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Merge pull request #3387 from Zuhayr/feature
Fixes from master and dev-freeze.
This commit is contained in:
@@ -263,6 +263,9 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
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ShareRatio( air , Z.air , connected_zones[Z] + unsimulated_boost)
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for(var/zone/Z in closed_connection_zones)
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//If that zone has already processed, skip it.
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if(Z.last_update > last_update)
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continue
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if(air && Z.air)
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if( abs(air.temperature - Z.air.temperature) > vsc.connection_temperature_delta )
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ShareHeat(air, Z.air, closed_connection_zones[Z])
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@@ -60,6 +60,7 @@
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/*if( LAssailant && ( istype( LAssailant,/mob/living/carbon/human ) ) )
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var/mob/living/carbon/human/V = LAssailant
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if (V.dna && (V.dna.mutantrace == "vox"))*/ //Not currently feasible due to terrible LAssailant tracking.
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//world << "Vox kills: [vox_kills]"
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vox_kills++ //Bad vox. Shouldn't be killing humans.
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if(!gibbed)
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@@ -199,19 +199,15 @@
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var/distance = get_dist(usr,src)
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if(istype(usr, /mob/dead/observer) || usr.stat == 2) // ghosts can see anything
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distance = 1
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if (src.stat == 1 || stat == 2)
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if (src.stat)
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msg += "<span class='warning'>[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.</span>\n"
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if((stat == 2 || src.health < config.health_threshold_crit) && distance <= 3)
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msg += "<span class='warning'>[t_He] does not appear to be breathing.</span>\n"
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if(istype(usr, /mob/living/carbon/human) && usr.stat == 0 && src.stat == 1 && distance <= 1)
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if(istype(usr, /mob/living/carbon/human) && !usr.stat && distance <= 1)
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for(var/mob/O in viewers(usr.loc, null))
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O.show_message("[usr] checks [src]'s pulse.", 1)
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spawn(15)
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usr << "\blue [t_He] has a pulse!"
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if(distance <= 1)
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if(istype(usr, /mob/living/carbon/human) && usr.stat == 0)
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spawn(15)
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spawn(15)
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if(distance <= 1 && usr.stat != 1)
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if(pulse == PULSE_NONE)
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usr << "<span class='deadsay'>[t_He] has no pulse[src.client ? "" : " and [t_his] soul has departed"]...</span>"
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else
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@@ -10,22 +10,7 @@ emp_act
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/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
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// BEGIN TASER NERF
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if(istype(P, /obj/item/projectile/energy/electrode))
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var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
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var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
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// var/deflectchance=90 //Is it a CRITICAL HIT with that taser?
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for(var/bp in body_parts) //Make an unregulated var to pass around.
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if(!bp)
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continue //Does this thing we're shooting even exist?
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if(bp && istype(bp ,/obj/item/clothing)) // If it exists, and it's clothed
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var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
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if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
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P.agony=P.agony*C.siemens_coefficient
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apply_effect(P.agony,AGONY,0)
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flash_pain()
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src <<"\red You have been shot!"
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del P
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//Old taser nerf.
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/* Commenting out new-old taser nerf.
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if(C.siemens_coefficient == 0) //If so, is that clothing shock proof?
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if(prob(deflectchance))
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@@ -65,6 +50,23 @@ emp_act
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P.xo = new_x - curloc.x
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return -1 // complete projectile permutation
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//Book's taser nerf.
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if(istype(P, /obj/item/projectile/energy/electrode))
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var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
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var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
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// var/deflectchance=90 //Is it a CRITICAL HIT with that taser?
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for(var/bp in body_parts) //Make an unregulated var to pass around.
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if(!bp)
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continue //Does this thing we're shooting even exist?
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if(bp && istype(bp ,/obj/item/clothing)) // If it exists, and it's clothed
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var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
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if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
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P.agony=P.agony*C.siemens_coefficient
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apply_effect(P.agony,AGONY,0)
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flash_pain()
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src <<"\red You have been shot!"
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del P
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//End taser nerf.
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if(check_shields(P.damage, "the [P.name]"))
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P.on_hit(src, 2)
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