Bug fixes, implements new copying/faxing system from Bay

This commit is contained in:
Markolie
2014-11-27 21:00:58 +01:00
parent 6cfea53224
commit b66f3effae
31 changed files with 987 additions and 738 deletions
@@ -396,6 +396,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(user.r_hand == src || user.l_hand == src)
if(!lit)
lit = 1
w_class = 4
icon_state = icon_on
item_state = icon_on
if(istype(src, /obj/item/weapon/lighter/zippo) )
@@ -413,6 +414,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
processing_objects.Add(src)
else
lit = 0
w_class = 1
icon_state = icon_off
item_state = icon_off
if(istype(src, /obj/item/weapon/lighter/zippo) )
@@ -112,6 +112,25 @@ var/last_chew = 0
/obj/item/weapon/handcuffs/cyborg
dispenser = 1
/obj/item/weapon/handcuffs/cyborg/attack(mob/living/carbon/C as mob, mob/user as mob)
if(!C.handcuffed)
var/turf/p_loc = user.loc
var/turf/p_loc_m = C.loc
playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
user.visible_message("\red <B>[user] is trying to put handcuffs on [C]!</B>")
if (ishuman(C))
var/mob/living/carbon/human/H = C
if (!H.has_organ_for_slot(slot_handcuffed))
user << "\red \The [H] needs at least two wrists before you can cuff them together!"
return
spawn(30)
if(!C) return
if(p_loc == user.loc && p_loc_m == C.loc)
C.handcuffed = new /obj/item/weapon/handcuffs(C)
C.update_inv_handcuffed()
/obj/item/weapon/handcuffs/pinkcuffs
name = "fluffy pink handcuffs"
@@ -64,7 +64,7 @@
icon_state = "plasticbag"
item_state = "plasticbag"
slot_flags = SLOT_HEAD|SLOT_BELT
throwforce = 0
w_class = 4
max_w_class = 2
storage_slots = 21
@@ -91,6 +91,8 @@
if(is_equipped() && head)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.internal)
return
H.losebreath += 1
else
head = 0
+4 -1
View File
@@ -15,7 +15,7 @@
var/status = 0 //whether the thing is on or not
var/obj/item/weapon/cell/high/bcell = null
var/mob/foundmob = "" //Used in throwing proc.
var/hitcost = 1500 //oh god why do power cells carry so much charge? We probably need to make a distinction between "industrial" sized power cells for APCs and power cells for everything else.
var/hitcost = 1000 //oh god why do power cells carry so much charge? We probably need to make a distinction between "industrial" sized power cells for APCs and power cells for everything else.
var/allowharm = 1 // Allow or disallow harming with the stunbaton
/obj/item/weapon/melee/baton/suicide_act(mob/user)
@@ -219,6 +219,9 @@
..()
//secborg stun baton module
/obj/item/weapon/melee/baton/robot
hitcost = 500
/obj/item/weapon/melee/baton/robot/attack_self(mob/user)
//try to find our power cell
var/mob/living/silicon/robot/R = loc
+2
View File
@@ -339,6 +339,7 @@
if (src.welding)
if (remove_fuel(1))
usr << "\blue You switch the [src] on."
src.w_class = 4
src.force = 15
src.damtype = "fire"
src.icon_state = "welder1"
@@ -352,6 +353,7 @@
usr << "\blue You switch the [src] off."
else
usr << "\blue The [src] shuts off!"
src.w_class = 2
src.force = 3
src.damtype = "brute"
src.icon_state = "welder"
@@ -145,6 +145,7 @@
else
new /obj/item/clothing/tie/storage/webbing(src)
new /obj/item/clothing/suit/fire/firefighter(src)
new /obj/item/clothing/head/hardhat/red(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/extinguisher(src)
new /obj/item/device/radio/headset/headset_eng(src)
@@ -35,7 +35,10 @@
/obj/structure/transit_tube/station/Bumped(mob/AM as mob|obj)
if(!pod_moving && icon_state == "open" && istype(AM, /mob))
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
if(pod.contents.len)
AM << "<span class=The pod is already occupied.</span>"
return
else if(!pod.moving && pod.dir in directions())
AM.loc = pod
return
@@ -96,19 +99,29 @@
/obj/structure/transit_tube/station/proc/launch_pod()
if(launch_cooldown >= world.time)
return
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && turn(pod.dir, (reverse_launch ? 180 : 0)) in directions())
spawn(0)
if(!pod.moving && pod.dir in directions())
spawn(5)
pod_moving = 1
close_animation()
sleep(CLOSE_DURATION + 2)
//reverse directions for automated cycling
var/turf/next_loc = get_step(loc, pod.dir)
var/obj/structure/transit_tube/nexttube
for(var/obj/structure/transit_tube/tube in next_loc)
if(tube.has_entrance(pod.dir))
nexttube = tube
break
if(!nexttube)
pod.dir = turn(pod.dir, 180)
if(icon_state == "closed" && pod)
pod.follow_tube(reverse_launch)
pod.follow_tube()
pod_moving = 0
return 1
return 0
return
/obj/structure/transit_tube/station/process()
if(!pod_moving)