Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bs12_with_tgport

Conflicts:
	baystation12.dme
	code/defines/procs/global_lists.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/mecha/working/ripley.dm
	code/modules/mob/living/carbon/human/human_attackalien.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/new_player/preferences.dm
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/mask.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-12-29 13:06:03 +10:00
81 changed files with 8088 additions and 446 deletions

View File

@@ -36,7 +36,7 @@
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/projectile_type = "/obj/item/projectile"
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
//Effects
@@ -80,7 +80,14 @@
forcedodge = 1
else
var/distance = get_dist(original,loc)
def_zone = ran_zone(def_zone, 100-(5*distance)) //Lower accurancy/longer range tradeoff.
//Lower accurancy/longer range tradeoff. Distance matters a lot here, so at
// close distance, actually RAISE the chance to hit.
def_zone = get_zone_with_miss_chance(def_zone, M, -30 + 8*distance)
if(!def_zone)
visible_message("\The [src] misses [M] narrowly.")
del(src)
return
if(silenced)
M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
else

View File

@@ -124,4 +124,12 @@
else if (istype(target, /mob/living/carbon/))
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
return 1
/obj/item/projectile/neurotoxin
name = "neurotoxin"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
flag = "bio"