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

This commit is contained in:
Miniature
2012-03-10 06:37:14 +10:30
21 changed files with 5604 additions and 5601 deletions

View File

@@ -3,7 +3,7 @@
desc = "A super-powerful laser"
var/visible = 1
var/state = 1.0
var/obj/beam/e_beam/first
var/obj/effect/beam/e_beam/first
var/power = 500
icon = 'engine.dmi'
icon_state = "laser"
@@ -17,7 +17,7 @@
/obj/machinery/engine/laser/process()
if(on)
if(!first)
src.first = new /obj/beam/e_beam(src.loc)
src.first = new /obj/effect/beam/e_beam(src.loc)
src.first.master = src
src.first.dir = src.dir
src.first.power = src.power
@@ -39,25 +39,25 @@
first.setpower(src.power)
/obj/beam/e_beam
/obj/effect/beam/e_beam
name = "Laser beam"
icon = 'projectiles.dmi'
icon_state = "u_laser"
var/obj/machinery/engine/laser/master = null
var/obj/beam/e_beam/next = null
var/obj/effect/beam/e_beam/next = null
var/power
var/freq = 50000
var/phase = 0
var/phase_variance = 0
anchored = 1
/obj/beam/e_beam/New()
/obj/effect/beam/e_beam/New()
src.sd_SetLuminosity(4)
/obj/beam/e_beam/proc/updatebeam()
/obj/effect/beam/e_beam/proc/updatebeam()
if(!next)
if(get_step(src.loc,src.dir))
var/obj/beam/e_beam/e = new /obj/beam/e_beam(src.loc)
var/obj/effect/beam/e_beam/e = new /obj/effect/beam/e_beam(src.loc)
e.dir = src.dir
src.next = e
e.master = src.master
@@ -82,10 +82,10 @@
else
next.updatebeam()
/atom/proc/laser_act(var/obj/beam/e_beam/b)
/atom/proc/laser_act(var/obj/effect/beam/e_beam/b)
return
/mob/living/carbon/laser_act(var/obj/beam/e_beam/b)
/mob/living/carbon/laser_act(var/obj/effect/beam/e_beam/b)
for(var/t in organs)
var/datum/organ/external/affecting = organs["[t]"]
if (affecting.take_damage(0, b.power/400,0,0))
@@ -93,23 +93,23 @@
else
UpdateDamage()
/obj/beam/e_beam/Bump(atom/Obstacle)
/obj/effect/beam/e_beam/Bump(atom/Obstacle)
Obstacle.laser_act(src)
del(src)
return
/obj/beam/e_beam/proc/setpower(var/powera)
/obj/effect/beam/e_beam/proc/setpower(var/powera)
src.power = powera
if(src.next)
src.next.setpower(powera)
/obj/beam/e_beam/Bumped()
/obj/effect/beam/e_beam/Bumped()
src.hit()
return
/obj/beam/e_beam/HasEntered(atom/movable/AM as mob|obj)
if (istype(AM, /obj/beam))
/obj/effect/beam/e_beam/HasEntered(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
spawn( 0 )
AM.laser_act(src)
@@ -117,12 +117,12 @@
return
return
/obj/beam/e_beam/Del()
/obj/effect/beam/e_beam/Del()
if(next)
del(next)
..()
return
/obj/beam/e_beam/proc/hit()
/obj/effect/beam/e_beam/proc/hit()
del src
return

View File

@@ -76,7 +76,7 @@
//Get the collective laser power
for(var/dir in cardinal)
var/turf/T = get_step(L, dir)
for(var/obj/beam/e_beam/item in T)
for(var/obj/effect/beam/e_beam/item in T)
power += item.power
//Ok, 100% oxygen atmosphere = best reaction

View File

@@ -3,7 +3,7 @@
desc = "A heavy-duty, portable welding fluid carrier."
flags = ONBACK
icon = 'storage.dmi'
icon_state = "engiepack"
icon_state = "welderpack"
w_class = 4.0
var/max_fuel = 350

View File

@@ -294,11 +294,11 @@
icon = 'tomatodecal.dmi'
random_icon_states = list("smashed_pie")
/obj/decal/warning_stripes
/obj/effect/decal/warning_stripes
icon = 'decal_warning_stripes.dmi'
layer = 2
/obj/decal/warning_stripes/New()
/obj/effect/decal/warning_stripes/New()
..()
loc.overlays += src

View File

@@ -300,6 +300,8 @@
source2.icon = I
else
source2.icon = initial(icon)
if(blood_DNA && !blood_DNA.len)
del(blood_DNA)
if(src.fingerprints && src.fingerprints.len)
var/done = 0
while(!done)

View File

@@ -20,7 +20,7 @@
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes)
spawn(0)
var/religion_name = "Christianity"
var/new_religion = input(H, "You are the Chaplain / Councelor. For game mechanics purposes, you need to choose a religion either way. Would you like to change your religion? Default is Christianity, in SPACE.", "Name change", religion_name)
var/new_religion = input(H, "You are the Chaplain / Counselor. For game mechanics purposes, you need to choose a religion either way. Would you like to change your religion? Default is Christianity, in SPACE.", "Name change", religion_name)
if ((length(new_religion) == 0) || (new_religion == "Christianity"))
new_religion = religion_name

View File

@@ -341,7 +341,7 @@ FINGERPRINT CARD
..()
if (!istype(usr, /mob/living/silicon))
if (length(src.fingerprints))
if (src.fingerprints)
if (src.amount > 1)
var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card(get_turf(src))
F.amount = --src.amount

View File

@@ -101,6 +101,7 @@
"/obj/item/weapon/reagent_containers/pill",
"/obj/item/weapon/reagent_containers/syringe",
"/obj/item/weapon/reagent_containers/glass/dispenser",
"/obj/item/weapon/reagent_containers/hypospray",
"/obj/item/weapon/zippo",
"/obj/item/weapon/cigpacket",
"/obj/item/weapon/storage/pill_bottle",

View File

@@ -58,7 +58,7 @@ proc/percentage_antagonists()
else return round(100 * antagonists / total)
proc/trigger_armed_response_team()
proc/trigger_armed_response_team(var/force = 0)
if(send_emergency_team)
return
@@ -67,6 +67,8 @@ proc/trigger_armed_response_team()
send_team_chance += percentage_antagonists() // the more antagonists, the higher the chance
send_team_chance = min(send_team_chance, 100)
if(force) send_team_chance = 100
// there's only a certain chance a team will be sent
if(!prob(send_team_chance)) return
@@ -79,7 +81,7 @@ proc/trigger_armed_response_team()
if(!nuke)
nuke = locate() in world
var/obj/item/weapon/paper/P = new
P.info = "Your orders, Commander, are to use all necessary tools given to return the station to a survivable condition. <br> To this end, you have been provided with the best tools we can give in the three areas of Medical Engineering and Security. The nuclear authorization code is: <b>[nuke.r_code]</b>. Be warned, if you detonate this without good reason, we will hold you to account for damages. Memorise this code, and then burn this message."
P.info = "Your orders, Commander, are to use all necessary tools given to return the station to a survivable condition. <br> To this end, you have been provided with the best tools we can give in the three areas of Medical Engineering and Security. The nuclear authorization code is: <b>[ nuke ? nuke.r_code : "AHH, THE NUKE IS GONE!"]</b>. Be warned, if you detonate this without good reason, we will hold you to account for damages. Memorise this code, and then burn this message."
P.name = "Emergency Nuclear Code, and ERT Orders"
for (var/obj/effect/landmark/A in world)
if (A.name == "nukecode")

View File

@@ -1475,6 +1475,8 @@
else
infect_mob_random_greater(victim)
message_admins("[key_name_admin(usr)] has infected [victim] with a [lesser ? "minor" : "major"] virus2.", 1)
if("trigger_armed_response_team")
trigger_armed_response_team(1)
if("retardify")
if (src.rank in list("Badmin", "Game Admin", "Game Master"))
for(var/mob/living/carbon/human/H in world)
@@ -2039,6 +2041,7 @@
<A href='?src=\ref[src];secretsfun=radiation'>Irradiate the station</A><BR>
<A href='?src=\ref[src];secretsfun=prison_break'>Trigger a Prison Break</A><BR>
<A href='?src=\ref[src];secretsfun=virus'>Trigger a Virus Outbreak</A><BR>
<A href='?src=\ref[src];secretsfun=trigger_armed_response_team'>Trigger the Emergency Response Team</A><BR>
<A href='?src=\ref[src];secretsfun=immovable'>Spawn an Immovable Rod</A><BR>
<A href='?src=\ref[src];secretsfun=lightsout'>Toggle a "lights out" event</A><BR>
<A href='?src=\ref[src];secretsfun=ionstorm'>Spawn an Ion Storm</A><BR>

View File

@@ -250,7 +250,7 @@
HasProximity(atom/movable/AM as mob|obj)
if(istype(attached_device, /obj/item/device/assembly/prox_sensor))
var/obj/item/device/assembly/prox_sensor/D = attached_device
if (istype(AM, /obj/beam))
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12)
D.sense()

View File

@@ -213,7 +213,7 @@ proc/check_panel(mob/M)
return 1
return 0 */
/obj/fake_attacker
/obj/effect/fake_attacker
icon = null
icon_state = null
name = ""
@@ -355,7 +355,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
if(!possible_clones.len) return
clone = pick(possible_clones)
//var/obj/fake_attacker/F = new/obj/fake_attacker(outside_range(target))
var/obj/fake_attacker/F = new/obj/fake_attacker(target.loc)
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(target.loc)
if(clone.l_hand)
if(!(locate(clone.l_hand) in non_fakeattack_weapons))
clone_weapon = clone.l_hand.name

View File

@@ -1295,8 +1295,8 @@
else if (gender == FEMALE)
g = "f"
stand_icon = new /icon('human.dmi', "torso_s")
lying_icon = new /icon('human.dmi', "torso_l")
stand_icon = new /icon('human.dmi', "torso_[g]_s")
lying_icon = new /icon('human.dmi', "torso_[g]_l")
var/husk = (mutations & HUSK)
var/obese = (mutations & FAT)

View File

@@ -3,8 +3,7 @@ spaceman96: Trenna Seber: /obj/item/weapon/pen/multi, /obj/item/clothing/suit/st
asanadas: Book Berner: /obj/item/clothing/under/chameleon/psyche
tastyfish: Cindy Robertson: /obj/item/weapon/wrapping_paper
eternal248: Maximilian Haynes: /obj/item/weapon/paper/certificate
searif: Yuki Matsuda: /obj/item/weapon/paper/certificate
searif: Yuki Matsuda: /obj/item/weapon/paper/certificate, /obj/item/clothing/under/jumpsuitdown
erthilo: Farah Lants: /obj/item/clothing/under/rank/medical_sleeve, /obj/item/clothing/suit/storage/labcoat/red
compactninja: Ysyr Rylias: /obj/item/weapon/reagent_containers/food/drinks/dry_ramen, /obj/item/weapon/reagent_containers/food/drinks/dry_ramen, /obj/item/weapon/reagent_containers/food/drinks/dry_ramen, /obj/item/weapon/reagent_containers/food/drinks/dry_ramen
tzefa: Wes Solari: /obj/item/fluff/wes_solari_1
searif: Yuki Matsuda: /obj/item/clothing/under/jumpsuitdown
tzefa: Wes Solari: /obj/item/fluff/wes_solari_1

Binary file not shown.

Before

Width:  |  Height:  |  Size: 26 KiB

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 77 KiB

After

Width:  |  Height:  |  Size: 78 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 18 KiB

After

Width:  |  Height:  |  Size: 20 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 164 KiB

After

Width:  |  Height:  |  Size: 164 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 28 KiB

After

Width:  |  Height:  |  Size: 29 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 43 KiB

After

Width:  |  Height:  |  Size: 43 KiB

File diff suppressed because it is too large Load Diff