Merge remote-tracking branch 'upstream/master' into dev-freeze

Conflicts:
	code/game/objects/items/weapons/tanks/tanks.dm
	code/setup.dm
This commit is contained in:
PsiOmega
2015-06-07 10:30:27 +02:00
7 changed files with 41 additions and 26 deletions

View File

@@ -487,28 +487,34 @@ steam.start() -- spawns the effect
M.Weaken(rand(1,5))
return
else
var/devastation = -1
var/devst = -1
var/heavy = -1
var/light = -1
var/flash = -1
// Clamp all values to max_explosion_range
// Clamp all values to fractions of max_explosion_range, following the same pattern as for tank transfer bombs
if (round(amount/12) > 0)
devastation = min (max_explosion_range, devastation + round(amount/12))
devst = devst + amount/12
if (round(amount/6) > 0)
heavy = min (max_explosion_range, heavy + round(amount/6))
heavy = heavy + amount/6
if (round(amount/3) > 0)
light = min (max_explosion_range, light + round(amount/3))
light = light + amount/3
if (flash && flashing_factor)
flash += (round(amount/4) * flashing_factor)
if (flashing && flashing_factor)
flash = (amount/4) * flashing_factor
for(var/mob/M in viewers(8, location))
M << "\red The solution violently explodes."
explosion(location, devastation, heavy, light, flash)
explosion(
location,
round(min(devst, BOMBCAP_DVSTN_RADIUS)),
round(min(heavy, BOMBCAP_HEAVY_RADIUS)),
round(min(light, BOMBCAP_LIGHT_RADIUS)),
round(min(flash, BOMBCAP_FLASH_RADIUS))
)
proc/holder_damage(var/atom/holder)
if(holder)

View File

@@ -16,16 +16,16 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
explosion_rec(epicenter, power)
return
var/start = world.timeofday
epicenter = get_turf(epicenter)
if(!epicenter) return
///// Z-Level Stuff
if(z_transfer && (devastation_range > 0 || heavy_impact_range > 0))
//transfer the explosion in both directions
explosion_z_transfer(epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range)
///// Z-Level Stuff
var/start = world.timeofday
epicenter = get_turf(epicenter)
if(!epicenter) return
var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
//playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(devastation_range*2,1) )
//playsound(epicenter, "explosion", 100, 1, round(devastation_range,1) )

View File

@@ -261,19 +261,22 @@
if(!istype(src.loc,/obj/item/device/transfer_valve))
message_admins("Explosive tank rupture! last key to touch the tank was [src.fingerprintslast].")
log_game("Explosive tank rupture! last key to touch the tank was [src.fingerprintslast].")
//world << "\blue[x],[y] tank is exploding: [pressure] kPa"
//Give the gas a chance to build up more pressure through reacting
air_contents.react()
air_contents.react()
air_contents.react()
pressure = air_contents.return_pressure()
var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
range = min(range, max_explosion_range) // was 8 - - - Changed to a configurable define -- TLE
var/turf/epicenter = get_turf(loc)
//world << "\blue Exploding Pressure: [pressure] kPa, intensity: [range]"
explosion(epicenter, round(range*0.25), round(range*0.5), round(range), round(range*1.5))
explosion(
get_turf(loc),
round(min(BOMBCAP_DVSTN_RADIUS, range*0.25)),
round(min(BOMBCAP_HEAVY_RADIUS, range*0.50)),
round(min(BOMBCAP_LIGHT_RADIUS, range*1.00)),
round(min(BOMBCAP_FLASH_RADIUS, range*1.50)),
)
qdel(src)
else if(pressure > TANK_RUPTURE_PRESSURE)

View File

@@ -670,9 +670,9 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
client.images -= ghostimage //remove ourself
mob/dead/observer/MayRespawn(var/feedback = 0)
if(!client || !mind)
if(!client)
return 0
if(mind.current && mind.current.stat != DEAD)
if(mind && mind.current && mind.current.stat != DEAD)
if(feedback)
src << "<span class='warning'>Your non-dead body prevent you from respawning.</span>"
return 0

View File

@@ -1469,7 +1469,7 @@
return
if(shock_stage == 10)
src << "<font color='red'><b>"+pick("It hurts so much!", "You really need some painkillers..", "Dear god, the pain!")
src << "<span class='danger'>[pick("It hurts so much", "You really need some painkillers", "Dear god, the pain")]!</span>"
if(shock_stage >= 30)
if(shock_stage == 30) emote("me",1,"is having trouble keeping their eyes open.")
@@ -1477,22 +1477,22 @@
stuttering = max(stuttering, 5)
if(shock_stage == 40)
src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
src << "<span class='danger'>[pick("The pain is excruciating", "Please, just end the pain", "Your whole body is going numb")]!</span>"
if (shock_stage >= 60)
if(shock_stage == 60) emote("me",1,"'s body becomes limp.")
if (prob(2))
src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
src << "<span class='danger'>[pick("The pain is excruciating", "Please, just end the pain", "Your whole body is going numb")]!</span>"
Weaken(20)
if(shock_stage >= 80)
if (prob(5))
src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
src << "<span class='danger'>[pick("The pain is excruciating", "Please, just end the pain", "Your whole body is going numb")]!</span>"
Weaken(20)
if(shock_stage >= 120)
if (prob(2))
src << "<font color='red'><b>"+pick("You black out!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
src << "<span class='danger'>[pick("You black out", "You feel like you could die any moment now", "You're about to lose consciousness")]!</span>"
Paralyse(5)
if(shock_stage == 150)

View File

@@ -103,7 +103,8 @@
grav_pulling = 1
exploded = 1
for(var/mob/living/mob in living_mob_list)
if(loc.z == mob.loc.z)
var/turf/T = get_turf(mob)
if(T && (loc.z == T.z))
if(istype(mob, /mob/living/carbon/human))
//Hilariously enough, running into a closet should make you get hit the hardest.
var/mob/living/carbon/human/H = mob

View File

@@ -795,6 +795,11 @@ var/list/be_special_flags = list(
#define ROBOT_NOTIFICATION_NEW_MODULE 3
#define ROBOT_NOTIFICATION_MODULE_RESET 4
#define BOMBCAP_DVSTN_RADIUS (max_explosion_range/4)
#define BOMBCAP_HEAVY_RADIUS (max_explosion_range/2)
#define BOMBCAP_LIGHT_RADIUS max_explosion_range
#define BOMBCAP_FLASH_RADIUS (max_explosion_range*1.5)
#define DEFAULT_JOB_TYPE /datum/job/assistant
// Appearance change flags