Files
Paradise/code/game/objects/items.dm
morikou@gmail.com d25ee28cc4 Blood: The Last Annoying, Sparkly Twit Update:
- When a blood sample is taken, it retains some information on what kind of chemicals were the subject's body at the time the sample was taken.
- Two new R&D Items: Mass-Spectrometer (EM Spectrum Research 2, Biotech 2) and Advanced Mass-Spectrometer (EM Spectrum Research 4, Biotech 2). Allows for the identification of chemicals in a blood sample. To use the devices, you simply use a container (or syringe) full of blood on the device and then click the device in your hand (like how you use the gas analyzer). At low reliability, they might miss some chemicals in their report or potentially even break. The Advanced version not only lists what chemicals were present in the body, but also much much.
- The deconstructive analyzer now gives 1 or 2 points to a device design's reliability (rather then just 1) when analyzing a device. Also fixed some bugs in the deconstructive analyzer.
- Not all devices have a 100% reliability now (most current ones did, but not all).
- Few tweaks in R&D lab. Derp derp.
- Mint tweaked slightly. Miners can now access the mint foyer and the mint materials loading area but not the vault (only the captain can access the vault, by default).
- Research sub-paths Robotics and generators removed. Now all techs just use the primary paths. Sub-paths might be re-added later but not these ones.
- Power Storage Technology renamed "Power Manipulation Technology".
- More stuff can be analyzed in the destructive analyzer. Intellicards can now be produced from the protolathe (Programming 4. Requires 1000 glass and 200 gold)
- Updated the R&D readme file. Now it has a list of all the holes in the tech paths (ie. Where we need to add new stuff). It's not intended as a complete list of everything that can be made or researched, just a check list to make sure all the research levels are covered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1073 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 20:18:18 +00:00

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/obj/item/weapon/bedsheet/ex_act(severity)
if (severity <= 2)
del(src)
return
return
/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
user.drop_item()
src.layer = 5
add_fingerprint(user)
return
/obj/item/weapon/handcuffs/attack(mob/M as mob, mob/user as mob)
if ((usr.mutations & 16) && prob(50))
usr << "\red Uh ... how do those things work?!"
if (istype(M, /mob/living/carbon/human))
var/obj/equip_e/human/O = new /obj/equip_e/human( )
O.source = user
O.target = user
O.item = user.equipped()
O.s_loc = user.loc
O.t_loc = user.loc
O.place = "handcuff"
M.requests += O
spawn( 0 )
O.process()
return
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(M, /mob/living/carbon/human))
var/obj/equip_e/human/O = new /obj/equip_e/human( )
O.source = user
O.target = M
O.item = user.equipped()
O.s_loc = user.loc
O.t_loc = M.loc
O.place = "handcuff"
M.requests += O
spawn( 0 )
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
O.process()
return
else
var/obj/equip_e/monkey/O = new /obj/equip_e/monkey( )
O.source = user
O.target = M
O.item = user.equipped()
O.s_loc = user.loc
O.t_loc = M.loc
O.place = "handcuff"
M.requests += O
spawn( 0 )
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
O.process()
return
return
/obj/item/weapon/extinguisher/New()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
R.add_reagent("water", 50)
/obj/item/weapon/extinguisher/examine()
set src in usr
usr << text("\icon[] [] contains [] units of water left!", src, src.name, src.reagents.total_volume)
..()
return
/obj/item/weapon/extinguisher/afterattack(atom/target, mob/user , flag)
//TODO; Add support for reagents in water.
if( istype(target, /obj/reagent_dispensers/watertank) && get_dist(src,target) <= 1)
var/obj/o = target
o.reagents.trans_to(src, 50)
user << "\blue Extinguisher refilled"
playsound(src.loc, 'refill.ogg', 50, 1, -6)
return
if (!safety)
if (src.reagents.total_volume < 1)
return
if (world.time < src.last_use + 20)
return
src.last_use = world.time
playsound(src.loc, 'extinguish.ogg', 75, 1, -3)
var/direction = get_dir(src,target)
var/turf/T = get_turf(target)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
var/list/the_targets = list(T,T1,T2)
for(var/a=0, a<5, a++)
spawn(0)
var/obj/effects/water/W = new /obj/effects/water( get_turf(src) )
var/turf/my_target = pick(the_targets)
var/datum/reagents/R = new/datum/reagents(5)
if(!W) return
W.reagents = R
R.my_atom = W
if(!W || !src) return
src.reagents.trans_to(W,1)
for(var/b=0, b<5, b++)
step_towards(W,my_target)
if(!W) return
W.reagents.reaction(get_turf(W))
for(var/atom/atm in get_turf(W))
if(!W) return
W.reagents.reaction(atm)
if(W.loc == my_target) break
sleep(2)
if(istype(usr.loc, /turf/space))
user.inertia_dir = get_dir(target, user)
step(user, user.inertia_dir)
else
return ..()
return
/obj/item/weapon/extinguisher/attack_self(mob/user as mob)
if (safety)
src.icon_state = "fire_extinguisher1"
src.desc = "The safety is off."
user << "The safety is off."
safety = 0
else
src.icon_state = "fire_extinguisher0"
src.desc = "The safety is on."
user << "The safety is on."
safety = 1
return
/obj/item/weapon/pen/sleepypen
origin_tech = "syndicate=1"
/obj/item/weapon/pen/sleepypen/attack_paw(mob/user as mob)
return src.attack_hand(user)
return
/obj/item/weapon/pen/sleepypen/New()
var/datum/reagents/R = new/datum/reagents(30) //Used to be 300
reagents = R
R.my_atom = src
R.add_reagent("chloralhydrate", 30) //Used to be 100 sleep toxin
// R.add_reagent("impedrezene", 100)
// R.add_reagent("cryptobiolin", 100)
..()
return
/obj/item/weapon/pen/sleepypen/attack(mob/M as mob, mob/user as mob)
if (!( istype(M, /mob) ))
return
if (reagents.total_volume)
//for(var/mob/O in viewers(M, null))
// O.show_message(text("\red [] has been stabbed with [] by [].", M, src, user), 1)
user << "\red You stab [M] with the pen."
M << "\red You feel a tiny prick!"
if(M.reagents) reagents.trans_to(M, 50) //used to be 150
return
/obj/item/device/flashlight/pen/paralysis/New()
var/datum/reagents/R = new/datum/reagents(15)
reagents = R
R.my_atom = src
R.add_reagent("zombiepowder", 15)
..()
return
/obj/item/device/flashlight/pen/paralysis/attack(mob/M as mob, mob/user as mob)
if (!( istype(M, /mob) ))
return
if (reagents.total_volume)
user << "\red You stab [M] with the penlight."
M << "\red You feel a tiny prick!"
if(M.reagents) reagents.trans_to(M, 15)
..()
return
/obj/item/weapon/Bump(mob/M as mob)
spawn( 0 )
..()
return
/obj/manifest/New()
src.invisibility = 101
return
/obj/manifest/proc/manifest()
var/dat = "<B>Crew Manifest</B>:<BR>"
for(var/mob/living/carbon/human/M in world)
dat += text(" <B>[]</B> - []<BR>", M.name, M.get_assignment())
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( src.loc )
P.info = dat
P.name = "paper- 'Crew Manifest'"
//SN src = null
del(src)
return
/obj/screen/close/DblClick()
if (src.master)
src.master:close(usr)
return
/mob/attackby(obj/item/weapon/W as obj, mob/user as mob)
var/shielded = 0
for(var/obj/item/device/shield/S in src)
if (S.active)
shielded = 1
else
if (locate(/obj/item/weapon/grab, src))
var/mob/safe = null
if (istype(src.l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = src.l_hand
if ((G.state == 3 && get_dir(src, user) == src.dir))
safe = G.affecting
if (istype(src.r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = src.r_hand
if ((G.state == 3 && get_dir(src, user) == src.dir))
safe = G.affecting
if (safe)
return safe.attackby(W, user)
if ((!( shielded ) || !( W.flags ) & 32))
spawn( 0 )
if (W)
W.attack(src, user)
return
return
/obj/item/weapon/teleportation_scroll/attack_self(mob/user as mob)
user.machine = src
var/dat = "<B>Teleportation Scroll:</B><BR>"
dat += "Number of uses: [src.uses]<BR>"
dat += "<HR>"
dat += "<B>Four uses use them wisely:</B><BR>"
dat += "<A href='byond://?src=\ref[src];spell_teleport=1'>Teleport</A><BR>"
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>"
user << browse(dat, "window=scroll")
onclose(user, "scroll")
return
/obj/item/weapon/teleportation_scroll/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
var/mob/living/carbon/human/H = usr
if (!( istype(H, /mob/living/carbon/human)))
return 1
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
usr.machine = src
if (href_list["spell_teleport"])
if (src.uses >= 1)
src.uses -= 1
usr.teleportscroll()
if (istype(src.loc, /mob))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
return
/obj/item/brain/examine() // -- TLE
set src in oview(12)
if (!( usr ))
return
usr << "This is \icon[src] \an [src.name]."
if(src.owner)
//if the brain has an owner corpse
if(src.owner.client)
//if the player hasn't ghosted
usr << "You can feel the small spark of life still in this one."
else
//if the player HAS ghosted
for(var/mob/dead/observer/O in world)
if(O.corpse == src.owner && O.client)
//find their ghost
usr << "You can feel the small spark of life still in this one."
else
usr << "This one seems particularly lifeless. Perhaps it will regain some of its luster later. Perhaps not."
/obj/item/brain/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
src.add_fingerprint(user)
if(!(user.zone_sel.selecting == ("head")) || !istype(M, /mob/living/carbon/human))
return ..()
if(!(locate(/obj/machinery/optable, M.loc) && M.resting))
return ..()
var/mob/living/carbon/human/H = M
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)))
// you can't stab someone in the eyes wearing a mask!
user << "\blue You're going to need to remove that mask/helmet/glasses first."
return
//since these people will be dead M != usr
if(M:brain_op_stage == 4.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] inserts [src] into his head!"), 1)
else
O.show_message(text("\red [M] has [src] inserted into his head by [user]."), 1)
if(M != user)
M << "\red [user] inserts [src] into your head!"
user << "\red You insert [src] into [M]'s head!"
else
user << "\red You insert [src] into your head!"
if(M.client)
M.client.mob = new/mob/dead/observer(M)
//a mob can't have two clients so get rid of one
if(src.owner)
//if the brain has an owner corpse
if(src.owner.client)
//if the player hasn't ghosted
src.owner.client.mob = M
//then put them in M
else
//if the player HAS ghosted
for(var/mob/dead/observer/O in world)
if(O.corpse == src.owner && O.client)
//find their ghost
O.client.mob = M
//put their mob in M
del(O)
//delete thier ghost
M:brain_op_stage = 3.0
del(src)
else
..()
return
/obj/item/weapon/stamp/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/weapon/stamp/New()
..()
return
/obj/item/weapon/dice/attack_self(mob/user as mob) // Roll the dice -- TLE
var/temp_sides
if(src.sides < 1)
temp_sides = 2
else
temp_sides = src.sides
var/result = rand(1,temp_sides)
var/comment = ""
if(temp_sides == 20 && result == 20)
comment = "Nat 20!"
else if(temp_sides == 20 && result == 1)
comment = "Ouch, bad luck."
user << text("\red You throw a [src]. It lands on a [result]. [comment]")
for(var/mob/O in viewers(user, null))
if(O == (user))
continue
else
O.show_message(text("\red [user] has thrown a [src]. It lands on [result]. [comment]"), 1)