Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze

This commit is contained in:
Whitellama
2013-06-22 00:19:43 -07:00
63 changed files with 1752 additions and 1066 deletions
+1 -1
View File
@@ -4,5 +4,5 @@
anchored = 1
New()
var/list/valid_states = list("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead")
var/list/valid_states = list("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead", "whiskeyimplant", "carpecarp", "robustroadhouse", "greytide", "theredshirt")
src.icon_state = "[pick(valid_states)]"
+22 -5
View File
@@ -4,18 +4,35 @@
icon_state = "voice0"
item_state = "flashbang" //looks exactly like a flash (and nothing like a flashbang)
w_class = 1.0
flags = FPRINT | TABLEPASS| CONDUCT
flags = FPRINT | TABLEPASS | CONDUCT
var/spamcheck = 0
var/emagged = 0
var/insults = 0//just in case
/obj/item/device/hailer/attack_self(mob/living/carbon/user as mob)
if (spamcheck)
return
playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
user.visible_message("<span class='warning'>[user]'s [name] rasps, \"Halt! Security!\"</span>")
if(emagged)
if(insults >= 1)
playsound(get_turf(src), 'sound/voice/binsult.ogg', 100, 1, vary = 0)//hueheuheuheuheuheuhe
user.visible_message("<span class='warning'>[user]'s [name] gurgles, \"FUCK YOUR CUNT YOU SHIT EATING CUNT TILL YOU ARE A MASS EATING SHIT CUNT. EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS TO FUCK UP SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FROM THE DEPTHS OF SHIT\"</span>")
insults--
else
user << "\red *BZZZZcuntZZZZT*"
else
playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
user.visible_message("<span class='warning'>[user]'s [name] rasps, \"Halt! Security!\"</span>")
spamcheck = 1
spawn(20)
spamcheck = 0
spamcheck = 0
/obj/item/device/hailer/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/card/emag) && !emagged)
user << "\red You overload \the [src]'s voice synthesizer."
emagged = 1
insults = rand(1, 3)//to prevent dickflooding
return
return
@@ -8,6 +8,7 @@
var/construction_time = 100
var/list/construction_cost = list("metal"=20000,"glass"=5000)
var/list/part = null
var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
/obj/item/robot_parts/l_arm
name = "robot left arm"
@@ -278,3 +279,13 @@
del(src)
return
return
/obj/item/robot_parts/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/card/emag))
if(sabotaged)
user << "\red [src] is already sabotaged!"
else
user << "\red You slide [W] into the dataport on [src] and short out the safeties."
sabotaged = 1
return
..()
@@ -19,7 +19,7 @@
m_amt = 10000
g_amt = 5000
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
w_class = 2.0
origin_tech = "materials=1;biotech=1"
/*HAHA, SUCK IT, 2000 LINES OF SPAGHETTI CODE!
@@ -133,7 +133,7 @@ LOOK FOR SURGERY.DM*/
m_amt = 5000
g_amt = 2500
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
w_class = 2.0
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "pinched")
@@ -268,7 +268,7 @@ LOOK FOR SURGERY.DM*/
m_amt = 5000
g_amt = 2500
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
w_class = 2.0
origin_tech = "materials=1;biotech=1"
attack_verb = list("burnt")
@@ -360,7 +360,7 @@ LOOK FOR SURGERY.DM*/
g_amt = 10000
flags = FPRINT | TABLEPASS | CONDUCT
force = 15.0
w_class = 1.0
w_class = 2.0
origin_tech = "materials=1;biotech=1"
attack_verb = list("drilled")
@@ -379,7 +379,7 @@ LOOK FOR SURGERY.DM*/
icon_state = "scalpel"
flags = FPRINT | TABLEPASS | CONDUCT
force = 10.0
w_class = 1.0
w_class = 2.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
@@ -631,7 +631,7 @@ LOOK FOR SURGERY.DM*/
hitsound = 'sound/weapons/circsawhit.ogg'
flags = FPRINT | TABLEPASS | CONDUCT
force = 15.0
w_class = 1.0
w_class = 2.0
throwforce = 9.0
throw_speed = 3
throw_range = 5
@@ -797,6 +797,7 @@ LOOK FOR SURGERY.DM*/
icon = 'surgery.dmi'
icon_state = "bone-gel"
force = 0
w_class = 2.0
throwforce = 1.0
/obj/item/weapon/FixOVein
@@ -806,6 +807,7 @@ LOOK FOR SURGERY.DM*/
force = 0
throwforce = 1.0
origin_tech = "materials=1;biotech=3"
w_class = 2.0
var/usage_amount = 10
/obj/item/weapon/bonesetter
@@ -816,4 +818,5 @@ LOOK FOR SURGERY.DM*/
throwforce = 9.0
throw_speed = 3
throw_range = 5
w_class = 2.0
attack_verb = list("attacked", "hit", "bludgeoned")
+8 -2
View File
@@ -211,8 +211,14 @@
orient2hud()
return
/obj/item/weapon/storage/emp_act(severity)
/obj/item/clothing/suit/emp_act(severity)
if(!istype(src.loc, /mob/living))
for(var/obj/O in contents)
O.emp_act(severity)
..()
..()
/obj/item/clothing/suit/hear_talk(mob/M, var/msg)
for (var/atom/A in src)
if(istype(A,/obj/))
var/obj/O = A
O.hear_talk(M, msg)
@@ -421,7 +421,11 @@ obj/structure/door_assembly
door = new src.airlock_type( src.loc )
//door.req_access = src.req_access
door.electronics = src.electronics
door.req_access = src.electronics.conf_access
if(src.electronics.one_access)
door.req_access = null
door.req_one_access = src.electronics.conf_access
else
door.req_access = src.electronics.conf_access
if(created_name)
door.name = created_name
src.electronics.loc = door
@@ -107,17 +107,17 @@ obj/structure/windoor_assembly/Del()
src.name = "Windoor Assembly"
//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
var/obj/item/stack/sheet/plasteel/P = W
if(P.amount < 2)
user << "\red You need more plasteel to do this."
else if(istype(W, /obj/item/stack/rods) && !secure)
var/obj/item/stack/rods/R = W
if(R.amount < 4)
user << "\red You need more rods to do this."
return
user << "\blue You start to reinforce the windoor with plasteel."
user << "\blue You start to reinforce the windoor with rods."
if(do_after(user,40))
if(!src) return
P.use(2)
R.use(4)
user << "\blue You reinforce the windoor."
src.secure = "secure_"
if(src.anchored)
@@ -145,7 +145,7 @@ obj/structure/windoor_assembly/Del()
if("02")
//Removing wire from the assembly. Step 5 undone.
if(istype(W, /obj/item/weapon/wirecutters))
if(istype(W, /obj/item/weapon/wirecutters) && !src.electronics)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
@@ -156,12 +156,12 @@ obj/structure/windoor_assembly/Del()
new/obj/item/weapon/cable_coil(get_turf(user), 1)
src.state = "01"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
src.name = "Secure Anchored Windoor Assembly"
else
src.name = "Wired Windoor Assembly"
src.name = "Anchored Windoor Assembly"
//Adding airlock electronics for access. Step 6 complete.
else if(istype(W, /obj/item/weapon/airlock_electronics))
else if(istype(W, /obj/item/weapon/airlock_electronics) && W:icon_state != "door_electronics_smoked")
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
@@ -177,22 +177,20 @@ obj/structure/windoor_assembly/Del()
W.loc = src.loc
//Screwdriver to remove airlock electronics. Step 6 undone.
else if(istype(W, /obj/item/weapon/screwdriver))
else if(istype(W, /obj/item/weapon/screwdriver) && src.electronics)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
if(do_after(user, 40))
if(!src) return
if(!src || !src.electronics) return
user << "\blue You've removed the airlock electronics!"
src.name = "Wired Windoor Assembly"
var/obj/item/weapon/airlock_electronics/ae
if (!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
else
ae = electronics
electronics = null
ae.loc = src.loc
src.name = "Wired Windoor Assembly"
var/obj/item/weapon/airlock_electronics/ae = electronics
electronics = null
ae.loc = src.loc
//Crowbar to complete the assembly, Step 7 complete.
else if(istype(W, /obj/item/weapon/crowbar))
@@ -221,7 +219,11 @@ obj/structure/windoor_assembly/Del()
windoor.dir = src.dir
windoor.density = 0
windoor.req_access = src.electronics.conf_access
if(src.electronics.one_access)
windoor.req_access = null
windoor.req_one_access = src.electronics.conf_access
else
windoor.req_access = src.electronics.conf_access
windoor.electronics = src.electronics
src.electronics.loc = windoor
else
@@ -235,7 +237,11 @@ obj/structure/windoor_assembly/Del()
windoor.dir = src.dir
windoor.density = 0
windoor.req_access = src.electronics.conf_access
if(src.electronics.one_access)
windoor.req_access = null
windoor.req_one_access = src.electronics.conf_access
else
windoor.req_access = src.electronics.conf_access
windoor.electronics = src.electronics
src.electronics.loc = windoor