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update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs. Fixed the throw code for TKgrab so it can be toggled. Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are) Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little. There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
242 lines
6.0 KiB
Plaintext
242 lines
6.0 KiB
Plaintext
/*
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CONTAINS:
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WRAPPING PAPER
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GIFTS
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BEDSHEET BIN
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PHOTOGRAPHS
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*/
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// WRAPPING PAPER
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/obj/item/weapon/wrapping_paper/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (!( locate(/obj/structure/table, src.loc) ))
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user << "\blue You MUST put the paper on a table!"
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if (W.w_class < 4)
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if ((istype(user.l_hand, /obj/item/weapon/wirecutters) || istype(user.r_hand, /obj/item/weapon/wirecutters)))
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var/a_used = 2 ** (src.w_class - 1)
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if (src.amount < a_used)
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user << "\blue You need more paper!"
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return
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else
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src.amount -= a_used
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user.drop_item()
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var/obj/item/weapon/gift/G = new /obj/item/weapon/gift( src.loc )
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G.size = W.w_class
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G.w_class = G.size + 1
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G.icon_state = text("gift[]", G.size)
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G.gift = W
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W.loc = G
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G.add_fingerprint(user)
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W.add_fingerprint(user)
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src.add_fingerprint(user)
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if (src.amount <= 0)
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new /obj/item/weapon/c_tube( src.loc )
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//SN src = null
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del(src)
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return
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else
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user << "\blue You need scissors!"
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else
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user << "\blue The object is FAR too large!"
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return
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/obj/item/weapon/wrapping_paper/examine()
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set src in oview(1)
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..()
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usr << text("There is about [] square units of paper left!", src.amount)
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return
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/obj/item/weapon/wrapping_paper/attack(mob/target as mob, mob/user as mob)
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if (!istype(target, /mob/living/carbon/human)) return
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if (istype(target:wear_suit, /obj/item/clothing/suit/straight_jacket) || target:stat)
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if (src.amount > 2)
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var/obj/effect/spresent/present = new /obj/effect/spresent (target:loc)
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src.amount -= 2
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if (target:client)
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target:client:perspective = EYE_PERSPECTIVE
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target:client:eye = present
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target:loc = present
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target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been wrapped 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 wrap [target.name] ([target.ckey])</font>")
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log_attack("<font color='red'>[user.name] ([user.ckey]) used the [src.name] to wrap [target.name] ([target.ckey])</font>")
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else
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user << "/blue You need more paper."
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else
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user << "Theyre moving around too much. a Straitjacket would help."
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// GIFTS
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/obj/item/weapon/gift/attack_self(mob/user as mob)
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if(!src.gift)
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user << "\blue The gift was empty!"
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del(src)
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src.gift.loc = user
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if (user.hand)
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user.l_hand = src.gift
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user.update_inv_l_hand()
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else
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user.r_hand = src.gift
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user.update_inv_r_hand()
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src.gift.layer = 20
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src.gift.add_fingerprint(user)
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del(src)
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return
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/obj/item/weapon/a_gift/ex_act()
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del(src)
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return
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/obj/effect/spresent/relaymove(mob/user as mob)
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if (user.stat)
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return
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user << "\blue You cant move."
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/obj/effect/spresent/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (!istype(W, /obj/item/weapon/wirecutters))
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user << "/blue I need wirecutters for that."
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return
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user << "\blue You cut open the present."
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for(var/mob/M in src) //Should only be one but whatever.
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M.loc = src.loc
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if (M.client)
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M.client.eye = M.client.mob
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M.client.perspective = MOB_PERSPECTIVE
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del(src)
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/obj/item/weapon/a_gift/attack_self(mob/M as mob)
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switch(pick("flash", "t_gun", "l_gun", "shield", "sword", "axe"))
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if("flash")
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var/obj/item/device/flash/W = new /obj/item/device/flash( M )
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if (M.hand)
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M.l_hand = W
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M.update_inv_l_hand()
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else
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M.r_hand = W
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M.update_inv_r_hand()
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W.layer = 20
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W.add_fingerprint(M)
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//SN src = null
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del(src)
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return
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if("l_gun")
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var/obj/item/weapon/gun/energy/laser/W = new /obj/item/weapon/gun/energy/laser( M )
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if (M.hand)
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M.l_hand = W
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M.update_inv_l_hand()
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else
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M.r_hand = W
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M.update_inv_r_hand()
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W.layer = 20
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W.add_fingerprint(M)
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//SN src = null
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del(src)
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return
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if("t_gun")
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var/obj/item/weapon/gun/energy/taser/W = new /obj/item/weapon/gun/energy/taser( M )
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if (M.hand)
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M.l_hand = W
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M.update_inv_l_hand()
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else
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M.r_hand = W
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M.update_inv_r_hand()
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W.layer = 20
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W.add_fingerprint(M)
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//SN src = null
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del(src)
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return
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if("sword")
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var/obj/item/weapon/melee/energy/sword/W = new /obj/item/weapon/melee/energy/sword( M )
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if (M.hand)
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M.l_hand = W
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M.update_inv_l_hand()
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else
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M.r_hand = W
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M.update_inv_r_hand()
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W.layer = 20
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W.add_fingerprint(M)
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//SN src = null
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del(src)
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return
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if("axe")
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var/obj/item/weapon/melee/energy/axe/W = new /obj/item/weapon/melee/energy/axe( M )
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if (M.hand)
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M.l_hand = W
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M.update_inv_l_hand()
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else
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M.r_hand = W
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M.update_inv_r_hand()
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W.layer = 20
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W.add_fingerprint(M)
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//SN src = null
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del(src)
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return
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else
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return
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// BEDSHEET BIN
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/obj/structure/bedsheetbin/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/bedsheet))
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//W = null
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del(W)
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src.amount++
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return
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/obj/structure/bedsheetbin/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/bedsheetbin/attack_hand(mob/user as mob)
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if (src.amount >= 1)
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src.amount--
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new /obj/item/weapon/bedsheet( src.loc )
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add_fingerprint(user)
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/obj/structure/bedsheetbin/examine()
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set src in oview(1)
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src.amount = round(src.amount)
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if (src.amount <= 0)
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src.amount = 0
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usr << "There are no bed sheets in the bin."
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else
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if (src.amount == 1)
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usr << "There is one bed sheet in the bin."
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else
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usr << text("There are [] bed sheets in the bin.", src.amount)
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return
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// PHOTOGRAPH
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/obj/item/weapon/paper/photograph/New()
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..()
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src.pixel_y = 0
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src.pixel_x = 0
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return
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/obj/item/weapon/paper/photograph/attack_self(mob/user as mob)
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var/n_name = copytext(sanitize(input(user, "What would you like to label the photo?", "Paper Labelling", null) as text),1,32)
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if ((src.loc == user && user.stat == 0))
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src.name = text("photo[]", (n_name ? text("- '[]'", n_name) : null))
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src.add_fingerprint(user)
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return
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