Files
Paradise/code/game/objects/weapons.dm
n3ophyt3@gmail.com 3d2fc71af1 Ghosts no longer block emitter pulses.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@46 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-02 04:58:17 +00:00

1251 lines
30 KiB
Plaintext

/obj/mine/proc/triggerrad(obj)
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(3, 1, src)
s.start()
obj:radiation += 50
randmutb(obj)
domutcheck(obj,null)
spawn(0)
del(src)
/obj/mine/proc/triggerstun(obj)
obj:stunned += 30
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(3, 1, src)
s.start()
spawn(0)
del(src)
/obj/mine/proc/triggern2o(obj)
//example: n2o triggerproc
//note: im lazy
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
if(target.parent)
target.parent.suspend_group_processing()
var/datum/gas_mixture/payload = new
var/datum/gas/sleeping_agent/trace_gas = new
trace_gas.moles = 30
payload += trace_gas
target.air.merge(payload)
spawn(0)
del(src)
/obj/mine/proc/triggerplasma(obj)
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
if(target.parent)
target.parent.suspend_group_processing()
var/datum/gas_mixture/payload = new
payload.toxins = 30
target.air.merge(payload)
target.hotspot_expose(1000, CELL_VOLUME)
spawn(0)
del(src)
/obj/mine/proc/triggerkick(obj)
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(3, 1, src)
s.start()
del(obj:client)
spawn(0)
del(src)
/obj/mine/proc/explode(obj)
explosion(loc, 0, 1, 2, 3)
spawn(0)
del(src)
/obj/mine/HasEntered(AM as mob|obj)
Bumped(AM)
/obj/mine/Bumped(mob/M as mob|obj)
if(triggered) return
if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey))
for(var/mob/O in viewers(world.view, src.loc))
O << text("<font color='red'>[M] triggered the \icon[] [src]</font>", src)
triggered = 1
call(src,triggerproc)(M)
/obj/mine/New()
icon_state = "uglyminearmed"
/obj/item/assembly/proc/c_state(n, O as obj)
return
//*****RM
/obj/item/assembly/time_ignite/Del()
del(part1)
del(part2)
..()
/obj/item/assembly/time_ignite/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/time_ignite/receive_signal()
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
src.part2.ignite()
return
/obj/decal/ash/attack_hand(mob/user as mob)
usr << "\blue The ashes slip through your fingers."
del(src)
return
/obj/item/assembly/time_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The timer is now secured!", 1)
else
user.show_message("\blue The timer is now unsecured!", 1)
src.part2.status = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/time_ignite/c_state(n)
src.icon_state = text("timer-igniter[]", n)
return
//***********
/obj/item/assembly/anal_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
del(src)
return
if (( istype(W, /obj/item/weapon/screwdriver) ))
src.status = !( src.status )
if (src.status)
user.show_message("\blue The analyzer is now secured!", 1)
else
user.show_message("\blue The analyzer is now unsecured!", 1)
src.part2.status = src.status
src.add_fingerprint(user)
if(( istype(W, /obj/item/clothing/suit/armor/vest) ) && src.status)
var/obj/item/assembly/a_i_a/R = new /obj/item/assembly/a_i_a( user )
W.loc = R
R.part1 = W
R.part2 = W
W.layer = initial(W.layer)
if (user.client)
user.client.screen -= W
if (user.r_hand == W)
user.u_equip(W)
user.r_hand = R
else
user.u_equip(W)
user.l_hand = R
W.master = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part3 = src
R.layer = 20
R.loc = user
src.add_fingerprint(user)
return
/* else if ((istype(W, /obj/item/device/timer) && !( src.status )))
var/obj/item/assembly/time_ignite/R = new /obj/item/assembly/time_ignite( user )
W.loc = R
R.part1 = W
W.layer = initial(W.layer)
if (user.client)
user.client.screen -= W
if (user.r_hand == W)
user.u_equip(W)
user.r_hand = R
else
user.u_equip(W)
user.l_hand = R
W.master = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part2 = src
R.layer = 20
R.loc = user
src.add_fingerprint(user)
*/
/obj/item/assembly/a_i_a/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part3.loc = T
src.part1.master = null
src.part2.master = null
src.part3.master = null
src.part1 = null
src.part2 = null
src.part3 = null
del(src)
return
if (( istype(W, /obj/item/weapon/screwdriver) ))
src.status = !( src.status )
if (src.status)
user.show_message("\blue The armor is now secured!", 1)
else
user.show_message("\blue The armor is now unsecured!", 1)
src.add_fingerprint(user)
/obj/item/assembly/a_i_a/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
del(src.part3)
..()
return
//*****
/obj/item/assembly/rad_time/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
..()
return
/obj/item/assembly/rad_time/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The signaler is now secured!", 1)
else
user.show_message("\blue The signaler is now unsecured!", 1)
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_time/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.part2.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_time/receive_signal(datum/signal/signal)
if (signal.source == src.part2)
src.part1.send_signal("ACTIVATE")
return
//*******************
/obj/item/assembly/rad_prox/c_state(n)
src.icon_state = "prox-radio[n]"
return
/obj/item/assembly/rad_prox/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
..()
return
/obj/item/assembly/rad_prox/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/beam))
return
if (AM.move_speed < 12)
src.part2.sense()
return
/obj/item/assembly/rad_prox/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The proximity sensor is now secured!", 1)
else
user.show_message("\blue The proximity sensor is now unsecured!", 1)
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_prox/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.part2.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_prox/receive_signal(datum/signal/signal)
if (signal.source == src.part2)
src.part1.send_signal("ACTIVATE")
return
/obj/item/assembly/rad_prox/Move()
..()
src.part2.sense()
return
/obj/item/assembly/rad_prox/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/assembly/rad_prox/dropped()
spawn( 0 )
src.part2.sense()
return
return
//************************
/obj/item/assembly/rad_infra/c_state(n)
src.icon_state = text("infrared-radio[]", n)
return
/obj/item/assembly/rad_infra/Del()
del(src.part1)
del(src.part2)
..()
return
/obj/item/assembly/rad_infra/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The infrared laser is now secured!", 1)
else
user.show_message("\blue The infrared laser is now unsecured!", 1)
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_infra/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.part2.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_infra/receive_signal(datum/signal/signal)
if (signal.source == src.part2)
src.part1.send_signal("ACTIVATE")
return
/obj/item/assembly/rad_infra/verb/rotate()
set src in usr
src.dir = turn(src.dir, 90)
src.part2.dir = src.dir
src.add_fingerprint(usr)
return
/obj/item/assembly/rad_infra/Move()
var/t = src.dir
..()
src.dir = t
//src.part2.first = null
del(src.part2.first)
return
/obj/item/assembly/rad_infra/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/assembly/rad_infra/attack_hand(M)
del(src.part2.first)
..()
return
/obj/item/assembly/prox_ignite/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/beam))
return
if (AM.move_speed < 12 && src.part1)
src.part1.sense()
return
/obj/item/assembly/prox_ignite/dropped()
spawn( 0 )
src.part1.sense()
return
return
/obj/item/assembly/prox_ignite/Del()
del(src.part1)
del(src.part2)
..()
return
/obj/item/assembly/prox_ignite/c_state(n)
src.icon_state = text("prox-igniter[]", n)
return
/obj/item/assembly/prox_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The proximity sensor is now secured! The igniter now works!", 1)
else
user.show_message("\blue The proximity sensor is now unsecured! The igniter will not work.", 1)
src.part2.status = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/prox_ignite/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/prox_ignite/receive_signal()
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
src.part2.ignite()
return
/obj/item/assembly/rad_ignite/Del()
del(src.part1)
del(src.part2)
..()
return
/obj/item/assembly/rad_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The radio is now secured! The igniter now works!", 1)
else
user.show_message("\blue The radio is now unsecured! The igniter will not work.", 1)
src.part2.status = src.status
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_ignite/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_ignite/receive_signal()
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
src.part2.ignite()
return
/obj/item/assembly/m_i_ptank/c_state(n)
src.icon_state = text("prox-igniter-tank[]", n)
return
/obj/item/assembly/m_i_ptank/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/beam))
return
if (AM.move_speed < 12 && src.part1)
src.part1.sense()
return
//*****RM
/obj/item/assembly/m_i_ptank/Bump(atom/O)
spawn(0)
//world << "miptank bumped into [O]"
if(src.part1.state)
//world << "sending signal"
receive_signal()
else
//world << "not active"
..()
/obj/item/assembly/m_i_ptank/proc/prox_check()
if(!part1 || !part1.state)
return
for(var/atom/A in view(1, src.loc))
if(A!=src && !istype(A, /turf/space) && !isarea(A))
//world << "[A]:[A.type] was sensed"
src.part1.sense()
break
spawn(10)
prox_check()
//*****
/obj/item/assembly/m_i_ptank/dropped()
spawn( 0 )
src.part1.sense()
return
return
/obj/item/assembly/m_i_ptank/examine()
..()
src.part3.examine()
/obj/item/assembly/m_i_ptank/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/assembly/m_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/device/analyzer))
src.part3.attackby(W, user)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/prox_ignite/R = new /obj/item/assembly/prox_ignite( )
R.part1 = src.part1
R.part2 = src.part2
R.loc = src.loc
if (user.r_hand == src)
user.r_hand = R
R.layer = 20
else
if (user.l_hand == src)
user.l_hand = R
R.layer = 20
src.part1.loc = R
src.part2.loc = R
src.part1.master = R
src.part2.master = R
var/turf/T = src.loc
if (!( istype(T, /turf) ))
T = T.loc
if (!( istype(T, /turf) ))
T = T.loc
src.part3.loc = T
src.part1 = null
src.part2 = null
src.part3 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/weldingtool) ))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
else
src.status = 0
bombers += "[key_name(user)] unwelded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
src.part2.status = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/m_i_ptank/attack_self(mob/user as mob)
playsound(src.loc, 'armbomb.ogg', 100, 1)
src.part1.attack_self(user, 1)
src.add_fingerprint(user)
return
/obj/item/assembly/m_i_ptank/receive_signal()
//world << "miptank [src] got signal"
for(var/mob/O in hearers(1, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
//Foreach goto(19)
if ((src.status && prob(90)))
//world << "sent ignite() to [src.part3]"
src.part3.ignite()
else
if(!src.status)
src.part3.release()
src.part1.state = 0.0
return
//*****RM
/obj/item/assembly/t_i_ptank/c_state(n)
src.icon_state = text("timer-igniter-tank[]", n)
return
/obj/item/assembly/t_i_ptank/examine()
..()
src.part3.examine()
/obj/item/assembly/t_i_ptank/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/assembly/t_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/device/analyzer))
src.part3.attackby(W, user)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/time_ignite/R = new /obj/item/assembly/time_ignite( )
R.part1 = src.part1
R.part2 = src.part2
R.loc = src.loc
if (user.r_hand == src)
user.r_hand = R
R.layer = 20
else
if (user.l_hand == src)
user.l_hand = R
R.layer = 20
src.part1.loc = R
src.part2.loc = R
src.part1.master = R
src.part2.master = R
var/turf/T = src.loc
if (!( istype(T, /turf) ))
T = T.loc
if (!( istype(T, /turf) ))
T = T.loc
src.part3.loc = T
src.part1 = null
src.part2 = null
src.part3 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/weldingtool) ))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
else
src.status = 0
bombers += "[key_name(user)] unwelded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
src.part2.status = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/t_i_ptank/attack_self(mob/user as mob)
if (src.part1)
src.part1.attack_self(user, 1)
playsound(src.loc, 'armbomb.ogg', 100, 1)
src.add_fingerprint(user)
return
/obj/item/assembly/t_i_ptank/receive_signal()
//world << "tiptank [src] got signal"
for(var/mob/O in hearers(1, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
//Foreach goto(19)
if ((src.status && prob(90)))
//world << "sent ignite() to [src.part3]"
src.part3.ignite()
else
if(!src.status)
src.part3.release()
return
/obj/item/assembly/r_i_ptank/examine()
..()
src.part3.examine()
/obj/item/assembly/r_i_ptank/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/assembly/r_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/device/analyzer))
src.part3.attackby(W, user)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/rad_ignite/R = new /obj/item/assembly/rad_ignite( )
R.part1 = src.part1
R.part2 = src.part2
R.loc = src.loc
if (user.r_hand == src)
user.r_hand = R
R.layer = 20
else
if (user.l_hand == src)
user.l_hand = R
R.layer = 20
src.part1.loc = R
src.part2.loc = R
src.part1.master = R
src.part2.master = R
var/turf/T = src.loc
if (!( istype(T, /turf) ))
T = T.loc
if (!( istype(T, /turf) ))
T = T.loc
src.part3.loc = T
src.part1 = null
src.part2 = null
src.part3 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/weldingtool) ))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
else
src.status = 0
bombers += "[key_name(user)] unwelded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
src.part2.status = src.status
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/clothing/suit/armor/a_i_a_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/device/analyzer))
src.part4.attackby(W, user)
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/a_i_a/R = new /obj/item/assembly/a_i_a( )
R.part1 = src.part1
R.part2 = src.part2
R.part3 = src.part3
R.loc = src.loc
if (user.r_hand == src)
user.r_hand = R
R.layer = 20
else
if (user.l_hand == src)
user.l_hand = R
R.layer = 20
src.part1.loc = R
src.part2.loc = R
src.part3.loc = R
src.part1.master = R
src.part2.master = R
src.part3.master = R
var/turf/T = src.loc
if (!( istype(T, /turf) ))
T = T.loc
if (!( istype(T, /turf) ))
T = T.loc
src.part4.loc = T
src.part1 = null
src.part2 = null
src.part3 = null
src.part4 = null
//SN src = null
del(src)
return
if (( istype(W, /obj/item/weapon/weldingtool) ))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
else
src.status = 0
bombers += "[key_name(user)] unwelded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
// src.part3.status = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/r_i_ptank/attack_self(mob/user as mob)
if (src.part1)
playsound(src.loc, 'armbomb.ogg', 100, 1)
src.part1.attack_self(user, 1)
src.add_fingerprint(user)
return
/obj/item/assembly/r_i_ptank/receive_signal()
//world << "riptank [src] got signal"
for(var/mob/O in hearers(1, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
//Foreach goto(19)
if ((src.status && prob(90)))
//world << "sent ignite() to [src.part3]"
src.part3.ignite()
else
if(!src.status)
src.part3.release()
return
/obj/bullet/Bump(atom/A as mob|obj|turf|area)
spawn(0)
if(A)
A.bullet_act(PROJECTILE_BULLET, src)
if(istype(A,/turf))
for(var/obj/O in A)
O.bullet_act(PROJECTILE_BULLET, src)
del(src)
return
/obj/bullet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover, /obj/bullet))
return prob(95)
else
return 1
/obj/bullet/weakbullet/Bump(atom/A as mob|obj|turf|area)
spawn(0)
if(A)
A.bullet_act(PROJECTILE_WEAKBULLET, src)
if(istype(A,/turf))
for(var/obj/O in A)
O.bullet_act(PROJECTILE_WEAKBULLET, src)
del(src)
return
/obj/bullet/electrode/Bump(atom/A as mob|obj|turf|area)
spawn(0)
if(A)
A.bullet_act(PROJECTILE_TASER)
if(istype(A,/turf))
for(var/obj/O in A)
O.bullet_act(PROJECTILE_TASER, src)
del(src)
return
/obj/bullet/cbbolt/Bump(atom/A as mob|obj|turf|area)
spawn(0)
if(A)
A.bullet_act(PROJECTILE_BOLT)
if(istype(A,/turf))
for(var/obj/O in A)
O.bullet_act(PROJECTILE_BOLT, src)
del(src)
return
/obj/bullet/teleshot/Bump(atom/A as mob|obj|turf|area)
if (src.target == null)
var/list/turfs = list( )
for(var/turf/T in orange(10, src))
if(T.x>world.maxx-4 || T.x<4) continue //putting them at the edge is dumb
if(T.y>world.maxy-4 || T.y<4) continue
turfs += T
if(turfs)
src.target = pick(turfs)
if (!src.target)
del(src)
return
spawn(0)
if(A)
var/turf/T = get_turf(A)
for(var/atom/movable/M in T)
if(istype(M, /obj/effects)) //sparks don't teleport
continue
if (M.anchored)
continue
if (istype(M, /atom/movable))
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(5, 1, M)
s.start()
if(prob(src.failchance)) //oh dear a problem, put em in deep space
do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy -5), 3), 0)
else
do_teleport(M, src.target, 2)
del(src)
return
/obj/bullet/proc/process()
if ((!( src.current ) || src.loc == src.current))
src.current = locate(min(max(src.x + src.xo, 1), world.maxx), min(max(src.y + src.yo, 1), world.maxy), src.z)
if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy))
//SN src = null
del(src)
return
step_towards(src, src.current)
spawn( 1 )
process()
return
return
/obj/beam/a_laser/Bump(atom/A as mob|obj|turf|area)
spawn(0)
if(A)
A.bullet_act(PROJECTILE_LASER, src)
del(src)
/obj/beam/a_laser/proc/process()
//world << text("laser at [] []:[], target is [] []:[]", src.loc, src.x, src.y, src:current, src.current:x, src.current:y)
if ((!( src.current ) || src.loc == src.current))
src.current = locate(min(max(src.x + src.xo, 1), world.maxx), min(max(src.y + src.yo, 1), world.maxy), src.z)
//world << text("current changed: target is now []. location was [],[], added [],[]", src.current, src.x, src.y, src.xo, src.yo)
if ((src.x == 1 || src.x == world.maxx || src.y == 1 || src.y == world.maxy))
//world << text("off-world, deleting")
//SN src = null
del(src)
return
step_towards(src, src.current)
// make it able to hit lying-down folk
var/list/dudes = list()
for(var/mob/living/M in src.loc)
dudes += M
if(dudes.len)
src.Bump(pick(dudes))
//world << text("laser stepped, now [] []:[], target is [] []:[]", src.loc, src.x, src.y, src.current, src.current:x, src.current:y)
src.life--
if (src.life <= 0)
//SN src = null
del(src)
return
spawn(1)
src.process()
return
return
/obj/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if (src.master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
src.master.hit()
//SN src = null
del(src)
return
/obj/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread"
src.visible = v
spawn( 0 )
if (src.next)
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
src.next.vis_spread(v)
return
return
/obj/beam/i_beam/proc/process()
//world << "i_beam \ref[src] : process"
if ((src.loc.density || !( src.master )))
//SN src = null
// world << "beam hit loc [loc] or no master [master], deleting"
del(src)
return
//world << "proccess: [src.left] left"
if (src.left > 0)
src.left--
if (src.left < 1)
if (!( src.visible ))
src.invisibility = 101
else
src.invisibility = 0
else
src.invisibility = 0
//world << "now [src.left] left"
var/obj/beam/i_beam/I = new /obj/beam/i_beam( src.loc )
I.master = src.master
I.density = 1
I.dir = src.dir
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir)
if (I)
//world << "step worked, now at [I.x] [I.y] [I.z]"
if (!( src.next ))
//world << "no src.next"
I.density = 0
//world << "spreading"
I.vis_spread(src.visible)
src.next = I
spawn( 0 )
//world << "limit = [src.limit] "
if ((I && src.limit > 0))
I.limit = src.limit - 1
//world << "calling next process"
I.process()
return
else
//world << "is a next: \ref[next], deleting beam \ref[I]"
//I = null
del(I)
else
//src.next = null
//world << "step failed, deleting \ref[src.next]"
del(src.next)
spawn( 10 )
src.process()
return
return
/obj/beam/i_beam/Bump()
del(src)
return
/obj/beam/i_beam/Bumped()
src.hit()
return
/obj/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if (istype(AM, /obj/beam))
return
spawn( 0 )
src.hit()
return
return
/obj/beam/i_beam/Del()
del(src.next)
..()
return
/atom/proc/ex_act()
return
/atom/proc/blob_act()
return
// bullet_act called when anything is hit buy a projectile (bullet, tazer shot, laser, etc.)
// flag is projectile type, can be:
//PROJECTILE_TASER = 1 taser gun
//PROJECTILE_LASER = 2 laser gun
//PROJECTILE_BULLET = 3 traitor pistol
//PROJECTILE_PULSE = 4 pulse rifle
//PROJECTILE_BOLT = 5 crossbow
//PROJECTILE_WEAKBULLET = 6 detective's revolver
/atom/proc/bullet_act(flag)
if(flag == PROJECTILE_PULSE)
src.ex_act(2)
return
/turf/Entered(atom/A as mob|obj)
..()
if ((A && A.density && !( istype(A, /obj/beam) )))
for(var/obj/beam/i_beam/I in src)
spawn( 0 )
if (I)
I.hit()
return
return
/obj/item/weapon/mousetrap/examine()
set src in oview(12)
..()
if(armed)
usr << "\red It looks like it's armed."
/obj/item/weapon/mousetrap/proc/triggered(mob/target as mob, var/type = "feet")
if(!armed)
return
var/datum/organ/external/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
switch(type)
if("feet")
if(!H.shoes)
affecting = H.organs[pick("l_foot", "r_foot")]
H.weakened = max(3, H.weakened)
if("l_hand", "r_hand")
if(!H.gloves)
affecting = H.organs[type]
H.stunned = max(3, H.stunned)
if(affecting)
affecting.take_damage(1, 0)
H.UpdateDamageIcon()
H.updatehealth()
playsound(target.loc, 'snap.ogg', 50, 1)
icon_state = "mousetrap"
armed = 0
/*
else if (ismouse(target))
target.bruteloss = 100
*/
/obj/item/weapon/mousetrap/attack_self(mob/user as mob)
if(!armed)
icon_state = "mousetraparmed"
user << "\blue You arm the mousetrap."
else
icon_state = "mousetrap"
if((user.brainloss >= 60 || user.mutations & 16) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
src.triggered(user, which_hand)
user << "\red <B>You accidentally trigger the mousetrap!</B>"
for(var/mob/O in viewers(user, null))
if(O == user)
continue
O.show_message(text("\red <B>[user] accidentally sets off the mousetrap, breaking their fingers.</B>"), 1)
return
user << "\blue You disarm the mousetrap."
armed = !armed
playsound(user.loc, 'handcuffs.ogg', 30, 1, -3)
/obj/item/weapon/mousetrap/attack_hand(mob/user as mob)
if(armed)
if((user.brainloss >= 60 || user.mutations & 16) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
src.triggered(user, which_hand)
user << "\red <B>You accidentally trigger the mousetrap!</B>"
for(var/mob/O in viewers(user, null))
if(O == user)
continue
O.show_message(text("\red <B>[user] accidentally sets off the mousetrap, breaking their fingers.</B>"), 1)
return
..()
/obj/item/weapon/mousetrap/HasEntered(AM as mob|obj)
if((ishuman(AM)) && (armed))
var/mob/living/carbon/H = AM
if(H.m_intent == "run")
src.triggered(H)
H << "\red <B>You accidentally step on the mousetrap!</B>"
for(var/mob/O in viewers(H, null))
if(O == H)
continue
O.show_message(text("\red <B>[H] accidentally steps on the mousetrap.</B>"), 1)
..()
/obj/item/weapon/mousetrap/hitby(A as mob|obj)
if(!armed)
return ..()
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>The mousetrap is triggered by [A].</B>"), 1)
src.triggered(null)