mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 12:07:27 +01:00
Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze
This commit is contained in:
@@ -297,13 +297,12 @@ Nitrous Oxide
|
||||
output += {"
|
||||
<a href='?src=\ref[src];alarm=\ref[current];screen=[AALARM_SCREEN_MAIN]'>Main menu</a><br>
|
||||
<b>Air machinery mode for the area:</b><ul>"}
|
||||
var/list/modes = list(
|
||||
AALARM_MODE_SCRUBBING = "Filtering",
|
||||
AALARM_MODE_REPLACEMENT = "<font color='red'>REPLACE AIR</font>",
|
||||
AALARM_MODE_PANIC = "<font color='red'>PANIC</font>",
|
||||
AALARM_MODE_CYCLE = "<font color='red'>CYCLE</font>",
|
||||
AALARM_MODE_FILL = "<font color='red'>FILL</font>",\
|
||||
AALARM_MODE_OFF = "<font color='blue'>OFFF</font>",)
|
||||
var/list/modes = list(AALARM_MODE_SCRUBBING = "Filtering - Scrubs out contaminants",\
|
||||
AALARM_MODE_REPLACEMENT = "<font color='blue'>Replace Air - Siphons out air while replacing</font>",\
|
||||
AALARM_MODE_PANIC = "<font color='red'>Panic - Siphons air out of the room</font>",\
|
||||
AALARM_MODE_CYCLE = "<font color='red'>Cycle - Siphons air before replacing</font>",\
|
||||
AALARM_MODE_FILL = "<font color='green'>Fill - Shuts off scrubbers and opens vents</font>",\
|
||||
AALARM_MODE_OFF = "<font color='blue'>Off - Shuts off vents and scrubbers</font>",)
|
||||
for (var/m=1,m<=modes.len,m++)
|
||||
if (current.mode==m)
|
||||
output += {"<li><A href='?src=\ref[src];alarm=\ref[current];mode=[m]'><b>[modes[m]]</b></A> (selected)</li>"}
|
||||
|
||||
@@ -65,45 +65,11 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
|
||||
s_coold = 1
|
||||
return
|
||||
|
||||
//=======//9-8 TILE TELEPORT//=======//
|
||||
//Click to to teleport 9-10 tiles in direction facing.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
|
||||
set name = "Phase Jaunt (10E)"
|
||||
set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 100
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1)
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc.
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
handle_teleport_grab(destination, U)
|
||||
U.loc = destination
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it.
|
||||
s_coold = 1
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
return
|
||||
|
||||
//=======//RIGHT CLICK TELEPORT//=======//
|
||||
//Right click to teleport somewhere, almost exactly like admin jump to turf.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
|
||||
set name = "Phase Shift (20E)"
|
||||
set name = "Phase Shift (1E)"
|
||||
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
|
||||
set category = null//So it does not show up on the panel but can still be right-clicked.
|
||||
set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
|
||||
@@ -125,11 +91,6 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
|
||||
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
|
||||
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
spawn(0)//Any living mobs in teleport area are gibbed.
|
||||
T.kill_creatures(U)
|
||||
s_coold = 1
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red You cannot teleport into solid walls or from solid matter"
|
||||
return
|
||||
@@ -137,16 +98,16 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
|
||||
//=======//EM PULSE//=======//
|
||||
//Disables nearby tech equipment.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
|
||||
set name = "EM Burst (25E)"
|
||||
set name = "EM Burst (1,000E)"
|
||||
set desc = "Disable any nearby technology with a electro-magnetic pulse."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 250
|
||||
if(!ninjacost(C,1))
|
||||
if(!ninjacost(C,100)) // EMP's now cost 1,000Energy about 30%
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
|
||||
empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
|
||||
empulse(U, 2, 3) //Procs sure are nice. Slightly weaker than wizard's disable tch.
|
||||
s_coold = 2
|
||||
cell.charge-=(C*10)
|
||||
return
|
||||
@@ -154,13 +115,13 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
|
||||
//=======//ENERGY BLADE//=======//
|
||||
//Summons a blade of energy in active hand.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
|
||||
set name = "Energy Blade (5E)"
|
||||
set name = "Energy Blade (20E)"
|
||||
set desc = "Create a focused beam of energy in your active hand."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 50
|
||||
if(!ninjacost(C))
|
||||
if(!ninjacost(C, 800)) //Same spawn cost but higher upkeep cost
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(!kamikaze)
|
||||
if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
|
||||
@@ -187,13 +148,13 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
|
||||
/*Shoots ninja stars at random people.
|
||||
This could be a lot better but I'm too tired atm.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
|
||||
set name = "Energy Star (5E)"
|
||||
set name = "Energy Star (1,000E)"
|
||||
set desc = "Launches an energy star at a random living target."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 50
|
||||
if(!ninjacost(C))
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/targets[] = list()//So yo can shoot while yo throw dawg
|
||||
for(var/mob/living/M in oview(loc))
|
||||
@@ -212,7 +173,7 @@ This could be a lot better but I'm too tired atm.*/
|
||||
A.current = curloc
|
||||
A.yo = targloc.y - curloc.y
|
||||
A.xo = targloc.x - curloc.x
|
||||
cell.charge-=(C*10)
|
||||
cell.charge-=(C*100)// Ninja stars now cost 100 energy, stil la fair chunk to avoid spamming, will run out of power quickly if used 3 or more times
|
||||
A.process()
|
||||
else
|
||||
U << "\red There are no targets in view."
|
||||
@@ -222,13 +183,13 @@ This could be a lot better but I'm too tired atm.*/
|
||||
/*Allows the ninja to capture people, I guess.
|
||||
Must right click on a mob to activate.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
|
||||
set name = "Energy Net (20E)"
|
||||
set name = "Energy Net (8,000E)"
|
||||
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
|
||||
set category = null
|
||||
set src = usr.contents
|
||||
|
||||
var/C = 200
|
||||
if(!ninjacost(C,1)&&iscarbon(M))
|
||||
var/C = 500
|
||||
if(!ninjacost(C,80)&&iscarbon(M)) // Nets now cost 8,000
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
|
||||
//if(M)//DEBUG
|
||||
@@ -249,7 +210,7 @@ Must right click on a mob to activate.*/
|
||||
E.master = U
|
||||
spawn(0)//Parallel processing.
|
||||
E.process(M)
|
||||
cell.charge-=(C*10)
|
||||
cell.charge-=(C*100) // Nets now cost what should be most of a standard battery, since your taking someone out of the round
|
||||
else
|
||||
U << "They are already trapped inside an energy net."
|
||||
else
|
||||
@@ -270,7 +231,6 @@ Movement impairing would indicate drugs and the like.*/
|
||||
//Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
|
||||
//For now, adrenaline boosters ARE the miracle injection. Well, radium, really.
|
||||
U.SetParalysis(0)
|
||||
U.SetStunned(0)
|
||||
U.SetWeakened(0)
|
||||
/*
|
||||
Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
|
||||
|
||||
@@ -1333,10 +1333,10 @@ It is possible to destroy the net by the occupant or someone else.
|
||||
return
|
||||
|
||||
process(var/mob/living/carbon/M as mob)
|
||||
var/check = 30//30 seconds before teleportation. Could be extended I guess.
|
||||
var/check = 60//30 seconds before teleportation. Could be extended I guess. - Extended to one minute
|
||||
var/mob_name = affecting.name//Since they will report as null if terminated before teleport.
|
||||
//The person can still try and attack the net when inside.
|
||||
while(!isnull(M)&&!isnull(src)&&check>0)//While M and net exist, and 30 seconds have not passed.
|
||||
while(!isnull(M)&&!isnull(src)&&check>0)//While M and net exist, and 60 seconds have not passed.
|
||||
check--
|
||||
sleep(10)
|
||||
|
||||
|
||||
@@ -656,7 +656,6 @@ As such, it's hard-coded for now. No reason for it not to be, really.
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_ninja_verbs()
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
|
||||
@@ -669,8 +668,6 @@ As such, it's hard-coded for now. No reason for it not to be, really.
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_ninja_verbs()
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjablade
|
||||
@@ -681,11 +678,7 @@ As such, it's hard-coded for now. No reason for it not to be, really.
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_kamikaze(mob/living/carbon/U)
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
|
||||
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
|
||||
@@ -710,11 +703,8 @@ As such, it's hard-coded for now. No reason for it not to be, really.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_kamikaze(mob/living/carbon/U)
|
||||
if(kamikaze)
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
|
||||
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
|
||||
|
||||
@@ -135,9 +135,9 @@
|
||||
if(!istype(location)) return//returns if loc is not simulated
|
||||
|
||||
var/datum/gas_mixture/environment = location.return_air()
|
||||
var/temperature_dangerlevel = get_danger_level(environment.temperature, TLV["temperature"])
|
||||
|
||||
//Handle temperature adjustment here.
|
||||
if(temperature_dangerlevel || regulating_temperature)
|
||||
if(environment.temperature < target_temperature - 10 || environment.temperature > target_temperature + 10 || regulating_temperature)
|
||||
//If it goes too far, we should adjust ourselves back before stopping.
|
||||
if(!regulating_temperature)
|
||||
regulating_temperature = 1
|
||||
@@ -368,7 +368,8 @@
|
||||
send_signal(device_id, list("power"= 0) )
|
||||
|
||||
proc/apply_danger_level(var/new_danger_level)
|
||||
alarm_area.atmosalm = new_danger_level
|
||||
if (alarm_area.atmosalert(new_danger_level))
|
||||
post_alert(new_danger_level)
|
||||
|
||||
for (var/area/A in alarm_area.related)
|
||||
for (var/obj/machinery/alarm/AA in A)
|
||||
@@ -382,6 +383,26 @@
|
||||
|
||||
update_icon()
|
||||
|
||||
proc/post_alert(alert_level)
|
||||
var/datum/radio_frequency/frequency = radio_controller.return_frequency(alarm_frequency)
|
||||
if(!frequency)
|
||||
return
|
||||
|
||||
var/datum/signal/alert_signal = new
|
||||
alert_signal.source = src
|
||||
alert_signal.transmission_method = 1
|
||||
alert_signal.data["zone"] = alarm_area.name
|
||||
alert_signal.data["type"] = "Atmospheric"
|
||||
|
||||
if(alert_level==2)
|
||||
alert_signal.data["alert"] = "severe"
|
||||
else if (alert_level==1)
|
||||
alert_signal.data["alert"] = "minor"
|
||||
else if (alert_level==0)
|
||||
alert_signal.data["alert"] = "clear"
|
||||
|
||||
frequency.post_signal(src, alert_signal)
|
||||
|
||||
proc/refresh_danger_level()
|
||||
var/level = 0
|
||||
for (var/area/A in alarm_area.related)
|
||||
@@ -828,12 +849,12 @@ Toxins: <span class='dl[plasma_dangerlevel]'>[plasma_percent]</span>%<br>
|
||||
|
||||
if (AALARM_SCREEN_MODE)
|
||||
output += "<a href='?src=\ref[src];screen=[AALARM_SCREEN_MAIN]'>Main menu</a><br><b>Air machinery mode for the area:</b><ul>"
|
||||
var/list/modes = list(AALARM_MODE_SCRUBBING = "Filtering",\
|
||||
AALARM_MODE_REPLACEMENT = "<font color='blue'>REPLACE AIR</font>",\
|
||||
AALARM_MODE_PANIC = "<font color='red'>PANIC</font>",\
|
||||
AALARM_MODE_CYCLE = "<font color='red'>CYCLE</font>",\
|
||||
AALARM_MODE_FILL = "<font color='green'>FILL</font>",\
|
||||
AALARM_MODE_OFF = "<font color='blue'>OFFF</font>",)
|
||||
var/list/modes = list(AALARM_MODE_SCRUBBING = "Filtering - Scrubs out contaminants",\
|
||||
AALARM_MODE_REPLACEMENT = "<font color='blue'>Replace Air - Siphons out air while replacing</font>",\
|
||||
AALARM_MODE_PANIC = "<font color='red'>Panic - Siphons air out of the room</font>",\
|
||||
AALARM_MODE_CYCLE = "<font color='red'>Cycle - Siphons air before replacing</font>",\
|
||||
AALARM_MODE_FILL = "<font color='green'>Fill - Shuts off scrubbers and opens vents</font>",\
|
||||
AALARM_MODE_OFF = "<font color='blue'>Off - Shuts off vents and scrubbers</font>",)
|
||||
for (var/m=1,m<=modes.len,m++)
|
||||
if (mode==m)
|
||||
output += "<li><A href='?src=\ref[src];mode=[m]'><b>[modes[m]]</b></A> (selected)</li>"
|
||||
|
||||
@@ -1238,7 +1238,11 @@ About the new airlock wires panel:
|
||||
var/obj/item/weapon/airlock_electronics/ae
|
||||
if(!electronics)
|
||||
ae = new/obj/item/weapon/airlock_electronics( src.loc )
|
||||
ae.conf_access = src.req_access
|
||||
if(src.req_access.len)
|
||||
ae.conf_access = src.req_access
|
||||
else if (src.req_one_access.len)
|
||||
ae.conf_access = src.req_one_access
|
||||
ae.one_access = 1
|
||||
else
|
||||
ae = electronics
|
||||
electronics = null
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
req_access = list(access_engine)
|
||||
|
||||
var/list/conf_access = null
|
||||
var/one_access = 0 //if set to 1, door would receive req_one_access instead of req_access
|
||||
var/last_configurator = null
|
||||
var/locked = 1
|
||||
|
||||
@@ -33,6 +34,8 @@
|
||||
else
|
||||
t1 += "<a href='?src=\ref[src];logout=1'>Block</a><hr>"
|
||||
|
||||
t1 += "Access requirement is set to "
|
||||
t1 += one_access ? "<a style='color: green' href='?src=\ref[src];one_access=1'>ONE</a><hr>" : "<a style='color: red' href='?src=\ref[src];one_access=1'>ALL</a><hr>"
|
||||
|
||||
t1 += conf_access == null ? "<font color=red>All</font><br>" : "<a href='?src=\ref[src];access=all'>All</a><br>"
|
||||
|
||||
@@ -44,6 +47,8 @@
|
||||
|
||||
if (!conf_access || !conf_access.len || !(acc in conf_access))
|
||||
t1 += "<a href='?src=\ref[src];access=[acc]'>[aname]</a><br>"
|
||||
else if(one_access)
|
||||
t1 += "<a style='color: green' href='?src=\ref[src];access=[acc]'>[aname]</a><br>"
|
||||
else
|
||||
t1 += "<a style='color: red' href='?src=\ref[src];access=[acc]'>[aname]</a><br>"
|
||||
|
||||
@@ -75,6 +80,9 @@
|
||||
if (href_list["logout"])
|
||||
locked = 1
|
||||
|
||||
if (href_list["one_access"])
|
||||
one_access = !one_access
|
||||
|
||||
if (href_list["access"])
|
||||
toggle_access(href_list["access"])
|
||||
|
||||
|
||||
@@ -130,6 +130,21 @@
|
||||
new /obj/item/weapon/shard(src.loc)
|
||||
var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src.loc)
|
||||
CC.amount = 2
|
||||
var/obj/item/weapon/airlock_electronics/ae
|
||||
if(!electronics)
|
||||
ae = new/obj/item/weapon/airlock_electronics( src.loc )
|
||||
if(src.req_access.len)
|
||||
ae.conf_access = src.req_access
|
||||
else if (src.req_one_access.len)
|
||||
ae.conf_access = src.req_one_access
|
||||
ae.one_access = 1
|
||||
else
|
||||
ae = electronics
|
||||
electronics = null
|
||||
ae.loc = src.loc
|
||||
if(operating == -1)
|
||||
ae.icon_state = "door_electronics_smoked"
|
||||
operating = 0
|
||||
src.density = 0
|
||||
del(src)
|
||||
return
|
||||
@@ -162,15 +177,9 @@
|
||||
if(istype(user, /mob/living/carbon/alien/humanoid) || istype(user, /mob/living/carbon/slime/adult))
|
||||
if(src.operating)
|
||||
return
|
||||
src.health = max(0, src.health - 25)
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
visible_message("\red <B>[user] smashes against the [src.name].</B>", 1)
|
||||
if (src.health <= 0)
|
||||
new /obj/item/weapon/shard(src.loc)
|
||||
var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src.loc)
|
||||
CC.amount = 2
|
||||
src.density = 0
|
||||
del(src)
|
||||
take_damage(25)
|
||||
else
|
||||
return src.attack_hand(user)
|
||||
|
||||
@@ -181,7 +190,7 @@
|
||||
/obj/machinery/door/window/attackby(obj/item/weapon/I as obj, mob/user as mob)
|
||||
|
||||
//If it's in the process of opening/closing, ignore the click
|
||||
if (src.operating)
|
||||
if (src.operating == 1)
|
||||
return
|
||||
|
||||
//Emags and ninja swords? You may pass.
|
||||
@@ -199,19 +208,50 @@
|
||||
open()
|
||||
return 1
|
||||
|
||||
//If it's emagged, crowbar can pry electronics out.
|
||||
if (src.operating == -1 && istype(I, /obj/item/weapon/crowbar))
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
|
||||
user.visible_message("[user] removes the electronics from the windoor.", "You start to remove electronics from the windoor.")
|
||||
if (do_after(user,40))
|
||||
user << "\blue You removed the windoor electronics!"
|
||||
|
||||
var/obj/structure/windoor_assembly/wa = new/obj/structure/windoor_assembly(src.loc)
|
||||
if (istype(src, /obj/machinery/door/window/brigdoor))
|
||||
wa.secure = "secure_"
|
||||
wa.name = "Secure Wired Windoor Assembly"
|
||||
else
|
||||
wa.name = "Wired Windoor Assembly"
|
||||
if (src.base_state == "right" || src.base_state == "rightsecure")
|
||||
wa.facing = "r"
|
||||
wa.dir = src.dir
|
||||
wa.state = "02"
|
||||
wa.update_icon()
|
||||
|
||||
var/obj/item/weapon/airlock_electronics/ae
|
||||
if(!electronics)
|
||||
ae = new/obj/item/weapon/airlock_electronics( src.loc )
|
||||
if(src.req_access.len)
|
||||
ae.conf_access = src.req_access
|
||||
else if (src.req_one_access.len)
|
||||
ae.conf_access = src.req_one_access
|
||||
ae.one_access = 1
|
||||
else
|
||||
ae = electronics
|
||||
electronics = null
|
||||
ae.loc = src.loc
|
||||
ae.icon_state = "door_electronics_smoked"
|
||||
|
||||
operating = 0
|
||||
del(src)
|
||||
return
|
||||
|
||||
//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
|
||||
if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card))
|
||||
var/aforce = I.force
|
||||
if(I.damtype == BRUTE || I.damtype == BURN)
|
||||
src.health = max(0, src.health - aforce)
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
visible_message("\red <B>[src] was hit by [I].</B>")
|
||||
if (src.health <= 0)
|
||||
new /obj/item/weapon/shard(src.loc)
|
||||
var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src.loc)
|
||||
CC.amount = 2
|
||||
src.density = 0
|
||||
del(src)
|
||||
if(I.damtype == BRUTE || I.damtype == BURN)
|
||||
take_damage(aforce)
|
||||
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")
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -227,7 +227,7 @@
|
||||
if(!organ) return
|
||||
if(istype(used_weapon,/obj/item/weapon))
|
||||
var/obj/item/weapon/W = used_weapon //Sharp objects will always embed if they do enough damage.
|
||||
if(damage > (5*W.w_class) && (prob(damage/W.w_class) || sharp)) //The larger it is, the harder it needs to hit to stick.
|
||||
if( (damage > (10*W.w_class)) && ( (sharp && !ismob(W.loc)) || prob(damage/W.w_class) ) )
|
||||
organ.implants += W
|
||||
visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
|
||||
W.add_blood(src)
|
||||
@@ -237,7 +237,7 @@
|
||||
W.loc = src
|
||||
|
||||
else if(istype(used_weapon,/obj/item/projectile)) //We don't want to use the actual projectile item, so we spawn some shrapnel.
|
||||
if(prob(50) && damagetype == BRUTE)
|
||||
if(prob(75) && damagetype == BRUTE)
|
||||
var/obj/item/projectile/P = used_weapon
|
||||
var/obj/item/weapon/shard/shrapnel/S = new()
|
||||
S.name = "[P.name] shrapnel"
|
||||
|
||||
@@ -90,32 +90,37 @@
|
||||
var/obj/item/weapon/W = O
|
||||
var/momentum = speed/2
|
||||
var/dir = get_dir(M,src)
|
||||
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
|
||||
|
||||
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
|
||||
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
|
||||
|
||||
if(near_wall(dir,2) && W.w_class >= 3 && W.sharp) //If they're close to a wall and the projectile is suitable.
|
||||
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
|
||||
if(!istype(src,/mob/living/carbon/human))
|
||||
O.loc = src
|
||||
src.embedded += O
|
||||
src.anchored = 1
|
||||
src.pinned += O
|
||||
else
|
||||
src.anchored = 1
|
||||
src.pinned += O
|
||||
if(W.w_class >= 3 && W.sharp && armor < 2) //Projectile is suitable, armour is bypassable.
|
||||
var/turf/T = near_wall(dir,2)
|
||||
if(T)
|
||||
src.loc = T
|
||||
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
|
||||
if(!istype(src,/mob/living/carbon/human))
|
||||
O.loc = src
|
||||
src.embedded += O
|
||||
src.anchored = 1
|
||||
src.pinned += O
|
||||
else
|
||||
src.anchored = 1
|
||||
src.pinned += O
|
||||
|
||||
|
||||
/mob/living/proc/near_wall(var/direction,var/distance=1)
|
||||
var/turf/T = get_step(get_turf(src),direction)
|
||||
var/turf/last_turf = src.loc
|
||||
var/i = 1
|
||||
|
||||
while(i>0 && i<=distance)
|
||||
if(T.density) //Turf is a wall!
|
||||
return 1
|
||||
return last_turf
|
||||
i++
|
||||
last_turf = T
|
||||
T = get_step(T,direction)
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
// End BS12 momentum-transfer code.
|
||||
@@ -132,12 +132,21 @@
|
||||
module = new /obj/item/weapon/robot_module/standard(src)
|
||||
hands.icon_state = "standard"
|
||||
var/icontype
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
|
||||
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Standard")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "robot_old"
|
||||
if("Lucy") icon_state = "rowtree-lucy"
|
||||
else icon_state = "robot"
|
||||
var/triesleft = 6
|
||||
while (triesleft)
|
||||
triesleft--
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree")
|
||||
icontype = ("Lucy")
|
||||
triesleft = 0
|
||||
else icontype = input("Select an icon! [triesleft ? "You would have [triesleft] more tries." : "This is your last try."]", "Robot", null, null) in list("Basic", "Standard")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "robot_old"
|
||||
if("Lucy") icon_state = "rowtree-lucy"
|
||||
else icon_state = "robot"
|
||||
if(triesleft)
|
||||
switch(input("Look at your icon - is this what you want?") in list("Yes","No"))
|
||||
if("Yes")
|
||||
triesleft = 0
|
||||
modtype = "Stand"
|
||||
feedback_inc("cyborg_standard",1)
|
||||
|
||||
@@ -146,15 +155,24 @@
|
||||
module = new /obj/item/weapon/robot_module/butler(src)
|
||||
hands.icon_state = "service"
|
||||
var/icontype
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
|
||||
else icontype = input("Select an icon!", "Robot", null, null) in list("Waitress", "Bro", "Butler", "Kent", "Rich")
|
||||
switch(icontype)
|
||||
if("Waitress") icon_state = "Service"
|
||||
if("Kent") icon_state = "toiletbot"
|
||||
if("Bro") icon_state = "Brobot"
|
||||
if("Rich") icon_state = "maximillion"
|
||||
if("Lucy") icon_state = "rowtree-lucy"
|
||||
else icon_state = "Service2"
|
||||
var/triesleft = 6
|
||||
while (triesleft)
|
||||
triesleft--
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree")
|
||||
icontype = ("Lucy")
|
||||
triesleft = 0
|
||||
else icontype = input("Select an icon! [triesleft ? "You would have [triesleft] more tries." : "This is your last try."]", "Robot", null, null) in list("Waitress", "Bro", "Butler", "Kent", "Rich")
|
||||
switch(icontype)
|
||||
if("Waitress") icon_state = "Service"
|
||||
if("Kent") icon_state = "toiletbot"
|
||||
if("Bro") icon_state = "Brobot"
|
||||
if("Rich") icon_state = "maximillion"
|
||||
if("Lucy") icon_state = "rowtree-lucy"
|
||||
else icon_state = "Service2"
|
||||
if(triesleft)
|
||||
switch(input("Look at your icon - is this what you want?") in list("Yes","No"))
|
||||
if("Yes")
|
||||
triesleft = 0
|
||||
modtype = "Butler"
|
||||
feedback_inc("cyborg_service",1)
|
||||
|
||||
@@ -163,13 +181,22 @@
|
||||
module = new /obj/item/weapon/robot_module/miner(src)
|
||||
hands.icon_state = "miner"
|
||||
var/icontype
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
|
||||
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Treadhead")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "Miner_old"
|
||||
if("Advanced Droid") icon_state = "droid-miner"
|
||||
if("Lucy") icon_state = "rowtree-lucy"
|
||||
else icon_state = "Miner"
|
||||
var/triesleft = 6
|
||||
while (triesleft)
|
||||
triesleft--
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree")
|
||||
icontype = ("Lucy")
|
||||
triesleft = 0
|
||||
else icontype = input("Select an icon! [triesleft ? "You would have [triesleft] more tries." : "This is your last try."]", "Robot", null, null) in list("Basic", "Advanced Droid", "Treadhead")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "Miner_old"
|
||||
if("Advanced Droid") icon_state = "droid-miner"
|
||||
if("Lucy") icon_state = "rowtree-lucy"
|
||||
else icon_state = "Miner"
|
||||
if(triesleft)
|
||||
switch(input("Look at your icon - is this what you want?") in list("Yes","No"))
|
||||
if("Yes")
|
||||
triesleft = 0
|
||||
modtype = "Miner"
|
||||
feedback_inc("cyborg_miner",1)
|
||||
channels = list("Mining" = 1)
|
||||
@@ -179,14 +206,23 @@
|
||||
module = new /obj/item/weapon/robot_module/medical(src)
|
||||
hands.icon_state = "medical"
|
||||
var/icontype
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
|
||||
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Needles", "Hoverbot")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "Medbot"
|
||||
if("Advanced Droid") icon_state = "droid-medical"
|
||||
if("Needles") icon_state = "medicalrobot"
|
||||
if("Lucy") icon_state = "rowtree-medical"
|
||||
else icon_state = "surgeon"
|
||||
var/triesleft = 6
|
||||
while (triesleft)
|
||||
triesleft--
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree")
|
||||
icontype = ("Lucy")
|
||||
triesleft = 0
|
||||
else icontype = input("Select an icon! [triesleft ? "You would have [triesleft] more tries." : "This is your last try."]", "Robot", null, null) in list("Basic", "Advanced Droid", "Needles", "Hoverbot")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "Medbot"
|
||||
if("Advanced Droid") icon_state = "droid-medical"
|
||||
if("Needles") icon_state = "medicalrobot"
|
||||
if("Lucy") icon_state = "rowtree-medical"
|
||||
else icon_state = "surgeon"
|
||||
if(triesleft)
|
||||
switch(input("Look at your icon - is this what you want?") in list("Yes","No"))
|
||||
if("Yes")
|
||||
triesleft = 0
|
||||
modtype = "Med"
|
||||
status_flags &= ~CANPUSH
|
||||
feedback_inc("cyborg_medical",1)
|
||||
@@ -197,14 +233,23 @@
|
||||
module = new /obj/item/weapon/robot_module/security(src)
|
||||
hands.icon_state = "security"
|
||||
var/icontype
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
|
||||
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Red Knight", "Black Knight", "Bloodhound")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "secborg"
|
||||
if("Red Knight") icon_state = "Security"
|
||||
if("Black Knight") icon_state = "securityrobot"
|
||||
if("Lucy") icon_state = "rowtree-security"
|
||||
else icon_state = "bloodhound"
|
||||
var/triesleft = 6
|
||||
while (triesleft)
|
||||
triesleft--
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree")
|
||||
icontype = ("Lucy")
|
||||
triesleft = 0
|
||||
else icontype = input("Select an icon! [triesleft ? "You would have [triesleft] more tries." : "This is your last try."]", "Robot", null, null) in list("Basic", "Red Knight", "Black Knight", "Bloodhound")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "secborg"
|
||||
if("Red Knight") icon_state = "Security"
|
||||
if("Black Knight") icon_state = "securityrobot"
|
||||
if("Lucy") icon_state = "rowtree-security"
|
||||
else icon_state = "bloodhound"
|
||||
if(triesleft)
|
||||
switch(input("Look at your icon - is this what you want?") in list("Yes","No"))
|
||||
if("Yes")
|
||||
triesleft = 0
|
||||
modtype = "Sec"
|
||||
//speed = -1 Secborgs have nerfed tasers now, so the speed boost is not necessary
|
||||
status_flags &= ~CANPUSH
|
||||
@@ -216,13 +261,22 @@
|
||||
module = new /obj/item/weapon/robot_module/engineering(src)
|
||||
hands.icon_state = "engineer"
|
||||
var/icontype
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
|
||||
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Antique", "Landmate")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "Engineering"
|
||||
if("Antique") icon_state = "engineerrobot"
|
||||
if("Lucy") icon_state = "rowtree-engineering"
|
||||
else icon_state = "landmate"
|
||||
var/triesleft = 6
|
||||
while (triesleft)
|
||||
triesleft--
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree")
|
||||
icontype = ("Lucy")
|
||||
triesleft = 0
|
||||
else icontype = input("Select an icon! [triesleft ? "You would have [triesleft] more tries." : "This is your last try."]", "Robot", null, null) in list("Basic", "Antique", "Landmate")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "Engineering"
|
||||
if("Antique") icon_state = "engineerrobot"
|
||||
if("Lucy") icon_state = "rowtree-engineering"
|
||||
else icon_state = "landmate"
|
||||
if(triesleft)
|
||||
switch(input("Look at your icon - is this what you want?") in list("Yes","No"))
|
||||
if("Yes")
|
||||
triesleft = 0
|
||||
modtype = "Eng"
|
||||
feedback_inc("cyborg_engineering",1)
|
||||
channels = list("Engineering" = 1)
|
||||
@@ -232,13 +286,22 @@
|
||||
module = new /obj/item/weapon/robot_module/janitor(src)
|
||||
hands.icon_state = "janitor"
|
||||
var/icontype
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
|
||||
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Mopbot", "Zamboni")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "JanBot2"
|
||||
if("Mopbot") icon_state = "janitorrobot"
|
||||
if("Lucy") icon_state = "rowtree-lucy"
|
||||
else icon_state = "mopgearrex"
|
||||
var/triesleft = 6
|
||||
while (triesleft)
|
||||
triesleft--
|
||||
if (src.name == "Lucy" && src.ckey == "rowtree")
|
||||
icontype = ("Lucy")
|
||||
triesleft = 0
|
||||
else icontype = input("Select an icon! [triesleft ? "You would have [triesleft] more tries." : "This is your last try."]", "Robot", null, null) in list("Basic", "Mopbot", "Zamboni")
|
||||
switch(icontype)
|
||||
if("Basic") icon_state = "JanBot2"
|
||||
if("Mopbot") icon_state = "janitorrobot"
|
||||
if("Lucy") icon_state = "rowtree-lucy"
|
||||
else icon_state = "mopgearrex"
|
||||
if(triesleft)
|
||||
switch(input("Look at your icon - is this what you want?") in list("Yes","No"))
|
||||
if("Yes")
|
||||
triesleft = 0
|
||||
modtype = "Jan"
|
||||
feedback_inc("cyborg_janitor",1)
|
||||
|
||||
@@ -262,10 +325,14 @@
|
||||
changed_name = "[(prefix ? "[prefix] " : "")][braintype]-[num2text(ident)]"
|
||||
real_name = changed_name
|
||||
name = real_name
|
||||
|
||||
|
||||
// if we've changed our name, we also need to update the display name for our PDA
|
||||
setup_PDA()
|
||||
|
||||
//We also need to update name of internal camera.
|
||||
if (camera)
|
||||
camera.c_tag = changed_name
|
||||
|
||||
/mob/living/silicon/robot/verb/Namepick()
|
||||
if(custom_name)
|
||||
return 0
|
||||
@@ -498,6 +565,9 @@
|
||||
return
|
||||
|
||||
if (istype(W, /obj/item/weapon/weldingtool))
|
||||
if (!getBruteLoss())
|
||||
user << "Nothing to fix here!"
|
||||
return
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if (WT.remove_fuel(0))
|
||||
adjustBruteLoss(-30)
|
||||
@@ -510,6 +580,9 @@
|
||||
return
|
||||
|
||||
else if(istype(W, /obj/item/weapon/cable_coil) && wiresexposed)
|
||||
if (!getFireLoss())
|
||||
user << "Nothing to fix here!"
|
||||
return
|
||||
var/obj/item/weapon/cable_coil/coil = W
|
||||
adjustFireLoss(-30)
|
||||
updatehealth()
|
||||
|
||||
@@ -596,7 +596,6 @@ var/list/slot_equipment_priority = list( \
|
||||
M.LAssailant = null
|
||||
else
|
||||
M.LAssailant = usr
|
||||
return
|
||||
|
||||
if(pulling)
|
||||
var/pulling_old = pulling
|
||||
@@ -604,6 +603,7 @@ var/list/slot_equipment_priority = list( \
|
||||
// Are we pulling the same thing twice? Just stop pulling.
|
||||
if(pulling_old == AM)
|
||||
return
|
||||
|
||||
src.pulling = AM
|
||||
AM.pulledby = src
|
||||
|
||||
|
||||
@@ -57,6 +57,18 @@ Stuff which is in development and not yet visible to players or just code relate
|
||||
(ie. code improvements for expandability, etc.) should not be listed here. They
|
||||
should be listed in the changelog upon commit though. Thanks. -->
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">18.06.2013</h2>
|
||||
<h3 class="author">Segrain updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">Fixed some bugs in windoor construction.</li>
|
||||
<li class="tweak">Secure windoors are made with rods again.</li>
|
||||
<li class="rscadd">Windoors drop their electronics when broken. Emagged windoors can have theirs removed by crowbar.</li>
|
||||
<li class="rscadd">Airlock electronics can be configured to make door open for any single access on it instead of all of them.</li>
|
||||
<li class="rscadd">Cyborgs can preview their icons before choosing.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">13.06.2013</h2>
|
||||
<h3 class="author">Kilakk updated:</h3>
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 288 KiB After Width: | Height: | Size: 290 KiB |
+583
-620
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user