mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-01 13:12:23 +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
194 lines
5.8 KiB
Plaintext
194 lines
5.8 KiB
Plaintext
/*
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CONTAINS:
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PAINT
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DNA INJECTOR
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*/
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var/global/list/cached_icons = list()
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/obj/item/weapon/paint/red
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name = "Red paint"
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color = "FF0000"
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icon_state = "paint_red"
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/obj/item/weapon/paint/green
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name = "Green paint"
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color = "00FF00"
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icon_state = "paint_green"
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/obj/item/weapon/paint/blue
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name = "Blue paint"
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color = "0000FF"
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icon_state = "paint_blue"
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/obj/item/weapon/paint/yellow
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name = "Yellow paint"
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color = "FFFF00"
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icon_state = "paint_yellow"
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/obj/item/weapon/paint/violet //no icon
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name = "Violet paint"
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color = "FF00FF"
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icon_state = "paint_neutral"
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/obj/item/weapon/paint/black
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name = "Black paint"
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color = "333333"
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icon_state = "paint_black"
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/obj/item/weapon/paint/white
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name = "White paint"
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color = "FFFFFF"
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icon_state = "paint_white"
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/obj/item/weapon/paint/anycolor
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name = "Any color"
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icon_state = "paint_neutral"
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attack_self(mob/user as mob)
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var/t1 = input(user, "Please select a color:", "Locking Computer", null) in list( "red", "blue", "green", "yellow", "black", "white")
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if ((user.equipped() != src || user.stat || user.restrained()))
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return
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switch(t1)
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if("red")
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color = "FF0000"
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if("blue")
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color = "0000FF"
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if("green")
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color = "00FF00"
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if("yellow")
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color = "FFFF00"
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/*
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if("violet")
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color = "FF00FF"
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*/
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if("white")
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color = "FFFFFF"
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if("black")
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color = "333333"
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icon_state = "paint_[t1]"
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add_fingerprint(user)
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return
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/obj/item/weapon/paint/afterattack(turf/target, mob/user as mob)
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if(!istype(target) || istype(target, /turf/space))
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return
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var/ind = "[initial(target.icon)][color]"
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if(!cached_icons[ind])
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var/icon/overlay = new/icon(initial(target.icon))
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overlay.Blend("#[color]",ICON_MULTIPLY)
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overlay.SetIntensity(1.4)
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target.icon = overlay
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cached_icons[ind] = target.icon
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else
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target.icon = cached_icons[ind]
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return
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/obj/item/weapon/paint/paint_remover
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name = "Paint remover"
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icon_state = "paint_neutral"
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afterattack(turf/target, mob/user as mob)
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if(istype(target) && target.icon != initial(target.icon))
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target.icon = initial(target.icon)
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return
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/obj/item/weapon/dnainjector/attack_paw(mob/user as mob)
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return attack_hand(user)
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/obj/item/weapon/dnainjector/proc/inject(mob/M as mob)
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M.radiation += rand(20,50)
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if (dnatype == "ui")
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if (!block) //isolated block?
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if (ue) //unique enzymes? yes
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M.dna.uni_identity = dna
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updateappearance(M, M.dna.uni_identity)
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M.real_name = ue
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M.name = ue
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uses--
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else //unique enzymes? no
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M.dna.uni_identity = dna
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updateappearance(M, M.dna.uni_identity)
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uses--
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else
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M.dna.uni_identity = setblock(M.dna.uni_identity,block,dna,3)
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updateappearance(M, M.dna.uni_identity)
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uses--
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if (dnatype == "se")
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if (!block) //isolated block?
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M.dna.struc_enzymes = dna
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domutcheck(M, null)
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uses--
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else
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M.dna.struc_enzymes = setblock(M.dna.struc_enzymes,block,dna,3)
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domutcheck(M, null,1)
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uses--
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spawn(0)//this prevents the collapse of space-time continuum
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del(src)
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return uses
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/obj/item/weapon/dnainjector/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 (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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user << "\red You don't have the dexterity to do this!"
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return
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been injected with [name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [name] to inject [M.name] ([M.ckey])</font>")
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if (user)
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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 = src
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O.s_loc = user.loc
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O.t_loc = M.loc
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O.place = "dnainjector"
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M.requests += O
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if (dnatype == "se")
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if (isblockon(getblock(dna, 14,3),14) && istype(M, /mob/living/carbon/human))
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message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
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log_game("[key_name(user)] injected [key_name(M)] with the [name] (MONKEY)")
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else
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message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
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log_game("[key_name(user)] injected [key_name(M)] with the [name]")
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else
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message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
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log_game("[key_name(user)] injected [key_name(M)] with the [name]")
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spawn( 0 )
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O.process()
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return
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else
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red [] has been injected with [] by [].", M, src, user), 1)
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//Foreach goto(192)
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if (!(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey)))
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user << "\red Apparently it didn't work."
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return
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if (dnatype == "se")
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if (isblockon(getblock(dna, 14,3),14) && istype(M, /mob/living/carbon/human))
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message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
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log_game("[key_name(user)] injected [key_name(M)] with the [name] (MONKEY)")
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else
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message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
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log_game("[key_name(user)] injected [key_name(M)] with the [name]")
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else
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message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
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log_game("[key_name(user)] injected [key_name(M)] with the [name]")
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inject(M)//Now we actually do the heavy lifting.
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/*
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A user injecting themselves could mean their own transformation and deletion of mob.
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I don't have the time to figure out how this code works so this will do for now.
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I did rearrange things a bit.
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*/
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if(!isnull(user))//If the user still exists. Their mob may not.
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user.show_message(text("\red You inject [M]"))
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return
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