Lawyer now has a purple suit and the job has two slots.

Lowered the number of spare jumpsuits in most of the lockers from 6 to 3.
The old arrival message is now back in.
Finished the Ion Rifle and added one to the armory.  Might need to change it up a bit depending on how well it works.
Bullet_act worked on a bit, EMP effects should work now.
Cyborgs are stunned by EMPs.
Raised the changelings required genome number for multichan at the request of Urist. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-09-11 11:39:44 +00:00
parent 6575e3e251
commit e95d16da16
54 changed files with 8678 additions and 8665 deletions
+3 -1
View File
@@ -122,7 +122,9 @@
/datum/game_mode/blob/check_finished()
if((stage >= 4)||(stage <= 1))
if(stage <= 1)
return 0
if(stage >= 4)
return 1
for(var/obj/blob/B in blobs)
+1
View File
@@ -105,6 +105,7 @@
bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
update()
+1 -1
View File
@@ -77,7 +77,7 @@
var/datum/objective/absorb/absorb_objective = new
absorb_objective.owner = changeling
absorb_objective.gen_amount_goal()
absorb_objective.gen_amount_goal(8,12)
changeling.objectives += absorb_objective
switch(rand(1,100))
@@ -1382,6 +1382,7 @@ It is possible to destroy the net by the occupant or someone else.
bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
healthcheck()
return
+4 -2
View File
@@ -410,8 +410,8 @@ datum/objective/capture
datum/objective/absorb
proc/gen_amount_goal() //this doesn't work -- should work now, changed it a bit -- Urist
target_amount = rand (4,6)
proc/gen_amount_goal(var/lowbound = 4, var/highbound = 6)
target_amount = rand (lowbound,highbound)
if (ticker)
var/n_p = 1 //autowin
if (ticker.current_state == GAME_STATE_SETTING_UP)
@@ -433,6 +433,8 @@ datum/objective/absorb
else
return 0
/* Isn't suited for global objectives
/*---------CULTIST----------*/
+1 -1
View File
@@ -5,7 +5,7 @@
/datum/game_mode/traitor
name = "traitor"
config_tag = "traitor"
restricted_jobs = list("Cyborg", "Security Officer", "Warden", "Detective", "Head of Security")//Approved by headmins for a week test
restricted_jobs = list("Cyborg", "AI", "Security Officer", "Warden", "Detective", "Head of Security")//Approved by headmins for a week test, if you see this it would be nice if you didn't spread it everywhere
required_players = 0
required_enemies = 1
+11 -6
View File
@@ -503,20 +503,25 @@
src.equip_if_possible(new /obj/item/device/analyzer/plant_analyzer(src), slot_s_store)
if ("Librarian")
src.equip_if_possible(new /obj/item/clothing/under/suit_jacket/red(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/shoes/black(src), slot_shoes)
src.equip_if_possible(new /obj/item/weapon/barcodescanner(src), slot_l_hand)
if ("Lawyer") //muskets 160910
src.equip_if_possible(new /obj/item/clothing/under/bluesuit(src), slot_w_uniform)
if ("Lawyer")
if(!lawyer)
lawyer = 1
src.equip_if_possible(new /obj/item/clothing/under/lawyer/bluesuit(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/suit/lawyer/bluejacket(src), slot_wear_suit)
src.equip_if_possible(new /obj/item/device/pda/lawyer(src), slot_belt)
else
src.equip_if_possible(new /obj/item/clothing/under/lawyer/purpsuit(src), slot_w_uniform)
src.equip_if_possible(new /obj/item/clothing/suit/lawyer/purpjacket(src), slot_wear_suit)
src.equip_if_possible(new /obj/item/device/pda/lawyer(src), slot_belt)
src.equip_if_possible(new /obj/item/clothing/shoes/brown(src), slot_shoes)
src.equip_if_possible(new /obj/item/clothing/suit/suit(src), slot_wear_suit)
src.equip_if_possible(new /obj/item/weapon/storage/backpack(src), slot_back)
src.equip_if_possible(new /obj/item/weapon/storage/box(src.back), slot_in_backpack)
src.equip_if_possible(new /obj/item/device/detective_scanner(src), slot_in_backpack)
src.equip_if_possible(new /obj/item/device/detective_scanner(src), slot_in_backpack)//Why do they even get this?
src.equip_if_possible(new /obj/item/weapon/storage/briefcase(src), slot_l_hand)
src.equip_if_possible(new /obj/item/device/pda/lawyer(src), slot_belt)
if ("Quartermaster")
src.equip_if_possible(new /obj/item/device/radio/headset/heads/qm (src), slot_ears)
+1 -1
View File
@@ -341,7 +341,7 @@ var/list/assistant_occupations = list(
"Assistant" = -1,
"Chaplain" = 1,
"Librarian" = 1,
"Lawyer" = 1,
"Lawyer" = 2,
"Atmospheric Technician" = 4
//"Tourist", //I am not going to implement these jobs at the moment. Just listed it as examples. --rastaf0
//"Monkey",
+3 -1
View File
@@ -253,11 +253,13 @@ Release Pressure: <A href='?src=\ref[src];pressure_adj=-1000'>-</A> <A href='?sr
return
/obj/machinery/portable_atmospherics/canister/bullet_act(var/obj/item/projectile/Proj)
if (Proj.flag == "bullet")
health -= Proj.damage
if(Proj.flag == "bullet")
src.health = 0
spawn( 0 )
healthcheck()
return
..()
return
/obj/machinery/portable_atmospherics/canister/toxins/New()
+1 -1
View File
@@ -81,7 +81,7 @@
/obj/machinery/bot/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
healthcheck()
/obj/machinery/bot/meteorhit()
+1
View File
@@ -234,6 +234,7 @@ Neutralize All Unidentified Life Signs: []<BR>"},
attacked = 0
src.health -= Proj.damage
..()
if(prob(45) && Proj.damage > 0) src.spark_system.start()
if (src.health <= 0)
src.die() // the death process :(
+2 -3
View File
@@ -377,8 +377,8 @@
..()
/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
storedpower -= Proj.damage
..()
return
@@ -487,15 +487,14 @@
/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
if(needs_power)
var/obj/machinery/shieldwallgen/G
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= Proj.damage
..()
return
+2
View File
@@ -230,6 +230,7 @@
/obj/machinery/turret/bullet_act(var/obj/item/projectile/Proj)
src.health -= Proj.damage
..()
if(prob(45) && Proj.damage > 0) src.spark_system.start()
if (src.health <= 0)
src.die()
@@ -428,6 +429,7 @@
bullet_act(var/obj/item/projectile/Proj)
var/damage = Proj.damage
src.take_damage(damage)
..()
return
+1
View File
@@ -384,6 +384,7 @@
src.log_append_to_last("Armor saved.")
else
call((proc_res["dynbulletdamage"]||src), "dynbulletdamage")(Proj) //calls equipment
..()
return
/obj/mecha/proc/dynbulletdamage(var/obj/item/projectile/Proj)
+1
View File
@@ -14,6 +14,7 @@
/obj/alien/egg/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
healthcheck()
return
+1
View File
@@ -87,6 +87,7 @@
bullet_act(var/obj/item/projectile/Proj)
health -= round(Proj.damage / 2)
..()
healthcheck()
ex_act(severity)
+1
View File
@@ -19,6 +19,7 @@
/obj/alien/resin/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
healthcheck()
return
+4 -16
View File
@@ -103,25 +103,13 @@
del(src)
/obj/closet/bullet_act(var/obj/item/projectile/Proj)
/* Just in case someone gives closets health
if (flag == PROJECTILE_BULLET)
src.health -= 1
src.healthcheck()
return
if (flag != PROJECTILE_LASER)
src.health -= 3
src.healthcheck()
return
else
src.health -= 5
src.healthcheck()
return
*/
if(prob(40) && istype(Proj, /obj/item/projectile/beam/pulse))
health -= Proj.damage
..()
if(health <= 0)
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
return
// this should probably use dump_contents()
+110 -177
View File
@@ -1,16 +1,10 @@
/obj/closet/wardrobe/New()
new /obj/item/clothing/under/color/blue( src )
new /obj/item/clothing/under/color/blue( src )
new /obj/item/clothing/under/color/blue( src )
new /obj/item/clothing/under/color/blue( src )
new /obj/item/clothing/under/color/blue( src )
new /obj/item/clothing/under/color/blue( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/brown(src)
return
/obj/closet/wardrobe/red/New()
@@ -29,208 +23,147 @@
return
/obj/closet/wardrobe/pink/New()
new /obj/item/clothing/under/color/pink( src )
new /obj/item/clothing/under/color/pink( src )
new /obj/item/clothing/under/color/pink( src )
new /obj/item/clothing/under/color/pink( src )
new /obj/item/clothing/under/color/pink( src )
new /obj/item/clothing/under/color/pink( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/brown(src)
return
/obj/closet/wardrobe/black/New()
new /obj/item/clothing/under/color/black( src )
new /obj/item/clothing/under/color/black( src )
new /obj/item/clothing/under/color/black( src )
new /obj/item/clothing/under/color/black( src )
new /obj/item/clothing/under/color/black( src )
new /obj/item/clothing/under/color/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/head/that( src )
new /obj/item/clothing/head/that( src )
new /obj/item/clothing/head/that( src )
new /obj/item/clothing/under/color/black(src)
new /obj/item/clothing/under/color/black(src)
new /obj/item/clothing/under/color/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/head/that(src)
new /obj/item/clothing/head/that(src)
new /obj/item/clothing/head/that(src)
return
/obj/closet/wardrobe/chaplain_black/New()
//new /obj/item/clothing/suit/imperium_monk( src ) //No. -- Urist
new /obj/item/clothing/under/rank/chaplain( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/suit/nun( src )
new /obj/item/clothing/suit/chaplain_hoodie( src )
new /obj/item/clothing/head/chaplain_hood( src )
new /obj/item/clothing/suit/holidaypriest( src )
new /obj/item/clothing/suit/hastur ( src )
new /obj/item/clothing/head/hasturhood ( src )
new /obj/item/weapon/candlepack( src )
new /obj/item/weapon/candlepack( src )
//new /obj/item/clothing/suit/imperium_monk(src) //No. -- Urist
new /obj/item/clothing/under/rank/chaplain(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/suit/nun(src)
new /obj/item/clothing/suit/chaplain_hoodie(src)
new /obj/item/clothing/head/chaplain_hood(src)
new /obj/item/clothing/suit/holidaypriest(src)
new /obj/item/clothing/suit/hastur (src)
new /obj/item/clothing/head/hasturhood (src)
new /obj/item/weapon/candlepack(src)
new /obj/item/weapon/candlepack(src)
return
/obj/closet/wardrobe/green/New()
new /obj/item/clothing/under/color/green( src )
new /obj/item/clothing/under/color/green( src )
new /obj/item/clothing/under/color/green( src )
new /obj/item/clothing/under/color/green( src )
new /obj/item/clothing/under/color/green( src )
new /obj/item/clothing/under/color/green( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
return
/obj/closet/wardrobe/orange/New()
new /obj/item/clothing/under/color/orange( src )
new /obj/item/clothing/under/color/orange( src )
new /obj/item/clothing/under/color/orange( src )
new /obj/item/clothing/under/color/orange( src )
new /obj/item/clothing/under/color/orange( src )
new /obj/item/clothing/under/color/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
return
/obj/closet/wardrobe/yellow/New()
new /obj/item/clothing/under/color/yellow( src )
new /obj/item/clothing/under/color/yellow( src )
new /obj/item/clothing/under/color/yellow( src )
new /obj/item/clothing/under/color/yellow( src )
new /obj/item/clothing/under/color/yellow( src )
new /obj/item/clothing/under/color/yellow( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
return
/obj/closet/wardrobe/atmospherics_yellow/New()
new /obj/item/clothing/under/rank/atmospheric_technician( src )
new /obj/item/clothing/under/rank/atmospheric_technician( src )
new /obj/item/clothing/under/rank/atmospheric_technician( src )
new /obj/item/clothing/under/rank/atmospheric_technician( src )
new /obj/item/clothing/under/rank/atmospheric_technician( src )
new /obj/item/clothing/under/rank/atmospheric_technician( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/under/rank/atmospheric_technician(src)
new /obj/item/clothing/under/rank/atmospheric_technician(src)
new /obj/item/clothing/under/rank/atmospheric_technician(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
return
/obj/closet/wardrobe/engineering_yellow/New()
new /obj/item/clothing/under/rank/engineer( src )
new /obj/item/clothing/under/rank/engineer( src )
new /obj/item/clothing/under/rank/engineer( src )
new /obj/item/clothing/under/rank/engineer( src )
new /obj/item/clothing/under/rank/engineer( src )
new /obj/item/clothing/under/rank/engineer( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/shoes/orange( src )
new /obj/item/clothing/under/rank/engineer(src)
new /obj/item/clothing/under/rank/engineer(src)
new /obj/item/clothing/under/rank/engineer(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/orange(src)
return
/obj/closet/wardrobe/white/New()
new /obj/item/clothing/under/color/white( src )
new /obj/item/clothing/under/color/white( src )
new /obj/item/clothing/under/color/white( src )
new /obj/item/clothing/under/color/white( src )
new /obj/item/clothing/under/color/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
//new /obj/item/weapon/storage/stma_kit( src )
//new /obj/item/clothing/suit/labcoat(src)
//new /obj/item/clothing/suit/labcoat(src)
//new /obj/item/clothing/suit/labcoat(src)
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/shoes/white(src)
return
/obj/closet/wardrobe/toxins_white/New()
new /obj/item/clothing/under/rank/scientist( src )
new /obj/item/clothing/under/rank/scientist( src )
new /obj/item/clothing/under/rank/scientist( src )
new /obj/item/clothing/under/rank/scientist( src )
new /obj/item/clothing/under/rank/scientist( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/weapon/storage/stma_kit( src )
new /obj/item/clothing/under/rank/scientist(src)
new /obj/item/clothing/under/rank/scientist(src)
new /obj/item/clothing/under/rank/scientist(src)
new /obj/item/clothing/suit/labcoat(src)
new /obj/item/clothing/suit/labcoat(src)
new /obj/item/clothing/suit/labcoat(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/shoes/white(src)
return
/obj/closet/wardrobe/genetics_white/New()
new /obj/item/clothing/under/rank/geneticist( src )
new /obj/item/clothing/under/rank/geneticist( src )
new /obj/item/clothing/under/rank/geneticist( src )
new /obj/item/clothing/under/rank/geneticist( src )
new /obj/item/clothing/under/rank/geneticist( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/clothing/shoes/white( src )
new /obj/item/weapon/storage/stma_kit( src )
new /obj/item/clothing/under/rank/geneticist(src)
new /obj/item/clothing/under/rank/geneticist(src)
new /obj/item/clothing/under/rank/geneticist(src)
new /obj/item/clothing/under/rank/geneticist(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/weapon/storage/stma_kit(src)
new /obj/item/clothing/suit/labcoat(src)
new /obj/item/clothing/suit/labcoat(src)
new /obj/item/clothing/suit/labcoat(src)
return
/obj/closet/wardrobe/grey/New()
new /obj/item/clothing/under/color/grey( src )
new /obj/item/clothing/under/color/grey( src )
new /obj/item/clothing/under/color/grey( src )
new /obj/item/clothing/under/color/grey( src )
new /obj/item/clothing/under/color/grey( src )
new /obj/item/clothing/under/color/grey( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/shoes/black( src )
new /obj/item/clothing/under/color/grey(src)
new /obj/item/clothing/under/color/grey(src)
new /obj/item/clothing/under/color/grey(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
return
/obj/closet/wardrobe/mixed/New()
new /obj/item/clothing/under/color/blue( src )
new /obj/item/clothing/under/color/blue( src )
new /obj/item/clothing/under/color/blue( src )
new /obj/item/clothing/under/color/pink( src )
new /obj/item/clothing/under/color/pink( src )
new /obj/item/clothing/under/color/pink( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
new /obj/item/clothing/shoes/brown( src )
return
/obj/closet/lawcloset/New()
new /obj/item/clothing/under/lawyer/black( src )
new /obj/item/clothing/under/lawyer/red ( src )
new /obj/item/clothing/under/lawyer/blue ( src )
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/white(src)
return
/obj/closet/lawcloset/New()
new /obj/item/clothing/under/lawyer/black(src)
new /obj/item/clothing/under/lawyer/red(src)
new /obj/item/clothing/under/lawyer/bluesuit(src)
new /obj/item/clothing/suit/lawyer/bluejacket(src)
new /obj/item/clothing/under/lawyer/purpsuit(src)
new /obj/item/clothing/suit/lawyer/purpjacket(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/weapon/storage/briefcase(src)
new /obj/item/weapon/storage/briefcase(src)
@@ -20,6 +20,7 @@
bullet_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
..()
master.disrupt()
relaymove(var/mob/user, direction)
if(can_move)
+5 -9
View File
@@ -15,16 +15,12 @@
src.health -= 5
src.healthcheck()
/obj/displaycase/bullet_act(var/obj/item/projectile/Proj)
if (Proj.flag == "bullet")
src.health -= 10
src.healthcheck()
return
else
src.health -= 4
src.healthcheck()
return
/obj/displaycase/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
src.healthcheck()
return
/obj/displaycase/blob_act()
+3 -2
View File
@@ -180,7 +180,7 @@
effectprob["weak"] = 25
ion
name = "electrode"
name = "ion bolt"
icon_state = "ice_2"
flag = "taser"
damage = 0
@@ -188,6 +188,7 @@
New()
..()
effects["emp"] = 1
effectprob["emp"] = 80
stunshot
name = "stunshot"
@@ -1249,7 +1250,7 @@
desc = "A man portable anti-armor weapon designed to disable mechanical threats"
icon_state = "ionrifle"
fire_sound = 'Laser.ogg'
origin_tech = null
origin_tech = "combat=3;magnets=2"//This could likely be changed up a bit
charge_cost = 100
load_into_chamber()
@@ -124,18 +124,13 @@ STUN BATON
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey]) (INTENT: [uppertext(user.a_intent)])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey]) (INTENT: [uppertext(user.a_intent)])</font>")
if(isrobot(M))
..()
return
if (status == 0 || (status == 1 && charges ==0))
if(user.a_intent == "hurt")
if(!..()) return
/* if (!istype(H:r_hand, /obj/item/weapon/shield/riot) && prob(40))
for(var/mob/O in viewers(M, null))
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
return
if (!istype(H:l_hand, /obj/item/weapon/shield/riot) && prob(40))
for(var/mob/O in viewers(M, null))
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
return*/
if (M.weakened < 5 && (!(M.mutations & HULK)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.weakened = 5
for(var/mob/O in viewers(M))
@@ -153,14 +148,6 @@ STUN BATON
flick("baton_active", src)
if (user.a_intent == "hurt")
if(!..()) return
/* if (!istype(H:r_hand, /obj/item/weapon/shield/riot) && prob(40))
for(var/mob/O in viewers(M, null))
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
return
if (!istype(H:l_hand, /obj/item/weapon/shield/riot) && prob(40))
for(var/mob/O in viewers(M, null))
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
return*/
playsound(src.loc, 'Genhit.ogg', 50, 1, -1)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
@@ -174,14 +161,6 @@ STUN BATON
if (M.stunned < 1 && (!(M.mutations & HULK)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stunned = 1
else
/* if (!istype(H:r_hand, /obj/item/weapon/shield/riot) && prob(40))
for(var/mob/O in viewers(M, null))
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
return
if (!istype(H:l_hand, /obj/item/weapon/shield/riot) && prob(40))
for(var/mob/O in viewers(M, null))
if (O.client) O.show_message(text("\red <B>[] has blocked []'s stun baton with the riot shield!</B>", M, user), 1, "\red You hear a cracking sound", 2)
return*/
playsound(src.loc, 'Egloves.ogg', 50, 1, -1)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
+5 -9
View File
@@ -29,16 +29,12 @@
src.health -= 5
src.healthcheck()
/obj/lamarr/bullet_act(var/obj/item/projectile/Proj)
if (Proj.flag == "bullet")
src.health -= 10
src.healthcheck()
return
else
src.health -= 4
src.healthcheck()
return
/obj/lamarr/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
src.healthcheck()
return
/obj/lamarr/blob_act()
+3 -15
View File
@@ -137,21 +137,9 @@
return
/obj/secure_closet/bullet_act(var/obj/item/projectile/Proj)
/* Just in case someone gives closets health
if (flag == PROJECTILE_BULLET)
src.health -= 1
src.healthcheck()
return
if (flag != PROJECTILE_LASER)
src.health -= 3
src.healthcheck()
return
else
src.health -= 5
src.healthcheck()
return
*/
if(prob(1.5))
health -= Proj.damage
..()
if(health <= 0)
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
-6
View File
@@ -121,12 +121,6 @@
//PROJECTILE_BOLT = 5 crossbow
//PROJECTILE_WEAKBULLET = 6 detective's revolver
/atom/proc/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam/pulse))
src.ex_act(2)
return
/turf/Entered(atom/A as mob|obj)
..()
if ((A && A.density && !( istype(A, /obj/beam) )))
+7 -15
View File
@@ -1,19 +1,11 @@
/obj/window/bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag == "bullet")
if(!reinf)
new /obj/item/weapon/shard( src.loc )
//SN src = null
src.density = 0
del(src)
else
health -= Proj.damage
if(health <=0)
new /obj/item/weapon/shard( src.loc )
new /obj/item/stack/rods( src.loc )
src.density = 0
del(src)
health -= Proj.damage
..()
if(health <=0)
new /obj/item/weapon/shard( src.loc )
new /obj/item/stack/rods( src.loc )
src.density = 0
del(src)
return
/obj/window/ex_act(severity)
+7
View File
@@ -26,6 +26,13 @@
/turf/ex_act(severity)
return 0
/turf/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam/pulse))
src.ex_act(2)
..()
return
/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area)
if (!mover || !isturf(mover.loc))
return 1