Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into sync_to_bay_10/10/2015

Conflicts:
	.travis.yml
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/turfs/simulated.dm
	code/global.dm
	icons/misc/fullscreen.dmi
	polaris.dme
This commit is contained in:
Neerti
2015-10-10 23:17:26 -04:00
415 changed files with 10938 additions and 11366 deletions
+2 -1
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@@ -1,6 +1,7 @@
/obj
var/can_buckle = 0
var/buckle_movable = 0
var/buckle_dir = 0
var/buckle_lying = -1 //bed-like behavior, forces mob.lying = buckle_lying if != -1
var/buckle_require_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
var/mob/living/buckled_mob = null
@@ -31,7 +32,7 @@
M.buckled = src
M.facing_dir = null
M.set_dir(dir)
M.set_dir(buckle_dir ? buckle_dir : dir)
M.update_canmove()
buckled_mob = M
post_buckle_mob(M)
-5
View File
@@ -77,11 +77,6 @@
healthcheck()
return
/obj/effect/alien/resin/blob_act()
health-=50
healthcheck()
return
/obj/effect/alien/resin/hitby(AM as mob|obj)
..()
for(var/mob/O in viewers(src, null))
-3
View File
@@ -150,9 +150,6 @@
/obj/structure/foamedmetal/ex_act(severity)
qdel(src)
/obj/structure/foamedmetal/blob_act()
qdel(src)
/obj/structure/foamedmetal/bullet_act()
if(metal == 1 || prob(50))
qdel(src)
@@ -153,7 +153,7 @@ var/global/list/image/splatter_cache=list()
/obj/effect/decal/cleanable/blood/writing/examine(mob/user)
..(user)
user << "It reads: <font color='[basecolor]'>\"[message]\"<font>"
user << "It reads: <font color='[basecolor]'>\"[message]\"</font>"
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
+1 -1
View File
@@ -40,7 +40,7 @@
/obj/effect/spider/bullet_act(var/obj/item/projectile/Proj)
..()
health -= Proj.damage
health -= Proj.get_structure_damage()
healthcheck()
/obj/effect/spider/proc/healthcheck()
-3
View File
@@ -108,9 +108,6 @@
else
return
/obj/item/blob_act()
return
//user: The mob that is suiciding
//damagetype: The type of damage the item will inflict on the user
//BRUTELOSS = 1
+1 -1
View File
@@ -39,7 +39,7 @@
close_sound = 'sound/items/zip.ogg'
var/item_path = /obj/item/bodybag
density = 0
storage_capacity = (default_mob_size * 2) - 1
storage_capacity = (MOB_MEDIUM * 2) - 1
var/contains_body = 0
/obj/structure/closet/body_bag/attackby(W as obj, mob/user as mob)
+2 -2
View File
@@ -1042,7 +1042,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/proc/new_message(var/sending_unit, var/sender, var/sender_job, var/message)
var/reception_message = "\icon[src] <b>Message from [sender] ([sender_job]), </b>\"[message]\" (<a href='byond://?src=\ref[src];choice=Message;notap=[istype(loc, /mob/living/silicon)];skiprefresh=1;target=\ref[sending_unit]'>Reply</a>)"
new_info(message_silent, newstone, reception_message)
new_info(message_silent, ttone, reception_message)
log_pda("[usr] (PDA: [sending_unit]) sent \"[message]\" to [name]")
new_message = 1
@@ -1240,7 +1240,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
for(var/datum/disease/D in C.viruses)
if(!D.hidden[SCANNER])
user.show_message("<span class='warning'>Warning: [D.form] Detected</b>\nName: [D.name].\nType: [D.spread].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure]</span>")
user.show_message("<span class='warning'><b>Warning: [D.form] Detected</b>\nName: [D.name].\nType: [D.spread].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure]</span>")
if(2)
if (!istype(C:dna, /datum/dna))
@@ -138,7 +138,8 @@
name = "flare"
desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'."
w_class = 2.0
brightness_on = 7 // Pretty bright.
brightness_on = 8 // Pretty bright.
light_power = 3
light_color = "#e58775"
icon_state = "flare"
item_state = "flare"
@@ -12,7 +12,7 @@
"quarter-turf" = list("path" = /obj/effect/floor_decal/corner, "precise" = 1, "coloured" = 1),
"hazard stripes" = list("path" = /obj/effect/floor_decal/industrial/warning),
"corner, hazard" = list("path" = /obj/effect/floor_decal/industrial/warning/corner),
"hatched marking" = list("path" = /obj/effect/floor_decal/industrial/hatch),
"hatched marking" = list("path" = /obj/effect/floor_decal/industrial/hatch, "coloured" = 1),
"dotted outline" = list("path" = /obj/effect/floor_decal/industrial/outline, "coloured" = 1),
"loading sign" = list("path" = /obj/effect/floor_decal/industrial/loading),
"1" = list("path" = /obj/effect/floor_decal/sign),
@@ -40,35 +40,35 @@
"precise" = 0
)
var/list/paint_colours = list(
"white" = COLOR_WHITE,
"light gray" = COLOR_SILVER,
"dark gray" = COLOR_GRAY,
"blue-grey" = "#6A97B0",
"pale blue-grey" = "#8BBBD5",
"green-grey" = "#8DAF6A",
"pale green-gray" = "#AED18B",
"red-gray" = "#AA5F61",
"pale red-gray" = "#CC9090",
"purple-gray" = "#A2819E",
"pale purple-gray" = "#BDA2BA",
"black" = COLOR_BLACK,
"red" = COLOR_RED,
"dark red" = COLOR_MAROON,
"yellow" = COLOR_YELLOW,
"dark yellow" = COLOR_OLIVE,
"green" = COLOR_LIME,
"dark green" = COLOR_GREEN,
"cyan" = COLOR_CYAN,
"teal" = COLOR_TEAL,
"blue" = COLOR_BLUE,
"dark blue" = COLOR_NAVY,
"magenta" = COLOR_PINK,
"purple" = COLOR_PURPLE,
"orange" = COLOR_ORANGE,
"dark orange" = "#B95A00",
"dark brown" = "#917448",
"brown" = "#B19664",
"pale brown" = "#CEB689"
"white" = COLOR_WHITE,
"light gray" = COLOR_SILVER,
"dark gray" = COLOR_GRAY,
"blue-gray" = COLOR_BLUE_GRAY,
"pale blue-gray" = COLOR_PALE_BLUE_GRAY,
"green-gray" = COLOR_GREEN_GRAY,
"pale green-gray" = COLOR_PALE_GREEN_GRAY,
"red-gray" = COLOR_RED_GRAY,
"pale red-gray" = COLOR_PALE_RED_GRAY,
"purple-gray" = COLOR_PURPLE_GRAY,
"pale purple-gray" = COLOR_PALE_PURPLE_GRAY,
"black" = COLOR_BLACK,
"red" = COLOR_RED,
"dark red" = COLOR_MAROON,
"yellow" = COLOR_YELLOW,
"dark yellow" = COLOR_OLIVE,
"green" = COLOR_LIME,
"dark green" = COLOR_GREEN,
"cyan" = COLOR_CYAN,
"teal" = COLOR_TEAL,
"blue" = COLOR_BLUE,
"dark blue" = COLOR_NAVY,
"magenta" = COLOR_PINK,
"purple" = COLOR_PURPLE,
"orange" = COLOR_ORANGE,
"dark orange" = COLOR_DARK_ORANGE,
"dark brown" = COLOR_DARK_BROWN,
"brown" = COLOR_BROWN,
"pale brown" = COLOR_BEIGE
)
/obj/item/device/floor_painter/afterattack(var/atom/A, var/mob/user, proximity, params)
@@ -15,7 +15,7 @@
//
// HOW TO REFILL THE DEVICE
//
// It will need to be manually refilled with lights.
// It can be manually refilled or by clicking on a storage item containing lights.
// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
//
// EMAGGED FEATURES
@@ -41,7 +41,7 @@
/obj/item/device/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with working lightbulbs."
desc = "A device to automatically replace lights. Refill with working lightbulbs or sheets of glass."
icon = 'icons/obj/janitor.dmi'
icon_state = "lightreplacer0"
@@ -51,14 +51,13 @@
slot_flags = SLOT_BELT
origin_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 2)
var/max_uses = 20
var/uses = 0
var/max_uses = 32
var/uses = 32
var/emagged = 0
var/failmsg = ""
var/charge = 0
/obj/item/device/lightreplacer/New()
uses = max_uses / 2
failmsg = "The [name]'s refill light blinks red."
..()
@@ -73,8 +72,8 @@
user << "<span class='warning'>[src.name] is full.</span>"
return
else if(G.use(1))
AddUses(5)
user << "<span class='notice'>You insert a piece of glass into the [src.name]. You have [uses] lights remaining.</span>"
AddUses(16) //Autolathe converts 1 sheet into 16 lights.
user << "<span class='notice'>You insert a piece of glass into \the [src.name]. You have [uses] light\s remaining.</span>"
return
else
user << "<span class='warning'>You need one sheet of glass to replace lights.</span>"
@@ -84,7 +83,7 @@
if(L.status == 0) // LIGHT OKAY
if(uses < max_uses)
AddUses(1)
user << "You insert the [L.name] into the [src.name]. You have [uses] lights remaining."
user << "You insert \the [L.name] into \the [src.name]. You have [uses] light\s remaining."
user.drop_item()
qdel(L)
return
@@ -92,7 +91,6 @@
user << "You need a working light."
return
/obj/item/device/lightreplacer/attack_self(mob/user)
/* // This would probably be a bit OP. If you want it though, uncomment the code.
if(isrobot(user))
+1 -1
View File
@@ -181,7 +181,7 @@
</table>
<br>
"}
else
else //</font></font>
dat += "<b>Radio Uplink</b><br>"
dat += "<font color=red><i>Radio firmware not loaded. Please install a pAI personality to load firmware.</i></font><br>"
dat += {"
@@ -33,7 +33,7 @@
qdel(keyslot2)
keyslot1 = null
keyslot2 = null
..()
return ..()
/obj/item/device/radio/headset/list_channels(var/mob/user)
return list_secure_channels()
@@ -125,6 +125,8 @@
/obj/item/device/radio/intercom/locked/ai_private
name = "\improper AI intercom"
frequency = AI_FREQ
broadcasting = 1
listening = 1
/obj/item/device/radio/intercom/locked/confessional
name = "confessional intercom"
@@ -32,7 +32,6 @@ var/global/list/default_medbay_channels = list(
var/frequency = PUB_FREQ //common chat
var/traitor_frequency = 0 //tune to frequency to unlock traitor supplies
var/canhear_range = 3 // the range which mobs can hear this radio from
var/obj/item/device/radio/patch_link = null
var/datum/wires/radio/wires = null
var/b_stat = 0
var/broadcasting = 0
@@ -71,7 +70,7 @@ var/global/list/default_medbay_channels = list(
radio_controller.remove_object(src, frequency)
for (var/ch_name in channels)
radio_controller.remove_object(src, radiochannels[ch_name])
..()
return ..()
/obj/item/device/radio/initialize()
+1 -1
View File
@@ -135,7 +135,7 @@
/obj/machinery/camera/spy
// These cheap toys are accessible from the mercenary camera console as well
network = list("NUKE")
network = list(NETWORK_MERCENARY)
/obj/machinery/camera/spy/New()
..()
+14 -9
View File
@@ -7,20 +7,27 @@ A list of items and costs is stored under the datum of every game mode, alongsid
*/
/obj/item/device/uplink
var/welcome = "Illegal Uplink Console" // Welcoming menu message
var/uses = DEFAULT_TELECRYSTAL_AMOUNT // Numbers of crystals
var/list/purchase_log
var/datum/mind/owner = null
var/welcome = "Welcome, Operative" // Welcoming menu message
var/uses // Numbers of crystals
var/list/ItemsCategory // List of categories with lists of items
var/list/ItemsReference // List of references with an associated item
var/list/nanoui_items // List of items for NanoUI use
var/nanoui_menu = 0 // The current menu we are in
var/list/nanoui_data = new // Additional data for NanoUI use
var/list/purchase_log = new
var/datum/mind/uplink_owner = null
var/used_TC = 0
/obj/item/device/uplink/nano_host()
return loc
/obj/item/device/uplink/New(var/location, var/datum/mind/owner)
/obj/item/device/uplink/New(var/location, var/datum/mind/owner, var/telecrystals = DEFAULT_TELECRYSTAL_AMOUNT)
..()
src.owner = owner
src.uplink_owner = owner
purchase_log = list()
world_uplinks += src
uses = telecrystals
/obj/item/device/uplink/Destroy()
world_uplinks -= src
@@ -42,10 +49,8 @@ A list of items and costs is stored under the datum of every game mode, alongsid
name = "hidden uplink"
desc = "There is something wrong if you're examining this."
var/active = 0
var/nanoui_menu = 0 // The current menu we are in
var/datum/uplink_category/category = 0 // The current category we are in
var/exploit_id // Id of the current exploit record we are viewing
var/list/nanoui_data // Data for NanoUI use
// The hidden uplink MUST be inside an obj/item's contents.
@@ -208,4 +213,4 @@ A list of items and costs is stored under the datum of every game mode, alongsid
/obj/item/device/radio/headset/uplink/New()
..()
hidden_uplink = new(src)
hidden_uplink.uses = 10
hidden_uplink.uses = DEFAULT_TELECRYSTAL_AMOUNT
@@ -76,12 +76,12 @@ var/datum/uplink/uplink = new()
return 1
// With no owner, there's no need to check antag status.
if(!U.owner)
if(!U.uplink_owner)
return 0
for(var/antag_role in antag_roles)
var/datum/antagonist/antag = all_antag_types[antag_role]
if(antag.is_antagonist(U.owner))
if(antag.is_antagonist(U.uplink_owner))
return 1
return 0
@@ -100,6 +100,7 @@ var/datum/uplink/uplink = new()
/datum/uplink_item/proc/purchase_log(obj/item/device/uplink/U)
feedback_add_details("traitor_uplink_items_bought", "[src]")
log_and_message_admins("used \the [U.loc] to buy \a [src]")
U.purchase_log[src] = U.purchase_log[src] + 1
datum/uplink_item/dd_SortValue()
@@ -542,6 +543,7 @@ datum/uplink_item/dd_SortValue()
/datum/uplink_item/item/badassery/random_many/purchase_log(obj/item/device/uplink/U)
feedback_add_details("traitor_uplink_items_bought", "[src]")
log_and_message_admins("used \the [U.loc] to buy \a [src]")
/****************
* Surplus Crate *
+1 -1
View File
@@ -271,7 +271,7 @@
Notes are played by the names of the note, and optionally, the accidental, and/or the octave number.<br>
By default, every note is natural and in octave 3. Defining otherwise is remembered for each note.<br>
Example: <i>C,D,E,F,G,A,B</i> will play a C major scale.<br>
After a note has an accidental placed, it will be remembered: <i>C,C4,C,C3</i> is C3,C4,C4,C3</i><br>
After a note has an accidental placed, it will be remembered: <i>C,C4,C,C3</i> is <i>C3,C4,C4,C3</i><br>
Chords can be played simply by seperating each note with a hyphon: <i>A-C#,Cn-E,E-G#,Gn-B</i><br>
A pause may be denoted by an empty chord: <i>C,E,,C,G</i><br>
To make a chord be a different time, end it with /x, where the chord length will be length<br>
@@ -85,7 +85,8 @@
/obj/item/stack/tile/floor_red
name = "red floor tile"
singular_name = "red floor tile"
icon_state = "tile_red"
color = COLOR_RED_GRAY
icon_state = "tile_white"
/obj/item/stack/tile/floor_steel
name = "steel floor tile"
@@ -102,7 +103,8 @@
/obj/item/stack/tile/floor_yellow
name = "yellow floor tile"
singular_name = "yellow floor tile"
icon_state = "tile_yellow"
color = COLOR_BROWN
icon_state = "tile_white"
/obj/item/stack/tile/floor_dark
name = "dark floor tile"
@@ -2,6 +2,7 @@ var/global/list/syndicate_ids = list()
/obj/item/weapon/card/id/syndicate
name = "agent card"
icon_state = "syndicate"
assignment = "Agent"
origin_tech = list(TECH_ILLEGAL = 3)
var/electronic_warfare = 1
@@ -33,7 +34,7 @@ var/global/list/syndicate_ids = list()
var/obj/item/weapon/card/id/I = O
src.access |= I.access
if(player_is_antag(user))
user << "<span class='notice'>The microscanner activate as you pass it over the ID, copying its access.</span>"
user << "<span class='notice'>The microscanner activates as you pass it over the ID, copying its access.</span>"
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
if(!registered_user)
@@ -65,7 +65,8 @@
/obj/item/weapon/dnainjector/proc/inject(mob/M as mob, mob/user as mob)
if(istype(M,/mob/living))
M.radiation += rand(5,20)
var/mob/living/L = M
L.apply_effect(rand(5,20), IRRADIATE, check_protection = 0)
if (!(NOCLONE in M.mutations)) // prevents drained people from having their DNA changed
if (buf.types & DNA2_BUF_UI)
@@ -18,6 +18,11 @@
wires = new(src)
image_overlay = image('icons/obj/assemblies.dmi', "plastic-explosive2")
..()
/obj/item/weapon/plastique/Destroy()
qdel(wires)
wires = null
return ..()
/obj/item/weapon/plastique/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
@@ -1,6 +1,6 @@
/obj/item/weapon/grenade/anti_photon
desc = "An experimental device for temporarily removing light in a limited area."
name = "pgoton disruption grenade"
name = "photon disruption grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "emp"
item_state = "emp"
@@ -0,0 +1,60 @@
//Fragmentation grenade projectile
/obj/item/projectile/bullet/pellet/fragment
damage = 15
range_step = 2
base_spread = 0 //causes it to be treated as a shrapnel explosion instead of cone
spread_step = 20
silenced = 1 //embedding messages are still produced so it's kind of weird when enabled.
no_attack_log = 1
muzzle_type = null
/obj/item/weapon/grenade/frag
name = "fragmentation grenade"
desc = "A military fragmentation grenade, designed to explode in a deadly shower of fragments."
icon_state = "frag"
var/num_fragments = 200 //total number of fragments produced by the grenade
var/fragment_damage = 15
var/damage_step = 2 //projectiles lose a fragment each time they travel this distance. Can be a non-integer.
var/explosion_size = 2 //size of the center explosion
//The radius of the circle used to launch projectiles. Lower values mean less projectiles are used but if set too low gaps may appear in the spread pattern
var/spread_range = 7
/obj/item/weapon/grenade/frag/prime()
..()
var/turf/O = get_turf(src)
if(!O) return
if(explosion_size)
explosion(O, -1, round(explosion_size/2), explosion_size, round(explosion_size/2), 0)
var/list/target_turfs = getcircle(O, spread_range)
var/fragments_per_projectile = round(num_fragments/target_turfs.len)
for(var/turf/T in target_turfs)
var/obj/item/projectile/bullet/pellet/fragment/P = new (O)
P.damage = fragment_damage
P.pellets = fragments_per_projectile
P.range_step = damage_step
P.shot_from = src.name
P.launch(T)
//var/cone = new /obj/item/weapon/caution/cone (T)
//spawn(100) qdel(cone)
//Make sure to hit any mobs in the source turf
for(var/mob/living/M in O)
//lying on a frag grenade while the grenade is on the ground causes you to absorb most of the shrapnel.
//you will most likely be dead, but others nearby will be spared the fragments that hit you instead.
if(M.lying && isturf(src.loc))
P.attack_mob(M, 0, 0)
else
P.attack_mob(M, 0, 100) //otherwise, allow a decent amount of fragments to pass
qdel(src)
@@ -8,27 +8,32 @@
slot_flags = SLOT_BELT
var/datum/effect/effect/system/smoke_spread/bad/smoke
New()
..()
src.smoke = PoolOrNew(/datum/effect/effect/system/smoke_spread/bad)
src.smoke.attach(src)
/obj/item/weapon/grenade/smokebomb/New()
..()
src.smoke = PoolOrNew(/datum/effect/effect/system/smoke_spread/bad)
src.smoke.attach(src)
prime()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
src.smoke.set_up(10, 0, usr.loc)
spawn(0)
src.smoke.start()
sleep(10)
src.smoke.start()
sleep(10)
src.smoke.start()
sleep(10)
src.smoke.start()
/obj/item/weapon/grenade/smokebomb/Destroy()
qdel(smoke)
smoke = null
return ..()
for(var/obj/effect/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
B.health -= damage
B.update_icon()
sleep(80)
qdel(src)
return
/obj/item/weapon/grenade/smokebomb/prime()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
src.smoke.set_up(10, 0, usr.loc)
spawn(0)
src.smoke.start()
sleep(10)
src.smoke.start()
sleep(10)
src.smoke.start()
sleep(10)
src.smoke.start()
for(var/obj/effect/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
B.health -= damage
B.update_icon()
sleep(80)
qdel(src)
return
@@ -8,17 +8,24 @@
w_class = 2.0
var/obj/item/weapon/implant/imp = null
/obj/item/weapon/implanter/attack_self(var/mob/user)
if(!imp)
return ..()
imp.loc = get_turf(src)
user.put_in_hands(imp)
user << "<span class='notice'>You remove \the [imp] from \the [src].</span>"
name = "implanter"
imp = null
update()
return
/obj/item/weapon/implanter/proc/update()
/obj/item/weapon/implanter/update()
if (src.imp)
src.icon_state = "implanter1"
else
src.icon_state = "implanter0"
return
/obj/item/weapon/implanter/attack(mob/M as mob, mob/user as mob)
if (!istype(M, /mob/living/carbon))
return
@@ -52,8 +59,6 @@
return
/obj/item/weapon/implanter/loyalty
name = "implanter-loyalty"
+2 -2
View File
@@ -373,7 +373,7 @@
<body>
<center>
<br>
<b style='font-size: 12px;'>Weyland-Yutani - Building Better Worlds</b>
<span style='font-size: 12px;'><b>Weyland-Yutani - Building Better Worlds</b></span>
<h1>Autonomous Power Loader Unit \"Ripley\"</h1>
</center>
<h2>Specifications:</h2>
@@ -384,7 +384,7 @@
<li><b>Height:</b> 2.5m</li>
<li><b>Width:</b> 1.8m</li>
<li><b>Top speed:</b> 5km/hour</li>
<li><b>Operation in vacuum/hostile environment:</b> Possible</b>
<li><b>Operation in vacuum/hostile environment: Possible</b>
<li><b>Airtank volume:</b> 500 liters</li>
<li><b>Devices:</b>
<ul class="a">
@@ -92,7 +92,7 @@
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.is_small)
if(issmall(H))
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
return
else
@@ -175,7 +175,7 @@
else if(istype(A,/obj/effect/plant))
var/obj/effect/plant/P = A
P.die_off()
//spears, bay edition
/obj/item/weapon/material/twohanded/spear
icon_state = "spearglass0"
+14 -8
View File
@@ -12,7 +12,7 @@
attack_dir = get_dir(get_turf(user), get_turf(attacker))
else if(damage_source)
attack_dir = get_dir(get_turf(user), get_turf(damage_source))
if(!(attack_dir && (attack_dir & bad_arc)))
return 1
return 0
@@ -21,12 +21,12 @@
//parry only melee attacks
if(istype(damage_source, /obj/item/projectile) || (attacker && get_dist(user, attacker) > 1) || user.incapacitated())
return 0
//block as long as they are not directly behind us
var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
if(!check_shield_arc(user, bad_arc, damage_source, attacker))
return 0
return 1
/obj/item/weapon/shield
@@ -109,13 +109,13 @@
if(!active)
return 0 //turn it on first!
. = ..()
if(.)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
var/datum/effect/effect/system/spark_spread/spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
spark_system.set_up(5, 0, user.loc)
spark_system.start()
playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
/obj/item/weapon/shield/energy/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
if(istype(damage_source, /obj/item/projectile))
var/obj/item/projectile/P = damage_source
@@ -130,14 +130,14 @@
active = !active
if (active)
force = 10
icon_state = "eshield[active]"
update_icon()
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "<span class='notice'>\The [src] is now active.</span>"
else
force = 3
icon_state = "eshield[active]"
update_icon()
w_class = 1
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
user << "<span class='notice'>\The [src] can now be concealed.</span>"
@@ -150,6 +150,12 @@
add_fingerprint(user)
return
/obj/item/weapon/shield/energy/update_icon()
icon_state = "eshield[active]"
if(active)
set_light(1.5, 1.5, "#006AFF")
else
set_light(0)
/obj/item/weapon/cloaking_device
name = "cloaking device"
@@ -8,6 +8,18 @@
attack_verb = list("whipped", "lashed", "disciplined")
sprite_sheets = list("Resomi" = 'icons/mob/species/resomi/belt.dmi')
var/show_above_suit = 0
/obj/item/weapon/storage/belt/verb/toggle_layer()
set name = "Switch Belt Layer"
set category = "Object"
if(show_above_suit == -1)
usr << "<span class='notice'>\The [src] cannot be worn above your suit!</span>"
return
show_above_suit = !show_above_suit
update_icon()
/obj/item/weapon/storage/update_icon()
if (ismob(src.loc))
var/mob/M = src.loc
@@ -318,7 +318,7 @@
desc = "A box containing 5 experimental photon disruption grenades."
icon_state = "flashbang"
/obj/item/weapon/storage/box/anti_photon/New()
/obj/item/weapon/storage/box/anti_photons/New()
..()
new /obj/item/weapon/grenade/anti_photon(src)
new /obj/item/weapon/grenade/anti_photon(src)
@@ -691,4 +691,4 @@
storage_slots=21
max_w_class = 1
can_hold = list(/obj/item/weapon/f_card)
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
@@ -177,6 +177,16 @@
icon_state = "Dpacket"
item_state = "Dpacket"
/obj/item/weapon/storage/fancy/cigarettes/killthroat
name = "\improper AcmeCo packet"
desc = "A packet of six AcmeCo cigarettes. For those who somehow want to obtain the record for the most amount of cancerous tumors."
icon_state = "Bpacket"
item_state = "Bpacket" //Doesn't have an inhand state, but neither does dromedary, so, ya know..
New()
..()
fill_cigarre_package(src,list("fuel" = 15))
/obj/item/weapon/storage/fancy/cigar
name = "cigar case"
desc = "A case for holding your cigars when you are not smoking them."
@@ -9,7 +9,7 @@
name = master_item.name
verbs -= /obj/item/verb/verb_pickup //make sure this is never picked up.
..()
/obj/item/weapon/storage/internal/Destroy()
master_item = null
..()
@@ -151,11 +151,6 @@
throw_range = 4
w_class = 4.0
New()
..()
new /obj/item/weapon/paper(src)
new /obj/item/weapon/pen(src)
attack_hand(mob/user as mob)
if ((src.loc == user) && (src.locked == 1))
usr << "<span class='warning'>[src] is locked and cannot be opened!</span>"
@@ -169,42 +164,6 @@
src.add_fingerprint(user)
return
//I consider this worthless but it isn't my code so whatever. Remove or uncomment.
/*attack(mob/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "<span class='warning'>The [src] slips out of your hand and hits your head.</span>"
user.take_organ_damage(10)
user.Paralyse(2)
return
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
var/t = user:zone_sel.selecting
if (t == "head")
if(ishuman(M))
var/mob/living/carbon/human/H = M
if (H.stat < 2 && H.health < 50 && prob(90))
// ******* Check
if (istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))
H << "<span class='warning'>The helmet protects you from being hit hard in the head!</span>"
return
var/time = rand(2, 6)
if (prob(75))
H.Paralyse(time)
else
H.Stun(time)
if(H.stat != 2) H.stat = 1
for(var/mob/O in viewers(H, null))
O.show_message(text("<span class='warning'><B>[] has been knocked unconscious!</B></span>", H), 1, "<span class='warning'>You hear someone fall.</span>", 2)
else
H << text("<span class='warning'>[] tried to knock you unconcious!</span>",user)
H.eye_blurry += 3
return*/
// -----------------------------
// Secure Safe
// -----------------------------
@@ -224,7 +224,7 @@
//Set the stop_messages to stop it from printing messages
/obj/item/weapon/storage/proc/can_be_inserted(obj/item/W as obj, stop_messages = 0)
if(!istype(W)) return //Not an item
if(!usr.canUnEquip(W))
return 0
@@ -340,6 +340,21 @@
if(isrobot(user))
return //Robots can't interact with storage items.
if(istype(W, /obj/item/device/lightreplacer))
var/obj/item/device/lightreplacer/LP = W
var/amt_inserted = 0
var/turf/T = get_turf(user)
for(var/obj/item/weapon/light/L in src.contents)
if(L.status == 0)
if(LP.uses < LP.max_uses)
LP.AddUses(1)
amt_inserted++
remove_from_storage(L, T)
qdel(L)
if(amt_inserted)
user << "You inserted [amt_inserted] light\s into \the [LP.name]. You have [LP.uses] light\s remaining."
return
if(!can_be_inserted(W))
return
@@ -51,6 +51,11 @@
else
icon_state = "[initial(name)]"
if(icon_state == "[initial(name)]_active")
set_light(1.5, 1, "#FF6A00")
else
set_light(0)
/obj/item/weapon/melee/baton/examine(mob/user)
if(!..(user, 1))
return
@@ -9,7 +9,7 @@
* Banhammer
*/
/obj/item/weapon/banhammer/attack(mob/M as mob, mob/user as mob)
M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>"
M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]</b></font>"
user << "<font color='red'> You have <b>BANNED</b> [M]</font>"
/*
@@ -18,12 +18,14 @@
src.ion_trail = new /datum/effect/effect/system/ion_trail_follow()
src.ion_trail.set_up(src)
/obj/item/weapon/tank/jetpack/examine(mob/user)
if(!..(user, 0))
return
/obj/item/weapon/tank/jetpack/Destroy()
qdel(ion_trail)
..()
if(air_contents.gas["oxygen"] < 10)
user << text("<span class='danger'>The meter on \the [src] indicates you are almost out of air!</span>")
/obj/item/weapon/tank/jetpack/examine(mob/user)
. = ..()
if(air_contents.total_moles < 5)
user << "<span class='danger'>The meter on \the [src] indicates you are almost out of gas!</span>"
playsound(user, 'sound/effects/alert.ogg', 50, 1)
/obj/item/weapon/tank/jetpack/verb/toggle_rockets()
@@ -102,21 +104,9 @@
/obj/item/weapon/tank/jetpack/carbondioxide/New()
..()
src.ion_trail = new /datum/effect/effect/system/ion_trail_follow()
src.ion_trail.set_up(src)
//src.air_contents.carbon_dioxide = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
air_contents.adjust_gas("carbon_dioxide", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
return
/obj/item/weapon/tank/jetpack/carbondioxide/examine(mob/user)
if(!..(0))
return
if(air_contents.gas["carbon_dioxide"] < 10)
user << text("<span class='danger'>The meter on \the [src] indicates you are almost out of carbon dioxide!</span>")
playsound(user, 'sound/effects/alert.ogg', 50, 1)
return
/obj/item/weapon/tank/jetpack/rig
name = "jetpack"
var/obj/item/weapon/rig/holder
+18 -44
View File
@@ -44,50 +44,24 @@
..()
/obj/item/weapon/tank/examine(mob/user)
var/obj/icon = src
if (istype(src.loc, /obj/item/assembly))
icon = src.loc
if (!in_range(src, user))
if (icon == src) user << "<span class='notice'>It's \a \icon[icon][src]! If you want any more information you'll need to get closer.</span>"
return
var/celsius_temperature = src.air_contents.temperature-T0C
var/descriptive
var/status
if (celsius_temperature < 20)
descriptive = "cold"
status = "warning"
else if (celsius_temperature < 40)
descriptive = "room temperature"
status = "notice"
else if (celsius_temperature < 80)
descriptive = "lukewarm"
status = "warning"
else if (celsius_temperature < 100)
descriptive = "warm"
status = "warning"
else if (celsius_temperature < 300)
descriptive = "hot"
status = "danger"
else
descriptive = "furiously hot"
status = "danger"
user << "<span class='[status]'>\The \icon[icon][src] feels [descriptive]</span>"
return
/obj/item/weapon/tank/blob_act()
if(prob(50))
var/turf/location = src.loc
if (!( istype(location, /turf) ))
qdel(src)
if(src.air_contents)
location.assume_air(air_contents)
qdel(src)
. = ..(user, 0)
if(.)
var/celsius_temperature = air_contents.temperature - T0C
var/descriptive
switch(celsius_temperature)
if(300 to INFINITY)
descriptive = "furiously hot"
if(100 to 300)
descriptive = "hot"
if(80 to 100)
descriptive = "warm"
if(40 to 80)
descriptive = "lukewarm"
if(20 to 40)
descriptive = "room temperature"
else
descriptive = "cold"
user << "<span class='notice'>\The [src] feels [descriptive].</span>"
/obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
+1 -5
View File
@@ -205,7 +205,7 @@
qdel(src)
/obj/effect/energy_net/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
health -= Proj.get_structure_damage()
healthcheck()
return 0
@@ -213,10 +213,6 @@
health = 0
healthcheck()
/obj/effect/energy_net/blob_act()
health = 0
healthcheck()
/obj/effect/energy_net/attack_hand(var/mob/user)
var/mob/living/carbon/human/H = user
-1
View File
@@ -17,7 +17,6 @@
/obj/Destroy()
processing_objects -= src
nanomanager.close_uis(src)
return ..()
/obj/Topic(href, href_list, var/datum/topic_state/state = default_state)
-4
View File
@@ -28,10 +28,6 @@
return ..()
/obj/structure/blob_act()
if(prob(50))
qdel(src)
/obj/structure/attack_tk()
return
@@ -11,7 +11,7 @@
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/breakout = 0 //if someone is currently breaking out. mutex
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
var/storage_capacity = 2 * MOB_MEDIUM //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
var/open_sound = 'sound/machines/click.ogg'
var/close_sound = 'sound/machines/click.ogg'
@@ -20,14 +20,12 @@
var/store_items = 1
var/store_mobs = 1
var/const/default_mob_size = 15
/obj/structure/closet/initialize()
if(!opened) // if closed, any item at the crate's loc is put in the contents
var/obj/item/I
for(I in src.loc)
if(I.density || I.anchored || I == src) continue
I.loc = src
I.forceMove(src)
// adjust locker size to hold all items with 5 units of free store room
var/content_size = 0
for(I in src.contents)
@@ -71,13 +69,13 @@
/obj/structure/closet/proc/dump_contents()
//Cham Projector Exception
for(var/obj/effect/dummy/chameleon/AD in src)
AD.loc = src.loc
AD.forceMove(src.loc)
for(var/obj/I in src)
I.loc = src.loc
I.forceMove(src.loc)
for(var/mob/M in src)
M.loc = src.loc
M.forceMove(src.loc)
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
@@ -125,7 +123,7 @@
for(var/obj/effect/dummy/chameleon/AD in src.loc)
if((stored_units + added_units) > storage_capacity)
break
AD.loc = src
AD.forceMove(src)
added_units++
return added_units
@@ -136,7 +134,7 @@
if(stored_units + added_units + item_size > storage_capacity)
continue
if(!I.anchored)
I.loc = src
I.forceMove(src)
added_units += item_size
return added_units
@@ -145,14 +143,13 @@
for(var/mob/living/M in src.loc)
if(M.buckled || M.pinned.len)
continue
var/current_mob_size = (M.mob_size ? M.mob_size : default_mob_size)
if(stored_units + added_units + current_mob_size > storage_capacity)
if(stored_units + added_units + M.mob_size > storage_capacity)
break
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
added_units += current_mob_size
M.forceMove(src)
added_units += M.mob_size
return added_units
/obj/structure/closet/proc/toggle(mob/user as mob)
@@ -166,19 +163,19 @@
switch(severity)
if(1)
for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
A.loc = src.loc
A.forceMove(src.loc)
A.ex_act(severity++)
qdel(src)
if(2)
if(prob(50))
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.forceMove(src.loc)
A.ex_act(severity++)
qdel(src)
if(3)
if(prob(5))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.forceMove(src.loc)
A.ex_act(severity++)
qdel(src)
@@ -186,25 +183,19 @@
health -= damage
if(health <= 0)
for(var/atom/movable/A in src)
A.loc = src.loc
A.forceMove(src.loc)
qdel(src)
/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
var/proj_damage = Proj.get_structure_damage()
if(!proj_damage)
return
..()
damage(Proj.damage)
damage(proj_damage)
return
// this should probably use dump_contents()
/obj/structure/closet/blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
qdel(src)
/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(src.opened)
if(istype(W, /obj/item/weapon/grab))
@@ -232,7 +223,7 @@
return
usr.drop_item()
if(W)
W.loc = src.loc
W.forceMove(src.loc)
else if(istype(W, /obj/item/weapon/packageWrap))
return
else if(istype(W, /obj/item/weapon/weldingtool))
@@ -146,7 +146,7 @@
attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.loc = loc
fireaxe.forceMove(loc)
user << "<span class='notice'>You telekinetically remove the fire axe.</span>"
fireaxe = null
update_icon()
@@ -65,7 +65,7 @@
if (istype(W, /obj/item/weapon/grab))
src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
user.drop_item()
if (W) W.loc = src.loc
if (W) W.forceMove(src.loc)
else if(istype(W, /obj/item/weapon/card/id))
if(src.broken)
user << "<span class='warning'>It appears to be broken.</span>"
@@ -77,7 +77,7 @@
return
user.drop_item()
if(W)
W.loc = src.loc
W.forceMove(src.loc)
else if(istype(W, /obj/item/weapon/melee/energy/blade))
if(emag_act(INFINITY, user, "<span class='danger'>The locker has been sliced open by [user] with \an [W]</span>!", "<span class='danger'>You hear metal being sliced and sparks flying.</span>"))
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
@@ -86,7 +86,7 @@
shatter(M)
/obj/structure/closet/statue/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
health -= Proj.get_structure_damage()
check_health()
return
@@ -96,10 +96,6 @@
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/blob_act()
for(var/mob/M in src)
shatter(M)
/obj/structure/closet/statue/ex_act(severity)
for(var/mob/M in src)
M.ex_act(severity)
@@ -35,7 +35,7 @@
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
for(var/obj/O in src)
O.loc = get_turf(src)
O.forceMove(get_turf(src))
icon_state = icon_opened
src.opened = 1
@@ -60,7 +60,7 @@
var/obj/structure/bed/B = O
if(B.buckled_mob)
continue
O.loc = src
O.forceMove(src)
itemcount++
icon_state = icon_closed
@@ -75,7 +75,7 @@
return
user.drop_item()
if(W)
W.loc = src.loc
W.forceMove(src.loc)
else if(istype(W, /obj/item/weapon/packageWrap))
return
else if(istype(W, /obj/item/stack/cable_coil))
@@ -91,7 +91,7 @@
if(rigged)
user << "<span class='notice'>You attach [W] to [src].</span>"
user.drop_item()
W.loc = src
W.forceMove(src)
return
else if(istype(W, /obj/item/weapon/wirecutters))
if(rigged)
@@ -160,7 +160,7 @@
/obj/structure/closet/crate/secure/proc/set_locked(var/newlocked, mob/user = null)
if(locked == newlocked) return
locked = newlocked
if(user)
for(var/mob/O in viewers(user, 3))
@@ -437,12 +437,12 @@
continue
if(!S.anchored)
found = 1
S.loc = src
S.forceMove(src)
break
if(!found)
for(var/obj/machinery/M in src.loc)
if(!M.anchored)
M.loc = src
M.forceMove(src)
break
return
@@ -465,12 +465,12 @@
continue
if(!S.anchored)
found = 1
S.loc = src
S.forceMove(src)
break
if(!found)
for(var/obj/machinery/M in src.loc)
if(!M.anchored)
M.loc = src
M.forceMove(src)
break
return
+3
View File
@@ -60,6 +60,9 @@
/obj/structure/curtain/open/shower/engineering
color = "#FFA500"
/obj/structure/curtain/open/shower/medical
color = "#B8F5E3"
/obj/structure/curtain/open/shower/security
color = "#AA0000"
+1 -10
View File
@@ -29,20 +29,11 @@
/obj/structure/displaycase/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
health -= Proj.get_structure_damage()
..()
src.healthcheck()
return
/obj/structure/displaycase/blob_act()
if (prob(75))
new /obj/item/weapon/material/shard( src.loc )
if (occupied)
new /obj/item/weapon/gun/energy/captain( src.loc )
occupied = 0
qdel(src)
/obj/structure/displaycase/proc/healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
+2 -7
View File
@@ -28,11 +28,10 @@
if(Proj.original != src && !prob(cover))
return PROJECTILE_CONTINUE //pass through
//Tasers and the like should not damage girders.
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
var/damage = Proj.get_structure_damage()
if(!damage)
return
var/damage = Proj.damage
if(!istype(Proj, /obj/item/projectile/beam))
damage *= 0.4 //non beams do reduced damage
@@ -203,10 +202,6 @@
return
return ..()
/obj/structure/girder/blob_act()
if(prob(40))
qdel(src)
/obj/structure/girder/ex_act(severity)
switch(severity)
+3 -8
View File
@@ -16,9 +16,6 @@
/obj/structure/grille/ex_act(severity)
qdel(src)
/obj/structure/grille/blob_act()
qdel(src)
/obj/structure/grille/update_icon()
if(destroyed)
icon_state = "[initial(icon_state)]-b"
@@ -65,13 +62,11 @@
/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
//Tasers and the like should not damage grilles.
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
//Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact
var/damage = Proj.damage
var/damage = Proj.get_structure_damage()
var/passthrough = 0
if(!damage) return
//20% chance that the grille provides a bit more cover than usual. Support structure for example might take up 20% of the grille's area.
//If they click on the grille itself then we assume they are aiming at the grille itself and the extra cover behaviour is always used.
+3 -6
View File
@@ -38,10 +38,10 @@
return 0
/obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
var/proj_damage = Proj.get_structure_damage()
if(!proj_damage) return
health -= Proj.damage
health -= proj_damage
..()
if(health <= 0)
deflate(1)
@@ -60,9 +60,6 @@
deflate(1)
return
/obj/structure/inflatable/blob_act()
deflate(1)
/obj/structure/inflatable/attack_hand(mob/user as mob)
add_fingerprint(user)
return
@@ -32,7 +32,7 @@
if(istype(victim, /mob/living/carbon/human))
var/mob/living/carbon/human/H = victim
if(!H.species.is_small)
if(!issmall(H))
return 0
meat_type = H.species.meat_type
icon_state = "spikebloody"
-70
View File
@@ -1,70 +0,0 @@
/obj/structure/ladder
name = "ladder"
desc = "A sturdy metal ladder."
icon = 'icons/obj/structures.dmi'
icon_state = "ladder11"
var/id = null
var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher
var/obj/structure/ladder/down = null //the ladder below this one
var/obj/structure/ladder/up = null //the ladder above this one
/obj/structure/ladder/New()
spawn(8)
for(var/obj/structure/ladder/L in world)
if(L.id == id)
if(L.height == (height - 1))
down = L
continue
if(L.height == (height + 1))
up = L
continue
if(up && down) //if both our connections are filled
break
update_icon()
/obj/structure/ladder/update_icon()
if(up && down)
icon_state = "ladder11"
else if(up)
icon_state = "ladder10"
else if(down)
icon_state = "ladder01"
else //wtf make your ladders properly assholes
icon_state = "ladder00"
/obj/structure/ladder/attack_hand(mob/user as mob)
if(up && down)
switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") )
if("Up")
user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
"<span class='notice'>You climb up \the [src]!</span>")
user.loc = get_turf(up)
up.add_fingerprint(user)
if("Down")
user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
"<span class='notice'>You climb down \the [src]!</span>")
user.loc = get_turf(down)
down.add_fingerprint(user)
if("Cancel")
return
else if(up)
user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
"<span class='notice'>You climb up \the [src]!</span>")
user.loc = get_turf(up)
up.add_fingerprint(user)
else if(down)
user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
"<span class='notice'>You climb down \the [src]!</span>")
user.loc = get_turf(down)
down.add_fingerprint(user)
add_fingerprint(user)
/obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob)
return attack_hand(user)
@@ -32,13 +32,6 @@
src.healthcheck()
return
/obj/structure/lamarr/blob_act()
if (prob(75))
new /obj/item/weapon/material/shard( src.loc )
Break()
qdel(src)
/obj/structure/lamarr/proc/healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
-4
View File
@@ -34,10 +34,6 @@
L.updateOverlays(src.loc)
..()
/obj/structure/lattice/blob_act()
qdel(src)
return
/obj/structure/lattice/ex_act(severity)
switch(severity)
if(1.0)
+2 -4
View File
@@ -30,10 +30,8 @@
/obj/structure/mirror/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
if(prob(Proj.damage * 2))
if(prob(Proj.get_structure_damage() * 2))
if(!shattered)
shatter()
else
+1 -1
View File
@@ -291,7 +291,7 @@
Notes are played by the names of the note, and optionally, the accidental, and/or the octave number.<br>
By default, every note is natural and in octave 3. Defining otherwise is remembered for each note.<br>
Example: <i>C,D,E,F,G,A,B</i> will play a C major scale.<br>
After a note has an accidental placed, it will be remembered: <i>C,C4,C,C3</i> is C3,C4,C4,C3</i><br>
After a note has an accidental placed, it will be remembered: <i>C,C4,C,C3</i> is <i>C3,C4,C4,C3</i><br>
Chords can be played simply by seperating each note with a hyphon: <i>A-C#,Cn-E,E-G#,Gn-B</i><br>
A pause may be denoted by an empty chord: <i>C,E,,C,G</i><br>
To make a chord be a different time, end it with /x, where the chord length will be length<br>
-4
View File
@@ -160,10 +160,6 @@ FLOOR SAFES
return
obj/structure/safe/blob_act()
return
obj/structure/safe/ex_act(severity)
return
+1 -5
View File
@@ -19,10 +19,6 @@
else
return
/obj/structure/sign/blob_act()
qdel(src)
return
/obj/structure/sign/attackby(obj/item/tool as obj, mob/user as mob) //deconstruction
if(istype(tool, /obj/item/weapon/screwdriver) && !istype(src, /obj/structure/sign/double))
user << "You unfasten the sign with your [tool]."
@@ -203,4 +199,4 @@
/obj/structure/sign/directions/cargo
name = "\improper Cargo department"
desc = "A direction sign, pointing out which way the Cargo department is."
icon_state = "direction_crg"
icon_state = "direction_crg"
@@ -15,6 +15,7 @@
pressure_resistance = 15
anchored = 1
can_buckle = 1
buckle_dir = SOUTH
buckle_lying = 1
var/material/material
var/material/padding_material
@@ -85,11 +86,6 @@
qdel(src)
return
/obj/structure/bed/blob_act()
if(prob(75))
material.place_sheet(get_turf(src))
qdel(src)
/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
@@ -131,14 +127,18 @@
remove_padding()
else if(istype(W, /obj/item/weapon/grab))
user.visible_message("<span class='notice'>[user] attempts to buckle [W:affecting] into \the [src]!</span>")
var/obj/item/weapon/grab/G = W
var/mob/living/affecting = G.affecting
user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
if(do_after(user, 20))
W:affecting.loc = loc
if(buckle_mob(W:affecting))
W:affecting.visible_message(\
"<span class='danger'>[W:affecting.name] is buckled to [src] by [user.name]!</span>",\
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
"<span class='notice'>You hear metal clanking.</span>")
affecting.loc = loc
spawn(0)
if(buckle_mob(affecting))
affecting.visible_message(\
"<span class='danger'>[affecting.name] is buckled to [src] by [user.name]!</span>",\
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
"<span class='notice'>You hear metal clanking.</span>")
qdel(W)
else
..()
@@ -4,6 +4,7 @@
icon_state = "chair_preview"
color = "#666666"
base_icon = "chair"
buckle_dir = 0
buckle_lying = 0 //force people to sit up in chairs when buckled
var/propelled = 0 // Check for fire-extinguisher-driven chairs
@@ -95,11 +95,6 @@ var/global/list/stool_cache = list() //haha stool
qdel(src)
return
/obj/item/weapon/stool/blob_act()
if(prob(75))
material.place_sheet(get_turf(src))
qdel(src)
/obj/item/weapon/stool/proc/dismantle()
if(material)
material.place_sheet(get_turf(src))
@@ -75,7 +75,7 @@
set_dir(direction)
if(pulling) // Driver
if(pulling.loc == src.loc) // We moved onto the wheelchair? Revert!
pulling.loc = T
pulling.forceMove(T)
else
spawn(0)
if(get_dist(src, pulling) > 1) // We are too far away? Losing control.
@@ -107,7 +107,7 @@
pulling = null
else
if (occupant && (src.loc != occupant.loc))
src.loc = occupant.loc // Failsafe to make sure the wheelchair stays beneath the occupant after driving
src.forceMove(occupant.loc) // Failsafe to make sure the wheelchair stays beneath the occupant after driving
/obj/structure/bed/chair/wheelchair/attack_hand(mob/living/user as mob)
if (pulling)
+3 -8
View File
@@ -101,12 +101,11 @@
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
//Tasers and the like should not damage windows.
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
var/proj_damage = Proj.get_structure_damage()
if(!proj_damage) return
..()
take_damage(Proj.damage)
take_damage(proj_damage)
return
@@ -123,10 +122,6 @@
shatter(0)
return
/obj/structure/window/blob_act()
shatter()
//TODO: Make full windows a separate type of window.
//Once a full window, it will always be a full window, so there's no point
//having the same type for both.