mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-30 03:53:33 +00:00
Fixed a few runtimes
Blob mode updated slightly Wizard smoke from his smoke spell will partly block lasers that go through it. Going to try and test a diff way for the singularity to "del" items, might cause less lag, it will also eat absorb other singularities. RD lost tech storage access, see http://nanotrasen.com/phpBB3/viewtopic.php?f=9&t=5991 for details git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2192 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -147,6 +147,7 @@
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verbs += /client/proc/cmd_debug_del_all
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verbs += /client/proc/cmd_debug_tog_aliens
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verbs += /client/proc/ticklag
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verbs += /client/proc/mapload
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verbs += /obj/admins/proc/spawn_atom
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verbs += /client/proc/check_words
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verbs += /client/proc/drop_bomb
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@@ -281,6 +282,7 @@
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verbs -= /client/proc/cmd_debug_del_all
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verbs -= /client/proc/cmd_debug_tog_aliens
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verbs -= /client/proc/ticklag
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verbs -= /client/proc/mapload
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verbs -= /obj/admins/proc/spawn_atom
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verbs -= /client/proc/check_words
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verbs -= /client/proc/drop_bomb
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@@ -370,6 +372,7 @@
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verbs -= /client/proc/restartcontroller
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verbs -= /client/proc/play_local_sound
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verbs -= /client/proc/enable_mapping_debug
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verbs -= /client/proc/toggleprayers
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return
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@@ -104,6 +104,30 @@
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src.Die()
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/obj/critter/blob
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name = "blob"
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desc = "Some blob thing."
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icon_state = "blob"
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pass_flags = PASSBLOB
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health = 20
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max_health = 20
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aggressive = 1
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defensive = 0
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wanderer = 1
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atkcarbon = 1
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atksilicon = 1
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firevuln = 2
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brutevuln = 0.5
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melee_damage_lower = 2
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melee_damage_upper = 8
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angertext = "charges at"
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attacktext = "hits"
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Die()
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..()
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del(src)
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/obj/critter/spesscarp
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name = "Spess Carp"
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@@ -1106,7 +1106,7 @@
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overlays += face_standing
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// Uniform
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if (w_uniform)
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if(w_uniform)
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if (mutations & FAT && !(w_uniform.flags & ONESIZEFITSALL))
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src << "\red You burst out of the [w_uniform.name]!"
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var/obj/item/clothing/c = w_uniform
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@@ -1117,8 +1117,9 @@
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c:loc = loc
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c:dropped(src)
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c:layer = initial(c:layer)
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w_uniform.screen_loc = ui_iclothing
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if (istype(w_uniform, /obj/item/clothing/under))
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if(w_uniform)//I should really not need these
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w_uniform.screen_loc = ui_iclothing
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if(istype(w_uniform, /obj/item/clothing/under))
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var/t1 = w_uniform.color
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if (!t1)
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t1 = icon_state
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@@ -1,10 +1,9 @@
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var/global/list/uneatable = list(
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/obj/machinery/singularity,
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/turf/space,
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/obj/effects,
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/obj/overlay,
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/obj/decal/cleanable,
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/obj/rune,
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/obj/rune
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)
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/obj/machinery/singularity/
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@@ -32,7 +31,7 @@ var/global/list/uneatable = list(
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event_chance = 15 //Prob for event each tick
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target = null //its target. moves towards the target if it has one
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last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
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teleport_del = 0
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New(loc, var/starting_energy = 50, var/temp = 0)
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src.energy = starting_energy
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@@ -250,8 +249,21 @@ var/global/list/uneatable = list(
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A:gib()
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sleep(1)
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else if(istype(A,/obj/))
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A:ex_act(1.0)
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if(A) del(A)
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if(istype(A, /obj/machinery/singularity))//Welp now you did it
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var/obj/machinery/singularity/S = A
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src.energy += S.energy
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del(S)
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explosion(src.loc,20,25,30,40,1)
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return//Quits here, the obj should be gone, hell we might be
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if((teleport_del) && (!istype(A, /obj/machinery)))//Going to see if it does not lag less to tele items over to Z 2
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var/obj/O = A
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O.x = 2
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O.y = 2
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O.z = 2
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else
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A:ex_act(1.0)
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if(A) del(A)
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gain = 2
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else if(isturf(A))
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var/turf/T = A
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