mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
More tweaks to IPC fixes. Merge resolution/compile fixes. Further work on properly integrating, updating and fixing prosthetic options. Repathed internal organs to organ/internal. More work on full synthetics, changelings, overheating. Working on getting organs to qdel properly and spawn properly when robotized. Finalized some overheating values, added remaining prosthetic icons. Finalizing the testing version of the full prosthetic bodies branch. Added suit cyclers to the autolathe and map. Fixing runtime errors. Fixing errors. Changelog. Replacing limb and organ strings with constants. Prevented brainless species from becoming full cyborgs. Fixed issues with brain/MMIs renaming themselves inappropriately. Various fixes and oversights.
144 lines
4.7 KiB
Plaintext
144 lines
4.7 KiB
Plaintext
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/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover,/obj/item/projectile))
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return (check_cover(mover,target))
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if (flipped == 1)
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if (get_dir(loc, target) == dir)
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return !density
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else
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return 1
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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if(locate(/obj/structure/table) in get_turf(mover))
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return 1
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return 0
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//checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops.
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/obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from)
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var/turf/cover
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if(flipped==1)
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cover = get_turf(src)
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else if(flipped==0)
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cover = get_step(loc, get_dir(from, loc))
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if(!cover)
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return 1
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if (get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close
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return 1
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if (get_turf(P.original) == cover)
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var/chance = 20
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if (ismob(P.original))
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var/mob/M = P.original
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if (M.lying)
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chance += 20 //Lying down lets you catch less bullets
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if(flipped==1)
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if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets
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chance += 20
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else
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return 1 //But only from one side
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if(prob(chance))
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health -= P.damage/2
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if (health > 0)
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visible_message("<span class='warning'>[P] hits \the [src]!</span>")
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return 0
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else
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visible_message("<span class='warning'>[src] breaks down!</span>")
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break_to_parts()
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return 1
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return 1
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/obj/structure/table/CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O) && O.checkpass(PASSTABLE))
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return 1
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if (flipped==1)
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if (get_dir(loc, target) == dir)
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return !density
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else
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return 1
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return 1
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/obj/structure/table/MouseDrop_T(obj/O as obj, mob/user as mob)
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if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O))
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return ..()
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if(isrobot(user))
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return
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user.drop_item()
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if (O.loc != src.loc)
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step(O, get_dir(O, src))
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return
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/obj/structure/table/attackby(obj/item/W as obj, mob/user as mob)
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if (!W) return
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// Handle harm intent grabbing/tabling.
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if(istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = W
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if (istype(G.affecting, /mob/living))
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var/mob/living/M = G.affecting
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var/obj/occupied = turf_is_crowded()
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if(occupied)
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user << "<span class='danger'>There's \a [occupied] in the way.</span>"
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return
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if (G.state < 2)
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if(user.a_intent == I_HURT)
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if (prob(15)) M.Weaken(5)
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M.apply_damage(8,def_zone = BP_HEAD)
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visible_message("<span class='danger'>[G.assailant] slams [G.affecting]'s face against \the [src]!</span>")
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if(material)
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playsound(loc, material.tableslam_noise, 50, 1)
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else
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playsound(loc, 'sound/weapons/tablehit1.ogg', 50, 1)
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var/list/L = take_damage(rand(1,5))
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// Shards. Extra damage, plus potentially the fact YOU LITERALLY HAVE A PIECE OF GLASS/METAL/WHATEVER IN YOUR FACE
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for(var/obj/item/weapon/material/shard/S in L)
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if(prob(50))
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M.visible_message("<span class='danger'>\The [S] slices [M]'s face messily!</span>",
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"<span class='danger'>\The [S] slices your face messily!</span>")
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M.apply_damage(10, def_zone = BP_HEAD)
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if(prob(2))
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M.embed(S, def_zone = BP_HEAD)
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else
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user << "<span class='danger'>You need a better grip to do that!</span>"
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return
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else
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G.affecting.loc = src.loc
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G.affecting.Weaken(5)
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visible_message("<span class='danger'>[G.assailant] puts [G.affecting] on \the [src].</span>")
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qdel(W)
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return
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// Handle dismantling or placing things on the table from here on.
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if(isrobot(user))
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return
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if(W.loc != user) // This should stop mounted modules ending up outside the module.
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return
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if(istype(W, /obj/item/weapon/melee/energy/blade))
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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user.visible_message("<span class='danger'>\The [src] was sliced apart by [user]!</span>")
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break_to_parts()
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return
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if(istype(W, /obj/item/weapon/melee/arm_blade))
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user.visible_message("<span class='danger'>\The [src] was sliced apart by [user]!</span>")
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break_to_parts()
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return
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if(can_plate && !material)
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user << "<span class='warning'>There's nothing to put \the [W] on! Try adding plating to \the [src] first.</span>"
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return
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user.drop_item(src.loc)
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return
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/obj/structure/table/attack_tk() // no telehulk sorry
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return
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