Merge remote-tracking branch 'upstream/dev' into sanitize_procs

This commit is contained in:
volas
2015-03-25 01:06:32 +03:00
34 changed files with 227 additions and 261 deletions
-17
View File
@@ -123,23 +123,6 @@
else
user << "<span class='notice'>The [affecting.display_name] is cut open, you'll need more than a bandage!</span>"
/obj/item/stack/medical/bruise_pack/tajaran
name = "\improper S'rendarr's Hand leaf"
singular_name = "S'rendarr's Hand leaf"
desc = "A poultice made of soft leaves that is rubbed on bruises."
//icon = 'icons/obj/harvest.dmi'
icon_state = "shandp"
heal_brute = 7
/obj/item/stack/medical/ointment/tajaran
name = "\improper Messa's Tear petals"
singular_name = "Messa's Tear petals"
desc = "A poultice made of cold, blue petals that is rubbed on burns."
//icon = 'icons/obj/harvest.dmi'
icon_state = "mtearp"
heal_burn = 7
/obj/item/stack/medical/advanced/bruise_pack
name = "advanced trauma kit"
singular_name = "advanced trauma kit"
@@ -0,0 +1,15 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/weapon/circuitboard/miningdrill
name = T_BOARD("mining drill head")
build_path = "/obj/machinery/mining/drill"
board_type = "machine"
origin_tech = "programming=1;engineering=1"
frame_desc = "Requires 1 capacitor, 1 cell, 1 matter bin, and 1 micro laser."
req_components = list(
"/obj/item/weapon/stock_parts/capacitor" = 1,
"/obj/item/weapon/cell" = 1,
"/obj/item/weapon/stock_parts/matter_bin" = 1,
"/obj/item/weapon/stock_parts/micro_laser" = 1)
@@ -30,7 +30,8 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
return 2
if(usr.stunned)
return 2
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
for(var/obj/O in src)
+7 -6
View File
@@ -68,12 +68,12 @@
//Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact
var/damage = Proj.damage
var/passthrough = 0
//20% chance that the grille provides a bit more cover than usual. Support structure for example might take up 20% of the grille's area.
//If they click on the grille itself then we assume they are aiming at the grille itself and the extra cover behaviour is always used.
switch(Proj.damage_type)
if(BRUTE)
//bullets
//bullets
if(Proj.original == src || prob(20))
Proj.damage *= between(0, Proj.damage/60, 0.5)
if(prob(max((damage-10)/25, 0))*100)
@@ -86,11 +86,11 @@
if(!(Proj.original == src || prob(20)))
Proj.damage *= 0.5
passthrough = 1
if(passthrough)
. = -1
damage = between(0, (damage - Proj.damage)*(Proj.damage_type == BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage
src.health -= damage*0.2
spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
@@ -139,7 +139,7 @@
if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
user << "<span class='notice'>There is already a window facing this way there.</span>"
return
var/wtype = ST.created_window
if (ST.use(1))
var/obj/structure/window/WD = new wtype(loc, dir_to_set, 1)
@@ -197,7 +197,8 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
return 1
if(user.stunned)
return 1
else
return 0
return 0