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https://github.com/KabKebab/GS13.git
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Merge pull request #805 from ArchieBeepBoop/updates
Robustin's Syndicate Infiltrator PR from tee-gee
This commit is contained in:
@@ -343,10 +343,10 @@
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/obj/machinery/nuclearbomb/proc/set_anchor()
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if(!isinspace())
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anchored = !anchored
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else
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if(isinspace() && !anchored)
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to_chat(usr, "<span class='warning'>There is nothing to anchor to!</span>")
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else
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anchored = !anchored
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/obj/machinery/nuclearbomb/proc/set_safety()
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safety = !safety
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@@ -1,40 +1,46 @@
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// .50 (Sniper)
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/obj/item/projectile/bullet/p50
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name =".50 bullet"
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speed = 0.4
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damage = 70
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knockdown = 100
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dismemberment = 50
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armour_penetration = 50
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var/breakthings = TRUE
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/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
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if(isobj(target) && (blocked != 100) && breakthings)
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var/obj/O = target
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O.take_damage(80, BRUTE, "bullet", FALSE)
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return ..()
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/obj/item/projectile/bullet/p50/soporific
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name =".50 soporific bullet"
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armour_penetration = 0
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damage = 0
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dismemberment = 0
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knockdown = 0
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breakthings = FALSE
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/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
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if((blocked != 100) && isliving(target))
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var/mob/living/L = target
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L.Sleeping(400)
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return ..()
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/obj/item/projectile/bullet/p50/penetrator
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name =".50 penetrator bullet"
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icon_state = "gauss"
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name = "penetrator round"
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damage = 60
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forcedodge = TRUE
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dismemberment = 0 //It goes through you cleanly.
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knockdown = 0
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breakthings = FALSE
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// .50 (Sniper)
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/obj/item/projectile/bullet/p50
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name =".50 bullet"
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speed = 0.4
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damage = 70
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knockdown = 100
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dismemberment = 50
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armour_penetration = 50
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var/breakthings = TRUE
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/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
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if(isobj(target) && (blocked != 100) && breakthings)
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var/obj/O = target
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O.take_damage(80, BRUTE, "bullet", FALSE)
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return ..()
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/obj/item/projectile/bullet/p50/soporific
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name =".50 soporific bullet"
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armour_penetration = 0
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damage = 0
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dismemberment = 0
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knockdown = 0
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breakthings = FALSE
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/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
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if((blocked != 100) && isliving(target))
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var/mob/living/L = target
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L.Sleeping(400)
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return ..()
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/obj/item/projectile/bullet/p50/penetrator
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name =".50 penetrator bullet"
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icon_state = "gauss"
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name = "penetrator round"
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damage = 60
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forcedodge = TRUE
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dismemberment = 0 //It goes through you cleanly.
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knockdown = 0
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breakthings = FALSE
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/obj/item/projectile/bullet/p50/penetrator/shuttle //Nukeop Shuttle Variety
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icon_state = "gaussstrong"
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damage = 25
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speed = 0.3
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range = 16
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@@ -1,62 +1,67 @@
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#define SYNDICATE_CHALLENGE_TIMER 12000 //20 minutes
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/obj/machinery/computer/shuttle/syndicate
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name = "syndicate shuttle terminal"
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desc = "The terminal used to control the syndicate transport shuttle."
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circuit = /obj/item/circuitboard/computer/syndicate_shuttle
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icon_screen = "syndishuttle"
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icon_keyboard = "syndie_key"
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light_color = LIGHT_COLOR_RED
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req_access = list(ACCESS_SYNDICATE)
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shuttleId = "syndicate"
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possible_destinations = "syndicate_away;syndicate_z5;syndicate_ne;syndicate_nw;syndicate_n;syndicate_se;syndicate_sw;syndicate_s;syndicate_custom"
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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/obj/machinery/computer/shuttle/syndicate/recall
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name = "syndicate shuttle recall terminal"
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desc = "Use this if your friends left you behind."
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possible_destinations = "syndicate_away"
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/obj/machinery/computer/shuttle/syndicate/Topic(href, href_list)
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if(href_list["move"])
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var/obj/item/circuitboard/computer/syndicate_shuttle/board = circuit
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if(board.challenge && world.time < SYNDICATE_CHALLENGE_TIMER)
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to_chat(usr, "<span class='warning'>You've issued a combat challenge to the station! You've got to give them at least [DisplayTimeText(SYNDICATE_CHALLENGE_TIMER - world.time)] more to allow them to prepare.</span>")
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return 0
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board.moved = TRUE
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..()
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/obj/machinery/computer/shuttle/syndicate/drop_pod
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name = "syndicate assault pod control"
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desc = "Controls the drop pod's launch system."
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icon = 'icons/obj/terminals.dmi'
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icon_state = "dorm_available"
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light_color = LIGHT_COLOR_BLUE
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req_access = list(ACCESS_SYNDICATE)
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shuttleId = "steel_rain"
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possible_destinations = null
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clockwork = TRUE //it'd look weird
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/obj/machinery/computer/shuttle/syndicate/drop_pod/Topic(href, href_list)
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if(href_list["move"])
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if(!is_centcom_level(z))
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to_chat(usr, "<span class='warning'>Pods are one way!</span>")
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return 0
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..()
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/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate
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name = "syndicate shuttle navigation computer"
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desc = "Used to designate a precise transit location for the syndicate shuttle."
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icon_screen = "syndishuttle"
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icon_keyboard = "syndie_key"
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shuttleId = "syndicate"
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lock_override = CAMERA_LOCK_STATION
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shuttlePortId = "syndicate_custom"
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jumpto_ports = list("syndicate_ne" = 1, "syndicate_nw" = 1, "syndicate_n" = 1, "syndicate_se" = 1, "syndicate_sw" = 1, "syndicate_s" = 1)
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view_range = 13
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x_offset = -7
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y_offset = -1
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see_hidden = TRUE
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#define SYNDICATE_CHALLENGE_TIMER 12000 //20 minutes
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/obj/machinery/computer/shuttle/syndicate
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name = "syndicate shuttle terminal"
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desc = "The terminal used to control the syndicate transport shuttle."
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circuit = /obj/item/circuitboard/computer/syndicate_shuttle
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icon_screen = "syndishuttle"
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icon_keyboard = "syndie_key"
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light_color = LIGHT_COLOR_RED
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req_access = list(ACCESS_SYNDICATE)
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shuttleId = "syndicate"
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possible_destinations = "syndicate_away;syndicate_z5;syndicate_ne;syndicate_nw;syndicate_n;syndicate_se;syndicate_sw;syndicate_s;syndicate_custom"
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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/obj/machinery/computer/shuttle/syndicate/recall
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name = "syndicate shuttle recall terminal"
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desc = "Use this if your friends left you behind."
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possible_destinations = "syndicate_away"
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/obj/machinery/computer/shuttle/syndicate/Topic(href, href_list)
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if(href_list["move"])
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var/obj/item/circuitboard/computer/syndicate_shuttle/board = circuit
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if(board.challenge && world.time < SYNDICATE_CHALLENGE_TIMER)
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to_chat(usr, "<span class='warning'>You've issued a combat challenge to the station! You've got to give them at least [DisplayTimeText(SYNDICATE_CHALLENGE_TIMER - world.time)] more to allow them to prepare.</span>")
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return 0
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board.moved = TRUE
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..()
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/obj/machinery/computer/shuttle/syndicate/allowed(mob/M)
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if(issilicon(M) && !(ROLE_SYNDICATE in M.faction))
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return FALSE
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return ..()
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/obj/machinery/computer/shuttle/syndicate/drop_pod
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name = "syndicate assault pod control"
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desc = "Controls the drop pod's launch system."
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icon = 'icons/obj/terminals.dmi'
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icon_state = "dorm_available"
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light_color = LIGHT_COLOR_BLUE
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req_access = list(ACCESS_SYNDICATE)
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shuttleId = "steel_rain"
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possible_destinations = null
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clockwork = TRUE //it'd look weird
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/obj/machinery/computer/shuttle/syndicate/drop_pod/Topic(href, href_list)
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if(href_list["move"])
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if(!is_centcom_level(z))
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to_chat(usr, "<span class='warning'>Pods are one way!</span>")
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return 0
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..()
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/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate
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name = "syndicate shuttle navigation computer"
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desc = "Used to designate a precise transit location for the syndicate shuttle."
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icon_screen = "syndishuttle"
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icon_keyboard = "syndie_key"
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shuttleId = "syndicate"
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lock_override = CAMERA_LOCK_STATION
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shuttlePortId = "syndicate_custom"
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jumpto_ports = list("syndicate_ne" = 1, "syndicate_nw" = 1, "syndicate_n" = 1, "syndicate_se" = 1, "syndicate_sw" = 1, "syndicate_s" = 1)
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view_range = 13
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x_offset = -7
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y_offset = -1
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see_hidden = TRUE
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#undef SYNDICATE_CHALLENGE_TIMER
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