Merge pull request #5041 from DaveTheHeadcrab/plastique_is_fun

Plastic Explosives Update
This commit is contained in:
Fox McCloud
2016-07-16 04:07:12 -04:00
committed by GitHub
20 changed files with 222 additions and 123 deletions
+1 -1
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@@ -843,7 +843,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
sec_briefcase.contents += new /obj/item/weapon/gun/energy/kinetic_accelerator/crossbow
sec_briefcase.contents += new /obj/item/weapon/gun/projectile/revolver/mateba
sec_briefcase.contents += new /obj/item/ammo_box/a357
sec_briefcase.contents += new /obj/item/weapon/c4
sec_briefcase.contents += new /obj/item/weapon/grenade/plastic/c4
M.equip_to_slot_or_del(sec_briefcase, slot_l_hand)
var/obj/item/device/pda/heads/pda = new(M)
+1 -1
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@@ -144,7 +144,7 @@ var/global/sent_strike_team = 0
equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if(!leader_selected)
equip_to_slot_or_del(new /obj/item/weapon/c4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
@@ -148,10 +148,10 @@ var/global/sent_syndicate_strike_team = 0
equip_to_slot_or_del(new /obj/item/ammo_box/magazine/m45(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/c4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
if(!syndicate_leader_selected)
equip_to_slot_or_del(new /obj/item/weapon/c4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
+1 -1
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@@ -516,7 +516,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
/obj/item/clothing/mask/gas/voice, /obj/item/clothing/glasses/thermal,\
/obj/item/device/chameleon, /obj/item/weapon/card/emag,\
/obj/item/weapon/storage/toolbox/syndicate, /obj/item/weapon/aiModule,\
/obj/item/device/radio/headset/syndicate, /obj/item/weapon/c4,\
/obj/item/device/radio/headset/syndicate, /obj/item/weapon/grenade/plastic/c4,\
/obj/item/device/powersink, /obj/item/weapon/storage/box/syndie_kit,\
/obj/item/toy/syndicateballoon, /obj/item/weapon/gun/energy/laser/captain,\
/obj/item/weapon/hand_tele, /obj/item/weapon/rcd, /obj/item/weapon/tank/jetpack,\
@@ -164,7 +164,7 @@
if(!item_to_add)
usr.visible_message("[usr] pets [src].","<span class='notice'>You rest your hand on [src]'s back for a moment.</span>")
return
if(istype(item_to_add,/obj/item/weapon/c4)) // last thing he ever wears, I guess
if(istype(item_to_add,/obj/item/weapon/grenade/plastic/c4)) // last thing he ever wears, I guess
item_to_add.afterattack(src,usr,1)
return
@@ -208,7 +208,7 @@
//Many hats added, Some will probably be removed, just want to see which ones are popular.
/mob/living/simple_animal/pet/corgi/proc/place_on_head(obj/item/item_to_add, var/mob/user as mob)
if(istype(item_to_add,/obj/item/weapon/c4)) // last thing he ever wears, I guess
if(istype(item_to_add,/obj/item/weapon/grenade/plastic/c4)) // last thing he ever wears, I guess
item_to_add.afterattack(src,user,1)
return
+2 -7
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@@ -224,7 +224,7 @@
explosive.forceMove(user.loc)
explosive = null
qdel(src)
if(istype(I, /obj/item/weapon/grenade) || istype(I, /obj/item/weapon/c4))
if(istype(I, /obj/item/weapon/grenade) || istype(I, /obj/item/weapon/grenade/plastic/c4))
if(explosive)
to_chat(user, "<span class='warning'>There is already a device attached behind \the [src], remove it first.</span>")
return 1
@@ -268,11 +268,6 @@
var/obj/item/weapon/grenade/G = explosive
explosive = null
G.prime()
else if(istype(explosive, /obj/item/weapon/c4))
var/obj/item/weapon/c4/C = explosive
explosive = null
C.target = get_step(get_turf(src), dir)
C.explode(get_turf(loc))
/obj/structure/sign/picture_frame/proc/toggle_tilt(mob/user)
if(!isliving(usr) || usr.stat)
@@ -312,4 +307,4 @@
/obj/structure/sign/picture_frame/hear_message(mob/living/M as mob, msg)
..()
for(var/obj/O in contents)
O.hear_message(M, msg)
O.hear_message(M, msg)