Merge pull request #8946 from Zuhayr/miningstuff

Wall refactor/mining changes.
This commit is contained in:
Chinsky
2015-05-12 13:13:31 +03:00
130 changed files with 1615 additions and 2261 deletions

View File

@@ -66,7 +66,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "syringe_kit"
matter = list("metal" = 500)
matter = list(DEFAULT_WALL_MATERIAL = 500)
throwforce = 5
w_class = 2
throw_speed = 4

View File

@@ -6,7 +6,7 @@
icon_state = "T38"
caliber = "357"
ammo_type = /obj/item/ammo_casing/a357
matter = list("metal" = 1260)
matter = list(DEFAULT_WALL_MATERIAL = 1260)
max_ammo = 7
multiple_sprites = 1
@@ -14,7 +14,7 @@
name = "speed loader (.38)"
icon_state = "38"
caliber = "38"
matter = list("metal" = 360)
matter = list(DEFAULT_WALL_MATERIAL = 360)
ammo_type = /obj/item/ammo_casing/c38
max_ammo = 6
multiple_sprites = 1
@@ -28,7 +28,7 @@
icon_state = "45"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/c45
matter = list("metal" = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".45"
max_ammo = 7
multiple_sprites = 1
@@ -53,7 +53,7 @@
icon_state = "9x19p"
origin_tech = "combat=2"
mag_type = MAGAZINE
matter = list("metal" = 600)
matter = list(DEFAULT_WALL_MATERIAL = 600)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/c9mm
max_ammo = 10
@@ -69,7 +69,7 @@
name = "ammunition Box (9mm)"
icon_state = "9mm"
origin_tech = "combat=2"
matter = list("metal" = 1800)
matter = list(DEFAULT_WALL_MATERIAL = 1800)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/c9mm
max_ammo = 30
@@ -82,7 +82,7 @@
icon_state = "9mmt"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/c9mm
matter = list("metal" = 1200)
matter = list(DEFAULT_WALL_MATERIAL = 1200)
caliber = "9mm"
max_ammo = 20
multiple_sprites = 1
@@ -103,7 +103,7 @@
icon_state = "9mm"
origin_tech = "combat=2"
caliber = ".45"
matter = list("metal" = 2250)
matter = list(DEFAULT_WALL_MATERIAL = 2250)
ammo_type = /obj/item/ammo_casing/c45
max_ammo = 30
@@ -116,7 +116,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = "12mm"
matter = list("metal" = 1500)
matter = list(DEFAULT_WALL_MATERIAL = 1500)
ammo_type = "/obj/item/ammo_casing/a12mm"
max_ammo = 20
multiple_sprites = 1
@@ -130,7 +130,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = "a556"
matter = list("metal" = 1800)
matter = list(DEFAULT_WALL_MATERIAL = 1800)
ammo_type = /obj/item/ammo_casing/a556
max_ammo = 10
multiple_sprites = 1
@@ -148,7 +148,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = ".50"
matter = list("metal" = 1260)
matter = list(DEFAULT_WALL_MATERIAL = 1260)
ammo_type = /obj/item/ammo_casing/a50
max_ammo = 7
multiple_sprites = 1
@@ -174,7 +174,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = "a762"
matter = list("metal" = 4500)
matter = list(DEFAULT_WALL_MATERIAL = 4500)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 50
multiple_sprites = 1
@@ -187,7 +187,7 @@
icon_state = "c762"
mag_type = MAGAZINE
caliber = "a762"
matter = list("metal" = 1800)
matter = list(DEFAULT_WALL_MATERIAL = 1800)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 20
multiple_sprites = 1

View File

@@ -76,21 +76,21 @@
icon_state = "slshell"
caliber = "shotgun"
projectile_type = /obj/item/projectile/bullet/shotgun
matter = list("metal" = 360)
matter = list(DEFAULT_WALL_MATERIAL = 360)
/obj/item/ammo_casing/shotgun/pellet
name = "shotgun shell"
desc = "A 12 gauge shell."
icon_state = "gshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun
matter = list("metal" = 360)
matter = list(DEFAULT_WALL_MATERIAL = 360)
/obj/item/ammo_casing/shotgun/blank
name = "shotgun shell"
desc = "A blank shell."
icon_state = "blshell"
projectile_type = /obj/item/projectile/bullet/blank
matter = list("metal" = 90)
matter = list(DEFAULT_WALL_MATERIAL = 90)
/obj/item/ammo_casing/shotgun/practice
name = "shotgun shell"
@@ -104,7 +104,7 @@
desc = "A beanbag shell."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
matter = list("metal" = 180)
matter = list(DEFAULT_WALL_MATERIAL = 180)
//Can stun in one hit if aimed at the head, but
//is blocked by clothing that stops tasers and is vulnerable to EMP
@@ -114,7 +114,7 @@
icon_state = "stunshell"
spent_icon = "stunshell-spent"
projectile_type = /obj/item/projectile/energy/electrode/stunshot
matter = list("metal" = 360, "glass" = 720)
matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
/obj/item/ammo_casing/shotgun/stunshell/emp_act(severity)
if(prob(100/severity)) BB = null
@@ -126,7 +126,7 @@
desc = "A chemical shell used to signal distress or provide illumination."
icon_state = "fshell"
projectile_type = /obj/item/projectile/energy/flash/flare
matter = list("metal" = 90, "glass" = 90)
matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
/obj/item/ammo_casing/a762
desc = "A 7.62mm bullet casing."
@@ -140,7 +140,7 @@
spent_icon = "lcasing-spent"
caliber = "14.5mm"
projectile_type = /obj/item/projectile/bullet/rifle/a145
matter = list("metal" = 1250)
matter = list(DEFAULT_WALL_MATERIAL = 1250)
/obj/item/ammo_casing/a556
desc = "A 5.56mm bullet casing."

View File

@@ -41,7 +41,7 @@
item_state = "gun"
flags = CONDUCT
slot_flags = SLOT_BELT|SLOT_HOLSTER
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
w_class = 3
throwforce = 5
throw_speed = 4

View File

@@ -7,7 +7,7 @@
slot_flags = SLOT_BELT|SLOT_BACK
w_class = 3
force = 10
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
origin_tech = "combat=3;magnets=2"
projectile_type = /obj/item/projectile/beam
fire_delay = 1 //rapid fire
@@ -109,7 +109,7 @@ obj/item/weapon/gun/energy/retro
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = "combat=1;magnets=2"
self_recharge = 1
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
fire_sound = 'sound/weapons/Laser.ogg'
projectile_type = /obj/item/projectile/beam/lastertag/blue
var/required_vest

View File

@@ -35,7 +35,7 @@
icon_state = "crossbow"
w_class = 2.0
item_state = "crossbow"
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
origin_tech = "combat=2;magnets=2;syndicate=5"
slot_flags = SLOT_BELT
silenced = 1
@@ -54,5 +54,5 @@
desc = "A weapon favored by mercenary infiltration teams."
w_class = 4
force = 10
matter = list("metal" = 200000)
matter = list(DEFAULT_WALL_MATERIAL = 200000)
projectile_type = /obj/item/projectile/energy/bolt/large

View File

@@ -15,7 +15,7 @@
var/obj/item/weapon/grenade/chambered
var/list/grenades = new/list()
var/max_grenades = 5 //holds this + one in the chamber
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
//revolves the magazine, allowing players to choose between multiple grenade types
/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
@@ -80,7 +80,7 @@
chambered.det_time = 10
chambered.activate(null)
return chambered
/obj/item/weapon/gun/launcher/grenade/handle_post_fire(mob/user)
message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a grenade ([chambered.name]).")

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "syringe-cartridge"
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
matter = list("metal" = 125, "glass" = 375)
matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375)
flags = CONDUCT
slot_flags = SLOT_BELT
throwforce = 3
@@ -53,10 +53,10 @@
if(L.can_inject())
if(syringe.reagents)
syringe.reagents.trans_to(L, 15)
syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
syringe.update_icon()
icon_state = initial(icon_state) //reset icon state
update_icon()
@@ -67,15 +67,15 @@
item_state = "syringegun"
w_class = 3
force = 7
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
slot_flags = SLOT_BELT
fire_sound = 'sound/weapons/empty.ogg'
fire_sound_text = "a metallic thunk"
recoil = 0
release_force = 10
throw_distance = 10
var/list/darts = list()
var/max_darts = 1
var/obj/item/weapon/syringe_cartridge/next

View File

@@ -8,9 +8,9 @@
icon_state = "revolver"
origin_tech = "combat=2;materials=2"
w_class = 3
matter = list("metal" = 1000)
matter = list(DEFAULT_WALL_MATERIAL = 1000)
recoil = 1
var/caliber = "357" //determines which casings will fit
var/handle_casings = EJECT_CASINGS //determines how spent casings should be handled
var/load_method = SINGLE_CASING|SPEEDLOADER //1 = Single shells, 2 = box or quick loader, 3 = magazine
@@ -18,7 +18,7 @@
//For SINGLE_CASING or SPEEDLOADER guns
var/max_shells = 0 //the number of casings that will fit inside
var/ammo_type = null //the type of ammo that the gun comes preloaded with
var/ammo_type = null //the type of ammo that the gun comes preloaded with
var/list/loaded = list() //stored ammo
//For MAGAZINE guns
@@ -50,7 +50,7 @@
chambered = ammo_magazine.stored_ammo[1]
if(handle_casings != HOLD_CASINGS)
ammo_magazine.stored_ammo -= chambered
if (chambered)
return chambered.BB
return null
@@ -186,7 +186,7 @@
)
if(auto_eject_sound)
playsound(user, auto_eject_sound, 40, 1)
ammo_magazine.update_icon()
ammo_magazine.update_icon()
ammo_magazine = null
update_icon() //make sure to do this after unsetting ammo_magazine
@@ -213,8 +213,8 @@
set name = "Unload Ammo"
set category = "Object"
set src in usr
if(usr.stat || usr.restrained()) return
unload_ammo(usr)
*/
*/

View File

@@ -45,12 +45,12 @@
var/chance = 0
if(istype(A, /turf/simulated/wall))
var/turf/simulated/wall/W = A
chance = round(damage/W.damage_cap*180)
chance = round(damage/W.material.integrity*180)
else if(istype(A, /obj/machinery/door))
var/obj/machinery/door/D = A
chance = round(damage/D.maxhealth*180)
if(D.glass) chance *= 2
else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder))
else if(istype(A, /obj/structure/girder))
chance = 100
else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
chance = 25
@@ -196,4 +196,4 @@
/obj/item/projectile/bullet/shotgun/practice
name = "practice"
damage = 5
damage = 5