mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-24 20:46:29 +01:00
@@ -217,7 +217,7 @@
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||||
category = "Medical"
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||||
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||||
/datum/autolathe/recipe/syringegun_ammo
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||||
name = "syringe"
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||||
name = "syringe gun cartridge"
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||||
path = /obj/item/weapon/syringe_cartridge
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||||
category = "Arms and Ammunition"
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||||
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||||
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||||
@@ -169,7 +169,8 @@
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||||
return
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||||
if(!R.cell.fully_charged())
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||||
var/diff = min(R.cell.maxcharge - R.cell.charge, charge_rate) // Capped at charge_rate charge / tick
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||||
if (cell.use(diff))
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if (cell.charge >= diff)
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cell.use(diff)
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R.cell.give(diff)
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if(weld_rate && R.getBruteLoss())
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||||
R.adjustBruteLoss(-1)
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||||
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||||
@@ -108,7 +108,7 @@
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mode_nice = design
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mode = "[replacetext(design, "-", "")]full"
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if("corner")
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var/design = input("Which design?", "Floor painter") in list("black", "red", "blue", "green", "yellow", "purple", "neutral", "white", "white-grey", "white-red", "white-blue", "white-green", "white-yellow", "white-purple")
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var/design = input("Which design?", "Floor painter") in list("black", "red", "blue", "green", "yellow", "purple", "neutral", "white", "white-red", "white-blue", "white-green", "white-yellow", "white-purple")
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mode_nice = "[design] corner"
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mode = "[replacetext(design, "-", "")]corner"
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tile_dir_mode = 2
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@@ -128,11 +128,13 @@
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if(design == "white")
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mode = "whitehall"
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mode_nice = "white side"
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tile_dir_mode = 1
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else if(design == "black") // because SOMEONE made the black/grey side/corner sprite have the same name as the 'empty space' sprite :(
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mode = "blackfloor"
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mode_nice = design
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else
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mode_nice = design
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mode = replacetext(design, "-", "")
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tile_dir_mode = 1
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tile_dir_mode = 1
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if("special")
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var/design = input("Which design?", "Floor painter") in list("arrival", "escape", "caution", "warning", "white-warning", "white-blue-green", "loadingarea", "delivery", "bot", "white-delivery", "white-bot")
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if(design == "white-blue-green")
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@@ -105,8 +105,11 @@
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name = "infinite-capacity power cell!"
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icon_state = "icell"
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origin_tech = null
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maxcharge = 30000
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maxcharge = 30000 //determines how badly mobs get shocked
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
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check_charge()
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return 1
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use()
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return 1
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@@ -35,12 +35,13 @@
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/obj/item/weapon/melee/baton/proc/deductcharge(var/chrgdeductamt)
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if(bcell)
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if(bcell.use(chrgdeductamt))
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if(bcell.checked_use(chrgdeductamt))
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return 1
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else
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status = 0
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update_icon()
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return 0
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return null
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/obj/item/weapon/melee/baton/update_icon()
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if(status)
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@@ -707,7 +707,7 @@
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take_hit((100/severity_class), "electrical pulse", 1)
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/obj/item/weapon/rig/proc/shock(mob/user)
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if (electrocute_mob(user, cell, src))
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if (electrocute_mob(user, cell, src)) //electrocute_mob() handles removing charge from the cell, no need to do that here.
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spark_system.start()
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if(user.stunned)
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return 1
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@@ -3,9 +3,7 @@
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if(!istype(user,/mob/living)) return 0
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if(electrified != 0)
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if(cell && cell.charge >= 100)
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cell.use(100)
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if(shock(user, 100))
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if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here.
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return
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// Pass repair items on to the chestpiece.
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@@ -193,8 +191,6 @@
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/obj/item/weapon/rig/attack_hand(var/mob/user)
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if(electrified != 0)
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if(cell && cell.charge >= 100)
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cell.use(100)
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if(shock(user, 100))
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if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here.
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return
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..()
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@@ -253,6 +253,6 @@
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visible_message("<span class='warning'>\The [src] quivers slightly, then splits apart with a wet slithering noise.</span>")
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del(src)
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qdel(src)
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@@ -118,7 +118,7 @@
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say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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del(handcuffed)
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qdel(handcuffed)
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handcuffed = null
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if(buckled && buckled.buckle_require_restraints)
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buckled.unbuckle_mob()
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@@ -139,7 +139,7 @@
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say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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del(legcuffed)
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qdel(legcuffed)
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legcuffed = null
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update_inv_legcuffed()
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@@ -1081,8 +1081,9 @@
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if(cell.charge == 0)
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return 0
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if(cell.use(amount * CELLRATE * CYBORG_POWER_USAGE_MULTIPLIER))
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used_power_this_tick += amount * CYBORG_POWER_USAGE_MULTIPLIER
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var/power_use = amount * CYBORG_POWER_USAGE_MULTIPLIER
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if(cell.checked_use(CELLRATE * power_use))
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used_power_this_tick += power_use
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return 1
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return 0
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@@ -51,7 +51,7 @@
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if(locate(/obj/machinery/portable_atmospherics/hydroponics/soil/invisible) in loc)
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var/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/SP = locate() in loc
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del(SP)
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qdel(SP)
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if(!pulledby)
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var/obj/effect/plant/food
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@@ -10,7 +10,7 @@
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..()
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updateicon()
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/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/amount = 0)
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/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/power = 0)
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if(drain_check)
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return 1
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@@ -18,9 +18,9 @@
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if(charge <= 0)
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return 0
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var/cell_amt = min((amount * CELLRATE), charge)
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use(cell_amt)
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return cell_amt / CELLRATE
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var/cell_amt = power * CELLRATE
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return use(cell_amt) / CELLRATE
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/obj/item/weapon/cell/proc/updateicon()
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overlays.Cut()
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@@ -38,13 +38,26 @@
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/obj/item/weapon/cell/proc/fully_charged()
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return (charge == maxcharge)
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// use power from a cell
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// checks if the power cell is able to provide the specified amount of charge
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/obj/item/weapon/cell/proc/check_charge(var/amount)
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return (charge >= amount)
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// use power from a cell, returns the amount actually used
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/obj/item/weapon/cell/proc/use(var/amount)
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if(rigged && amount > 0)
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explode()
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return 0
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charge = max(0, charge - amount)
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return charge
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var/used = min(charge, amount)
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charge -= used
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return used
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// Checks if the specified amount can be provided. If it can, it removes the amount
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// from the cell and returns 1. Otherwise does nothing and returns 0.
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/obj/item/weapon/cell/proc/checked_use(var/amount)
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if(!check_charge(amount))
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return 0
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use(amount)
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return 1
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// recharge the cell
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/obj/item/weapon/cell/proc/give(var/amount)
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@@ -374,7 +374,7 @@
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if (source_area)
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source_area.use_power(drained_energy/CELLRATE)
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else if (istype(power_source,/datum/powernet))
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var/drained_power = drained_energy/CELLRATE //convert from "joules" to "watts"
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var/drained_power = drained_energy/CELLRATE
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drained_power = PN.draw_power(drained_power)
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else if (istype(power_source, /obj/item/weapon/cell))
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cell.use(drained_energy)
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@@ -78,7 +78,7 @@
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/obj/item/weapon/gun/energy/consume_next_projectile()
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if(!power_supply) return null
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if(!ispath(projectile_type)) return null
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if(!power_supply.use(charge_cost)) return null
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if(!power_supply.checked_use(charge_cost)) return null
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return new projectile_type(src)
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/obj/item/weapon/gun/energy/proc/get_external_power_supply()
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@@ -56,6 +56,36 @@
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||||
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-->
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||||
<div class="commit sansserif">
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||||
<h2 class="date">22 May 2015</h2>
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<h3 class="author">Ccomp5950 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Beepsky no longer kills goats.</li>
|
||||
<li class="tweak">Goats will move towards vines that are 4 spaces away now instead of 1</li>
|
||||
<li class="bugfix">Goats will eat the spawning plants for vines as well as the vines themselves.</li>
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||||
</ul>
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||||
<h3 class="author">Chinsky updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Ghetto diagnosis. Grab patient, aim at bodypart you want to check, click on them with help intent. This will tell you about their wounds, fractures and other oddities (toxins/oxygen) for that bodypart.</li>
|
||||
<li class="rscadd">Fractures are visible on very damaged limbs. Dislocations are always visible. Surgery incisions now visible too.</li>
|
||||
<li class="rscadd">Stethoscopes actually make sense now. They care for heart/lungs status when reporting pulse and respiration now.</li>
|
||||
</ul>
|
||||
<h3 class="author">HarpyEagle updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Re-implemented fuel fires. Tweaked fire behaviour overall.</li>
|
||||
</ul>
|
||||
<h3 class="author">Yoshax updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">Bear traps now do damage when stood on, enough to break bones! Bear traps can now affect any limb of a person who is on the ground, including head! Bear traps are no longer legcuffs and instead embed in the limb they attack.</li>
|
||||
<li class="tweak">Bear traps now take several seconds to deploy and cannot be picked up when armed, they must be disarmed by clicking on them. They also cannot be moved then they are deployed.</li>
|
||||
</ul>
|
||||
<h3 class="author">Zuhayr updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Massive material refactor. Walls, beds, chairs, stools, tables, ashtrays, knives, baseball bats, axes, simple doors, barricades, so on.</li>
|
||||
<li class="rscadd">Tables are now built via steel then another sheet on the resulting frame. They can then be reinforced by dragging a stack of sheets onto the table.</li>
|
||||
<li class="rscadd">Walls are built with steel for girders, then right-click the girder and select the reinforce verb while holding a stack, then click the girders with a final sheet.</li>
|
||||
<li class="rscadd">Various things can be built with various sheet types. Experiment! Just keep in mind that uranium is now radioactive and phoron is now flammable.</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">18 May 2015</h2>
|
||||
<h3 class="author">Hubblenaut updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
|
||||
@@ -1816,3 +1816,35 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
|
||||
- rscadd: Turf are now processed. This, for example, causes radioactive walls to
|
||||
regularly irradiate nearby mobs.
|
||||
- bugfix: Welders should now always update their icon and inhand states properly.
|
||||
2015-05-22:
|
||||
Ccomp5950:
|
||||
- bugfix: Beepsky no longer kills goats.
|
||||
- tweak: Goats will move towards vines that are 4 spaces away now instead of 1
|
||||
- bugfix: Goats will eat the spawning plants for vines as well as the vines themselves.
|
||||
Chinsky:
|
||||
- rscadd: Ghetto diagnosis. Grab patient, aim at bodypart you want to check, click
|
||||
on them with help intent. This will tell you about their wounds, fractures and
|
||||
other oddities (toxins/oxygen) for that bodypart.
|
||||
- rscadd: Fractures are visible on very damaged limbs. Dislocations are always visible.
|
||||
Surgery incisions now visible too.
|
||||
- rscadd: Stethoscopes actually make sense now. They care for heart/lungs status
|
||||
when reporting pulse and respiration now.
|
||||
HarpyEagle:
|
||||
- rscadd: Re-implemented fuel fires. Tweaked fire behaviour overall.
|
||||
Yoshax:
|
||||
- tweak: Bear traps now do damage when stood on, enough to break bones! Bear traps
|
||||
can now affect any limb of a person who is on the ground, including head! Bear
|
||||
traps are no longer legcuffs and instead embed in the limb they attack.
|
||||
- tweak: Bear traps now take several seconds to deploy and cannot be picked up when
|
||||
armed, they must be disarmed by clicking on them. They also cannot be moved
|
||||
then they are deployed.
|
||||
Zuhayr:
|
||||
- rscadd: Massive material refactor. Walls, beds, chairs, stools, tables, ashtrays,
|
||||
knives, baseball bats, axes, simple doors, barricades, so on.
|
||||
- rscadd: Tables are now built via steel then another sheet on the resulting frame.
|
||||
They can then be reinforced by dragging a stack of sheets onto the table.
|
||||
- rscadd: Walls are built with steel for girders, then right-click the girder and
|
||||
select the reinforce verb while holding a stack, then click the girders with
|
||||
a final sheet.
|
||||
- rscadd: Various things can be built with various sheet types. Experiment! Just
|
||||
keep in mind that uranium is now radioactive and phoron is now flammable.
|
||||
|
||||
@@ -1,7 +0,0 @@
|
||||
author: Ccomp5950
|
||||
delete-after: True
|
||||
|
||||
changes:
|
||||
- bugfix: "Beepsky no longer kills goats."
|
||||
- tweak: "Goats will move towards vines that are 4 spaces away now instead of 1"
|
||||
- bugfix: "Goats will eat the spawning plants for vines as well as the vines themselves."
|
||||
@@ -1,8 +0,0 @@
|
||||
author: Chinsky
|
||||
|
||||
delete-after: True
|
||||
|
||||
changes:
|
||||
- rscadd: "Ghetto diagnosis. Grab patient, aim at bodypart you want to check, click on them with help intent. This will tell you about their wounds, fractures and other oddities (toxins/oxygen) for that bodypart."
|
||||
- rscadd: "Fractures are visible on very damaged limbs. Dislocations are always visible. Surgery incisions now visible too."
|
||||
- rscadd: "Stethoscopes actually make sense now. They care for heart/lungs status when reporting pulse and respiration now."
|
||||
@@ -1,4 +0,0 @@
|
||||
author: HarpyEagle
|
||||
delete-after: True
|
||||
changes:
|
||||
- rscadd: "Re-implemented fuel fires. Tweaked fire behaviour overall."
|
||||
@@ -1,37 +0,0 @@
|
||||
################################
|
||||
# Example Changelog File
|
||||
#
|
||||
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
|
||||
#
|
||||
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
|
||||
# When it is, any changes listed below will disappear.
|
||||
#
|
||||
# Valid Prefixes:
|
||||
# bugfix
|
||||
# wip (For works in progress)
|
||||
# tweak
|
||||
# soundadd
|
||||
# sounddel
|
||||
# rscadd (general adding of nice things)
|
||||
# rscdel (general deleting of nice things)
|
||||
# imageadd
|
||||
# imagedel
|
||||
# maptweak
|
||||
# spellcheck (typo fixes)
|
||||
# experiment
|
||||
#################################
|
||||
|
||||
# Your name.
|
||||
author: Yoshax
|
||||
|
||||
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
|
||||
delete-after: True
|
||||
|
||||
# Any changes you've made. See valid prefix list above.
|
||||
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
|
||||
# SCREW THIS UP AND IT WON'T WORK.
|
||||
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
|
||||
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
|
||||
changes:
|
||||
- tweak: "Bear traps now do damage when stood on, enough to break bones! Bear traps can now affect any limb of a person who is on the ground, including head! Bear traps are no longer legcuffs and instead embed in the limb they attack."
|
||||
- tweak: "Bear traps now take several seconds to deploy and cannot be picked up when armed, they must be disarmed by clicking on them. They also cannot be moved then they are deployed."
|
||||
@@ -1,7 +0,0 @@
|
||||
author: Zuhayr
|
||||
delete-after: True
|
||||
changes:
|
||||
- rscadd: "Massive material refactor. Walls, beds, chairs, stools, tables, ashtrays, knives, baseball bats, axes, simple doors, barricades, so on."
|
||||
- rscadd: "Tables are now built via steel then another sheet on the resulting frame. They can then be reinforced by dragging a stack of sheets onto the table."
|
||||
- rscadd: "Walls are built with steel for girders, then right-click the girder and select the reinforce verb while holding a stack, then click the girders with a final sheet."
|
||||
- rscadd: "Various things can be built with various sheet types. Experiment! Just keep in mind that uranium is now radioactive and phoron is now flammable."
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 310 KiB After Width: | Height: | Size: 297 KiB |
Reference in New Issue
Block a user