Merge remote-tracking branch 'upstream/master' into wires-tgui

This commit is contained in:
SteelSlayer
2020-08-25 16:36:13 -05:00
146 changed files with 2247 additions and 1406 deletions
+3 -3
View File
@@ -58,7 +58,7 @@
icon_state = "eggs"
var/amount_grown = 0
var/player_spiders = 0
var/list/faction = list()
var/list/faction = list("spiders")
/obj/structure/spider/eggcluster/New()
..()
@@ -90,7 +90,7 @@
var/obj/machinery/atmospherics/unary/vent_pump/entry_vent
var/travelling_in_vent = 0
var/player_spiders = 0
var/list/faction = list()
var/list/faction = list("spiders")
var/selecting_player = 0
/obj/structure/spider/spiderling/New()
@@ -180,7 +180,7 @@
if(player_spiders && !selecting_player)
selecting_player = 1
spawn()
var/list/candidates = pollCandidates("Do you want to play as a spider?", ROLE_GSPIDER, 1)
var/list/candidates = SSghost_spawns.poll_candidates("Do you want to play as a giant spider?", ROLE_GSPIDER, TRUE, source = S)
if(candidates.len)
var/mob/C = pick(candidates)
+19
View File
@@ -2,6 +2,8 @@ GLOBAL_DATUM_INIT(fire_overlay, /image, image("icon" = 'icons/goonstation/effect
/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
move_resist = null // Set in the Initialise depending on the item size. Unless it's overriden by a specific item
var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers
var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/blood_overlay_color = null
@@ -113,6 +115,23 @@ GLOBAL_DATUM_INIT(fire_overlay, /image, image("icon" = 'icons/goonstation/effect
hitsound = 'sound/items/welder.ogg'
if(damtype == "brute")
hitsound = "swing_hit"
if(!move_resist)
determine_move_resist()
/obj/item/proc/determine_move_resist()
switch(w_class)
if(WEIGHT_CLASS_TINY)
move_resist = MOVE_FORCE_EXTREMELY_WEAK
if(WEIGHT_CLASS_SMALL)
move_resist = MOVE_FORCE_VERY_WEAK
if(WEIGHT_CLASS_NORMAL)
move_resist = MOVE_FORCE_WEAK
if(WEIGHT_CLASS_BULKY)
move_resist = MOVE_FORCE_NORMAL
if(WEIGHT_CLASS_HUGE)
move_resist = MOVE_FORCE_NORMAL
if(WEIGHT_CLASS_GIGANTIC)
move_resist = MOVE_FORCE_NORMAL
/obj/item/Destroy()
flags &= ~DROPDEL //prevent reqdels
@@ -191,7 +191,7 @@
if(CanUse(U))
if(!Use(U))
return
to_chat(U, "<span class='notice'>You replace [target.fitting] with [src].</span>")
to_chat(U, "<span class='notice'>You replace the light [target.fitting] with [src].</span>")
if(target.status != LIGHT_EMPTY)
AddShards(1, U)
+50 -15
View File
@@ -344,56 +344,56 @@
/obj/item/toy/prize/ripley
name = "toy ripley"
desc = "Mini-Mecha action figure! Collect them all! 1/11."
desc = "Mini-Mecha action figure! Collect them all! 1/11. This one is a ripley, a mining and engineering mecha."
/obj/item/toy/prize/fireripley
name = "toy firefighting ripley"
desc = "Mini-Mecha action figure! Collect them all! 2/11."
desc = "Mini-Mecha action figure! Collect them all! 2/11. This one is a firefighter ripley, a fireproof mining and engineering mecha."
icon_state = "fireripleytoy"
/obj/item/toy/prize/deathripley
name = "toy deathsquad ripley"
desc = "Mini-Mecha action figure! Collect them all! 3/11."
desc = "Mini-Mecha action figure! Collect them all! 3/11. This one is the black ripley used by the hero of DeathSquad, that TV drama about loose-cannon ERT officers!"
icon_state = "deathripleytoy"
/obj/item/toy/prize/gygax
name = "toy gygax"
desc = "Mini-Mecha action figure! Collect them all! 4/11."
desc = "Mini-Mecha action figure! Collect them all! 4/11. This one is the speedy gygax combat mecha. Zoom zoom, pew pew!"
icon_state = "gygaxtoy"
/obj/item/toy/prize/durand
name = "toy durand"
desc = "Mini-Mecha action figure! Collect them all! 5/11."
desc = "Mini-Mecha action figure! Collect them all! 5/11. This one is the heavy durand combat mecha. Stomp stomp!"
icon_state = "durandprize"
/obj/item/toy/prize/honk
name = "toy H.O.N.K."
desc = "Mini-Mecha action figure! Collect them all! 6/11."
desc = "Mini-Mecha action figure! Collect them all! 6/11. This one is the infamous H.O.N.K mech!"
icon_state = "honkprize"
/obj/item/toy/prize/marauder
name = "toy marauder"
desc = "Mini-Mecha action figure! Collect them all! 7/11."
desc = "Mini-Mecha action figure! Collect them all! 7/11. This one is the powerful marauder combat mecha! Run for cover!"
icon_state = "marauderprize"
/obj/item/toy/prize/seraph
name = "toy seraph"
desc = "Mini-Mecha action figure! Collect them all! 8/11."
desc = "Mini-Mecha action figure! Collect them all! 8/11. This one is the powerful seraph combat mecha! Someone's in trouble!"
icon_state = "seraphprize"
/obj/item/toy/prize/mauler
name = "toy mauler"
desc = "Mini-Mecha action figure! Collect them all! 9/11."
desc = "Mini-Mecha action figure! Collect them all! 9/11. This one is the deadly mauler combat mecha! Look out!"
icon_state = "maulerprize"
/obj/item/toy/prize/odysseus
name = "toy odysseus"
desc = "Mini-Mecha action figure! Collect them all! 10/11."
desc = "Mini-Mecha action figure! Collect them all! 10/11. This one is the spindly, syringe-firing odysseus medical mecha."
icon_state = "odysseusprize"
/obj/item/toy/prize/phazon
name = "toy phazon"
desc = "Mini-Mecha action figure! Collect them all! 11/11."
desc = "Mini-Mecha action figure! Collect them all! 11/11. This one is the mysterious Phazon combat mecha! Nobody's safe!"
icon_state = "phazonprize"
@@ -1591,182 +1591,217 @@ obj/item/toy/cards/deck/syndicate/black
/obj/item/toy/figure/cmo
name = "Chief Medical Officer action figure"
desc = "The ever-suffering CMO, from Space Life's SS12 figurine collection."
icon_state = "cmo"
toysay = "Suit sensors!"
/obj/item/toy/figure/assistant
name = "Assistant action figure"
desc = "The faceless, hairless scourge of the station, from Space Life's SS12 figurine collection."
icon_state = "assistant"
toysay = "Grey tide station wide!"
/obj/item/toy/figure/atmos
name = "Atmospheric Technician action figure"
desc = "The faithful atmospheric technician, from Space Life's SS12 figurine collection."
icon_state = "atmos"
toysay = "Glory to Atmosia!"
/obj/item/toy/figure/bartender
name = "Bartender action figure"
desc = "The suave bartender, from Space Life's SS12 figurine collection."
icon_state = "bartender"
toysay = "Wheres my monkey?"
/obj/item/toy/figure/borg
name = "Cyborg action figure"
desc = "The iron-willed cyborg, from Space Life's SS12 figurine collection."
icon_state = "borg"
toysay = "I. LIVE. AGAIN."
/obj/item/toy/figure/botanist
name = "Botanist action figure"
desc = "The drug-addicted botanist, from Space Life's SS12 figurine collection."
icon_state = "botanist"
toysay = "Dude, I see colors..."
/obj/item/toy/figure/captain
name = "Captain action figure"
desc = "The inept captain, from Space Life's SS12 figurine collection."
icon_state = "captain"
toysay = "Crew, the Nuke Disk is safely up my ass."
/obj/item/toy/figure/cargotech
name = "Cargo Technician action figure"
desc = "The hard-working cargo tech, from Space Life's SS12 figurine collection."
icon_state = "cargotech"
toysay = "For Cargonia!"
/obj/item/toy/figure/ce
name = "Chief Engineer action figure"
desc = "The expert Chief Engineer, from Space Life's SS12 figurine collection."
icon_state = "ce"
toysay = "Wire the solars!"
/obj/item/toy/figure/chaplain
name = "Chaplain action figure"
desc = "The obsessed Chaplain, from Space Life's SS12 figurine collection."
icon_state = "chaplain"
toysay = "Gods make me a killing machine please!"
/obj/item/toy/figure/chef
name = "Chef action figure"
desc = "The cannibalistic chef, from Space Life's SS12 figurine collection."
icon_state = "chef"
toysay = "I swear it's not human meat."
/obj/item/toy/figure/chemist
name = "Chemist action figure"
desc = "The legally dubious Chemist, from Space Life's SS12 figurine collection."
icon_state = "chemist"
toysay = "Get your pills!"
/obj/item/toy/figure/clown
name = "Clown action figure"
desc = "The mischevious Clown, from Space Life's SS12 figurine collection."
icon_state = "clown"
toysay = "Honk!"
/obj/item/toy/figure/ian
name = "Ian action figure"
desc = "The adorable corgi, from Space Life's SS12 figurine collection."
icon_state = "ian"
toysay = "Arf!"
/obj/item/toy/figure/detective
name = "Detective action figure"
desc = "The clever detective, from Space Life's SS12 figurine collection."
icon_state = "detective"
toysay = "This airlock has grey jumpsuit and insulated glove fibers on it."
/obj/item/toy/figure/dsquad
name = "Death Squad Officer action figure"
desc = "It's a member of the DeathSquad, a TV drama where loose-cannon ERT officers face up against the threats of the galaxy! It's from Space Life's special edition SS12 figurine collection."
icon_state = "dsquad"
toysay = "Eliminate all threats!"
/obj/item/toy/figure/engineer
name = "Engineer action figure"
desc = "The frantic engineer, from Space Life's SS12 figurine collection."
icon_state = "engineer"
toysay = "Oh god, the singularity is loose!"
/obj/item/toy/figure/geneticist
name = "Geneticist action figure"
desc = "The balding geneticist, from Space Life's SS12 figurine collection."
icon_state = "geneticist"
toysay = "I'm not qualified for this job."
/obj/item/toy/figure/hop
name = "Head of Personnel action figure"
desc = "The officious Head of Personnel, from Space Life's SS12 figurine collection."
icon_state = "hop"
toysay = "Giving out all access!"
toysay = "Papers, please!"
/obj/item/toy/figure/hos
name = "Head of Security action figure"
desc = "The bloodlust-filled Head of Security, from Space Life's SS12 figurine collection."
icon_state = "hos"
toysay = "I'm here to win, anything else is secondary."
toysay = "Space law? What?"
/obj/item/toy/figure/qm
name = "Quartermaster action figure"
desc = "The nationalistic Quartermaster, from Space Life's SS12 figurine collection."
icon_state = "qm"
toysay = "Hail Cargonia!"
/obj/item/toy/figure/janitor
name = "Janitor action figure"
desc = "The water-using Janitor, from Space Life's SS12 figurine collection."
icon_state = "janitor"
toysay = "Look at the signs, you idiot."
/obj/item/toy/figure/lawyer
name = "Internal Affairs Agent action figure"
desc = "The unappreciated Internal Affairs Agent, from Space Life's SS12 figurine collection."
icon_state = "lawyer"
toysay = "Standard Operating Procedure says they're guilty! Hacking is proof they're an Enemy of the Corporation!"
/obj/item/toy/figure/librarian
name = "Librarian action figure"
desc = "The quiet Librarian, from Space Life's SS12 figurine collection."
icon_state = "librarian"
toysay = "One day while..."
/obj/item/toy/figure/md
name = "Medical Doctor action figure"
desc = "The stressed-out doctor, from Space Life's SS12 figurine collection."
icon_state = "md"
toysay = "The patient is already dead!"
/obj/item/toy/figure/mime
name = "Mime action figure"
desc = "A \"Space Life\" brand Mime action figure."
desc = "... from Space Life's SS12 figurine collection."
icon_state = "mime"
toysay = "..."
/obj/item/toy/figure/miner
name = "Shaft Miner action figure"
desc = "The gun-toting Shaft Miner, from Space Life's SS12 figurine collection."
icon_state = "miner"
toysay = "Oh god it's eating my intestines!"
/obj/item/toy/figure/ninja
name = "Ninja action figure"
desc = "It's the mysterious ninja! It's from Space Life's special edition SS12 figurine collection."
icon_state = "ninja"
toysay = "Oh god! Stop shooting, I'm friendly!"
/obj/item/toy/figure/wizard
name = "Wizard action figure"
desc = "It's the deadly, spell-slinging wizard! It's from Space Life's special edition SS12 figurine collection."
icon_state = "wizard"
toysay = "Ei Nath!"
/obj/item/toy/figure/rd
name = "Research Director action figure"
desc = "The ambitious RD, from Space Life's SS12 figurine collection."
icon_state = "rd"
toysay = "Blowing all of the borgs!"
/obj/item/toy/figure/roboticist
name = "Roboticist action figure"
desc = "The skillful Roboticist, from Space Life's SS12 figurine collection."
icon_state = "roboticist"
toysay = "He asked to be borged!"
/obj/item/toy/figure/scientist
name = "Scientist action figure"
desc = "The mad Scientist, from Space Life's SS12 figurine collection."
icon_state = "scientist"
toysay = "Someone else must have made those bombs!"
/obj/item/toy/figure/syndie
name = "Nuclear Operative action figure"
desc = "It's the red-suited Nuclear Operative! It's from Space Life's special edition SS12 figurine collection."
icon_state = "syndie"
toysay = "Get that fucking disk!"
/obj/item/toy/figure/secofficer
name = "Security Officer action figure"
desc = "The power-tripping Security Officer, from Space Life's SS12 figurine collection."
icon_state = "secofficer"
toysay = "I am the law!"
/obj/item/toy/figure/virologist
name = "Virologist action figure"
desc = "The pandemic-starting Virologist, from Space Life's SS12 figurine collection."
icon_state = "virologist"
toysay = "The cure is potassium!"
toysay = "It's not my virus!"
/obj/item/toy/figure/warden
name = "Warden action figure"
desc = "The amnesiac Warden, from Space Life's SS12 figurine collection."
icon_state = "warden"
toysay = "Execute him for breaking in!"
+133
View File
@@ -0,0 +1,133 @@
/// Delay in deci-seconds between two non-lethal attacks
#define BATON_STUN_COOLDOWN 4 SECONDS
/// Force of the telescopic baton when deployed
#define BATON_TELESCOPIC_FORCE_DEPLOYED 10
/**
* # Police Baton
*
* Knocks down the hit mob when not on harm intent and when [/obj/item/melee/classic_baton/on] is TRUE
*
* A non-lethal attack has a cooldown to avoid spamming
*/
/obj/item/melee/classic_baton
name = "police baton"
desc = "A wooden truncheon for beating criminal scum."
icon_state = "baton"
item_state = "classic_baton"
slot_flags = SLOT_BELT
force = 12 //9 hit crit
w_class = WEIGHT_CLASS_NORMAL
/// Whether the baton is on cooldown
var/on_cooldown = FALSE
/// Whether the baton is toggled on (to allow attacking)
var/on = TRUE
/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
if(!on)
return ..()
add_fingerprint(user)
if((CLUMSY in user.mutations) && prob(50))
user.visible_message("<span class='danger'>[user] accidentally clubs [user.p_them()]self with [src]!</span>", \
"<span class='userdanger'>You accidentally club yourself with [src]!</span>")
user.Weaken(force * 3)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(force * 2, BRUTE, "head")
else
user.take_organ_damage(force * 2)
return
if(user.a_intent == INTENT_HARM || isrobot(target)) // Lethal attack or it's a borg (can't knock them down!)
return ..()
else if(!on_cooldown) // Non-lethal attack - knock them down
// Check for shield/countering
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
return
if(check_martial_counter(H, user))
return
// Visuals and sound
user.do_attack_animation(target)
playsound(target, 'sound/effects/woodhit.ogg', 75, TRUE, -1)
add_attack_logs(user, target, "Stunned with [src]")
target.visible_message("<span class='danger'>[user] has knocked down [target] with \the [src]!</span>", \
"<span class='userdanger'>[user] has knocked down [target] with \the [src]!</span>")
// Hit 'em
target.LAssailant = iscarbon(user) ? user : null
target.Weaken(3)
on_cooldown = TRUE
addtimer(CALLBACK(src, .proc/cooldown_finished), BATON_STUN_COOLDOWN)
/**
* Called some time after a non-lethal attack
*/
/obj/item/melee/classic_baton/proc/cooldown_finished()
on_cooldown = FALSE
/**
* # Fancy Cane
*/
/obj/item/melee/classic_baton/ntcane
name = "fancy cane"
desc = "A cane with special engraving on it. It seems well suited for fending off assailants..."
icon_state = "cane_nt"
item_state = "cane_nt"
needs_permit = FALSE
/obj/item/melee/classic_baton/ntcane/is_crutch()
return TRUE
/**
* # Telescopic Baton
*/
/obj/item/melee/classic_baton/telescopic
name = "telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
icon_state = "telebaton_0"
item_state = null
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
needs_permit = FALSE
force = 0
on = FALSE
/// Attack verbs when concealed (created on Initialize)
var/static/list/attack_verb_off
/// Attack verbs when extended (created on Initialize)
var/static/list/attack_verb_on
/obj/item/melee/classic_baton/telescopic/Initialize(mapload)
. = ..()
if(!attack_verb_off)
attack_verb_off = list("hit", "poked")
attack_verb_on = list("smacked", "struck", "cracked", "beaten")
attack_verb = on ? attack_verb_on : attack_verb_off
/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
on = !on
icon_state = "telebaton_[on]"
if(on)
to_chat(user, "<span class='warning'>You extend the baton.</span>")
item_state = "nullrod"
w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
force = BATON_TELESCOPIC_FORCE_DEPLOYED //stunbaton damage
attack_verb = attack_verb_on
else
to_chat(user, "<span class='notice'>You collapse the baton.</span>")
item_state = null //no sprite for concealment even when in hand
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = 0 //not so robust now
attack_verb = attack_verb_off
// Update mob hand visuals
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
playsound(loc, 'sound/weapons/batonextend.ogg', 50, TRUE)
add_fingerprint(user)
#undef BATON_STUN_COOLDOWN
#undef BATON_TELESCOPIC_FORCE_DEPLOYED
@@ -212,6 +212,11 @@
return M
owner_ckey = null
/obj/item/card/id/proc/getPlayerCkey()
var/mob/living/carbon/human/H = getPlayer()
if(istype(H))
return H.ckey
/obj/item/card/id/proc/is_untrackable()
return untrackable
+3 -4
View File
@@ -55,16 +55,15 @@
/obj/item/lipstick/random/Initialize(mapload)
. = ..()
var/lscolor = pick(lipstick_colors) // A random color is picked from the var defined initially in a new var.
colour = lipstick_colors[lscolor] // The color of the lipstick is pulled from the new variable (right hand side, HTML & Hex RGB)
name = "[lscolor] lipstick" // The new variable is also used to match the name to the color of the lipstick. Kudos to Desolate & Lemon
colour = pick(lipstick_colors)
name = "[colour] lipstick"
/obj/item/lipstick/attack_self(mob/user)
cut_overlays()
to_chat(user, "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>")
open = !open
if(open)
var/image/colored = mutable_appearance('icons/obj/items.dmi', "lipstick_uncap_color")
var/mutable_appearance/colored = mutable_appearance('icons/obj/items.dmi', "lipstick_uncap_color")
colored.color = lipstick_colors[colour]
icon_state = "lipstick_uncap"
add_overlay(colored)
@@ -5,39 +5,51 @@
origin_tech = "materials=2;combat=3"
light_power = 10
light_color = LIGHT_COLOR_WHITE
var/light_time = 2
var/range = 7
var/light_time = 0.2 SECONDS // The duration the area is illuminated
var/range = 7 // The range in tiles of the flashbang
/obj/item/grenade/flashbang/prime()
update_mob()
var/flashbang_turf = get_turf(src)
if(!flashbang_turf)
return
var/turf/T = get_turf(src)
if(T)
// VFX and SFX
do_sparks(rand(5, 9), FALSE, src)
playsound(T, 'sound/effects/bang.ogg', 100, TRUE)
new /obj/effect/dummy/lighting_obj(T, light_color, range + 2, light_power, light_time)
set_light(7)
do_sparks(rand(5, 9), FALSE, src)
playsound(flashbang_turf, 'sound/effects/bang.ogg', 25, 1)
bang(flashbang_turf, src, range)
for(var/obj/structure/blob/B in hear(8, flashbang_turf)) //Blob damage here
var/damage = round(30 / (get_dist(B, get_turf(src)) + 1))
B.take_damage(damage, BURN, "melee", 0)
spawn(light_time)
qdel(src)
// Stunning & damaging mechanic
bang(T, src, range)
qdel(src)
/**
* Creates a flashing effect that blinds and deafens mobs within range
*
* Also damages blobs
* Arguments:
* * T - The turf to flash
* * A - The flashing atom
* * range - The range in tiles of the flash
* * flash - Whether to flash (blind)
* * bang - Whether to bang (deafen)
*/
/proc/bang(turf/T, atom/A, range = 7, flash = TRUE, bang = TRUE)
// Blob damage
for(var/obj/structure/blob/B in hear(range + 1, T))
var/damage = round(30 / (get_dist(B, T) + 1))
B.take_damage(damage, BURN, "melee", FALSE)
// Flashing mechanic
var/source_turf = get_turf(A)
for(var/mob/living/M in hearers(range, T))
if(M.stat == DEAD)
continue
M.show_message("<span class='warning'>BANG</span>", 2)
//Checking for protections
var/ear_safety = M.check_ear_prot()
var/distance = max(1, get_dist(get_turf(A), get_turf(M)))
var/distance = max(1, get_dist(source_turf, get_turf(M)))
var/stun_amount = max(10 / distance, 3)
//Flash
// Flash
if(flash)
if(M.weakeyes)
M.visible_message("<span class='disarm'><b>[M]</b> screams and collapses!</span>")
@@ -49,21 +61,20 @@
var/mob/living/carbon/human/H = M
var/obj/item/organ/internal/eyes/E = H.get_int_organ(/obj/item/organ/internal/eyes)
if(E)
E.receive_damage(8, 1)
E.receive_damage(8, TRUE)
if(M.flash_eyes(affect_silicon = TRUE))
M.Stun(max(10 / distance, 3))
M.Weaken(max(10 / distance, 3))
M.Stun(stun_amount)
M.Weaken(stun_amount)
//Bang
// Bang
var/ear_safety = M.check_ear_prot()
if(bang)
if(!distance || A.loc == M || A.loc == M.loc) //Holding on person or being exactly where lies is significantly more dangerous and voids protection
if(!distance || A.loc == M || A.loc == M.loc) // Holding on person or being exactly where lies is significantly more dangerous and voids protection
M.Stun(10)
M.Weaken(10)
if(!ear_safety)
M.Stun(max(10 / distance, 3))
M.Weaken(max(10 / distance, 3))
M.Stun(stun_amount)
M.Weaken(stun_amount)
M.AdjustEarDamage(rand(0, 5), 15)
if(iscarbon(M))
var/mob/living/carbon/C = M
@@ -74,6 +85,5 @@
if(prob(ears.ear_damage - 5))
to_chat(M, "<span class='warning'>You can't hear anything!</span>")
M.BecomeDeaf()
else
if(ears.ear_damage >= 5)
to_chat(M, "<span class='warning'>Your ears start to ring!</span>")
else if(ears.ear_damage >= 5)
to_chat(M, "<span class='warning'>Your ears start to ring!</span>")
@@ -255,7 +255,7 @@
possessed = TRUE
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as the spirit of [user.real_name]'s blade?", ROLE_PAI, 0, 100)
var/list/mob/dead/observer/candidates = SSghost_spawns.poll_candidates("Do you want to play as the spirit of [user.real_name]'s blade?", ROLE_PAI, FALSE, 10 SECONDS, source = src)
var/mob/dead/observer/theghost = null
if(candidates.len)
@@ -204,8 +204,10 @@
/obj/item/flashlight/pen,
/obj/item/seeds,
/obj/item/wirecutters,
/obj/item/wrench,
)
/obj/item/wrench,
/obj/item/reagent_containers/spray/weedspray,
/obj/item/reagent_containers/spray/pestspray
)
/obj/item/storage/belt/security
name = "security belt"
@@ -1,119 +0,0 @@
/* Weapons
* Contains:
* Banhammer
* Classic Baton
*/
/*
* Banhammer
*/
/obj/item/banhammer/attack(mob/M, mob/user)
to_chat(M, "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>")
to_chat(user, "<font color='red'> You have <b>BANNED</b> [M]</font>")
playsound(loc, 'sound/effects/adminhelp.ogg', 15) //keep it at 15% volume so people don't jump out of their skin too much
/*
* Classic Baton
*/
/obj/item/melee/classic_baton
name = "police baton"
desc = "A wooden truncheon for beating criminal scum."
icon_state = "baton"
item_state = "classic_baton"
slot_flags = SLOT_BELT
force = 12 //9 hit crit
w_class = WEIGHT_CLASS_NORMAL
var/cooldown = 0
var/on = 1
/obj/item/melee/classic_baton/attack(mob/target as mob, mob/living/user as mob)
if(on)
add_fingerprint(user)
if((CLUMSY in user.mutations) && prob(50))
to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
user.Weaken(3 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, "head")
else
user.take_organ_damage(2*force)
return
if(isrobot(target))
..()
return
if(!isliving(target))
return
if(user.a_intent == INTENT_HARM)
if(!..()) return
if(!isrobot(target)) return
else
if(cooldown <= 0)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
return
if(check_martial_counter(H, user))
return
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
target.Weaken(3)
add_attack_logs(user, target, "Stunned with [src]")
add_fingerprint(user)
target.visible_message("<span class ='danger'>[user] has knocked down [target] with \the [src]!</span>", \
"<span class ='userdanger'>[user] has knocked down [target] with \the [src]!</span>")
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = user
cooldown = 1
spawn(40)
cooldown = 0
return
else
return ..()
/obj/item/melee/classic_baton/ntcane
name = "fancy cane"
desc = "A cane with special engraving on it. It seems well suited for fending off assailants..."
icon_state = "cane_nt"
item_state = "cane_nt"
needs_permit = 0
/obj/item/melee/classic_baton/ntcane/is_crutch()
return 1
//Telescopic baton
/obj/item/melee/classic_baton/telescopic
name = "telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
icon_state = "telebaton_0"
item_state = null
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
needs_permit = 0
force = 0
on = 0
/obj/item/melee/classic_baton/telescopic/attack_self(mob/user as mob)
on = !on
if(on)
to_chat(user, "<span class ='warning'>You extend the baton.</span>")
icon_state = "telebaton_1"
item_state = "nullrod"
w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
force = 10 //stunbaton damage
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
icon_state = "telebaton_0"
item_state = null //no sprite for concealment even when in hand
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = 0 //not so robust now
attack_verb = list("hit", "poked")
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
add_fingerprint(user)
+8 -1
View File
@@ -1,3 +1,6 @@
/**
* # Banhammer
*/
/obj/item/banhammer
desc = "A banhammer"
name = "banhammer"
@@ -13,11 +16,15 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
/obj/item/banhammer/suicide_act(mob/user)
to_chat(viewers(user), "<span class='suicide'>[user] is hitting [user.p_them()]self with the [src.name]! It looks like [user.p_theyre()] trying to ban [user.p_them()]self from life.</span>")
return BRUTELOSS|FIRELOSS|TOXLOSS|OXYLOSS
/obj/item/banhammer/attack(mob/M, mob/user)
to_chat(M, "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>")
to_chat(user, "<font color='red'> You have <b>BANNED</b> [M]</font>")
playsound(loc, 'sound/effects/adminhelp.ogg', 15) //keep it at 15% volume so people don't jump out of their skin too much
/obj/item/sord
name = "\improper SORD"
desc = "This thing is so unspeakably shitty you are having a hard time even holding it."
@@ -25,9 +25,13 @@
..()
spawn(1)
if(!opened) // if closed, any item at the crate's loc is put in the contents
var/itemcount = 0
for(var/obj/item/I in loc)
if(I.density || I.anchored || I == src) continue
I.forceMove(src)
// Ensure the storage cap is respected
if(++itemcount >= storage_capacity)
break
// Fix for #383 - C4 deleting fridges with corpses
/obj/structure/closet/Destroy()
+1 -1
View File
@@ -40,7 +40,7 @@
return
if(!in_range(src, user))
return
if(!iscarbon(usr))
if(!iscarbon(usr) && !isrobot(usr))
return
playsound(loc, 'sound/machines/click.ogg', 15, TRUE, -3)
opened = !opened