mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-31 12:41:46 +00:00
Admin changes:
Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.
Gloves:
You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.
Bugfixes:
Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.
I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).
Chemistry:
Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him!
In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.
Have fun with that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e
456 lines
13 KiB
Plaintext
456 lines
13 KiB
Plaintext
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/obj/item/weapon/bedsheet/ex_act(severity)
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if (severity <= 2)
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del(src)
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return
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return
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/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
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user.drop_item()
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src.layer = 5
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add_fingerprint(user)
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return
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/obj/item/weapon/handcuffs/attack(mob/M as mob, mob/user as mob)
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if ((usr.mutations & CLOWN) && prob(50))
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usr << "\red Uh ... how do those things work?!"
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if (istype(M, /mob/living/carbon/human))
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var/obj/equip_e/human/O = new /obj/equip_e/human( )
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O.source = user
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O.target = user
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O.item = user.equipped()
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O.s_loc = user.loc
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O.t_loc = user.loc
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O.place = "handcuff"
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M.requests += O
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spawn( 0 )
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O.process()
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return
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return
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "\red You don't have the dexterity to do this!"
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return
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if (istype(M, /mob/living/carbon/human))
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been handcuffed (attempt) by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to handcuff [M.name] ([M.ckey])</font>")
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var/obj/equip_e/human/O = new /obj/equip_e/human( )
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O.source = user
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O.target = M
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O.item = user.equipped()
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O.s_loc = user.loc
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O.t_loc = M.loc
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O.place = "handcuff"
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M.requests += O
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spawn( 0 )
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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O.process()
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return
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else
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var/obj/equip_e/monkey/O = new /obj/equip_e/monkey( )
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O.source = user
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O.target = M
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O.item = user.equipped()
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O.s_loc = user.loc
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O.t_loc = M.loc
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O.place = "handcuff"
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M.requests += O
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spawn( 0 )
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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O.process()
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return
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return
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/obj/item/weapon/extinguisher/New()
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var/datum/reagents/R = new/datum/reagents(50)
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reagents = R
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R.my_atom = src
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R.add_reagent("water", 50)
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/obj/item/weapon/extinguisher/examine()
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set src in usr
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usr << text("\icon[] [] contains [] units of water left!", src, src.name, src.reagents.total_volume)
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..()
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return
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/obj/item/weapon/extinguisher/afterattack(atom/target, mob/user , flag)
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//TODO; Add support for reagents in water.
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if( istype(target, /obj/reagent_dispensers/watertank) && get_dist(src,target) <= 1)
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var/obj/o = target
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o.reagents.trans_to(src, 50)
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user << "\blue Extinguisher refilled"
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playsound(src.loc, 'refill.ogg', 50, 1, -6)
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return
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if (!safety)
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if (src.reagents.total_volume < 1)
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return
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if (world.time < src.last_use + 20)
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return
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src.last_use = world.time
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playsound(src.loc, 'extinguish.ogg', 75, 1, -3)
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var/direction = get_dir(src,target)
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var/turf/T = get_turf(target)
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var/turf/T1 = get_step(T,turn(direction, 90))
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var/turf/T2 = get_step(T,turn(direction, -90))
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var/list/the_targets = list(T,T1,T2)
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for(var/a=0, a<5, a++)
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spawn(0)
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var/obj/effects/water/W = new /obj/effects/water( get_turf(src) )
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var/turf/my_target = pick(the_targets)
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var/datum/reagents/R = new/datum/reagents(5)
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if(!W) return
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W.reagents = R
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R.my_atom = W
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if(!W || !src) return
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src.reagents.trans_to(W,1)
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for(var/b=0, b<5, b++)
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step_towards(W,my_target)
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if(!W) return
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W.reagents.reaction(get_turf(W))
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for(var/atom/atm in get_turf(W))
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if(!W) return
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W.reagents.reaction(atm)
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if(W.loc == my_target) break
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sleep(2)
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if(istype(usr.loc, /turf/space))
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user.inertia_dir = get_dir(target, user)
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step(user, user.inertia_dir)
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else
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return ..()
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return
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/obj/item/weapon/extinguisher/attack_self(mob/user as mob)
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if (safety)
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src.icon_state = "fire_extinguisher1"
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src.desc = "The safety is off."
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user << "The safety is off."
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safety = 0
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else
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src.icon_state = "fire_extinguisher0"
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src.desc = "The safety is on."
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user << "The safety is on."
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safety = 1
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return
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/obj/item/weapon/pen/sleepypen
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origin_tech = "syndicate=5"
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/obj/item/weapon/pen/sleepypen/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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return
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/obj/item/weapon/pen/sleepypen/New()
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var/datum/reagents/R = new/datum/reagents(30) //Used to be 300
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reagents = R
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R.my_atom = src
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R.add_reagent("chloralhydrate", 22) //Used to be 100 sleep toxin//30 Chloral seems to be fatal, reducing it to 22./N
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// R.add_reagent("impedrezene", 100)
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// R.add_reagent("cryptobiolin", 100)
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..()
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return
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/obj/item/weapon/pen/sleepypen/attack(mob/M as mob, mob/user as mob)
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if (!( istype(M, /mob) ))
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return
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if (reagents.total_volume)
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//for(var/mob/O in viewers(M, null))
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// O.show_message(text("\red [] has been stabbed with [] by [].", M, src, user), 1)
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user << "\red You stab [M] with the pen."
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M << "\red You feel a tiny prick!"
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been stabbed with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to stab [M.name] ([M.ckey])</font>")
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if(M.reagents) reagents.trans_to(M, 50) //used to be 150
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return
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/obj/item/device/flashlight/pen/paralysis/New()
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var/datum/reagents/R = new/datum/reagents(15)
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reagents = R
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R.my_atom = src
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R.add_reagent("zombiepowder", 15)
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..()
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return
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/obj/item/device/flashlight/pen/paralysis/attack(mob/M as mob, mob/user as mob)
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if (!( istype(M, /mob) ))
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return
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if (reagents.total_volume)
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user << "\red You stab [M] with the penlight."
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M << "\red You feel a tiny prick!"
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been stabbed with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to stab [M.name] ([M.ckey])</font>")
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if(M.reagents) reagents.trans_to(M, 15)
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..()
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return
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/obj/item/weapon/Bump(mob/M as mob)
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spawn( 0 )
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..()
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return
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/obj/manifest/New()
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src.invisibility = 101
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return
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/obj/manifest/proc/manifest()
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var/dat = "<B>Crew Manifest</B>:<BR>"
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for(var/mob/living/carbon/human/M in world)
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dat += text(" <B>[]</B> - []<BR>", M.name, M.get_assignment())
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var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( src.loc )
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P.info = dat
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P.name = "paper- 'Crew Manifest'"
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//SN src = null
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del(src)
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return
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/obj/screen/close/DblClick()
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if (src.master)
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src.master:close(usr)
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return
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/mob/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (user.intent != "harm")
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if (istype(src.l_hand,/obj/item/latexballon) && src.l_hand:air_contents && is_sharp(W))
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return src.l_hand.attackby(W)
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if (istype(src.r_hand,/obj/item/latexballon) && src.r_hand:air_contents && is_sharp(W))
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return src.r_hand.attackby(W)
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var/shielded = 0
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for(var/obj/item/device/shield/S in src)
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if (S.active)
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shielded = 1
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else
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if (locate(/obj/item/weapon/grab, src))
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var/mob/safe = null
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if (istype(src.l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = src.l_hand
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if ((G.state == 3 && get_dir(src, user) == src.dir))
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safe = G.affecting
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if (istype(src.r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = src.r_hand
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if ((G.state == 3 && get_dir(src, user) == src.dir))
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safe = G.affecting
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if (safe)
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return safe.attackby(W, user)
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if ((!( shielded ) || !( W.flags ) & 32))
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spawn( 0 )
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if (W)
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W.attack(src, user)
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return
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return
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/obj/item/weapon/teleportation_scroll/attack_self(mob/user as mob)
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user.machine = src
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var/dat = "<B>Teleportation Scroll:</B><BR>"
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dat += "Number of uses: [src.uses]<BR>"
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dat += "<HR>"
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dat += "<B>Four uses use them wisely:</B><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_teleport=1'>Teleport</A><BR>"
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dat += "Kind regards,<br>Wizards Federation<br><br>P.S. Don't forget to bring your gear, you'll need it to cast most spells.<HR>"
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user << browse(dat, "window=scroll")
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onclose(user, "scroll")
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return
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/obj/item/weapon/teleportation_scroll/Topic(href, href_list)
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..()
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if (usr.stat || usr.restrained())
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return
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var/mob/living/carbon/human/H = usr
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if (!( istype(H, /mob/living/carbon/human)))
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return 1
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if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
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usr.machine = src
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if (href_list["spell_teleport"])
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if (src.uses >= 1)
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src.uses -= 1
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usr.teleportscroll()
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if (istype(src.loc, /mob))
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attack_self(src.loc)
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else
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for(var/mob/M in viewers(1, src))
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if (M.client)
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src.attack_self(M)
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return
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/obj/item/brain/examine() // -- TLE
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set src in oview(12)
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if (!( usr ))
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return
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usr << "This is \icon[src] \an [name]."
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if(brainmob)//if thar be a brain inside... the brain.
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usr << "You can feel the small spark of life still left in this one."
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else
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usr << "This one seems particularly lifeless. Perhaps it will regain some of its luster later. Probably not."
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/obj/item/brain/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if(!istype(M, /mob))
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return
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add_fingerprint(user)
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if(!(user.zone_sel.selecting == ("head")) || !istype(M, /mob/living/carbon/human))
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return ..()
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if(!(locate(/obj/machinery/optable, M.loc) && M.resting))
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return ..()
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var/mob/living/carbon/human/H = M
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if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
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// you can't stab someone in the eyes wearing a mask!
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user << "\blue You're going to need to remove their head cover first."
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return
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//since these people will be dead M != usr
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if(M:brain_op_stage == 4.0)
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for(var/mob/O in viewers(M, null))
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if(O == (user || M))
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continue
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if(M == user)
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O.show_message(text("\red [user] inserts [src] into his head!"), 1)
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else
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O.show_message(text("\red [M] has [src] inserted into his head by [user]."), 1)
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if(M != user)
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M << "\red [user] inserts [src] into your head!"
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user << "\red You insert [src] into [M]'s head!"
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else
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user << "\red You insert [src] into your head!"
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//this might actually be outdated since barring badminnery, a debrain'd body will have any client sucked out to the brain's internal mob. Leaving it anyway to be safe. --NEO
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if(M.key)//Revised. /N
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M.ghostize(1)
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if(brainmob.mind)
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brainmob.mind.transfer_to(M)
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else
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M.key = brainmob.key
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M:brain_op_stage = 3.0
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del(src)
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else
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..()
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return
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/obj/item/weapon/stamp/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/item/weapon/stamp/New()
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..()
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return
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/obj/item/weapon/dice/attack_self(mob/user as mob) // Roll the dice -- TLE
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var/temp_sides
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if(src.sides < 1)
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temp_sides = 2
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else
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temp_sides = src.sides
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var/result = rand(1,temp_sides)
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var/comment = ""
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if(temp_sides == 20 && result == 20)
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comment = "Nat 20!"
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else if(temp_sides == 20 && result == 1)
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comment = "Ouch, bad luck."
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user << text("\red You throw a [src]. It lands on a [result]. [comment]")
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for(var/mob/O in viewers(user, null))
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if(O == (user))
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continue
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else
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O.show_message(text("\red [user] has thrown a [src]. It lands on [result]. [comment]"), 1)
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/obj/item/latexballon
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name = "Latex glove"
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desc = "" //todo
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icon_state = "latexballon"
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item_state = "lgloves"
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force = 0
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throwforce = 0
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w_class = 1.0
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throw_speed = 1
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throw_range = 15
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var/state
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var/datum/gas_mixture/air_contents = null
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/obj/item/latexballon/proc/blow(obj/item/weapon/tank/tank)
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if (icon_state == "latexballon_bursted")
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return
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src.air_contents = tank.remove_air_volume(3)
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icon_state = "latexballon_blow"
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item_state = "latexballon"
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/obj/item/latexballon/proc/burst()
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if (!air_contents)
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return
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playsound(src, 'Gunshot.ogg', 100, 1)
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icon_state = "latexballon_bursted"
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item_state = "lgloves"
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loc.assume_air(air_contents)
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/obj/item/latexballon/ex_act(severity)
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burst()
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switch(severity)
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if (1)
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del(src)
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if (2)
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if (prob(50))
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del(src)
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/obj/item/latexballon/bullet_act()
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burst()
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/obj/item/latexballon/temperature_expose(datum/gas_mixture/air, temperature, volume)
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if(temperature > T0C+100)
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burst()
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return
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/obj/item/latexballon/attackby(obj/item/W as obj, mob/user as mob)
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if (is_sharp(W))
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burst()
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/proc/is_sharp(obj/item/W as obj)
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return ( \
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|
istype(W, /obj/item/weapon/screwdriver) || \
|
|
istype(W, /obj/item/weapon/pen) || \
|
|
istype(W, /obj/item/weapon/weldingtool) && W:welding || \
|
|
istype(W, /obj/item/weapon/zippo) && W:lit || \
|
|
istype(W, /obj/item/weapon/knifezippo) || \
|
|
istype(W, /obj/item/weapon/match) && W:lit || \
|
|
istype(W, /obj/item/clothing/mask/cigarette) && W:lit || \
|
|
istype(W, /obj/item/weapon/wirecutters) || \
|
|
istype(W, /obj/item/weapon/circular_saw) || \
|
|
istype(W, /obj/item/weapon/melee/energy/sword) && W:active || \
|
|
istype(W, /obj/item/weapon/melee/energy/blade) || \
|
|
istype(W, /obj/item/weapon/shovel) || \
|
|
istype(W, /obj/item/weapon/kitchenknife) || \
|
|
istype(W, /obj/item/weapon/butch) || \
|
|
istype(W, /obj/item/weapon/scalpel) || \
|
|
istype(W, /obj/item/weapon/kitchen/utensil/knife) || \
|
|
istype(W, /obj/item/weapon/shard) || \
|
|
istype(W, /obj/item/weapon/reagent_containers/syringe) || \
|
|
istype(W, /obj/item/weapon/kitchen/utensil/fork) && W.icon_state != "forkloaded" \
|
|
)
|