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Organs:
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
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@@ -14,14 +14,13 @@
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icon = 'projectiles.dmi'
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icon_state = "bullet"
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density = 1
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unacidable = 1 //Just to be sure.
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anchored = 1 // I'm not sure if it is a good idea. Bullets sucked to space and curve trajectories near singularity could be awesome. --rastaf0
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unacidable = 1
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flags = FPRINT | TABLEPASS
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pass_flags = PASSTABLE
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mouse_opacity = 0
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var
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bumped = 0 //Prevents it from hitting more than one guy at once
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def_zone = "" //Aiming at, Also this should be more random its hard to hit things sometimes
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def_zone = "" //Aiming at
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mob/firer = null//Who shot it
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silenced = 0 //Attack message
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yo = null
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@@ -29,20 +28,33 @@
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current = null
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turf/original = null
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damage = 10 //Damage dealt by projectile. This is used for machinery, critters, anything not under /mob heirarchy
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flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, taser, bomb, bio, or rad
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damage = 10
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damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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nodamage = 0 //Determines if the projectile will skip any damage inflictions
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flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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projectile_type = "/obj/item/projectile"
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//Effects
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stun = 0
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weaken = 0
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paralyze = 0
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irradiate = 0
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stutter = 0
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eyeblur = 0
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drowsy = 0
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list/mobdamage = list(BRUTE = 50, BURN = 0, TOX = 0, OXY = 0, CLONE = 0) //Determines what kind of damage it does to mobs
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list/effects = list("stun" = 0, "weak" = 0, "paralysis" = 0, "stutter" = 0, "drowsyness" = 0, "radiation" = 0, "eyeblur" = 0, "emp" = 0) // long list of effects a projectile can inflict on something. !!MUY FLEXIBLE!!~
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list/effectprob = list("stun" = 100, "weak" = 100, "paralysis" = 100, "stutter" = 100, "drowsyness" = 100, "radiation" = 100, "eyeblur" = 100, "emp" = 100) // Probability for an effect to execute
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list/effectmod = list("stun" = SET, "weak" = SET, "paralysis" = SET, "stutter" = SET, "drowsyness" = SET, "radiation" = SET, "eyeblur" = SET, "emp" = SET) // determines how the effect modifiers will effect a mob's variable
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proc/on_hit(var/atom/target, var/blocked = 0)
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if(blocked >= 2) return 0//Full block
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if(!isliving(target)) return 0
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var/mob/living/L = target
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L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, blocked)
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return 1
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Bump(atom/A as mob|obj|turf|area)
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if(A == firer)
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loc = A.loc
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return // cannot shoot yourself
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return //cannot shoot yourself
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if(bumped) return
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@@ -72,13 +84,6 @@
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for(var/mob/M in A)
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M.bullet_act(src, def_zone)
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if(istype(src, /obj/item/projectile/freeze))//These could likely be moved
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var/obj/item/projectile/freeze/F = src
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F.Freeze(A)
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else if(istype(src, /obj/item/projectile/plasma))
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var/obj/item/projectile/plasma/P = src
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P.Heat(A)
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density = 0
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invisibility = 101
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del(src)
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