Merge branch 'master' into pol-sa-playerqol

This commit is contained in:
Aronai Sieyes
2018-02-15 21:56:53 -06:00
committed by GitHub
55 changed files with 581 additions and 366 deletions
+60 -50
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@@ -1,6 +1,6 @@
/obj/effect/mine
name = "mine"
desc = "A small explosive mine with 'HE' and a grenade symbol on the side."
name = "land mine" //The name and description are deliberately NOT modified, so you can't game the mines you find.
desc = "A small explosive land mine."
density = 0
anchored = 1
icon = 'icons/obj/weapons.dmi'
@@ -21,6 +21,7 @@
s.set_up(3, 1, src)
s.start()
explosion(loc, 0, 2, 3, 4) //land mines are dangerous, folks.
visible_message("\The [src.name] detonates!")
qdel(s)
qdel(src)
@@ -38,10 +39,12 @@
/obj/effect/mine/Bumped(mob/M as mob|obj)
if(triggered) return
if(triggered)
return
if(istype(M, /mob/living/))
explode(M)
if(!M.hovering)
explode(M)
/obj/effect/mine/attackby(obj/item/W as obj, mob/living/user as mob)
if(isscrewdriver(W))
@@ -62,8 +65,6 @@
wires.Interact(user)
/obj/effect/mine/dnascramble
name = "radiation mine"
desc = "A small explosive mine with a radiation symbol on the side."
mineitemtype = /obj/item/weapon/mine/dnascramble
/obj/effect/mine/dnascramble/explode(var/mob/living/M)
@@ -71,31 +72,31 @@
triggered = 1
s.set_up(3, 1, src)
s.start()
M.radiation += 50
randmutb(M)
domutcheck(M,null)
if(M)
M.radiation += 50
randmutb(M)
domutcheck(M,null)
visible_message("\The [src.name] flashes violently before disintegrating!")
spawn(0)
qdel(s)
qdel(src)
/obj/effect/mine/stun
name = "stun mine"
desc = "A small explosive mine with a lightning bolt symbol on the side."
mineitemtype = /obj/item/weapon/mine/stun
/obj/effect/mine/stun/explode(var/mob/living/M)
triggered = 1
M.Stun(30)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread()
s.set_up(3, 1, src)
s.start()
if(M)
M.Stun(30)
visible_message("\The [src.name] flashes violently before disintegrating!")
spawn(0)
qdel(s)
qdel(src)
/obj/effect/mine/n2o
name = "nitrous oxide mine"
desc = "A small explosive mine with three Z's on the side."
mineitemtype = /obj/item/weapon/mine/n2o
/obj/effect/mine/n2o/explode(var/mob/living/M)
@@ -103,12 +104,11 @@
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
target.assume_gas("sleeping_agent", 30)
visible_message("\The [src.name] detonates!")
spawn(0)
qdel(src)
/obj/effect/mine/phoron
name = "incendiary mine"
desc = "A small explosive mine with a fire symbol on the side."
mineitemtype = /obj/item/weapon/mine/phoron
/obj/effect/mine/phoron/explode(var/mob/living/M)
@@ -117,12 +117,11 @@
if(!target.blocks_air)
target.assume_gas("phoron", 30)
target.hotspot_expose(1000, CELL_VOLUME)
visible_message("\The [src.name] detonates!")
spawn(0)
qdel(src)
/obj/effect/mine/kick
name = "kick mine"
desc = "Concentrated war crimes. Handle with care."
mineitemtype = /obj/item/weapon/mine/kick
/obj/effect/mine/kick/explode(var/mob/living/M)
@@ -130,14 +129,13 @@
triggered = 1
s.set_up(3, 1, src)
s.start()
qdel(M.client)
if(M)
qdel(M.client)
spawn(0)
qdel(s)
qdel(src)
/obj/effect/mine/frag
name = "fragmentation mine"
desc = "A small explosive mine with 'FRAG' and a grenade symbol on the side."
mineitemtype = /obj/item/weapon/mine/frag
var/fragment_types = list(/obj/item/projectile/bullet/pellet/fragment)
var/num_fragments = 20 //total number of fragments produced by the grenade
@@ -153,13 +151,14 @@
if(!O)
return
src.fragmentate(O, 20, 7, list(/obj/item/projectile/bullet/pellet/fragment)) //only 20 weak fragments because you're stepping directly on it
visible_message("\The [src.name] detonates!")
spawn(0)
qdel(s)
qdel(src)
/obj/effect/mine/training
name = "training mine"
desc = "A mine with its payload removed, for EOD training and demonstrations."
/obj/effect/mine/training //Name and Desc commented out so it's possible to trick people with the training mines
// name = "training mine"
// desc = "A mine with its payload removed, for EOD training and demonstrations."
mineitemtype = /obj/item/weapon/mine/training
/obj/effect/mine/training/explode(var/mob/living/M)
@@ -170,56 +169,62 @@
qdel(src)
/obj/effect/mine/emp
name = "EMP Mine"
desc = "A small explosive mine with a lightning bolt symbol on the side."
mineitemtype = /obj/item/weapon/mine/emp
/obj/effect/mine/emp/explode(var/mob/living/M)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread()
s.set_up(3, 1, src)
s.start()
visible_message("\The [src.name] flashes violently before disintegrating!")
empulse(loc, 2, 4, 7, 10, 1) // As strong as an EMP grenade
spawn(0)
qdel(src)
/obj/effect/mine/incendiary
mineitemtype = /obj/item/weapon/mine/incendiary
/obj/effect/mine/incendiary/explode(var/mob/living/M)
triggered = 1
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread()
s.set_up(3, 1, src)
s.start()
if(M)
M.adjust_fire_stacks(5)
M.fire_act()
visible_message("\The [src.name] bursts into flames!")
spawn(0)
qdel(src)
/////////////////////////////////////////////
// The held item version of the above mines
/////////////////////////////////////////////
/obj/item/weapon/mine
name = "mine"
desc = "A small explosive mine with 'HE' and a grenade symbol on the side."
icon = 'icons/obj/weapons.dmi'
icon_state = "uglymine"
var/arming = 0
var/countdown = 10
var/minetype = /obj/effect/mine
var/minetype = /obj/effect/mine //This MUST be an /obj/effect/mine type, or it'll runtime.
/obj/item/weapon/mine/attack_self(mob/user as mob)
if(!arming)
to_chat(user, "<span class='warning'>You prime \the [name]! [countdown] seconds!</span>")
icon_state = initial(icon_state) + "armed"
arming = 1
/obj/item/weapon/mine/attack_self(mob/user as mob) // You do not want to move or throw a land mine while priming it... Explosives + Sudden Movement = Bad Times
add_fingerprint(user)
msg_admin_attack("[user.name] ([user.ckey]) primed \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
user.visible_message("[user] starts priming \the [src.name].", "You start priming \the [src.name]. Hold still!")
if(do_after(user, 10 SECONDS))
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
add_fingerprint(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
spawn(countdown*10)
if(arming)
prime()
if(user)
msg_admin_attack("[user.name] ([user.ckey]) primed \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
return
prime(user)
else
to_chat(user, "You cancel \the [name]'s priming sequence.")
arming = 0
countdown = initial(countdown)
icon_state = initial(icon_state)
add_fingerprint(user)
visible_message("[user] triggers \the [src.name]!", "You accidentally trigger \the [src.name]!")
prime(user, TRUE)
return
/obj/item/weapon/mine/proc/prime(mob/user as mob)
/obj/item/weapon/mine/proc/prime(mob/user as mob, var/explode_now = FALSE)
visible_message("\The [src.name] beeps as the priming sequence completes.")
var/atom/R = new minetype(get_turf(src))
var/obj/effect/mine/R = new minetype(get_turf(src))
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
if(explode_now)
R.explode(user)
spawn(0)
qdel(src)
@@ -262,3 +267,8 @@
name = "emp mine"
desc = "A small explosive mine with a lightning bolt symbol on the side."
minetype = /obj/effect/mine/emp
/obj/item/weapon/mine/incendiary
name = "incendiary mine"
desc = "A small explosive mine with a fire symbol on the side."
minetype = /obj/effect/mine/incendiary
@@ -54,6 +54,8 @@
/obj/item/borg/sight/material
name = "\proper material scanner vision"
sight_mode = BORGMATERIAL
icon_state = "material"
icon = 'icons/obj/clothing/glasses.dmi'
/obj/item/borg/sight/hud
name = "hud"
+15 -1
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@@ -1123,4 +1123,18 @@ var/list/multi_point_spawns
/obj/item/clothing/suit/space/void/mining/alt,
/obj/item/clothing/head/helmet/space/void/mining/alt
)
)
)
/obj/random/landmine
name = "Random Land Mine"
desc = "This is a random land mine."
icon = 'icons/obj/weapons.dmi'
icon_state = "uglymine"
spawn_nothing_percentage = 25
/obj/random/landmine/item_to_spawn()
return pick(prob(30);/obj/effect/mine,
prob(25);/obj/effect/mine/frag,
prob(25);/obj/effect/mine/emp,
prob(10);/obj/effect/mine/stun,
prob(10);/obj/effect/mine/incendiary,)
+24
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@@ -0,0 +1,24 @@
/obj/structure/snowman
name = "snowman"
icon = 'icons/obj/snowman.dmi'
icon_state = "snowman"
desc = "A happy little snowman smiles back at you!"
anchored = 1
/obj/structure/snowman/attack_hand(mob/user as mob)
if(user.a_intent == I_HURT)
user << "<span class='notice'>In one hit, [src] easily crumples into a pile of snow. You monster.</span>"
var/turf/simulated/floor/F = get_turf(src)
if (istype(F))
new /obj/item/stack/material/snow(F)
qdel(src)
/obj/structure/snowman/borg
name = "snowborg"
icon_state = "snowborg"
desc = "A snowy little robot. It even has a monitor for a head."
/obj/structure/snowman/spider
name = "snow spider"
icon_state = "snowspider"
desc = "An impressively crafted snow spider. Not nearly as creepy as the real thing."