Nuke Ops Rework Phase 2

This commit is contained in:
Fox-McCloud
2014-11-05 06:56:46 -05:00
parent 165639cd2c
commit dd200af4bf
45 changed files with 545 additions and 99 deletions
+1 -2
View File
@@ -49,8 +49,7 @@
icon_state = "night"
item_state = "glasses"
origin_tech = "magnets=2"
vision_flags = SEE_TURFS
darkness_view = 3
darkness_view = 8
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi'
+12 -1
View File
@@ -20,7 +20,12 @@
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status. Includes anti-flash filter."
icon_state = "advmedhud"
/obj/item/clothing/glasses/hud/health/night
name = "Night Vision Health Scanner HUD"
desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
icon_state = "healthhudnight"
item_state = "glasses"
darkness_view = 8
/obj/item/clothing/glasses/hud/health/process_hud(var/mob/M)
if(!M) return
@@ -57,6 +62,12 @@
vision_flags = SEE_MOBS
invisa_view = 2
/obj/item/clothing/glasses/hud/security/night
name = "Night Vision Security HUD"
desc = "An advanced heads-up display which provides id data and vision in complete darkness."
icon_state = "securityhudnight"
darkness_view = 8
/obj/item/clothing/glasses/hud/security/process_hud(var/mob/M)
if(!M) return
+3 -2
View File
@@ -1181,7 +1181,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
if(copytext(hud.icon_state,1,4) == "hud") //ugly, but icon comparison is worse, I believe
client.images.Remove(hud)
client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask/*, global_hud.nvg*/)
client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask,/* global_hud.nvg*/)
update_action_buttons()
@@ -1319,7 +1319,8 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
sight |= G.vision_flags
if(!druggy)
see_invisible = SEE_INVISIBLE_MINIMUM
if(istype(G,/obj/item/clothing/glasses/night))
see_invisible = SEE_INVISIBLE_MINIMUM
/* HUD shit goes here, as long as it doesn't modify sight flags */
// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
@@ -101,7 +101,6 @@
projectile_type = "/obj/item/projectile/bullet/stunslug"
m_amt = 2500
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary shell"
desc = "An incendiary shell"
@@ -109,6 +108,13 @@
projectile_type = "/obj/item/projectile/bullet/incendiary/shell"
m_amt = 12500
/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
name = "dragonsbreath shell"
desc = "A shotgun shell which fires a spread of incendiary pellets."
icon_state = "ishell2"
projectile_type = "/obj/item/projectile/bullet/incendiary/shell/dragonsbreath"
buck = 4
deviation = 0.9
/obj/item/ammo_casing/shotgun/dart
name = "shotgun dart"
@@ -144,4 +144,30 @@
/obj/item/ammo_box/magazine/m762/update_icon()
..()
icon_state = "[initial(icon_state)]-[round(ammo_count(),10)]"
icon_state = "[initial(icon_state)]-[round(ammo_count(),10)]"
//TG Bulldog Automatic Shotty
/obj/item/ammo_box/magazine/m12g
name = "shotgun magazine (12g taser slugs)"
icon_state = "m12gs"
origin_tech = "combat=3;syndicate=1"
ammo_type = "/obj/item/ammo_casing/shotgun/stunshell"
caliber = "shotgun"
max_ammo = 8
/obj/item/ammo_box/magazine/m12g/update_icon()
..()
icon_state = "[initial(icon_state)]-[Ceiling(ammo_count(0)/8)*8]"
/obj/item/ammo_box/magazine/m12g/buckshot
name = "shotgun magazine (12g buckshot)"
icon_state = "m12gb"
ammo_type = "/obj/item/ammo_casing/shotgun/buck"
/obj/item/ammo_box/magazine/m12g/dragon
name = "shotgun magazine (12g dragon's breath)"
icon_state = "m12gf"
ammo_type = "/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath"
+1 -1
View File
@@ -9,7 +9,7 @@
origin_tech = "combat=2;materials=2"
w_class = 3.0
m_amt = 1000
recoil = 1
// recoil = 1
var/mag_type = "/obj/item/ammo_box/magazine/m10mm" //Removes the need for max_ammo and caliber info
var/obj/item/ammo_box/magazine/magazine
// var/obj/item/ammo_casing/chambered = null // The round (not bullet) that is in the chamber.
@@ -114,6 +114,42 @@
..()
/obj/item/weapon/gun/projectile/automatic/bulldog
name = "\improper Bulldog shotgun"
desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors. Compatible only with specialized magazines."
icon_state = "bulldog"
item_state = "bulldog"
w_class = 3.0
origin_tech = "combat=5;materials=4;syndicate=6"
mag_type = "/obj/item/ammo_box/magazine/m12g"
fire_sound = 'sound/weapons/Gunshot.ogg'
/obj/item/weapon/gun/projectile/automatic/bulldog/New()
..()
update_icon()
return
/obj/item/weapon/gun/projectile/automatic/bulldog/proc/update_magazine()
if(magazine)
src.overlays = 0
overlays += "[magazine.icon_state]"
return
/obj/item/weapon/gun/projectile/automatic/bulldog/update_icon()
src.overlays = 0
update_magazine()
icon_state = "bulldog[chambered ? "" : "-e"]"
return
/obj/item/weapon/gun/projectile/automatic/bulldog/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
..()
if(!chambered && !get_ammo() && !alarmed)
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
update_icon()
alarmed = 1
return
/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
However, it looks like subsequent guns that use removable magazines don't take that into account and just get
@@ -8,12 +8,12 @@
embed = 1
sharp = 1
on_hit(var/atom/target, var/blocked = 0)
/* on_hit(var/atom/target, var/blocked = 0)
if (..(target, blocked))
var/mob/living/L = target
shake_camera(L, 3, 2)
return 1
return 0
return 0 */
/obj/item/projectile/bullet/weakbullet
damage = 5
+7 -8
View File
@@ -408,8 +408,8 @@ datum
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
M.adjustToxLoss(4)
M.adjustOxyLoss(4)
M.adjustToxLoss(3)
M.adjustOxyLoss(3)
M.sleeping += 1
..()
return
@@ -510,14 +510,14 @@ datum
description = "An effective hypnotic used to treat insomnia."
reagent_state = LIQUID
color = "#E895CC" // rgb: 232, 149, 204
oxyod = 100
toxod = 100
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
if(!data) data = 1
switch(data)
if(1 to 15)
if(1 to 12)
if(prob(5)) M.emote("yawn")
if(12 to 15)
M.eye_blurry = max(M.eye_blurry, 10)
if(15 to 25)
M.drowsyness = max(M.drowsyness, 20)
@@ -2077,8 +2077,8 @@ datum
M.status_flags &= ~FAKEDEATH
M.adjustOxyLoss(0.5*REM)
M.adjustToxLoss(0.5*REM)
M.Weaken(10)
M.silent = max(M.silent, 10)
M.Weaken(5)
M.silent = max(M.silent, 5)
M.tod = worldtime2text()
..()
return
@@ -2107,7 +2107,6 @@ datum
description = "A powerful hallucinogen. Not a thing to be messed with."
reagent_state = LIQUID
color = "#B31008" // rgb: 139, 166, 233
custom_metabolism = 0.05
addictiveness = 15
on_mob_life(var/mob/living/M)
@@ -54,6 +54,20 @@
return
/obj/item/weapon/reagent_containers/hypospray/combat
name = "combat stimulant injector"
desc = "A modified air-needle autoinjector, used by support operatives to quickly heal injuries in combat."
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(10)
icon_state = "combat_hypo"
volume = 60
/obj/item/weapon/reagent_containers/hypospray/combat/New()
..()
reagents.remove_reagent("tricordrazine", 30)
reagents.add_reagent("synaptizine", 30)
/obj/item/weapon/reagent_containers/hypospray/autoinjector
name = "emergency autoinjector"
desc = "A potent mix of pain killers and muscle stimulants."
@@ -155,6 +155,14 @@
..()
reagents.add_reagent("kelotane", 30)
/obj/item/weapon/reagent_containers/pill/dermaline
name = "Dermaline pill"
desc = "Used to treat severe burns."
icon_state = "pill12"
New()
..()
reagents.add_reagent("dermaline", 30)
/obj/item/weapon/reagent_containers/pill/tramadol
name = "Tramadol pill"
desc = "A simple painkiller."