Merge remote-tracking branch 'polaris/master' into pixel_projectiles

This commit is contained in:
kevinz000
2019-01-16 08:19:12 -08:00
177 changed files with 2688 additions and 1708 deletions

View File

@@ -40,8 +40,8 @@
list("impedrezene" = 15) = 2,
list("zombiepowder" = 10) = 1)
/obj/item/weapon/reagent_containers/glass/beaker/vial/random/New()
..()
/obj/item/weapon/reagent_containers/glass/beaker/vial/random/Initialize()
. = ..()
if(is_open_container())
flags ^= OPENCONTAINER

View File

@@ -467,7 +467,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
ui_tick++
var/datum/nanoui/old_ui = GLOB.nanomanager.get_open_ui(user, src, "main")
var/datum/nanoui/old_ui = SSnanoui.get_open_ui(user, src, "main")
var/auto_update = 1
if(mode in no_auto_update)
auto_update = 0
@@ -647,7 +647,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
nanoUI = data
// update the ui if it exists, returns null if no ui is passed/found
ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
// the ui does not exist, so we'll create a new() one
@@ -685,7 +685,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
..()
var/mob/user = usr
var/datum/nanoui/ui = GLOB.nanomanager.get_open_ui(user, src, "main")
var/datum/nanoui/ui = SSnanoui.get_open_ui(user, src, "main")
var/mob/living/U = usr
//Looking for master was kind of pointless since PDAs don't appear to have one.
//if ((src in U.contents) || ( istype(loc, /turf) && in_range(src, U) ) )
@@ -1130,7 +1130,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
ai.show_message("<i>Intercepted message from <b>[who]</b>: [t]</i>")
P.new_message_from_pda(src, t)
GLOB.nanomanager.update_user_uis(U, src) // Update the sending user's PDA UI so that they can see the new message
SSnanoui.update_user_uis(U, src) // Update the sending user's PDA UI so that they can see the new message
else
to_chat(U, "<span class='notice'>ERROR: Messaging server is not responding.</span>")
@@ -1150,7 +1150,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(L)
if(reception_message)
L << reception_message
GLOB.nanomanager.update_user_uis(L, src) // Update the receiving user's PDA UI so that they can see the new message
SSnanoui.update_user_uis(L, src) // Update the receiving user's PDA UI so that they can see the new message
/obj/item/device/pda/proc/new_news(var/message)
new_info(news_silent, newstone, news_silent ? "" : "\icon[src] <b>[message]</b>")
@@ -1196,7 +1196,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(can_use(usr))
mode = 0
GLOB.nanomanager.update_uis(src)
SSnanoui.update_uis(src)
to_chat(usr, "<span class='notice'>You press the reset button on \the [src].</span>")
else
to_chat(usr, "<span class='notice'>You cannot do this while restrained.</span>")
@@ -1297,7 +1297,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
user.drop_item()
cartridge.loc = src
to_chat(usr, "<span class='notice'>You insert [cartridge] into [src].</span>")
GLOB.nanomanager.update_uis(src) // update all UIs attached to src
SSnanoui.update_uis(src) // update all UIs attached to src
if(cartridge.radio)
cartridge.radio.hostpda = src
@@ -1325,7 +1325,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
C.loc = src
pai = C
to_chat(user, "<span class='notice'>You slot \the [C] into \the [src].</span>")
GLOB.nanomanager.update_uis(src) // update all UIs attached to src
SSnanoui.update_uis(src) // update all UIs attached to src
else if(istype(C, /obj/item/weapon/pen))
var/obj/item/weapon/pen/O = locate() in src
if(O)

View File

@@ -43,7 +43,7 @@
data["laws"] = laws
data["has_laws"] = laws.len
ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "aicard.tmpl", "[name]", 600, 400, state = state)
ui.set_initial_data(data)

View File

@@ -125,7 +125,7 @@
// The value element is the actual data, and can take any form necessary for the template
// update the ui if it exists, returns null if no ui is passed/found
ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if(!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
@@ -261,7 +261,7 @@
notehtml = note
if(href_list["switch_template"])
var/datum/nanoui/ui = GLOB.nanomanager.get_open_ui(usr, src, "main")
var/datum/nanoui/ui = SSnanoui.get_open_ui(usr, src, "main")
if(ui)
ui.add_template("Body", href_list["switch_template"])
@@ -276,5 +276,5 @@
if(href_list["cartridge_topic"] && cartridge) // Has to have a cartridge to perform these functions
cartridge.Topic(href, href_list)
GLOB.nanomanager.update_uis(src)
SSnanoui.update_uis(src)
add_fingerprint(usr)

View File

@@ -234,7 +234,7 @@ var/global/list/obj/item/device/communicator/all_communicators = list()
cartridge.forceMove(src)
to_chat(usr, "<span class='notice'>You slot \the [cartridge] into \the [src].</span>")
modules[++modules.len] = list("module" = "External Device", "icon" = "external64", "number" = EXTRTAB)
GLOB.nanomanager.update_uis(src) // update all UIs attached to src
SSnanoui.update_uis(src) // update all UIs attached to src
return
// Proc: attack_self()

View File

@@ -119,7 +119,7 @@ var/global/list/default_medbay_channels = list(
if(syndie)
data["useSyndMode"] = 1
ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if(!ui)
ui = new(user, src, ui_key, "radio_basic.tmpl", "[name]", 400, 430)
ui.set_initial_data(data)
@@ -230,7 +230,7 @@ var/global/list/default_medbay_channels = list(
return 1
if(.)
GLOB.nanomanager.update_uis(src)
SSnanoui.update_uis(src)
/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel) //BS12 EDIT
var/datum/radio_frequency/connection = null
@@ -714,7 +714,7 @@ var/global/list/default_medbay_channels = list(
. = 1
if(.)
GLOB.nanomanager.update_uis(src)
SSnanoui.update_uis(src)
/obj/item/device/radio/borg/interact(mob/user as mob)
if(!on)
@@ -743,7 +743,7 @@ var/global/list/default_medbay_channels = list(
data["has_subspace"] = 1
data["subspace"] = subspace_transmission
ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if(!ui)
ui = new(user, src, ui_key, "radio_basic.tmpl", "[name]", 400, 430)
ui.set_initial_data(data)

View File

@@ -37,7 +37,7 @@
log_game("[key_name_admin(user)] attached both tanks to a transfer valve.")
update_icon()
GLOB.nanomanager.update_uis(src) // update all UIs attached to src
SSnanoui.update_uis(src) // update all UIs attached to src
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/device/assembly/A = item
@@ -58,7 +58,7 @@
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
attacher = user
GLOB.nanomanager.update_uis(src) // update all UIs attached to src
SSnanoui.update_uis(src) // update all UIs attached to src
return
@@ -81,7 +81,7 @@
data["valveOpen"] = valve_open ? 1 : 0
// update the ui if it exists, returns null if no ui is passed/found
ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm

View File

@@ -72,7 +72,7 @@
discount_amount = pick(90;0.9, 80;0.8, 70;0.7, 60;0.6, 50;0.5, 40;0.4, 30;0.3, 20;0.2, 10;0.1)
next_offer_time = world.time + offer_time
update_nano_data()
GLOB.nanomanager.update_uis(src)
SSnanoui.update_uis(src)
// Toggles the uplink on and off. Normally this will bypass the item's normal functions and go to the uplink menu, if activated.
/obj/item/device/uplink/hidden/proc/toggle()
@@ -110,7 +110,7 @@
data += nanoui_data
// update the ui if it exists, returns null if no ui is passed/found
ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui) // No auto-refresh
ui = new(user, src, ui_key, "uplink.tmpl", title, 450, 600, state = inventory_state)
data["menu"] = 0
@@ -138,7 +138,7 @@
UI.buy(src, usr)
else if(href_list["lock"])
toggle()
var/datum/nanoui/ui = GLOB.nanomanager.get_open_ui(user, src, "main")
var/datum/nanoui/ui = SSnanoui.get_open_ui(user, src, "main")
ui.close()
else if(href_list["return"])
nanoui_menu = round(nanoui_menu/10)

View File

@@ -91,8 +91,8 @@ CIGARETTE PACKETS ARE IN FANCY.DM
var/brand
blood_sprite_state = null //Can't bloody these
/obj/item/clothing/mask/smokable/New()
..()
/obj/item/clothing/mask/smokable/Initialize()
. = ..()
flags |= NOREACT // so it doesn't react until you light it
create_reagents(chem_volume) // making the cigarrete a chemical holder with a maximum volume of 15
if(smoketime && !max_smoketime)
@@ -177,7 +177,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
T.visible_message(flavor_text)
update_icon()
set_light(2, 0.25, "#E38F46")
START_PROCESSING(SSobj, src)
START_PROCESSING(SSobj, src)
/obj/item/clothing/mask/smokable/proc/die(var/nomessage = 0)
var/turf/T = get_turf(src)
@@ -280,8 +280,8 @@ CIGARETTE PACKETS ARE IN FANCY.DM
weldermes = "<span class='notice'>USER casually lights the NAME with FLAME.</span>"
ignitermes = "<span class='notice'>USER fiddles with FLAME, and manages to light their NAME.</span>"
/obj/item/clothing/mask/smokable/cigarette/New()
..()
/obj/item/clothing/mask/smokable/cigarette/Initialize()
. = ..()
if(nicotine_amt)
reagents.add_reagent("nicotine", nicotine_amt)
@@ -363,8 +363,8 @@ CIGARETTE PACKETS ARE IN FANCY.DM
slot_flags = SLOT_EARS
throwforce = 1
/obj/item/weapon/cigbutt/New()
..()
/obj/item/weapon/cigbutt/Initialize()
. = ..()
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
transform = turn(transform,rand(0,360))
@@ -541,7 +541,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>")
set_light(2)
START_PROCESSING(SSobj, src)
START_PROCESSING(SSobj, src)
else
lit = 0
icon_state = "[base_state]"

View File

@@ -15,11 +15,11 @@
/*
* Soap
*/
/obj/item/weapon/soap/New()
..()
/obj/item/weapon/soap/Initialize()
. = ..()
create_reagents(5)
wet()
/obj/item/weapon/soap/proc/wet()
reagents.add_reagent("cleaner", 5)

View File

@@ -34,22 +34,20 @@
spray_particles = 3
sprite_name = "miniFE"
/obj/item/weapon/extinguisher/New()
/obj/item/weapon/extinguisher/Initialize()
create_reagents(max_water)
reagents.add_reagent("water", max_water)
..()
. = ..()
/obj/item/weapon/extinguisher/examine(mob/user)
if(..(user, 0))
user << text("\icon[] [] contains [] units of water left!", src, src.name, src.reagents.total_volume)
return
to_chat(user, text("\icon[] [] contains [] units of water left!", src, src.name, src.reagents.total_volume))
/obj/item/weapon/extinguisher/attack_self(mob/user as mob)
safety = !safety
src.icon_state = "[sprite_name][!safety]"
src.desc = "The safety is [safety ? "on" : "off"]."
user << "The safety is [safety ? "on" : "off"]."
return
icon_state = "[sprite_name][!safety]"
desc = "The safety is [safety ? "on" : "off"]."
to_chat(user, "The safety is [safety ? "on" : "off"].")
/obj/item/weapon/extinguisher/proc/propel_object(var/obj/O, mob/user, movementdirection)
if(O.anchored) return

View File

@@ -16,177 +16,177 @@
var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
var/affected_area = 3
New()
create_reagents(1000)
/obj/item/weapon/grenade/chem_grenade/Initialize()
. = ..()
create_reagents(1000)
Destroy()
QDEL_NULL(detonator)
QDEL_LIST_NULL(beakers)
return ..()
/obj/item/weapon/grenade/chem_grenade/Destroy()
QDEL_NULL(detonator)
QDEL_LIST_NULL(beakers)
return ..()
attack_self(mob/user as mob)
if(!stage || stage==1)
if(detonator)
/obj/item/weapon/grenade/chem_grenade/attack_self(mob/user as mob)
if(!stage || stage==1)
if(detonator)
// detonator.loc=src.loc
detonator.detached()
usr.put_in_hands(detonator)
detonator=null
det_time = null
stage=0
icon_state = initial(icon_state)
else if(beakers.len)
for(var/obj/B in beakers)
if(istype(B))
beakers -= B
user.put_in_hands(B)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
if(stage > 1 && !active && clown_check(user))
to_chat(user, "<span class='warning'>You prime \the [name]!</span>")
detonator.detached()
usr.put_in_hands(detonator)
detonator=null
det_time = null
stage=0
icon_state = initial(icon_state)
else if(beakers.len)
for(var/obj/B in beakers)
if(istype(B))
beakers -= B
user.put_in_hands(B)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
if(stage > 1 && !active && clown_check(user))
to_chat(user, "<span class='warning'>You prime \the [name]!</span>")
msg_admin_attack("[key_name_admin(user)] primed \a [src]")
msg_admin_attack("[key_name_admin(user)] primed \a [src]")
activate()
add_fingerprint(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
activate()
add_fingerprint(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/assembly_holder) && (!stage || stage==1) && path != 2)
var/obj/item/device/assembly_holder/det = W
if(istype(det.a_left,det.a_right.type) || (!isigniter(det.a_left) && !isigniter(det.a_right)))
to_chat(user, "<span class='warning'>Assembly must contain one igniter.</span>")
return
if(!det.secured)
to_chat(user, "<span class='warning'>Assembly must be secured with screwdriver.</span>")
return
/obj/item/weapon/grenade/chem_grenade/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/assembly_holder) && (!stage || stage==1) && path != 2)
var/obj/item/device/assembly_holder/det = W
if(istype(det.a_left,det.a_right.type) || (!isigniter(det.a_left) && !isigniter(det.a_right)))
to_chat(user, "<span class='warning'>Assembly must contain one igniter.</span>")
return
if(!det.secured)
to_chat(user, "<span class='warning'>Assembly must be secured with screwdriver.</span>")
return
path = 1
to_chat(user, "<span class='notice'>You add [W] to the metal casing.</span>")
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 25, -3)
user.remove_from_mob(det)
det.loc = src
detonator = det
if(istimer(detonator.a_left))
var/obj/item/device/assembly/timer/T = detonator.a_left
det_time = 10*T.time
if(istimer(detonator.a_right))
var/obj/item/device/assembly/timer/T = detonator.a_right
det_time = 10*T.time
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
stage = 1
else if(W.is_screwdriver() && path != 2)
if(stage == 1)
path = 1
to_chat(user, "<span class='notice'>You add [W] to the metal casing.</span>")
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 25, -3)
user.remove_from_mob(det)
det.loc = src
detonator = det
if(istimer(detonator.a_left))
if(beakers.len)
to_chat(user, "<span class='notice'>You lock the assembly.</span>")
name = "grenade"
else
// to_chat(user, "<span class='warning'>You need to add at least one beaker before locking the assembly.</span>")
to_chat(user, "<span class='notice'>You lock the empty assembly.</span>")
name = "fake grenade"
playsound(src, W.usesound, 50, 1)
icon_state = initial(icon_state) +"_locked"
stage = 2
else if(stage == 2)
if(active && prob(95))
to_chat(user, "<span class='warning'>You trigger the assembly!</span>")
detonate()
return
else
to_chat(user, "<span class='notice'>You unlock the assembly.</span>")
playsound(src.loc, W.usesound, 50, -3)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
icon_state = initial(icon_state) + (detonator?"_ass":"")
stage = 1
active = 0
else if(is_type_in_list(W, allowed_containers) && (!stage || stage==1) && path != 2)
path = 1
if(beakers.len == 2)
to_chat(user, "<span class='warning'>The grenade can not hold more containers.</span>")
return
else
if(W.reagents.total_volume)
to_chat(user, "<span class='notice'>You add \the [W] to the assembly.</span>")
user.drop_item()
W.loc = src
beakers += W
stage = 1
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
else
to_chat(user, "<span class='warning'>\The [W] is empty.</span>")
/obj/item/weapon/grenade/chem_grenade/examine(mob/user)
..(user)
if(detonator)
to_chat(user, "With attached [detonator.name]")
/obj/item/weapon/grenade/chem_grenade/activate(mob/user as mob)
if(active) return
if(detonator)
if(!isigniter(detonator.a_left))
detonator.a_left.activate()
active = 1
if(!isigniter(detonator.a_right))
detonator.a_right.activate()
active = 1
if(active)
icon_state = initial(icon_state) + "_active"
if(user)
msg_admin_attack("[key_name_admin(user)] primed \a [src.name]")
return
/obj/item/weapon/grenade/chem_grenade/proc/primed(var/primed = 1)
if(active)
icon_state = initial(icon_state) + (primed?"_primed":"_active")
/obj/item/weapon/grenade/chem_grenade/detonate()
if(!stage || stage<2) return
var/has_reagents = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume) has_reagents = 1
active = 0
if(!has_reagents)
icon_state = initial(icon_state) +"_locked"
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
spawn(0) //Otherwise det_time is erroneously set to 0 after this
if(istimer(detonator.a_left)) //Make sure description reflects that the timer has been reset
var/obj/item/device/assembly/timer/T = detonator.a_left
det_time = 10*T.time
if(istimer(detonator.a_right))
var/obj/item/device/assembly/timer/T = detonator.a_right
det_time = 10*T.time
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
stage = 1
else if(W.is_screwdriver() && path != 2)
if(stage == 1)
path = 1
if(beakers.len)
to_chat(user, "<span class='notice'>You lock the assembly.</span>")
name = "grenade"
else
// to_chat(user, "<span class='warning'>You need to add at least one beaker before locking the assembly.</span>")
to_chat(user, "<span class='notice'>You lock the empty assembly.</span>")
name = "fake grenade"
playsound(src, W.usesound, 50, 1)
icon_state = initial(icon_state) +"_locked"
stage = 2
else if(stage == 2)
if(active && prob(95))
to_chat(user, "<span class='warning'>You trigger the assembly!</span>")
detonate()
return
else
to_chat(user, "<span class='notice'>You unlock the assembly.</span>")
playsound(src.loc, W.usesound, 50, -3)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
icon_state = initial(icon_state) + (detonator?"_ass":"")
stage = 1
active = 0
else if(is_type_in_list(W, allowed_containers) && (!stage || stage==1) && path != 2)
path = 1
if(beakers.len == 2)
to_chat(user, "<span class='warning'>The grenade can not hold more containers.</span>")
return
else
if(W.reagents.total_volume)
to_chat(user, "<span class='notice'>You add \the [W] to the assembly.</span>")
user.drop_item()
W.loc = src
beakers += W
stage = 1
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
else
to_chat(user, "<span class='warning'>\The [W] is empty.</span>")
examine(mob/user)
..(user)
if(detonator)
to_chat(user, "With attached [detonator.name]")
activate(mob/user as mob)
if(active) return
if(detonator)
if(!isigniter(detonator.a_left))
detonator.a_left.activate()
active = 1
if(!isigniter(detonator.a_right))
detonator.a_right.activate()
active = 1
if(active)
icon_state = initial(icon_state) + "_active"
if(user)
msg_admin_attack("[key_name_admin(user)] primed \a [src.name]")
return
proc/primed(var/primed = 1)
if(active)
icon_state = initial(icon_state) + (primed?"_primed":"_active")
playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
detonate()
if(!stage || stage<2) return
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to_obj(src, G.reagents.total_volume)
var/has_reagents = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume) has_reagents = 1
if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
active = 0
if(!has_reagents)
icon_state = initial(icon_state) +"_locked"
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
spawn(0) //Otherwise det_time is erroneously set to 0 after this
if(istimer(detonator.a_left)) //Make sure description reflects that the timer has been reset
var/obj/item/device/assembly/timer/T = detonator.a_left
det_time = 10*T.time
if(istimer(detonator.a_right))
var/obj/item/device/assembly/timer/T = detonator.a_right
det_time = 10*T.time
return
for(var/atom/A in view(affected_area, src.loc))
if( A == src ) continue
src.reagents.touch(A)
playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
if(istype(loc, /mob/living/carbon)) //drop dat grenade if it goes off in your hand
var/mob/living/carbon/C = loc
C.drop_from_inventory(src)
C.throw_mode_off()
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to_obj(src, G.reagents.total_volume)
if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(affected_area, src.loc))
if( A == src ) continue
src.reagents.touch(A)
if(istype(loc, /mob/living/carbon)) //drop dat grenade if it goes off in your hand
var/mob/living/carbon/C = loc
C.drop_from_inventory(src)
C.throw_mode_off()
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
spawn(50) //To make sure all reagents can work
qdel(src) //correctly before deleting the grenade.
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
spawn(50) //To make sure all reagents can work
qdel(src) //correctly before deleting the grenade.
/obj/item/weapon/grenade/chem_grenade/large
@@ -203,20 +203,20 @@
path = 1
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
/obj/item/weapon/grenade/chem_grenade/metalfoam/Initialize()
. = ..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 30)
B2.reagents.add_reagent("foaming_agent", 10)
B2.reagents.add_reagent("pacid", 10)
B1.reagents.add_reagent("aluminum", 30)
B2.reagents.add_reagent("foaming_agent", 10)
B2.reagents.add_reagent("pacid", 10)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
/obj/item/weapon/grenade/chem_grenade/incendiary
name = "incendiary grenade"
@@ -224,22 +224,22 @@
path = 1
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
/obj/item/weapon/grenade/chem_grenade/incendiary/Initialize()
. = ..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 15)
B1.reagents.add_reagent("fuel",20)
B2.reagents.add_reagent("phoron", 15)
B2.reagents.add_reagent("sacid", 15)
B1.reagents.add_reagent("fuel",20)
B1.reagents.add_reagent("aluminum", 15)
B1.reagents.add_reagent("fuel",20)
B2.reagents.add_reagent("phoron", 15)
B2.reagents.add_reagent("sacid", 15)
B1.reagents.add_reagent("fuel",20)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
/obj/item/weapon/grenade/chem_grenade/antiweed
name = "weedkiller grenade"
@@ -247,21 +247,21 @@
path = 1
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
/obj/item/weapon/grenade/chem_grenade/antiweed/Initialize()
. = ..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("plantbgone", 25)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
B1.reagents.add_reagent("plantbgone", 25)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = "grenade"
beakers += B1
beakers += B2
icon_state = "grenade"
/obj/item/weapon/grenade/chem_grenade/cleaner
name = "cleaner grenade"
@@ -269,20 +269,20 @@
stage = 2
path = 1
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
/obj/item/weapon/grenade/chem_grenade/cleaner/Initialize()
. = ..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("fluorosurfactant", 40)
B2.reagents.add_reagent("water", 40)
B2.reagents.add_reagent("cleaner", 10)
B1.reagents.add_reagent("fluorosurfactant", 40)
B2.reagents.add_reagent("water", 40)
B2.reagents.add_reagent("cleaner", 10)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
/obj/item/weapon/grenade/chem_grenade/teargas
name = "tear gas grenade"
@@ -290,19 +290,19 @@
stage = 2
path = 1
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
/obj/item/weapon/grenade/chem_grenade/teargas/Initialize()
. = ..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("phosphorus", 40)
B1.reagents.add_reagent("potassium", 40)
B1.reagents.add_reagent("condensedcapsaicin", 40)
B2.reagents.add_reagent("sugar", 40)
B2.reagents.add_reagent("condensedcapsaicin", 80)
B1.reagents.add_reagent("phosphorus", 40)
B1.reagents.add_reagent("potassium", 40)
B1.reagents.add_reagent("condensedcapsaicin", 40)
B2.reagents.add_reagent("sugar", 40)
B2.reagents.add_reagent("condensedcapsaicin", 80)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"

View File

@@ -26,7 +26,6 @@
new/obj/effect/effect/smoke/illumination(src.loc, 5, range=30, power=30, color="#FFFFFF")
qdel(src)
return
/obj/item/weapon/grenade/flashbang/proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
to_chat(M, "<span class='danger'>BANG</span>") // Called during the loop that bangs people in lockers/containers and when banging

View File

@@ -58,7 +58,7 @@
data["electronic_warfare"] = electronic_warfare
data["entries"] = entries
ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "agent_id_card.tmpl", "Fake ID", 600, 400)
ui.set_initial_data(data)
@@ -185,7 +185,7 @@
. = 1
// Always update the UI, or buttons will spin indefinitely
GLOB.nanomanager.update_uis(src)
SSnanoui.update_uis(src)
/var/global/list/id_card_states
/proc/id_card_states()

View File

@@ -264,7 +264,7 @@ var/list/global/tank_gauge_cache = list()
data["maskConnected"] = 1
// update the ui if it exists, returns null if no ui is passed/found
ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm

View File

@@ -39,7 +39,8 @@
var/always_process = FALSE // If true, keeps the welder on the process list even if it's off. Used for when it needs to regenerate fuel.
toolspeed = 1
/obj/item/weapon/weldingtool/New()
/obj/item/weapon/weldingtool/Initialize()
. = ..()
// var/random_fuel = min(rand(10,20),max_fuel)
var/datum/reagents/R = new/datum/reagents(max_fuel)
reagents = R
@@ -48,7 +49,6 @@
update_icon()
if(always_process)
START_PROCESSING(SSobj, src)
..()
/obj/item/weapon/weldingtool/Destroy()
if(welding || always_process)

View File

@@ -9,7 +9,8 @@
var/obj/item/weapon/nozzle = null //Attached welder, or other spray device.
var/nozzle_attached = 0
/obj/item/weapon/weldpack/New()
/obj/item/weapon/weldpack/Initialize()
. = ..()
var/datum/reagents/R = new/datum/reagents(max_fuel) //Lotsa refills
reagents = R
R.my_atom = src