Merge remote-tracking branch 'upstream/master' into instruments

This commit is contained in:
Fox-McCloud
2017-07-04 17:42:24 -04:00
99 changed files with 1497 additions and 572 deletions

View File

@@ -26,7 +26,7 @@
/obj/effect/mine/proc/triggermine(mob/living/victim)
if(triggered)
return
visible_message("<span class='danger'>[victim] sets off \icon[src] [src]!</span>")
visible_message("<span class='danger'>[victim] sets off [bicon(src)] [src]!</span>")
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()

View File

@@ -201,4 +201,37 @@
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/device/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocals fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/internal/cyberimp/arm/flash/I = null
/obj/item/device/flash/armimplant/Destroy()
I = null
return ..()
/obj/item/device/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = FALSE
addtimer(src, "cooldown", flashcd * 2)
/obj/item/device/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(src, "cooldown", flashcd)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
return TRUE
/obj/item/device/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/device/flash/synthetic //just a regular flash now

View File

@@ -247,6 +247,13 @@ var/global/list/default_medbay_channels = list(
A.name = from
A.role = role
A.message = message
var/jammed = FALSE
for(var/obj/item/device/jammer/jammer in active_jammers)
if(get_dist(get_turf(src), get_turf(jammer)) < jammer.range)
jammed = TRUE
break
if(jammed)
message = Gibberish(message, 100)
Broadcast_Message(connection, A,
0, "*garbled automated announcement*", src,
message, from, "Automated Announcement", from, "synthesized voice",
@@ -332,6 +339,12 @@ var/global/list/default_medbay_channels = list(
var/datum/radio_frequency/connection = message_mode
var/turf/position = get_turf(src)
var/jammed = FALSE
for(var/obj/item/device/jammer/jammer in active_jammers)
if(get_dist(position, get_turf(jammer)) < jammer.range)
jammed = TRUE
break
//#### Tagging the signal with all appropriate identity values ####//
// ||-- The mob's name identity --||
@@ -345,6 +358,9 @@ var/global/list/default_medbay_channels = list(
var/jobname // the mob's "job"
if(jammed)
message = Gibberish(message, 100)
// --- Human: use their actual job ---
if(ishuman(M))
var/mob/living/carbon/human/H = M

View File

@@ -146,3 +146,22 @@ effective or pretty fucking useless.
attack_self(usr)
add_fingerprint(usr)
return
/obj/item/device/jammer
name = "radio jammer"
desc = "Device used to disrupt nearby radio communication."
icon_state = "jammer"
var/active = FALSE
var/range = 12
/obj/item/device/jammer/Destroy()
active_jammers -= src
return ..()
/obj/item/device/jammer/attack_self(mob/user)
to_chat(user,"<span class='notice'>You [active ? "deactivate" : "activate"] the [src].</span>")
active = !active
if(active)
active_jammers |= src
else
active_jammers -= src

View File

@@ -123,6 +123,7 @@ var/global/list/datum/stack_recipe/metal_recipes = list(
*/
var/global/list/datum/stack_recipe/plasteel_recipes = list(
new /datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1),
new /datum/stack_recipe("bomb assembly", /obj/machinery/syndicatebomb/empty, 10, time = 50),
new /datum/stack_recipe("Surgery Table", /obj/machinery/optable, 5, time = 50, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("Metal crate", /obj/structure/closet/crate, 10, time = 50, one_per_turf = 1),
new /datum/stack_recipe("Mass Driver frame", /obj/machinery/mass_driver_frame, 3, time = 50, one_per_turf = 1)

View File

@@ -19,6 +19,9 @@
var/obj/item/device/assembly_holder/nadeassembly = null
var/label = null
var/assemblyattacher
var/ignition_temp = 10 // The amount of heat added to the reagents when this grenade goes off.
var/threatscale = 1 // Used by advanced grenades to make them slightly more worthy.
var/no_splash = FALSE //If the grenade deletes even if it has no reagents to splash with. Used for slime core reactions.
/obj/item/weapon/grenade/chem_grenade/New()
create_reagents(1000)
@@ -99,6 +102,7 @@
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])")
bombers += "[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])"
to_chat(user, "<span class='warning'>You prime the [name]! [det_time / 10] second\s!</span>")
playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = 1
update_icon()
if(iscarbon(user))
@@ -264,13 +268,18 @@
if(stage != READY)
return
var/has_reagents = 0
var/list/datum/reagents/reactants = list()
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume)
has_reagents = 1
reactants += G.reagents
if(!has_reagents)
playsound(loc, usesound, 50, 1)
if(!chem_splash(get_turf(src), affected_area, reactants, ignition_temp, threatscale) && !no_splash)
playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
if(beakers.len)
for(var/obj/O in beakers)
O.forceMove(get_turf(src))
beakers = list()
stage = EMPTY
update_icon()
return
if(nadeassembly)
@@ -281,31 +290,9 @@
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)]<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>(?)</A> ([admin_jump_link(M)]) and last touched by [key_name_admin(last)]<A HREF='?_src_=holder;adminmoreinfo=\ref[last]'>(?)</A> ([admin_jump_link(last)]) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])")
playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
update_mob()
invisibility = INVISIBILITY_MAXIMUM //kaboom
qdel(nadeassembly) // do this now to stop infrared beams
var/end_temp = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
end_temp += G.reagents.chem_temp
reagents.chem_temp = end_temp
if(reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(affected_area, loc))
if(A == src)
continue
reagents.reaction(A, 1, 10)
spawn(15) //Making sure all reagents can work
qdel(src) //correctly before deleting the grenade.
qdel(src)
/obj/item/weapon/grenade/chem_grenade/proc/CreateDefaultTrigger(var/typekey)
if(ispath(typekey,/obj/item/device/assembly))
@@ -327,64 +314,37 @@
//Large chem grenades accept slime cores and use the appropriately.
/obj/item/weapon/grenade/chem_grenade/large
name = "large grenade casing"
desc = "For oversized grenades; fits additional contents and affects a greater area."
desc = "A custom made large grenade. It affects a larger area."
icon_state = "large_grenade"
bomb_state = "largebomb"
allowed_containers = list(/obj/item/weapon/reagent_containers/glass,/obj/item/weapon/reagent_containers/food/condiment,
/obj/item/weapon/reagent_containers/food/drinks)
origin_tech = "combat=3;engineering=3"
affected_area = 4
affected_area = 5
ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades.
threatscale = 1.1 // 10% more effective.
/obj/item/weapon/grenade/chem_grenade/large/prime()
if(stage != READY)
return
var/has_reagents = 0
var/obj/item/slime_extract/valid_core = null
for(var/obj/item/slime_extract/S in beakers)
if(S.Uses)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(S, G.reagents.total_volume)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(!istype(G)) continue
if(G.reagents.total_volume) has_reagents = 1
for(var/obj/item/slime_extract/E in beakers)
if(!istype(E)) continue
if(E.Uses) valid_core = E
if(E.reagents.total_volume) has_reagents = 1
//If there is still a core (sometimes it's used up)
//and there are reagents left, behave normally,
//otherwise drop it on the ground for timed reactions like gold.
if(!has_reagents)
playsound(loc, prime_sound, 50, 1)
return
playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
update_mob()
if(valid_core)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(valid_core, G.reagents.total_volume)
//If there is still a core (sometimes it's used up)
//and there are reagents left, behave normally
if(valid_core && valid_core.reagents && valid_core.reagents.total_volume)
valid_core.reagents.trans_to(src,valid_core.reagents.total_volume)
else
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
if(reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(affected_area, loc))
if( A == src ) continue
reagents.reaction(A, 1, 10)
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
spawn(50) //To make sure all reagents can work
qdel(src) //correctly before deleting the grenade.
if(S)
if(S.reagents && S.reagents.total_volume)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
S.reagents.trans_to(G, S.reagents.total_volume)
else
S.forceMove(get_turf(src))
no_splash = TRUE
..()
//I tried to just put it in the allowed_containers list but
@@ -399,6 +359,71 @@
else
return ..()
/obj/item/weapon/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
name = "cryo grenade"
desc = "A custom made cryogenic grenade. It rapidly cools its contents upon detonation."
icon_state = "cryog"
affected_area = 2
ignition_temp = -100
/obj/item/weapon/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
name = "pyro grenade"
desc = "A custom made pyrotechnical grenade. It heats up and ignites its contents upon detonation."
icon_state = "pyrog"
origin_tech = "combat=4;engineering=4"
affected_area = 3
ignition_temp = 500 // This is enough to expose a hotspot.
/obj/item/weapon/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses.
name = "advanced release grenade"
desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
icon_state = "timeg"
origin_tech = "combat=3;engineering=4"
var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
/obj/item/weapon/grenade/chem_grenade/adv_release/attackby(obj/item/I, mob/user, params)
if(ismultitool(I))
switch(unit_spread)
if(0 to 24)
unit_spread += 5
if(25 to 99)
unit_spread += 25
else
unit_spread = 5
to_chat(user, "<span class='notice'> You set the time release to [unit_spread] units per detonation.</span>")
return
..()
/obj/item/weapon/grenade/chem_grenade/adv_release/prime()
if(stage != READY)
return
var/total_volume = 0
for(var/obj/item/weapon/reagent_containers/RC in beakers)
total_volume += RC.reagents.total_volume
if(!total_volume)
qdel(src)
qdel(nadeassembly)
return
var/fraction = unit_spread/total_volume
var/datum/reagents/reactants = new(unit_spread)
reactants.my_atom = src
for(var/obj/item/weapon/reagent_containers/RC in beakers)
RC.reagents.trans_to(reactants, RC.reagents.total_volume*fraction, threatscale, 1, 1)
chem_splash(get_turf(src), affected_area, list(reactants), ignition_temp, threatscale)
if(nadeassembly)
var/mob/M = get_mob_by_ckey(assemblyattacher)
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)]<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</A>) and last touched by [key_name_admin(last)]<A HREF='?_src_=holder;adminmoreinfo=\ref[last]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[last]'>FLW</A>) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])")
else
addtimer(src, "prime", det_time)
var/turf/DT = get_turf(src)
var/area/DA = get_area(DT)
log_game("A grenade detonated at [DA.name] ([DT.x], [DT.y], [DT.z])")
/obj/item/weapon/grenade/chem_grenade/metalfoam
payload_name = "metal foam"

View File

@@ -35,7 +35,7 @@
var/mob/M = imp_in
var/area/t = get_area(M)
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(src)
a.follow_target = M
switch(cause)
@@ -52,7 +52,7 @@
else
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm")
qdel(src)
qdel(a)
/obj/item/weapon/implant/death_alarm/emp_act(severity) //for some reason alarms stop going off in case they are emp'd, even without this

View File

@@ -150,6 +150,13 @@
origin_tech = "materials=3;combat=4"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut")
/obj/item/weapon/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "knife"
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
origin_tech = null
/obj/item/weapon/kitchen/knife/carrotshiv
name = "carrot shiv"
icon_state = "carrotshiv"

View File

@@ -203,26 +203,29 @@
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 30
sharp = 1
edge = 1
force = 30 //Normal attacks deal esword damage
hitsound = 'sound/weapons/blade1.ogg'
active = 1
throwforce = 1//Throwing or dropping the item deletes it.
throw_speed = 3
throw_range = 1
w_class = WEIGHT_CLASS_BULKY //So you can't hide it in your pocket or some such.
armour_penetration = 50
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/datum/effect/system/spark_spread/spark_system
sharp = 1
edge = 1
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/weapon/melee/energy/blade/New()
..()
spark_system = new /datum/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/weapon/melee/energy/blade/dropped()
..()
qdel(src)
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
return
/obj/item/weapon/melee/energy/blade/hardlight
name = "hardlight blade"
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
icon_state = "lightblade"
item_state = "lightblade"

View File

@@ -26,17 +26,17 @@
to_chat(user, "<span class='notice'>You'll need to get closer to see any more.</span>")
return
if(tank)
to_chat(user, "<span class='notice'>\icon [tank] It has \the [tank] mounted onto it.</span>")
to_chat(user, "<span class='notice'>[bicon(tank)] It has [tank] mounted onto it.</span>")
/obj/item/weapon/melee/powerfist/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/tank))
if(!tank)
var/obj/item/weapon/tank/IT = W
if(IT.volume <= 3)
to_chat(user, "<span class='warning'>\The [IT] is too small for \the [src].</span>")
to_chat(user, "<span class='warning'>[IT] is too small for [src].</span>")
return
updateTank(W, 0, user)
else if(istype(W, /obj/item/weapon/wrench))
else if(iswrench(W))
switch(fisto_setting)
if(1)
fisto_setting = 2
@@ -45,8 +45,8 @@
if(3)
fisto_setting = 1
playsound(loc, W.usesound, 50, 1)
to_chat(user, "<span class='notice'>You tweak \the [src]'s piston valve to [fisto_setting].</span>")
else if(istype(W, /obj/item/weapon/screwdriver))
to_chat(user, "<span class='notice'>You tweak [src]'s piston valve to [fisto_setting].</span>")
else if(isscrewdriver(W))
if(tank)
updateTank(tank, 1, user)
@@ -54,29 +54,29 @@
/obj/item/weapon/melee/powerfist/proc/updateTank(obj/item/weapon/tank/thetank, removing = 0, mob/living/carbon/human/user)
if(removing)
if(!tank)
to_chat(user, "<span class='notice'>\The [src] currently has no tank attached to it.</span>")
to_chat(user, "<span class='notice'>[src] currently has no tank attached to it.</span>")
return
to_chat(user, "<span class='notice'>You detach \the [thetank] from \the [src].</span>")
to_chat(user, "<span class='notice'>You detach [thetank] from [src].</span>")
tank.forceMove(get_turf(user))
user.put_in_hands(tank)
tank = null
if(!removing)
if(tank)
to_chat(user, "<span class='warning'>\The [src] already has a tank.</span>")
to_chat(user, "<span class='warning'>[src] already has a tank.</span>")
return
if(!user.unEquip(thetank))
return
to_chat(user, "<span class='notice'>You hook \the [thetank] up to \the [src].</span>")
to_chat(user, "<span class='notice'>You hook [thetank] up to [src].</span>")
tank = thetank
thetank.forceMove(src)
/obj/item/weapon/melee/powerfist/attack(mob/living/target, mob/living/user)
if(!tank)
to_chat(user, "<span class='warning'>\The [src] can't operate without a source of gas!</span>")
to_chat(user, "<span class='warning'>[src] can't operate without a source of gas!</span>")
return
if(tank && !tank.air_contents.remove(gasperfist * fisto_setting))
to_chat(user, "<span class='warning'>\The [src]'s piston-ram lets out a weak hiss, it needs more gas!</span>")
to_chat(user, "<span class='warning'>[src]'s piston-ram lets out a weak hiss, it needs more gas!</span>")
playsound(loc, 'sound/effects/refill.ogg', 50, 1)
return
@@ -90,8 +90,8 @@
playsound(loc, 'sound/weapons/genhit2.ogg', 50, 1)
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
spawn(0)
target.throw_at(throw_target, 5 * fisto_setting, 0.2)
target.throw_at(throw_target, 5 * fisto_setting, 0.2)
add_logs(user, target, "power fisted", src)

View File

@@ -54,7 +54,9 @@
C.update_internals_hud_icon(0)
else
var/can_open_valve = 0
if(C.wear_mask && C.wear_mask.flags & AIRTIGHT)
if(C.get_organ_slot("breathing_tube"))
can_open_valve = 1
else if(C.wear_mask && C.wear_mask.flags & AIRTIGHT)
can_open_valve = 1
else if(ishuman(C))
var/mob/living/carbon/human/H = C

View File

@@ -128,7 +128,7 @@ Frequency:
if(turfs.len)
L["None (Dangerous)"] = pick(turfs)
var/t1 = input(user, "Please select a teleporter to lock in on.", "Hand Teleporter") as null|anything in L
if(!t1 || (user.is_in_active_hand(src) || user.stat || user.restrained()))
if(!t1 || (!user.is_in_active_hand(src) || user.stat || user.restrained()))
return
if(active_portals >= 3)
user.show_message("<span class='notice'>\The [src] is recharging!</span>")

View File

@@ -251,6 +251,10 @@
new /obj/item/clothing/under/rank/medical/skirt(src)
new /obj/item/clothing/under/rank/medical/skirt(src)
new /obj/item/clothing/head/surgery/purple(src)
new /obj/item/clothing/under/medigown(src)
new /obj/item/clothing/under/medigown(src)
new /obj/item/clothing/under/medigown(src)
new /obj/item/clothing/under/medigown(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
@@ -406,6 +410,10 @@
new /obj/item/clothing/suit/storage/labcoat(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/under/medigown(src)
new /obj/item/clothing/under/medigown(src)
new /obj/item/clothing/under/medigown(src)
new /obj/item/clothing/under/medigown(src)
/obj/structure/closet/wardrobe/grey