Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-08 10:38:01 +00:00
parent ad80137505
commit 62e28c2abf
148 changed files with 6638 additions and 8653 deletions
-72
View File
@@ -738,78 +738,6 @@ table tr:first-child th:first-child { border: none;}
spawn(rand(0,15))
update_icon()
/*/obj/machinery/alarm/Click()
if(istype(usr, /mob/living/silicon/ai))
return examine()
return ..()*/
/*
/obj/machinery/alarm/examine()
set src in oview(1)
if(usr.stat)
return
if(stat & (NOPOWER|BROKEN))
return
if(!(istype(usr, /mob/living/carbon/human) || ticker))
if (!istype(usr, /mob/living/silicon/ai))
usr << "\red You don't have the dexterity to do this!"
return
if (get_dist(usr, src) <= 3 || istype(usr, /mob/living/silicon/ai))
var/turf/T = src.loc
if (!( istype(T, /turf) ))
return
var/turf_total = T.co2 + T.oxygen + T.poison + T.sl_gas + T.n2
turf_total = max(turf_total, 1)
usr.show_message("\blue <B>Results:</B>", 1)
var/t = ""
var/t1 = turf_total / CELLSTANDARD * 100
if ((90 < t1 && t1 < 110))
usr.show_message(text("\blue Air Pressure: []%", t1), 1)
else
usr.show_message(text("\blue Air Pressure:\red []%", t1), 1)
t1 = T.n2 / turf_total * 100
t1 = round(t1, 0.0010)
if ((60 < t1 && t1 < 80))
t += text("<font color=blue>Nitrogen: []</font> ", t1)
else
t += text("<font color=red>Nitrogen: []</font> ", t1)
t1 = T.oxygen / turf_total * 100
t1 = round(t1, 0.0010)
if ((20 < t1 && t1 < 24))
t += text("<font color=blue>Oxygen: []</font> ", t1)
else
t += text("<font color=red>Oxygen: []</font> ", t1)
t1 = T.poison / turf_total * 100
t1 = round(t1, 0.0010)
if (t1 < 0.5)
t += text("<font color=blue>Plasma: []</font> ", t1)
else
t += text("<font color=red>Plasma: []</font> ", t1)
t1 = T.co2 / turf_total * 100
t1 = round(t1, 0.0010)
if (t1 < 1)
t += text("<font color=blue>CO2: []</font> ", t1)
else
t += text("<font color=red>CO2: []</font> ", t1)
t1 = T.sl_gas / turf_total * 100
t1 = round(t1, 0.0010)
if (t1 < 5)
t += text("<font color=blue>NO2: []</font>", t1)
else
t += text("<font color=red>NO2: []</font>", t1)
t1 = T.temp - T0C
if (T.temp > 326.444 || T.temp < 282.591)
t += text("<br><font color=red>Temperature: []</font>", t1)
else
t += text("<br><font color=blue>Temperature: []</font>", t1)
usr.show_message(t, 1)
return
else
usr << "\blue <B>You are too far away.</B>"
*/
/obj/machinery/firealarm/temperature_expose(datum/gas_mixture/air, temperature, volume)
if(src.detecting)
if(temperature > T0C+200)
+4 -4
View File
@@ -249,13 +249,13 @@ var/global/list/autolathe_recipes = list( \
new /obj/item/ammo_casing/shotgun/beanbag(), \
new /obj/item/ammo_magazine/c38(), \
new /obj/item/device/taperecorder(), \
new /obj/item/device/igniter(), \
new /obj/item/device/assembly/igniter(), \
new /obj/item/device/infra_sensor(), \
new /obj/item/device/radio/signaler(), \
new /obj/item/device/assembly/signaler(), \
new /obj/item/device/radio/headset(), \
new /obj/item/device/radio(), \
new /obj/item/device/infra(), \
new /obj/item/device/timer(), \
new /obj/item/device/assembly/infra(), \
new /obj/item/device/assembly/timer(), \
)
var/global/list/autolathe_recipes_hidden = list( \
+1 -1
View File
@@ -242,7 +242,7 @@ text("<A href='?src=\ref[src];operation=oddbutton'>[src.oddbutton ? "Yes" : "No"
new /obj/item/weapon/reagent_containers/glass/bucket(Tsec)
new /obj/item/device/prox_sensor(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
if (prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
+10 -10
View File
@@ -688,7 +688,7 @@ Auto Patrol: []"},
Sa.build_step = 1
Sa.overlays += image('aibots.dmi', "hs_hole")
Sa.created_name = src.name
new /obj/item/device/prox_sensor(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
var/obj/item/weapon/melee/baton/B = new /obj/item/weapon/melee/baton(Tsec)
B.charges = 0
@@ -724,7 +724,7 @@ Auto Patrol: []"},
if (src.emagged)
A = new /obj/item/projectile/beam( loc )
else
A = new /obj/item/projectile/electrode( loc )
A = new /obj/item/projectile/energy/electrode( loc )
if (!( istype(U, /turf) ))
//A = null
@@ -786,7 +786,7 @@ Auto Patrol: []"},
/obj/item/weapon/ed209_assembly/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (((istype(W, /obj/item/robot_parts/l_leg)) || (istype(W, /obj/item/robot_parts/r_leg))) && (src.build_step == 0 || src.build_step == 1))
if(((istype(W, /obj/item/robot_parts/l_leg)) || (istype(W, /obj/item/robot_parts/r_leg))) && (src.build_step == 0 || src.build_step == 1))
src.build_step++
user << "You add the robot leg to [src]!"
src.name = "legs/frame assembly"
@@ -799,26 +799,26 @@ Auto Patrol: []"},
del(W)
else if (istype(W, /obj/item/clothing/suit/armor/vest) && (src.build_step == 2))
else if(istype(W, /obj/item/clothing/suit/armor/vest) && (src.build_step == 2))
src.build_step++
user << "You add the armor to [src]!"
src.name = "vest/legs/frame assembly"
src.item_state = "ed209_shell"
src.icon_state = "ed209_shell"
del(W)
else if ((istype(W, /obj/item/weapon/weldingtool) && W:welding) && (src.build_step == 3))
else if((istype(W, /obj/item/weapon/weldingtool) && W:welding) && (src.build_step == 3))
if (W:remove_fuel(0,user))
src.build_step++
src.name = "shielded frame assembly"
user << "You welded the vest to [src]!"
else if (istype(W, /obj/item/clothing/head/helmet) && (src.build_step == 4))
else if(istype(W, /obj/item/clothing/head/helmet) && (src.build_step == 4))
src.build_step++
user << "You add the helmet to [src]!"
src.name = "covered and shielded frame assembly"
src.item_state = "ed209_hat"
src.icon_state = "ed209_hat"
del(W)
else if (istype(W, /obj/item/device/prox_sensor) && (src.build_step == 5))
else if(isprox(W) && (src.build_step == 5))
src.build_step++
user << "You add the prox sensor to [src]!"
src.name = "prox/covered and armed the frame assembly"
@@ -835,7 +835,7 @@ Auto Patrol: []"},
src.build_step++
user << "\blue You wire the ED-209 assembly!"
src.name = "Wired ED-209 Assembly"
else if (istype(W, /obj/item/weapon/gun/energy/taser) && (src.build_step == 7))
else if(istype(W, /obj/item/weapon/gun/energy/taser) && (src.build_step == 7))
src.build_step++
user << "You add the taser gun to [src]!"
src.name = "Taser/Wired ED-209 Assembly"
@@ -851,7 +851,7 @@ Auto Patrol: []"},
src.build_step++
src.name = "Armed ED-209 Assembly"
user << "\blue Taser gun attached!"
else if ((istype(W, /obj/item/weapon/cell)) && (src.build_step >= 9))
else if((istype(W, /obj/item/weapon/cell)) && (src.build_step >= 9))
src.build_step++
user << "You complete the ED-209!"
var/obj/machinery/bot/ed209/S = new /obj/machinery/bot/ed209
@@ -860,7 +860,7 @@ Auto Patrol: []"},
del(W)
del(src)
else if (istype(W, /obj/item/weapon/pen))
else if(istype(W, /obj/item/weapon/pen))
var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
if (!t)
+2 -2
View File
@@ -347,7 +347,7 @@
var/obj/item/weapon/storage/toolbox/mechanical/N = new /obj/item/weapon/storage/toolbox/mechanical(Tsec)
N.contents = list()
new /obj/item/device/prox_sensor(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
if (prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
@@ -386,7 +386,7 @@
/obj/item/weapon/toolbox_tiles/attackby(var/obj/item/W, mob/user as mob)
..()
if(istype(W, /obj/item/device/prox_sensor))
if(isprox(W))
var/obj/item/weapon/toolbox_tiles_sensor/B = new /obj/item/weapon/toolbox_tiles_sensor
B.loc = user
if (user.r_hand == W)
+5 -5
View File
@@ -446,7 +446,7 @@
return
/obj/machinery/bot/medbot/bullet_act(var/obj/item/projectile/Proj)
if (Proj.flag == "taser")
if(Proj.flag == "taser")
src.stunned = min(stunned+10,20)
..()
@@ -463,7 +463,7 @@
new /obj/item/weapon/storage/firstaid(Tsec)
new /obj/item/device/prox_sensor(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
new /obj/item/device/healthanalyzer(Tsec)
@@ -568,14 +568,14 @@
/obj/item/weapon/firstaid_arm_assembly/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/device/healthanalyzer)) && (!src.build_step))
if((istype(W, /obj/item/device/healthanalyzer)) && (!src.build_step))
src.build_step++
user << "You add the health sensor to [src]!"
src.name = "First aid/robot arm/health analyzer assembly"
src.overlays += image('aibots.dmi', "na_scanner")
del(W)
else if ((istype(W, /obj/item/device/prox_sensor)) && (src.build_step == 1))
else if((isprox(W)) && (src.build_step == 1))
src.build_step++
user << "You complete the Medibot! Beep boop."
var/obj/machinery/bot/medbot/S = new /obj/machinery/bot/medbot
@@ -585,7 +585,7 @@
del(W)
del(src)
else if (istype(W, /obj/item/weapon/pen))
else if(istype(W, /obj/item/weapon/pen))
var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
if (!t)
+7 -9
View File
@@ -182,7 +182,6 @@
/obj/machinery/bot/mulebot/bullet_act()
if(prob(50) && !isnull(load))
load.bullet_act()
unload(0)
if(prob(25))
src.visible_message("\red Something shorts out inside [src]!")
@@ -794,13 +793,12 @@
*/
var/damage = rand(5,15)
H.TakeDamage("head", 2*damage, 0)
H.TakeDamage("chest",2*damage, 0)
H.TakeDamage("l_leg",0.5*damage, 0)
H.TakeDamage("r_leg",0.5*damage, 0)
H.TakeDamage("l_arm",0.5*damage, 0)
H.TakeDamage("r_arm",0.5*damage, 0)
H.apply_damage(2*damage, BRUTE, "head")
H.apply_damage(2*damage, BRUTE, "chest")
H.apply_damage(0.5*damage, BRUTE, "l_leg")
H.apply_damage(0.5*damage, BRUTE, "r_leg")
H.apply_damage(0.5*damage, BRUTE, "l_arm")
H.apply_damage(0.5*damage, BRUTE, "r_arm")
var/obj/effect/decal/cleanable/blood/B = new(src.loc)
B.blood_DNA = H.dna.unique_enzymes
@@ -950,7 +948,7 @@
src.visible_message("\red <B>[src] blows apart!</B>", 1)
var/turf/Tsec = get_turf(src)
new /obj/item/device/prox_sensor(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
new /obj/item/stack/rods(Tsec)
new /obj/item/stack/rods(Tsec)
new /obj/item/weapon/cable_coil/cut(Tsec)
+8 -8
View File
@@ -669,7 +669,7 @@ Auto Patrol: []"},
Sa.build_step = 1
Sa.overlays += image('aibots.dmi', "hs_hole")
Sa.created_name = src.name
new /obj/item/device/prox_sensor(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
var/obj/item/weapon/melee/baton/B = new /obj/item/weapon/melee/baton(Tsec)
B.charges = 0
@@ -697,16 +697,16 @@ Auto Patrol: []"},
//Secbot Construction
/obj/item/clothing/head/helmet/attackby(var/obj/item/device/radio/signaler/S, mob/user as mob)
/obj/item/clothing/head/helmet/attackby(var/obj/item/device/assembly/signaler/S, mob/user as mob)
..()
if (!istype(S, /obj/item/device/radio/signaler))
if (!issignaler(S))
..()
return
if (src.type != /obj/item/clothing/head/helmet) //Eh, but we don't want people making secbots out of space helmets.
return
if (!S.b_stat)
if (!S.secured)
return
else
var/obj/item/weapon/secbot_assembly/A = new /obj/item/weapon/secbot_assembly
@@ -731,21 +731,21 @@ Auto Patrol: []"},
src.overlays += image('aibots.dmi', "hs_hole")
user << "You weld a hole in [src]!"
else if ((istype(W, /obj/item/device/prox_sensor)) && (src.build_step == 1))
else if(isprox(W) && (src.build_step == 1))
src.build_step++
user << "You add the prox sensor to [src]!"
src.overlays += image('aibots.dmi', "hs_eye")
src.name = "helmet/signaler/prox sensor assembly"
del(W)
else if (((istype(W, /obj/item/robot_parts/l_arm)) || (istype(W, /obj/item/robot_parts/r_arm))) && (src.build_step == 2))
else if(((istype(W, /obj/item/robot_parts/l_arm)) || (istype(W, /obj/item/robot_parts/r_arm))) && (src.build_step == 2))
src.build_step++
user << "You add the robot arm to [src]!"
src.name = "helmet/signaler/prox sensor/robot arm assembly"
src.overlays += image('aibots.dmi', "hs_arm")
del(W)
else if ((istype(W, /obj/item/weapon/melee/baton)) && (src.build_step >= 3))
else if((istype(W, /obj/item/weapon/melee/baton)) && (src.build_step >= 3))
src.build_step++
user << "You complete the Securitron! Beep boop."
var/obj/machinery/bot/secbot/S = new /obj/machinery/bot/secbot
@@ -754,7 +754,7 @@ Auto Patrol: []"},
del(W)
del(src)
else if (istype(W, /obj/item/weapon/pen))
else if(istype(W, /obj/item/weapon/pen))
var/t = input(user, "Enter new robot name", src.name, src.created_name) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
if (!t)
+2 -6
View File
@@ -12,12 +12,8 @@
var/best_dist = INFINITY //infinity
var/best_cam = null
for(var/obj/machinery/camera/C in A)
if(usr:network != C.network)
continue // different network (syndicate)
if(C.z != usr.z)
continue // different viewing plane
if(!C.status)
continue // ignore disabled cameras
if(usr:network != C.network) continue
if(!C.status) continue // ignore disabled cameras
var/dist = get_dist(src, C)
if(dist < best_dist)
best_dist = dist
-28
View File
@@ -138,19 +138,6 @@ for reference:
else
return 0
/* bullet_act(flag, A as obj)
switch(flag)
if (PROJECTILE_BULLET)
src.health -= 20
if (PROJECTILE_WEAKBULLET) //Detective's revolver fires marshmallows
src.health -= 2
if (PROJECTILE_LASER)
src.health -= 20
if (PROJECTILE_PULSE)
src.health -=50
if (src.health <= 0)
src.explode()
These should not block bullets/N */
//Actual Deployable machinery stuff
@@ -274,21 +261,6 @@ These should not block bullets/N */
else
return 0
/* bullet_act(flag, A as obj)
switch(flag)
if (PROJECTILE_BULLET)
src.health -= 20
if (PROJECTILE_WEAKBULLET) //Detective's revolver fires marshmallows
src.health -= 2
if (PROJECTILE_LASER)
src.health -= 20
if (PROJECTILE_PULSE)
src.health -=50
if (src.health <= 0)
src.explode()
These should not block bullets/N */
proc/explode()
for(var/mob/O in hearers(src, null))
+5 -5
View File
@@ -687,14 +687,14 @@ About the new airlock wires panel:
src.pulse(t1)
else if(href_list["signaler"])
var/wirenum = text2num(href_list["signaler"])
if(!istype(usr.equipped(), /obj/item/device/radio/signaler))
if(!istype(usr.equipped(), /obj/item/device/assembly/signaler))
usr << "You need a signaller!"
return
if(src.isWireColorCut(wirenum))
usr << "You can't attach a signaller to a cut wire."
return
var/obj/item/device/radio/signaler/R = usr.equipped()
if(!R.b_stat)
var/obj/item/device/assembly/signaler/R = usr.equipped()
if(R.secured)
usr << "This radio can't be attached!"
return
var/mob/M = usr
@@ -707,7 +707,7 @@ About the new airlock wires panel:
if(!(src.signalers[wirenum]))
usr << "There's no signaller attached to that wire!"
return
var/obj/item/device/radio/signaler/R = src.signalers[wirenum]
var/obj/item/device/assembly/signaler/R = src.signalers[wirenum]
R.loc = usr.loc
R.airlock_wire = null
src.signalers[wirenum] = null
@@ -865,7 +865,7 @@ About the new airlock wires panel:
return src.attack_hand(user)
else if (istype(C, /obj/item/device/multitool))
return src.attack_hand(user)
else if (istype(C, /obj/item/device/radio/signaler))
else if (istype(C, /obj/item/device/assembly/signaler))
return src.attack_hand(user)
else if (istype(C, /obj/item/weapon/pai_cable)) // -- TLE
var/obj/item/weapon/pai_cable/cable = C
+11 -32
View File
@@ -165,7 +165,7 @@ Neutralize All Unidentified Life Signs: []<BR>"},
Gun.power_supply.charge=gun_charge
Gun.update_icon()
if(prob(50)) new /obj/item/stack/sheet/metal( loc, rand(1,4))
if(prob(50)) new /obj/item/device/prox_sensor(locate(x,y,z))
if(prob(50)) new /obj/item/device/assembly/prox_sensor(locate(x,y,z))
else
user << "You remove the turret but did not manage to salvage anything."
del(src)
@@ -466,7 +466,7 @@ Neutralize All Unidentified Life Signs: []<BR>"},
var/obj/item/projectile/A
if(!installation) // if for some reason the turret has no gun (ie, admin spawned) it resorts to basic taser shots
A = new /obj/item/projectile/electrode( loc )
A = new /obj/item/projectile/energy/electrode( loc )
if(!emagged) use_power(200)
else use_power(400)
playsound(src.loc, 'Taser.ogg', 75, 1)
@@ -481,18 +481,13 @@ Neutralize All Unidentified Life Signs: []<BR>"},
playsound(src.loc, E.fire_sound, 10, 1)
// All energy-based weapons are applicable
if (istype(E, /obj/item/weapon/gun/energy/laser))
if(istype(E, /obj/item/weapon/gun/energy/laser))
A = new /obj/item/projectile/beam( loc )
A.original = target.loc
icon_state = "orange_target_prism"
if(!emagged) use_power(500)
else use_power(1000)
else if (istype(E, /obj/item/weapon/gun/energy/shockgun))
A = new /obj/item/projectile/beam/fireball( loc )
A.original = target.loc
icon_state = "orange_target_prism"
if(!emagged) use_power(500)
else use_power(1000)
else if(istype(E, /obj/item/weapon/gun/energy/pulse_rifle))
A = new /obj/item/projectile/beam/pulse( loc )
A.original = target.loc
@@ -501,20 +496,11 @@ Neutralize All Unidentified Life Signs: []<BR>"},
else use_power(1400)
else if(istype(E, /obj/item/weapon/gun/energy/taser) || istype(E, /obj/item/weapon/gun/energy/stunrevolver))
A = new /obj/item/projectile/electrode( loc )
A = new /obj/item/projectile/energy/electrode( loc )
icon_state = "target_prism"
if(!emagged) use_power(200)
else use_power(400)
else if(istype(E, /obj/item/weapon/gun/energy/freeze))
A = new /obj/item/projectile/freeze( loc )
A.original = target.loc
var/obj/item/projectile/freeze/F = A
F.temperature = rand(0, 200)
icon_state = "target_prism"
if(!emagged) use_power(300)
else use_power(600)
else if(istype(E, /obj/item/weapon/gun/energy/lasercannon))
A = new /obj/item/projectile/beam/heavylaser( loc )
A.original = target.loc
@@ -522,29 +508,22 @@ Neutralize All Unidentified Life Signs: []<BR>"},
if(!emagged) use_power(600)
else use_power(1200)
else if(istype(E, /obj/item/weapon/gun/energy/shockgun))
A = new /obj/item/projectile/beam/fireball( loc )
A.original = target.loc
icon_state = "orange_target_prism"
if(!emagged) use_power(500)
else use_power(1000)
else if(istype(E, /obj/item/weapon/gun/energy/decloner))
A = new /obj/item/projectile/declone( loc )
A = new /obj/item/projectile/energy/declone( loc )
A.original = target.loc
icon_state = "orange_target_prism"
if(!emagged) use_power(600)
else use_power(1200)
else if(istype(E, /obj/item/weapon/gun/energy/crossbow))
A = new /obj/item/projectile/bolt( loc )
A = new /obj/item/projectile/energy/bolt( loc )
A.original = target.loc
icon_state = "orange_target_prism"
if(!emagged) use_power(50)
else use_power(100)
else if(istype(E, /obj/item/weapon/gun/energy/crossbow/largecrossbow))
A = new /obj/item/projectile/largebolt( loc )
A = new /obj/item/projectile/energy/bolt/large( loc )
A.original = target.loc
icon_state = "orange_target_prism"
if(!emagged) use_power(125)
@@ -553,7 +532,7 @@ Neutralize All Unidentified Life Signs: []<BR>"},
else // Energy gun shots
if(!emagged) // if it hasn't been emagged, it uses normal taser shots
A = new /obj/item/projectile/electrode( loc )
A = new /obj/item/projectile/energy/electrode( loc )
icon_state = "target_prism"
use_power(200)
@@ -666,7 +645,7 @@ Neutralize All Unidentified Life Signs: []<BR>"},
return
if(4)
if(istype(W, /obj/item/device/prox_sensor))
if(isprox(W))
build_step = 5
user << "\blue You add the prox sensor to the turret."
del(W)
@@ -753,7 +732,7 @@ Neutralize All Unidentified Life Signs: []<BR>"},
if(5)
user << "You remove the prox sensor from the turret frame."
new/obj/item/device/prox_sensor(locate(x,y,z))
new/obj/item/device/assembly/prox_sensor(locate(x,y,z))
build_step = 4
+1 -1
View File
@@ -15,7 +15,7 @@ obj/machinery/recharger
if (src.charging || src.charging2)
return
if (istype(G, /obj/item/weapon/gun/energy))
if (istype(G, /obj/item/weapon/gun/energy/nuclear) || istype(G, /obj/item/weapon/gun/energy/crossbow))
if (istype(G, /obj/item/weapon/gun/energy/gun/nuclear) || istype(G, /obj/item/weapon/gun/energy/crossbow))
user << "Your gun's recharge port was removed to make room for a miniaturized reactor."
return
user.drop_item()
+1 -1
View File
@@ -194,7 +194,7 @@
A.original = target.loc
use_power(500)
else
A = new /obj/item/projectile/electrode( loc )
A = new /obj/item/projectile/energy/electrode( loc )
use_power(200)
A.current = T
A.yo = U.y - T.y