mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-15 12:42:50 +00:00
New WIP TK system added. To activate your TK click the throw button with an empty hand. This will bring up a tkgrab item. Click on a non-anchored (currently) non mob Object to select it as your "focus". Once a focus is selected so long as you are in range of the focus you can now click somewhere to throw the focus at the target. To quit using TK just drop the tkgrab item.
The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting. Cleaned up the cyborg_modules file Medical and Security borgs have a hud item. Medical bots bottles hold 60 of their chemical (up from 30). Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)", and "Syringe-(Mixed)". Medical bots now have two kelotane/dexalin pills (up from 1/ea). Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only. Husks brains can no longer be cut out. Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs. Added veyveyr's nuke team weapon. Its more or less the Uzi with a new icon. Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker. Glass doors will not set opacity to 1 after they close. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -46,7 +46,7 @@
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/obj/item/ammo_magazine/c9mm
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name = "Ammunition Box (9mm)"
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icon_state = "9mm"
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origin_tech = "combat=3;materials=2"
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origin_tech = "combat=2"
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ammo_type = "/obj/item/ammo_casing/c9mm"
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max_ammo = 30
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@@ -55,6 +55,24 @@
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/obj/item/ammo_magazine/c45
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name = "Ammunition Box (.45)"
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icon_state = "9mm"
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origin_tech = "combat=3;materials=2"
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origin_tech = "combat=2"
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ammo_type = "/obj/item/ammo_casing/c45"
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max_ammo = 30
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/obj/item/ammo_magazine/a12mm
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name = "magazine (12mm)"
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icon_state = "12mm"
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origin_tech = "combat=2"
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ammo_type = "/obj/item/ammo_casing/a12mm"
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max_ammo = 20
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multiple_sprites = 1
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/obj/item/ammo_magazine/a12mm/empty
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name = "magazine (12mm)"
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icon_state = "12mm"
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ammo_type = "/obj/item/ammo_casing/12mm"
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max_ammo = 0
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@@ -40,6 +40,12 @@
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projectile_type = "/obj/item/projectile/bullet/midbullet"
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/obj/item/ammo_casing/a12mm
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desc = "A 12mm bullet casing."
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caliber = "12mm"
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projectile_type = "/obj/item/projectile/bullet/midbullet"
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/obj/item/ammo_casing/shotgun
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name = "shotgun shell"
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desc = "A 12 gauge shell."
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@@ -9,7 +9,6 @@
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/obj/item/weapon/gun/energy/laser/captain
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icon_state = "caplaser"
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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."
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@@ -30,7 +29,7 @@
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process()
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charge_tick++
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if(!charge_tick >= 5) return 0
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if(!charge_tick >= 10) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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@@ -38,12 +37,13 @@
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return 1
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/obj/item/weapon/gun/energy/laser/cyborg/load_into_chamber()
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if(in_chamber) return 1
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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R.cell.use(40)
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R.cell.use(100)
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in_chamber = new/obj/item/projectile/beam(src)
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return 1
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return 0
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@@ -51,7 +51,7 @@
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process()
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charge_tick++
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if(!charge_tick >= 5) return 0
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if(!charge_tick >= 10) return 0
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charge_tick = 0
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if(!power_supply) return 0
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if(!failcheck()) return 0
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@@ -62,7 +62,7 @@
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process()
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charge_tick++
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if(!charge_tick >= 5) return 0
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if(!charge_tick >= 10) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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@@ -11,13 +11,16 @@
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ammo_type = "/obj/item/ammo_casing/a357"
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list/loaded = list()
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max_shells = 7
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load_method = 0 //0 = Single shells or quick loader, 1 = magazine
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load_method = 0 //0 = Single shells or quick loader, 1 = box, 2 = magazine
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obj/item/ammo_magazine/empty_mag = null
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New()
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..()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new ammo_type(src)
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update_icon()
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return
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load_into_chamber()
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@@ -37,6 +40,7 @@
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attackby(var/obj/item/A as obj, mob/user as mob)
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var/num_loaded = 0
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if(istype(A, /obj/item/ammo_magazine))
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if((load_method == 2) && loaded.len) return
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var/obj/item/ammo_magazine/AM = A
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for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
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if(loaded.len >= max_shells)
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@@ -46,7 +50,11 @@
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AM.stored_ammo -= AC
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loaded += AC
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num_loaded++
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else if(istype(A, /obj/item/ammo_casing) && !load_method)
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if(load_method == 2)
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user.remove_from_mob(AM)
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empty_mag = AM
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empty_mag.loc = src
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if(istype(A, /obj/item/ammo_casing) && !load_method)
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var/obj/item/ammo_casing/AC = A
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if(AC.caliber == caliber && loaded.len < max_shells)
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user.drop_item()
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@@ -56,8 +64,11 @@
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if(num_loaded)
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user << text("\blue You load [] shell\s into the gun!", num_loaded)
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A.update_icon()
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update_icon()
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return
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update_icon()
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desc = initial(desc) + text(" Has [] rounds remaining.", loaded.len)
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return
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@@ -12,7 +12,7 @@
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/obj/item/weapon/gun/projectile/automatic/mini_uzi
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name = "Mini-Uzi"
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desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses .45 rounds."
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desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
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icon_state = "mini-uzi"
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w_class = 3.0
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max_shells = 20
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@@ -20,3 +20,51 @@
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origin_tech = "combat=5;materials=2;syndicate=8"
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ammo_type = "/obj/item/ammo_casing/c45"
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/obj/item/weapon/gun/projectile/automatic/c20r
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name = "C-20r SMG"
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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"
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icon_state = "c20r"
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item_state = "c20r"
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w_class = 3.0
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max_shells = 20
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caliber = "12mm"
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origin_tech = "combat=5;materials=2;syndicate=8"
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ammo_type = "/obj/item/ammo_casing/a12mm"
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fire_sound = 'Gunshot_smg.ogg'
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load_method = 2
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New()
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..()
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empty_mag = new /obj/item/ammo_magazine/a12mm/empty(src)
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update_icon()
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return
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
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..()
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if(!loaded.len && empty_mag)
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empty_mag.loc = get_turf(src.loc)
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empty_mag = null
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playsound(user, 'smg_empty_alarm.ogg', 40, 1)
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update_icon()
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return
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update_icon()
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..()
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overlays = null
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if(empty_mag)
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overlays += "c20r-[round(loaded.len,4)]"
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return
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@@ -1,7 +1,6 @@
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/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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