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Paradise/code/game/objects/items/robot/robot_items.dm
johnsonmt88@gmail.com 28aabc9810 More file structure stuff!
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.

There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.

Next up: Finish the files in the weapon folder, then start moving defines down.


My god I hope I havent broken everything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 03:32:58 +00:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/**********************************************************************
Cyborg Spec Items
***********************************************************************/
//Might want to move this into several files later but for now it works here
/obj/item/borg/stun
name = "Electrified Arm"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
attack(mob/M as mob, mob/living/silicon/robot/user as mob)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack(" <font color='red'>[user.name] ([user.ckey]) used the [src.name] to attack [M.name] ([M.ckey])</font>")
user.cell.charge -= 30
M.Weaken(5)
if (M.stuttering < 5)
M.stuttering = 5
M.Stun(5)
for(var/mob/O in viewers(M, null))
if (O.client)
O.show_message("\red <B>[user] has prodded [M] with an electrically-charged arm!</B>", 1, "\red You hear someone fall", 2)
/obj/item/borg/overdrive
name = "Overdrive"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
/**********************************************************************
HUD/SIGHT things
***********************************************************************/
/obj/item/borg/sight
icon = 'icons/obj/decals.dmi'
icon_state = "securearea"
var/sight_mode = null
/obj/item/borg/sight/xray
name = "X-ray Vision"
sight_mode = BORGXRAY
/obj/item/borg/sight/thermal
name = "Thermal Vision"
sight_mode = BORGTHERM
/obj/item/borg/sight/meson
name = "Meson Vision"
sight_mode = BORGMESON
/obj/item/borg/sight/hud
name = "Hud"
var/obj/item/clothing/glasses/hud/hud = null
/obj/item/borg/sight/hud/med
name = "Medical Hud"
New()
..()
hud = new /obj/item/clothing/glasses/hud/health(src)
return
/obj/item/borg/sight/hud/sec
name = "Security Hud"
New()
..()
hud = new /obj/item/clothing/glasses/hud/security(src)
return
/**********************************************************************
Chemical things
***********************************************************************/
//Moved to modules/chemistry
/**********************************************************************
RCD
***********************************************************************/
/obj/item/borg/rcd
name = "robotic rapid-construction-device"
desc = "A device used to rapidly build walls/floor."
icon = 'icons/obj/items.dmi'
icon_state = "rcd"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
w_class = 3.0
// datum/effect/effect/system/spark_spread/spark_system
var/working = 0
var/mode = 1
var/disabled = 0
/*
New()
src.spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
return
*/
proc/activate()
// spark_system.set_up(5, 0, src)
// src.spark_system.start()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
attack_self(mob/user as mob)
//Change the mode
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
if(mode == 1)
mode = 2
user << "Changed mode to 'Airlock'"
// src.spark_system.start()
return
if(mode == 2)
mode = 3
user << "Changed mode to 'Deconstruct'"
// src.spark_system.start()
return
if(mode == 3)
mode = 1
user << "Changed mode to 'Floor & Walls'"
// src.spark_system.start()
return
afterattack(atom/A, mob/user as mob)
if(istype(A,/area/shuttle)||istype(A,/turf/space/transit))//No RCDs on the shuttles -Sieve
disabled = 1
else
disabled = 0
if(!isrobot(user)|| disabled == 1) return
if(!(istype(A, /turf) || istype(A, /obj/machinery/door/airlock))) return
var/mob/living/silicon/robot/R = user
var/obj/item/weapon/cell/cell = R.cell
if(!cell) return
if(istype(A, /turf))
switch(mode)
if(1)
if(istype(A, /turf/space))
if(!cell.use(30)) return
user << "Building Floor..."
activate()
A:ReplaceWithPlating()
return
if(istype(A, /turf/simulated/floor))
if(!cell.use(90)) return
user << "Building Wall (3)..."
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 20))
activate()
A:ReplaceWithWall()
return
if(2)
if(istype(A, /turf/simulated/floor))
if(!cell.use(300)) return
user << "Building Airlock..."
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50))
activate()
if(locate(/obj/machinery/door) in get_turf(src)) return
var/obj/machinery/door/airlock/T = new /obj/machinery/door/airlock( A )
T.autoclose = 1
return
if(3)
if(istype(A, /turf/simulated/wall))
if(!cell.use(150)) return
user << "Deconstructing Wall..."
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 40))
activate()
A:ReplaceWithPlating()
return
if(istype(A, /turf/simulated/wall/r_wall)) //by order of muskets -pete
return
if(istype(A, /turf/simulated/floor))
user << "Deconstructing Floor..."
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50))
activate()
A:ReplaceWithSpace()
return
if(istype(A, /obj/machinery/door/airlock))
user << "Deconstructing Airlock..."
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50))
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
del(A)
return
return