Fix Conflicts and Sync with Upstream

Fixes conflict in icons/obj/gun.dmi by importing sprites added by #172
This commit is contained in:
DZD
2015-01-16 17:07:22 -05:00
50 changed files with 14252 additions and 13887 deletions
+9
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@@ -752,6 +752,15 @@ var/list/ghostteleportlocs = list()
/area/prison/cell_block/C
name = "\improper Prison Cell Block C"
icon_state = "brig"
//Labor camp
/area/mine/laborcamp
name = "Labor Camp"
icon_state = "brig"
/area/mine/laborcamp/security
name = "Labor Camp Security"
icon_state = "security"
//STATION13
-344
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@@ -1,344 +0,0 @@
/*
HOW IT WORKS
The radio_controller is a global object maintaining all radio transmissions, think about it as about "ether".
Note that walkie-talkie, intercoms and headsets handle transmission using nonstandard way.
procs:
add_object(obj/device as obj, var/new_frequency as num, var/filter as text|null = null)
Adds listening object.
parameters:
device - device receiving signals, must have proc receive_signal (see description below).
one device may listen several frequencies, but not same frequency twice.
new_frequency - see possibly frequencies below;
filter - thing for optimization. Optional, but recommended.
All filters should be consolidated in this file, see defines later.
Device without listening filter will receive all signals (on specified frequency).
Device with filter will receive any signals sent without filter.
Device with filter will not receive any signals sent with different filter.
returns:
Reference to frequency object.
remove_object (obj/device, old_frequency)
Obliviously, after calling this proc, device will not receive any signals on old_frequency.
Other frequencies will left unaffected.
return_frequency(var/frequency as num)
returns:
Reference to frequency object. Use it if you need to send and do not need to listen.
radio_frequency is a global object maintaining list of devices that listening specific frequency.
procs:
post_signal(obj/source as obj|null, datum/signal/signal, var/filter as text|null = null, var/range as num|null = null)
Sends signal to all devices that wants such signal.
parameters:
source - object, emitted signal. Usually, devices will not receive their own signals.
signal - see description below.
filter - described above.
range - radius of regular byond's square circle on that z-level. null means everywhere, on all z-levels.
obj/proc/receive_signal(datum/signal/signal, var/receive_method as num, var/receive_param)
Handler from received signals. By default does nothing. Define your own for your object.
Avoid of sending signals directly from this proc, use spawn(-1). Do not use sleep() here please.
parameters:
signal - see description below. Extract all needed data from the signal before doing sleep(), spawn() or return!
receive_method - may be TRANSMISSION_WIRE or TRANSMISSION_RADIO.
TRANSMISSION_WIRE is currently unused.
receive_param - for TRANSMISSION_RADIO here comes frequency.
datum/signal
vars:
source
an object that emitted signal. Used for debug and bearing.
data
list with transmitting data. Usual use pattern:
data["msg"] = "hello world"
encryption
Some number symbolizing "encryption key".
Note that game actually do not use any cryptography here.
If receiving object don't know right key, it must ignore encrypted signal in its receive_signal.
*/
/* the radio controller is a confusing piece of shit and didnt work
so i made radios not use the radio controller.
*/
var/list/all_radios = list()
/proc/add_radio(var/obj/item/radio, freq)
if(!freq || !radio)
return
if(!all_radios["[freq]"])
all_radios["[freq]"] = list(radio)
return freq
all_radios["[freq]"] |= radio
return freq
/proc/remove_radio(var/obj/item/radio, freq)
if(!freq || !radio)
return
if(!all_radios["[freq]"])
return
all_radios["[freq]"] -= radio
/proc/remove_radio_all(var/obj/item/radio)
for(var/freq in all_radios)
all_radios["[freq]"] -= radio
/*
Frequency range: 1200 to 1600
Radiochat range: 1441 to 1489 (most devices refuse to be tune to other frequency, even during mapmaking)
Radio:
1459 - standard radio chat
1351 - Science
1353 - Command
1355 - Medical
1357 - Engineering
1359 - Security
1441 - death squad
1443 - Confession Intercom
1347 - Cargo techs
1349 - Service
Devices:
1451 - tracking implant
1457 - RSD default
On the map:
1311 for prison shuttle console (in fact, it is not used)
1435 for status displays
1437 for atmospherics/fire alerts
1439 for engine components
1439 for air pumps, air scrubbers, atmo control
1441 for atmospherics - supply tanks
1443 for atmospherics - distribution loop/mixed air tank
1445 for bot nav beacons
1447 for mulebot, secbot and ed209 control
1449 for airlock controls, electropack, magnets
1451 for toxin lab access
1453 for engineering access
1455 for AI access
*/
var/list/radiochannels = list(
"Common" = 1459,
"Science" = 1351,
"Command" = 1353,
"Medical" = 1355,
"Engineering" = 1357,
"Security" = 1359,
"Response Team" = 1443,
"Deathsquad" = 1441,
"Syndicate" = 1213,
"Supply" = 1347,
"Service" = 1349,
"AI Private" = 1447
)
//depenging helpers
var/list/DEPT_FREQS = list(1351, 1355, 1357, 1359, 1213, 1443, 1441, 1347, 1349)
// central command channels, i.e deathsquid & response teams
var/list/CENT_FREQS = list(1441, 1443)
var/const/COMM_FREQ = 1353 //command, colored gold in chat window
var/const/SYND_FREQ = 1213
// department channels
var/const/SEC_FREQ = 1359
var/const/ENG_FREQ = 1357
var/const/SCI_FREQ = 1351
var/const/MED_FREQ = 1355
var/const/SUP_FREQ = 1347
var/const/SRV_FREQ = 1349
// other channels
var/const/AIPRIV_FREQ = 1447
#define TRANSMISSION_WIRE 0
#define TRANSMISSION_RADIO 1
/* filters */
var/const/RADIO_TO_AIRALARM = "1"
var/const/RADIO_FROM_AIRALARM = "2"
var/const/RADIO_CHAT = "3"
var/const/RADIO_ATMOSIA = "4"
var/const/RADIO_NAVBEACONS = "5"
var/const/RADIO_AIRLOCK = "6"
var/const/RADIO_SECBOT = "7"
var/const/RADIO_MULEBOT = "8"
var/const/RADIO_MAGNETS = "9"
var/const/RADIO_CLEANBOT = "10"
var/const/RADIO_FLOORBOT = "11"
var/const/RADIO_MEDBOT = "12"
var/global/datum/controller/radio/radio_controller
/hook/startup/proc/createRadioController()
radio_controller = new /datum/controller/radio()
return 1
datum/controller/radio
var/list/datum/radio_frequency/frequencies = list()
proc/add_object(obj/device as obj, var/new_frequency as num, var/filter = null as text|null)
var/f_text = num2text(new_frequency)
var/datum/radio_frequency/frequency = frequencies[f_text]
if(!frequency)
frequency = new
frequency.frequency = new_frequency
frequencies[f_text] = frequency
frequency.add_listener(device, filter)
return frequency
proc/remove_object(obj/device, old_frequency)
var/f_text = num2text(old_frequency)
var/datum/radio_frequency/frequency = frequencies[f_text]
if(frequency)
frequency.remove_listener(device)
if(frequency.devices.len == 0)
del(frequency)
frequencies -= f_text
return 1
proc/return_frequency(var/new_frequency as num)
var/f_text = num2text(new_frequency)
var/datum/radio_frequency/frequency = frequencies[f_text]
if(!frequency)
frequency = new
frequency.frequency = new_frequency
frequencies[f_text] = frequency
return frequency
datum/radio_frequency
var/frequency as num
var/list/list/obj/devices = list()
proc
post_signal(obj/source as obj|null, datum/signal/signal, var/filter = null as text|null, var/range = null as num|null)
//log_admin("DEBUG \[[world.timeofday]\]: post_signal {source=\"[source]\", [signal.debug_print()], filter=[filter]}")
// var/N_f=0
// var/N_nf=0
// var/Nt=0
var/turf/start_point
if(range)
start_point = get_turf(source)
if(!start_point)
del(signal)
return 0
if (filter) //here goes some copypasta. It is for optimisation. -rastaf0
for(var/obj/device in devices[filter])
if(device == source)
continue
if(range)
var/turf/end_point = get_turf(device)
if(!end_point)
continue
//if(max(abs(start_point.x-end_point.x), abs(start_point.y-end_point.y)) <= range)
if(start_point.z!=end_point.z || get_dist(start_point, end_point) > range)
continue
device.receive_signal(signal, TRANSMISSION_RADIO, frequency)
for(var/obj/device in devices["_default"])
if(device == source)
continue
if(range)
var/turf/end_point = get_turf(device)
if(!end_point)
continue
//if(max(abs(start_point.x-end_point.x), abs(start_point.y-end_point.y)) <= range)
if(start_point.z!=end_point.z || get_dist(start_point, end_point) > range)
continue
device.receive_signal(signal, TRANSMISSION_RADIO, frequency)
// N_f++
else
for (var/next_filter in devices)
// var/list/obj/DDD = devices[next_filter]
// Nt+=DDD.len
for(var/obj/device in devices[next_filter])
if(device == source)
continue
if(range)
var/turf/end_point = get_turf(device)
if(!end_point)
continue
//if(max(abs(start_point.x-end_point.x), abs(start_point.y-end_point.y)) <= range)
if(start_point.z!=end_point.z || get_dist(start_point, end_point) > range)
continue
device.receive_signal(signal, TRANSMISSION_RADIO, frequency)
// N_nf++
// log_admin("DEBUG: post_signal(source=[source] ([source.x], [source.y], [source.z]),filter=[filter]) frequency=[frequency], N_f=[N_f], N_nf=[N_nf]")
// del(signal)
add_listener(obj/device as obj, var/filter as text|null)
if (!filter)
filter = "_default"
//log_admin("add_listener(device=[device],filter=[filter]) frequency=[frequency]")
var/list/obj/devices_line = devices[filter]
if (!devices_line)
devices_line = new
devices[filter] = devices_line
devices_line+=device
// var/list/obj/devices_line___ = devices[filter_str]
// var/l = devices_line___.len
//log_admin("DEBUG: devices_line.len=[devices_line.len]")
//log_admin("DEBUG: devices(filter_str).len=[l]")
remove_listener(obj/device)
for (var/devices_filter in devices)
var/list/devices_line = devices[devices_filter]
devices_line-=device
while (null in devices_line)
devices_line -= null
if (devices_line.len==0)
devices -= devices_filter
del(devices_line)
obj/proc
receive_signal(datum/signal/signal, receive_method, receive_param)
return null
datum/signal
var/obj/source
var/transmission_method = 0
//0 = wire
//1 = radio transmission
//2 = subspace transmission
var/data = list()
var/encryption
var/frequency = 0
proc/copy_from(datum/signal/model)
source = model.source
transmission_method = model.transmission_method
data = model.data
encryption = model.encryption
frequency = model.frequency
proc/debug_print()
if (source)
. = "signal = {source = '[source]' ([source:x],[source:y],[source:z])\n"
else
. = "signal = {source = '[source]' ()\n"
for (var/i in data)
. += "data\[\"[i]\"\] = \"[data[i]]\"\n"
if(islist(data[i]))
var/list/L = data[i]
for(var/t in L)
. += "data\[\"[i]\"\] list has: [t]"
-1
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@@ -13,7 +13,6 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.see_invisible = SEE_INVISIBLE_OBSERVER
var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible(H) //BS12 EDIT
H.equip_or_collect(B, slot_l_hand)
H.equip_or_collect(new /obj/item/clothing/under/rank/chaplain(H), slot_w_uniform)
+5 -4
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@@ -202,9 +202,10 @@ update_flag
return
/obj/machinery/portable_atmospherics/canister/bullet_act(var/obj/item/projectile/Proj)
if(Proj.damage)
src.health -= round(Proj.damage / 2)
healthcheck()
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
if(Proj.damage)
src.health -= round(Proj.damage / 2)
healthcheck()
..()
/obj/machinery/portable_atmospherics/canister/meteorhit(var/obj/O as obj)
@@ -252,7 +253,7 @@ update_flag
/obj/machinery/portable_atmospherics/canister/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/portable_atmospherics/canister/attack_alien(mob/living/carbon/alien/humanoid/user)
return
+1
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@@ -20,6 +20,7 @@
networks["Mining Outpost"] = list(access_qm,access_hop,access_hos,access_captain)
networks["Research"] = list(access_rd,access_hos,access_captain)
networks["Prison"] = list(access_hos,access_captain)
networks["Labor"] = list(access_hos,access_captain)
networks["Interrogation"] = list(access_hos,access_captain)
networks["Atmosphere Alarms"] = list(access_ce,access_hos,access_captain)
networks["Fire Alarms"] = list(access_ce,access_hos,access_captain)
+2 -2
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@@ -63,10 +63,10 @@
/obj/machinery/computer/bullet_act(var/obj/item/projectile/Proj)
if(prob(Proj.damage))
set_broken()
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
set_broken()
..()
/obj/machinery/computer/blob_act()
if (prob(75))
for(var/x in verbs)
+2 -1
View File
@@ -38,8 +38,9 @@
var/p = inserted_id:points
var/g = inserted_id:goal
dat += text("<A href='?src=\ref[src];id=1'>[inserted_id]</A><br>")
dat += text("Collectd Points: [p]. <A href='?src=\ref[src];id=2'>Reset.</A><br>")
dat += text("Collected points: [p]. <A href='?src=\ref[src];id=2'>Reset.</A><br>")
dat += text("Card goal: [g]. <A href='?src=\ref[src];id=3'>Set </A><br>")
dat += text("Space Law recommends sentences of 100 points per minute they would normally serve in the brig.<BR>")
else
dat += text("<A href='?src=\ref[src];id=0'>Insert Prisoner ID.</A><br>")
dat += "<HR>Chemical Implants<BR>"
+48 -25
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@@ -48,6 +48,35 @@ var/datum/feed_network/news_network = new /datum/feed_network //The global n
var/list/obj/machinery/newscaster/allCasters = list() //Global list that will contain reference to all newscasters in existence.
/obj/item/newscaster_frame
name = "newscaster frame"
desc = "Used to build newscasters, just secure to the wall."
icon_state = "newscaster"
item_state = "syringe_kit"
m_amt = 14000
g_amt = 8000
/obj/item/newscaster_frame/proc/try_build(turf/on_wall)
if (get_dist(on_wall,usr)>1)
return
var/ndir = get_dir(usr,on_wall)
if (!(ndir in cardinal))
return
var/turf/loc = get_turf(usr)
var/area/A = loc.loc
if (!istype(loc, /turf/simulated/floor))
usr << "<span class='alert'>Newscaster cannot be placed on this spot.</span>"
return
if (A.requires_power == 0 || A.name == "Space")
usr << "<span class='alert'>Newscaster cannot be placed in this area.</span>"
return
for(var/obj/machinery/newscaster/T in loc)
usr << "<span class='alert'>There is another newscaster here.</span>"
return
var/obj/machinery/newscaster/N = new(loc)
N.pixel_y -= (loc.y - on_wall.y) * 32
N.pixel_x -= (loc.x - on_wall.x) * 32
qdel(src)
/obj/machinery/newscaster
name = "newscaster"
@@ -699,40 +728,34 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
/obj/machinery/newscaster/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>Now [anchored ? "un" : ""]securing [name]</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 60))
new /obj/item/newscaster_frame(loc)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
qdel(src)
return
/* if (istype(I, /obj/item/weapon/card/id) || istype(I, /obj/item/device/pda) ) //Name verification for channels or messages
if(src.screen == 4 || src.screen == 5)
if( istype(I, /obj/item/device/pda) )
var/obj/item/device/pda/P = I
if(P.id)
src.scanned_user = "[P.id.registered_name] ([P.id.assignment])"
src.screen=2
else
var/obj/item/weapon/card/id/T = I
src.scanned_user = text("[T.registered_name] ([T.assignment])")
src.screen=2*/ //Obsolete after autorecognition
if (src.isbroken)
if (isbroken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 100, 1)
for (var/mob/O in hearers(5, src.loc))
O.show_message("<EM>[user.name]</EM> further abuses the shattered [src.name].")
visible_message("<span class='danger'>[user.name] further abuses the shattered [src.name].</span>", null, 5 )
else
if(istype(I, /obj/item/weapon) )
var/obj/item/weapon/W = I
if(W.damtype == STAMINA)
return
if(W.force <15)
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] hits the [src.name] with the [W.name] with no visible effect." )
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
visible_message("<span class='danger'>[user.name] hits the [src.name] with the [W.name] with no visible effect.</span>", null , 5 )
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
else
src.hitstaken++
if(src.hitstaken==3)
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] smashes the [src.name]!" )
src.isbroken=1
hitstaken++
if(hitstaken==3)
visible_message("<span class='danger'>[user.name] smashes the [src.name]!</span>", null, 5 )
isbroken=1
playsound(src.loc, 'sound/effects/Glassbr3.ogg', 100, 1)
else
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] forcefully slams the [src.name] with the [I.name]!" )
visible_message("<span class='danger'>[user.name] forcefully slams the [src.name] with the [I.name]!</span>", null, 5 )
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
else
user << "<FONT COLOR='blue'>This does nothing.</FONT>"
+4 -1
View File
@@ -369,8 +369,11 @@ Status: []<BR>"},
sleep(60)
attacked = 0
src.health -= Proj.damage
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
..()
if(prob(45) && Proj.damage > 0) src.spark_system.start()
if (src.health <= 0)
src.die() // the death process :(
+7 -6
View File
@@ -275,12 +275,13 @@
popping = 0
/obj/machinery/turret/bullet_act(var/obj/item/projectile/Proj)
src.health -= Proj.damage
..()
if(prob(45) && Proj.damage > 0) src.spark_system.start()
del (Proj)
if (src.health <= 0)
src.die()
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
src.health -= Proj.damage
..()
if(prob(45) && Proj.damage > 0) src.spark_system.start()
del(Proj)
if (src.health <= 0)
src.die()
return
/obj/machinery/turret/attackby(obj/item/weapon/W, mob/user)//I can't believe no one added this before/N
+5 -3
View File
@@ -260,7 +260,7 @@
if(do_after(melee_cooldown))
melee_can_hit = 1
return
/obj/mecha/proc/mech_toxin_damage(mob/living/target)
playsound(src, 'sound/effects/spray2.ogg', 50, 1)
if(target.reagents)
@@ -554,8 +554,10 @@
return
if(istype(Proj, /obj/item/projectile/beam/pulse))
ignore_threshold = 1
src.take_damage(Proj.damage,Proj.flag)
src.check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),ignore_threshold)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
src.take_damage(Proj.damage,Proj.flag)
src.visible_message("<span class='danger'>[src.name] is hit by [Proj].</span>")
src.check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),ignore_threshold)
Proj.on_hit(src)
return
+37
View File
@@ -19,6 +19,43 @@
return
*/
/obj/mecha/working/ripley/Destroy()
while(src.damage_absorption.["brute"] < 0.6)
new /obj/item/asteroid/goliath_hide(src.loc)
src.damage_absorption.["brute"] = src.damage_absorption.["brute"] + 0.1 //If a goliath-plated ripley gets killed, all the plates drop
for(var/atom/movable/A in src.cargo)
A.loc = loc
step_rand(A)
cargo.Cut()
..()
/obj/mecha/working/ripley/go_out()
..()
if (src.damage_absorption.["brute"] < 0.6 && src.damage_absorption.["brute"] > 0.3)
src.overlays = null
src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g-open")
else if (src.damage_absorption.["brute"] == 0.3)
src.overlays = null
src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g-full-open")
/obj/mecha/working/ripley/moved_inside(var/mob/living/carbon/human/H as mob)
..()
if (src.damage_absorption.["brute"] < 0.6 && src.damage_absorption.["brute"] > 0.3)
src.overlays = null
src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g")
else if (src.damage_absorption.["brute"] == 0.3)
src.overlays = null
src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g-full")
/obj/mecha/working/ripley/mmi_moved_inside(var/obj/item/device/mmi/mmi_as_oc as obj,mob/user as mob)
..()
if (src.damage_absorption.["brute"] < 0.6 && src.damage_absorption.["brute"] > 0.3)
src.overlays = null
src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g")
else if (src.damage_absorption.["brute"] == 0.3)
src.overlays = null
src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g-full")
/obj/mecha/working/ripley/firefighter
desc = "Standart APLU chassis was refitted with additional thermal protection and cistern."
name = "APLU \"Firefighter\""
@@ -155,13 +155,13 @@
qdel(src)
/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <= 0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
if(health <= 0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
return
/obj/structure/closet/attack_animal(mob/living/simple_animal/user as mob)
@@ -273,7 +273,7 @@
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(src == user.loc)
user << "<span class='notice'>You can not [welded?"unweld":"weld"] the locker from inside.</span>"
user << "<span class='notice'>You can not [welded?"unweld":"weld"] the locker from inside.</span>"
return
if(!WT.remove_fuel(0,user))
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
+5 -5
View File
@@ -69,16 +69,16 @@
/obj/structure/displaycase/captains_laser
name = "captain's display case"
desc = "A display case for the captain's antique laser gun. It taunts you to kick it."
desc = "A display case for the captain's antique laser gun. It taunts you to kick it."
/obj/structure/displaycase/captains_laser/New()
req_access = list(access_captain)
occupant = new /obj/item/weapon/gun/energy/laser/captain(src)
locked = 1
update_icon()
/obj/structure/proc/getPrint(mob/user as mob)
return md5(user:dna:uni_identity)
return md5(user:dna:uni_identity)
/obj/structure/displaycase/examine()
..()
@@ -112,12 +112,12 @@
/obj/structure/displaycase/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
..()
src.healthcheck()
return
/obj/structure/displaycase/blob_act()
if (prob(75))
getFromPool(/obj/item/weapon/shard, loc)
+6 -9
View File
@@ -128,16 +128,13 @@
return !density
/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
//Tasers and the like should not damage grilles.
if(Proj.damage_type == STAMINA)
if(!Proj)
return
src.health -= Proj.damage*0.2
healthcheck()
return 0
..()
if((Proj.damage_type != STAMINA)) //Grilles can't be exhausted to death
src.health -= Proj.damage*0.3
healthcheck()
return
/obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(iswirecutter(W))
+3 -5
View File
@@ -58,11 +58,9 @@ var/global/wcColored
// var/icon/silicateIcon = null // the silicated icon
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
//Tasers and the like should not damage windows.
if(Proj.damage_type == STAMINA)
return
health -= Proj.damage
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
update_nearby_icons()
..()
if(health <= 0)
var/pdiff=performWallPressureCheck(src.loc)
+5
View File
@@ -451,6 +451,11 @@
AH.try_build(src)
return
else if(istype(W,/obj/item/newscaster_frame))
var/obj/item/newscaster_frame/AH = W
AH.try_build(src)
return 1
else if(istype(W,/obj/item/alarm_frame))
var/obj/item/alarm_frame/AH = W
AH.try_build(src)
@@ -286,6 +286,11 @@
else if( istype(W,/obj/item/apc_frame) )
var/obj/item/apc_frame/AH = W
AH.try_build(src)
else if(istype(W,/obj/item/newscaster_frame))
var/obj/item/newscaster_frame/AH = W
AH.try_build(src)
return 1
else if( istype(W,/obj/item/alarm_frame) )
var/obj/item/alarm_frame/AH = W