Merge remote-tracking branch 'upstream/master' into universal-damage

This commit is contained in:
Fox McCloud
2019-09-14 21:15:31 -04:00
212 changed files with 2977 additions and 1726 deletions
+3
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@@ -21,6 +21,9 @@
/obj/effect/acid_act()
return
/obj/effect/experience_pressure_difference()
return
/obj/effect/decal
plane = FLOOR_PLANE
var/no_scoop = FALSE //if it has this, don't let it be scooped up
@@ -90,6 +90,10 @@
/obj/effect/temp_visual/dir_setting/wraith/out
icon_state = "phase_shift"
/obj/effect/temp_visual/dir_setting/tailsweep
icon_state = "tailsweep"
duration = 4
/obj/effect/temp_visual/wizard
name = "water"
icon = 'icons/mob/mob.dmi'
+2 -2
View File
@@ -25,7 +25,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
var/w_class = WEIGHT_CLASS_NORMAL
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
pass_flags = PASSTABLE
pressure_resistance = 3
pressure_resistance = 4
// causeerrorheresoifixthis
var/obj/item/master = null
@@ -361,7 +361,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
else
return ..()
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, atom/movable/AM)
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, args)
if(prob(final_block_chance))
owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
+123 -106
View File
@@ -41,160 +41,160 @@
/obj/item/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with working lightbulbs."
desc = "A device to automatically replace lights. Refill with broken or working light bulbs, or sheets of glass."
icon = 'icons/obj/janitor.dmi'
icon_state = "lightreplacer0"
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
origin_tech = "magnets=3;engineering=4"
force = 8
var/emagged = FALSE
var/max_uses = 20
var/uses = 0
var/shards = 0
var/recycle = 3
var/emagged = 0
var/failmsg = ""
var/uses = 10
// How much to increase per each glass?
var/increment = 5
// How much to take from the glass?
var/decrement = 1
var/charge = 1
/obj/item/lightreplacer/New()
uses = max_uses / 2
failmsg = "The [name]'s refill light blinks red."
..()
// Eating used bulbs gives us bulb shards
var/bulb_shards = 0
// when we get this many shards, we get a free bulb.
var/shards_required = 4
/obj/item/lightreplacer/examine(mob/user)
if(..(user, 2))
to_chat(user, "It has [uses] lights and [shards] shards remaining.")
..()
to_chat(user, status_string())
/obj/item/lightreplacer/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = W
if(G.amount - decrement >= 0 && uses < max_uses)
var/remaining = max(G.amount - decrement, 0)
if(!remaining && !(G.amount - decrement) == 0)
to_chat(user, "There isn't enough glass.")
return
G.amount = remaining
if(!G.amount)
user.drop_item()
qdel(G)
AddUses(increment)
to_chat(user, "You insert a piece of glass into the [src.name]. You have [uses] lights remaining.")
/obj/item/lightreplacer/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src] is full.</span>")
return
else if(G.use(decrement))
AddUses(increment)
to_chat(user, "<span class='notice'>You insert a piece of glass into [src]. You have [uses] light\s remaining.</span>")
return
else
to_chat(user, "<span class='warning'>You need one sheet of glass to replace lights!</span>")
return
if(istype(W, /obj/item/light))
var/obj/item/light/L = W
if(istype(I, /obj/item/shard))
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src] is full.</span>")
return
if(!user.unEquip(I))
return
AddUses(round(increment * 0.75))
to_chat(user, "<span class='notice'>You insert a shard of glass into [src]. You have [uses] light\s remaining.</span>")
qdel(I)
return
if(istype(I, /obj/item/light))
var/obj/item/light/L = I
if(L.status == 0) // LIGHT OKAY
if(!user.drop_item())
to_chat(user, "[L] is stuck to your hand!")
return
if(uses < max_uses)
if(!user.unEquip(L))
return
AddUses(1)
to_chat(user, "You insert the [L.name] into the [src.name]. You have [uses] lights remaining.")
user.drop_item()
qdel(L)
return
else if(L.status == 2 || L.status == 3)
if(!user.drop_item())
to_chat(user, "[L] is stuck to your hand!")
return
else
AddShards(1)
to_chat(user, "You insert [L] into [src]. You have [shards] shards remaining.")
user.drop_item()
qdel(L)
else
if(!user.unEquip(L))
return
to_chat(user, "<span class='notice'>You insert [L] into [src].</span>")
AddShards(1, user)
qdel(L)
return
if(istype(W, /obj/item/storage))
var/obj/item/storage/S = W
var/found_lightbulbs = 0
if(istype(I, /obj/item/storage))
var/obj/item/storage/S = I
var/found_lightbulbs = FALSE
var/replaced_something = TRUE
for(var/obj/item/I in S.contents)
if(istype(I,/obj/item/light))
var/obj/item/light/L = I
found_lightbulbs = 1
for(var/obj/item/IT in S.contents)
if(istype(IT, /obj/item/light))
var/obj/item/light/L = IT
found_lightbulbs = TRUE
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src] is full!</span>")
break
if(L.status == 0)
if(L.status == LIGHT_OK)
replaced_something = TRUE
AddUses(1)
qdel(L)
else if(L.status == 2 || L.status == 3)
AddShards(1)
else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
replaced_something = TRUE
AddShards(1, user)
qdel(L)
to_chat(user, "<span class='notice'>You fill [src] with lights from [S].")
if(!found_lightbulbs)
to_chat(user, "<span class='warning'>[S] contains no bulbs.</span>")
return
if(!replaced_something && uses == max_uses)
to_chat(user, "<span class='warning'>[src] is full!</span>")
return
to_chat(user, "<span class='notice'>You fill [src] with lights from [S]. " + status_string() + "</span>")
return
return ..()
/obj/item/lightreplacer/emag_act(user as mob)
if(!emagged)
Emag()
/obj/item/lightreplacer/attack_self(mob/user)
/* // This would probably be a bit OP. If you want it though, uncomment the code.
if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(R.emagged)
src.Emag()
to_chat(usr, "You shortcircuit the [src].")
return
*/
to_chat(usr, "It has [uses] lights remaining.")
for(var/obj/machinery/light/target in user.loc)
ReplaceLight(target, user)
to_chat(user, status_string())
/obj/item/lightreplacer/update_icon()
icon_state = "lightreplacer[emagged]"
/obj/item/lightreplacer/proc/status_string()
return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
/obj/item/lightreplacer/proc/Use(var/mob/user)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
/obj/item/lightreplacer/proc/Use(mob/user)
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
AddUses(-1)
return 1
// Negative numbers will subtract
/obj/item/lightreplacer/proc/AddUses(var/amount = 1)
uses = min(max(uses + amount, 0), max_uses)
/obj/item/lightreplacer/proc/AddUses(amount = 1)
uses = Clamp(uses + amount, 0, max_uses)
/obj/item/lightreplacer/proc/AddShards(amount = 1)
shards += amount
var/recycled_lights = round(shards / recycle)
if(recycled_lights > 0)
AddUses(recycled_lights)
shards = shards % recycle
return recycled_lights
/obj/item/lightreplacer/proc/AddShards(amount = 1, user)
bulb_shards += amount
var/new_bulbs = round(bulb_shards / shards_required)
if(new_bulbs > 0)
AddUses(new_bulbs)
bulb_shards = bulb_shards % shards_required
if(new_bulbs != 0)
to_chat(user, "<span class='notice'>[src] has fabricated a new bulb from the broken glass it has stored. It now has [uses] uses.</span>")
playsound(loc, 'sound/machines/ding.ogg', 50, TRUE)
return new_bulbs
/obj/item/lightreplacer/proc/Charge(var/mob/user)
charge += 1
if(charge > 7)
if(charge > 3)
AddUses(1)
charge = 1
/obj/item/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U)
/obj/item/lightreplacer/proc/ReplaceLight(obj/machinery/light/target, mob/living/U)
if(target.status != LIGHT_OK)
if(CanUse(U))
if(!Use(U)) return
to_chat(U, "<span class='notice'>You replace the [target.fitting] with the [src].</span>")
if(!Use(U))
return
to_chat(U, "<span class='notice'>You replace [target.fitting] with [src].</span>")
if(target.status != LIGHT_EMPTY)
var/obj/item/light/L1 = new target.light_type(target.loc)
L1.status = target.status
L1.rigged = target.rigged
L1.brightness_range = target.brightness_range
L1.brightness_power = target.brightness_power
L1.brightness_color = target.brightness_color
L1.switchcount = target.switchcount
target.switchcount = 0
L1.update()
AddShards(1, U)
target.status = LIGHT_EMPTY
target.update()
@@ -215,37 +215,54 @@
return
else
to_chat(U, failmsg)
to_chat(U, "[src]'s refill light blinks red.")
return
else
to_chat(U, "There is a working [target.fitting] already inserted.")
to_chat(U, "<span class='warning'>There is a working [target.fitting] already inserted!</span>")
return
/obj/item/lightreplacer/proc/Emag()
emagged = !emagged
playsound(src.loc, "sparks", 100, 1)
playsound(loc, "sparks", 100, TRUE)
if(emagged)
name = "Shortcircuited [initial(name)]"
name = "shortcircuited [initial(name)]"
else
name = initial(name)
update_icon()
//Can you use it?
/obj/item/lightreplacer/proc/CanUse(mob/living/user)
add_fingerprint(user)
if(uses > 0)
return 1
else
return 0
/obj/item/lightreplacer/afterattack(atom/T, mob/U, proximity)
if(!proximity)
return
if(!isturf(T))
return
var/used = FALSE
for(var/atom/A in T)
if(!CanUse(U))
break
used = TRUE
if(istype(A, /obj/machinery/light))
ReplaceLight(A, U)
if(!used)
to_chat(U, "[src]'s refill light blinks red.")
/obj/item/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.myreplacer = src
J.update_icon()
/obj/item/lightreplacer/proc/CanUse(var/mob/living/user)
src.add_fingerprint(user)
//Not sure what else to check for. Maybe if clumsy?
if(uses > 0)
return 1
else
return 0
/obj/item/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
#undef LIGHT_OK
#undef LIGHT_EMPTY
#undef LIGHT_BROKEN
#undef LIGHT_BURNED
#undef LIGHT_BURNED
+1 -1
View File
@@ -9,7 +9,7 @@
throw_range = 1
throw_speed = 1
layer = 4
pressure_resistance = 1
pressure_resistance = 2
/obj/item/documents/nanotrasen
desc = "\"Top Secret\" Nanotrasen documents printed on special copy-protected paper. It is filled with complex diagrams and lists of names, dates and coordinates."
+1 -1
View File
@@ -12,7 +12,7 @@
/obj/item/borg/stun/attack(mob/living/M, mob/living/silicon/robot/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.check_shields(0, "[M]'s [name]", src, MELEE_ATTACK))
if(H.check_shields(src, 0, "[M]'s [name]", MELEE_ATTACK))
playsound(M, 'sound/weapons/genhit.ogg', 50, 1)
return 0
@@ -167,7 +167,7 @@ var/global/list/datum/stack_recipe/wood_recipes = list(
new /datum/stack_recipe("wooden sandals", /obj/item/clothing/shoes/sandal, 1),
new /datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20),
new /datum/stack_recipe("wood table frame", /obj/structure/table_frame/wood, 2, time = 10), \
new /datum/stack_recipe("wooden chair", /obj/structure/chair/wood/normal, 3, time = 10, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("wooden chair", /obj/structure/chair/wood, 3, time = 10, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 50, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("bookcase", /obj/structure/bookcase, 5, time = 50, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("dresser", /obj/structure/dresser, 30, time = 50, one_per_turf = 1, on_floor = 1),
+1 -1
View File
@@ -210,7 +210,7 @@
brightness_on = 0
sharp_when_wielded = FALSE // It's a toy
/obj/item/twohanded/dualsaber/toy/hit_reaction()
/obj/item/twohanded/dualsaber/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/twohanded/dualsaber/toy/IsReflect()//Stops Toy Dualsabers from reflecting energy projectiles
+132 -107
View File
@@ -7,32 +7,35 @@
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
flags = CONDUCT
force = 3.0
throwforce = 10.0
force = 3
throwforce = 10
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=500)
origin_tech = "combat=1;plasmatech=2;engineering=2"
var/status = 0
var/lit = 0 //on or off
var/operating = 0//cooldown
var/turf/previousturf = null
var/status = FALSE
var/lit = FALSE //on or off
var/operating = FALSE//cooldown
var/obj/item/weldingtool/weldtool = null
var/obj/item/assembly/igniter/igniter = null
var/obj/item/tank/plasma/ptank = null
var/warned_admins = FALSE //for the message_admins() when lit
//variables for prebuilt flamethrowers
var/create_full = FALSE
var/create_with_tank = FALSE
var/igniter_type = /obj/item/assembly/igniter
/obj/item/flamethrower/Destroy()
QDEL_NULL(weldtool)
QDEL_NULL(igniter)
QDEL_NULL(ptank)
previousturf = null
return ..()
/obj/item/flamethrower/process()
if(!lit)
if(!lit || !igniter)
STOP_PROCESSING(SSobj, src)
return null
var/turf/location = loc
@@ -41,133 +44,139 @@
if(M.l_hand == src || M.r_hand == src)
location = M.loc
if(isturf(location)) //start a fire if possible
location.hotspot_expose(700, 2)
return
igniter.flamethrower_process(location)
/obj/item/flamethrower/update_icon()
overlays.Cut()
cut_overlays()
if(igniter)
overlays += "+igniter[status]"
add_overlay("+igniter[status]")
if(ptank)
overlays += "+ptank"
add_overlay("+ptank")
if(lit)
overlays += "+lit"
add_overlay("+lit")
item_state = "flamethrower_1"
else
item_state = "flamethrower_0"
return
if(ismob(loc))
var/mob/M = loc
M.update_inv_l_hand()
M.update_inv_r_hand()
/obj/item/flamethrower/afterattack(atom/target, mob/user, flag)
if(flag) return // too close
// Make sure our user is still holding us
if(user && user.is_in_active_hand(src))
. = ..()
if(flag)
return // too close
if(user && user.get_active_hand() == src) // Make sure our user is still holding us
var/turf/target_turf = get_turf(target)
if(target_turf)
var/turflist = getline(user, target_turf)
add_attack_logs(user, target, "Flamethrowered at [target.x],[target.y],[target.z]")
flame_turf(turflist)
/obj/item/flamethrower/attackby(obj/item/W as obj, mob/user as mob, params)
if(user.stat || user.restrained() || user.lying) return
if(iswrench(W) && !status)//Taking this apart
/obj/item/flamethrower/attackby(obj/item/I, mob/user, params)
if(iswrench(I) && !status)//Taking this apart
var/turf/T = get_turf(src)
if(weldtool)
weldtool.loc = T
weldtool.forceMove(T)
weldtool = null
if(igniter)
igniter.loc = T
igniter.forceMove(T)
igniter = null
if(ptank)
ptank.loc = T
ptank.forceMove(T)
ptank = null
new /obj/item/stack/rods(T)
qdel(src)
return
if(isscrewdriver(W) && igniter && !lit)
else if(isscrewdriver(I) && igniter && !lit)
status = !status
to_chat(user, "<span class='notice'>[igniter] is now [status ? "secured" : "unsecured"]!</span>")
update_icon()
return
if(isigniter(W))
var/obj/item/assembly/igniter/I = W
if(I.secured) return
if(igniter) return
user.drop_item()
I.loc = src
igniter = I
update_icon()
return
if(istype(W,/obj/item/tank/plasma))
if(ptank)
to_chat(user, "<span class='notice'>There appears to already be a plasma tank loaded in [src]!</span>")
else if(isigniter(I))
var/obj/item/assembly/igniter/IG = I
if(IG.secured)
return
user.drop_item()
ptank = W
W.loc = src
if(igniter)
return
if(!user.drop_item())
return
IG.forceMove(src)
igniter = IG
update_icon()
return
if(istype(W, /obj/item/analyzer) && ptank)
else if(istype(I, /obj/item/tank/plasma))
if(ptank)
if(user.drop_item())
I.forceMove(src)
ptank.forceMove(get_turf(src))
ptank = I
to_chat(user, "<span class='notice'>You swap the plasma tank in [src]!</span>")
return
if(!user.drop_item())
return
I.forceMove(src)
ptank = I
update_icon()
return
else if(istype(I, /obj/item/analyzer) && ptank)
atmosanalyzer_scan(ptank.air_contents, user)
else
return ..()
/obj/item/flamethrower/attack_self(mob/user)
toggle_igniter(user)
/obj/item/flamethrower/AltClick(mob/user)
if(ptank && isliving(user) && user.Adjacent(src))
user.put_in_hands(ptank)
ptank = null
to_chat(user, "<span class='notice'>You remove the plasma tank from [src]!</span>")
update_icon()
/obj/item/flamethrower/examine(mob/user)
..()
return
if(ptank)
to_chat(user, "<span class='notice'>[src] has \a [ptank] attached. Alt-click to remove it.</span>")
/obj/item/flamethrower/attack_self(mob/user as mob)
if(user.stat || user.restrained() || user.lying) return
user.set_machine(src)
/obj/item/flamethrower/proc/toggle_igniter(mob/user)
if(!ptank)
to_chat(user, "<span class='notice'>Attach a plasma tank first!</span>")
return
var/dat = text("<TT><B>Flamethrower (<A HREF='?src=[UID()];light=1'>[lit ? "<font color='red'>Lit</font>" : "Unlit"]</a>)</B><BR>\n Tank Pressure: [ptank.air_contents.return_pressure()]<BR>\n<A HREF='?src=[UID()];remove=1'>Remove plasmatank</A> - <A HREF='?src=[UID()];close=1'>Close</A></TT>")
user << browse(dat, "window=flamethrower;size=600x300")
onclose(user, "flamethrower")
return
/obj/item/flamethrower/Topic(href,href_list[])
if(href_list["close"])
usr.unset_machine()
usr << browse(null, "window=flamethrower")
if(!status)
to_chat(user, "<span class='notice'>Secure the igniter first!</span>")
return
if(usr.stat || usr.restrained() || usr.lying) return
usr.set_machine(src)
if(href_list["light"])
if(!ptank) return
if(!status) return
lit = !lit
if(lit)
START_PROCESSING(SSobj, src)
if(href_list["remove"])
if(!ptank) return
usr.put_in_hands(ptank)
ptank = null
lit = 0
usr.unset_machine()
usr << browse(null, "window=flamethrower")
for(var/mob/M in viewers(1, loc))
if((M.client && M.machine == src))
attack_self(M)
to_chat(user, "<span class='notice'>You [lit ? "extinguish" : "ignite"] [src]!</span>")
lit = !lit
if(lit)
START_PROCESSING(SSobj, src)
if(!warned_admins)
message_admins("[ADMIN_LOOKUPFLW(user)] has lit a flamethrower.")
warned_admins = TRUE
else
STOP_PROCESSING(SSobj,src)
update_icon()
return
/obj/item/flamethrower/CheckParts(list/parts_list)
..()
weldtool = locate(/obj/item/weldingtool) in contents
igniter = locate(/obj/item/assembly/igniter) in contents
weldtool.status = 0
igniter.secured = 0
status = 1
weldtool.status = FALSE
igniter.secured = FALSE
status = TRUE
update_icon()
//Called from turf.dm turf/dblclick
/obj/item/flamethrower/proc/flame_turf(turflist)
if(!lit || operating) return
operating = 1
if(!lit || operating)
return
operating = TRUE
var/turf/previousturf = get_turf(src)
for(var/turf/simulated/T in turflist)
if(!T.air)
@@ -176,47 +185,63 @@
continue //so we don't burn the tile we be standin on
if(!T.CanAtmosPass(previousturf))
break
ignite_turf(T)
if(igniter)
igniter.ignite_turf(src, T)
else
default_ignite(T)
sleep(1)
previousturf = T
operating = 0
operating = FALSE
for(var/mob/M in viewers(1, loc))
if((M.client && M.machine == src))
attack_self(M)
return
/obj/item/flamethrower/proc/ignite_turf(turf/target, release_amount = 0.05)
/obj/item/flamethrower/proc/default_ignite(turf/target, release_amount = 0.05)
//TODO: DEFERRED Consider checking to make sure tank pressure is high enough before doing this...
//Transfer 5% of current tank air contents to turf
var/datum/gas_mixture/air_transfer = ptank.air_contents.remove_ratio(release_amount)
air_transfer.toxins = air_transfer.toxins // This is me not comprehending the air system. I realize this is retarded and I could probably make it work without fucking it up like this, but there you have it. -- TLE
if(air_transfer.toxins)
air_transfer.toxins = air_transfer.toxins * 5
target.assume_air(air_transfer)
//Burn it based on transfered gas
target.hotspot_expose((ptank.air_contents.temperature*2) + 380,500) // -- More of my "how do I shot fire?" dickery. -- TLE
target.hotspot_expose((ptank.air_contents.temperature*2) + 380, 500)
//location.hotspot_expose(1000,500,1)
SSair.add_to_active(target, 0)
return
/obj/item/flamethrower/full/New(var/loc)
..()
if(!weldtool)
weldtool = new /obj/item/weldingtool(src)
weldtool.status = 0
if(!igniter)
igniter = new /obj/item/assembly/igniter(src)
igniter.secured = 0
status = 1
update_icon()
/obj/item/flamethrower/Initialize(mapload)
. = ..()
if(create_full)
if(!weldtool)
weldtool = new /obj/item/weldingtool(src)
weldtool.status = FALSE
if(!igniter)
igniter = new igniter_type(src)
igniter.secured = FALSE
status = TRUE
if(create_with_tank)
ptank = new /obj/item/tank/plasma/full(src)
update_icon()
/obj/item/flamethrower/full/tank/New(var/loc)
..()
ptank = new /obj/item/tank/plasma/full(src)
update_icon()
/obj/item/flamethrower/full
create_full = TRUE
/obj/item/flamethrower/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
if(ptank && damage && attack_type == PROJECTILE_ATTACK && prob(15))
/obj/item/flamethrower/full/tank
create_with_tank = TRUE
/obj/item/flamethrower/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
var/obj/item/projectile/P = hitby
if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits the fueltank on [owner]'s [src], rupturing it! What a shot!</span>")
var/target_turf = get_turf(owner)
ignite_turf(target_turf, 100)
qdel(ptank)
var/turf/target_turf = get_turf(owner)
log_game("A projectile ([hitby]) detonated a flamethrower tank held by [key_name(owner)] at [COORD(target_turf)]")
igniter.ignite_turf(src,target_turf, release_amount = 100)
QDEL_NULL(ptank)
return 1 //It hit the flamethrower, not them
/obj/item/assembly/igniter/proc/flamethrower_process(turf/simulated/location)
location.hotspot_expose(700, 2)
/obj/item/assembly/igniter/proc/ignite_turf(obj/item/flamethrower/F, turf/simulated/location, release_amount = 0.05)
F.default_ignite(location, release_amount)
@@ -113,9 +113,13 @@
spawn(det_time)
prime()
/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
if(damage && attack_type == PROJECTILE_ATTACK && prob(15))
/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
var/obj/item/projectile/P = hitby
if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
var/turf/T = get_turf(src)
log_game("A projectile ([hitby]) detonated a grenade held by [key_name(owner)] at [COORD(T)]")
message_admins("A projectile ([hitby]) detonated a grenade held by [key_name_admin(owner)] at [ADMIN_COORDJMP(T)]")
prime()
return 1 //It hit the grenade, not them
@@ -563,7 +567,7 @@
update_icon()
/obj/item/grenade/chem_grenade/saringas
payload_name = "saringas"
payload_name = "sarin gas"
desc = "Contains sarin gas; extremely deadly and fast acting; use with extreme caution."
stage = READY
@@ -137,7 +137,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/nullrod/claymore/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
/obj/item/nullrod/claymore/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight
return ..()
@@ -120,7 +120,7 @@
if(item_color == null)
item_color = pick("red", "blue", "green", "purple")
/obj/item/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
/obj/item/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
return ..()
return 0
@@ -157,7 +157,7 @@
..()
item_color = null
/obj/item/melee/energy/sword/cyborg/saw/hit_reaction()
/obj/item/melee/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/melee/energy/sword/saber
@@ -44,7 +44,7 @@
hitsound = 'sound/weapons/rapierhit.ogg'
materials = list(MAT_METAL = 1000)
/obj/item/melee/rapier/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
/obj/item/melee/rapier/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight
return ..()
+53 -62
View File
@@ -1,27 +1,30 @@
// Glass shards
/obj/item/shard
name = "glass shard"
name = "shard"
desc = "A nasty looking shard of glass."
icon = 'icons/obj/shards.dmi'
icon_state = "large"
sharp = TRUE
desc = "Could probably be used as ... a throwing weapon?"
w_class = WEIGHT_CLASS_TINY
force = 5
throwforce = 10
item_state = "shard-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
sharp = TRUE
var/cooldown = 0
var/icon_prefix
var/obj/item/stack/sheet/welded_type = /obj/item/stack/sheet/glass
/obj/item/shard/suicide_act(mob/user)
to_chat(viewers(user), pick("<span class='danger'>[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>",
"<span class='danger'>[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>"))
return BRUTELOSS
/obj/item/shard/New()
..()
/obj/item/shard/Initialize(mapload)
. = ..()
icon_state = pick("large", "medium", "small")
switch(icon_state)
if("small")
@@ -33,6 +36,8 @@
if("large")
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
if(icon_prefix)
icon_state = "[icon_prefix][icon_state]"
/obj/item/shard/afterattack(atom/movable/AM, mob/user, proximity)
if(!proximity || !(src in user))
@@ -48,15 +53,17 @@
if(affecting.is_robotic())
return
to_chat(H, "<span class='warning'>[src] cuts into your hand!</span>")
if(affecting.receive_damage(force*0.5))
if(affecting.receive_damage(force * 0.5))
H.UpdateDamageIcon()
/obj/item/shard/attackby(obj/item/I, mob/user, params)
if(iswelder(I))
var/obj/item/weldingtool/WT = I
if(WT.remove_fuel(0, user))
var/obj/item/stack/sheet/glass/NG = new (user.loc)
for(var/obj/item/stack/sheet/glass/G in user.loc)
var/obj/item/stack/sheet/NG = new welded_type(user.loc)
for(var/obj/item/stack/sheet/G in user.loc)
if(!istype(G, welded_type))
continue
if(G == NG)
continue
if(G.amount >= G.max_amount)
@@ -64,64 +71,48 @@
G.attackby(NG, user)
to_chat(user, "<span class='notice'>You add the newly-formed glass to the stack. It now contains [NG.amount] sheet\s.</span>")
qdel(src)
else
return ..()
return
if(istype(I, /obj/item/lightreplacer))
I.attackby(src, user)
return
return ..()
/obj/item/shard/Crossed(AM as mob|obj, oldloc)
if(isliving(AM))
var/mob/living/M = AM
if(M.incorporeal_move || M.flying || M.throwing)//you are incorporal or flying or being thrown ..no shard stepping!
/obj/item/shard/Crossed(mob/living/L, oldloc)
if(istype(L) && has_gravity(loc))
if(L.incorporeal_move || L.flying)
return
to_chat(M, "<span class='danger'>You step on \the [src]!</span>")
playsound(loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
if(ishuman(M))
var/mob/living/carbon/human/H = M
playsound(loc, 'sound/effects/glass_step.ogg', 50, TRUE)
if(ishuman(L))
var/mob/living/carbon/human/H = L
var/obj/item/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
if(!affecting)
return
if(affecting.is_robotic())
return
var/feetCover = (H.wear_suit && H.wear_suit.body_parts_covered & FEET) || (H.w_uniform && H.w_uniform.body_parts_covered & FEET)
if(H.shoes || feetCover || H.buckled)
return
if(affecting.receive_damage(force, 0))
H.UpdateDamageIcon()
if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
var/obj/item/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
if(!affecting)
return
if(affecting.is_robotic())
return
H.Weaken(3)
if(affecting.receive_damage(5, 0))
H.UpdateDamageIcon()
..()
if(cooldown < world.time - 10) //cooldown to avoid message spam.
if(!H.incapacitated(ignore_restraints = TRUE))
H.visible_message("<span class='danger'>[H] steps on [src]!</span>", \
"<span class='userdanger'>You step on [src]!</span>")
else
H.visible_message("<span class='danger'>[H] slides on [src]!</span>", \
"<span class='userdanger'>You slide on [src]!</span>")
cooldown = world.time
H.Weaken(3)
return ..()
/obj/item/shard/plasma
name = "plasma shard"
desc = "A shard of plasma glass. Considerably tougher then normal glass shards. Apparently not tough enough to be a window."
force = 8
throwforce = 15
force = 6
throwforce = 11
icon_state = "plasmalarge"
sharp = TRUE
/obj/item/shard/plasma/New()
..()
icon_state = pick("plasmalarge", "plasmamedium", "plasmasmall")
switch(icon_state)
if("plasmasmall")
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
if("plasmamedium")
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
if("plasmalarge")
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
/obj/item/shard/plasma/attackby(obj/item/W, mob/user, params)
if(iswelder(W))
var/obj/item/weldingtool/WT = W
if(WT.remove_fuel(0, user))
var/obj/item/stack/sheet/plasmaglass/NG = new (user.loc)
for(var/obj/item/stack/sheet/plasmaglass/G in user.loc)
if(G == NG)
continue
if(G.amount >= G.max_amount)
continue
G.attackby(NG, user, params)
to_chat(usr, "You add the newly-formed plasma glass to the stack. It now contains [NG.amount] sheets.")
qdel(src)
else
return ..()
materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
icon_prefix = "plasma"
welded_type = /obj/item/stack/sheet/plasmaglass
+9 -3
View File
@@ -3,7 +3,7 @@
block_chance = 50
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == THROWN_PROJECTILE_ATTACK)
final_block_chance += 30
if(attack_type == LEAP_ATTACK)
@@ -39,6 +39,12 @@
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
icon_state = "roman_shield"
item_state = "roman_shield"
materials = list(MAT_METAL=8500)
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
block_chance = 0
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
/obj/item/shield/riot/buckler
name = "wooden buckler"
@@ -63,7 +69,7 @@
attack_verb = list("shoved", "bashed")
var/active = 0
/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/shield/energy/IsReflect()
@@ -110,7 +116,7 @@
w_class = WEIGHT_CLASS_NORMAL
var/active = 0
/obj/item/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
/obj/item/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
return ..()
return 0
@@ -390,6 +390,7 @@
..()
new /obj/item/ammo_box/magazine/smgm45(src)
new /obj/item/ammo_box/magazine/smgm45(src)
new /obj/item/ammo_box/magazine/smgm45(src)
new /obj/item/gun/projectile/automatic/c20r(src)
new /obj/item/suppressor/specialoffer(src)
@@ -404,13 +405,13 @@
new /obj/item/clothing/glasses/chameleon/thermal(src)
/obj/item/storage/backpack/duffel/syndie/med/medicalbundle
desc = "A large duffel bag containing a tactical medkit, a Donksoft machine gun and a big jumbo box of riot darts."
desc = "A large duffel bag containing a tactical medkit, a medical beam gun and a pair of syndicate magboots."
/obj/item/storage/backpack/duffel/syndie/med/medicalbundle/New()
..()
new /obj/item/storage/firstaid/tactical(src)
new /obj/item/gun/projectile/automatic/l6_saw/toy(src)
new /obj/item/ammo_box/foambox/riot(src)
new /obj/item/clothing/shoes/magboots/syndie(src)
new /obj/item/gun/medbeam(src)
/obj/item/storage/backpack/duffel/syndie/c4/New()
..()
@@ -332,6 +332,7 @@
new /obj/item/grenade/gluon(src)
new /obj/item/grenade/gluon(src)
new /obj/item/grenade/chem_grenade/facid(src) //1
new /obj/item/grenade/chem_grenade/saringas(src) //1
new /obj/item/grenade/gas/plasma(src) //2
new /obj/item/grenade/gas/plasma(src)
new /obj/item/grenade/frag(src) //10
+1 -1
View File
@@ -176,7 +176,7 @@
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.check_shields(0, "[user]'s [name]", src, MELEE_ATTACK)) //No message; check_shields() handles that
if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
return
@@ -51,7 +51,7 @@
if(cooldown <= 0)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.check_shields(0, "[user]'s [name]", src, MELEE_ATTACK))
if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
return
if(check_martial_counter(H, user))
return
@@ -8,7 +8,7 @@
slot_flags = SLOT_BACK
hitsound = 'sound/weapons/smash.ogg'
w_class = WEIGHT_CLASS_NORMAL
pressure_resistance = ONE_ATMOSPHERE*5
pressure_resistance = ONE_ATMOSPHERE * 5
force = 5.0
throwforce = 10.0
throw_speed = 1
@@ -279,22 +279,22 @@
if(Adj)
return //Safety check so you don't blast yourself trying to refill your tank
var/datum/reagents/R = reagents
if(R.total_volume < 50)
to_chat(user, "You need at least 50 units of water to use the nanofrost launcher!")
if(R.total_volume < 100)
to_chat(user, "You need at least 100 units of water to use the nanofrost launcher!")
return
if(nanofrost_cooldown)
to_chat(user, "Nanofrost launcher is still recharging")
return
nanofrost_cooldown = 1
R.remove_any(50)
R.remove_any(100)
var/obj/effect/nanofrost_container/A = new /obj/effect/nanofrost_container(get_turf(src))
log_game("[key_name(user)] used Nanofrost at [get_area(user)] ([user.x], [user.y], [user.z]).")
playsound(src,'sound/items/syringeproj.ogg',40,1)
for(var/a=0, a<5, a++)
step_towards(A, target)
sleep(1)
sleep(2)
A.Smoke()
spawn(50)
spawn(100)
if(src)
nanofrost_cooldown = 0
return
+16 -9
View File
@@ -269,7 +269,7 @@
user.SpinAnimation(7, 1)
sleep(1)
/obj/item/twohanded/dualsaber/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
/obj/item/twohanded/dualsaber/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(wielded)
return ..()
return FALSE
@@ -340,14 +340,23 @@
no_spin_thrown = TRUE
var/obj/item/grenade/explosive = null
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/icon_prefix = "spearglass"
/obj/item/twohanded/spear/update_icon()
if(explosive)
icon_state = "spearbomb[wielded]"
else
icon_state = "spearglass[wielded]"
icon_state = "[icon_prefix][wielded]"
/obj/item/twohanded/spear/CheckParts(list/parts_list)
var/obj/item/shard/tip = locate() in parts_list
if(istype(tip, /obj/item/shard/plasma))
force_wielded = 19
force_unwielded = 11
throwforce = 21
icon_prefix = "spearplasma"
update_icon()
qdel(tip)
..()
/obj/item/twohanded/spear/afterattack(atom/movable/AM, mob/user, proximity)
if(!proximity)
return
@@ -373,9 +382,7 @@
force_wielded = 20 //I have no idea how to balance
throwforce = 22
armour_penetration = 15 //Enhanced armor piercing
/obj/item/twohanded/spear/bonespear/update_icon()
icon_state = "bone_spear[wielded]"
icon_prefix = "bone_spear"
//GREY TIDE
/obj/item/twohanded/spear/grey_tide
@@ -510,7 +517,7 @@
armour_penetration = 100
force_on = 30
/obj/item/twohanded/required/chainsaw/doomslayer/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
/obj/item/twohanded/required/chainsaw/doomslayer/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
owner.visible_message("<span class='danger'>Ranged attacks just make [owner] angrier!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg','sound/weapons/bulletflyby2.ogg','sound/weapons/bulletflyby3.ogg'), 75, 1)
+9 -4
View File
@@ -108,7 +108,12 @@
..()
if(istype(I, /obj/item/shard))
var/obj/item/twohanded/spear/S = new /obj/item/twohanded/spear
if(istype(I, /obj/item/shard/plasma))
S.force_wielded = 19
S.force_unwielded = 11
S.throwforce = 21
S.icon_prefix = "spearplasma"
S.update_icon()
if(!remove_item_from_storage(user))
user.unEquip(src)
user.unEquip(I)
@@ -174,11 +179,11 @@
desc = "This thing looks dangerous... Dangerously good at baseball, that is."
homerun_able = 1
/obj/item/melee/baseball_bat/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type, atom/movable/AM)
/obj/item/melee/baseball_bat/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
. = ..()
if(!istype(AM, /obj/item) || attack_type != THROWN_PROJECTILE_ATTACK)
if(!isitem(hitby) || attack_type != THROWN_PROJECTILE_ATTACK)
return FALSE
var/obj/item/I = AM
var/obj/item/I = hitby
if(I.w_class <= WEIGHT_CLASS_NORMAL || istype(I, /obj/item/beach_ball)) // baseball bat deflecting
if(deflectmode)
if(prob(10))
@@ -272,7 +272,6 @@
new /obj/item/sensor_device(src)
new /obj/item/key/ambulance(src)
new /obj/item/pinpointer/crew(src)
new /obj/item/clothing/shoes/magboots(src)
new /obj/item/handheld_defibrillator(src)
/obj/structure/closet/secure_closet/reagents
@@ -26,7 +26,6 @@
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/clothing/suit/space/hardsuit/syndi(src)
new /obj/item/tank/jetpack/oxygen/harness(src)
new /obj/item/clothing/shoes/magboots/syndie(src)
/obj/structure/closet/syndicate/nuclear
desc = "It's a storage unit for a Syndicate boarding party."
@@ -133,6 +133,9 @@
// Chair types
/obj/structure/chair/wood
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
icon_state = "wooden_chair"
burn_state = FLAMMABLE
burntime = 20
buildstackamount = 3
@@ -142,15 +145,8 @@
/obj/structure/chair/wood/narsie_act()
return
/obj/structure/chair/wood/normal
icon_state = "wooden_chair"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
/obj/structure/chair/wood/wings
icon_state = "wooden_chair_wings"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
item_chair = /obj/item/chair/wood/wings
/obj/structure/chair/comfy