mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #2389 from comma/bleeding-edge-freeze
Guns, medicine and fixes.
This commit is contained in:
@@ -24,11 +24,11 @@
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side_effects += M
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/mob/living/carbon/human/proc/handle_medical_side_effects()
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if(src.reagents.has_reagent("bicaridine") || src.reagents.has_reagent("tricordrazine") || src.reagents.has_reagent("cryoxadone"))
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if(src.reagents.has_reagent("bicaridine") && prob(40) || src.reagents.has_reagent("tricordrazine") && prob(10) || src.reagents.has_reagent("cryoxadone") && prob(20))
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src.add_side_effect("Headache")
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if(src.reagents.has_reagent("kelotane") || src.reagents.has_reagent("dermaline"))
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if(src.reagents.has_reagent("kelotane") && prob(20) || src.reagents.has_reagent("dermaline") && prob(40))
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src.add_side_effect("Bad Stomach")
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// One full cycle(in terms of strength) every 10 minutes
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@@ -209,6 +209,7 @@
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if(BURN)
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size_names = typesof(/datum/wound/burn/) - /datum/wound/burn/
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size = min(size,size_names.len)
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var/wound_type = size_names[size]
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W = new wound_type(damage)
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@@ -172,24 +172,25 @@ datum/wound/cut/massive
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/datum/wound/bruise/monumental
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// implement sub-paths by starting at a later stage
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/datum/wound/bruise/huge
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current_stage = 1
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/datum/wound/bruise/large
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current_stage = 2
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/datum/wound/bruise/moderate
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current_stage = 3
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/datum/wound/bruise/tiny
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current_stage = 5
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needs_treatment = 0
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/datum/wound/bruise/small
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current_stage = 4
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needs_treatment = 0
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/datum/wound/bruise/tiny
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current_stage = 5
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/datum/wound/bruise/moderate
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current_stage = 3
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needs_treatment = 0
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/datum/wound/bruise/large
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current_stage = 2
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/datum/wound/bruise/huge
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current_stage = 1
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/** BURNS **/
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/datum/wound/burn/moderate
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stages = list("ripped burn" = 10, "moderate burn" = 5, "moderate salved burn" = 2, "fresh skin" = 0)
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@@ -64,8 +64,8 @@ Whitespace:Seperator;
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Implants;
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/obj/item/weapon/storage/box/syndie_kit/imp_freedom:3:Freedom Implant;
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/obj/item/weapon/storage/box/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals);
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/obj/item/weapon/implant/explosive:6:Explosive Implant (DANGER!);
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/obj/item/weapon/implant/compressed:4:Compressed Matter Implant;Whitespace:Seperator;
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/obj/item/weapon/storage/box/syndie_kit/imp_explosive:6:Explosive Implant (DANGER!);
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/obj/item/weapon/storage/box/syndie_kit/imp_compress:4:Compressed Matter Implant;Whitespace:Seperator;
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(Pointless) Badassery;
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/obj/item/toy/syndicateballoon:10:For showing that You Are The BOSS (Useless Balloon);"}
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@@ -294,6 +294,6 @@
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// Tell them about people they might want to contact.
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var/mob/living/carbon/human/M = get_nt_opposed()
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if(M != traitor_mob)
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if(M && M != traitor_mob)
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traitor_mob << "We have received credible reports that [M.real_name] might be willing to help our cause. If you need assistance, consider contacting them."
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traitor_mob.mind.store_memory("<b>Potential Collaborator</b>: [M.real_name]")
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@@ -48,7 +48,7 @@
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message( "\blue [user] bandages [W.desc] on [M]'s [affecting.display_name].", \
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"\blue You bandage [W.desc] on [M]'s [affecting.display_name]." )
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H.add_side_effect("Itch")
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//H.add_side_effect("Itch")
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else if (istype(W,/datum/wound/bruise))
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user.visible_message( "\blue [user] places bruise patch over [W.desc] on [M]'s [affecting.display_name].", \
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"\blue You place bruise patch over [W.desc] on [M]'s [affecting.display_name]." )
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@@ -440,7 +440,10 @@ the implant may become unstable and either pre-maturely inject the subject or si
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activate()
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var/turf/t = get_turf(src)
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src.scanned.loc = t
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if (imp_in)
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imp_in.put_in_hands(scanned)
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else
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scanned.loc = t
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del src
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implanted(mob/source as mob)
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@@ -83,7 +83,7 @@
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/obj/item/weapon/implanter/compressed
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name = "implanter (C)"
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icon_state = "cimplanter0"
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icon_state = "cimplanter1"
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/obj/item/weapon/implanter/compressed/New()
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imp = new /obj/item/weapon/implant/compressed( src )
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@@ -95,11 +95,11 @@
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if (imp)
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var/obj/item/weapon/implant/compressed/c = imp
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if(!c.scanned)
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icon_state = "cimplanter0"
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else
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icon_state = "cimplanter1"
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else
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icon_state = "cimplanter2"
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else
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icon_state = "cimplanter2"
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icon_state = "cimplanter0"
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return
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/obj/item/weapon/implanter/compressed/attack(mob/M as mob, mob/user as mob)
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@@ -83,24 +83,21 @@
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O.update()
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return
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/*/obj/item/weapon/storage/box/syndie_kit/imp_compress
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name = "Compressed Matter Implant (with injector)"
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/obj/item/weapon/storage/box/syndie_kit/imp_compress
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name = "box (C)"
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/obj/item/weapon/storage/syndie_kit/imp_compress/New()
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/obj/item/weapon/storage/box/syndie_kit/imp_compress/New()
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new /obj/item/weapon/implanter/compressed(src)
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..()
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return
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/obj/item/weapon/storage/syndie_kit/imp_explosive
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name = "Explosive Implant (with injector)"
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/obj/item/weapon/storage/box/syndie_kit/imp_explosive
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name = "box (E)"
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/obj/item/weapon/storage/syndie_kit/imp_explosive/New()
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var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(src)
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O.imp = new /obj/item/weapon/implant/explosive(O)
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O.name = "(BIO-HAZARD) BIO-detpack"
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O.update()
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/obj/item/weapon/storage/box/syndie_kit/imp_explosive/New()
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new /obj/item/weapon/implanter/explosive(src)
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..()
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return*/
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return
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/obj/item/weapon/storage/box/syndie_kit/imp_uplink
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name = "Uplink Implant (with injector)"
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@@ -134,7 +134,7 @@ proc/hasorgans(A)
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zone = "head"
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if("mouth")
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zone = "head"
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if("l_hand")
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/* if("l_hand")
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zone = "l_arm"
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if("r_hand")
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zone = "r_arm"
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@@ -144,6 +144,7 @@ proc/hasorgans(A)
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zone = "r_leg"
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if("groin")
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zone = "chest"
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*/
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return zone
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@@ -171,7 +172,7 @@ proc/hasorgans(A)
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// you can only miss if your target is standing and not restrained
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if(!target.buckled && !target.lying)
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var/miss_chance = max(10 + miss_chance_mod, 0)
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var/miss_chance = 10
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switch(zone)
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if("head")
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miss_chance = 40
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@@ -191,6 +192,7 @@ proc/hasorgans(A)
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miss_chance = 50
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if("r_foot")
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miss_chance = 50
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miss_chance = max(miss_chance + miss_chance_mod, 0)
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if(prob(miss_chance))
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if(prob(70))
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return null
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@@ -1,3 +1,7 @@
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#define SPEEDLOADER 0
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#define FROM_BOX 1
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#define MAGAZINE 2
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/obj/item/weapon/gun/projectile
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desc = "A classic revolver. Uses 357 ammo"
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name = "revolver"
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@@ -10,7 +14,7 @@
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var/ammo_type = "/obj/item/ammo_casing/a357"
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var/list/loaded = list()
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var/max_shells = 7
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var/load_method = 0 //0 = Single shells or quick loader, 1 = box, 2 = magazine
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var/load_method = SPEEDLOADER //0 = Single shells or quick loader, 1 = box, 2 = magazine
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var/obj/item/ammo_magazine/empty_mag = null
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@@ -45,7 +49,7 @@
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var/num_loaded = 0
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if(istype(A, /obj/item/ammo_magazine))
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if((load_method == 2) && loaded.len) return
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if((load_method == MAGAZINE) && loaded.len) return
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var/obj/item/ammo_magazine/AM = A
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for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
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if(loaded.len >= max_shells)
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@@ -55,11 +59,11 @@
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AM.stored_ammo -= AC
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loaded += AC
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num_loaded++
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if(load_method == 2)
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if(load_method == MAGAZINE)
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user.remove_from_mob(AM)
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empty_mag = AM
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empty_mag.loc = src
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if(istype(A, /obj/item/ammo_casing) && !load_method)
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if(istype(A, /obj/item/ammo_casing) && load_method == SPEEDLOADER)
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var/obj/item/ammo_casing/AC = A
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if(AC.caliber == caliber && loaded.len < max_shells)
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user.drop_item()
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@@ -72,6 +76,25 @@
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update_icon()
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return
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/obj/item/weapon/gun/projectile/attack_self(mob/user as mob)
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if (loaded.len)
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if (load_method == SPEEDLOADER)
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var/obj/item/ammo_casing/AC = loaded[1]
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loaded -= AC
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AC.loc = get_turf(src) //Eject casing onto ground.
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user << "\blue You unload shell from \the [src]!"
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if (load_method == MAGAZINE)
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var/obj/item/ammo_magazine/AM = empty_mag
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for (var/obj/item/ammo_casing/AC in loaded)
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AM.stored_ammo += AC
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loaded -= AC
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AM.loc = get_turf(src)
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empty_mag = null
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user << "\blue You unload magazine from \the [src]!"
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else
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user << "\red Nothing loaded in \the [src]!"
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/obj/item/weapon/gun/projectile/examine()
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..()
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@@ -74,37 +74,34 @@
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loc = A.loc
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return 0// nope.avi
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var/distance = get_dist(original,loc)
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var/distance = get_dist(starting,loc)
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//Lower accurancy/longer range tradeoff. Distance matters a lot here, so at
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// close distance, actually RAISE the chance to hit.
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def_zone = get_zone_with_miss_chance(def_zone, M, -30 + 8*distance)
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if(silenced)
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if(def_zone)
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M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
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if(!def_zone)
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visible_message("\blue \The [src] misses [M] narrowly!")
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forcedodge = -1
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else
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if(!def_zone)
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visible_message("\The [src] misses [M] narrowly.")
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del(src)
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return
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if(silenced)
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M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
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else
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visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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if(istype(firer, /mob))
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M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]</font>")
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msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
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else
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M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src.type]</font>")
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msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
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if(istype(firer, /mob))
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M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]</font>")
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msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
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else
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M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src.type]</font>")
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msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
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spawn(0)
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if(A)
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var/permutation = A.bullet_act(src, def_zone) // searches for return value
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if(permutation == -1 || forcedodge) // the bullet passes through a dense object!
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if (!forcedodge)
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forcedodge = A.bullet_act(src, def_zone) // searches for return value
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if(forcedodge == -1) // the bullet passes through a dense object!
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bumped = 0 // reset bumped variable!
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if(istype(A, /turf))
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loc = A
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@@ -118,7 +115,6 @@
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O.bullet_act(src)
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for(var/mob/M in A)
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M.bullet_act(src, def_zone)
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density = 0
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invisibility = 101
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del(src)
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@@ -20,50 +20,56 @@ var/list/beam_master = list()
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process()
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var/reference = "\ref[src]" //So we do not have to recalculate it a ton
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var/first = 1 //So we don't make the overlay in the same tile as the firer
|
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spawn while(src) //Move until we hit something
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spawn(0)
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while(!bumped) //Move until we hit something
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step_towards(src, current) //Move~
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if((!( current ) || loc == current)) //If we pass our target
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current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
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if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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del(src) //Delete if it passes the world edge
|
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return
|
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step_towards(src, current) //Move~
|
||||
|
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for(var/mob/living/M in loc)
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Bump(M) //Bump anyone we touch
|
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if(kill_count < 1)
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del(src)
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kill_count--
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if((!( current ) || loc == current)) //If we pass our target
|
||||
current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
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if(!bumped && !isturf(original))
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if(loc == get_turf(original))
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if(!(original in permutated))
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Bump(original)
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||||
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||||
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
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||||
del(src) //Delete if it passes the world edge
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||||
return
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if(!first) //Add the overlay as we pass over tiles
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||||
var/target_dir = get_dir(src, current) //So we don't call this too much
|
||||
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||||
if(!first) //Add the overlay as we pass over tiles
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||||
var/target_dir = get_dir(src, current) //So we don't call this too much
|
||||
//If the icon has not been added yet
|
||||
if( !("[icon_state][target_dir]" in beam_master) )
|
||||
var/image/I = image(icon,icon_state,10,target_dir) //Generate it.
|
||||
beam_master["[icon_state][target_dir]"] = I //And cache it!
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||||
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//If the icon has not been added yet
|
||||
if( !("[icon_state][target_dir]" in beam_master) )
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||||
var/image/I = image(icon,icon_state,10,target_dir) //Generate it.
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||||
beam_master["[icon_state][target_dir]"] = I //And cache it!
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||||
//Finally add the overlay
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||||
src.loc.overlays += beam_master["[icon_state][target_dir]"]
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||||
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||||
//Finally add the overlay
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||||
src.loc.overlays += beam_master["[icon_state][target_dir]"]
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||||
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||||
//Add the turf to a list in the beam master so they can be cleaned up easily.
|
||||
if(reference in beam_master)
|
||||
var/list/turf_master = beam_master[reference]
|
||||
if("[icon_state][target_dir]" in turf_master)
|
||||
var/list/turfs = turf_master["[icon_state][target_dir]"]
|
||||
turfs += loc
|
||||
else
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||||
turf_master["[icon_state][target_dir]"] = list(loc)
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||||
//Add the turf to a list in the beam master so they can be cleaned up easily.
|
||||
if(reference in beam_master)
|
||||
var/list/turf_master = beam_master[reference]
|
||||
if("[icon_state][target_dir]" in turf_master)
|
||||
var/list/turfs = turf_master["[icon_state][target_dir]"]
|
||||
turfs += loc
|
||||
else
|
||||
var/list/turfs = list()
|
||||
turfs["[icon_state][target_dir]"] = list(loc)
|
||||
beam_master[reference] = turfs
|
||||
turf_master["[icon_state][target_dir]"] = list(loc)
|
||||
else
|
||||
first = 0
|
||||
|
||||
var/list/turfs = list()
|
||||
turfs["[icon_state][target_dir]"] = list(loc)
|
||||
beam_master[reference] = turfs
|
||||
else
|
||||
first = 0
|
||||
cleanup(reference)
|
||||
return
|
||||
|
||||
Del()
|
||||
cleanup("\ref[src]")
|
||||
..()
|
||||
|
||||
proc/cleanup(reference) //Waits .3 seconds then removes the overlay.
|
||||
src = null
|
||||
sleep(3)
|
||||
|
||||
@@ -85,7 +85,7 @@
|
||||
|
||||
/datum/surgery_step/generic/retract_skin
|
||||
required_tool = /obj/item/weapon/retractor
|
||||
allowed_tools = list(/obj/item/weapon/kitchen/utensil/fork)
|
||||
allowed_tools = list(/obj/item/weapon/crowbar,/obj/item/weapon/kitchen/utensil/fork)
|
||||
|
||||
min_duration = 30
|
||||
max_duration = 40
|
||||
|
||||
Reference in New Issue
Block a user