mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-10 17:32:59 +00:00
Master merge.
This commit is contained in:
@@ -23,6 +23,10 @@
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var/id = 1.0
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dir = 1
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explosion_resistance = 25
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//Most blast doors are infrequently toggled and sometimes used with regular doors anyways,
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//turning this off prevents awkward zone geometry in places like medbay lobby, for example.
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block_air_zones = 0
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// Proc: Bumped()
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// Parameters: 1 (AM - Atom that tried to walk through this object)
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@@ -150,6 +154,13 @@
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if(stat & BROKEN)
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stat &= ~BROKEN
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/obj/machinery/door/blast/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group) return 1
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return ..()
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// SUBTYPE: Regular
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// Your classical blast door, found almost everywhere.
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obj/machinery/door/blast/regular
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@@ -31,6 +31,7 @@
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var/min_force = 10 //minimum amount of force needed to damage the door with a melee weapon
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var/hitsound = 'sound/weapons/smash.ogg' //sound door makes when hit with a weapon
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var/obj/item/stack/sheet/metal/repairing
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var/block_air_zones = 1 //If set, air zones cannot merge across the door even when it is opened.
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//Multi-tile doors
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dir = EAST
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@@ -114,7 +115,7 @@
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/obj/machinery/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group) return 0
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if(air_group) return !block_air_zones
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return !opacity
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return !density
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@@ -22,6 +22,10 @@
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open_layer = DOOR_OPEN_LAYER - 0.01 // Just below doors when open
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closed_layer = DOOR_CLOSED_LAYER + 0.01 // Just above doors when closed
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//These are frequenly used with windows, so make sure zones can pass.
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//Generally if a firedoor is at a place where there should be a zone boundery then there will be a regular door underneath it.
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block_air_zones = 0
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var/blocked = 0
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var/lockdown = 0 // When the door has detected a problem, it locks.
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var/pdiff_alert = 0
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@@ -381,9 +385,9 @@
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overlays += "welded_open"
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return
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//These are playing merry hell on ZAS. Sorry fellas :(
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/obj/machinery/door/firedoor/border_only
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//These are playing merry hell on ZAS. Sorry fellas :(
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/*
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icon = 'icons/obj/doors/edge_Doorfire.dmi'
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glass = 1 //There is a glass window so you can see through the door
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@@ -24,7 +24,6 @@
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program.process()
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update_icon()
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src.updateDialog()
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/obj/machinery/embedded_controller/attack_ai(mob/user as mob)
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src.ui_interact(user)
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@@ -118,7 +118,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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reagents.reaction(C)
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else // else just remove some of the reagents
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reagents.remove_any(REAGENTS_METABOLISM)
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return
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/obj/item/clothing/mask/smokable/proc/light(var/flavor_text = "[usr] lights the [name].")
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if(!src.lit)
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@@ -304,6 +303,10 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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/obj/item/clothing/mask/smokable/cigarette/cigar/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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user.update_inv_wear_mask(0)
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user.update_inv_l_hand(0)
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user.update_inv_r_hand(1)
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/////////////////
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//SMOKING PIPES//
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/////////////////
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@@ -376,7 +379,24 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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name = "[G.name]-packed [initial(name)]"
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del(G)
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/obj/item/clothing/mask/smokable/pipe/cobpipe
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else if(istype(W, /obj/item/weapon/flame/lighter))
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var/obj/item/weapon/flame/lighter/L = W
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if(L.lit)
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light("<span class='notice'>[user] manages to light their [name] with [W].</span>")
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else if(istype(W, /obj/item/weapon/flame/match))
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var/obj/item/weapon/flame/match/M = W
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if(M.lit)
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light("<span class='notice'>[user] lights their [name] with their [W].</span>")
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else if(istype(W, /obj/item/device/assembly/igniter))
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light("<span class='notice'>[user] fiddles with [W], and manages to light their [name] with the power of science.</span>")
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user.update_inv_wear_mask(0)
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user.update_inv_l_hand(0)
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user.update_inv_r_hand(1)
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/obj/item/clothing/mask/cigarette/pipe/cobpipe
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name = "corn cob pipe"
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desc = "A nicotine delivery system popularized by folksy backwoodsmen, kept popular in the modern age and beyond by space hipsters."
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icon_state = "cobpipeoff"
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@@ -71,6 +71,7 @@
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name = "purple comb"
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desc = "A pristine purple comb made from flexible plastic."
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w_class = 1.0
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icon = 'icons/obj/items.dmi'
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icon_state = "purplecomb"
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item_state = "purplecomb"
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@@ -208,6 +208,7 @@
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return 1
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//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
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//It does call u_equip() though. So it can drop items to the floor but only if src is human.
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/mob/proc/remove_from_mob(var/obj/O)
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src.u_equip(O)
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if (src.client)
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@@ -242,16 +243,7 @@
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/** BS12's proc to get the item in the active hand. Couldn't find the /tg/ equivalent. **/
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/mob/proc/equipped()
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if(issilicon(src))
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if(isrobot(src))
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if(src:module_active)
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return src:module_active
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else
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if (hand)
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return l_hand
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else
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return r_hand
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return
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return get_active_hand() //TODO: get rid of this proc
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/mob/living/carbon/human/proc/equip_if_possible(obj/item/W, slot, del_on_fail = 1) // since byond doesn't seem to have pointers, this seems like the best way to do this :/
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//warning: icky code
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@@ -116,6 +116,7 @@
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if(src.grabbed_by.len || src.buckled || !src.canmove || src==H)
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accurate = 1 // certain circumstances make it impossible for us to evade punches
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rand_damage = 5
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// Process evasion and blocking
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var/miss_type = 0
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@@ -771,13 +771,7 @@ It can still be worn/put on as normal.
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if(slot_to_process)
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if(strip_item) //Stripping an item from the mob
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var/obj/item/W = strip_item
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target.u_equip(W)
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if (target.client)
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target.client.screen -= W
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if (W)
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W.loc = target.loc
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W.layer = initial(W.layer)
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W.dropped(target)
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target.remove_from_mob(W)
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W.add_fingerprint(source)
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if(slot_to_process == slot_l_store) //pockets! Needs to process the other one too. Snowflake code, wooo! It's not like anyone will rewrite this anytime soon. If I'm wrong then... CONGRATULATIONS! ;)
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if(target.r_store)
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@@ -64,7 +64,7 @@
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target.apply_effects(stutter = attack_damage * 2, agony = attack_damage* 3, blocked = armour)
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if("l_leg", "l_foot", "r_leg", "r_foot")
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if(!target.lying)
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target.visible_message("<span class='warning'>[src] gives way slightly.</span>")
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target.visible_message("<span class='warning'>[target] gives way slightly.</span>")
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target.apply_effect(attack_damage*3, AGONY, armour)
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else if(attack_damage >= 5 && !(target == user) && (stun_chance + attack_damage * 5 >= 100) && armour < 2) // Chance to get the usual throwdown as well (25% standard chance)
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if(!target.lying)
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@@ -118,22 +118,28 @@
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user.visible_message("<span class='danger'>[user] slapped [target] across \his cheek!</span>")
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if(3 to 4)
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user.visible_message(pick(
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80; "<span class='danger'>[user] [pick(attack_verb)] [target] in the head!</span>", //striking someone with a 'closed fist' is called punching them.
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20; "<span class='danger'>[user] struck [target] in the head[pick("", " with a closed fist")]!</span>"
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40; "<span class='danger'>[user] [pick(attack_verb)] [target] in the head!</span>",
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30; "<span class='danger'>[user] struck [target] in the head[pick("", " with a closed fist")]!</span>",
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30; "<span class='danger'>[user] threw a hook against [target]'s head!</span>"
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))
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if(5)
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user.visible_message(pick(
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10; "<span class='danger'>[user] gave [target] a resounding slap to the face!</span>",
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90; "<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s [organ]!</span>"
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30; "<span class='danger'>[user] gave [target] a resounding [pick("slap", "punch")] to the face!</span>",
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40; "<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s face!</span>",
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30; "<span class='danger'>[user] gave a strong blow against [target]'s jaw!</span>"
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))
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else
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// ----- BODY ----- //
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switch(attack_damage)
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if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target]'s [organ]!</span>")
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if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
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if(5) user.visible_message("<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s [organ]!</span>")
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if(1 to 2) user.visible_message("<span class='danger'>[user] threw a glancing punch at [target]'s [organ]!</span>")
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if(1 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
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if(5)
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user.visible_message(pick(
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50; "<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s [organ]!</span>",
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50; "<span class='danger'>[user] landed a striking [pick(attack_noun)] on [target]'s [organ]!</span>"
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))
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else
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user.visible_message("<span class='danger'>[user] [pick("punched", "threw a punch", "struck", "slapped", "slammed their [pick(attack_noun)] into")] [target]'s [organ]!</span>") //why do we have a separate set of verbs for lying targets?
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user.visible_message("<span class='danger'>[user] [pick("punched", "threw a punch against", "struck", "slammed their [pick(attack_noun)] into")] [target]'s [organ]!</span>") //why do we have a separate set of verbs for lying targets?
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/datum/unarmed_attack/kick
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attack_verb = list("kicked", "kicked", "kicked", "kneed")
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@@ -177,7 +183,7 @@
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/datum/unarmed_attack/stomp
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attack_verb = null
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attack_noun = list("kick")
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attack_noun = list("stomp")
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attack_sound = "swing_hit"
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damage = 0
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@@ -189,7 +195,7 @@
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if(!istype(target))
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return 0
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if (!user.lying && (target.lying || zone in list("l_foot", "r_foot")))
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if (!user.lying && (target.lying || (zone in list("l_foot", "r_foot"))))
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if(target.grabbed_by == user && target.lying)
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return 0
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var/datum/organ/external/E = user.organs_by_name["l_foot"]
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@@ -214,6 +220,5 @@
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attack_damage = Clamp(attack_damage, 1, 5)
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switch(attack_damage)
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if(1 to 2) user.visible_message("<span class='danger'>[user] [pick("stepped on", "treaded on")] [target]'s [organ]!</span>") //stepped on conveys the same meaning and is more recognizable as an actual word than "clomped"
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if(3 to 4) user.visible_message("<span class='danger'>[pick("[user] stomped on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down onto")] [target]'s [organ]!</span>")
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if(1 to 4) user.visible_message("<span class='danger'>[pick("[user] stomped on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down onto")] [target]'s [organ]!</span>")
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if(5) user.visible_message("<span class='danger'>[pick("[user] landed a powerful stomp on", "[user] stomped down hard on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down hard onto")] [target]'s [organ]!</span>") //Devastated lol. No. We want to say that the stomp was powerful or forceful, not that it /wrought devastation/
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@@ -547,16 +547,9 @@ proc/get_damage_icon_part(damage_state, body_part)
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overlays_standing[UNIFORM_LAYER] = null
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// This really, really seems like it should not be mixed in the middle of display code...
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// Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY
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for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) ) //
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if(thing) //
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u_equip(thing) //
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if (client) //
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client.screen -= thing //
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//
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if (thing) //
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thing.loc = loc //
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thing.dropped(src) //
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thing.layer = initial(thing.layer)
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for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) )
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if(thing)
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remove_from_mob(thing)
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if(update_icons) update_icons()
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/mob/living/carbon/human/update_inv_wear_id(var/update_icons=1)
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@@ -16,8 +16,8 @@
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if(stat == DEAD || paralysis || weakened || stunned || restrained())
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return
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if (layer != TURF_LAYER+0.2)
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layer = TURF_LAYER+0.2
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if (layer != 2.45)
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layer = 2.45 //Just above cables with their 2.44
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src << text("\blue You are now hiding.")
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else
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layer = MOB_LAYER
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@@ -183,7 +183,7 @@ var/list/slot_equipment_priority = list( \
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if(!istype(W)) return 0
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for(var/slot in slot_equipment_priority)
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if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //del_on_fail = 0; disable_warning = 0; redraw_mob = 1
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if(equip_to_slot_if_possible(W, slot, del_on_fail=0, disable_warning=1, redraw_mob=1))
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return 1
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return 0
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@@ -596,14 +596,11 @@ Note that amputating the affected organ does in fact remove the infection from t
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update_damages()
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var/obj/organ //Dropped limb object
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var/list/dropped_items
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switch(body_part)
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if(HEAD)
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organ= new /obj/item/weapon/organ/head(owner.loc, owner)
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owner.u_equip(owner.glasses)
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owner.u_equip(owner.head)
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owner.u_equip(owner.l_ear)
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owner.u_equip(owner.r_ear)
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owner.u_equip(owner.wear_mask)
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organ = new /obj/item/weapon/organ/head(owner.loc, owner)
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dropped_items = list(owner.glasses, owner.head, owner.l_ear, owner.r_ear, owner.wear_mask)
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if(ARM_RIGHT)
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if(status & ORGAN_ROBOT)
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organ = new /obj/item/robot_parts/r_arm(owner.loc)
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@@ -627,19 +624,22 @@ Note that amputating the affected organ does in fact remove the infection from t
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if(HAND_RIGHT)
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if(!(status & ORGAN_ROBOT))
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organ= new /obj/item/weapon/organ/r_hand(owner.loc, owner)
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owner.u_equip(owner.gloves)
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dropped_items = list(owner.gloves) //should probably make it so that you can still wear gloves if you have one hand
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if(HAND_LEFT)
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if(!(status & ORGAN_ROBOT))
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organ= new /obj/item/weapon/organ/l_hand(owner.loc, owner)
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owner.u_equip(owner.gloves)
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dropped_items = list(owner.gloves)
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if(FOOT_RIGHT)
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if(!(status & ORGAN_ROBOT))
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organ= new /obj/item/weapon/organ/r_foot/(owner.loc, owner)
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owner.u_equip(owner.shoes)
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dropped_items = list(owner.shoes)
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if(FOOT_LEFT)
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if(!(status & ORGAN_ROBOT))
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organ = new /obj/item/weapon/organ/l_foot(owner.loc, owner)
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owner.u_equip(owner.shoes)
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dropped_items = list(owner.shoes)
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if(dropped_items)
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for(var/obj/O in dropped_items)
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owner.remove_from_mob(O)
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destspawn = 1
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//Robotic limbs explode if sabotaged.
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