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

Conflicts:
	code/game/objects/items.dm
This commit is contained in:
Tigercat2000
2015-10-08 11:16:30 -07:00
180 changed files with 3562 additions and 5061 deletions
+33 -84
View File
@@ -96,10 +96,13 @@
if(ishuman(M)) // Would've done this via species instead of type, but the basic mob doesn't have a species, go figure.
var/mob/living/carbon/human/H = M
if(H.species.flags & NO_DNA_RAD)
return
if (!usr.IsAdvancedToolUser())
return
return 0
if (!user.IsAdvancedToolUser())
return 0
if(inuse)
return 0
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been injected with [name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [name] to inject [M.name] ([M.ckey])</font>")
@@ -110,91 +113,37 @@
else
M.LAssailant = user
if (user)
if (istype(M, /mob/living/carbon/human))
if(!inuse)
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
O.source = user
O.target = M
O.item = src
O.s_loc = user.loc
O.t_loc = M.loc
O.place = "dnainjector"
src.inuse = 1
spawn(50) // Not the best fix. There should be an failure proc, for /effect/equip_e/, which is called when the first initital checks fail
inuse = 0
M.requests += O
if (buf.types & DNA2_BUF_SE)
if(block)// Isolated injector
//testing("Isolated block [block] injector with contents: [GetValue()]")
if (GetState() && block == MONKEYBLOCK && istype(M, /mob/living/carbon/human) )
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
else
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name]")
else
// testing("DNA injector with contents: [english_list(buf.dna.SE)]")
if (GetState(MONKEYBLOCK) && istype(M, /mob/living/carbon/human) )
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_attack("[key_name(user)] injected [key_name(M)] with the [name]")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_attack("[key_name(user)] injected [key_name(M)] with the [name]")
if(buf.types & DNA2_BUF_SE)
if(block)
if(GetState() && block == MONKEYBLOCK && ishuman(M))
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
else
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name]")
spawn( 0 )
O.process()
return
else
if(!inuse)
if(GetState(MONKEYBLOCK) && ishuman(M))
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
else
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name]")
for(var/mob/O in viewers(M, null))
O.show_message(text("\red [] has been injected with [] by [].", M, src, user), 1)
//Foreach goto(192)
if (!(istype(M, /mob/living/carbon/human)))
user << "\red Apparently it didn't work."
return
else
log_attack("[key_name(user)] injected [key_name(M)] with the [name]")
if (buf.types & DNA2_BUF_SE)
if(block)// Isolated injector
// testing("Isolated block [block] injector with contents: [english_list(GetValue())]")
if (GetState() && block == MONKEYBLOCK && istype(M, /mob/living/carbon/human) )
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
else
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name]")
else
// testing("DNA injector with contents: [english_list(buf.dna.SE)]")
if (GetState(MONKEYBLOCK) && istype(M, /mob/living/carbon/human))
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
log_game("[key_name(user)] injected [key_name(M)] with the [name] (MONKEY)")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_game("[key_name(user)] injected [key_name(M)] with the [name]")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_game("[key_name(user)] injected [key_name(M)] with the [name]")
inuse = 1
inject(M, user)//Now we actually do the heavy lifting.
spawn(50)
inuse = 0
/*
A user injecting themselves could mean their own transformation and deletion of mob.
I don't have the time to figure out how this code works so this will do for now.
I did rearrange things a bit.
*/
if(user)//If the user still exists. Their mob may not.
if(M)//Runtime fix: If the mob doesn't exist, mob.name doesnt work. - Nodrak
user.show_message(text("\red You inject [M.name]"))
else
user.show_message(text("\red You finish the injection."))
return
user.visible_message("<span class='danger'>\The [user] starts injecting \the [M] with \the [src]!</span>", "<span class='notice'>You start injecting \the [M] with \the [src].</span>")
if(do_after(user, 50, target = M))
inject(M, user)//Now we actually do the heavy lifting
user.visible_message("<span class='danger'>\The [user] injects \the [M] with \the [src]!</span>", "<span class='danger'>You inject \the [M] with \the [src].</span>")
if(user)//If the user still exists. Their mob may not.
if(M)//Runtime fix: If the mob doesn't exist, mob.name doesnt work. - Nodrak
user.show_message("<span class='alert'>You inject [M.name]</span>")
else
user.show_message("<span class='alert'>You finish the injection.</span>")
/obj/item/weapon/dnainjector/hulkmut
@@ -8,7 +8,7 @@
var/implanted = null
var/mob/living/imp_in = null
var/obj/item/organ/external/part = null
_color = "b"
item_color = "b"
var/allow_reagents = 0
var/malfunction = 0
@@ -22,7 +22,7 @@
update()
if (src.imp)
src.icon_state = text("implantcase-[]", src.imp._color)
src.icon_state = text("implantcase-[]", src.imp.item_color)
src.origin_tech = src.imp.origin_tech
else
src.icon_state = "implantcase-0"
@@ -3,7 +3,7 @@
/obj/item/weapon/implant/freedom
name = "freedom"
desc = "Use this to escape from those evil Red Shirts."
_color = "r"
item_color = "r"
var/activation_emote = "chuckle"
origin_tech = "materials=2;magnets=3;biotech=3;syndicate=4"
var/uses = 4
+12 -12
View File
@@ -25,10 +25,10 @@
hitsound = 'sound/weapons/blade1.ogg'
if(attack_verb_on.len)
attack_verb = attack_verb_on
if(!_color)
if(!item_color)
icon_state = icon_state_on
else
icon_state = "sword[_color]"
icon_state = "sword[item_color]"
w_class = w_class_on
playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
user << "<span class='notice'>[src] is now active.</span>"
@@ -86,8 +86,8 @@
var/blade_color
/obj/item/weapon/melee/energy/sword/New()
if(_color == null)
_color = pick("red", "blue", "green", "purple")
if(item_color == null)
item_color = pick("red", "blue", "green", "purple")
/obj/item/weapon/melee/energy/sword/IsShield()
if(active)
@@ -120,12 +120,12 @@
icon_state = "esaw_0"
icon_state_on = "esaw_1"
hitcost = 75 //Costs more than a standard cyborg esword
_color = null
item_color = null
w_class = 3
/obj/item/weapon/melee/energy/sword/cyborg/saw/New()
..()
_color = null
item_color = null
/obj/item/weapon/melee/energy/sword/cyborg/saw/IsShield()
return 0
@@ -133,16 +133,16 @@
/obj/item/weapon/melee/energy/sword/saber
/obj/item/weapon/melee/energy/sword/saber/blue
_color = "blue"
item_color = "blue"
/obj/item/weapon/melee/energy/sword/saber/purple
_color = "purple"
item_color = "purple"
/obj/item/weapon/melee/energy/sword/saber/green
_color = "green"
item_color = "green"
/obj/item/weapon/melee/energy/sword/saber/red
_color = "red"
item_color = "red"
/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
..()
@@ -156,7 +156,7 @@
var/obj/item/weapon/twohanded/dualsaber/newSaber = new /obj/item/weapon/twohanded/dualsaber(user.loc)
if(src.hacked) // That's right, we'll only check the "original" esword.
newSaber.hacked = 1
newSaber._color = "rainbow"
newSaber.item_color = "rainbow"
user.unEquip(W)
user.unEquip(src)
qdel(W)
@@ -165,7 +165,7 @@
else if(istype(W, /obj/item/device/multitool))
if(hacked == 0)
hacked = 1
_color = "rainbow"
item_color = "rainbow"
user << "<span class='warning'>RNBW_ENGAGE</span>"
if(active)