Merge pull request #948 from Erthilo/TGUpdates

TG Updates up to r3346
This commit is contained in:
SkyMarshal
2012-04-29 16:00:08 -07:00
53 changed files with 1283 additions and 290 deletions
+1
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@@ -533,6 +533,7 @@
#include "code\game\machinery\computer\communications.dm"
#include "code\game\machinery\computer\computer.dm"
#include "code\game\machinery\computer\crew.dm"
#include "code\game\machinery\computer\HolodeckControl.dm"
#include "code\game\machinery\computer\hologram.dm"
#include "code\game\machinery\computer\id.dm"
#include "code\game\machinery\computer\lockdown.dm"
+5
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@@ -140,9 +140,13 @@ datum/shuttle_controller
AM.throw_at(E, 1, 1)
return
*/
if(istype(T, /turf/simulated))
del(T)
for(var/mob/living/carbon/bug in end_location) // If someone somehow is still in the shuttle's docking area...
bug.gib()
start_location.move_contents_to(end_location)
settimeleft(SHUTTLELEAVETIME)
world << "<B>The Emergency Shuttle has docked with the station! You have [timeleft()/60] minutes to board the Emergency Shuttle.</B>"
@@ -151,6 +155,7 @@ datum/shuttle_controller
return 1
if(1)
if(timeleft>0)
return 0
-25
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@@ -128,31 +128,6 @@
var/h_b = 245.0
/obj/machinery/computer/med_data
name = "Medical Records"
desc = "This can be used to check medical records."
icon_state = "medcomp"
req_access = list(access_medical)
circuit = "/obj/item/weapon/circuitboard/med_data"
var/obj/item/weapon/card/id/scan = null
var/obj/item/weapon/disk/records/disk = null
var/authenticated = null
var/rank = null
var/screen = null
var/datum/data/record/active1 = null
var/datum/data/record/active2 = null
var/a_id = null
var/temp = null
var/printing = null
var/list/Perp
var/tempname = null
/obj/machinery/computer/med_data/laptop
name = "Medical Laptop"
desc = "Cheap Nanotrasen Laptop."
icon_state = "medlaptop"
/obj/machinery/computer/pod
name = "Pod Launch Control"
+201 -1
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@@ -229,6 +229,8 @@
return max(low,min(high,num))
/proc/dd_replacetext(text, search_string, replacement_string)
if(!text || !istext(text) || !search_string || !istext(search_string) || !istext(replacement_string))
return null
var/textList = dd_text2list(text, search_string)
return dd_list2text(textList, replacement_string)
@@ -1383,7 +1385,7 @@ proc/listclearnulls(list/list)
var/y_pos = null
var/z_pos = null
/area/proc/move_contents_to(var/area/A, var/turftoleave=null)
/area/proc/move_contents_to(var/area/A, var/turftoleave=null, var/direction = null)
//Takes: Area. Optional: turf type to leave behind.
//Returns: Nothing.
//Notes: Attempts to move the contents of one area to another area.
@@ -1442,7 +1444,39 @@ proc/listclearnulls(list/list)
X.icon_state = old_icon_state1
X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
/* Quick visual fix for some weird shuttle corner artefacts when on transit space tiles */
if(direction && findtext(X.icon_state, "swall_s"))
// Spawn a new shuttle corner object
var/obj/corner = new()
corner.loc = X
corner.density = 1
corner.anchored = 1
corner.icon = X.icon
corner.icon_state = dd_replacetext(X.icon_state, "_s", "_f")
corner.tag = "delete me"
corner.name = "wall"
// Find a new turf to take on the property of
var/turf/nextturf = get_step(corner, direction)
if(!nextturf || !istype(nextturf, /turf/space))
nextturf = get_step(corner, turn(direction, 180))
// Take on the icon of a neighboring scrolling space icon
X.icon = nextturf.icon
X.icon_state = nextturf.icon_state
for(var/obj/O in T)
// Reset the shuttle corners
if(O.tag == "delete me")
X.icon = 'shuttle.dmi'
X.icon_state = dd_replacetext(O.icon_state, "_f", "_s") // revert the turf to the old icon_state
X.name = "wall"
del(O) // prevents multiple shuttle corners from stacking
continue
if(!istype(O,/obj)) continue
O.loc = X
for(var/mob/M in T)
@@ -1500,6 +1534,172 @@ proc/listclearnulls(list/list)
proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
if(!original)
return null
var/obj/O = null
if(sameloc)
O=new original.type(original.loc)
else
O=new original.type(locate(0,0,0))
if(perfectcopy)
if((O) && (original))
for(var/V in original.vars)
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key")))
O.vars[V] = original.vars[V]
return O
/area/proc/copy_contents_to(var/area/A , var/platingRequired = 0 )
//Takes: Area. Optional: If it should copy to areas that don't have plating
//Returns: Nothing.
//Notes: Attempts to move the contents of one area to another area.
// Movement based on lower left corner. Tiles that do not fit
// into the new area will not be moved.
if(!A || !src) return 0
var/list/turfs_src = get_area_turfs(src.type)
var/list/turfs_trg = get_area_turfs(A.type)
var/src_min_x = 0
var/src_min_y = 0
for (var/turf/T in turfs_src)
if(T.x < src_min_x || !src_min_x) src_min_x = T.x
if(T.y < src_min_y || !src_min_y) src_min_y = T.y
var/trg_min_x = 0
var/trg_min_y = 0
for (var/turf/T in turfs_trg)
if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x
if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y
var/list/refined_src = new/list()
for(var/turf/T in turfs_src)
refined_src += T
refined_src[T] = new/datum/coords
var/datum/coords/C = refined_src[T]
C.x_pos = (T.x - src_min_x)
C.y_pos = (T.y - src_min_y)
var/list/refined_trg = new/list()
for(var/turf/T in turfs_trg)
refined_trg += T
refined_trg[T] = new/datum/coords
var/datum/coords/C = refined_trg[T]
C.x_pos = (T.x - trg_min_x)
C.y_pos = (T.y - trg_min_y)
var/list/toupdate = new/list()
var/copiedobjs = list()
moving:
for (var/turf/T in refined_src)
var/datum/coords/C_src = refined_src[T]
for (var/turf/B in refined_trg)
var/datum/coords/C_trg = refined_trg[B]
if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos)
var/old_dir1 = T.dir
var/old_icon_state1 = T.icon_state
var/old_icon1 = T.icon
if(platingRequired)
if(istype(B, /turf/space))
continue moving
var/turf/X = new T.type(B)
X.dir = old_dir1
X.icon_state = old_icon_state1
X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
var/list/objs = new/list()
var/list/newobjs = new/list()
var/list/mobs = new/list()
var/list/newmobs = new/list()
for(var/obj/O in T)
if(!istype(O,/obj))
continue
objs += O
for(var/obj/O in objs)
newobjs += DuplicateObject(O , 1)
for(var/obj/O in newobjs)
O.loc = X
for(var/mob/M in T)
if(!istype(M,/mob))
continue
mobs += M
for(var/mob/M in mobs)
newmobs += DuplicateObject(M , 1)
for(var/mob/M in newmobs)
M.loc = X
copiedobjs += newobjs
copiedobjs += newmobs
for(var/V in T.vars)
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity", "sd_light_spill",)))
X.vars[V] = T.vars[V]
var/area/AR = X.loc
if(AR.sd_lighting)
X.opacity = !X.opacity
X.sd_SetOpacity(!X.opacity)
toupdate += X
refined_src -= T
refined_trg -= B
continue moving
var/list/doors = new/list()
if(toupdate.len)
for(var/turf/simulated/T1 in toupdate)
for(var/obj/machinery/door/D2 in T1)
doors += D2
if(T1.parent)
air_master.groups_to_rebuild += T1.parent
else
air_master.tiles_to_update += T1
for(var/obj/O in doors)
O:update_nearby_tiles(1)
return copiedobjs
proc/get_cardinal_dir(atom/A, atom/B)
var/dx = abs(B.x - A.x)
var/dy = abs(B.y - A.y)
+18 -10
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@@ -109,9 +109,9 @@ When I already created about 4 new objectives, this doesn't seem terribly import
var/commando_list[] = list()//Commandos.
//We want the ninja to appear only in certain modes.
var/acceptable_modes_list[] = list("traitor","revolution","cult","wizard","changeling","traitorchan","nuclear","malfunction","monkey")
if(!(current_mode.config_tag in acceptable_modes_list))
return
// var/acceptable_modes_list[] = list("traitor","revolution","cult","wizard","changeling","traitorchan","nuclear","malfunction","monkey") // Commented out for both testing and ninjas
// if(!(current_mode.config_tag in acceptable_modes_list))
// return
/*No longer need to determine what mode it is since bad guys are basically universal.
And there is now a mode with two types of bad guys.*/
@@ -187,7 +187,7 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
if(sent_strike_team&&side=="heel"&&antagonist_list.len)//If a strike team was sent, murder them all like a champ.
for(current_mind in antagonist_list)//Search and destroy. Since we already have an antagonist list, they should appear there.
if(current_mind.special_role=="Death Commando")
if(current_mind && current_mind.special_role=="Death Commando")
commando_list += current_mind
if(commando_list.len)//If there are living commandos still in play.
for(var/mob/living/carbon/human/commando in commando_list)
@@ -230,8 +230,7 @@ In either case, it's a good idea to spawn the ninja with a semi-random set of ob
objective_list -= 3
switch(pick(objective_list))
if(1)//kill
while (!isnull(current_mind) && hostile_targets.len)
current_mind = pick(hostile_targets)
current_mind = pick(hostile_targets)
if(current_mind)
var/datum/objective/assassinate/ninja_objective = new
@@ -239,6 +238,9 @@ In either case, it's a good idea to spawn the ninja with a semi-random set of ob
ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))//If they have a special role, use that instead to find em.
ninja_mind.objectives += ninja_objective
else
i++
hostile_targets -= current_mind//Remove them from the list.
if(2)//Steal
var/list/datum/objective/theft = GenerateTheft(ninja_mind.assigned_role,ninja_mind)
@@ -247,26 +249,32 @@ In either case, it's a good idea to spawn the ninja with a semi-random set of ob
objective_list -= 2
if(3)//Protect. Keeping people alive can be pretty difficult.
while (!isnull(current_mind) && friendly_targets.len)
current_mind = pick(friendly_targets)
current_mind = pick(friendly_targets)
if(current_mind)
var/datum/objective/protection/ninja_objective = new
ninja_objective.owner = ninja_mind
ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))
ninja_mind.objectives += ninja_objective
else
i++
friendly_targets -= current_mind
if(4)//Debrain
while (!isnull(current_mind) && hostile_targets.len)
current_mind = pick(hostile_targets)
current_mind = pick(hostile_targets)
if(current_mind)
var/datum/objective/debrain/ninja_objective = new
ninja_objective.owner = ninja_mind
ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))
ninja_mind.objectives += ninja_objective
else
i++
hostile_targets -= current_mind//Remove them from the list.
if(5)//Download research
var/datum/objective/download/ninja_objective = new
+4 -5
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@@ -227,9 +227,8 @@
/obj/item/weapon/disk/nuclear/Del()
if (ticker.mode && ticker.mode.name == "nuclear emergency")
if(blobstart.len > 0)
var/obj/D = new /obj/item/weapon/disk/nuclear(pick(blobstart))
message_admins("[src] has been destroyed. Spawning [D] at ([D.x], [D.y], [D.z]).")
log_game("[src] has been destroyed. Spawning [D] at ([D.x], [D.y], [D.z]).")
if(blobstart.len > 0)
var/obj/D = new /obj/item/weapon/disk/nuclear(pick(blobstart))
message_admins("[src] has been destroyed. Spawning [D] at ([D.x], [D.y], [D.z]).")
log_game("[src] has been destroyed. Spawning [D] at ([D.x], [D.y], [D.z]).")
..()
+32 -6
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@@ -92,9 +92,12 @@
dat += "<A href='?src=\ref[src];action=create;item=milk;cost=20'>10 milk</A> <FONT COLOR=blue>(20)</FONT><BR>"
dat += "<A href='?src=\ref[src];action=create;item=meat;cost=50'>Slab of meat</A> <FONT COLOR=blue>(50)</FONT><BR>"
dat += "Nutrient<BR>"
dat += "<A href='?src=\ref[src];action=create;item=ez;cost=10'>E-Z-Nutrient</A> <FONT COLOR=blue>(10)</FONT><BR>"
dat += "<A href='?src=\ref[src];action=create;item=l4z;cost=20'>Left 4 Zed</A> <FONT COLOR=blue>(20)</FONT><BR>"
dat += "<A href='?src=\ref[src];action=create;item=rh;cost=25'>Robust Harvest</A> <FONT COLOR=blue>(25)</FONT><BR>"
dat += "<A href='?src=\ref[src];action=create;item=ez;cost=10'>E-Z-Nutrient</A> <FONT COLOR=blue>(10)</FONT> | <A href='?src=\ref[src];action=create;item=ez5;cost=50'>x5</A><BR>"
dat += "<A href='?src=\ref[src];action=create;item=l4z;cost=20'>Left 4 Zed</A> <FONT COLOR=blue>(20)</FONT> | <A href='?src=\ref[src];action=create;item=l4z5;cost=100'>x5</A><BR>"
dat += "<A href='?src=\ref[src];action=create;item=rh;cost=25'>Robust Harvest</A> <FONT COLOR=blue>(25)</FONT> | <A href='?src=\ref[src];action=create;item=rh5;cost=125'>x5</A><BR>"
dat += "Leather<BR>"
dat += "<A href='?src=\ref[src];action=create;item=gloves;cost=350'>Botanical gloves</A> <FONT COLOR=blue>(350)</FONT><BR>"
dat += "<A href='?src=\ref[src];action=create;item=tbelt;cost=400'>Utility belt</A> <FONT COLOR=blue>(400)</FONT><BR>"
//dat += "Other<BR>"
//dat += "<A href='?src=\ref[src];action=create;item=monkey;cost=500'>Monkey</A> <FONT COLOR=blue>(500)</FONT><BR>"
else
@@ -163,6 +166,28 @@
new/obj/item/nutrient/l4z(src.loc)
if("rh")
new/obj/item/nutrient/rh(src.loc)
if("ez5") //It's not an elegant method, but it's safe and easy. -Cheridan
new/obj/item/nutrient/ez(src.loc)
new/obj/item/nutrient/ez(src.loc)
new/obj/item/nutrient/ez(src.loc)
new/obj/item/nutrient/ez(src.loc)
new/obj/item/nutrient/ez(src.loc)
if("l4z5")
new/obj/item/nutrient/l4z(src.loc)
new/obj/item/nutrient/l4z(src.loc)
new/obj/item/nutrient/l4z(src.loc)
new/obj/item/nutrient/l4z(src.loc)
new/obj/item/nutrient/l4z(src.loc)
if("rh5")
new/obj/item/nutrient/rh(src.loc)
new/obj/item/nutrient/rh(src.loc)
new/obj/item/nutrient/rh(src.loc)
new/obj/item/nutrient/rh(src.loc)
new/obj/item/nutrient/rh(src.loc)
if("gloves")
new/obj/item/clothing/gloves/botanic_leather(src.loc)
if("tbelt")
new/obj/item/weapon/storage/belt/utility(src.loc)
if("monkey")
new/mob/living/carbon/monkey(src.loc)
processing = 0
@@ -181,9 +206,10 @@
if("activate")
activate()
if("detach")
beaker.loc = src.loc
beaker = null
update_icon()
if(beaker)
beaker.loc = src.loc
beaker = null
update_icon()
if("create")
create_product(href_list["item"],text2num(href_list["cost"]))
if("menu")
@@ -0,0 +1,459 @@
/obj/machinery/computer/HolodeckControl
name = "Holodeck Control Computer"
desc = "A computer used to control a nearby holodeck."
icon_state = "computer_generic"
var/area/linkedholodeck = null
var/area/target = null
var/active = 0
var/list/holographic_items = list()
var/damaged = 0
attack_ai(var/mob/user as mob)
return src.attack_hand(user)
attack_paw(var/mob/user as mob)
return
attack_hand(var/mob/user as mob)
if(..())
return
user.machine = src
var/dat
dat += "<B>Holodeck Control System</B><BR>"
dat += "<HR>Current Loaded Programs:<BR>"
dat += "<A href='?src=\ref[src];emptycourt=1'>((Empty Court)</font>)</A><BR>"
dat += "<A href='?src=\ref[src];boxingcourt=1'>((Boxing Court)</font>)</A><BR>"
dat += "<A href='?src=\ref[src];thunderdomecourt=1'>((Thunderdome Court)</font>)</A><BR>"
dat += "<A href='?src=\ref[src];beach=1'>((Beach)</font>)</A><BR>"
// dat += "<A href='?src=\ref[src];turnoff=1'>((Shutdown System)</font>)</A><BR>"
dat += "Please ensure that only holographic weapons are used in the holodeck if a combat simulation has been loaded.<BR>"
if(issilicon(user) && !emagged)
dat += "<A href='?src=\ref[src];AIoverride=1'>(<font color=red>Override Safety Protocols?</font>)</A><BR>"
if(emagged)
dat += "<A href='?src=\ref[src];burntest=1'>(<font color=red>Begin Atmospheric Burn Simulation</font>)</A><BR>"
dat += "Ensure the holodeck is empty before testing.<BR>"
dat += "<BR>"
dat += "<A href='?src=\ref[src];wildlifecarp=1'>(<font color=red>Begin Wildlife Simulation</font>)</A><BR>"
dat += "Ensure the holodeck is empty before testing.<BR>"
dat += "<BR>"
dat += "Safety Protocols are <font color=red> DISABLED </font><BR>"
else
dat += "<BR>"
dat += "Safety Protocols are <font color=green> ENABLED </font><BR>"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
Topic(href, href_list)
if(..())
return
if((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if(href_list["emptycourt"])
target = locate(/area/holodeck/source_emptycourt)
if(target)
loadProgram(target)
else if(href_list["boxingcourt"])
target = locate(/area/holodeck/source_boxingcourt)
if(target)
loadProgram(target)
else if(href_list["thunderdomecourt"])
target = locate(/area/holodeck/source_thunderdomecourt)
if(target)
loadProgram(target)
else if(href_list["beach"])
target = locate(/area/holodeck/source_beach)
if(target)
loadProgram(target)
else if(href_list["turnoff"])
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
else if(href_list["burntest"])
target = locate(/area/holodeck/source_burntest)
if(target)
loadProgram(target)
else if(href_list["wildlifecarp"])
target = locate(/area/holodeck/source_wildlife)
if(target)
loadProgram(target)
else if(href_list["AIoverride"])
emagged = 1
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/HolodeckControl/attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
/* if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
*/
if(istype(D, /obj/item/weapon/card/emag) && !emagged)
playsound(src.loc, 'sparks4.ogg', 75, 1)
emagged = 1
user << "\blue You vastly increase projector power and override the safety and security protocols."
user << "Warning. Automatic shutoff and derezing protocols have been corrupted. Please call Nanotrasen maintence and do not use the simulator."
src.updateUsrDialog()
return
/obj/machinery/computer/HolodeckControl/New()
..()
linkedholodeck = locate(/area/holodeck/alphadeck)
//if(linkedholodeck)
// target = locate(/area/holodeck/source_emptycourt)
// if(target)
// loadProgram(target)
/obj/machinery/computer/HolodeckControl/process()
if(active)
if(!checkInteg(linkedholodeck))
damaged = 1
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
active = 0
for(var/mob/M in range(10,src))
M.show_message("The holodeck overloads!")
for(var/turf/T in linkedholodeck)
if(prob(30))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
T.ex_act(3)
T.hotspot_expose(1000,500,1)
for(var/item in holographic_items)
if(!(get_turf(item) in linkedholodeck))
derez(item, 0)
/obj/machinery/computer/HolodeckControl/proc/derez(var/obj , var/silent = 1)
holographic_items.Remove(obj)
if(istype(obj , /obj/))
if(istype(obj:loc , /mob/))
var/mob/M = obj:loc
M.drop_from_slot(obj)
if(!silent)
var/obj/oldobj = obj
for(var/mob/M in viewers(world.view,get_turf(obj)))
M << "The [oldobj.name] fades away!"
del(obj)
/obj/machinery/computer/HolodeckControl/proc/checkInteg(var/area/A)
for(var/turf/T in A)
if(istype(T, /turf/space))
return 0
return 1
/obj/machinery/computer/HolodeckControl/proc/togglePower(var/toggleOn = 0)
if(toggleOn)
var/area/targetsource = locate(/area/holodeck/source_emptycourt)
holographic_items = targetsource.copy_contents_to(linkedholodeck)
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
if(L.name=="Atmospheric Test Start")
spawn(20)
var/turf/T = get_turf(L)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
if(T)
T.temperature = 5000
T.hotspot_expose(50000,50000,1)
active = 1
else
for(var/item in holographic_items)
derez(item)
var/area/targetsource = locate(/area/holodeck/source_plating)
targetsource.copy_contents_to(linkedholodeck , 1)
active = 0
/obj/machinery/computer/HolodeckControl/proc/loadProgram(var/area/A)
active = 1
for(var/item in holographic_items)
derez(item)
for(var/obj/effect/decal/cleanable/blood/B in linkedholodeck)
del(B)
holographic_items = A.copy_contents_to(linkedholodeck , 1)
if(emagged)
for(var/obj/item/weapon/melee/energy/sword/holosword/H in linkedholodeck)
H.damtype = BRUTE
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
if(L.name=="Atmospheric Test Start")
spawn(20)
var/turf/T = get_turf(L)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
if(T)
T.temperature = 5000
T.hotspot_expose(50000,50000,1)
// Holographic Items!
/turf/simulated/floor/holofloor/
thermal_conductivity = 0
/turf/simulated/floor/holofloor/grass
name = "Lush Grass"
icon_state = "grass1"
floor_tile = new/obj/item/stack/tile/grass
New()
floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
icon_state = "grass[pick("1","2","3","4")]"
..()
spawn(4)
update_icon()
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
// HOLOFLOOR DOES NOT GIVE A FUCK
/obj/structure/table/holotable
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'structures.dmi'
icon_state = "table"
density = 1
anchored = 1.0
layer = 2.8
// throwpass = 1 //You can throw objects over this, despite it's density.
/obj/structure/table/holotable/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/table/holotable/attack_alien(mob/user as mob) //Removed code for larva since it doesn't work. Previous code is now a larva ability. /N
return attack_hand(user)
/obj/structure/table/holotable/attack_animal(mob/living/simple_animal/user as mob) //Removed code for larva since it doesn't work. Previous code is now a larva ability. /N
return attack_hand(user)
/obj/structure/table/holotable/attack_hand(mob/user as mob)
return // HOLOTABLE DOES NOT GIVE A FUCK
/obj/structure/table/holotable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(G.state<2)
user << "\red You need a better grip to do that!"
return
G.affecting.loc = src.loc
G.affecting.Weaken(5)
for(var/mob/O in viewers(world.view, src))
if (O.client)
O << text("\red [] puts [] on the table.", G.assailant, G.affecting)
del(W)
return
if (istype(W, /obj/item/weapon/wrench))
user << "It's a holotable! There are no bolts!"
return
if(isrobot(user))
return
/obj/item/clothing/gloves/boxing/hologlove
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
/obj/structure/holowindow
name = "reinforced window"
icon = 'structures.dmi'
icon_state = "rwindow"
desc = "A window."
density = 1
layer = 3.2//Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
/obj/structure/holowindow/Del()
..()
/obj/item/weapon/melee/energy/sword/holosword
damtype = HALLOSS
/obj/item/weapon/melee/energy/sword/holosword/green
New()
color = "green"
/obj/item/weapon/melee/energy/sword/holosword/red
New()
color = "red"
/obj/machinery/readybutton
name = "Ready Declaration Device"
desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
icon = 'monitors.dmi'
icon_state = "auth_off"
var/ready = 0
var/area/currentarea = null
var/eventstarted = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
/obj/machinery/readybutton/attack_ai(mob/user as mob)
user << "The station AI is not to interact with these devices"
return
/obj/machinery/readybutton/attack_paw(mob/user as mob)
user << "You are too primitive to use this device"
return
/obj/machinery/readybutton/New()
..()
/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob)
user << "The device is a solid button, there's nothing you can do with it!"
/obj/machinery/readybutton/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN))
user << "This device is not powered."
return
currentarea = get_area(src.loc)
if(!currentarea)
del(src)
if(eventstarted)
usr << "The event has already begun!"
return
ready = !ready
update_icon()
var/numbuttons = 0
var/numready = 0
for(var/obj/machinery/readybutton/button in currentarea)
numbuttons++
if (button.ready)
numready++
if(numbuttons == numready)
begin_event()
/obj/machinery/readybutton/update_icon()
if(ready)
icon_state = "auth_on"
else
icon_state = "auth_off"
/obj/machinery/readybutton/proc/begin_event()
eventstarted = 1
for(var/obj/structure/holowindow/W in currentarea)
del(W)
for(var/mob/M in currentarea)
M << "FIGHT!"
@@ -192,6 +192,11 @@
build_path = "/obj/machinery/computer/telecomms/server"
origin_tech = "programming=3"
/obj/item/weapon/circuitboard/comm_traffic
name = "Circuitboard (Telecommunications Traffic Control)"
build_path = "/obj/machinery/computer/telecomms/traffic"
origin_tech = "programming=3"
/obj/item/weapon/circuitboard/curefab
name = "Circuit board (Cure fab)"
build_path = "/obj/machinery/computer/curer"
+26 -1
View File
@@ -1,3 +1,24 @@
/obj/machinery/computer/med_data//TODO:SANITY
name = "Medical Records"
desc = "This can be used to check medical records."
icon_state = "medcomp"
req_access = list(access_medical)
circuit = "/obj/item/weapon/circuitboard/med_data"
var
obj/item/weapon/card/id/scan = null
obj/item/weapon/disk/records/disk = null
authenticated = null
rank = null
screen = null
datum/data/record/active1 = null
datum/data/record/active2 = null
a_id = null
temp = null
printing = null
list/Perp
tempname = null
/obj/machinery/computer/med_data/attackby(obj/item/O as obj, user as mob)
if(istype(O, /obj/item/weapon/card/id) && !scan)
usr.drop_item()
@@ -21,7 +42,6 @@
if(..())
return
var/dat
if (src.temp)
dat = text("<TT>[src.temp]</TT><BR><BR><A href='?src=\ref[src];temp=1'>Clear Screen</A>")
else
@@ -540,3 +560,8 @@
src.updateUsrDialog()
return
/obj/machinery/computer/med_data/laptop
name = "Medical Laptop"
desc = "Cheap Nanotrasen Laptop."
icon_state = "medlaptop"
@@ -90,19 +90,25 @@
del(src)
attack_ai(var/mob/user as mob)
attack_hand(user)
attack_hand(var/mob/user as mob)
// You need a multitool to use this.
if(user.equipped())
if(!istype(user.equipped(), /obj/item/device/multitool))
// You need a multitool to use this, or be silicon
if(!issilicon(user))
if(user.equipped())
if(!istype(user.equipped(), /obj/item/device/multitool))
return
else
return
else
return
if(stat & (BROKEN|NOPOWER) || !on)
return
var/obj/item/device/multitool/P = user.equipped()
var/obj/item/device/multitool/P = null
if(!issilicon(user))
P = user.equipped()
user.machine = src
var/dat
@@ -138,10 +144,12 @@
dat += "<br> <a href='?src=\ref[src];input=freq'>\[Add Filter\]</a>"
dat += "<hr>"
if(P.buffer)
dat += "<br><br>MULTITOOL BUFFER: [P.buffer] ([P.buffer.id]) <a href='?src=\ref[src];link=1'>\[Link\]</a> <a href='?src=\ref[src];flush=1'>\[Flush\]"
else
dat += "<br><br>MULTITOOL BUFFER: <a href='?src=\ref[src];buffer=1'>\[Add Machine\]</a>"
if(P)
if(P.buffer)
dat += "<br><br>MULTITOOL BUFFER: [P.buffer] ([P.buffer.id]) <a href='?src=\ref[src];link=1'>\[Link\]</a> <a href='?src=\ref[src];flush=1'>\[Flush\]"
else
dat += "<br><br>MULTITOOL BUFFER: <a href='?src=\ref[src];buffer=1'>\[Add Machine\]</a>"
dat += "</font>"
temp = ""
@@ -150,16 +158,19 @@
Topic(href, href_list)
if(usr.equipped())
if(!istype(usr.equipped(), /obj/item/device/multitool))
if(!issilicon(usr))
if(usr.equipped())
if(!istype(usr.equipped(), /obj/item/device/multitool))
return
else
return
else
return
if(stat & (BROKEN|NOPOWER) || !on)
return
var/obj/item/device/multitool/P = usr.equipped()
var/obj/item/device/multitool/P = null
if(!issilicon(usr))
P = usr.equipped()
if(href_list["input"])
switch(href_list["input"])
@@ -205,27 +216,30 @@
if(href_list["unlink"])
var/obj/machinery/telecomms/T = links[text2num(href_list["unlink"])]
temp = "<font color = #666633>-% Removed \ref[T] [T.name] from linked entities. %-</font color>"
if(text2num(href_list["unlink"]) <= length(links))
var/obj/machinery/telecomms/T = links[text2num(href_list["unlink"])]
temp = "<font color = #666633>-% Removed \ref[T] [T.name] from linked entities. %-</font color>"
// Remove link entries from both T and src.
if(src in T.links)
T.links.Remove(src)
links.Remove(T)
// Remove link entries from both T and src.
if(src in T.links)
T.links.Remove(src)
links.Remove(T)
if(href_list["link"])
if(P.buffer)
if(!(src in P.buffer.links))
P.buffer.links.Add(src)
if(P)
if(!(P.buffer in src.links))
src.links.Add(P.buffer)
if(P.buffer)
if(!(src in P.buffer.links))
P.buffer.links.Add(src)
temp = "<font color = #666633>-% Successfully linked with \ref[P.buffer] [P.buffer.name] %-</font color>"
if(!(P.buffer in src.links))
src.links.Add(P.buffer)
else
temp = "<font color = #666633>-% Unable to acquire buffer %-</font color>"
temp = "<font color = #666633>-% Successfully linked with \ref[P.buffer] [P.buffer.name] %-</font color>"
else
temp = "<font color = #666633>-% Unable to acquire buffer %-</font color>"
if(href_list["buffer"])
@@ -244,3 +258,4 @@
updateUsrDialog()
+1 -1
View File
@@ -108,7 +108,7 @@
if(href_list["network"])
var/newnet = input(usr, "Which network do you want to view?", "Comm Monitor", network) as null|text
if(newnet && usr in range(1, src))
if(newnet && ((usr in range(1, src) || issilicon(usr))))
if(length(newnet) > 15)
temp = "<font color = #D70B00>- FAILED: NETWORK TAG STRING TOO LENGHTLY -</font color>"
@@ -35,7 +35,7 @@
winset(editingcode, "tcscode", "is-disabled=false")
// If the player's not manning the keyboard anymore, adjust everything
if(!(editingcode in range(1, src)) || editingcode.machine != src)
if( (!(editingcode in range(1, src)) && !issilicon(editingcode)) || (editingcode.machine != src && !issilicon(editingcode)))
if(editingcode)
winshow(editingcode, "Telecomms IDE", 0) // hide the window!
editingcode = null
@@ -169,6 +169,7 @@
editingcode = usr
winshow(editingcode, "Telecomms IDE", 1) // show the IDE
winset(editingcode, "tcscode", "is-disabled=false")
winset(editingcode, "tcscode", "text=\"\"")
var/showcode = dd_replacetext(storedcode, "\\\"", "\\\\\"")
showcode = dd_replacetext(storedcode, "\"", "\\\"")
winset(editingcode, "tcscode", "text=\"[showcode]\"")
@@ -189,7 +190,7 @@
var/newnet = input(usr, "Which network do you want to view?", "Comm Monitor", network) as null|text
if(newnet && usr in range(1, src))
if(newnet && ((usr in range(1, src) || issilicon(usr))))
if(length(newnet) > 15)
temp = "<font color = #D70B00>- FAILED: NETWORK TAG STRING TOO LENGHTLY -</font color>"
@@ -211,7 +212,7 @@
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/comm_server/M = new /obj/item/weapon/circuitboard/comm_server( A )
var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
@@ -222,7 +223,7 @@
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/comm_server/M = new /obj/item/weapon/circuitboard/comm_server( A )
var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
+50 -38
View File
@@ -1,12 +1,12 @@
/obj/structure/closet/secure_closet/medicine
name = "Medicine Closet"
desc = "Filled with medical junk."
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medical1"
icon_state = "securemed1"
icon_closed = "securemed"
icon_locked = "securemed1"
icon_opened = "securemedopen"
icon_broken = "securemedbroken"
icon_off = "securemed1"
req_access = list(access_medical)
@@ -28,13 +28,13 @@
/obj/structure/closet/secure_closet/anaesthetic
name = "Anesthetic"
desc = "Used to knock people out, either by sleeping gas or brute force."
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medical1"
desc = "Used to knock people out."
icon_state = "securemed1"
icon_closed = "securemed"
icon_locked = "securemed1"
icon_opened = "securemedopen"
icon_broken = "securemedbroken"
icon_off = "securemed1"
req_access = list(access_medical)
@@ -51,6 +51,31 @@
/obj/structure/closet/secure_closet/doctor_personal
name = "Doctor's Locker"
req_access = list(access_medical)
icon_state = "securemed1"
icon_closed = "securemed"
icon_locked = "securemed1"
icon_opened = "securemedopen"
icon_broken = "securemedbroken"
icon_off = "securemed1"
New()
..()
sleep(2)
new /obj/item/wardrobe/doctor(src)
//
var/obj/item/weapon/storage/backpack/medic/BPK = new /obj/item/weapon/storage/backpack/medic(src)
var/obj/item/weapon/storage/box/B = new(BPK)
new /obj/item/weapon/pen(B)
new /obj/item/device/pda/medical(src)
new /obj/item/weapon/storage/firstaid/regular(src)
new /obj/item/device/flashlight/pen(src)
new /obj/item/weapon/cartridge/medical(src)
new /obj/item/device/radio/headset/headset_med(src)
return
/obj/structure/closet/secure_closet/chemist_personal
name = "Chemist's Locker"
req_access = list(access_chemistry)
@@ -67,25 +92,6 @@
new /obj/item/device/pda/toxins(src)
return
/obj/structure/closet/secure_closet/doctor_personal
name = "Doctor's Locker"
req_access = list(access_medical)
New()
..()
sleep(2)
new /obj/item/wardrobe/doctor(src)
//
var/obj/item/weapon/storage/backpack/medic/BPK = new /obj/item/weapon/storage/backpack/medic(src)
var/obj/item/weapon/storage/box/B = new(BPK)
new /obj/item/weapon/pen(B)
new /obj/item/device/pda/medical(src)
new /obj/item/weapon/storage/firstaid/regular(src)
new /obj/item/device/flashlight/pen(src)
new /obj/item/weapon/cartridge/medical(src)
new /obj/item/device/radio/headset/headset_med(src)
return
/obj/structure/closet/secure_closet/genetics_personal
name = "Geneticist's Locker"
req_access = list(access_medlab)
@@ -122,6 +128,12 @@
/obj/structure/closet/secure_closet/CMO
name = "Chief Medical Officer's Locker"
req_access = list(access_cmo)
icon_state = "cmosecure1"
icon_closed = "cmosecure"
icon_locked = "cmosecure1"
icon_opened = "cmosecureopen"
icon_broken = "cmosecurebroken"
icon_off = "cmosecure1"
New()
..()
@@ -159,12 +171,12 @@
/obj/structure/closet/secure_closet/chemical
name = "Chemical Closet"
desc = "Store dangerous chemicals in here."
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medical1"
icon_state = "securemed1"
icon_closed = "securemed"
icon_locked = "securemed1"
icon_opened = "securemedopen"
icon_broken = "securemedbroken"
icon_off = "securemed1"
req_access = list(access_medical)
+31 -18
View File
@@ -1,7 +1,37 @@
/obj/structure/closet/secure_closet/scientist
name = "Scientist's Locker"
req_access = list(access_research)
icon_state = "secureres1"
icon_closed = "secureres"
icon_locked = "secureres1"
icon_opened = "secureresopen"
icon_broken = "secureresbroken"
icon_off = "secureres1"
New()
..()
sleep(2)
new /obj/item/wardrobe/scientist(src)
//
var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
var/obj/item/weapon/storage/box/B = new(BPK)
new /obj/item/weapon/pen(B)
new /obj/item/device/pda/toxins(src)
new /obj/item/weapon/tank/oxygen(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/radio/headset/headset_sci(src)
/obj/structure/closet/secure_closet/rd
name = "Research Director's Locker"
req_access = list(access_rd)
icon_state = "rdsecure1"
icon_closed = "rdsecure"
icon_locked = "rdsecure1"
icon_opened = "rdsecureopen"
icon_broken = "rdsecurebroken"
icon_off = "rdsecure1"
New()
..()
@@ -16,21 +46,4 @@
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/flash(src)
new /obj/item/device/radio/headset/heads/rd(src)
//
/obj/structure/closet/secure_closet/scientist
name = "Scientist's Locker"
req_access = list(access_research)
New()
..()
sleep(2)
new /obj/item/wardrobe/scientist(src)
//
var/obj/item/weapon/storage/backpack/BPK = new /obj/item/weapon/storage/backpack(src)
var/obj/item/weapon/storage/box/B = new(BPK)
new /obj/item/weapon/pen(B)
new /obj/item/device/pda/toxins(src)
new /obj/item/weapon/tank/oxygen(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/radio/headset/headset_sci(src)
//
@@ -1,7 +1,12 @@
/obj/structure/closet/secure_closet/RD
name = "Research Director"
req_access = list(access_rd)
icon_state = "rdsecure1"
icon_closed = "rdsecure"
icon_locked = "rdsecure1"
icon_opened = "rdsecureopen"
icon_broken = "rdsecurebroken"
icon_off = "rdsecure1"
New()
..()
+2 -1
View File
@@ -339,7 +339,8 @@ mob/proc/flash_weak_pain()
if(Metroid)
Metroid.SStun = 1
sleep(rand(5,20))
Metroid.SStun = 0
if(Metroid)
Metroid.SStun = 0
spawn(0)
Metroid.canmove = 0
@@ -106,6 +106,7 @@
if(isigniter(W))
var/obj/item/device/assembly/igniter/I = W
if(I.secured) return 0
if(src.igniter) return
user.remove_from_mob(I)
I.loc = src
igniter = I
+5 -4
View File
@@ -129,11 +129,12 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
if(!src.loc)
on = 0
var/area/A = get_area(src)
if(!A || !isarea(A) || !A.master)
on = 0
else
on = A.master.powered(EQUIP) // set "on" to the power status
var/area/A = src.loc.loc
if(!A || !isarea(A) || !A.master)
on = 0
else
on = A.master.powered(EQUIP) // set "on" to the power status
if(!on)
icon_state = "intercom-p"
+3 -1
View File
@@ -224,9 +224,11 @@
playsound(src.loc, '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
src.health = max(0, src.health - aforce)
if(W.damtype == BRUTE || W.damtype == BURN)
src.health = max(0, src.health - aforce)
playsound(src.loc, 'Glasshit.ogg', 75, 1)
if (src.health <= 7)
src.anchored = 0
+1 -1
View File
@@ -243,7 +243,7 @@ var/syndicate_elite_shuttle_timeleft = 0
elite_squad.readyalert()//Trigger alarm for the spec ops area.
syndicate_elite_shuttle_moving_to_station = 1
syndicate_elite_shuttle_time = world.timeofday
syndicate_elite_shuttle_time = world.timeofday + SYNDICATE_ELITE_MOVETIME
spawn(0)
syndicate_elite_process()
+29 -41
View File
@@ -1283,58 +1283,46 @@ turf/simulated/floor/return_siding_icon_state()
// Okay, so let's make it so that people can travel z levels but not nuke disks!
// if(ticker.mode.name == "nuclear emergency") return
if (src.x <= TRANSITIONEDGE || A.x >= (world.maxx - TRANSITIONEDGE - 1) || src.y <= TRANSITIONEDGE || A.y >= (world.maxy - TRANSITIONEDGE - 1))
if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
del(A)
return
if(istype(A, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks travel Z levels ... And moving this shit down here so it only fires when they're actually trying to change z-level.
del(A) //The disk's Del() proc ensures a new one is created
return
if(istype(A, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks travel Z levels
return
if(!isemptylist(A.search_contents_for(/obj/item/weapon/disk/nuclear)))
if(istype(A, /mob/living))
var/mob/living/MM = A
if(MM.client)
MM << "\red Something you are carrying is preventing you from leaving. Don't play stupid; you know exactly what it is."
return
// else if(ticker.mode.name == "extended"||ticker.mode.name == "sandbox") Sandbox_Spacemove(A)
var/move_to_z_str = pickweight(accessable_z_levels)
else
if (src.x <= 2 || A.x >= (world.maxx - 1) || src.y <= 2 || A.y >= (world.maxy - 1))
if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
del(A)
return
var/move_to_z = text2num(move_to_z_str)
if(!isemptylist(A.search_contents_for(/obj/item/weapon/disk/nuclear)))
if(istype(A, /mob/living))
var/mob/living/MM = A
if(MM.client)
MM << "\red Something you are carrying is preventing you from leaving. Don't play stupid; you know exactly what it is."
return
if(!move_to_z)
return
A.z = move_to_z
if(src.x <= TRANSITIONEDGE)
A.x = world.maxx - TRANSITIONEDGE - 2
var/move_to_z_str = pickweight(accessable_z_levels)
else if (A.x >= (world.maxx - TRANSITIONEDGE - 1))
A.x = TRANSITIONEDGE + 1
var/move_to_z = text2num(move_to_z_str)
else if (src.y <= TRANSITIONEDGE)
A.y = world.maxy - TRANSITIONEDGE -2
if(!move_to_z)
return
else if (A.y >= (world.maxy - TRANSITIONEDGE - 1))
A.y = TRANSITIONEDGE +1
A.z = move_to_z
if(src.x <= 2)
A.x = world.maxx - 2
else if (A.x >= (world.maxx - 1))
A.x = 3
else if (src.y <= 2)
A.y = world.maxy - 2
else if (A.y >= (world.maxy - 1))
A.y = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
// if(istype(A, /obj/structure/closet/coffin))
// coffinhandler.Add(A)
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
/*
/turf/space/proc/Sandbox_Spacemove(atom/movable/A as mob|obj)
var/cur_x
+1 -1
View File
@@ -195,6 +195,7 @@
verbs += /client/proc/spawn_xeno
verbs += /client/proc/toggleprayers
verbs += /client/proc/deadmin_self
verbs += /client/proc/tension_report
verbs += /proc/possess
verbs += /proc/release
verbs += /client/proc/admin_deny_shuttle
@@ -229,7 +230,6 @@
//verbs += /proc/togglebuildmode --Merged with view variables
//verbs += /client/proc/cmd_modify_object_variables --Merged with view variables
verbs += /client/proc/togglebuildmodeself
verbs += /client/proc/tension_report
verbs += /client/proc/toggleadminhelpsound
else return
+1
View File
@@ -17,6 +17,7 @@
M << "\blue \icon[cross] <b><font color=purple>PRAY: </font>[key_name(src, M)] (<A HREF='?src=\ref[M.client.holder];adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?src=\ref[M.client.holder];adminplayervars=\ref[src]'>VV</A>) (<A HREF='?src=\ref[M.client.holder];adminplayersubtlemessage=\ref[src]'>SM</A>) (<A HREF='?src=\ref[M.client.holder];adminplayerobservejump=\ref[src]'>JMP</A>) (<A HREF='?src=\ref[M.client.holder];secretsadmin=check_antagonist'>CA</A>):</b> [msg]"
usr << "Your prayers have been received by the gods."
//feedback_add_details("admin_verb","PR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//log_admin("HELP: [key_name(src)]: [msg]")
+17 -17
View File
@@ -462,23 +462,23 @@
if (href_list["create_vaccine"])
if(!src.wait)
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
var/vaccine_type = text2path(href_list["create_vaccine"])//the path is received as string - converting
var/datum/disease/D = new vaccine_type
var/name = input(usr,"Name:","Name the vaccine",D.name)
if(!name || name == " ") name = D.name
B.name = "[name] vaccine bottle"
B.reagents.add_reagent("vaccine",15,vaccine_type)
del(D)
wait = 1
var/datum/reagents/R = beaker.reagents
var/datum/reagent/blood/Blood = null
for(var/datum/reagent/blood/L in R.reagent_list)
if(L)
Blood = L
break
var/list/res = Blood.data["resistances"]
spawn(res.len*500)
src.wait = null
if(B)
var/vaccine_type = text2path(href_list["create_vaccine"])//the path is received as string - converting
var/datum/disease/D = new vaccine_type
if(D)
B.name = "[D.name] vaccine bottle"
B.reagents.add_reagent("vaccine",15,vaccine_type)
del(D)
wait = 1
var/datum/reagents/R = beaker.reagents
var/datum/reagent/blood/Blood = null
for(var/datum/reagent/blood/L in R.reagent_list)
if(L)
Blood = L
break
var/list/res = Blood.data["resistances"]
spawn(res.len*500)
src.wait = null
else
src.temphtml = "The replicator is not ready yet."
src.updateUsrDialog()
+6 -5
View File
@@ -759,13 +759,14 @@ datum
if(M:eyecheck() <= 0)
flick("e_flash", M.flash)
for(var/i = 1, i <= created_volume, i++)
for(var/i = 1, i <= created_volume + rand(1,2), i++)
var/chosen = pick(borks)
var/obj/B = new chosen
B.loc = get_turf_loc(holder.my_atom)
if(prob(50))
for(var/j = 1, j <= rand(1, 3), j++)
step(B, pick(NORTH,SOUTH,EAST,WEST))
if(B)
B.loc = get_turf_loc(holder.my_atom)
if(prob(50))
for(var/j = 1, j <= rand(1, 3), j++)
step(B, pick(NORTH,SOUTH,EAST,WEST))
+34 -1
View File
@@ -6,6 +6,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/storage/wcoat
name = "waistcoat"
desc = "The height of class."
@@ -13,6 +14,24 @@
item_state = "wcoat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/suit/bluetag
name = "blue laser tag armour"
desc = "Blue Pride, Station Wide"
icon_state = "bluetag"
item_state = "bluetag"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/suit/redtag
name = "red laser tag armour"
desc = "Pew pew pew"
icon_state = "redtag"
item_state = "redtag"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/suit/storage/apron
name = "apron"
desc = "A basic blue apron. It has a large pocket you can store things in."
@@ -21,6 +40,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
allowed = list (/obj/item/weapon/plantbgone,/obj/item/device/analyzer/plant_analyzer,/obj/item/seeds,/obj/item/nutrient,/obj/item/weapon/minihoe)
/obj/item/clothing/suit/storage/chef
name = "chef's apron"
desc = "An apron used by a high class chef. Has a few pockets for nic-naks."
@@ -33,6 +53,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
allowed = list (/obj/item/weapon/kitchenknife,/obj/item/weapon/butch)
/obj/item/clothing/suit/storage/chef/classic
name = "classic chef's apron"
desc = "A basic, dull, white chef's apron."
@@ -40,18 +61,21 @@
item_state = "apronchef"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
/obj/item/clothing/suit/hazardvest
name = "hazard vest"
desc = "A high-visibility vest used in work zones."
icon_state = "hazard"
item_state = "hazard"
/obj/item/clothing/suit/suspenders
name = "suspenders"
desc = "They suspend the illusion of the mime's play."
icon = 'belts.dmi'
icon_state = "suspenders"
/obj/item/clothing/suit/syndicatefake
name = "red space suit replica"
icon_state = "syndicate"
@@ -62,6 +86,7 @@
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/toy)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/storage/captunic
name = "captain's parade tunic"
desc = "Worn by a Captain to show their class."
@@ -70,6 +95,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
/obj/item/clothing/suit/nun
name = "nun robe"
desc = "Maximum piety in this star system."
@@ -92,14 +118,16 @@
item_state = "chaplain_hoodie"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
/obj/item/clothing/suit/hastur
name = "Hastur's robes"
name = "\improper Hastur's robes"
desc = "Robes not meant to be worn by man"
icon_state = "hastur"
item_state = "hastur"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/imperium_monk
name = "imperium monk robes"
desc = "A set of strange robes."
@@ -108,6 +136,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/chickensuit
name = "chicken suit"
desc = "Bwak!"
@@ -116,6 +145,7 @@
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HEAD
flags_inv = HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/monkeysuit
name = "monkey suit"
desc = "A suit that looks like a primate"
@@ -124,6 +154,7 @@
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/holidaypriest
name = "holiday priest"
desc = "This is a nice holiday my son."
@@ -131,6 +162,8 @@
item_state = "holidaypriest"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
// BubbleWrap - Nothing to see here
/obj/item/clothing/suit/cardborg
+30
View File
@@ -44,6 +44,36 @@ proc/move_mining_shuttle()
else
fromArea = locate(/area/shuttle/mining/station)
toArea = locate(/area/shuttle/mining/outpost)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in toArea)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
// NOTE: Commenting this out to avoid recreating mass driver glitch
/*
spawn(0)
AM.throw_at(E, 1, 1)
return
*/
if(istype(T, /turf/simulated))
del(T)
for(var/mob/living/carbon/bug in toArea) // If someone somehow is still in the shuttle's docking area...
bug.gib()
fromArea.move_contents_to(toArea)
if (mining_shuttle_location)
mining_shuttle_location = 0
+3
View File
@@ -193,11 +193,13 @@
var/status = ""
var/brutedamage = org.brute_dam
var/burndamage = org.burn_dam
if(halloss > 0)
if(prob(30))
brutedamage += halloss
if(prob(30))
burndamage += halloss
if(brutedamage > 0)
status = "bruised"
if(brutedamage > 20)
@@ -208,6 +210,7 @@
status += " and "
if(burndamage > 40)
status += "peeling away"
else if(burndamage > 10)
status += "blistered"
else if(burndamage > 0)
@@ -180,14 +180,14 @@
distance = 1
if (src.stat == 1 || stat == 2)
msg += "<span class='warning'>[name] doesn't seem to be responding to anything around [t_him], [t_his] eyes closed as though asleep.</span>\n"
msg += "<span class='warning'>[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.</span>\n"
if((!isbreathing || holdbreath) && distance <= 3)
msg += "<span class='warning'>[name] does not appear to be breathing.</span>\n"
msg += "<span class='warning'>[t_He] does not appear to be breathing.</span>\n"
if(istype(usr, /mob/living/carbon/human) && usr.stat == 0 && src.stat == 1 && distance <= 1)
for(var/mob/O in viewers(usr.loc, null))
O.show_message("[usr] checks [src]'s pulse.", 1)
spawn(15)
usr << "\blue [name] has a pulse!"
usr << "\blue [t_He] has a pulse!"
if (src.stat == 2 || (changeling && changeling.changeling_fakedeath == 1))
if(distance <= 1)
@@ -195,7 +195,19 @@
for(var/mob/O in viewers(usr.loc, null))
O.show_message("[usr] checks [src]'s pulse.", 1)
spawn(15)
usr << "\red [name] has no pulse!"
if(!src.client)
var/foundghost = 0
for(var/mob/dead/observer/G in world)
if(G.client)
if(G.corpse == src)
foundghost++
break
if(!foundghost)
usr << "<span class='deadsay'>[t_He] has no pulse and [t_his] soul has departed...</span>"
else
usr << "<span class='deadsay'>[t_He] has no pulse...</span>"
msg += "<span class='warning'>"
/* if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
@@ -32,6 +32,30 @@
visible_message("\red <B>[src] has been touched with the stun gloves by [M]!</B>")
return
if(istype(M.gloves , /obj/item/clothing/gloves/boxing/hologlove))
var/damage = rand(0, 9)
if(!damage)
playsound(loc, 'punchmiss.ogg', 25, 1, -1)
visible_message("\red <B>[M] has attempted to punch [src]!</B>")
return 0
var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
var/armor_block = run_armor_check(affecting, "melee")
if(M.mutations & HULK) damage += 5
playsound(loc, "punch", 25, 1, -1)
visible_message("\red <B>[M] has punched [src]!</B>")
apply_damage(damage, HALLOSS, affecting, armor_block)
if(damage >= 9)
visible_message("\red <B>[M] has weakened [src]!</B>")
apply_effect(4, WEAKEN, armor_block)
UpdateDamageIcon()
return
switch(M.a_intent)
if("help")
if(health > 0)
@@ -143,7 +143,7 @@ emp_act
apply_damage(power, I.damtype, affecting, armor, is_cut(I), I.name)
var/bloody = 0
if((I.damtype == BRUTE) && prob(25 + is_sharp(I) * 50 + (I.force * 2)))
if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + is_sharp(I) * 50 + (I.force * 2)))
I.add_blood(src) //Make the weapon bloody, not the person.
bloody = 1
var/turf/location = loc
+12 -3
View File
@@ -186,15 +186,24 @@
// a.hallucinate(src)
if(!handling_hal && hallucination > 20)
spawn handle_hallucinations() //The not boring kind!
hallucination = max(hallucination - 2, 0)
hallucination = max(hallucination - 2, 0)
//if(health < 0)
// for(var/obj/a in hallucinations)
// del a
else
halloss = 0
//halloss = 0
for(var/atom/a in hallucinations)
del a
if(halloss > 100)
src << "You're too tired to keep going..."
for(var/mob/O in viewers(src, null))
if(O == src)
continue
O.show_message(text("\red <B>[src] slumps to the ground panting, too weak to continue fighting."), 1)
Paralyse(15)
setHalLoss(99)
if(mutations2 & mSmallsize)
if(!(pass_flags & PASSTABLE))
pass_flags |= PASSTABLE
@@ -927,7 +936,7 @@
if(getOxyLoss() > 50) Paralyse(3)
if(sleeping)
// adjustHalLoss(-5)
adjustHalLoss(-5)
if(paralysis <= 0)
Paralyse(2)
if (prob(10) && health && !hal_crit) spawn(0) emote("snore")
+1 -1
View File
@@ -3,7 +3,7 @@
// proc to find out in how much pain the mob is at the moment
/mob/living/carbon/proc/updateshock()
src.traumatic_shock = src.getOxyLoss() + src.getToxLoss() + src.getFireLoss() + 1.2*src.getBruteLoss() + 2*src.getCloneLoss()
src.traumatic_shock = src.getOxyLoss() + src.getToxLoss() + src.getFireLoss() + 1.2*src.getBruteLoss() + 2*src.getCloneLoss() + src.halloss
if(reagents.has_reagent("alkysine"))
src.traumatic_shock -= 10
if(reagents.has_reagent("inaprovaline"))
+4 -1
View File
@@ -22,18 +22,21 @@
adjustOxyLoss(damage/(blocked+1))
if(CLONE)
adjustCloneLoss(damage/(blocked+1))
if(HALLOSS)
adjustHalLoss(damage/(blocked+1))
UpdateDamageIcon()
updatehealth()
return 1
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/def_zone = null, var/blocked = 0)
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/def_zone = null, var/blocked = 0, var/halloss = 0)
if(blocked >= 2) return 0
if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
if(burn) apply_damage(burn, BURN, def_zone, blocked)
if(tox) apply_damage(tox, TOX, def_zone, blocked)
if(oxy) apply_damage(oxy, OXY, def_zone, blocked)
if(clone) apply_damage(clone, CLONE, def_zone, blocked)
if(halloss) apply_damage(halloss, HALLOSS, def_zone, blocked)
return 1
+20 -1
View File
@@ -1102,7 +1102,26 @@ Frequency:
. = ..()
if ((s_active && !( s_active in contents ) ))
s_active.close(src)
return
if(module)
if(module.type == /obj/item/weapon/robot_module/janitor) //you'd think checking the module would work
var/turf/tile = get_turf(loc)
tile.clean_blood()
for(var/obj/effect/R in tile)
if(istype(R, /obj/effect/rune) || istype(R, /obj/effect/decal/cleanable) || istype(R, /obj/effect/overlay))
del(R)
for(var/obj/item/cleaned_item in tile)
cleaned_item.clean_blood()
for(var/mob/living/carbon/human/cleaned_human in tile) //HUE HUE I CLEAN U
if(cleaned_human.lying)
cleaned_human.clean_blood()
cleaned_human << "\red [src] cleans your face!"
for(var/obj/item/carried_item in cleaned_human.contents)
carried_item.clean_blood()
return
/mob/living/silicon/robot/proc/reset_module()
modtype = "robot"
@@ -163,9 +163,7 @@
New()
..()
src.modules += new /obj/item/weapon/cleaner(src)
src.modules += new /obj/item/weapon/mop(src)
src.modules += new /obj/item/weapon/reagent_containers/glass/bucket(src)
src.modules += new /obj/item/weapon/soap/nanotrasen(src)
src.modules += new /obj/item/weapon/trashbag(src)
src.emag = new /obj/item/weapon/cleaner(src)
+63
View File
@@ -1149,3 +1149,66 @@ note dizziness decrements automatically in the mob's Life() proc.
/mob/proc/AdjustParalysis(amount)
paralysis = max(paralysis + amount,0)
return
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching
/mob/proc/getBruteLoss()
return bruteloss
/mob/proc/adjustBruteLoss(var/amount)
bruteloss = max(bruteloss + amount, 0)
/mob/proc/getOxyLoss()
return oxyloss
/mob/proc/adjustOxyLoss(var/amount)
oxyloss = max(oxyloss + amount, 0)
/mob/proc/setOxyLoss(var/amount)
oxyloss = amount
/mob/proc/getToxLoss()
return toxloss
/mob/proc/adjustToxLoss(var/amount)
toxloss = max(toxloss + amount, 0)
/mob/proc/setToxLoss(var/amount)
toxloss = amount
/mob/proc/getFireLoss()
return fireloss
/mob/proc/adjustFireLoss(var/amount)
fireloss = max(fireloss + amount, 0)
/mob/proc/getCloneLoss()
return cloneloss
/mob/proc/adjustCloneLoss(var/amount)
cloneloss = max(cloneloss + amount, 0)
/mob/proc/setCloneLoss(var/amount)
cloneloss = amount
/mob/proc/getHalLoss()
return halloss
/mob/proc/adjustHalLoss(var/amount)
halloss = max(halloss + amount, 0)
/mob/proc/setHalLoss(var/amount)
halloss = amount
/mob/proc/getBrainLoss()
return brainloss
/mob/proc/adjustBrainLoss(var/amount)
brainloss = max(brainloss + amount, 0)
/mob/proc/setBrainLoss(var/amount)
brainloss = amount
// ++++ROCKDTBEN++++ MOB PROCS //END
-55
View File
@@ -288,58 +288,3 @@ the mob is also allowed to move without any sort of restriction. For instance, i
//Singularity wants you!
var/grav_delay = 0
var/being_strangled = 0
// ++++ROCKDTBEN++++ MOB PROCS
/mob/proc/getBruteLoss()
return bruteloss
/mob/proc/adjustBruteLoss(var/amount)
bruteloss = max(bruteloss + amount, 0)
/mob/proc/getOxyLoss()
return oxyloss
/mob/proc/adjustOxyLoss(var/amount)
oxyloss = max(oxyloss + amount, 0)
/mob/proc/setOxyLoss(var/amount)
oxyloss = amount
/mob/proc/getToxLoss()
return toxloss
/mob/proc/adjustToxLoss(var/amount)
toxloss = max(toxloss + amount, 0)
/mob/proc/setToxLoss(var/amount)
toxloss = amount
/mob/proc/getFireLoss()
return fireloss
/mob/proc/adjustFireLoss(var/amount)
fireloss = max(fireloss + amount, 0)
/mob/proc/getCloneLoss()
return cloneloss
/mob/proc/adjustCloneLoss(var/amount)
cloneloss = max(cloneloss + amount, 0)
/mob/proc/setCloneLoss(var/amount)
cloneloss = amount
/mob/proc/getBrainLoss()
return brainloss
/mob/proc/adjustBrainLoss(var/amount)
brainloss = max(brainloss + amount, 0)
/mob/proc/setBrainLoss(var/amount)
brainloss = amount
// ++++ROCKDTBEN++++ MOB PROCS //END
+2 -1
View File
@@ -14,6 +14,7 @@
last_power = 0
active = 0
locked = 0
drainratio = 1
process()
if(P)
@@ -21,7 +22,7 @@
P.air_contents.toxins = 0
eject()
else
P.air_contents.toxins -= 0.001
P.air_contents.toxins -= 0.001*drainratio
return
@@ -76,7 +76,8 @@ field_generator power level display
power = field_generator_max_power
anchored = 1
warming_up = 3
turn_on()
start_fields()
update_icon()
Varedit_start = 0
if(src.active == 2)
+78 -3
View File
@@ -1,5 +1,5 @@
/obj/item/weapon/gun/energy/laser
name = "\improper Laser Gun"
name = "laser gun"
desc = "a basic weapon designed kill with concentrated energy bolts"
icon_state = "laser"
item_state = "laser"
@@ -17,7 +17,7 @@
obj/item/weapon/gun/energy/laser/retro
name ="\improper Retro Laser"
name ="retro laser"
icon_state = "retro"
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
@@ -68,9 +68,84 @@ obj/item/weapon/gun/energy/laser/retro
/obj/item/weapon/gun/energy/lasercannon
name = "\improper Laser Cannon"
name = "laser cannon"
desc = "With the L.A.S.E.R. cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
icon_state = "lasercannon"
fire_sound = 'lasercannonfire.ogg'
origin_tech = "combat=4;materials=3;powerstorage=3"
projectile_type = "/obj/item/projectile/beam/heavylaser"
////////Laser Tag////////////////////
/obj/item/weapon/gun/energy/laser/bluetag
name = "laser tag gun"
icon_state = "bluetag"
desc = "Standard issue weapon of the Imperial Guard"
projectile_type = "/obj/item/projectile/bluetag"
special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
return 1
M << "\red You need to be wearing your laser tag vest!"
return 0
var/charge_tick = 0
New()
..()
processing_objects.Add(src)
Del()
processing_objects.Remove(src)
..()
process()
charge_tick++
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
update_icon()
return 1
/obj/item/weapon/gun/energy/laser/redtag
name = "laser tag gun"
icon_state = "redtag"
desc = "Standard issue weapon of the Imperial Guard"
projectile_type = "/obj/item/projectile/redtag"
var/charge_tick = 0
special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
return 1
M << "\red You need to be wearing your laser tag vest!"
return 0
New()
..()
processing_objects.Add(src)
Del()
processing_objects.Remove(src)
..()
process()
charge_tick++
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
update_icon()
return 1
+33 -4
View File
@@ -1,5 +1,5 @@
/obj/item/projectile/beam
name = "\improper Laser"
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 40
@@ -56,20 +56,21 @@
flag = "laser"
eyeblur = 2
/obj/item/projectile/beam/heavylaser
name = "\improper Heavy Laser"
name = "heavy laser"
icon_state = "heavylaser"
damage = 60
/obj/item/projectile/beam/pulse
name = "\improper Pulse"
name = "pulse"
icon_state = "u_laser"
damage = 40
/obj/item/projectile/beam/deathlaser
name = "\improper Death Laser"
name = "death laser"
icon_state = "heavylaser"
damage = 60
@@ -79,4 +80,32 @@
/obj/item/projectile/bluetag
name = "lasertag beam"
icon_state = "ice_2"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
flag = "laser"
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
M.Weaken(5)
return 1
/obj/item/projectile/redtag
name = "lasertag beam"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
flag = "laser"
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
M.Weaken(5)
return 1
+1 -1
View File
@@ -511,7 +511,7 @@
for (var/mob/V in viewers(usr))
V.show_message("[user] dunks [GM.name] into the toilet!", 3)
if(do_after(user, 30))
if(G.state>1&&!GM.internal)
if(G && G.state>1 && !GM.internal)
GM.oxyloss += 5
else if(I.w_class < 4)
+2
View File
@@ -281,3 +281,5 @@ var/static/list/scarySounds = list('thudswoosh.ogg','Taser.ogg','armbomb.ogg','h
#define SEC_LEVEL_BLUE 1
#define SEC_LEVEL_RED 2
#define SEC_LEVEL_DELTA 3
#define TRANSITIONEDGE 7 //Distance from edge to move to another z-level
+2
View File
@@ -615,3 +615,5 @@ Doing this because FindTurfs() isn't even used
playsound(pt.loc, 'explosionfar.ogg', 100, 1,10)
pt.gas.temperature = 500+T0C
pt.ignite()
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