Merge remote-tracking branch 'remotes/git-svn' r4881 into bs12_with_tgport

Conflicts:
	baystation12.dme
	code/game/gamemodes/events.dm
	code/game/machinery/doors/door.dm
	code/game/machinery/gateway.dm
	code/game/objects/items/devices/flashlight.dm
	code/game/sound.dm
	code/global.dm
	code/modules/admin/admin_verbs.dm
	code/modules/awaymissions/zlevel.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mining/mine_items.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/paperwork/clipboard.dm
	code/modules/paperwork/filingcabinet.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/handlabeler.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/paperbin.dm
	code/modules/paperwork/pen.dm
	code/modules/paperwork/photocopier.dm
	code/modules/paperwork/stamps.dm
	code/world.dm
	html/changelog.html
	maps/RandomZLevels/fileList.txt

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-10-15 23:17:18 +10:00
92 changed files with 10402 additions and 9019 deletions
-3
View File
@@ -105,9 +105,6 @@ proc/explosion_rec(turf/epicenter, power)
/turf/simulated/wall
explosion_resistance = 5
/turf/simulated/r_wall
explosion_resistance = 25
/turf/simulated/wall/r_wall
explosion_resistance = 25
+54 -84
View File
@@ -1,9 +1,10 @@
/obj/item/device/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
icon_state = "flight0"
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight"
item_state = "flashlight"
w_class = 2
item_state = "flight"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
m_amt = 50
@@ -11,35 +12,33 @@
icon_action_button = "action_flashlight"
var/on = 0
var/brightness_on = 4 //luminosity when on
var/icon_on = "flight1"
var/icon_off = "flight0"
/obj/item/device/flashlight/initialize()
..()
if (on)
icon_state = icon_on
src.SetLuminosity(brightness_on)
if(on)
icon_state = "[initial(icon_state)]-on"
SetLuminosity(brightness_on)
else
icon_state = icon_off
src.SetLuminosity(0)
icon_state = initial(icon_state)
SetLuminosity(0)
/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
if(on)
icon_state = icon_on
if(src.loc == user)
icon_state = "[initial(icon_state)]-on"
if(loc == user)
user.SetLuminosity(user.luminosity + brightness_on)
else if(isturf(loc))
SetLuminosity(brightness_on)
else
icon_state = icon_off
if(src.loc == user)
icon_state = initial(icon_state)
if(loc == user)
user.SetLuminosity(user.luminosity - brightness_on)
else if(isturf(loc))
SetLuminosity(0)
/obj/item/device/flashlight/attack_self(mob/user)
if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
return
on = !on
update_brightness(user)
@@ -47,37 +46,43 @@
/obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
src.add_fingerprint(user)
if(src.on && user.zone_sel.selecting == "eyes")
add_fingerprint(user)
if(on && user.zone_sel.selecting == "eyes")
if (((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50))//too dumb to use flashlight properly
return ..()//just hit them in the head
if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")//don't have dexterity
usr.show_message("\red You don't have the dexterity to do this!",1)
if(!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") //don't have dexterity
user << "<span class='notice'>You don't have the dexterity to do this!</span>"
return
var/mob/living/carbon/human/H = M//mob has protective eyewear
var/mob/living/carbon/human/H = M //mob has protective eyewear
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
user << text("\blue You're going to need to remove that [] first.", ((H.head && H.head.flags & HEADCOVERSEYES) ? "helmet" : ((H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) ? "mask": "glasses")))
user << "<span class='notice'>You're going to need to remove that [(H.head && H.head.flags & HEADCOVERSEYES) ? "helmet" : (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) ? "mask": "glasses"] first.</span>"
return
for(var/mob/O in viewers(M, null))//echo message
if ((O.client && !(O.blinded )))
O.show_message("\blue [(O==user?"You direct":"[user] directs")] [src] to [(M==user? "your":"[M]")] eyes", 1)
if(M == user) //they're using it on themselves
if(!M.blinded)
flick("flash", M.flash)
M.visible_message("<span class='notice'>[M] directs [src] to \his eyes.</span>", \
"<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
else
M.visible_message("<span class='notice'>[M] directs [src] to \his eyes.</span>", \
"<span class='notice'>You wave the light in front of your eyes.</span>")
return
if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey))//robots and aliens are unaffected
if(M.stat == DEAD || M.sdisabilities & BLIND)//mob is dead or fully blind
if(M!=user)
user.show_message("\red [M] pupils does not react to the light!",1)
else if(XRAY in M.mutations)//mob has X-RAY vision
if(M!=user)
user.show_message("\red [M] pupils give an eerie glow!",1)
else //nothing wrong
user.visible_message("<span class='notice'>[user] directs [src] to [M]'s eyes.</span>", \
"<span class='notice'>You direct [src] to [M]'s eyes.</span>")
if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey)) //robots and aliens are unaffected
if(M.stat == DEAD || M.sdisabilities & BLIND) //mob is dead or fully blind
user << "<span class='notice'>[M] pupils does not react to the light!</span>"
else if(XRAY in M.mutations) //mob has X-RAY vision
user << "<span class='notice'>[M] pupils give an eerie glow!</span>"
else //they're okay!
if(!M.blinded)
flick("flash", M.flash)//flash the affected mob
if(M!=user)
user.show_message("\blue [M] pupils narrow",1)
flick("flash", M.flash) //flash the affected mob
user << "<span class='notice'>[M]'s pupils narrow.</span>"
else
return ..()
@@ -96,69 +101,34 @@
/obj/item/device/flashlight/pen
name = "penlight"
desc = "A pen-sized light. It shines as well as a flashlight."
icon_state = "plight0"
flags = FPRINT | TABLEPASS | CONDUCT
desc = "A pen-sized light, used by medical staff."
icon_state = "penlight"
item_state = ""
icon_on = "plight1"
icon_off = "plight0"
brightness_on = 3
flags = FPRINT | TABLEPASS | CONDUCT
brightness_on = 2
/obj/item/device/flashlight/pen/paralysis/attack(mob/M as mob, mob/user as mob)
if(!ismob(M))
return
user << "\red You stab [M] with the pen."
M << "\red You feel a tiny prick!"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been stabbed with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to stab [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) Used the [src.name] to stab [M.name] ([M.ckey])</font>")
log_admin("ATTACK: [user.name] ([user.ckey]) Used the [src.name] to stab [M.name] ([M.ckey])")
msg_admin_attack("ATTACK: [user.name] ([user.ckey]) Used the [src.name] to stab [M.name] ([M.ckey])") //BS12 EDIT ALG
..()
return
/obj/item/device/flashlight/pen/paralysis/New()
var/datum/reagents/R = new/datum/reagents(15)
reagents = R
R.my_atom = src
R.add_reagent("zombiepowder", 15)
..()
return
/obj/item/device/flashlight/pen/paralysis/attack(mob/M as mob, mob/user as mob)
if (!( istype(M, /mob) ))
return
..()
if (reagents.total_volume)
if(M.reagents) reagents.trans_to(M, 15)
return
// the desk lamps are a bit special
/obj/item/device/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp"
icon = 'icons/obj/lighting.dmi'
icon_state = "lamp0"
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
item_state = "lamp"
brightness_on = 5
icon_on = "lamp1"
icon_off = "lamp0"
w_class = 4
flags = FPRINT | TABLEPASS | CONDUCT
m_amt = 0
g_amt = 0
on = 1
// green-shaded desk lamp
/obj/item/device/flashlight/lamp/green
icon_state = "green0"
icon_on = "green1"
icon_off = "green0"
desc = "A green-shaded desk lamp"
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
item_state = "lampgreen"
brightness_on = 5
/obj/item/device/flashlight/lamp/verb/toggle_light()
set name = "Toggle light"
+1 -1
View File
@@ -22,7 +22,7 @@
name = "Popcorn"
icon_state = "popcorn"
sosjerky
name = "Sosjerky"
name = "Scaredy's Private Reserve Beef Jerky"
icon_state = "sosjerky"
syndi_cakes
name = "Syndi cakes"
+19 -21
View File
@@ -1,14 +1,14 @@
/obj/item/weapon/trashbag
name = "trash bag"
desc = "A heavy-duty, no fun allowed trash bag."
icon = 'icons/obj/trash.dmi'
icon_state = "trashbag0"
item_state = "trashbag"
name = "Trash bag"
desc = "A heavy-duty, no fun allowed trash bag."
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 25; //the number of trash it can carry.
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
w_class = 2.0
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 25; //the number of trash it can carry.
/obj/item/weapon/trashbag/update_icon()
if(contents.len == 0)
@@ -21,21 +21,20 @@
/obj/item/weapon/trashbag/attackby(obj/item/W as obj, mob/living/user as mob)
..()
if (contents.len < capacity)
if (istype(W, /obj/item))
if (W.w_class <= 2)
if(contents.len < capacity)
if(istype(W, /obj/item))
if(W.w_class <= 2)
var/obj/item/O = W
src.contents += O
contents += O
else
user << "\blue The bag is full!"
user << "<span class='notice'>[src] is full!</span>"
/obj/item/weapon/trashbag/attack_self(mob/living/user as mob)
if(contents.len > 0)
for(var/obj/item/I in src.contents)
for(var/obj/item/I in contents)
I.loc = user.loc
update_icon()
user << "\blue You drop all the trash onto the floor."
user << "<span class='notice'>You empty [src] onto [user.loc].</span>"
/obj/item/weapon/trashbag/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
if(istype(target, /obj/item))
@@ -43,23 +42,23 @@
if(W.w_class <= 2)
if(mode == 1)
if(contents.len < capacity) //slightly redundant, but it makes it prettier in the chatbox. -Pete
user << "\blue You pick up all the trash."
user << "<span class='notice'>You pick up all the trash.</span>"
for(var/obj/item/O in get_turf(W))
if(istype(O, /obj/item/weapon/disk/nuclear)) continue //No nuke disks - Nodrak
if(contents.len < capacity)
if(O.w_class <= 2)
contents += O;
else
user << "\blue The bag is full!"
user << "<span class='notice'>[src] is full!</span>"
break
else
user << "\blue The bag is full!"
user << "<span class='notice'>[src] is full!</span>"
else
if(istype(W, /obj/item/weapon/disk/nuclear)) return //No nuke disks - Nodrak
if(contents.len < capacity)
contents += W;
else
user << "\blue The bag is full!"
user << "<span class='notice'>[src] is full!</span>"
update_icon()
return
@@ -68,8 +67,7 @@
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The bag now picks up all trash in a tile at once."
else
usr << "The bag now picks up one piece of trash at a time."
if(mode == 1)
usr << "<span class='notice'>[src] now picks up all trash in a tile at once.</span>"
else
usr << "<span class='notice'>[src] now picks up one piece of trash at a time.</span>"
@@ -15,6 +15,14 @@
var/storage_capacity = 20 //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
/obj/structure/closet/New()
..()
spawn(1)
if(!opened) // if closed, any item at the crate's loc is put in the contents
for(var/obj/item/I in src.loc)
if(I.density || I.anchored || I == src) continue
I.loc = src
/obj/structure/closet/alter_health()
return get_turf(src)
@@ -141,7 +141,6 @@
/*
* Radiation Closet
*/
/obj/structure/closet/radiation
name = "radiation suit closet"
desc = "It's a storage unit for rad-protective suits."
@@ -157,7 +156,7 @@
/*
* Bombsuit closet
*/
/obj/structure/closet/bombcloset
/obj/structure/closet/bombcloset
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bombsuit"
@@ -197,13 +197,6 @@
// new /obj/item/weapon/pestspray(src)
// new /obj/item/weapon/pestspray(src)
/obj/structure/closet/crate/New()
..()
spawn(1)
if(!opened) // if closed, any item at the crate's loc is put in the contents
for(var/obj/item/I in src.loc)
if(I.density || I.anchored || I == src) continue
I.loc = src
/obj/structure/closet/crate/secure/New()
..()
@@ -49,6 +49,11 @@
set category = "Object"
set src in oview(1)
if(!usr || !isturf(usr.loc))
return
if(usr.stat || usr.restrained())
return
src.dir = turn(src.dir, 90)
handle_rotation()
return
+33 -23
View File
@@ -227,33 +227,38 @@
playsound(src.loc, 'sound/items/Crowbar.ogg', 75, 1)
user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.")
else
var/aforce = W.force
if(reinf) aforce /= 2.0
if(W.damtype == BRUTE || W.damtype == BURN)
src.health = max(0, src.health - aforce)
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
if (src.health <= 7)
src.anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
if (src.health <= 0)
if (src.dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
index++
else
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
hit(W.force)
if (src.health <= 7)
src.anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
if(reinf) damage /= 2.0
src.health = max(0, src.health - damage)
if(sound_effect)
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
if (src.health <= 0)
if (src.dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
index++
else
new /obj/item/weapon/shard( src.loc )
if(reinf) new /obj/item/stack/rods( src.loc)
src.density = 0
del(src)
return
/obj/structure/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
@@ -409,6 +414,11 @@
return
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 600)
hit(round(exposed_volume / 100), 0)
..()
/obj/structure/window/basic