#Fixed all known bugs with ninja voice.

#As an added bonus, voice-changers will protect from flash. Can be easily removed if needed.
#Added more recharge locations for ninjas: cells, smes, and cyborgs.
#Recharge changed so that it takes less time but recharges for less.
#Adamantine sprites per request.
#Updated Ripley sprites per request(?).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1444 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
noisomehollow@lycos.com
2011-04-14 18:20:20 +00:00
parent ad6a6e42aa
commit e55521799a
25 changed files with 303 additions and 111 deletions
+39 -34
View File
@@ -437,35 +437,6 @@
/obj/machinery/power/apc/attack_hand(mob/user)
add_fingerprint(user)
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&!U.gloves:canremove&&!U.gloves:draining)
var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
var/obj/item/clothing/gloves/space_ninja/G = U.gloves
// emagged = 1
// locked = 0
user << "\blue Now charging battery..."
G.draining = 1
if(cell&&cell.charge)
while(cell.charge>0)
var/drain = rand(500,1500)
if(cell.charge<drain)
drain = cell.charge
if (do_after(user,50))
var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, "sparks", 50, 1)
cell.charge-=drain
S.charge+=drain
U << "\blue Gained <B>[drain]</B> energy from the APC (<B>[cell.charge]</B> charge remaining)."
else break
G.draining = 0
return
else
U << "\red This machine has run dry of power. You must find another."
return
if(opened && (!istype(user, /mob/living/silicon)))
if(cell)
usr.put_in_hand(cell)
@@ -477,12 +448,46 @@
//user << "You remove the power cell."
charging = 0
src.updateicon()
return
if(stat & (BROKEN|MAINT)) return
else
if(stat & (BROKEN|MAINT)) return
// do APC interaction
user.machine = src
src.interact(user)
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
var/obj/item/clothing/gloves/space_ninja/G = U.gloves
user << "\blue Now charging battery..."
G.draining = 1
if(cell&&cell.charge)
var/drain = 0
var/totaldrain = 0
var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
while(cell.charge>0)
drain = rand(100,300)
if(cell.charge<drain)
drain = cell.charge
if (do_after(U,10))
spark_system.start()
playsound(src.loc, "sparks", 50, 1)
cell.charge-=drain
S.charge+=drain
totaldrain+=drain
else break
U << "\blue Gained <B>[totaldrain]</B> energy from the APC."
G.draining = 0
if(!emagged)
flick("apc-spark", src)
emagged = 1
locked = 0
updateicon()
return
else
U << "\red This APC has run dry of power. You must find another source."
return
// do APC interaction
user.machine = src
src.interact(user)
/obj/machinery/power/apc/proc/interact(mob/user)
+24
View File
@@ -62,6 +62,30 @@
if(crit_fail)
usr << "\red This power cell seems to be faulty"
/obj/item/weapon/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
var/obj/item/clothing/gloves/space_ninja/G = U.gloves
if(charge)
user << "\blue Now charging battery..."
G.draining = 1
if (do_after(user,50))
U << "\blue Gained <B>[charge]</B> energy from the cell."
charge = 0
S.charge+=charge
G.draining = 0
corrupt()
updateicon()
else
U << "\red Procedure interrupted. Protocol terminated."
return
else
U << "\red This cell is empty and of no use."
return
//Just because someone gets you occasionally with stun gloves doesn't mean you can put in code to kill everyone who tries to make some.
/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
..()
+30 -4
View File
@@ -180,15 +180,41 @@
interact(user)
/obj/machinery/power/smes/attack_hand(mob/user)
add_fingerprint(user)
if(stat & BROKEN) return
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
var/obj/item/clothing/gloves/space_ninja/G = U.gloves
user << "\blue Now charging battery..."
G.draining = 1
if(charge)
var/drain = 0
var/totaldrain = 0
var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
while(charge>0)
drain = rand(100,300)
if(charge<drain)
drain = charge
if (do_after(U,10))
spark_system.start()
playsound(src.loc, "sparks", 50, 1)
charge-=drain
S.charge+=drain
totaldrain+=drain
else break
U << "\blue Gained <B>[totaldrain]</B> energy from the SMES cell."
G.draining = 0
return
else
U << "\red This SMES cell has run dry of power. You must find another source."
return
interact(user)
/obj/machinery/power/smes/proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ))