Merge pull request #901 from MalricB/punishesarchie

Martinsonis Macrobinsonski - Excessive amount of Fe, known commonly as 'iron', of considerable size, weight, and mass attached to the sternum of a human male specimen, by means of a leather aperture designed to extend the wearer's carrying capacity.
This commit is contained in:
QuoteFox
2021-01-19 10:25:58 +00:00
committed by GitHub
12 changed files with 348 additions and 6 deletions
+1
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@@ -36,6 +36,7 @@
targetitem = /obj/item/gun/energy/e_gun/hos
difficulty = 10
excludefromjob = list("Head Of Security")
altitems = list(/obj/item/gun/ballistic/revolver/mws)
/datum/objective_item/steal/handtele
name = "a hand teleporter."
+26 -1
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@@ -17,7 +17,9 @@
/obj/item/ammo_box/magazine/recharge,
/obj/item/modular_computer,
/obj/item/gun/ballistic/automatic/magrifle_e,
/obj/item/gun/ballistic/automatic/pistol/mag_e))
/obj/item/gun/ballistic/automatic/pistol/mag_e,
/obj/item/ammo_casing/mws_batt,
/obj/item/ammo_box/magazine/mws_mag))
/obj/machinery/recharger/RefreshParts()
for(var/obj/item/stock_parts/capacitor/C in component_parts)
@@ -121,6 +123,29 @@
using_power = 1
update_icon(using_power)
return
if(istype(charging, /obj/item/ammo_casing/mws_batt))
var/obj/item/ammo_casing/mws_batt/R = charging
if(R.cell.charge < R.cell.maxcharge)
R.cell.give(R.cell.chargerate * recharge_coeff)
use_power(250 * recharge_coeff)
using_power = 1
if(R.BB == null)
R.chargeshot()
update_icon(using_power)
if(istype(charging, /obj/item/ammo_box/magazine/mws_mag))
var/obj/item/ammo_box/magazine/mws_mag/R = charging
for(var/B in R.stored_ammo)
var/obj/item/ammo_casing/mws_batt/batt = B
if(batt.cell.charge < batt.cell.maxcharge)
batt.cell.give(batt.cell.chargerate * recharge_coeff)
use_power(250 * recharge_coeff)
using_power = 1
if(batt.BB == null)
batt.chargeshot()
update_icon(using_power)
else
return PROCESS_KILL
+65
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@@ -1,3 +1,54 @@
/obj/item/choice_beacon
name = "choice beacon"
desc = "Hey, why are you viewing this?!! Please let Centcom know about this odd occurance."
icon = 'icons/obj/device.dmi'
icon_state = "gangtool-blue"
item_state = "radio"
var/list/stored_options
var/force_refresh = FALSE //if set to true, the beacon will recalculate its display options whenever opened
/obj/item/choice_beacon/attack_self(mob/user)
if(canUseBeacon(user))
generate_options(user)
/obj/item/choice_beacon/proc/generate_display_names() // return the list that will be used in the choice selection. entries should be in (type.name = type) fashion. see choice_beacon/hero for how this is done.
return list()
/obj/item/choice_beacon/proc/canUseBeacon(mob/living/user)
if(user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return TRUE
else
playsound(src, 'sound/machines/buzz-sigh.ogg', 40, 1)
return FALSE
/obj/item/choice_beacon/proc/generate_options(mob/living/M)
if(!stored_options || force_refresh)
stored_options = generate_display_names()
if(!stored_options.len)
return
var/choice = input(M,"Which item would you like to order?","Select an Item") as null|anything in stored_options
if(!choice || !M.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
spawn_option(stored_options[choice],M)
qdel(src)
/obj/item/choice_beacon/proc/create_choice_atom(atom/choice, mob/owner)
return new choice()
/obj/item/choice_beacon/proc/spawn_option(obj/choice,mob/living/M)
var/obj/new_item = new choice()
var/obj/structure/closet/supplypod/bluespacepod/pod = new()
pod.explosionSize = list(0,0,0,0)
new_item.forceMove(pod)
var/msg = "<span class='danger'>After making your selection, you notice a strange target on the ground. It might be best to step back!</span>"
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/radio/headset))
msg = "You hear something crackle in your ears for a moment before a voice speaks. \"Please stand by for a message from Central Command. Message as follows: <span class='bold'>Item request received. Your package is inbound, please stand back from the landing site.</span> Message ends.\""
to_chat(M, msg)
new /obj/effect/DPtarget(get_turf(src), pod)
/obj/item/caution
desc = "Caution! Wet Floor!"
name = "wet floor sign"
@@ -19,3 +70,17 @@
icon_state = "skub"
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("skubbed")
/obj/item/choice_beacon/hosgun
name = "personal weapon beacon"
desc = "Use this to summon your personal Head of Security issued firearm!"
/obj/item/choice_beacon/hosgun/generate_display_names()
var/static/list/hos_gun_list
if(!hos_gun_list)
hos_gun_list = list()
var/list/templist = subtypesof(/obj/item/storage/secure/briefcase/hos/) //we have to convert type = name to name = type, how lovely!
for(var/V in templist)
var/atom/A = V
hos_gun_list[initial(A.name)] = A
return hos_gun_list
+30
View File
@@ -150,6 +150,36 @@
for(var/i = 0, i < STR.max_items - 2, i++)
new /obj/item/stack/spacecash/c1000(src)
/obj/item/storage/secure/briefcase/mws_pack
name = "\improper \'MWS\' gun kit"
desc = "A storage case for a multi-purpose handgun. Variety hour!"
/obj/item/storage/secure/briefcase/mws_pack/PopulateContents()
new /obj/item/gun/ballistic/revolver/mws(src)
new /obj/item/ammo_box/magazine/mws_mag(src)
for(var/path in subtypesof(/obj/item/ammo_casing/mws_batt))
new path(src)
/obj/item/storage/secure/briefcase/hos/mws_pack_hos
name = "\improper \'MWS\' gun kit"
desc = "A storage case for a multi-purpose handgun. Variety hour!"
/obj/item/storage/secure/briefcase/hos/mws_pack_hos/PopulateContents()
new /obj/item/gun/ballistic/revolver/mws(src)
new /obj/item/ammo_box/magazine/mws_mag(src)
new /obj/item/ammo_casing/mws_batt/lethal(src)
new /obj/item/ammo_casing/mws_batt/lethal(src)
new /obj/item/ammo_casing/mws_batt/stun(src)
new /obj/item/ammo_casing/mws_batt/stun(src)
new /obj/item/ammo_casing/mws_batt/ion(src)
/obj/item/storage/secure/briefcase/hos/multiphase_box
name = "\improper X-01 Multiphase energy gun box"
desc = "A storage case for a high-tech energy firearm."
/obj/item/storage/secure/briefcase/hos/multiphase_box/PopulateContents()
new /obj/item/gun/energy/e_gun/hos(src)
// -----------------------------
// Secure Safe
@@ -90,12 +90,13 @@
new /obj/item/storage/box/flashbangs(src)
new /obj/item/shield/riot/tele(src)
new /obj/item/storage/belt/security/full(src)
new /obj/item/gun/energy/e_gun/hos(src)
new /obj/item/choice_beacon/hosgun(src)
new /obj/item/flashlight/seclite(src)
new /obj/item/pinpointer/nuke(src)
new /obj/item/circuitboard/machine/techfab/department/security(src)
new /obj/item/storage/photo_album/HoS(src)
new /obj/item/clothing/suit/hooded/wintercoat/hos(src)
/obj/structure/closet/secure_closet/warden
name = "\proper warden's locker"
req_access = list(ACCESS_ARMORY)
+1 -1
View File
@@ -565,7 +565,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
qdel(temp_pod) //Delete the temp_pod
qdel(selector) //Delete the selector effect
. = ..()
/datum/centcom_podlauncher/proc/supplypod_punish_log(var/list/whoDyin)
var/podString = effectBurst ? "5 pods" : "a pod"
var/whomString = ""
@@ -403,6 +403,12 @@ h1.alert, h2.alert {color: #000000;}
.his_grace {color: #15D512; font-family: "Courier New", cursive, sans-serif; font-style: italic;}
.spooky {color: #FF6100;}
.velvet {color: #660015; font-weight: bold; animation: velvet 5000ms infinite;}
.lethal {color: #bf3d3d; font-weight: bold;}
.stun {color: #0f81bc; font-weight: bold;}
.ion {color: #d084d6; font-weight: bold;}
.xray {color: #32c025; font-weight: bold;}
@keyframes velvet {
0% { color: #400020; }
40% { color: #FF0000; }
@@ -12,3 +12,105 @@
/obj/item/ammo_box/magazine/recharge/attack_self() //No popping out the "bullets"
return
// MWS Magazine //
/obj/item/ammo_box/magazine/mws_mag
name = "microbattery magazine"
desc = "A microbattery holder for the 'Big Iron'"
icon = 'icons/obj/ammo.dmi'
icon_state = "mws_mag"
caliber = "mws"
ammo_type = /obj/item/ammo_casing/mws_batt
start_empty = TRUE
max_ammo = 3
var/list/modes = list()
/obj/item/ammo_box/magazine/mws_mag/update_icon()
cut_overlays()
if(!stored_ammo.len)
return //Why bother
var/x_offset = 5
var/current = 0
for(var/B in stored_ammo)
var/obj/item/ammo_casing/mws_batt/batt = B
var/mutable_appearance/cap = mutable_appearance(icon, "[initial(icon_state)]_cap", color = batt.type_color)
cap.color = batt.type_color
cap.pixel_x = current * x_offset //Caps don't need a pixel_y offset
add_overlay(cap)
if(batt.cell.charge > 0)
var/ratio = CEILING(clamp(batt.cell.charge / batt.cell.maxcharge, 0, 1) * 4, 1) //4 is how many lights we have a sprite for
var/mutable_appearance/charge = mutable_appearance(icon, "[initial(icon_state)]_charge-[ratio]", color = "#29EAF4") //Could use battery color but eh.
charge.pixel_x = current * x_offset
add_overlay(charge)
current++ //Increment for offsets
// MWS Batteries //
/obj/item/ammo_casing/mws_batt
name = "\'MWS\' microbattery - UNKNOWN"
desc = "A miniature battery for an energy weapon."
icon = 'icons/obj/ammo.dmi'
icon_state = "mws_batt"
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 1
caliber = "mws"
var/type_color = null
var/type_name = null
var/obj/item/stock_parts/cell/cell
var/cell_type = /obj/item/stock_parts/cell{charge = 600; maxcharge = 600}
var/e_cost = 100
projectile_type = /obj/item/projectile/beam
/obj/item/ammo_casing/mws_batt/Initialize()
. = ..()
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
cell = new cell_type(src)
cell.give(cell.maxcharge)
update_icon()
/obj/item/ammo_casing/mws_batt/update_icon()
cut_overlays()
var/mutable_appearance/ends = mutable_appearance(icon, "[initial(icon_state)]_ends", color = type_color)
ends.color = type_color
add_overlay(ends)
/obj/item/ammo_casing/mws_batt/get_cell()
return cell
/obj/item/ammo_casing/mws_batt/proc/chargeshot()
if(cell.charge >= e_cost)
cell.use(e_cost)
newshot()
return
// Specific batteries //
/obj/item/ammo_casing/mws_batt/lethal
name = "'MWS' microbattery - LETHAL"
type_color = "#bf3d3d"
type_name = "<span class='lethal'>LETHAL</span>"
projectile_type = /obj/item/projectile/beam
/obj/item/ammo_casing/mws_batt/stun
name = "'MWS' microbattery - STUN"
type_color = "#0f81bc"
type_name = "<span class='stun'>STUN</span>"
projectile_type = /obj/item/projectile/beam/disabler
/obj/item/ammo_casing/mws_batt/xray
name = "'MWS' microbattery - XRAY"
type_color = "#32c025"
type_name = "<span class='xray'>XRAY</span>"
projectile_type = /obj/item/projectile/beam/xray
/obj/item/ammo_casing/mws_batt/ion
name = "'MWS' microbattery - ION"
type_color = "#d084d6"
type_name = "<span class='ion'>ION</span>"
projectile_type = /obj/item/projectile/ion
+3 -3
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@@ -95,7 +95,7 @@
zoom(user, FALSE) //we can only stay zoomed in if it's in our hands //yeah and we only unzoom if we're actually zoomed using the gun!!
//called after the gun has successfully fired its chambered ammo.
/obj/item/gun/proc/process_chamber()
/obj/item/gun/proc/process_chamber(mob/living/user)
return FALSE
//check if there's enough ammo/energy/whatever to shoot one time
@@ -251,7 +251,7 @@
shoot_with_empty_chamber(user)
firing_burst = FALSE
return FALSE
process_chamber()
process_chamber(user)
update_icon()
return TRUE
@@ -293,7 +293,7 @@
else
shoot_with_empty_chamber(user)
return
process_chamber()
process_chamber(user)
update_icon()
semicd = TRUE
addtimer(CALLBACK(src, .proc/reset_semicd), fire_delay)
@@ -358,3 +358,115 @@
user.emote("scream")
user.drop_all_held_items()
user.Knockdown(80)
// -------------- HoS Modular Weapon System -------------
// ---------- Code originally from VoreStation ----------
/obj/item/gun/ballistic/revolver/mws
name = "MWS-01 'Big Iron'"
desc = "Modular Weapons System"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "mws"
fire_sound = 'sound/weapons/Taser.ogg'
mag_type = /obj/item/ammo_box/magazine/mws_mag
spawnwithmagazine = FALSE
recoil = 0
var/charge_sections = 6
/obj/item/gun/ballistic/revolver/mws/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to remove the magazine.</span>"
/obj/item/gun/ballistic/revolver/mws/shoot_with_empty_chamber(mob/living/user as mob|obj)
process_chamber(user)
if(!chambered || !chambered.BB)
to_chat(user, "<span class='danger'>*click*</span>")
playsound(src, "gun_dry_fire", 30, 1)
/obj/item/gun/ballistic/revolver/mws/process_chamber(mob/living/user)
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
var/obj/item/ammo_casing/mws_batt/shot = chambered
if(shot.cell.charge >= shot.e_cost)
shot.chargeshot()
else
for(var/B in magazine.stored_ammo)
var/obj/item/ammo_casing/mws_batt/other_batt = B
if(istype(other_batt,shot) && other_batt.cell.charge >= other_batt.e_cost)
switch_to(other_batt, user)
break
update_icon()
/obj/item/gun/ballistic/revolver/mws/proc/switch_to(obj/item/ammo_casing/mws_batt/new_batt, mob/living/user)
if(ishuman(user))
if(chambered && new_batt.type == chambered.type)
to_chat(user,"<span class='warning'>[src] is now using the next [new_batt.type_name] power cell.</span>")
else
to_chat(user,"<span class='warning'>[src] is now firing [new_batt.type_name].</span>")
chambered = new_batt
update_icon()
/obj/item/gun/ballistic/revolver/mws/attack_self(mob/living/user)
if(!chambered)
return
var/list/stored_ammo = magazine.stored_ammo
if(stored_ammo.len == 1)
return //silly you.
//Find an ammotype that ISN'T the same, or exhaust the list and don't change.
var/our_slot = stored_ammo.Find(chambered)
for(var/index in 1 to stored_ammo.len)
var/true_index = ((our_slot + index - 1) % stored_ammo.len) + 1 // Stupid ONE BASED lists!
var/obj/item/ammo_casing/mws_batt/next_batt = stored_ammo[true_index]
if(chambered != next_batt && !istype(next_batt, chambered.type) && next_batt.cell.charge >= next_batt.e_cost)
switch_to(next_batt, user)
break
/obj/item/gun/ballistic/revolver/mws/AltClick(mob/living/user)
.=..()
if(magazine)
user.put_in_hands(magazine)
magazine.update_icon()
if(magazine.ammo_count())
playsound(src, 'sound/weapons/gun_magazine_remove_full.ogg', 70, 1)
else
playsound(src, "gun_remove_empty_magazine", 70, 1)
magazine = null
to_chat(user, "<span class='notice'>You pull the magazine out of [src].</span>")
if(chambered)
chambered = null
update_icon()
/obj/item/gun/ballistic/revolver/mws/update_icon()
cut_overlays()
if(!chambered)
return
var/obj/item/ammo_casing/mws_batt/batt = chambered
var/batt_color = batt.type_color //Used many times
//Mode bar
var/image/mode_bar = image(icon, icon_state = "[initial(icon_state)]_type")
mode_bar.color = batt_color
add_overlay(mode_bar)
//Barrel color
var/mutable_appearance/barrel_color = mutable_appearance(icon, "[initial(icon_state)]_barrel", color = batt_color)
barrel_color.alpha = 150
add_overlay(barrel_color)
//Charge bar
var/ratio = can_shoot() ? CEILING(clamp(batt.cell.charge / batt.cell.maxcharge, 0, 1) * charge_sections, 1) : 0
for(var/i = 0, i < ratio, i++)
var/mutable_appearance/charge_bar = mutable_appearance(icon, "[initial(icon_state)]_charge", color = batt_color)
charge_bar.pixel_x = i
charge_bar.color = batt_color
add_overlay(charge_bar)
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