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

This commit is contained in:
meyar
2013-06-12 17:24:54 -04:00
35 changed files with 1644 additions and 870 deletions
+24 -1
View File
@@ -310,6 +310,7 @@
name = "shard"
icon = 'icons/obj/shards.dmi'
icon_state = "large"
sharp = 1
desc = "Could probably be used as ... a throwing weapon?"
w_class = 1.0
force = 5.0
@@ -346,6 +347,28 @@
m_amt = 100
origin_tech = "magnets=2;syndicate=3"*/
/obj/item/weapon/shard/shrapnel
name = "shrapnel"
icon = 'icons/obj/shards.dmi'
icon_state = "shrapnellarge"
desc = "A bunch of tiny bits of shattered metal."
/obj/item/weapon/shard/shrapnel/New()
src.icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
switch(src.icon_state)
if("shrapnelsmall")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("shrapnelmedium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("shrapnellarge")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return
/obj/item/weapon/SWF_uplink
name = "station-bounced radio"
desc = "used to comunicate it appears."
@@ -522,7 +545,7 @@
icon_state = "hatchet"
flags = FPRINT | TABLEPASS | CONDUCT
force = 12.0
w_class = 1.0
w_class = 2.0
throwforce = 15.0
throw_speed = 4
throw_range = 4
+61 -12
View File
@@ -1003,18 +1003,39 @@ proc/process_ghost_teleport_locs()
//MedBay
/area/medical/medbay
name = "Medbay"
name = "\improper Medbay"
icon_state = "medbay"
music = 'sound/ambience/signal.ogg'
//Medbay is a large area, these additional areas help level out APC load.
/area/medical/medbay2
name = "Medbay"
name = "\improper Medbay"
icon_state = "medbay2"
music = 'sound/ambience/signal.ogg'
/area/medical/medbay3
name = "Medbay"
name = "\improper Medbay"
icon_state = "medbay3"
music = 'sound/ambience/signal.ogg'
/area/medical/biostorage
name = "\improper Secondary Storage"
icon_state = "medbay2"
music = 'sound/ambience/signal.ogg'
/area/medical/reception
name = "\improper Medbay Reception"
icon_state = "medbay"
music = 'sound/ambience/signal.ogg'
/area/medical/psych
name = "\improper Psych Room"
icon_state = "medbay3"
music = 'sound/ambience/signal.ogg'
/area/medical/medbreak
name = "\improper Break Room"
icon_state = "medbay3"
music = 'sound/ambience/signal.ogg'
@@ -1022,20 +1043,44 @@ proc/process_ghost_teleport_locs()
name = "\improper Patient's Rooms"
icon_state = "patients"
/area/medical/ward
name = "\improper Medbay Patient Ward"
icon_state = "patients"
/area/medical/patient_a
name = "\improper Isolation A"
icon_state = "patients"
/area/medical/patient_b
name = "\improper Isolation B"
icon_state = "patients"
/area/medical/patient_c
name = "\improper Isolation C"
icon_state = "patients"
/area/medical/iso_access
name = "\improper Isolation Access"
icon_state = "patients"
/area/medical/cmo
name = "\improper Chief Medical Officer's office"
icon_state = "CMO"
/area/medical/cmostore
name = "\improper Secure Storage"
icon_state = "CMO"
/area/medical/robotics
name = "Robotics"
name = "\improper Robotics"
icon_state = "medresearch"
/area/medical/research
name = "Medical Research"
name = "\improper Medical Research"
icon_state = "medresearch"
/area/medical/virology
name = "Virology"
name = "\improper Virology"
icon_state = "virology"
/area/medical/morgue
@@ -1043,15 +1088,19 @@ proc/process_ghost_teleport_locs()
icon_state = "morgue"
/area/medical/chemistry
name = "Chemistry"
name = "\improper Chemistry"
icon_state = "chem"
/area/medical/surgery
name = "Surgery"
name = "\improper Surgery"
icon_state = "surgery"
/area/medical/surgeryobs
name = "\improper Surgery Observation"
icon_state = "surgery"
/area/medical/cryo
name = "Cryogenics"
name = "\improper Cryogenics"
icon_state = "cryo"
/area/medical/exam_room
@@ -1059,15 +1108,15 @@ proc/process_ghost_teleport_locs()
icon_state = "exam_room"
/area/medical/genetics
name = "Genetics Lab"
name = "\improper Genetics Lab"
icon_state = "genetics"
/area/medical/genetics_cloning
name = "Cloning Lab"
name = "\improper Cloning Lab"
icon_state = "cloning"
/area/medical/sleeper
name = "Medbay Treatment Center"
name = "\improper Emergency"
icon_state = "exam_room"
//Security
+28 -2
View File
@@ -45,8 +45,8 @@
supervisors = "the research director"
selection_color = "#ffeeff"
access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology)
minimal_access = list(access_tox, access_tox_storage, access_research, access_xenobiology)
alt_titles = list("Xenoarcheologist", "Anomalist", "Plasma Researcher", "Xenobiologist")
minimal_access = list(access_tox, access_tox_storage, access_research)
alt_titles = list("Xenoarcheologist", "Anomalist", "Plasma Researcher")
equip(var/mob/living/carbon/human/H)
if(!H) return 0
@@ -63,6 +63,32 @@
/datum/job/xenobiologist
title = "Xenobiologist"
flag = XENOBIOLOGIST
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the research director"
selection_color = "#ffeeff"
access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology)
minimal_access = list(access_research, access_xenobiology)
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/scientist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/toxins(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat/science(H), slot_wear_suit)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1
/datum/job/roboticist
title = "Roboticist"
flag = ROBOTICIST
+6 -4
View File
@@ -9,9 +9,8 @@ var/const/OFFICER =(1<<4)
var/const/CHIEF =(1<<5)
var/const/ENGINEER =(1<<6)
var/const/ATMOSTECH =(1<<7)
var/const/ROBOTICIST =(1<<8)
var/const/AI =(1<<9)
var/const/CYBORG =(1<<10)
var/const/AI =(1<<8)
var/const/CYBORG =(1<<9)
var/const/MEDSCI =(1<<1)
@@ -24,6 +23,8 @@ var/const/DOCTOR =(1<<4)
var/const/GENETICIST =(1<<5)
var/const/VIROLOGIST =(1<<6)
var/const/PSYCHIATRIST =(1<<7)
var/const/ROBOTICIST =(1<<8)
var/const/XENOBIOLOGIST =(1<<9)
var/const/CIVILIAN =(1<<2)
@@ -78,7 +79,8 @@ var/list/science_positions = list(
"Research Director",
"Scientist",
"Geneticist", //Part of both medical and science
"Roboticist"
"Roboticist",
"Xenobiologist"
)
//BS12 EDIT
+3 -3
View File
@@ -284,10 +284,10 @@
var/internal_bleeding = ""
var/lung_ruptured = ""
for(var/datum/wound/W in e.wounds) if(W.internal)
internal_bleeding = "<br>Internal Bleeding"
internal_bleeding = "<br>Internal bleeding"
break
if(istype(e, /datum/organ/external/chest) && occupant.is_lung_ruptured())
lung_ruptured = "Lung Ruptured:"
lung_ruptured = "Lung ruptured:"
if(e.status & ORGAN_SPLINTED)
splint = "Splinted:"
if(e.status & ORGAN_BLEEDING)
@@ -297,7 +297,7 @@
if(e.open)
open = "Open:"
if(e.implants.len)
imp = "Implanted:"
imp = "Unknown body present:"
if(!AN && !open && !infected & !imp)
AN = "None:"
if(!(e.status & ORGAN_DESTROYED))
+12 -1
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@@ -136,4 +136,15 @@
/obj/item/weapon/katana/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
return ..()
/obj/item/weapon/harpoon
name = "harpoon"
sharp = 1
desc = "Tharr she blows!"
icon_state = "harpoon"
item_state = "harpoon"
force = 20
throwforce = 15
w_class = 2
attack_verb = list("jabbed","stabbed","ripped")
@@ -104,6 +104,10 @@
new /obj/item/weapon/storage/backpack/industrial(src)
else
new /obj/item/weapon/storage/backpack/satchel_eng(src)
if (prob(70))
new /obj/item/clothing/tie/storage/brown_vest(src)
else
new /obj/item/clothing/tie/storage/webbing(src)
new /obj/item/clothing/under/rank/engineer(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/weapon/storage/toolbox/mechanical(src)
@@ -187,6 +187,7 @@
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/taperoll/police(src)
new /obj/item/device/hailer(src)
new /obj/item/clothing/tie/storage/black_vest(src)
return
@@ -13,6 +13,12 @@
icon_state = "bed"
var/mob/living/buckled_mob
/obj/structure/stool/psychbed
name = "psych bed"
desc = "For prime comfort during psychiatric evaluations."
icon_state = "psychbed"
var/mob/living/buckled_mob
/obj/structure/stool/bed/alien
name = "resting contraption"
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
+1 -1
View File
@@ -1,7 +1,7 @@
//STRIKE TEAMS
var/list/response_team_members = list()
var/send_emergency_team = 0
var/global/send_emergency_team = 0
client/verb/JoinResponseTeam()
set category = "IC"
+1
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@@ -2,6 +2,7 @@
var/const/commandos_possible = 6 //if more Commandos are needed in the future
var/global/sent_strike_team = 0
/client/proc/strike_team()
if(!ticker)
usr << "<font color='red'>The game hasn't started yet!</font>"
+3 -3
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@@ -364,7 +364,7 @@ datum/preferences
user << browse(dat, "window=preferences;size=560x580")
proc/SetChoices(mob/user, limit = 17, list/splitJobs = list("Chief Engineer"), width = 550, height = 550)
proc/SetChoices(mob/user, limit = 16, list/splitJobs = list("Chief Medical Officer"), width = 550, height = 550)
if(!job_master)
return
@@ -436,7 +436,7 @@ datum/preferences
else
HTML += " <font color=red>\[NEVER]</font>"
if(job.alt_titles)
HTML += "</a><br> <a href=\"byond://?src=\ref[user];preference=job;task=alt_title;job=\ref[job]\">\[[GetPlayerAltTitle(job)]\]</a></td></tr>"
HTML += "</a></td></tr><tr bgcolor='[lastJob.selection_color]'><td width='60%' align='center'><a>&nbsp</a></td><td><a href=\"byond://?src=\ref[user];preference=job;task=alt_title;job=\ref[job]\">\[[GetPlayerAltTitle(job)]\]</a></td></tr>"
HTML += "</a></td></tr>"
HTML += "</td'></tr></table>"
@@ -449,7 +449,7 @@ datum/preferences
if(BE_ASSISTANT)
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=red>Be assistant if preference unavailable</font></a></u></center><br>"
if(RETURN_TO_LOBBY)
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=purple>Return to lobby if prefernce unavailable</font></a></u></center><br>"
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=purple>Return to lobby if preference unavailable</font></a></u></center><br>"
HTML += "<center><a href='?_src_=prefs;preference=job;task=reset'>\[Reset\]</a></center>"
HTML += "</tt>"
+31
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@@ -167,9 +167,13 @@ BLIND // can't see anything
hastie = I
I.loc = src
user << "<span class='notice'>You attach [I] to [src].</span>"
if (istype(hastie,/obj/item/clothing/tie/holster))
verbs += /obj/item/clothing/under/proc/holster
if (istype(hastie,/obj/item/clothing/tie/storage))
verbs += /obj/item/clothing/under/proc/storage
if(istype(loc, /mob/living/carbon/human))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
@@ -230,9 +234,16 @@ BLIND // can't see anything
if(hastie)
usr.put_in_hands(hastie)
hastie = null
if (istype(hastie,/obj/item/clothing/tie/holster))
verbs -= /obj/item/clothing/under/proc/holster
if (istype(hastie,/obj/item/clothing/tie/storage))
verbs -= /obj/item/clothing/under/proc/storage
var/obj/item/clothing/tie/storage/W = hastie
if (W.hold)
W.hold.loc = hastie
if(istype(loc, /mob/living/carbon/human))
var/mob/living/carbon/human/H = loc
H.update_inv_w_uniform()
@@ -277,3 +288,23 @@ BLIND // can't see anything
"\blue You draw \the [H.holstered], pointing it at the ground.")
usr.put_in_hands(H.holstered)
H.holstered = null
/obj/item/clothing/under/proc/storage()
set name = "Look in storage"
set category = "Object"
set src in usr
if(!istype(usr, /mob/living)) return
if(usr.stat) return
if (!hastie || !istype(hastie,/obj/item/clothing/tie/storage))
usr << "\red You need something to store items in for that!"
return
var/obj/item/clothing/tie/storage/W = hastie
if (!istype(W.hold))
return
W.hold.loc = usr
W.hold.attack_hand(usr)
+53
View File
@@ -174,3 +174,56 @@
desc = "A handgun holster. Made of expensive leather."
icon_state = "holster"
color = "holster_low"
/obj/item/clothing/tie/storage
name = "load beearing equipment"
desc = "Used to hold things when you don't have enough hands for that."
icon_state = "webbing"
color = "webbing"
var/slots = 3
var/obj/item/weapon/storage/pockets/hold
/obj/item/clothing/tie/storage/New()
hold = new /obj/item/weapon/storage/pockets(src)
hold.master_item = src
hold.storage_slots = slots
/obj/item/clothing/tie/storage/attack_self(mob/user as mob)
user << "<span class='notice'>You empty [src].</span>"
var/turf/T = get_turf(src)
hold.hide_from(usr)
for(var/obj/item/I in hold.contents)
hold.remove_from_storage(I, T)
src.add_fingerprint(user)
/obj/item/clothing/tie/storage/attackby(obj/item/weapon/W as obj, mob/user as mob)
hold.attackby(W,user)
src.add_fingerprint(user)
/obj/item/weapon/storage/pockets
name = "webbing pockets"
var/master_item //item it belongs to
/obj/item/weapon/storage/pockets/close(mob/user as mob)
..()
loc = master_item
/obj/item/clothing/tie/storage/webbing
name = "webbing"
desc = "Strudy mess of synthcotton belts and buckles, ready to share your burden."
icon_state = "webbing"
color = "webbing"
/obj/item/clothing/tie/storage/black_vest
name = "black webbing vest"
desc = "Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands."
icon_state = "vest_black"
color = "vest_black"
slots = 5
/obj/item/clothing/tie/storage/brown_vest
name = "black webbing vest"
desc = "Worn brownish synthcotton vest with lots of pockets to unload your hands."
icon_state = "vest_brown"
color = "vest_brown"
slots = 5
@@ -381,7 +381,8 @@
if(display_gloves)
msg += "<span class='warning'><b>[src] has blood running from under [t_his] gloves!</b></span>\n"
for(var/implant in get_visible_implants(1))
msg += "<span class='warning'><b>[src] has \a [implant] sticking out of their flesh!</span>\n"
if(digitalcamo)
msg += "[t_He] [t_is] repulsively uncanny!\n"
@@ -1112,3 +1112,79 @@
if(istype(feet_blood_DNA, /list) && feet_blood_DNA.len)
del(feet_blood_DNA)
return 1
/mob/living/carbon/human/verb/yank_out_object()
set name = "Yank out object"
set desc = "Remove an embedded item at the cost of bleeding and pain."
set category = "Object"
if(!isliving(usr) || usr.next_move > world.time)
return
usr.next_move = world.time + 20
var/list/valid_objects = get_visible_implants(1)
var/datum/organ/external/affected = null
if(!valid_objects.len)
src << "You have nothing stuck in your wounds that is large enough to remove without surgery."
return
if(src.stat == 1)
src << "You are unconcious and cannot do that!"
return
if(src.restrained())
src << "You are restrained and cannot do that!"
return
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
for(var/datum/organ/external/organ in src.organs) //Grab the organ holding the implant. Messy as Hell, TBD: fix.
for(var/obj/item/weapon/O in organ.implants)
if(O == selection)
affected = organ
src << "<span class='warning'>You attempt to get a good grip on the [selection] in your [affected] with bloody fingers.</span>"
bloody_hands(src)
spawn(80)
visible_message("<span class='warning'><b>[src] rips [selection] out of their [affected] in a welter of blood.</b></span>","<span class='warning'><b>You rip [selection] out of your [affected] in a welter of blood.</b></span>")
selection.loc = get_turf(src)
affected.implants -= selection
shock_stage+=10
if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
var/datum/wound/internal_bleeding/I = new (15)
affected.wounds += I
src.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
return 1
/mob/living/carbon/human/proc/get_visible_implants(var/class = 0)
var/list/visible_implants = list()
for(var/datum/organ/external/organ in src.organs)
for(var/obj/item/weapon/O in organ.implants)
if(!istype(O,/obj/item/weapon/implant) && O.w_class > class)
visible_implants += O
return(visible_implants)
/mob/living/carbon/human/proc/handle_embedded_objects()
for(var/datum/organ/external/organ in src.organs)
for(var/obj/item/weapon/O in organ.implants)
if(!istype(O,/obj/item/weapon/implant) && prob(5)) //Moving with things stuck in you could be bad.
// All kinds of embedded objects cause bleeding.
var/msg = null
switch(rand(1,3))
if(1)
msg ="<span class='warning'>A spike of pain jolts your [organ] as you bump [O] inside.</span>"
if(2)
msg ="<span class='warning'>Your movement jostles [O] in your [organ] painfully.</span>"
if(3)
msg ="<span class='warning'>[O] in your [organ] twists painfully as you move.</span>"
src << msg
organ.status |= ORGAN_BLEEDING
organ.take_damage(rand(1,3), 0, 0)
src.adjustToxLoss(rand(1,3))
@@ -190,7 +190,9 @@
zone = "head"
return organs_by_name[zone]
/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/used_weapon = null)
/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/obj/used_weapon = null)
//visible_message("Hit debug. [damage] | [damagetype] | [def_zone] | [blocked] | [sharp] | [used_weapon]")
if((damagetype != BRUTE) && (damagetype != BURN))
..(damage, damagetype, def_zone, blocked)
return 1
@@ -219,6 +221,22 @@
UpdateDamageIcon()
// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
updatehealth()
return 1
//Embedded projectile code.
if(!organ) return
if(istype(used_weapon,/obj/item/weapon))
var/obj/item/weapon/W = used_weapon
if(damage > (5*W.w_class) && (prob(damage/W.w_class) || sharp)) //The larger it is, the harder it needs to hit to stick.
W.loc = organ //Sharp objects will always embed if they do enough damage.
organ.implants += W
visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
W.add_blood(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)
var/obj/item/weapon/shard/shrapnel/S = new()
S.loc = organ
organ.implants += S
visible_message("<span class='danger'>The projectile sticks in the wound!</span>")
S.add_blood(src)
return 1
@@ -170,7 +170,7 @@ emp_act
if(armor >= 2) return 0
if(!I.force) return 0
apply_damage(I.force, I.damtype, affecting, armor , is_sharp(I), I.name)
apply_damage(I.force, I.damtype, affecting, armor , is_sharp(I), I)
var/bloody = 0
if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + (I.force * 2)))
@@ -7,6 +7,8 @@
if (istype(loc, /turf/space)) return -1 // It's hard to be slowed down in space by... anything
handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
var/health_deficiency = (100 - health - halloss)
if(health_deficiency >= 40) tally += (health_deficiency / 25)
+2 -2
View File
@@ -57,7 +57,7 @@
P.on_hit(src,2)
return 2
if(!P.nodamage)
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, used_weapon = "Projectile([P.name])")
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, absorb, 0, P)
P.on_hit(src, absorb)
return absorb
@@ -72,7 +72,7 @@
src.visible_message("\red [src] has been hit by [O].")
var/armor = run_armor_check(zone, "melee", "Your armor has protected your [zone].", "Your armor has softened hit to your [zone].")
if(armor < 2)
apply_damage(O.throwforce*(speed/5), dtype, zone, armor, O)
apply_damage(O.throwforce*(speed/5), dtype, zone, armor, O.sharp, O)
if(!O.fingerprintslast)
return
var/client/assailant = directory[ckey(O.fingerprintslast)]
+5 -3
View File
@@ -62,9 +62,11 @@
name = "storage"
master = null
/obj/screen/storage/attackby(W, mob/user as mob)
src.master.attackby(W, user)
return
/obj/screen/storage/attack_hand(mob/user)
if(master)
var/obj/item/I = user.get_active_hand()
if(I)
master.attackby(I, user)
/obj/screen/zone_sel
name = "Damage Zone"
+2 -2
View File
@@ -142,8 +142,8 @@
/datum/surgery_step/brain/hematoma
allowed_tools = list(
/obj/item/weapon/FixOVein , \
/obj/item/weapon/cable_coil
/obj/item/weapon/FixOVein = 100, \
/obj/item/weapon/cable_coil = 75
)
min_duration = 90
+22 -9
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@@ -163,19 +163,32 @@
var/datum/organ/external/chest/affected = target.get_organ(target_zone)
var/find_prob = 0
if (affected.implants.len)
var/obj/item/weapon/implant/imp = affected.implants[1]
if (imp.islegal())
find_prob +=60
var/obj/item/weapon/obj = affected.implants[1]
if(istype(obj,/obj/item/weapon/implant))
var/obj/item/weapon/implant/imp = obj
if (imp.islegal())
find_prob +=60
else
find_prob +=40
else
find_prob +=40
find_prob +=50
if (prob(find_prob))
user.visible_message("\blue [user] takes something out of incision on [target]'s [affected.display_name] with \the [tool].", \
"\blue You take something out of incision on [target]'s [affected.display_name]s with \the [tool]." )
affected.implants -= imp
imp.loc = get_turf(target)
imp.imp_in = null
imp.implanted = 0
"\blue You take [obj] out of incision on [target]'s [affected.display_name]s with \the [tool]." )
affected.implants -= obj
obj.loc = get_turf(target)
if(istype(obj,/obj/item/weapon/implant))
var/obj/item/weapon/implant/imp = obj
imp.imp_in = null
imp.implanted = 0
else
user.visible_message("\blue [user] removes \the [tool] from [target]'s [affected.display_name].", \
"\blue There's something inside [target]'s [affected.display_name], but you just missed it this time." )
else if (affected.hidden)
user.visible_message("\blue [user] takes something out of incision on [target]'s [affected.display_name] with \the [tool].", \
"\blue You take something out of incision on [target]'s [affected.display_name]s with \the [tool]." )
+2 -2
View File
@@ -7,8 +7,8 @@
/datum/surgery_step/fix_vein
priority = 2
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/hatchet = 75
/obj/item/weapon/FixOVein = 100, \
/obj/item/weapon/cable_coil = 75
)
can_infect = 1
blood_level = 1
+29
View File
@@ -57,6 +57,16 @@ 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">12/06/2013</h2>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added pneumatic cannon and harpoons.</li>
<li class="experiment">Added embedded projectiles. Bullets and thrown weapons may stick in targets. Throwing them by hand won't make them stick, firing them from a cannon might. Implant removal surgery will get rid of shrapnel and stuck items.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">6/11/13</h2>
<h3 class="author">Meyar updated:</h3>
@@ -119,6 +129,25 @@ should be listed in the changelog upon commit though. Thanks. -->
</div>
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
<div class="commit sansserif">
<h2 class="date">5.06.2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Load bearing equipment - webbings and vests for engineers and sec. Attach to jumpsuit, use 'Look in storage' verb (object tab) to open.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>1.06.2013</h2>
<h3 class='author'>Chinsky updated:</h3>
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