Okay, there's a couple things up with this revision:

Metroids:
     
     No, they're not working yet, and I planned on committing this when they were finished, but the basic framework is there. The Metroid in xenobiology now moves around, I guess, kinda like a monkey. ADMINS: !! DO NOT TRY TO POSSESS/CONTROL A METROID, unless you're willing to take a risk! I haven't tested it thoroughly yet, it might have some glitchy results!


Turrets:
     Fixed some lingering bugs with the targetting system. Hopefully these should be pretty stable now.


Reagents/Chemicals:
     I fixed some problems with virus combinations and weird stuff with the PANDEMIC machine.



There's probably some other stuff people requested I fix on IRC that I didn't mention, I can't remember anything else though. Hopefully this should stabilize some of the more annoying bugs with reagents!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1759 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
vageyenaman@gmail.com
2011-07-04 03:00:44 +00:00
parent 599f8174da
commit 29191f27e6
15 changed files with 129 additions and 32 deletions
+1 -1
View File
@@ -56,7 +56,7 @@
metroid
input = /mob/living/carbon/alien/larva/metroid
input = /mob/living/carbon/metroid
output = /obj/item/weapon/reagent_containers/food/drinks/jar
monkey
+49 -19
View File
@@ -323,30 +323,26 @@ Neutralize All Unidentified Life Signs: []<BR>"},
if(emagged) // if emagged, HOLY SHIT EVERYONE IS DANGEROUS beep boop beep
targets += C
else
if((stun_all && !src.allowed(C)) || attacked && !src.allowed(C))
// if the turret has been attacked or is angry, target all non-sec people
targets += C
else
if (C.stat || C.handcuffed) // if the perp is handcuffed or dead/dying, no need to bother really
continue // move onto next potential victim!
if (C.stat || C.handcuffed) // if the perp is handcuffed or dead/dying, no need to bother really
continue // move onto next potential victim!
if (C.lying) // if the perp is lying down, it's still a target but a less-important target
secondarytargets += C
if (C.lying) // if the perp is lying down, it's still a target but a less-important target
secondarytargets += C
if (istype(C, /mob/living/carbon/human)) // if the target is a human, analyze threat level
if(src.assess_perp(C)<4)
continue // if threat level < 4, keep going
if (istype(C, /mob/living/carbon/human)) // if the target is a human, analyze threat level
if(src.assess_perp(C)<4)
continue // if threat level < 4, keep going
else if ((istype(C, /mob/living/carbon/monkey)) && (C.client) && (ticker.mode.name == "monkey"))
continue // WHY WOULD YOU TARGET MONKIES???? Skip all monkies, jesus, don't waste your time bro
else if ((istype(C, /mob/living/carbon/monkey)) && (C.client) && (ticker.mode.name == "monkey"))
continue // WHY WOULD YOU TARGET MONKIES???? Skip all monkies, jesus, don't waste your time bro
var/dst = get_dist(src, C) // if it's too far away, why bother?
if (dst > 12)
continue
var/dst = get_dist(src, C) // if it's too far away, why bother?
if (dst > 12)
continue
targets += C // if the perp has passed all previous tests, congrats, it is now a "shoot-me!" nominee
targets += C // if the perp has passed all previous tests, congrats, it is now a "shoot-me!" nominee
if (targets.len>0) // if there are targets to shoot
@@ -412,6 +408,11 @@ Neutralize All Unidentified Life Signs: []<BR>"},
if(src.emagged) return 10 // if emagged, always return 10.
if((stun_all && !src.allowed(perp)) || attacked && !src.allowed(perp))
// if the turret has been attacked or is angry, target all non-sec people
if(!src.allowed(perp))
return 10
if(auth_weapons) // check for weapon authorization
if((isnull(perp:wear_id)) || (istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)))
@@ -692,12 +693,12 @@ Neutralize All Unidentified Life Signs: []<BR>"},
if(!installation) return
build_step = 3
user << "You remove \the [installation] from the turret frame."
var/obj/item/weapon/gun/energy/Gun = new installation(src.loc)
Gun.power_supply.charge=gun_charge
Gun.update_icon()
installation = null
gun_charge = 0
user << "You remove \the [Gun] from the turret frame."
if(5)
user << "You remove the prox sensor from the turret frame."
@@ -729,7 +730,36 @@ Neutralize All Unidentified Life Signs: []<BR>"},
// The below code is pretty much just recoded from the initial turret object. It's necessary but uncommented because it's exactly the same!
/obj/machinery/porta_turret_cover/attack_ai(mob/user as mob)
return attack_hand(user)
. = ..()
if (.)
return
var/dat
dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [Parent_Turret.locked ? "locked" : "unlocked"]"},
"<A href='?src=\ref[src];power=1'>[Parent_Turret.on ? "On" : "Off"]</A>" )
dat += text({"<BR>
Check for Weapon Authorization: []<BR>
Check Security Records: []<BR>
Neutralize Identified Criminals: []<BR>
Neutralize All Non-Security and Non-Command Personnel: []<BR>
Neutralize All Unidentified Life Signs: []<BR>"},
"<A href='?src=\ref[src];operation=authweapon'>[Parent_Turret.auth_weapons ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkrecords'>[Parent_Turret.check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootcrooks'>[Parent_Turret.criminals ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootall'>[Parent_Turret.stun_all ? "Yes" : "No"]</A>" ,
"<A href='?src=\ref[src];operation=checkxenos'>[Parent_Turret.check_anomalies ? "Yes" : "No"]</A>" )
user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
onclose(user, "autosec")
return
/obj/machinery/porta_turret_cover/attack_hand(mob/user as mob)
. = ..()
+3 -3
View File
@@ -50,9 +50,9 @@
gib.viruses += viruus
viruus.holder = gib
viruus.spread_type = CONTACT_FEET
var/list/directions = gibdirections[i]
if(directions.len)
gib.streak(directions)
var/list/directions = gibdirections[i]
if(directions.len)
gib.streak(directions)
del(src)
+1 -1
View File
@@ -20,7 +20,7 @@
else
user << "\red The spike already has something on it, finish collecting its meat first!"
else if(istype(G.affecting, /mob/living/carbon/alien) && !istype(G.affecting, /mob/living/carbon/alien/larva/metroid))
else if(istype(G.affecting, /mob/living/carbon/alien))
if(src.occupied == 0)
src.icon_state = "spikebloodygreen"
src.occupied = 1