mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-17 13:42:44 +00:00
Merge remote-tracking branch 'upstream/dev' into runtime
This commit is contained in:
@@ -595,7 +595,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver(M), slot_r_hand)
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M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
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if ("tournament chef") //Steven Seagal FTW
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@@ -710,7 +710,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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for(var/i=3, i>0, i--)
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sec_briefcase.contents += new /obj/item/weapon/spacecash/c1000
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sec_briefcase.contents += new /obj/item/weapon/gun/energy/crossbow
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sec_briefcase.contents += new /obj/item/weapon/gun/projectile/mateba
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sec_briefcase.contents += new /obj/item/weapon/gun/projectile/revolver/mateba
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sec_briefcase.contents += new /obj/item/ammo_magazine/a357
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sec_briefcase.contents += new /obj/item/weapon/plastique
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M.equip_to_slot_or_del(sec_briefcase, slot_l_hand)
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@@ -892,7 +892,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt)
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M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
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var/obj/item/weapon/card/id/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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@@ -3,11 +3,13 @@
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set desc = "Fires a laser bolt at your position. You should only do this as a(n) (a)ghost"
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set category = "Fun"
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var/turf/target = get_turf(src.mob)
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admin_log_and_message_admins("has fired the Icarus point defense laser at [target.x]-[target.y]-[target.z]")
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if(!src.holder)
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src << "Only administrators may use this command."
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return
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Icarus_FireLaser(get_turf(src.mob))
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Icarus_FireLaser(target)
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/client/proc/FireCannons()
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@@ -15,11 +17,13 @@
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set desc = "Fires an explosive missile at your position. You should only do this as a(n) (a)ghost."
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set category = "Fun"
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var/turf/target = get_turf(src.mob)
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admin_log_and_message_admins("has fired the Icarus main gun projectile at [target.x]-[target.y]-[target.z]")
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if(!src.holder)
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src << "Only administrators may use this command."
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return
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Icarus_FireCannon(get_turf(src.mob))
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Icarus_FireCannon(target)
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/client/proc/ChangeIcarusPosition()
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@@ -27,6 +31,7 @@
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set desc = "Lets you chose the position of the Icarus in regards to the map."
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set category = "Fun"
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admin_log_and_message_admins("is changing the Icarus position.")
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if(!src.holder)
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src << "Only administrators may use this command."
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return
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@@ -122,4 +127,4 @@ proc/Icarus_SetPosition(var/user)
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if(!direction)
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return
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icarus_position = directions[direction]
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icarus_position = directions[direction]
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@@ -153,7 +153,7 @@ var/global/sent_strike_team = 0
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equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
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equip_to_slot_or_del(new /obj/item/weapon/grenade/flashbang(src), slot_r_store)
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equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
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equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(src), slot_belt)
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equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(src), slot_belt)
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equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand)
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@@ -37,7 +37,7 @@ var/global/vox_tick = 1
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equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt)
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equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
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equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_l_store)
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equip_to_slot_or_del(new /obj/item/weapon/gun/dartgun/vox/raider(src), slot_r_hand)
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equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/dartgun/vox/raider(src), slot_r_hand)
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equip_to_slot_or_del(new /obj/item/device/multitool(src), slot_l_hand)
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if(4) // Vox medic!
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@@ -46,7 +46,7 @@ var/global/vox_tick = 1
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equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt) // Who needs actual surgical tools?
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equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
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equip_to_slot_or_del(new /obj/item/weapon/circular_saw(src), slot_l_store)
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equip_to_slot_or_del(new /obj/item/weapon/gun/dartgun/vox/medical, slot_r_hand)
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equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/dartgun/vox/medical, slot_r_hand)
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equip_to_slot_or_del(new /obj/item/clothing/mask/breath(src), slot_wear_mask)
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equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(src), slot_back)
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@@ -40,7 +40,7 @@
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return
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/obj/item/assembly/shock_kit/receive_signal()
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if(istype(loc, /obj/structure/stool/bed/chair/e_chair))
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var/obj/structure/stool/bed/chair/e_chair/C = loc
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if(istype(loc, /obj/structure/bed/chair/e_chair))
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var/obj/structure/bed/chair/e_chair/C = loc
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C.shock()
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return
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@@ -54,8 +54,8 @@ datum/preferences
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var/age = 30 //age of character
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var/spawnpoint = "Arrivals Shuttle" //where this character will spawn (0-2).
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var/b_type = "A+" //blood type (not-chooseable)
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var/underwear = 1 //underwear type
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var/undershirt = 1 //undershirt type
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var/underwear //underwear type
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var/undershirt //undershirt type
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var/backbag = 2 //backpack type
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var/h_style = "Bald" //Hair type
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var/r_hair = 0 //Hair color
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@@ -373,12 +373,11 @@ datum/preferences
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else
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dat += "<br><br>"
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if(gender == MALE)
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dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_m[underwear]]</b></a><br>"
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else
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dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_f[underwear]]</b></a><br>"
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var/list/undies = gender == MALE ? underwear_m : underwear_f
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dat += "Undershirt: <a href='?_src_=prefs;preference=undershirt;task=input'><b>[undershirt_t[undershirt]]</b></a><br>"
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dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[get_key_by_value(undies,underwear)]</b></a><br>"
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dat += "Undershirt: <a href='?_src_=prefs;preference=undershirt;task=input'><b>[get_key_by_value(undershirt_t,undershirt)]</b></a><br>"
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dat += "Backpack Type:<br><a href ='?_src_=prefs;preference=bag;task=input'><b>[backbaglist[backbag]]</b></a><br>"
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@@ -1178,10 +1177,12 @@ datum/preferences
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if("f_style")
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f_style = random_facial_hair_style(gender, species)
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if("underwear")
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underwear = rand(1,underwear_m.len)
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var/r = pick(underwear_m)
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underwear = underwear_m[r]
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ShowChoices(user)
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if("undershirt")
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undershirt = rand(1,undershirt_t.len)
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var/r = pick(undershirt_t)
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undershirt = undershirt_t[r]
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ShowChoices(user)
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if("eyes")
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r_eyes = rand(0,255)
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@@ -1299,7 +1300,7 @@ datum/preferences
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if("hair")
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if(species == "Human" || species == "Unathi" || species == "Tajara" || species == "Skrell")
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var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as color|null
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var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference", rgb(r_hair, g_hair, b_hair)) as color|null
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if(new_hair)
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r_hair = hex2num(copytext(new_hair, 2, 4))
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g_hair = hex2num(copytext(new_hair, 4, 6))
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@@ -1319,7 +1320,7 @@ datum/preferences
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h_style = new_h_style
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if("facial")
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var/new_facial = input(user, "Choose your character's facial-hair colour:", "Character Preference") as color|null
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var/new_facial = input(user, "Choose your character's facial-hair colour:", "Character Preference", rgb(r_facial, g_facial, b_facial)) as color|null
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if(new_facial)
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r_facial = hex2num(copytext(new_facial, 2, 4))
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g_facial = hex2num(copytext(new_facial, 4, 6))
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@@ -1351,7 +1352,7 @@ datum/preferences
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var/new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in underwear_options
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if(new_underwear)
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underwear = underwear_options.Find(new_underwear)
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underwear = underwear_options[new_underwear]
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ShowChoices(user)
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if("undershirt")
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@@ -1360,11 +1361,11 @@ datum/preferences
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var/new_undershirt = input(user, "Choose your character's undershirt:", "Character Preference") as null|anything in undershirt_options
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if (new_undershirt)
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undershirt = undershirt_options.Find(new_undershirt)
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undershirt = undershirt_options[new_undershirt]
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ShowChoices(user)
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if("eyes")
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var/new_eyes = input(user, "Choose your character's eye colour:", "Character Preference") as color|null
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var/new_eyes = input(user, "Choose your character's eye colour:", "Character Preference", rgb(r_eyes, g_eyes, b_eyes)) as color|null
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if(new_eyes)
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r_eyes = hex2num(copytext(new_eyes, 2, 4))
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g_eyes = hex2num(copytext(new_eyes, 4, 6))
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@@ -1379,7 +1380,7 @@ datum/preferences
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if("skin")
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if(species == "Unathi" || species == "Tajara" || species == "Skrell")
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var/new_skin = input(user, "Choose your character's skin colour: ", "Character Preference") as color|null
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var/new_skin = input(user, "Choose your character's skin colour: ", "Character Preference", rgb(r_skin, g_skin, b_skin)) as color|null
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if(new_skin)
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r_skin = hex2num(copytext(new_skin, 2, 4))
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g_skin = hex2num(copytext(new_skin, 4, 6))
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@@ -1705,12 +1706,8 @@ datum/preferences
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else if(status == "mechanical")
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I.mechanize()
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if(underwear > underwear_m.len || underwear < 1)
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underwear = 0 //I'm sure this is 100% unnecessary, but I'm paranoid... sue me. //HAH NOW NO MORE MAGIC CLONING UNDIES
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character.underwear = underwear
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if(undershirt > undershirt_t.len || undershirt < 1)
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undershirt = 0
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character.undershirt = undershirt
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if(backbag > 4 || backbag < 1)
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@@ -1745,4 +1742,4 @@ datum/preferences
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user << browse(dat, "window=saves;size=300x390")
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/datum/preferences/proc/close_load_dialog(mob/user)
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user << browse(null, "window=saves")
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user << browse(null, "window=saves")
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@@ -416,11 +416,25 @@ var/global/list/gear_datums = list()
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cost = 1
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/datum/gear/armpit
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display_name = "shoulder holster"
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display_name = "holster, armpit"
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path = /obj/item/clothing/accessory/holster/armpit
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slot = slot_tie
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cost = 2
|
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allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security")
|
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allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security","Detective")
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||||
|
||||
/datum/gear/hip
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display_name = "holster, hip"
|
||||
path = /obj/item/clothing/accessory/holster/hip
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||||
slot = slot_tie
|
||||
cost = 2
|
||||
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security", "Detective")
|
||||
|
||||
/datum/gear/waist
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display_name = "holster, waist"
|
||||
path = /obj/item/clothing/accessory/holster/waist
|
||||
slot = slot_tie
|
||||
cost = 2
|
||||
allowed_roles = list("Captain", "Head of Personnel", "Security Officer", "Warden", "Head of Security", "Detective")
|
||||
|
||||
/datum/gear/tie_blue
|
||||
display_name = "tie, blue"
|
||||
|
||||
@@ -192,6 +192,13 @@
|
||||
if(isnull(species) || !(species in playable_species))
|
||||
species = "Human"
|
||||
|
||||
if(isnum(underwear))
|
||||
var/list/undies = gender == MALE ? underwear_m : underwear_f
|
||||
underwear = undies[undies[underwear]]
|
||||
|
||||
if(isnum(undershirt))
|
||||
undershirt = undershirt_t[undershirt_t[undershirt]]
|
||||
|
||||
if(isnull(language)) language = "None"
|
||||
if(isnull(spawnpoint)) spawnpoint = "Arrivals Shuttle"
|
||||
if(isnull(nanotrasen_relation)) nanotrasen_relation = initial(nanotrasen_relation)
|
||||
@@ -214,8 +221,6 @@
|
||||
r_eyes = sanitize_integer(r_eyes, 0, 255, initial(r_eyes))
|
||||
g_eyes = sanitize_integer(g_eyes, 0, 255, initial(g_eyes))
|
||||
b_eyes = sanitize_integer(b_eyes, 0, 255, initial(b_eyes))
|
||||
underwear = sanitize_integer(underwear, 1, underwear_m.len, initial(underwear))
|
||||
undershirt = sanitize_integer(undershirt, 1, undershirt_t.len, initial(undershirt))
|
||||
backbag = sanitize_integer(backbag, 1, backbaglist.len, initial(backbag))
|
||||
b_type = sanitize_text(b_type, initial(b_type))
|
||||
|
||||
|
||||
@@ -84,3 +84,18 @@
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
siemens_coefficient = 0.9
|
||||
body_parts_covered = UPPER_TORSO|ARMS
|
||||
|
||||
//Orange emergency space suit
|
||||
/obj/item/clothing/head/helmet/space/emergency
|
||||
name = "Emergency Space Helmet"
|
||||
icon_state = "emergencyhelm"
|
||||
item_state = "emergencyhelm"
|
||||
desc = "A simple helmet with a built in light, smells like mothballs."
|
||||
|
||||
|
||||
/obj/item/clothing/suit/space/emergency
|
||||
name = "Emergency Softsuit"
|
||||
icon_state = "syndicate-orange"
|
||||
item_state = "syndicate-orange"
|
||||
desc = "A thin, ungainly softsuit colored in blaze orange for rescuers to easily locate, looks pretty fragile."
|
||||
slowdown = 4
|
||||
|
||||
@@ -1,51 +0,0 @@
|
||||
//Weapon types intended to be used with rig modules
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon/mounted/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
var/obj/item/rig_module/module = loc
|
||||
if(!istype(module))
|
||||
return 0
|
||||
if(module.holder && module.holder.wearer)
|
||||
var/mob/living/carbon/human/H = module.holder.wearer
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/rig/suit = H.back
|
||||
if(istype(suit) && suit.cell && suit.cell.charge >= 250)
|
||||
suit.cell.use(250)
|
||||
in_chamber = new /obj/item/projectile/beam/heavylaser(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/mounted/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
var/obj/item/rig_module/module = loc
|
||||
if(!istype(module))
|
||||
return 0
|
||||
if(module.holder && module.holder.wearer)
|
||||
var/mob/living/carbon/human/H = module.holder.wearer
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/rig/suit = H.back
|
||||
if(istype(suit) && suit.cell && suit.cell.charge >= 250)
|
||||
suit.cell.use(250)
|
||||
var/prog_path = projectile_type
|
||||
in_chamber = new prog_path(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/taser/mounted/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
var/obj/item/rig_module/module = loc
|
||||
if(!istype(module))
|
||||
return 0
|
||||
if(module.holder && module.holder.wearer)
|
||||
var/mob/living/carbon/human/H = module.holder.wearer
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/rig/suit = H.back
|
||||
if(istype(suit) && suit.cell && suit.cell.charge >= 250)
|
||||
suit.cell.use(250)
|
||||
var/prog_path = projectile_type
|
||||
in_chamber = new prog_path(src)
|
||||
return 1
|
||||
return 0
|
||||
@@ -196,38 +196,31 @@
|
||||
slowdown = 1
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.7
|
||||
var/obj/item/clothing/accessory/holster/holster
|
||||
|
||||
/obj/item/clothing/suit/armor/tactical/verb/holster()
|
||||
set name = "Holster"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
/obj/item/clothing/suit/armor/tactical/New()
|
||||
..()
|
||||
holster = new(src)
|
||||
|
||||
if(!holstered)
|
||||
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
|
||||
usr << "\blue You need your gun equiped to holster it."
|
||||
return
|
||||
var/obj/item/weapon/gun/W = usr.get_active_hand()
|
||||
if (!W.isHandgun())
|
||||
usr << "\red This gun won't fit in \the belt!"
|
||||
return
|
||||
holstered = usr.get_active_hand()
|
||||
usr.drop_item()
|
||||
holstered.loc = src
|
||||
usr.visible_message("\blue \The [usr] holsters \the [holstered].", "You holster \the [holstered].")
|
||||
else
|
||||
if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
|
||||
usr << "\red You need an empty hand to draw the gun!"
|
||||
else
|
||||
if(usr.a_intent == "hurt")
|
||||
usr.visible_message("\red \The [usr] draws \the [holstered], ready to shoot!", \
|
||||
"\red You draw \the [holstered], ready to shoot!")
|
||||
else
|
||||
usr.visible_message("\blue \The [usr] draws \the [holstered], pointing it at the ground.", \
|
||||
"\blue You draw \the [holstered], pointing it at the ground.")
|
||||
usr.put_in_hands(holstered)
|
||||
holstered = null
|
||||
/obj/item/clothing/suit/armor/tactical/attackby(obj/item/W as obj, mob/user as mob)
|
||||
..()
|
||||
holster.attackby(W, user)
|
||||
|
||||
/obj/item/clothing/suit/armor/tactical/verb/holster()
|
||||
set name = "Holster"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
if(!holster.holstered)
|
||||
var/obj/item/W = usr.get_active_hand()
|
||||
if(!istype(W, /obj/item))
|
||||
usr << "<span class='warning'>You need your gun equiped to holster it.</span>"
|
||||
return
|
||||
holster.holster(W, usr)
|
||||
else
|
||||
holster.unholster(usr)
|
||||
|
||||
//Non-hardsuit ERT armor.
|
||||
/obj/item/clothing/suit/armor/vest/ert
|
||||
@@ -259,3 +252,101 @@
|
||||
name = "emergency response team medical armor"
|
||||
desc = "A set of armor worn by medical members of the NanoTrasen Emergency Response Team. Has red and white highlights."
|
||||
icon_state = "ertarmor_med"
|
||||
|
||||
//New Vests
|
||||
/obj/item/clothing/suit/storage/vest
|
||||
name = "armor vest"
|
||||
desc = "A simple kevlar plate carrier."
|
||||
icon_state = "kvest"
|
||||
item_state = "kvest"
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/officer
|
||||
name = "officer armor vest"
|
||||
desc = "A simple kevlar plate carrier beloning to Nanotrasen. This one has a security holobadge clipped to the chest."
|
||||
icon_state = "officervest_nobadge"
|
||||
item_state = "officervest_nobadge"
|
||||
icon_badge = "officervest_badge"
|
||||
icon_nobadge = "officervest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/warden
|
||||
name = "warden armor vest"
|
||||
desc = "A simple kevlar plate carrier belonging to Nanotrasen. This one has a silver badge clipped to the chest."
|
||||
icon_state = "wardenvest_nobadge"
|
||||
item_state = "wardenvest_nobadge"
|
||||
icon_badge = "wardenvest_badge"
|
||||
icon_nobadge = "wardenvest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/hos
|
||||
name = "commander armor vest"
|
||||
desc = "A simple kevlar plate carrier belonging to Nanotrasen. This one has a gold badge clipped to the chest."
|
||||
icon_state = "hosvest_nobadge"
|
||||
item_state = "hosvest_nobadge"
|
||||
icon_badge = "hosvest_badge"
|
||||
icon_nobadge = "hosvest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/pcrc
|
||||
name = "PCRC armor vest"
|
||||
desc = "A simple kevlar plate carrier belonging to Proxima Centauri Risk Control. This one has a PCRC crest clipped to the chest."
|
||||
icon_state = "pcrcvest_nobadge"
|
||||
item_state = "pcrcvest_nobadge"
|
||||
icon_badge = "pcrcvest_badge"
|
||||
icon_nobadge = "pcrcvest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/detective
|
||||
name = "detective armor vest"
|
||||
desc = "A simple kevlar plate carrier in a vintage brown, it has a badge clipped to the chest that reads, 'Private investigator'."
|
||||
icon_state = "detectivevest_nobadge"
|
||||
item_state = "detectivevest_nobadge"
|
||||
icon_badge = "detectivevest_badge"
|
||||
icon_nobadge = "detectivevest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/heavy
|
||||
name = "heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier with webbing attached."
|
||||
icon_state = "webvest"
|
||||
item_state = "webvest"
|
||||
armor = list(melee = 50, bullet = 40, laser = 50, energy = 25, bomb = 30, bio = 0, rad = 0)
|
||||
slowdown = 1
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/heavy/officer
|
||||
name = "officer heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier belonging to Nanotrasen with webbing attached. This one has a security holobadge clipped to the chest."
|
||||
icon_state = "officerwebvest_nobadge"
|
||||
item_state = "officerwebvest_nobadge"
|
||||
icon_badge = "officerwebvest_badge"
|
||||
icon_nobadge = "officerwebvest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/heavy/warden
|
||||
name = "warden heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier belonging to Nanotrasen with webbing attached. This one has a silver badge clipped to the chest."
|
||||
icon_state = "wardenwebvest_nobadge"
|
||||
item_state = "wardenwebvest_nobadge"
|
||||
icon_badge = "wardenwebvest_badge"
|
||||
icon_nobadge = "wardenwebvest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/heavy/hos
|
||||
name = "commander heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier belonging to Nanotrasen with webbing attached. This one has a gold badge clipped to the chest."
|
||||
icon_state = "hoswebvest_nobadge"
|
||||
item_state = "hoswebvest_nobadge"
|
||||
icon_badge = "hoswebvest_badge"
|
||||
icon_nobadge = "hoswebvest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/heavy/pcrc
|
||||
name = "PCRC heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier belonging to Proxima Centauri Risk Control with webbing attached. This one has a PCRC crest clipped to the chest."
|
||||
icon_state = "pcrcwebvest_nobadge"
|
||||
item_state = "pcrcwebvest_nobadge"
|
||||
icon_badge = "pcrcwebvest_badge"
|
||||
icon_nobadge = "pcrcwebvest_nobadge"
|
||||
|
||||
/obj/item/clothing/suit/storage/vest/heavy/merc
|
||||
name = "comfortable heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier in a fetching tan. Fits pretty well."
|
||||
icon_state = "mercwebvest"
|
||||
item_state = "mercwebvest"
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
|
||||
slowdown = 0
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
item_state = "bluetag"
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = UPPER_TORSO
|
||||
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
|
||||
allowed = list (/obj/item/weapon/gun/energy/lasertag/blue)
|
||||
siemens_coefficient = 3.0
|
||||
|
||||
/obj/item/clothing/suit/redtag
|
||||
@@ -25,7 +25,7 @@
|
||||
item_state = "redtag"
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = UPPER_TORSO
|
||||
allowed = list (/obj/item/weapon/gun/energy/laser/redtag)
|
||||
allowed = list (/obj/item/weapon/gun/energy/lasertag/red)
|
||||
siemens_coefficient = 3.0
|
||||
|
||||
/*
|
||||
|
||||
@@ -48,4 +48,36 @@
|
||||
else //in case some goofy admin switches icon states around without switching the icon_open or icon_closed
|
||||
usr << "You attempt to button-up the velcro on your [src], before promptly realising how silly you are."
|
||||
return
|
||||
update_clothing_icon() //so our overlays update
|
||||
update_clothing_icon() //so our overlays update
|
||||
|
||||
|
||||
//New Vest 4 pocket storage and badge toggles, until suit accessories are a thing.
|
||||
/obj/item/clothing/suit/storage/vest/heavy/New()
|
||||
..()
|
||||
pockets = new/obj/item/weapon/storage/internal(src)
|
||||
pockets.storage_slots = 4
|
||||
pockets.max_w_class = 2
|
||||
pockets.max_combined_w_class = 8
|
||||
|
||||
|
||||
/obj/item/clothing/suit/storage/vest
|
||||
var/icon_badge
|
||||
var/icon_nobadge
|
||||
verb/toggle()
|
||||
set name ="Adjust Badge"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!usr.canmove || usr.stat || usr.restrained())
|
||||
return 0
|
||||
|
||||
if(icon_state == icon_badge)
|
||||
icon_state = icon_nobadge
|
||||
usr << "You unclip the badge from the vest."
|
||||
else if(icon_state == icon_nobadge)
|
||||
icon_state = icon_badge
|
||||
usr << "You clip the badge to the vest."
|
||||
else
|
||||
usr << "You can't find a badge for [src]."
|
||||
return
|
||||
update_clothing_icon()
|
||||
|
||||
|
||||
@@ -4,45 +4,40 @@
|
||||
icon_state = "holster"
|
||||
item_color = "holster"
|
||||
slot = "utility"
|
||||
var/obj/item/weapon/gun/holstered = null
|
||||
|
||||
//subtypes can override this to specify what can be holstered
|
||||
/obj/item/clothing/accessory/holster/proc/can_holster(obj/item/weapon/gun/W)
|
||||
return W.isHandgun()
|
||||
var/obj/item/holstered = null
|
||||
|
||||
/obj/item/clothing/accessory/holster/proc/holster(obj/item/I, mob/user as mob)
|
||||
if(holstered)
|
||||
user << "<span class='warning'>There is already a [holstered] holstered here!</span>"
|
||||
user << "<span class='warning'>There is already \a [holstered] holstered here!</span>"
|
||||
return
|
||||
|
||||
if (!istype(I, /obj/item/weapon/gun))
|
||||
user << "<span class='warning'>Only guns can be holstered!</span>"
|
||||
if (!(I.slot_flags & SLOT_HOLSTER))
|
||||
user << "<span class='warning'>[I] won't fit in [src]!</span>"
|
||||
return
|
||||
|
||||
var/obj/item/weapon/gun/W = I
|
||||
if (!can_holster(W))
|
||||
user << "<span class='warning'>This [W] won't fit in the [src]!</span>"
|
||||
return
|
||||
|
||||
holstered = W
|
||||
holstered = I
|
||||
user.drop_from_inventory(holstered)
|
||||
holstered.loc = src
|
||||
holstered.add_fingerprint(user)
|
||||
user.visible_message("<span class='notice'>[user] holsters the [holstered].</span>", "<span class='notice'>You holster the [holstered].</span>")
|
||||
user.visible_message("<span class='notice'>[user] holsters \the [holstered].</span>", "<span class='notice'>You holster \the [holstered].</span>")
|
||||
|
||||
/obj/item/clothing/accessory/holster/proc/unholster(mob/user as mob)
|
||||
if(!holstered)
|
||||
return
|
||||
|
||||
if(istype(user.get_active_hand(),/obj) && istype(user.get_inactive_hand(),/obj))
|
||||
user << "<span class='warning'>You need an empty hand to draw the [holstered]!</span>"
|
||||
user << "<span class='warning'>You need an empty hand to draw \the [holstered]!</span>"
|
||||
else
|
||||
if(user.a_intent == "hurt")
|
||||
usr.visible_message("\red [user] draws the [holstered], ready to shoot!</span>", \
|
||||
"<span class='warning'>You draw the [holstered], ready to shoot!</span>")
|
||||
usr.visible_message(
|
||||
"\red [user] draws \the [holstered], ready to shoot!</span>",
|
||||
"<span class='warning'>You draw \the [holstered], ready to shoot!</span>"
|
||||
)
|
||||
else
|
||||
user.visible_message("<span class='notice'>[user] draws the [holstered], pointing it at the ground.</span>", \
|
||||
"<span class='notice'>You draw the [holstered], pointing it at the ground.</span>")
|
||||
user.visible_message(
|
||||
"<span class='notice'>[user] draws \the [holstered], pointing it at the ground.</span>",
|
||||
"<span class='notice'>You draw \the [holstered], pointing it at the ground.</span>"
|
||||
)
|
||||
user.put_in_hands(holstered)
|
||||
holstered.add_fingerprint(user)
|
||||
holstered = null
|
||||
@@ -86,6 +81,7 @@
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
//can't we just use src here?
|
||||
var/obj/item/clothing/accessory/holster/H = null
|
||||
if (istype(src, /obj/item/clothing/accessory/holster))
|
||||
H = src
|
||||
@@ -98,22 +94,28 @@
|
||||
usr << "<span class='warning'>Something is very wrong.</span>"
|
||||
|
||||
if(!H.holstered)
|
||||
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
|
||||
var/obj/item/W = usr.get_active_hand()
|
||||
if(!istype(W, /obj/item))
|
||||
usr << "<span class='warning'>You need your gun equiped to holster it.</span>"
|
||||
return
|
||||
var/obj/item/weapon/gun/W = usr.get_active_hand()
|
||||
H.holster(W, usr)
|
||||
else
|
||||
H.unholster(usr)
|
||||
|
||||
/obj/item/clothing/accessory/holster/armpit
|
||||
name = "shoulder holster"
|
||||
name = "armpit holster"
|
||||
desc = "A worn-out handgun holster. Perfect for concealed carry"
|
||||
icon_state = "holster"
|
||||
item_color = "holster"
|
||||
|
||||
/obj/item/clothing/accessory/holster/waist
|
||||
name = "shoulder holster"
|
||||
name = "waist holster"
|
||||
desc = "A handgun holster. Made of expensive leather."
|
||||
icon_state = "holster"
|
||||
item_color = "holster_low"
|
||||
item_color = "holster_low"
|
||||
|
||||
/obj/item/clothing/accessory/holster/hip
|
||||
name = "hip holster"
|
||||
desc = "A handgun holster slung low on the hip, draw pardner!"
|
||||
icon_state = "holster_hip"
|
||||
item_color = "holster_hip"
|
||||
@@ -1340,22 +1340,21 @@
|
||||
desc = "A stun baton used for incapacitating targets; there seems to be a bunch of tally marks set into the handle."
|
||||
|
||||
///// Deckard .44 - Callum Leamas - Roaper
|
||||
/obj/item/weapon/gun/projectile/detective/fluff/callum_leamas
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/fluff/callum_leamas
|
||||
name = "Deckard .44"
|
||||
desc = "A custom built revolver, based off the semi-popular Detective Special model."
|
||||
icon = 'icons/obj/custom_items.dmi'
|
||||
icon_state = "leamas-empty"
|
||||
ammo_type = /obj/item/ammo_magazine/c38/rubber
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/fluff/callum_leamas/update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/fluff/callum_leamas/update_icon()
|
||||
..()
|
||||
if(loaded.len)
|
||||
icon_state = "leamas-loaded"
|
||||
else
|
||||
icon_state = "leamas-empty"
|
||||
|
||||
/obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/fluff/callum_leamas/load_ammo(var/obj/item/A, mob/user)
|
||||
if(istype(A, /obj/item/ammo_magazine))
|
||||
flick("leamas-reloading",src)
|
||||
..()
|
||||
|
||||
166
code/modules/examine/descriptions/atmospherics.dm
Normal file
166
code/modules/examine/descriptions/atmospherics.dm
Normal file
@@ -0,0 +1,166 @@
|
||||
/obj/machinery/atmospherics/pipe
|
||||
description_info = "This pipe, and all other pipes, can be connected or disconnected by a wrench. The internal pressure of the pipe must \
|
||||
be below 300 kPa to do this. More pipes can be obtained from the pipe dispenser."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/New() //This is needed or else 20+ lines of copypasta to dance around inheritence.
|
||||
..()
|
||||
description_info += "<br>Most pipes and atmospheric devices can be connected or disconnected with a wrench. The pipe's pressure must not be too high, \
|
||||
or if it is a device, it must be turned off first."
|
||||
|
||||
//HE pipes
|
||||
/obj/machinery/atmospherics/pipe/simple/heat_exchanging
|
||||
description_info = "This radiates heat from the pipe's gas to space, cooling it down."
|
||||
|
||||
//Supply/Scrubber pipes
|
||||
/obj/machinery/atmospherics/pipe/simple/visible/scrubbers
|
||||
description_info = "This is a special 'scrubber' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/simple/visible/supply
|
||||
description_info = "This is a special 'supply' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/simple/hidden/supply
|
||||
description_info = "This is a special 'supply' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers
|
||||
description_info = "This is a special 'scrubber' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
//Universal adapters
|
||||
/obj/machinery/atmospherics/pipe/simple/visible/universal
|
||||
description_info = "This allows you to connect 'normal' pipes, red 'scrubber' pipes, and blue 'supply' pipes."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/simple/hidden/universal
|
||||
description_info = "This allows you to connect 'normal' pipes, red 'scrubber' pipes, and blue 'supply' pipes."
|
||||
|
||||
//Three way manifolds
|
||||
/obj/machinery/atmospherics/pipe/manifold
|
||||
description_info = "A normal pipe with three ends to connect to."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/manifold/visible/scrubbers
|
||||
description_info = "This is a special 'scrubber' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/manifold/visible/supply
|
||||
description_info = "This is a special 'supply' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/manifold/hidden/scrubbers
|
||||
description_info = "This is a special 'scrubber' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/manifold/hidden/supply
|
||||
description_info = "This is a special 'supply' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
//Insulated pipes
|
||||
/obj/machinery/atmospherics/pipe/simple/insulated
|
||||
description_info = "This is completely useless, use a normal pipe." //Sorry, but it's true.
|
||||
|
||||
//Four way manifolds
|
||||
/obj/machinery/atmospherics/pipe/manifold4w
|
||||
description_info = "This is a four-way pipe."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/manifold4w/visible/scrubbers
|
||||
description_info = "This is a special 'scrubber' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/manifold4w/hidden/supply
|
||||
description_info = "This is a special 'supply' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
/obj/machinery/atmospherics/pipe/manifold4w/hidden/scrubbers
|
||||
description_info = "This is a special 'scrubber' pipe, which does not connect to 'normal' pipes. If you want to connect it, use \
|
||||
a Universal Adapter pipe."
|
||||
|
||||
//Endcaps
|
||||
/obj/machinery/atmospherics/pipe/cap
|
||||
description_info = "This is a cosmetic attachment, as pipes currently do not spill their contents into the air."
|
||||
|
||||
//T-shaped valves
|
||||
/obj/machinery/atmospherics/tvalve
|
||||
description_info = "Click this to toggle the mode. The direction with the green light is where the gas will flow."
|
||||
|
||||
//Normal valves
|
||||
/obj/machinery/atmospherics/valve
|
||||
description_info = "Click this to turn the valve. If red, the pipes on each end are seperated. Otherwise, they are connected."
|
||||
|
||||
//TEG ports
|
||||
/obj/machinery/atmospherics/binary/circulator
|
||||
description_info = "This generates electricity, depending on the difference in temperature between each side of the machine. The meter in \
|
||||
the center of the machine gives an indicator of how much elecrtricity is being generated."
|
||||
|
||||
//Passive gates
|
||||
/obj/machinery/atmospherics/binary/passive_gate
|
||||
description_info = "This is a one-way regulator, allowing gas to flow only at a specific pressure and flow rate. If the light is green, it is flowing."
|
||||
|
||||
//Normal pumps (high power one inherits from this)
|
||||
/obj/machinery/atmospherics/binary/pump
|
||||
description_info = "This moves gas from one pipe to another. A higher target pressure demands more energy. The side with the red end is the output."
|
||||
|
||||
//Vents
|
||||
/obj/machinery/atmospherics/unary/vent_pump
|
||||
description_info = "This pumps the contents of the attached pipe out into the atmosphere, if needed. It can be controlled from an Air Alarm."
|
||||
|
||||
//Freezers
|
||||
/obj/machinery/atmospherics/unary/freezer
|
||||
description_info = "Cools down the gas of the pipe it is connected to. It uses massive amounts of electricity while on. \
|
||||
It can be upgraded by replacing the capacitors, manipulators, and matter bins. It can be deconstructed by screwing the maintenance panel open with a \
|
||||
screwdriver, and then using a crowbar."
|
||||
|
||||
//Heaters
|
||||
/obj/machinery/atmospherics/unary/heater
|
||||
description_info = "Heats up the gas of the pipe it is connected to. It uses massive amounts of electricity while on. \
|
||||
It can be upgraded by replacing the capacitors, manipulators, and matter bins. It can be deconstructed by screwing the maintenance panel open with a \
|
||||
screwdriver, and then using a crowbar."
|
||||
|
||||
//Gas injectors
|
||||
/obj/machinery/atmospherics/unary/outlet_injector
|
||||
description_info = "Outputs the pipe's gas into the atmosphere, similar to an airvent. It can be controlled by a nearby atmospherics computer. \
|
||||
A green light on it means it is on."
|
||||
|
||||
//Scrubbers
|
||||
/obj/machinery/atmospherics/unary/vent_scrubber
|
||||
description_info = "This filters the atmosphere of harmful gas. Filtered gas goes to the pipes connected to it, typically a scrubber pipe. \
|
||||
It can be controlled from an Air Alarm. It can be configured to drain all air rapidly with a 'panic syphon' from an air alarm."
|
||||
|
||||
//Omni filters
|
||||
/obj/machinery/atmospherics/omni/filter
|
||||
description_info = "Filters gas from a custom input direction, with up to two filtered outputs and a 'everything else' \
|
||||
output. The filtered output's arrows glow orange."
|
||||
|
||||
//Omni mixers
|
||||
/obj/machinery/atmospherics/omni/mixer
|
||||
description_info = "Combines gas from custom input and output directions. The percentage of combined gas can be defined."
|
||||
|
||||
//Canisters
|
||||
/obj/machinery/portable_atmospherics/canister
|
||||
description_info = "The canister can be connected to a connector port with a wrench. Tanks of gas (the kind you can hold in your hand) \
|
||||
can be filled by the canister, by using the tank on the canister, increasing the release pressure, then opening the valve until it is full, and then close it. \
|
||||
*DO NOT* remove the tank until the valve is closed. A gas analyzer can be used to check the contents of the canister."
|
||||
|
||||
description_antag = "Canisters can be damaged, spilling their contents into the air, or you can just leave the release valve open."
|
||||
|
||||
//Portable pumps
|
||||
/obj/machinery/portable_atmospherics/powered/pump
|
||||
description_info = "Invaluable for filling air in a room rapidly after a breach repair. The internal gas container can be filled by \
|
||||
connecting it to a connector port. The pump can pump the air in (sucking) or out (blowing), at a specific target pressure. The powercell inside can be \
|
||||
replaced by using a screwdriver, and then adding a new cell. A tank of gas can also be attached to the air pump."
|
||||
|
||||
//Portable scrubbers
|
||||
/obj/machinery/portable_atmospherics/powered/scrubber
|
||||
description_info = "Filters the air, placing harmful gases into the internal gas container. The container can be emptied by \
|
||||
connecting it to a connector port. The pump can pump the air in (sucking) or out (blowing), at a specific target pressure. The powercell inside can be \
|
||||
replaced by using a screwdriver, and then adding a new cell. A tank of gas can also be attached to the scrubber. "
|
||||
|
||||
//Meters
|
||||
/obj/machinery/meter
|
||||
description_info = "Measures the volume and temperature of the pipe under the meter."
|
||||
|
||||
//Pipe dispensers
|
||||
/obj/machinery/pipedispenser
|
||||
description_info = "This can be moved by using a wrench. You will need to wrench it again when you want to use it. You can put \
|
||||
excess (atmospheric) pipes into the dispenser, as well. The dispenser requires electricity to function."
|
||||
|
||||
35
code/modules/examine/descriptions/engineering.dm
Normal file
35
code/modules/examine/descriptions/engineering.dm
Normal file
@@ -0,0 +1,35 @@
|
||||
/obj/machinery/power/supermatter
|
||||
description_info = "When energized by a laser (or something hitting it), it emits radiation and heat. If the heat reaches above 7000 kelvin, it will send an alert and start taking damage. \
|
||||
After integrity falls to zero percent, it will delaminate, causing a massive explosion, station-wide radiation spikes, and hallucinations. \
|
||||
Supermatter reacts badly to oxygen in the atmosphere. It'll also heat up really quick if it is in vacuum.<br>\
|
||||
<br>\
|
||||
Supermatter cores are extremely dangerous to be close to, and requires protection to handle properly. The protection you will need is:<br>\
|
||||
Optical meson scanners on your eyes, to prevent hallucinations when looking at the supermatter.<br>\
|
||||
Radiation helmet and suit, as the supermatter is radioactive.<br>\
|
||||
<br>\
|
||||
Touching the supermatter will result in *instant death*, with no corpse left behind! You can drag the supermatter, but anything else will kill you. \
|
||||
It is advised to obtain a genetic backup before trying to drag it."
|
||||
|
||||
description_antag = "Exposing the supermatter to oxygen or vaccum will cause it to start rapidly heating up. Sabotaging the supermatter and making it explode will \
|
||||
cause a period of lag as the explosion is processed by the server, as well as irradiating the entire station and causing hallucinations to happen. \
|
||||
Wearing radiation equipment will protect you from most of the delamination effects sans explosion."
|
||||
|
||||
/obj/machinery/power/apc
|
||||
description_info = "An APC (Area Power Controller) regulates and supplies backup power for the area they are in. Their power channels are divided \
|
||||
out into 'environmental' (Items that manipulate airflow and temperature), 'lighting' (the lights), and 'equipment' (Everything else that consumes power). \
|
||||
Power consumption and backup power cell charge can be seen from the interface, further controls (turning a specific channel on, off or automatic, \
|
||||
toggling the APC's ability to charge the backup cell, or toggling power for the entire area via master breaker) first requires the interface to be unlocked \
|
||||
with an ID with Engineering access or by one of the station's robots or the artificial intelligence."
|
||||
|
||||
description_antag = "This can be emagged to unlock it. It will cause the APC to have a blue error screen. \
|
||||
Wires can be pulsed remotely with a signaler attached to it. A powersink will also drain any APCs connected to the same wire the powersink is on."
|
||||
|
||||
/obj/item/inflatable
|
||||
description_info = "Inflate by using it in your hand. The inflatable barrier will inflate on your tile. To deflate it, use the 'deflate' verb."
|
||||
|
||||
/obj/structure/inflatable
|
||||
description_info = "To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever."
|
||||
|
||||
/obj/structure/inflatable/door
|
||||
description_info = "Click the door to open or close it. It only stops air while closed.<br>\
|
||||
To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever."
|
||||
8
code/modules/examine/descriptions/mobs.dm
Normal file
8
code/modules/examine/descriptions/mobs.dm
Normal file
@@ -0,0 +1,8 @@
|
||||
/mob/living/silicon/robot/drone
|
||||
description_info = "Drones are player-controlled synthetics which are lawed to maintain the station and not \
|
||||
interact with anyone else, except for other drones. They hold a wide array of tools to build, repair, maintain, and clean. \
|
||||
They fuction similarly to other synthetics, in that they require recharging regularly, have laws, and are resilient to many hazards, \
|
||||
such as fire, radiation, vacuum, and more. Ghosts can join the round as a maintenance drone by using the appropriate verb in the 'ghost' tab. \
|
||||
An inactive drone can be rebooted by swiping an ID card on it with engineering or robotics access."
|
||||
|
||||
description_antag = "An Electromagnetic Sequencer can be used to subvert the drone to your cause."
|
||||
24
code/modules/examine/descriptions/stacks.dm
Normal file
24
code/modules/examine/descriptions/stacks.dm
Normal file
@@ -0,0 +1,24 @@
|
||||
/obj/item/stack/rods
|
||||
description_info = "Made from metal sheets. You can build a grille by using it in your hand. \
|
||||
Clicking on a floor without any tiles will reinforce the floor. You can make reinforced glass by combining rods and normal glass sheets."
|
||||
|
||||
/obj/item/stack/sheet/glass
|
||||
description_info = "Use in your hand to build a window. Can be upgraded to reinforced glass by adding metal rods, which are made from metal sheets."
|
||||
|
||||
/obj/item/stack/sheet/glass/cyborg
|
||||
description_info = "Use in your hand to build a window. Can be upgraded to reinforced glass by adding metal rods, which are made from metal sheets.<br>\
|
||||
As a synthetic, you can acquire more sheets of glass by recharging."
|
||||
|
||||
/obj/item/stack/sheet/glass/reinforced
|
||||
description_info = "Use in your hand to build a window. Reinforced glass is much stronger against damage."
|
||||
|
||||
/obj/item/stack/sheet/glass/reinforced/cyborg
|
||||
description_info = "Use in your hand to build a window. Reinforced glass is much stronger against damage.<br>\
|
||||
As a synthetic, you can gain more reinforced glass by recharging."
|
||||
|
||||
/obj/item/stack/sheet/metal/cyborg
|
||||
description_info = "Use in your hand to bring up the recipe menu. If you have enough sheets, click on something on the list to build it.<br>\
|
||||
You can replenish your supply of metal as a synthetic by recharging."
|
||||
|
||||
/obj/item/stack/sheet
|
||||
description_info = "Use in your hand to bring up the recipe menu. If you have enough sheets, click on something on the list to build it."
|
||||
15
code/modules/examine/descriptions/structures.dm
Normal file
15
code/modules/examine/descriptions/structures.dm
Normal file
@@ -0,0 +1,15 @@
|
||||
/obj/structure/girder
|
||||
description_info = "Use metal sheets on this to build a normal wall. Adding plasteel instead will make a reinforced wall.<br>\
|
||||
A false wall can be made by using a crowbar on this girder, and then adding metal or plasteel.<br>\
|
||||
You can dismantle the grider with a wrench."
|
||||
|
||||
/obj/structure/girder/reinforced
|
||||
description_info = "Add another sheet of plasteel to finish."
|
||||
|
||||
/obj/structure/grille
|
||||
description_info = "A powered and knotted wire underneath this will cause the grille to shock anyone not wearing insulated gloves.<br>\
|
||||
Wirecutters will turn the grille into metal rods instantly. Grilles are made with metal rods."
|
||||
|
||||
/obj/structure/lattice
|
||||
description_info = "Add a metal floor tile to build a floor on top of the lattice.<br>\
|
||||
Lattices can be made by applying metal rods to a space tile."
|
||||
3
code/modules/examine/descriptions/turfs.dm
Normal file
3
code/modules/examine/descriptions/turfs.dm
Normal file
@@ -0,0 +1,3 @@
|
||||
/turf/simulated/wall
|
||||
description_info = "You can deconstruct this by welding it, and then wrenching the girder.<br>\
|
||||
You can build a wall by using metal sheets and making a girder, then adding more metal or plasteel."
|
||||
71
code/modules/examine/examine.dm
Normal file
71
code/modules/examine/examine.dm
Normal file
@@ -0,0 +1,71 @@
|
||||
/* This code is responsible for the examine tab. When someone examines something, it copies the examined object's description_info,
|
||||
description_fluff, and description_antag, and shows it in a new tab.
|
||||
|
||||
In this file, some atom and mob stuff is defined here. It is defined here instead of in the normal files, to keep the whole system self-contained.
|
||||
This means that this file can be unchecked, along with the other examine files, and can be removed entirely with no effort.
|
||||
*/
|
||||
|
||||
|
||||
/atom/
|
||||
var/description_info = null //Helpful blue text.
|
||||
var/description_fluff = null //Green text about the atom's fluff, if any exists.
|
||||
var/description_antag = null //Malicious red text, for the antags.
|
||||
|
||||
/atom/examine(mob/user)
|
||||
..()
|
||||
user.description_holders["info"] = get_description_info()
|
||||
user.description_holders["fluff"] = get_description_fluff()
|
||||
if(user.mind && user.mind.special_role || isobserver(user)) //Runtime prevention, as ghosts don't have minds.
|
||||
user.description_holders["antag"] = get_description_antag()
|
||||
|
||||
if(name) //This shouldn't be needed but I'm paranoid.
|
||||
user.description_holders["name"] = "[src.name]" //\icon[src]
|
||||
|
||||
user.description_holders["icon"] = "\icon[src]"
|
||||
|
||||
if(desc)
|
||||
user << desc
|
||||
user.description_holders["desc"] = src.desc
|
||||
else
|
||||
user.description_holders["desc"] = null //This is needed, or else if you examine one thing with a desc, then another without, the panel will retain the first examined's desc.
|
||||
|
||||
//Override these if you need special behaviour for a specific type.
|
||||
|
||||
/atom/proc/get_description_info()
|
||||
if(description_info)
|
||||
return description_info
|
||||
return
|
||||
|
||||
/atom/proc/get_description_fluff()
|
||||
if(description_fluff)
|
||||
return description_fluff
|
||||
return
|
||||
|
||||
/atom/proc/get_description_antag()
|
||||
if(description_antag)
|
||||
return description_antag
|
||||
return
|
||||
|
||||
/mob/
|
||||
var/description_holders[0]
|
||||
|
||||
/mob/Stat()
|
||||
..()
|
||||
if(statpanel("Examine"))
|
||||
stat(null,"[description_holders["icon"]] <font size='5'>[description_holders["name"]]</font>") //The name, written in big letters.
|
||||
stat(null,"[description_holders["desc"]]") //the default examine text.
|
||||
if(description_holders["info"])
|
||||
stat(null,"<font color='#084B8A'><b>[description_holders["info"]]</b></font>") //Blue, informative text.
|
||||
if(description_holders["fluff"])
|
||||
stat(null,"<font color='#298A08'><b>[description_holders["fluff"]]</b></font>") //Yellow, fluff-related text.
|
||||
if(description_holders["antag"])
|
||||
stat(null,"<font color='#8A0808'><b>[description_holders["antag"]]</b></font>") //Red, malicious antag-related text
|
||||
|
||||
/mob/living/get_description_fluff()
|
||||
if(flavor_text) //Get flavor text for the green text.
|
||||
return flavor_text
|
||||
else //No flavor text? Try for hardcoded fluff instead.
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/get_description_fluff()
|
||||
return print_flavor_text(0)
|
||||
@@ -182,10 +182,10 @@
|
||||
visible_message("[src] fades away as it shatters!")
|
||||
del(src)
|
||||
|
||||
/obj/structure/stool/bed/chair/holochair/Del()
|
||||
/obj/structure/bed/chair/holochair/Del()
|
||||
..()
|
||||
|
||||
/obj/structure/stool/bed/chair/holochair/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
/obj/structure/bed/chair/holochair/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
user << ("<span class='notice'>It's a holochair, you can't dismantle it!</span>")
|
||||
return
|
||||
|
||||
@@ -335,6 +335,14 @@
|
||||
icon_state = "unathiknife"
|
||||
attack_verb = list("ripped", "torn", "cut")
|
||||
|
||||
/obj/item/weapon/hatchet/tacknife
|
||||
name = "tactical knife"
|
||||
desc = "You'd be killing loads of people if this was Medal of Valor: Heroes of Nyx."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "tacknife"
|
||||
item_state = "knife"
|
||||
attack_verb = list("stabbed", "chopped", "cut")
|
||||
|
||||
/obj/item/weapon/scythe
|
||||
icon_state = "scythe0"
|
||||
name = "scythe"
|
||||
|
||||
@@ -208,6 +208,7 @@
|
||||
return 1
|
||||
|
||||
//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
|
||||
//It does call u_equip() though. So it can drop items to the floor but only if src is human.
|
||||
/mob/proc/remove_from_mob(var/obj/O)
|
||||
src.u_equip(O)
|
||||
if (src.client)
|
||||
@@ -242,16 +243,7 @@
|
||||
|
||||
/** BS12's proc to get the item in the active hand. Couldn't find the /tg/ equivalent. **/
|
||||
/mob/proc/equipped()
|
||||
if(issilicon(src))
|
||||
if(isrobot(src))
|
||||
if(src:module_active)
|
||||
return src:module_active
|
||||
else
|
||||
if (hand)
|
||||
return l_hand
|
||||
else
|
||||
return r_hand
|
||||
return
|
||||
return get_active_hand() //TODO: get rid of this proc
|
||||
|
||||
/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 :/
|
||||
//warning: icky code
|
||||
|
||||
@@ -341,7 +341,7 @@
|
||||
/mob/living/carbon/can_use_hands()
|
||||
if(handcuffed)
|
||||
return 0
|
||||
if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
|
||||
if(buckled && ! istype(buckled, /obj/structure/bed/chair)) // buckling does not restrict hands
|
||||
return 0
|
||||
return 1
|
||||
|
||||
|
||||
@@ -213,7 +213,7 @@
|
||||
distance = 1
|
||||
if (src.stat)
|
||||
msg += "<span class='warning'>[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.</span>\n"
|
||||
if((stat == 2 || src.health < config.health_threshold_crit) && distance <= 3)
|
||||
if((stat == 2 || src.losebreath) && distance <= 3)
|
||||
msg += "<span class='warning'>[t_He] does not appear to be breathing.</span>\n"
|
||||
if(istype(usr, /mob/living/carbon/human) && !usr.stat && Adjacent(usr))
|
||||
usr.visible_message("<b>[usr]</b> checks [src]'s pulse.", "You check [src]'s pulse.")
|
||||
@@ -451,6 +451,7 @@
|
||||
msg += "\n[t_He] is [pose]"
|
||||
|
||||
user << msg
|
||||
..()
|
||||
|
||||
//Helper procedure. Called by /mob/living/carbon/human/examine() and /mob/living/carbon/human/Topic() to determine HUD access to security and medical records.
|
||||
/proc/hasHUD(mob/M as mob, hudtype)
|
||||
|
||||
@@ -696,6 +696,8 @@
|
||||
number += 2
|
||||
if(istype(src.head, /obj/item/clothing/head/helmet/space))
|
||||
number += 2
|
||||
if(istype(src.head, /obj/item/clothing/head/helmet/space/emergency))
|
||||
number -= 2
|
||||
if(istype(src.glasses, /obj/item/clothing/glasses/thermal))
|
||||
number -= 1
|
||||
if(istype(src.glasses, /obj/item/clothing/glasses/sunglasses))
|
||||
@@ -1220,10 +1222,11 @@
|
||||
/mob/living/carbon/human/can_inject(var/mob/user, var/error_msg, var/target_zone)
|
||||
. = 1
|
||||
|
||||
if(!user)
|
||||
target_zone = pick("chest","chest","chest","left leg","right leg","left arm", "right arm", "head")
|
||||
else if(!target_zone)
|
||||
target_zone = user.zone_sel.selecting
|
||||
if(!target_zone)
|
||||
if(!user)
|
||||
target_zone = pick("chest","chest","chest","left leg","right leg","left arm", "right arm", "head")
|
||||
else
|
||||
target_zone = user.zone_sel.selecting
|
||||
|
||||
switch(target_zone)
|
||||
if("head")
|
||||
@@ -1236,7 +1239,7 @@
|
||||
// Might need re-wording.
|
||||
user << "<span class='alert'>There is no exposed flesh or thin material [target_zone == "head" ? "on their head" : "on their body"] to inject into.</span>"
|
||||
|
||||
/mob/living/carbon/human/print_flavor_text()
|
||||
/mob/living/carbon/human/print_flavor_text(var/shrink = 1)
|
||||
var/list/equipment = list(src.head,src.wear_mask,src.glasses,src.w_uniform,src.wear_suit,src.gloves,src.shoes)
|
||||
var/head_exposed = 1
|
||||
var/face_exposed = 1
|
||||
@@ -1272,7 +1275,10 @@
|
||||
if((T == "head" && head_exposed) || (T == "face" && face_exposed) || (T == "eyes" && eyes_exposed) || (T == "torso" && torso_exposed) || (T == "arms" && arms_exposed) || (T == "hands" && hands_exposed) || (T == "legs" && legs_exposed) || (T == "feet" && feet_exposed))
|
||||
flavor_text += flavor_texts[T]
|
||||
flavor_text += "\n\n"
|
||||
return ..()
|
||||
if(!shrink)
|
||||
return flavor_text
|
||||
else
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/getDNA()
|
||||
if(species.flags & NO_SCAN)
|
||||
|
||||
@@ -116,6 +116,7 @@
|
||||
|
||||
if(src.grabbed_by.len || src.buckled || !src.canmove || src==H)
|
||||
accurate = 1 // certain circumstances make it impossible for us to evade punches
|
||||
rand_damage = 5
|
||||
|
||||
// Process evasion and blocking
|
||||
var/miss_type = 0
|
||||
@@ -209,7 +210,7 @@
|
||||
w_uniform.add_fingerprint(M)
|
||||
var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
|
||||
|
||||
if (istype(r_hand,/obj/item/weapon/gun) || istype(l_hand,/obj/item/weapon/gun))
|
||||
if(istype(r_hand,/obj/item/weapon/gun) || istype(l_hand,/obj/item/weapon/gun))
|
||||
var/obj/item/weapon/gun/W = null
|
||||
var/chance = 0
|
||||
|
||||
@@ -231,9 +232,13 @@
|
||||
|
||||
var/randn = rand(1, 100)
|
||||
if(!(species.flags & NO_SLIP) && randn <= 25)
|
||||
apply_effect(3, WEAKEN, run_armor_check(affecting, "melee"))
|
||||
var/armor_check = run_armor_check(affecting, "melee")
|
||||
apply_effect(3, WEAKEN, armor_check)
|
||||
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
|
||||
visible_message("\red <B>[M] has pushed [src]!</B>")
|
||||
if(armor_check < 2)
|
||||
visible_message("<span class='danger'>[M] has pushed [src]!</span>")
|
||||
else
|
||||
visible_message("<span class='warning'>[M] attempted to push [src]!</span>")
|
||||
return
|
||||
|
||||
var/talked = 0 // BubbleWrap
|
||||
|
||||
@@ -38,9 +38,9 @@ emp_act
|
||||
return -1 // complete projectile permutation
|
||||
|
||||
//Shrapnel
|
||||
if (P.damage_type == BRUTE)
|
||||
if(P.can_embed())
|
||||
var/armor = getarmor_organ(organ, "bullet")
|
||||
if((P.embed && prob(20 + max(P.damage - armor, -10))))
|
||||
if(prob(20 + max(P.damage - armor, -10)))
|
||||
var/obj/item/weapon/shard/shrapnel/SP = new()
|
||||
SP.name = (P.name != "shrapnel")? "[P.name] shrapnel" : "shrapnel"
|
||||
SP.desc = "[SP.desc] It looks like it was fired from [P.shot_from]."
|
||||
@@ -304,10 +304,7 @@ emp_act
|
||||
throw_mode_off()
|
||||
return
|
||||
|
||||
var/dtype = BRUTE
|
||||
if(istype(O,/obj/item/weapon))
|
||||
var/obj/item/weapon/W = O
|
||||
dtype = W.damtype
|
||||
var/dtype = O.damtype
|
||||
var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR)
|
||||
|
||||
var/zone
|
||||
@@ -318,11 +315,11 @@ emp_act
|
||||
zone = ran_zone("chest",75) //Hits a random part of the body, geared towards the chest
|
||||
|
||||
//check if we hit
|
||||
var/miss_chance = 15
|
||||
if (O.throw_source)
|
||||
var/distance = get_dist(O.throw_source, loc)
|
||||
zone = get_zone_with_miss_chance(zone, src, min(15*(distance-2), 0))
|
||||
else
|
||||
zone = get_zone_with_miss_chance(zone, src, 15)
|
||||
miss_chance = max(15*(distance-2), 0)
|
||||
zone = get_zone_with_miss_chance(zone, src, miss_chance)
|
||||
|
||||
if(!zone)
|
||||
visible_message("\blue \The [O] misses [src] narrowly!")
|
||||
@@ -370,17 +367,21 @@ emp_act
|
||||
affecting.embed(I)
|
||||
|
||||
// Begin BS12 momentum-transfer code.
|
||||
if(O.throw_source && speed >= THROWNOBJ_KNOCKBACK_SPEED)
|
||||
var/obj/item/weapon/W = O
|
||||
var/momentum = speed/THROWNOBJ_KNOCKBACK_DIVISOR
|
||||
var/mass = 1.5
|
||||
if(istype(O, /obj/item))
|
||||
var/obj/item/I = O
|
||||
mass = I.w_class/THROWNOBJ_KNOCKBACK_DIVISOR
|
||||
var/momentum = speed*mass
|
||||
|
||||
if(O.throw_source && momentum >= THROWNOBJ_KNOCKBACK_SPEED)
|
||||
var/dir = get_dir(O.throw_source, src)
|
||||
|
||||
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
|
||||
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
|
||||
|
||||
if(!O || !src) return
|
||||
|
||||
if(!W || !src) return
|
||||
|
||||
if(W.loc == src && W.sharp) //Projectile is embedded and suitable for pinning.
|
||||
if(O.loc == src && O.sharp) //Projectile is embedded and suitable for pinning.
|
||||
var/turf/T = near_wall(dir,2)
|
||||
|
||||
if(T)
|
||||
@@ -389,6 +390,13 @@ emp_act
|
||||
src.anchored = 1
|
||||
src.pinned += O
|
||||
|
||||
/mob/living/carbon/human/embed(var/obj/O, var/def_zone=null)
|
||||
if(!def_zone) ..()
|
||||
|
||||
var/datum/organ/external/affecting = get_organ(def_zone)
|
||||
if(affecting)
|
||||
affecting.embed(O)
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
|
||||
if (gloves)
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
if(wear_suit)
|
||||
tally += wear_suit.slowdown
|
||||
|
||||
if(istype(buckled, /obj/structure/stool/bed/chair/wheelchair))
|
||||
if(istype(buckled, /obj/structure/bed/chair/wheelchair))
|
||||
for(var/organ_name in list("l_hand","r_hand","l_arm","r_arm"))
|
||||
var/datum/organ/external/E = get_organ(organ_name)
|
||||
if(!E || (E.status & ORGAN_DESTROYED))
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
/*
|
||||
Add fingerprints to items when we put them in our hands.
|
||||
This saves us from having to call add_fingerprint() any time something is put in a human's hands programmatically.
|
||||
|
||||
*/
|
||||
/mob/living/carbon/human/put_in_l_hand(var/obj/item/W)
|
||||
. = ..()
|
||||
if(.) W.add_fingerprint(src)
|
||||
|
||||
/mob/living/carbon/human/put_in_r_hand(var/obj/item/W)
|
||||
. = ..()
|
||||
if(.) W.add_fingerprint(src)
|
||||
|
||||
/mob/living/carbon/human/verb/quick_equip()
|
||||
set name = "quick-equip"
|
||||
set hidden = 1
|
||||
@@ -758,13 +771,7 @@ It can still be worn/put on as normal.
|
||||
if(slot_to_process)
|
||||
if(strip_item) //Stripping an item from the mob
|
||||
var/obj/item/W = strip_item
|
||||
target.u_equip(W)
|
||||
if (target.client)
|
||||
target.client.screen -= W
|
||||
if (W)
|
||||
W.loc = target.loc
|
||||
W.layer = initial(W.layer)
|
||||
W.dropped(target)
|
||||
target.remove_from_mob(W)
|
||||
W.add_fingerprint(source)
|
||||
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! ;)
|
||||
if(target.r_store)
|
||||
|
||||
@@ -326,7 +326,6 @@
|
||||
if(istype(O)) O.add_autopsy_data("Radiation Poisoning", damage)
|
||||
|
||||
proc/breathe()
|
||||
if(reagents.has_reagent("lexorin")) return
|
||||
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
|
||||
if(species && (species.flags & NO_BREATHE || species.flags & IS_SYNTHETIC)) return
|
||||
|
||||
@@ -439,17 +438,15 @@
|
||||
return
|
||||
|
||||
if(!breath || (breath.total_moles == 0) || suiciding)
|
||||
failed_last_breath = 1
|
||||
if(suiciding)
|
||||
adjustOxyLoss(2)//If you are suiciding, you should die a little bit faster
|
||||
failed_last_breath = 1
|
||||
oxygen_alert = max(oxygen_alert, 1)
|
||||
return 0
|
||||
if(health > config.health_threshold_crit)
|
||||
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
|
||||
failed_last_breath = 1
|
||||
else
|
||||
adjustOxyLoss(HUMAN_CRIT_MAX_OXYLOSS)
|
||||
failed_last_breath = 1
|
||||
|
||||
oxygen_alert = max(oxygen_alert, 1)
|
||||
|
||||
|
||||
@@ -209,5 +209,5 @@
|
||||
if("resin membrane")
|
||||
new /obj/effect/alien/resin/membrane(loc)
|
||||
if("resin nest")
|
||||
new /obj/structure/stool/bed/nest(loc)
|
||||
new /obj/structure/bed/nest(loc)
|
||||
return
|
||||
@@ -64,7 +64,7 @@
|
||||
target.apply_effects(stutter = attack_damage * 2, agony = attack_damage* 3, blocked = armour)
|
||||
if("l_leg", "l_foot", "r_leg", "r_foot")
|
||||
if(!target.lying)
|
||||
target.visible_message("<span class='warning'>[src] gives way slightly.</span>")
|
||||
target.visible_message("<span class='warning'>[target] gives way slightly.</span>")
|
||||
target.apply_effect(attack_damage*3, AGONY, armour)
|
||||
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)
|
||||
if(!target.lying)
|
||||
@@ -118,22 +118,28 @@
|
||||
user.visible_message("<span class='danger'>[user] slapped [target] across \his cheek!</span>")
|
||||
if(3 to 4)
|
||||
user.visible_message(pick(
|
||||
80; "<span class='danger'>[user] [pick(attack_verb)] [target] in the head!</span>", //striking someone with a 'closed fist' is called punching them.
|
||||
20; "<span class='danger'>[user] struck [target] in the head[pick("", " with a closed fist")]!</span>"
|
||||
40; "<span class='danger'>[user] [pick(attack_verb)] [target] in the head!</span>",
|
||||
30; "<span class='danger'>[user] struck [target] in the head[pick("", " with a closed fist")]!</span>",
|
||||
30; "<span class='danger'>[user] threw a hook against [target]'s head!</span>"
|
||||
))
|
||||
if(5)
|
||||
user.visible_message(pick(
|
||||
10; "<span class='danger'>[user] gave [target] a resounding slap to the face!</span>",
|
||||
90; "<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s [organ]!</span>"
|
||||
30; "<span class='danger'>[user] gave [target] a resounding [pick("slap", "punch")] to the face!</span>",
|
||||
40; "<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s face!</span>",
|
||||
30; "<span class='danger'>[user] gave a strong blow against [target]'s jaw!</span>"
|
||||
))
|
||||
else
|
||||
// ----- BODY ----- //
|
||||
switch(attack_damage)
|
||||
if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target]'s [organ]!</span>")
|
||||
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
|
||||
if(5) user.visible_message("<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s [organ]!</span>")
|
||||
if(1 to 2) user.visible_message("<span class='danger'>[user] threw a glancing punch at [target]'s [organ]!</span>")
|
||||
if(1 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
|
||||
if(5)
|
||||
user.visible_message(pick(
|
||||
50; "<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s [organ]!</span>",
|
||||
50; "<span class='danger'>[user] landed a striking [pick(attack_noun)] on [target]'s [organ]!</span>"
|
||||
))
|
||||
else
|
||||
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?
|
||||
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?
|
||||
|
||||
/datum/unarmed_attack/kick
|
||||
attack_verb = list("kicked", "kicked", "kicked", "kneed")
|
||||
@@ -177,7 +183,7 @@
|
||||
|
||||
/datum/unarmed_attack/stomp
|
||||
attack_verb = null
|
||||
attack_noun = list("kick")
|
||||
attack_noun = list("stomp")
|
||||
attack_sound = "swing_hit"
|
||||
damage = 0
|
||||
|
||||
@@ -189,7 +195,7 @@
|
||||
if(!istype(target))
|
||||
return 0
|
||||
|
||||
if (!user.lying && (target.lying || zone in list("l_foot", "r_foot")))
|
||||
if (!user.lying && (target.lying || (zone in list("l_foot", "r_foot"))))
|
||||
if(target.grabbed_by == user && target.lying)
|
||||
return 0
|
||||
var/datum/organ/external/E = user.organs_by_name["l_foot"]
|
||||
@@ -214,6 +220,5 @@
|
||||
attack_damage = Clamp(attack_damage, 1, 5)
|
||||
|
||||
switch(attack_damage)
|
||||
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"
|
||||
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>")
|
||||
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>")
|
||||
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/
|
||||
@@ -107,28 +107,29 @@ Please contact me on #coderbus IRC. ~Carn x
|
||||
//Human Overlays Indexes/////////
|
||||
#define MUTATIONS_LAYER 1
|
||||
#define DAMAGE_LAYER 2
|
||||
#define UNIFORM_LAYER 3
|
||||
#define TAIL_LAYER 4 //bs12 specific. this hack is probably gonna come back to haunt me
|
||||
#define ID_LAYER 5
|
||||
#define SHOES_LAYER 6
|
||||
#define GLOVES_LAYER 7
|
||||
#define SUIT_LAYER 8
|
||||
#define GLASSES_LAYER 9
|
||||
#define BELT_LAYER 10 //Possible make this an overlay of somethign required to wear a belt?
|
||||
#define SUIT_STORE_LAYER 11
|
||||
#define BACK_LAYER 12
|
||||
#define HAIR_LAYER 13 //TODO: make part of head layer?
|
||||
#define EARS_LAYER 14
|
||||
#define FACEMASK_LAYER 15
|
||||
#define HEAD_LAYER 16
|
||||
#define COLLAR_LAYER 17
|
||||
#define HANDCUFF_LAYER 18
|
||||
#define LEGCUFF_LAYER 19
|
||||
#define L_HAND_LAYER 20
|
||||
#define R_HAND_LAYER 21
|
||||
#define FIRE_LAYER 22 //If you're on fire
|
||||
#define TARGETED_LAYER 23 //BS12: Layer for the target overlay from weapon targeting system
|
||||
#define TOTAL_LAYERS 23
|
||||
#define SURGERY_LEVEL 3 //bs12 specific.
|
||||
#define UNIFORM_LAYER 4
|
||||
#define TAIL_LAYER 5 //bs12 specific. this hack is probably gonna come back to haunt me
|
||||
#define ID_LAYER 6
|
||||
#define SHOES_LAYER 7
|
||||
#define GLOVES_LAYER 8
|
||||
#define SUIT_LAYER 9
|
||||
#define GLASSES_LAYER 10
|
||||
#define BELT_LAYER 11 //Possible make this an overlay of somethign required to wear a belt?
|
||||
#define SUIT_STORE_LAYER 12
|
||||
#define BACK_LAYER 13
|
||||
#define HAIR_LAYER 14 //TODO: make part of head layer?
|
||||
#define EARS_LAYER 15
|
||||
#define FACEMASK_LAYER 16
|
||||
#define HEAD_LAYER 17
|
||||
#define COLLAR_LAYER 18
|
||||
#define HANDCUFF_LAYER 19
|
||||
#define LEGCUFF_LAYER 20
|
||||
#define L_HAND_LAYER 21
|
||||
#define R_HAND_LAYER 22
|
||||
#define FIRE_LAYER 23 //If you're on fire
|
||||
#define TARGETED_LAYER 24 //BS12: Layer for the target overlay from weapon targeting system
|
||||
#define TOTAL_LAYERS 24
|
||||
//////////////////////////////////
|
||||
|
||||
/mob/living/carbon/human
|
||||
@@ -376,12 +377,11 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
stand_icon.Blend(new/icon('icons/mob/human_face.dmi', "lips_[lip_style]_s"), ICON_OVERLAY)
|
||||
|
||||
//Underwear
|
||||
if(underwear >0 && underwear < 12 && species.flags & HAS_UNDERWEAR)
|
||||
if(!fat && !skeleton)
|
||||
stand_icon.Blend(new /icon('icons/mob/human.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
|
||||
if(underwear && species.flags & HAS_UNDERWEAR)
|
||||
stand_icon.Blend(new /icon('icons/mob/human.dmi', underwear), ICON_OVERLAY)
|
||||
|
||||
if(undershirt>0 && undershirt < 5 && species.flags & HAS_UNDERWEAR)
|
||||
stand_icon.Blend(new /icon('icons/mob/human.dmi', "undershirt[undershirt]_s"), ICON_OVERLAY)
|
||||
if(undershirt && species.flags & HAS_UNDERWEAR)
|
||||
stand_icon.Blend(new /icon('icons/mob/human.dmi', undershirt), ICON_OVERLAY)
|
||||
|
||||
if(update_icons)
|
||||
update_icons()
|
||||
@@ -510,6 +510,7 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
update_inv_legcuffed(0)
|
||||
update_inv_pockets(0)
|
||||
update_fire(0)
|
||||
update_surgery(0)
|
||||
UpdateDamageIcon()
|
||||
update_icons()
|
||||
//Hud Stuff
|
||||
@@ -548,16 +549,9 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
overlays_standing[UNIFORM_LAYER] = null
|
||||
// This really, really seems like it should not be mixed in the middle of display code...
|
||||
// Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY
|
||||
for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) ) //
|
||||
if(thing) //
|
||||
u_equip(thing) //
|
||||
if (client) //
|
||||
client.screen -= thing //
|
||||
//
|
||||
if (thing) //
|
||||
thing.loc = loc //
|
||||
thing.dropped(src) //
|
||||
thing.layer = initial(thing.layer)
|
||||
for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) )
|
||||
if(thing)
|
||||
remove_from_mob(thing)
|
||||
if(update_icons) update_icons()
|
||||
|
||||
/mob/living/carbon/human/update_inv_wear_id(var/update_icons=1)
|
||||
@@ -724,13 +718,22 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
belt.screen_loc = ui_belt //TODO
|
||||
var/t_state = belt.item_state
|
||||
if(!t_state) t_state = belt.icon_state
|
||||
var/image/standing = image("icon_state" = "[t_state]")
|
||||
|
||||
if(belt.icon_override)
|
||||
overlays_standing[BELT_LAYER] = image("icon" = belt.icon_override, "icon_state" = "[t_state]")
|
||||
standing.icon = belt.icon_override
|
||||
else if(belt.sprite_sheets && belt.sprite_sheets[species.name])
|
||||
overlays_standing[BELT_LAYER] = image("icon" = belt.sprite_sheets[species.name], "icon_state" = "[t_state]")
|
||||
standing.icon = belt.sprite_sheets[species.name]
|
||||
else
|
||||
overlays_standing[BELT_LAYER] = image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[t_state]")
|
||||
standing.icon = 'icons/mob/belt.dmi'
|
||||
|
||||
if(belt.contents.len && istype(belt, /obj/item/weapon/storage/belt))
|
||||
for(var/obj/item/i in belt.contents)
|
||||
var/i_state = i.item_state
|
||||
if(!i_state) i_state = i.icon_state
|
||||
standing.overlays += image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[i_state]")
|
||||
|
||||
overlays_standing[BELT_LAYER] = standing
|
||||
else
|
||||
overlays_standing[BELT_LAYER] = null
|
||||
if(update_icons) update_icons()
|
||||
@@ -921,6 +924,16 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
|
||||
if(update_icons) update_icons()
|
||||
|
||||
/mob/living/carbon/human/proc/update_surgery(var/update_icons=1)
|
||||
overlays_standing[SURGERY_LEVEL] = null
|
||||
var/image/total = new
|
||||
for(var/datum/organ/external/E in organs)
|
||||
if(E.open)
|
||||
var/image/I = image("icon"='icons/mob/surgery.dmi', "icon_state"="[E.name][round(E.open)]", "layer"=-SURGERY_LEVEL)
|
||||
total.overlays += I
|
||||
overlays_standing[SURGERY_LEVEL] = total
|
||||
if(update_icons) update_icons()
|
||||
|
||||
// Used mostly for creating head items
|
||||
/mob/living/carbon/human/proc/generate_head_icon()
|
||||
//gender no longer matters for the mouth, although there should probably be seperate base head icons.
|
||||
@@ -959,6 +972,7 @@ proc/get_damage_icon_part(damage_state, body_part)
|
||||
//Human Overlays Indexes/////////
|
||||
#undef MUTATIONS_LAYER
|
||||
#undef DAMAGE_LAYER
|
||||
#undef SURGERY_LEVEL
|
||||
#undef UNIFORM_LAYER
|
||||
#undef TAIL_LAYER
|
||||
#undef ID_LAYER
|
||||
|
||||
@@ -171,7 +171,6 @@
|
||||
|
||||
// ++++ROCKDTBEN++++ MOB PROCS //END
|
||||
|
||||
|
||||
/mob/proc/get_contents()
|
||||
|
||||
|
||||
@@ -514,7 +513,7 @@
|
||||
return
|
||||
|
||||
//resisting grabs (as if it helps anyone...)
|
||||
if ((!( L.stat ) && L.canmove && !( L.restrained() )))
|
||||
if ((!( L.stat ) && !( L.restrained() )))
|
||||
var/resisting = 0
|
||||
for(var/obj/O in L.requests)
|
||||
L.requests.Remove(O)
|
||||
@@ -522,23 +521,20 @@
|
||||
resisting++
|
||||
for(var/obj/item/weapon/grab/G in usr.grabbed_by)
|
||||
resisting++
|
||||
if (G.state == 1)
|
||||
del(G)
|
||||
else
|
||||
if (G.state == 2)
|
||||
if (prob(25))
|
||||
for(var/mob/O in viewers(L, null))
|
||||
O.show_message(text("\red [] has broken free of []'s grip!", L, G.assailant), 1)
|
||||
switch(G.state)
|
||||
if(GRAB_PASSIVE)
|
||||
del(G)
|
||||
if(GRAB_AGGRESSIVE)
|
||||
if(prob(60)) //same chance of breaking the grab as disarm
|
||||
L.visible_message("<span class='warning'>[L] has broken free of [G.assailant]'s grip!</span>")
|
||||
del(G)
|
||||
if(GRAB_NECK)
|
||||
//If the you move when grabbing someone then it's easier for them to break free. Same if the affected mob is immune to stun.
|
||||
if (((world.time - G.assailant.l_move_time < 20 || !L.stunned) && prob(15)) || prob(3))
|
||||
L.visible_message("<span class='warning'>[L] has broken free of [G.assailant]'s headlock!</span>")
|
||||
del(G)
|
||||
else
|
||||
if (G.state == 3)
|
||||
if (prob(5))
|
||||
for(var/mob/O in viewers(usr, null))
|
||||
O.show_message(text("\red [] has broken free of []'s headlock!", L, G.assailant), 1)
|
||||
del(G)
|
||||
if(resisting)
|
||||
for(var/mob/O in viewers(usr, null))
|
||||
O.show_message(text("\red <B>[] resists!</B>", L), 1)
|
||||
L.visible_message("<span class='danger'>[L] resists!</span>")
|
||||
|
||||
|
||||
//unbuckling yourself
|
||||
|
||||
@@ -63,10 +63,10 @@
|
||||
return
|
||||
|
||||
//Armor
|
||||
var/absorb = run_armor_check(def_zone, P.flag)
|
||||
var/absorb = run_armor_check(def_zone, P.check_armour)
|
||||
var/proj_sharp = is_sharp(P)
|
||||
var/proj_edge = has_edge(P)
|
||||
if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.flag)))
|
||||
if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.check_armour)))
|
||||
proj_sharp = 0
|
||||
proj_edge = 0
|
||||
|
||||
@@ -103,16 +103,13 @@
|
||||
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = THROWFORCE_SPEED_DIVISOR)//Standardization and logging -Sieve
|
||||
if(istype(AM,/obj/))
|
||||
var/obj/O = AM
|
||||
var/dtype = BRUTE
|
||||
if(istype(O,/obj/item/weapon))
|
||||
var/obj/item/weapon/W = O
|
||||
dtype = W.damtype
|
||||
var/dtype = O.damtype
|
||||
var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR)
|
||||
|
||||
var/miss_chance = 15
|
||||
if (O.throw_source)
|
||||
var/distance = get_dist(O.throw_source, loc)
|
||||
miss_chance = min(15*(distance-2), 0)
|
||||
miss_chance = max(15*(distance-2), 0)
|
||||
|
||||
if (prob(miss_chance))
|
||||
visible_message("\blue \The [O] misses [src] narrowly!")
|
||||
@@ -136,20 +133,23 @@
|
||||
msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
|
||||
|
||||
// Begin BS12 momentum-transfer code.
|
||||
if(O.throw_source && speed >= THROWNOBJ_KNOCKBACK_SPEED)
|
||||
var/obj/item/weapon/W = O
|
||||
var/momentum = speed/THROWNOBJ_KNOCKBACK_DIVISOR
|
||||
var/mass = 1.5
|
||||
if(istype(O, /obj/item))
|
||||
var/obj/item/I = O
|
||||
mass = I.w_class/THROWNOBJ_KNOCKBACK_DIVISOR
|
||||
var/momentum = speed*mass
|
||||
|
||||
if(O.throw_source && momentum >= THROWNOBJ_KNOCKBACK_SPEED)
|
||||
var/dir = get_dir(O.throw_source, src)
|
||||
|
||||
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
|
||||
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
|
||||
|
||||
if(!W || !src) return
|
||||
if(!O || !src) return
|
||||
|
||||
if(W.sharp) //Projectile is suitable for pinning.
|
||||
if(O.sharp) //Projectile is suitable for pinning.
|
||||
//Handles embedding for non-humans and simple_animals.
|
||||
O.loc = src
|
||||
src.embedded += O
|
||||
embed(O)
|
||||
|
||||
var/turf/T = near_wall(dir,2)
|
||||
|
||||
@@ -158,7 +158,11 @@
|
||||
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
|
||||
src.anchored = 1
|
||||
src.pinned += O
|
||||
src.verbs += /mob/proc/yank_out_object
|
||||
|
||||
/mob/living/proc/embed(var/obj/O, var/def_zone=null)
|
||||
O.loc = src
|
||||
src.embedded += O
|
||||
src.verbs += /mob/proc/yank_out_object
|
||||
|
||||
//This is called when the mob is thrown into a dense turf
|
||||
/mob/living/proc/turf_collision(var/turf/T, var/speed)
|
||||
|
||||
@@ -16,8 +16,8 @@
|
||||
if(stat == DEAD || paralysis || weakened || stunned || restrained())
|
||||
return
|
||||
|
||||
if (layer != TURF_LAYER+0.2)
|
||||
layer = TURF_LAYER+0.2
|
||||
if (layer != 2.45)
|
||||
layer = 2.45 //Just above cables with their 2.44
|
||||
src << text("\blue You are now hiding.")
|
||||
else
|
||||
layer = MOB_LAYER
|
||||
|
||||
@@ -23,7 +23,10 @@ var/list/ai_verbs_default = list(
|
||||
/mob/living/silicon/ai/proc/sensor_mode,
|
||||
/mob/living/silicon/ai/proc/show_laws_verb,
|
||||
/mob/living/silicon/ai/proc/toggle_acceleration,
|
||||
/mob/living/silicon/ai/proc/toggle_camera_light
|
||||
/mob/living/silicon/ai/proc/toggle_camera_light,
|
||||
/mob/living/silicon/ai/proc/nano_rcon,
|
||||
/mob/living/silicon/ai/proc/nano_crew_monitor,
|
||||
/mob/living/silicon/ai/proc/nano_power_monitor
|
||||
)
|
||||
|
||||
//Not sure why this is necessary...
|
||||
@@ -163,6 +166,8 @@ var/list/ai_verbs_default = list(
|
||||
hud_list[IMPTRACK_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
|
||||
hud_list[SPECIALROLE_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
|
||||
|
||||
init_subsystems()
|
||||
|
||||
ai_list += src
|
||||
..()
|
||||
return
|
||||
@@ -367,7 +372,7 @@ var/list/ai_verbs_default = list(
|
||||
if(message_cooldown)
|
||||
src << "Please allow one minute to pass between announcements."
|
||||
return
|
||||
var/input = stripped_input(usr, "Please write a message to announce to the station crew.", "A.I. Announcement")
|
||||
var/input = input(usr, "Please write a message to announce to the station crew.", "A.I. Announcement")
|
||||
if(!input)
|
||||
return
|
||||
|
||||
|
||||
@@ -49,7 +49,7 @@
|
||||
ai.client.eye = src
|
||||
//Holopad
|
||||
if(ai.holo)
|
||||
ai.holo.move_hologram()
|
||||
ai.holo.move_hologram(ai)
|
||||
|
||||
/mob/aiEye/proc/getLoc()
|
||||
|
||||
|
||||
27
code/modules/mob/living/silicon/ai/nano.dm
Normal file
27
code/modules/mob/living/silicon/ai/nano.dm
Normal file
@@ -0,0 +1,27 @@
|
||||
var/obj/nano_module/crew_monitor/crew_monitor
|
||||
var/obj/nano_module/rcon/rcon
|
||||
var/obj/nano_module/power_monitor/power_monitor
|
||||
|
||||
/mob/living/silicon/ai/proc/init_subsystems()
|
||||
crew_monitor = new(src)
|
||||
rcon = new(src)
|
||||
power_monitor = new(src)
|
||||
|
||||
/mob/living/silicon/ai/proc/nano_crew_monitor()
|
||||
set category = "AI Subystems"
|
||||
set name = "Crew Monitor"
|
||||
|
||||
crew_monitor.ui_interact(usr)
|
||||
|
||||
/mob/living/silicon/ai/proc/nano_power_monitor()
|
||||
set category = "AI Subystems"
|
||||
set name = "Power Monitor"
|
||||
|
||||
power_monitor.ui_interact(usr)
|
||||
|
||||
|
||||
/mob/living/silicon/ai/proc/nano_rcon()
|
||||
set category = "AI Subystems"
|
||||
set name = "RCON"
|
||||
|
||||
rcon.ui_interact(usr)
|
||||
@@ -16,14 +16,6 @@
|
||||
integrated_light_power = 2
|
||||
local_transmit = 1
|
||||
|
||||
// We need to keep track of a few module items so we don't need to do list operations
|
||||
// every time we need them. These get set in New() after the module is chosen.
|
||||
var/obj/item/stack/sheet/metal/cyborg/stack_metal = null
|
||||
var/obj/item/stack/sheet/wood/cyborg/stack_wood = null
|
||||
var/obj/item/stack/sheet/glass/cyborg/stack_glass = null
|
||||
var/obj/item/stack/sheet/mineral/plastic/cyborg/stack_plastic = null
|
||||
var/obj/item/weapon/matter_decompiler/decompiler = null
|
||||
|
||||
//Used for self-mailing.
|
||||
var/mail_destination = ""
|
||||
|
||||
@@ -56,15 +48,6 @@
|
||||
verbs -= /mob/living/silicon/robot/verb/Namepick
|
||||
module = new /obj/item/weapon/robot_module/drone(src)
|
||||
|
||||
//Grab stacks.
|
||||
stack_metal = locate(/obj/item/stack/sheet/metal/cyborg) in src.module
|
||||
stack_wood = locate(/obj/item/stack/sheet/wood/cyborg) in src.module
|
||||
stack_glass = locate(/obj/item/stack/sheet/glass/cyborg) in src.module
|
||||
stack_plastic = locate(/obj/item/stack/sheet/mineral/plastic/cyborg) in src.module
|
||||
|
||||
//Grab decompiler.
|
||||
decompiler = locate(/obj/item/weapon/matter_decompiler) in src.module
|
||||
|
||||
//Some tidying-up.
|
||||
flavor_text = "It's a tiny little repair drone. The casing is stamped with an NT logo and the subscript: 'NanoTrasen Recursive Repair Systems: Fixing Tomorrow's Problem, Today!'"
|
||||
updateicon()
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
/mob/living/silicon/robot/drone/verb/set_mail_tag()
|
||||
set name = "Set Mail Tag"
|
||||
set desc = "Tag yourself for delivery through the disposals system."
|
||||
set category = "Drone"
|
||||
set category = "Robot Commands"
|
||||
|
||||
var/new_tag = input("Select the desired destination.", "Set Mail Tag", null) as null|anything in tagger_locations
|
||||
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
|
||||
set name = "Drop Item"
|
||||
set desc = "Release an item from your magnetic gripper."
|
||||
set category = "Drone"
|
||||
set category = "Robot Commands"
|
||||
|
||||
if(!wrapped)
|
||||
//There's some weirdness with items being lost inside the arm. Trying to fix all cases. ~Z
|
||||
@@ -151,12 +151,10 @@
|
||||
icon_state = "decompiler"
|
||||
|
||||
//Metal, glass, wood, plastic.
|
||||
var/list/stored_comms = list(
|
||||
"metal" = 0,
|
||||
"glass" = 0,
|
||||
"wood" = 0,
|
||||
"plastic" = 0
|
||||
)
|
||||
var/datum/matter_synth/metal = null
|
||||
var/datum/matter_synth/glass = null
|
||||
var/datum/matter_synth/wood = null
|
||||
var/datum/matter_synth/plastic = null
|
||||
|
||||
/obj/item/weapon/matter_decompiler/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
|
||||
return
|
||||
@@ -178,10 +176,10 @@
|
||||
src.loc.visible_message("\red [src.loc] sucks [M] into its decompiler. There's a horrible crunching noise.","\red It's a bit of a struggle, but you manage to suck [M] into your decompiler. It makes a series of visceral crunching noises.")
|
||||
new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
|
||||
del(M)
|
||||
stored_comms["wood"]++
|
||||
stored_comms["wood"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["plastic"]++
|
||||
if(wood)
|
||||
wood.add_charge(2000)
|
||||
if(plastic)
|
||||
plastic.add_charge(2000)
|
||||
return
|
||||
|
||||
else if(istype(M,/mob/living/silicon/robot/drone) && !M.client)
|
||||
@@ -203,61 +201,66 @@
|
||||
del(M)
|
||||
new/obj/effect/decal/cleanable/blood/oil(get_turf(src))
|
||||
|
||||
stored_comms["metal"] += 15
|
||||
stored_comms["glass"] += 15
|
||||
stored_comms["wood"] += 5
|
||||
stored_comms["plastic"] += 5
|
||||
if(metal)
|
||||
metal.add_charge(15000)
|
||||
if(glass)
|
||||
glass.add_charge(15000)
|
||||
if(wood)
|
||||
wood.add_charge(2000)
|
||||
if(plastic)
|
||||
plastic.add_charge(1000)
|
||||
return
|
||||
else
|
||||
continue
|
||||
|
||||
for(var/obj/W in T)
|
||||
//Different classes of items give different commodities.
|
||||
if (istype(W,/obj/item/weapon/cigbutt))
|
||||
stored_comms["plastic"]++
|
||||
if(istype(W,/obj/item/weapon/cigbutt))
|
||||
if(plastic)
|
||||
plastic.add_charge(500)
|
||||
else if(istype(W,/obj/effect/spider/spiderling))
|
||||
stored_comms["wood"]++
|
||||
stored_comms["wood"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["plastic"]++
|
||||
if(wood)
|
||||
wood.add_charge(2000)
|
||||
if(plastic)
|
||||
plastic.add_charge(2000)
|
||||
else if(istype(W,/obj/item/weapon/light))
|
||||
var/obj/item/weapon/light/L = W
|
||||
if(L.status >= 2) //In before someone changes the inexplicably local defines. ~ Z
|
||||
stored_comms["metal"]++
|
||||
stored_comms["glass"]++
|
||||
if(metal)
|
||||
metal.add_charge(250)
|
||||
if(glass)
|
||||
glass.add_charge(250)
|
||||
else
|
||||
continue
|
||||
else if(istype(W,/obj/effect/decal/remains/robot))
|
||||
stored_comms["metal"]++
|
||||
stored_comms["metal"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["glass"]++
|
||||
if(metal)
|
||||
metal.add_charge(2000)
|
||||
if(plastic)
|
||||
plastic.add_charge(2000)
|
||||
if(glass)
|
||||
glass.add_charge(1000)
|
||||
else if(istype(W,/obj/item/trash))
|
||||
stored_comms["metal"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["plastic"]++
|
||||
if(metal)
|
||||
metal.add_charge(1000)
|
||||
if(plastic)
|
||||
plastic.add_charge(3000)
|
||||
else if(istype(W,/obj/effect/decal/cleanable/blood/gibs/robot))
|
||||
stored_comms["metal"]++
|
||||
stored_comms["metal"]++
|
||||
stored_comms["glass"]++
|
||||
stored_comms["glass"]++
|
||||
if(metal)
|
||||
metal.add_charge(2000)
|
||||
if(glass)
|
||||
glass.add_charge(2000)
|
||||
else if(istype(W,/obj/item/ammo_casing))
|
||||
stored_comms["metal"]++
|
||||
if(metal)
|
||||
metal.add_charge(1000)
|
||||
else if(istype(W,/obj/item/weapon/shard/shrapnel))
|
||||
stored_comms["metal"]++
|
||||
stored_comms["metal"]++
|
||||
stored_comms["metal"]++
|
||||
if(metal)
|
||||
metal.add_charge(1000)
|
||||
else if(istype(W,/obj/item/weapon/shard))
|
||||
stored_comms["glass"]++
|
||||
stored_comms["glass"]++
|
||||
stored_comms["glass"]++
|
||||
if(glass)
|
||||
glass.add_charge(1000)
|
||||
else if(istype(W,/obj/item/weapon/reagent_containers/food/snacks/grown))
|
||||
stored_comms["wood"]++
|
||||
stored_comms["wood"]++
|
||||
stored_comms["wood"]++
|
||||
stored_comms["wood"]++
|
||||
if(wood)
|
||||
wood.add_charge(4000)
|
||||
else if(istype(W,/obj/item/pipe))
|
||||
// This allows drones and engiborgs to clear pipe assemblies from floors.
|
||||
else
|
||||
@@ -325,39 +328,3 @@
|
||||
dat += resources
|
||||
|
||||
src << browse(dat, "window=robotmod")
|
||||
|
||||
//Putting the decompiler here to avoid doing list checks every tick.
|
||||
/mob/living/silicon/robot/drone/use_power()
|
||||
|
||||
..()
|
||||
if(!src.has_power || !decompiler)
|
||||
return
|
||||
|
||||
//The decompiler replenishes drone stores from hoovered-up junk each tick.
|
||||
for(var/type in decompiler.stored_comms)
|
||||
if(decompiler.stored_comms[type] > 0)
|
||||
var/obj/item/stack/sheet/stack
|
||||
switch(type)
|
||||
if("metal")
|
||||
if(!stack_metal)
|
||||
stack_metal = new /obj/item/stack/sheet/metal/cyborg(src.module)
|
||||
stack_metal.amount = 1
|
||||
stack = stack_metal
|
||||
if("glass")
|
||||
if(!stack_glass)
|
||||
stack_glass = new /obj/item/stack/sheet/glass/cyborg(src.module)
|
||||
stack_glass.amount = 1
|
||||
stack = stack_glass
|
||||
if("wood")
|
||||
if(!stack_wood)
|
||||
stack_wood = new /obj/item/stack/sheet/wood/cyborg(src.module)
|
||||
stack_wood.amount = 1
|
||||
stack = stack_wood
|
||||
if("plastic")
|
||||
if(!stack_plastic)
|
||||
stack_plastic = new /obj/item/stack/sheet/mineral/plastic/cyborg(src.module)
|
||||
stack_plastic.amount = 1
|
||||
stack = stack_plastic
|
||||
|
||||
stack.amount++
|
||||
decompiler.stored_comms[type]--;
|
||||
|
||||
@@ -579,6 +579,9 @@ var/list/robot_verbs_default = list(
|
||||
show_cell_power()
|
||||
show_jetpack_pressure()
|
||||
stat(null, text("Lights: [lights_on ? "ON" : "OFF"]"))
|
||||
if(module)
|
||||
for(var/datum/matter_synth/ms in module.synths)
|
||||
stat("[ms.name]: [ms.energy]/[ms.max_energy]")
|
||||
|
||||
/mob/living/silicon/robot/restrained()
|
||||
return 0
|
||||
|
||||
@@ -7,9 +7,9 @@
|
||||
flags = CONDUCT
|
||||
var/channels = list()
|
||||
var/list/modules = list()
|
||||
var/list/datum/matter_synth/synths = list()
|
||||
var/obj/item/emag = null
|
||||
var/obj/item/borg/upgrade/jetpack = null
|
||||
var/list/stacktypes
|
||||
|
||||
/obj/item/weapon/robot_module/emp_act(severity)
|
||||
if(modules)
|
||||
@@ -17,40 +17,19 @@
|
||||
O.emp_act(severity)
|
||||
if(emag)
|
||||
emag.emp_act(severity)
|
||||
if(synths)
|
||||
for(var/datum/matter_synth/S in synths)
|
||||
S.emp_act(severity)
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/robot_module/New()
|
||||
..()
|
||||
// Build initial inventory.
|
||||
if(stacktypes && stacktypes.len)
|
||||
for(var/stack_type in stacktypes)
|
||||
var/obj/item/stack/new_stack = new stack_type (src)
|
||||
new_stack.amount = stacktypes[stack_type]
|
||||
modules |= new_stack
|
||||
/obj/item/weapon/robot_module/proc/respawn_consumable(var/mob/living/silicon/robot/R, var/rate)
|
||||
|
||||
/obj/item/weapon/robot_module/proc/respawn_consumable(var/mob/living/silicon/robot/R)
|
||||
if(!synths || !synths.len)
|
||||
return
|
||||
|
||||
if(!stacktypes || !stacktypes.len) return
|
||||
|
||||
for(var/T in stacktypes)
|
||||
var/obj/item/stack/S
|
||||
for(var/obj/O in src.modules)
|
||||
if(O.type == T)
|
||||
S = O
|
||||
break
|
||||
|
||||
if(!S)
|
||||
src.modules -= null
|
||||
S = new T(src)
|
||||
src.modules |= S
|
||||
S.amount = 1
|
||||
|
||||
if(!istype(S))
|
||||
continue
|
||||
|
||||
if(S && S.amount < stacktypes[T])
|
||||
S.amount++
|
||||
for(var/datum/matter_synth/T in synths)
|
||||
T.add_charge(T.recharge_rate * rate)
|
||||
|
||||
/obj/item/weapon/robot_module/proc/rebuild()//Rebuilds the list so it's possible to add/remove items from the module
|
||||
var/list/temp_list = modules
|
||||
@@ -84,10 +63,6 @@
|
||||
|
||||
/obj/item/weapon/robot_module/surgeon
|
||||
name = "surgeon robot module"
|
||||
stacktypes = list(
|
||||
/obj/item/stack/medical/advanced/bruise_pack = 5,
|
||||
/obj/item/stack/nanopaste = 5
|
||||
)
|
||||
|
||||
/obj/item/weapon/robot_module/surgeon/New()
|
||||
..()
|
||||
@@ -104,26 +79,34 @@
|
||||
src.modules += new /obj/item/weapon/circular_saw(src)
|
||||
src.modules += new /obj/item/weapon/surgicaldrill(src)
|
||||
src.modules += new /obj/item/weapon/extinguisher/mini(src)
|
||||
src.modules += new /obj/item/stack/medical/advanced/bruise_pack(src)
|
||||
src.modules += new /obj/item/stack/nanopaste(src)
|
||||
src.emag = new /obj/item/weapon/reagent_containers/spray(src)
|
||||
src.emag.reagents.add_reagent("pacid", 250)
|
||||
src.emag.name = "Polyacid spray"
|
||||
|
||||
var/datum/matter_synth/medicine = new /datum/matter_synth/medicine(10000)
|
||||
synths += medicine
|
||||
|
||||
var/obj/item/stack/nanopaste/N = new /obj/item/stack/nanopaste(src)
|
||||
var/obj/item/stack/medical/advanced/bruise_pack/B = new /obj/item/stack/medical/advanced/bruise_pack(src)
|
||||
N.uses_charge = 1
|
||||
N.charge_costs = list(1000)
|
||||
N.synths = list(medicine)
|
||||
B.uses_charge = 1
|
||||
B.charge_costs = list(1000)
|
||||
B.synths = list(medicine)
|
||||
src.modules += N
|
||||
src.modules += B
|
||||
|
||||
return
|
||||
|
||||
/obj/item/weapon/robot_module/surgeon/respawn_consumable(var/mob/living/silicon/robot/R)
|
||||
/obj/item/weapon/robot_module/surgeon/respawn_consumable(var/mob/living/silicon/robot/R, var/amount)
|
||||
if(src.emag)
|
||||
var/obj/item/weapon/reagent_containers/spray/PS = src.emag
|
||||
PS.reagents.add_reagent("pacid", 2)
|
||||
PS.reagents.add_reagent("pacid", 2 * amount)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/robot_module/crisis
|
||||
name = "crisis robot module"
|
||||
stacktypes = list(
|
||||
/obj/item/stack/medical/ointment = 5,
|
||||
/obj/item/stack/medical/bruise_pack = 5,
|
||||
/obj/item/stack/medical/splint = 5
|
||||
)
|
||||
|
||||
/obj/item/weapon/robot_module/crisis/New()
|
||||
..()
|
||||
@@ -132,9 +115,6 @@
|
||||
src.modules += new /obj/item/device/healthanalyzer(src)
|
||||
src.modules += new /obj/item/device/reagent_scanner/adv(src)
|
||||
src.modules += new /obj/item/roller_holder(src)
|
||||
src.modules += new /obj/item/stack/medical/ointment(src)
|
||||
src.modules += new /obj/item/stack/medical/bruise_pack(src)
|
||||
src.modules += new /obj/item/stack/medical/splint(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/borghypo/crisis(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/robodropper(src)
|
||||
@@ -143,9 +123,29 @@
|
||||
src.emag = new /obj/item/weapon/reagent_containers/spray(src)
|
||||
src.emag.reagents.add_reagent("pacid", 250)
|
||||
src.emag.name = "Polyacid spray"
|
||||
|
||||
var/datum/matter_synth/medicine = new /datum/matter_synth/medicine(15000)
|
||||
synths += medicine
|
||||
|
||||
var/obj/item/stack/medical/ointment/O = new /obj/item/stack/medical/ointment(src)
|
||||
var/obj/item/stack/medical/bruise_pack/B = new /obj/item/stack/medical/bruise_pack(src)
|
||||
var/obj/item/stack/medical/splint/S = new /obj/item/stack/medical/splint(src)
|
||||
O.uses_charge = 1
|
||||
O.charge_costs = list(1000)
|
||||
O.synths = list(medicine)
|
||||
B.uses_charge = 1
|
||||
B.charge_costs = list(1000)
|
||||
B.synths = list(medicine)
|
||||
S.uses_charge = 1
|
||||
S.charge_costs = list(1000)
|
||||
S.synths = list(medicine)
|
||||
src.modules += O
|
||||
src.modules += B
|
||||
src.modules += S
|
||||
|
||||
return
|
||||
|
||||
/obj/item/weapon/robot_module/crisis/respawn_consumable(var/mob/living/silicon/robot/R)
|
||||
/obj/item/weapon/robot_module/crisis/respawn_consumable(var/mob/living/silicon/robot/R, var/amount)
|
||||
|
||||
var/obj/item/weapon/reagent_containers/syringe/S = locate() in src.modules
|
||||
if(S.mode == 2)
|
||||
@@ -156,20 +156,13 @@
|
||||
|
||||
if(src.emag)
|
||||
var/obj/item/weapon/reagent_containers/spray/PS = src.emag
|
||||
PS.reagents.add_reagent("pacid", 2)
|
||||
PS.reagents.add_reagent("pacid", 2 * amount)
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/weapon/robot_module/construction
|
||||
name = "construction robot module"
|
||||
|
||||
stacktypes = list(
|
||||
/obj/item/stack/sheet/metal = 50,
|
||||
/obj/item/stack/sheet/plasteel = 10,
|
||||
/obj/item/stack/sheet/glass/reinforced = 50,
|
||||
/obj/item/stack/rods = 50
|
||||
)
|
||||
|
||||
/obj/item/weapon/robot_module/construction/New()
|
||||
..()
|
||||
src.modules += new /obj/item/device/flash(src)
|
||||
@@ -182,18 +175,32 @@
|
||||
src.modules += new /obj/item/weapon/pickaxe/plasmacutter(src)
|
||||
src.modules += new /obj/item/device/pipe_painter(src)
|
||||
|
||||
var/datum/matter_synth/metal = new /datum/matter_synth/metal()
|
||||
var/datum/matter_synth/plasteel = new /datum/matter_synth/plasteel()
|
||||
var/datum/matter_synth/glass = new /datum/matter_synth/glass()
|
||||
synths += metal
|
||||
synths += plasteel
|
||||
synths += glass
|
||||
|
||||
var/obj/item/stack/sheet/metal/cyborg/M = new /obj/item/stack/sheet/metal/cyborg(src)
|
||||
M.synths = list(metal)
|
||||
src.modules += M
|
||||
|
||||
var/obj/item/stack/rods/cyborg/R = new /obj/item/stack/rods/cyborg(src)
|
||||
R.synths = list(metal)
|
||||
src.modules += R
|
||||
|
||||
var/obj/item/stack/sheet/plasteel/cyborg/S = new /obj/item/stack/sheet/plasteel/cyborg(src)
|
||||
S.synths = list(metal)
|
||||
src.modules += S
|
||||
|
||||
var/obj/item/stack/sheet/glass/reinforced/cyborg/RG = new /obj/item/stack/sheet/glass/reinforced/cyborg(src)
|
||||
RG.synths = list(metal, glass)
|
||||
src.modules += R
|
||||
|
||||
/obj/item/weapon/robot_module/engineering
|
||||
name = "engineering robot module"
|
||||
|
||||
stacktypes = list(
|
||||
/obj/item/stack/sheet/metal = 50,
|
||||
/obj/item/stack/sheet/glass = 50,
|
||||
/obj/item/stack/sheet/glass/reinforced = 50,
|
||||
/obj/item/stack/cable_coil/robot = 50,
|
||||
/obj/item/stack/rods = 15,
|
||||
/obj/item/stack/tile/plasteel = 15
|
||||
)
|
||||
|
||||
/obj/item/weapon/robot_module/engineering/New()
|
||||
..()
|
||||
src.modules += new /obj/item/device/flash(src)
|
||||
@@ -209,9 +216,45 @@
|
||||
src.modules += new /obj/item/device/analyzer(src)
|
||||
src.modules += new /obj/item/taperoll/engineering(src)
|
||||
src.modules += new /obj/item/weapon/gripper(src)
|
||||
src.modules += new /obj/item/weapon/matter_decompiler(src)
|
||||
src.modules += new /obj/item/device/pipe_painter(src)
|
||||
src.emag = new /obj/item/borg/stun(src)
|
||||
|
||||
var/datum/matter_synth/metal = new /datum/matter_synth/metal(40000)
|
||||
var/datum/matter_synth/glass = new /datum/matter_synth/glass(40000)
|
||||
var/datum/matter_synth/wire = new /datum/matter_synth/wire()
|
||||
synths += metal
|
||||
synths += glass
|
||||
synths += wire
|
||||
|
||||
var/obj/item/weapon/matter_decompiler/MD = new /obj/item/weapon/matter_decompiler(src)
|
||||
MD.metal = metal
|
||||
MD.glass = glass
|
||||
src.modules += MD
|
||||
|
||||
var/obj/item/stack/sheet/metal/cyborg/M = new /obj/item/stack/sheet/metal/cyborg(src)
|
||||
M.synths = list(metal)
|
||||
src.modules += M
|
||||
|
||||
var/obj/item/stack/sheet/glass/cyborg/G = new /obj/item/stack/sheet/glass/cyborg(src)
|
||||
G.synths = list(glass)
|
||||
src.modules += G
|
||||
|
||||
var/obj/item/stack/rods/cyborg/R = new /obj/item/stack/rods/cyborg(src)
|
||||
R.synths = list(metal)
|
||||
src.modules += R
|
||||
|
||||
var/obj/item/stack/cable_coil/cyborg/C = new /obj/item/stack/cable_coil/cyborg(src)
|
||||
C.synths = list(wire)
|
||||
src.modules += C
|
||||
|
||||
var/obj/item/stack/tile/plasteel/cyborg/S = new /obj/item/stack/tile/plasteel/cyborg(src)
|
||||
S.synths = list(metal)
|
||||
src.modules += S
|
||||
|
||||
var/obj/item/stack/sheet/glass/reinforced/cyborg/RG = new /obj/item/stack/sheet/glass/reinforced/cyborg(src)
|
||||
RG.synths = list(metal, glass)
|
||||
src.modules += RG
|
||||
|
||||
return
|
||||
|
||||
/obj/item/weapon/robot_module/security
|
||||
@@ -223,12 +266,12 @@
|
||||
src.modules += new /obj/item/borg/sight/hud/sec(src)
|
||||
src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
|
||||
src.modules += new /obj/item/weapon/melee/baton/robot(src)
|
||||
src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
|
||||
src.modules += new /obj/item/weapon/gun/energy/taser/mounted/cyborg(src)
|
||||
src.modules += new /obj/item/taperoll/police(src)
|
||||
src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
|
||||
src.emag = new /obj/item/weapon/gun/energy/laser/mounted(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/robot_module/security/respawn_consumable(var/mob/living/silicon/robot/R)
|
||||
/obj/item/weapon/robot_module/security/respawn_consumable(var/mob/living/silicon/robot/R, var/amount)
|
||||
var/obj/item/device/flash/F = locate() in src.modules
|
||||
if(F.broken)
|
||||
F.broken = 0
|
||||
@@ -236,9 +279,9 @@
|
||||
F.icon_state = "flash"
|
||||
else if(F.times_used)
|
||||
F.times_used--
|
||||
var/obj/item/weapon/gun/energy/taser/cyborg/T = locate() in src.modules
|
||||
var/obj/item/weapon/gun/energy/taser/mounted/cyborg/T = locate() in src.modules
|
||||
if(T.power_supply.charge < T.power_supply.maxcharge)
|
||||
T.power_supply.give(T.charge_cost)
|
||||
T.power_supply.give(T.charge_cost * amount)
|
||||
T.update_icon()
|
||||
else
|
||||
T.charge_tick = 0
|
||||
@@ -258,12 +301,12 @@
|
||||
src.emag.name = "Lube spray"
|
||||
return
|
||||
|
||||
/obj/item/weapon/robot_module/janitor/respawn_consumable(var/mob/living/silicon/robot/R)
|
||||
/obj/item/weapon/robot_module/janitor/respawn_consumable(var/mob/living/silicon/robot/R, var/amount)
|
||||
var/obj/item/device/lightreplacer/LR = locate() in src.modules
|
||||
LR.Charge(R)
|
||||
LR.Charge(R, amount)
|
||||
if(src.emag)
|
||||
var/obj/item/weapon/reagent_containers/spray/S = src.emag
|
||||
S.reagents.add_reagent("lube", 2)
|
||||
S.reagents.add_reagent("lube", 2 * amount)
|
||||
|
||||
/obj/item/weapon/robot_module/butler
|
||||
name = "service robot module"
|
||||
@@ -327,12 +370,12 @@
|
||||
R.add_language("Tradeband", 1)
|
||||
R.add_language("Gutter", 1)
|
||||
|
||||
/obj/item/weapon/robot_module/butler/respawn_consumable(var/mob/living/silicon/robot/R)
|
||||
/obj/item/weapon/robot_module/butler/respawn_consumable(var/mob/living/silicon/robot/R, var/amount)
|
||||
var/obj/item/weapon/reagent_containers/food/condiment/enzyme/E = locate() in src.modules
|
||||
E.reagents.add_reagent("enzyme", 2)
|
||||
E.reagents.add_reagent("enzyme", 2 * amount)
|
||||
if(src.emag)
|
||||
var/obj/item/weapon/reagent_containers/food/drinks/cans/beer/B = src.emag
|
||||
B.reagents.add_reagent("beer2", 2)
|
||||
B.reagents.add_reagent("beer2", 2 * amount)
|
||||
|
||||
/obj/item/weapon/robot_module/miner
|
||||
name = "miner robot module"
|
||||
@@ -383,26 +426,15 @@
|
||||
..()
|
||||
src.modules += new /obj/item/device/flash(src)
|
||||
src.modules += new /obj/item/borg/sight/thermal(src)
|
||||
src.modules += new /obj/item/weapon/gun/energy/laser/cyborg(src)
|
||||
src.modules += new /obj/item/weapon/gun/energy/laser/mounted(src)
|
||||
src.modules += new /obj/item/weapon/pickaxe/plasmacutter(src)
|
||||
src.modules += new /obj/item/borg/combat/shield(src)
|
||||
src.modules += new /obj/item/borg/combat/mobility(src)
|
||||
src.emag = new /obj/item/weapon/gun/energy/lasercannon/cyborg(src)
|
||||
src.emag = new /obj/item/weapon/gun/energy/lasercannon/mounted(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/robot_module/drone
|
||||
name = "drone module"
|
||||
stacktypes = list(
|
||||
/obj/item/stack/sheet/wood = 1,
|
||||
/obj/item/stack/sheet/mineral/plastic = 1,
|
||||
/obj/item/stack/sheet/glass/reinforced = 5,
|
||||
/obj/item/stack/tile/wood = 5,
|
||||
/obj/item/stack/rods = 15,
|
||||
/obj/item/stack/tile/plasteel = 15,
|
||||
/obj/item/stack/sheet/metal = 20,
|
||||
/obj/item/stack/sheet/glass = 20,
|
||||
/obj/item/stack/cable_coil/robot = 30
|
||||
)
|
||||
|
||||
/obj/item/weapon/robot_module/drone/New()
|
||||
..()
|
||||
@@ -414,20 +446,73 @@
|
||||
src.modules += new /obj/item/device/multitool(src)
|
||||
src.modules += new /obj/item/device/lightreplacer(src)
|
||||
src.modules += new /obj/item/weapon/gripper(src)
|
||||
src.modules += new /obj/item/weapon/matter_decompiler(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/spray/cleaner/drone(src)
|
||||
src.emag = new /obj/item/weapon/pickaxe/plasmacutter(src)
|
||||
src.emag.name = "Plasma Cutter"
|
||||
|
||||
var/datum/matter_synth/metal = new /datum/matter_synth/metal(25000)
|
||||
var/datum/matter_synth/glass = new /datum/matter_synth/glass(25000)
|
||||
var/datum/matter_synth/wood = new /datum/matter_synth/wood(2000)
|
||||
var/datum/matter_synth/plastic = new /datum/matter_synth/plastic(1000)
|
||||
var/datum/matter_synth/wire = new /datum/matter_synth/wire(30)
|
||||
synths += metal
|
||||
synths += glass
|
||||
synths += wood
|
||||
synths += plastic
|
||||
synths += wire
|
||||
|
||||
var/obj/item/weapon/matter_decompiler/MD = new /obj/item/weapon/matter_decompiler(src)
|
||||
MD.metal = metal
|
||||
MD.glass = glass
|
||||
MD.wood = wood
|
||||
MD.plastic = plastic
|
||||
src.modules += MD
|
||||
|
||||
var/obj/item/stack/sheet/metal/cyborg/M = new /obj/item/stack/sheet/metal/cyborg(src)
|
||||
M.synths = list(metal)
|
||||
src.modules += M
|
||||
|
||||
var/obj/item/stack/sheet/glass/cyborg/G = new /obj/item/stack/sheet/glass/cyborg(src)
|
||||
G.synths = list(glass)
|
||||
src.modules += G
|
||||
|
||||
var/obj/item/stack/rods/cyborg/R = new /obj/item/stack/rods/cyborg(src)
|
||||
R.synths = list(metal)
|
||||
src.modules += R
|
||||
|
||||
var/obj/item/stack/cable_coil/cyborg/C = new /obj/item/stack/cable_coil/cyborg(src)
|
||||
C.synths = list(wire)
|
||||
src.modules += C
|
||||
|
||||
var/obj/item/stack/tile/plasteel/cyborg/S = new /obj/item/stack/tile/plasteel/cyborg(src)
|
||||
S.synths = list(metal)
|
||||
src.modules += S
|
||||
|
||||
var/obj/item/stack/sheet/glass/reinforced/cyborg/RG = new /obj/item/stack/sheet/glass/reinforced/cyborg(src)
|
||||
RG.synths = list(metal, glass)
|
||||
src.modules += RG
|
||||
|
||||
var/obj/item/stack/tile/wood/cyborg/WT = new /obj/item/stack/tile/wood/cyborg(src)
|
||||
WT.synths = list(wood)
|
||||
src.modules += WT
|
||||
|
||||
var/obj/item/stack/sheet/wood/cyborg/W = new /obj/item/stack/sheet/wood/cyborg(src)
|
||||
W.synths = list(wood)
|
||||
src.modules += W
|
||||
|
||||
var/obj/item/stack/sheet/mineral/plastic/cyborg/P = new /obj/item/stack/sheet/mineral/plastic/cyborg(src)
|
||||
P.synths = list(plastic)
|
||||
src.modules += P
|
||||
|
||||
/obj/item/weapon/robot_module/drone/add_languages(var/mob/living/silicon/robot/R)
|
||||
return //not much ROM to spare in that tiny microprocessor!
|
||||
|
||||
/obj/item/weapon/robot_module/drone/respawn_consumable(var/mob/living/silicon/robot/R)
|
||||
/obj/item/weapon/robot_module/drone/respawn_consumable(var/mob/living/silicon/robot/R, var/amount)
|
||||
var/obj/item/weapon/reagent_containers/spray/cleaner/C = locate() in src.modules
|
||||
C.reagents.add_reagent("cleaner", 3)
|
||||
C.reagents.add_reagent("cleaner", 3 * amount)
|
||||
|
||||
var/obj/item/device/lightreplacer/LR = locate() in src.modules
|
||||
LR.Charge(R)
|
||||
LR.Charge(R, amount)
|
||||
|
||||
..()
|
||||
return
|
||||
|
||||
@@ -108,7 +108,7 @@
|
||||
usr << "There's no mounting point for the module!"
|
||||
return 0
|
||||
|
||||
var/obj/item/weapon/gun/energy/taser/cyborg/T = locate() in R.module
|
||||
var/obj/item/weapon/gun/energy/taser/mounted/cyborg/T = locate() in R.module
|
||||
if(!T)
|
||||
T = locate() in R.module.contents
|
||||
if(!T)
|
||||
|
||||
@@ -159,7 +159,7 @@
|
||||
return
|
||||
|
||||
var/obj/machinery/hologram/holopad/T = src.holo
|
||||
if(T && T.hologram && T.master == src)//If there is a hologram and its master is the user.
|
||||
if(T && T.masters[src])//If there is a hologram and its master is the user.
|
||||
|
||||
//Human-like, sorta, heard by those who understand humans.
|
||||
var/rendered_a
|
||||
@@ -198,7 +198,7 @@
|
||||
return
|
||||
|
||||
var/obj/machinery/hologram/holopad/T = src.holo
|
||||
if(T && T.hologram && T.master == src)
|
||||
if(T && T.masters[src])
|
||||
var/rendered = "<span class='game say'><span class='name'>[name]</span> <span class='message'>[message]</span></span>"
|
||||
src << "<i><span class='game say'>Holopad action relayed, <span class='name'>[real_name]</span> <span class='message'>[message]</span></span></i>"
|
||||
|
||||
@@ -211,7 +211,7 @@
|
||||
|
||||
/mob/living/silicon/ai/emote(var/act, var/type, var/message)
|
||||
var/obj/machinery/hologram/holopad/T = src.holo
|
||||
if(T && T.hologram && T.master == src) //Is the AI using a holopad?
|
||||
if(T && T.masters[src]) //Is the AI using a holopad?
|
||||
src.holopad_emote(message)
|
||||
else //Emote normally, then.
|
||||
..()
|
||||
|
||||
@@ -38,7 +38,7 @@
|
||||
icon_state = "russianranged"
|
||||
icon_living = "russianranged"
|
||||
corpse = /obj/effect/landmark/mobcorpse/russian/ranged
|
||||
weapon1 = /obj/item/weapon/gun/projectile/mateba
|
||||
weapon1 = /obj/item/weapon/gun/projectile/revolver/mateba
|
||||
ranged = 1
|
||||
projectiletype = /obj/item/projectile/bullet
|
||||
projectilesound = 'sound/weapons/Gunshot.ogg'
|
||||
|
||||
@@ -183,7 +183,7 @@ var/list/slot_equipment_priority = list( \
|
||||
if(!istype(W)) return 0
|
||||
|
||||
for(var/slot in slot_equipment_priority)
|
||||
if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //del_on_fail = 0; disable_warning = 0; redraw_mob = 1
|
||||
if(equip_to_slot_if_possible(W, slot, del_on_fail=0, disable_warning=1, redraw_mob=1))
|
||||
return 1
|
||||
|
||||
return 0
|
||||
@@ -837,6 +837,7 @@ note dizziness decrements automatically in the mob's Life() proc.
|
||||
|
||||
|
||||
|
||||
|
||||
// facing verbs
|
||||
/mob/proc/canface()
|
||||
if(!canmove) return 0
|
||||
@@ -868,7 +869,7 @@ note dizziness decrements automatically in the mob's Life() proc.
|
||||
else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
|
||||
lying = 1
|
||||
canmove = 0
|
||||
else if( stunned )
|
||||
else if(stunned)
|
||||
canmove = 0
|
||||
else if(captured)
|
||||
anchored = 1
|
||||
@@ -885,6 +886,11 @@ note dizziness decrements automatically in the mob's Life() proc.
|
||||
else
|
||||
density = 1
|
||||
|
||||
for(var/obj/item/weapon/grab/G in grabbed_by)
|
||||
if(G.state >= GRAB_AGGRESSIVE)
|
||||
canmove = 0
|
||||
break
|
||||
|
||||
//Temporarily moved here from the various life() procs
|
||||
//I'm fixing stuff incrementally so this will likely find a better home.
|
||||
//It just makes sense for now. ~Carn
|
||||
|
||||
@@ -121,7 +121,7 @@
|
||||
var/m_int = null//Living
|
||||
var/m_intent = "run"//Living
|
||||
var/lastKnownIP = null
|
||||
var/obj/structure/stool/bed/buckled = null//Living
|
||||
var/obj/structure/bed/buckled = null//Living
|
||||
var/obj/item/l_hand = null//Living
|
||||
var/obj/item/r_hand = null//Living
|
||||
var/obj/item/weapon/back = null//Human/Monkey
|
||||
@@ -223,3 +223,5 @@
|
||||
var/list/shouldnt_see = list() //list of objects that this mob shouldn't see in the stat panel. this silliness is needed because of AI alt+click and cult blood runes
|
||||
|
||||
var/list/active_genes=list()
|
||||
|
||||
|
||||
|
||||
@@ -35,6 +35,10 @@
|
||||
hud.name = "reinforce grab"
|
||||
hud.master = src
|
||||
|
||||
/obj/item/weapon/grab/Del()
|
||||
//make sure the grabbed_by list doesn't fill up with nulls
|
||||
if(affecting) affecting.grabbed_by -= src
|
||||
..()
|
||||
|
||||
//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
|
||||
/obj/item/weapon/grab/proc/throw()
|
||||
@@ -67,6 +71,7 @@
|
||||
|
||||
if(state <= GRAB_AGGRESSIVE)
|
||||
allow_upgrade = 1
|
||||
//disallow upgrading if we're grabbing more than one person
|
||||
if((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/weapon/grab)))
|
||||
var/obj/item/weapon/grab/G = assailant.l_hand
|
||||
if(G.affecting != affecting)
|
||||
@@ -76,31 +81,29 @@
|
||||
if(G.affecting != affecting)
|
||||
allow_upgrade = 0
|
||||
if(state == GRAB_AGGRESSIVE)
|
||||
var/h = affecting.hand
|
||||
affecting.hand = 0
|
||||
affecting.drop_item()
|
||||
affecting.hand = 1
|
||||
affecting.drop_item()
|
||||
affecting.hand = h
|
||||
affecting.drop_l_hand()
|
||||
affecting.drop_r_hand()
|
||||
//disallow upgrading past aggressive if we're being grabbed aggressively
|
||||
for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
|
||||
if(G == src) continue
|
||||
if(G.state == GRAB_AGGRESSIVE)
|
||||
if(G.state >= GRAB_AGGRESSIVE)
|
||||
allow_upgrade = 0
|
||||
if(allow_upgrade)
|
||||
hud.icon_state = "reinforce"
|
||||
else
|
||||
hud.icon_state = "!reinforce"
|
||||
else
|
||||
if(!affecting.buckled)
|
||||
affecting.loc = assailant.loc
|
||||
else if(!affecting.buckled)
|
||||
affecting.loc = assailant.loc
|
||||
|
||||
if(state >= GRAB_NECK)
|
||||
affecting.Stun(5) //It will hamper your voice, being choked and all.
|
||||
affecting.Stun(1)
|
||||
if(isliving(affecting))
|
||||
var/mob/living/L = affecting
|
||||
L.adjustOxyLoss(1)
|
||||
|
||||
if(state >= GRAB_KILL)
|
||||
//affecting.apply_effect(STUTTER, 5) //would do this, but affecting isn't declared as mob/living for some stupid reason.
|
||||
affecting.stuttering = max(affecting.stuttering, 5) //It will hamper your voice, being choked and all.
|
||||
affecting.Weaken(5) //Should keep you down unless you get help.
|
||||
affecting.losebreath = min(affecting.losebreath + 2, 3)
|
||||
|
||||
@@ -126,48 +129,46 @@
|
||||
assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
|
||||
state = GRAB_AGGRESSIVE
|
||||
icon_state = "grabbed1"
|
||||
else
|
||||
if(state < GRAB_NECK)
|
||||
if(isslime(affecting))
|
||||
assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
|
||||
else if(state < GRAB_NECK)
|
||||
if(isslime(affecting))
|
||||
assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
|
||||
return
|
||||
|
||||
assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
|
||||
state = GRAB_NECK
|
||||
icon_state = "grabbed+1"
|
||||
if(!affecting.buckled)
|
||||
affecting.loc = assailant.loc
|
||||
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
|
||||
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
|
||||
msg_admin_attack("[key_name(assailant)] grabbed the neck of [key_name(affecting)]")
|
||||
hud.icon_state = "disarm/kill"
|
||||
hud.name = "disarm/kill"
|
||||
else if(state < GRAB_UPGRADING)
|
||||
assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
|
||||
hud.icon_state = "disarm/kill1"
|
||||
state = GRAB_UPGRADING
|
||||
if(do_after(assailant, UPGRADE_KILL_TIMER))
|
||||
if(state == GRAB_KILL)
|
||||
return
|
||||
if(!affecting)
|
||||
del(src)
|
||||
return
|
||||
if(!assailant.canmove || assailant.lying)
|
||||
del(src)
|
||||
return
|
||||
state = GRAB_KILL
|
||||
assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
|
||||
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
|
||||
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
|
||||
msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
|
||||
|
||||
assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
|
||||
state = GRAB_NECK
|
||||
icon_state = "grabbed+1"
|
||||
if(!affecting.buckled)
|
||||
affecting.loc = assailant.loc
|
||||
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
|
||||
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
|
||||
msg_admin_attack("[key_name(assailant)] grabbed the neck of [key_name(affecting)]")
|
||||
hud.icon_state = "disarm/kill"
|
||||
hud.name = "disarm/kill"
|
||||
assailant.next_move = world.time + 10
|
||||
affecting.losebreath += 1
|
||||
else
|
||||
if(state < GRAB_UPGRADING)
|
||||
assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
|
||||
hud.icon_state = "disarm/kill1"
|
||||
state = GRAB_UPGRADING
|
||||
if(do_after(assailant, UPGRADE_KILL_TIMER))
|
||||
if(state == GRAB_KILL)
|
||||
return
|
||||
if(!affecting)
|
||||
del(src)
|
||||
return
|
||||
if(!assailant.canmove || assailant.lying)
|
||||
del(src)
|
||||
return
|
||||
state = GRAB_KILL
|
||||
assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
|
||||
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
|
||||
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
|
||||
msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
|
||||
|
||||
assailant.next_move = world.time + 10
|
||||
affecting.losebreath += 1
|
||||
else
|
||||
assailant.visible_message("<span class='warning'>[assailant] was unable to tighten \his grip on [affecting]'s neck!</span>")
|
||||
hud.icon_state = "disarm/kill"
|
||||
state = GRAB_NECK
|
||||
assailant.visible_message("<span class='warning'>[assailant] was unable to tighten \his grip on [affecting]'s neck!</span>")
|
||||
hud.icon_state = "disarm/kill"
|
||||
state = GRAB_NECK
|
||||
|
||||
|
||||
//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
|
||||
|
||||
@@ -80,6 +80,18 @@
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/mob/proc/isSilicon()
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/isSilicon()
|
||||
return 1
|
||||
|
||||
/mob/proc/isAI()
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/ai/isAI()
|
||||
return 1
|
||||
|
||||
/proc/ispAI(A)
|
||||
if(istype(A, /mob/living/silicon/pai))
|
||||
return 1
|
||||
|
||||
@@ -284,9 +284,9 @@
|
||||
if(mob.pulledby || mob.buckled) // Wheelchair driving!
|
||||
if(istype(mob.loc, /turf/space))
|
||||
return // No wheelchair driving in space
|
||||
if(istype(mob.pulledby, /obj/structure/stool/bed/chair/wheelchair))
|
||||
if(istype(mob.pulledby, /obj/structure/bed/chair/wheelchair))
|
||||
return mob.pulledby.relaymove(mob, direct)
|
||||
else if(istype(mob.buckled, /obj/structure/stool/bed/chair/wheelchair))
|
||||
else if(istype(mob.buckled, /obj/structure/bed/chair/wheelchair))
|
||||
if(ishuman(mob.buckled))
|
||||
var/mob/living/carbon/human/driver = mob.buckled
|
||||
var/datum/organ/external/l_hand = driver.get_organ("l_hand")
|
||||
@@ -351,30 +351,13 @@
|
||||
|
||||
///Process_Grab()
|
||||
///Called by client/Move()
|
||||
///Checks to see if you are being grabbed and if so attemps to break it
|
||||
///Checks to see if you are grabbing anything and if moving will affect your grab.
|
||||
/client/proc/Process_Grab()
|
||||
if(locate(/obj/item/weapon/grab, locate(/obj/item/weapon/grab, mob.grabbed_by.len)))
|
||||
var/list/grabbing = list()
|
||||
if(istype(mob.l_hand, /obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = mob.l_hand
|
||||
grabbing += G.affecting
|
||||
if(istype(mob.r_hand, /obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = mob.r_hand
|
||||
grabbing += G.affecting
|
||||
for(var/obj/item/weapon/grab/G in mob.grabbed_by)
|
||||
if((G.state == 1)&&(!grabbing.Find(G.assailant))) del(G)
|
||||
if(G.state == 2)
|
||||
move_delay = world.time + 10
|
||||
if(!prob(25)) return 1
|
||||
mob.visible_message("\red [mob] has broken free of [G.assailant]'s grip!")
|
||||
del(G)
|
||||
if(G.state == 3)
|
||||
move_delay = world.time + 10
|
||||
if(!prob(5)) return 1
|
||||
mob.visible_message("\red [mob] has broken free of [G.assailant]'s headlock!")
|
||||
del(G)
|
||||
return 0
|
||||
|
||||
for(var/obj/item/weapon/grab/G in list(mob.l_hand, mob.r_hand))
|
||||
if(G.state == GRAB_KILL) //no wandering across the station/asteroid while choking someone
|
||||
mob.visible_message("<span class='warning'>[mob] lost \his tight grip on [G.affecting]'s neck!</span>")
|
||||
G.hud.icon_state = "disarm/kill"
|
||||
G.state = GRAB_NECK
|
||||
|
||||
///Process_Incorpmove
|
||||
///Called by client/Move()
|
||||
|
||||
@@ -352,7 +352,7 @@
|
||||
|
||||
character.lastarea = get_area(loc)
|
||||
// Moving wheelchair if they have one
|
||||
if(character.buckled && istype(character.buckled, /obj/structure/stool/bed/chair/wheelchair))
|
||||
if(character.buckled && istype(character.buckled, /obj/structure/bed/chair/wheelchair))
|
||||
character.buckled.loc = character.loc
|
||||
character.buckled.set_dir(character.dir)
|
||||
|
||||
|
||||
@@ -240,12 +240,12 @@ datum/preferences
|
||||
eyes_s.Blend(facial_s, ICON_OVERLAY)
|
||||
|
||||
var/icon/underwear_s = null
|
||||
if(underwear > 0 && underwear < 7 && current_species.flags & HAS_UNDERWEAR)
|
||||
underwear_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = "underwear[underwear]_[g]_s")
|
||||
if(underwear && current_species.flags & HAS_UNDERWEAR)
|
||||
underwear_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = underwear)
|
||||
|
||||
var/icon/undershirt_s = null
|
||||
if(undershirt > 0 && undershirt < 5 && current_species.flags & HAS_UNDERWEAR)
|
||||
undershirt_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = "undershirt[undershirt]_s")
|
||||
if(undershirt && current_species.flags & HAS_UNDERWEAR)
|
||||
undershirt_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = undershirt)
|
||||
|
||||
var/icon/clothes_s = null
|
||||
if(job_civilian_low & ASSISTANT)//This gives the preview icon clothes depending on which job(if any) is set to 'high'
|
||||
|
||||
88
code/modules/nano/modules/crew_monitor.dm
Normal file
88
code/modules/nano/modules/crew_monitor.dm
Normal file
@@ -0,0 +1,88 @@
|
||||
/obj/nano_module/crew_monitor
|
||||
name = "Crew monitor"
|
||||
var/list/tracked = new
|
||||
|
||||
/obj/nano_module/crew_monitor/Topic(href, href_list)
|
||||
if(..()) return
|
||||
var/turf/T = get_turf(src)
|
||||
if (!T || !(T.z in config.player_levels))
|
||||
usr << "<span class='warning'>Unable to establish a connection<span>: You're too far away from the station!"
|
||||
return 0
|
||||
if(href_list["close"] )
|
||||
var/mob/user = usr
|
||||
var/datum/nanoui/ui = nanomanager.get_open_ui(user, src, "main")
|
||||
usr.unset_machine()
|
||||
ui.close()
|
||||
return 0
|
||||
if(href_list["update"])
|
||||
src.updateDialog()
|
||||
return 1
|
||||
|
||||
/obj/nano_module/crew_monitor/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
|
||||
user.set_machine(src)
|
||||
src.scan()
|
||||
|
||||
var/data[0]
|
||||
var/turf/T = get_turf(src)
|
||||
var/list/crewmembers = list()
|
||||
for(var/obj/item/clothing/under/C in src.tracked)
|
||||
|
||||
var/turf/pos = get_turf(C)
|
||||
|
||||
if((C) && (C.has_sensor) && (pos) && (T && pos.z == T.z) && (C.sensor_mode != SUIT_SENSOR_OFF))
|
||||
if(istype(C.loc, /mob/living/carbon/human))
|
||||
|
||||
var/mob/living/carbon/human/H = C.loc
|
||||
if(H.w_uniform != C)
|
||||
continue
|
||||
|
||||
var/list/crewmemberData = list("dead"=0, "oxy"=-1, "tox"=-1, "fire"=-1, "brute"=-1, "area"="", "x"=-1, "y"=-1)
|
||||
|
||||
crewmemberData["sensor_type"] = C.sensor_mode
|
||||
crewmemberData["name"] = H.get_authentification_name(if_no_id="Unknown")
|
||||
crewmemberData["rank"] = H.get_authentification_rank(if_no_id="Unknown", if_no_job="No Job")
|
||||
crewmemberData["assignment"] = H.get_assignment(if_no_id="Unknown", if_no_job="No Job")
|
||||
|
||||
if(C.sensor_mode >= SUIT_SENSOR_BINARY)
|
||||
crewmemberData["dead"] = H.stat > 1
|
||||
|
||||
if(C.sensor_mode >= SUIT_SENSOR_VITAL)
|
||||
crewmemberData["oxy"] = round(H.getOxyLoss(), 1)
|
||||
crewmemberData["tox"] = round(H.getToxLoss(), 1)
|
||||
crewmemberData["fire"] = round(H.getFireLoss(), 1)
|
||||
crewmemberData["brute"] = round(H.getBruteLoss(), 1)
|
||||
|
||||
if(C.sensor_mode >= SUIT_SENSOR_TRACKING)
|
||||
var/area/A = get_area(H)
|
||||
crewmemberData["area"] = sanitize(A.name)
|
||||
crewmemberData["x"] = pos.x
|
||||
crewmemberData["y"] = pos.y
|
||||
|
||||
crewmembers[++crewmembers.len] = crewmemberData
|
||||
|
||||
crewmembers = sortByKey(crewmembers, "name")
|
||||
|
||||
data["crewmembers"] = crewmembers
|
||||
|
||||
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "crew_monitor.tmpl", "Crew Monitoring Computer", 900, 800)
|
||||
|
||||
// adding a template with the key "mapContent" enables the map ui functionality
|
||||
ui.add_template("mapContent", "crew_monitor_map_content.tmpl")
|
||||
// adding a template with the key "mapHeader" replaces the map header content
|
||||
ui.add_template("mapHeader", "crew_monitor_map_header.tmpl")
|
||||
|
||||
ui.set_initial_data(data)
|
||||
ui.open()
|
||||
|
||||
// should make the UI auto-update; doesn't seem to?
|
||||
ui.set_auto_update(1)
|
||||
|
||||
/obj/nano_module/crew_monitor/proc/scan()
|
||||
for(var/mob/living/carbon/human/H in mob_list)
|
||||
if(istype(H.w_uniform, /obj/item/clothing/under))
|
||||
var/obj/item/clothing/under/C = H.w_uniform
|
||||
if (C.has_sensor)
|
||||
tracked |= C
|
||||
return 1
|
||||
58
code/modules/nano/modules/power_monitor.dm
Normal file
58
code/modules/nano/modules/power_monitor.dm
Normal file
@@ -0,0 +1,58 @@
|
||||
/obj/nano_module/power_monitor
|
||||
name = "Power monitor"
|
||||
var/list/grid_sensors
|
||||
var/active_sensor = null //name_tag of the currently selected sensor
|
||||
|
||||
/obj/nano_module/power_monitor/New()
|
||||
..()
|
||||
refresh_sensors()
|
||||
|
||||
/obj/nano_module/power_monitor/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
|
||||
var/list/data = list()
|
||||
var/list/sensors = list()
|
||||
// Focus: If it remains null if no sensor is selected and UI will display sensor list, otherwise it will display sensor reading.
|
||||
var/obj/machinery/power/sensor/focus = null
|
||||
|
||||
// Build list of data from sensor readings.
|
||||
for(var/obj/machinery/power/sensor/S in grid_sensors)
|
||||
sensors.Add(list(list(
|
||||
"name" = S.name_tag,
|
||||
"alarm" = S.check_grid_warning()
|
||||
)))
|
||||
if(S.name_tag == active_sensor)
|
||||
focus = S
|
||||
|
||||
data["all_sensors"] = sensors
|
||||
if(focus)
|
||||
data["focus"] = focus.return_reading_data()
|
||||
|
||||
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "power_monitor.tmpl", "Power Monitoring Console", 800, 500)
|
||||
ui.set_initial_data(data)
|
||||
ui.open()
|
||||
ui.set_auto_update(1)
|
||||
|
||||
// Proc: refresh_sensors()
|
||||
// Parameters: None
|
||||
// Description: Refreshes list of active sensors kept on this computer.
|
||||
/obj/nano_module/power_monitor/proc/refresh_sensors()
|
||||
grid_sensors = list()
|
||||
var/turf/T = get_turf(src)
|
||||
for(var/obj/machinery/power/sensor/S in machines)
|
||||
if((T && S.loc.z == T.z) || (S.long_range)) // Consoles have range on their Z-Level. Sensors with long_range var will work between Z levels.
|
||||
if(S.name_tag == "#UNKN#") // Default name. Shouldn't happen!
|
||||
warning("Powernet sensor with unset ID Tag! [S.x]X [S.y]Y [S.z]Z")
|
||||
else
|
||||
grid_sensors += S
|
||||
|
||||
// Proc: Topic()
|
||||
// Parameters: 2 (href, href_list - allows us to process UI clicks)
|
||||
// Description: Allows us to process UI clicks, which are relayed in form of hrefs.
|
||||
/obj/nano_module/power_monitor/Topic(href, href_list)
|
||||
if(..())
|
||||
return
|
||||
if( href_list["clear"] )
|
||||
active_sensor = null
|
||||
else if( href_list["setsensor"] )
|
||||
active_sensor = href_list["setsensor"]
|
||||
116
code/modules/nano/modules/rcon.dm
Normal file
116
code/modules/nano/modules/rcon.dm
Normal file
@@ -0,0 +1,116 @@
|
||||
/obj/nano_module/rcon
|
||||
name = "RCON interface"
|
||||
|
||||
var/list/known_SMESs = null
|
||||
var/list/known_breakers = null
|
||||
// Allows you to hide specific parts of the UI
|
||||
var/hide_SMES = 0
|
||||
var/hide_SMES_details = 0
|
||||
var/hide_breakers = 0
|
||||
|
||||
/obj/nano_module/rcon/ui_interact(mob/user, ui_key = "rcon", datum/nanoui/ui=null, force_open=1)
|
||||
FindDevices() // Update our devices list
|
||||
var/data[0]
|
||||
|
||||
// SMES DATA (simplified view)
|
||||
var/list/smeslist[0]
|
||||
for(var/obj/machinery/power/smes/buildable/SMES in known_SMESs)
|
||||
smeslist.Add(list(list(
|
||||
"charge" = round(SMES.Percentage()),
|
||||
"input_set" = SMES.input_attempt,
|
||||
"input_val" = round(SMES.input_level),
|
||||
"output_set" = SMES.output_attempt,
|
||||
"output_val" = round(SMES.output_level),
|
||||
"output_load" = round(SMES.output_used),
|
||||
"RCON_tag" = SMES.RCon_tag
|
||||
)))
|
||||
|
||||
data["smes_info"] = sortByKey(smeslist, "RCON_tag")
|
||||
|
||||
// BREAKER DATA (simplified view)
|
||||
var/list/breakerlist[0]
|
||||
for(var/obj/machinery/power/breakerbox/BR in known_breakers)
|
||||
breakerlist.Add(list(list(
|
||||
"RCON_tag" = BR.RCon_tag,
|
||||
"enabled" = BR.on
|
||||
)))
|
||||
data["breaker_info"] = breakerlist
|
||||
data["hide_smes"] = hide_SMES
|
||||
data["hide_smes_details"] = hide_SMES_details
|
||||
data["hide_breakers"] = hide_breakers
|
||||
|
||||
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "rcon.tmpl", "RCON Console", 600, 400)
|
||||
ui.set_initial_data(data)
|
||||
ui.open()
|
||||
ui.set_auto_update(1)
|
||||
|
||||
// Proc: Topic()
|
||||
// Parameters: 2 (href, href_list - allows us to process UI clicks)
|
||||
// Description: Allows us to process UI clicks, which are relayed in form of hrefs.
|
||||
/obj/nano_module/rcon/Topic(href, href_list)
|
||||
if(..())
|
||||
return
|
||||
|
||||
if(href_list["smes_in_toggle"])
|
||||
var/obj/machinery/power/smes/buildable/SMES = GetSMESByTag(href_list["smes_in_toggle"])
|
||||
if(SMES)
|
||||
SMES.toggle_input()
|
||||
if(href_list["smes_out_toggle"])
|
||||
var/obj/machinery/power/smes/buildable/SMES = GetSMESByTag(href_list["smes_out_toggle"])
|
||||
if(SMES)
|
||||
SMES.toggle_output()
|
||||
if(href_list["smes_in_set"])
|
||||
var/obj/machinery/power/smes/buildable/SMES = GetSMESByTag(href_list["smes_in_set"])
|
||||
if(SMES)
|
||||
var/inputset = input(usr, "Enter new input level (0-[SMES.input_level_max])", "SMES Input Power Control") as num
|
||||
SMES.set_input(inputset)
|
||||
if(href_list["smes_out_set"])
|
||||
var/obj/machinery/power/smes/buildable/SMES = GetSMESByTag(href_list["smes_out_set"])
|
||||
if(SMES)
|
||||
var/outputset = input(usr, "Enter new output level (0-[SMES.output_level_max])", "SMES Input Power Control") as num
|
||||
SMES.set_output(outputset)
|
||||
|
||||
if(href_list["toggle_breaker"])
|
||||
var/obj/machinery/power/breakerbox/toggle = null
|
||||
for(var/obj/machinery/power/breakerbox/breaker in known_breakers)
|
||||
if(breaker.RCon_tag == href_list["toggle_breaker"])
|
||||
toggle = breaker
|
||||
if(toggle)
|
||||
if(toggle.update_locked)
|
||||
usr << "The breaker box was recently toggled. Please wait before toggling it again."
|
||||
else
|
||||
toggle.auto_toggle()
|
||||
if(href_list["hide_smes"])
|
||||
hide_SMES = !hide_SMES
|
||||
if(href_list["hide_smes_details"])
|
||||
hide_SMES_details = !hide_SMES_details
|
||||
if(href_list["hide_breakers"])
|
||||
hide_breakers = !hide_breakers
|
||||
|
||||
|
||||
// Proc: GetSMESByTag()
|
||||
// Parameters: 1 (tag - RCON tag of SMES we want to look up)
|
||||
// Description: Looks up and returns SMES which has matching RCON tag
|
||||
/obj/nano_module/rcon/proc/GetSMESByTag(var/tag)
|
||||
if(!tag)
|
||||
return
|
||||
|
||||
for(var/obj/machinery/power/smes/buildable/S in known_SMESs)
|
||||
if(S.RCon_tag == tag)
|
||||
return S
|
||||
|
||||
// Proc: FindDevices()
|
||||
// Parameters: None
|
||||
// Description: Refreshes local list of known devices.
|
||||
/obj/nano_module/rcon/proc/FindDevices()
|
||||
known_SMESs = new /list()
|
||||
for(var/obj/machinery/power/smes/buildable/SMES in machines)
|
||||
if(SMES.RCon_tag && (SMES.RCon_tag != "NO_TAG") && SMES.RCon)
|
||||
known_SMESs.Add(SMES)
|
||||
|
||||
known_breakers = new /list()
|
||||
for(var/obj/machinery/power/breakerbox/breaker in machines)
|
||||
if(breaker.RCon_tag != "NO_TAG")
|
||||
known_breakers.Add(breaker)
|
||||
@@ -1,5 +1,5 @@
|
||||
// This file contains all Nano procs/definitions for external classes/objects
|
||||
|
||||
// This file contains all Nano procs/definitions for external classes/objects
|
||||
|
||||
/**
|
||||
* Called when a Nano UI window is closed
|
||||
* This is how Nano handles closed windows
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
if (istype(ui))
|
||||
ui.close()
|
||||
|
||||
|
||||
if(ui.ref)
|
||||
var/href = "close=1"
|
||||
src.Topic(href, params2list(href), ui.ref) // this will direct to the atom's Topic() proc via client.Topic()
|
||||
@@ -31,14 +31,14 @@
|
||||
* ui_interact is currently defined for /atom/movable
|
||||
*
|
||||
* @param user /mob The mob who is interacting with this ui
|
||||
* @param ui_key string A string key to use for this ui. Allows for multiple unique uis on one obj/mob (defaut value "main")
|
||||
* @param ui /datum/nanoui This parameter is passed by the nanoui process() proc when updating an open ui
|
||||
* @param ui_key string A string key to use for this ui. Allows for multiple unique uis on one obj/mob (defaut value "main")
|
||||
* @param ui /datum/nanoui This parameter is passed by the nanoui process() proc when updating an open ui
|
||||
* @param force_open boolean Force the UI to (re)open, even if it's already open
|
||||
*
|
||||
* @return nothing
|
||||
*/
|
||||
/atom/movable/proc/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
|
||||
/atom/movable/proc/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/nano_ui/master_ui = null, var/datum/topic_state/custom_state = null)
|
||||
return
|
||||
|
||||
|
||||
// Used by the Nano UI Manager (/datum/nanomanager) to track UIs opened by this mob
|
||||
/mob/var/list/open_uis = list()
|
||||
|
||||
127
code/modules/nano/nanointeraction.dm
Normal file
127
code/modules/nano/nanointeraction.dm
Normal file
@@ -0,0 +1,127 @@
|
||||
/atom/movable/proc/nano_host()
|
||||
return src
|
||||
|
||||
/obj/nano_module/nano_host()
|
||||
return loc
|
||||
|
||||
|
||||
/atom/movable/proc/CanUseTopic(var/mob/user, href_list, var/datum/topic_state/custom_state)
|
||||
return user.can_use_topic(nano_host(), custom_state)
|
||||
|
||||
|
||||
/mob/proc/can_use_topic(var/mob/user, var/datum/topic_state/custom_state)
|
||||
return STATUS_CLOSE // By default no mob can do anything with NanoUI
|
||||
|
||||
/mob/dead/observer/can_use_topic()
|
||||
if(check_rights(R_ADMIN, 0))
|
||||
return STATUS_INTERACTIVE // Admins are more equal
|
||||
return STATUS_UPDATE // Ghosts can view updates
|
||||
|
||||
/mob/living/silicon/pai/can_use_topic(var/src_object)
|
||||
if(src_object == src && !stat)
|
||||
return STATUS_INTERACTIVE
|
||||
else
|
||||
return ..()
|
||||
|
||||
/mob/living/silicon/robot/can_use_topic(var/src_object, var/datum/topic_state/custom_state)
|
||||
if(stat || !client)
|
||||
return STATUS_CLOSE
|
||||
if(lockcharge || stunned || weakened)
|
||||
return STATUS_DISABLED
|
||||
// robots can interact with things they can see within their view range
|
||||
if(!(custom_state.flags & NANO_IGNORE_DISTANCE) && (src_object in view(src)))
|
||||
return STATUS_INTERACTIVE // interactive (green visibility)
|
||||
return STATUS_DISABLED // no updates, completely disabled (red visibility)
|
||||
|
||||
/mob/living/silicon/robot/syndicate/can_use_topic(var/src_object)
|
||||
. = ..()
|
||||
if(. != STATUS_INTERACTIVE)
|
||||
return
|
||||
|
||||
if(z in config.admin_levels) // Syndicate borgs can interact with everything on the admin level
|
||||
return STATUS_INTERACTIVE
|
||||
if(istype(get_area(src), /area/syndicate_station)) // If elsewhere, they can interact with everything on the syndicate shuttle
|
||||
return STATUS_INTERACTIVE
|
||||
if(istype(src_object, /obj/machinery)) // Otherwise they can only interact with emagged machinery
|
||||
var/obj/machinery/Machine = src_object
|
||||
if(Machine.emagged)
|
||||
return STATUS_INTERACTIVE
|
||||
return STATUS_UPDATE
|
||||
|
||||
/mob/living/silicon/ai/can_use_topic(var/src_object)
|
||||
if(!client || check_unable(1))
|
||||
return STATUS_CLOSE
|
||||
// Prevents the AI from using Topic on admin levels (by for example viewing through the court/thunderdome cameras)
|
||||
// unless it's on the same level as the object it's interacting with.
|
||||
var/turf/T = get_turf(src_object)
|
||||
if(!T || !(z == T.z || (T.z in config.player_levels)))
|
||||
return STATUS_CLOSE
|
||||
|
||||
// If an object is in view then we can interact with it
|
||||
if(src_object in view(client.view, src))
|
||||
return STATUS_INTERACTIVE
|
||||
|
||||
// If we're installed in a chassi, rather than transfered to an inteliCard or other container, then check if we have camera view
|
||||
if(is_in_chassis())
|
||||
//stop AIs from leaving windows open and using then after they lose vision
|
||||
//apc_override is needed here because AIs use their own APC when powerless
|
||||
if(cameranet && !cameranet.checkTurfVis(get_turf(src_object)))
|
||||
return apc_override ? STATUS_INTERACTIVE : STATUS_CLOSE
|
||||
return STATUS_INTERACTIVE
|
||||
|
||||
return STATUS_CLOSE
|
||||
|
||||
/mob/living/proc/shared_living_nano_interaction(var/src_object)
|
||||
if (src.stat != CONSCIOUS)
|
||||
return STATUS_CLOSE // no updates, close the interface
|
||||
else if (restrained() || lying || stat || stunned || weakened)
|
||||
return STATUS_UPDATE // update only (orange visibility)
|
||||
return STATUS_INTERACTIVE
|
||||
|
||||
//Some atoms such as vehicles might have special rules for how mobs inside them interact with NanoUI.
|
||||
/atom/proc/contents_nano_distance(var/src_object, var/mob/living/user)
|
||||
return user.shared_living_nano_distance(src_object)
|
||||
|
||||
/mob/living/proc/shared_living_nano_distance(var/atom/movable/src_object)
|
||||
if(!isturf(src_object.loc))
|
||||
if(src_object.loc == src) // Item in the inventory
|
||||
return STATUS_INTERACTIVE
|
||||
if(src.contents.Find(src_object.loc)) // A hidden uplink inside an item
|
||||
return STATUS_INTERACTIVE
|
||||
|
||||
if (!(src_object in view(4, src))) // If the src object is not in visable, disable updates
|
||||
return STATUS_CLOSE
|
||||
|
||||
var/dist = get_dist(src_object, src)
|
||||
if (dist <= 1)
|
||||
return STATUS_INTERACTIVE // interactive (green visibility)
|
||||
else if (dist <= 2)
|
||||
return STATUS_UPDATE // update only (orange visibility)
|
||||
else if (dist <= 4)
|
||||
return STATUS_DISABLED // no updates, completely disabled (red visibility)
|
||||
return STATUS_CLOSE
|
||||
|
||||
/mob/living/can_use_topic(var/src_object, var/datum/topic_state/custom_state)
|
||||
. = shared_living_nano_interaction(src_object)
|
||||
if(. == STATUS_INTERACTIVE && !(custom_state.flags & NANO_IGNORE_DISTANCE))
|
||||
if(loc)
|
||||
. = loc.contents_nano_distance(src_object, src)
|
||||
else
|
||||
. = shared_living_nano_distance(src_object)
|
||||
if(STATUS_INTERACTIVE)
|
||||
return STATUS_UPDATE
|
||||
|
||||
/mob/living/carbon/human/can_use_topic(var/src_object, var/datum/topic_state/custom_state)
|
||||
. = shared_living_nano_interaction(src_object)
|
||||
if(. == STATUS_INTERACTIVE && !(custom_state.flags & NANO_IGNORE_DISTANCE))
|
||||
. = shared_living_nano_distance(src_object)
|
||||
if(. == STATUS_UPDATE && (TK in mutations)) // If we have telekinesis and remain close enough, allow interaction.
|
||||
return STATUS_INTERACTIVE
|
||||
|
||||
/var/global/datum/topic_state/default_state = new()
|
||||
|
||||
/datum/topic_state
|
||||
var/flags = 0
|
||||
|
||||
/datum/topic_state/proc/href_list(var/mob/user)
|
||||
return list()
|
||||
@@ -1,249 +1,250 @@
|
||||
// This is the window/UI manager for Nano UI
|
||||
// There should only ever be one (global) instance of nanomanger
|
||||
/datum/nanomanager
|
||||
// a list of current open /nanoui UIs, grouped by src_object and ui_key
|
||||
var/open_uis[0]
|
||||
// a list of current open /nanoui UIs, not grouped, for use in processing
|
||||
var/list/processing_uis = list()
|
||||
// a list of asset filenames which are to be sent to the client on user logon
|
||||
var/list/asset_files = list()
|
||||
|
||||
/**
|
||||
* Create a new nanomanager instance.
|
||||
* This proc generates a list of assets which are to be sent to each client on connect
|
||||
*
|
||||
* @return /nanomanager new nanomanager object
|
||||
*/
|
||||
/datum/nanomanager/New()
|
||||
var/list/nano_asset_dirs = list(\
|
||||
"nano/css/",\
|
||||
"nano/images/",\
|
||||
"nano/js/",\
|
||||
"nano/templates/"\
|
||||
)
|
||||
|
||||
var/list/filenames = null
|
||||
for (var/path in nano_asset_dirs)
|
||||
filenames = flist(path)
|
||||
for(var/filename in filenames)
|
||||
if(copytext(filename, length(filename)) != "/") // filenames which end in "/" are actually directories, which we want to ignore
|
||||
if(fexists(path + filename))
|
||||
asset_files.Add(fcopy_rsc(path + filename)) // add this file to asset_files for sending to clients when they connect
|
||||
|
||||
return
|
||||
|
||||
/**
|
||||
* Get an open /nanoui ui for the current user, src_object and ui_key and try to update it with data
|
||||
*
|
||||
* @param user /mob The mob who opened/owns the ui
|
||||
* @param src_object /obj|/mob The obj or mob which the ui belongs to
|
||||
* @param ui_key string A string key used for the ui
|
||||
* @param ui /datum/nanoui An existing instance of the ui (can be null)
|
||||
* @param data list The data to be passed to the ui, if it exists
|
||||
* @param force_open boolean The ui is being forced to (re)open, so close ui if it exists (instead of updating)
|
||||
*
|
||||
* @return /nanoui Returns the found ui, for null if none exists
|
||||
*/
|
||||
/datum/nanomanager/proc/try_update_ui(var/mob/user, src_object, ui_key, var/datum/nanoui/ui, data, var/force_open = 0)
|
||||
if (isnull(ui)) // no ui has been passed, so we'll search for one
|
||||
{
|
||||
ui = get_open_ui(user, src_object, ui_key)
|
||||
}
|
||||
if (!isnull(ui))
|
||||
// The UI is already open
|
||||
if (!force_open)
|
||||
ui.push_data(data)
|
||||
return ui
|
||||
else
|
||||
//testing("nanomanager/try_update_ui mob [user.name] [src_object:name] [ui_key] [force_open] - forcing opening of ui")
|
||||
ui.close()
|
||||
return null
|
||||
|
||||
/**
|
||||
* Get an open /nanoui ui for the current user, src_object and ui_key
|
||||
*
|
||||
* @param user /mob The mob who opened/owns the ui
|
||||
* @param src_object /obj|/mob The obj or mob which the ui belongs to
|
||||
* @param ui_key string A string key used for the ui
|
||||
*
|
||||
* @return /nanoui Returns the found ui, or null if none exists
|
||||
*/
|
||||
/datum/nanomanager/proc/get_open_ui(var/mob/user, src_object, ui_key)
|
||||
var/src_object_key = "\ref[src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
//testing("nanomanager/get_open_ui mob [user.name] [src_object:name] [ui_key] - there are no uis open")
|
||||
return null
|
||||
else if (isnull(open_uis[src_object_key][ui_key]) || !istype(open_uis[src_object_key][ui_key], /list))
|
||||
//testing("nanomanager/get_open_ui mob [user.name] [src_object:name] [ui_key] - there are no uis open for this object")
|
||||
return null
|
||||
|
||||
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
|
||||
if (ui.user == user)
|
||||
return ui
|
||||
|
||||
//testing("nanomanager/get_open_ui mob [user.name] [src_object:name] [ui_key] - ui not found")
|
||||
return null
|
||||
|
||||
/**
|
||||
* Update all /nanoui uis attached to src_object
|
||||
*
|
||||
* @param src_object /obj|/mob The obj or mob which the uis are attached to
|
||||
*
|
||||
* @return int The number of uis updated
|
||||
*/
|
||||
/datum/nanomanager/proc/update_uis(src_object)
|
||||
var/src_object_key = "\ref[src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return 0
|
||||
|
||||
var/update_count = 0
|
||||
for (var/ui_key in open_uis[src_object_key])
|
||||
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
|
||||
if(ui && ui.src_object && ui.user)
|
||||
ui.process(1)
|
||||
update_count++
|
||||
return update_count
|
||||
|
||||
/**
|
||||
* Update /nanoui uis belonging to user
|
||||
*
|
||||
* @param user /mob The mob who owns the uis
|
||||
* @param src_object /obj|/mob If src_object is provided, only update uis which are attached to src_object (optional)
|
||||
* @param ui_key string If ui_key is provided, only update uis with a matching ui_key (optional)
|
||||
*
|
||||
* @return int The number of uis updated
|
||||
*/
|
||||
/datum/nanomanager/proc/update_user_uis(var/mob/user, src_object = null, ui_key = null)
|
||||
if (isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
|
||||
return 0 // has no open uis
|
||||
|
||||
var/update_count = 0
|
||||
for (var/datum/nanoui/ui in user.open_uis)
|
||||
if ((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
|
||||
ui.process(1)
|
||||
update_count++
|
||||
|
||||
return update_count
|
||||
|
||||
/**
|
||||
* Close /nanoui uis belonging to user
|
||||
*
|
||||
* @param user /mob The mob who owns the uis
|
||||
* @param src_object /obj|/mob If src_object is provided, only close uis which are attached to src_object (optional)
|
||||
* @param ui_key string If ui_key is provided, only close uis with a matching ui_key (optional)
|
||||
*
|
||||
* @return int The number of uis closed
|
||||
*/
|
||||
/datum/nanomanager/proc/close_user_uis(var/mob/user, src_object = null, ui_key = null)
|
||||
if (isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
|
||||
//testing("nanomanager/close_user_uis mob [user.name] has no open uis")
|
||||
return 0 // has no open uis
|
||||
|
||||
var/close_count = 0
|
||||
for (var/datum/nanoui/ui in user.open_uis)
|
||||
if ((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
|
||||
ui.close()
|
||||
close_count++
|
||||
|
||||
//testing("nanomanager/close_user_uis mob [user.name] closed [open_uis.len] of [close_count] uis")
|
||||
|
||||
return close_count
|
||||
|
||||
/**
|
||||
* Add a /nanoui ui to the list of open uis
|
||||
* This is called by the /nanoui open() proc
|
||||
*
|
||||
* @param ui /nanoui The ui to add
|
||||
*
|
||||
* @return nothing
|
||||
*/
|
||||
/datum/nanomanager/proc/ui_opened(var/datum/nanoui/ui)
|
||||
var/src_object_key = "\ref[ui.src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
open_uis[src_object_key] = list(ui.ui_key = list())
|
||||
else if (isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
|
||||
open_uis[src_object_key][ui.ui_key] = list();
|
||||
|
||||
ui.user.open_uis.Add(ui)
|
||||
var/list/uis = open_uis[src_object_key][ui.ui_key]
|
||||
uis.Add(ui)
|
||||
processing_uis.Add(ui)
|
||||
//testing("nanomanager/ui_opened mob [ui.user.name] [ui.src_object:name] [ui.ui_key] - user.open_uis [ui.user.open_uis.len] | uis [uis.len] | processing_uis [processing_uis.len]")
|
||||
|
||||
/**
|
||||
* Remove a /nanoui ui from the list of open uis
|
||||
* This is called by the /nanoui close() proc
|
||||
*
|
||||
* @param ui /nanoui The ui to remove
|
||||
*
|
||||
* @return int 0 if no ui was removed, 1 if removed successfully
|
||||
*/
|
||||
/datum/nanomanager/proc/ui_closed(var/datum/nanoui/ui)
|
||||
var/src_object_key = "\ref[ui.src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return 0 // wasn't open
|
||||
else if (isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
|
||||
return 0 // wasn't open
|
||||
|
||||
processing_uis.Remove(ui)
|
||||
ui.user.open_uis.Remove(ui)
|
||||
var/list/uis = open_uis[src_object_key][ui.ui_key]
|
||||
uis.Remove(ui)
|
||||
|
||||
//testing("nanomanager/ui_closed mob [ui.user.name] [ui.src_object:name] [ui.ui_key] - user.open_uis [ui.user.open_uis.len] | uis [uis.len] | processing_uis [processing_uis.len]")
|
||||
|
||||
return 1
|
||||
|
||||
/**
|
||||
* This is called on user logout
|
||||
* Closes/clears all uis attached to the user's /mob
|
||||
*
|
||||
* @param user /mob The user's mob
|
||||
*
|
||||
* @return nothing
|
||||
*/
|
||||
|
||||
//
|
||||
/datum/nanomanager/proc/user_logout(var/mob/user)
|
||||
//testing("nanomanager/user_logout user [user.name]")
|
||||
return close_user_uis(user)
|
||||
|
||||
/**
|
||||
* This is called when a player transfers from one mob to another
|
||||
* Transfers all open UIs to the new mob
|
||||
*
|
||||
* @param oldMob /mob The user's old mob
|
||||
* @param newMob /mob The user's new mob
|
||||
*
|
||||
* @return nothing
|
||||
*/
|
||||
/datum/nanomanager/proc/user_transferred(var/mob/oldMob, var/mob/newMob)
|
||||
//testing("nanomanager/user_transferred from mob [oldMob.name] to mob [newMob.name]")
|
||||
if (isnull(oldMob.open_uis) || !istype(oldMob.open_uis, /list) || open_uis.len == 0)
|
||||
//testing("nanomanager/user_transferred mob [oldMob.name] has no open uis")
|
||||
return 0 // has no open uis
|
||||
|
||||
if (isnull(newMob.open_uis) || !istype(newMob.open_uis, /list))
|
||||
newMob.open_uis = list()
|
||||
|
||||
for (var/datum/nanoui/ui in oldMob.open_uis)
|
||||
ui.user = newMob
|
||||
newMob.open_uis.Add(ui)
|
||||
|
||||
oldMob.open_uis.Cut()
|
||||
|
||||
return 1 // success
|
||||
|
||||
/**
|
||||
* Sends all nano assets to the client
|
||||
* This is called on user login
|
||||
*
|
||||
* @param client /client The user's client
|
||||
*
|
||||
* @return nothing
|
||||
*/
|
||||
|
||||
/datum/nanomanager/proc/send_resources(client)
|
||||
for(var/file in asset_files)
|
||||
client << browse_rsc(file) // send the file to the client
|
||||
|
||||
// This is the window/UI manager for Nano UI
|
||||
// There should only ever be one (global) instance of nanomanger
|
||||
/datum/nanomanager
|
||||
// a list of current open /nanoui UIs, grouped by src_object and ui_key
|
||||
var/open_uis[0]
|
||||
// a list of current open /nanoui UIs, not grouped, for use in processing
|
||||
var/list/processing_uis = list()
|
||||
// a list of asset filenames which are to be sent to the client on user logon
|
||||
var/list/asset_files = list()
|
||||
|
||||
/**
|
||||
* Create a new nanomanager instance.
|
||||
* This proc generates a list of assets which are to be sent to each client on connect
|
||||
*
|
||||
* @return /nanomanager new nanomanager object
|
||||
*/
|
||||
/datum/nanomanager/New()
|
||||
var/list/nano_asset_dirs = list(\
|
||||
"nano/css/",\
|
||||
"nano/images/",\
|
||||
"nano/js/",\
|
||||
"nano/templates/"\
|
||||
)
|
||||
|
||||
var/list/filenames = null
|
||||
for (var/path in nano_asset_dirs)
|
||||
filenames = flist(path)
|
||||
for(var/filename in filenames)
|
||||
if(copytext(filename, length(filename)) != "/") // filenames which end in "/" are actually directories, which we want to ignore
|
||||
if(fexists(path + filename))
|
||||
asset_files.Add(fcopy_rsc(path + filename)) // add this file to asset_files for sending to clients when they connect
|
||||
|
||||
return
|
||||
|
||||
/**
|
||||
* Get an open /nanoui ui for the current user, src_object and ui_key and try to update it with data
|
||||
*
|
||||
* @param user /mob The mob who opened/owns the ui
|
||||
* @param src_object /obj|/mob The obj or mob which the ui belongs to
|
||||
* @param ui_key string A string key used for the ui
|
||||
* @param ui /datum/nanoui An existing instance of the ui (can be null)
|
||||
* @param data list The data to be passed to the ui, if it exists
|
||||
* @param force_open boolean The ui is being forced to (re)open, so close ui if it exists (instead of updating)
|
||||
*
|
||||
* @return /nanoui Returns the found ui, for null if none exists
|
||||
*/
|
||||
/datum/nanomanager/proc/try_update_ui(var/mob/user, src_object, ui_key, var/datum/nanoui/ui, data, var/force_open = 0)
|
||||
if (isnull(ui)) // no ui has been passed, so we'll search for one
|
||||
{
|
||||
ui = get_open_ui(user, src_object, ui_key)
|
||||
}
|
||||
if (!isnull(ui))
|
||||
// The UI is already open
|
||||
if (!force_open)
|
||||
ui.push_data(data)
|
||||
return ui
|
||||
else
|
||||
//testing("nanomanager/try_update_ui mob [user.name] [src_object:name] [ui_key] [force_open] - forcing opening of ui")
|
||||
ui.close()
|
||||
return null
|
||||
|
||||
/**
|
||||
* Get an open /nanoui ui for the current user, src_object and ui_key
|
||||
*
|
||||
* @param user /mob The mob who opened/owns the ui
|
||||
* @param src_object /obj|/mob The obj or mob which the ui belongs to
|
||||
* @param ui_key string A string key used for the ui
|
||||
*
|
||||
* @return /nanoui Returns the found ui, or null if none exists
|
||||
*/
|
||||
/datum/nanomanager/proc/get_open_ui(var/mob/user, src_object, ui_key)
|
||||
var/src_object_key = "\ref[src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
//testing("nanomanager/get_open_ui mob [user.name] [src_object:name] [ui_key] - there are no uis open")
|
||||
return null
|
||||
else if (isnull(open_uis[src_object_key][ui_key]) || !istype(open_uis[src_object_key][ui_key], /list))
|
||||
//testing("nanomanager/get_open_ui mob [user.name] [src_object:name] [ui_key] - there are no uis open for this object")
|
||||
return null
|
||||
|
||||
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
|
||||
if (ui.user == user)
|
||||
return ui
|
||||
|
||||
//testing("nanomanager/get_open_ui mob [user.name] [src_object:name] [ui_key] - ui not found")
|
||||
return null
|
||||
|
||||
/**
|
||||
* Update all /nanoui uis attached to src_object
|
||||
*
|
||||
* @param src_object /obj|/mob The obj or mob which the uis are attached to
|
||||
*
|
||||
* @return int The number of uis updated
|
||||
*/
|
||||
/datum/nanomanager/proc/update_uis(src_object)
|
||||
var/src_object_key = "\ref[src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return 0
|
||||
|
||||
var/update_count = 0
|
||||
for (var/ui_key in open_uis[src_object_key])
|
||||
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
|
||||
if(ui && ui.src_object && ui.user && ui.src_object.nano_host())
|
||||
ui.process(1)
|
||||
update_count++
|
||||
return update_count
|
||||
|
||||
/**
|
||||
* Update /nanoui uis belonging to user
|
||||
*
|
||||
* @param user /mob The mob who owns the uis
|
||||
* @param src_object /obj|/mob If src_object is provided, only update uis which are attached to src_object (optional)
|
||||
* @param ui_key string If ui_key is provided, only update uis with a matching ui_key (optional)
|
||||
*
|
||||
* @return int The number of uis updated
|
||||
*/
|
||||
/datum/nanomanager/proc/update_user_uis(var/mob/user, src_object = null, ui_key = null)
|
||||
if (isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
|
||||
return 0 // has no open uis
|
||||
|
||||
var/update_count = 0
|
||||
for (var/datum/nanoui/ui in user.open_uis)
|
||||
if ((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
|
||||
ui.process(1)
|
||||
update_count++
|
||||
|
||||
return update_count
|
||||
|
||||
/**
|
||||
* Close /nanoui uis belonging to user
|
||||
*
|
||||
* @param user /mob The mob who owns the uis
|
||||
* @param src_object /obj|/mob If src_object is provided, only close uis which are attached to src_object (optional)
|
||||
* @param ui_key string If ui_key is provided, only close uis with a matching ui_key (optional)
|
||||
*
|
||||
* @return int The number of uis closed
|
||||
*/
|
||||
/datum/nanomanager/proc/close_user_uis(var/mob/user, src_object = null, ui_key = null)
|
||||
if (isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
|
||||
//testing("nanomanager/close_user_uis mob [user.name] has no open uis")
|
||||
return 0 // has no open uis
|
||||
|
||||
var/close_count = 0
|
||||
for (var/datum/nanoui/ui in user.open_uis)
|
||||
if ((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
|
||||
ui.close()
|
||||
close_count++
|
||||
|
||||
//testing("nanomanager/close_user_uis mob [user.name] closed [open_uis.len] of [close_count] uis")
|
||||
|
||||
return close_count
|
||||
|
||||
/**
|
||||
* Add a /nanoui ui to the list of open uis
|
||||
* This is called by the /nanoui open() proc
|
||||
*
|
||||
* @param ui /nanoui The ui to add
|
||||
*
|
||||
* @return nothing
|
||||
*/
|
||||
/datum/nanomanager/proc/ui_opened(var/datum/nanoui/ui)
|
||||
var/src_object_key = "\ref[ui.src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
open_uis[src_object_key] = list(ui.ui_key = list())
|
||||
else if (isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
|
||||
open_uis[src_object_key][ui.ui_key] = list();
|
||||
|
||||
ui.user.open_uis.Add(ui)
|
||||
var/list/uis = open_uis[src_object_key][ui.ui_key]
|
||||
uis.Add(ui)
|
||||
processing_uis.Add(ui)
|
||||
//testing("nanomanager/ui_opened mob [ui.user.name] [ui.src_object:name] [ui.ui_key] - user.open_uis [ui.user.open_uis.len] | uis [uis.len] | processing_uis [processing_uis.len]")
|
||||
|
||||
/**
|
||||
* Remove a /nanoui ui from the list of open uis
|
||||
* This is called by the /nanoui close() proc
|
||||
*
|
||||
* @param ui /nanoui The ui to remove
|
||||
*
|
||||
* @return int 0 if no ui was removed, 1 if removed successfully
|
||||
*/
|
||||
/datum/nanomanager/proc/ui_closed(var/datum/nanoui/ui)
|
||||
var/src_object_key = "\ref[ui.src_object]"
|
||||
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
|
||||
return 0 // wasn't open
|
||||
else if (isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
|
||||
return 0 // wasn't open
|
||||
|
||||
processing_uis.Remove(ui)
|
||||
if(ui.user) // Sanity check in case a user has been deleted (say a blown up borg watching the alarm interface)
|
||||
ui.user.open_uis.Remove(ui)
|
||||
var/list/uis = open_uis[src_object_key][ui.ui_key]
|
||||
uis.Remove(ui)
|
||||
|
||||
//testing("nanomanager/ui_closed mob [ui.user.name] [ui.src_object:name] [ui.ui_key] - user.open_uis [ui.user.open_uis.len] | uis [uis.len] | processing_uis [processing_uis.len]")
|
||||
|
||||
return 1
|
||||
|
||||
/**
|
||||
* This is called on user logout
|
||||
* Closes/clears all uis attached to the user's /mob
|
||||
*
|
||||
* @param user /mob The user's mob
|
||||
*
|
||||
* @return nothing
|
||||
*/
|
||||
|
||||
//
|
||||
/datum/nanomanager/proc/user_logout(var/mob/user)
|
||||
//testing("nanomanager/user_logout user [user.name]")
|
||||
return close_user_uis(user)
|
||||
|
||||
/**
|
||||
* This is called when a player transfers from one mob to another
|
||||
* Transfers all open UIs to the new mob
|
||||
*
|
||||
* @param oldMob /mob The user's old mob
|
||||
* @param newMob /mob The user's new mob
|
||||
*
|
||||
* @return nothing
|
||||
*/
|
||||
/datum/nanomanager/proc/user_transferred(var/mob/oldMob, var/mob/newMob)
|
||||
//testing("nanomanager/user_transferred from mob [oldMob.name] to mob [newMob.name]")
|
||||
if (isnull(oldMob.open_uis) || !istype(oldMob.open_uis, /list) || open_uis.len == 0)
|
||||
//testing("nanomanager/user_transferred mob [oldMob.name] has no open uis")
|
||||
return 0 // has no open uis
|
||||
|
||||
if (isnull(newMob.open_uis) || !istype(newMob.open_uis, /list))
|
||||
newMob.open_uis = list()
|
||||
|
||||
for (var/datum/nanoui/ui in oldMob.open_uis)
|
||||
ui.user = newMob
|
||||
newMob.open_uis.Add(ui)
|
||||
|
||||
oldMob.open_uis.Cut()
|
||||
|
||||
return 1 // success
|
||||
|
||||
/**
|
||||
* Sends all nano assets to the client
|
||||
* This is called on user login
|
||||
*
|
||||
* @param client /client The user's client
|
||||
*
|
||||
* @return nothing
|
||||
*/
|
||||
|
||||
/datum/nanomanager/proc/send_resources(client)
|
||||
for(var/file in asset_files)
|
||||
client << browse_rsc(file) // send the file to the client
|
||||
|
||||
|
||||
@@ -52,6 +52,11 @@ nanoui is used to open and update nano browser uis
|
||||
// the current status/visibility of the ui
|
||||
var/status = STATUS_INTERACTIVE
|
||||
|
||||
// Relationship between a master interface and its children. Used in update_status
|
||||
var/datum/nanoui/master_ui
|
||||
var/list/datum/nanoui/children = list()
|
||||
var/datum/topic_state/custom_state = null
|
||||
|
||||
var/cached_data = null
|
||||
|
||||
/**
|
||||
@@ -68,17 +73,22 @@ nanoui is used to open and update nano browser uis
|
||||
*
|
||||
* @return /nanoui new nanoui object
|
||||
*/
|
||||
/datum/nanoui/New(nuser, nsrc_object, nui_key, ntemplate_filename, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null)
|
||||
/datum/nanoui/New(nuser, nsrc_object, nui_key, ntemplate_filename, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null, var/datum/nanoui/master_ui = null, var/datum/topic_state/custom_state = null)
|
||||
user = nuser
|
||||
src_object = nsrc_object
|
||||
ui_key = nui_key
|
||||
window_id = "[ui_key]\ref[src_object]"
|
||||
|
||||
src.master_ui = master_ui
|
||||
if(master_ui)
|
||||
master_ui.children += src
|
||||
src.custom_state = custom_state ? custom_state : new/datum/topic_state()
|
||||
|
||||
// add the passed template filename as the "main" template, this is required
|
||||
add_template("main", ntemplate_filename)
|
||||
|
||||
if (ntitle)
|
||||
title = ntitle
|
||||
title = sanitize(ntitle)
|
||||
if (nwidth)
|
||||
width = nwidth
|
||||
if (nheight)
|
||||
@@ -132,116 +142,14 @@ nanoui is used to open and update nano browser uis
|
||||
* @return nothing
|
||||
*/
|
||||
/datum/nanoui/proc/update_status(var/push_update = 0)
|
||||
var/status = user.can_interact_with_interface(src_object)
|
||||
if(status == STATUS_CLOSE)
|
||||
var/atom/movable/host = src_object.nano_host()
|
||||
var/new_status = host.CanUseTopic(user, list(), custom_state)
|
||||
if(master_ui)
|
||||
new_status = min(new_status, master_ui.status)
|
||||
if(new_status == STATUS_CLOSE)
|
||||
close()
|
||||
else
|
||||
set_status(status, push_update)
|
||||
|
||||
/*
|
||||
Procs called by update_status()
|
||||
*/
|
||||
|
||||
/mob/living/silicon/pai/can_interact_with_interface(src_object)
|
||||
if(src_object == src && !stat)
|
||||
return STATUS_INTERACTIVE
|
||||
else
|
||||
return ..()
|
||||
|
||||
/mob/proc/can_interact_with_interface(var/src_object)
|
||||
return STATUS_CLOSE // By default no mob can do anything with NanoUI
|
||||
|
||||
/mob/dead/observer/can_interact_with_interface()
|
||||
if(check_rights(R_ADMIN, 0))
|
||||
return STATUS_INTERACTIVE // Admins are more equal
|
||||
return STATUS_UPDATE // Ghosts can view updates
|
||||
|
||||
/mob/living/silicon/robot/can_interact_with_interface(var/src_object)
|
||||
if(stat || !client)
|
||||
return STATUS_CLOSE
|
||||
if(lockcharge || stunned || weakened)
|
||||
return STATUS_DISABLED
|
||||
if (src_object in view(client.view, src)) // robots can see and interact with things they can see within their view range
|
||||
return STATUS_INTERACTIVE // interactive (green visibility)
|
||||
return STATUS_DISABLED // no updates, completely disabled (red visibility)
|
||||
|
||||
/mob/living/silicon/robot/syndicate/can_interact_with_interface(var/src_object)
|
||||
. = ..()
|
||||
if(. != STATUS_INTERACTIVE)
|
||||
return
|
||||
|
||||
if(z in config.admin_levels) // Syndicate borgs can interact with everything on the admin level
|
||||
return STATUS_INTERACTIVE
|
||||
if(istype(get_area(src), /area/syndicate_station)) // If elsewhere, they can interact with everything on the syndicate shuttle
|
||||
return STATUS_INTERACTIVE
|
||||
if(istype(src_object, /obj/machinery)) // Otherwise they can only interact with emagged machinery
|
||||
var/obj/machinery/Machine = src_object
|
||||
if(Machine.emagged)
|
||||
return STATUS_INTERACTIVE
|
||||
return STATUS_UPDATE
|
||||
|
||||
/mob/living/silicon/ai/can_interact_with_interface(var/src_object)
|
||||
if(stat || !client)
|
||||
return STATUS_CLOSE
|
||||
// Prevents the AI from using Topic on admin levels (by for example viewing through the court/thunderdome cameras)
|
||||
// unless it's on the same level as the object it's interacting with.
|
||||
var/turf/T = get_turf(src_object)
|
||||
if(!T || !(z == T.z || (T.z in config.player_levels)))
|
||||
return STATUS_CLOSE
|
||||
|
||||
// If an object is in view then we can interact with it
|
||||
if(src_object in view(client.view, src))
|
||||
return STATUS_INTERACTIVE
|
||||
|
||||
// If we're installed in a chassi, rather than transfered to an inteliCard or other container, then check if we have camera view
|
||||
if(is_in_chassis())
|
||||
//stop AIs from leaving windows open and using then after they lose vision
|
||||
//apc_override is needed here because AIs use their own APC when powerless
|
||||
if(cameranet && !cameranet.checkTurfVis(get_turf(src_object)))
|
||||
return apc_override ? STATUS_INTERACTIVE : STATUS_CLOSE
|
||||
return STATUS_INTERACTIVE
|
||||
|
||||
return STATUS_CLOSE
|
||||
|
||||
/mob/living/proc/shared_living_nano_interaction(var/src_object)
|
||||
if (src.stat != CONSCIOUS)
|
||||
return STATUS_CLOSE // no updates, close the interface
|
||||
else if (restrained() || lying || stat || stunned || weakened)
|
||||
return STATUS_UPDATE // update only (orange visibility)
|
||||
return STATUS_INTERACTIVE
|
||||
|
||||
/mob/living/proc/shared_living_nano_distance(var/atom/movable/src_object)
|
||||
if(!isturf(src_object.loc))
|
||||
if(src_object.loc == src) // Item in the inventory
|
||||
return STATUS_INTERACTIVE
|
||||
if(src.contents.Find(src_object.loc)) // A hidden uplink inside an item
|
||||
return STATUS_INTERACTIVE
|
||||
|
||||
if (!(src_object in view(4, src))) // If the src object is not in visable, disable updates
|
||||
return STATUS_CLOSE
|
||||
|
||||
var/dist = get_dist(src_object, src)
|
||||
if (dist <= 1)
|
||||
return STATUS_INTERACTIVE // interactive (green visibility)
|
||||
else if (dist <= 2)
|
||||
return STATUS_UPDATE // update only (orange visibility)
|
||||
else if (dist <= 4)
|
||||
return STATUS_DISABLED // no updates, completely disabled (red visibility)
|
||||
return STATUS_CLOSE
|
||||
|
||||
/mob/living/can_interact_with_interface(var/src_object, var/be_close = 1)
|
||||
. = shared_living_nano_interaction(src_object)
|
||||
if(. == STATUS_INTERACTIVE && be_close)
|
||||
. = shared_living_nano_distance(src_object)
|
||||
if(STATUS_INTERACTIVE)
|
||||
return STATUS_UPDATE
|
||||
|
||||
/mob/living/carbon/human/can_interact_with_interface(var/src_object, var/be_close = 1)
|
||||
. = shared_living_nano_interaction(src_object)
|
||||
if(. == STATUS_INTERACTIVE && be_close)
|
||||
. = shared_living_nano_distance(src_object)
|
||||
if(. == STATUS_UPDATE && (TK in mutations)) // If we have telekinesis and remain close enough, allow interaction.
|
||||
return STATUS_INTERACTIVE
|
||||
set_status(new_status, push_update)
|
||||
|
||||
/**
|
||||
* Set the ui to auto update (every master_controller tick)
|
||||
@@ -484,7 +392,6 @@ nanoui is used to open and update nano browser uis
|
||||
* @return nothing
|
||||
*/
|
||||
/datum/nanoui/proc/open()
|
||||
|
||||
var/window_size = ""
|
||||
if (width && height)
|
||||
window_size = "size=[width]x[height];"
|
||||
@@ -504,6 +411,8 @@ nanoui is used to open and update nano browser uis
|
||||
is_auto_updating = 0
|
||||
nanomanager.ui_closed(src)
|
||||
user << browse(null, "window=[window_id]")
|
||||
for(var/datum/nanoui/child in children)
|
||||
child.close()
|
||||
|
||||
/**
|
||||
* Set the UI window to call the nanoclose verb when the window is closed
|
||||
@@ -568,7 +477,7 @@ nanoui is used to open and update nano browser uis
|
||||
set_map_z_level(text2num(href_list["mapZLevel"]))
|
||||
map_update = 1
|
||||
|
||||
if ((src_object && src_object.Topic(href, href_list)) || map_update)
|
||||
if ((src_object && src_object.Topic(href, href_list, 0, custom_state)) || map_update)
|
||||
nanomanager.update_uis(src_object) // update all UIs attached to src_object
|
||||
|
||||
/**
|
||||
@@ -595,5 +504,4 @@ nanoui is used to open and update nano browser uis
|
||||
* @return nothing
|
||||
*/
|
||||
/datum/nanoui/proc/update(var/force_open = 0)
|
||||
src_object.ui_interact(user, ui_key, src, force_open)
|
||||
|
||||
src_object.ui_interact(user, ui_key, src, force_open, master_ui, custom_state)
|
||||
|
||||
@@ -112,7 +112,7 @@
|
||||
stance_damage = 0
|
||||
|
||||
// Buckled to a bed/chair. Stance damage is forced to 0 since they're sitting on something solid
|
||||
if (istype(buckled, /obj/structure/stool/bed))
|
||||
if (istype(buckled, /obj/structure/bed))
|
||||
return
|
||||
|
||||
for (var/organ in list("l_leg","l_foot","r_leg","r_foot"))
|
||||
|
||||
@@ -159,7 +159,7 @@
|
||||
//If limb took enough damage, try to cut or tear it off
|
||||
if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you.
|
||||
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
|
||||
if( (edge && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
|
||||
if( (edge && prob(5 * brute)) || (brute > 20 && prob(brute)) )
|
||||
droplimb(1)
|
||||
return
|
||||
|
||||
@@ -596,14 +596,11 @@ Note that amputating the affected organ does in fact remove the infection from t
|
||||
update_damages()
|
||||
|
||||
var/obj/organ //Dropped limb object
|
||||
var/list/dropped_items
|
||||
switch(body_part)
|
||||
if(HEAD)
|
||||
organ= new /obj/item/weapon/organ/head(owner.loc, owner)
|
||||
owner.u_equip(owner.glasses)
|
||||
owner.u_equip(owner.head)
|
||||
owner.u_equip(owner.l_ear)
|
||||
owner.u_equip(owner.r_ear)
|
||||
owner.u_equip(owner.wear_mask)
|
||||
organ = new /obj/item/weapon/organ/head(owner.loc, owner)
|
||||
dropped_items = list(owner.glasses, owner.head, owner.l_ear, owner.r_ear, owner.wear_mask)
|
||||
if(ARM_RIGHT)
|
||||
if(status & ORGAN_ROBOT)
|
||||
organ = new /obj/item/robot_parts/r_arm(owner.loc)
|
||||
@@ -627,19 +624,22 @@ Note that amputating the affected organ does in fact remove the infection from t
|
||||
if(HAND_RIGHT)
|
||||
if(!(status & ORGAN_ROBOT))
|
||||
organ= new /obj/item/weapon/organ/r_hand(owner.loc, owner)
|
||||
owner.u_equip(owner.gloves)
|
||||
dropped_items = list(owner.gloves) //should probably make it so that you can still wear gloves if you have one hand
|
||||
if(HAND_LEFT)
|
||||
if(!(status & ORGAN_ROBOT))
|
||||
organ= new /obj/item/weapon/organ/l_hand(owner.loc, owner)
|
||||
owner.u_equip(owner.gloves)
|
||||
dropped_items = list(owner.gloves)
|
||||
if(FOOT_RIGHT)
|
||||
if(!(status & ORGAN_ROBOT))
|
||||
organ= new /obj/item/weapon/organ/r_foot/(owner.loc, owner)
|
||||
owner.u_equip(owner.shoes)
|
||||
dropped_items = list(owner.shoes)
|
||||
if(FOOT_LEFT)
|
||||
if(!(status & ORGAN_ROBOT))
|
||||
organ = new /obj/item/weapon/organ/l_foot(owner.loc, owner)
|
||||
owner.u_equip(owner.shoes)
|
||||
dropped_items = list(owner.shoes)
|
||||
if(dropped_items)
|
||||
for(var/obj/O in dropped_items)
|
||||
owner.remove_from_mob(O)
|
||||
|
||||
destspawn = 1
|
||||
//Robotic limbs explode if sabotaged.
|
||||
|
||||
@@ -86,7 +86,7 @@ var/global/photo_count = 0
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "album"
|
||||
item_state = "briefcase"
|
||||
can_hold = list("/obj/item/weapon/photo",)
|
||||
can_hold = list(/obj/item/weapon/photo)
|
||||
|
||||
/obj/item/weapon/storage/photo_album/MouseDrop(obj/over_object as obj)
|
||||
|
||||
|
||||
@@ -127,7 +127,7 @@
|
||||
|
||||
|
||||
/obj/machinery/power/am_control_unit/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet")
|
||||
if(Proj.check_armour != "bullet")
|
||||
stability -= Proj.force
|
||||
return 0
|
||||
|
||||
|
||||
@@ -117,7 +117,7 @@ proc/cardinalrange(var/center)
|
||||
|
||||
|
||||
/obj/machinery/am_shielding/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet")
|
||||
if(Proj.check_armour != "bullet")
|
||||
stability -= Proj.force/2
|
||||
return 0
|
||||
|
||||
|
||||
@@ -482,8 +482,17 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
item_state = "coil"
|
||||
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
|
||||
|
||||
/obj/item/stack/cable_coil/cyborg
|
||||
name = "cable coil synthesizer"
|
||||
desc = "A device that makes cable."
|
||||
gender = NEUTER
|
||||
matter = null
|
||||
uses_charge = 1
|
||||
charge_costs = list(1)
|
||||
stacktype = /obj/item/stack/cable_coil
|
||||
|
||||
/obj/item/stack/cable_coil/suicide_act(mob/user)
|
||||
if(locate(/obj/structure/stool) in user.loc)
|
||||
if(locate(/obj/item/weapon/stool) in user.loc)
|
||||
user.visible_message("<span class='suicide'>[user] is making a noose with the [src.name]! It looks like \he's trying to commit suicide.</span>")
|
||||
else
|
||||
user.visible_message("<span class='suicide'>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</span>")
|
||||
@@ -576,7 +585,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
usr << "\blue You cannot do that."
|
||||
..()
|
||||
|
||||
/obj/item/stack/cable_coil/robot/verb/set_colour()
|
||||
/obj/item/stack/cable_coil/cyborg/verb/set_colour()
|
||||
set name = "Change Colour"
|
||||
set category = "Object"
|
||||
|
||||
@@ -606,26 +615,26 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
// - Cable coil : merge cables
|
||||
/obj/item/stack/cable_coil/attackby(obj/item/weapon/W, mob/user)
|
||||
..()
|
||||
if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
|
||||
src.amount--
|
||||
if( istype(W, /obj/item/weapon/wirecutters) && src.get_amount() > 1)
|
||||
src.use(1)
|
||||
new/obj/item/stack/cable_coil(user.loc, 1,color)
|
||||
user << "You cut a piece off the cable coil."
|
||||
src.update_icon()
|
||||
return
|
||||
else if(istype(W, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/C = W
|
||||
if(C.amount >= MAXCOIL)
|
||||
if(C.get_amount() >= get_max_amount())
|
||||
user << "The coil is too long, you cannot add any more cable to it."
|
||||
return
|
||||
|
||||
if( (C.amount + src.amount <= MAXCOIL) )
|
||||
if( (C.get_amount() + src.get_amount() <= get_max_amount()) )
|
||||
user << "You join the cable coils together."
|
||||
C.give(src.amount) // give it cable
|
||||
src.use(src.amount) // make sure this one cleans up right
|
||||
C.give(src.get_amount()) // give it cable
|
||||
src.use(src.get_amount()) // make sure this one cleans up right
|
||||
return
|
||||
|
||||
else
|
||||
var/amt = MAXCOIL - C.amount
|
||||
var/amt = get_max_amount() - C.get_amount()
|
||||
user << "You transfer [amt] length\s of cable from one coil to the other."
|
||||
C.give(amt)
|
||||
src.use(amt)
|
||||
|
||||
@@ -128,7 +128,7 @@
|
||||
rigged = 1 //broken batterys are dangerous
|
||||
|
||||
/obj/item/weapon/cell/emp_act(severity)
|
||||
charge -= 1000 / severity
|
||||
charge -= maxcharge / severity
|
||||
if (charge < 0)
|
||||
charge = 0
|
||||
if(reliability != 100 && prob(50/severity))
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
|
||||
/obj/machinery/power/generator
|
||||
name = "thermoelectric generator"
|
||||
desc = "It's a high efficiency thermoelectric generator."
|
||||
@@ -9,15 +8,24 @@
|
||||
use_power = 1
|
||||
idle_power_usage = 100 //Watts, I hope. Just enough to do the computer and display things.
|
||||
|
||||
var/max_power = 500000
|
||||
var/thermal_efficiency = 0.65
|
||||
|
||||
var/obj/machinery/atmospherics/binary/circulator/circ1
|
||||
var/obj/machinery/atmospherics/binary/circulator/circ2
|
||||
|
||||
var/lastgen = 0
|
||||
var/lastgenlev = -1
|
||||
var/last_circ1_gen = 0
|
||||
var/last_circ2_gen = 0
|
||||
var/last_thermal_gen = 0
|
||||
var/stored_energy = 0
|
||||
var/lastgen1 = 0
|
||||
var/lastgen2 = 0
|
||||
var/effective_gen = 0
|
||||
var/lastgenlev = 0
|
||||
|
||||
/obj/machinery/power/generator/New()
|
||||
..()
|
||||
|
||||
desc = initial(desc) + " Rated for [round(max_power/1000)] kW."
|
||||
spawn(1)
|
||||
reconnect()
|
||||
|
||||
@@ -31,11 +39,11 @@
|
||||
circ2 = null
|
||||
if(src.loc && anchored)
|
||||
if(src.dir & (EAST|WEST))
|
||||
circ1 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,EAST)
|
||||
circ2 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,WEST)
|
||||
circ1 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,WEST)
|
||||
circ2 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,EAST)
|
||||
|
||||
if(circ1 && circ2)
|
||||
if(circ1.dir != SOUTH || circ2.dir != NORTH)
|
||||
if(circ1.dir != NORTH || circ2.dir != SOUTH)
|
||||
circ1 = null
|
||||
circ2 = null
|
||||
|
||||
@@ -58,13 +66,19 @@
|
||||
|
||||
/obj/machinery/power/generator/process()
|
||||
if(!circ1 || !circ2 || !anchored || stat & (BROKEN|NOPOWER))
|
||||
stored_energy = 0
|
||||
return
|
||||
|
||||
updateDialog()
|
||||
|
||||
var/datum/gas_mixture/air1 = circ1.return_transfer_air()
|
||||
var/datum/gas_mixture/air2 = circ2.return_transfer_air()
|
||||
lastgen = 0
|
||||
|
||||
lastgen2 = lastgen1
|
||||
lastgen1 = 0
|
||||
last_thermal_gen = 0
|
||||
last_circ1_gen = 0
|
||||
last_circ2_gen = 0
|
||||
|
||||
if(air1 && air2)
|
||||
var/air1_heat_capacity = air1.heat_capacity()
|
||||
@@ -72,10 +86,9 @@
|
||||
var/delta_temperature = abs(air2.temperature - air1.temperature)
|
||||
|
||||
if(delta_temperature > 0 && air1_heat_capacity > 0 && air2_heat_capacity > 0)
|
||||
var/efficiency = 0.65
|
||||
var/energy_transfer = delta_temperature*air2_heat_capacity*air1_heat_capacity/(air2_heat_capacity+air1_heat_capacity)
|
||||
var/heat = energy_transfer*(1-efficiency)
|
||||
lastgen = energy_transfer*efficiency*0.05
|
||||
var/heat = energy_transfer*(1-thermal_efficiency)
|
||||
last_thermal_gen = energy_transfer*thermal_efficiency
|
||||
|
||||
if(air2.temperature > air1.temperature)
|
||||
air2.temperature = air2.temperature - energy_transfer/air2_heat_capacity
|
||||
@@ -96,19 +109,29 @@
|
||||
if(circ2.network2)
|
||||
circ2.network2.update = 1
|
||||
|
||||
// update icon overlays and power usage only if displayed level has changed
|
||||
if(lastgen > 250000 && prob(10))
|
||||
//Exceeding maximum power leads to some power loss
|
||||
if(effective_gen > max_power && prob(5))
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
lastgen *= 0.5
|
||||
var/genlev = max(0, min( round(11*lastgen / 250000), 11))
|
||||
if(lastgen > 100 && genlev == 0)
|
||||
stored_energy *= 0.5
|
||||
|
||||
//Power
|
||||
last_circ1_gen = circ1.return_stored_energy()
|
||||
last_circ2_gen = circ2.return_stored_energy()
|
||||
stored_energy += last_thermal_gen + last_circ1_gen + last_circ2_gen
|
||||
lastgen1 = stored_energy*0.4 //smoothened power generation to prevent slingshotting as pressure is equalized, then restored by pumps
|
||||
stored_energy -= lastgen1
|
||||
effective_gen = (lastgen1 + lastgen2) / 2
|
||||
|
||||
// update icon overlays and power usage only if displayed level has changed
|
||||
var/genlev = max(0, min( round(11*effective_gen / max_power), 11))
|
||||
if(effective_gen > 100 && genlev == 0)
|
||||
genlev = 1
|
||||
if(genlev != lastgenlev)
|
||||
lastgenlev = genlev
|
||||
updateicon()
|
||||
add_avail(lastgen)
|
||||
add_avail(effective_gen)
|
||||
|
||||
/obj/machinery/power/generator/attack_ai(mob/user)
|
||||
if(stat & (BROKEN|NOPOWER)) return
|
||||
@@ -116,8 +139,11 @@
|
||||
|
||||
/obj/machinery/power/generator/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
anchored = !anchored
|
||||
user << "\blue You [anchored ? "secure" : "unsecure"] the bolts holding [src] to the floor."
|
||||
user.visible_message("[user.name] [anchored ? "secures" : "unsecures"] the bolts holding [src.name] to the floor.", \
|
||||
"You [anchored ? "secure" : "unsecure"] the bolts holding [src] to the floor.", \
|
||||
"You hear a ratchet")
|
||||
use_power = anchored
|
||||
reconnect()
|
||||
else
|
||||
@@ -137,20 +163,33 @@
|
||||
|
||||
user.set_machine(src)
|
||||
|
||||
var/t = "<PRE><B>Thermo-Electric Generator</B><HR>"
|
||||
var/t = "<PRE><B>Thermoelectric Generator</B><HR>"
|
||||
t += "Total Output: [round(effective_gen/1000)] kW<HR>"
|
||||
t += "Thermal Output: [round(last_thermal_gen/1000)] kW<BR>"
|
||||
t += " <BR>"
|
||||
|
||||
var/vertical = 0
|
||||
if (dir == NORTH || dir == SOUTH)
|
||||
vertical = 1
|
||||
|
||||
if(circ1 && circ2)
|
||||
t += "Output : [round(lastgen)] W<BR><BR>"
|
||||
|
||||
t += "<B>Primary Circulator (top or right)</B><BR>"
|
||||
t += "<B>Primary Circulator ([vertical ? "top" : "left"])</B><BR>"
|
||||
t += "Turbine Output: [round(last_circ1_gen/1000)] kW<BR>"
|
||||
t += "Flow Capacity: [round(circ1.volume_capacity_used*100)]%<BR>"
|
||||
t += " <BR>"
|
||||
t += "Inlet Pressure: [round(circ1.air1.return_pressure(), 0.1)] kPa<BR>"
|
||||
t += "Inlet Temperature: [round(circ1.air1.temperature, 0.1)] K<BR>"
|
||||
t += " <BR>"
|
||||
t += "Outlet Pressure: [round(circ1.air2.return_pressure(), 0.1)] kPa<BR>"
|
||||
t += "Outlet Temperature: [round(circ1.air2.temperature, 0.1)] K<BR>"
|
||||
|
||||
t += "<B>Secondary Circulator (bottom or left)</B><BR>"
|
||||
t += " <BR>"
|
||||
t += "<B>Secondary Circulator ([vertical ? "bottom" : "right"])</B><BR>"
|
||||
t += "Turbine Output: [round(last_circ2_gen/1000)] kW<BR>"
|
||||
t += "Flow Capacity: [round(circ2.volume_capacity_used*100)]%<BR>"
|
||||
t += " <BR>"
|
||||
t += "Inlet Pressure: [round(circ2.air1.return_pressure(), 0.1)] kPa<BR>"
|
||||
t += "Inlet Temperature: [round(circ2.air1.temperature, 0.1)] K<BR>"
|
||||
t += " <BR>"
|
||||
t += "Outlet Pressure: [round(circ2.air2.return_pressure(), 0.1)] kPa<BR>"
|
||||
t += "Outlet Temperature: [round(circ2.air2.temperature, 0.1)] K<BR>"
|
||||
|
||||
@@ -158,11 +197,11 @@
|
||||
t += "Unable to connect to circulators.<br>"
|
||||
t += "Ensure both are in position and wrenched into place."
|
||||
|
||||
t += "<BR>"
|
||||
t += " <BR>"
|
||||
t += "<HR>"
|
||||
t += "<A href='?src=\ref[src]'>Refresh</A> <A href='?src=\ref[src];close=1'>Close</A>"
|
||||
|
||||
user << browse(t, "window=teg;size=460x300")
|
||||
user << browse(t, "window=teg;size=400x500")
|
||||
onclose(user, "teg")
|
||||
return 1
|
||||
|
||||
@@ -201,4 +240,4 @@
|
||||
if (usr.stat || usr.restrained() || anchored)
|
||||
return
|
||||
|
||||
src.set_dir(turn(src.dir, -90))
|
||||
src.set_dir(turn(src.dir, -90))
|
||||
|
||||
@@ -42,7 +42,7 @@
|
||||
name = "collector [mysize] OFF"
|
||||
|
||||
/obj/effect/rust_particle_catcher/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet" && parent)
|
||||
if(Proj.check_armour != "bullet" && parent)
|
||||
parent.AddEnergy(Proj.damage * 20, 0, 1)
|
||||
update_icon()
|
||||
return 0
|
||||
|
||||
@@ -16,12 +16,11 @@
|
||||
density = 1
|
||||
anchored = 1.0
|
||||
circuit = /obj/item/weapon/circuitboard/powermonitor
|
||||
var/list/grid_sensors
|
||||
var/alerting = 0
|
||||
var/active_sensor = null //name_tag of the currently selected sensor
|
||||
use_power = 1
|
||||
idle_power_usage = 300
|
||||
active_power_usage = 300
|
||||
var/obj/nano_module/power_monitor/power_monitor
|
||||
|
||||
// Proc: process()
|
||||
// Parameters: None
|
||||
@@ -53,19 +52,7 @@
|
||||
/obj/machinery/computer/power_monitor/New()
|
||||
..()
|
||||
spawn(50)
|
||||
refresh_sensors()
|
||||
|
||||
// Proc: refresh_sensors()
|
||||
// Parameters: None
|
||||
// Description: Refreshes list of active sensors kept on this computer.
|
||||
/obj/machinery/computer/power_monitor/proc/refresh_sensors()
|
||||
grid_sensors = list()
|
||||
for(var/obj/machinery/power/sensor/S in machines)
|
||||
if((S.loc.z == src.loc.z) || (S.long_range)) // Consoles have range on their Z-Level. Sensors with long_range var will work between Z levels.
|
||||
if(S.name_tag == "#UNKN#") // Default name. Shouldn't happen!
|
||||
warning("Powernet sensor with unset ID Tag! [S.x]X [S.y]Y [S.z]Z")
|
||||
else
|
||||
grid_sensors += S
|
||||
power_monitor = new(src)
|
||||
|
||||
// Proc: attack_hand()
|
||||
// Parameters: None
|
||||
@@ -77,50 +64,18 @@
|
||||
return
|
||||
ui_interact(user)
|
||||
|
||||
// Proc: Topic()
|
||||
// Parameters: 2 (href, href_list - allows us to process UI clicks)
|
||||
// Description: Allows us to process UI clicks, which are relayed in form of hrefs.
|
||||
/obj/machinery/computer/power_monitor/Topic(href, href_list)
|
||||
..()
|
||||
if( href_list["clear"] )
|
||||
active_sensor = null
|
||||
else if( href_list["setsensor"] )
|
||||
active_sensor = href_list["setsensor"]
|
||||
// Proc: ui_interact()
|
||||
// Parameters: 4 (standard NanoUI parameters)
|
||||
// Description: Uses dark magic to operate the NanoUI of this computer.
|
||||
/obj/machinery/computer/power_monitor/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
|
||||
power_monitor.ui_interact(user, ui_key, ui, force_open)
|
||||
|
||||
|
||||
// Proc: check_warnings()
|
||||
// Parameters: None
|
||||
// Description: Verifies if any warnings were registered by connected sensors.
|
||||
/obj/machinery/computer/power_monitor/proc/check_warnings()
|
||||
for(var/obj/machinery/power/sensor/S in grid_sensors)
|
||||
for(var/obj/machinery/power/sensor/S in power_monitor.grid_sensors)
|
||||
if(S.check_grid_warning())
|
||||
return 1
|
||||
return 0
|
||||
|
||||
// Proc: ui_interact()
|
||||
// Parameters: 4 (standard NanoUI parameters)
|
||||
// Description: Uses dark magic to operate the NanoUI of this computer.
|
||||
/obj/machinery/computer/power_monitor/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
|
||||
var/list/data = list()
|
||||
var/list/sensors = list()
|
||||
// Focus: If it remains null if no sensor is selected and UI will display sensor list, otherwise it will display sensor reading.
|
||||
var/obj/machinery/power/sensor/focus = null
|
||||
|
||||
// Build list of data from sensor readings.
|
||||
for(var/obj/machinery/power/sensor/S in grid_sensors)
|
||||
sensors.Add(list(list(
|
||||
"name" = S.name_tag,
|
||||
"alarm" = S.check_grid_warning()
|
||||
)))
|
||||
if(S.name_tag == active_sensor)
|
||||
focus = S
|
||||
|
||||
data["all_sensors"] = sensors
|
||||
if(focus)
|
||||
data["focus"] = focus.return_reading_data()
|
||||
|
||||
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "power_monitor.tmpl", "Power Monitoring Console", 800, 500)
|
||||
ui.set_initial_data(data)
|
||||
ui.open()
|
||||
ui.set_auto_update(1)
|
||||
@@ -318,14 +318,14 @@
|
||||
// Parameters: None
|
||||
// Description: Switches the input on/off depending on previous setting
|
||||
/obj/machinery/power/smes/buildable/proc/toggle_input()
|
||||
input_attempt = !input_attempt
|
||||
inputting(!input_attempt)
|
||||
update_icon()
|
||||
|
||||
// Proc: toggle_output()
|
||||
// Parameters: None
|
||||
// Description: Switches the output on/off depending on previous setting
|
||||
/obj/machinery/power/smes/buildable/proc/toggle_output()
|
||||
output_attempt = !output_attempt
|
||||
outputting(!output_attempt)
|
||||
update_icon()
|
||||
|
||||
// Proc: set_input()
|
||||
|
||||
@@ -6,73 +6,159 @@
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 1
|
||||
w_class = 1.0
|
||||
w_class = 1
|
||||
var/caliber = "" //Which kind of guns it can be loaded into
|
||||
var/projectile_type //The bullet type to create when New() is called
|
||||
var/obj/item/projectile/BB = null //The loaded bullet
|
||||
var/obj/item/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed?
|
||||
var/spent_icon = null
|
||||
|
||||
/obj/item/ammo_casing/New()
|
||||
..()
|
||||
if(ispath(projectile_type))
|
||||
BB = new projectile_type(src)
|
||||
pixel_x = rand(-10, 10)
|
||||
pixel_y = rand(-10, 10)
|
||||
|
||||
New()
|
||||
..()
|
||||
if(ispath(projectile_type))
|
||||
BB = new projectile_type(src)
|
||||
pixel_x = rand(-10.0, 10)
|
||||
pixel_y = rand(-10.0, 10)
|
||||
set_dir(pick(cardinal))
|
||||
|
||||
//removes the projectile from the ammo casing
|
||||
/obj/item/ammo_casing/proc/expend()
|
||||
. = BB
|
||||
BB = null
|
||||
set_dir(pick(cardinal)) //spin spent casings
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_casing/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
if(BB)
|
||||
if(initial(BB.name) == "bullet")
|
||||
var/tmp_label = ""
|
||||
var/label_text = sanitize(copytext(input(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label), 1, MAX_NAME_LEN))
|
||||
if(length(label_text) > 20)
|
||||
user << "\red The inscription can be at most 20 characters long."
|
||||
else
|
||||
if(label_text == "")
|
||||
user << "\blue You scratch the inscription off of [initial(BB)]."
|
||||
BB.name = initial(BB.name)
|
||||
else
|
||||
user << "\blue You inscribe \"[label_text]\" into \the [initial(BB.name)]."
|
||||
BB.name = "[initial(BB.name)] \"[label_text]\""
|
||||
else
|
||||
user << "\blue You can only inscribe a metal bullet." //because inscribing beanbags is silly
|
||||
else
|
||||
if(!BB)
|
||||
user << "\blue There is no bullet in the casing to inscribe anything into."
|
||||
return
|
||||
|
||||
var/tmp_label = ""
|
||||
var/label_text = sanitize(copytext(input(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label), 1, MAX_NAME_LEN))
|
||||
if(length(label_text) > 20)
|
||||
user << "\red The inscription can be at most 20 characters long."
|
||||
else if(!label_text)
|
||||
user << "\blue You scratch the inscription off of [initial(BB)]."
|
||||
BB.name = initial(BB.name)
|
||||
else
|
||||
user << "\blue You inscribe \"[label_text]\" into \the [initial(BB.name)]."
|
||||
BB.name = "[initial(BB.name)] (\"[label_text]\")"
|
||||
|
||||
/obj/item/ammo_casing/update_icon()
|
||||
if(spent_icon && !BB)
|
||||
icon_state = spent_icon
|
||||
|
||||
/obj/item/ammo_casing/examine(mob/user)
|
||||
..()
|
||||
if (!BB)
|
||||
user << "This one is spent."
|
||||
|
||||
//Boxes of ammo
|
||||
//Gun loading types
|
||||
#define SINGLE_CASING 1 //The gun only accepts ammo_casings. ammo_magazines should never have this as their mag_type.
|
||||
#define SPEEDLOADER 2 //Transfers casings from the mag to the gun when used.
|
||||
#define MAGAZINE 4 //The magazine item itself goes inside the gun
|
||||
|
||||
//An item that holds casings and can be used to put them inside guns
|
||||
/obj/item/ammo_magazine
|
||||
name = "ammo box (.357)"
|
||||
desc = "A box of ammo"
|
||||
name = "magazine"
|
||||
desc = "A magazine for some kind of gun."
|
||||
icon_state = "357"
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
item_state = "syringe_kit"
|
||||
matter = list("metal" = 50000)
|
||||
throwforce = 2
|
||||
w_class = 2.0
|
||||
matter = list("metal" = 500)
|
||||
throwforce = 5
|
||||
w_class = 2
|
||||
throw_speed = 4
|
||||
throw_range = 10
|
||||
|
||||
var/list/stored_ammo = list()
|
||||
var/ammo_type = "/obj/item/ammo_casing"
|
||||
var/mag_type = SPEEDLOADER //ammo_magazines can only be used with compatible guns. This is not a bitflag, the load_method var on guns is.
|
||||
var/caliber = "357"
|
||||
var/max_ammo = 7
|
||||
|
||||
var/ammo_type = /obj/item/ammo_casing //ammo type that is initially loaded
|
||||
var/initial_ammo = null
|
||||
|
||||
var/multiple_sprites = 0
|
||||
//because BYOND doesn't support numbers as keys in associative lists
|
||||
var/list/icon_keys = list() //keys
|
||||
var/list/ammo_states = list() //values
|
||||
|
||||
/obj/item/ammo_magazine/New()
|
||||
if(multiple_sprites)
|
||||
initialize_magazine_icondata(src)
|
||||
|
||||
New()
|
||||
for(var/i = 1, i <= max_ammo, i++)
|
||||
if(isnull(initial_ammo))
|
||||
initial_ammo = max_ammo
|
||||
|
||||
if(initial_ammo)
|
||||
for(var/i in 1 to initial_ammo)
|
||||
stored_ammo += new ammo_type(src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_magazine/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/ammo_casing))
|
||||
var/obj/item/ammo_casing/C = W
|
||||
if(C.caliber != caliber)
|
||||
user << "<span class='warning'>[C] does not fit into [src].</span>"
|
||||
return
|
||||
if(stored_ammo.len >= max_ammo)
|
||||
user << "<span class='warning'>[src] is full!</span>"
|
||||
return
|
||||
user.remove_from_mob(C)
|
||||
C.loc = src
|
||||
stored_ammo.Insert(1, C) //add to the head of the list
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/attack_self(mob/user)
|
||||
if(!stored_ammo.len)
|
||||
user << "<span class='notice'>[src] is already empty!</span>"
|
||||
return
|
||||
user << "<span class='notice'>You empty [src].</span>"
|
||||
for(var/obj/item/ammo_casing/C in stored_ammo)
|
||||
C.loc = user.loc
|
||||
C.set_dir(pick(cardinal))
|
||||
stored_ammo.Cut()
|
||||
update_icon()
|
||||
if(multiple_sprites)
|
||||
icon_state = "[initial(icon_state)]-[stored_ammo.len]"
|
||||
desc = "There are [stored_ammo.len] shell\s left!"
|
||||
|
||||
/obj/item/ammo_magazine/update_icon()
|
||||
if(multiple_sprites)
|
||||
//find the lowest key greater than or equal to stored_ammo.len
|
||||
var/new_state = null
|
||||
for(var/idx in 1 to icon_keys.len)
|
||||
var/ammo_count = icon_keys[idx]
|
||||
if (ammo_count >= stored_ammo.len)
|
||||
new_state = ammo_states[idx]
|
||||
break
|
||||
icon_state = (new_state)? new_state : initial(icon_state)
|
||||
|
||||
/obj/item/ammo_magazine/examine(mob/user)
|
||||
..()
|
||||
user << "There [(stored_ammo.len > 1)? "are" : "is"] [stored_ammo.len] round\s left!"
|
||||
|
||||
//magazine icon state caching
|
||||
/var/global/list/magazine_icondata_keys = list()
|
||||
/var/global/list/magazine_icondata_states = list()
|
||||
|
||||
/proc/initialize_magazine_icondata(var/obj/item/ammo_magazine/M)
|
||||
var/typestr = "[M.type]"
|
||||
if(!(typestr in magazine_icondata_keys) || !(typestr in magazine_icondata_states))
|
||||
magazine_icondata_cache_add(M)
|
||||
|
||||
M.icon_keys = magazine_icondata_keys[typestr]
|
||||
M.ammo_states = magazine_icondata_states[typestr]
|
||||
|
||||
/proc/magazine_icondata_cache_add(var/obj/item/ammo_magazine/M)
|
||||
var/list/icon_keys = list()
|
||||
var/list/ammo_states = list()
|
||||
var/list/states = icon_states(M.icon)
|
||||
for(var/i = 0, i <= M.max_ammo, i++)
|
||||
var/ammo_state = "[M.icon_state]-[i]"
|
||||
if(ammo_state in states)
|
||||
icon_keys += i
|
||||
ammo_states += ammo_state
|
||||
|
||||
magazine_icondata_keys["[M.type]"] = icon_keys
|
||||
magazine_icondata_states["[M.type]"] = ammo_states
|
||||
|
||||
|
||||
@@ -1,45 +1,188 @@
|
||||
/obj/item/ammo_magazine/a357
|
||||
name = "ammo box (.357)"
|
||||
desc = "A box of .357 ammo"
|
||||
icon_state = "357"
|
||||
ammo_type = "/obj/item/ammo_casing/a357"
|
||||
//name = "ammo box (.357)"
|
||||
//desc = "A box of .357 ammo"
|
||||
//icon_state = "357"
|
||||
name = "speed loader (.357)"
|
||||
icon_state = "T38"
|
||||
caliber = "357"
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/c38
|
||||
name = "speed loader (.38)"
|
||||
icon_state = "38"
|
||||
ammo_type = "/obj/item/ammo_casing/c38"
|
||||
caliber = "38"
|
||||
ammo_type = /obj/item/ammo_casing/c38
|
||||
max_ammo = 6
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/c38/rubber
|
||||
name = "speed loader (.38 rubber)"
|
||||
ammo_type = /obj/item/ammo_casing/c38r
|
||||
|
||||
/obj/item/ammo_magazine/c45m
|
||||
name = "magazine (.45)"
|
||||
icon_state = "45"
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
mag_type = MAGAZINE
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
caliber = ".45"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/c45/empty
|
||||
max_ammo = 0
|
||||
/obj/item/ammo_magazine/c45m/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/c45r
|
||||
/obj/item/ammo_magazine/c45m/rubber
|
||||
name = "magazine (.45 rubber)"
|
||||
icon_state = "45"
|
||||
ammo_type = "/obj/item/ammo_casing/c45r"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
ammo_type = /obj/item/ammo_casing/c45r
|
||||
|
||||
/obj/item/ammo_magazine/c45f
|
||||
/obj/item/ammo_magazine/c45m/flash
|
||||
name = "magazine (.45 flash)"
|
||||
icon_state = "45"
|
||||
ammo_type = "/obj/item/ammo_casing/c45f"
|
||||
|
||||
/obj/item/ammo_magazine/mc9mm
|
||||
name = "magazine (9mm)"
|
||||
icon_state = "9x19p"
|
||||
origin_tech = "combat=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "9mm"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
max_ammo = 10
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/mc9mm/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/mc9mm/flash
|
||||
ammo_type = /obj/item/ammo_casing/c9mmf
|
||||
|
||||
/obj/item/ammo_magazine/c9mm
|
||||
name = "ammunition Box (9mm)"
|
||||
icon_state = "9mm"
|
||||
origin_tech = "combat=2"
|
||||
caliber = "9mm"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
max_ammo = 30
|
||||
|
||||
/obj/item/ammo_magazine/c9mm/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/mc9mmt
|
||||
name = "top mounted magazine (9mm)"
|
||||
icon_state = "9mmt"
|
||||
mag_type = MAGAZINE
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
caliber = "9mm"
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/mc9mmt/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/mc9mmt/rubber
|
||||
name = "top mounted magazine (9mm rubber)"
|
||||
ammo_type = /obj/item/ammo_casing/c9mmr
|
||||
|
||||
/obj/item/ammo_magazine/c45
|
||||
name = "ammunition Box (.45)"
|
||||
icon_state = "9mm"
|
||||
origin_tech = "combat=2"
|
||||
caliber = ".45"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
max_ammo = 30
|
||||
|
||||
/obj/item/ammo_magazine/c9mm/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a12mm
|
||||
name = "magazine (12mm)"
|
||||
icon_state = "12mm"
|
||||
origin_tech = "combat=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "12mm"
|
||||
ammo_type = "/obj/item/ammo_casing/a12mm"
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/a12mm/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a556
|
||||
name = "magazine (5.56)"
|
||||
icon_state = "5.56"
|
||||
origin_tech = "combat=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "a556"
|
||||
ammo_type = /obj/item/ammo_casing/a556
|
||||
max_ammo = 10
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/a556/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a50
|
||||
name = "magazine (.50)"
|
||||
icon_state = "50ae"
|
||||
origin_tech = "combat=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = ".50"
|
||||
ammo_type = /obj/item/ammo_casing/a50
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/c45r/empty
|
||||
max_ammo = 0
|
||||
/obj/item/ammo_magazine/a50/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a75
|
||||
name = "ammo magazine (20mm)"
|
||||
icon_state = "75"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "75"
|
||||
ammo_type = /obj/item/ammo_casing/a75
|
||||
multiple_sprites = 1
|
||||
max_ammo = 4
|
||||
|
||||
/obj/item/ammo_magazine/a75/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a762
|
||||
name = "magazine box (7.62mm)"
|
||||
icon_state = "a762"
|
||||
origin_tech = "combat=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "a762"
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
max_ammo = 50
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/a762/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/c762
|
||||
name = "magazine (7.62mm)"
|
||||
icon_state = "c762"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "a762"
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/chameleon
|
||||
name = "magazine (.45)"
|
||||
icon_state = "45"
|
||||
mag_type = MAGAZINE
|
||||
caliber = ".45"
|
||||
ammo_type = /obj/item/ammo_casing/chameleon
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
matter = list()
|
||||
|
||||
/obj/item/ammo_magazine/chameleon/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/*
|
||||
//unused garbage
|
||||
|
||||
/obj/item/ammo_magazine/a418
|
||||
name = "ammo box (.418)"
|
||||
@@ -48,116 +191,10 @@
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/a666
|
||||
name = "ammo box (.666)"
|
||||
icon_state = "666"
|
||||
ammo_type = "/obj/item/ammo_casing/a666"
|
||||
max_ammo = 4
|
||||
multiple_sprites = 1
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/mc9mm
|
||||
name = "magazine (9mm)"
|
||||
icon_state = "9x19p"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c9mm"
|
||||
max_ammo = 10
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/mc9mm/empty/New()
|
||||
..()
|
||||
stored_ammo = list()
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_magazine/c9mm
|
||||
name = "Ammunition Box (9mm)"
|
||||
icon_state = "9mm"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c9mm"
|
||||
max_ammo = 30
|
||||
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/c45
|
||||
name = "Ammunition Box (.45)"
|
||||
icon_state = "9mm"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
max_ammo = 30
|
||||
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/a12mm
|
||||
name = "magazine (12mm)"
|
||||
icon_state = "12mm"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/a12mm"
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/a12mm/empty
|
||||
name = "magazine (12mm)"
|
||||
icon_state = "12mm"
|
||||
ammo_type = "/obj/item/ammo_casing/12mm"
|
||||
max_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a50
|
||||
name = "magazine (.50)"
|
||||
icon_state = "50ae"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/a50"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/a50/empty
|
||||
name = "magazine (.50)"
|
||||
icon_state = "50ae"
|
||||
ammo_type = "/obj/item/ammo_casing/a50"
|
||||
max_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a75
|
||||
name = "ammo magazine (.75)"
|
||||
icon_state = "75"
|
||||
ammo_type = "/obj/item/ammo_casing/a75"
|
||||
multiple_sprites = 1
|
||||
max_ammo = 8
|
||||
|
||||
/obj/item/ammo_magazine/a75/empty
|
||||
name = "ammo magazine (.75)"
|
||||
icon_state = "75"
|
||||
ammo_type = "/obj/item/ammo_casing/a75"
|
||||
max_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a762
|
||||
name = "magazine (a762)"
|
||||
icon_state = "a762"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/a762"
|
||||
max_ammo = 50
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/a762/empty
|
||||
name = "magazine (a762)"
|
||||
icon_state = "a762"
|
||||
ammo_type = "/obj/item/ammo_casing/a762"
|
||||
max_ammo = 0
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/chameleon
|
||||
name = "magazine (.45)"
|
||||
icon_state = "45"
|
||||
ammo_type = "/obj/item/ammo_casing/chameleon"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
matter = list()
|
||||
|
||||
/obj/item/ammo_magazine/chameleon/empty
|
||||
name = "magazine (.45)"
|
||||
icon_state = "45"
|
||||
ammo_type = "/obj/item/ammo_casing/chameleon"
|
||||
max_ammo = 0
|
||||
multiple_sprites = 1
|
||||
matter = list()
|
||||
*/
|
||||
|
||||
@@ -16,6 +16,11 @@
|
||||
/obj/item/ammo_casing/c38
|
||||
desc = "A .38 bullet casing."
|
||||
caliber = "38"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol
|
||||
|
||||
/obj/item/ammo_casing/c38r
|
||||
desc = "A .38 rubber bullet casing."
|
||||
caliber = "38"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/rubber
|
||||
|
||||
/obj/item/ammo_casing/c9mm
|
||||
@@ -23,6 +28,17 @@
|
||||
caliber = "9mm"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol
|
||||
|
||||
/obj/item/ammo_casing/c9mmf
|
||||
desc = "A 9mm flash shell casing."
|
||||
caliber = "9mm"
|
||||
projectile_type = /obj/item/projectile/energy/flash
|
||||
|
||||
/obj/item/ammo_casing/c9mmr
|
||||
desc = "A 9mm rubber bullet casing."
|
||||
caliber = "9mm"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/rubber
|
||||
|
||||
|
||||
/obj/item/ammo_casing/c45
|
||||
desc = "A .45 bullet casing."
|
||||
caliber = ".45"
|
||||
@@ -73,38 +89,46 @@
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
|
||||
matter = list("metal" = 500)
|
||||
|
||||
//Can stun in one hit if aimed at the head, but
|
||||
//is blocked by clothing that stops tasers and is vulnerable to EMP
|
||||
/obj/item/ammo_casing/shotgun/stunshell
|
||||
name = "stun shell"
|
||||
desc = "A 12 gauge taser cartridge."
|
||||
icon_state = "stunshell"
|
||||
spent_icon = "stunshell-spent"
|
||||
projectile_type = /obj/item/projectile/energy/electrode/stunshot
|
||||
matter = list("metal" = 1250, "glass" = 1250)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/stunshell/emp_act(severity)
|
||||
if(prob(100/severity)) BB = null
|
||||
update_icon()
|
||||
|
||||
//Does not stun, only blinds, but has area of effect.
|
||||
/obj/item/ammo_casing/shotgun/flash
|
||||
name = "flash shell"
|
||||
desc = "A flash shell used to provide illumination."
|
||||
desc = "A chemical shell used to signal distress or provide illumination."
|
||||
icon_state = "fshell"
|
||||
projectile_type = /obj/item/projectile/energy/flash/flare
|
||||
matter = list("metal" = 250, "glass" = 250)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart
|
||||
name = "shotgun dart"
|
||||
desc = "A dart for use in shotguns."
|
||||
icon_state = "dart"
|
||||
projectile_type = /obj/item/projectile/energy/dart
|
||||
matter = list("metal" = 12500)
|
||||
|
||||
/obj/item/ammo_casing/a762
|
||||
desc = "A 7.62mm bullet casing."
|
||||
caliber = "a762"
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a762
|
||||
|
||||
/obj/item/ammo_casing/a145
|
||||
name = "\improper AP shell casing"
|
||||
desc = "A 14.5mm AP shell."
|
||||
icon_state = "slshell"
|
||||
name = "shell casing"
|
||||
desc = "A 14.5mm shell."
|
||||
icon_state = "lcasing"
|
||||
spent_icon = "lcasing-spent"
|
||||
caliber = "14.5mm"
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a145
|
||||
|
||||
/obj/item/ammo_casing/a556
|
||||
desc = "A 5.56mm bullet casing."
|
||||
caliber = "a556"
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a556
|
||||
|
||||
/obj/item/ammo_casing/rocket
|
||||
name = "rocket shell"
|
||||
desc = "A high explosive designed to be fired from a launcher."
|
||||
@@ -118,6 +142,7 @@
|
||||
projectile_type = /obj/item/projectile/bullet/chameleon
|
||||
caliber = ".45"
|
||||
|
||||
/*
|
||||
/obj/item/ammo_casing/a418
|
||||
desc = "A .418 bullet casing."
|
||||
caliber = "357"
|
||||
@@ -126,4 +151,5 @@
|
||||
/obj/item/ammo_casing/a666
|
||||
desc = "A .666 bullet casing."
|
||||
caliber = "357"
|
||||
projectile_type = /obj/item/projectile/bullet/cyanideround
|
||||
projectile_type = /obj/item/projectile/bullet/cyanideround
|
||||
*/
|
||||
@@ -1,3 +1,4 @@
|
||||
//Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance
|
||||
/obj/item/weapon/gun
|
||||
name = "gun"
|
||||
desc = "Its a gun. It's pretty terrible, though."
|
||||
@@ -5,59 +6,88 @@
|
||||
icon_state = "detective"
|
||||
item_state = "gun"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
matter = list("metal" = 2000)
|
||||
w_class = 3.0
|
||||
w_class = 3
|
||||
throwforce = 5
|
||||
throw_speed = 4
|
||||
throw_range = 5
|
||||
force = 5.0
|
||||
force = 5
|
||||
origin_tech = "combat=1"
|
||||
attack_verb = list("struck", "hit", "bashed")
|
||||
zoomdevicename = "scope"
|
||||
|
||||
var/fire_delay = 6
|
||||
var/fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
var/obj/item/projectile/in_chamber = null
|
||||
var/caliber = ""
|
||||
var/fire_sound_text = "gunshot"
|
||||
var/recoil = 0 //screen shake
|
||||
var/silenced = 0
|
||||
var/recoil = 0
|
||||
var/ejectshell = 1
|
||||
var/clumsy_check = 1
|
||||
var/tmp/list/mob/living/target //List of who yer targeting.
|
||||
var/tmp/lock_time = -100
|
||||
var/tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
|
||||
var/automatic = 0 //Used to determine if you can target multiple people.
|
||||
var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment.
|
||||
var/scoped_accuracy = null
|
||||
|
||||
var/last_fired = 0
|
||||
|
||||
//aiming system stuff
|
||||
var/keep_aim = 1 //1 for keep shooting until aim is lowered
|
||||
//0 for one bullet after tarrget moves and aim is lowered
|
||||
var/multi_aim = 0 //Used to determine if you can target multiple people.
|
||||
var/tmp/list/mob/living/aim_targets //List of who yer targeting.
|
||||
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
|
||||
var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
|
||||
var/firerate = 0 //0 for keep shooting until aim is lowered
|
||||
// 1 for one bullet after tarrget moves and aim is lowered
|
||||
var/fire_delay = 6
|
||||
var/last_fired = 0
|
||||
var/tmp/lock_time = -100
|
||||
|
||||
proc/ready_to_fire()
|
||||
if(world.time >= last_fired + fire_delay)
|
||||
last_fired = world.time
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
/obj/item/weapon/gun/New()
|
||||
..()
|
||||
if(isnull(scoped_accuracy))
|
||||
scoped_accuracy = accuracy
|
||||
|
||||
proc/load_into_chamber()
|
||||
//Returns 1 if the gun is able to be fired
|
||||
/obj/item/weapon/gun/proc/ready_to_fire()
|
||||
if(world.time >= last_fired + fire_delay)
|
||||
last_fired = world.time
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
|
||||
proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
|
||||
return 1
|
||||
//Checks whether a given mob can use the gun
|
||||
//Any checks that shouldn't result in handle_click_empty() being called if they fail should go here.
|
||||
//Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there.
|
||||
/obj/item/weapon/gun/proc/special_check(var/mob/user)
|
||||
if(!istype(user, /mob/living))
|
||||
return 0
|
||||
if(!user.IsAdvancedToolUser())
|
||||
return 0
|
||||
|
||||
var/mob/living/M = user
|
||||
|
||||
if(HULK in M.mutations)
|
||||
M << "<span class='danger'>Your fingers are much too large for the trigger guard!</span>"
|
||||
return 0
|
||||
if((CLUMSY in M.mutations) && prob(40)) //Clumsy handling
|
||||
var/obj/P = consume_next_projectile()
|
||||
if(P)
|
||||
if(process_projectile(P, user, user, pick("l_foot", "r_foot")))
|
||||
handle_post_fire(user, user)
|
||||
user.visible_message(
|
||||
"<span class='danger'>[user] shoots \himself in the foot with \the [src]!</span>",
|
||||
"<span class='danger'>You shoot yourself in the foot with \the [src]!</span>"
|
||||
)
|
||||
M.drop_item()
|
||||
else
|
||||
handle_click_empty(user)
|
||||
return 0
|
||||
return 1
|
||||
|
||||
emp_act(severity)
|
||||
for(var/obj/O in contents)
|
||||
O.emp_act(severity)
|
||||
|
||||
/obj/item/weapon/gun/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
|
||||
if(flag) return //It's adjacent, is the user, or is on the user's person
|
||||
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
|
||||
/obj/item/weapon/gun/emp_act(severity)
|
||||
for(var/obj/O in contents)
|
||||
O.emp_act(severity)
|
||||
|
||||
/obj/item/weapon/gun/afterattack(atom/A, mob/living/user, adjacent, params)
|
||||
if(adjacent) return //A is adjacent, is the user, or is on the user's person
|
||||
|
||||
//decide whether to aim or shoot normally
|
||||
var/aiming = 0
|
||||
if(user && user.client && !(A in target))
|
||||
if(user && user.client && !(A in aim_targets))
|
||||
var/client/C = user.client
|
||||
//If help intent is on and we have clicked on an eligible target, switch to aim mode automatically
|
||||
if(user.a_intent == "help" && isliving(A) && !C.gun_mode)
|
||||
@@ -72,30 +102,16 @@
|
||||
else
|
||||
Fire(A,user,params) //Otherwise, fire normally.
|
||||
|
||||
/obj/item/weapon/gun/proc/isHandgun()
|
||||
return 1
|
||||
/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
|
||||
if (A == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
|
||||
handle_suicide(user)
|
||||
else if(user.a_intent == "hurt") //point blank shooting
|
||||
Fire(A, user, pointblank=1)
|
||||
else
|
||||
return ..() //Pistolwhippin'
|
||||
|
||||
/obj/item/weapon/gun/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this
|
||||
//Exclude lasertag guns from the CLUMSY check.
|
||||
if(!user) return
|
||||
|
||||
if(clumsy_check)
|
||||
if(istype(user, /mob/living))
|
||||
var/mob/living/M = user
|
||||
if ((CLUMSY in M.mutations) && prob(50))
|
||||
M << "<span class='danger'>[src] blows up in your face.</span>"
|
||||
M.take_organ_damage(0,20)
|
||||
M.drop_item()
|
||||
del(src)
|
||||
return
|
||||
|
||||
if (!user.IsAdvancedToolUser())
|
||||
return
|
||||
if(istype(user, /mob/living))
|
||||
var/mob/living/M = user
|
||||
if (HULK in M.mutations)
|
||||
M << "<span class='danger'>Your fingers are much too large for the trigger guard!</span>"
|
||||
return
|
||||
/obj/item/weapon/gun/proc/Fire(atom/target, mob/living/user, params, pointblank=0, reflex=0)
|
||||
if(!user || !target) return
|
||||
|
||||
add_fingerprint(user)
|
||||
|
||||
@@ -107,22 +123,68 @@
|
||||
user << "<span class='warning'>[src] is not ready to fire again!"
|
||||
return
|
||||
|
||||
if(!load_into_chamber()) //CHECK
|
||||
return click_empty(user)
|
||||
|
||||
if(!in_chamber)
|
||||
var/obj/projectile = consume_next_projectile(user)
|
||||
if(!projectile)
|
||||
handle_click_empty(user)
|
||||
return
|
||||
|
||||
user.next_move = world.time + 4
|
||||
|
||||
if(process_projectile(projectile, user, target, user.zone_sel.selecting, params, pointblank, reflex))
|
||||
handle_post_fire(user, target, pointblank, reflex)
|
||||
|
||||
update_icon()
|
||||
if(user.hand)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
|
||||
|
||||
//obtains the next projectile to fire
|
||||
/obj/item/weapon/gun/proc/consume_next_projectile()
|
||||
return null
|
||||
|
||||
//used by aiming code
|
||||
/obj/item/weapon/gun/proc/can_hit(atom/target as mob, var/mob/living/user as mob)
|
||||
if(!special_check(user))
|
||||
return 2
|
||||
//just assume we can shoot through glass and stuff. No big deal, the player can just choose to not target someone
|
||||
//on the other side of a window if it makes a difference. Or if they run behind a window, too bad.
|
||||
return check_trajectory(target, user)
|
||||
|
||||
//called if there was no projectile to shoot
|
||||
/obj/item/weapon/gun/proc/handle_click_empty(mob/user)
|
||||
if (user)
|
||||
user.visible_message("*click click*", "<span class='danger'>*click*</span>")
|
||||
else
|
||||
src.visible_message("*click click*")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
|
||||
|
||||
//called after successfully firing
|
||||
/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
|
||||
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
|
||||
"You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
|
||||
|
||||
user.next_move = world.time + 4
|
||||
user.visible_message(
|
||||
"<span class='danger'>[user] fires [src][pointblank ? " point blank at [target]":""][reflex ? " by reflex":""]!</span>",
|
||||
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
|
||||
if(recoil)
|
||||
spawn()
|
||||
shake_camera(user, recoil+1, recoil)
|
||||
update_icon()
|
||||
|
||||
//does the actual shooting
|
||||
/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
|
||||
if(!istype(projectile, /obj/item/projectile))
|
||||
return 0 //default behaviour only applies to true projectiles
|
||||
|
||||
var/obj/item/projectile/P = projectile
|
||||
|
||||
//shooting while in shock
|
||||
var/x_offset = 0
|
||||
var/y_offset = 0
|
||||
if(istype(user, /mob/living/carbon))
|
||||
@@ -134,101 +196,72 @@
|
||||
y_offset = rand(-1,1)
|
||||
x_offset = rand(-1,1)
|
||||
|
||||
var/p_x
|
||||
var/p_y
|
||||
//Point blank bonus
|
||||
if(pointblank) P.damage *= 1.3
|
||||
|
||||
//TODO: accuracy modifiers
|
||||
|
||||
if(params)
|
||||
var/list/mouse_control = params2list(params)
|
||||
if(mouse_control["icon-x"])
|
||||
p_x = text2num(mouse_control["icon-x"])
|
||||
if(mouse_control["icon-y"])
|
||||
p_y = text2num(mouse_control["icon-y"])
|
||||
P.set_clickpoint(params)
|
||||
|
||||
return !P.launch(target, user, src, target_zone, x_offset, y_offset)
|
||||
|
||||
//Suicide handling.
|
||||
/obj/item/weapon/gun/var/mouthshoot = 0 //To stop people from suiciding twice... >.>
|
||||
/obj/item/weapon/gun/proc/handle_suicide(mob/living/user)
|
||||
if(!ishuman(user))
|
||||
return
|
||||
var/mob/living/carbon/human/M = user
|
||||
|
||||
if(in_chamber)
|
||||
var/fail = in_chamber.launch(
|
||||
target = target,
|
||||
user = user,
|
||||
launcher = src,
|
||||
target_zone = user.zone_sel.selecting,
|
||||
x_offset = x_offset,
|
||||
y_offset = y_offset,
|
||||
px = p_x,
|
||||
py = p_y
|
||||
)
|
||||
|
||||
if(fail) return
|
||||
|
||||
if(recoil)
|
||||
spawn()
|
||||
shake_camera(user, recoil + 1, recoil)
|
||||
|
||||
sleep(1)
|
||||
in_chamber = null
|
||||
|
||||
update_icon()
|
||||
|
||||
if(user.hand)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
|
||||
/obj/item/weapon/gun/proc/can_fire()
|
||||
return load_into_chamber()
|
||||
|
||||
/obj/item/weapon/gun/proc/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
|
||||
return in_chamber.check_fire(target,user)
|
||||
|
||||
/obj/item/weapon/gun/proc/click_empty(mob/user = null)
|
||||
if (user)
|
||||
user.visible_message("*click click*", "\red <b>*click*</b>")
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
else
|
||||
src.visible_message("*click click*")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
|
||||
|
||||
/obj/item/weapon/gun/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
|
||||
//Suicide handling.
|
||||
if (M == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
|
||||
mouthshoot = 1
|
||||
M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
|
||||
if(!do_after(user, 40))
|
||||
M.visible_message("\blue [user] decided life was worth living")
|
||||
mouthshoot = 0
|
||||
return
|
||||
if (load_into_chamber())
|
||||
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
|
||||
user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
|
||||
mouthshoot = 0
|
||||
return
|
||||
|
||||
in_chamber.on_hit(M)
|
||||
if (in_chamber.damage_type != HALLOSS)
|
||||
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
|
||||
user.death()
|
||||
else
|
||||
user << "<span class = 'notice'>Ow...</span>"
|
||||
user.apply_effect(110,AGONY,0)
|
||||
del(in_chamber)
|
||||
mouthshoot = 0
|
||||
return
|
||||
mouthshoot = 1
|
||||
M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
|
||||
if(!do_after(user, 40))
|
||||
M.visible_message("\blue [user] decided life was worth living")
|
||||
mouthshoot = 0
|
||||
return
|
||||
var/obj/item/projectile/in_chamber = consume_next_projectile()
|
||||
if (istype(in_chamber))
|
||||
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
click_empty(user)
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
|
||||
user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
|
||||
mouthshoot = 0
|
||||
return
|
||||
|
||||
if (load_into_chamber())
|
||||
//Point blank shooting if on harm intent or target we were targeting.
|
||||
if(user.a_intent == "hurt")
|
||||
user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
|
||||
if(istype(in_chamber)) in_chamber.damage *= 1.3
|
||||
Fire(M,user)
|
||||
return
|
||||
else if(target && M in target)
|
||||
Fire(M,user) ///Otherwise, shoot!
|
||||
return
|
||||
in_chamber.on_hit(M)
|
||||
if (in_chamber.damage_type != HALLOSS)
|
||||
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
|
||||
user.death()
|
||||
else
|
||||
user << "<span class = 'notice'>Ow...</span>"
|
||||
user.apply_effect(110,AGONY,0)
|
||||
del(in_chamber)
|
||||
mouthshoot = 0
|
||||
return
|
||||
else
|
||||
return ..() //Pistolwhippin'
|
||||
handle_click_empty(user)
|
||||
mouthshoot = 0
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/proc/toggle_scope(var/zoom_amount=2.0)
|
||||
//looking through a scope limits your periphereal vision
|
||||
//still, increase the view size by a tiny amount so that sniping isn't too restricted to NSEW
|
||||
var/zoom_offset = round(world.view * zoom_amount)
|
||||
var/view_size = round(world.view + zoom_amount)
|
||||
var/scoped_accuracy_mod = zoom_offset
|
||||
|
||||
zoom(zoom_offset, view_size)
|
||||
if(zoom)
|
||||
accuracy = scoped_accuracy + scoped_accuracy_mod
|
||||
if(recoil)
|
||||
recoil = round(recoil*zoom_amount+1) //recoil is worse when looking through a scope
|
||||
|
||||
//make sure accuracy and recoil are reset regardless of how the item is unzoomed.
|
||||
/obj/item/weapon/gun/zoom()
|
||||
..()
|
||||
if(!zoom)
|
||||
accuracy = initial(accuracy)
|
||||
recoil = initial(recoil)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
//Vox pinning weapon.
|
||||
/obj/item/weapon/gun/launcher/spikethrower
|
||||
name = "Vox spike thrower"
|
||||
name = "vox spike thrower"
|
||||
desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
|
||||
|
||||
var/last_regen = 0
|
||||
@@ -24,7 +24,6 @@
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/process()
|
||||
|
||||
if(spikes < max_spikes && world.time > last_regen + spike_gen_time)
|
||||
spikes++
|
||||
last_regen = world.time
|
||||
@@ -32,35 +31,26 @@
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/examine(mob/user)
|
||||
..(user)
|
||||
user << "It has [spikes] [spikes == 1 ? "spike" : "spikes"] remaining."
|
||||
user << "It has [spikes] spike\s remaining."
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/update_icon()
|
||||
icon_state = "spikethrower[spikes]"
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/emp_act(severity)
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/special_check(user)
|
||||
if(istype(user,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(H.species && H.species.name != "Vox" && H.species.name != "Vox Armalis")
|
||||
user << "\red \The [src] does not respond to you!"
|
||||
user << "<span class='warning'>\The [src] does not respond to you!</span>"
|
||||
return 0
|
||||
return 1
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/update_release_force()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/load_into_chamber()
|
||||
if(in_chamber) return 1
|
||||
if(spikes < 1) return 0
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/consume_next_projectile()
|
||||
if(spikes < 1) return null
|
||||
spikes--
|
||||
in_chamber = new /obj/item/weapon/spike(src)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
if(..()) update_icon()
|
||||
return new /obj/item/weapon/spike(src)
|
||||
|
||||
//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
|
||||
/obj/item/weapon/gun/energy/noisecannon
|
||||
@@ -74,7 +64,7 @@
|
||||
|
||||
force = 10
|
||||
projectile_type = /obj/item/projectile/energy/sonic
|
||||
cell_type = "/obj/item/weapon/cell/super"
|
||||
cell_type = /obj/item/weapon/cell/super
|
||||
fire_delay = 40
|
||||
fire_sound = 'sound/effects/basscannon.ogg'
|
||||
|
||||
@@ -91,13 +81,9 @@
|
||||
if(H.species.name == "Vox Armalis")
|
||||
..()
|
||||
return
|
||||
user << "\red \The [src] is far too large for you to pick up."
|
||||
user << "<span class='warning'>\The [src] is far too large for you to pick up.</span>"
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/noisecannon/load_into_chamber() //Does not have ammo.
|
||||
in_chamber = new projectile_type(src)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/energy/noisecannon/update_icon()
|
||||
return
|
||||
|
||||
@@ -108,7 +94,7 @@
|
||||
icon_state = "particle"
|
||||
damage = 60
|
||||
damage_type = BRUTE
|
||||
flag = "bullet"
|
||||
check_armour = "bullet"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
|
||||
embed = 0
|
||||
|
||||
@@ -3,39 +3,78 @@
|
||||
desc = "A basic energy-based gun."
|
||||
icon_state = "energy"
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
fire_sound_text = "laser blast"
|
||||
|
||||
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
|
||||
var/charge_cost = 100 //How much energy is needed to fire.
|
||||
var/cell_type = "/obj/item/weapon/cell"
|
||||
var/cell_type = /obj/item/weapon/cell
|
||||
var/projectile_type = /obj/item/projectile/beam/practice
|
||||
var/modifystate
|
||||
var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
|
||||
|
||||
//self-recharging
|
||||
var/self_recharge = 0 //if set, the weapon will recharge itself
|
||||
var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
|
||||
var/recharge_time = 4
|
||||
var/charge_tick = 0
|
||||
|
||||
emp_act(severity)
|
||||
power_supply.use(round(power_supply.maxcharge / severity))
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
if(cell_type)
|
||||
power_supply = new cell_type(src)
|
||||
else
|
||||
power_supply = new(src)
|
||||
power_supply.give(power_supply.maxcharge)
|
||||
return
|
||||
|
||||
|
||||
load_into_chamber()
|
||||
if(in_chamber) return 1
|
||||
if(!power_supply) return 0
|
||||
if(!power_supply.use(charge_cost)) return 0
|
||||
if(!ispath(projectile_type)) return 0
|
||||
in_chamber = new projectile_type(src)
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/emp_act(severity)
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/New()
|
||||
..()
|
||||
if(cell_type)
|
||||
power_supply = new cell_type(src)
|
||||
power_supply.give(power_supply.maxcharge)
|
||||
if(self_recharge)
|
||||
processing_objects.Add(src)
|
||||
|
||||
/obj/item/weapon/gun/energy/Del()
|
||||
if(self_recharge)
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/process()
|
||||
if(self_recharge) //Every [recharge_time] ticks, recharge a shot for the cyborg
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_time) return 0
|
||||
charge_tick = 0
|
||||
|
||||
if(!power_supply || power_supply.charge >= power_supply.maxcharge)
|
||||
return 0 // check if we actually need to recharge
|
||||
|
||||
if(use_external_power)
|
||||
var/obj/item/weapon/cell/external = get_external_power_supply()
|
||||
if(!external || !external.use(charge_cost)) //Take power from the borg...
|
||||
return 0
|
||||
|
||||
power_supply.give(charge_cost) //... to recharge the shot
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/energy/consume_next_projectile()
|
||||
if(!power_supply) return null
|
||||
if(!ispath(projectile_type)) return null
|
||||
if(!power_supply.use(charge_cost)) return null
|
||||
return new projectile_type(src)
|
||||
|
||||
/obj/item/weapon/gun/energy/proc/get_external_power_supply()
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
return R.cell
|
||||
if(istype(src.loc, /obj/item/rig_module))
|
||||
var/obj/item/rig_module/module = src.loc
|
||||
if(module.holder && module.holder.wearer)
|
||||
var/mob/living/carbon/human/H = module.holder.wearer
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/rig/suit = H.back
|
||||
if(istype(suit))
|
||||
return suit.cell
|
||||
return null
|
||||
|
||||
/obj/item/weapon/gun/energy/update_icon()
|
||||
if(charge_meter)
|
||||
var/ratio = power_supply.charge / power_supply.maxcharge
|
||||
ratio = round(ratio, 0.25) * 100
|
||||
if(modifystate)
|
||||
|
||||
@@ -1,92 +1,58 @@
|
||||
/obj/item/weapon/gun/energy/laser
|
||||
name = "laser carbine"
|
||||
desc = "A basic weapon designed to kill with concentrated energy bolts."
|
||||
desc = "A common laser weapon, designed to kill with concentrated energy blasts."
|
||||
icon_state = "laser"
|
||||
item_state = "laser"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
w_class = 3.0
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
w_class = 3
|
||||
force = 10 //it has a stock, might as well give some kind of perk over the egun
|
||||
matter = list("metal" = 2000)
|
||||
origin_tech = "combat=3;magnets=2"
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
charge_cost = 75
|
||||
fire_delay = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/practice
|
||||
name = "practice laser gun"
|
||||
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
|
||||
projectile_type = /obj/item/projectile/beam/practice
|
||||
clumsy_check = 0
|
||||
|
||||
obj/item/weapon/gun/energy/laser/retro
|
||||
name = "retro laser"
|
||||
icon_state = "retro"
|
||||
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/captain
|
||||
/obj/item/weapon/gun/energy/captain
|
||||
name = "antique laser gun"
|
||||
icon_state = "caplaser"
|
||||
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
|
||||
force = 10
|
||||
force = 5
|
||||
slot_flags = SLOT_BELT
|
||||
origin_tech = null
|
||||
var/charge_tick = 0
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/cyborg/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(100)
|
||||
in_chamber = new/obj/item/projectile/beam(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
self_recharge = 1
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon
|
||||
name = "laser cannon"
|
||||
desc = "With the L.A.S.E.R. cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
|
||||
desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
|
||||
icon_state = "lasercannon"
|
||||
item_state = "laser"
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
origin_tech = "combat=4;materials=3;powerstorage=3"
|
||||
projectile_type = "/obj/item/projectile/beam/heavylaser"
|
||||
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
projectile_type = /obj/item/projectile/beam/heavylaser
|
||||
charge_cost = 250
|
||||
fire_delay = 20
|
||||
|
||||
isHandgun()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon/cyborg/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(250)
|
||||
in_chamber = new/obj/item/projectile/beam/heavylaser(src)
|
||||
return 1
|
||||
return 0
|
||||
/obj/item/weapon/gun/energy/lasercannon/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
recharge_time = 25
|
||||
|
||||
/obj/item/weapon/gun/energy/xray
|
||||
name = "xray laser gun"
|
||||
@@ -94,80 +60,58 @@ obj/item/weapon/gun/energy/laser/retro
|
||||
icon_state = "xray"
|
||||
fire_sound = 'sound/weapons/laser3.ogg'
|
||||
origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
|
||||
projectile_type = "/obj/item/projectile/beam/xray"
|
||||
projectile_type = /obj/item/projectile/beam/xray
|
||||
charge_cost = 50
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle
|
||||
name = "\improper L.W.A.P. sniper rifle"
|
||||
desc = "A high-power laser rifle fitted with a SMART aiming-system scope."
|
||||
icon_state = "sniper"
|
||||
item_state = "laser"
|
||||
fire_sound = 'sound/weapons/marauder.ogg'
|
||||
origin_tech = "combat=6;materials=5;powerstorage=4"
|
||||
projectile_type = /obj/item/projectile/beam/sniper
|
||||
slot_flags = SLOT_BACK
|
||||
charge_cost = 250
|
||||
fire_delay = 35
|
||||
force = 10
|
||||
w_class = 4
|
||||
accuracy = -3 //shooting at the hip
|
||||
scoped_accuracy = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
toggle_scope(2.0)
|
||||
|
||||
////////Laser Tag////////////////////
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/bluetag
|
||||
/obj/item/weapon/gun/energy/lasertag
|
||||
name = "laser tag gun"
|
||||
item_state = "laser"
|
||||
desc = "Standard issue weapon of the Imperial Guard"
|
||||
origin_tech = "combat=1;magnets=2"
|
||||
self_recharge = 1
|
||||
matter = list("metal" = 2000)
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
projectile_type = /obj/item/projectile/beam/lastertag/blue
|
||||
var/required_vest
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
|
||||
if(ishuman(M))
|
||||
if(!istype(M.wear_suit, required_vest))
|
||||
M << "<span class='warning'>You need to be wearing your laser tag vest!</span>"
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag/blue
|
||||
icon_state = "bluetag"
|
||||
desc = "Standard issue weapon of the Imperial Guard"
|
||||
projectile_type = "/obj/item/projectile/beam/lastertag/blue"
|
||||
origin_tech = "combat=1;magnets=2"
|
||||
clumsy_check = 0
|
||||
var/charge_tick = 0
|
||||
projectile_type = /obj/item/projectile/beam/lastertag/blue
|
||||
required_vest = /obj/item/clothing/suit/bluetag
|
||||
|
||||
special_check(var/mob/living/carbon/human/M)
|
||||
if(ishuman(M))
|
||||
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
|
||||
return 1
|
||||
M << "\red You need to be wearing your laser tag vest!"
|
||||
return 0
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/redtag
|
||||
name = "laser tag gun"
|
||||
/obj/item/weapon/gun/energy/lasertag/red
|
||||
icon_state = "redtag"
|
||||
desc = "Standard issue weapon of the Imperial Guard"
|
||||
projectile_type = "/obj/item/projectile/beam/lastertag/red"
|
||||
origin_tech = "combat=1;magnets=2"
|
||||
clumsy_check = 0
|
||||
var/charge_tick = 0
|
||||
|
||||
special_check(var/mob/living/carbon/human/M)
|
||||
if(ishuman(M))
|
||||
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
|
||||
return 1
|
||||
M << "\red You need to be wearing your laser tag vest!"
|
||||
return 0
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
projectile_type = /obj/item/projectile/beam/lastertag/red
|
||||
required_vest = /obj/item/clothing/suit/redtag
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/item/weapon/gun/energy/gun
|
||||
name = "energy gun"
|
||||
desc = "A basic energy-based gun with two settings: Stun and kill."
|
||||
desc = "An energy-based gun with two settings: Stun and kill."
|
||||
icon_state = "energystun100"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
@@ -12,118 +12,108 @@
|
||||
|
||||
var/mode = 0 //0 = stun, 1 = kill
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
user << "<span class='warning'>[src.name] is now set to kill.</span>"
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
modifystate = "energykill"
|
||||
if(1)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "<span class='warning'>[src.name] is now set to stun.</span>"
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
modifystate = "energystun"
|
||||
update_icon()
|
||||
if(user.l_hand == src)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
user << "\red [src.name] is now set to kill."
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
modifystate = "energykill"
|
||||
if(1)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "\red [src.name] is now set to stun."
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
modifystate = "energystun"
|
||||
update_icon()
|
||||
if(user.l_hand == src)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
/obj/item/weapon/gun/energy/gun/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear
|
||||
name = "advanced energy gun"
|
||||
desc = "An energy gun with an experimental miniaturized reactor."
|
||||
icon_state = "nucgun"
|
||||
origin_tech = "combat=3;materials=5;powerstorage=3"
|
||||
origin_tech = "combat=3;materials=5;powerstorage=3"
|
||||
slot_flags = SLOT_BELT
|
||||
force = 8 //looks heavier than a pistol
|
||||
self_recharge = 1
|
||||
var/lightfail = 0
|
||||
var/charge_tick = 0
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
//override for failcheck behaviour
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
if((power_supply.charge / power_supply.maxcharge) != 1)
|
||||
if(!failcheck()) return 0
|
||||
power_supply.give(charge_cost)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
|
||||
Del()
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/failcheck()
|
||||
lightfail = 0
|
||||
if (prob(src.reliability)) return 1 //No failure
|
||||
if (prob(src.reliability))
|
||||
for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
|
||||
if (src in M.contents)
|
||||
M << "<span class='warning'>Your gun feels pleasantly warm for a moment.</span>"
|
||||
else
|
||||
M << "<span class='warning'>You feel a warm sensation.</span>"
|
||||
M.apply_effect(rand(3,120), IRRADIATE)
|
||||
lightfail = 1
|
||||
else
|
||||
for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
|
||||
if (src in M.contents)
|
||||
M << "<span class='danger'>Your gun's reactor overloads!</span>"
|
||||
M << "<span class='warning'>You feel a wave of heat wash over you.</span>"
|
||||
M.apply_effect(300, IRRADIATE)
|
||||
crit_fail = 1 //break the gun so it stops recharging
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
update_icon()
|
||||
return 0
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
if((power_supply.charge / power_supply.maxcharge) != 1)
|
||||
if(!failcheck()) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_charge()
|
||||
if (crit_fail)
|
||||
overlays += "nucgun-whee"
|
||||
return
|
||||
var/ratio = power_supply.charge / power_supply.maxcharge
|
||||
ratio = round(ratio, 0.25) * 100
|
||||
overlays += "nucgun-[ratio]"
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_reactor()
|
||||
if(crit_fail)
|
||||
overlays += "nucgun-crit"
|
||||
return
|
||||
if(lightfail)
|
||||
overlays += "nucgun-medium"
|
||||
else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
|
||||
overlays += "nucgun-light"
|
||||
else
|
||||
overlays += "nucgun-clean"
|
||||
|
||||
proc
|
||||
failcheck()
|
||||
lightfail = 0
|
||||
if (prob(src.reliability)) return 1 //No failure
|
||||
if (prob(src.reliability))
|
||||
for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
|
||||
if (src in M.contents)
|
||||
M << "\red Your gun feels pleasantly warm for a moment."
|
||||
else
|
||||
M << "\red You feel a warm sensation."
|
||||
M.apply_effect(rand(3,120), IRRADIATE)
|
||||
lightfail = 1
|
||||
else
|
||||
for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
|
||||
if (src in M.contents)
|
||||
M << "\red Your gun's reactor overloads!"
|
||||
M << "\red You feel a wave of heat wash over you."
|
||||
M.apply_effect(300, IRRADIATE)
|
||||
crit_fail = 1 //break the gun so it stops recharging
|
||||
processing_objects.Remove(src)
|
||||
update_icon()
|
||||
return 0
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_mode()
|
||||
if (mode == 0)
|
||||
overlays += "nucgun-stun"
|
||||
else if (mode == 1)
|
||||
overlays += "nucgun-kill"
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/emp_act(severity)
|
||||
..()
|
||||
reliability -= round(15/severity)
|
||||
|
||||
update_charge()
|
||||
if (crit_fail)
|
||||
overlays += "nucgun-whee"
|
||||
return
|
||||
var/ratio = power_supply.charge / power_supply.maxcharge
|
||||
ratio = round(ratio, 0.25) * 100
|
||||
overlays += "nucgun-[ratio]"
|
||||
|
||||
|
||||
update_reactor()
|
||||
if(crit_fail)
|
||||
overlays += "nucgun-crit"
|
||||
return
|
||||
if(lightfail)
|
||||
overlays += "nucgun-medium"
|
||||
else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
|
||||
overlays += "nucgun-light"
|
||||
else
|
||||
overlays += "nucgun-clean"
|
||||
|
||||
|
||||
update_mode()
|
||||
if (mode == 0)
|
||||
overlays += "nucgun-stun"
|
||||
else if (mode == 1)
|
||||
overlays += "nucgun-kill"
|
||||
|
||||
|
||||
emp_act(severity)
|
||||
..()
|
||||
reliability -= round(15/severity)
|
||||
|
||||
|
||||
update_icon()
|
||||
overlays.Cut()
|
||||
update_charge()
|
||||
update_reactor()
|
||||
update_mode()
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/update_icon()
|
||||
overlays.Cut()
|
||||
update_charge()
|
||||
update_reactor()
|
||||
update_mode()
|
||||
|
||||
@@ -1,70 +1,57 @@
|
||||
/obj/item/weapon/gun/energy/pulse_rifle
|
||||
name = "pulse rifle"
|
||||
desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel."
|
||||
desc = "A weapon that uses advanced pulse-based beam generation technology to emit powerful laser blasts. Because of its complexity and cost, it is rarely seen in use except by specialists."
|
||||
icon_state = "pulse"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
force = 10
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
charge_cost = 200
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
cell_type = "/obj/item/weapon/cell/super"
|
||||
cell_type = /obj/item/weapon/cell/super
|
||||
var/mode = 2
|
||||
fire_delay = 25
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(2)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "\red \The [src] is now set to stun."
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
user << "\red \The [src] is now set to kill."
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
if(1)
|
||||
mode = 2
|
||||
charge_cost = 200
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
user << "\red \The [name] is now set to DESTROY."
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
return
|
||||
|
||||
isHandgun()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/cyborg/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(charge_cost)
|
||||
in_chamber = new/obj/item/projectile/beam(src)
|
||||
return 1
|
||||
return 0
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(2)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "<span class='warning'>[src.name] is now set to stun.</span>"
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
user << "<span class='warning'>[src.name] is now set to kill.</span>"
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
if(1)
|
||||
mode = 2
|
||||
charge_cost = 200
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
user << "<span class='warning'>[src.name] is now set to DESTROY.</span>"
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/destroyer
|
||||
name = "pulse destroyer"
|
||||
desc = "A heavy-duty, pulse-based energy weapon."
|
||||
cell_type = "/obj/item/weapon/cell/infinite"
|
||||
desc = "A heavy-duty, pulse-based energy weapon. Because of its complexity and cost, it is rarely seen in use except by specialists."
|
||||
cell_type = /obj/item/weapon/cell/infinite
|
||||
fire_delay = 10
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
user << "\red \The [src] has three settings, and they are all DESTROY."
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/destroyer/attack_self(mob/living/user as mob)
|
||||
user << "<span class='warning'>[src.name] has three settings, and they are all DESTROY.</span>"
|
||||
|
||||
|
||||
//WHY?
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/M1911
|
||||
name = "\improper M1911-P"
|
||||
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
|
||||
slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
icon_state = "m1911-p"
|
||||
cell_type = "/obj/item/weapon/cell/infinite"
|
||||
cell_type = /obj/item/weapon/cell/infinite
|
||||
fire_delay = 10
|
||||
|
||||
isHandgun()
|
||||
return 1
|
||||
|
||||
@@ -5,17 +5,16 @@
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
origin_tech = "combat=2;magnets=4"
|
||||
w_class = 4.0
|
||||
force = 10
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/ion"
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
|
||||
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
|
||||
if(severity <= 2)
|
||||
power_supply.use(round(power_supply.maxcharge / severity))
|
||||
update_icon()
|
||||
else
|
||||
return
|
||||
if(severity > 2)
|
||||
return //so it doesn't EMP itself, I guess
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/decloner
|
||||
name = "biological demolecularisor"
|
||||
@@ -24,9 +23,89 @@
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
origin_tech = "combat=5;materials=4;powerstorage=3"
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/energy/declone"
|
||||
projectile_type = /obj/item/projectile/energy/declone
|
||||
|
||||
obj/item/weapon/gun/energy/staff
|
||||
/obj/item/weapon/gun/energy/floragun
|
||||
name = "floral somatoray"
|
||||
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
|
||||
icon_state = "floramut100"
|
||||
item_state = "obj/item/gun.dmi"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
charge_cost = 100
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
origin_tech = "materials=2;biotech=3;powerstorage=3"
|
||||
modifystate = "floramut"
|
||||
self_recharge = 1
|
||||
var/mode = 0 //0 = mutate, 1 = yield boost
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
user << "<span class='warning'>The [src.name] is now set to increase yield.</span>"
|
||||
projectile_type = /obj/item/projectile/energy/florayield
|
||||
modifystate = "florayield"
|
||||
if(1)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
user << "<span class='warning'>The [src.name] is now set to induce mutations.</span>"
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
modifystate = "floramut"
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, adjacent_flag)
|
||||
//allow shooting into adjacent hydrotrays regardless of intent
|
||||
if(adjacent_flag && istype(target,/obj/machinery/portable_atmospherics/hydroponics))
|
||||
user.visible_message("<span class='danger'>\The [user] fires \the [src] into \the [target]!</span>")
|
||||
Fire(target,user)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun
|
||||
name = "meteor gun"
|
||||
desc = "For the love of god, make sure you're aiming this the right way!"
|
||||
icon_state = "riotgun"
|
||||
item_state = "c20r"
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
w_class = 4
|
||||
projectile_type = /obj/item/projectile/meteor
|
||||
charge_cost = 100
|
||||
cell_type = /obj/item/weapon/cell/potato
|
||||
self_recharge = 1
|
||||
recharge_time = 5 //Time it takes for shots to recharge (in ticks)
|
||||
charge_meter = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun/pen
|
||||
name = "meteor pen"
|
||||
desc = "The pen is mightier than the sword."
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "pen"
|
||||
item_state = "pen"
|
||||
w_class = 1
|
||||
slot_flags = SLOT_BELT
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/mindflayer
|
||||
name = "mind flayer"
|
||||
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
|
||||
icon_state = "xray"
|
||||
projectile_type = /obj/item/projectile/beam/mindflayer
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
/obj/item/weapon/gun/energy/toxgun
|
||||
name = "phoron pistol"
|
||||
desc = "A specialized firearm designed to fire lethal bolts of phoron."
|
||||
icon_state = "toxgun"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
w_class = 3.0
|
||||
origin_tech = "combat=5;phorontech=4"
|
||||
projectile_type = /obj/item/projectile/energy/phoron
|
||||
|
||||
/* Staves */
|
||||
|
||||
/obj/item/weapon/gun/energy/staff
|
||||
name = "staff of change"
|
||||
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
@@ -37,209 +116,51 @@ obj/item/weapon/gun/energy/staff
|
||||
slot_flags = SLOT_BACK
|
||||
w_class = 4.0
|
||||
charge_cost = 200
|
||||
projectile_type = "/obj/item/projectile/change"
|
||||
projectile_type = /obj/item/projectile/change
|
||||
origin_tech = null
|
||||
clumsy_check = 0
|
||||
var/charge_tick = 0
|
||||
self_recharge = 1
|
||||
charge_meter = 0
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(200)
|
||||
return 1
|
||||
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
click_empty(mob/user = null)
|
||||
if (user)
|
||||
user.visible_message("*fizzle*", "\red <b>*fizzle*</b>")
|
||||
else
|
||||
src.visible_message("*fizzle*")
|
||||
playsound(src.loc, 'sound/effects/sparks1.ogg', 100, 1)
|
||||
/obj/item/weapon/gun/energy/staff/handle_click_empty(mob/user = null)
|
||||
if (user)
|
||||
user.visible_message("*fizzle*", "<span class='danger'>*fizzle*</span>")
|
||||
else
|
||||
src.visible_message("*fizzle*")
|
||||
playsound(src.loc, 'sound/effects/sparks1.ogg', 100, 1)
|
||||
|
||||
/obj/item/weapon/gun/energy/staff/animate
|
||||
name = "staff of animation"
|
||||
desc = "An artefact that spits bolts of life-force which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines."
|
||||
projectile_type = "/obj/item/projectile/animate"
|
||||
projectile_type = /obj/item/projectile/animate
|
||||
charge_cost = 100
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun
|
||||
name = "floral somatoray"
|
||||
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
|
||||
icon_state = "floramut100"
|
||||
item_state = "obj/item/gun.dmi"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/energy/floramut"
|
||||
origin_tech = "materials=2;biotech=3;powerstorage=3"
|
||||
modifystate = "floramut"
|
||||
var/charge_tick = 0
|
||||
var/mode = 0 //0 = mutate, 1 = yield boost
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
user << "\red The [src.name] is now set to increase yield."
|
||||
projectile_type = "/obj/item/projectile/energy/florayield"
|
||||
modifystate = "florayield"
|
||||
if(1)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
user << "\red The [src.name] is now set to induce mutations."
|
||||
projectile_type = "/obj/item/projectile/energy/floramut"
|
||||
modifystate = "floramut"
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, flag)
|
||||
|
||||
if(flag && istype(target,/obj/machinery/portable_atmospherics/hydroponics))
|
||||
var/obj/machinery/portable_atmospherics/hydroponics/tray = target
|
||||
if(load_into_chamber())
|
||||
user.visible_message("\red <b> \The [user] fires \the [src] into \the [tray]!</b>")
|
||||
Fire(target,user)
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun
|
||||
name = "meteor gun"
|
||||
desc = "For the love of god, make sure you're aiming this the right way!"
|
||||
icon_state = "riotgun"
|
||||
item_state = "c20r"
|
||||
w_class = 4
|
||||
projectile_type = "/obj/item/projectile/meteor"
|
||||
charge_cost = 100
|
||||
cell_type = "/obj/item/weapon/cell/potato"
|
||||
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
|
||||
var/charge_tick = 0
|
||||
var/recharge_time = 5 //Time it takes for shots to recharge (in ticks)
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_time) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun/pen
|
||||
name = "meteor pen"
|
||||
desc = "The pen is mightier than the sword."
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "pen"
|
||||
item_state = "pen"
|
||||
w_class = 1
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/mindflayer
|
||||
name = "mind flayer"
|
||||
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
|
||||
icon_state = "xray"
|
||||
projectile_type = "/obj/item/projectile/beam/mindflayer"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
obj/item/weapon/gun/energy/staff/focus
|
||||
name = "mental focus"
|
||||
desc = "An artefact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
|
||||
icon = 'icons/obj/wizard.dmi'
|
||||
icon_state = "focus"
|
||||
item_state = "focus"
|
||||
projectile_type = "/obj/item/projectile/forcebolt"
|
||||
slot_flags = SLOT_BACK
|
||||
projectile_type = /obj/item/projectile/forcebolt
|
||||
/*
|
||||
attack_self(mob/living/user as mob)
|
||||
if(projectile_type == "/obj/item/projectile/forcebolt")
|
||||
charge_cost = 200
|
||||
user << "\red The [src.name] will now strike a small area."
|
||||
user << "<span class='warning'>The [src.name] will now strike a small area.</span>"
|
||||
projectile_type = "/obj/item/projectile/forcebolt/strong"
|
||||
else
|
||||
charge_cost = 100
|
||||
user << "\red The [src.name] will now strike only a single person."
|
||||
user << "<span class='warning'>The [src.name] will now strike only a single person.</span>"
|
||||
projectile_type = "/obj/item/projectile/forcebolt"
|
||||
*/
|
||||
|
||||
/obj/item/weapon/gun/energy/toxgun
|
||||
name = "phoron pistol"
|
||||
desc = "A specialized firearm designed to fire lethal bolts of phoron."
|
||||
icon_state = "toxgun"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
w_class = 3.0
|
||||
origin_tech = "combat=5;phorontech=4"
|
||||
projectile_type = "/obj/item/projectile/energy/phoron"
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle
|
||||
name = "\improper L.W.A.P. sniper rifle"
|
||||
desc = "A rifle constructed of lightweight materials, fitted with a SMART aiming-system scope."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "sniper"
|
||||
fire_sound = 'sound/weapons/marauder.ogg'
|
||||
origin_tech = "combat=6;materials=5;powerstorage=4"
|
||||
projectile_type = "/obj/item/projectile/beam/sniper"
|
||||
slot_flags = SLOT_BACK
|
||||
charge_cost = 250
|
||||
fire_delay = 35
|
||||
w_class = 4.0
|
||||
zoomdevicename = "scope"
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
zoom()
|
||||
|
||||
/* Adminbus guns */
|
||||
|
||||
// Serves as a target spotter for the Icarus.
|
||||
/obj/item/weapon/gun/energy/icarus
|
||||
name = "rubber ducky"
|
||||
desc = "It's a cute rubber duck. With an evil gleam in it's eye."
|
||||
projectile_type = "/obj/item/projectile/icarus/pointdefense"
|
||||
projectile_type = /obj/item/projectile/icarus/pointdefense
|
||||
icon = 'icons/obj/watercloset.dmi'
|
||||
icon_state = "rubberducky"
|
||||
item_state = "rubberducky"
|
||||
@@ -247,11 +168,11 @@ obj/item/weapon/gun/energy/staff/focus
|
||||
silenced = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/icarus/attack_self(mob/living/user as mob)
|
||||
if(projectile_type == "/obj/item/projectile/icarus/pointdefense")
|
||||
projectile_type = "/obj/item/projectile/icarus/guns"
|
||||
if(projectile_type == /obj/item/projectile/icarus/pointdefense)
|
||||
projectile_type = /obj/item/projectile/icarus/guns
|
||||
user << "You inform the Icarus to switch to the main guns."
|
||||
else
|
||||
projectile_type = "/obj/item/projectile/icarus/pointdefense"
|
||||
projectile_type = /obj/item/projectile/icarus/pointdefense
|
||||
user << "You inform the Icarus to switch to the point-defense lasers."
|
||||
|
||||
. = ..()
|
||||
@@ -281,5 +202,5 @@ obj/item/weapon/gun/energy/staff/focus
|
||||
var/type = input(user,"What projectile type?","Projectile", null) as null|anything in typesof(/obj/item/projectile)
|
||||
if(!type)
|
||||
return ..()
|
||||
|
||||
projectile_type = type
|
||||
. = ..()
|
||||
|
||||
@@ -6,50 +6,26 @@
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
charge_cost = 100
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
cell_type = "/obj/item/weapon/cell/crap"
|
||||
cell_type = /obj/item/weapon/cell/crap
|
||||
|
||||
/obj/item/weapon/gun/energy/taser/cyborg
|
||||
cell_type = "/obj/item/weapon/cell/secborg"
|
||||
var/charge_tick = 0
|
||||
var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
|
||||
/obj/item/weapon/gun/energy/taser/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
process() //Every [recharge_time] ticks, recharge a shot for the cyborg
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_time) return 0
|
||||
charge_tick = 0
|
||||
|
||||
if(!power_supply) return 0 //sanity
|
||||
if(power_supply.charge >= power_supply.maxcharge) return 0 // check if we actually need to recharge
|
||||
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(charge_cost) //Take power from the borg...
|
||||
power_supply.give(charge_cost) //... to recharge the shot
|
||||
|
||||
update_icon()
|
||||
return 1
|
||||
/obj/item/weapon/gun/energy/taser/mounted/cyborg
|
||||
cell_type = /obj/item/weapon/cell/secborg
|
||||
recharge_time = 10 //Time it takes for shots to recharge (in ticks)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/stunrevolver
|
||||
name = "stun revolver"
|
||||
desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
|
||||
icon_state = "stunrevolver"
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
origin_tech = "combat=3;materials=3;powerstorage=2"
|
||||
charge_cost = 125
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
cell_type = "/obj/item/weapon/cell"
|
||||
|
||||
projectile_type = /obj/item/projectile/energy/electrode/stunshot
|
||||
cell_type = /obj/item/weapon/cell
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow
|
||||
@@ -60,43 +36,22 @@
|
||||
item_state = "crossbow"
|
||||
matter = list("metal" = 2000)
|
||||
origin_tech = "combat=2;magnets=2;syndicate=5"
|
||||
slot_flags = SLOT_BELT
|
||||
silenced = 1
|
||||
fire_sound = 'sound/weapons/Genhit.ogg'
|
||||
projectile_type = /obj/item/projectile/energy/bolt
|
||||
cell_type = "/obj/item/weapon/cell/crap"
|
||||
var/charge_tick = 0
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
return 1
|
||||
|
||||
|
||||
update_icon()
|
||||
return
|
||||
cell_type = /obj/item/weapon/cell/crap
|
||||
self_recharge = 1
|
||||
charge_meter = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow/ninja
|
||||
name = "energy dart thrower"
|
||||
projectile_type = /obj/item/projectile/energy/dart
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow/largecrossbow
|
||||
name = "Energy Crossbow"
|
||||
name = "energy crossbow"
|
||||
desc = "A weapon favored by mercenary infiltration teams."
|
||||
w_class = 4.0
|
||||
w_class = 4
|
||||
force = 10
|
||||
matter = list("metal" = 200000)
|
||||
projectile_type = /obj/item/projectile/energy/bolt/large
|
||||
|
||||
@@ -7,74 +7,73 @@
|
||||
var/current_temperature = T20C
|
||||
charge_cost = 100
|
||||
origin_tech = "combat=3;materials=4;powerstorage=3;magnets=2"
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
|
||||
projectile_type = "/obj/item/projectile/temp"
|
||||
cell_type = "/obj/item/weapon/cell/crap"
|
||||
projectile_type = /obj/item/projectile/temp
|
||||
cell_type = /obj/item/weapon/cell/crap
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
/obj/item/weapon/gun/energy/temperature/New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
/obj/item/weapon/gun/energy/temperature/Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
user.set_machine(src)
|
||||
var/temp_text = ""
|
||||
if(temperature > (T0C - 50))
|
||||
temp_text = "<FONT color=black>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
/obj/item/weapon/gun/energy/temperature/attack_self(mob/living/user as mob)
|
||||
user.set_machine(src)
|
||||
var/temp_text = ""
|
||||
if(temperature > (T0C - 50))
|
||||
temp_text = "<FONT color=black>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
else
|
||||
temp_text = "<FONT color=blue>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
|
||||
var/dat = {"<B>Freeze Gun Configuration: </B><BR>
|
||||
Current output temperature: [temp_text]<BR>
|
||||
Target output temperature: <A href='?src=\ref[src];temp=-100'>-</A> <A href='?src=\ref[src];temp=-10'>-</A> <A href='?src=\ref[src];temp=-1'>-</A> [current_temperature] <A href='?src=\ref[src];temp=1'>+</A> <A href='?src=\ref[src];temp=10'>+</A> <A href='?src=\ref[src];temp=100'>+</A><BR>
|
||||
"}
|
||||
|
||||
user << browse(dat, "window=freezegun;size=450x300;can_resize=1;can_close=1;can_minimize=1")
|
||||
onclose(user, "window=freezegun", src)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/temperature/Topic(href, href_list)
|
||||
if (..())
|
||||
return
|
||||
usr.set_machine(src)
|
||||
src.add_fingerprint(usr)
|
||||
|
||||
|
||||
|
||||
if(href_list["temp"])
|
||||
var/amount = text2num(href_list["temp"])
|
||||
if(amount > 0)
|
||||
src.current_temperature = min(500, src.current_temperature+amount)
|
||||
else
|
||||
temp_text = "<FONT color=blue>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
|
||||
var/dat = {"<B>Freeze Gun Configuration: </B><BR>
|
||||
Current output temperature: [temp_text]<BR>
|
||||
Target output temperature: <A href='?src=\ref[src];temp=-100'>-</A> <A href='?src=\ref[src];temp=-10'>-</A> <A href='?src=\ref[src];temp=-1'>-</A> [current_temperature] <A href='?src=\ref[src];temp=1'>+</A> <A href='?src=\ref[src];temp=10'>+</A> <A href='?src=\ref[src];temp=100'>+</A><BR>
|
||||
"}
|
||||
src.current_temperature = max(0, src.current_temperature+amount)
|
||||
if (istype(src.loc, /mob))
|
||||
attack_self(src.loc)
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
|
||||
|
||||
user << browse(dat, "window=freezegun;size=450x300;can_resize=1;can_close=1;can_minimize=1")
|
||||
onclose(user, "window=freezegun", src)
|
||||
/obj/item/weapon/gun/energy/temperature/process()
|
||||
switch(temperature)
|
||||
if(0 to 100) charge_cost = 1000
|
||||
if(100 to 250) charge_cost = 500
|
||||
if(251 to 300) charge_cost = 100
|
||||
if(301 to 400) charge_cost = 500
|
||||
if(401 to 500) charge_cost = 1000
|
||||
|
||||
|
||||
Topic(href, href_list)
|
||||
if (..())
|
||||
return
|
||||
usr.set_machine(src)
|
||||
src.add_fingerprint(usr)
|
||||
|
||||
|
||||
|
||||
if(href_list["temp"])
|
||||
var/amount = text2num(href_list["temp"])
|
||||
if(amount > 0)
|
||||
src.current_temperature = min(500, src.current_temperature+amount)
|
||||
if(current_temperature != temperature)
|
||||
var/difference = abs(current_temperature - temperature)
|
||||
if(difference >= 10)
|
||||
if(current_temperature < temperature)
|
||||
temperature -= 10
|
||||
else
|
||||
src.current_temperature = max(0, src.current_temperature+amount)
|
||||
if (istype(src.loc, /mob))
|
||||
attack_self(src.loc)
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
|
||||
|
||||
process()
|
||||
switch(temperature)
|
||||
if(0 to 100) charge_cost = 1000
|
||||
if(100 to 250) charge_cost = 500
|
||||
if(251 to 300) charge_cost = 100
|
||||
if(301 to 400) charge_cost = 500
|
||||
if(401 to 500) charge_cost = 1000
|
||||
|
||||
if(current_temperature != temperature)
|
||||
var/difference = abs(current_temperature - temperature)
|
||||
if(difference >= 10)
|
||||
if(current_temperature < temperature)
|
||||
temperature -= 10
|
||||
else
|
||||
temperature += 10
|
||||
else
|
||||
temperature = current_temperature
|
||||
return
|
||||
temperature += 10
|
||||
else
|
||||
temperature = current_temperature
|
||||
|
||||
31
code/modules/projectiles/guns/launcher.dm
Normal file
31
code/modules/projectiles/guns/launcher.dm
Normal file
@@ -0,0 +1,31 @@
|
||||
/obj/item/weapon/gun/launcher
|
||||
name = "launcher"
|
||||
desc = "A device that launches things."
|
||||
w_class = 5.0
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
|
||||
var/release_force = 0
|
||||
var/throw_distance = 10
|
||||
fire_sound_text = "a launcher firing"
|
||||
|
||||
//This normally uses a proc on projectiles and our ammo is not strictly speaking a projectile.
|
||||
/obj/item/weapon/gun/launcher/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
|
||||
return 1
|
||||
|
||||
//Override this to avoid a runtime with suicide handling.
|
||||
/obj/item/weapon/gun/launcher/handle_suicide(mob/living/user)
|
||||
user << "\red Shooting yourself with \a [src] is pretty tricky. You can't seem to manage it."
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/proc/update_release_force(obj/item/projectile)
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/launcher/process_projectile(obj/item/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
|
||||
update_release_force(projectile)
|
||||
projectile.loc = get_turf(user)
|
||||
projectile.throw_at(target, throw_distance, release_force, user)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
|
||||
return
|
||||
@@ -48,46 +48,43 @@
|
||||
/obj/item/weapon/gun/launcher/crossbow
|
||||
name = "powered crossbow"
|
||||
desc = "A 2557AD twist on an old classic. Pick up that can."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "crossbow"
|
||||
item_state = "crossbow-solid"
|
||||
fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise.
|
||||
ejectshell = 0 // No spent shells.
|
||||
mouthshoot = 1 // No suiciding with this weapon, causes runtimes.
|
||||
fire_sound_text = "a solid thunk"
|
||||
fire_delay = 25
|
||||
slot_flags = SLOT_BACK
|
||||
|
||||
var/obj/item/bolt
|
||||
var/tension = 0 // Current draw on the bow.
|
||||
var/max_tension = 5 // Highest possible tension.
|
||||
var/release_speed = 5 // Speed per unit of tension.
|
||||
var/obj/item/weapon/cell/cell = null // Used for firing superheated rods.
|
||||
var/current_user // Used to check if the crossbow has changed hands since being drawn.
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/emp_act(severity)
|
||||
if(cell && severity)
|
||||
cell.use(100*severity)
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/special_check(user)
|
||||
if(tension <= 0)
|
||||
user << "\red \The [src] is not drawn back!"
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/update_release_force()
|
||||
release_force = tension*release_speed
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
/obj/item/weapon/gun/launcher/crossbow/consume_next_projectile(mob/user=null)
|
||||
if(tension <= 0)
|
||||
user << "\red \The [src] is not drawn back!"
|
||||
return null
|
||||
return bolt
|
||||
|
||||
if(!..()) return //Only do this on a successful shot.
|
||||
/obj/item/weapon/gun/launcher/crossbow/handle_post_fire(mob/user, atom/target)
|
||||
bolt = null
|
||||
icon_state = "crossbow"
|
||||
tension = 0
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/attack_self(mob/living/user as mob)
|
||||
if(tension)
|
||||
if(in_chamber && in_chamber.loc == src) //Just in case they click it the tick after firing.
|
||||
user.visible_message("[user] relaxes the tension on [src]'s string and removes [in_chamber].","You relax the tension on [src]'s string and remove [in_chamber].")
|
||||
in_chamber.loc = get_turf(src)
|
||||
var/obj/item/weapon/arrow/A = in_chamber
|
||||
in_chamber = null
|
||||
if(bolt)
|
||||
user.visible_message("[user] relaxes the tension on [src]'s string and removes [bolt].","You relax the tension on [src]'s string and remove [bolt].")
|
||||
bolt.loc = get_turf(src)
|
||||
var/obj/item/weapon/arrow/A = bolt
|
||||
bolt = null
|
||||
A.removed(user)
|
||||
else
|
||||
user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
|
||||
@@ -98,7 +95,7 @@
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/proc/draw(var/mob/user as mob)
|
||||
|
||||
if(!in_chamber)
|
||||
if(!bolt)
|
||||
user << "You don't have anything nocked to [src]."
|
||||
return
|
||||
|
||||
@@ -106,50 +103,57 @@
|
||||
return
|
||||
|
||||
current_user = user
|
||||
user.visible_message("[user] begins to draw back the string of [src].","You begin to draw back the string of [src].")
|
||||
user.visible_message("[user] begins to draw back the string of [src].","<span class='notice'>You begin to draw back the string of [src].</span>")
|
||||
tension = 1
|
||||
spawn(25) increase_tension(user) //TODO: This needs to be changed to something less shit.
|
||||
|
||||
while(bolt && tension && current_user == user)
|
||||
if(!do_after(user, 25)) //crossbow strings don't just magically pull back on their own.
|
||||
user.visible_message("[usr] stops drawing and relaxes the string of [src].","<span class='warning'>You stop drawing back and relax the string of [src].</span>")
|
||||
tension = 0
|
||||
icon_state = "crossbow"
|
||||
return
|
||||
|
||||
tension++
|
||||
icon_state = "crossbow-drawn"
|
||||
|
||||
if(tension >= max_tension)
|
||||
tension = max_tension
|
||||
usr << "[src] clunks as you draw the string to its maximum tension!"
|
||||
return
|
||||
|
||||
user.visible_message("[usr] draws back the string of [src]!","<span class='notice'>You continue drawing back the string of [src]!</span>")
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/proc/increase_tension(var/mob/user as mob)
|
||||
|
||||
if(!in_chamber || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
|
||||
if(!bolt || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
|
||||
return
|
||||
|
||||
tension++
|
||||
icon_state = "crossbow-drawn"
|
||||
|
||||
if(tension>=max_tension)
|
||||
tension = max_tension
|
||||
usr << "[src] clunks as you draw the string to its maximum tension!"
|
||||
else
|
||||
user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!")
|
||||
spawn(25) increase_tension(user)
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(!in_chamber)
|
||||
if(!bolt)
|
||||
if (istype(W,/obj/item/weapon/arrow))
|
||||
user.drop_item()
|
||||
in_chamber = W
|
||||
in_chamber.loc = src
|
||||
user.visible_message("[user] slides [in_chamber] into [src].","You slide [in_chamber] into [src].")
|
||||
bolt = W
|
||||
bolt.loc = src
|
||||
user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].")
|
||||
icon_state = "crossbow-nocked"
|
||||
return
|
||||
else if(istype(W,/obj/item/stack/rods))
|
||||
var/obj/item/stack/rods/R = W
|
||||
if (R.use(1))
|
||||
in_chamber = new /obj/item/weapon/arrow/rod(src)
|
||||
in_chamber.fingerprintslast = src.fingerprintslast
|
||||
in_chamber.loc = src
|
||||
bolt = new /obj/item/weapon/arrow/rod(src)
|
||||
bolt.fingerprintslast = src.fingerprintslast
|
||||
bolt.loc = src
|
||||
icon_state = "crossbow-nocked"
|
||||
user.visible_message("[user] jams [in_chamber] into [src].","You jam [in_chamber] into [src].")
|
||||
user.visible_message("[user] jams [bolt] into [src].","You jam [bolt] into [src].")
|
||||
superheat_rod(user)
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/cell))
|
||||
if(!cell)
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
cell = W
|
||||
cell.loc = src
|
||||
user << "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>"
|
||||
superheat_rod(user)
|
||||
else
|
||||
@@ -168,14 +172,14 @@
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
|
||||
if(!user || !cell || !in_chamber) return
|
||||
if(!user || !cell || !bolt) return
|
||||
if(cell.charge < 500) return
|
||||
if(in_chamber.throwforce >= 15) return
|
||||
if(!istype(in_chamber,/obj/item/weapon/arrow/rod)) return
|
||||
if(bolt.throwforce >= 15) return
|
||||
if(!istype(bolt,/obj/item/weapon/arrow/rod)) return
|
||||
|
||||
user << "<span class='notice'>[in_chamber] plinks and crackles as it begins to glow red-hot.</span>"
|
||||
in_chamber.throwforce = 15
|
||||
in_chamber.icon_state = "metal-rod-superheated"
|
||||
user << "<span class='notice'>[bolt] plinks and crackles as it begins to glow red-hot.</span>"
|
||||
bolt.throwforce = 15
|
||||
bolt.icon_state = "metal-rod-superheated"
|
||||
cell.use(500)
|
||||
|
||||
|
||||
81
code/modules/projectiles/guns/launcher/grenade_launcher.dm
Normal file
81
code/modules/projectiles/guns/launcher/grenade_launcher.dm
Normal file
@@ -0,0 +1,81 @@
|
||||
/obj/item/weapon/gun/launcher/grenade
|
||||
name = "grenade launcher"
|
||||
desc = "A bulky pump-action grenade launcher. Holds up to 5 grenades in a revolving magazine."
|
||||
icon_state = "riotgun"
|
||||
item_state = "riotgun"
|
||||
w_class = 4
|
||||
force = 10
|
||||
|
||||
fire_sound = 'sound/weapons/empty.ogg'
|
||||
fire_sound_text = "a metallic thunk"
|
||||
recoil = 0
|
||||
throw_distance = 7
|
||||
release_force = 5
|
||||
|
||||
var/obj/item/weapon/grenade/chambered
|
||||
var/list/grenades = new/list()
|
||||
var/max_grenades = 4 //holds this + one in the chamber
|
||||
matter = list("metal" = 2000)
|
||||
|
||||
//revolves the magazine, allowing players to choose between multiple grenade types
|
||||
/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
|
||||
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
|
||||
|
||||
var/obj/item/weapon/grenade/next
|
||||
if(grenades.len)
|
||||
next = grenades[1] //get this first, so that the chambered grenade can still be removed if the grenades list is empty
|
||||
if(chambered)
|
||||
grenades += chambered //rotate the revolving magazine
|
||||
chambered = null
|
||||
if(next)
|
||||
grenades -= next //Remove grenade from loaded list.
|
||||
chambered = next
|
||||
M << "<span class='warning'>You pump [src], loading \a [next] into the chamber.</span>"
|
||||
else
|
||||
M << "<span class='warning'>You pump [src], but the magazine is empty.</span>"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/examine(mob/user)
|
||||
if(..(user, 2))
|
||||
var/grenade_count = grenades.len + (chambered? 1 : 0)
|
||||
user << "Has [grenade_count] grenade\s remaining."
|
||||
if(chambered)
|
||||
user << "\A [chambered] is chambered."
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/attack_self(mob/user)
|
||||
pump(user)
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/attackby(obj/item/I, mob/user)
|
||||
if((istype(I, /obj/item/weapon/grenade)))
|
||||
if(grenades.len >= max_grenades)
|
||||
user << "<span class='warning'>[src] is full.</span>"
|
||||
return
|
||||
user.remove_from_mob(I)
|
||||
I.loc = src
|
||||
grenades.Insert(1, I) //add to the head of the list, so that it is loaded on the next pump
|
||||
user.visible_message("[user] inserts \a [I] into [src].", "<span class='notice'>You insert \a [I] into [src].</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/attack_hand(mob/user)
|
||||
if(user.get_inactive_hand() == src)
|
||||
if(grenades.len)
|
||||
var/obj/item/weapon/grenade/G = grenades[grenades.len]
|
||||
grenades.len--
|
||||
user.put_in_hands(G)
|
||||
user.visible_message("[user] removes \a [G] from [src].", "<span class='notice'>You remove \a [G] from [src].</span>")
|
||||
else
|
||||
user << "<span class='warning'>[src] is empty.</span>"
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/consume_next_projectile()
|
||||
if(chambered)
|
||||
chambered.det_time = 10
|
||||
chambered.activate(null)
|
||||
return chambered
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/handle_post_fire(mob/user)
|
||||
message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).")
|
||||
log_game("[key_name_admin(user)] used a grenade ([chambered.name]).")
|
||||
chambered = null
|
||||
@@ -1,9 +1,9 @@
|
||||
/obj/item/weapon/gun/launcher/pneumatic
|
||||
name = "pneumatic cannon"
|
||||
desc = "A large gas-powered cannon."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "pneumatic"
|
||||
item_state = "pneumatic"
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = 5.0
|
||||
flags = CONDUCT
|
||||
fire_sound_text = "a loud whoosh of moving air"
|
||||
@@ -61,8 +61,7 @@
|
||||
icon_state = "pneumatic-tank"
|
||||
item_state = "pneumatic-tank"
|
||||
user.update_icons()
|
||||
else if(W.w_class <= max_w_class)
|
||||
|
||||
else if(istype(W) && W.w_class <= max_w_class)
|
||||
var/total_stored = 0
|
||||
for(var/obj/item/O in src.contents)
|
||||
total_stored += O.w_class
|
||||
@@ -79,9 +78,6 @@
|
||||
/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
|
||||
if(contents.len > 0)
|
||||
var/obj/item/removing = contents[contents.len]
|
||||
if(removing == in_chamber)
|
||||
in_chamber = null
|
||||
|
||||
removing.loc = get_turf(src)
|
||||
user.put_in_hands(removing)
|
||||
user << "You remove [removing] from the hopper."
|
||||
@@ -89,12 +85,19 @@
|
||||
user << "There is nothing to remove in \the [src]."
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/load_into_chamber()
|
||||
/obj/item/weapon/gun/launcher/pneumatic/consume_next_projectile(mob/user=null)
|
||||
if(!contents.len)
|
||||
return 0
|
||||
return null
|
||||
if (!tank)
|
||||
user << "There is no gas tank in [src]!"
|
||||
return null
|
||||
|
||||
in_chamber = contents[1]
|
||||
return !isnull(in_chamber)
|
||||
var/fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
|
||||
if(fire_pressure < minimum_tank_pressure)
|
||||
user << "There isn't enough gas in the tank to fire [src]."
|
||||
return null
|
||||
|
||||
return contents[1]
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/examine(mob/user)
|
||||
if(!..(user, 2))
|
||||
@@ -105,31 +108,21 @@
|
||||
else
|
||||
user << "Nothing is attached to the tank valve!"
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/special_check(user)
|
||||
/obj/item/weapon/gun/launcher/pneumatic/update_release_force(obj/item/projectile)
|
||||
if(tank)
|
||||
release_force = ((fire_pressure*tank.volume)/projectile.w_class)/force_divisor //projectile speed.
|
||||
if(release_force > 80) release_force = 80 //damage cap.
|
||||
else
|
||||
release_force = 0
|
||||
|
||||
if (!tank)
|
||||
user << "There is no gas tank in [src]!"
|
||||
return 0
|
||||
|
||||
fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
|
||||
if (fire_pressure < minimum_tank_pressure)
|
||||
user << "There isn't enough gas in the tank to fire [src]."
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/update_release_force()
|
||||
if(!in_chamber) return
|
||||
release_force = ((fire_pressure*tank.volume)/in_chamber.w_class)/force_divisor //projectile speed.
|
||||
if(release_force >80) release_force = 80 //damage cap.
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
|
||||
if(!tank || !..()) return //Only do this on a successful shot.
|
||||
|
||||
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
|
||||
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
|
||||
user.loc.assume_air(removed)
|
||||
/obj/item/weapon/gun/launcher/pneumatic/handle_post_fire()
|
||||
if(tank)
|
||||
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
|
||||
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
|
||||
|
||||
var/turf/T = get_turf(src.loc)
|
||||
if(T) T.assume_air(removed)
|
||||
..()
|
||||
|
||||
//Constructable pneumatic cannon.
|
||||
|
||||
48
code/modules/projectiles/guns/launcher/rocket.dm
Normal file
48
code/modules/projectiles/guns/launcher/rocket.dm
Normal file
@@ -0,0 +1,48 @@
|
||||
/obj/item/weapon/gun/launcher/rocket
|
||||
name = "rocket launcher"
|
||||
desc = "MAGGOT."
|
||||
icon_state = "rocket"
|
||||
item_state = "rocket"
|
||||
w_class = 4.0
|
||||
throw_speed = 2
|
||||
throw_range = 10
|
||||
force = 5.0
|
||||
flags = CONDUCT | USEDELAY
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=8;materials=5"
|
||||
fire_sound = 'sound/effects/bang.ogg'
|
||||
|
||||
release_force = 15
|
||||
throw_distance = 30
|
||||
var/max_rockets = 1
|
||||
var/list/rockets = new/list()
|
||||
|
||||
/obj/item/weapon/gun/launcher/rocket/examine(mob/user)
|
||||
if(!..(user, 2))
|
||||
return
|
||||
user << "\blue [rockets.len] / [max_rockets] rockets."
|
||||
|
||||
/obj/item/weapon/gun/launcher/rocket/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/ammo_casing/rocket))
|
||||
if(rockets.len < max_rockets)
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
rockets += I
|
||||
user << "\blue You put the rocket in [src]."
|
||||
user << "\blue [rockets.len] / [max_rockets] rockets."
|
||||
else
|
||||
usr << "\red [src] cannot hold more rockets."
|
||||
|
||||
/obj/item/weapon/gun/launcher/rocket/consume_next_projectile()
|
||||
if(rockets.len)
|
||||
var/obj/item/ammo_casing/rocket/I = rockets[1]
|
||||
var/obj/item/missile/M = new (src)
|
||||
M.primed = 1
|
||||
rockets -= I
|
||||
return M
|
||||
return null
|
||||
|
||||
/obj/item/weapon/gun/launcher/rocket/handle_post_fire(mob/user, atom/target)
|
||||
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]) at [target].")
|
||||
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]) at [target].")
|
||||
..()
|
||||
136
code/modules/projectiles/guns/launcher/syringe_gun.dm
Normal file
136
code/modules/projectiles/guns/launcher/syringe_gun.dm
Normal file
@@ -0,0 +1,136 @@
|
||||
/obj/item/weapon/syringe_cartridge
|
||||
name = "syringe gun cartridge"
|
||||
desc = "An impact-triggered compressed gas cartridge that can be fitted to a syringe for rapid injection."
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "syringe-cartridge"
|
||||
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
|
||||
matter = list("metal" = 125, "glass" = 375)
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 3
|
||||
force = 3
|
||||
w_class = 1
|
||||
var/obj/item/weapon/reagent_containers/syringe/syringe
|
||||
|
||||
/obj/item/weapon/syringe_cartridge/update_icon()
|
||||
underlays.Cut()
|
||||
if(syringe)
|
||||
underlays += image(syringe.icon, src, syringe.icon_state)
|
||||
underlays += syringe.filling
|
||||
|
||||
/obj/item/weapon/syringe_cartridge/attackby(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
|
||||
syringe = I
|
||||
user << "<span class='notice'>You carefully insert [syringe] into [src].</span>"
|
||||
user.remove_from_mob(syringe)
|
||||
syringe.loc = src
|
||||
sharp = 1
|
||||
name = "syringe dart"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/syringe_cartridge/attack_self(mob/user)
|
||||
if(syringe)
|
||||
user << "<span class='notice'>You remove [syringe] from [src].</span>"
|
||||
user.put_in_hands(syringe)
|
||||
syringe = null
|
||||
sharp = initial(sharp)
|
||||
name = initial(name)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/syringe_cartridge/proc/prime()
|
||||
//the icon state will revert back when update_icon() is called from throw_impact()
|
||||
icon_state = icon_flight
|
||||
underlays.Cut()
|
||||
|
||||
/obj/item/weapon/syringe_cartridge/throw_impact(atom/hit_atom, var/speed)
|
||||
..() //handles embedding for us. Should have a decent chance if thrown fast enough
|
||||
if(syringe)
|
||||
//check speed to see if we hit hard enough to trigger the rapid injection
|
||||
//incidentally, this means syringe_cartridges can be used with the pneumatic launcher
|
||||
if(speed >= 10 && isliving(hit_atom))
|
||||
var/mob/living/L = hit_atom
|
||||
//unfortuately we don't know where the dart will actually hit, since that's done by the parent.
|
||||
if(L.can_inject())
|
||||
if(syringe.reagents)
|
||||
syringe.reagents.trans_to(L, 15)
|
||||
|
||||
syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
|
||||
syringe.update_icon()
|
||||
|
||||
icon_state = initial(icon_state) //reset icon state
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe
|
||||
name = "syringe gun"
|
||||
desc = "A spring loaded rifle designed to fit syringes, designed to incapacitate unruly patients from a distance."
|
||||
icon_state = "syringegun"
|
||||
item_state = "syringegun"
|
||||
w_class = 3
|
||||
force = 7
|
||||
matter = list("metal" = 2000)
|
||||
slot_flags = SLOT_BELT
|
||||
|
||||
fire_sound = 'sound/weapons/empty.ogg'
|
||||
fire_sound_text = "a metallic thunk"
|
||||
recoil = 0
|
||||
release_force = 10
|
||||
throw_distance = 10
|
||||
|
||||
var/list/darts = list()
|
||||
var/max_darts = 1
|
||||
var/obj/item/weapon/syringe_cartridge/next
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/consume_next_projectile()
|
||||
if(next)
|
||||
next.prime()
|
||||
return next
|
||||
return null
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/handle_post_fire()
|
||||
..()
|
||||
darts -= next
|
||||
next = null
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/attack_self(mob/living/user as mob)
|
||||
if(next)
|
||||
user.visible_message("[user] unlatches and carefully relaxes the bolt on [src].", "<span class='warning'>You unlatch and carefully relax the bolt on [src], unloading the spring.</span>")
|
||||
next = null
|
||||
else if(darts.len)
|
||||
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
|
||||
user.visible_message("[user] draws back the bolt on [src], clicking it into place.", "<span class='warning'>You draw back the bolt on the [src], loading the spring!</span>")
|
||||
next = darts[1]
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/attack_hand(mob/living/user as mob)
|
||||
if(user.get_inactive_hand() == src)
|
||||
if(!darts.len)
|
||||
user << "<span class='warning'>[src] is empty.</span>"
|
||||
return
|
||||
if(next)
|
||||
user << "<span class='warning'>[src]'s cover is locked shut.</span>"
|
||||
return
|
||||
var/obj/item/weapon/syringe_cartridge/C = darts[1]
|
||||
darts -= C
|
||||
user.put_in_hands(C)
|
||||
user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src].</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
if(istype(A, /obj/item/weapon/syringe_cartridge))
|
||||
var/obj/item/weapon/syringe_cartridge/C = A
|
||||
if(darts.len >= max_darts)
|
||||
user << "<span class='warning'>[src] is full!</span>"
|
||||
return
|
||||
user.remove_from_mob(C)
|
||||
C.loc = src
|
||||
darts += C //add to the end
|
||||
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/rapid
|
||||
name = "syringe gun revolver"
|
||||
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to five syringes. The spring still needs to be drawn between shots."
|
||||
icon_state = "rapidsyringegun"
|
||||
max_darts = 5
|
||||
@@ -1,121 +1,205 @@
|
||||
#define SPEEDLOADER 0
|
||||
#define FROM_BOX 1
|
||||
#define MAGAZINE 2
|
||||
#define HOLD_CASINGS 0 //do not do anything after firing. Manual action, like pump shotguns, or guns that want to define custom behaviour
|
||||
#define EJECT_CASINGS 1 //drop spent casings on the ground after firing
|
||||
#define CYCLE_CASINGS 2 //experimental: cycle casings, like a revolver. Also works for multibarrelled guns
|
||||
|
||||
/obj/item/weapon/gun/projectile
|
||||
name = "revolver"
|
||||
desc = "A classic revolver. Uses .357 ammo"
|
||||
name = "gun"
|
||||
desc = "A gun that fires bullets."
|
||||
icon_state = "revolver"
|
||||
caliber = "357"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
w_class = 3.0
|
||||
w_class = 3
|
||||
matter = list("metal" = 1000)
|
||||
recoil = 1
|
||||
var/ammo_type = "/obj/item/ammo_casing/a357"
|
||||
var/list/loaded = list()
|
||||
var/max_shells = 7
|
||||
var/load_method = SPEEDLOADER //0 = Single shells or quick loader, 1 = box, 2 = magazine
|
||||
var/obj/item/ammo_magazine/empty_mag = null
|
||||
var/mag_type = null
|
||||
|
||||
var/caliber = "357" //determines which casings will fit
|
||||
var/handle_casings = EJECT_CASINGS //determines how spent casings should be handled
|
||||
var/load_method = SINGLE_CASING|SPEEDLOADER //1 = Single shells, 2 = box or quick loader, 3 = magazine
|
||||
var/obj/item/ammo_casing/chambered = null
|
||||
|
||||
//For SINGLE_CASING or SPEEDLOADER guns
|
||||
var/max_shells = 0 //the number of casings that will fit inside
|
||||
var/ammo_type = null //the type of ammo that the gun comes preloaded with
|
||||
var/list/loaded = list() //stored ammo
|
||||
|
||||
//For MAGAZINE guns
|
||||
var/magazine_type = null //the type of magazine that the gun comes preloaded with
|
||||
var/obj/item/ammo_magazine/ammo_magazine = null //stored magazine
|
||||
var/auto_eject = 0 //if the magazine should automatically eject itself when empty.
|
||||
var/auto_eject_sound = null
|
||||
//TODO generalize ammo icon states for guns
|
||||
//var/magazine_states = 0
|
||||
//var/list/icon_keys = list() //keys
|
||||
//var/list/ammo_states = list() //values
|
||||
|
||||
/obj/item/weapon/gun/projectile/New()
|
||||
..()
|
||||
for(var/i = 1, i <= max_shells, i++)
|
||||
loaded += new ammo_type(src)
|
||||
if(load_method == MAGAZINE)
|
||||
empty_mag = new mag_type(src)
|
||||
if(ispath(ammo_type) && (load_method & (SINGLE_CASING|SPEEDLOADER)))
|
||||
for(var/i in 1 to max_shells)
|
||||
loaded += new ammo_type(src)
|
||||
if(ispath(magazine_type) && (load_method & MAGAZINE))
|
||||
ammo_magazine = new magazine_type(src)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/consume_next_projectile()
|
||||
//get the next casing
|
||||
if(loaded.len)
|
||||
chambered = loaded[1] //load next casing.
|
||||
if(handle_casings != HOLD_CASINGS)
|
||||
loaded -= chambered
|
||||
else if(ammo_magazine && ammo_magazine.stored_ammo.len)
|
||||
chambered = ammo_magazine.stored_ammo[1]
|
||||
if(handle_casings != HOLD_CASINGS)
|
||||
ammo_magazine.stored_ammo -= chambered
|
||||
|
||||
if (chambered)
|
||||
return chambered.BB
|
||||
return null
|
||||
|
||||
/obj/item/weapon/gun/projectile/handle_post_fire()
|
||||
..()
|
||||
if(chambered)
|
||||
chambered.expend()
|
||||
process_chambered()
|
||||
|
||||
/obj/item/weapon/gun/projectile/handle_click_empty()
|
||||
..()
|
||||
process_chambered()
|
||||
|
||||
/obj/item/weapon/gun/projectile/proc/process_chambered()
|
||||
if (!chambered) return
|
||||
|
||||
switch(handle_casings)
|
||||
if(EJECT_CASINGS) //eject casing onto ground.
|
||||
chambered.loc = get_turf(src)
|
||||
if(CYCLE_CASINGS) //cycle the casing back to the end.
|
||||
if(ammo_magazine)
|
||||
ammo_magazine.stored_ammo += chambered
|
||||
else
|
||||
loaded += chambered
|
||||
|
||||
if(handle_casings != HOLD_CASINGS)
|
||||
chambered = null
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1 //{R}
|
||||
//Attempts to load A into src, depending on the type of thing being loaded and the load_method
|
||||
//Maybe this should be broken up into separate procs for each load method?
|
||||
/obj/item/weapon/gun/projectile/proc/load_ammo(var/obj/item/A, mob/user)
|
||||
if(istype(A, /obj/item/ammo_magazine))
|
||||
var/obj/item/ammo_magazine/AM = A
|
||||
if(!(load_method & AM.mag_type) || caliber != AM.caliber)
|
||||
return //incompatible
|
||||
|
||||
if(!loaded.len)
|
||||
return 0
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
if(isnull(AC) || !istype(AC))
|
||||
return 0
|
||||
AC.loc = get_turf(src) //Eject casing onto ground.
|
||||
if(AC.BB)
|
||||
in_chamber = AC.BB //Load projectile into chamber.
|
||||
AC.BB.loc = src //Set projectile loc to gun.
|
||||
return 1
|
||||
return 0
|
||||
switch(AM.mag_type)
|
||||
if(MAGAZINE)
|
||||
if(ammo_magazine)
|
||||
user << "<span class='warning'>[src] already has a magazine loaded.</span>" //already a magazine here
|
||||
return
|
||||
user.remove_from_mob(AM)
|
||||
AM.loc = src
|
||||
ammo_magazine = AM
|
||||
user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src].</span>")
|
||||
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
|
||||
if(SPEEDLOADER)
|
||||
if(loaded.len >= max_shells)
|
||||
user << "<span class='warning'>[src] is full!</span>"
|
||||
return
|
||||
var/count = 0
|
||||
for(var/obj/item/ammo_casing/C in AM.stored_ammo)
|
||||
if(loaded.len >= max_shells)
|
||||
break
|
||||
if(C.caliber == caliber)
|
||||
C.loc = src
|
||||
loaded += C
|
||||
AM.stored_ammo -= C //should probably go inside an ammo_magazine proc, but I guess less proc calls this way...
|
||||
count++
|
||||
if(count)
|
||||
user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src].</span>")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
|
||||
AM.update_icon()
|
||||
else if(istype(A, /obj/item/ammo_casing))
|
||||
var/obj/item/ammo_casing/C = A
|
||||
if(!(load_method & SINGLE_CASING) || caliber != C.caliber)
|
||||
return //incompatible
|
||||
if(loaded.len >= max_shells)
|
||||
user << "<span class='warning'>[src] is full.</span>"
|
||||
return
|
||||
|
||||
user.remove_from_mob(C)
|
||||
C.loc = src
|
||||
loaded.Insert(1, C) //add to the head of the list
|
||||
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
|
||||
|
||||
update_icon()
|
||||
|
||||
//attempts to unload src. If allow_dump is set to 0, the speedloader unloading method will be disabled
|
||||
/obj/item/weapon/gun/projectile/proc/unload_ammo(mob/user, var/allow_dump=1)
|
||||
if(ammo_magazine)
|
||||
user.put_in_hands(ammo_magazine)
|
||||
user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src].</span>")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
|
||||
ammo_magazine.update_icon()
|
||||
ammo_magazine = null
|
||||
else if(loaded.len)
|
||||
//presumably, if it can be speed-loaded, it can be speed-unloaded.
|
||||
if(allow_dump && (load_method & SPEEDLOADER))
|
||||
var/count = 0
|
||||
var/turf/T = get_turf(user)
|
||||
if(T)
|
||||
for(var/obj/item/ammo_casing/C in loaded)
|
||||
C.loc = T
|
||||
count++
|
||||
loaded.Cut()
|
||||
if(count)
|
||||
user.visible_message("[user] unloads [src].", "<span class='notice'>You unload [count] round\s from [src].</span>")
|
||||
else if(load_method & SINGLE_CASING)
|
||||
var/obj/item/ammo_casing/C = loaded[loaded.len]
|
||||
loaded.len--
|
||||
user.put_in_hands(C)
|
||||
user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src].</span>")
|
||||
else
|
||||
user << "<span class='warning'>[src] is empty.</span>"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
|
||||
var/num_loaded = 0
|
||||
if(istype(A, /obj/item/ammo_magazine))
|
||||
if((load_method == MAGAZINE) && loaded.len) return
|
||||
var/obj/item/ammo_magazine/AM = A
|
||||
if(AM.stored_ammo.len <= 0)
|
||||
user << "<span class='warning'>The magazine is empty!</span>"
|
||||
return
|
||||
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
|
||||
if(loaded.len >= max_shells)
|
||||
break
|
||||
if(AC.caliber == caliber && loaded.len < max_shells)
|
||||
AC.loc = src
|
||||
AM.stored_ammo -= AC
|
||||
loaded += AC
|
||||
num_loaded++
|
||||
if(load_method == MAGAZINE)
|
||||
user.remove_from_mob(AM)
|
||||
empty_mag = AM
|
||||
empty_mag.loc = src
|
||||
if(istype(A, /obj/item/ammo_casing) && load_method == SPEEDLOADER)
|
||||
var/obj/item/ammo_casing/AC = A
|
||||
if(AC.caliber == caliber && loaded.len < max_shells)
|
||||
user.drop_item()
|
||||
AC.loc = src
|
||||
loaded += AC
|
||||
num_loaded++
|
||||
if(num_loaded)
|
||||
user << "\blue You load [num_loaded] shell\s into the gun!"
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
return
|
||||
load_ammo(A, user)
|
||||
|
||||
/obj/item/weapon/gun/projectile/attack_self(mob/user as mob)
|
||||
if (target)
|
||||
return ..()
|
||||
if (loaded.len)
|
||||
if (load_method == SPEEDLOADER)
|
||||
var/obj/item/ammo_casing/AC = loaded[1]
|
||||
loaded -= AC
|
||||
AC.loc = get_turf(src) //Eject casing onto ground.
|
||||
user << "\blue You unload shell from \the [src]!"
|
||||
if (load_method == MAGAZINE)
|
||||
var/obj/item/ammo_magazine/AM = empty_mag
|
||||
for (var/obj/item/ammo_casing/AC in loaded)
|
||||
AM.stored_ammo += AC
|
||||
loaded -= AC
|
||||
AM.loc = get_turf(src)
|
||||
empty_mag = null
|
||||
update_icon()
|
||||
AM.update_icon()
|
||||
user << "\blue You unload magazine from \the [src]!"
|
||||
unload_ammo(user)
|
||||
|
||||
/obj/item/weapon/gun/projectile/attack_hand(mob/user as mob)
|
||||
if(user.get_inactive_hand() == src)
|
||||
unload_ammo(user, allow_dump=0)
|
||||
else
|
||||
user << "\red Nothing loaded in \the [src]!"
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/afterattack(atom/A, mob/living/user)
|
||||
..()
|
||||
if(auto_eject && ammo_magazine && ammo_magazine.stored_ammo && !ammo_magazine.stored_ammo.len)
|
||||
ammo_magazine.loc = get_turf(src.loc)
|
||||
user.visible_message(
|
||||
"[ammo_magazine] falls out and clatters on the floor!",
|
||||
"<span class='notice'>[ammo_magazine] falls out and clatters on the floor!</span>"
|
||||
)
|
||||
if(auto_eject_sound)
|
||||
playsound(user, auto_eject_sound, 40, 1)
|
||||
ammo_magazine.update_icon()
|
||||
ammo_magazine = null
|
||||
update_icon() //make sure to do this after unsetting ammo_magazine
|
||||
|
||||
/obj/item/weapon/gun/projectile/examine(mob/user)
|
||||
..(user)
|
||||
user << "Has [getAmmo()] round\s remaining."
|
||||
// if(in_chamber && !loaded.len)
|
||||
// user << "However, it has a chambered round."
|
||||
// if(in_chamber && loaded.len)
|
||||
// user << "It also has a chambered round." {R}
|
||||
if(ammo_magazine)
|
||||
user << "It has \a [ammo_magazine] loaded."
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/proc/getAmmo()
|
||||
var/bullets = 0
|
||||
for(var/obj/item/ammo_casing/AC in loaded)
|
||||
if(istype(AC))
|
||||
bullets += 1
|
||||
if(loaded)
|
||||
bullets += loaded.len
|
||||
if(ammo_magazine && ammo_magazine.stored_ammo)
|
||||
bullets += ammo_magazine.stored_ammo.len
|
||||
if(chambered)
|
||||
bullets += 1
|
||||
return bullets
|
||||
|
||||
@@ -2,67 +2,111 @@
|
||||
name = "submachine gun"
|
||||
desc = "A lightweight, fast firing gun. Uses 9mm rounds."
|
||||
icon_state = "saber" //ugly
|
||||
w_class = 3.0
|
||||
w_class = 3
|
||||
load_method = SPEEDLOADER //yup. until someone sprites a magazine for it.
|
||||
max_shells = 22
|
||||
caliber = "9mm"
|
||||
origin_tech = "combat=4;materials=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c9mm"
|
||||
automatic = 1
|
||||
|
||||
slot_flags = SLOT_BELT
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
multi_aim = 1
|
||||
fire_delay = 0
|
||||
|
||||
isHandgun()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/test
|
||||
name = "test gun"
|
||||
ammo_type = "/obj/item/ammo_casing/a145"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/mini_uzi
|
||||
name = "\improper Uzi"
|
||||
desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
|
||||
icon_state = "mini-uzi"
|
||||
w_class = 3.0
|
||||
max_shells = 16
|
||||
w_class = 3
|
||||
load_method = SPEEDLOADER //yup. until someone sprites a magazine for it.
|
||||
max_shells = 15
|
||||
caliber = ".45"
|
||||
origin_tech = "combat=5;materials=2;syndicate=8"
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
|
||||
isHandgun()
|
||||
return 1
|
||||
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r
|
||||
name = "\improper C-20r SMG"
|
||||
desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses 12mm rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp"
|
||||
desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses 12mm pistol rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp"
|
||||
icon_state = "c20r"
|
||||
item_state = "c20r"
|
||||
w_class = 3.0
|
||||
max_shells = 20
|
||||
w_class = 3
|
||||
force = 10
|
||||
caliber = "12mm"
|
||||
origin_tech = "combat=5;materials=2;syndicate=8"
|
||||
ammo_type = "/obj/item/ammo_casing/a12mm"
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
load_method = MAGAZINE
|
||||
mag_type = /obj/item/ammo_magazine/a12mm/empty
|
||||
magazine_type = /obj/item/ammo_magazine/a12mm
|
||||
auto_eject = 1
|
||||
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
|
||||
..()
|
||||
if(!loaded.len && empty_mag)
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
empty_mag = null
|
||||
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
|
||||
update_icon()
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/update_icon()
|
||||
..()
|
||||
if(ammo_magazine)
|
||||
icon_state = "c20r-[round(ammo_magazine.stored_ammo.len,4)]"
|
||||
else
|
||||
icon_state = "c20r"
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/wt550
|
||||
name = "\improper W-T 550 Saber"
|
||||
desc = "A cheap, mass produced Ward-Takahashi PDW. Uses 9mm rounds."
|
||||
icon_state = "wt550"
|
||||
w_class = 3.0
|
||||
caliber = "9mm"
|
||||
origin_tech = "combat=5;materials=2"
|
||||
slot_flags = SLOT_BELT
|
||||
ammo_type = "/obj/item/ammo_casing/c9mmr"
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/mc9mmt/rubber
|
||||
|
||||
update_icon()
|
||||
..()
|
||||
if(empty_mag)
|
||||
icon_state = "c20r-[round(loaded.len,4)]"
|
||||
else
|
||||
icon_state = "c20r"
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/automatic/wt550/update_icon()
|
||||
..()
|
||||
if(ammo_magazine)
|
||||
icon_state = "wt550-[round(ammo_magazine.stored_ammo.len,4)]"
|
||||
else
|
||||
icon_state = "wt550"
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/z8
|
||||
name = "\improper Z8 Bulldog"
|
||||
desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds. Makes you feel like a space marine when you hold it."
|
||||
icon_state = "carbine"
|
||||
item_state = "shotgun"
|
||||
w_class = 4
|
||||
force = 10
|
||||
caliber = "a556"
|
||||
origin_tech = "combat=8;materials=3"
|
||||
ammo_type = "/obj/item/ammo_casing/a556"
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
slot_flags = SLOT_BACK
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/a556
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/z8/update_icon()
|
||||
..()
|
||||
if(ammo_magazine)
|
||||
icon_state = "carbine-[round(ammo_magazine.stored_ammo.len,2)]"
|
||||
else
|
||||
icon_state = "carbine"
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/sts35
|
||||
name = "\improper STS-35 automatic rifle"
|
||||
desc = "A durable, rugged looking automatic weapon of a make popular on the frontier. Uses 7.62mm rounds. It is unmarked."
|
||||
icon_state = "assltrifle"
|
||||
item_state = "shotgun"
|
||||
w_class = 4
|
||||
force = 10
|
||||
caliber = "a762"
|
||||
origin_tech = "combat=6;materials=1;syndicate=4"
|
||||
slot_flags = SLOT_BACK
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/c762
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/sts35/update_icon()
|
||||
..()
|
||||
icon_state = (ammo_magazine)? "assltrifle" : "assltrifle-noclip"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw
|
||||
name = "\improper L6 SAW"
|
||||
@@ -70,74 +114,39 @@
|
||||
icon_state = "l6closed100"
|
||||
item_state = "l6closedmag"
|
||||
w_class = 4
|
||||
force = 10
|
||||
slot_flags = 0
|
||||
max_shells = 50
|
||||
caliber = "a762"
|
||||
origin_tech = "combat=5;materials=1;syndicate=2"
|
||||
origin_tech = "combat=6;materials=1;syndicate=2"
|
||||
slot_flags = SLOT_BACK
|
||||
ammo_type = "/obj/item/ammo_casing/a762"
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/a762
|
||||
var/cover_open = 0
|
||||
var/mag_inserted = 1
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user as mob)
|
||||
cover_open = !cover_open
|
||||
user << "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>"
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
|
||||
icon_state = "l6[cover_open ? "open" : "closed"][mag_inserted ? round(loaded.len, 25) : "-empty"]"
|
||||
icon_state = "l6[cover_open ? "open" : "closed"][ammo_magazine ? round(ammo_magazine.stored_ammo.len, 25) : "-empty"]"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/special_check(mob/user)
|
||||
if(cover_open)
|
||||
user << "<span class='notice'>[src]'s cover is open! Close it before firing!</span>"
|
||||
else
|
||||
..()
|
||||
update_icon()
|
||||
user << "<span class='warning'>[src]'s cover is open! Close it before firing!</span>"
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_hand(mob/user as mob)
|
||||
if(loc != user)
|
||||
..()
|
||||
return //let them pick it up
|
||||
if(!cover_open || (cover_open && !mag_inserted))
|
||||
..()
|
||||
else if(cover_open && mag_inserted)
|
||||
//drop the mag
|
||||
empty_mag = new /obj/item/ammo_magazine/a762(src)
|
||||
empty_mag.stored_ammo = loaded
|
||||
empty_mag.icon_state = "a762-[round(loaded.len, 10)]"
|
||||
empty_mag.desc = "There are [loaded.len] shells left!"
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
user.put_in_hands(empty_mag)
|
||||
empty_mag = null
|
||||
mag_inserted = 0
|
||||
loaded = list()
|
||||
update_icon()
|
||||
user << "<span class='notice'>You remove the magazine from [src].</span>"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/load_ammo(var/obj/item/A, mob/user)
|
||||
if(!cover_open)
|
||||
user << "<span class='notice'>[src]'s cover is closed! You can't insert a new mag!</span>"
|
||||
user << "<span class='warning'>You need to open the cover to load [src].</span>"
|
||||
return
|
||||
else if(cover_open && mag_inserted)
|
||||
user << "<span class='notice'>[src] already has a magazine inserted!</span>"
|
||||
return
|
||||
else if(cover_open && !mag_inserted)
|
||||
mag_inserted = 1
|
||||
user << "<span class='notice'>You insert the magazine!</span>"
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
|
||||
/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
|
||||
Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
|
||||
However, it looks like subsequent guns that use removable magazines don't take that into account and just get
|
||||
around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
|
||||
when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
|
||||
rough and poor attempt at making that happen. -Ausops */
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/unload_ammo(mob/user, var/allow_dump=1)
|
||||
if(!cover_open)
|
||||
return
|
||||
..()
|
||||
|
||||
202
code/modules/projectiles/guns/projectile/dartgun.dm
Normal file
202
code/modules/projectiles/guns/projectile/dartgun.dm
Normal file
@@ -0,0 +1,202 @@
|
||||
/obj/item/projectile/bullet/chemdart
|
||||
name = "dart"
|
||||
icon_state = "dart"
|
||||
damage = 5
|
||||
sharp = 1
|
||||
embed = 1 //the dart is shot fast enough to pierce space suits, so I guess splintering inside the target can be a thing. Should be rare due to low damage.
|
||||
var/reagent_amount = 15
|
||||
kill_count = 15 //shorter range
|
||||
|
||||
/obj/item/projectile/bullet/chemdart/New()
|
||||
reagents = new/datum/reagents(reagent_amount)
|
||||
reagents.my_atom = src
|
||||
|
||||
/obj/item/projectile/bullet/chemdart/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
|
||||
if(blocked < 2 && isliving(target))
|
||||
var/mob/living/L = target
|
||||
if(L.can_inject(target_zone=def_zone))
|
||||
reagents.trans_to(L, reagent_amount)
|
||||
|
||||
/obj/item/ammo_casing/chemdart
|
||||
name = "chemical dart"
|
||||
desc = "A small hardened, hollow dart."
|
||||
icon_state = "dart"
|
||||
caliber = "dart"
|
||||
projectile_type = /obj/item/projectile/bullet/chemdart
|
||||
|
||||
/obj/item/ammo_casing/chemdart/expend()
|
||||
del(src)
|
||||
|
||||
/obj/item/ammo_magazine/chemdart
|
||||
name = "dart cartridge"
|
||||
desc = "A rack of hollow darts."
|
||||
icon_state = "darts"
|
||||
item_state = "rcdammo"
|
||||
origin_tech = "materials=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "dart"
|
||||
ammo_type = /obj/item/ammo_casing/chemdart
|
||||
max_ammo = 5
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun
|
||||
name = "dart gun"
|
||||
desc = "A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances."
|
||||
icon_state = "dartgun-empty"
|
||||
|
||||
caliber = "dart"
|
||||
fire_sound = 'sound/weapons/empty.ogg'
|
||||
fire_sound_text = "a metallic click"
|
||||
recoil = 0
|
||||
silenced = 1
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/chemdart
|
||||
auto_eject = 0
|
||||
|
||||
var/list/beakers = list() //All containers inside the gun.
|
||||
var/list/mixing = list() //Containers being used for mixing.
|
||||
var/max_beakers = 3
|
||||
var/dart_reagent_amount = 15
|
||||
var/container_type = /obj/item/weapon/reagent_containers/glass/beaker
|
||||
var/list/starting_chems = null
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/dartgun/New()
|
||||
..()
|
||||
if(starting_chems)
|
||||
for(var/chem in starting_chems)
|
||||
var/obj/B = new container_type(src)
|
||||
B.reagents.add_reagent(chem, 60)
|
||||
beakers += B
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/update_icon()
|
||||
if(!ammo_magazine)
|
||||
icon_state = "dartgun-empty"
|
||||
return 1
|
||||
|
||||
if(!ammo_magazine.stored_ammo || ammo_magazine.stored_ammo.len)
|
||||
icon_state = "dartgun-0"
|
||||
else if(ammo_magazine.stored_ammo.len > 5)
|
||||
icon_state = "dartgun-5"
|
||||
else
|
||||
icon_state = "dartgun-[ammo_magazine.stored_ammo.len]"
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/consume_next_projectile()
|
||||
. = ..()
|
||||
var/obj/item/projectile/bullet/chemdart/dart = .
|
||||
if(istype(dart))
|
||||
fill_dart(dart)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/examine(mob/user)
|
||||
//update_icon()
|
||||
//if (!..(user, 2))
|
||||
// return
|
||||
..()
|
||||
if (beakers.len)
|
||||
user << "\blue [src] contains:"
|
||||
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in beakers)
|
||||
if(B.reagents && B.reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in B.reagents.reagent_list)
|
||||
user << "\blue [R.volume] units of [R.name]"
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/glass))
|
||||
if(!istype(I, container_type))
|
||||
user << "\blue [I] doesn't seem to fit into [src]."
|
||||
return
|
||||
if(beakers.len >= max_beakers)
|
||||
user << "\blue [src] already has [max_beakers] beakers in it - another one isn't going to fit!"
|
||||
return
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B = I
|
||||
user.drop_item()
|
||||
B.loc = src
|
||||
beakers += B
|
||||
user << "\blue You slot [B] into [src]."
|
||||
src.updateUsrDialog()
|
||||
return 1
|
||||
..()
|
||||
|
||||
//fills the given dart with reagents
|
||||
/obj/item/weapon/gun/projectile/dartgun/proc/fill_dart(var/obj/item/projectile/bullet/chemdart/dart)
|
||||
if(mixing.len)
|
||||
var/mix_amount = dart.reagent_amount/mixing.len
|
||||
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in mixing)
|
||||
B.reagents.trans_to(dart, mix_amount)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/attack_self(mob/user)
|
||||
user.set_machine(src)
|
||||
var/dat = "<b>[src] mixing control:</b><br><br>"
|
||||
|
||||
if (beakers.len)
|
||||
var/i = 1
|
||||
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in beakers)
|
||||
dat += "Beaker [i] contains: "
|
||||
if(B.reagents && B.reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in B.reagents.reagent_list)
|
||||
dat += "<br> [R.volume] units of [R.name], "
|
||||
if (check_beaker_mixing(B))
|
||||
dat += text("<A href='?src=\ref[src];stop_mix=[i]'><font color='green'>Mixing</font></A> ")
|
||||
else
|
||||
dat += text("<A href='?src=\ref[src];mix=[i]'><font color='red'>Not mixing</font></A> ")
|
||||
else
|
||||
dat += "nothing."
|
||||
dat += " \[<A href='?src=\ref[src];eject=[i]'>Eject</A>\]<br>"
|
||||
i++
|
||||
else
|
||||
dat += "There are no beakers inserted!<br><br>"
|
||||
|
||||
if(ammo_magazine)
|
||||
if(ammo_magazine.stored_ammo && ammo_magazine.stored_ammo.len)
|
||||
dat += "The dart cartridge has [ammo_magazine.stored_ammo.len] shots remaining."
|
||||
else
|
||||
dat += "<font color='red'>The dart cartridge is empty!</font>"
|
||||
dat += " \[<A href='?src=\ref[src];eject_cart=1'>Eject</A>\]"
|
||||
|
||||
user << browse(dat, "window=dartgun")
|
||||
onclose(user, "dartgun", src)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/proc/check_beaker_mixing(var/obj/item/B)
|
||||
if(!mixing || !beakers)
|
||||
return 0
|
||||
for(var/obj/item/M in mixing)
|
||||
if(M == B)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/Topic(href, href_list)
|
||||
src.add_fingerprint(usr)
|
||||
if(href_list["stop_mix"])
|
||||
var/index = text2num(href_list["stop_mix"])
|
||||
if(index <= beakers.len)
|
||||
for(var/obj/item/M in mixing)
|
||||
if(M == beakers[index])
|
||||
mixing -= M
|
||||
break
|
||||
else if (href_list["mix"])
|
||||
var/index = text2num(href_list["mix"])
|
||||
if(index <= beakers.len)
|
||||
mixing += beakers[index]
|
||||
else if (href_list["eject"])
|
||||
var/index = text2num(href_list["eject"])
|
||||
if(index <= beakers.len)
|
||||
if(beakers[index])
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B = beakers[index]
|
||||
usr << "You remove [B] from [src]."
|
||||
mixing -= B
|
||||
beakers -= B
|
||||
B.loc = get_turf(src)
|
||||
else if (href_list["eject_cart"])
|
||||
unload_ammo(usr)
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/vox
|
||||
name = "alien dart gun"
|
||||
desc = "A small gas-powered dartgun, fitted for nonhuman hands."
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/vox/medical
|
||||
starting_chems = list("kelotane","bicaridine","anti_toxin")
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/vox/raider
|
||||
starting_chems = list("space_drugs","stoxin","impedrezene")
|
||||
@@ -1,89 +0,0 @@
|
||||
/obj/item/weapon/gun/launcher
|
||||
name = "launcher"
|
||||
desc = "A device that launches things."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
w_class = 5.0
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
|
||||
var/release_force = 0
|
||||
var/fire_sound_text = "a launcher firing"
|
||||
|
||||
//Check if we're drawing and if the bow is loaded.
|
||||
/obj/item/weapon/gun/launcher/load_into_chamber()
|
||||
return (!isnull(in_chamber))
|
||||
|
||||
//This should not fit in a combat belt or holster.
|
||||
/obj/item/weapon/gun/launcher/isHandgun()
|
||||
return 0
|
||||
|
||||
//Launchers are mechanical, no other impact.
|
||||
/obj/item/weapon/gun/launcher/emp_act(severity)
|
||||
return
|
||||
|
||||
//This normally uses a proc on projectiles and our ammo is not strictly speaking a projectile.
|
||||
/obj/item/weapon/gun/launcher/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
|
||||
return
|
||||
|
||||
//Override this to avoid a runtime with suicide handling.
|
||||
/obj/item/weapon/gun/launcher/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
|
||||
if (M == user && user.zone_sel.selecting == "mouth")
|
||||
user << "\red Shooting yourself with \a [src] is pretty tricky. You can't seem to manage it."
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/proc/update_release_force()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/launcher/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
|
||||
if (!user.IsAdvancedToolUser())
|
||||
return 0
|
||||
|
||||
add_fingerprint(user)
|
||||
|
||||
//Make sure target turfs both exist.
|
||||
var/turf/curloc = get_turf(user)
|
||||
var/turf/targloc = get_turf(target)
|
||||
if (!istype(targloc) || !istype(curloc))
|
||||
return 0
|
||||
|
||||
if(!special_check(user))
|
||||
return 0
|
||||
|
||||
if (!ready_to_fire())
|
||||
if (world.time % 3) //to prevent spam
|
||||
user << "<span class='warning'>[src] is not ready to fire again!"
|
||||
return 0
|
||||
|
||||
if(!load_into_chamber()) //CHECK
|
||||
return click_empty(user)
|
||||
|
||||
if(!in_chamber)
|
||||
return 0
|
||||
|
||||
update_release_force()
|
||||
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
|
||||
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
|
||||
"You hear [fire_sound_text]!")
|
||||
|
||||
in_chamber.loc = get_turf(user)
|
||||
in_chamber.throw_at(target,10,release_force)
|
||||
|
||||
sleep(1)
|
||||
|
||||
in_chamber = null
|
||||
|
||||
update_icon()
|
||||
|
||||
if(user.hand)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
|
||||
return
|
||||
@@ -1,47 +1,85 @@
|
||||
/obj/item/weapon/gun/projectile/colt
|
||||
name = "\improper Colt M1911"
|
||||
desc = "A cheap Martian knock-off of a Colt M1911."
|
||||
magazine_type = /obj/item/ammo_magazine/c45m
|
||||
icon_state = "colt"
|
||||
caliber = ".45"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
load_method = MAGAZINE
|
||||
|
||||
/obj/item/weapon/gun/projectile/colt/flash
|
||||
name = "\improper Colt M1911 signal pistol"
|
||||
desc = "A cheap Martian knock-off of a Colt M1911. Uses .45 signal flash rounds."
|
||||
magazine_type = /obj/item/ammo_magazine/c45m/flash
|
||||
|
||||
/obj/item/weapon/gun/projectile/colt/detective
|
||||
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
|
||||
magazine_type = /obj/item/ammo_magazine/c45m/rubber
|
||||
|
||||
/obj/item/weapon/gun/projectile/colt/detective/verb/rename_gun()
|
||||
set name = "Name Gun"
|
||||
set category = "Object"
|
||||
set desc = "Rename your gun. If you're the detective."
|
||||
|
||||
var/mob/M = usr
|
||||
if(!M.mind) return 0
|
||||
if(!M.mind.assigned_role == "Detective")
|
||||
M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
|
||||
return 0
|
||||
|
||||
var/input = stripped_input(usr,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
|
||||
|
||||
if(src && input && !M.stat && in_range(M,src))
|
||||
name = input
|
||||
M << "You name the gun [input]. Say hello to your new friend."
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/sec
|
||||
desc = "A Nanotrasen designed sidearm, found pretty much everywhere humans are. Uses less-than-lethal .45 rounds."
|
||||
name = "\improper NT Mk58"
|
||||
icon_state = "secguncomp"
|
||||
magazine_type = /obj/item/ammo_magazine/c45m/rubber
|
||||
caliber = ".45"
|
||||
origin_tech = "combat=3;materials=2"
|
||||
load_method = MAGAZINE
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/sec/wood
|
||||
desc = "A Nanotrasen designed sidearm, this one has a sweet wooden grip. Uses less-than-lethal .45 rounds."
|
||||
name = "\improper Custom NT Mk58"
|
||||
icon_state = "secgundark"
|
||||
|
||||
/obj/item/weapon/gun/projectile/silenced
|
||||
name = "silenced pistol"
|
||||
desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
|
||||
icon_state = "silenced_pistol"
|
||||
w_class = 3.0
|
||||
max_shells = 12
|
||||
w_class = 3
|
||||
caliber = ".45"
|
||||
silenced = 1
|
||||
origin_tech = "combat=2;materials=2;syndicate=8"
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
|
||||
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/c45m
|
||||
|
||||
/obj/item/weapon/gun/projectile/deagle
|
||||
name = "desert eagle"
|
||||
desc = "A robust handgun that uses .50 AE ammo"
|
||||
icon_state = "deagle"
|
||||
force = 14.0
|
||||
max_shells = 7
|
||||
caliber = ".50"
|
||||
ammo_type ="/obj/item/ammo_casing/a50"
|
||||
load_method = MAGAZINE
|
||||
mag_type = /obj/item/ammo_magazine/a50/empty
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
|
||||
..()
|
||||
if(!loaded.len && empty_mag)
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
empty_mag = null
|
||||
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
|
||||
update_icon()
|
||||
return
|
||||
magazine_type = /obj/item/ammo_magazine/a50
|
||||
auto_eject = 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/deagle/gold
|
||||
desc = "A gold plated gun folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
|
||||
icon_state = "deagleg"
|
||||
item_state = "deagleg"
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/deagle/camo
|
||||
desc = "A Deagle brand Deagle for operators operating operationally. Uses .50 AE ammo."
|
||||
icon_state = "deaglecamo"
|
||||
item_state = "deagleg"
|
||||
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
|
||||
|
||||
|
||||
|
||||
@@ -55,47 +93,35 @@
|
||||
origin_tech = "combat=3"
|
||||
ammo_type = "/obj/item/ammo_casing/a75"
|
||||
load_method = MAGAZINE
|
||||
mag_type = /obj/item/ammo_magazine/a75/empty
|
||||
magazine_type = /obj/item/ammo_magazine/a75
|
||||
auto_eject = 1
|
||||
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
|
||||
..()
|
||||
if(!loaded.len && empty_mag)
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
empty_mag = null
|
||||
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
update_icon()
|
||||
..()
|
||||
if(empty_mag)
|
||||
icon_state = "gyropistolloaded"
|
||||
else
|
||||
icon_state = "gyropistol"
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/gyropistol/update_icon()
|
||||
..()
|
||||
if(ammo_magazine)
|
||||
icon_state = "gyropistolloaded"
|
||||
else
|
||||
icon_state = "gyropistol"
|
||||
|
||||
/obj/item/weapon/gun/projectile/pistol
|
||||
name = "\improper Stechtkin pistol"
|
||||
desc = "A small, easily concealable gun. Uses 9mm rounds."
|
||||
icon_state = "pistol"
|
||||
w_class = 2
|
||||
max_shells = 10
|
||||
caliber = "9mm"
|
||||
silenced = 0
|
||||
origin_tech = "combat=2;materials=2;syndicate=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c9mm"
|
||||
load_method = MAGAZINE
|
||||
mag_type = /obj/item/ammo_magazine/mc9mm
|
||||
magazine_type = /obj/item/ammo_magazine/mc9mm
|
||||
|
||||
/obj/item/weapon/gun/projectile/pistol/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
|
||||
..()
|
||||
if(!loaded.len && empty_mag)
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
empty_mag = null
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/pistol/flash
|
||||
name = "\improper Stechtkin signal pistol"
|
||||
desc = "A small, easily concealable gun. Uses 9mm signal flash rounds."
|
||||
magazine_type = /obj/item/ammo_magazine/mc9mm/flash
|
||||
|
||||
/obj/item/weapon/gun/projectile/pistol/attack_hand(mob/user as mob)
|
||||
if(loc == user)
|
||||
if(user.get_inactive_hand() == src)
|
||||
if(silenced)
|
||||
if(user.l_hand != src && user.r_hand != src)
|
||||
..()
|
||||
@@ -108,7 +134,6 @@
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/pistol/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/weapon/silencer))
|
||||
if(user.l_hand != src && user.r_hand != src) //if we're not in his hands
|
||||
|
||||
@@ -1,186 +1,42 @@
|
||||
/obj/item/weapon/gun/projectile/detective
|
||||
/obj/item/weapon/gun/projectile/revolver
|
||||
name = "revolver"
|
||||
desc = "A classic revolver. Uses .357 ammo"
|
||||
icon_state = "revolver"
|
||||
caliber = "357"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
handle_casings = CYCLE_CASINGS
|
||||
max_shells = 7
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/mateba
|
||||
name = "mateba"
|
||||
desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo." //>10mm hole >.357
|
||||
icon_state = "mateba"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective
|
||||
name = "revolver"
|
||||
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
|
||||
icon_state = "detective"
|
||||
max_shells = 6
|
||||
caliber = "38"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c38"
|
||||
ammo_type = /obj/item/ammo_casing/c38
|
||||
|
||||
special_check(var/mob/living/carbon/human/M)
|
||||
if(caliber == initial(caliber))
|
||||
return 1
|
||||
if(prob(70 - (loaded.len * 10))) //minimum probability of 10, maximum of 60
|
||||
M << "<span class='danger'>[src] blows up in your face.</span>"
|
||||
M.take_organ_damage(0,20)
|
||||
M.drop_item()
|
||||
del(src)
|
||||
return 0
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/verb/rename_gun()
|
||||
set name = "Name Gun"
|
||||
set category = "Object"
|
||||
set desc = "Click to rename your gun. If you're the detective."
|
||||
|
||||
var/mob/M = usr
|
||||
if(!M.mind) return 0
|
||||
if(!M.mind.assigned_role == "Detective")
|
||||
M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
|
||||
return 0
|
||||
|
||||
var/input = stripped_input(usr,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
|
||||
|
||||
if(src && input && !M.stat && in_range(M,src))
|
||||
name = input
|
||||
M << "You name the gun [input]. Say hello to your new friend."
|
||||
return 1
|
||||
|
||||
verb/rename_gun()
|
||||
set name = "Name Gun"
|
||||
set category = "Object"
|
||||
set desc = "Click to rename your gun. If you're the detective."
|
||||
|
||||
var/mob/M = usr
|
||||
if(!M.mind) return 0
|
||||
if(!M.mind.assigned_role == "Detective")
|
||||
M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
|
||||
return 0
|
||||
|
||||
var/input = stripped_input(usr,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
|
||||
|
||||
if(src && input && !M.stat && in_range(M,src))
|
||||
name = input
|
||||
M << "You name the gun [input]. Say hello to your new friend."
|
||||
return 1
|
||||
|
||||
attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
..()
|
||||
if(istype(A, /obj/item/weapon/screwdriver))
|
||||
if(caliber == "38")
|
||||
user << "<span class='notice'>You begin to reinforce the barrel of [src].</span>"
|
||||
if(loaded.len)
|
||||
afterattack(user, user) //you know the drill
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
|
||||
return
|
||||
if(do_after(user, 30))
|
||||
if(loaded.len)
|
||||
user << "<span class='notice'>You can't modify it!</span>"
|
||||
return
|
||||
caliber = "357"
|
||||
desc = "The barrel and chamber assembly seems to have been modified."
|
||||
user << "<span class='warning'>You reinforce the barrel of [src]! Now it will fire .357 rounds.</span>"
|
||||
else if (caliber == "357")
|
||||
user << "<span class='notice'>You begin to revert the modifications to [src].</span>"
|
||||
if(loaded.len)
|
||||
afterattack(user, user) //and again
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
|
||||
return
|
||||
if(do_after(user, 30))
|
||||
if(loaded.len)
|
||||
user << "<span class='notice'>You can't modify it!</span>"
|
||||
return
|
||||
caliber = "38"
|
||||
desc = initial(desc)
|
||||
user << "<span class='warning'>You remove the modifications on [src]! Now it will fire .38 rounds.</span>"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/semiauto
|
||||
name = "\improper Colt M1911"
|
||||
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
|
||||
icon_state = "colt"
|
||||
max_shells = 7
|
||||
caliber = ".45"
|
||||
ammo_type = "/obj/item/ammo_casing/c45r"
|
||||
load_method = MAGAZINE
|
||||
mag_type = /obj/item/ammo_magazine/c45r/empty
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/semiauto/flash
|
||||
ammo_type = "/obj/item/ammo_casing/c45f"
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/semiauto/colt
|
||||
desc = "A cheap Martian knock-off of a Colt M1911."
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/semiauto/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
|
||||
..()
|
||||
if(!loaded.len && empty_mag)
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
empty_mag = null
|
||||
user << "<span class='notice'>The Magazine falls out and clatters on the floor!</span>"
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/mateba
|
||||
name = "mateba"
|
||||
desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo." //>10mm hole >.357
|
||||
icon_state = "mateba"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
|
||||
// A gun to play Russian Roulette!
|
||||
// You can spin the chamber to randomize the position of the bullet.
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian
|
||||
name = "\improper Russian revolver"
|
||||
desc = "A Russian made revolver. Uses .357 ammo. It has a single slot in it's chamber for a bullet."
|
||||
max_shells = 6
|
||||
origin_tech = "combat=2;materials=2"
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/New()
|
||||
Spin()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/proc/Spin()
|
||||
for(var/obj/item/ammo_casing/AC in loaded)
|
||||
del(AC)
|
||||
loaded = list()
|
||||
var/random = rand(1, max_shells)
|
||||
for(var/i = 1; i <= max_shells; i++)
|
||||
if(i != random)
|
||||
loaded += i // Basically null
|
||||
else
|
||||
loaded += new ammo_type(src)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
if(!A) return
|
||||
|
||||
var/num_loaded = 0
|
||||
if(istype(A, /obj/item/ammo_magazine))
|
||||
|
||||
if((load_method == MAGAZINE) && loaded.len) return
|
||||
var/obj/item/ammo_magazine/AM = A
|
||||
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
|
||||
if(getAmmo() > 0 || loaded.len >= max_shells)
|
||||
break
|
||||
if(AC.caliber == caliber && loaded.len < max_shells)
|
||||
AC.loc = src
|
||||
AM.stored_ammo -= AC
|
||||
loaded += AC
|
||||
num_loaded++
|
||||
break
|
||||
A.update_icon()
|
||||
|
||||
if(num_loaded)
|
||||
user.visible_message("<span class='warning'>[user] loads a single bullet into the revolver and spins the chamber.</span>", "<span class='warning'>You load a single bullet into the chamber and spin it.</span>")
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
|
||||
if(getAmmo() > 0)
|
||||
Spin()
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/attack_self(mob/user as mob)
|
||||
user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
|
||||
if(getAmmo() > 0)
|
||||
Spin()
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/attack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj)
|
||||
if(!loaded.len)
|
||||
user.visible_message("\red *click*", "\red *click*")
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
return
|
||||
|
||||
if(isliving(target) && isliving(user))
|
||||
if(target == user)
|
||||
var/datum/organ/external/affecting = user.zone_sel.selecting
|
||||
if(affecting == "head")
|
||||
|
||||
var/obj/item/ammo_casing/AC = loaded[1]
|
||||
if(!load_into_chamber())
|
||||
user.visible_message("\red *click*", "\red *click*")
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
return
|
||||
if(!in_chamber)
|
||||
return
|
||||
var/obj/item/projectile/P = new AC.projectile_type
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='danger'>[user.name] fires [src] at \his head!</span>", "<span class='danger'>You fire [src] at your head!</span>", "You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
|
||||
if(!P.nodamage)
|
||||
user.apply_damage(300, BRUTE, affecting, sharp=1) // You are dead, dead, dead.
|
||||
return
|
||||
..()
|
||||
|
||||
@@ -1,51 +0,0 @@
|
||||
/obj/item/weapon/gun/rocketlauncher
|
||||
name = "rocket launcher"
|
||||
desc = "MAGGOT."
|
||||
icon_state = "rocket"
|
||||
item_state = "rocket"
|
||||
w_class = 4.0
|
||||
throw_speed = 2
|
||||
throw_range = 10
|
||||
force = 5.0
|
||||
flags = CONDUCT | USEDELAY
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=8;materials=5"
|
||||
var/projectile = /obj/item/missile
|
||||
var/missile_speed = 2
|
||||
var/missile_range = 30
|
||||
var/max_rockets = 1
|
||||
var/list/rockets = new/list()
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/examine(mob/user)
|
||||
if(!..(user, 2))
|
||||
return
|
||||
user << "\blue [rockets.len] / [max_rockets] rockets."
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/ammo_casing/rocket))
|
||||
if(rockets.len < max_rockets)
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
rockets += I
|
||||
user << "\blue You put the rocket in [src]."
|
||||
user << "\blue [rockets.len] / [max_rockets] rockets."
|
||||
else
|
||||
usr << "\red [src] cannot hold more rockets."
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/can_fire()
|
||||
return rockets.len
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
if(rockets.len)
|
||||
var/obj/item/ammo_casing/rocket/I = rockets[1]
|
||||
var/obj/item/missile/M = new projectile(user.loc)
|
||||
playsound(user.loc, 'sound/effects/bang.ogg', 50, 1)
|
||||
M.primed = 1
|
||||
M.throw_at(target, missile_range, missile_speed,user)
|
||||
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]).")
|
||||
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]).")
|
||||
rockets -= I
|
||||
del(I)
|
||||
return
|
||||
else
|
||||
usr << "\red [src] is empty."
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user