Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into shadowling

Conflicts:
	code/modules/mob/living/carbon/human/human.dm
	code/setup.dm
This commit is contained in:
DZD
2015-04-21 18:56:34 -04:00
219 changed files with 3416 additions and 2007 deletions
+2 -1
View File
@@ -104,7 +104,8 @@
M << "\red Your meaty finger is much too large for the trigger guard!"
return
if(ishuman(user))
if(user.dna && user.dna.mutantrace == "adamantine")
var/mob/living/carbon/human/H = user
if(H.species.name == "Golem")
user << "\red Your metal fingers don't fit in the trigger guard!"
return
if(user.dna && user.dna.species == "Shadowling")
+1 -1
View File
@@ -133,7 +133,7 @@
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>[reagent_note]"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>[reagent_note]"
if(M.ckey && chatlog_attacks)
msg_admin_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src][reagent_note] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
msg_admin_attack("[firer] ([firer.ckey])[isAntag(firer) ? "(ANTAG)" : ""] shot [M] ([M.ckey]) with a [src][reagent_note] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
if(!iscarbon(firer))
M.LAssailant = null
else
+2 -6
View File
@@ -210,15 +210,11 @@ proc/wabbajack(mob/living/M)
new_mob.universal_speak = 1
if("human")
new_mob = new /mob/living/carbon/human/human(M.loc)
var/mob/living/carbon/human/H = new_mob
H.set_species(pick(all_species))
var/datum/preferences/A = new() //Randomize appearance for the human
A.copy_to(new_mob)
var/mob/living/carbon/human/human/H = new_mob
// ready_dna(H)
if(H.dna)
H.dna.mutantrace = pick("lizard","golem","slime","plant","fly","shadow","adamantine","skeleton",8;"")
H.update_body()
else
return
@@ -96,7 +96,6 @@
on_hit(var/atom/target, var/blocked = 0)
var/mob/living/M = target
// if(ishuman(target) && M.dna && M.dna.mutantrace == "plant") //Plantmen possibly get mutated and damaged by the rays.
if(ishuman(target))
var/mob/living/carbon/human/H = M
if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
@@ -136,7 +135,6 @@
on_hit(var/atom/target, var/blocked = 0)
var/mob/M = target
// if(ishuman(target) && M.dna && M.dna.mutantrace == "plant") //These rays make plantmen fat.
if(ishuman(target)) //These rays make plantmen fat.
var/mob/living/carbon/human/H = M
if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
+8 -8
View File
@@ -185,9 +185,9 @@ mob/living/proc/Targeted(var/obj/item/weapon/gun/I) //Self explanitory.
else
I.lower_aim()
return
if(m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0 && (ishuman(T)))
/*if(m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0 && (ishuman(T)))
src << "\red Your move intent is now set to walk, as your targeter permits it." //Self explanitory.
set_m_intent("walk")
set_m_intent("walk")*/
//Processing the aiming. Should be probably in separate object with process() but lasy.
while(targeted_by && T.client)
@@ -249,18 +249,18 @@ client/var
//These are called by the on-screen buttons, adjusting what the victim can and cannot do.
client/proc/add_gun_icons()
screen += usr.item_use_icon
screen += usr.gun_move_icon
/*screen += usr.gun_move_icon
if (target_can_move)
screen += usr.gun_run_icon
screen += usr.gun_run_icon*/
client/proc/remove_gun_icons()
if(!usr) return
screen -= usr.item_use_icon
screen -= usr.gun_move_icon
/*screen -= usr.gun_move_icon
if (target_can_move)
screen -= usr.gun_run_icon
screen -= usr.gun_run_icon*/
client/verb/ToggleGunMode()
set hidden = 1
@@ -276,7 +276,7 @@ client/verb/ToggleGunMode()
usr.gun_setting_icon.icon_state = "gun[gun_mode]"
client/verb/AllowTargetMove()
/*client/verb/AllowTargetMove()
set hidden=1
//Changing client's permissions
@@ -339,7 +339,7 @@ client/verb/AllowTargetRun()
if(target_can_run)
M << "Your character may now <b>run</b> at the discretion of their targeter."
else
M << "\red <b>Your character will now be shot if they run.</b>"
M << "\red <b>Your character will now be shot if they run.</b>"*/
client/verb/AllowTargetClick()
set hidden=1