mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-31 12:33:08 +00:00
Merge branch 'master' of git://github.com/Baystation12/Baystation12
This commit is contained in:
@@ -85,7 +85,7 @@
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active = 1
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path = 1
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else if(path != 1)
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if(path != 1)
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if(!istype(src.loc,/turf))
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user << "\red You need to put the canister on the ground to do that!"
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else
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@@ -82,27 +82,28 @@ mob/living/carbon/proc/handle_hallucinations()
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//Flashes of danger
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//src << "Danger Flash"
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if(!halimage)
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var/possible_points = list()
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var/list/possible_points = list()
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for(var/turf/simulated/floor/F in view(src,world.view))
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possible_points += F
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var/turf/simulated/floor/target = pick(possible_points)
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if(possible_points.len)
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var/turf/simulated/floor/target = pick(possible_points)
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switch(rand(1,3))
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if(1)
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//src << "Space"
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halimage = image('space.dmi',target,"[rand(1,25)]",TURF_LAYER)
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if(2)
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//src << "Fire"
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halimage = image('fire.dmi',target,"1",TURF_LAYER)
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if(3)
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//src << "C4"
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halimage = image('syndieweapons.dmi',target,"c4small_1",OBJ_LAYER+0.01)
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switch(rand(1,3))
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if(1)
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//src << "Space"
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halimage = image('space.dmi',target,"[rand(1,25)]",TURF_LAYER)
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if(2)
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//src << "Fire"
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halimage = image('fire.dmi',target,"1",TURF_LAYER)
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if(3)
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//src << "C4"
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halimage = image('syndieweapons.dmi',target,"c4small_1",OBJ_LAYER+0.01)
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if(client) client.images += halimage
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spawn(rand(10,50)) //Only seen for a brief moment.
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if(client) client.images -= halimage
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halimage = null
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if(client) client.images += halimage
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spawn(rand(10,50)) //Only seen for a brief moment.
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if(client) client.images -= halimage
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halimage = null
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if(41 to 65)
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@@ -262,7 +263,7 @@ proc/check_panel(mob/M)
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my_target.hallucinations -= src
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del(src)
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step_away(src,my_target,2)
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processing_objects.Add(src)
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spawn attack_loop()
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proc/updateimage()
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@@ -284,34 +285,36 @@ proc/check_panel(mob/M)
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my_target << currentimage
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process()
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if(src.health < 0)
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collapse()
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return
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if(get_dist(src,my_target) > 1)
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src.dir = get_dir(src,my_target)
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step_towards(src,my_target)
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updateimage()
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else
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if(prob(15))
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if(weapon_name)
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my_target << sound(pick('genhit1.ogg', 'genhit2.ogg', 'genhit3.ogg'))
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my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
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my_target.halloss += 8
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if(prob(20)) my_target.eye_blurry += 3
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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else
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my_target << sound(pick('punch1.ogg','punch2.ogg','punch3.ogg','punch4.ogg'))
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my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
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my_target.halloss += 4
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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proc/attack_loop()
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while(1)
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sleep(rand(5,10))
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if(src.health < 0)
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collapse()
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continue
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if(get_dist(src,my_target) > 1)
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src.dir = get_dir(src,my_target)
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step_towards(src,my_target)
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updateimage()
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else
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if(prob(15))
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if(weapon_name)
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my_target << sound(pick('genhit1.ogg', 'genhit2.ogg', 'genhit3.ogg'))
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my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
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my_target.halloss += 8
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if(prob(20)) my_target.eye_blurry += 3
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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else
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my_target << sound(pick('punch1.ogg','punch2.ogg','punch3.ogg','punch4.ogg'))
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my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
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my_target.halloss += 4
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if(prob(33))
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if(!locate(/obj/effect/overlay) in my_target.loc)
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fake_blood(my_target)
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if(prob(15))
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step_away(src,my_target,2)
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if(prob(15))
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step_away(src,my_target,2)
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proc/collapse()
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collapse = 1
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@@ -173,7 +173,7 @@
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halloss = 0
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if(hallucination > 0)
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if(hallucinations.len == 0 && hallucination >= 20 && health > 0)
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if(hallucination >= 20 && health > 0)
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if(prob(2)) //Waaay to often.
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fake_attack(src)
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//for(var/atom/a in hallucinations)
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@@ -6,6 +6,7 @@
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fire_sound = 'Laser.ogg'
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w_class = 3.0
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m_amt = 2000
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force = 7
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origin_tech = "combat=3;magnets=2"
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projectile_type = "/obj/item/projectile/beam"
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@@ -7,6 +7,7 @@
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charge_cost = 100
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/cell/crap"
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force = 10
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@@ -6,6 +6,7 @@
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origin_tech = "combat=2;materials=2"
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w_class = 3.0
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m_amt = 1000
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force = 30 //Pistol whipp'n good. (It was frigging SIXTY on pre-goon code)
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var
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ammo_type = "/obj/item/ammo_casing/a357"
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