target.x + (icarus_position & EAST ? iterations : icarus_position & WEST ? -iterations : 0)
y = target.y + (icarus_position & NORTH ? iterations : icarus_position & SOUTH ? -iterations : 0)
var/turf/start = locate(x, y, target.z)
// should step down as:
// 1000, 500, 333, 250, 200, 167, 142, 125, 111, 100, 90
var/damage = 1000
for(var/i in 2 to 12)
var/obj/item/projectile/beam/in_chamber = new (start)
in_chamber.original = target
in_chamber.starting = start
in_chamber.silenced = 1
in_chamber.yo = icarus_position & NORTH ? -1 : icarus_position & SOUTH ? 1 : 0
in_chamber.xo = icarus_position & EAST ? -1 : icarus_position & WEST ? 1 : 0
in_chamber.damage = damage
in_chamber.kill_count = 500
in_chamber.process()
damage -= damage / i
sleep(-1)
// Let everyone know what hit them.
var/obj/item/projectile/beam/in_chamber = new (start)
in_chamber.original = target
in_chamber.starting = start
in_chamber.silenced = 0
in_chamber.yo = icarus_position & NORTH ? -1 : icarus_position & SOUTH ? 1 : 0
in_chamber.xo = icarus_position & EAST ? -1 : icarus_position & WEST ? 1 : 0
in_chamber.kill_count = 500
in_chamber.damage = 0
in_chamber.name = "point defense laser"
in_chamber.firer = "Icarus" // Never displayed, but we want this to display the hit message.
in_chamber.process()
proc/Icarus_FireCannon(var/turf/target)
// Find the world edge to fire from.
var/x = icarus_position & EAST ? world.maxx : icarus_position & WEST ? 1 : target.x
var/y = icarus_position & NORTH ? world.maxy : icarus_position & SOUTH ? 1 : target.y
var/x_off = x != target.x ? abs(target.x - x) : INFINITY
var/y_off = y != target.y ? abs(target.y - y) : INFINITY
// Get the minimum number of steps using the rise/run shit.
var/iterations = round(min(x_off, y_off)) - 14 // We cannot fire straight from the edge since teleport thing.
// Now we can get the location of the start.
x = target.x + (icarus_position & EAST ? iterations : icarus_position & WEST ? -iterations : 0)
y = target.y + (icarus_position & NORTH ? iterations : icarus_position & SOUTH ? -iterations : 0)
var/turf/start = locate(x, y, target.z)
// Now we find the corresponding turf on the other side of the level.
// Yeah, yeah. Overuse of the terinary operator. So sue me.
x = icarus_position & EAST ? 1 : icarus_position & WEST ? world.maxx : target.x
y = icarus_position & NORTH ? 1 : icarus_position & SOUTH ? world.maxy : target.y
x_off = x != target.x ? abs(target.x - x) : INFINITY
y_off = y != target.y ? abs(target.y - y) : INFINITY
iterations = round(min(x_off, y_off))
x = target.x + (icarus_position & EAST ? -iterations : icarus_position & WEST ? iterations : 0)
y = target.y + (icarus_position & NORTH ? -iterations : icarus_position & SOUTH ? iterations : 0)
target = locate(x, y, target.z)
// Finally fire the fucker.
var/obj/effect/meteor/small/projectile = new (start)
projectile.dest = target
projectile.name = "main gun projectile" // stealthy
projectile.hits = 6
projectile.detonation_chance = 99 // it's a missile/cannon round thing!
// Make sure it travels
spawn(0)
walk_towards(projectile, projectile.dest, 1)
proc/Icarus_SetPosition(var/user)
var/global/list/directions = list("North" = 1, "North East" = 5, "East" = 4, "South East" = 6, "South" = 2, "South West" = 10, "West" = 8, "North West" = 9)
var/direction = input(user, "Where should the Icarus fire from?", "Icarus Comms") as null|anything in directions
if(!direction)
return
icarus_position = directions[direction]

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@@ -149,55 +149,3 @@ obj/item/weapon/gun/energy/staff/focus
user << "<span class='warning'>The [src.name] will now strike only a single person.</span>"
projectile_type = "/obj/item/projectile/forcebolt"
*/
/* Adminbus guns */
// Serves as a target spotter for the Icarus.
/obj/item/weapon/gun/energy/icarus
name = "rubber ducky"
desc = "It's a cute rubber duck. With an evil gleam in it's eye."
projectile_type = /obj/item/projectile/icarus/pointdefense
icon = 'icons/obj/watercloset.dmi'
item_icons = null
icon_state = "rubberducky"
item_state = "rubberducky"
charge_cost = 0
silenced = 1
/obj/item/weapon/gun/energy/icarus/attack_self(mob/living/user as mob)
if(projectile_type == /obj/item/projectile/icarus/pointdefense)
projectile_type = /obj/item/projectile/icarus/guns
user << "You inform the Icarus to switch to the main guns."
else
projectile_type = /obj/item/projectile/icarus/pointdefense
user << "You inform the Icarus to switch to the point-defense lasers."
. = ..()
/obj/item/weapon/gun/energy/icarus/update_icon()
return
/obj/item/weapon/gun/energy/icarus/verb/SetIcarusAngle()
set src in usr
set name = "Set Firing Angle"
set desc = "Sets the angle from which the icarus will fire."
set category = "Object"
Icarus_SetPosition(usr)
/obj/item/weapon/gun/energy/variable
name = "abstract weapon"
desc = "It seems to shift and flow as you watch."
charge_cost = 0
silenced = 1
/obj/item/weapon/gun/energy/variable/update_icon()
return
/obj/item/weapon/gun/energy/variable/attack_self(mob/living/user as mob)
var/type = input(user,"What projectile type?","Projectile", null) as null|anything in typesof(/obj/item/projectile)
if(!type)
return ..()
projectile_type = type
. = ..()

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@@ -137,16 +137,3 @@
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.hallucination += 20
/obj/item/projectile/icarus/pointdefense/process()
Icarus_FireLaser(get_turf(original))
spawn
qdel(src)
return
/obj/item/projectile/icarus/guns/process()
Icarus_FireCannon(get_turf(original))
spawn
qdel(src)
return