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https://github.com/PolarisSS13/Polaris.git
synced 2026-07-12 16:52:52 +01:00
More bug fixes (#6560)
* More esword fixes - Fixes Holodeck eswords being completely broken, Holodeck eswords are not recolorable - Fixes Toy sword onmob sprite not properly updating - Fixes eswords not properly updating onmob color (this is an incredibly hacky fix) - Readds the esword sub types, they are not recolorable * Removes unintended code * More unintended code removal * Fixes spy bug sprite * Fixes PMC-S Name * Fixes syringes not working through voidsuits.
This commit is contained in:
@@ -60,7 +60,7 @@
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name = "broken bug"
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desc = "" //Even when it's broken it's inconspicuous
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icon = 'icons/obj/weapons.dmi'
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icon_state = "eshield0"
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icon_state = "eshield"
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item_state = "nothing"
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layer = TURF_LAYER+0.2
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w_class = ITEMSIZE_TINY
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@@ -75,7 +75,7 @@
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name = "bug"
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desc = "" //Nothing to see here
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icon = 'icons/obj/weapons.dmi'
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icon_state = "eshield0"
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icon_state = "eshield"
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item_state = "nothing"
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layer = TURF_LAYER+0.2
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w_class = ITEMSIZE_TINY
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@@ -271,10 +271,12 @@
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if (src.active)
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user << "<span class='notice'>You extend the plastic blade with a quick flick of your wrist.</span>"
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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src.item_state = "[icon_state]_blade"
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src.w_class = ITEMSIZE_LARGE
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else
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user << "<span class='notice'>You push the plastic blade back down into the handle.</span>"
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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src.item_state = "[icon_state]"
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src.w_class = ITEMSIZE_SMALL
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update_icon()
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src.add_fingerprint(user)
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@@ -23,6 +23,26 @@
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slot_r_hand_str = 'icons/mob/items/righthand_melee.dmi',
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)
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/obj/item/weapon/melee/energy/sword/green/New()
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colorable = FALSE
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lcolor = "#008000"
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/obj/item/weapon/melee/energy/sword/red/New()
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colorable = FALSE
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lcolor = "#FF0000"
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/obj/item/weapon/melee/energy/sword/blue/New()
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colorable = FALSE
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lcolor = "#0000FF"
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/obj/item/weapon/melee/energy/sword/purple/New()
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colorable = FALSE
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lcolor = "#800080"
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/obj/item/weapon/melee/energy/sword/white/New()
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colorable = FALSE
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lcolor = "#FFFFFF"
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/obj/item/weapon/melee/energy/proc/activate(mob/living/user)
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if(active)
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return
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@@ -147,11 +167,12 @@
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/obj/item/weapon/melee/energy/update_icon()
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. = ..()
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var/mutable_appearance/blade_overlay = mutable_appearance(icon, "[icon_state]_blade")
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if(colorable)
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blade_overlay.color = lcolor
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if(rainbow || !colorable)
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blade_overlay.color = lcolor
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color = lcolor
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if(rainbow)
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blade_overlay = mutable_appearance(icon, "[icon_state]_blade_rainbow")
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blade_overlay.color = "FFFFFF"
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color = "FFFFFF"
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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if(active)
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add_overlay(blade_overlay)
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@@ -99,7 +99,7 @@
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)
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/obj/item/weapon/rig/pmc/security
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name = "ERT-S suit control module"
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name = "PMC-S suit control module"
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desc = "A suit worn by private military contractors. This one is setup for security. Armoured and space ready."
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suit_type = "PMC security"
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icon_state = "pmc_securitygrey_rig"
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@@ -259,7 +259,9 @@ datum/unarmed_attack/holopugilism/unarmed_override(var/mob/living/carbon/human/u
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/obj/item/weapon/holo/esword
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desc = "May the force be within you. Sorta."
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icon_state = "sword0"
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icon_state = "esword"
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var/lcolor
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var/rainbow = FALSE
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_melee.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_melee.dmi',
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@@ -271,15 +273,12 @@ datum/unarmed_attack/holopugilism/unarmed_override(var/mob/living/carbon/human/u
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w_class = ITEMSIZE_SMALL
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flags = NOBLOODY
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var/active = 0
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var/item_color
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/obj/item/weapon/holo/esword/green
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New()
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item_color = "green"
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/obj/item/weapon/holo/esword/green/New()
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lcolor = "#008000"
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/obj/item/weapon/holo/esword/red
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New()
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item_color = "red"
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/obj/item/weapon/holo/esword/red/New()
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lcolor = "#FF0000"
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/obj/item/weapon/holo/esword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(active && default_parry_check(user, attacker, damage_source) && prob(50))
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@@ -292,32 +291,47 @@ datum/unarmed_attack/holopugilism/unarmed_override(var/mob/living/carbon/human/u
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return TRUE
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return FALSE
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/obj/item/weapon/holo/esword/New()
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item_color = pick("red","blue","green","purple")
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/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
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active = !active
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if (active)
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force = 30
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icon_state = "sword[item_color]"
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item_state = "[icon_state]_blade"
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w_class = ITEMSIZE_LARGE
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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else
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force = 3
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icon_state = "sword0"
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item_state = "[icon_state]"
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w_class = ITEMSIZE_SMALL
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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update_icon()
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add_fingerprint(user)
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return
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/obj/item/weapon/holo/esword/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/device/multitool) && !active)
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if(!rainbow)
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rainbow = TRUE
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else
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rainbow = FALSE
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to_chat(user, "<span class='notice'>You manipulate the color controller in [src].</span>")
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update_icon()
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return ..()
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/obj/item/weapon/holo/esword/update_icon()
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. = ..()
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var/mutable_appearance/blade_overlay = mutable_appearance(icon, "[icon_state]_blade")
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blade_overlay.color = lcolor
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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if(active)
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add_overlay(blade_overlay)
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if(istype(usr,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = usr
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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//BASKETBALL OBJECTS
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/obj/item/weapon/beach_ball/holoball
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@@ -182,8 +182,6 @@
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if(H.wear_suit)
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if(istype(H.wear_suit, /obj/item/clothing/suit/space))
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injtime = injtime * 2
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if(!H.can_inject(user, 1))
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return
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else if(isliving(target))
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var/mob/living/M = target
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