mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-27 14:07:51 +01:00
Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12
This commit is contained in:
@@ -65,45 +65,11 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
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s_coold = 1
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return
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//=======//9-8 TILE TELEPORT//=======//
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//Click to to teleport 9-10 tiles in direction facing.
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/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
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set name = "Phase Jaunt (10E)"
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set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
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set category = "Ninja Ability"
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set popup_menu = 0
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var/C = 100
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if(!ninjacost(C,1))
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var/mob/living/carbon/human/U = affecting
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var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1)
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var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
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if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc.
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spawn(0)
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playsound(U.loc, "sparks", 50, 1)
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anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
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handle_teleport_grab(destination, U)
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U.loc = destination
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spawn(0)
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spark_system.start()
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playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
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playsound(U.loc, "sparks", 50, 1)
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anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
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spawn(0)
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destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it.
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s_coold = 1
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cell.charge-=(C*10)
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else
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U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
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return
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//=======//RIGHT CLICK TELEPORT//=======//
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//Right click to teleport somewhere, almost exactly like admin jump to turf.
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/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
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set name = "Phase Shift (20E)"
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set name = "Phase Shift (1E)"
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set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
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set category = null//So it does not show up on the panel but can still be right-clicked.
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set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
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@@ -125,11 +91,6 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
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playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
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playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
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anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
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spawn(0)//Any living mobs in teleport area are gibbed.
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T.kill_creatures(U)
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s_coold = 1
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cell.charge-=(C*10)
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else
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U << "\red You cannot teleport into solid walls or from solid matter"
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return
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@@ -137,16 +98,16 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
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//=======//EM PULSE//=======//
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//Disables nearby tech equipment.
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/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
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set name = "EM Burst (25E)"
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set name = "EM Burst (1,000E)"
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set desc = "Disable any nearby technology with a electro-magnetic pulse."
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set category = "Ninja Ability"
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set popup_menu = 0
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var/C = 250
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if(!ninjacost(C,1))
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if(!ninjacost(C,100)) // EMP's now cost 1,000Energy about 30%
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var/mob/living/carbon/human/U = affecting
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playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
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empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
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empulse(U, 2, 3) //Procs sure are nice. Slightly weaker than wizard's disable tch.
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s_coold = 2
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cell.charge-=(C*10)
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return
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@@ -154,13 +115,13 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
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//=======//ENERGY BLADE//=======//
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//Summons a blade of energy in active hand.
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/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
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set name = "Energy Blade (5E)"
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set name = "Energy Blade (20E)"
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set desc = "Create a focused beam of energy in your active hand."
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set category = "Ninja Ability"
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set popup_menu = 0
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var/C = 50
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if(!ninjacost(C))
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if(!ninjacost(C, 800)) //Same spawn cost but higher upkeep cost
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var/mob/living/carbon/human/U = affecting
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if(!kamikaze)
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if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
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@@ -187,13 +148,13 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
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/*Shoots ninja stars at random people.
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This could be a lot better but I'm too tired atm.*/
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/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
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set name = "Energy Star (5E)"
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set name = "Energy Star (1,000E)"
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set desc = "Launches an energy star at a random living target."
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set category = "Ninja Ability"
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set popup_menu = 0
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var/C = 50
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if(!ninjacost(C))
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if(!ninjacost(C,1))
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var/mob/living/carbon/human/U = affecting
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var/targets[] = list()//So yo can shoot while yo throw dawg
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for(var/mob/living/M in oview(loc))
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@@ -212,7 +173,7 @@ This could be a lot better but I'm too tired atm.*/
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A.current = curloc
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A.yo = targloc.y - curloc.y
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A.xo = targloc.x - curloc.x
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cell.charge-=(C*10)
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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
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A.process()
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else
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U << "\red There are no targets in view."
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@@ -222,13 +183,13 @@ This could be a lot better but I'm too tired atm.*/
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/*Allows the ninja to capture people, I guess.
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Must right click on a mob to activate.*/
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/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
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set name = "Energy Net (20E)"
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set name = "Energy Net (8,000E)"
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set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
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set category = null
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set src = usr.contents
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var/C = 200
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if(!ninjacost(C,1)&&iscarbon(M))
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var/C = 500
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if(!ninjacost(C,80)&&iscarbon(M)) // Nets now cost 8,000
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var/mob/living/carbon/human/U = affecting
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if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
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//if(M)//DEBUG
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@@ -249,7 +210,7 @@ Must right click on a mob to activate.*/
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E.master = U
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spawn(0)//Parallel processing.
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E.process(M)
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cell.charge-=(C*10)
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cell.charge-=(C*100) // Nets now cost what should be most of a standard battery, since your taking someone out of the round
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else
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U << "They are already trapped inside an energy net."
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else
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@@ -270,7 +231,6 @@ Movement impairing would indicate drugs and the like.*/
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//Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
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//For now, adrenaline boosters ARE the miracle injection. Well, radium, really.
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U.SetParalysis(0)
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U.SetStunned(0)
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U.SetWeakened(0)
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/*
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Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
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@@ -1333,10 +1333,10 @@ It is possible to destroy the net by the occupant or someone else.
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return
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process(var/mob/living/carbon/M as mob)
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var/check = 30//30 seconds before teleportation. Could be extended I guess.
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var/check = 60//30 seconds before teleportation. Could be extended I guess. - Extended to one minute
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var/mob_name = affecting.name//Since they will report as null if terminated before teleport.
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//The person can still try and attack the net when inside.
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while(!isnull(M)&&!isnull(src)&&check>0)//While M and net exist, and 30 seconds have not passed.
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while(!isnull(M)&&!isnull(src)&&check>0)//While M and net exist, and 60 seconds have not passed.
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check--
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sleep(10)
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@@ -656,7 +656,6 @@ As such, it's hard-coded for now. No reason for it not to be, really.
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/obj/item/clothing/suit/space/space_ninja/proc/grant_ninja_verbs()
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
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@@ -669,8 +668,6 @@ As such, it's hard-coded for now. No reason for it not to be, really.
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/obj/item/clothing/suit/space/space_ninja/proc/remove_ninja_verbs()
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjablade
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@@ -681,11 +678,7 @@ As such, it's hard-coded for now. No reason for it not to be, really.
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/obj/item/clothing/suit/space/space_ninja/proc/grant_kamikaze(mob/living/carbon/U)
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
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@@ -710,11 +703,8 @@ As such, it's hard-coded for now. No reason for it not to be, really.
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/obj/item/clothing/suit/space/space_ninja/proc/remove_kamikaze(mob/living/carbon/U)
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if(kamikaze)
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
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verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk
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verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
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@@ -1238,7 +1238,11 @@ About the new airlock wires panel:
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var/obj/item/weapon/airlock_electronics/ae
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if(!electronics)
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||||
ae = new/obj/item/weapon/airlock_electronics( src.loc )
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||||
ae.conf_access = src.req_access
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||||
if(src.req_access.len)
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ae.conf_access = src.req_access
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||||
else if (src.req_one_access.len)
|
||||
ae.conf_access = src.req_one_access
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||||
ae.one_access = 1
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||||
else
|
||||
ae = electronics
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electronics = null
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||||
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@@ -11,6 +11,7 @@
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||||
req_access = list(access_engine)
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var/list/conf_access = null
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||||
var/one_access = 0 //if set to 1, door would receive req_one_access instead of req_access
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||||
var/last_configurator = null
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var/locked = 1
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@@ -33,6 +34,8 @@
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else
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||||
t1 += "<a href='?src=\ref[src];logout=1'>Block</a><hr>"
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||||
|
||||
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>"
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||||
|
||||
@@ -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
|
||||
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -57,6 +57,17 @@ 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>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">13.06.2013</h2>
|
||||
<h3 class="author">Kilakk updated:</h3>
|
||||
|
||||
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Reference in New Issue
Block a user