Merge branch 'master' of https://github.com/PolarisSS13/Polaris into spider_briefcase

# Conflicts:
#	icons/mob/items/lefthand.dmi
#	icons/mob/items/righthand.dmi
This commit is contained in:
Anewbe
2017-09-23 14:40:21 -05:00
33 changed files with 373 additions and 198 deletions
+2 -2
View File
@@ -353,8 +353,8 @@ REAGENT SCANNER
/obj/item/device/slime_scanner
name = "slime scanner"
icon_state = "adv_spectrometer"
item_state = "analyzer"
icon_state = "xenobio"
item_state = "xenobio"
origin_tech = list(TECH_BIO = 1)
w_class = ITEMSIZE_SMALL
flags = CONDUCT
@@ -8,10 +8,6 @@
* Circular Saw
*/
/*
* Retractor
*/
/obj/item/weapon/surgical
name = "Surgical tool"
desc = "This shouldn't be here, ahelp it."
@@ -25,10 +21,13 @@
return 0
..()
/*
* Retractor
*/
/obj/item/weapon/surgical/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -173,3 +172,33 @@
throw_speed = 3
throw_range = 5
attack_verb = list("attacked", "hit", "bludgeoned")
// Cyborg Tools
/obj/item/weapon/surgical/retractor/cyborg
toolspeed = 0.5
/obj/item/weapon/surgical/hemostat/cyborg
toolspeed = 0.5
/obj/item/weapon/surgical/cautery/cyborg
toolspeed = 0.5
/obj/item/weapon/surgical/surgicaldrill/cyborg
toolspeed = 0.5
/obj/item/weapon/surgical/scalpel/cyborg
toolspeed = 0.5
/obj/item/weapon/surgical/circular_saw/cyborg
toolspeed = 0.5
/obj/item/weapon/surgical/bonegel/cyborg
toolspeed = 0.5
/obj/item/weapon/surgical/FixOVein/cyborg
toolspeed = 0.5
/obj/item/weapon/surgical/bonesetter/cyborg
toolspeed = 0.5
+38 -33
View File
@@ -312,19 +312,19 @@
/obj/item/weapon/weldingtool/examine(mob/user)
if(..(user, 0))
if(max_fuel)
user << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
to_chat(user, text("\icon[] The [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel ))
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/living/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(welding)
user << "<span class='danger'>Stop welding first!</span>"
to_chat(user, "<span class='danger'>Stop welding first!</span>")
return
status = !status
if(status)
user << "<span class='notice'>You secure the welder.</span>"
to_chat(user, "<span class='notice'>You secure the welder.</span>")
else
user << "<span class='notice'>The welder can now be attached and modified.</span>"
to_chat(user, "<span class='notice'>The welder can now be attached and modified.</span>")
src.add_fingerprint(user)
return
@@ -380,16 +380,16 @@
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1)
if(!welding && max_fuel)
O.reagents.trans_to_obj(src, max_fuel)
user << "<span class='notice'>Welder refueled</span>"
to_chat(user, "<span class='notice'>Welder refueled</span>")
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
return
else if(!welding)
user << "<span class='notice'>[src] doesn't use fuel.</span>"
to_chat(user, "<span class='notice'>[src] doesn't use fuel.</span>")
return
else
message_admins("[key_name_admin(user)] triggered a fueltank explosion with a welding tool.")
log_game("[key_name(user)] triggered a fueltank explosion with a welding tool.")
user << "<span class='danger'>You begin welding on the fueltank and with a moment of lucidity you realize, this might not have been the smartest thing you've ever done.</span>"
to_chat(user, "<span class='danger'>You begin welding on the fueltank and with a moment of lucidity you realize, this might not have been the smartest thing you've ever done.</span>")
var/obj/structure/reagent_dispensers/fueltank/tank = O
tank.explode()
return
@@ -429,7 +429,7 @@
return 1
else
if(M)
M << "<span class='notice'>You need more welding fuel to complete this task.</span>"
to_chat(M, "<span class='notice'>You need more welding fuel to complete this task.</span>")
update_icon()
return 0
@@ -509,7 +509,7 @@
if(set_welding && !welding)
if (get_fuel() > 0)
if(M)
M << "<span class='notice'>You switch the [src] on.</span>"
to_chat(M, "<span class='notice'>You switch the [src] on.</span>")
else if(T)
T.visible_message("<span class='danger'>\The [src] turns on.</span>")
playsound(loc, acti_sound, 50, 1)
@@ -524,14 +524,14 @@
else
if(M)
var/msg = max_fuel ? "welding fuel" : "charge"
M << "<span class='notice'>You need more [msg] to complete this task.</span>"
to_chat(M, "<span class='notice'>You need more [msg] to complete this task.</span>")
return
//Otherwise
else if(!set_welding && welding)
if(!always_process)
processing_objects -= src
if(M)
M << "<span class='notice'>You switch \the [src] off.</span>"
to_chat(M, "<span class='notice'>You switch \the [src] off.</span>")
else if(T)
T.visible_message("<span class='warning'>\The [src] turns off.</span>")
playsound(loc, deac_sound, 50, 1)
@@ -556,29 +556,29 @@
return
switch(safety)
if(1)
usr << "<span class='warning'>Your eyes sting a little.</span>"
to_chat(usr, "<span class='warning'>Your eyes sting a little.</span>")
E.damage += rand(1, 2)
if(E.damage > 12)
user.eye_blurry += rand(3,6)
if(0)
usr << "<span class='warning'>Your eyes burn.</span>"
to_chat(usr, "<span class='warning'>Your eyes burn.</span>")
E.damage += rand(2, 4)
if(E.damage > 10)
E.damage += rand(4,10)
if(-1)
usr << "<span class='danger'>Your thermals intensify the welder's glow. Your eyes itch and burn severely.</span>"
to_chat(usr, "<span class='danger'>Your thermals intensify the welder's glow. Your eyes itch and burn severely.</span>")
user.eye_blurry += rand(12,20)
E.damage += rand(12, 16)
if(safety<2)
if(E.damage > 10)
user << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
to_chat(user, "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>")
if (E.damage >= E.min_broken_damage)
user << "<span class='danger'>You go blind!</span>"
to_chat(user, "<span class='danger'>You go blind!</span>")
user.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
user << "<span class='danger'>You go blind!</span>"
to_chat(user, "<span class='danger'>You go blind!</span>")
user.Blind(5)
user.eye_blurry = 5
user.disabilities |= NEARSIGHTED
@@ -688,16 +688,19 @@
cell_type = null
/obj/item/weapon/weldingtool/electric/examine(mob/user)
..()
if(power_supply)
user << text("\icon[] [] has [] charge left.", src, src.name, get_fuel())
else
user << text("\icon[] [] has power for no power cell!", src, src.name)
if(get_dist(src, user) > 1)
to_chat(user, desc)
else // The << need to stay, for some reason
if(power_supply)
user << text("\icon[] The [] has [] charge left.", src, src.name, get_fuel())
else
user << text("\icon[] The [] has no power cell!", src, src.name)
/obj/item/weapon/weldingtool/electric/get_fuel()
if(use_external_power)
var/obj/item/weapon/cell/external = get_external_power_supply()
return external.charge
if(external)
return external.charge
else if(power_supply)
return power_supply.charge
else
@@ -727,7 +730,7 @@
return 1
else
if(M)
M << "<span class='notice'>You need more energy to complete this task.</span>"
to_chat(M, "<span class='notice'>You need more energy to complete this task.</span>")
update_icon()
return 0
@@ -737,7 +740,7 @@
power_supply.update_icon()
user.put_in_hands(power_supply)
power_supply = null
user << "<span class='notice'>You remove the cell from the [src].</span>"
to_chat(user, "<span class='notice'>You remove the cell from the [src].</span>")
setWelding(0)
update_icon()
return
@@ -752,12 +755,12 @@
user.drop_item()
W.loc = src
power_supply = W
user << "<span class='notice'>You install a cell in \the [src].</span>"
to_chat(user, "<span class='notice'>You install a cell in \the [src].</span>")
update_icon()
else
user << "<span class='notice'>\The [src] already has a cell.</span>"
to_chat(user, "<span class='notice'>\The [src] already has a cell.</span>")
else
user << "<span class='notice'>\The [src] cannot use that type of cell.</span>"
to_chat(user, "<span class='notice'>\The [src] cannot use that type of cell.</span>")
else
..()
@@ -778,6 +781,8 @@
/obj/item/weapon/weldingtool/electric/mounted
use_external_power = 1
/obj/item/weapon/weldingtool/electric/mounted/cyborg
toolspeed = 0.5
/*
* Crowbar
*/
@@ -814,7 +819,7 @@
return ..()
if(!welding)
user << "<span class='warning'>You'll need to turn [src] on to patch the damage on [H]'s [S.name]!</span>"
to_chat(user, "<span class='warning'>You'll need to turn [src] on to patch the damage on [H]'s [S.name]!</span>")
return 1
if(S.robo_repair(15, BRUTE, "some dents", src, user))
@@ -878,9 +883,9 @@
/obj/item/weapon/combitool/examine()
..()
if(loc == usr && tools.len)
usr << "It has the following fittings:"
to_chat(usr, "It has the following fittings:")
for(var/obj/item/tool in tools)
usr << "\icon[tool] - [tool.name][tools[current_tool]==tool?" (selected)":""]"
to_chat(usr, "\icon[tool] - [tool.name][tools[current_tool]==tool?" (selected)":""]")
/obj/item/weapon/combitool/New()
..()
@@ -891,9 +896,9 @@
if(++current_tool > tools.len) current_tool = 1
var/obj/item/tool = tools[current_tool]
if(!tool)
user << "You can't seem to find any fittings in \the [src]."
to_chat(user, "You can't seem to find any fittings in \the [src].")
else
user << "You switch \the [src] to the [tool.name] fitting."
to_chat(user, "You switch \the [src] to the [tool.name] fitting.")
return 1
/obj/item/weapon/combitool/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)