Fixed the signpost shuttle bug.

Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker

After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-08-24 04:00:45 +00:00
parent e3de8ddc34
commit 3cae06c9c3
45 changed files with 3425 additions and 3632 deletions
+1 -13
View File
@@ -1,26 +1,22 @@
/obj/secure_closet/security1/New()
..()
sleep(2)
//new /obj/item/weapon/storage/flashbang_kit(src)
// Seriously gimping the number of flashes security get, will probably change later -- TLE
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/weapon/flashbang(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/gun/energy/taser(src)
new /obj/item/device/flash(src)
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/head/helmet(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/clothing/head/secsoft(src)
return
/obj/secure_closet/security1/proc/prison_break()
src.locked = 0
src.icon_state = src.icon_closed
/obj/secure_closet/security2/New()
..()
sleep(2)
@@ -31,15 +27,9 @@
new /obj/item/clothing/suit/det_suit( src )
new /obj/item/clothing/suit/det_suit/armor( src )
new /obj/item/weapon/storage/fcard_kit( src )
new /obj/item/weapon/storage/fcard_kit( src )
new /obj/item/weapon/storage/fcard_kit( src )
new /obj/item/clothing/gloves/black( src )
new /obj/item/weapon/storage/lglo_kit( src )
new /obj/item/weapon/fcardholder( src )
new /obj/item/weapon/fcardholder( src )
new /obj/item/weapon/fcardholder( src )
new /obj/item/weapon/fcardholder( src )
new /obj/item/device/detective_scanner( src )
new /obj/item/device/detective_scanner( src )
return
@@ -64,13 +54,11 @@
new /obj/item/weapon/shield/riot(src)
new /obj/item/weapon/gun/energy( src )
new /obj/item/device/flash( src )
new /obj/item/weapon/storage/id_kit( src )
new /obj/item/clothing/under/rank/head_of_security( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/glasses/sunglasses( src )
new /obj/item/clothing/suit/armor/hos( src )
new /obj/item/clothing/head/helmet( src )
new /obj/item/weapon/storage/id_kit( src )
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/melee/baton(src)
+12 -26
View File
@@ -14,32 +14,18 @@
return
/obj/closet/wardrobe/red/New()
new /obj/item/clothing/under/color/red( src )
new /obj/item/clothing/under/color/red( src )
new /obj/item/clothing/under/color/red( src )
new /obj/item/clothing/under/color/red( src )
new /obj/item/clothing/under/color/red( src )
new /obj/item/clothing/under/color/red( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
return
/obj/closet/wardrobe/forensics_red/New()
new /obj/item/clothing/under/rank/forensic_technician( src )
new /obj/item/clothing/under/rank/forensic_technician( src )
new /obj/item/clothing/under/rank/forensic_technician( src )
new /obj/item/clothing/under/rank/forensic_technician( src )
new /obj/item/clothing/under/rank/forensic_technician( src )
new /obj/item/clothing/under/rank/forensic_technician( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/head/secsoft(src)
new /obj/item/clothing/head/secsoft(src)
new /obj/item/clothing/head/secsoft(src)
new /obj/item/clothing/head/secsoft(src)
return
/obj/closet/wardrobe/pink/New()
+2 -2
View File
@@ -182,8 +182,8 @@
nodamage = 1
New()
..()
effects["radiation"] = 20
effectprob["radiation"] = 95
effects["radiation"] = 30
effectprob["radiation"] = 99
effects["drowsyness"] = 5
effectprob["drowsyness"] = 10
effectmod["radiation"] = ADD
@@ -33,21 +33,6 @@ CLIPBOARDS
onclose(usr, "[src.name]")
return
/obj/item/weapon/paper/Map/examine()
set src in view()
..()
usr << browse_rsc(map_graphic)
if (!( istype(usr, /mob/living/carbon/human) || istype(usr, /mob/dead/observer) || istype(usr, /mob/living/silicon) ))
usr << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", src.name, stars(src.info)), text("window=[]", src.name))
onclose(usr, "[src.name]")
else
usr << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", src.name, src.info), text("window=[]", src.name))
onclose(usr, "[src.name]")
return
/obj/item/weapon/pen/proc/formatText(var/s)
if (text_size < 2 || text_size > 7)
text_size = 3
-574
View File
@@ -1,574 +0,0 @@
//Blatently copy/pasted from facehugger code + a few changes.
/obj/livestock
name = "animal thing"
desc = "This doesn't seem so bad..."
icon = 'livestock.dmi'
layer = 5.0
density = 1
anchored = 0
unacidable = 1//While not technically mobs, these objects should not be affected by alien acid.
var/state = 0 //0 = null, 1 = attack, 2 = idle
var/list/path = new/list()
var/frustration = 0 //How long it's gone without reaching it's target.
var/patience = 35 //The maximum time it'll chase a target.
var/mob/living/carbon/target //Its combat target.
var/list/mob/living/carbon/flee_from = new/list()
var/list/path_target = new/list() //The path to the combat target.
var/turf/trg_idle //It's idle target, the one it's following but not attacking.
var/list/path_idle = new/list() //The path to the idle target.
var/alive = 1 //1 alive, 0 dead
var/maxhealth = 25
var/health = 25
var/aggressive = 0
var/cowardly = 0 //PLEASE do not mix with agressive, I have no idea what its behaviour will be then
flags = 258.0
var/strength = 10 //The damage done by the creature if it attacks something.
var/cycle_pause = 5
var/view_range = 7 //How far it can see.
var/obj/item/weapon/card/id/anicard //By default, animals can open doors but not any with access restrictions.
var/intelligence = null // the intelligence var allows for additional access (by job).
var/species = "animal" //affects icon_state
New() //Initializes the livestock's AI and access
..()
anicard = new(src)
if(!isnull(src.intelligence))
anicard.access = get_access(intelligence)
else
anicard.access = null
src.process()
examine()
set src in view()
..()
if(!alive)
usr << text("\red <B>The animal is not moving</B>")
else if (src.health == src.health)
usr << text("\red <B>The animal looks healthy.</B>")
else
usr << text("\red <B>The animal looks beat up</B>")
if (aggressive && alive)
usr << text("\red <B>Looks fierce!</B>")
return
proc/gib() //Will move this to a generic livestock proc once I get some gib animations for the others -- Darem.
var/atom/movable/overlay/animation = null
src.icon = null
src.invisibility = 101
animation = new(src.loc)
animation.icon = 'livestock.dmi'
animation.icon_state = "blank"
animation.master = src
if(istype(src, /obj/livestock/spesscarp)) flick("spesscarp_g", animation)
sleep(11)
src.death(1)
del(animation)
return
attack_hand(user as mob)
return
attack_alien(var/mob/living/carbon/alien/user as mob) //So aliums can attack and potentially eat space carp.
if(src.alive)
if (user.a_intent == "help")
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\blue [user] caresses [src.name] with its scythe like arm."), 1)
else
src.health -= rand(15,30)
if(src.aggressive)
src.target = user
src.state = 1
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has slashed [src.name]!</B>", user), 1)
playsound(src.loc, 'slice.ogg', 25, 1, -1)
if(prob(10)) new /obj/decal/cleanable/blood(src.loc)
if (src.health <= 0)
src.death()
else
if (user.a_intent == "grab")
for(var/mob/N in viewers(user, null))
if(N.client)
N.show_message(text("\red <B>[user] is attempting to devour the carp!</B>"), 1)
if(!do_after(user, 50)) return
for(var/mob/N in viewers(user, null))
if(N.client)
N.show_message(text("\red <B>[user] hungrily devours the carp!</B>"), 1)
user.health += rand(10,25)
del(src)
else
user << "\green The creature is already dead."
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(src.alive)
switch(W.damtype)
if("fire")
src.health -= W.force * 0.75
if("brute")
src.health -= W.force * 0.5
else
if (src.health <= 0)
src.death()
else if (W.force)
if(src.aggressive && (ishuman(user) || ismonkey(user) || isrobot(user)))
src.target = user
src.state = 1
if(prob(10)) new /obj/decal/cleanable/blood(src.loc)
else if(istype(W, /obj/item/weapon/kitchenknife))
user << "\red You slice open the [src.name]!"
for (var/obj/item/I in src)
I.loc = src.loc
del(src)
return
else if(istype(W, /obj/item/weapon/butch))
user << "\red You butcher open the [src.name]!"
for (var/obj/item/I in src)
I.loc = src.loc
del(src)
return
..()
bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
if(istype(Proj, /obj/item/projectile/beam/pulse))
if(prob(30))
gib()
if(prob(10)) new /obj/decal/cleanable/blood(src.loc)
healthcheck()
ex_act(severity)
switch(severity)
if(1.0)
src.death(1)
if(2.0)
src.health -= 15
healthcheck()
return
meteorhit()
src.gib()
return
blob_act()
if(prob(50))
src.death()
return
Bumped(AM as mob|obj)
if(ismob(AM) && src.aggressive && (ishuman(AM) || ismonkey(AM)) )
src.target = AM
set_attack()
else if(ismob(AM))
spawn(0)
var/turf/T = get_turf(src)
AM:loc = T
Bump(atom/A)
if(ismob(A) && src.aggressive && (ishuman(A) || ismonkey(A)))
src.target = A
set_attack()
else if(ismob(A))
src.loc = A:loc
..()
temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
health -= 5
healthcheck()
proc/set_attack()
state = 1
if(path_idle.len) path_idle = new/list()
trg_idle = null
proc/set_idle()
state = 2
if (path_target.len) path_target = new/list()
target = null
frustration = 0
proc/set_null()
state = 0
if (path_target.len) path_target = new/list()
if (path_idle.len) path_idle = new/list()
target = null
trg_idle = null
frustration = 0
proc/special_extra() //Placeholder for animal specific effects such as cow milk or spess carp breathing.
proc/special_attack() //Placeholder for extra effects from the attack such as the carp's stun.
proc/special_target() //Placeholder for extra targeting protocol
proc/random_movement() //Unlike pick(cardinal), it has a bias towards continuing on in it's
var/temp_move = null // original direction.
switch(roll(1,20)) //50% => Foreward, 20% turn left, 20% turn right, 10% don't move.
if(1 to 10)
temp_move = src.dir
if(11 to 14)
temp_move = turn(src.dir, -90)
if(15 to 18)
temp_move = turn(src.dir, 90)
if(!isnull(temp_move))
step(src,temp_move)
proc/process() //Master AI proc.
set background = 1
if (!alive) //If it isn't alive, it shouldn't be doing anything.
return
if (cowardly) //cowardly = 1 stuff
var/view = view_range-2 //Actual sight slightly lower then it's total sight.
for (var/mob/living/carbon/C in range(view,src.loc)) //checking for threats
if (((get_dir(src,C) & dir) || (C.m_intent=="run" && C.moved_recently)) && !(C in flee_from)) //if it can see or hear anyone nearby, start fleeing
flee_from += C
if (flee_from.len) //ohgodrun
var/viable_dirs = 0
for(var/mob/living/carbon/C in flee_from)
if(!(C in view(src,view_range))) //first, see if someone who it has been fleeing from is still there. if not, delete that guy from the list
flee_from -= C
else
viable_dirs |= get_dir(src,C)
viable_dirs = 15 - viable_dirs //so it runs AWAY from those directions, not TOWARDS them
if(viable_dirs) //if there is somewhere to run, DO IT DAMNIT
var/list/turfs_to_move_to = new/list()
for(var/turf/T in orange(src,1))
if(((get_dir(src,T) & viable_dirs) == get_dir(src,T)) && !T.density)
turfs_to_move_to += T
src.Move(pick(turfs_to_move_to))
if (aggressive) //aggressive = 1 stuff
if (!target)
if (path_target.len) path_target = new/list() //No target but there's still path data? reset it.
var/last_health = INFINITY //Set as high as possible as an initial value.
var/view = view_range-2 //Actual sight slightly lower then it's total sight.
for (var/mob/living/carbon/C in range(view,src.loc)) //Checks all carbon creatures in range.
if (!aggressive) //Is this animal angry? If not, what the fuck are you doing?
break
if (C.stat == 2 || !can_see(src,C,view_range) || (!can_see(src,C,(view_range / 2)) && C.invisibility >= 1))
continue
if(C:stunned || C:paralysis || C:weakened)
target = C
break
if(C:health < last_health) //Selects the target but does NOT break the FOR loop.
last_health = C:health // As such, it'll keep going until it finds the one with the
target = C // lowest health.
if(target) //Does it have a target NOW?
if (aggressive) //Double checking if it is aggressive or not.
set_attack()
else if(state != 2) //If it doesn't have a target and it isn't idling already, idle.
set_idle()
idle()
else if(target) //It already has a target? YAY!
var/turf/distance = get_dist(src, target)
if (src.aggressive) //I probably don't need this check, but just in case.
set_attack()
else
set_idle()
idle()
if(can_see(src,target,view_range )) //Can I see it?
if(distance <= 1) //Am I close enough to attack it?
for(var/mob/O in viewers(world.view,src))
O.show_message("\red <B>[src.target] has been attacked by [src.name]!</B>", 1, "\red You hear someone fall.", 2)
target.take_organ_damage(strength)
special_attack()
src.loc = target.loc
set_null()
step_towards(src,get_step_towards2(src , target)) // Move towards the target.
else
if( !path_target.len ) //Don't have a path yet but do have a target?
path_attack(target) //Find a path!
if(!path_target.len) //Still no path?
set_null() //Fuck this shit.
if( path_target.len ) //Ok, I DO have a path
var/turf/next = path_target[1] //Select the next square to move to.
if(next in range(1,src)) //Is it next to it?
path_attack(target) //Re-find path.
if(!path_target.len) //If can't path to the target, it gets really angry.
src.frustration += 5
else
next = path_target[1] //If it CAN path to the target, select the next move point
path_target -= next
step_towards(src,next) //And move in that direction.
if (get_dist(src, src.target) >= distance) src.frustration++ //If it hasn't reached the target yet, get a little angry.
else src.frustration-- //It reached the target! Get less angry.
if(frustration >= patience) set_null() //If too angry? Fuck this shit.
special_extra()
if(target || flee_from.len)
spawn(cycle_pause / 3)
src.process()
else
spawn(cycle_pause)
src.process()
proc/idle() //Idle proc for when it isn't in combat mode. Called by itself and process()
set background = 1
if(state != 2 || !alive || target) return //If you arne't idling, aren't alive, or have a target, you shouldn't be here.
if(prob(5) && health < maxhealth) //5% chance of healing every cycle.
health++
special_extra()
if(isnull(trg_idle)) //No one to follow? Find one.
for(var/mob/living/O in viewers(world.view,src))
if(O.mutations == (0 || CLOWN)) //Hates mutants and fatties.
trg_idle = O
break
if(isnull(trg_idle)) //Still no one to follow? Step in a random direction.
random_movement()
else if(!path_idle.len) //Has a target but no path?
if(can_see(src,trg_idle,view_range)) //Can see it? Then move towards it.
step_towards(src,get_step_towards2(src , trg_idle))
else
path_idle(trg_idle) //Can't see it? Find a path.
if(!path_idle.len) //Still no path? Stop trying to follow it.
trg_idle = null
random_movement()
else
if(can_see(src,trg_idle,view_range)) //Has a path and can see the target?
if(get_dist(src, trg_idle) >= 2) //If 2 or more squares away, re-find path and move towards it.
step_towards(src,get_step_towards2(src , trg_idle))
if(path_idle.len) path_idle = new/list()
else
var/turf/next = path_idle[1] //Has a target and a path but can't see it?
if(!next in range(1,src)) //If end of path and not next to target, find new path.
path_idle(trg_idle)
if(path_idle.len) //If still some path left, move along path.
next = path_idle[1]
path_idle -= next
step_towards(src,next)
spawn(cycle_pause)
idle()
proc/path_idle(var/atom/trg)
path_idle = AStar(src.loc, get_turf(trg), /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, anicard, null)
path_idle = reverselist(path_idle)
proc/path_attack(var/atom/trg)
path_target = AStar(src.loc, trg.loc, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, anicard, null)
path_target = reverselist(path_target)
proc/death(var/messy = 0)
if(!alive) return
alive = 0
density = 0
icon_state = "[species]_d"
set_null()
if(!messy)
for(var/mob/O in hearers(src, null))
O.show_message("\red <B>[src]'s eyes glass over!</B>", 1)
else
for (var/obj/item/I in src)
if(!istype(I, /obj/item/weapon/card)) I.loc = src.loc
del(src)
proc/healthcheck()
if (src.health <= 0)
src.death()
//////////////////////////////////////////////////////////////////////////////
/////////////////////////Specific Creature Entries////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/*/obj/livestock/chick
name = "Chick"
desc = "A harmless little baby chicken, it's so cute!"
icon_state = "chick"
health = 10
maxhealth = 10
strength = 5
cycle_pause = 15
patience = 25
var/obj/item/weapon/reagent_containers/food/snacks/egg_holder
special_extra()
if(prob(5))
for(var/mob/O in hearers(src, null))
O << "\green Chick: Cluck."
src.egg_holder = new /obj/item/weapon/reagent_containers/food/snacks/egg(src)
src.egg_holder.loc = src.loc
src.egg_holder = null
for(var/mob/living/carbon/human/V in viewers(world.view,src))
if(V.mind.special_role == "wizard")
for(var/mob/H in hearers(src, null))
H << "\green Chick clucks in an angry manner at [V.name]."
*/
/obj/livestock/spesscarp
name = "Spess Carp"
desc = "Oh shit, you're really fucked now."
icon_state = "spesscarp"
species = "spesscarp"
aggressive = 1
health = 25
maxhealth = 25
strength = 10
cycle_pause = 10
patience = 25
view_range = 8
var/stun_chance = 5 // determines the prob of a stun
New()
..()
new /obj/item/weapon/reagent_containers/food/snacks/carpmeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/carpmeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/carpmeat(src)
special_attack()
if (prob(stun_chance))
target:stunned = max(target:stunned, (strength / 2))
/obj/livestock/spesscarp/elite
desc = "Oh shit, you're really fucked now. It has an evil gleam in it's eye."
health = 50
maxhealth = 50
view_range = 14
stun_chance = 40
intelligence = "Assistant"
/obj/livestock/killertomato
name = "Killer Tomato"
desc = "Oh shit, you're really fucked now."
icon_state = "killertomato"
species = "killertomato"
cowardly = 1
health = 75
maxhealth = 75
cycle_pause = 10
patience = 10
view_range = 14
intelligence = "Captain"
var/stun_chance = 10 // determines the prob of a stun
New()
..()
new /obj/item/weapon/reagent_containers/food/snacks/tomatomeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/tomatomeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/tomatomeat(src)
/obj/livestock/walkingmushroom
name = "Walking Mushroom"
desc = "A...huge...mushroom...with legs!?"
icon_state = "walkingmushroom"
species = "walkingmushroom"
cowardly = 1
health = 50
maxhealth = 50
strength = 0
cycle_pause = 10
patience = 25
view_range = 8
intelligence = "Captain"
var/stun_chance = 0
New()
..()
new /obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice(src)
new /obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice(src)
new /obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice(src)
/obj/livestock/lizard
name = "Lizard"
desc = "A cute tiny lizard."
icon_state = "lizard"
species = "lizard"
cowardly = 1
health = 10
maxhealth = 10
strength = 2
cycle_pause = 10
patience = 50
view_range = 7
/obj/livestock/roach
name = "Roach"
desc = "A cute large roach."
icon_state = "roach"
species = "roach"
aggressive = 1
health = 15
maxhealth = 15
strength = 2
cycle_pause = 10
patience = 50
view_range = 7
/obj/livestock/bear
name = "ninja space bear"
desc = "Its sight is unbearable to your eye."
icon_state = "bear"
species = "bear"
aggressive = 1
health = 100
maxhealth = 100
cycle_pause = 15
patience = 75
strength = 30
intelligence = "Captain"
var/adaptationChance = 10 //the chance per tick the bear will change its camouflage
var/camouflage = "space" //"", "space" or "floor"
New()
..()
//new /obj/item/clothing/suit/bearpelt(src)
new /obj/item/weapon/reagent_containers/food/snacks/bearmeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/bearmeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/bearmeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/bearmeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/bearmeat(src)
//new /obj/item/weapon/reagent_containers/food/snacks/bearinnards(src)
special_extra() //camouflage check
if(prob(adaptationChance))
if(istype(loc,/turf/simulated/floor))
if(camouflage != "floor")
camouflage = "floor"
else if(istype(loc,/turf/space))
if(camouflage != "space")
camouflage = "space"
else if(camouflage != "")
camouflage = ""
update_icon()
update_icon()
icon_state = "[species][camouflage][alive?"":"_d"]"
/* Commented out because of Filthy Xeno-lovers.
/obj/livestock/cow
name = "Pigmy Cow"
desc = "That's not my cow!"
icon_state = "cow"
health = 100
maxhealth = 100
strength = 20
cycle_pause = 20
patience = 50
view_range = 10
New()
..()
new /obj/item/weapon/reagent_containers/food/snacks/monkeymeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/monkeymeat(src)
new /obj/item/weapon/reagent_containers/food/snacks/monkeymeat(src)
special_extra()
if(prob(20))
for(var/mob/O in hearers(src, null))
O << "\green Cow: Moo."
src.reagents.add_reagent("milk", 1)
if(src.reagents.get_reagent_amount("milk") >= 100)
gib()
examine()
..()
switch(src.reagents.get_reagent_amount("milk"))
if(0 to 10)
usr << text("\red The cow looks content.")
if(11 to 80)
usr << text("\red The cow looks uncomfortable.")
if(81 to INFINITY)
usr << text("\red The cow looks as if it could burst at any minute!")
*/
+65
View File
@@ -0,0 +1,65 @@
/obj/item/weapon/storage/lockbox
name = "Lockbox"
desc = "A locked box."
icon_state = "lockbox+l"
item_state = "syringe_kit"
w_class = 4
max_w_class = 3
max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
storage_slots = 4
req_access = list(access_armory)
var
locked = 1
broken = 0
icon_locked = "lockbox+l"
icon_closed = "lockbox"
icon_broken = "lockbox+b"
attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/id))
if(src.broken)
user << "\red It appears to be broken."
return
if(src.allowed(user))
src.locked = !( src.locked )
if(src.locked)
src.icon_state = src.icon_locked
user << "\red You lock the [src.name]!"
return
else
src.icon_state = src.icon_closed
user << "\red You unlock the [src.name]!"
return
else
user << "\red Access Denied"
else if((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = src.icon_broken
if(istype(W, /obj/item/weapon/melee/energy/blade))
var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, 'blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
for(var/mob/O in viewers(user, 3))
O.show_message(text("\blue The locker has been sliced open by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
else
for(var/mob/O in viewers(user, 3))
O.show_message(text("\blue The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2)
if(!locked)
..()
else
user << "\red Its locked!"
return
show_to(mob/user as mob)
if(locked)
user << "\red Its locked!"
else
..()
return
+14 -2
View File
@@ -1,3 +1,15 @@
/obj/item/weapon/storage
icon = 'storage.dmi'
name = "storage"
var/list/can_hold = new/list() //List of objects which this item can store (if set, it can't store anything else)
var/list/cant_hold = new/list() //List of objects which this item can't store (in effect only if can_hold isn't set)
var/max_w_class = 2 //Max size of objects that this object can store (in effect only if can_hold isn't set)
var/max_combined_w_class = 14 //The sum of the w_classes of all the items in this storage item.
var/storage_slots = 7 //The number of storage slots in this container.
var/obj/screen/storage/boxes = null
var/obj/screen/close/closer = null
w_class = 3.0
/obj/item/weapon/storage/proc/return_inv()
var/list/L = list( )
@@ -200,14 +212,14 @@
src.master.attackby(W, user)
return
/obj/item/weapon/storage/survival_kit/New()
/obj/item/weapon/storage/box/New()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen( src )
..()
return
/obj/item/weapon/storage/survival_kit/engineer/New()
/obj/item/weapon/storage/box/engineer/New()
..()
contents = list()
sleep(1)