mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 11:37:40 +01:00
Engine:
-fixed cyborgs/AI problems with emitters; -collector controller now without delay display state of singularity, beware red circle; APC repairing: -emagged APCs can be easily fixed; -blowed up and malfhacked APCs can be fixed with lot of work; --Note: malf timer will NOT slowdown due to gameplay reasons; -APC now actually use power for charging its cells; Power cells: -explosions strength now depends on charge; -in general explosions were nerfed; -power cells can lose quality in several circumstances; Food processor -now messages appears in right moments; -code rewritten, adding recipes now easy; -recipes still same; -new recipe: non-player monkey -> bucket of blood; git-svn-id: http://tgstation13.googlecode.com/svn/trunk@709 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -47,7 +47,7 @@
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/obj/item/weapon/cell/examine()
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set src in view(1)
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if(usr && !usr.stat)
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if(usr /*&& !usr.stat*/)
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if(maxcharge <= 2500)
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usr << "[desc]\nThe manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
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else
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@@ -80,8 +80,54 @@
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/obj/item/weapon/cell/proc/explode()
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var/turf/T = get_turf(src.loc)
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explosion(T, 0, 1, 2, 2) //TODO: involve charge
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/*
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* 1000-cell explosion(T, -1, 0, 1, 1)
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* 2500-cell explosion(T, -1, 0, 1, 1)
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* 10000-cell explosion(T, -1, 1, 3, 3)
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* 15000-cell explosion(T, -1, 2, 4, 4)
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* */
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if (charge==0)
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return
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var/devastation_range = -1 //round(charge/11000)
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var/heavy_impact_range = round(sqrt(charge)/60)
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var/light_impact_range = round(sqrt(charge)/30)
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var/flash_range = light_impact_range
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if (light_impact_range==0)
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rigged = 0
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corrupt()
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return
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//explosion(T, 0, 1, 2, 2)
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explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
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spawn(1)
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del(src)
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del(src)
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/obj/item/weapon/cell/proc/corrupt()
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charge /= 2
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maxcharge /= 2
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if (prob(10))
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rigged = 1 //broken batterys are dangerous
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/obj/item/weapon/cell/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if (prob(50))
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corrupt()
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if(3.0)
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if (prob(25))
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del(src)
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return
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if (prob(25))
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corrupt()
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return
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/obj/item/weapon/cell/blob_act()
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if(prob(75))
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explode()
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