mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-31 12:41:46 +00:00
- Destructive analyzer has a new, spiffier icon by Veyveyr! Old icon's moved to old_and_unused.dmi. Since stationobjs.dmi was getting crowded, a lot of completely unused icons were moved as well. - R&D console now will link to any Destructive Analyzer, Protolathe, or Circuit Imprinter up to 3 tiles away (but two machines won't link to the same console or vice versa). Also, it will only link up to one of each. - New stock parts: Micro-laser and Matter Bin - Computer Frame icons moved to stock_parts.dmi - New build frame: "Machine Frame." Similar to a computer frame, you can make a variety of generically boxy machines with it. It'll cost five metal to build (as well as all the other parts) but it won't be accessible to players just yet (there really wouldn't be a whole lot for them to build). More will be add eventually as part of the R&D system. - Circuit boards are now divided into types. "computer" boards are used in a computer frame to make a computer console, "machine" boards are used in a Machine frame to make a machine of some type. Other types may or may not be added in the future. Mecha boards will be redone to this format eventually. - New Circuit Boards (Machine Type): Protolathe, Destructive Analyzer, Circuit Imprinter, and Autolathe. - New Traitor Item! Paralysis Pen. It looks like a penlight (the kind all doctors start with) except it injects Zombie Powder into the victim (similar to a changeling's paralysis dart). The target is aware but cannot move, speak, or emote. They also appear to be dead on health analyzers. Non-refillable and costs two telecrystals. - Anti-toxin now works on Zombie Powder. It was intended to work, I just forgot to add it. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@961 316c924e-a436-60f5-8080-3fe189b3f50e
392 lines
10 KiB
Plaintext
392 lines
10 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 & 16) && 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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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/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", 30) //Used to be 100 sleep toxin
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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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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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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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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 [src.name]."
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if(src.owner)
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//if the brain has an owner corpse
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if(src.owner.client)
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//if the player hasn't ghosted
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usr << "You can feel the small spark of life still in this one."
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else
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//if the player HAS ghosted
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for(var/mob/dead/observer/O in world)
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if(O.corpse == src.owner && O.client)
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//find their ghost
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usr << "You can feel the small spark of life still 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. Perhaps 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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src.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 that mask/helmet/glasses 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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if(M.client)
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M.client.mob = new/mob/dead/observer(M)
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//a mob can't have two clients so get rid of one
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if(src.owner)
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//if the brain has an owner corpse
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if(src.owner.client)
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//if the player hasn't ghosted
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src.owner.client.mob = M
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//then put them in M
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else
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//if the player HAS ghosted
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for(var/mob/dead/observer/O in world)
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if(O.corpse == src.owner && O.client)
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//find their ghost
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O.client.mob = M
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//put their mob in M
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del(O)
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//delete thier ghost
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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) |