diff --git a/code/game/machinery/computer/syndicate_shuttle.dm b/code/game/machinery/computer/syndicate_shuttle.dm
index 477975d46bf..44118fc28d2 100644
--- a/code/game/machinery/computer/syndicate_shuttle.dm
+++ b/code/game/machinery/computer/syndicate_shuttle.dm
@@ -98,4 +98,7 @@
add_fingerprint(usr)
updateUsrDialog()
- return
\ No newline at end of file
+ return
+
+/obj/machinery/computer/syndicate_station/bullet_act(var/obj/item/projectile/Proj)
+ visible_message("[Proj] ricochets off [src]!") //let's not let them fuck themselves in the rear
\ No newline at end of file
diff --git a/code/game/objects/structures/mirror.dm b/code/game/objects/structures/mirror.dm
index 23de5511efa..77ca568d26b 100644
--- a/code/game/objects/structures/mirror.dm
+++ b/code/game/objects/structures/mirror.dm
@@ -6,8 +6,12 @@
icon_state = "mirror"
density = 0
anchored = 1
+ var/shattered = 0
+
/obj/structure/mirror/attack_hand(mob/user as mob)
+ if(shattered) return
+
if(ishuman(user))
var/mob/living/carbon/human/H = user
@@ -29,4 +33,63 @@
if(new_style)
H.h_style = new_style
- H.update_hair()
\ No newline at end of file
+ H.update_hair()
+
+
+/obj/structure/mirror/proc/shatter()
+ if(shattered) return
+ shattered = 1
+ icon_state = "mirror_broke"
+ playsound(src, "shatter", 70, 1)
+ desc = "Oh no, seven years of bad luck!"
+
+
+/obj/structure/mirror/bullet_act(var/obj/item/projectile/Proj)
+ if(prob(Proj.damage * 2))
+ if(!shattered)
+ shatter()
+ else
+ playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
+ ..()
+
+
+/obj/structure/mirror/attackby(obj/item/I as obj, mob/user as mob)
+ if(shattered)
+ playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
+ return
+
+ if(prob(I.force * 2))
+ visible_message("[user] smashes [src] with [I]!")
+ shatter()
+ else
+ visible_message("[user] hits [src] with [I]!")
+ playsound(src.loc, 'sound/effects/Glasshit.ogg', 70, 1)
+
+
+/obj/structure/mirror/attack_alien(mob/user as mob)
+ if(islarva(user)) return
+ if(shattered)
+ playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
+ return
+ user.visible_message("[user] smashes [src]!")
+ shatter()
+
+
+/obj/structure/mirror/attack_animal(mob/user as mob)
+ if(!isanimal(user)) return
+ var/mob/living/simple_animal/M = user
+ if(M.melee_damage_upper <= 0) return
+ if(shattered)
+ playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
+ return
+ user.visible_message("[user] smashes [src]!")
+ shatter()
+
+
+/obj/structure/mirror/attack_metroid(mob/user as mob)
+ if(!ismetroidadult(user)) return
+ if(shattered)
+ playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
+ return
+ user.visible_message("[user] smashes [src]!")
+ shatter()
\ No newline at end of file
diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm
index bce88aa60be..8674e54ef0c 100644
--- a/code/game/objects/structures/window.dm
+++ b/code/game/objects/structures/window.dm
@@ -1,263 +1,195 @@
/obj/structure/window
name = "window"
- icon = 'icons/obj/structures.dmi'
desc = "A window."
+ icon = 'icons/obj/structures.dmi'
density = 1
layer = 3.2//Just above doors
+ pressure_resistance = 4*ONE_ATMOSPHERE
+ anchored = 1.0
+ flags = ON_BORDER
var/health = 14.0
var/ini_dir = null
var/state = 0
var/reinf = 0
- var/silicate = 0 // number of units of silicate
- var/icon/silicateIcon = null // the silicated icon
- pressure_resistance = 4*ONE_ATMOSPHERE
- anchored = 1.0
- flags = ON_BORDER
+// var/silicate = 0 // number of units of silicate
+// var/icon/silicateIcon = null // the silicated icon
+
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
- if(health <=0)
- new /obj/item/weapon/shard( src.loc )
- new /obj/item/stack/rods( src.loc )
- src.density = 0
+ if(health <= 0)
+ new /obj/item/weapon/shard(loc)
+ new /obj/item/stack/rods(loc)
del(src)
return
+
/obj/structure/window/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
- new /obj/item/weapon/shard( src.loc )
- if(reinf) new /obj/item/stack/rods( src.loc)
- //SN src = null
+ new /obj/item/weapon/shard(loc)
+ if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
if(3.0)
- if (prob(50))
- new /obj/item/weapon/shard( src.loc )
- if(reinf) new /obj/item/stack/rods( src.loc)
-
+ if(prob(50))
+ new /obj/item/weapon/shard(loc)
+ if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
- return
+
/obj/structure/window/blob_act()
- if(reinf) new /obj/item/stack/rods( src.loc)
- density = 0
+ new /obj/item/weapon/shard(loc)
+ if(reinf) new /obj/item/stack/rods(loc)
del(src)
+
+/obj/structure/window/meteorhit()
+ //world << "glass at [x],[y],[z] Mhit"
+ new /obj/item/weapon/shard( loc )
+ if(reinf) new /obj/item/stack/rods( loc)
+ del(src)
+
+
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
- if (src.dir == SOUTHWEST || src.dir == SOUTHEAST || src.dir == NORTHWEST || src.dir == NORTHEAST)
- return 0 //full tile window, you can't move into it!
+ if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
+ return 0 //full tile window, you can't move into it!
if(get_dir(loc, target) == dir)
return !density
else
return 1
+
/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSGLASS))
return 1
- if (get_dir(O.loc, target) == dir)
+ if(get_dir(O.loc, target) == dir)
return 0
return 1
-/obj/structure/window/meteorhit()
-
- //*****RM
- //world << "glass at [x],[y],[z] Mhit"
- src.health = 0
- new /obj/item/weapon/shard( src.loc )
- if(reinf) new /obj/item/stack/rods( src.loc)
- src.density = 0
-
-
- del(src)
- return
-
/obj/structure/window/hitby(AM as mob|obj)
-
..()
- for(var/mob/O in viewers(src, null))
- O.show_message("\red [src] was hit by [AM].", 1)
+ visible_message("[src] was hit by [AM].")
var/tforce = 0
if(ismob(AM))
tforce = 40
- else
- tforce = AM:throwforce
- if(reinf) tforce /= 4.0
- playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
- src.health = max(0, src.health - tforce)
- if (src.health <= 7 && !reinf)
- src.anchored = 0
+ else if(isobj(AM))
+ var/obj/item/I = AM
+ tforce = I.throwforce
+ if(reinf) tforce *= 0.25
+ playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
+ health = max(0, health - tforce)
+ if(health <= 7 && !reinf)
+ anchored = 0
update_nearby_icons()
step(src, get_dir(AM, src))
- if (src.health <= 0)
- new /obj/item/weapon/shard( src.loc )
- if(reinf) new /obj/item/stack/rods( src.loc)
- src.density = 0
+ if(health <= 0)
+ new /obj/item/weapon/shard(loc)
+ if(reinf) new /obj/item/stack/rods(loc)
del(src)
- return
- //..() //Does this really need to be here twice? The parent proc doesn't even do anything yet. - Nodrak
- return
-//These all need to be rewritten to use visiblemessage()
-/obj/structure/window/attack_hand()
- if ((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
- usr << "\blue You smash through the window."
- usr.say(pick("RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", "GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
- for(var/mob/O in oviewers())
- if ((O.client && !( O.blinded )))
- O << "\red [usr] smashes through the window!"
- src.health = 0
- new /obj/item/weapon/shard( src.loc )
- if(reinf) new /obj/item/stack/rods( src.loc)
- src.density = 0
+/obj/structure/window/attack_hand(mob/user as mob)
+ if((HULK in user.mutations) || (SUPRSTR in user.augmentations))
+ user.say(pick("RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", "GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
+ user.visible_message("[user] smashes through [src]!")
+ new /obj/item/weapon/shard(loc)
+ if(reinf) new /obj/item/stack/rods(loc)
del(src)
- return
+ else
+ user.visible_message("[user] knocks on [src].")
+ playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
-/obj/structure/window/attack_paw()
- if ((HULK in usr.mutations))
- usr << "\blue You smash through the window."
- usr.say(pick("RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", "GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
- for(var/mob/O in oviewers())
- if ((O.client && !( O.blinded )))
- O << "\red [usr] smashes through the window!"
- src.health = 0
- new /obj/item/weapon/shard( src.loc )
- if(reinf) new /obj/item/stack/rods( src.loc)
- src.density = 0
+
+/obj/structure/window/attack_paw(mob/user as mob)
+ return attack_hand(user)
+
+
+/obj/structure/window/proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_metroid
+ health -= damage
+ if(health <= 0)
+ user.visible_message("[user] smashes through [src]!")
+ new /obj/item/weapon/shard(loc)
+ if(reinf) new /obj/item/stack/rods(loc)
del(src)
- return
-
-/obj/structure/window/attack_alien()
- if (istype(usr, /mob/living/carbon/alien/larva))//Safety check for larva. /N
- return
- usr << "\green You smash against the window."
- for(var/mob/O in oviewers())
- if ((O.client && !( O.blinded )))
- O << "\red [usr] smashes against the window."
- playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
- src.health -= 15
- if(src.health <= 0)
- usr << "\green You smash through the window."
- for(var/mob/O in oviewers())
- if ((O.client && !( O.blinded )))
- O << "\red [usr] smashes through the window!"
- src.health = 0
- new /obj/item/weapon/shard(src.loc)
- if(reinf)
- new /obj/item/stack/rods(src.loc)
- src.density = 0
- del(src)
- return
- return
+ else //for nicer text~
+ user.visible_message("[user] smashes into [src]!")
+ playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
-/obj/structure/window/attack_animal(mob/living/simple_animal/M as mob)
- if (M.melee_damage_upper == 0)
- return
- M << "\green You smash against the window."
- for(var/mob/O in viewers(src, null))
- if ((O.client && !( O.blinded )))
- O << "\red [M] smashes against the window."
- playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
- src.health -= M.melee_damage_upper
- if(src.health <= 0)
- M << "\green You smash through the window."
- for(var/mob/O in viewers(src, null))
- if ((O.client && !( O.blinded )))
- O << "\red [M] smashes through the window!"
- src.health = 0
- new /obj/item/weapon/shard(src.loc)
- if(reinf)
- new /obj/item/stack/rods(src.loc)
- src.density = 0
- del(src)
- return
- return
+/obj/structure/window/attack_alien(mob/user as mob)
+ if(islarva(user)) return
+ attack_generic(user, 15)
-/obj/structure/window/attack_metroid()
- if(!istype(usr, /mob/living/carbon/metroid/adult))
- return
+/obj/structure/window/attack_animal(mob/user as mob)
+ if(!isanimal(user)) return
+ var/mob/living/simple_animal/M = user
+ if(M.melee_damage_upper <= 0) return
+ attack_generic(M, M.melee_damage_upper)
+
+
+/obj/structure/window/attack_metroid(mob/user as mob)
+ if(!ismetroidadult(user)) return
+ attack_generic(user, rand(10, 15))
- usr<< "\green You smash against the window."
- for(var/mob/O in oviewers())
- if ((O.client && !( O.blinded )))
- O << "\red [usr] smashes against the window."
- playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
- src.health -= rand(10,15)
- if(src.health <= 0)
- usr << "\green You smash through the window."
- for(var/mob/O in oviewers())
- if ((O.client && !( O.blinded )))
- O << "\red [usr] smashes through the window!"
- src.health = 0
- new /obj/item/weapon/shard(src.loc)
- if(reinf)
- new /obj/item/stack/rods(src.loc)
- src.density = 0
- del(src)
- return
- return
/obj/structure/window/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!istype(W)) return//I really wish I did not need this
- if (istype(W, /obj/item/weapon/screwdriver))
+ if(istype(W, /obj/item/weapon/screwdriver))
if(reinf && state >= 1)
state = 3 - state
- playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
- usr << ( state==1? "You have unfastened the window from the frame." : "You have fastened the window to the frame." )
+ playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
+ user << (state == 1 ? "You have unfastened the window from the frame." : "You have fastened the window to the frame.")
else if(reinf && state == 0)
anchored = !anchored
update_nearby_icons()
- playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
- user << (src.anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.")
+ playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
+ user << (anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.")
else if(!reinf)
- src.anchored = !( src.anchored )
+ anchored = !anchored
update_nearby_icons()
- playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
- user << (src.anchored ? "You have fastened the window to the floor." : "You have unfastened the window.")
- else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <=1)
- state = 1-state;
- playsound(src.loc, 'sound/items/Crowbar.ogg', 75, 1)
- user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.")
+ playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
+ user << (anchored ? "You have fastened the window to the floor." : "You have unfastened the window.")
+ else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <= 1)
+ state = 1 - state
+ playsound(loc, 'sound/items/Crowbar.ogg', 75, 1)
+ user << (state ? "You have pried the window into the frame." : "You have pried the window out of the frame.")
else
if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force)
- if (src.health <= 7)
- src.anchored = 0
+ if(health <= 7)
+ anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
- playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
+ playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
-
- if(reinf) damage /= 2.0
- src.health = max(0, src.health - damage)
+ if(reinf) damage *= 0.5
+ health = max(0, health - damage)
if(sound_effect)
- playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
- if (src.health <= 0)
- if (src.dir == SOUTHWEST)
+ playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
+ if(health <= 0)
+ if(dir == SOUTHWEST)
var/index = null
index = 0
while(index < 2)
- new /obj/item/weapon/shard( src.loc )
- if(reinf) new /obj/item/stack/rods( src.loc)
+ new /obj/item/weapon/shard(loc)
+ if(reinf) new /obj/item/stack/rods(loc)
index++
else
- new /obj/item/weapon/shard( src.loc )
- if(reinf) new /obj/item/stack/rods( src.loc)
- src.density = 0
+ new /obj/item/weapon/shard(loc)
+ if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
@@ -267,44 +199,39 @@
set category = "Object"
set src in oview(1)
- if (src.anchored)
- usr << "It is fastened to the floor; therefore, you can't rotate it!"
+ if(anchored)
+ usr << "It is fastened to the floor therefore you can't rotate it!"
return 0
update_nearby_tiles(need_rebuild=1) //Compel updates before
-
- src.dir = turn(src.dir, 90)
-
- updateSilicate()
-
+ dir = turn(dir, 90)
+// updateSilicate()
update_nearby_tiles(need_rebuild=1)
-
- src.ini_dir = src.dir
+ ini_dir = dir
return
+
/obj/structure/window/verb/revrotate()
set name = "Rotate Window Clockwise"
set category = "Object"
set src in oview(1)
- if (src.anchored)
- usr << "It is fastened to the floor; therefore, you can't rotate it!"
+ if(anchored)
+ usr << "It is fastened to the floor therefore you can't rotate it!"
return 0
update_nearby_tiles(need_rebuild=1) //Compel updates before
-
- src.dir = turn(src.dir, 270)
-
- updateSilicate()
-
+ dir = turn(dir, 270)
+// updateSilicate()
update_nearby_tiles(need_rebuild=1)
-
- src.ini_dir = src.dir
+ ini_dir = dir
return
+
+/*
/obj/structure/window/proc/updateSilicate()
if(silicateIcon && silicate)
- src.icon = initial(icon)
+ icon = initial(icon)
var/icon/I = icon(icon,icon_state,dir)
@@ -314,13 +241,15 @@
I.SetIntensity(r,g,b)
icon = I
silicateIcon = I
+*/
+
/obj/structure/window/New(Loc,re=0)
..()
if(re) reinf = re
- src.ini_dir = src.dir
+ ini_dir = dir
if(reinf)
icon_state = "rwindow"
desc = "A reinforced window."
@@ -337,26 +266,21 @@
return
+
/obj/structure/window/Del()
density = 0
-
update_nearby_tiles()
-
playsound(src, "shatter", 70, 1)
-
update_nearby_icons()
-
..()
+
/obj/structure/window/Move()
update_nearby_tiles(need_rebuild=1)
-
..()
-
- src.dir = src.ini_dir
+ dir = ini_dir
update_nearby_tiles(need_rebuild=1)
- return
//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
@@ -390,7 +314,7 @@
//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
/obj/structure/window/proc/update_nearby_icons()
- src.update_icon()
+ update_icon()
for(var/direction in cardinal)
for(var/obj/structure/window/W in get_step(src,direction) )
W.update_icon()
@@ -402,21 +326,21 @@
//This spawn is here so windows get properly updated when one gets deleted.
spawn(2)
if(!src) return
- if (!is_fulltile())
+ if(!is_fulltile())
return
var/junction = 0 //will be used to determine from which side the window is connected to other windows
- if (src.anchored)
+ if(anchored)
for(var/obj/structure/window/W in orange(src,1))
- if (W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
- if (abs(src.x-W.x)-abs(src.y-W.y) ) //doesn't count windows, placed diagonally to src
+ if(W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
+ if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
- if (opacity)
- src.icon_state = "twindow[junction]"
+ if(opacity)
+ icon_state = "twindow[junction]"
else
- if (reinf)
- src.icon_state = "rwindow[junction]"
+ if(reinf)
+ icon_state = "rwindow[junction]"
else
- src.icon_state = "window[junction]"
+ icon_state = "window[junction]"
return
@@ -431,9 +355,9 @@
icon_state = "window"
/obj/structure/window/reinforced
- reinf = 1
- icon_state = "rwindow"
name = "reinforced window"
+ icon_state = "rwindow"
+ reinf = 1
/obj/structure/window/reinforced/tinted
name = "tinted window"
@@ -441,5 +365,5 @@
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
- icon_state = "fwindow"
- name = "frosted window"
\ No newline at end of file
+ name = "frosted window"
+ icon_state = "fwindow"
\ No newline at end of file
diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm
index 9aff161b935..d10a75ebfb5 100644
--- a/code/modules/mob/mob_helpers.dm
+++ b/code/modules/mob/mob_helpers.dm
@@ -35,6 +35,11 @@
return 1
return 0
+/proc/ismetroidadult(A)
+ if(istype(A, /mob/living/carbon/metroid/adult))
+ return 1
+ return 0
+
/proc/isrobot(A)
if(istype(A, /mob/living/silicon/robot))
return 1
diff --git a/code/modules/projectiles/guns/projectile/automatic.dm b/code/modules/projectiles/guns/projectile/automatic.dm
index 112b7d81f69..e99db66af2d 100644
--- a/code/modules/projectiles/guns/projectile/automatic.dm
+++ b/code/modules/projectiles/guns/projectile/automatic.dm
@@ -11,11 +11,11 @@
/obj/item/weapon/gun/projectile/automatic/mini_uzi
- name = "mini-uzi"
+ name = "Uzi"
desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
icon_state = "mini-uzi"
w_class = 3.0
- max_shells = 20
+ max_shells = 16
caliber = ".45"
origin_tech = "combat=5;materials=2;syndicate=8"
ammo_type = "/obj/item/ammo_casing/c45"
@@ -103,7 +103,7 @@
if(loc != user)
..()
return //let them pick it up
- if(!cover_open)
+ if(!cover_open || (cover_open && !mag_inserted))
..()
else if(cover_open && mag_inserted)
//drop the mag