mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-07-15 00:52:36 +01:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-sync-2018-02-23
# Conflicts: # code/game/jobs/job_controller.dm # code/game/machinery/oxygen_pump.dm # code/game/objects/items/weapons/storage/firstaid.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/mob/new_player/new_player.dm # code/modules/organs/internal/eyes.dm # html/changelogs/.all_changelog.yml # maps/southern_cross/southern_cross-1.dmm # vorestation.dme
This commit is contained in:
@@ -5,92 +5,89 @@
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origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1)
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var/banglet = 0
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prime()
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..()
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for(var/obj/structure/closet/L in hear(7, get_turf(src)))
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if(locate(/mob/living/carbon/, L))
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for(var/mob/living/carbon/M in L)
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bang(get_turf(src), M)
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/obj/item/weapon/grenade/flashbang/prime()
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..()
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for(var/obj/structure/closet/L in hear(7, get_turf(src)))
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if(locate(/mob/living/carbon/, L))
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for(var/mob/living/carbon/M in L)
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bang(get_turf(src), M)
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for(var/mob/living/carbon/M in hear(7, get_turf(src)))
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bang(get_turf(src), M)
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for(var/mob/living/carbon/M in hear(7, get_turf(src)))
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bang(get_turf(src), M)
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for(var/obj/structure/blob/B in hear(8,get_turf(src))) //Blob damage here
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var/damage = round(30/(get_dist(B,get_turf(src))+1))
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if(B.overmind)
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damage *= B.overmind.blob_type.burn_multiplier
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B.adjust_integrity(-damage)
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for(var/obj/structure/blob/B in hear(8,get_turf(src))) //Blob damage here
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var/damage = round(30/(get_dist(B,get_turf(src))+1))
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if(B.overmind)
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damage *= B.overmind.blob_type.burn_multiplier
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B.adjust_integrity(-damage)
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new/obj/effect/effect/sparks(src.loc)
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new/obj/effect/effect/smoke/illumination(src.loc, 5, range=30, power=30, color="#FFFFFF")
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qdel(src)
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return
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new/obj/effect/effect/sparks(src.loc)
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new/obj/effect/effect/smoke/illumination(src.loc, 5, range=30, power=30, color="#FFFFFF")
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qdel(src)
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return
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proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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M << "<span class='danger'>BANG</span>" // Called during the loop that bangs people in lockers/containers and when banging
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 30) // people in normal view. Could theroetically be called during other explosions.
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/obj/item/weapon/grenade/flashbang/proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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to_chat(M, "<span class='danger'>BANG</span>") // Called during the loop that bangs people in lockers/containers and when banging
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 30) // people in normal view. Could theroetically be called during other explosions.
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// -- Polymorph
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//Checking for protections
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var/eye_safety = 0
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var/ear_safety = 0
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if(iscarbon(M))
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eye_safety = M.eyecheck()
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ear_safety = M.get_ear_protection()
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//Checking for protections
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var/eye_safety = 0
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var/ear_safety = 0
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if(iscarbon(M))
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eye_safety = M.eyecheck()
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ear_safety = M.get_ear_protection()
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//Flashing everyone
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if(eye_safety < 1)
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M.flash_eyes()
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M.Stun(2)
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M.Weaken(10)
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//Flashing everyone
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if(eye_safety < 1)
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M.flash_eyes()
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M.Confuse(2)
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M.Weaken(5)
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//Now applying sound
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if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
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if(ear_safety > 0)
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M.Stun(2)
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M.Weaken(1)
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else
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M.Stun(10)
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M.Weaken(3)
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if ((prob(14) || (M == src.loc && prob(70))))
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M.ear_damage += rand(1, 10)
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else
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M.ear_damage += rand(0, 5)
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M.ear_deaf = max(M.ear_deaf,15)
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else if(get_dist(M, T) <= 5)
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if(!ear_safety)
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M.Stun(8)
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M.ear_damage += rand(0, 3)
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M.ear_deaf = max(M.ear_deaf,10)
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else if(!ear_safety)
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M.Stun(4)
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M.ear_damage += rand(0, 1)
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M.ear_deaf = max(M.ear_deaf,5)
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//This really should be in mob not every check
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
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if (E && E.damage >= E.min_bruised_damage)
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M << "<span class='danger'>Your eyes start to burn badly!</span>"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (E.damage >= E.min_broken_damage)
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M << "<span class='danger'>You can't see anything!</span>"
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if (M.ear_damage >= 15)
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M << "<span class='danger'>Your ears start to ring badly!</span>"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (prob(M.ear_damage - 10 + 5))
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M << "<span class='danger'>You can't hear anything!</span>"
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M.sdisabilities |= DEAF
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//Now applying sound
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if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
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if(ear_safety > 0)
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M.Confuse(2)
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M.Weaken(1)
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else
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if (M.ear_damage >= 5)
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M << "<span class='danger'>Your ears start to ring!</span>"
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M.update_icons() //Forces matrix transform to proc if they are now laying, I guess?
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M.Confuse(10)
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M.Weaken(3)
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if ((prob(14) || (M == src.loc && prob(70))))
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M.ear_damage += rand(1, 10)
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else
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M.ear_damage += rand(0, 5)
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M.ear_deaf = max(M.ear_deaf,15)
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else if(get_dist(M, T) <= 5)
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if(!ear_safety)
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M.Confuse(8)
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M.ear_damage += rand(0, 3)
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M.ear_deaf = max(M.ear_deaf,10)
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else if(!ear_safety)
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M.Confuse(4)
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M.ear_damage += rand(0, 1)
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M.ear_deaf = max(M.ear_deaf,5)
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//This really should be in mob not every check
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
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if (E && E.damage >= E.min_bruised_damage)
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M << "<span class='danger'>Your eyes start to burn badly!</span>"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (E.damage >= E.min_broken_damage)
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M << "<span class='danger'>You can't see anything!</span>"
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if (M.ear_damage >= 15)
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to_chat(M, "<span class='danger'>Your ears start to ring badly!</span>")
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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if (prob(M.ear_damage - 10 + 5))
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to_chat(M, "<span class='danger'>You can't hear anything!</span>")
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M.sdisabilities |= DEAF
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else if(M.ear_damage >= 5)
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to_chat(M, "<span class='danger'>Your ears start to ring!</span>")
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M.update_icons() //Forces matrix transform to proc if they are now laying, I guess?
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/obj/item/weapon/grenade/flashbang/Destroy()
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walk(src, 0) // Because we might have called walk_away, we must stop the walk loop or BYOND keeps an internal reference to us forever.
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@@ -14,3 +14,34 @@
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var/datum/gender/T = gender_datums[user.get_visible_gender()]
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user.visible_message(span("danger", "\The [user] [T.is] strangling [T.himself] with \the [src]! It looks like [T.he] [T.is] trying to commit suicide."), span("danger", "You start to strangle yourself with \the [src]!"), span("danger", "You hear the sound of someone choking!"))
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return (OXYLOSS)
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/obj/item/weapon/melee/umbrella
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name = "umbrella"
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desc = "To keep the rain off you. Use with caution on windy days."
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icon = 'icons/obj/items.dmi'
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icon_state = "umbrella_closed"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 5
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throwforce = 5
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w_class = ITEMSIZE_NORMAL
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var/open = FALSE
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/obj/item/weapon/melee/umbrella/New()
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..()
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color = "#"+get_random_colour()
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update_icon()
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/obj/item/weapon/melee/umbrella/attack_self()
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src.toggle_umbrella()
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/obj/item/weapon/melee/umbrella/proc/toggle_umbrella()
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open = !open
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icon_state = "umbrella_[open ? "open" : "closed"]"
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item_state = icon_state
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update_icon()
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if(ishuman(src.loc))
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var/mob/living/carbon/human/H = src.loc
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H.update_inv_l_hand(0)
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H.update_inv_r_hand()
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..()
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@@ -68,6 +68,9 @@
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// -----------------------------
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// Mining Satchel
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// -----------------------------
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/*
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* Mechoid - Orebags are the most common quick-gathering thing, and also have tons of lag associated with it. Their checks are going to be hyper-simplified due to this, and their INCREDIBLY singular target contents.
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*/
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/obj/item/weapon/storage/bag/ore
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name = "mining satchel"
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@@ -79,7 +82,80 @@
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max_storage_space = ITEMSIZE_COST_NORMAL * 25
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max_w_class = ITEMSIZE_NORMAL
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can_hold = list(/obj/item/weapon/ore)
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var/stored_ore = list()
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var/last_update = 0
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/obj/item/weapon/storage/bag/ore/remove_from_storage(obj/item/W as obj, atom/new_location)
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if(!istype(W)) return 0
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if(new_location)
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if(ismob(loc))
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W.dropped(usr)
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if(ismob(new_location))
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W.hud_layerise()
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else
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W.reset_plane_and_layer()
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W.forceMove(new_location)
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else
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W.forceMove(get_turf(src))
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W.on_exit_storage(src)
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update_icon()
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return 1
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/obj/item/weapon/storage/bag/ore/gather_all(turf/T as turf, mob/user as mob, var/silent = 0)
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var/success = 0
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var/failure = 0
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for(var/obj/item/weapon/ore/I in T) //Only ever grabs ores. Doesn't do any extraneous checks, as all ore is the same size. Tons of checks means it causes hanging for up to three seconds.
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if(contents.len >= max_storage_space)
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failure = 1
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break
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I.forceMove(src)
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success = 1
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if(success && !failure && !silent)
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to_chat(user, "<span class='notice'>You put everything in [src].</span>")
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else if(success && (!silent || (silent && contents.len >= max_storage_space)))
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to_chat(user, "<span class='notice'>You fill the [src].</span>")
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else if(!silent)
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to_chat(user, "<span class='notice'>You fail to pick anything up with \the [src].</span>")
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/obj/item/weapon/storage/bag/ore/examine(mob/user)
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..()
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if(!Adjacent(user)) //Can only check the contents of ore bags if you can physically reach them.
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return
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if(istype(user, /mob/living))
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add_fingerprint(user)
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if(!contents.len)
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to_chat(user, "It is empty.")
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return
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if(world.time > last_update + 10)
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update_ore_count()
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last_update = world.time
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to_chat(user, "<span class='notice'>It holds:</span>")
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for(var/ore in stored_ore)
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to_chat(user, "<span class='notice'>- [stored_ore[ore]] [ore]</span>")
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return
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/obj/item/weapon/storage/bag/ore/open(mob/user as mob) //No opening it for the weird UI of having shit-tons of ore inside it.
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if(world.time > last_update + 10)
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update_ore_count()
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last_update = world.time
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examine(user)
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/obj/item/weapon/storage/bag/ore/proc/update_ore_count() //Stolen from ore boxes.
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stored_ore = list()
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for(var/obj/item/weapon/ore/O in contents)
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if(stored_ore[O.name])
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stored_ore[O.name]++
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else
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stored_ore[O.name] = 1
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// -----------------------------
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// Plant bag
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@@ -132,7 +132,7 @@
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/obj/item/weapon/surgical/FixOVein,
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/obj/item/stack/medical/advanced/bruise_pack,
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/obj/item/stack/nanopaste
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///obj/item/device/healthanalyzer/enhanced //VOREStation Removal
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// /obj/item/device/healthanalyzer/advanced //VOREStation Removal
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)
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starts_with = list(
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@@ -145,8 +145,8 @@
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/obj/item/weapon/surgical/surgicaldrill,
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/obj/item/weapon/surgical/bonegel,
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/obj/item/weapon/surgical/FixOVein,
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/obj/item/stack/medical/advanced/bruise_pack
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///obj/item/device/healthanalyzer/enhanced //VOREStation Removal
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/obj/item/stack/medical/advanced/bruise_pack,
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///obj/item/device/healthanalyzer/advanced //VOREStation Removal
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)
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/obj/item/weapon/storage/firstaid/clotting
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@@ -13,20 +13,29 @@
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desc = "A small wrapped package."
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w_class = ITEMSIZE_NORMAL
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var/power = 1 /*Size of the explosion.*/
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var/devastate = 0
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var/heavy_impact = 1
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var/light_impact = 2
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var/flash_range = 5
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var/size = "small" /*Used for the icon, this one will make c-4small_0 for the off state.*/
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/obj/item/weapon/syndie/c4explosive/heavy
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icon_state = "c-4large_0"
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item_state = "radio"
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desc = "A mysterious package, it's quite heavy."
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power = 2
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devastate = 1
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heavy_impact = 2
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light_impact = 5
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flash_range = 7
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size = "large"
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/obj/item/weapon/syndie/c4explosive/heavy/super_heavy
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name = "large-sized package"
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desc = "A mysterious package, it's quite exceptionally heavy."
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power = 3
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devastate = 2
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heavy_impact = 5
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light_impact = 7
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flash_range = 7
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/obj/item/weapon/syndie/c4explosive/New()
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var/K = rand(1,2000)
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@@ -43,7 +52,7 @@
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for(var/mob/O in hearers(src, null))
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O.show_message("\icon[src] <span class = 'warning'> The [src.name] beeps! </span>")
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sleep(50)
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explosion(get_turf(src), power, power*2, power*3, power*4, power*5)
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explosion(get_turf(src), devastate, heavy_impact, light_impact, flash_range)
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for(var/dirn in cardinal) //This is to guarantee that C4 at least breaks down all immediately adjacent walls and doors.
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var/turf/simulated/wall/T = get_step(src,dirn)
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if(locate(/obj/machinery/door/airlock) in T)
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Reference in New Issue
Block a user