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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 23:53:47 +01:00
Nuke Ops Rework Phase 2
This commit is contained in:
@@ -49,8 +49,7 @@
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icon_state = "night"
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item_state = "glasses"
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origin_tech = "magnets=2"
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vision_flags = SEE_TURFS
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darkness_view = 3
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darkness_view = 8
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species_fit = list("Vox")
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sprite_sheets = list(
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"Vox" = 'icons/mob/species/vox/eyes.dmi'
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@@ -20,7 +20,12 @@
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desc = "A heads-up display that scans the humans in view and provides accurate data about their health status. Includes anti-flash filter."
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icon_state = "advmedhud"
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/obj/item/clothing/glasses/hud/health/night
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name = "Night Vision Health Scanner HUD"
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desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
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icon_state = "healthhudnight"
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item_state = "glasses"
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darkness_view = 8
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/obj/item/clothing/glasses/hud/health/process_hud(var/mob/M)
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if(!M) return
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@@ -57,6 +62,12 @@
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vision_flags = SEE_MOBS
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invisa_view = 2
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/obj/item/clothing/glasses/hud/security/night
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name = "Night Vision Security HUD"
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desc = "An advanced heads-up display which provides id data and vision in complete darkness."
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icon_state = "securityhudnight"
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darkness_view = 8
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/obj/item/clothing/glasses/hud/security/process_hud(var/mob/M)
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if(!M) return
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@@ -1181,7 +1181,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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if(copytext(hud.icon_state,1,4) == "hud") //ugly, but icon comparison is worse, I believe
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client.images.Remove(hud)
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client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask/*, global_hud.nvg*/)
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client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask,/* global_hud.nvg*/)
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update_action_buttons()
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@@ -1319,7 +1319,8 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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sight |= G.vision_flags
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if(!druggy)
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see_invisible = SEE_INVISIBLE_MINIMUM
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if(istype(G,/obj/item/clothing/glasses/night))
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see_invisible = SEE_INVISIBLE_MINIMUM
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/* HUD shit goes here, as long as it doesn't modify sight flags */
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// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
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@@ -101,7 +101,6 @@
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projectile_type = "/obj/item/projectile/bullet/stunslug"
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m_amt = 2500
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/obj/item/ammo_casing/shotgun/incendiary
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name = "incendiary shell"
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desc = "An incendiary shell"
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@@ -109,6 +108,13 @@
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projectile_type = "/obj/item/projectile/bullet/incendiary/shell"
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m_amt = 12500
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/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
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name = "dragonsbreath shell"
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desc = "A shotgun shell which fires a spread of incendiary pellets."
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icon_state = "ishell2"
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projectile_type = "/obj/item/projectile/bullet/incendiary/shell/dragonsbreath"
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buck = 4
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deviation = 0.9
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/obj/item/ammo_casing/shotgun/dart
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name = "shotgun dart"
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@@ -144,4 +144,30 @@
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/obj/item/ammo_box/magazine/m762/update_icon()
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..()
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icon_state = "[initial(icon_state)]-[round(ammo_count(),10)]"
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icon_state = "[initial(icon_state)]-[round(ammo_count(),10)]"
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//TG Bulldog Automatic Shotty
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/obj/item/ammo_box/magazine/m12g
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name = "shotgun magazine (12g taser slugs)"
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icon_state = "m12gs"
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origin_tech = "combat=3;syndicate=1"
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ammo_type = "/obj/item/ammo_casing/shotgun/stunshell"
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caliber = "shotgun"
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max_ammo = 8
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/obj/item/ammo_box/magazine/m12g/update_icon()
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..()
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icon_state = "[initial(icon_state)]-[Ceiling(ammo_count(0)/8)*8]"
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/obj/item/ammo_box/magazine/m12g/buckshot
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name = "shotgun magazine (12g buckshot)"
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icon_state = "m12gb"
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ammo_type = "/obj/item/ammo_casing/shotgun/buck"
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/obj/item/ammo_box/magazine/m12g/dragon
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name = "shotgun magazine (12g dragon's breath)"
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icon_state = "m12gf"
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ammo_type = "/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath"
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@@ -9,7 +9,7 @@
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origin_tech = "combat=2;materials=2"
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w_class = 3.0
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m_amt = 1000
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recoil = 1
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// recoil = 1
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var/mag_type = "/obj/item/ammo_box/magazine/m10mm" //Removes the need for max_ammo and caliber info
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var/obj/item/ammo_box/magazine/magazine
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// var/obj/item/ammo_casing/chambered = null // The round (not bullet) that is in the chamber.
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@@ -114,6 +114,42 @@
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..()
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/obj/item/weapon/gun/projectile/automatic/bulldog
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name = "\improper Bulldog shotgun"
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desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors. Compatible only with specialized magazines."
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icon_state = "bulldog"
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item_state = "bulldog"
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w_class = 3.0
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origin_tech = "combat=5;materials=4;syndicate=6"
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mag_type = "/obj/item/ammo_box/magazine/m12g"
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fire_sound = 'sound/weapons/Gunshot.ogg'
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/obj/item/weapon/gun/projectile/automatic/bulldog/New()
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..()
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update_icon()
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return
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/obj/item/weapon/gun/projectile/automatic/bulldog/proc/update_magazine()
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if(magazine)
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src.overlays = 0
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overlays += "[magazine.icon_state]"
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return
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/obj/item/weapon/gun/projectile/automatic/bulldog/update_icon()
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src.overlays = 0
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update_magazine()
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icon_state = "bulldog[chambered ? "" : "-e"]"
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return
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/obj/item/weapon/gun/projectile/automatic/bulldog/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
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..()
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if(!chambered && !get_ammo() && !alarmed)
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playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
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update_icon()
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alarmed = 1
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return
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/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
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Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
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However, it looks like subsequent guns that use removable magazines don't take that into account and just get
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@@ -8,12 +8,12 @@
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embed = 1
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sharp = 1
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on_hit(var/atom/target, var/blocked = 0)
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/* on_hit(var/atom/target, var/blocked = 0)
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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return 1
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return 0
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return 0 */
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/obj/item/projectile/bullet/weakbullet
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damage = 5
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@@ -408,8 +408,8 @@ datum
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on_mob_life(var/mob/living/M as mob)
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if(!M) M = holder.my_atom
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M.adjustToxLoss(4)
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M.adjustOxyLoss(4)
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M.adjustToxLoss(3)
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M.adjustOxyLoss(3)
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M.sleeping += 1
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..()
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return
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@@ -510,14 +510,14 @@ datum
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description = "An effective hypnotic used to treat insomnia."
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reagent_state = LIQUID
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color = "#E895CC" // rgb: 232, 149, 204
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oxyod = 100
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toxod = 100
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on_mob_life(var/mob/living/M as mob)
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if(!M) M = holder.my_atom
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if(!data) data = 1
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switch(data)
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if(1 to 15)
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if(1 to 12)
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if(prob(5)) M.emote("yawn")
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if(12 to 15)
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M.eye_blurry = max(M.eye_blurry, 10)
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if(15 to 25)
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M.drowsyness = max(M.drowsyness, 20)
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@@ -2077,8 +2077,8 @@ datum
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M.status_flags &= ~FAKEDEATH
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M.adjustOxyLoss(0.5*REM)
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M.adjustToxLoss(0.5*REM)
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M.Weaken(10)
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M.silent = max(M.silent, 10)
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M.Weaken(5)
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M.silent = max(M.silent, 5)
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M.tod = worldtime2text()
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..()
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return
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@@ -2107,7 +2107,6 @@ datum
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description = "A powerful hallucinogen. Not a thing to be messed with."
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reagent_state = LIQUID
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color = "#B31008" // rgb: 139, 166, 233
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custom_metabolism = 0.05
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addictiveness = 15
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on_mob_life(var/mob/living/M)
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@@ -54,6 +54,20 @@
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return
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/obj/item/weapon/reagent_containers/hypospray/combat
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name = "combat stimulant injector"
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desc = "A modified air-needle autoinjector, used by support operatives to quickly heal injuries in combat."
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(10)
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icon_state = "combat_hypo"
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volume = 60
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/obj/item/weapon/reagent_containers/hypospray/combat/New()
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..()
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reagents.remove_reagent("tricordrazine", 30)
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reagents.add_reagent("synaptizine", 30)
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/obj/item/weapon/reagent_containers/hypospray/autoinjector
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name = "emergency autoinjector"
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desc = "A potent mix of pain killers and muscle stimulants."
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@@ -155,6 +155,14 @@
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..()
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reagents.add_reagent("kelotane", 30)
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/obj/item/weapon/reagent_containers/pill/dermaline
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name = "Dermaline pill"
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desc = "Used to treat severe burns."
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icon_state = "pill12"
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New()
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..()
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reagents.add_reagent("dermaline", 30)
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/obj/item/weapon/reagent_containers/pill/tramadol
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name = "Tramadol pill"
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desc = "A simple painkiller."
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