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
+22 -17
View File
@@ -14,14 +14,13 @@
icon = 'projectiles.dmi'
icon_state = "bullet"
density = 1
unacidable = 1 //Just to be sure.
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
unacidable = 1
flags = FPRINT | TABLEPASS
pass_flags = PASSTABLE
mouse_opacity = 0
var
bumped = 0 //Prevents it from hitting more than one guy at once
def_zone = "" //Aiming at, Also this should be more random its hard to hit things sometimes
def_zone = "" //Aiming at
mob/firer = null//Who shot it
silenced = 0 //Attack message
yo = null
@@ -29,20 +28,33 @@
current = null
turf/original = null
damage = 10 //Damage dealt by projectile. This is used for machinery, critters, anything not under /mob heirarchy
flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, taser, bomb, bio, or rad
damage = 10
damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
nodamage = 0 //Determines if the projectile will skip any damage inflictions
flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
projectile_type = "/obj/item/projectile"
//Effects
stun = 0
weaken = 0
paralyze = 0
irradiate = 0
stutter = 0
eyeblur = 0
drowsy = 0
list/mobdamage = list(BRUTE = 50, BURN = 0, TOX = 0, OXY = 0, CLONE = 0) //Determines what kind of damage it does to mobs
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!!~
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
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
proc/on_hit(var/atom/target, var/blocked = 0)
if(blocked >= 2) return 0//Full block
if(!isliving(target)) return 0
var/mob/living/L = target
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, blocked)
return 1
Bump(atom/A as mob|obj|turf|area)
if(A == firer)
loc = A.loc
return // cannot shoot yourself
return //cannot shoot yourself
if(bumped) return
@@ -72,13 +84,6 @@
for(var/mob/M in A)
M.bullet_act(src, def_zone)
if(istype(src, /obj/item/projectile/freeze))//These could likely be moved
var/obj/item/projectile/freeze/F = src
F.Freeze(A)
else if(istype(src, /obj/item/projectile/plasma))
var/obj/item/projectile/plasma/P = src
P.Heat(A)
density = 0
invisibility = 101
del(src)