mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-23 03:56:27 +01:00
@@ -169,7 +169,7 @@
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switch(grown_seed.get_trait(TRAIT_CARNIVOROUS))
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if(1)
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dat += "<br>It is carniovorous and will eat tray pests for sustenance."
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dat += "<br>It is carnivorous and will eat tray pests for sustenance."
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if(2)
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dat += "<br>It is carnivorous and poses a significant threat to living things around it."
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@@ -35,6 +35,7 @@
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var/locked = 0
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var/mob/living/carbon/brain/brainmob = null//The current occupant.
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var/obj/item/organ/brain/brainobj = null //The current brain organ.
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var/obj/mecha = null//This does not appear to be used outside of reference in mecha.dm.
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attackby(var/obj/item/O as obj, var/mob/user as mob)
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@@ -60,7 +61,8 @@
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living_mob_list += brainmob
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user.drop_item()
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qdel(O)
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brainobj = O
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brainobj.loc = src
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name = "Man-Machine Interface: [brainmob.real_name]"
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icon_state = "mmi_full"
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@@ -91,7 +93,13 @@
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user << "\red You upend the MMI, but the brain is clamped into place."
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else
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user << "\blue You upend the MMI, spilling the brain onto the floor."
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var/obj/item/organ/brain/brain = new(user.loc)
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var/obj/item/organ/brain/brain
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if (brainobj) //Pull brain organ out of MMI.
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brainobj.loc = user.loc
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brain = brainobj
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brainobj = null
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else //Or make a new one if empty.
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brain = new(user.loc)
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brainmob.container = null//Reset brainmob mmi var.
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brainmob.loc = brain//Throw mob into brain.
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living_mob_list -= brainmob//Get outta here
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@@ -52,12 +52,13 @@
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/mob/visible_message(var/message, var/self_message, var/blind_message)
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for(var/mob/M in viewers(src))
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if(M.see_invisible < invisibility)
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continue // Cannot view the invisible
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var/msg = message
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if(self_message && M==src)
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msg = self_message
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M.show_message( msg, 1, blind_message, 2)
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M.show_message(self_message, 1, blind_message, 2)
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else if(M.see_invisible < invisibility) // Cannot view the invisible, but you can hear it.
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if(blind_message)
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M.show_message(blind_message, 2)
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else
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M.show_message(message, 1, blind_message, 2)
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// Show a message to all mobs in sight of this atom
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// Use for objects performing visible actions
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@@ -135,7 +135,7 @@
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/obj/item/ammo_magazine/examine(mob/user)
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..()
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user << "There [(stored_ammo.len > 1)? "are" : "is"] [stored_ammo.len] round\s left!"
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user << "There [(stored_ammo.len == 1)? "is" : "are"] [stored_ammo.len] round\s left!"
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//magazine icon state caching
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/var/global/list/magazine_icondata_keys = list()
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@@ -68,14 +68,14 @@
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/obj/item/weapon/gun/launcher/crossbow/consume_next_projectile(mob/user=null)
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if(tension <= 0)
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user << "\red \The [src] is not drawn back!"
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user << "<span class='warning'>\The [src] is not drawn back!</span>"
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return null
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return bolt
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/obj/item/weapon/gun/launcher/crossbow/handle_post_fire(mob/user, atom/target)
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bolt = null
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icon_state = "crossbow"
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tension = 0
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update_icon()
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..()
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/obj/item/weapon/gun/launcher/crossbow/attack_self(mob/living/user as mob)
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@@ -89,7 +89,7 @@
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else
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user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
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tension = 0
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icon_state = "crossbow"
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update_icon()
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else
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draw(user)
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@@ -106,15 +106,19 @@
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user.visible_message("[user] begins to draw back the string of [src].","<span class='notice'>You begin to draw back the string of [src].</span>")
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tension = 1
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while(bolt && tension && current_user == user)
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while(bolt && tension && loc == current_user)
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if(!do_after(user, 25)) //crossbow strings don't just magically pull back on their own.
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user.visible_message("[usr] stops drawing and relaxes the string of [src].","<span class='warning'>You stop drawing back and relax the string of [src].</span>")
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tension = 0
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icon_state = "crossbow"
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update_icon()
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return
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//double check that the user hasn't removed the bolt in the meantime
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if(!(bolt && tension && loc == current_user))
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return
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tension++
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icon_state = "crossbow-drawn"
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update_icon()
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if(tension >= max_tension)
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tension = max_tension
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@@ -132,11 +136,10 @@
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/obj/item/weapon/gun/launcher/crossbow/attackby(obj/item/W as obj, mob/user as mob)
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if(!bolt)
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if (istype(W,/obj/item/weapon/arrow))
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user.drop_item()
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user.drop_from_inventory(W, src)
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bolt = W
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bolt.loc = src
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user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].")
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icon_state = "crossbow-nocked"
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update_icon()
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return
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else if(istype(W,/obj/item/stack/rods))
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var/obj/item/stack/rods/R = W
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@@ -144,7 +147,7 @@
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bolt = new /obj/item/weapon/arrow/rod(src)
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bolt.fingerprintslast = src.fingerprintslast
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bolt.loc = src
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icon_state = "crossbow-nocked"
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update_icon()
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user.visible_message("[user] jams [bolt] into [src].","You jam [bolt] into [src].")
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superheat_rod(user)
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return
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@@ -182,6 +185,14 @@
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bolt.icon_state = "metal-rod-superheated"
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cell.use(500)
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/obj/item/weapon/gun/launcher/crossbow/update_icon()
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if(tension > 1)
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icon_state = "crossbow-drawn"
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else if(bolt)
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icon_state = "crossbow-nocked"
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else
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icon_state = "crossbow"
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// Crossbow construction.
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/obj/item/weapon/crossbowframe
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@@ -209,11 +220,11 @@
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if(buildstate == 0)
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var/obj/item/stack/rods/R = W
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if(R.use(3))
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user << "\blue You assemble a backbone of rods around the wooden stock."
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user << "<span class='notice'>You assemble a backbone of rods around the wooden stock.</span>"
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buildstate++
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update_icon()
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else
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user << "\blue You need at least three rods to complete this task."
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user << "<span class='notice'>You need at least three rods to complete this task.</span>"
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return
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else if(istype(W,/obj/item/weapon/weldingtool))
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if(buildstate == 1)
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@@ -221,7 +232,7 @@
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if(T.remove_fuel(0,user))
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if(!src || !T.isOn()) return
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playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
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user << "\blue You weld the rods into place."
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user << "<span class='notice'>You weld the rods into place.</span>"
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buildstate++
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update_icon()
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return
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@@ -229,33 +240,33 @@
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var/obj/item/stack/cable_coil/C = W
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if(buildstate == 2)
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if(C.use(5))
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user << "\blue You wire a crude cell mount into the top of the crossbow."
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user << "<span class='notice'>You wire a crude cell mount into the top of the crossbow.</span>"
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buildstate++
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update_icon()
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else
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user << "\blue You need at least five segments of cable coil to complete this task."
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user << "<span class='notice'>You need at least five segments of cable coil to complete this task.</span>"
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return
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else if(buildstate == 4)
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if(C.use(5))
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user << "\blue You string a steel cable across the crossbow's lath."
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user << "<span class='notice'>You string a steel cable across the crossbow's lath.</span>"
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buildstate++
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update_icon()
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else
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user << "\blue You need at least five segments of cable coil to complete this task."
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user << "<span class='notice'>You need at least five segments of cable coil to complete this task.</span>"
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return
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else if(istype(W,/obj/item/stack/sheet/mineral/plastic))
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if(buildstate == 3)
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var/obj/item/stack/sheet/mineral/plastic/P = W
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if(P.use(3))
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user << "\blue You assemble and install a heavy plastic lath onto the crossbow."
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user << "<span class='notice'>You assemble and install a heavy plastic lath onto the crossbow.</span>"
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buildstate++
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update_icon()
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else
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user << "\blue You need at least three plastic sheets to complete this task."
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user << "<span class='notice'>You need at least three plastic sheets to complete this task.</span>"
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return
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else if(istype(W,/obj/item/weapon/screwdriver))
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if(buildstate == 5)
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user << "\blue You secure the crossbow's various parts."
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user << "<span class='notice'>You secure the crossbow's various parts.</span>"
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new /obj/item/weapon/gun/launcher/crossbow(get_turf(src))
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qdel(src)
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return
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@@ -14,17 +14,20 @@
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var/max_w_class = 3 // Hopper intake size.
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var/max_storage_space = 20 // Total internal storage size.
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var/obj/item/weapon/tank/tank = null // Tank of gas for use in firing the cannon.
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var/obj/item/weapon/storage/tank_container // Something to hold the tank item so we don't accidentally fire it.
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var/obj/item/weapon/storage/item_storage
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var/pressure_setting = 10 // Percentage of the gas in the tank used to fire the projectile.
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var/possible_pressure_amounts = list(5,10,20,25,50) // Possible pressure settings.
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var/minimum_tank_pressure = 10 // Minimum pressure to fire the gun.
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var/force_divisor = 400 // Force equates to speed. Speed/5 equates to a damage multiplier for whoever you hit.
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// For reference, a fully pressurized oxy tank at 50% gas release firing a health
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// analyzer with a force_divisor of 10 hit with a damage multiplier of 3000+.
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/obj/item/weapon/gun/launcher/pneumatic/New()
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..()
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tank_container = new(src)
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tank_container.tag = "gas_tank_holder"
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item_storage = new(src)
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item_storage.name = "hopper"
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item_storage.max_w_class = max_w_class
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item_storage.max_storage_space = max_storage_space
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item_storage.use_sound = null
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/obj/item/weapon/gun/launcher/pneumatic/verb/set_pressure() //set amount of tank pressure.
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set name = "Set Valve Pressure"
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@@ -35,69 +38,65 @@
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pressure_setting = N
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usr << "You dial the pressure valve to [pressure_setting]%."
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/obj/item/weapon/gun/launcher/pneumatic/verb/eject_tank() //Remove the tank.
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set name = "Eject Tank"
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set category = "Object"
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set src in range(0)
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if(tank)
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usr << "You twist the valve and pop the tank out of [src]."
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tank.loc = usr.loc
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tank = null
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icon_state = "pneumatic"
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item_state = "pneumatic"
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_icons()
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else
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usr << "There's no tank in [src]."
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/obj/item/weapon/gun/launcher/pneumatic/attackby(obj/item/W as obj, mob/user as mob)
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if(!tank && istype(W,/obj/item/weapon/tank))
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user.drop_item()
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tank = W
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tank.loc = src.tank_container
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user.visible_message("[user] jams [W] into [src]'s valve and twists it closed.","You jam [W] into [src]'s valve and twist it closed.")
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icon_state = "pneumatic-tank"
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item_state = "pneumatic-tank"
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user.update_icons()
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else if(istype(W) && W.w_class <= max_w_class)
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var/total_stored = 0
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for(var/obj/item/O in src.contents)
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total_stored += O.get_storage_cost()
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if(total_stored + W.get_storage_cost() <= max_storage_space)
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user.remove_from_mob(W)
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W.loc = src
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user << "You shove [W] into the hopper."
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else
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user << "That won't fit into the hopper - it's too full."
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/obj/item/weapon/gun/launcher/pneumatic/proc/eject_tank(mob/user) //Remove the tank.
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if(!tank)
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user << "There's no tank in [src]."
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||||
return
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else
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user << "That won't fit into the hopper."
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/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
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||||
if(contents.len > 0)
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||||
var/obj/item/removing = contents[contents.len]
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||||
removing.loc = get_turf(src)
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||||
user << "You twist the valve and pop the tank out of [src]."
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||||
user.put_in_hands(tank)
|
||||
tank = null
|
||||
update_icon()
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||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/proc/unload_hopper(mob/user)
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if(item_storage.contents.len > 0)
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||||
var/obj/item/removing = item_storage.contents[item_storage.contents.len]
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||||
item_storage.remove_from_storage(removing, src.loc)
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||||
user.put_in_hands(removing)
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||||
user << "You remove [removing] from the hopper."
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||||
else
|
||||
user << "There is nothing to remove in \the [src]."
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/attack_hand(mob/user as mob)
|
||||
if(user.get_inactive_hand() == src)
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||||
unload_hopper(user)
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/attackby(obj/item/W as obj, mob/user as mob)
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||||
if(!tank && istype(W,/obj/item/weapon/tank))
|
||||
user.drop_from_inventory(W, src)
|
||||
tank = W
|
||||
user.visible_message("[user] jams [W] into [src]'s valve and twists it closed.","You jam [W] into [src]'s valve and twist it closed.")
|
||||
update_icon()
|
||||
else if(istype(W) && item_storage.can_be_inserted(W))
|
||||
item_storage.handle_item_insertion(W)
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
|
||||
eject_tank(user)
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/consume_next_projectile(mob/user=null)
|
||||
if(!contents.len)
|
||||
if(!item_storage.contents.len)
|
||||
return null
|
||||
if (!tank)
|
||||
user << "There is no gas tank in [src]!"
|
||||
return null
|
||||
|
||||
var/fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
|
||||
if(fire_pressure < minimum_tank_pressure)
|
||||
var/environment_pressure = 10
|
||||
var/turf/T = get_turf(src)
|
||||
if(T)
|
||||
var/datum/gas_mixture/environment = T.return_air()
|
||||
if(environment)
|
||||
environment_pressure = environment.return_pressure()
|
||||
|
||||
fire_pressure = (tank.air_contents.return_pressure() - environment_pressure)*pressure_setting/100
|
||||
if(fire_pressure < 10)
|
||||
user << "There isn't enough gas in the tank to fire [src]."
|
||||
return null
|
||||
|
||||
return contents[1]
|
||||
var/obj/item/launched = item_storage.contents[1]
|
||||
item_storage.remove_from_storage(launched, src)
|
||||
return launched
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/examine(mob/user)
|
||||
if(!..(user, 2))
|
||||
@@ -119,11 +118,24 @@
|
||||
if(tank)
|
||||
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
|
||||
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
|
||||
|
||||
|
||||
var/turf/T = get_turf(src.loc)
|
||||
if(T) T.assume_air(removed)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/update_icon()
|
||||
if(tank)
|
||||
icon_state = "pneumatic-tank"
|
||||
item_state = "pneumatic-tank"
|
||||
else
|
||||
icon_state = "pneumatic"
|
||||
item_state = "pneumatic"
|
||||
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
|
||||
//Constructable pneumatic cannon.
|
||||
|
||||
/obj/item/weapon/cannonframe
|
||||
@@ -149,9 +161,9 @@
|
||||
/obj/item/weapon/cannonframe/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/pipe))
|
||||
if(buildstate == 0)
|
||||
user.drop_item()
|
||||
user.drop_from_inventory(W)
|
||||
qdel(W)
|
||||
user << "\blue You secure the piping inside the frame."
|
||||
user << "<span class='notice'>You secure the piping inside the frame.</span>"
|
||||
buildstate++
|
||||
update_icon()
|
||||
return
|
||||
@@ -159,17 +171,17 @@
|
||||
if(buildstate == 2)
|
||||
var/obj/item/stack/sheet/metal/M = W
|
||||
if(M.use(5))
|
||||
user << "\blue You assemble a chassis around the cannon frame."
|
||||
user << "<span class='notice'>You assemble a chassis around the cannon frame.</span>"
|
||||
buildstate++
|
||||
update_icon()
|
||||
else
|
||||
user << "\blue You need at least five metal sheets to complete this task."
|
||||
user << "<span class='notice'>You need at least five metal sheets to complete this task.</span>"
|
||||
return
|
||||
else if(istype(W,/obj/item/device/transfer_valve))
|
||||
if(buildstate == 4)
|
||||
user.drop_item()
|
||||
user.drop_from_inventory(W)
|
||||
qdel(W)
|
||||
user << "\blue You install the transfer valve and connect it to the piping."
|
||||
user << "<span class='notice'>You install the transfer valve and connect it to the piping.</span>"
|
||||
buildstate++
|
||||
update_icon()
|
||||
return
|
||||
@@ -179,7 +191,7 @@
|
||||
if(T.remove_fuel(0,user))
|
||||
if(!src || !T.isOn()) return
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
|
||||
user << "\blue You weld the pipe into place."
|
||||
user << "<span class='notice'>You weld the pipe into place.</span>"
|
||||
buildstate++
|
||||
update_icon()
|
||||
if(buildstate == 3)
|
||||
@@ -187,7 +199,7 @@
|
||||
if(T.remove_fuel(0,user))
|
||||
if(!src || !T.isOn()) return
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
|
||||
user << "\blue You weld the metal chassis together."
|
||||
user << "<span class='notice'>You weld the metal chassis together.</span>"
|
||||
buildstate++
|
||||
update_icon()
|
||||
if(buildstate == 5)
|
||||
@@ -195,7 +207,7 @@
|
||||
if(T.remove_fuel(0,user))
|
||||
if(!src || !T.isOn()) return
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
|
||||
user << "\blue You weld the valve into place."
|
||||
user << "<span class='notice'>You weld the valve into place.</span>"
|
||||
new /obj/item/weapon/gun/launcher/pneumatic(get_turf(src))
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -182,15 +182,15 @@
|
||||
//admin logs
|
||||
if(!no_attack_log)
|
||||
if(istype(firer, /mob))
|
||||
target_mob.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src.type]</b>"
|
||||
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src.type]</b>"
|
||||
msg_admin_attack("[firer] ([firer.ckey]) shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
|
||||
else if(firer)
|
||||
target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src]</b>"
|
||||
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
|
||||
|
||||
var/attacker_message = "shot with \a [src.type]"
|
||||
var/victim_message = "shot with \a [src.type]"
|
||||
var/admin_message = "shot (\a [src.type])"
|
||||
|
||||
admin_attack_log(firer, target_mob, attacker_message, victim_message, admin_message)
|
||||
else
|
||||
target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src]</b>"
|
||||
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)") //BS12 EDIT ALG
|
||||
target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with <b>\a [src]</b>"
|
||||
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)")
|
||||
|
||||
//sometimes bullet_act() will want the projectile to continue flying
|
||||
if (target_mob.bullet_act(src, def_zone) == -1)
|
||||
|
||||
@@ -56,6 +56,16 @@
|
||||
|
||||
-->
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">16 May 2015</h2>
|
||||
<h3 class="author">GinjaNinja32 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Rewrote tables. To construct a table, use steel to make a table frame, then plate the frame with a material such as steel, gold, wood, etc. Hold a stack in your hand and drag it to the table to reinforce it. To deconstruct a table, use a screwdriver to remove the reinforcements (if present), then a wrench to remove the plating, and a wrench again to dismantle the frame. Use a welder to repair any damage. Use a carpet tile on a table to add felt, and a crowbar to remove it.</li>
|
||||
</ul>
|
||||
<h3 class="author">HarpyEagle updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Adds tail animations for tajaran and unathi. Animations are controlled using emotes.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">14 May 2015</h2>
|
||||
<h3 class="author">PsiOmegaDelta updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
|
||||
@@ -1779,3 +1779,15 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
|
||||
with the shotgun.
|
||||
- bugfix: Portable air pumps now fill based on external/airtank pressure when pumping
|
||||
in.
|
||||
2015-05-16:
|
||||
GinjaNinja32:
|
||||
- rscadd: Rewrote tables. To construct a table, use steel to make a table frame,
|
||||
then plate the frame with a material such as steel, gold, wood, etc. Hold a
|
||||
stack in your hand and drag it to the table to reinforce it. To deconstruct
|
||||
a table, use a screwdriver to remove the reinforcements (if present), then a
|
||||
wrench to remove the plating, and a wrench again to dismantle the frame. Use
|
||||
a welder to repair any damage. Use a carpet tile on a table to add felt, and
|
||||
a crowbar to remove it.
|
||||
HarpyEagle:
|
||||
- rscadd: Adds tail animations for tajaran and unathi. Animations are controlled
|
||||
using emotes.
|
||||
|
||||
@@ -1,5 +0,0 @@
|
||||
author: GinjaNinja32
|
||||
delete-after: True
|
||||
|
||||
changes:
|
||||
- rscadd: "Rewrote tables. To construct a table, use steel to make a table frame, then plate the frame with a material such as steel, gold, wood, etc. Hold a stack in your hand and drag it to the table to reinforce it. To deconstruct a table, use a screwdriver to remove the reinforcements (if present), then a wrench to remove the plating, and a wrench again to dismantle the frame. Use a welder to repair any damage. Use a carpet tile on a table to add felt, and a crowbar to remove it."
|
||||
@@ -1,4 +0,0 @@
|
||||
author: HarpyEagle
|
||||
delete-after: True
|
||||
changes:
|
||||
- rscadd: "Adds tail animations for tajaran and unathi. Animations are controlled using emotes."
|
||||
Reference in New Issue
Block a user