Merge branch 'master' of git://github.com/Baystation12/Baystation12

This commit is contained in:
CaelAislinn
2012-01-30 04:26:29 +10:00
17 changed files with 8751 additions and 8703 deletions

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@@ -1422,7 +1422,7 @@
origin_tech = "materials=1;biotech=1"
/obj/item/weapon/autopsy_scanner
name = "autopscy scanner"
name = "autopsy scanner"
desc = "Extracts information on wounds."
icon = 'autopsy_scanner.dmi'
icon_state = ""

View File

@@ -152,7 +152,7 @@ var/global/list/space_surprises = list(/obj/item/clothing/mask/facehugger,
/obj/item/weapon/rcd,
/obj/item/weapon/rcd_ammo,
/obj/item/weapon/spacecash,
/obj/item/weapon/cloaking_device,
// /obj/item/weapon/cloaking_device,
// /obj/item/weapon/gun/energy/teleport_gun,
/obj/item/weapon/rubber_chicken,
/obj/item/weapon/melee/energy/sword/pirate

View File

@@ -298,15 +298,15 @@
var/Z = src:z
var/held = 1
if(src.holdopen)
while(held == 1 && holdopen) //If it is no longer hold open, it should close.
if(src.holdopen && !forcecrush)
while(held == 1 && holdopen && !forcecrush) //If it is no longer hold open, it should close.
sleep(held? 10:40)
held = 0
var/list/objects = locate(X,Y,Z)
for(var/obj/T in objects)
if(!istype(T,/obj/machinery/door) && !(istype(T,/obj/machinery) && T.anchored == 1) && !istype(T,/obj/structure/cable) && !istype(T,/obj/structure/disposalpipe) && !(T.loc == get_turf(src)))
held = 1
for(var/mob/T in objects)
for(var/mob/living/T in objects) //Geez, ghosts were OP.
held = 1
animate("closing")
src.density = 1

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@@ -190,6 +190,8 @@ CLIPBOARDS
src.overlays += "paper_stamped_denied"
if(/obj/item/weapon/stamp/clown)
src.overlays += "paper_stamped_clown"
if(/obj/item/weapon/stamp/centcom)
src.overlays += "paper_stamped_cent"
else
src.overlays += "paper_stamped"
if(!stamped)

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@@ -324,7 +324,7 @@ CIRCULAR SAW
/datum/wound_data
var
weapon_type = null // this is the DEFINITE weapon type that was used
weapon = null // this is the DEFINITE weapon type that was used
list/organs_scanned = list() // this maps a number of scanned organs to
// the wounds to those organs with this data's weapon type
organ_names = ""
@@ -335,20 +335,18 @@ CIRCULAR SAW
for(var/V in O.weapon_wounds)
var/datum/wound/W = O.weapon_wounds[V]
if(!W.pretend_weapon_type)
if(!W.pretend_weapon)
// the more hits, the more likely it is that we get the right weapon type
if(prob(W.hits * 10 + W.damage))
W.pretend_weapon_type = W.weapon_type
W.pretend_weapon = W.weapon
else
if(prob(50))
W.pretend_weapon_type = pick(/obj/item/weapon/storage/toolbox, /obj/item/weapon/wirecutters, /obj/item/weapon/gun/projectile, /obj/item/weapon/crowbar, /obj/item/weapon/extinguisher)
else
W.pretend_weapon_type = pick(typesof(/obj/item/weapon))
W.pretend_weapon = pick("mechanical toolbox", "wirecutters", "revolver", "crowbar", "fire extinguisher", "tomato soup", "oxygen tank", "emergency oxygen tank", "laser", "bullet")
var/datum/wound_data/D = wdata[V]
if(!D)
D = new()
D.weapon_type = W.weapon_type
D.weapon = W.weapon
wdata[V] = D
if(!D.organs_scanned[O.name])
@@ -367,21 +365,39 @@ CIRCULAR SAW
var/total_hits = 0
var/total_score = 0
var/list/weapon_chances = list() // maps weapon names to a score
var/age = 0
for(var/wound_idx in D.organs_scanned)
var/datum/wound/W = D.organs_scanned[wound_idx]
total_hits += W.hits
var/atom/weapon = new W.pretend_weapon_type()
var/wname = W.pretend_weapon
if(weapon.name in weapon_chances) weapon_chances[weapon.name] += W.damage
else weapon_chances[weapon.name] = W.damage
if(wname in weapon_chances) weapon_chances[wname] += W.damage
else weapon_chances[wname] = W.damage
total_score+=W.damage
del weapon
var/wound_age = world.time - W.time_inflicted
age = max(age, wound_age)
var/damage_desc
// total score happens to be the total damage
switch(total_score)
if(0 to 5)
damage_desc = "<font color='green'>negligible</font>"
if(5 to 15)
damage_desc = "<font color='green'>light</font>"
if(15 to 30)
damage_desc = "<font color='orange'>moderate</font>"
if(30 to 1000)
damage_desc = "<font color='red'>severe</font>"
scan_data += "<b>Weapon #[n]</b><br>"
scan_data += "Severity: [damage_desc]<br>"
scan_data += "Hits by weapon: [total_hits]<br>"
scan_data += "Age of wound: [round(age / (60*10))] minutes<br>"
scan_data += "Affected limbs: [D.organ_names]<br>"
scan_data += "Possible weapons:<br>"
for(var/weapon_name in weapon_chances)
@@ -557,6 +573,8 @@ CIRCULAR SAW
S.take_damage(15)
S.open = 0
if(S.display_name == "chest" && H:embryo_op_stage == 1.0)
H:embryo_op_stage = 0.0
H.updatehealth()
H.UpdateDamageIcon()
@@ -587,14 +605,14 @@ CIRCULAR SAW
if(user.zone_sel.selecting == "chest")
if(istype(M, /mob/living/carbon/human))
switch(M:embryo_op_stage)
if(0.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have \his torso cut open with [src] by [user].", 1)
M << "\red [user] begins to cut open your torso with [src]!"
user << "\red You cut [M]'s torso open with [src]!"
M:embryo_op_stage = 1.0
return
// if(0.0)
// if(M != user)
// for(var/mob/O in (viewers(M) - user - M))
// O.show_message("\red [M] is beginning to have \his torso cut open with [src] by [user].", 1)
// M << "\red [user] begins to cut open your torso with [src]!"
// user << "\red You cut [M]'s torso open with [src]!"
// M:embryo_op_stage = 1.0
// return
if(3.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
@@ -837,6 +855,8 @@ CIRCULAR SAW
S.open = 1
S.bleeding = 1
if(S.display_name == "chest")
H:embryo_op_stage = 1.0
H.updatehealth()
H.UpdateDamageIcon()

View File

@@ -11,7 +11,8 @@
src << "You can't commit suicide before the game starts!"
return
if (mind.special_role != "Syndicate")
var/list/allowed = list("Syndicate","traitor","Wizard","Head Revolutionary","Cultist","Changeling")
if (mind.special_role in allowed)
message_admins("[ckey] has tried to suicide, but they were not permitted due to not being antagonist as human.", 1)
src << "No. Adminhelp if there is a legitimate reason."
return

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@@ -17,8 +17,12 @@
M << "\blue <b><font color=red>HELP: </font>[key_name(src, M)] (<A HREF='?src=\ref[M.client.holder];adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?src=\ref[M.client.holder];adminplayervars=\ref[src]'>VV</A>) (<A HREF='?src=\ref[M.client.holder];adminplayersubtlemessage=\ref[src]'>SM</A>) (<A HREF='?src=\ref[M.client.holder];adminplayerobservejump=\ref[src]'>JMP</A>) (<A HREF='?src=\ref[M.client.holder];secretsadmin=check_antagonist'>CA</A>):</b> [msg]"
usr << "Your message has been broadcast to administrators."
send2adminirc("#bs12admin","HELP: [src.key]: [msg]")
log_admin("HELP: [key_name(src)]: [msg]")
var/list/replacechars = list("'","\"",">","<","(",")")
for(var/rep in replacechars)
msg = dd_list2text((dd_text2list(msg, rep)))
send2adminirc("#bs12admin","HELP: [src.key]: [msg]")
if(tension_master)
tension_master.new_adminhelp()
return

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@@ -168,10 +168,10 @@
if (!src.client)
usr << "\red [src.name] doesn't seem as though they want to talk."
for(var/name in organs)
var/datum/organ/external/temp = organs[name]
for(var/named in organs)
var/datum/organ/external/temp = organs[named]
if(temp.destroyed)
usr << "\red [name] is missing [t_his] [temp.display_name]."
usr << "\red [src.name] is missing [t_his] [temp.display_name]."
if(temp.wounds)
for(var/datum/organ/external/wound/w in temp.wounds)
var/size = w.wound_size
@@ -190,7 +190,7 @@
if(6)
sizetext = "massive wound"
if(w.bleeding)
usr << "\red [name] is bleeding from a [sizetext] on [t_his] [temp.display_name]."
usr << "\red [src.name] is bleeding from a [sizetext] on [t_his] [temp.display_name]."
continue
print_flavor_text()

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@@ -96,7 +96,7 @@ emp_act
var/armor = run_armor_check(affecting, "melee", "Your armor has protected you from a hit to the [hit_area].", "Your armor has softened hit to your [hit_area].")
if(armor >= 2) return 0
if(!I.force) return 0
apply_damage(I.force, I.damtype, affecting, armor, is_cut(I), I)
apply_damage(I.force, I.damtype, affecting, armor, is_cut(I), I.name)
var/bloody = 0
if((I.damtype == BRUTE) && prob(25 + (I.force * 2)))

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@@ -50,6 +50,6 @@
P.on_hit(src,2)
return 2
if(!P.nodamage)
apply_damage((P.damage/(absorb+1)), P.damage_type)
apply_damage((P.damage/(absorb+1)), P.damage_type, used_weapon = P.name)
P.on_hit(src, absorb)
return absorb

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@@ -136,6 +136,10 @@
if( !message_mode && (disease_symptoms & DISEASE_WHISPER))
message_mode = "whisper"
if(src.stunned > 0)
message_mode = "" //Stunned people shouldn't be able to physically turn on their radio/hold down the button to speak into it
message = capitalize(message) //capitalize the first letter of what they actually say
// :downs:

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@@ -152,7 +152,7 @@
src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
src.modules += new /obj/item/weapon/melee/baton(src)
src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
// src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
return

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@@ -14,19 +14,19 @@
/datum/wound
var
weapon_type = null
pretend_weapon_type = null
weapon = null
pretend_weapon = null
damage = 0
hits = 0
scar = 0
time_inflicted = 0
proc/copy()
var/datum/wound/W = new()
W.weapon_type = src.weapon_type
W.pretend_weapon_type = src.pretend_weapon_type
W.weapon = src.weapon
W.pretend_weapon = src.pretend_weapon
W.damage = src.damage
W.hits = src.hits
W.scar = src.scar
W.time_inflicted = src.time_inflicted
return W
/****************************************************
@@ -131,20 +131,20 @@
if(brute_dam + burn_dam == 0)
for(var/V in weapon_wounds)
var/datum/wound/W = weapon_wounds[V]
W.scar = 1
del W
weapon_wounds = list()
return update_icon()
proc/add_wound(var/obj/item/used_weapon, var/damage)
var/weapon_type = "[used_weapon.type]"
var/datum/wound/W = weapon_wounds[weapon_type]
proc/add_wound(var/used_weapon, var/damage)
var/datum/wound/W = weapon_wounds[used_weapon]
if(!W)
W = new()
W.weapon_type = used_weapon.type
weapon_wounds[weapon_type] = W
W.weapon = used_weapon
weapon_wounds[used_weapon] = W
W.hits += 1
W.damage += damage
W.time_inflicted = world.time