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

Conflicts:
	icons/obj/items.dmi - Resolved
This commit is contained in:
unknown
2012-05-10 15:53:38 +03:00
361 changed files with 22183 additions and 21379 deletions
+30 -68
View File
@@ -12,20 +12,6 @@
..()
user.update_clothing()
// So you can't drop the Offhand
if(istype(src, /obj/item/weapon/offhand))
user.drop_item(src)
var/obj/item/O_r = user.r_hand
var/obj/item/O_l = user.l_hand
if(O_r.twohanded)
if(O_r.wielded)
user.drop_item(O_r)
if(O_l.twohanded)
if(O_l.wielded)
user.drop_item(O_l)
del(src)
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
return
@@ -119,6 +105,7 @@
var/datum/organ/external/temp = user:organs["r_hand"]
if(temp.destroyed)
user << "\blue Yo- wait a minute."
if (istype(src.loc, /obj/item/weapon/storage))
for(var/mob/M in range(1, src.loc))
if (M.s_active == src.loc)
@@ -231,38 +218,6 @@
if(istype(W, /obj/item/device/detective_scanner))
return
/obj/item/attack_self(mob/user as mob)
..()
if(twohanded)
if(wielded) //Trying to unwield it
wielded = 0
force = force_unwielded
src.name = "[initial(name)] (Unwielded)"
src.update_icon() //If needed by the particular item
user << "\blue You are now carrying the [initial(name)] with one hand."
if(istype(user.get_inactive_hand(),/obj/item/weapon/offhand))
del user.get_inactive_hand()
return
else //Trying to wield it
if(user.get_inactive_hand())
user << "\red You need your other hand to be empty"
return
wielded = 1
force = force_wielded
src.name = "[initial(name)] (Wielded)"
src.update_icon() //If needed by the particular item
user << "\blue You grab the [initial(name)] with both hands."
var/obj/item/weapon/offhand/O = new /obj/item/weapon/offhand(user) ////Let's reserve his other hand~
O.name = text("[initial(src.name)] - Offhand")
O.desc = "Your second grip on the [initial(src.name)]"
if(user.hand)
user.r_hand = O ///Place dat offhand in the opposite hand
else
user.l_hand = O
O.layer = 20
return
mob/proc/flash_weak_pain()
flick("weak_pain",pain)
@@ -343,39 +298,46 @@ mob/proc/flash_weak_pain()
Metroid.SStun = 0
spawn(0)
Metroid.canmove = 0
step_away(Metroid, user)
if(prob(25 + power*2))
sleep(2)
if(Metroid)
Metroid.canmove = 0
step_away(Metroid, user)
Metroid.canmove = 1
if(prob(25 + power))
sleep(2)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 1
else
if(prob(10 + power*2))
if(Metroid)
if(Metroid.Victim)
if(prob(80) && !Metroid.client)
Metroid.Discipline++
if(Metroid.Victim)
if(prob(80) && !Metroid.client)
Metroid.Discipline++
if(Metroid.Discipline == 1)
Metroid.attacked = 0
if(Metroid.Discipline == 1)
Metroid.attacked = 0
spawn()
if(Metroid)
Metroid.SStun = 1
sleep(rand(5,20))
if(Metroid)
Metroid.SStun = 0
spawn()
Metroid.SStun = 1
sleep(rand(5,20))
Metroid.SStun = 0
Metroid.Victim = null
Metroid.anchored = 0
Metroid.Victim = null
Metroid.anchored = 0
spawn(0)
step_away(Metroid, user)
Metroid.canmove = 0
if(prob(25 + power*4))
sleep(2)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 1
Metroid.canmove = 0
if(prob(25 + power*4))
sleep(2)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 1
var/showname = "."
if(user)
+38 -3
View File
@@ -144,12 +144,47 @@
user << "\red You cannot directly fill this object."
return
var/trans = 0
if(ismob(target))
if(istype(target , /mob/living/carbon/human))
var/mob/living/carbon/human/victim = target
var/obj/item/safe_thing = null
if( victim.wear_mask )
if ( victim.wear_mask.flags & MASKCOVERSEYES )
safe_thing = victim.wear_mask
if( victim.head )
if ( victim.head.flags & MASKCOVERSEYES )
safe_thing = victim.head
if(victim.glasses)
if ( !safe_thing )
safe_thing = victim.glasses
if(safe_thing)
if(!safe_thing.reagents)
safe_thing.create_reagents(100)
trans = src.reagents.trans_to(safe_thing, amount_per_transfer_from_this)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] tries to squirt something into []'s eyes, but fails!</B>", user, target), 1)
spawn(5)
src.reagents.reaction(safe_thing, TOUCH)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
icon_state = "dropper[filled]"
return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] drips something onto []!</B>", user, target), 1)
O.show_message(text("\red <B>[] squirts something into []'s eyes!</B>", user, target), 1)
src.reagents.reaction(target, TOUCH)
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
@@ -227,7 +262,7 @@
afterattack(atom/A, mob/user as mob)
if(istype(A,/area/shuttle))//||istype(A,/turf/space/transit))//No RCDs on the shuttles -Sieve
if(istype(A,/area/shuttle)||istype(A,/turf/space/transit))//No RCDs on the shuttles -Sieve
disabled = 1
else
disabled = 0
@@ -75,6 +75,8 @@ AI MODULES
target << "[sender] has uploaded a change to the laws you must follow, using a [name]. From now on: "
var/time = time2text(world.realtime,"hh:mm:ss")
lawchanges.Add("[time] <B>:</B> [sender.name]([sender.key]) used [src.name] on [target.name]([target.key])")
message_admins("[sender.name]([sender.key]) uploaded a new AI/Cyborg law.")
log_game("[sender.name]([sender.key]) uploaded a new AI/Cyborg law.")
/******************** Modules ********************/
@@ -431,7 +433,7 @@ AI MODULES
origin_tech = "programming=4"
/obj/item/weapon/aiModule/purge/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
/obj/item/weapon/aiModule/robocop/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
..()
target.clear_inherent_laws()
target.add_inherent_law("Serve the public trust.")
+4
View File
@@ -71,6 +71,10 @@ RCD
afterattack(atom/A, mob/user as mob)
if(istype(A,/area/shuttle)||istype(A,/turf/space/transit))//Nanotrasen Matter Jammer TM -Sieve
disabled = 1
else
disabled = 0
if(!(istype(A, /turf) || istype(A, /obj/machinery/door/airlock)))
return
+28 -7
View File
@@ -67,18 +67,39 @@ FINGERPRINT CARD
return
/obj/item/weapon/card/id/syndicate/var/mob/registered_user = null
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
if(!registered_user)
registered_name = input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)
assignment = input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")
name = "[src.registered_name]'s ID Card ([src.assignment])"
if(!src.registered_name)
//Stop giving the players unsanitized unputs! You are giving ways for players to intentionally crash clients! -Nodrak
var t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/new_player/prefrences.dm
alert("Invalid name.")
return
src.registered_name = t
var u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")),1,MAX_MESSAGE_LEN)
if(!u)
alert("Invalid assignment.")
src.registered_name = ""
return
src.assignment = u
src.name = "[src.registered_name]'s ID Card ([src.assignment])"
user << "\blue You successfully forge the ID card."
registered_user = user
else if(registered_user == user)
switch(alert("Would you like to display the ID, or retitle it?","Choose.","Rename","Show"))
if("Rename")
registered_name = input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)
assignment = input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")
name = "[src.registered_name]'s ID Card ([src.assignment])"
var t = copytext(sanitize(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)),1,26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/new_player/prefrences.dm
alert("Invalid name.")
return
src.registered_name = t
var u = copytext(sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")),1,MAX_MESSAGE_LEN)
if(!u)
alert("Invalid assignment.")
src.registered_name = ""
return
src.assignment = u
src.name = "[src.registered_name]'s ID Card ([src.assignment])"
user << "\blue You successfully forge the ID card."
return
if("Show")
@@ -4,6 +4,7 @@ MATCHES
MATCHBOXES
CIGARETTES
CIGARS
SMOKING PIPES
CIG PACKET
ZIPPO
*/
@@ -329,7 +330,7 @@ ZIPPO
//CIG PACK//
////////////
/obj/item/weapon/cigpacket
name = "Cigarette packet"
name = "cigarette packet"
desc = "The most popular brand of Space Cigarettes, sponsors of the Space Olympics."
icon = 'cigarettes.dmi'
icon_state = "cigpacket"
@@ -342,26 +343,30 @@ ZIPPO
update_icon()
src.icon_state = text("cigpacket[]", src.cigcount)
src.desc = text("There are [] cigs\s left!", src.cigcount)
icon_state = "[initial(icon_state)][cigcount]"
desc = "There's [cigcount] cig\s left!"
return
attack_hand(mob/user as mob)
if(user.r_hand == src || user.l_hand == src)
if(src.cigcount == 0)
if(cigcount == 0)
user << "\red You're out of cigs, shit! How you gonna get through the rest of the day..."
return
else
src.cigcount--
cigcount--
var/obj/item/clothing/mask/cigarette/W = new /obj/item/clothing/mask/cigarette(user)
user.put_in_hand(W)
else
return ..()
src.update_icon()
update_icon()
return
/obj/item/weapon/cigpacket/dromedaryco
name = "DromedaryCo packet"
desc = "A packet of six imported DromedaryCo cancer sticks. A label on the packaging reads, \"Wouldn't a slow death make a change?\""
icon_state = "Dpacket"
item_state = "Dpacket"
/////////
//ZIPPO//
@@ -405,16 +410,16 @@ ZIPPO
src.item_state = icon_on
if( istype(src,/obj/item/weapon/lighter/zippo) )
for(var/mob/O in viewers(user, null))
O.show_message(text("\red Without even breaking stride, [] flips open and lights the [] in one smooth movement.", user, src), 1)
O.show_message(text("\red Without even breaking stride, [] flips open and lights [] in one smooth movement.", user, src), 1)
else
if(prob(75))
for(var/mob/O in viewers(user, null))
O.show_message("\red After a few attempts, [user] manages to light the [src].", 1)
O.show_message("\red After a few attempts, [user] manages to light [src].", 1)
else
user << "\red <b>You burn yourself while lighting the lighter.</b>"
user.adjustFireLoss(5)
for(var/mob/O in viewers(user, null))
O.show_message("\red After a few attempts, [user] manages to light the [src], they however burn their finger in the process.", 1)
O.show_message("\red After a few attempts, [user] manages to light [src], they however burn their finger in the process.", 1)
user.total_luminosity += 2
processing_objects.Add(src)
@@ -149,7 +149,7 @@ Craftables (Cob pipes, potato batteries, pumpkinheads)
/obj/item/weapon/reagent_containers/food/snacks/grown/pumpkin/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || istype(W, /obj/item/weapon/fireaxe) || istype(W, /obj/item/weapon/kitchen/utensil/knife) || istype(W, /obj/item/weapon/melee/energy))
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || istype(W, /obj/item/weapon/twohanded/fireaxe) || istype(W, /obj/item/weapon/kitchen/utensil/knife) || istype(W, /obj/item/weapon/melee/energy))
user.show_message("<span class='notice'>You carve a face into [src]!</span>", 1)
new /obj/item/clothing/head/helmet/hardhat/pumpkinhead (user.loc)
del(src)
+2 -1
View File
@@ -88,7 +88,7 @@ KNIFE
// ROLLING PIN
/* //Honestly this doesn't even work and is very silly. -- Erthilo
/obj/item/weapon/kitchen/rollingpin/attack(mob/M as mob, mob/living/user as mob)
if ((user.mutations & CLUMSY) && prob(50))
user << "\red The [src] slips out of your hand and hits your head."
@@ -121,6 +121,7 @@ KNIFE
M.eye_blurry += 3
return
*/
+1 -1
View File
@@ -451,7 +451,7 @@ It is caused by the unexpected circumstances after awakening in cryo (if cloned
</ul>
<h3>Security Cyborg</h3>
The Security Cyborg module is equipped with effective secuity measures used to apprehend and arrest criminals without harming them a bit.<br>A Security Cyborg comes with:
The Security Cyborg module is equipped with effective security measures used to apprehend and arrest criminals without harming them a bit.<br>A Security Cyborg comes with:
<ul>
<li>Stun Baton</li>
<li>Handcuffs</li>
+63 -26
View File
@@ -202,32 +202,69 @@ NOTEBOOK
user << "\blue You stamp the paper with your rubber stamp."
if(istype(P, /obj/item/weapon/stamperaser))
if ((!in_range(src, usr) && src.loc != user && !( istype(src.loc, /obj/item/weapon/clipboard) ) && src.loc.loc != user && user.equipped() != P))
return
src.info = src.infoold
src.infoold = null
for(var/i, i <= stamped.len, i++)
switch(stamped[i])
if(/obj/item/weapon/stamp/captain)
src.overlays -= "paper_stamped_cap"
if(/obj/item/weapon/stamp/hop)
src.overlays -= "paper_stamped_hop"
if(/obj/item/weapon/stamp/hos)
src.overlays -= "paper_stamped_hos"
if(/obj/item/weapon/stamp/ce)
src.overlays -= "paper_stamped_ce"
if(/obj/item/weapon/stamp/rd)
src.overlays -= "paper_stamped_rd"
if(/obj/item/weapon/stamp/cmo)
src.overlays -= "paper_stamped_cmo"
if(/obj/item/weapon/stamp/denied)
src.overlays -= "paper_stamped_denied"
if(/obj/item/weapon/stamp/clown)
src.overlays -= "paper_stamped_clown"
else
src.overlays -= "paper_stamped"
stamped = list()
user << "\blue You sucessfully remove those pesky stamps."
switch(alert("Would you like to erase all stamps, or forge one?","Choose.","Erase","Forge"))
if("Erase")
if ((!in_range(src, usr) && src.loc != user && !( istype(src.loc, /obj/item/weapon/clipboard) ) && src.loc.loc != user && user.equipped() != P))
return
src.info = src.infoold
src.infoold = null
src.overlays -= "paper_stamped_cap"
src.overlays -= "paper_stamped_hop"
src.overlays -= "paper_stamped_hos"
src.overlays -= "paper_stamped_ce"
src.overlays -= "paper_stamped_rd"
src.overlays -= "paper_stamped_cmo"
src.overlays -= "paper_stamped_denied"
src.overlays -= "paper_stamped_clown"
src.overlays -= "paper_stamped"
stamped = list()
user << "\blue You sucessfully remove those pesky stamps."
return
if("Forge")
if ((!in_range(src, usr) && src.loc != user && !( istype(src.loc, /obj/item/weapon/clipboard) ) && src.loc.loc != user && user.equipped() != P))
return
if(!src.infoold)
src.infoold = src.info
var/forgename = ""
var/stamptype = ""
var/pathtype = ""
var/list/stamps = list("Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer", "DENIED")
stamptype = input("Select a stamp type.", null) in stamps
if(stamptype == "Captain")
src.overlays += "paper_stamped_cap"
forgename = "captain's rubber stamp"
pathtype = "/obj/item/weapon/stamp/captain"
else if(stamptype == "Head of Personnel")
src.overlays += "paper_stamped_hop"
forgename = "head of personnel's rubber stamp"
pathtype = "/obj/item/weapon/stamp/hop"
else if(stamptype == "Head of Security")
src.overlays += "paper_stamped_hos"
forgename = "head of security's rubber stamp"
pathtype = "/obj/item/weapon/stamp/hos"
else if(stamptype == "Chief Engineer")
src.overlays += "paper_stamped_ce"
forgename = "chief engineers's rubber stamp"
pathtype = "/obj/item/weapon/stamp/ce"
else if(stamptype == "Research Director")
src.overlays += "paper_stamped_rd"
forgename = "research director's rubber stamp"
pathtype = "/obj/item/weapon/stamp/rd"
else if(stamptype == "Chief Medical Officer")
src.overlays += "paper_stamped_cmo"
forgename = "chief medical officer's rubber stamp"
pathtype = "/obj/item/weapon/stamp/cmo"
else if(stamptype == "DENIED")
src.overlays += "paper_stamped_denied"
forgename = "\improper DENIED rubber stamp"
pathtype = "/obj/item/weapon/stamp/denied"
src.info += text("<BR><i>This paper has been stamped with the [].</i><BR>", forgename)
if(!stamped)
stamped = new
stamped += pathtype
user << "\blue You forge a stamp on the paper."
return
/*
else
@@ -1548,6 +1548,10 @@ CIRCULAR SAW
return
if(3.0)
if(M.changeling && M.changeling.changeling_fakedeath)
user << "\red The neural tissue regrows before your eyes as you cut it."
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] has \his spine's connection to the brain severed with [src] by [user].", 1)
+3 -3
View File
@@ -13,7 +13,7 @@ WELDINGTOOOL
desc = "A wrench with common uses. Can be found in your hand."
icon = 'items.dmi'
icon_state = "wrench"
flags = FPRINT | TABLEPASS| CONDUCT
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 5.0
throwforce = 7.0
w_class = 2.0
@@ -44,7 +44,7 @@ WELDINGTOOOL
name = "Welding Tool"
icon = 'items.dmi'
icon_state = "welder"
flags = FPRINT | TABLEPASS| CONDUCT
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 3.0
throwforce = 5.0
throw_speed = 1
@@ -310,7 +310,7 @@ WELDINGTOOOL
desc = "This cuts wires."
icon = 'items.dmi'
icon_state = "cutters"
flags = FPRINT | TABLEPASS| CONDUCT
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 6.0
throw_speed = 2
throw_range = 9
+101 -13
View File
@@ -2,27 +2,115 @@
##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
####################################################################*/
///General Offhand object properties///
//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
//It also tidies stuff up elsewhere.
////////////FIREAXE!//////////////
/obj/item/weapon/twohanded
var/wielded = 0
var/force_unwielded = 0
var/force_wielded = 0
/obj/item/weapon/twohanded/proc/unwield()
wielded = 0
force = force_unwielded
name = "[initial(name)]"
update_icon()
/obj/item/weapon/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = text("fireaxe[]",wielded)
/obj/item/weapon/twohanded/proc/wield()
wielded = 1
force = force_wielded
name = "[initial(name)] (Wielded)"
update_icon()
/obj/item/weapon/twohanded/dropped(mob/user as mob)
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
//bit of a hack but it keeps other code pretty neat and with fewer conditionals
var/obj/item/weapon/twohanded/O
if(user)
if(user.l_hand)
O = user.l_hand
else
O = user.r_hand
if(O && istype(O))
O.unwield()
return unwield()
/obj/item/weapon/twohanded/update_icon()
return
/obj/item/weapon/fireaxe/pickup(mob/user)
wielded = 0
name = "Fire Axe (Unwielded)"
/obj/item/weapon/twohanded/pickup(mob/user)
unwield()
/obj/item/weapon/fireaxe/attack_self(mob/user as mob)
/obj/item/weapon/twohanded/attack_self(mob/user as mob)
if( istype(user,/mob/living/carbon/monkey) )
user << "\red It's too heavy for you to fully wield"
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
return
//welp, all is good, now to see if he's trying do twohandedly wield it or unwield it
..()
if(wielded) //Trying to unwield it
unwield()
user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
/obj/item/weapon/offhand/dropped(mob/user as mob)
del(src)
var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
return
else //Trying to wield it
if(user.get_inactive_hand())
user << "<span class='warning'>You need your other hand to be empty</span>"
return
wield()
user << "<span class='notice'>You grab the [initial(name)] with both hands.</span>"
var/obj/item/weapon/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
O.name = "[initial(name)] - offhand"
O.desc = "Your second grip on the [initial(name)]"
if(user.hand)
user.r_hand = O ///Place dat offhand in the opposite hand
else
user.l_hand = O
O.layer = 20
return
///////////OFFHAND///////////////
/obj/item/weapon/twohanded/offhand
w_class = 5.0
icon_state = "offhand"
name = "offhand"
unwield()
del(src)
wield()
del(src)
////////////FIREAXE!//////////////
/obj/item/weapon/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
icon_state = "fireaxe0"
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
force = 5
w_class = 4.0
flags = ONBACK
force_unwielded = 5
force_wielded = 18
/obj/item/weapon/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "fireaxe[wielded]"
return
/obj/item/weapon/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
..()
if(A && wielded && (istype(A,/obj/structure/window) || istype(A,/obj/structure/grille))) //destroys windows and grilles in one hit
if(istype(A,/obj/structure/window)) //should just make a window.Break() proc but couldn't bother with it
var/obj/structure/window/W = A
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
if (W.dir == SOUTHWEST)
new /obj/item/weapon/shard( W.loc )
if(W.reinf) new /obj/item/stack/rods( W.loc)
del(A)