Merge pull request #2254 from Markolie/swordnborg

Syndicate borg update, add medical syndicate borg, energy sword refactor
This commit is contained in:
TheDZD
2015-10-02 15:49:57 -04:00
40 changed files with 565 additions and 519 deletions
+4 -4
View File
@@ -209,12 +209,12 @@
"ea" = (/turf/unsimulated/wall,/area/tdome/arena_source)
"eb" = (/obj/machinery/igniter,/turf/simulated/floor,/area/tdome/arena_source)
"ec" = (/turf/simulated/floor,/area/tdome/arena_source)
"ed" = (/obj/structure/rack,/obj/item/clothing/under/color/red,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/red,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/obj/item/weapon/melee/energy/sword/red,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
"ed" = (/obj/structure/rack,/obj/item/clothing/under/color/red,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/red,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/obj/item/weapon/melee/energy/sword/saber/red,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
"ee" = (/obj/machinery/door/poddoor{id_tag = "thunderdomegen"; name = "General Supply"},/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
"ef" = (/obj/machinery/door/poddoor{id_tag = "thunderdome"; name = "Thunderdome Blast Door"},/turf/unsimulated/floor{name = "plating"},/area/tdome/arena_source)
"eg" = (/turf/simulated/floor{icon_state = "red"; dir = 8},/area/tdome/arena_source)
"eh" = (/turf/simulated/floor{icon_state = "green"; dir = 4},/area/tdome/arena_source)
"ei" = (/obj/structure/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/obj/item/weapon/melee/energy/sword/green,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
"ei" = (/obj/structure/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/obj/item/weapon/melee/energy/sword/saber/green,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
"ej" = (/turf/simulated/floor/bluegrid,/area/tdome/arena_source)
"ek" = (/obj/machinery/flasher{id = "tdomeflash"; name = "Thunderdome Flash"},/turf/simulated/floor/bluegrid,/area/tdome/arena_source)
"el" = (/obj/machinery/door/poddoor{id_tag = "thunderdomehea"; name = "Heavy Supply"},/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
@@ -872,14 +872,14 @@
"qN" = (/obj/structure/table,/obj/item/weapon/weldingtool/largetank,/obj/item/device/multitool,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"qO" = (/turf/unsimulated/wall/fakeglass{dir = 8; icon_state = "fakewindows3"; tag = "icon-fakewindows (WEST)"},/area/syndicate_mothership)
"qP" = (/obj/structure/stool{pixel_y = 8},/turf/unsimulated/floor{tag = "icon-dark"; icon_state = "dark"},/area/syndicate_mothership)
"qQ" = (/obj/structure/rack,/obj/item/clothing/under/color/red,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/red,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/obj/item/weapon/melee/energy/sword/red,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"qQ" = (/obj/structure/rack,/obj/item/clothing/under/color/red,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/red,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/obj/item/weapon/melee/energy/sword/saber/red,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"qR" = (/obj/machinery/door/poddoor{id_tag = "thunderdomegen"; name = "General Supply"},/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"qS" = (/obj/effect/landmark{name = "tdome2"},/turf/unsimulated/floor{name = "plating"},/area/tdome/tdome2)
"qT" = (/obj/machinery/door/poddoor{id_tag = "thunderdome"; name = "Thunderdome Blast Door"},/turf/unsimulated/floor{name = "plating"},/area/tdome/arena)
"qU" = (/turf/simulated/floor{icon_state = "red"; dir = 8},/area/tdome/arena)
"qV" = (/turf/simulated/floor{icon_state = "green"; dir = 4},/area/tdome/arena)
"qW" = (/obj/effect/landmark{name = "tdome1"},/turf/unsimulated/floor{name = "plating"},/area/tdome/tdome1)
"qX" = (/obj/structure/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/obj/item/weapon/melee/energy/sword/green,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"qX" = (/obj/structure/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/baton/loaded,/obj/item/weapon/melee/energy/sword/saber/green,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"qY" = (/turf/unsimulated/wall/fakeglass{color = "#008000"; dir = 1; icon_state = "fakewindows"},/area/wizard_station)
"qZ" = (/obj/structure/cult/tome,/turf/unsimulated/floor{tag = "icon-cult"; icon_state = "cult"},/area/wizard_station)
"ra" = (/obj/structure/closet/crate{icon_state = "crateopen"; opened = 1},/obj/item/clothing/suit/wizrobe/red,/obj/item/clothing/head/wizard/red,/obj/item/weapon/twohanded/staff,/obj/item/clothing/shoes/sandal,/turf/unsimulated/floor{tag = "icon-cult"; icon_state = "cult"},/area/wizard_station)
File diff suppressed because one or more lines are too long
+10 -9
View File
@@ -477,13 +477,13 @@
"ji" = (/obj/machinery/computer/station_alert,/turf/simulated/shuttle/floor4/vox,/area/shuttle/vox/station)
"jj" = (/obj/machinery/computer/shuttle_control/multi/vox,/turf/simulated/shuttle/floor{icon_state = "floor4"; oxygen = 0},/area/shuttle/vox/station)
"jk" = (/obj/structure/table,/obj/machinery/door_control{id = "voxshutters"; name = "remote shutter control"; req_access_txt = "152"},/turf/simulated/shuttle/floor{icon_state = "floor4"; oxygen = 0},/area/shuttle/vox/station)
"jl" = (/obj/structure/rack,/obj/item/clothing/under/color/red,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/red,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/energy/sword/red,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
"jl" = (/obj/structure/rack,/obj/item/clothing/under/color/red,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/red,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/energy/sword/saber/red,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
"jm" = (/obj/machinery/door/poddoor{id_tag = "thunderdomegen"; name = "General Supply"},/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
"jn" = (/obj/machinery/door/poddoor{id_tag = "thunderdome"; name = "Thunderdome Blast Door"},/turf/unsimulated/floor{name = "plating"},/area/tdome/arena_source)
"jo" = (/turf/simulated/floor{icon_state = "red"; dir = 8},/area/tdome/arena_source)
"jp" = (/turf/simulated/floor,/area/tdome/arena_source)
"jq" = (/turf/simulated/floor{icon_state = "green"; dir = 4},/area/tdome/arena_source)
"jr" = (/obj/structure/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/energy/sword/green,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
"jr" = (/obj/structure/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/energy/sword/saber/green,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena_source)
"js" = (/obj/effect/step_trigger/thrower{affect_ghosts = 1; direction = 2; name = "thrower_throwdown"; tiles = 0},/turf/space/transit/north/shuttlespace_ns7,/area/space)
"jt" = (/obj/effect/step_trigger/thrower{affect_ghosts = 1; direction = 8; name = "thrower_escapeshuttletop(left)"; tiles = 0},/turf/space/transit/north/shuttlespace_ns11,/area/space)
"ju" = (/obj/effect/step_trigger/thrower{affect_ghosts = 1; direction = 8; name = "thrower_escapeshuttletop(left)"; tiles = 0},/turf/space/transit/north/shuttlespace_ns6,/area/space)
@@ -903,9 +903,9 @@
"rs" = (/obj/machinery/access_button{command = "cycle_interior"; frequency = 1331; master_tag = "synd_airlock"; name = "interior access button"; pixel_x = 25; pixel_y = 25; req_access_txt = "0"},/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"rt" = (/obj/effect/landmark{name = "Nuclear-Bomb"},/obj/machinery/light/spot,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"ru" = (/obj/machinery/telecomms/allinone{intercept = 1},/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"rv" = (/obj/structure/table,/obj/item/weapon/storage/firstaid/regular,/obj/item/robot_parts/r_arm,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"rv" = (/obj/machinery/optable,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"rw" = (/obj/structure/closet/crate/internals,/obj/item/weapon/tank/oxygen/red,/obj/item/clothing/mask/gas,/obj/item/weapon/tank/oxygen/red,/obj/item/clothing/mask/gas,/obj/item/weapon/tank/oxygen/red,/obj/item/clothing/mask/gas,/obj/item/weapon/tank/oxygen/red,/obj/item/clothing/mask/gas,/obj/item/weapon/tank/oxygen/red,/obj/item/clothing/mask/gas,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"rx" = (/obj/structure/closet/crate/medical,/obj/item/weapon/surgicaldrill,/obj/item/weapon/scalpel,/obj/item/weapon/reagent_containers/glass/bottle/morphine,/obj/item/weapon/storage/box/beakers,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"rx" = (/obj/structure/table,/obj/item/weapon/bonegel,/obj/item/weapon/bonesetter,/obj/item/weapon/hemostat,/obj/item/weapon/cautery,/obj/item/weapon/surgicaldrill,/obj/item/weapon/circular_saw,/obj/item/weapon/scalpel,/obj/item/weapon/retractor,/obj/item/weapon/FixOVein,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"ry" = (/obj/structure/shuttle/engine/heater,/obj/structure/window/reinforced{dir = 1},/turf/simulated/floor/plating/airless,/area/syndicate_station/start)
"rz" = (/obj/machinery/teleport/station,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"rA" = (/obj/machinery/teleport/hub/upgraded,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
@@ -1628,7 +1628,7 @@
"Fp" = (/obj/machinery/computer/med_data,/turf/unsimulated/floor{dir = 4; icon_state = "carpetside"},/area/admin)
"Fq" = (/obj/structure/rack,/obj/item/weapon/shield/energy,/obj/item/weapon/shield/energy{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"Fr" = (/obj/structure/rack,/obj/item/weapon/katana{pixel_x = 3; pixel_y = -3},/obj/item/weapon/katana,/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"Fs" = (/obj/structure/rack,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/melee/energy/sword{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"Fs" = (/obj/structure/rack,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/melee/energy/sword/saber{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"Ft" = (/obj/structure/rack,/obj/machinery/recharger/wallcharger{pixel_x = 30},/obj/item/weapon/gun/energy/xray,/obj/item/weapon/gun/energy/xray{pixel_x = 3; pixel_y = -3},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"Fu" = (/obj/structure/table,/obj/random/toolbox,/obj/random/bomb_supply,/obj/machinery/syndicatebomb/badmin/clown,/turf/unsimulated/floor{tag = "icon-dark"; icon_state = "dark"},/area/admin)
"Fv" = (/turf/unsimulated/floor{tag = "icon-dark"; icon_state = "dark"},/area/admin)
@@ -1774,14 +1774,14 @@
"If" = (/turf/unsimulated/wall/fakeglass{tag = "icon-fakewindows (EAST)"; icon_state = "fakewindows"; dir = 4},/area/tdome)
"Ig" = (/obj/structure/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/weapon/grenade/smokebomb,/obj/item/weapon/legcuffs/beartrap,/obj/item/weapon/sleeping_carp_scroll,/obj/item/weapon/twohanded/bostaff,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"Ih" = (/obj/machinery/door/poddoor{id_tag = "thunderdomeaxe"; name = "Axe Supply"},/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"Ii" = (/obj/structure/rack,/obj/item/clothing/under/color/red,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/red,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/energy/sword/red,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"Ii" = (/obj/structure/rack,/obj/item/clothing/under/color/red,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/red,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/energy/sword/saber/red,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"Ij" = (/obj/machinery/door/poddoor{id_tag = "thunderdomegen"; name = "General Supply"},/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"Ik" = (/turf/unsimulated/floor{name = "plating"},/area/tdome/tdome2)
"Il" = (/obj/machinery/door/poddoor{id_tag = "thunderdome"; name = "Thunderdome Blast Door"},/turf/unsimulated/floor{name = "plating"},/area/tdome/arena)
"Im" = (/turf/simulated/floor{icon_state = "red"; dir = 8},/area/tdome/arena)
"In" = (/turf/simulated/floor{icon_state = "green"; dir = 4},/area/tdome/arena)
"Io" = (/turf/unsimulated/floor{name = "plating"},/area/tdome/tdome1)
"Ip" = (/obj/structure/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/energy/sword/green,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"Ip" = (/obj/structure/rack,/obj/item/clothing/under/color/green,/obj/item/clothing/shoes/brown,/obj/item/clothing/suit/armor/tdome/green,/obj/item/clothing/head/helmet/thunderdome,/obj/item/weapon/melee/energy/sword/saber/green,/turf/unsimulated/floor{icon_state = "dark"},/area/tdome/arena)
"Iq" = (/obj/machinery/door/airlock/hatch{name = "Teleporter Access"; req_access_txt = "0"},/obj/machinery/door/poddoor{density = 0; icon_state = "pdoor0"; id_tag = "ADMINLOCKDOWN"; name = "Security Doors"; opacity = 0},/turf/unsimulated/floor{tag = "icon-floor"; icon_state = "floor"},/area/admin)
"Ir" = (/obj/effect/landmark{name = "tdome2"},/turf/unsimulated/floor{name = "plating"},/area/tdome/tdome2)
"Is" = (/obj/effect/landmark{name = "tdome1"},/turf/unsimulated/floor{name = "plating"},/area/tdome/tdome1)
@@ -1818,6 +1818,7 @@
"IX" = (/obj/machinery/embedded_controller/radio/airlock/airlock_controller{frequency = 1331; id_tag = "synd_airlock"; pixel_x = 25; req_access_txt = "150"; tag_airpump = "synd_pump"; tag_chamber_sensor = "synd_sensor"; tag_exterior_door = "synd_outer"; tag_interior_door = "synd_inner"},/obj/machinery/airlock_sensor{frequency = 1331; id_tag = "synd_sensor"; pixel_x = 25; pixel_y = 12; req_access_txt = "150"},/obj/machinery/light{dir = 4},/obj/machinery/atmospherics/pipe/manifold/hidden{dir = 4},/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"IY" = (/obj/machinery/atmospherics/unary/vent_pump/high_volume{dir = 1; frequency = 1331; id_tag = "synd_pump"},/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"IZ" = (/obj/structure/rack,/obj/item/clothing/suit/space/syndicate/black/red,/obj/item/clothing/head/helmet/space/syndicate/black/red,/obj/machinery/atmospherics/unary/vent_pump/high_volume{dir = 1; frequency = 1331; id_tag = "synd_pump"},/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"Ja" = (/obj/structure/closet/crate/medical,/obj/item/weapon/reagent_containers/glass/bottle/morphine,/obj/item/weapon/storage/box/beakers,/obj/item/robot_parts/l_arm,/obj/item/robot_parts/r_arm,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
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aLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaLaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaMbfaXaXbdbfaXbdbfaXbdbfaXbdbfaXbdbfbfaXaXbdbfaXbdbfaXbdbfaXbdbfaXbdbfaXaXaMaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNnjnyouqNqNqOqPqQouqRowowouqSqTqUqVqWouqsnznynyoGqXqMqMqMqMqMqYnjaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
aNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaMbcaTaTbgbcaTbgbcaTbgbcaTbgbcaTbgbcbcaTaTbgbcaTbgbcaTbgbcaTbgbcaTbgbcaTaTaMaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNnjnyouowowowpLowqZowowowraowpLowpLrbouqsnYrcrdpknjrerererererfnjaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaNaN
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+1 -1
View File
@@ -612,7 +612,7 @@ client
M << "Control of your mob has been offered to dead players."
log_admin("[key_name(usr)] has offered control of ([key_name(M)]) to ghosts.")
message_admins("[key_name_admin(usr)] has offered control of ([key_name_admin(M)]) to ghosts")
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as [M.real_name]?", "Player Control", null, FALSE, 100)
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as [M.real_name]?", poll_time = 100)
var/mob/dead/observer/theghost = null
if(candidates.len)
+9 -1
View File
@@ -307,7 +307,7 @@ var/list/uplink_items = list()
name = "Energy Sword"
desc = "The energy sword is an edged weapon with a blade of pure energy. The sword is small enough to be pocketed when inactive. Activating it produces a loud, distinctive noise."
reference = "ES"
item = /obj/item/weapon/melee/energy/sword
item = /obj/item/weapon/melee/energy/sword/saber
cost = 8
/datum/uplink_item/dangerous/chainsaw
@@ -511,6 +511,14 @@ var/list/uplink_items = list()
item = /obj/item/weapon/soap/syndie
cost = 1
surplus = 50
/datum/uplink_item/stealthy_weapons/dart_pistol
name = "Dart Pistol"
desc = "A miniaturized version of a normal syringe gun. It is very quiet when fired and can fit into any space a small item can."
reference = "DART"
item = /obj/item/weapon/gun/syringe/syndicate
cost = 4
surplus = 50
/datum/uplink_item/stealthy_weapons/detomatix
name = "Detomatix PDA Cartridge"
+33 -41
View File
@@ -12,59 +12,55 @@
/obj/item/weapon/antag_spawner/borg_tele
name = "Syndicate Cyborg Teleporter"
name = "syndicate cyborg teleporter"
desc = "A single-use teleporter used to deploy a Syndicate Cyborg on the field."
icon = 'icons/obj/device.dmi'
icon_state = "locator"
var/TC_cost = 0
var/checking = 0
var/TC_cost = 0
var/borg_to_spawn
var/list/possible_types = list("Assault", "Medical")
/obj/item/weapon/antag_spawner/borg_tele/attack_self(mob/user as mob)
if(used)
user << "The teleporter is out of power."
user << "<span class='warning'>[src] is out of power!</span>"
return
if(!checking)
checking = 1
user << "<span class='notice'>The device is now checking for possible candidates.</span>"
get_candidate_answer(user, get_candidates(BE_OPERATIVE))
else
user << "<span class='notice'>The device is already checking for possible candidates.</span>"
if(!(user.mind in ticker.mode.syndicates))
user << "<span class='danger'>AUTHENTICATION FAILURE. ACCESS DENIED.</span>"
return 0
if(checking)
user << "<span class='warning'>[src] is already checking for possible borgs.</span>"
return
borg_to_spawn = input("What type of borg would you like to teleport?", "Cyborg Type", type) as null|anything in possible_types
if(!borg_to_spawn || checking || used)
return
/obj/item/weapon/antag_spawner/borg_tele/proc/get_candidate_answer(mob/user as mob, var/list/possiblecandidates = list())
var/time_passed = world.time
if(possiblecandidates.len <= 0)
checking = 1
user << "<span class='notice'>The device is now checking for possible borgs.</span>"
var/list/mob/dead/observer/borg_candidates = pollCandidates("Do you want to play as a Syndicate [borg_to_spawn] borg?", "operative", 1, BE_OPERATIVE, 300)
if(borg_candidates.len > 0 && !used)
checking = 0
user << "<span class='notice'>Unable to connect to Syndicate Command. Please wait and try again later or use the teleporter on your uplink to get your points refunded.</span>"
return
used = 1
var/mob/M = pick(borg_candidates)
var/client/C = M.client
spawn_antag(C, get_turf(src.loc), "syndieborg")
else
var/possibleborg = pick(possiblecandidates)
spawn(0)
var/input = alert(possibleborg,"Do you want to spawn in as a cyborg for the Syndicate operatives?","Please answer in thirty seconds!","Yes","No")
if(input == "Yes" && used == 0)
if((world.time-time_passed)>300)
return
possiblecandidates -= possibleborg
used = 1
checking = 0
spawn_antag(possibleborg, get_turf(src.loc), "syndieborg")
else
possiblecandidates -= possibleborg
get_candidate_answer(user, possiblecandidates)
return
sleep(300)
if(checking)
possiblecandidates -= possibleborg
get_candidate_answer(user, possiblecandidates)
return
checking = 0
user << "<span class='notice'>Unable to connect to Syndicate command. Please wait and try again later or use the teleporter on your uplink to get your points refunded.</span>"
return
/obj/item/weapon/antag_spawner/borg_tele/spawn_antag(var/client/C, var/turf/T, var/type = "")
if(!borg_to_spawn) //If there's no type at all, let it still be used but don't do anything
used = 0
return
var/datum/effect/effect/system/spark_spread/S = new /datum/effect/effect/system/spark_spread
S.set_up(4, 1, src)
S.start()
var/mob/living/silicon/robot/R = new /mob/living/silicon/robot/syndicate(T)
var/mob/living/silicon/robot/R
switch(borg_to_spawn)
if("Medical")
R = new /mob/living/silicon/robot/syndicate/medical(T)
else
R = new /mob/living/silicon/robot/syndicate(T) //Assault borg by default
R.key = C.key
ticker.mode.syndicates += R.mind
ticker.mode.update_synd_icons_added(R.mind)
@@ -77,8 +73,6 @@
icon = 'icons/obj/wizard.dmi'
icon_state = "vial"
/obj/item/weapon/antag_spawner/slaughter_demon/attack_self(mob/user as mob)
var/list/demon_candidates = get_candidates(BE_ALIEN)
if(user.z == ZLEVEL_CENTCOMM)//this is to make sure the wizard does NOT summon a demon from the Den..
@@ -95,9 +89,7 @@
else
user << "<span class='notice'>You can't seem to work up the nerve to shatter the bottle. Perhaps you should try again later.</span>"
/obj/item/weapon/antag_spawner/slaughter_demon/spawn_antag(var/client/C, var/turf/T, var/type = "", mob/user as mob)
var /obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter(T)
var/mob/living/simple_animal/slaughter/S = new /mob/living/simple_animal/slaughter/(holder)
S.vialspawned = TRUE
+20 -11
View File
@@ -360,6 +360,9 @@
var/mob/living/carbon/nearest_op = null
/obj/item/weapon/pinpointer/operative/attack_self()
if(!usr.mind || !(usr.mind in ticker.mode.syndicates))
usr << "<span class='danger'>AUTHENTICATION FAILURE. ACCESS DENIED.</span>"
return 0
if(!active)
active = 1
workop()
@@ -370,27 +373,33 @@
usr << "<span class='notice'>You deactivate the pinpointer.</span>"
/obj/item/weapon/pinpointer/operative/proc/scan_for_ops()
if(!nearest_op)
if(active)
nearest_op = null //Resets nearest_op every time it scans
var/closest_distance = 1000
for(var/mob/living/carbon/M in mob_list)
if(M.mind in ticker.mode.syndicates)
nearest_op = M
if(M.mind && (M.mind in ticker.mode.syndicates))
if(get_dist(M, get_turf(src)) < closest_distance) //Actually points toward the nearest op, instead of a random one like it used to
nearest_op = M
if(!nearest_op) // There are simply no operatives left to point to
active = 0
icon_state = "pinoff"
/obj/item/weapon/pinpointer/operative/proc/workop()
scan_for_ops()
point_at(nearest_op, 0)
if(active && nearest_op)
if(active)
scan_for_ops()
point_at(nearest_op, 0)
spawn(5)
.()
else
return 0
/obj/item/weapon/pinpointer/operative/examine(mob/user)
..(user)
if(nearest_op != null)
user << "Nearest operative: <b>[nearest_op]</b>."
if(nearest_op == null && active)
user << "No operatives detected within scanning range."
..()
if(active)
if(nearest_op)
user << "Nearest operative detected is <i>[nearest_op.real_name].</i>"
else
user << "No operatives detected within scanning range."
/obj/item/weapon/pinpointer/operative/proc/point_at(atom/target, spawnself = 1)
if(!active)
+1 -1
View File
@@ -142,7 +142,7 @@ datum/hSB
continue
if(istype(O, /obj/item/weapon/dummy))
continue
if(istype(O, /obj/item/weapon/melee/energy/sword))
if(istype(O, /obj/item/weapon/melee/energy/sword/saber))
continue
if(istype(O, /obj/structure))
continue
+2 -2
View File
@@ -57,8 +57,8 @@
if(M.lit)
light("<span class='notice'>[user] lights the [name] with their [W].</span>")
else if(istype(W, /obj/item/weapon/melee/energy/sword))
var/obj/item/weapon/melee/energy/sword/S = W
else if(istype(W, /obj/item/weapon/melee/energy/sword/saber))
var/obj/item/weapon/melee/energy/sword/saber/S = W
if(S.active)
light("<span class='warning'>[user] swings their [W], barely missing their nose. They light the [name] in the process.</span>")
@@ -1,18 +1,22 @@
//This file contains xenoborg specic weapons.
/obj/item/weapon/melee/energy/alien/claws
color
name = "energy claws"
desc = "Zap zap Wap Wap."
desc = "A set of alien energy claws."
icon = 'icons/mob/alien.dmi'
icon_state = "borg-laser-claws"
force = 15.0
throwforce = 5.0
icon_state_on = "borg-laser-claws"
force = 15
force_on = 15
throwforce = 5
throwforce_on = 5
throw_speed = 1
throw_range = 5
w_class = 2.0
w_class = 2
w_class_on = 2
flags = NOSHIELD
attack_verb = list("attacked", "slashed", "gored", "sliced", "torn", "ripped", "butchered", "cut")
attack_verb_on = list()
//Bottles for borg liquid squirters. PSSH PSSH
/obj/item/weapon/reagent_containers/spray/alien
+2 -2
View File
@@ -62,8 +62,8 @@ LIGHTERS ARE IN LIGHTERS.DM
if(M.lit)
light("<span class='notice'>[user] lights their [name] with their [W].</span>")
else if(istype(W, /obj/item/weapon/melee/energy/sword))
var/obj/item/weapon/melee/energy/sword/S = W
else if(istype(W, /obj/item/weapon/melee/energy/sword/saber))
var/obj/item/weapon/melee/energy/sword/saber/S = W
if(S.active)
light("<span class='warning'>[user] swings their [W], barely missing their nose. They light their [name] in the process.</span>")
+156 -22
View File
@@ -1,55 +1,101 @@
/obj/item/weapon/melee/energy
var/active = 0
var/force_on = 30 //force when active
var/throwforce_on = 20
w_class = 2
var/w_class_on = 4
var/icon_state_on = "axe1"
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave
hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
/obj/item/weapon/melee/energy/suicide_act(mob/user)
viewers(user) << pick("<span class='suicide'>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</span>", \
"<span class='suicide'>[user] is falling on the [src.name]! It looks like \he's trying to commit suicide.</span>")
user.visible_message(pick("<span class='suicide'>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</span>", \
"<span class='suicide'>[user] is falling on the [src.name]! It looks like \he's trying to commit suicide.</span>"))
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/melee/energy/attack_self(mob/living/carbon/user)
if(user.disabilities & CLUMSY && prob(50))
user << "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>"
user.take_organ_damage(5,5)
active = !active
if (active)
force = force_on
throwforce = throwforce_on
hitsound = 'sound/weapons/blade1.ogg'
if(attack_verb_on.len)
attack_verb = attack_verb_on
if(!_color)
icon_state = icon_state_on
else
icon_state = "sword[_color]"
w_class = w_class_on
playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
user << "<span class='notice'>[src] is now active.</span>"
else
force = initial(force)
throwforce = initial(throwforce)
hitsound = initial(hitsound)
if(attack_verb_on.len)
attack_verb = list()
icon_state = initial(icon_state)
w_class = initial(w_class)
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
user << "<span class='notice'>[src] can now be concealed.</span>"
add_fingerprint(user)
return
/obj/item/weapon/melee/energy/axe
name = "energy axe"
desc = "An energised battle axe."
icon_state = "axe0"
force = 40.0
throwforce = 25.0
throw_speed = 1
force = 40
force_on = 150
throwforce = 25
throwforce_on = 30
throw_speed = 3
throw_range = 5
w_class = 3.0
w_class = 3
w_class_on = 5
hitsound = "swing_hit"
flags = CONDUCT | NOSHIELD
origin_tech = "combat=3"
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
sharp = 1
edge = 1
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
viewers(user) << "<span class='suicide'>[user] swings the [src.name] towards /his head! It looks like \he's trying to commit suicide.</span>"
return (BRUTELOSS|FIRELOSS)
user.visible_message("<span class='suicide'>[user] swings the [src.name] towards /his head! It looks like \he's trying to commit suicide.</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/melee/energy/sword
var/hacked = 0
var/blade_color
color
name = "energy sword"
desc = "May the force be within you."
icon_state = "sword0"
force = 3.0
throwforce = 5.0
throw_speed = 1
force = 3
throwforce = 5
throw_speed = 3
throw_range = 5
w_class = 2.0
hitsound = "swing_hit"
flags = NOSHIELD
origin_tech = "magnets=3;syndicate=4"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp = 1
edge = 1
var/hacked = 0
var/blade_color
/obj/item/weapon/melee/energy/sword/New()
if(_color == null)
_color = pick("red", "blue", "green", "purple")
/obj/item/weapon/melee/energy/sword/IsShield()
if(active)
return 1
return 0
/obj/item/weapon/melee/energy/sword/cyborg
var/hitcost = 250
var/hitcost = 50
/obj/item/weapon/melee/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
if(R.cell)
@@ -58,26 +104,114 @@
attack_self()
R << "<span class='notice'>It's out of charge!</span>"
return
//C.use(hitcost)
..()
return
/obj/item/weapon/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
force_on = 30
force = 18 //About as much as a spear
sharp = 1
edge = 1
hitsound = 'sound/weapons/circsawhit.ogg'
origin_tech = "materials=3;biotech=3;syndicate=3"
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
icon_state_on = "esaw_1"
hitcost = 75 //Costs more than a standard cyborg esword
_color = null
w_class = 3
/obj/item/weapon/melee/energy/sword/cyborg/saw/New()
..()
_color = null
/obj/item/weapon/melee/energy/sword/cyborg/saw/IsShield()
return 0
/obj/item/weapon/melee/energy/sword/saber
/obj/item/weapon/melee/energy/sword/saber/blue
_color = "blue"
/obj/item/weapon/melee/energy/sword/saber/purple
_color = "purple"
/obj/item/weapon/melee/energy/sword/saber/green
_color = "green"
/obj/item/weapon/melee/energy/sword/saber/red
_color = "red"
/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
..()
if(istype(W, /obj/item/weapon/melee/energy/sword/saber))
if(W == src)
user << "<span class='notice'>You try to attach the end of the energy sword to... itself. You're not very smart, are you?</span>"
if(ishuman(user))
user.adjustBrainLoss(10)
else
user << "<span class='notice'>You attach the ends of the two energy swords, making a single double-bladed weapon! You're cool.</span>"
var/obj/item/weapon/twohanded/dualsaber/newSaber = new /obj/item/weapon/twohanded/dualsaber(user.loc)
if(src.hacked) // That's right, we'll only check the "original" esword.
newSaber.hacked = 1
newSaber._color = "rainbow"
user.unEquip(W)
user.unEquip(src)
qdel(W)
qdel(src)
user.put_in_hands(newSaber)
else if(istype(W, /obj/item/device/multitool))
if(hacked == 0)
hacked = 1
_color = "rainbow"
user << "<span class='warning'>RNBW_ENGAGE</span>"
if(active)
icon_state = "swordrainbow"
// Updating overlays, copied from welder code.
// I tried calling attack_self twice, which looked cool, except it somehow didn't update the overlays!!
if(user.r_hand == src)
user.update_inv_r_hand(0)
else if(user.l_hand == src)
user.update_inv_l_hand(0)
else
user << "<span class='warning'>It's already fabulous!</span>"
/obj/item/weapon/melee/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "cutlass0"
icon_state_on = "cutlass1"
/obj/item/weapon/melee/energy/sword/pirate/New()
return
/obj/item/weapon/melee/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 30.0 //Normal attacks deal esword damage
force = 30
sharp = 1
edge = 1
throwforce = 1//Throwing or dropping the item deletes it.
throw_speed = 1
throw_speed = 3
throw_range = 1
w_class = 4.0//So you can't hide it in your pocket or some such.
w_class = 4//So you can't hide it in your pocket or some such.
flags = NOSHIELD
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/datum/effect/effect/system/spark_spread/spark_system
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/weapon/melee/energy/blade/New()
spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/weapon/melee/energy/blade/dropped()
qdel(src)
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
return
@@ -44,7 +44,7 @@
return
if("murder")
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/clothing/shoes/syndigaloshes(src)
@@ -79,8 +79,8 @@
return
if("darklord")
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/weapon/dnainjector/telemut/darkbundle(src)
new /obj/item/clothing/head/chaplain_hood(src)
new /obj/item/clothing/suit/chaplain_hoodie(src)
@@ -3,8 +3,6 @@
* Banhammer
* Sword
* Classic Baton
* Energy Blade
* Energy Axe
* Energy Shield
*/
@@ -15,84 +13,6 @@
M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>"
user << "<font color='red'> You have <b>BANNED</b> [M]</font>"
/*
* Sword
*/
/obj/item/weapon/melee/energy/sword/IsShield()
if(active)
return 1
return 0
/obj/item/weapon/melee/energy/sword/New()
blade_color = pick("red","blue","green","purple")
/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You accidentally cut yourself with [src]."
user.take_organ_damage(5,5)
active = !active
if (active)
force = 30
throwforce = 20
if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
icon_state = "cutlass1"
else
icon_state = "sword[blade_color]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 35, 1)
hitsound = 'sound/weapons/blade1.ogg'
user << "\blue [src] is now active."
else
force = 3
throwforce = 5.0
if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
icon_state = "cutlass0"
else
icon_state = "sword0"
w_class = 2
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1)
hitsound = "swing_hit"
user << "\blue [src] can now be concealed."
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
/obj/item/weapon/melee/energy/sword/attackby(obj/item/weapon/W, mob/living/user, params)
..()
if(istype(W, /obj/item/weapon/melee/energy/sword))
if(W == src)
user << "<span class='notice'>You try to attach the end of the energy sword to... itself. You're not very smart, are you?</span>"
if(ishuman(user))
user.adjustBrainLoss(10)
else
user << "<span class='notice'>You attach the ends of the two energy swords, making a single double-bladed weapon! You're cool.</span>"
var/obj/item/weapon/twohanded/dualsaber/newSaber = new /obj/item/weapon/twohanded/dualsaber(user.loc)
if(src.hacked) // That's right, we'll only check the "original" esword.
newSaber.hacked = 1
newSaber.blade_color = "rainbow"
qdel(W)
qdel(src)
else if(istype(W, /obj/item/device/multitool))
if(hacked == 0)
hacked = 1
blade_color = "rainbow"
user << "<span class='warning'>RNBW_ENGAGE</span>"
if(active)
icon_state = "swordrainbow"
// Updating overlays, copied from welder code.
// I tried calling attack_self twice, which looked cool, except it somehow didn't update the overlays!!
if(user.r_hand == src)
user.update_inv_r_hand(0)
else if(user.l_hand == src)
user.update_inv_l_hand(0)
else
user << "<span class='warning'>It's already fabulous!</span>"
/*
* Classic Baton
*/
@@ -180,51 +100,3 @@
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
add_fingerprint(user)
/*
*Energy Blade
*/
//Most of the other special functions are handled in their own files.
/obj/item/weapon/melee/energy/sword/green
New()
blade_color = "green"
/obj/item/weapon/melee/energy/sword/red
New()
blade_color = "red"
/obj/item/weapon/melee/energy/blade/New()
spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
return
/obj/item/weapon/melee/energy/blade/dropped()
qdel(src)
return
/obj/item/weapon/melee/energy/blade/proc/toss()
qdel(src)
return
/*
* Energy Axe
*/
/obj/item/weapon/melee/energy/axe/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue The axe is now energised."
src.force = 150
src.icon_state = "axe1"
src.w_class = 5
hitsound = 'sound/weapons/blade1.ogg'
else
user << "\blue The axe can now be concealed."
src.force = 40
src.icon_state = "axe0"
src.w_class = 5
hitsound = "swing_hit"
src.add_fingerprint(user)
return
+68 -114
View File
@@ -24,88 +24,77 @@
var/wieldsound = null
var/unwieldsound = null
/obj/item/weapon/twohanded/proc/unwield()
/obj/item/weapon/twohanded/proc/unwield(mob/living/carbon/user)
if(!wielded || !user) return
wielded = 0
force = force_unwielded
name = "[initial(name)]"
var/sf = findtext(name," (Wielded)")
if(sf)
name = copytext(name,1,sf)
else //something wrong
name = "[initial(name)]"
update_icon()
/obj/item/weapon/twohanded/proc/wield()
wielded = 1
force = force_wielded
name = "[initial(name)] (Wielded)"
update_icon()
/obj/item/weapon/twohanded/mob_can_equip(M as mob, slot)
//Cannot equip wielded items.
if(wielded)
M << "<span class='warning'>Unwield the [initial(name)] first!</span>"
return 0
return ..()
/obj/item/weapon/twohanded/dropped(mob/user as mob)
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
if(user)
var/obj/item/weapon/twohanded/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return unwield()
/obj/item/weapon/twohanded/update_icon()
if(isrobot(user))
user << "<span class='notice'>You free up your module.</span>"
else
user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
if(unwieldsound)
playsound(loc, unwieldsound, 50, 1)
var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
return
/obj/item/weapon/twohanded/pickup(mob/user)
unwield()
/obj/item/weapon/twohanded/attack_self(mob/user as mob)
..()
if(istype(user, /mob/living/carbon/human))
/obj/item/weapon/twohanded/proc/wield(mob/living/carbon/user)
if(wielded) return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.species.is_small)
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
return
if(user.get_inactive_hand())
user << "<span class='warning'>You need your other hand to be empty!</span>"
return
wielded = 1
force = force_wielded
name = "[name] (Wielded)"
update_icon()
if(isrobot(user))
user << "<span class='notice'>You dedicate your module to [name].</span>"
else
return
user << "<span class='notice'>You grab the [name] with both hands.</span>"
if (wieldsound)
playsound(loc, wieldsound, 50, 1)
var/obj/item/weapon/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
O.name = "[name] - offhand"
O.desc = "Your second grip on the [name]"
user.put_in_inactive_hand(O)
return
/obj/item/weapon/twohanded/mob_can_equip(mob/M, slot)
//Cannot equip wielded items.
if(wielded)
M << "<span class='warning'>Unwield the [name] first!</span>"
return 0
return ..()
/obj/item/weapon/twohanded/dropped(mob/user)
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
if(user)
var/obj/item/weapon/twohanded/O = user.get_inactive_hand()
if(istype(O))
O.unwield(user)
return unwield(user)
/obj/item/weapon/twohanded/update_icon()
return
/obj/item/weapon/twohanded/attack_self(mob/user)
..()
if(wielded) //Trying to unwield it
unwield()
user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
if (src.unwieldsound)
playsound(src.loc, unwieldsound, 50, 1)
var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
unwield(user)
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>"
if (src.wieldsound)
playsound(src.loc, wieldsound, 50, 1)
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)]"
user.put_in_inactive_hand(O)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
wield(user)
///////////OFFHAND///////////////
/obj/item/weapon/twohanded/offhand
@@ -144,6 +133,8 @@
/obj/item/weapon/twohanded/required/attack_hand(mob/user)//Can't even pick it up without both hands empty
var/obj/item/weapon/twohanded/required/H = user.get_inactive_hand()
if(get_dist(src,user) > 1)
return 0
if(H != null)
user.visible_message("<span class='notice'>[src.name] is too cumbersome to carry in one hand!</span>")
return
@@ -152,9 +143,6 @@
..()
wielded = 1
obj/item/weapon/twohanded/
/*
* Fireaxe
*/
@@ -183,16 +171,11 @@ obj/item/weapon/twohanded/
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))
/* var/pdiff=performWallPressureCheck(A.loc)
if(pdiff>0)
message_admins("[A] with pdiff [pdiff] fire-axed by [user.real_name] ([formatPlayerPanel(user,user.ckey)]) at [formatJumpTo(A.loc)]!")
log_admin("[A] with pdiff [pdiff] fire-axed by [user.real_name] ([user.ckey]) at [A.loc]!")*///TODO: Figure out how the hell to remake this proc
var/obj/structure/window/W = A
W.destroy()
else
qdel(A)
/*
* Double-Bladed Energy Swords - Cheridan
*/
@@ -245,21 +228,17 @@ obj/item/weapon/twohanded/
else
return 0
/obj/item/weapon/twohanded/dualsaber/green
New()
blade_color = "green"
/obj/item/weapon/twohanded/dualsaber/green/New()
blade_color = "green"
/obj/item/weapon/twohanded/dualsaber/red
New()
blade_color = "red"
/obj/item/weapon/twohanded/dualsaber/red/New()
blade_color = "red"
/obj/item/weapon/twohanded/dualsaber/purple
New()
blade_color = "purple"
/obj/item/weapon/twohanded/dualsaber/purple/New()
blade_color = "purple"
/obj/item/weapon/twohanded/dualsaber/blue
New()
blade_color = "blue"
/obj/item/weapon/twohanded/dualsaber/blue/New()
blade_color = "blue"
/obj/item/weapon/twohanded/dualsaber/unwield()
..()
@@ -284,7 +263,6 @@ obj/item/weapon/twohanded/
else
user << "<span class='warning'>It's starting to look like a triple rainbow - no, nevermind.</span>"
//spears
/obj/item/weapon/twohanded/spear
icon_state = "spearglass0"
@@ -347,7 +325,6 @@ obj/item/weapon/twohanded/
density = 0
anchored = 1
/obj/structure/headspear/attack_hand(mob/living/user)
user.visible_message("<span class='warning'>[user] kicks over \the [src]!</span>", "<span class='danger'>You kick down \the [src]!</span>")
new /obj/item/weapon/twohanded/spear(user.loc)
@@ -360,9 +337,7 @@ obj/item/weapon/twohanded/
name = "Kidan spear"
desc = "A spear brought over from the Kidan homeworld."
///CHAINSAW///
/obj/item/weapon/twohanded/chainsaw
icon_state = "chainsaw0"
name = "Chainsaw"
@@ -383,14 +358,12 @@ obj/item/weapon/twohanded/
edge = 1
no_embed = 1
/obj/item/weapon/twohanded/chainsaw/update_icon()
if(wielded)
icon_state = "chainsaw[wielded]"
else
icon_state = "chainsaw0"
/obj/item/weapon/twohanded/chainsaw/attack(mob/target as mob, mob/living/user as mob)
if(wielded)
playsound(loc, 'sound/weapons/chainsaw.ogg', 100, 1, -1) //incredibly loud; you ain't goin' for stealth with this thing. Credit to Lonemonk of Freesound for this sound.
@@ -415,9 +388,7 @@ obj/item/weapon/twohanded/
..()
flags &= ~NODROP
// SINGULOHAMMER
/obj/item/weapon/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
@@ -434,18 +405,14 @@ obj/item/weapon/twohanded/
var/charged = 5
origin_tech = "combat=5;bluespace=4"
/obj/item/weapon/twohanded/singularityhammer/New()
..()
processing_objects.Add(src)
/obj/item/weapon/twohanded/singularityhammer/Destroy()
processing_objects.Remove(src)
return ..()
/obj/item/weapon/twohanded/singularityhammer/process()
if(charged < 5)
charged++
@@ -455,7 +422,6 @@ obj/item/weapon/twohanded/
icon_state = "mjollnir[wielded]"
return
/obj/item/weapon/twohanded/singularityhammer/proc/vortex(var/turf/pull as turf, mob/wielder as mob)
for(var/atom/X in orange(5,pull))
if(istype(X, /atom/movable))
@@ -476,8 +442,6 @@ obj/item/weapon/twohanded/
step_towards(H,pull)
return
/obj/item/weapon/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
if(wielded)
@@ -490,7 +454,6 @@ obj/item/weapon/twohanded/
var/turf/target = get_turf(A)
vortex(target,user)
/obj/item/weapon/twohanded/mjollnir
name = "Mjollnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
@@ -519,7 +482,6 @@ obj/item/weapon/twohanded/
target.throw_at(throw_target, 200, 4)
return
/obj/item/weapon/twohanded/mjollnir/attack(mob/M as mob, mob/user as mob)
..()
spawn(0)
@@ -531,13 +493,10 @@ obj/item/weapon/twohanded/
M.Stun(10)
shock(M)
/obj/item/weapon/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/weapon/twohanded/knighthammer
name = "singuloth knight's hammer"
desc = "A hammer made of sturdy metal with a golden skull adorned with wings on either side of the head. <br>This weapon causes devastating damage to those it hits due to a power field sustained by a mini-singularity inside of the hammer."
@@ -554,18 +513,14 @@ obj/item/weapon/twohanded/
var/charged = 5
origin_tech = "combat=5;bluespace=4"
/obj/item/weapon/twohanded/knighthammer/New()
..()
processing_objects.Add(src)
/obj/item/weapon/twohanded/knighthammer/Destroy()
processing_objects.Remove(src)
return ..()
/obj/item/weapon/twohanded/knighthammer/process()
if(charged < 5)
charged++
@@ -575,7 +530,6 @@ obj/item/weapon/twohanded/
icon_state = "knighthammer[wielded]"
return
/obj/item/weapon/twohanded/knighthammer/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
if(charged == 5)
@@ -96,9 +96,9 @@
new /obj/item/clothing/suit/armor/tdome/red(src)
new /obj/item/clothing/suit/armor/tdome/red(src)
new /obj/item/clothing/suit/armor/tdome/red(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
@@ -124,9 +124,9 @@
new /obj/item/clothing/suit/armor/tdome/green(src)
new /obj/item/clothing/suit/armor/tdome/green(src)
new /obj/item/clothing/suit/armor/tdome/green(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/weapon/melee/energy/sword/saber(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
new /obj/item/weapon/gun/energy/laser(src)
+1 -1
View File
@@ -790,7 +790,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M)
+1 -1
View File
@@ -151,7 +151,7 @@ var/global/sent_strike_team = 0
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)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/shield/energy(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(src), slot_belt)
@@ -157,7 +157,7 @@ var/global/sent_syndicate_strike_team = 0
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)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol/m2411(src), slot_belt)
+1 -1
View File
@@ -83,7 +83,7 @@
// Can't be equipped by any other species due to bone structure and vox cybernetics.
/obj/item/clothing/suit/space/vox
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
slowdown = 2
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.6
+2 -1
View File
@@ -1,3 +1,4 @@
/obj/item/clothing/head/helmet/space/rig/ert
name = "emergency response team helmet"
desc = "A helmet worn by members of the Nanotrasen Emergency Response Team. Armoured and space ready."
@@ -28,7 +29,7 @@
icon_state = "ert_commander"
item_state = "suit-command"
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
@@ -3,7 +3,7 @@
/obj/item/clothing/suit/space/eva/plasmaman
name = "plasmaman suit"
desc = "A special containment suit designed to protect a plasmaman's volatile body from outside exposure and quickly extinguish it in emergencies."
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
slowdown = 0
armor = list(melee = 0, bullet = 0, laser = 0 ,energy = 0, bomb = 0, bio = 100, rad = 20)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
@@ -297,7 +297,7 @@
name = "blood red plasmaman suit"
icon_state = "plasmaman_Nukeops"
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs)
siemens_coefficient = 0.6
/obj/item/clothing/head/helmet/space/eva/plasmaman/nuclear
+1 -1
View File
@@ -334,7 +334,7 @@
var/on = 1
action_button_name = "Toggle Hardsuit Mode"
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
/obj/item/clothing/suit/space/rig/syndi/update_icon()
icon_state = "hardsuit[on]-[_color]"
+1 -1
View File
@@ -14,7 +14,7 @@
item_state = "space_suit_syndicate"
desc = "Has a tag on it: Totally not property of of a hostile corporation, honest!"
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.8
+54 -61
View File
@@ -467,7 +467,7 @@ var/list/robot_verbs_default = list(
// this function shows information about the malf_ai gameplay type in the status screen
/mob/living/silicon/robot/show_malf_ai()
..()
if(ticker.mode.name == "AI malfunction")
if(ticker && ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if(connected_ai)
@@ -1198,13 +1198,13 @@ var/list/robot_verbs_default = list(
/mob/living/silicon/robot/proc/ResetSecurityCodes()
set category = "Robot Commands"
set name = "Reset Identity Codes"
set desc = "Scrambles your security and identification codes and resets your current buffers. Unlocks you and but permenantly severs you from your AI and the robotics console and will deactivate your camera system."
set desc = "Scrambles your security and identification codes and resets your current buffers. Unlocks you and but permanently severs you from your AI and the robotics console and will deactivate your camera system."
var/mob/living/silicon/robot/R = src
if(R)
R.UnlinkSelf()
R << "Buffers flushed and reset. Camera system shutdown. All systems operational."
R << "Buffers flushed and reset. Camera system shutdown. All systems operational."
src.verbs -= /mob/living/silicon/robot/proc/ResetSecurityCodes
/mob/living/silicon/robot/mode()
@@ -1264,75 +1264,50 @@ var/list/robot_verbs_default = list(
src << "Your icon has been set. You now require a module reset to change it."
/mob/living/silicon/robot/deathsquad
var/searching_for_ckey = 0
icon_state = "nano_bloodhound"
lawupdate = 0
scrambledcodes = 1
modtype = "Commando"
faction = list("nanotrasen")
designation = "NT Combat Cyborg"
designation = "Nanotrasen Combat"
req_access = list(access_cent_specops)
var/searching_for_ckey = 0
/mob/living/silicon/robot/deathsquad/New(loc)
if(!cell)
cell = new /obj/item/weapon/stock_parts/cell(src)
cell.maxcharge = 25000
cell.charge = 25000
..()
cell.maxcharge = 25000
cell.charge = 25000
/mob/living/silicon/robot/deathsquad/init()
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
laws = new /datum/ai_laws/deathsquad
module = new /obj/item/weapon/robot_module/deathsquad(src)
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
radio = new /obj/item/device/radio/borg/deathsquad(src)
radio.recalculateChannels()
playsound(loc, 'sound/mecha/nominalsyndi.ogg', 75, 0)
/mob/living/silicon/robot/deathsquad/attack_hand(mob/user)
if((ckey == null) && searching_for_ckey == 0)
user << "<span class='notice'>Now checking for possible candidates.</span>"
var/list/ghosts = list()
for(var/mob/dead/observer/G in player_list)
ghosts += G
get_borg_occupant(user, ghosts)
return
/mob/living/silicon/robot/deathsquad/proc/get_borg_occupant(mob/user as mob, var/list/possiblecandidates = list())
var/time_passed = world.time
searching_for_ckey = 1
if(possiblecandidates.len <= 0)
searching_for_ckey = 0
user << "<span class='notice'>Cyborg MMI interface failure, unit unable to be started.</span>"
return
if(isnull(ckey) && !searching_for_ckey)
searching_for_ckey = 1
user << "<span class='notice'>Now checking for possible borgs.</span>"
var/list/borg_candidates = pollCandidates("Do you want to play as a Nanotrasen Combat borg?", poll_time = 300)
if(borg_candidates.len > 0 && isnull(ckey))
searching_for_ckey = 0
var/mob/M = pick(borg_candidates)
M.mind.transfer_to(src)
M.mind.assigned_role = "MODE"
M.mind.special_role = "Death Commando"
ticker.mode.traitors |= M.mind // Adds them to current traitor list. Which is really the extra antagonist list.
key = M.key
else
searching_for_ckey = 0
user << "<span class='notice'>Unable to connect to Central Command. Please wait and try again later.</span>"
return
else
var/possibleborg = pick(possiblecandidates)
spawn(0)
var/input = alert(possibleborg,"Do you want to spawn in as a cyborg for the NT Deathsquad?","Please answer in thirty seconds!","Yes","No")
var/mob/dead/observer/C = possibleborg
if(input == "Yes" && ckey == null && C.client)
if((world.time-time_passed)>300)
return
possiblecandidates -= possibleborg
searching_for_ckey = 0
C.mind.transfer_to(src)
C.mind.assigned_role = "MODE"
C.mind.special_role = "Death Commando"
ticker.mode.traitors |= C.mind // Adds them to current traitor list. Which is really the extra antagonist list.
src.key = C.key
else
possiblecandidates -= possibleborg
get_borg_occupant(user, possiblecandidates)
return
sleep(300)
if(searching_for_ckey)
possiblecandidates -= possibleborg
get_borg_occupant(user, possiblecandidates)
return
user << "<span class='warning'>[src] is already checking for possible borgs.</span>"
return
/mob/living/silicon/robot/syndicate
icon_state = "syndie_bloodhound"
@@ -1340,29 +1315,47 @@ var/list/robot_verbs_default = list(
scrambledcodes = 1
modtype = "Synd"
faction = list("syndicate")
designation = "Syndicate"
designation = "Syndicate Assault"
modtype = "Syndicate"
req_access = list(access_syndicate)
lawchannel = "State"
var/playstyle_string = "<span class='userdanger'>You are a Syndicate assault cyborg!</span><br>\
<b>You are armed with powerful offensive tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your cyborg LMG will slowly produce ammunition from your power supply, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
/mob/living/silicon/robot/syndicate/New(loc)
if(!cell)
cell = new /obj/item/weapon/stock_parts/cell(src)
cell.maxcharge = 25000
cell.charge = 25000
..()
cell.maxcharge = 25000
cell.charge = 25000
/mob/living/silicon/robot/syndicate/init()
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
laws = new /datum/ai_laws/syndicate_override
module = new /obj/item/weapon/robot_module/syndicate(src)
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
radio = new /obj/item/device/radio/borg/syndicate(src)
radio.recalculateChannels()
spawn(5)
if(playstyle_string)
src << playstyle_string
playsound(loc, 'sound/mecha/nominalsyndi.ogg', 75, 0)
/mob/living/silicon/robot/syndicate/medical
icon_state = "syndi-medi"
designation = "Syndicate Medical"
playstyle_string = "<span class='userdanger'>You are a Syndicate medical cyborg!</span><br>\
<b>You are armed with powerful medical tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your hypospray will produce Restorative Nanites, a wonder-drug that will heal most types of bodily damages, including clone and brain damage. It also produces morphine for offense. \
Your defibrillator paddles can revive operatives through their hardsuits, or can be used on harm intent to shock enemies! \
Your energy saw functions as a circular saw, but can be activated to deal more damage, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
/mob/living/silicon/robot/syndicate/medical/init()
..()
module = new /obj/item/weapon/robot_module/syndicate_medical(src)
/mob/living/silicon/robot/proc/notify_ai(var/notifytype, var/oldname, var/newname)
if(!connected_ai)
@@ -344,7 +344,7 @@
fix_modules()
/obj/item/weapon/robot_module/syndicate
name = "syndicate robot module"
name = "syndicate assault robot module"
/obj/item/weapon/robot_module/syndicate/New()
src.modules += new /obj/item/device/flash/cyborg(src)
@@ -358,6 +358,44 @@
src.emag = null
fix_modules()
/obj/item/weapon/robot_module/syndicate_medical
name = "syndicate medical robot module"
stacktypes = list(
/obj/item/stack/medical/advanced/bruise_pack = 25,
/obj/item/stack/medical/advanced/ointment = 25,
/obj/item/stack/medical/splint = 25,
/obj/item/stack/nanopaste = 25
)
/obj/item/weapon/robot_module/syndicate_medical/New()
src.modules += new /obj/item/device/flash/cyborg(src)
src.modules += new /obj/item/device/healthanalyzer/advanced(src)
src.modules += new /obj/item/device/reagent_scanner/adv(src)
src.modules += new /obj/item/weapon/borg_defib(src)
src.modules += new /obj/item/roller_holder(src)
src.modules += new /obj/item/weapon/reagent_containers/borghypo/syndicate(src)
src.modules += new /obj/item/weapon/extinguisher/mini(src)
src.modules += new /obj/item/stack/medical/advanced/bruise_pack(src)
src.modules += new /obj/item/stack/medical/advanced/ointment(src)
src.modules += new /obj/item/stack/medical/splint(src)
src.modules += new /obj/item/stack/nanopaste(src)
src.modules += new /obj/item/weapon/scalpel(src)
src.modules += new /obj/item/weapon/hemostat(src)
src.modules += new /obj/item/weapon/retractor(src)
src.modules += new /obj/item/weapon/cautery(src)
src.modules += new /obj/item/weapon/bonegel(src)
src.modules += new /obj/item/weapon/FixOVein(src)
src.modules += new /obj/item/weapon/bonesetter(src)
src.modules += new /obj/item/weapon/surgicaldrill(src)
src.modules += new /obj/item/weapon/melee/energy/sword/cyborg/saw(src) //Energy saw -- primary weapon
src.modules += new /obj/item/weapon/card/emag(src)
src.modules += new /obj/item/weapon/tank/jetpack/carbondioxide(src)
src.modules += new /obj/item/weapon/crowbar(src)
src.modules += new /obj/item/weapon/pinpointer/operative(src)
src.emag = null
fix_modules()
/obj/item/weapon/robot_module/combat
name = "combat robot module"
@@ -52,7 +52,7 @@
melee_damage_upper = 25
icon_state = "syndicatemelee"
icon_living = "syndicatemelee"
weapon1 = /obj/item/weapon/melee/energy/sword/red
weapon1 = /obj/item/weapon/melee/energy/sword/saber/red
weapon2 = /obj/item/weapon/shield/energy
attacktext = "slashes"
attack_sound = 'sound/weapons/bladeslice.ogg'
+1
View File
@@ -27,6 +27,7 @@
var/ghettomodded = 0
var/recoil = 0
var/can_suppress = 0
var/can_unsuppress = 1
var/clumsy_check = 1
var/sawn_desc = null
var/sawn_state = SAWN_INTACT
+1 -1
View File
@@ -100,7 +100,7 @@
/obj/item/weapon/gun/projectile/attack_hand(mob/user as mob)
if(loc == user)
if(silenced)
if(silenced && can_unsuppress)
var/obj/item/weapon/suppressor/S = silenced
if(user.l_hand != src && user.r_hand != src)
..()
@@ -1,66 +1,77 @@
/obj/item/weapon/gun/syringe
name = "syringe gun"
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
icon_state = "syringegun"
item_state = "syringegun"
w_class = 3
throw_speed = 2
throw_range = 10
force = 4
materials = list(MAT_METAL=2000)
clumsy_check = 0
fire_sound = 'sound/items/syringeproj.ogg'
var/list/syringes = list()
var/max_syringes = 1
/obj/item/weapon/gun/syringe/process_chambered()
if(!syringes.len) return 0
var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
if(!S) return 0
in_chamber = new /obj/item/projectile/bullet/dart/syringe(src)
S.reagents.trans_to(in_chamber, S.reagents.total_volume)
in_chamber.name = S.name
syringes.Remove(S)
qdel(S)
return 1
/obj/item/weapon/gun/syringe/examine(mob/user)
..(user)
user << "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
/obj/item/weapon/gun/syringe/attack_self(mob/living/user as mob)
if(!syringes.len)
user << "<span class='notice'>[src] is empty.</span>"
return 0
var/obj/item/weapon/reagent_containers/syringe/S = syringes[syringes.len]
if(!S) return 0
S.loc = user.loc
syringes.Remove(S)
user << "<span class = 'notice'>You unload [S] from \the [src]!</span>"
return 1
/obj/item/weapon/gun/syringe/attackby(var/obj/item/A as obj, mob/user as mob, var/show_msg = 1, params)
if(istype(A, /obj/item/weapon/reagent_containers/syringe))
if(syringes.len < max_syringes)
user.drop_item()
user << "<span class='notice'>You load [A] into \the [src]!</span>"
syringes.Add(A)
A.loc = src
return 1
else
usr << "<span class='notice'>[src] cannot hold more syringes.</span>"
return 0
/obj/item/weapon/gun/syringe/rapidsyringe
name = "rapid syringe gun"
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
icon_state = "rapidsyringegun"
max_syringes = 6
/obj/item/weapon/gun/syringe
name = "syringe gun"
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
icon_state = "syringegun"
item_state = "syringegun"
w_class = 3
throw_speed = 3
throw_range = 7
force = 4
materials = list(MAT_METAL=2000)
clumsy_check = 0
fire_sound = 'sound/items/syringeproj.ogg'
var/list/syringes = list()
var/max_syringes = 1
/obj/item/weapon/gun/syringe/process_chambered()
if(!syringes.len) return 0
var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
if(!S) return 0
in_chamber = new /obj/item/projectile/bullet/dart/syringe(src)
S.reagents.trans_to(in_chamber, S.reagents.total_volume)
in_chamber.name = S.name
syringes.Remove(S)
qdel(S)
return 1
/obj/item/weapon/gun/syringe/examine(mob/user)
..(user)
user << "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
/obj/item/weapon/gun/syringe/attack_self(mob/living/user as mob)
if(!syringes.len)
user << "<span class='notice'>[src] is empty.</span>"
return 0
var/obj/item/weapon/reagent_containers/syringe/S = syringes[syringes.len]
if(!S) return 0
S.forceMove(user.loc)
syringes.Remove(S)
user << "<span class='notice'>You unload [S] from \the [src]!</span>"
return 1
/obj/item/weapon/gun/syringe/attackby(var/obj/item/A as obj, mob/user as mob, var/show_msg = 1, params)
if(istype(A, /obj/item/weapon/reagent_containers/syringe))
if(syringes.len < max_syringes)
user.drop_item()
user << "<span class='notice'>You load [A] into \the [src]!</span>"
syringes.Add(A)
A.forceMove(src)
return 1
else
usr << "<span class='notice'>[src] cannot hold more syringes.</span>"
return 0
/obj/item/weapon/gun/syringe/rapidsyringe
name = "rapid syringe gun"
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
icon_state = "rapidsyringegun"
max_syringes = 6
/obj/item/weapon/gun/syringe/syndicate
name = "dart pistol"
desc = "A small spring-loaded sidearm that functions identically to a syringe gun."
icon_state = "syringe_pistol"
item_state = "gun" //Smaller inhand
w_class = 2
origin_tech = "combat=2;syndicate=2"
force = 2 //Also very weak because it's smaller
silenced = 1 //Softer fire sound
can_unsuppress = 0 //Permanently silenced
+18
View File
@@ -1040,3 +1040,21 @@ datum/reagent/haloperidol/on_mob_life(var/mob/living/M as mob)
result_amount = 3
min_temp = 370
mix_message = "The solution gently swirls with a metallic sheen."
datum/reagent/medicine/syndicate_nanites //Used exclusively by Syndicate medical cyborgs
name = "Restorative Nanites"
id = "syndicate_nanites"
description = "Miniature medical robots that swiftly restore bodily damage. May begin to attack their host's cells in high amounts."
reagent_state = SOLID
color = "#555555"
datum/reagent/medicine/syndicate_nanites/on_mob_life(mob/living/M)
M.adjustBruteLoss(-5*REM) //A ton of healing - this is a 50 telecrystal investment.
M.adjustFireLoss(-5*REM)
M.adjustOxyLoss(-15*REM)
M.adjustToxLoss(-5*REM)
M.adjustBrainLoss(-15*REM)
M.adjustCloneLoss(-3*REM)
..()
return
@@ -22,6 +22,14 @@
/obj/item/weapon/reagent_containers/borghypo/crisis
reagent_ids = list("salglu_solution", "epinephrine", "sal_acid")
/obj/item/weapon/reagent_containers/borghypo/syndicate
name = "syndicate cyborg hypospray"
desc = "An experimental piece of Syndicate technology used to produce powerful restorative nanites used to very quickly restore injuries of all types. Also metabolizes potassium iodide, for radiation poisoning, and morphine, for offense."
icon_state = "borghypo_s"
charge_cost = 20
recharge_time = 2
reagent_ids = list("syndicate_nanites", "potass_iodide", "ether")
/obj/item/weapon/reagent_containers/borghypo/New()
..()
@@ -92,7 +100,7 @@
charge_tick = 0 //Prevents wasted chems/cell charge if you're cycling through modes.
var/datum/reagent/R = chemical_reagents_list[reagent_ids[mode]]
user << "\blue Synthesizer is now producing '[R.name]'."
user << "<span class='notice'>Synthesizer is now producing '[R.name]'.</span>"
return
/obj/item/weapon/reagent_containers/borghypo/examine(mob/user)
@@ -104,8 +112,8 @@
for(var/datum/reagents/RS in reagent_list)
var/datum/reagent/R = locate() in RS.reagent_list
if(R)
user << "\blue It currently has [R.volume] units of [R.name] stored."
user << "<span class='notice'>It currently has [R.volume] units of [R.name] stored.</span>"
empty = 0
if(empty)
user << "\blue It is currently empty. Allow some time for the internal syntheszier to produce more."
user << "<span class='notice'>It is currently empty. Allow some time for the internal syntheszier to produce more.</span>"
@@ -184,7 +184,7 @@
)
else if( \
istype(W, /obj/item/weapon/circular_saw) || \
istype(W, /obj/item/weapon/melee/energy/sword) && W:active || \
istype(W, /obj/item/weapon/melee/energy/sword/saber) && W:active || \
istype(W, /obj/item/weapon/melee/energy/blade) || \
istype(W, /obj/item/weapon/shovel) || \
istype(W, /obj/item/weapon/hatchet) \
+1
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@@ -18,6 +18,7 @@
/datum/surgery_step/open_encased/saw
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/melee/energy/sword/cyborg/saw = 100, \
/obj/item/weapon/hatchet = 75
)
+2 -1
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@@ -24,7 +24,7 @@
/obj/item/weapon/scalpel/laser3 = 95, \
/obj/item/weapon/scalpel/laser2 = 85, \
/obj/item/weapon/scalpel/laser1 = 75, \
/obj/item/weapon/melee/energy/sword = 5
/obj/item/weapon/melee/energy/sword/saber = 5
)
min_duration = 90
@@ -270,6 +270,7 @@
/datum/surgery_step/generic/amputate
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/melee/energy/sword/cyborg/saw = 100, \
/obj/item/weapon/hatchet = 75, \
/obj/item/weapon/melee/arm_blade = 60
)
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@@ -1608,6 +1608,7 @@
#include "code\modules\projectiles\guns\energy.dm"
#include "code\modules\projectiles\guns\magic.dm"
#include "code\modules\projectiles\guns\projectile.dm"
#include "code\modules\projectiles\guns\syringe_gun.dm"
#include "code\modules\projectiles\guns\energy\advtaser.dm"
#include "code\modules\projectiles\guns\energy\hos.dm"
#include "code\modules\projectiles\guns\energy\laser.dm"
@@ -1642,7 +1643,6 @@
#include "code\modules\reagents\grenade_launcher.dm"
#include "code\modules\reagents\reagent_containers.dm"
#include "code\modules\reagents\reagent_dispenser.dm"
#include "code\modules\reagents\syringe_gun.dm"
#include "code\modules\reagents\newchem\Blob-Reagents.dm"
#include "code\modules\reagents\newchem\chem_heater.dm"
#include "code\modules\reagents\newchem\drinks.dm"