Merge branch 'master' of git://github.com/Baystation12/Baystation12

This commit is contained in:
Ren Erthilo
2012-03-21 20:55:22 +00:00
11 changed files with 63 additions and 55 deletions

View File

@@ -85,7 +85,7 @@
active = 1
path = 1
else if(path != 1)
if(path != 1)
if(!istype(src.loc,/turf))
user << "\red You need to put the canister on the ground to do that!"
else

View File

@@ -82,27 +82,28 @@ mob/living/carbon/proc/handle_hallucinations()
//Flashes of danger
//src << "Danger Flash"
if(!halimage)
var/possible_points = list()
var/list/possible_points = list()
for(var/turf/simulated/floor/F in view(src,world.view))
possible_points += F
var/turf/simulated/floor/target = pick(possible_points)
if(possible_points.len)
var/turf/simulated/floor/target = pick(possible_points)
switch(rand(1,3))
if(1)
//src << "Space"
halimage = image('space.dmi',target,"[rand(1,25)]",TURF_LAYER)
if(2)
//src << "Fire"
halimage = image('fire.dmi',target,"1",TURF_LAYER)
if(3)
//src << "C4"
halimage = image('syndieweapons.dmi',target,"c4small_1",OBJ_LAYER+0.01)
switch(rand(1,3))
if(1)
//src << "Space"
halimage = image('space.dmi',target,"[rand(1,25)]",TURF_LAYER)
if(2)
//src << "Fire"
halimage = image('fire.dmi',target,"1",TURF_LAYER)
if(3)
//src << "C4"
halimage = image('syndieweapons.dmi',target,"c4small_1",OBJ_LAYER+0.01)
if(client) client.images += halimage
spawn(rand(10,50)) //Only seen for a brief moment.
if(client) client.images -= halimage
halimage = null
if(client) client.images += halimage
spawn(rand(10,50)) //Only seen for a brief moment.
if(client) client.images -= halimage
halimage = null
if(41 to 65)
@@ -262,7 +263,7 @@ proc/check_panel(mob/M)
my_target.hallucinations -= src
del(src)
step_away(src,my_target,2)
processing_objects.Add(src)
spawn attack_loop()
proc/updateimage()
@@ -284,34 +285,36 @@ proc/check_panel(mob/M)
my_target << currentimage
process()
if(src.health < 0)
collapse()
return
if(get_dist(src,my_target) > 1)
src.dir = get_dir(src,my_target)
step_towards(src,my_target)
updateimage()
else
if(prob(15))
if(weapon_name)
my_target << sound(pick('genhit1.ogg', 'genhit2.ogg', 'genhit3.ogg'))
my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
my_target.halloss += 8
if(prob(20)) my_target.eye_blurry += 3
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
else
my_target << sound(pick('punch1.ogg','punch2.ogg','punch3.ogg','punch4.ogg'))
my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
my_target.halloss += 4
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
proc/attack_loop()
while(1)
sleep(rand(5,10))
if(src.health < 0)
collapse()
continue
if(get_dist(src,my_target) > 1)
src.dir = get_dir(src,my_target)
step_towards(src,my_target)
updateimage()
else
if(prob(15))
if(weapon_name)
my_target << sound(pick('genhit1.ogg', 'genhit2.ogg', 'genhit3.ogg'))
my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
my_target.halloss += 8
if(prob(20)) my_target.eye_blurry += 3
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
else
my_target << sound(pick('punch1.ogg','punch2.ogg','punch3.ogg','punch4.ogg'))
my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
my_target.halloss += 4
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
if(prob(15))
step_away(src,my_target,2)
if(prob(15))
step_away(src,my_target,2)
proc/collapse()
collapse = 1

View File

@@ -173,7 +173,7 @@
halloss = 0
if(hallucination > 0)
if(hallucinations.len == 0 && hallucination >= 20 && health > 0)
if(hallucination >= 20 && health > 0)
if(prob(2)) //Waaay to often.
fake_attack(src)
//for(var/atom/a in hallucinations)

View File

@@ -6,6 +6,7 @@
fire_sound = 'Laser.ogg'
w_class = 3.0
m_amt = 2000
force = 7
origin_tech = "combat=3;magnets=2"
projectile_type = "/obj/item/projectile/beam"

View File

@@ -7,6 +7,7 @@
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/cell/crap"
force = 10

View File

@@ -6,6 +6,7 @@
origin_tech = "combat=2;materials=2"
w_class = 3.0
m_amt = 1000
force = 30 //Pistol whipp'n good. (It was frigging SIXTY on pre-goon code)
var
ammo_type = "/obj/item/ammo_casing/a357"