Merge pull request #2389 from comma/bleeding-edge-freeze

Guns, medicine and fixes.
This commit is contained in:
Christian Bielert
2013-02-20 13:22:57 -08:00
17 changed files with 128 additions and 93 deletions
+4 -2
View File
@@ -134,7 +134,7 @@ proc/hasorgans(A)
zone = "head"
if("mouth")
zone = "head"
if("l_hand")
/* if("l_hand")
zone = "l_arm"
if("r_hand")
zone = "r_arm"
@@ -144,6 +144,7 @@ proc/hasorgans(A)
zone = "r_leg"
if("groin")
zone = "chest"
*/
return zone
@@ -171,7 +172,7 @@ proc/hasorgans(A)
// you can only miss if your target is standing and not restrained
if(!target.buckled && !target.lying)
var/miss_chance = max(10 + miss_chance_mod, 0)
var/miss_chance = 10
switch(zone)
if("head")
miss_chance = 40
@@ -191,6 +192,7 @@ proc/hasorgans(A)
miss_chance = 50
if("r_foot")
miss_chance = 50
miss_chance = max(miss_chance + miss_chance_mod, 0)
if(prob(miss_chance))
if(prob(70))
return null
+27 -4
View File
@@ -1,3 +1,7 @@
#define SPEEDLOADER 0
#define FROM_BOX 1
#define MAGAZINE 2
/obj/item/weapon/gun/projectile
desc = "A classic revolver. Uses 357 ammo"
name = "revolver"
@@ -10,7 +14,7 @@
var/ammo_type = "/obj/item/ammo_casing/a357"
var/list/loaded = list()
var/max_shells = 7
var/load_method = 0 //0 = Single shells or quick loader, 1 = box, 2 = magazine
var/load_method = SPEEDLOADER //0 = Single shells or quick loader, 1 = box, 2 = magazine
var/obj/item/ammo_magazine/empty_mag = null
@@ -45,7 +49,7 @@
var/num_loaded = 0
if(istype(A, /obj/item/ammo_magazine))
if((load_method == 2) && loaded.len) return
if((load_method == MAGAZINE) && loaded.len) return
var/obj/item/ammo_magazine/AM = A
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
if(loaded.len >= max_shells)
@@ -55,11 +59,11 @@
AM.stored_ammo -= AC
loaded += AC
num_loaded++
if(load_method == 2)
if(load_method == MAGAZINE)
user.remove_from_mob(AM)
empty_mag = AM
empty_mag.loc = src
if(istype(A, /obj/item/ammo_casing) && !load_method)
if(istype(A, /obj/item/ammo_casing) && load_method == SPEEDLOADER)
var/obj/item/ammo_casing/AC = A
if(AC.caliber == caliber && loaded.len < max_shells)
user.drop_item()
@@ -72,6 +76,25 @@
update_icon()
return
/obj/item/weapon/gun/projectile/attack_self(mob/user as mob)
if (loaded.len)
if (load_method == SPEEDLOADER)
var/obj/item/ammo_casing/AC = loaded[1]
loaded -= AC
AC.loc = get_turf(src) //Eject casing onto ground.
user << "\blue You unload shell from \the [src]!"
if (load_method == MAGAZINE)
var/obj/item/ammo_magazine/AM = empty_mag
for (var/obj/item/ammo_casing/AC in loaded)
AM.stored_ammo += AC
loaded -= AC
AM.loc = get_turf(src)
empty_mag = null
user << "\blue You unload magazine from \the [src]!"
else
user << "\red Nothing loaded in \the [src]!"
/obj/item/weapon/gun/projectile/examine()
..()
+16 -20
View File
@@ -74,37 +74,34 @@
loc = A.loc
return 0// nope.avi
var/distance = get_dist(original,loc)
var/distance = get_dist(starting,loc)
//Lower accurancy/longer range tradeoff. Distance matters a lot here, so at
// close distance, actually RAISE the chance to hit.
def_zone = get_zone_with_miss_chance(def_zone, M, -30 + 8*distance)
if(silenced)
if(def_zone)
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
if(!def_zone)
visible_message("\blue \The [src] misses [M] narrowly!")
forcedodge = -1
else
if(!def_zone)
visible_message("\The [src] misses [M] narrowly.")
del(src)
return
if(silenced)
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
else
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
if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]</font>")
msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src.type]</font>")
msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]</font>")
msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src.type]</font>")
msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
spawn(0)
if(A)
var/permutation = A.bullet_act(src, def_zone) // searches for return value
if(permutation == -1 || forcedodge) // the bullet passes through a dense object!
if (!forcedodge)
forcedodge = A.bullet_act(src, def_zone) // searches for return value
if(forcedodge == -1) // the bullet passes through a dense object!
bumped = 0 // reset bumped variable!
if(istype(A, /turf))
loc = A
@@ -118,7 +115,6 @@
O.bullet_act(src)
for(var/mob/M in A)
M.bullet_act(src, def_zone)
density = 0
invisibility = 101
del(src)
+38 -32
View File
@@ -20,50 +20,56 @@ var/list/beam_master = list()
process()
var/reference = "\ref[src]" //So we do not have to recalculate it a ton
var/first = 1 //So we don't make the overlay in the same tile as the firer
spawn while(src) //Move until we hit something
spawn(0)
while(!bumped) //Move until we hit something
step_towards(src, current) //Move~
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)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
del(src) //Delete if it passes the world edge
return
step_towards(src, current) //Move~
for(var/mob/living/M in loc)
Bump(M) //Bump anyone we touch
if(kill_count < 1)
del(src)
kill_count--
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)
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original)
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
del(src) //Delete if it passes the world edge
return
if(!first) //Add the overlay as we pass over tiles
var/target_dir = get_dir(src, current) //So we don't call this too much
if(!first) //Add the overlay as we pass over tiles
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!
//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!
//Finally add the overlay
src.loc.overlays += beam_master["[icon_state][target_dir]"]
//Finally add the overlay
src.loc.overlays += beam_master["[icon_state][target_dir]"]
//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
turf_master["[icon_state][target_dir]"] = list(loc)
//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)
+1 -1
View File
@@ -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