This commit is contained in:
Markolie
2015-01-16 05:15:26 +01:00
53 changed files with 528 additions and 312 deletions
@@ -732,7 +732,7 @@ var/list/datum/dna/hivemind_bank = list()
src << "<span class='notice'>We return our vocal glands to their original location.</span>"
return
var/mimic_voice = input("Enter a name to mimic.", "Mimic Voice", null) as text
var/mimic_voice = stripped_input(usr, "Enter a name to mimic.", "Mimic Voice", null, MAX_NAME_LEN)
if(!mimic_voice)
return
+1 -1
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@@ -226,7 +226,7 @@ proc/issyndicate(mob/living/M as mob)
/datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob)
var/radio_freq = SYND_FREQ
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(synd_mob)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate/alt(synd_mob)
R.set_frequency(radio_freq)
synd_mob.equip_to_slot_or_del(R, slot_l_ear)
+6 -6
View File
@@ -24,7 +24,7 @@
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
if(4) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_or_collect(new /obj/item/device/radio/headset/heads/hos(H), slot_l_ear)
H.equip_or_collect(new /obj/item/device/radio/headset/heads/hos/alt(H), slot_l_ear)
H.equip_or_collect(new /obj/item/clothing/under/rank/head_of_security(H), slot_w_uniform)
H.equip_or_collect(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_or_collect(new /obj/item/clothing/suit/armor/hos(H), slot_wear_suit)
@@ -64,7 +64,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
@@ -111,7 +111,7 @@
minimal_player_age = 14
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
@@ -166,7 +166,7 @@
minimal_player_age = 14
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
@@ -205,7 +205,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/medic(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
@@ -242,7 +242,7 @@
minimal_player_age = 7
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
H.equip_or_collect(new /obj/item/device/radio/headset/headset_sec/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/security(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_sec(H), slot_back)
+1 -1
View File
@@ -13,7 +13,7 @@
minimal_player_age = 30
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_or_collect(new /obj/item/device/radio/headset/heads/captain(H), slot_l_ear)
H.equip_or_collect(new /obj/item/device/radio/headset/heads/captain/alt(H), slot_l_ear)
switch(H.backbag)
if(2) H.equip_or_collect(new /obj/item/weapon/storage/backpack/captain(H), slot_back)
if(3) H.equip_or_collect(new /obj/item/weapon/storage/backpack/satchel_cap(H), slot_back)
+17 -1
View File
@@ -287,6 +287,11 @@
)
/obj/machinery/alarm/proc/master_is_operating()
if (! alarm_area)
alarm_area = areaMaster
return alarm_area.master_air_alarm && !(alarm_area.master_air_alarm.stat & (NOPOWER|BROKEN))
@@ -892,6 +897,15 @@
update_icon()
return
if(istype(W, /obj/item/weapon/wirecutters)) // cutting the wires out
if (wires.wires_status == 31) // all wires cut
var/obj/item/stack/cable_coil/new_coil = new /obj/item/stack/cable_coil()
new_coil.amount = 5
new_coil.loc = user.loc
buildstage = 1
update_icon()
return
if (wiresexposed && ((istype(W, /obj/item/device/multitool) || istype(W, /obj/item/weapon/wirecutters))))
return attack_hand(user)
@@ -906,6 +920,8 @@
updateUsrDialog()
else
user << "\red Access denied."
return
if(1)
@@ -1475,4 +1491,4 @@ Code shamelessly copied from apc_frame
else
usr << browse(null, "window=partyalarm")
return
return
return
+5 -4
View File
@@ -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
+2 -2
View File
@@ -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)
+31 -29
View File
@@ -284,23 +284,23 @@
name = "Secure Armory Airlock"
hackProof = 1
aiControlDisabled = 1
/obj/machinery/door/airlock/alien
name = "Alien Airlock"
desc = "A mysterious alien airlock with a complicated opening mechanism."
hackProof = 1
icon = 'icons/obj/doors/Doorplasma.dmi'
/obj/machinery/door/airlock/alien/bumpopen(mob/living/user as mob)
/obj/machinery/door/airlock/alien/bumpopen(mob/living/user as mob)
if(istype(user,/mob/living/carbon/alien) || isrobot(user) || isAI(user))
..(user)
else
user << "You do not know how to operate this airlock's mechanism."
return
/obj/machinery/door/airlock/alien/attackby(C as obj, mob/user as mob)
if(isalien(user) || isrobot(user) || isAI(user))
..(C, user)
..(C, user)
else
user << "You do not know how to operate this airlock's mechanism."
return
@@ -512,8 +512,8 @@ About the new airlock wires panel:
if(src.emergency)
t1 += text("Emergency Access Override is enabled. <A href='?src=\ref[];aiDisable=11'>Disable?</a><br>\n", src)
else
t1 += text("Emergency Access Override is disabled. <A href='?src=\ref[];aiEnable=11'>Enable?</a><br>\n", src)
t1 += text("Emergency Access Override is disabled. <A href='?src=\ref[];aiEnable=11'>Enable?</a><br>\n", src)
if(src.isWireCut(AIRLOCK_WIRE_MAIN_POWER1))
t1 += text("Main Power Input wire is cut.<br>\n")
if(src.isWireCut(AIRLOCK_WIRE_MAIN_POWER2))
@@ -1094,28 +1094,9 @@ About the new airlock wires panel:
if(locate(/mob/living) in turf)
// playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0) //THE BUZZING IT NEVER STOPS -Pete
spawn (60)
close()
autoclose()
return
for(var/turf/turf in locs)
for(var/mob/living/M in turf)
if(isrobot(M))
M.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
else
M.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
M.SetStunned(5)
M.SetWeakened(5)
var/obj/effect/stop/S
S = new /obj/effect/stop
S.victim = M
S.loc = M.loc
spawn(20)
del(S)
M.emote("scream")
var/turf/location = src.loc
if(istype(location, /turf/simulated))
location.add_blood(M)
use_power(50)
if(forced)
playsound(src.loc, 'sound/machines/airlockforced.ogg', 30, 1)
@@ -1131,7 +1112,28 @@ About the new airlock wires panel:
if (W)
W.destroy()
..()
if(density)
return 1
operating = 1
door_animate("closing")
src.layer = 3.1
sleep(5)
src.density = 1
if(!safe)
crush()
sleep(5)
update_icon()
if(visible && !glass)
SetOpacity(1)
operating = 0
update_nearby_tiles()
if(locate(/mob/living) in get_turf(src))
open()
//I shall not add a check every x ticks if a door has closed over some fire.
var/obj/fire/fire = locate() in loc
if(fire)
del fire
return
/obj/machinery/door/airlock/proc/lock(var/forced=0)
@@ -1230,7 +1232,7 @@ About the new airlock wires panel:
return
else
return
/obj/machinery/door/airlock/CanAStarPass(var/obj/item/weapon/card/id/ID)
//Airlock is passable if it is open (!density), bot has access, and is not bolted shut)
+36 -12
View File
@@ -227,24 +227,27 @@
/obj/machinery/door/proc/open()
if(!density) return 1
if(operating > 0) return
if(!ticker) return 0
if(!density)
return 1
if(operating > 0)
return
if(!ticker)
return 0
if(!operating) operating = 1
door_animate("opening")
icon_state = "door0"
src.SetOpacity(0)
sleep(10)
src.layer = 2.7
sleep(5)
src.density = 0
sleep(5)
src.layer = 2.7
explosion_resistance = 0
update_icon()
SetOpacity(0)
operating = 0
update_nearby_tiles()
if(operating) operating = 0
if(autoclose && normalspeed)
spawn(150)
autoclose()
@@ -256,15 +259,18 @@
/obj/machinery/door/proc/close()
if(density) return 1
if(operating > 0) return
if(density)
return 1
if(operating > 0)
return
operating = 1
door_animate("closing")
src.density = 1
explosion_resistance = initial(explosion_resistance)
src.layer = 3.0
sleep(10)
src.layer = 3.1
sleep(5)
src.density = 1
sleep(5)
update_icon()
if(visible && !glass)
SetOpacity(1) //caaaaarn!
@@ -277,6 +283,24 @@
del fire
return
/obj/machinery/door/proc/crush()
for(var/mob/living/L in get_turf(src))
if(isalien(L)) //For xenos
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE * 1.5) //Xenos go into crit after aproximately the same amount of crushes as humans.
L.emote("roar")
else if(ishuman(L)) //For humans
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
L.emote("scream")
L.Weaken(5)
else if(ismonkey(L)) //For monkeys
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
L.Weaken(5)
else //for simple_animals & borgs
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
var/turf/location = src.loc
if(istype(location, /turf/simulated)) //add_blood doesn't work for borgs/xenos, but add_blood_floor does.
location.add_blood(L)
/obj/machinery/door/proc/requiresID()
return 1
+13 -10
View File
@@ -14,7 +14,7 @@
/obj/machinery/door/poddoor/four_tile_ver/
name = "Large Pod Door"
icon = 'icons/obj/doors/1x4blast_vert.dmi'
/obj/machinery/door/poddoor/three_tile_ver/
name = "Large Pod Door"
icon = 'icons/obj/doors/1x3blast_vert.dmi'
@@ -51,8 +51,9 @@
flick("pdoorc0", src)
src.icon_state = "pdoor0"
src.SetOpacity(0)
sleep(10)
sleep(5)
src.density = 0
sleep(5)
update_nearby_tiles()
if(operating == 1) //emag again
@@ -68,11 +69,13 @@
src.operating = 1
flick("pdoorc1", src)
src.icon_state = "pdoor1"
src.density = 1
src.SetOpacity(initial(opacity))
update_nearby_tiles()
sleep(5)
crush()
src.density = 1
sleep(5)
sleep(10)
src.operating = 0
return
@@ -153,7 +156,7 @@
spawn(150)
autoclose()
return 1
/obj/machinery/door/poddoor/three_tile_hor/close()
if (src.operating)
return
@@ -332,7 +335,7 @@
sleep(10)
src.operating = 0
return
return
/obj/machinery/door/poddoor/four_tile_ver/open()
if (src.operating == 1) //doors can still open when emag-disabled
@@ -364,7 +367,7 @@
spawn(150)
autoclose()
return 1
/obj/machinery/door/poddoor/four_tile_ver/close()
if (src.operating)
return
@@ -454,7 +457,7 @@
del f2
del f3
..()
/obj/machinery/door/poddoor/three_tile_ver
var/obj/machinery/door/poddoor/filler_object/f1
var/obj/machinery/door/poddoor/filler_object/f2
@@ -477,8 +480,8 @@
del f1
del f2
del f3
..()
..()
/obj/machinery/door/poddoor/four_tile_hor
var/obj/machinery/door/poddoor/filler_object/f1
var/obj/machinery/door/poddoor/filler_object/f2
+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
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@@ -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\""
@@ -31,6 +31,15 @@
/obj/item/device/radio/headset/syndicate
origin_tech = "syndicate=3"
/obj/item/device/radio/headset/syndicate/alt //undisguised bowman with flash protection
name = "syndicate headset"
desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs. \nTo access the syndicate channel, use ; before speaking."
flags = EARBANGPROTECT
origin_tech = "syndicate=3"
icon_state = "syndie_headset"
item_state = "syndie_headset"
/obj/item/device/radio/headset/syndicate/New()
..()
del(keyslot1)
@@ -53,6 +62,13 @@
item_state = "headset"
keyslot1 = new /obj/item/device/encryptionkey/headset_sec
/obj/item/device/radio/headset/headset_sec/alt
name = "security bowman headset"
desc = "This is used by your elite security force. Protects ears from flashbangs. \nTo access the security channel, use :s."
flags = EARBANGPROTECT
icon_state = "sec_headset_alt"
item_state = "sec_headset_alt"
/obj/item/device/radio/headset/headset_eng
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls. To access the engineering channel, use :e. "
@@ -102,6 +118,13 @@
item_state = "headset"
keyslot1 = new /obj/item/device/encryptionkey/heads/captain
/obj/item/device/radio/headset/heads/captain/alt
name = "\proper the captain's bowman headset"
desc = "The headset of the boss. Protects ears from flashbangs. \nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/device/radio/headset/heads/rd
name = "Research Director's headset"
desc = "Headset of the researching God. To access the science channel, use :n. For command, use :c."
@@ -116,6 +139,13 @@
item_state = "headset"
keyslot1 = new /obj/item/device/encryptionkey/heads/hos
/obj/item/device/radio/headset/heads/hos/alt
name = "\proper the head of security's bowman headset"
desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs. \nTo access the security channel, use :s. For command, use :c."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/device/radio/headset/heads/ce
name = "chief engineer's headset"
desc = "The headset of the guy who is in charge of morons. To access the engineering channel, use :e. For command, use :c."
+1
View File
@@ -436,6 +436,7 @@
desc = "A colourful crayon. Looks tasty. Mmmm..."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonred"
slot_flags = SLOT_EARS
w_class = 1.0
attack_verb = list("attacked", "coloured")
var/colour = "#FF0000" //RGB
@@ -57,6 +57,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
icon_state = "cigoff"
throw_speed = 0.5
item_state = "cigoff"
slot_flags = SLOT_EARS
w_class = 1
body_parts_covered = null
attack_verb = list("burnt", "singed")
@@ -5,109 +5,68 @@
origin_tech = "materials=2;combat=1"
var/banglet = 0
prime()
..()
for(var/obj/structure/closet/L in hear(7, get_turf(src)))
if(locate(/mob/living/carbon/, L))
for(var/mob/living/carbon/M in L)
bang(get_turf(src), M)
for(var/mob/living/carbon/M in hear(7, get_turf(src)))
bang(get_turf(src), M)
for(var/obj/effect/blob/B in hear(8,get_turf(src))) //Blob damage here
var/damage = round(30/(get_dist(B,get_turf(src))+1))
B.health -= damage
B.update_icon()
new/obj/effect/effect/smoke/flashbang(src.loc)
del(src)
/obj/item/weapon/grenade/flashbang/prime()
update_mob()
var/flashbang_turf = get_turf(src)
if(!flashbang_turf)
return
for(var/mob/living/M in hearers(7, flashbang_turf))
bang(get_turf(M), M)
proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
if (locate(/obj/item/weapon/cloaking_device, M)) // Called during the loop that bangs people in lockers/containers and when banging
for(var/obj/item/weapon/cloaking_device/S in M) // people in normal view. Could theroetically be called during other explosions.
S.active = 0 // -- Polymorph
S.icon_state = "shield0"
for(var/obj/effect/blob/B in hear(8,flashbang_turf)) //Blob damage here
var/damage = round(30/(get_dist(B,get_turf(src))+1))
B.health -= damage
B.update_icon()
del(src)
M << "\red <B>BANG</B>"
playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5)
/obj/item/weapon/grenade/flashbang/proc/bang(var/turf/T , var/mob/living/M)
M.show_message("<span class='warning'>BANG</span>", 2)
playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
//Checking for protections
var/eye_safety = 0
var/ear_safety = 0
if(iscarbon(M))
eye_safety = M.eyecheck()
if(ishuman(M))
if(istype(M:l_ear, /obj/item/clothing/ears/earmuffs) || istype(M:r_ear, /obj/item/clothing/ears/earmuffs))
ear_safety += 2
if(M_HULK in M.mutations)
ear_safety += 1
if(istype(M:head, /obj/item/clothing/head/helmet))
ear_safety += 1
var/eye_safety = 0
var/ear_safety = 0
var/distance = max(1,get_dist(src,T))
if(iscarbon(M))
var/mob/living/carbon/C = M
eye_safety = C.eyecheck()
if(ishuman(C))
var/mob/living/carbon/human/H = C
if((H.r_ear && (H.r_ear.flags & EARBANGPROTECT)) || (H.l_ear && (H.l_ear.flags & EARBANGPROTECT)) || (H.head && (H.head.flags & HEADBANGPROTECT)))
ear_safety++
//Flashing everyone
if(eye_safety < 1)
flick("e_flash", M.flash)
M.Stun(2)
M.Weaken(10)
//Now applying sound
if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
if(ear_safety > 0)
M.Stun(2)
M.Weaken(1)
else
M.Stun(10)
M.Weaken(3)
if ((prob(14) || (M == src.loc && prob(70))))
M.ear_damage += rand(1, 10)
else
M.ear_damage += rand(0, 5)
M.ear_deaf = max(M.ear_deaf,15)
else if(get_dist(M, T) <= 5)
if(!ear_safety)
M.Stun(8)
M.ear_damage += rand(0, 3)
M.ear_deaf = max(M.ear_deaf,10)
else if(!ear_safety)
M.Stun(4)
M.ear_damage += rand(0, 1)
M.ear_deaf = max(M.ear_deaf,5)
//This really should be in mob not every check
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
if (E.damage >= E.min_bruised_damage)
M << "\red Your eyes start to burn badly!"
if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
if (E.damage >= E.min_broken_damage)
M << "\red You can't see anything!"
if (M.ear_damage >= 15)
M << "\red Your ears start to ring badly!"
//Flash
if(!eye_safety)
var/mob/living/carbon/human/H = M
var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
flick("e_flash", M.flash)
E.damage += rand(1, 3)
M.Stun(max(10/distance, 3))
M.Weaken(max(10/distance, 3))
if (E.damage >= E.min_bruised_damage)
M << "<span class='warning'>Your eyes start to burn badly!</span>"
if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
if (prob(M.ear_damage - 10 + 5))
M << "\red You can't hear anything!"
M.sdisabilities |= DEAF
if (E.damage >= E.min_broken_damage)
M << "<span class='warning'>You can't see anything!</span>"
//Bang
if((src.loc == M) || src.loc == M.loc)//Holding on person or being exactly where lies is significantly more dangerous and voids protection
M.Stun(10)
M.Weaken(10)
if(!ear_safety)
M.Stun(max(10/distance, 3))
M.Weaken(max(10/distance, 3))
M.ear_damage += rand(0, 5)
M.ear_deaf = max(M.ear_deaf,15)
if (M.ear_damage >= 15)
M << "<span class='warning'>Your ears start to ring badly!</span>"
if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
if(prob(M.ear_damage - 10 + 5))
M << "<span class='warning'>You can't hear anything!</span>"
M.disabilities |= DEAF
else
if (M.ear_damage >= 5)
M << "\red Your ears start to ring!"
M.update_icons()
/obj/effect/effect/smoke/flashbang
name = "illumination"
opacity = 0
icon_state = "sparks"
/obj/effect/effect/smoke/flashbang/New()
..()
SetLuminosity(15)
M << "<span class='warning'>Your ears start to ring!</span>"
/obj/item/weapon/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve
desc = "Use of this weapon may constiute a war crime in your area, consult your local captain."
@@ -116,6 +75,7 @@
icon_state = "clusterbang"
/obj/item/weapon/grenade/flashbang/clusterbang/prime()
update_mob()
var/numspawned = rand(4,8)
var/again = 0
for(var/more = numspawned,more > 0,more--)
@@ -132,9 +92,7 @@
spawn(0)
new /obj/item/weapon/grenade/flashbang/clusterbang/segment(src.loc)//Creates a 'segment' that launches a few more flashbangs
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(0)
del(src)
return
del(src)
/obj/item/weapon/grenade/flashbang/clusterbang/segment
desc = "A smaller segment of a clusterbang. Better run."
@@ -145,7 +103,6 @@
/obj/item/weapon/grenade/flashbang/clusterbang/segment/New()//Segments should never exist except part of the clusterbang, since these immediately 'do their thing' and asplode
icon_state = "clusterbang_segment_active"
active = 1
banglet = 1
var/stepdist = rand(1,4)//How far to step
var/temploc = src.loc//Saves the current location to know where to step away from
walk_away(src,temploc,stepdist)//I must go, my people need me
@@ -155,6 +112,7 @@
..()
/obj/item/weapon/grenade/flashbang/clusterbang/segment/prime()
update_mob()
var/numspawned = rand(4,8)
for(var/more = numspawned,more > 0,more--)
if(prob(35))
@@ -164,19 +122,16 @@
spawn(0)
new /obj/item/weapon/grenade/flashbang/cluster(src.loc)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(0)
del(src)
return
del(src)
/obj/item/weapon/grenade/flashbang/cluster/New()//Same concept as the segments, so that all of the parts don't become reliant on the clusterbang
spawn(0)
icon_state = "flashbang_active"
active = 1
banglet = 1
var/stepdist = rand(1,3)
var/temploc = src.loc
walk_away(src,temploc,stepdist)
var/dettime = rand(15,60)
spawn(dettime)
prime()
..()
..()
icon_state = "flashbang_active"
active = 1
banglet = 1
var/stepdist = rand(1,3)
var/temploc = src.loc
walk_away(src,temploc,stepdist)
var/dettime = rand(15,60)
spawn(dettime)
prime()
@@ -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>"
@@ -23,7 +23,7 @@
new /obj/item/clothing/suit/armor/vest/capcarapace(src)
new /obj/item/weapon/cartridge/captain(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/heads/captain(src)
new /obj/item/device/radio/headset/heads/captain/alt(src)
new /obj/item/clothing/gloves/color/captain(src)
new /obj/item/weapon/gun/energy/gun(src)
return
@@ -101,7 +101,7 @@
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/weapon/cartridge/hos(src)
new /obj/item/device/radio/headset/heads/hos(src)
new /obj/item/device/radio/headset/heads/hos/alt(src)
new /obj/item/clothing/under/rank/head_of_security(src)
new /obj/item/clothing/under/rank/head_of_security/formal(src)
new /obj/item/clothing/suit/armor/hos(src)
@@ -139,7 +139,7 @@
new /obj/item/weapon/storage/backpack/security(src)
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/warden(src)
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
@@ -178,7 +178,7 @@
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest/security(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/radio/headset/headset_sec/alt(src)
new /obj/item/clothing/head/beret/sec(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/device/flash(src)
@@ -301,7 +301,7 @@
new /obj/item/clothing/shoes/brown(src)
new /obj/item/weapon/storage/box/evidence(src)
new /obj/item/weapon/clipboard(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/radio/headset/headset_sec/alt(src)
new /obj/item/device/detective_scanner(src)
new /obj/item/clothing/suit/armor/vest/det_suit(src)
new /obj/item/ammo_box/c38(src)
+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)
+2 -2
View File
@@ -828,7 +828,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain/alt(M), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
var/obj/item/device/pda/centcom/pda = new(M)
@@ -853,7 +853,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_l_ear)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain/alt(M), slot_l_ear)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
var/obj/item/device/pda/centcom/pda = new(M)
@@ -129,7 +129,7 @@ var/global/sent_syndicate_strike_team = 0
/mob/living/carbon/human/proc/equip_syndicate_commando(syndicate_leader_selected = 0)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate/alt(src)
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
+3 -2
View File
@@ -163,7 +163,7 @@
var/cost = href_list["KarmaRefundCost"]
src.karmarefund(type,job,cost)
return
switch(href_list["_src_"])
if("holder") hsrc = holder
if("usr") hsrc = mob
@@ -412,5 +412,6 @@
'icons/stamp_icons/large_stamp-qm.png',
'icons/stamp_icons/large_stamp-law.png',
'icons/stamp_icons/large_stamp-cent.png',
'html/talisman.png'
'html/talisman.png',
'html/images/ntlogo.png'
)
+1
View File
@@ -119,6 +119,7 @@
desc = "Protects your hearing from loud noises, and quiet ones as well."
icon_state = "earmuffs"
item_state = "earmuffs"
flags = EARBANGPROTECT
//Glasses
+4 -3
View File
@@ -2,7 +2,7 @@
name = "helmet"
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmet"
flags = FPRINT | TABLEPASS | HEADCOVERSEYES
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADBANGPROTECT
item_state = "helmet"
armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
@@ -18,7 +18,7 @@
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|HEADBANGPROTECT
armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
flags_inv = HIDEEARS
siemens_coefficient = 0.7
@@ -59,6 +59,7 @@
/obj/item/clothing/head/helmet/roman
name = "roman helmet"
desc = "An ancient helmet made of bronze and leather."
flags = HEADCOVERSEYES
armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0)
icon_state = "roman"
item_state = "roman"
@@ -73,7 +74,7 @@
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
icon_state = "gladiator"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
item_state = "gladiator"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
siemens_coefficient = 1
@@ -433,7 +433,6 @@
icon_state = "roman"
_color = "roman"
item_state = "armor"
armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0)
/obj/item/clothing/under/maid
name = "maid costume"
@@ -182,7 +182,12 @@
/mob/living/carbon/slime/proc/handle_chemicals_in_body()
if(reagents) reagents.metabolize(src)
if (reagents.get_reagent_amount("plasma")>=5)
mutation_chance = min(mutation_chance + 5,50) //Prevents mutation chance going >50%
reagents.remove_reagent("plasma", 5)
if (reagents.get_reagent_amount("inaprovaline")>=5)
mutation_chance = max(mutation_chance - 5,0) //Prevents muation chance going <0%
reagents.remove_reagent("inaprovaline", 5)
src.updatehealth()
return //TODO: DEFERRED
@@ -534,14 +534,23 @@
return
/mob/living/carbon/slime/attackby(obj/item/W, mob/user)
if(W.force > 0)
if(istype(W,/obj/item/stack/sheet/mineral/plasma)) //Lets you feed slimes plasma.
if (user in Friends)
++Friends[user]
else
Friends[user] = 1
user << "You feed the slime the plasma. It chirps happily."
var/obj/item/stack/sheet/mineral/plasma/S = W
S.use(1)
return
else if(W.force > 0)
attacked += 10
if(prob(25))
user << "<span class='danger'>[W] passes right through [src]!</span>"
return
if(Discipline && prob(50)) // wow, buddy, why am I getting attacked??
Discipline = 0
if(W.force >= 3)
else if(W.force >= 3)
if(is_adult)
if(prob(5 + round(W.force/2)))
if(Victim || Target)
@@ -613,7 +622,7 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
Target = null
++Discipline
return
/mob/living/carbon/slime/can_use_vents()
if(Victim)
return "You cannot ventcrawl while feeding."
@@ -179,7 +179,8 @@
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
adjustBruteLoss(P.damage * 0.5)
if((P.damage_type == BRUTE || P.damage_type == BURN))
adjustBruteLoss(P.damage * 0.5)
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
@@ -11,7 +11,7 @@
var/projectiletype
var/projectilesound
var/casingtype
var/move_to_delay = 2 //delay for the automated movement.
var/move_to_delay = 3 //delay for the automated movement.
var/list/friends = list()
var/vision_range = 9 //How big of an area to search for targets in, a vision of 9 attempts to find targets as soon as they walk into screen view
@@ -32,8 +32,8 @@
/mob/living/simple_animal/hostile/asteroid/bullet_act(var/obj/item/projectile/P)//Reduces damage from most projectiles to curb off-screen kills
if(!stat)
Aggro()
if(P.damage < 30)
P.damage = (P.damage / 2)
if(P.damage < 30 && P.damage_type != BRUTE)
P.damage = (P.damage / 3)
visible_message("<span class='danger'>The [P] has a reduced effect on [src]!</span>")
..()
@@ -42,7 +42,7 @@
var/obj/item/T = AM
if(!stat)
Aggro()
if(T.throwforce <= 15)
if(T.throwforce <= 20)
visible_message("<span class='notice'>The [T.name] [src.throw_message] [src.name]!</span>")
return
..()
@@ -76,6 +76,7 @@
ranged_cooldown_cap = 4
aggro_vision_range = 9
idle_vision_range = 2
turns_per_move = 5
/obj/item/projectile/temp/basilisk
name = "freezing blast"
@@ -123,13 +124,13 @@
icon_aggro = "Goldgrub_alert"
icon_dead = "Goldgrub_dead"
icon_gib = "syndicate_gib"
vision_range = 3
vision_range = 2
aggro_vision_range = 9
idle_vision_range = 3
move_to_delay = 3
idle_vision_range = 2
move_to_delay = 5
friendly = "harmlessly rolls into"
maxHealth = 60
health = 60
maxHealth = 45
health = 45
harm_intent_damage = 5
melee_damage_lower = 0
melee_damage_upper = 0
@@ -208,6 +209,10 @@
Reward()
..()
/mob/living/simple_animal/hostile/asteroid/goldgrub/adjustBruteLoss(var/damage)
idle_vision_range = 9
..()
/mob/living/simple_animal/hostile/asteroid/hivelord
name = "hivelord"
desc = "A truly alien creature, it is a mass of unknown organic material, constantly fluctuating. When attacking, pieces of it split off and attack in tandem with the original."
@@ -293,7 +298,7 @@
icon_dead = "Hivelordbrood"
icon_gib = "syndicate_gib"
mouse_opacity = 2
move_to_delay = 0
move_to_delay = 1
friendly = "buzzes near"
vision_range = 10
speed = 3
@@ -328,9 +333,10 @@
mouse_opacity = 2
move_to_delay = 40
ranged = 1
ranged_cooldown = 2 //By default, start the Goliath with his cooldown off so that people can run away quickly on first sight
ranged_cooldown_cap = 8
friendly = "wails at"
vision_range = 5
vision_range = 4
speed = 3
maxHealth = 300
health = 300
@@ -341,18 +347,50 @@
throw_message = "does nothing to the rocky hide of the"
aggro_vision_range = 9
idle_vision_range = 5
anchored = 1 //Stays anchored until death as to be unpullable
var/pre_attack = 0
/mob/living/simple_animal/hostile/asteroid/goliath/Life()
..()
handle_preattack()
/mob/living/simple_animal/hostile/asteroid/goliath/proc/handle_preattack()
if(ranged_cooldown <= 2 && !pre_attack)
pre_attack++
if(!pre_attack || stat || stance == HOSTILE_STANCE_IDLE)
return
icon_state = "Goliath_preattack"
/mob/living/simple_animal/hostile/asteroid/goliath/revive()
anchored = 1
..()
/mob/living/simple_animal/hostile/asteroid/goliath/Die()
anchored = 0
..()
/mob/living/simple_animal/hostile/asteroid/goliath/OpenFire()
visible_message("<span class='warning'>The [src.name] digs its tentacles under [target.name]!</span>")
var/tturf = get_turf(target)
new /obj/effect/goliath_tentacle/original(tturf)
ranged_cooldown = ranged_cooldown_cap
if(get_dist(src, target) <= 7)//Screen range check, so you can't get tentacle'd offscreen
visible_message("<span class='warning'>The [src.name] digs its tentacles under [target.name]!</span>")
new /obj/effect/goliath_tentacle/original(tturf)
ranged_cooldown = ranged_cooldown_cap
icon_state = icon_aggro
pre_attack = 0
return
/mob/living/simple_animal/hostile/asteroid/goliath/adjustBruteLoss(var/damage)
ranged_cooldown--
handle_preattack()
..()
/mob/living/simple_animal/hostile/asteroid/goliath/Aggro()
vision_range = aggro_vision_range
handle_preattack()
if(icon_state != icon_aggro)
icon_state = icon_aggro
return
/obj/effect/goliath_tentacle/
name = "Goliath tentacle"
icon = 'icons/mob/animal.dmi'
@@ -369,6 +407,9 @@
/obj/effect/goliath_tentacle/original
/obj/effect/goliath_tentacle/original/New()
for(var/obj/effect/goliath_tentacle/original/O in loc)//No more GG NO RE from 2+ goliaths simultaneously tentacling you
if(O != src)
qdel(src)
var/list/directions = cardinal.Copy()
var/counter
for(counter = 1, counter <= 3, counter++)
@@ -378,6 +419,7 @@
new /obj/effect/goliath_tentacle(T)
..()
/obj/effect/goliath_tentacle/proc/Trip()
for(var/mob/living/M in src.loc)
M.Weaken(5)
@@ -400,6 +442,7 @@
desc = "Pieces of a goliath's rocky hide, these might be able to make your suit a bit more durable to attack from the local fauna."
icon = 'icons/obj/items.dmi'
icon_state = "goliath_hide"
flags = NOBLUDGEON
w_class = 3
layer = 4
@@ -408,10 +451,31 @@
if(istype(target, /obj/item/clothing/suit/space/rig/mining) || istype(target, /obj/item/clothing/head/helmet/space/rig/mining))
var/obj/item/clothing/C = target
var/current_armor = C.armor
if(current_armor.["melee"] < 90)
current_armor.["melee"] = min(current_armor.["melee"] + 10, 90)
if(current_armor.["melee"] < 80)
current_armor.["melee"] = min(current_armor.["melee"] + 10, 80)
user << "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>"
del(src)
else
user << "<span class='info'>You can't improve [C] any further.</span>"
return
return
if(istype(target, /obj/mecha/working/ripley))
var/obj/mecha/D = target
var/list/damage_absorption = D.damage_absorption
if(damage_absorption.["brute"] > 0.3)
damage_absorption.["brute"] = max(damage_absorption.["brute"] - 0.1, 0.3)
user << "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>"
qdel(src)
if(D.icon_state == "ripley-open")
D.overlays += image("icon"="mecha.dmi", "icon_state"="ripley-g-open")
D.desc = "Autonomous Power Loader Unit. Its armour is enhanced with some goliath hide plates."
else
user << "<span class='info'>You can't add armour onto the mech while someone is inside!</span>"
if(damage_absorption.["brute"] == 0.3)
if(D.icon_state == "ripley-open")
D.overlays += image("icon"="mecha.dmi", "icon_state"="ripley-g-full-open")
D.desc = "Autonomous Power Loader Unit. It's wearing a fearsome carapace entirely composed of goliath hide plates - the pilot must be an experienced monster hunter."
else
user << "<span class='info'>You can't add armour onto the mech while someone is inside!</span>"
else
user << "<span class='info'>You can't improve [D] any further.</span>"
return
@@ -75,7 +75,8 @@
/mob/living/simple_animal/hostile/syndicate/melee/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
if(prob(65))
src.health -= Proj.damage
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
src.health -= Proj.damage
else
visible_message("\red <B>[src] blocks [Proj] with its shield!</B>")
return 0
@@ -56,7 +56,7 @@
var/friendly = "nuzzles" //If the mob does no damage with it's attack
var/environment_smash = 0 //Set to 1 to allow breaking of crates,lockers,racks,tables; 2 for walls; 3 for Rwalls
var/speed = 0 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
var/speed = 1 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
var/can_hide = 0
//Hot simple_animal baby making vars
@@ -251,8 +251,11 @@
adjustBruteLoss(damage)
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
adjustBruteLoss(Proj.damage)
if(!Proj)
return
if((Proj.damage_type != STAMINA))
adjustBruteLoss(Proj.damage)
Proj.on_hit(src, 0)
return 0
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M as mob)
+23 -23
View File
@@ -231,7 +231,7 @@
t = replacetext(t, "\[/grid\]", "</td></tr></table>")
t = replacetext(t, "\[row\]", "</td><tr>")
t = replacetext(t, "\[cell\]", "<td>")
t = replacetext(t, "\[logo\]", "<img src = html/images/ntlogo.png>")
t = replacetext(t, "\[logo\]", "<img src = ntlogo.png>")
t = "<font face=\"[deffont]\" color=[P ? P.colour : "black"]>[t]</font>"
else // If it is a crayon, and he still tries to use these, make them empty!
@@ -552,47 +552,47 @@
/obj/item/weapon/paper/sop
name = "paper- 'Standard Operating Procedure'"
info = "Alert Levels:<BR>\nBlue- Emergency<BR>\n\t1. Caused by fire<BR>\n\t2. Caused by manual interaction<BR>\n\tAction:<BR>\n\t\tClose all fire doors. These can only be opened by reseting the alarm<BR>\nRed- Ejection/Self Destruct<BR>\n\t1. Caused by module operating computer.<BR>\n\tAction:<BR>\n\t\tAfter the specified time the module will eject completely.<BR>\n<BR>\nEngine Maintenance Instructions:<BR>\n\tShut off ignition systems:<BR>\n\tActivate internal power<BR>\n\tActivate orbital balance matrix<BR>\n\tRemove volatile liquids from area<BR>\n\tWear a fire suit<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nToxin Laboratory Procedure:<BR>\n\tWear a gas mask regardless<BR>\n\tGet an oxygen tank.<BR>\n\tActivate internal atmosphere<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nDisaster Procedure:<BR>\n\tFire:<BR>\n\t\tActivate sector fire alarm.<BR>\n\t\tMove to a safe area.<BR>\n\t\tGet a fire suit<BR>\n\t\tAfter:<BR>\n\t\t\tAssess Damage<BR>\n\t\t\tRepair damages<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tMeteor Shower:<BR>\n\t\tActivate fire alarm<BR>\n\t\tMove to the back of ship<BR>\n\t\tAfter<BR>\n\t\t\tRepair damage<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tAccidental Reentry:<BR>\n\t\tActivate fire alarms in front of ship.<BR>\n\t\tMove volatile matter to a fire proof area!<BR>\n\t\tGet a fire suit.<BR>\n\t\tStay secure until an emergency ship arrives.<BR>\n<BR>\n\t\tIf ship does not arrive-<BR>\n\t\t\tEvacuate to a nearby safe area!"
/obj/item/weapon/paper/blueshield
name = "paper- 'Blueshield Mission Briefing'"
info = "<b>Blueshield Mission Briefing</b><br>You are charged with the defence of any persons of importance within the station. This includes but is not limited to The Captain, The Heads of Staff and Central Command staff. You answer directly to the Head of Security who will assist you in achieving your mission.<br>Where required to achieve your primary responsibility you should liaise with security and share resources, however the day to day security operations of the station are outside of your jurisdiction.<br>Monitor the health and safety of your principals, identify any potential risks and threats then alert the proper departments to resolve the situation. You are authorized to act as bodyguard to any of the station heads that you determine are most in need of protection, however additional access to their departments shall be granted solely at their discretion.<br>Observe the station alert system and carry your armaments only as required by the situation or when authorized by the Head of Security or Captain in exceptional cases.<br>Remember, as an agent of Nanotrasen it is your responsibility to conduct yourself appropriately and you will be held to the highest standard. You will be held accountable for your actions. Security is authorized to search, interrogate or detain you as required by their own procedures. Internal affairs will also monitor and observe your conduct and their mandate applies equally to security and Blueshield operations."
info = "<b>Blueshield Mission Briefing</b><br>You are charged with the defence of any persons of importance within the station. This includes but is not limited to The Captain, The Heads of Staff and Central Command staff. You answer directly to the Head of Security who will assist you in achieving your mission.<br>Where required to achieve your primary responsibility you should liaise with security and share resources, however the day to day security operations of the station are outside of your jurisdiction.<br>Monitor the health and safety of your principals, identify any potential risks and threats then alert the proper departments to resolve the situation. You are authorized to act as bodyguard to any of the station heads that you determine are most in need of protection, however additional access to their departments shall be granted solely at their discretion.<br>Observe the station alert system and carry your armaments only as required by the situation or when authorized by the Head of Security or Captain in exceptional cases.<br>Remember, as an agent of Nanotrasen it is your responsibility to conduct yourself appropriately and you will be held to the highest standard. You will be held accountable for your actions. Security is authorized to search, interrogate or detain you as required by their own procedures. Internal affairs will also monitor and observe your conduct and their mandate applies equally to security and Blueshield operations."
/obj/item/weapon/paper/ntrep
name = "paper- 'Nanotrasen Representative Mission Briefing'"
info = "<b>Nanotrasen Representative Mission Briefing</b><br><br>Nanotrasen Central Command has dispatched you to this station in order to liaise with command staff on their behalf. As experienced field officers, the staff on the station are experts in handling their own fields. It is your job however to consider the bigger picture and to direct the staff towards Nanotrasen's corporate interests.<br>As a civilian, you should consider yourself an advisor, diplomat and intermediary. The command staff do not answer to you directly and are not required to follow your orders nor do you have disciplinary authority over personnel. In all station internal matters you answer to the Head of Personnel who will direct you in your conduct within the station. However you also answer to Central Command who may, as required, direct you in acting on company interests.<br>Central Command may dispatch orders to the staff through you which you are responsible to communicate, however enforcement of these orders is not your mandate and will be handled directly by Central Command or authorized Nanotrasen personnel. When not specifically directed by Central Command, assist the head of personnel in evaluation of the station and receiving departmental reports.<br>Your office has been provided with a direct link to Central Command, through which you can issue any urgent reports or requests for Nanotrasen intervention. Remember that any direct intervention is a costly exercise and should be used only when the situation justifies the request. You will be held accountable for any unnecessary usage of Nanotrasen resources.<br>"
/obj/item/weapon/paper/armory
name = "paper- 'Armory Inventory'"
info = "4 Deployable Barriers<br>4 Portable Flashers<br>1 Mechanical Toolbox<br>2 Boxes of Spare Handcuffs<br>1 Box of Flashbangs<br>1 Box of Spare R.O.B.U.S.T. Cartridges<br>1 Tracking Implant Kit<br>1 Chemical Implant Kit<br>1 Box of Tear Gas Grenades<br>1 Explosive Ordnance Disposal Suit<br>1 Biohazard Suit<br>3 Gas Masks<br>1 Lockbox of Loyalty Implants<br>1 Ion Rifle<br>3 Sets of Riot Equipment<br>2 Sets of Security Hardsuits<br>1 Ablative Armor Vest<br>3 Bulletproof Vests<br>3 Helmets<br><br>2 Riot Shotguns<br>2 Boxes of Beanbag Shells<br>3 Laser Guns<br>3 Energy Guns<br>3 Advanced Tasers"
info = "4 Deployable Barriers<br>4 Portable Flashers<br>1 Mechanical Toolbox<br>2 Boxes of Spare Handcuffs<br>1 Box of Flashbangs<br>1 Box of Spare R.O.B.U.S.T. Cartridges<br>1 Tracking Implant Kit<br>1 Chemical Implant Kit<br>1 Box of Tear Gas Grenades<br>1 Explosive Ordnance Disposal Suit<br>1 Biohazard Suit<br>3 Gas Masks<br>1 Lockbox of Loyalty Implants<br>1 Ion Rifle<br>3 Sets of Riot Equipment<br>2 Sets of Security Hardsuits<br>1 Ablative Armor Vest<br>3 Bulletproof Vests<br>3 Helmets<br><br>2 Riot Shotguns<br>2 Boxes of Beanbag Shells<br>3 Laser Guns<br>3 Energy Guns<br>3 Advanced Tasers"
/obj/item/weapon/paper/firingrange
name = "paper- 'Firing Range Instructions'"
name = "paper- 'Firing Range Instructions'"
info = "Directions:<br><i>First you'll want to make sure there is a target stake in the center of the magnetic platform. Next, take an aluminum target from the crates back there and slip it into the stake. Make sure it clicks! Next, there should be a control console mounted on the wall somewhere in the room.<br><br> This control console dictates the behaviors of the magnetic platform, which can move your firing target around to simulate real-world combat situations. From here, you can turn off the magnets or adjust their electromagnetic levels and magnetic fields. The electricity level dictates the strength of the pull - you will usually want this to be the same value as the speed. The magnetic field level dictates how far the magnetic pull reaches.<br><br>Speed and path are the next two settings. Speed is associated with how fast the machine loops through the designated path. Paths dictate where the magnetic field will be centered at what times. There should be a pre-fabricated path input already. You can enable moving to observe how the path affects the way the stake moves. To script your own path, look at the following key:</i><br><br>N: North<br>S: South<br>E: East<br>W: West<br>C: Center<br>R: Random (results may vary)<br>; or &: separators. They are not necessary but can make the path string better visible."
/obj/item/weapon/paper/holodeck
name = "paper- 'Holodeck Disclaimer'"
name = "paper- 'Holodeck Disclaimer'"
info = "Brusies sustained in the holodeck can be healed simply by sleeping."
/obj/item/weapon/paper/spells
name = "paper- 'List of Available Spells (READ)'"
info = "<p><b>LIST OF SPELLS AVAILABLE</b></p><p>Magic Missile:<br>This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage.</p><p>Fireball:<br>This spell fires a fireball at a target and does not require wizard garb. Be careful not to fire it at people that are standing next to you.</p><p>Disintegrate:</br>This spell instantly kills somebody adjacent to you with the vilest of magick. It has a long cooldown.</p><p>Disable Technology:<br>This spell disables all weapons, cameras and most other technology in range.</p><p>Smoke:<br>This spell spawns a cloud of choking smoke at your location and does not require wizard garb.</p><p>Blind:<br>This spell temporarly blinds a single person and does not require wizard garb.<p>Forcewall:<br>This spell creates an unbreakable wall that lasts for 30 seconds and does not require wizard garb.</p><p>Blink:<br>This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience.</p><p>Teleport:<br>This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable.</p><p>Mutate:<br>This spell causes you to turn into a hulk, and gain telekinesis for a short while.</p><p>Ethereal Jaunt:<br>This spell creates your ethereal form, temporarily making you invisible and able to pass through walls.</p><p>Knock:<br>This spell opens nearby doors and does not require wizard garb.</p>"
name = "paper- 'List of Available Spells (READ)'"
info = "<p><b>LIST OF SPELLS AVAILABLE</b></p><p>Magic Missile:<br>This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage.</p><p>Fireball:<br>This spell fires a fireball at a target and does not require wizard garb. Be careful not to fire it at people that are standing next to you.</p><p>Disintegrate:</br>This spell instantly kills somebody adjacent to you with the vilest of magick. It has a long cooldown.</p><p>Disable Technology:<br>This spell disables all weapons, cameras and most other technology in range.</p><p>Smoke:<br>This spell spawns a cloud of choking smoke at your location and does not require wizard garb.</p><p>Blind:<br>This spell temporarly blinds a single person and does not require wizard garb.<p>Forcewall:<br>This spell creates an unbreakable wall that lasts for 30 seconds and does not require wizard garb.</p><p>Blink:<br>This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience.</p><p>Teleport:<br>This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable.</p><p>Mutate:<br>This spell causes you to turn into a hulk, and gain telekinesis for a short while.</p><p>Ethereal Jaunt:<br>This spell creates your ethereal form, temporarily making you invisible and able to pass through walls.</p><p>Knock:<br>This spell opens nearby doors and does not require wizard garb.</p>"
/obj/item/weapon/paper/syndimemo
name = "paper- 'Memo'"
info = "GET DAT FUKKEN DISK"
name = "paper- 'Memo'"
info = "GET DAT FUKKEN DISK"
/obj/item/weapon/paper/russiantraitorobj
name = "paper- 'Mission Objectives'"
info = "The Syndicate have cunningly disguised a Syndicate Uplink as your PDA. Simply enter the code \"678 Bravo\" into the ringtone select to unlock its hidden features. <br><br><b>Objective #1</b>. Kill the God damn AI in a fire blast that it rocks the station. <b>Success!</b> <br><b>Objective #2</b>. Escape alive. <b>Failed.</b>"
name = "paper- 'Mission Objectives'"
info = "The Syndicate have cunningly disguised a Syndicate Uplink as your PDA. Simply enter the code \"678 Bravo\" into the ringtone select to unlock its hidden features. <br><br><b>Objective #1</b>. Kill the God damn AI in a fire blast that it rocks the station. <b>Success!</b> <br><b>Objective #2</b>. Escape alive. <b>Failed.</b>"
/obj/item/weapon/paper/russiannuclearoperativeobj
name = "paper- 'Objectives of a Nuclear Operative'"
info = "<b>Objective #1</b>: Destroy the station with a nuclear device."
name = "paper- 'Objectives of a Nuclear Operative'"
info = "<b>Objective #1</b>: Destroy the station with a nuclear device."
/obj/item/weapon/paper/clownship
name = "paper- 'Note'"
name = "paper- 'Note'"
info = "The call has gone out! Our ancestral home has been rediscovered! Not a small patch of land, but a true clown nation, a true Clown Planet! We're on our way home at last!"
/obj/item/weapon/paper/crumpled
name = "paper scrap"
icon_state = "scrap"
@@ -222,19 +222,33 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
/obj/item/weapon/gun/energy/kinetic_accelerator
name = "proto-kinetic accelerator"
desc = "According to Nanotrasen accounting, this is mining equipment. It's been modified to the legal limit on power output, and often serves as a miner's first defense against hostile alien life; it's not very powerful unless used in a low pressure environment."
icon_state = "freezegun"
item_state = "shotgun"
desc = "According to Nanotrasen accounting, this is mining equipment. It's been modified for extreme power output to crush rocks, but often serves as a miner's first defense against hostile alien life; it's not very powerful unless used in a low pressure environment."
icon_state = "kineticgun"
item_state = "kineticgun"
icon_override = 'icons/mob/in-hand/guns.dmi'
projectile_type = "/obj/item/projectile/kinetic"
cell_type = "/obj/item/weapon/cell/crap"
fire_sound = 'sound/weapons/Kenetic_accel.ogg'
charge_cost = 5000
cell_type = "/obj/item/weapon/cell/crap"
var/overheat = 0
var/recent_reload = 1
/obj/item/weapon/gun/energy/kinetic_accelerator/Fire()
overheat = 1
spawn(20)
overheat = 0
recent_reload = 0
..()
/obj/item/weapon/gun/energy/kinetic_accelerator/attack_self(var/mob/living/user/L)
if(overheat || recent_reload)
return
power_supply.give(5000)
playsound(src.loc, 'sound/weapons/shotgunpump.ogg', 60, 1)
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
recent_reload = 1
update_icon()
return
/obj/item/weapon/gun/energy/disabler
name = "disabler"
desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
+4 -28
View File
@@ -187,38 +187,15 @@ obj/item/projectile/kinetic/New()
range--
if(range <= 0)
new /obj/item/effect/kinetic_blast(src.loc)
delete()
del(src)
/obj/item/projectile/kinetic/on_hit(var/atom/target)
/obj/item/projectile/kinetic/on_hit(atom/target)
var/turf/target_turf= get_turf(target)
if(istype(target_turf, /turf/simulated/mineral))
var/turf/simulated/mineral/M = target_turf
M.GetDrilled()
new /obj/item/effect/kinetic_blast(target_turf)
..(target,blocked)
/obj/item/projectile/kinetic/Bump(atom/A as mob|obj|turf|area)
if(!loc) return
if(A == firer)
loc = A.loc
return
if(src)//Do not add to this if() statement, otherwise the meteor won't delete them
if(A)
var/turf/target_turf = get_turf(A)
//testing("Bumped [A.type], on [target_turf.type].")
if(istype(target_turf, /turf/unsimulated/mineral))
var/turf/simulated/mineral/M = target_turf
M.GetDrilled()
// Now we bump as a bullet, if the atom is a non-turf.
if(!isturf(A))
..(A)
qdel(src) // Comment this out if you want to shoot through the asteroid, ERASER-style.
return 1
else
qdel(src)
return 0
..()
/obj/item/effect/kinetic_blast
name = "kinetic explosion"
@@ -228,5 +205,4 @@ obj/item/projectile/kinetic/New()
/obj/item/effect/kinetic_blast/New()
spawn(4)
del(src)
del(src)
@@ -646,6 +646,7 @@ datum
if((M.mind in ticker.mode.cult) && prob(10))
M << "\blue A cooling sensation from inside you brings you an untold calmness."
ticker.mode.remove_cultist(M.mind)
ticker.mode.remove_all_cult_icons_from_client(M.client) // fixes the deconverted's own client not removing their mob's cult icon
for(var/mob/O in viewers(M, null))
O.show_message(text("\blue []'s eyes blink and become clearer.", M), 1) // So observers know it worked.
// Vamps react to this like acid
@@ -1032,6 +1032,18 @@ datum
S.loc = get_turf_loc(holder.my_atom)
slimeinaprov
name = "Slime Inaprovaline"
id = "m_inaprov"
result = "inaprovaline"
required_reagents = list("water" = 5)
result_amount = 3
required_other = 1
required_container = /obj/item/slime_extract/grey
on_reaction(var/datum/reagents/holder)
feedback_add_details("slime_cores_used","[replacetext(name," ","_")]")
slimemonkey
name = "Slime Monkey"
id = "m_monkey"
@@ -1119,6 +1131,59 @@ datum
// for(var/mob/O in viewers(get_turf_loc(holder.my_atom), null))
// O.show_message(text("\red The slime core fizzles disappointingly,"), 1)
slimecritlesser
name = "Slime Crit Lesser"
id = "m_tele3"
result = null
required_reagents = list("blood" = 1)
result_amount = 1
required_container = /obj/item/slime_extract/gold
required_other = 1
on_reaction(var/datum/reagents/holder)
feedback_add_details("slime_cores_used","[replacetext(name," ","_")]")
for(var/mob/O in viewers(get_turf(holder.my_atom), null))
O.show_message(text("<span class='danger'>The slime extract begins to vibrate violently !</span>"), 1)
spawn(50)
if(holder && holder.my_atom)
var/blocked = list(/mob/living/simple_animal/hostile,
/mob/living/simple_animal/hostile/pirate,
/mob/living/simple_animal/hostile/pirate/ranged,
/mob/living/simple_animal/hostile/russian,
/mob/living/simple_animal/hostile/russian/ranged,
/mob/living/simple_animal/hostile/syndicate,
/mob/living/simple_animal/hostile/syndicate/melee,
/mob/living/simple_animal/hostile/syndicate/melee/space,
/mob/living/simple_animal/hostile/syndicate/ranged,
/mob/living/simple_animal/hostile/syndicate/ranged/space,
/mob/living/simple_animal/hostile/alien/queen/large,
/mob/living/simple_animal/hostile/retaliate,
/mob/living/simple_animal/hostile/retaliate/clown,
/mob/living/simple_animal/hostile/mushroom,
/mob/living/simple_animal/hostile/asteroid,
/mob/living/simple_animal/hostile/asteroid/basilisk,
/mob/living/simple_animal/hostile/asteroid/goldgrub,
/mob/living/simple_animal/hostile/asteroid/goliath,
/mob/living/simple_animal/hostile/asteroid/hivelord,
/mob/living/simple_animal/hostile/asteroid/hivelordbrood,
/mob/living/simple_animal/hostile/carp/holocarp,
/mob/living/simple_animal/hostile/mining_drone
)//exclusion list for things you don't want the reaction to create.
var/list/critters = typesof(/mob/living/simple_animal/hostile) - blocked // list of possible hostile mobs
playsound(get_turf(holder.my_atom), 'sound/effects/phasein.ogg', 100, 1)
for(var/mob/living/carbon/human/M in viewers(get_turf(holder.my_atom), null))
if(M:eyecheck() <= 0)
flick("e_flash", M.flash)
var/chosen = pick(critters)
var/mob/living/simple_animal/hostile/C = new chosen
C.faction |= "neutral"
C.loc = get_turf(holder.my_atom)
//Silver
slimebork
name = "Slime Bork"
+3
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@@ -211,6 +211,9 @@ var/MAX_EXPLOSION_RANGE = 14
#define MASKCOVERSMOUTH 2048 // on other items, these are just for mask/head
#define HEADCOVERSMOUTH 2048
#define HEADBANGPROTECT 4096
#define EARBANGPROTECT 1024
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc
#define OPENCONTAINER 4096 // is an open container for chemistry purposes
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@@ -18,6 +18,7 @@
#define FILE_DIR "code/WorkInProgress/IndexLP"
#define FILE_DIR "code/WorkInProgress/Susan"
#define FILE_DIR "html"
#define FILE_DIR "html/images"
#define FILE_DIR "icons"
#define FILE_DIR "icons/48x48"
#define FILE_DIR "icons/ass"
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