Merge branch 'master' of git://github.com/Baystation12/Baystation12

This commit is contained in:
CaelAislinn
2012-02-15 07:04:43 +10:00
36 changed files with 202 additions and 81 deletions
+1
View File
@@ -140,6 +140,7 @@
process()
processing_objects.Remove(src)
return
-4
View File
@@ -45,10 +45,6 @@
if(scanning)
src.overlays += text("infrared_old2")
src.small_icon_state_overlays += text("infrared_on")
if(master && istype(master, /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/M = master
M.c_state(1)
if(holder)
holder.update_icon()
return
-6
View File
@@ -87,15 +87,9 @@
if(timing)
overlays += text("prox_timing")
small_icon_state_overlays += text("prox_timing")
if(master && istype(master, /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/M = master
M.c_state(1)
if(scanning)
overlays += text("prox_scanning")
small_icon_state_overlays += text("prox_scanning")
if(master && istype(master, /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/M = master
M.c_state(1)
if(holder)
holder.update_icon()
-3
View File
@@ -64,9 +64,6 @@
if(timing)
overlays += text("timer_timing")
small_icon_state_overlays += text("timer_timing")
if(master && istype(master, /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/M = master
M.c_state(1)
if(holder)
holder.update_icon()
return
-6
View File
@@ -289,12 +289,6 @@
if(beaker_two)
beaker_two.loc = get_turf(src.loc)
c_state(var/i = 0)
if(i)
icon_state = initial(icon_state) + "_armed"
return
large
name = "Large Chem Grenade"
desc = "An oversized grenade that affects a larger area."
@@ -70,4 +70,5 @@
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has tried to disarm []!</B>", M, src), 1)
update_clothing()
return
@@ -124,6 +124,7 @@
playsound(loc, 'punchmiss.ogg', 25, 1, -1)
visible_message("\red <B>[M] attempted to disarm [src]!</B>")
update_clothing()
return
@@ -20,4 +20,5 @@
src = null
src = H.monkeyize()
contract_disease(D,1,0)
update_clothing()
return
@@ -67,4 +67,5 @@
UpdateDamageIcon()
updatehealth()
update_clothing()
return 1
@@ -135,4 +135,5 @@ emp_act
if(bloody)
if(src.wear_suit) src.wear_suit.add_blood(src)
if(src.w_uniform) src.w_uniform.add_blood(src)
src.UpdateDamageIcon()
UpdateDamageIcon()
update_clothing()
+5 -1
View File
@@ -12,6 +12,7 @@
life_tick = 0
isbreathing = 1
holdbreath = 0
lyingcheck = 0
/mob/living/carbon/human/Life()
set invisibility = 0
@@ -85,7 +86,10 @@
handle_health_updates()
// Update clothing
update_clothing()
// update_clothing()
if(lyingcheck != lying) //This is a fix for falling down / standing up not updating icons. Instead of going through and changing every
update_clothing() //instance in the code where lying is modified, I've just added a new variable "lyingcheck" which will be compared
lyingcheck = lying //to lying, so if lying ever changes, update_clothing() will run like normal.
if(client)
handle_regular_hud_updates()
+47 -44
View File
@@ -211,6 +211,7 @@
var/Tempstun = 0 // temporary temperature stuns
var/Discipline = 0 // if a metroid has been hit with a freeze gun, or wrestled/attacked off a human, they become disciplined and don't attack anymore for a while
var/SStun = 0 // stun variable
var/Obstacle = 1 // determines whether the turf the metroid will head to has an obstacle
proc
AIprocess() // the master AI process
@@ -228,7 +229,9 @@
switch(nutrition)
if(150 to 800) hungry = 1
if(0 to 149) starving = 1
AIproc = 1
while(AIproc && stat != 2 && (attacked > 0 || starving || hungry || rabid || Victim))
if(Victim) // can't eat AND have this little process at the same time
break
@@ -242,63 +245,63 @@
AIproc = 0
break
if(Target)
for(var/mob/living/carbon/metroid/M in view(1,Target))
if(M.Victim == Target)
Target = null
AIproc = 0
break
if(!AIproc)
for(var/mob/living/carbon/metroid/M in view(1,Target))
if(M.Victim == Target)
Target = null
AIproc = 0
break
if(Target in view(1,src))
if(!AIproc)
break
if(istype(Target, /mob/living/silicon))
if(!Atkcool)
spawn()
Atkcool = 1
sleep(15)
Atkcool = 0
if(get_obstacle_ok(Target))
Obstacle = 0
else Obstacle = 1
if(get_obstacle_ok(Target))
Target.attack_metroid(src)
return
if(prob(80) && !Target.lying)
if(Target in view(1,src))
if(Target.client && Target.health >= rand(10,30))
if(!Atkcool)
spawn()
Atkcool = 1
sleep(25)
Atkcool = 0
if(istype(Target, /mob/living/silicon))
if(!Atkcool)
spawn()
Atkcool = 1
sleep(15)
Atkcool = 0
if(get_obstacle_ok(Target))
Target.attack_metroid(src)
if(!Obstacle)
Target.attack_metroid(src)
return
if(prob(80) && !Target.lying && Target.client && Target.health >= rand(10,30))
if(!Atkcool)
spawn()
Atkcool = 1
sleep(25)
Atkcool = 0
if(!Obstacle)
Target.attack_metroid(src)
if(prob(30))
step_to(src, Target)
else
if(!Atkcool && get_obstacle_ok(Target))
Feedon(Target)
else
if(!Atkcool && get_obstacle_ok(Target))
Feedon(Target)
if(prob(30))
step_to(src, Target)
else
if(Target in view(30, src))
if(get_obstacle_ok(Target))
step_to(src, Target)
if(!Atkcool && !Obstacle)
Feedon(Target)
else
Target = null
AIproc = 0
break
else
if(Target in view(30, src))
if(!Obstacle)
step_to(src, Target)
else
Target = null
AIproc = 0
break
var/sleeptime = movement_delay()
if(sleeptime <= 0) sleeptime = 1
if(sleeptime < 1) sleeptime = 1
sleep(sleeptime + 2) // this is about as fast as a player Metroid can go
+1
View File
@@ -293,6 +293,7 @@
var/lol = pick(cardinal)
step(H,lol)
destroyed = 1
src.owner.update_clothing()
proc/createwound(var/size = 1)
if(ishuman(src.owner))
+1
View File
@@ -474,6 +474,7 @@
usr << "\blue You successfully remove your handcuffs."
usr:handcuffed:loc = usr:loc
usr:handcuffed = null
usr.update_clothing()
if(istype(usr, /mob/living/carbon/human) && istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket) && usr:canmove && (usr.last_special <= world.time))
usr.next_move = world.time + 200
+39 -3
View File
@@ -464,6 +464,7 @@
m_amt = 60
var/rigged = 0 // true if rigged to explode
var/brightness = 2 //how much light it gives off
var/repair_state = 0
/obj/item/weapon/light/tube
name = "light tube"
@@ -497,9 +498,15 @@
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
desc = "A burnt-out [name]."
if(repair_state == 1)
desc += " It has some wires hanging out."
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
desc = "A broken [name]."
if(repair_state == 1)
desc += " It has some wires hanging out."
else if(repair_state == 2)
desc += " It has had new wires put in."
/obj/item/weapon/light/New()
@@ -514,8 +521,9 @@
// attack bulb/tube with object
// if a syringe, can inject plasma to make it explode
// also repairing them with wire and screwdriver
// and glass if it's broken
/obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
..()
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = I
@@ -526,8 +534,36 @@
rigged = 1
S.reagents.clear_reagents()
else
..()
return
if(status != 0)
if(istype(I, /obj/item/weapon/cable_coil) && repair_state == 0)
user << "You put some new wiring into the [src]."
I:use(1)
repair_state = 1
update()
return
if(istype(I, /obj/item/weapon/screwdriver) && repair_state == 1)
user << "You attach the new wiring."
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
if(status == LIGHT_BURNED)
repair_state = 0
status = LIGHT_OK
else
repair_state = 2
update()
return
if(istype(I, /obj/item/stack/sheet/glass) && status == LIGHT_BROKEN)
user << "You repair the glass of the [src]." //this is worded terribly
I:use(1)
force = 2 //because breaking it changes the force, this changes it back
if(repair_state == 2)
repair_state = 0
status = LIGHT_OK
else
status = LIGHT_BURNED
update()
return
..()
return
// called after an attack with a light item