mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
HUD damage indicator now updates with halloss
Inspecting yourself for organ damage now randomly shows damaged organs if you have halloss Mining shuttle now shunts people where it wants to be Shuttles now crush people if they fail to move out of where they want to be with the initial shunt. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3337 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -432,7 +432,7 @@ var/global/datum/tension/tension_master
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spawn(300)
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spawn(300)
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if(candidates.len)
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if(candidates.len)
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var/numagents = min(candidates.len, 5)
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var/numagents = 5
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syndicate_begin()
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syndicate_begin()
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for(var/i = 0, i<numagents,i++)
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for(var/i = 0, i<numagents,i++)
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@@ -534,7 +534,7 @@ var/global/datum/tension/tension_master
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spawn(300)
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spawn(300)
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if(candidates.len)
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if(candidates.len)
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var/numagents = min(candidates.len, 6)
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var/numagents = 6
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//Spawns commandos and equips them.
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//Spawns commandos and equips them.
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for (var/obj/effect/landmark/L in world)
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for (var/obj/effect/landmark/L in world)
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@@ -557,7 +557,6 @@ var/global/datum/tension/tension_master
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new_syndicate_commando.key = theghost.key
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new_syndicate_commando.key = theghost.key
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new_syndicate_commando.internal = new_syndicate_commando.s_store
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new_syndicate_commando.internal = new_syndicate_commando.s_store
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new_syndicate_commando.internals.icon_state = "internal1"
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new_syndicate_commando.internals.icon_state = "internal1"
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candidates -= theghost
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del(theghost)
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del(theghost)
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//So they don't forget their code or mission.
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//So they don't forget their code or mission.
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@@ -119,10 +119,14 @@ datum/shuttle_controller
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AM.throw_at(E, 1, 1)
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AM.throw_at(E, 1, 1)
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return
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return
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*/
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*/
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if(istype(T, /turf/simulated))
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if(istype(T, /turf/simulated))
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del(T)
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del(T)
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start_location.move_contents_to(end_location)
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for(var/mob/living/carbon/bug in end_location) // If someone somehow is still in the shuttle's docking area...
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bug.gib()
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start_location.copy_contents_to(end_location)
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settimeleft(SHUTTLELEAVETIME)
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settimeleft(SHUTTLELEAVETIME)
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world << "<B>The Emergency Shuttle has docked with the station! You have [timeleft()/60] minutes to board the Emergency Shuttle.</B>"
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world << "<B>The Emergency Shuttle has docked with the station! You have [timeleft()/60] minutes to board the Emergency Shuttle.</B>"
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world << sound('shuttledock.ogg')
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world << sound('shuttledock.ogg')
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@@ -65,4 +65,5 @@
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usr << "\blue Shuttle recieved message and will be sent shortly."
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usr << "\blue Shuttle recieved message and will be sent shortly."
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move_mining_shuttle()
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move_mining_shuttle()
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else
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else
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usr << "\blue Shuttle is already moving."
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usr << "\blue Shuttle is already moving."
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@@ -51,6 +51,36 @@ proc/move_mining_shuttle()
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else
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else
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fromArea = locate(/area/shuttle/mining/station)
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fromArea = locate(/area/shuttle/mining/station)
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toArea = locate(/area/shuttle/mining/outpost)
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toArea = locate(/area/shuttle/mining/outpost)
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var/list/dstturfs = list()
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var/throwy = world.maxy
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for(var/turf/T in toArea)
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dstturfs += T
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if(T.y < throwy)
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throwy = T.y
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// hey you, get out of the way!
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for(var/turf/T in dstturfs)
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// find the turf to move things to
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var/turf/D = locate(T.x, throwy - 1, 1)
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//var/turf/E = get_step(D, SOUTH)
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for(var/atom/movable/AM as mob|obj in T)
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AM.Move(D)
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// NOTE: Commenting this out to avoid recreating mass driver glitch
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/*
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spawn(0)
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AM.throw_at(E, 1, 1)
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return
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*/
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if(istype(T, /turf/simulated))
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del(T)
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for(var/mob/living/carbon/bug in toArea) // If someone somehow is still in the shuttle's docking area...
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bug.gib()
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fromArea.move_contents_to(toArea)
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fromArea.move_contents_to(toArea)
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if (mining_shuttle_location)
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if (mining_shuttle_location)
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mining_shuttle_location = 0
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mining_shuttle_location = 0
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@@ -165,20 +165,29 @@
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for(var/datum/organ/external/org in H.organs)
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for(var/datum/organ/external/org in H.organs)
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var/status = ""
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var/status = ""
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if(org.brute_dam > 0)
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var/brutedamage = org.brute_dam
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var/burndamage = org.burn_dam
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if(halloss > 0)
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if(prob(30))
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brutedamage += halloss
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if(prob(30))
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burndamage += halloss
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if(brutedamage > 0)
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status = "bruised"
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status = "bruised"
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if(org.brute_dam > 20)
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if(brutedamage > 20)
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status = "bleeding"
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status = "bleeding"
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if(org.brute_dam > 40)
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if(brutedamage > 40)
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status = "mangled"
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status = "mangled"
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if(org.brute_dam > 0 && org.burn_dam > 0)
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if(brutedamage > 0 && burndamage > 0)
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status += " and "
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status += " and "
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if(org.burn_dam > 40)
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if(burndamage > 40)
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status += "peeling away"
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status += "peeling away"
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else if(org.burn_dam > 10)
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else if(burndamage > 10)
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status += "blistered"
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status += "blistered"
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else if(org.burn_dam > 0)
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else if(burndamage > 0)
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status += "numb"
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status += "numb"
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if(status == "")
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if(status == "")
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status = "OK"
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status = "OK"
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@@ -911,7 +911,7 @@
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if (healths)
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if (healths)
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if (stat != 2)
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if (stat != 2)
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switch(health)
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switch(health - halloss)
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if(100 to INFINITY)
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if(100 to INFINITY)
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healths.icon_state = "health0"
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healths.icon_state = "health0"
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if(80 to 100)
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if(80 to 100)
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