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https://github.com/ParadiseSS13/Paradise.git
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TG: Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do. - Welders now start full of fuel instead of some random amount between 10-20 - Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that. - - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files) - - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()" - - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now. - Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore - Fixes issue 435 While changing the hundreds(literally) of cases of welding tool uses I've - Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc) - Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel) - Added sanity checks after some do_after()s that were missing them Added traitor uplink items back to erro's stat tracker - Added 'random' with the tag "RN" - Added thermal meson glasses with the tag "TM" - Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc - NOTE: I have absolutely no way to test this on my own, but it should work! I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap. Revision: r3741 Author: johnsonmt88
This commit is contained in:
@@ -82,7 +82,7 @@
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.welding)
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if(WT.remove_fuel(0, user))
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damage = 15
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playsound(src.loc, 'Welder.ogg', 100, 1)
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@@ -76,7 +76,7 @@ Alien plants should do something if theres a lot of poison
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.welding)
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if(WT.remove_fuel(0, user))
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damage = 15
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playsound(loc, 'Welder.ogg', 100, 1)
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@@ -133,8 +133,9 @@
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if(istype(W, /obj/item/weapon/grab))
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src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
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if(istype(W, /obj/item/weapon/weldingtool) && W:welding )
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if(!W:remove_fuel(0,user))
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.remove_fuel(0,user))
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user << "\blue You need more welding fuel to complete this task."
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return
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new /obj/item/stack/sheet/metal(src.loc)
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@@ -156,8 +157,9 @@
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else if(istype(W, /obj/item/weapon/packageWrap))
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return
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else if(istype(W, /obj/item/weapon/weldingtool) && W:welding )
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if(!W:remove_fuel(0,user))
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.remove_fuel(0,user))
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user << "\blue You need more welding fuel to complete this task."
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return
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src.welded =! src.welded
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@@ -179,20 +179,19 @@ obj/structure/door_assembly
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glass = 1
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/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/weldingtool) && W:welding && !anchored )
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if (W:remove_fuel(0,user))
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W:welding = 2
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if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
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playsound(src.loc, 'Welder2.ogg', 50, 1)
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if(do_after(user, 40))
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if(!src) return
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if(!src || !WT.isOn()) return
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user << "\blue You dissasembled the airlock assembly!"
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new /obj/item/stack/sheet/metal(get_turf(src), 4)
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if(src.glass==1)
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new /obj/item/stack/sheet/rglass(get_turf(src))
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del(src)
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W:welding = 1
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else
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user << "\blue You need more welding fuel to dissassemble the airlock assembly."
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return
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@@ -511,18 +511,19 @@
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if (is_sharp(W))
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burst()
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//Is this even used for anything besides balloons? Yes I took out the W:lit stuff because : really shouldnt be used.
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/proc/is_sharp(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT?
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return ( \
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istype(W, /obj/item/weapon/screwdriver) || \
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istype(W, /obj/item/weapon/pen) || \
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istype(W, /obj/item/weapon/weldingtool) && W:welding || \
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istype(W, /obj/item/weapon/lighter/zippo) && W:lit || \
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istype(W, /obj/item/weapon/match) && W:lit || \
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istype(W, /obj/item/clothing/mask/cigarette) && W:lit || \
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istype(W, /obj/item/weapon/weldingtool) || \
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istype(W, /obj/item/weapon/lighter/zippo) || \
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istype(W, /obj/item/weapon/match) || \
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istype(W, /obj/item/clothing/mask/cigarette) || \
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istype(W, /obj/item/weapon/wirecutters) || \
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istype(W, /obj/item/weapon/circular_saw) || \
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istype(W, /obj/item/weapon/melee/energy/sword) && W:active || \
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istype(W, /obj/item/weapon/melee/energy/blade) || \
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istype(W, /obj/item/weapon/melee/energy/sword) || \
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istype(W, /obj/item/weapon/melee/energy/blade) || \
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istype(W, /obj/item/weapon/shovel) || \
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istype(W, /obj/item/weapon/kitchenknife) || \
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istype(W, /obj/item/weapon/butch) || \
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@@ -1,4 +1,4 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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#define CANDLE_LUM 3
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@@ -27,14 +27,22 @@
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
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light("\red [user] casually lights the [name] with [W], what a badass.")
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else if(istype(W, /obj/item/weapon/lighter) && W:lit)
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light()
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else if(istype(W, /obj/item/weapon/match) && W:lit)
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light()
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else if(istype(W, /obj/item/candle) && W:lit)
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light()
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.isOn()) //Badasses dont get blinded by lighting their candle with a welding tool
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light("\red [user] casually lights the [name] with [W], what a badass.")
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else if(istype(W, /obj/item/weapon/lighter))
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var/obj/item/weapon/lighter/L = W
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if(L.lit)
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light()
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else if(istype(W, /obj/item/weapon/match))
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var/obj/item/weapon/match/M = W
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if(M.lit)
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light()
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else if(istype(W, /obj/item/candle))
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var/obj/item/candle/C = W
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if(C.lit)
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light()
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light(var/flavor_text = "\red [usr] lights the [name].")
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@@ -128,8 +128,10 @@ ZIPPO
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/obj/item/clothing/mask/cigarette/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
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light("\red [user] casually lights the [name] with [W], what a badass.")
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.isOn())//Badasses dont get blinded while lighting their cig with a welding tool
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light("\red [user] casually lights the [name] with [W], what a badass.")
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else if(istype(W, /obj/item/weapon/lighter/zippo))
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var/obj/item/weapon/lighter/zippo/Z = W
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@@ -266,18 +268,25 @@ ZIPPO
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
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light("\red [user] casually lights the [name] with [W], what a badass.")
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.isOn())
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light("\red [user] casually lights the [name] with [W], what a badass.")
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else if(istype(W, /obj/item/weapon/lighter/zippo) && (W:lit > 0))
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light("\red With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.")
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else if(istype(W, /obj/item/weapon/lighter/zippo))
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var/obj/item/weapon/lighter/zippo/Z = W
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if(Z.lit > 0)
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light("\red With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.")
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else if(istype(W, /obj/item/weapon/lighter) && (W:lit > 0))
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light("\red After some fiddling, [user] manages to light their [name] with [W].")
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else if(istype(W, /obj/item/weapon/lighter))
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var/obj/item/weapon/lighter/L = W
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if(L.lit > 0)
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light("\red After some fiddling, [user] manages to light their [name] with [W].")
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else if(istype(W, /obj/item/weapon/match) && (W:lit > 0))
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light("\red [user] lights \his [name] with \his [W].")
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return
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else if(istype(W, /obj/item/weapon/match))
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var/obj/item/weapon/match/M = W
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if(M.lit > 0)
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light("\red [user] lights their [name] with their [W].")
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light(var/flavor_text = "[usr] lights the [name].")
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if(!src.lit)
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@@ -71,242 +71,278 @@ WELDINGTOOOL
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icon_state = "welder"
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flags = FPRINT | TABLEPASS| CONDUCT
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slot_flags = SLOT_BELT
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//Amount of OUCH when it's thrown
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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//Cost to make in the autolathe
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m_amt = 70
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g_amt = 30
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//R&D tech level
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origin_tech = "engineering=1"
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var/welding = 0
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var/status = 1
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var/max_fuel = 20
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proc
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get_fuel()
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remove_fuel(var/amount = 1, var/mob/M = null)
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check_status()
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toggle(var/message = 0)
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eyecheck(mob/user as mob)
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//Welding tool specific stuff
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var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
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var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
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var/max_fuel = 20 //The max amount of fuel the welder can hold
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/obj/item/weapon/weldingtool/New()
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// var/random_fuel = min(rand(10,20),max_fuel)
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var/datum/reagents/R = new/datum/reagents(max_fuel)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", max_fuel)
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return
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New()
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var/random_fuel = min(rand(10,20),max_fuel)
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var/datum/reagents/R = new/datum/reagents(max_fuel)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", random_fuel)
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return
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/obj/item/weapon/weldingtool/examine()
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set src in usr
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usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
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return
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examine()
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set src in usr
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usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
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return
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attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/screwdriver))
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if(welding)
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user << "\red Stop welding first!"
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return
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status = !status
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if(status)
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user << "\blue You resecure the welder."
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else
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user << "\blue The welder can now be attached and modified."
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src.add_fingerprint(user)
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/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/screwdriver))
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if(welding)
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user << "\red Stop welding first!"
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return
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if((!status) && (istype(W,/obj/item/stack/rods)))
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var/obj/item/stack/rods/R = W
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R.use(1)
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var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc)
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src.loc = F
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F.weldtool = src
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if (user.client)
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user.client.screen -= src
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if (user.r_hand == src)
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user.u_equip(src)
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else
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user.u_equip(src)
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src.master = F
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src.layer = initial(src.layer)
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user.u_equip(src)
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if (user.client)
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user.client.screen -= src
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src.loc = F
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src.add_fingerprint(user)
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return
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..()
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return
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process()
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switch(welding)
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if(0)
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processing_objects.Remove(src)
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return
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if(1)
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if(prob(5))//Welders left on now use up fuel, but lets not have them run out quite that fast
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remove_fuel(1)
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if(2)
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if(prob(75))
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remove_fuel(1)
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//if you're actually actively welding, use fuel faster.
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var/turf/location = src.loc
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if(istype(location, /mob/))
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var/mob/M = location
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if(M.l_hand == src || M.r_hand == src)
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location = get_turf(M)
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if (istype(location, /turf))
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location.hotspot_expose(700, 5)
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afterattack(obj/O as obj, mob/user as mob)
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if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
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O.reagents.trans_to(src, max_fuel)
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user << "\blue Welder refueled"
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playsound(src.loc, 'refill.ogg', 50, 1, -6)
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return
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else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
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message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
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log_game("[key_name(user)] triggered a fueltank explosion.")
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user << "\red That was stupid of you."
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explosion(O.loc,-1,0,2)
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if(O)
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del(O)
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return
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if (src.welding)
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remove_fuel(1)
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var/turf/location = get_turf(user)
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if (istype(location, /turf))
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location.hotspot_expose(700, 50, 1)
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return
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attack_self(mob/user as mob)
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toggle()
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user.update_clothing()
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return
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///GET prop for fuel
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get_fuel()
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return reagents.get_reagent_amount("fuel")
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///SET prop for fuel
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///Will also turn it off if it is out of fuel
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///The mob argument is not needed but if included will call eyecheck() on it if the welder is on.
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remove_fuel(var/amount = 1, var/mob/M = null)
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if(!welding || !check_status())
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return 0
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if(get_fuel() >= amount)
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reagents.remove_reagent("fuel", amount)
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check_status()
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if(M)
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eyecheck(M)//TODO:eyecheck should really be in mob not here
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return 1
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status = !status
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if(status)
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user << "\blue You resecure the welder."
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else
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if(M)
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M << "\blue You need more welding fuel to complete this task."
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return 0
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user << "\blue The welder can now be attached and modified."
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src.add_fingerprint(user)
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return
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if((!status) && (istype(W,/obj/item/stack/rods)))
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var/obj/item/stack/rods/R = W
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R.use(1)
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var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc)
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src.loc = F
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F.weldtool = src
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if (user.client)
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user.client.screen -= src
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if (user.r_hand == src)
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user.u_equip(src)
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else
|
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user.u_equip(src)
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src.master = F
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src.layer = initial(src.layer)
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user.u_equip(src)
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if (user.client)
|
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user.client.screen -= src
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src.loc = F
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src.add_fingerprint(user)
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return
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||||
..()
|
||||
return
|
||||
|
||||
|
||||
///Quick check to see if we even have any fuel and should shut off
|
||||
///This could use a better name
|
||||
check_status()
|
||||
if((get_fuel() <= 0) && welding)
|
||||
toggle(1)
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
//toggles the welder off and on
|
||||
toggle(var/message = 0)
|
||||
if(!status) return
|
||||
src.welding = !( src.welding )
|
||||
if (src.welding)
|
||||
if (remove_fuel(1))
|
||||
usr << "\blue You switch the [src] on."
|
||||
/obj/item/weapon/weldingtool/process()
|
||||
switch(welding)
|
||||
//If off
|
||||
if(0)
|
||||
if(src.icon_state != "welder") //Check that the sprite is correct, if it isnt, it means toggle() was not called
|
||||
src.force = 3
|
||||
src.damtype = "brute"
|
||||
src.icon_state = "welder"
|
||||
src.welding = 0
|
||||
processing_objects.Remove(src)
|
||||
return
|
||||
//Welders left on now use up fuel, but lets not have them run out quite that fast
|
||||
if(1)
|
||||
if(src.icon_state != "welder1") //Check that the sprite is correct, if it isnt, it means toggle() was not called
|
||||
src.force = 15
|
||||
src.damtype = "fire"
|
||||
src.icon_state = "welder1"
|
||||
processing_objects.Add(src)
|
||||
else
|
||||
usr << "\blue Need more fuel!"
|
||||
src.welding = 0
|
||||
return
|
||||
else
|
||||
if(!message)
|
||||
usr << "\blue You switch the [src] off."
|
||||
else
|
||||
usr << "\blue The [src] shuts off!"
|
||||
src.force = 3
|
||||
src.damtype = "brute"
|
||||
src.icon_state = "welder"
|
||||
src.welding = 0
|
||||
if(prob(5))
|
||||
remove_fuel(1)
|
||||
|
||||
//If you're actually actively welding, use fuel faster.
|
||||
//Is this actually used or set anywhere? - Nodrak
|
||||
if(2)
|
||||
if(prob(75))
|
||||
remove_fuel(1)
|
||||
|
||||
|
||||
eyecheck(mob/user as mob)
|
||||
//check eye protection
|
||||
if(!iscarbon(user)) return 1
|
||||
var/safety = user:eyecheck()
|
||||
switch(safety)
|
||||
if(1)
|
||||
usr << "\red Your eyes sting a little."
|
||||
user.eye_stat += rand(1, 2)
|
||||
if(user.eye_stat > 12)
|
||||
user.eye_blurry += rand(3,6)
|
||||
if(0)
|
||||
usr << "\red Your eyes burn."
|
||||
user.eye_stat += rand(2, 4)
|
||||
if(user.eye_stat > 10)
|
||||
user.eye_blurry += rand(4,10)
|
||||
if(-1)
|
||||
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
|
||||
user.eye_blurry += rand(12,20)
|
||||
user.eye_stat += rand(12, 16)
|
||||
if(user.eye_stat > 10 && safety < 2)
|
||||
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
|
||||
if (prob(user.eye_stat - 25 + 1))
|
||||
user << "\red You go blind!"
|
||||
user.disabilities |= 128
|
||||
else if (prob(user.eye_stat - 15 + 1))
|
||||
user << "\red You go blind!"
|
||||
user.eye_blind = 5
|
||||
user.eye_blurry = 5
|
||||
user.disabilities |= 1
|
||||
// spawn(100)
|
||||
// user.disabilities &= ~1 //Simpler to just leave them short sighted.
|
||||
//I'm not sure what this does. I assume it has to do with starting fires...
|
||||
//...but it doesnt check to see if the welder is on or not.
|
||||
var/turf/location = src.loc
|
||||
if(istype(location, /mob/))
|
||||
var/mob/M = location
|
||||
if(M.l_hand == src || M.r_hand == src)
|
||||
location = get_turf(M)
|
||||
if (istype(location, /turf))
|
||||
location.hotspot_expose(700, 5)
|
||||
|
||||
|
||||
/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob)
|
||||
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
|
||||
O.reagents.trans_to(src, max_fuel)
|
||||
user << "\blue Welder refueled"
|
||||
playsound(src.loc, 'refill.ogg', 50, 1, -6)
|
||||
return
|
||||
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
|
||||
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
|
||||
log_game("[key_name(user)] triggered a fueltank explosion.")
|
||||
user << "\red That was stupid of you."
|
||||
explosion(O.loc,-1,0,2)
|
||||
if(O)
|
||||
del(O)
|
||||
return
|
||||
if (src.welding)
|
||||
remove_fuel(1)
|
||||
var/turf/location = get_turf(user)
|
||||
if (istype(location, /turf))
|
||||
location.hotspot_expose(700, 50, 1)
|
||||
return
|
||||
|
||||
attack(mob/M as mob, mob/user as mob)
|
||||
if(hasorgans(M))
|
||||
var/datum/organ/external/S = M:organs[user.zone_sel.selecting]
|
||||
if(S)
|
||||
message_admins("It appears [M] has \"null\" where there should be a [user.zone_sel.selecting]. Check into this, and tell SkyMarshal: \"[M.type]\"")
|
||||
return ..()
|
||||
if(!S.robot || user.a_intent != "help")
|
||||
return ..()
|
||||
if(S.brute_dam)
|
||||
S.heal_damage(15,0,0,1)
|
||||
if(user != M)
|
||||
user.visible_message("\red You patch some dents on \the [M]'s [S.display_name]",\
|
||||
"\red \The [user] patches some dents on \the [M]'s [S.display_name] with \the [src]",\
|
||||
"You hear a welder.")
|
||||
else
|
||||
user.visible_message("\red You patch some dents on your [S.display_name]",\
|
||||
"\red \The [user] patches some dents on their [S.display_name] with \the [src]",\
|
||||
"You hear a welder.")
|
||||
else
|
||||
user << "Nothing to fix!"
|
||||
|
||||
/obj/item/weapon/weldingtool/attack_self(mob/user as mob)
|
||||
toggle()
|
||||
user.update_clothing()
|
||||
return
|
||||
|
||||
//Returns the amount of fuel in the welder
|
||||
/obj/item/weapon/weldingtool/proc/get_fuel()
|
||||
return reagents.get_reagent_amount("fuel")
|
||||
|
||||
|
||||
//Removes fuel from the welding tool. If a mob is passed, it will perform an eyecheck on the mob. This should probably be renamed to use()
|
||||
/obj/item/weapon/weldingtool/proc/remove_fuel(var/amount = 1, var/mob/M = null)
|
||||
if(!welding || !check_fuel())
|
||||
return 0
|
||||
if(get_fuel() >= amount)
|
||||
reagents.remove_reagent("fuel", amount)
|
||||
check_fuel()
|
||||
if(M)
|
||||
eyecheck(M)
|
||||
return 1
|
||||
else
|
||||
if(M)
|
||||
M << "\blue You need more welding fuel to complete this task."
|
||||
return 0
|
||||
|
||||
//Returns whether or not the welding tool is currently on.
|
||||
/obj/item/weapon/weldingtool/proc/isOn()
|
||||
return src.welding
|
||||
|
||||
//Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1)
|
||||
//so that the welding tool updates accordingly
|
||||
/obj/item/weapon/weldingtool/proc/setWelding(var/temp_welding)
|
||||
//If we're turning it on
|
||||
if(temp_welding > 0)
|
||||
if (remove_fuel(1))
|
||||
usr << "\blue The [src] switches on."
|
||||
src.force = 15
|
||||
src.damtype = "fire"
|
||||
src.icon_state = "welder1"
|
||||
processing_objects.Add(src)
|
||||
else
|
||||
return ..()
|
||||
usr << "\blue Need more fuel!"
|
||||
src.welding = 0
|
||||
return
|
||||
//Otherwise
|
||||
else
|
||||
usr << "\blue The [src] switches off."
|
||||
src.force = 3
|
||||
src.damtype = "brute"
|
||||
src.icon_state = "welder"
|
||||
src.welding = 0
|
||||
|
||||
//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
|
||||
/obj/item/weapon/weldingtool/proc/check_fuel()
|
||||
if((get_fuel() <= 0) && welding)
|
||||
toggle(1)
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
//Toggles the welder off and on
|
||||
/obj/item/weapon/weldingtool/proc/toggle(var/message = 0)
|
||||
if(!status) return
|
||||
src.welding = !( src.welding )
|
||||
if (src.welding)
|
||||
if (remove_fuel(1))
|
||||
usr << "\blue You switch the [src] on."
|
||||
src.force = 15
|
||||
src.damtype = "fire"
|
||||
src.icon_state = "welder1"
|
||||
processing_objects.Add(src)
|
||||
else
|
||||
usr << "\blue Need more fuel!"
|
||||
src.welding = 0
|
||||
return
|
||||
else
|
||||
if(!message)
|
||||
usr << "\blue You switch the [src] off."
|
||||
else
|
||||
usr << "\blue The [src] shuts off!"
|
||||
src.force = 3
|
||||
src.damtype = "brute"
|
||||
src.icon_state = "welder"
|
||||
src.welding = 0
|
||||
return
|
||||
|
||||
//Decides whether or not to damage a player's eyes based on what they're wearing as protection
|
||||
//Note: This should probably be moved to mob
|
||||
/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
|
||||
if(!iscarbon(user)) return 1
|
||||
var/safety = user:eyecheck()
|
||||
switch(safety)
|
||||
if(1)
|
||||
usr << "\red Your eyes sting a little."
|
||||
user.eye_stat += rand(1, 2)
|
||||
if(user.eye_stat > 12)
|
||||
user.eye_blurry += rand(3,6)
|
||||
if(0)
|
||||
usr << "\red Your eyes burn."
|
||||
user.eye_stat += rand(2, 4)
|
||||
if(user.eye_stat > 10)
|
||||
user.eye_blurry += rand(4,10)
|
||||
if(-1)
|
||||
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
|
||||
user.eye_blurry += rand(12,20)
|
||||
user.eye_stat += rand(12, 16)
|
||||
if(user.eye_stat > 10 && safety < 2)
|
||||
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
|
||||
if (prob(user.eye_stat - 25 + 1))
|
||||
user << "\red You go blind!"
|
||||
user.disabilities |= 128
|
||||
else if (prob(user.eye_stat - 15 + 1))
|
||||
user << "\red You go blind!"
|
||||
user.eye_blind = 5
|
||||
user.eye_blurry = 5
|
||||
user.disabilities |= 1
|
||||
// spawn(100)
|
||||
// user.disabilities &= ~1 //Simpler to just leave them short sighted.
|
||||
return
|
||||
|
||||
/obj/item/weapon/weldingtool/attack(mob/M as mob, mob/user as mob)
|
||||
if(hasorgans(M))
|
||||
var/datum/organ/external/S = M:organs[user.zone_sel.selecting]
|
||||
if(!S.robot || user.a_intent != "help")
|
||||
return ..()
|
||||
if(S.brute_dam)
|
||||
S.heal_damage(15,0,0,1)
|
||||
if(user != M)
|
||||
user.visible_message("\red You patch some dents on \the [M]'s [S.display_name]",\
|
||||
"\red \The [user] patches some dents on \the [M]'s [S.display_name] with \the [src]",\
|
||||
"You hear a welder.")
|
||||
else
|
||||
user.visible_message("\red You patch some dents on your [S.display_name]",\
|
||||
"\red \The [user] patches some dents on their [S.display_name] with \the [src]",\
|
||||
"You hear a welder.")
|
||||
else
|
||||
user << "Nothing to fix!"
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/weldingtool/largetank
|
||||
name = "Industrial Welding Tool"
|
||||
@@ -325,13 +361,21 @@ WELDINGTOOOL
|
||||
|
||||
/obj/item/weapon/weldingtool/experimental
|
||||
name = "Experimental Welding Tool"
|
||||
max_fuel = 80
|
||||
max_fuel = 40
|
||||
w_class = 3.0
|
||||
m_amt = 70
|
||||
g_amt = 120
|
||||
origin_tech = "engineering=4;plasma=3"
|
||||
icon_state = "ewelder"
|
||||
var/last_gen = 0
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/weldingtool/experimental/proc/fuel_gen()//Proc to make the experimental welder generate fuel, optimized as fuck -Sieve
|
||||
var/gen_amount = ((world.time-last_gen)/25)
|
||||
reagents += (gen_amount)
|
||||
if(reagents > max_fuel)
|
||||
reagents = max_fuel
|
||||
/obj/item/weapon/wirecutters
|
||||
name = "wirecutters"
|
||||
desc = "This cuts wires."
|
||||
@@ -346,10 +390,10 @@ WELDINGTOOOL
|
||||
m_amt = 80
|
||||
origin_tech = "materials=1;engineering=1"
|
||||
|
||||
New()
|
||||
if(prob(50))
|
||||
icon_state = "cutters-y"
|
||||
item_state = "cutters_yellow"
|
||||
/obj/item/weapon/wirecutters/New()
|
||||
if(prob(50))
|
||||
icon_state = "cutters-y"
|
||||
item_state = "cutters_yellow"
|
||||
|
||||
/obj/item/weapon/wirecutters/attack(mob/M as mob, mob/user as mob)
|
||||
if((M.handcuffed) && (istype(M:handcuffed, /obj/item/weapon/handcuffs/cable)))
|
||||
|
||||
@@ -188,7 +188,8 @@
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/weapon/weldingtool))
|
||||
if(W:welding)
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(WT.remove_fuel(0, user))
|
||||
TemperatureAct(100)
|
||||
..()
|
||||
|
||||
|
||||
@@ -95,7 +95,8 @@
|
||||
|
||||
attackby(obj/item/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/weldingtool))
|
||||
if(W:welding == 1)
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(WT.remove_fuel(0, user))
|
||||
overlays = null
|
||||
usr << "You slice off [src]'s uneven chunks of aluminum and scorch marks."
|
||||
return
|
||||
|
||||
@@ -237,19 +237,20 @@ SHARDS
|
||||
|
||||
/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
if ( istype(W, /obj/item/weapon/weldingtool) && W:welding )
|
||||
W:eyecheck(user)
|
||||
var/obj/item/stack/sheet/glass/NG = new (user.loc)
|
||||
for (var/obj/item/stack/sheet/glass/G in user.loc)
|
||||
if(G==NG)
|
||||
continue
|
||||
if(G.amount>=G.max_amount)
|
||||
continue
|
||||
G.attackby(NG, user)
|
||||
usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
if ( istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(WT.remove_fuel(0, user))
|
||||
var/obj/item/stack/sheet/glass/NG = new (user.loc)
|
||||
for (var/obj/item/stack/sheet/glass/G in user.loc)
|
||||
if(G==NG)
|
||||
continue
|
||||
if(G.amount>=G.max_amount)
|
||||
continue
|
||||
G.attackby(NG, user)
|
||||
usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/shard/HasEntered(AM as mob|obj)
|
||||
|
||||
@@ -12,11 +12,14 @@ FLOOR TILES
|
||||
|
||||
/obj/item/stack/rods/attackby(obj/item/W as obj, mob/user as mob)
|
||||
..()
|
||||
if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
|
||||
if (istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
|
||||
if(amount < 2)
|
||||
user << "\red You need at least two rods to do this."
|
||||
return
|
||||
if(W:remove_fuel(0,user))
|
||||
|
||||
if(WT.remove_fuel(0,user))
|
||||
var/obj/item/stack/sheet/metal/new_item = new(usr.loc)
|
||||
new_item.add_to_stacks(usr)
|
||||
for (var/mob/M in viewers(src))
|
||||
|
||||
@@ -173,7 +173,6 @@ obj/structure/meteorhit(obj/O as obj)
|
||||
else
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/girder/displaced
|
||||
icon_state = "displaced"
|
||||
anchored = 0
|
||||
@@ -259,9 +258,10 @@ obj/structure/meteorhit(obj/O as obj)
|
||||
var/turf/T = get_turf(src)
|
||||
T.attackby(C, user) //BubbleWrap - hand this off to the underlying turf instead
|
||||
return
|
||||
if (istype(C, /obj/item/weapon/weldingtool) && C:welding)
|
||||
user << "\blue Slicing lattice joints ..."
|
||||
C:eyecheck(user)
|
||||
if (istype(C, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = C
|
||||
if(WT.remove_fuel(0, user))
|
||||
user << "\blue Slicing lattice joints ..."
|
||||
new /obj/item/stack/rods(src.loc)
|
||||
del(src)
|
||||
|
||||
|
||||
@@ -283,23 +283,22 @@ TABLE AND RACK OBJECT INTERATIONS
|
||||
return
|
||||
|
||||
if (istype(W, /obj/item/weapon/weldingtool))
|
||||
if(W:welding == 1)
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(WT.remove_fuel(0, user))
|
||||
if(src.status == 2)
|
||||
W:welding = 2
|
||||
user << "\blue Now weakening the reinforced table"
|
||||
playsound(src.loc, 'Welder.ogg', 50, 1)
|
||||
if (do_after(user, 50))
|
||||
if(!src || !WT.isOn()) return
|
||||
user << "\blue Table weakened"
|
||||
src.status = 1
|
||||
W:welding = 1
|
||||
else
|
||||
W:welding = 2
|
||||
user << "\blue Now strengthening the reinforced table"
|
||||
playsound(src.loc, 'Welder.ogg', 50, 1)
|
||||
if (do_after(user, 50))
|
||||
if(!src || !WT.isOn()) return
|
||||
user << "\blue Table strengthened"
|
||||
src.status = 2
|
||||
W:welding = 1
|
||||
return
|
||||
if(isrobot(user))
|
||||
return
|
||||
|
||||
+172
-101
@@ -81,113 +81,184 @@ A list of items and costs is stored under the datum of every game mode, alongsid
|
||||
// src.menu_message += "<A href='byond://?src=\ref[src];buy_item=random'>Random Item (??)</A><br>"
|
||||
src.menu_message += "<HR>"
|
||||
return
|
||||
/*
|
||||
//If 'random' was selected
|
||||
proc/chooseRandomItem()
|
||||
var/list/randomItems = list()
|
||||
|
||||
//Sorry for all the ifs, but it makes it 1000 times easier for other people/servers to add or remove items from this list
|
||||
//Add only items the player can afford:
|
||||
if(uses > 19)
|
||||
randomItems.Add("/obj/item/weapon/circuitboard/teleporter") //Teleporter Circuit Board (costs 20, for nuke ops)
|
||||
|
||||
if(uses > 9)
|
||||
randomItems.Add("/obj/item/toy/syndicateballoon")//Syndicate Balloon
|
||||
randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_uplink") //Uplink Implanter
|
||||
randomItems.Add("/obj/item/weapon/storage/box/syndicate") //Syndicate bundle
|
||||
|
||||
//if(uses > 8) //Nothing... yet.
|
||||
//if(uses > 7) //Nothing... yet.
|
||||
|
||||
if(uses > 6)
|
||||
randomItems.Add("/obj/item/weapon/aiModule/syndicate") //Hacked AI Upload Module
|
||||
randomItems.Add("/obj/item/device/radio/beacon/syndicate") //Singularity Beacon
|
||||
|
||||
if(uses > 5)
|
||||
randomItems.Add("/obj/item/weapon/gun/projectile") //Revolver
|
||||
|
||||
if(uses > 4)
|
||||
randomItems.Add("/obj/item/weapon/gun/energy/crossbow") //Energy Crossbow
|
||||
randomItems.Add("/obj/item/device/powersink") //Powersink
|
||||
|
||||
if(uses > 3)
|
||||
randomItems.Add("/obj/item/weapon/melee/energy/sword") //Energy Sword
|
||||
randomItems.Add("/obj/item/clothing/mask/gas/voice") //Voice Changer
|
||||
randomItems.Add("/obj/item/device/chameleon") //Chameleon Projector
|
||||
|
||||
if(uses > 2)
|
||||
randomItems.Add("/obj/item/weapon/storage/emp_kit") //EMP Grenades
|
||||
randomItems.Add("/obj/item/weapon/pen/paralysis") //Paralysis Pen
|
||||
randomItems.Add("/obj/item/weapon/cartridge/syndicate") //Detomatix Cartridge
|
||||
randomItems.Add("/obj/item/clothing/under/chameleon") //Chameleon Jumpsuit
|
||||
randomItems.Add("/obj/item/weapon/card/id/syndicate") //Agent ID Card
|
||||
randomItems.Add("/obj/item/weapon/card/emag") //Cryptographic Sequencer
|
||||
randomItems.Add("/obj/item/weapon/storage/syndie_kit/space") //Syndicate Space Suit
|
||||
randomItems.Add("/obj/item/device/encryptionkey/binary") //Binary Translator Key
|
||||
randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_freedom") //Freedom Implant
|
||||
randomItems.Add("/obj/item/clothing/glasses/thermal") //Thermal Imaging Goggles
|
||||
|
||||
if(uses > 1)
|
||||
/*
|
||||
var/list/usrItems = usr.get_contents() //Checks to see if the user has a revolver before giving ammo
|
||||
var/hasRevolver = 0
|
||||
for(var/obj/I in usrItems) //Only add revolver ammo if the user has a gun that can shoot it
|
||||
if(istype(I,/obj/item/weapon/gun/projectile))
|
||||
hasRevolver = 1
|
||||
|
||||
if(hasRevolver) randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo
|
||||
*/
|
||||
randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo
|
||||
randomItems.Add("/obj/item/clothing/shoes/syndigaloshes") //No-Slip Syndicate Shoes
|
||||
randomItems.Add("/obj/item/weapon/plastique") //C4
|
||||
|
||||
if(uses > 0)
|
||||
randomItems.Add("/obj/item/weapon/soap/syndie") //Syndicate Soap
|
||||
randomItems.Add("/obj/item/weapon/storage/toolbox/syndicate") //Syndicate Toolbox
|
||||
|
||||
if(!randomItems)
|
||||
del(randomItems)
|
||||
return 0
|
||||
else
|
||||
var/buyItem = pick(randomItems)
|
||||
|
||||
switch(buyItem) //Ok, this gets a little messy, sorry.
|
||||
if("/obj/item/weapon/circuitboard/teleporter")
|
||||
uses -= 20
|
||||
if("/obj/item/toy/syndicateballoon" , "/obj/item/weapon/storage/syndie_kit/imp_uplink" , "/obj/item/weapon/storage/box/syndicate")
|
||||
uses -= 10
|
||||
if("/obj/item/weapon/aiModule/syndicate" , "/obj/item/device/radio/beacon/syndicate")
|
||||
uses -= 7
|
||||
if("/obj/item/weapon/gun/projectile")
|
||||
uses -= 6
|
||||
if("/obj/item/weapon/gun/energy/crossbow" , "/obj/item/device/powersink")
|
||||
uses -= 5
|
||||
if("/obj/item/weapon/melee/energy/sword" , "/obj/item/clothing/mask/gas/voice" , "/obj/item/device/chameleon")
|
||||
uses -= 4
|
||||
if("/obj/item/weapon/storage/emp_kit" , "/obj/item/weapon/pen/paralysis" , "/obj/item/weapon/cartridge/syndicate" , "/obj/item/clothing/under/chameleon" , \
|
||||
"/obj/item/weapon/card/id/syndicate" , "/obj/item/weapon/card/emag" , "/obj/item/weapon/storage/syndie_kit/space" , "/obj/item/device/encryptionkey/binary" , \
|
||||
"/obj/item/weapon/storage/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal")
|
||||
uses -= 3
|
||||
if("/obj/item/ammo_magazine/a357" , "/obj/item/clothing/shoes/syndigaloshes" , "/obj/item/weapon/plastique")
|
||||
uses -= 2
|
||||
if("/obj/item/weapon/soap/syndie" , "/obj/item/weapon/storage/toolbox/syndicate")
|
||||
uses -= 1
|
||||
del(randomItems)
|
||||
return buyItem
|
||||
|
||||
proc/handleStatTracking(var/boughtItem)
|
||||
//For stat tracking, sorry for making it so ugly
|
||||
if(!boughtItem) return
|
||||
|
||||
switch(boughtItem)
|
||||
if("/obj/item/weapon/circuitboard/teleporter")
|
||||
feedback_add_details("traitor_uplink_items_bought","TP")
|
||||
if("/obj/item/toy/syndicateballoon")
|
||||
feedback_add_details("traitor_uplink_items_bought","BS")
|
||||
if("/obj/item/weapon/storage/syndie_kit/imp_uplink")
|
||||
feedback_add_details("traitor_uplink_items_bought","UI")
|
||||
if("/obj/item/weapon/storage/box/syndicate")
|
||||
feedback_add_details("traitor_uplink_items_bought","BU")
|
||||
if("/obj/item/weapon/aiModule/syndicate")
|
||||
feedback_add_details("traitor_uplink_items_bought","AI")
|
||||
if("/obj/item/device/radio/beacon/syndicate")
|
||||
feedback_add_details("traitor_uplink_items_bought","SB")
|
||||
if("/obj/item/weapon/gun/projectile")
|
||||
feedback_add_details("traitor_uplink_items_bought","RE")
|
||||
if("/obj/item/weapon/gun/energy/crossbow")
|
||||
feedback_add_details("traitor_uplink_items_bought","XB")
|
||||
if("/obj/item/device/powersink")
|
||||
feedback_add_details("traitor_uplink_items_bought","PS")
|
||||
if("/obj/item/weapon/melee/energy/sword")
|
||||
feedback_add_details("traitor_uplink_items_bought","ES")
|
||||
if("/obj/item/clothing/mask/gas/voice")
|
||||
feedback_add_details("traitor_uplink_items_bought","VC")
|
||||
if("/obj/item/device/chameleon")
|
||||
feedback_add_details("traitor_uplink_items_bought","CP")
|
||||
if("/obj/item/weapon/storage/emp_kit")
|
||||
feedback_add_details("traitor_uplink_items_bought","EM")
|
||||
if("/obj/item/weapon/pen/paralysis")
|
||||
feedback_add_details("traitor_uplink_items_bought","PP")
|
||||
if("/obj/item/weapon/cartridge/syndicate")
|
||||
feedback_add_details("traitor_uplink_items_bought","DC")
|
||||
if("/obj/item/clothing/under/chameleon")
|
||||
feedback_add_details("traitor_uplink_items_bought","CJ")
|
||||
if("/obj/item/weapon/card/id/syndicate")
|
||||
feedback_add_details("traitor_uplink_items_bought","AC")
|
||||
if("/obj/item/weapon/card/emag")
|
||||
feedback_add_details("traitor_uplink_items_bought","EC")
|
||||
if("/obj/item/weapon/storage/syndie_kit/space")
|
||||
feedback_add_details("traitor_uplink_items_bought","SS")
|
||||
if("/obj/item/device/encryptionkey/binary")
|
||||
feedback_add_details("traitor_uplink_items_bought","BT")
|
||||
if("/obj/item/weapon/storage/syndie_kit/imp_freedom")
|
||||
feedback_add_details("traitor_uplink_items_bought","FI")
|
||||
if("/obj/item/clothing/glasses/thermal")
|
||||
feedback_add_details("traitor_uplink_items_bought","TM")
|
||||
if("/obj/item/ammo_magazine/a357")
|
||||
feedback_add_details("traitor_uplink_items_bought","RA")
|
||||
if("/obj/item/clothing/shoes/syndigaloshes")
|
||||
feedback_add_details("traitor_uplink_items_bought","SH")
|
||||
if("/obj/item/weapon/plastique")
|
||||
feedback_add_details("traitor_uplink_items_bought","C4")
|
||||
if("/obj/item/weapon/soap/syndie")
|
||||
feedback_add_details("traitor_uplink_items_bought","SP")
|
||||
if("/obj/item/weapon/storage/toolbox/syndicate")
|
||||
feedback_add_details("traitor_uplink_items_bought","ST")
|
||||
*/
|
||||
|
||||
Topic(href, href_list)
|
||||
if (href_list["buy_item"])
|
||||
/* if(href_list["buy_item"] == "random")
|
||||
var/list/randomItems = list()
|
||||
|
||||
//Sorry for all the ifs, but it makes it 1000 times easier for other people/servers to add or remove items from this list
|
||||
//Add only items the player can afford:
|
||||
if(uses > 19)
|
||||
randomItems.Add("/obj/item/weapon/circuitboard/teleporter") //Teleporter Circuit Board (costs 20, for nuke ops)
|
||||
|
||||
if(uses > 9)
|
||||
randomItems.Add("/obj/item/toy/syndicateballoon")//Syndicate Balloon
|
||||
randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_uplink") //Uplink Implanter
|
||||
randomItems.Add("/obj/item/weapon/storage/box/syndicate") //Syndicate bundle
|
||||
|
||||
//if(uses > 8) //Nothing... yet.
|
||||
//if(uses > 7) //Nothing... yet.
|
||||
|
||||
if(uses > 6)
|
||||
randomItems.Add("/obj/item/weapon/aiModule/syndicate") //Hacked AI Upload Module
|
||||
randomItems.Add("/obj/item/device/radio/beacon/syndicate") //Singularity Beacon
|
||||
|
||||
if(uses > 5)
|
||||
randomItems.Add("/obj/item/weapon/gun/projectile") //Revolver
|
||||
|
||||
if(uses > 4)
|
||||
randomItems.Add("/obj/item/weapon/gun/energy/crossbow") //Energy Crossbow
|
||||
randomItems.Add("/obj/item/device/powersink") //Powersink
|
||||
|
||||
if(uses > 3)
|
||||
randomItems.Add("/obj/item/weapon/melee/energy/sword") //Energy Sword
|
||||
randomItems.Add("/obj/item/clothing/mask/gas/voice") //Voice Changer
|
||||
randomItems.Add("/obj/item/device/chameleon") //Chameleon Projector
|
||||
|
||||
if(uses > 2)
|
||||
randomItems.Add("/obj/item/weapon/storage/emp_kit") //EMP Grenades
|
||||
randomItems.Add("/obj/item/weapon/pen/paralysis") //Paralysis Pen
|
||||
randomItems.Add("/obj/item/weapon/cartridge/syndicate") //Detomatix Cartridge
|
||||
randomItems.Add("/obj/item/clothing/under/chameleon") //Chameleon Jumpsuit
|
||||
randomItems.Add("/obj/item/weapon/card/id/syndicate") //Agent ID Card
|
||||
randomItems.Add("/obj/item/weapon/card/emag") //Cryptographic Sequencer
|
||||
randomItems.Add("/obj/item/weapon/storage/syndie_kit/space") //Syndicate Space Suit
|
||||
randomItems.Add("/obj/item/device/encryptionkey/binary") //Binary Translator Key
|
||||
randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_freedom") //Freedom Implant
|
||||
randomItems.Add("/obj/item/clothing/glasses/thermal") //Thermal Imaging Goggles
|
||||
|
||||
if(uses > 1)
|
||||
/*
|
||||
var/list/usrItems = usr.get_contents() //Checks to see if the user has a revolver before giving ammo
|
||||
var/hasRevolver = 0
|
||||
for(var/obj/I in usrItems) //Only add revolver ammo if the user has a gun that can shoot it
|
||||
if(istype(I,/obj/item/weapon/gun/projectile))
|
||||
hasRevolver = 1
|
||||
|
||||
if(hasRevolver) randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo
|
||||
*/
|
||||
randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo
|
||||
randomItems.Add("/obj/item/clothing/shoes/syndigaloshes") //No-Slip Syndicate Shoes
|
||||
randomItems.Add("/obj/item/weapon/plastique") //C4
|
||||
|
||||
if(uses > 0)
|
||||
randomItems.Add("/obj/item/weapon/soap/syndie") //Syndicate Soap
|
||||
randomItems.Add("/obj/item/weapon/storage/toolbox/syndicate") //Syndicate Toolbox
|
||||
|
||||
if(!randomItems)
|
||||
del(randomItems)
|
||||
return 0
|
||||
else
|
||||
href_list["buy_item"] = pick(randomItems)
|
||||
|
||||
switch(href_list["buy_item"]) //Ok, this gets a little messy, sorry.
|
||||
if("/obj/item/weapon/circuitboard/teleporter")
|
||||
uses -= 20
|
||||
if("/obj/item/toy/syndicateballoon" , "/obj/item/weapon/storage/syndie_kit/imp_uplink" , "/obj/item/weapon/storage/box/syndicate")
|
||||
uses -= 10
|
||||
if("/obj/item/weapon/aiModule/syndicate" , "/obj/item/device/radio/beacon/syndicate")
|
||||
uses -= 7
|
||||
if("/obj/item/weapon/gun/projectile")
|
||||
uses -= 6
|
||||
if("/obj/item/weapon/gun/energy/crossbow" , "/obj/item/device/powersink")
|
||||
uses -= 5
|
||||
if("/obj/item/weapon/melee/energy/sword" , "/obj/item/clothing/mask/gas/voice" , "/obj/item/device/chameleon")
|
||||
uses -= 4
|
||||
if("/obj/item/weapon/storage/emp_kit" , "/obj/item/weapon/pen/paralysis" , "/obj/item/weapon/cartridge/syndicate" , "/obj/item/clothing/under/chameleon" , \
|
||||
"/obj/item/weapon/card/id/syndicate" , "/obj/item/weapon/card/emag" , "/obj/item/weapon/storage/syndie_kit/space" , "/obj/item/device/encryptionkey/binary" , \
|
||||
"/obj/item/weapon/storage/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal")
|
||||
uses -= 3
|
||||
if("/obj/item/ammo_magazine/a357" , "/obj/item/clothing/shoes/syndigaloshes" , "/obj/item/weapon/plastique")
|
||||
uses -= 2
|
||||
if("/obj/item/weapon/soap/syndie" , "/obj/item/weapon/storage/toolbox/syndicate")
|
||||
uses -= 1
|
||||
|
||||
del(randomItems)
|
||||
return 1
|
||||
*/
|
||||
|
||||
|
||||
if(text2num(href_list["cost"]) > uses) // Not enough crystals for the item
|
||||
if(href_list["buy_item"] == "random")
|
||||
return 0
|
||||
/*
|
||||
var/boughtItem = chooseRandomItem()
|
||||
if(boughtItem)
|
||||
href_list["buy_item"] = boughtItem
|
||||
feedback_add_details("traitor_uplink_items_bought","RN")
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
*/
|
||||
else
|
||||
if(text2num(href_list["cost"]) > uses) // Not enough crystals for the item
|
||||
return 0
|
||||
|
||||
//if(usr:mind && ticker.mode.traitors[usr:mind])
|
||||
//var/datum/traitorinfo/info = ticker.mode.traitors[usr:mind]
|
||||
//info.spawnlist += href_list["buy_item"]
|
||||
|
||||
uses -= text2num(href_list["cost"])
|
||||
//if(usr:mind && ticker.mode.traitors[usr:mind])
|
||||
//var/datum/traitorinfo/info = ticker.mode.traitors[usr:mind]
|
||||
//info.spawnlist += href_list["buy_item"]
|
||||
|
||||
uses -= text2num(href_list["cost"])
|
||||
// handleStatTracking(href_list["buy_item"]) //Note: chooseRandomItem handles it's own stat tracking. This proc is not meant for 'random'.
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
@@ -68,7 +68,7 @@ obj/structure/windoor_assembly/Del()
|
||||
playsound(src.loc, 'Welder2.ogg', 50, 1)
|
||||
|
||||
if(do_after(user, 40))
|
||||
if(!src) return
|
||||
if(!src || !WT.isOn()) return
|
||||
user << "\blue You dissasembled the windoor assembly!"
|
||||
new /obj/item/stack/sheet/rglass(get_turf(src), 5)
|
||||
if(secure)
|
||||
|
||||
Reference in New Issue
Block a user