Syndicate Depot, Turret Fixes, Telesci Proofing

- Adds the Syndicate depot, an outpost heavily guarded by turrets, and
proofed against telescience.

- Fixes gun_turrets not ID'ing syndicate agents properly, adds support
for different bullets.

- Adds support to make an area un-accessible to telescience. I wish
there was a better way to handle that in the telescience computer, but
noone I consulted could seem to figure a way out. Simply set the area
tag in question's tele_proof to 1 to disable telescience in that area.
This commit is contained in:
SamCroswell
2014-12-18 19:16:07 -05:00
parent 7e8ac435a2
commit f0801b2416
4 changed files with 12076 additions and 12065 deletions
+15
View File
@@ -297,6 +297,21 @@
telefail()
temp_msg = "ERROR! Sector is less than 1, <BR>greater than [src.emagged ? "7" : "6"], or equal to 2."
return
var/truePower = Clamp(power + power_off, 1, 1000)
var/trueRotation = rotation + rotation_off
var/trueAngle = Clamp(angle, 1, 90)
var/datum/projectile_data/proj_data = projectile_trajectory(telepad.x, telepad.y, trueRotation, trueAngle, truePower)
var/turf/target = locate(Clamp(round(proj_data.dest_x, 1), 1, world.maxx), Clamp(round(proj_data.dest_y, 1), 1, world.maxy), z_co)
var/area/A = get_area(target)
if(A.tele_proof == 1)
telefail()
temp_msg = "ERROR! Target destination unreachable due to interference."
return
if(teles_left > 0)
doteleport(user)
else