mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-07-21 13:12:40 +01:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris into dice_thing
This commit is contained in:
@@ -39,7 +39,7 @@ RSF
|
||||
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
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||||
if (mode == 1)
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||||
mode = 2
|
||||
user << "Changed dispensing mode to 'Drinking Glass'"
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||||
user << "Changed dispensing mode to 'Drinking Glass:Pint'"
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||||
return
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||||
if (mode == 2)
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||||
mode = 3
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||||
@@ -82,7 +82,7 @@ RSF
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||||
product = new /obj/item/clothing/mask/smokable/cigarette()
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used_energy = 10
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if(2)
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product = new /obj/item/weapon/reagent_containers/food/drinks/glass2()
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product = new /obj/item/weapon/reagent_containers/food/drinks/glass2/pint()
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used_energy = 50
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if(3)
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product = new /obj/item/weapon/paper()
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@@ -399,21 +399,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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..()
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name = "empty [initial(name)]"
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/obj/item/clothing/mask/smokable/pipe/light(var/flavor_text = "[usr] lights the [name].")
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if(!src.lit && src.smoketime)
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src.lit = 1
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damtype = "fire"
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||||
icon_state = icon_on
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item_state = icon_on
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var/turf/T = get_turf(src)
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T.visible_message(flavor_text)
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processing_objects.Add(src)
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if(ismob(loc))
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var/mob/living/M = loc
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M.update_inv_wear_mask(0)
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M.update_inv_l_hand(0)
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M.update_inv_r_hand(1)
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/obj/item/clothing/mask/smokable/pipe/attack_self(mob/user as mob)
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if(lit == 1)
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if(user.a_intent == I_HURT)
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@@ -41,6 +41,8 @@
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user << "<span class='danger'>You need to have a firm grip on [C] before you can put \the [src] on!</span>"
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||||
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/obj/item/weapon/handcuffs/proc/can_place(var/mob/target, var/mob/user)
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if(user == target)
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return 1
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if(istype(user, /mob/living/silicon/robot))
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if(user.Adjacent(target))
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return 1
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@@ -38,7 +38,10 @@
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IC.examine(user)
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/obj/item/weapon/implant/integrated_circuit/attackby(var/obj/item/O, var/mob/user)
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if(istype(O, /obj/item/weapon/crowbar) || istype(O, /obj/item/device/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || istype(O, /obj/item/weapon/screwdriver) )
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if(istype(O, /obj/item/weapon/crowbar) || istype(O, /obj/item/device/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || istype(O, /obj/item/weapon/screwdriver) || istype(O, /obj/item/weapon/cell/device) )
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||||
IC.attackby(O, user)
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||||
else
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||||
..()
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..()
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||||
/obj/item/weapon/implant/integrated_circuit/attack_self(mob/user)
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IC.attack_self(user)
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@@ -7,7 +7,7 @@
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||||
/obj/item/weapon/material/kitchen/utensil
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w_class = ITEMSIZE_TINY
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thrown_force_divisor = 1
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origin_tech = "materials=1"
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origin_tech = list(TECH_MATERIAL = 1)
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attack_verb = list("attacked", "stabbed", "poked")
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sharp = 1
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edge = 1
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@@ -64,7 +64,7 @@
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edge = 1
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force_divisor = 0.15 // 9 when wielded with hardness 60 (steel)
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matter = list(DEFAULT_WALL_MATERIAL = 12000)
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origin_tech = "materials=1"
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||||
origin_tech = list(TECH_MATERIAL = 1)
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||||
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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||||
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||||
/obj/item/weapon/material/knife/suicide_act(mob/user)
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||||
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||||
@@ -0,0 +1,263 @@
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||||
#define MATERIAL_ARMOR_COEFFICENT 0.05
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||||
/*
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||||
SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
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This class of armor takes armor and appearance data from a material "datum".
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||||
They are also fragile based on material data and many can break/smash apart when hit.
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||||
Materials has a var called protectiveness which plays a major factor in how good it is for armor.
|
||||
With the coefficent being 0.05, this is how strong different levels of protectiveness are (for melee)
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||||
For bullets and lasers, material hardness and reflectivity also play a major role, respectively.
|
||||
|
||||
|
||||
Protectiveness | Armor %
|
||||
0 = 0%
|
||||
5 = 20%
|
||||
10 = 33%
|
||||
15 = 42%
|
||||
20 = 50%
|
||||
25 = 55%
|
||||
30 = 60%
|
||||
40 = 66%
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||||
50 = 71%
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||||
60 = 75%
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||||
70 = 77%
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||||
80 = 80%
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||||
*/
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||||
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||||
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// Putting these at /clothing/ level saves a lot of code duplication in armor/helmets/gauntlets/etc
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/obj/item/clothing
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var/material/material = null // Why isn't this a datum?
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var/applies_material_color = TRUE
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var/unbreakable = FALSE
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var/default_material = null // Set this to something else if you want material attributes on init.
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var/material_armor_modifer = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor)
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/obj/item/clothing/New(var/newloc, var/material_key)
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..(newloc)
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if(!material_key)
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material_key = default_material
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||||
if(material_key) // May still be null if a material was not specified as a default.
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set_material(material_key)
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/obj/item/clothing/Destroy()
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processing_objects -= src
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..()
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/obj/item/clothing/get_material()
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return material
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// Debating if this should be made an /obj/item/ proc.
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/obj/item/clothing/proc/set_material(var/new_material)
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material = get_material_by_name(new_material)
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if(!material)
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qdel(src)
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else
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name = "[material.display_name] [initial(name)]"
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health = round(material.integrity/10)
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||||
if(applies_material_color)
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||||
color = material.icon_colour
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||||
if(material.products_need_process())
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||||
processing_objects |= src
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||||
update_armor()
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||||
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||||
// This is called when someone wearing the object gets hit in some form (melee, bullet_act(), etc).
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||||
// Note that this cannot change if someone gets hurt, as it merely reacts to being hit.
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||||
/obj/item/clothing/proc/clothing_impact(var/obj/source, var/damage)
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if(material && damage)
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||||
material_impact(source, damage)
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||||
/obj/item/clothing/proc/material_impact(var/obj/source, var/damage)
|
||||
if(!material || unbreakable)
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||||
return
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||||
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||||
if(istype(source, /obj/item/projectile))
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||||
var/obj/item/projectile/P = source
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||||
if(P.pass_flags & PASSGLASS)
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||||
if(material.opacity - 0.3 <= 0)
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return // Lasers ignore 'fully' transparent material.
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||||
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||||
if(material.is_brittle())
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||||
health = 0
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||||
else if(!prob(material.hardness))
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||||
health--
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||||
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||||
if(health <= 0)
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||||
shatter()
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||||
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||||
/obj/item/clothing/proc/shatter()
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||||
if(!material)
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||||
return
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||||
var/turf/T = get_turf(src)
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T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
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if(istype(loc, /mob/living))
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||||
var/mob/living/M = loc
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||||
M.drop_from_inventory(src)
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||||
if(material.shard_type == SHARD_SHARD) // Wearing glass armor is a bad idea.
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||||
var/obj/item/weapon/material/shard/S = material.place_shard(T)
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||||
M.embed(S)
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||||
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||||
playsound(src, "shatter", 70, 1)
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||||
qdel(src)
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||||
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||||
// Might be best to make ablative vests a material armor using a new material to cut down on this copypaste.
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||||
/obj/item/clothing/suit/armor/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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||||
if(!material) // No point checking for reflection.
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||||
return ..()
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||||
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||||
if(material.reflectivity)
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||||
if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
|
||||
var/obj/item/projectile/P = damage_source
|
||||
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||||
if(P.reflected) // Can't reflect twice
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||||
return ..()
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||||
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||||
var/reflectchance = (40 * material.reflectivity) - round(damage/3)
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||||
reflectchance *= material_armor_modifer
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||||
if(!(def_zone in list(BP_TORSO, BP_GROIN)))
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||||
reflectchance /= 2
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||||
if(P.starting && prob(reflectchance))
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||||
visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
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||||
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||||
// Find a turf near or on the original location to bounce to
|
||||
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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||||
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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||||
var/turf/curloc = get_turf(user)
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||||
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||||
// redirect the projectile
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||||
P.redirect(new_x, new_y, curloc, user)
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||||
P.reflected = 1
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||||
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||||
return PROJECTILE_CONTINUE // complete projectile permutation
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||||
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||||
/proc/calculate_material_armor(amount)
|
||||
var/result = 1 - MATERIAL_ARMOR_COEFFICENT * amount / (1 + MATERIAL_ARMOR_COEFFICENT * abs(amount))
|
||||
result = result * 100
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||||
result = abs(result - 100)
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||||
return round(result)
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||||
|
||||
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||||
/obj/item/clothing/proc/update_armor()
|
||||
if(material)
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||||
var/melee_armor = 0, bullet_armor = 0, laser_armor = 0, energy_armor = 0, bomb_armor = 0
|
||||
|
||||
melee_armor = calculate_material_armor(material.protectiveness * material_armor_modifer)
|
||||
|
||||
bullet_armor = calculate_material_armor((material.protectiveness * (material.hardness / 100) * material_armor_modifer) * 0.7)
|
||||
|
||||
laser_armor = calculate_material_armor((material.protectiveness * (material.reflectivity + 1) * material_armor_modifer) * 0.7)
|
||||
if(material.opacity != 1)
|
||||
laser_armor *= max(material.opacity - 0.3, 0) // Glass and such has an opacity of 0.3, but lasers should go through glass armor entirely.
|
||||
|
||||
energy_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.4)
|
||||
|
||||
bomb_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.5)
|
||||
|
||||
// Makes sure the numbers stay capped.
|
||||
for(var/number in list(melee_armor, bullet_armor, laser_armor, energy_armor, bomb_armor))
|
||||
number = between(0, number, 100)
|
||||
|
||||
armor["melee"] = melee_armor
|
||||
armor["bullet"] = bullet_armor
|
||||
armor["laser"] = laser_armor
|
||||
armor["energy"] = energy_armor
|
||||
armor["bomb"] = bomb_armor
|
||||
|
||||
if(!isnull(material.conductivity))
|
||||
siemens_coefficient = between(0, material.conductivity / 10, 10)
|
||||
slowdown = between(0, round(material.weight / 10, 0.1), 6)
|
||||
|
||||
/obj/item/clothing/suit/armor/material
|
||||
name = "armor"
|
||||
default_material = DEFAULT_WALL_MATERIAL
|
||||
|
||||
/obj/item/clothing/suit/armor/material/makeshift
|
||||
name = "sheet armor"
|
||||
desc = "This appears to be two 'sheets' of a material held together by cable. If the sheets are strong, this could be rather protective."
|
||||
icon_state = "material_armor_makeshift"
|
||||
|
||||
/obj/item/clothing/suit/armor/material/makeshift/durasteel
|
||||
default_material = "durasteel"
|
||||
|
||||
/obj/item/clothing/suit/armor/material/makeshift/glass
|
||||
default_material = "glass"
|
||||
|
||||
// Used to craft sheet armor, and possibly other things in the Future(tm).
|
||||
/obj/item/weapon/material/armor_plating
|
||||
name = "armor plating"
|
||||
desc = "A sheet designed to protect something."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "armor_plate"
|
||||
unbreakable = TRUE
|
||||
force_divisor = 0.05 // Really bad as a weapon.
|
||||
thrown_force_divisor = 0.2
|
||||
var/wired = FALSE
|
||||
|
||||
/obj/item/weapon/material/armor_plating/attackby(var/obj/O, mob/user)
|
||||
if(istype(O, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/S = O
|
||||
if(wired)
|
||||
to_chat(user, "<span class='warning'>This already has enough wires on it.</span>")
|
||||
return
|
||||
if(S.use(20))
|
||||
to_chat(user, "<span class='notice'>You attach several wires to \the [src]. Now it needs another plate.</span>")
|
||||
wired = TRUE
|
||||
icon_state = "[initial(icon_state)]_wired"
|
||||
return
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You need more wire for that.</span>")
|
||||
return
|
||||
if(istype(O, /obj/item/weapon/material/armor_plating))
|
||||
var/obj/item/weapon/material/armor_plating/second_plate = O
|
||||
if(!wired && !second_plate.wired)
|
||||
to_chat(user, "<span class='warning'>You need something to hold the two pieces of plating together.</span>")
|
||||
return
|
||||
if(second_plate.material != src.material)
|
||||
to_chat(user, "<span class='warning'>Both plates need to be the same type of material.</span>")
|
||||
return
|
||||
user.drop_from_inventory(src)
|
||||
user.drop_from_inventory(second_plate)
|
||||
var/obj/item/clothing/suit/armor/material/makeshift/new_armor = new(null, src.material.name)
|
||||
user.put_in_hands(new_armor)
|
||||
qdel(second_plate)
|
||||
qdel(src)
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
// Used to craft the makeshift helmet
|
||||
/obj/item/clothing/head/helmet/bucket
|
||||
name = "bucket"
|
||||
desc = "It's a bucket with a large hole cut into it. You could wear it on your head and look really stupid."
|
||||
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
|
||||
icon_state = "bucket"
|
||||
armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/helmet/bucket/attackby(var/obj/O, mob/user)
|
||||
if(istype(O, /obj/item/stack/material))
|
||||
var/obj/item/stack/material/S = O
|
||||
if(S.use(2))
|
||||
to_chat(user, "<span class='notice'>You apply some [S.material.use_name] to \the [src]. Hopefully it'll make the makeshift helmet stronger.</span>")
|
||||
var/obj/item/clothing/head/helmet/material/makeshift/helmet = new(null, S.material.name)
|
||||
user.put_in_hands(helmet)
|
||||
user.drop_from_inventory(src)
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You don't have enough material to build a helmet!</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/helmet/material
|
||||
name = "helmet"
|
||||
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
|
||||
default_material = DEFAULT_WALL_MATERIAL
|
||||
|
||||
/obj/item/clothing/head/helmet/material/makeshift
|
||||
name = "bucket"
|
||||
desc = "A bucket with plating applied to the outside. Very crude, but could potentially be rather protective, if \
|
||||
it was plated with something strong."
|
||||
icon_state = "material_armor_makeshift"
|
||||
|
||||
/obj/item/clothing/head/helmet/material/makeshift/durasteel
|
||||
default_material = "durasteel"
|
||||
@@ -29,7 +29,7 @@
|
||||
w_class = ITEMSIZE_SMALL
|
||||
sharp = 1
|
||||
edge = 1
|
||||
origin_tech = "materials=2;combat=1"
|
||||
origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1)
|
||||
attack_verb = list("chopped", "torn", "cut")
|
||||
applies_material_colour = 0
|
||||
|
||||
@@ -99,5 +99,5 @@
|
||||
throw_range = 3
|
||||
w_class = ITEMSIZE_LARGE
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = "materials=2;combat=2"
|
||||
origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 2)
|
||||
attack_verb = list("chopped", "sliced", "cut", "reaped")
|
||||
|
||||
@@ -32,4 +32,9 @@
|
||||
|
||||
/obj/item/weapon/permit/gun/bar
|
||||
name = "bar shotgun permit"
|
||||
desc = "A card indicating that the owner is allowed to carry a shotgun in the bar."
|
||||
desc = "A card indicating that the owner is allowed to carry a shotgun in the bar."
|
||||
|
||||
/obj/item/weapon/permit/drone
|
||||
name = "drone identification card"
|
||||
desc = "A card issued by the EIO, indicating that the owner is a Drone Intelligence. Drones are mandated to carry this card within SolGov space, by law."
|
||||
icon_state = "drone"
|
||||
@@ -2,12 +2,12 @@
|
||||
/obj/item/taperoll
|
||||
name = "tape roll"
|
||||
icon = 'icons/policetape.dmi'
|
||||
icon_state = "rollstart"
|
||||
icon_state = "tape"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/turf/start
|
||||
var/turf/end
|
||||
var/tape_type = /obj/item/tape
|
||||
var/icon_base
|
||||
var/icon_base = "tape"
|
||||
|
||||
var/apply_tape = FALSE
|
||||
|
||||
@@ -33,7 +33,7 @@ var/list/tape_roll_applications = list()
|
||||
var/lifted = 0
|
||||
var/crumpled = 0
|
||||
var/tape_dir = 0
|
||||
var/icon_base
|
||||
var/icon_base = "tape"
|
||||
|
||||
/obj/item/tape/update_icon()
|
||||
//Possible directional bitflags: 0 (AIRLOCK), 1 (NORTH), 2 (SOUTH), 4 (EAST), 8 (WEST), 3 (VERTICAL), 12 (HORIZONTAL)
|
||||
@@ -60,22 +60,20 @@ var/list/tape_roll_applications = list()
|
||||
/obj/item/taperoll/police
|
||||
name = "police tape"
|
||||
desc = "A roll of police tape used to block off crime scenes from the public."
|
||||
icon_state = "police"
|
||||
tape_type = /obj/item/tape/police
|
||||
icon_base = "police"
|
||||
color = COLOR_RED_LIGHT
|
||||
|
||||
/obj/item/tape/police
|
||||
name = "police tape"
|
||||
desc = "A length of police tape. Do not cross."
|
||||
req_access = list(access_security)
|
||||
icon_base = "police"
|
||||
color = COLOR_RED_LIGHT
|
||||
|
||||
/obj/item/taperoll/engineering
|
||||
name = "engineering tape"
|
||||
desc = "A roll of engineering tape used to block off working areas from the public."
|
||||
icon_state = "engineering"
|
||||
tape_type = /obj/item/tape/engineering
|
||||
icon_base = "engineering"
|
||||
color = COLOR_YELLOW
|
||||
|
||||
/obj/item/taperoll/engineering/applied
|
||||
apply_tape = TRUE
|
||||
@@ -84,28 +82,31 @@ var/list/tape_roll_applications = list()
|
||||
name = "engineering tape"
|
||||
desc = "A length of engineering tape. Better not cross it."
|
||||
req_one_access = list(access_engine,access_atmospherics)
|
||||
icon_base = "engineering"
|
||||
color = COLOR_YELLOW
|
||||
|
||||
/obj/item/taperoll/atmos
|
||||
name = "atmospherics tape"
|
||||
desc = "A roll of atmospherics tape used to block off working areas from the public."
|
||||
icon_state = "atmos"
|
||||
tape_type = /obj/item/tape/atmos
|
||||
icon_base = "atmos"
|
||||
color = COLOR_DEEP_SKY_BLUE
|
||||
|
||||
/obj/item/tape/atmos
|
||||
name = "atmospherics tape"
|
||||
desc = "A length of atmospherics tape. Better not cross it."
|
||||
req_one_access = list(access_engine,access_atmospherics)
|
||||
icon_base = "atmos"
|
||||
color = COLOR_DEEP_SKY_BLUE
|
||||
|
||||
/obj/item/taperoll/update_icon()
|
||||
overlays.Cut()
|
||||
var/image/overlay = image(icon = src.icon)
|
||||
overlay.appearance_flags = RESET_COLOR
|
||||
if(ismob(loc))
|
||||
if(!start)
|
||||
overlays += "start"
|
||||
overlay.icon_state = "start"
|
||||
else
|
||||
overlays += "stop"
|
||||
overlay.icon_state = "stop"
|
||||
overlays += overlay
|
||||
|
||||
|
||||
/obj/item/taperoll/dropped(mob/user)
|
||||
update_icon()
|
||||
|
||||
@@ -163,6 +163,15 @@
|
||||
overlays = null
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/ducttape/attackby(var/obj/item/I, var/mob/user)
|
||||
if(!(istype(src, /obj/item/weapon/handcuffs/cable/tape) || istype(src, /obj/item/clothing/mask/muzzle/tape)))
|
||||
return ..()
|
||||
else
|
||||
user.drop_from_inventory(I)
|
||||
I.loc = src
|
||||
qdel(I)
|
||||
to_chat(user, "<span-class='notice'>You place \the [I] back into \the [src].</span>")
|
||||
|
||||
/obj/item/weapon/ducttape/afterattack(var/A, mob/user, flag, params)
|
||||
|
||||
if(!in_range(user, A) || istype(A, /obj/machinery/door) || !stuck)
|
||||
|
||||
@@ -401,7 +401,7 @@
|
||||
user.sdisabilities |= BLIND
|
||||
else if (E.damage >= E.min_bruised_damage)
|
||||
user << "<span class='danger'>You go blind!</span>"
|
||||
user.eye_blind = 5
|
||||
user.Blind(5)
|
||||
user.eye_blurry = 5
|
||||
user.disabilities |= NEARSIGHTED
|
||||
spawn(100)
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
desc = "A mechanically activated leg trap. Low-tech, but reliable. Looks like it could really hurt if you set it off."
|
||||
throwforce = 0
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
origin_tech = "materials=1"
|
||||
origin_tech = list(TECH_MATERIAL = 1)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 18750)
|
||||
var/deployed = 0
|
||||
|
||||
|
||||
Reference in New Issue
Block a user