Reduce lines by removing blank lines added by PJ's script

This commit is contained in:
Tigercat2000
2016-04-05 08:25:57 -07:00
parent 9d430844c3
commit 78f53553f8
1049 changed files with 3 additions and 8630 deletions
-4
View File
@@ -49,11 +49,9 @@
else
to_chat(user, "\blue You can only inscribe a metal bullet.")//because inscribing beanbags is silly
else
to_chat(user, "\blue There is no bullet in the casing to inscribe anything into.")
/obj/item/ammo_casing/proc/newshot() //For energy weapons, shotgun shells and wands (!).
if (!BB)
BB = new projectile_type(src)
@@ -125,7 +123,6 @@
if(num_loaded)
if(!silent)
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
A.update_icon()
update_icon()
@@ -134,7 +131,6 @@
if(A)
user.put_in_hands(A)
to_chat(user, "<span class='notice'>You remove a round from \the [src]!</span>")
update_icon()
/obj/item/ammo_box/update_icon()
-15
View File
@@ -69,7 +69,6 @@
proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
to_chat(user, "<span class='warning'>*click*</span>")
playsound(user, 'sound/weapons/emptyclick.ogg', 40, 1)
return
@@ -100,7 +99,6 @@
var/mob/living/M = user
if ((CLUMSY in M.mutations) && prob(50))
to_chat(M, "<span class='danger'>[src] blows up in your face.</span>")
M.take_organ_damage(0,20)
M.drop_item()
qdel(src)
@@ -108,27 +106,22 @@
if (!user.IsAdvancedToolUser() || istype(user, /mob/living/simple_animal/diona))
to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
return
if(istype(user, /mob/living))
var/mob/living/M = user
if (HULK in M.mutations)
to_chat(M, "<span class='danger'>Your meaty finger is much too large for the trigger guard!</span>")
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.get_species() == "Golem")
to_chat(user, "<span class='danger'>Your metal fingers don't fit in the trigger guard!</span>")
return
if(H.get_species() == "Shadowling")
to_chat(user, "<span class='danger'>The muzzle flash would cause damage to your form!</span>")
return
if(H.martial_art && H.martial_art.name == "The Sleeping Carp") //great dishonor to famiry
to_chat(user, "<span class='danger'>Use of ranged weaponry would bring dishonor to the clan.</span>")
return
add_fingerprint(user)
@@ -139,7 +132,6 @@
if (!ready_to_fire())
if (world.time % 3) //to prevent spam
to_chat(user, "<span class='warning'>[src] is not ready to fire again!")
return
if(heavy_weapon)
@@ -308,7 +300,6 @@
user.death()
else
to_chat(user, "<span class = 'notice'>Ow...</span>")
user.apply_effect(110,STAMINA,0)
del(in_chamber)
mouthshoot = 0
@@ -339,11 +330,9 @@
if(!F)
if(user.l_hand != src && user.r_hand != src)
to_chat(user, "<span class='notice'>You'll need [src] in your hands to do that.</span>")
return
user.drop_item()
to_chat(user, "<span class='notice'>You click [S] into place on [src].</span>")
if(S.on)
set_light(0)
F = S
@@ -355,11 +344,9 @@
if(F)
if(user.l_hand != src && user.r_hand != src)
to_chat(user, "<span class='notice'>You'll need [src] in your hands to do that.</span>")
return
for(var/obj/item/device/flashlight/seclite/S in src)
to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
F = null
S.loc = get_turf(user)
update_gunlight(user)
@@ -380,11 +367,9 @@
var/mob/living/carbon/human/user = usr
if(!isturf(user.loc))
to_chat(user, "You cannot turn the light on while in this [user.loc].")
F.on = !F.on
to_chat(user, "<span class='notice'>You toggle the gunlight [F.on ? "on":"off"].</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_gunlight(user)
return
-3
View File
@@ -35,7 +35,6 @@
..(user)
to_chat(user, "It has [spikes] [spikes == 1 ? "spike" : "spikes"] remaining.")
/obj/item/weapon/gun/launcher/spikethrower/update_icon()
icon_state = "spikethrower[spikes]"
@@ -47,7 +46,6 @@
var/mob/living/carbon/human/H = user
if(H.species && H.species.name != "Vox" && H.species.name != "Vox Armalis")
to_chat(user, "\red \The [src] does not respond to you!")
return 0
return 1
@@ -92,7 +90,6 @@
..()
return
to_chat(user, "\red \The [src] is far too large for you to pick up.")
return
/obj/item/weapon/gun/energy/noisecannon/process_chambered() //Does not have ammo.
@@ -22,7 +22,6 @@
charge_cost = 500
fire_sound = 'sound/weapons/taser2.ogg'
to_chat(user, "\red [src.name] is now set to Disable.")
projectile_type = "/obj/item/projectile/beam/disabler"
modifystate = "advtaserdisable"
fire_delay = 0
@@ -31,7 +30,6 @@
charge_cost = 2000
fire_sound = 'sound/weapons/Taser.ogg'
to_chat(user, "\red [src.name] is now set to stun.")
projectile_type = "/obj/item/projectile/energy/electrode"
modifystate = "advtaserstun"
fire_delay = 15
@@ -23,7 +23,6 @@
to_chat(user, "<span class = 'warning'>You adjust [src.name] to the kill setting.</span>")
else
fire_mode = 0
charge_cost = 2000
@@ -35,5 +34,4 @@
to_chat(user, "<span class = 'info'>You adjust [src.name] to the stun setting.</span>")
update_icon()
@@ -19,7 +19,6 @@
charge_cost = 1000
fire_sound = 'sound/weapons/Laser.ogg'
to_chat(user, "\red [src.name] is now set to kill.")
projectile_type = "/obj/item/projectile/beam"
modifystate = "hoslaserkill"
fire_delay = 0
@@ -28,7 +27,6 @@
charge_cost = 500
fire_sound = 'sound/weapons/taser2.ogg'
to_chat(user, "\red [src.name] is now set to disable.")
projectile_type = "/obj/item/projectile/beam/disabler"
modifystate = "hoslaserdisable"
fire_delay = 0
@@ -37,7 +35,6 @@
charge_cost = 2000
fire_sound = 'sound/weapons/taser.ogg'
to_chat(user, "\red [src.name] is now set to stun.")
projectile_type = "/obj/item/projectile/energy/electrode"
modifystate = "hoslaserstun"
fire_delay = 15
@@ -126,7 +126,6 @@ obj/item/weapon/gun/energy/laser/retro
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
return 1
to_chat(M, "\red You need to be wearing your laser tag vest!")
return 0
/obj/item/weapon/gun/energy/laser/redtag
@@ -145,5 +144,4 @@ obj/item/weapon/gun/energy/laser/retro
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
return 1
to_chat(M, "\red You need to be wearing your laser tag vest!")
return 0
@@ -20,7 +20,6 @@
charge_cost = 1000
fire_sound = 'sound/weapons/Laser.ogg'
to_chat(user, "\red [src.name] is now set to kill.")
projectile_type = "/obj/item/projectile/beam"
modifystate = "energykill"
if(1)
@@ -28,7 +27,6 @@
charge_cost = 500
fire_sound = 'sound/weapons/Taser2.ogg'
to_chat(user, "\red [src.name] is now set to disable.")
projectile_type = "/obj/item/projectile/beam/disabler"
modifystate = "energystun"
update_icon()
@@ -99,19 +97,15 @@
for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
if (src in M.contents)
to_chat(M, "\red Your gun feels pleasantly warm for a moment.")
else
to_chat(M, "\red You feel a warm sensation.")
M.apply_effect(rand(3,120), IRRADIATE)
lightfail = 1
else
for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
if (src in M.contents)
to_chat(M, "\red Your gun's reactor overloads!")
to_chat(M, "\red You feel a wave of heat wash over you.")
M.apply_effect(300, IRRADIATE)
crit_fail = 1 //break the gun so it stops recharging
processing_objects.Remove(src)
@@ -180,7 +174,6 @@
charge_cost = 500
fire_sound = 'sound/weapons/Laser.ogg'
to_chat(user, "\red [src.name] is now set to kill.")
projectile_type = /obj/item/projectile/beam
modifystate = "energykill"
fire_delay = 0
@@ -189,7 +182,6 @@
charge_cost = 1000
fire_sound = 'sound/weapons/Taser.ogg'
to_chat(user, "\red [src.name] is now set to stun.")
projectile_type = /obj/item/projectile/energy/electrode
modifystate = "energystun"
fire_delay = 15
@@ -22,21 +22,18 @@
charge_cost = 50
fire_sound = 'sound/weapons/Taser.ogg'
to_chat(user, "\red [src.name] is now set to stun.")
projectile_type = "/obj/item/projectile/energy/electrode"
if(0)
mode = 1
charge_cost = 100
fire_sound = 'sound/weapons/Laser.ogg'
to_chat(user, "\red [src.name] is now set to kill.")
projectile_type = "/obj/item/projectile/beam"
if(1)
mode = 2
charge_cost = 200
fire_sound = 'sound/weapons/pulse.ogg'
to_chat(user, "\red [src.name] is now set to DESTROY.")
projectile_type = "/obj/item/projectile/beam/pulse"
return
@@ -63,7 +60,6 @@
attack_self(mob/living/user as mob)
to_chat(user, "\red [src.name] has three settings, and they are all DESTROY.")
/obj/item/weapon/gun/energy/pulse_rifle/carbine
name = "pulse carbine"
desc = "A compact variant of the pulse rifle with less firepower but easier storage."
@@ -51,14 +51,12 @@
mode = 1
charge_cost = 1000
to_chat(user, "\red The [src.name] is now set to increase yield.")
projectile_type = "/obj/item/projectile/energy/florayield"
modifystate = "florayield"
if(1)
mode = 0
charge_cost = 1000
to_chat(user, "\red The [src.name] is now set to induce mutations.")
projectile_type = "/obj/item/projectile/energy/floramut"
modifystate = "floramut"
update_icon()
@@ -120,12 +118,10 @@ obj/item/weapon/gun/energy/staff/focus
if(projectile_type == "/obj/item/projectile/forcebolt")
charge_cost = 200
to_chat(user, "\red The [src.name] will now strike a small area.")
projectile_type = "/obj/item/projectile/forcebolt/strong"
else
charge_cost = 100
to_chat(user, "\red The [src.name] will now strike only a single person.")
projectile_type = "/obj/item/projectile/forcebolt"
*/
@@ -179,11 +175,9 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
set popup_menu = 0
if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
to_chat(usr, "You are unable to focus down the scope of the rifle.")
return
if(!zoom && usr.get_active_hand() != src)
to_chat(usr, "You are too distracted to look down the scope, perhaps if it was in your active hand this might work better")
return
if(usr.client.view == world.view)
@@ -200,7 +194,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
to_chat(usr, "<font color='[zoom?"blue":"red"]'>Zoom mode [zoom?"en":"dis"]abled.</font>")
/obj/item/weapon/gun/energy/kinetic_accelerator
name = "proto-kinetic accelerator"
desc = "According to Nanotrasen accounting, this is mining equipment. It's been modified for extreme power output to crush rocks, but often serves as a miner's first defense against hostile alien life; it's not very powerful unless used in a low pressure environment."
@@ -249,7 +242,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
else if(user)
to_chat(usr, "<span class='warning'>You silently charge [src].<span>")
recently_fired = 0
update_icon()
@@ -302,19 +294,16 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
if(power_supply)
to_chat(user, "<span class='notice'>[src] is [round(power_supply.percent())]% charged.</span>")
/obj/item/weapon/gun/energy/plasmacutter/attackby(var/obj/item/A, var/mob/user)
if(istype(A, /obj/item/stack/sheet/mineral/plasma))
var/obj/item/stack/sheet/S = A
S.use(1)
power_supply.give(10000)
to_chat(user, "<span class='notice'>You insert [A] in [src], recharging it.</span>")
else if(istype(A, /obj/item/weapon/ore/plasma))
qdel(A)
power_supply.give(5000)
to_chat(user, "<span class='notice'>You insert [A] in [src], recharging it.</span>")
else
..()
@@ -388,13 +377,11 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
if(0)
mode = 1
to_chat(user, "<span class='warning'>[name] is now set to orange.</span>")
projectile_type = "/obj/item/projectile/beam/wormhole/orange"
modifystate = "wormhole_projector_orange"
if(1)
mode = 0
to_chat(user, "<span class='warning'>[name] is now set to blue.</span>")
projectile_type = "/obj/item/projectile/beam/wormhole"
modifystate = "wormhole_projector"
update_icon()
@@ -43,7 +43,6 @@
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
emagged = 1
to_chat(user, "<span class='caution'>You double the gun's temperature cap! Targets hit by searing beams will burst into flames!</span>")
desc = "A gun that changes the body temperature of its targets. Its temperature cap has been hacked."
/obj/item/weapon/gun/energy/temperature/Topic(href, href_list)
-2
View File
@@ -34,7 +34,6 @@
var/area/A = get_area(user)
if(istype(A, /area/wizard_station))
to_chat(user, "<span class='warning'>You know better than to violate the security of The Den, best wait until you leave to use [src].<span>")
return
else
no_den_usage = 0
@@ -64,5 +63,4 @@
/obj/item/weapon/gun/magic/shoot_with_empty_chamber(mob/living/user as mob|obj)
to_chat(user, "<span class='warning'>The [name] whizzles quietly.<span>")
return
@@ -29,13 +29,11 @@
..(user)
to_chat(user, "Has [charges] charge\s remaining.")
/obj/item/weapon/gun/magic/wand/attack_self(mob/living/user as mob)
if(charges)
zap_self(user)
else
to_chat(user, "<span class='caution'>The [name] whizzles quietly.<span>")
..()
/obj/item/weapon/gun/magic/wand/attack(atom/target as mob, mob/living/user as mob)
@@ -46,7 +44,6 @@
/obj/item/weapon/gun/magic/wand/afterattack(atom/target as mob, mob/living/user as mob)
if(!charges && !drained)
to_chat(user, "<span class='warning'>The [name] whizzles quietly.<span>")
icon_state = "[icon_state]-drained"
drained = 1
return
@@ -55,7 +52,6 @@
var/area/A = get_area(user)
if(istype(A, /area/wizard_station))
to_chat(user, "<span class='warning'>You know better than to violate the security of The Den, best wait until you leave to use [src].<span>")
return
else
no_den_usage = 0
@@ -78,7 +74,6 @@
var/message ="<span class='warning'>You irradiate yourself with pure energy! "
message += pick("Do not pass go. Do not collect 200 zorkmids.</span>","You feel more confident in your spell casting skills.</span>","You Die...</span>","Do you want your possessions identified?</span>")
to_chat(user, message)
user.adjustOxyLoss(500)
charges--
..()
@@ -101,7 +96,6 @@
user.heal_overall_damage(user.getBruteLoss(), user.getFireLoss())
user.reagents.clear_reagents()
to_chat(user, "<span class='notice'>You feel great!</span>")
charges--
..()
@@ -67,25 +67,21 @@
magazine = AM
magazine.loc = src
to_chat(user, "<span class='notice'>You load a new magazine into \the [src].</span>")
chamber_round()
A.update_icon()
update_icon()
return 1
else if (magazine)
to_chat(user, "<span class='notice'>There's already a magazine in \the [src].</span>")
if(istype(A, /obj/item/weapon/suppressor))
var/obj/item/weapon/suppressor/S = A
if(can_suppress)
if(!silenced)
if(user.l_hand != src && user.r_hand != src)
to_chat(user, "<span class='notice'>You'll need [src] in your hands to do that.</span>")
return
user.drop_item()
to_chat(user, "<span class='notice'>You screw [S] onto [src].</span>")
silenced = A
S.oldsound = fire_sound
S.initial_w_class = w_class
@@ -96,11 +92,9 @@
return
else
to_chat(user, "<span class='warning'>[src] already has a suppressor.</span>")
return
else
to_chat(user, "<span class='warning'>You can't seem to figure out how to fit [S] on [src].</span>")
return
return 0
@@ -112,7 +106,6 @@
..()
return
to_chat(user, "<span class='notice'>You unscrew [silenced] from [src].</span>")
user.put_in_hands(silenced)
fire_sound = S.oldsound
w_class = S.initial_w_class
@@ -128,10 +121,8 @@
magazine.update_icon()
magazine = null
to_chat(user, "<span class='notice'>You pull the magazine out of \the [src]!</span>")
else
to_chat(user, "<span class='notice'>There's no magazine in \the [src].</span>")
update_icon()
return
@@ -139,7 +130,6 @@
..(user)
to_chat(user, "Has [get_ammo()] round\s remaining.")
/obj/item/weapon/gun/projectile/proc/get_ammo(var/countchambered = 1)
var/boolets = 0 //mature var names for mature people
if (chambered && countchambered)
@@ -37,13 +37,11 @@
if(istype(AM, text2path(mag_type)))
if(magazine)
to_chat(user, "<span class='notice'>You perform a tactical reload on \the [src], replacing the magazine.</span>")
magazine.forceMove(get_turf(src.loc))
magazine.update_icon()
magazine = null
else
to_chat(user, "<span class='notice'>You insert the magazine into \the [src].</span>")
user.remove_from_mob(AM)
magazine = AM
magazine.forceMove(src)
@@ -62,13 +60,11 @@
burst_size = 1
fire_delay = 0
to_chat(user, "<span class='notice'>You switch to semi-automatic.</span>")
else
burst_size = initial(burst_size)
fire_delay = initial(fire_delay)
to_chat(user, "<span class='notice'>You switch to [burst_size] round burst.</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_icon()
return
@@ -149,7 +145,6 @@
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user as mob)
cover_open = !cover_open
to_chat(user, "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>")
update_icon()
/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
@@ -160,7 +155,6 @@
/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
if(cover_open)
to_chat(user, "<span class='notice'>[src]'s cover is open! Close it before firing!</span>")
else
..()
update_icon()
@@ -181,11 +175,9 @@
to_chat(user, "<span class='notice'>You remove the magazine from [src].</span>")
/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(var/obj/item/A as obj, mob/user as mob, params)
if(!cover_open && istype(A, mag_type))
to_chat(user, "<span class='notice'>[src]'s cover is closed! You can't insert a new mag!</span>")
return
..()
@@ -255,17 +247,14 @@
burst_size = initial(burst_size)
fire_delay = initial(fire_delay)
to_chat(user, "<span class='notice'>You switch to [burst_size] round burst.</span>")
if(1)
select = 2
to_chat(user, "<span class='notice'>You switch to grenades.</span>")
if(2)
select = 0
burst_size = 1
fire_delay = 0
to_chat(user, "<span class='notice'>You switch to semi-auto.</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_icon()
return
@@ -43,7 +43,6 @@
/obj/item/weapon/arrow/rod/removed(mob/user)
if(throwforce == 15) // The rod has been superheated - we don't want it to be useable when removed from the bow.
to_chat(user, "[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow.")
var/obj/item/weapon/shard/shrapnel/S = new()
S.loc = get_turf(src)
qdel(src)
@@ -82,7 +81,6 @@
/obj/item/weapon/gun/launcher/crossbow/special_check(user)
if(tension <= 0)
to_chat(user, "\red \The [src] is not drawn back!")
return 0
return 1
@@ -114,7 +112,6 @@
if(!in_chamber)
to_chat(user, "You don't have anything nocked to [src].")
return
if(user.restrained())
@@ -136,7 +133,6 @@
if(tension>=max_tension)
tension = max_tension
to_chat(usr, "[src] clunks as you draw the string to its maximum tension!")
else
user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!")
spawn(25) increase_tension(user)
@@ -167,23 +163,19 @@
W.loc = src
cell = W
to_chat(user, "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>")
superheat_rod(user)
else
to_chat(user, "<span class='notice'>[src] already has a cell installed.</span>")
else if(istype(W, /obj/item/weapon/screwdriver))
if(cell)
var/obj/item/C = cell
C.loc = get_turf(user)
to_chat(user, "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>")
cell = null
else
to_chat(user, "<span class='notice'>[src] doesn't have a cell installed.</span>")
else
..()
@@ -195,7 +187,6 @@
if(!istype(in_chamber,/obj/item/weapon/arrow/rod)) return
to_chat(user, "<span class='notice'>[in_chamber] plinks and crackles as it begins to glow red-hot.</span>")
in_chamber.throwforce = 15
in_chamber.icon_state = "metal-rod-superheated"
cell.use(500)
@@ -239,7 +230,6 @@
if(tension>=max_tension)
tension = max_tension
to_chat(usr, "[src] clunks as you draw the string to its maximum tension!")
else
user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!")
spawn(25) increase_tension(user)
@@ -261,20 +251,15 @@
switch(buildstate)
if(1)
to_chat(user, "It has a loose rod frame in place.")
if(2)
to_chat(user, "It has a steel backbone welded in place.")
if(3)
to_chat(user, "It has a steel backbone and a cell mount installed.")
if(4)
to_chat(user, "It has a steel backbone, plastic lath and a cell mount installed.")
if(5)
to_chat(user, "It has a steel cable loosely strung across the lath.")
/obj/item/weapon/crossbowframe/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W,/obj/item/stack/rods))
if(buildstate == 0)
@@ -282,12 +267,10 @@
if(R.amount >= 3)
R.use(3)
to_chat(user, "\blue You assemble a backbone of rods around the wooden stock.")
buildstate++
update_icon()
else
to_chat(user, "\blue You need at least three rods to complete this task.")
return
else if(istype(W,/obj/item/weapon/weldingtool))
if(buildstate == 1)
@@ -296,7 +279,6 @@
if(!src || !T.isOn()) return
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
to_chat(user, "\blue You weld the rods into place.")
buildstate++
update_icon()
return
@@ -306,23 +288,19 @@
if(C.amount >= 5)
C.use(5)
to_chat(user, "\blue You wire a crude cell mount into the top of the crossbow.")
buildstate++
update_icon()
else
to_chat(user, "\blue You need at least five segments of cable coil to complete this task.")
return
else if(buildstate == 4)
if(C.amount >= 5)
C.use(5)
to_chat(user, "\blue You string a steel cable across the crossbow's lath.")
buildstate++
update_icon()
else
to_chat(user, "\blue You need at least five segments of cable coil to complete this task.")
return
else if(istype(W,/obj/item/stack/sheet/mineral/plastic))
if(buildstate == 3)
@@ -330,17 +308,14 @@
if(P.amount >= 3)
P.use(3)
to_chat(user, "\blue You assemble and install a heavy plastic lath onto the crossbow.")
buildstate++
update_icon()
else
to_chat(user, "\blue You need at least three plastic sheets to complete this task.")
return
else if(istype(W,/obj/item/weapon/screwdriver))
if(buildstate == 5)
to_chat(user, "\blue You secure the crossbow's various parts.")
new /obj/item/weapon/gun/launcher/crossbow(get_turf(src))
qdel(src)
return
@@ -30,7 +30,6 @@
/obj/item/weapon/gun/launcher/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (M == user && user.zone_sel.selecting == "mouth")
to_chat(user, "\red Shooting yourself with \a [src] is pretty tricky. You can't seem to manage it.")
return
..()
@@ -41,7 +40,6 @@
if (!user.IsAdvancedToolUser())
to_chat(user, "\red You don't have the dexterity to do this!")
return 0
add_fingerprint(user)
@@ -58,7 +56,6 @@
if (!ready_to_fire())
if (world.time % 3) //to prevent spam
to_chat(user, "<span class='warning'>[src] is not ready to fire again!")
return 0
if(!chamber_round()) //CHECK
@@ -33,7 +33,6 @@
num_loaded++
if(num_loaded)
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
A.update_icon()
update_icon()
chamber_round()
@@ -50,11 +49,9 @@
num_unloaded++
if (num_unloaded)
to_chat(user, "<span class = 'notice'>You unload [num_unloaded] shell\s from [src]!</span>")
else
to_chat(user, "<span class='notice'>[src] is empty.</span>")
/obj/item/weapon/gun/projectile/revolver/get_ammo(var/countchambered = 0, var/countempties = 1)
var/boolets = 0 //mature var names for mature people
if (chambered && countchambered)
@@ -67,7 +64,6 @@
..(user)
to_chat(user, "[get_ammo(0,0)] of those are live rounds.")
/obj/item/weapon/gun/projectile/revolver/verb/spin_revolver()
set name = "Spin cylinder"
set desc = "Fun when you're bored out of your skull."
@@ -103,7 +99,6 @@
return 1
if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
to_chat(M, "<span class='danger'>[src] blows up in your face!</span>")
M.take_organ_damage(0,20)
M.drop_item()
qdel(src)
@@ -121,7 +116,6 @@
if(src && input && !M.stat && in_range(M,src))
name = input
to_chat(M, "You name the gun [input]. Say hello to your new friend.")
return 1
/obj/item/weapon/gun/projectile/revolver/detective/verb/reskin_gun()
@@ -141,7 +135,6 @@
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
to_chat(M, "Your gun is now skinned as [choice]. Say hello to your new friend.")
return 1
/obj/item/weapon/gun/projectile/revolver/detective/attackby(var/obj/item/A as obj, mob/user as mob, params)
@@ -149,7 +142,6 @@
if(istype(A, /obj/item/weapon/screwdriver) || istype(A, /obj/item/weapon/conversion_kit))
if(magazine.caliber == "38")
to_chat(user, "<span class='notice'>You begin to reinforce the barrel of [src].</span>")
if(magazine.ammo_count())
afterattack(user, user) //you know the drill
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
@@ -157,7 +149,6 @@
if(do_after(user, 30, target = src))
if(magazine.ammo_count())
to_chat(user, "<span class='notice'>You can't modify it!</span>")
return
if (istype(A, /obj/item/weapon/conversion_kit))
ghettomodded = 0
@@ -166,10 +157,8 @@
magazine.caliber = "357"
desc = "[initial(desc)] The barrel and chamber assembly seems to have been modified."
to_chat(user, "<span class='warning'>You reinforce the barrel of [src]! Now it will fire .357 rounds.</span>")
else
to_chat(user, "<span class='notice'>You begin to revert the modifications to [src].</span>")
if(magazine.ammo_count())
afterattack(user, user) //and again
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
@@ -177,7 +166,6 @@
if(do_after(user, 30, target = src))
if(magazine.ammo_count())
to_chat(user, "<span class='notice'>You can't modify it!</span>")
return
ghettomodded = 0
magazine.caliber = "38"
@@ -187,7 +175,6 @@
/obj/item/weapon/gun/projectile/revolver/mateba
name = "\improper Unica 6 auto-revolver"
desc = "A retro high-powered autorevolver typically used by officers of the New Russia military. Uses .357 ammo." //>10mm hole >.357
@@ -20,7 +20,6 @@
if(..(user, 2))
to_chat(user, "\blue [rockets.len] / [max_rockets] rockets.")
/obj/item/weapon/gun/rocketlauncher/attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I, /obj/item/ammo_casing/rocket))
if(rockets.len < max_rockets)
@@ -28,13 +27,10 @@
I.loc = src
rockets += I
to_chat(user, "\blue You put the rocket in [src].")
to_chat(user, "\blue [rockets.len] / [max_rockets] rockets.")
else
to_chat(usr, "\red [src] cannot hold more rockets.")
/obj/item/weapon/gun/rocketlauncher/can_fire()
return rockets.len
@@ -52,4 +48,3 @@
return
else
to_chat(usr, "\red [src] is empty.")
@@ -30,7 +30,6 @@
num_loaded++
if(num_loaded)
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
A.update_icon()
update_icon()
@@ -75,7 +74,6 @@
if (chambered)
to_chat(user, "A [chambered.BB ? "live" : "spent"] one is in the chamber.")
/obj/item/weapon/gun/projectile/shotgun/isHandgun() //You cannot, in fact, holster a shotgun.
return 0
@@ -120,7 +118,6 @@
/obj/item/weapon/gun/projectile/shotgun/boltaction/attackby(var/obj/item/A as obj, mob/user as mob)
if(!bolt_open)
to_chat(user, "<span class='notice'>The bolt is closed!</span>")
return
. = ..()
@@ -128,7 +125,6 @@
..(user)
to_chat(user, "The bolt is [bolt_open ? "open" : "closed"].")
/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted
name = "enchanted bolt action rifle"
desc = "Careful not to lose your head."
@@ -196,11 +192,9 @@
num_unloaded++
if (num_unloaded)
to_chat(user, "<span class = 'notice'>You break open \the [src] and unload [num_unloaded] shell\s.</span>")
else
to_chat(user, "<span class='notice'>[src] is empty.</span>")
/obj/item/weapon/gun/projectile/revolver/doublebarrel/isHandgun() //contrary to popular opinion, double barrels are not, shockingly, handguns
return 0
@@ -226,11 +220,9 @@
slot_flags = SLOT_BACK
icon_state = "ishotgunsling"
to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
update_icon()
else
to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling.</span>")
return
// Sawing guns related procs //
@@ -245,7 +237,6 @@
/obj/item/weapon/gun/projectile/proc/sawoff(mob/user as mob)
if(sawn_state == SAWN_OFF)
to_chat(user, "<span class='notice'>\The [src] is already shortened.</span>")
return
if(sawn_state == SAWN_SAWING)
@@ -31,12 +31,10 @@
/obj/item/weapon/gun/syringe/examine(mob/user)
..(user)
to_chat(user, "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining.")
/obj/item/weapon/gun/syringe/attack_self(mob/living/user as mob)
if(!syringes.len)
to_chat(user, "<span class='notice'>[src] is empty.</span>")
return 0
var/obj/item/weapon/reagent_containers/syringe/S = syringes[syringes.len]
@@ -47,7 +45,6 @@
syringes.Remove(S)
to_chat(user, "<span class='notice'>You unload [S] from \the [src]!</span>")
return 1
/obj/item/weapon/gun/syringe/attackby(var/obj/item/A as obj, mob/user as mob, var/show_msg = 1, params)
@@ -55,13 +52,11 @@
if(syringes.len < max_syringes)
user.drop_item()
to_chat(user, "<span class='notice'>You load [A] into \the [src]!</span>")
syringes.Add(A)
A.forceMove(src)
return 1
else
to_chat(usr, "<span class='notice'>[src] cannot hold more syringes.</span>")
return 0
/obj/item/weapon/gun/syringe/rapidsyringe
-1
View File
@@ -68,7 +68,6 @@
if(get_dist(H,current_target)>max_range || !los_check(H,current_target))
LoseTarget()
to_chat(H, "<span class='warning'>You lose control of the beam!</span>")
return
if(current_target)
-6
View File
@@ -141,7 +141,6 @@
if(silenced)
playsound(loc, hitsound, 5, 1, -1)
to_chat(M, "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!")
else
playsound(loc, hitsound, 20, 1, -1)
visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
@@ -211,7 +210,6 @@
if(!Angle)
Angle=round(Get_Angle(src,current))
// to_chat(world, "[Angle] angle")
//overlays.Cut()
//var/icon/I=new(initial(icon),icon_state) //using initial(icon) makes sure that the angle for that is reset as well
//I.Turn(Angle)
@@ -232,26 +230,22 @@
//Not sure if using whiles for this is good
while(pixel_x_offset > 16)
// to_chat(world, "Pre-adjust coords (x++): xy [pixel_x] xy offset [pixel_x_offset]")
pixel_x_offset -= 32
pixel_x -= 32
new_x++// x++
while(pixel_x_offset < -16)
// to_chat(world, "Pre-adjust coords (x--): xy [pixel_x] xy offset [pixel_x_offset]")
pixel_x_offset += 32
pixel_x += 32
new_x--
while(pixel_y_offset > 16)
// to_chat(world, "Pre-adjust coords (y++): py [pixel_y] py offset [pixel_y_offset]")
pixel_y_offset -= 32
pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
// to_chat(world, "Pre-adjust coords (y--): py [pixel_y] py offset [pixel_y_offset]")
pixel_y_offset += 32
pixel_y += 32
new_y--
@@ -240,18 +240,15 @@
f.hotspot_expose(1000,CELL_VOLUME)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
// to_chat(world, "deleting")
//qdel(src) //Delete if it passes the world edge
broken = 1
return
if(kill_count < 1)
// to_chat(world, "deleting")
//qdel(src)
broken = 1
kill_count--
// to_chat(world, "[x] [y]")
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
@@ -267,7 +264,6 @@
first = 0
if(broken)
// to_chat(world, "breaking")
break
else
last = get_turf(src.loc)
@@ -279,7 +275,6 @@
return
/*cleanup(reference) //Waits .3 seconds then removes the overlay.
// to_chat(world, "setting invisibility")
sleep(50)
src.invisibility = 101
return*/
@@ -68,11 +68,9 @@
break
if(old_stat != DEAD)
to_chat(target, "<span class='notice'>You feel great!</span>")
else
to_chat(target, "<span class='notice'>You rise with a start, you're alive!!!</span>")
/obj/item/projectile/magic/teleport
name = "bolt of teleportation"
icon_state = "bluespace"
@@ -242,7 +240,6 @@ proc/wabbajack(mob/living/M)
to_chat(new_mob, "<B>Your form morphs into that of a [randomize].</B>")
qdel(M)
return new_mob
@@ -266,9 +263,7 @@ proc/wabbajack(mob/living/M)
if(H.mind)
H.mind.transfer_to(S)
to_chat(S, "<span class='warning'>You are an animated statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved!</span>")
to_chat(S, "<span class='userdanger'>Do not harm [firer.name], your creator.</span>")
H = change
H.loc = S
qdel(src)
-23
View File
@@ -4,11 +4,9 @@
firerate = !firerate
if (firerate == 0)
to_chat(loc, "You will now continue firing when your target moves.")
else
to_chat(loc, "You will now only fire once, then lower your aim, when your target moves.")
/obj/item/weapon/gun/verb/lower_aim()
set name = "Lower Aim"
set category = "Object"
@@ -87,7 +85,6 @@
Fire(T,usr, reflex = 1)
else if(!told_cant_shoot)
to_chat(M, "\red They can't be hit from here!")
told_cant_shoot = 1
spawn(30)
told_cant_shoot = 0
@@ -105,7 +102,6 @@
proc/GunTrace(X1,Y1,X2,Y2,Z=1,exc_obj,PX1=16,PY1=16,PX2=16,PY2=16)
// to_chat(bluh, "Tracin' [X1],[Y1] to [X2],[Y2] on floor [Z].")
var/turf/T
var/mob/living/M
if(X1==X2)
@@ -157,14 +153,12 @@ mob/living/proc/Targeted(var/obj/item/weapon/gun/I) //Self explanitory.
else if(I.target.len >= 5)
if(ismob(I.loc))
to_chat(I.loc, "You can only target 5 people at once!")
return
else
return
for(var/mob/living/K in viewers(usr))
to_chat(K, 'sound/weapons/TargetOn.ogg')
if(!targeted_by) targeted_by = list()
targeted_by += I
I.lock_time = world.time + 20 //Target has 2 second to realize they're targeted and stop (or target the opponent).
@@ -194,7 +188,6 @@ mob/living/proc/Targeted(var/obj/item/weapon/gun/I) //Self explanitory.
/*if(m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0 && (ishuman(T)))
to_chat(src, "\red Your move intent is now set to walk, as your targeter permits it.")//Self explanitory.
set_m_intent("walk")*/
//Processing the aiming. Should be probably in separate object with process() but lasy.
@@ -223,7 +216,6 @@ mob/living/proc/NotTargeted(var/obj/item/weapon/gun/I)
if(!I.silenced)
for(var/mob/living/M in viewers(src))
to_chat(M, 'sound/weapons/TargetOff.ogg')
targeted_by -= I
I.target.Remove(src) //De-target them
if(!I.target.len)
@@ -276,10 +268,8 @@ client/verb/ToggleGunMode()
gun_mode = !gun_mode
if(gun_mode)
to_chat(usr, "You will now take people captive.")
else
to_chat(usr, "You will now shoot where you target.")
for(var/obj/item/weapon/gun/G in usr)
G.stop_aim()
remove_gun_icons()
@@ -294,12 +284,10 @@ client/verb/ToggleGunMode()
target_can_move = !target_can_move
if(target_can_move)
to_chat(usr, "Target may now walk.")
//usr.gun_run_icon = new /obj/screen/gun/run(null) //adding icon for running permission
screen += usr.gun_run_icon
else
to_chat(usr, "Target may no longer move.")
target_can_run = 0
qdel(usr.gun_run_icon) //no need for icon for running permission
@@ -315,15 +303,12 @@ client/verb/ToggleGunMode()
for(var/mob/living/M in G.target)
if(target_can_move)
to_chat(M, "Your character may now <b>walk</b> at the discretion of their targeter.")
if(!target_can_run && (ishuman(M)))
to_chat(M, "\red Your move intent is now set to walk, as your targeter permits it.")
M.set_m_intent("walk")
else
to_chat(M, "\red <b>Your character will now be shot if they move.</b>")
mob/living/proc/set_m_intent(var/intent)
if (intent != "walk" && intent != "run")
return 0
@@ -339,11 +324,9 @@ client/verb/AllowTargetRun()
target_can_run = !target_can_run
if(target_can_run)
to_chat(usr, "Target may now run.")
else
to_chat(usr, "Target may no longer run.")
//Updating running permission button
if(usr.gun_run_icon)
usr.gun_run_icon.icon_state = "no_run[target_can_run]"
@@ -356,11 +339,9 @@ client/verb/AllowTargetRun()
for(var/mob/living/M in G.target)
if(target_can_run)
to_chat(M, "Your character may now <b>run</b> at the discretion of their targeter.")
else
to_chat(M, "\red <b>Your character will now be shot if they run.</b>")*/
client/verb/AllowTargetClick()
set hidden=1
@@ -368,11 +349,9 @@ client/verb/AllowTargetClick()
target_can_click = !target_can_click
if(target_can_click)
to_chat(usr, "Target may now use items.")
else
to_chat(usr, "Target may no longer use items.")
if(usr.item_use_icon)
usr.item_use_icon.icon_state = "no_item[target_can_click]"
usr.item_use_icon.name = "[target_can_click ? "Disallow" : "Allow"] Item Use"
@@ -384,7 +363,5 @@ client/verb/AllowTargetClick()
for(var/mob/living/M in G.target)
if(target_can_click)
to_chat(M, "Your character may now <b>use items</b> at the discretion of their targeter.")
else
to_chat(M, "\red <b>Your character will now be shot if they use items.</b>")