mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-28 22:47:59 +01:00
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:
@@ -122,7 +122,9 @@
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/datum/game_mode/blob/check_finished()
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if((stage >= 4)||(stage <= 1))
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if(stage <= 1)
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return 0
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if(stage >= 4)
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return 1
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for(var/obj/blob/B in blobs)
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@@ -105,6 +105,7 @@
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bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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update()
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@@ -77,7 +77,7 @@
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var/datum/objective/absorb/absorb_objective = new
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absorb_objective.owner = changeling
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absorb_objective.gen_amount_goal()
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absorb_objective.gen_amount_goal(8,12)
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changeling.objectives += absorb_objective
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switch(rand(1,100))
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@@ -1382,6 +1382,7 @@ It is possible to destroy the net by the occupant or someone else.
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bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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healthcheck()
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return
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@@ -410,8 +410,8 @@ datum/objective/capture
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datum/objective/absorb
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proc/gen_amount_goal() //this doesn't work -- should work now, changed it a bit -- Urist
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target_amount = rand (4,6)
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proc/gen_amount_goal(var/lowbound = 4, var/highbound = 6)
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target_amount = rand (lowbound,highbound)
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if (ticker)
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var/n_p = 1 //autowin
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if (ticker.current_state == GAME_STATE_SETTING_UP)
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@@ -433,6 +433,8 @@ datum/objective/absorb
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else
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return 0
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/* Isn't suited for global objectives
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/*---------CULTIST----------*/
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@@ -5,7 +5,7 @@
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/datum/game_mode/traitor
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name = "traitor"
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config_tag = "traitor"
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restricted_jobs = list("Cyborg", "Security Officer", "Warden", "Detective", "Head of Security")//Approved by headmins for a week test
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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
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required_players = 0
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required_enemies = 1
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@@ -503,20 +503,25 @@
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src.equip_if_possible(new /obj/item/device/analyzer/plant_analyzer(src), slot_s_store)
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if ("Librarian")
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src.equip_if_possible(new /obj/item/clothing/under/suit_jacket/red(src), slot_w_uniform)
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src.equip_if_possible(new /obj/item/clothing/shoes/black(src), slot_shoes)
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src.equip_if_possible(new /obj/item/weapon/barcodescanner(src), slot_l_hand)
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if ("Lawyer") //muskets 160910
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src.equip_if_possible(new /obj/item/clothing/under/bluesuit(src), slot_w_uniform)
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if ("Lawyer")
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if(!lawyer)
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lawyer = 1
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src.equip_if_possible(new /obj/item/clothing/under/lawyer/bluesuit(src), slot_w_uniform)
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src.equip_if_possible(new /obj/item/clothing/suit/lawyer/bluejacket(src), slot_wear_suit)
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src.equip_if_possible(new /obj/item/device/pda/lawyer(src), slot_belt)
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else
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src.equip_if_possible(new /obj/item/clothing/under/lawyer/purpsuit(src), slot_w_uniform)
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src.equip_if_possible(new /obj/item/clothing/suit/lawyer/purpjacket(src), slot_wear_suit)
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src.equip_if_possible(new /obj/item/device/pda/lawyer(src), slot_belt)
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src.equip_if_possible(new /obj/item/clothing/shoes/brown(src), slot_shoes)
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src.equip_if_possible(new /obj/item/clothing/suit/suit(src), slot_wear_suit)
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src.equip_if_possible(new /obj/item/weapon/storage/backpack(src), slot_back)
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src.equip_if_possible(new /obj/item/weapon/storage/box(src.back), slot_in_backpack)
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src.equip_if_possible(new /obj/item/device/detective_scanner(src), slot_in_backpack)
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src.equip_if_possible(new /obj/item/device/detective_scanner(src), slot_in_backpack)//Why do they even get this?
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src.equip_if_possible(new /obj/item/weapon/storage/briefcase(src), slot_l_hand)
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src.equip_if_possible(new /obj/item/device/pda/lawyer(src), slot_belt)
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if ("Quartermaster")
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src.equip_if_possible(new /obj/item/device/radio/headset/heads/qm (src), slot_ears)
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@@ -341,7 +341,7 @@ var/list/assistant_occupations = list(
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"Assistant" = -1,
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"Chaplain" = 1,
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"Librarian" = 1,
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"Lawyer" = 1,
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"Lawyer" = 2,
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"Atmospheric Technician" = 4
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//"Tourist", //I am not going to implement these jobs at the moment. Just listed it as examples. --rastaf0
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//"Monkey",
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@@ -253,11 +253,13 @@ Release Pressure: <A href='?src=\ref[src];pressure_adj=-1000'>-</A> <A href='?sr
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return
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/obj/machinery/portable_atmospherics/canister/bullet_act(var/obj/item/projectile/Proj)
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if (Proj.flag == "bullet")
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health -= Proj.damage
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if(Proj.flag == "bullet")
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src.health = 0
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spawn( 0 )
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healthcheck()
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return
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..()
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return
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/obj/machinery/portable_atmospherics/canister/toxins/New()
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@@ -81,7 +81,7 @@
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/obj/machinery/bot/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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healthcheck()
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/obj/machinery/bot/meteorhit()
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@@ -234,6 +234,7 @@ Neutralize All Unidentified Life Signs: []<BR>"},
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attacked = 0
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src.health -= Proj.damage
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..()
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if(prob(45) && Proj.damage > 0) src.spark_system.start()
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if (src.health <= 0)
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src.die() // the death process :(
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@@ -377,8 +377,8 @@
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..()
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/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
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storedpower -= Proj.damage
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..()
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return
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@@ -487,15 +487,14 @@
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/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
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if(needs_power)
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var/obj/machinery/shieldwallgen/G
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if(prob(50))
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G = gen_primary
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else
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G = gen_secondary
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G.storedpower -= Proj.damage
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..()
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return
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@@ -230,6 +230,7 @@
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/obj/machinery/turret/bullet_act(var/obj/item/projectile/Proj)
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src.health -= Proj.damage
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..()
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if(prob(45) && Proj.damage > 0) src.spark_system.start()
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if (src.health <= 0)
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src.die()
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@@ -428,6 +429,7 @@
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bullet_act(var/obj/item/projectile/Proj)
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var/damage = Proj.damage
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src.take_damage(damage)
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..()
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return
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@@ -384,6 +384,7 @@
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src.log_append_to_last("Armor saved.")
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else
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call((proc_res["dynbulletdamage"]||src), "dynbulletdamage")(Proj) //calls equipment
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..()
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return
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/obj/mecha/proc/dynbulletdamage(var/obj/item/projectile/Proj)
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@@ -14,6 +14,7 @@
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/obj/alien/egg/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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healthcheck()
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return
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@@ -87,6 +87,7 @@
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bullet_act(var/obj/item/projectile/Proj)
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health -= round(Proj.damage / 2)
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..()
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healthcheck()
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ex_act(severity)
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@@ -19,6 +19,7 @@
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/obj/alien/resin/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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healthcheck()
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return
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@@ -103,25 +103,13 @@
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del(src)
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/obj/closet/bullet_act(var/obj/item/projectile/Proj)
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/* Just in case someone gives closets health
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if (flag == PROJECTILE_BULLET)
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src.health -= 1
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src.healthcheck()
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return
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if (flag != PROJECTILE_LASER)
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src.health -= 3
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src.healthcheck()
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return
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else
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src.health -= 5
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src.healthcheck()
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return
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*/
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if(prob(40) && istype(Proj, /obj/item/projectile/beam/pulse))
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health -= Proj.damage
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..()
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if(health <= 0)
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for (var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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del(src)
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return
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// this should probably use dump_contents()
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@@ -1,16 +1,10 @@
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/obj/closet/wardrobe/New()
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new /obj/item/clothing/under/color/blue( src )
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new /obj/item/clothing/under/color/blue( src )
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new /obj/item/clothing/under/color/blue( src )
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new /obj/item/clothing/under/color/blue( src )
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new /obj/item/clothing/under/color/blue( src )
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new /obj/item/clothing/under/color/blue( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/shoes/brown( src )
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new /obj/item/clothing/under/color/blue(src)
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new /obj/item/clothing/under/color/blue(src)
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new /obj/item/clothing/under/color/blue(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/clothing/shoes/brown(src)
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new /obj/item/clothing/shoes/brown(src)
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return
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/obj/closet/wardrobe/red/New()
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@@ -29,208 +23,147 @@
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return
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/obj/closet/wardrobe/pink/New()
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new /obj/item/clothing/under/color/pink( src )
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new /obj/item/clothing/under/color/pink( src )
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new /obj/item/clothing/under/color/pink( src )
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new /obj/item/clothing/under/color/pink( src )
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new /obj/item/clothing/under/color/pink( src )
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new /obj/item/clothing/under/color/pink( src )
|
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new /obj/item/clothing/shoes/brown( src )
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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 )
|
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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)
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||||
new /obj/item/clothing/shoes/brown(src)
|
||||
return
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||||
|
||||
/obj/closet/wardrobe/black/New()
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||||
new /obj/item/clothing/under/color/black( src )
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||||
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)
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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) )))
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user