mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-03 14:03:25 +00:00
Revert All of Cael_Aislinn's stuff from the last day, committed by Cib.
Reason: Compile Error, hung server. Damnit Cael.
This commit is contained in:
@@ -1,41 +0,0 @@
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//---------- actual energy field
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/obj/effect/energy_field
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name = "energy field"
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desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
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icon = 'shielding.dmi'
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icon_state = "shieldsparkles"
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anchored = 1
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layer = 2.1
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density = 0
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invisibility = 2
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var/strength = 0
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var/obj/machinery/shield_gen/parent
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var/stress = 0
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(2)
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//nothing
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/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
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if(M)
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walk(M,0)
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/obj/effect/energy_field/proc/Stress(var/severity)
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strength -= severity
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stress += severity
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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if(strength < 1)
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invisibility = 2
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density = 0
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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//Called by: Movement, airflow.
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//Inputs: The moving atom (optional), target turf, "height" and air group
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//Outputs: Boolean if can pass.
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//return (!density || !height || air_group)
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return 0
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@@ -1,64 +0,0 @@
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//---------- external shield generator
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//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
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/obj/machinery/shield_gen/external/New()
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..()
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/obj/machinery/shield_gen/external/get_shielded_turfs()
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var
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list
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open = list(get_turf(src))
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closed = list()
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while(open.len)
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for(var/turf/T in open)
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for(var/turf/O in orange(1, T))
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if(get_dist(O,src) > field_radius)
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continue
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var/add_this_turf = 0
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if(istype(O,/turf/space))
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for(var/turf/simulated/G in orange(1, O))
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add_this_turf = 1
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break
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for(var/obj/structure/S in orange(1, O))
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add_this_turf = 1
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break
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for(var/obj/structure/S in O)
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add_this_turf = 0
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break
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if(add_this_turf && !(O in open) && !(O in closed))
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open += O
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open -= T
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closed += T
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return closed
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/obj/machinery/shield_gen/external/process()
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/*if(stat & (NOPOWER|BROKEN))
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return*/
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if(!active)
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return
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/*spawn(100)
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power()*/
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/*if(src.active >= 1)
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if(src.power == 0)
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src.visible_message("\red The [src.name] shuts down due to lack of power!", \
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"You hear heavy droning fade out")
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icon_state = "generator0"
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src.active = 0*/
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..()
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/obj/item/weapon/circuitboard/shield_gen/external
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name = "Circuit Board (External Shield Generator)"
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build_path = "/obj/machinery/shield_gen/external"
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board_type = "machine"
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origin_tech = "electromagnetic=3;engineering=2;power=1"
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frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
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req_components = list(
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"/obj/item/weapon/cable_coil" = 2,
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"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
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"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
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@@ -1,156 +0,0 @@
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//---------- shield capacitor
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//pulls energy out of a power net and charges an adjacent generator
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/obj/machinery/shield_capacitor
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name = "shield capacitor"
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desc = "Machine that charges a shield generator."
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icon = 'shielding.dmi'
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icon_state = "capacitor"
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var/active = 1
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density = 1
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anchored = 1
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var/obj/machinery/shield_gen/target_generator
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var/stored_charge = 0
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var/time_since_fail = 100
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var/max_charge = 1000000
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var/max_charge_rate = 100000
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var/min_charge_rate = 0
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var/locked = 0
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//
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use_power = 1 //0 use nothing
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//1 use idle power
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//2 use active power
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idle_power_usage = 10
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active_power_usage = 100
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var/charge_rate = 100
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/obj/machinery/shield_capacitor/New()
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..()
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target_generator = locate() in get_step(src,dir)
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if(target_generator && !target_generator.owned_capacitor)
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target_generator.owned_capacitor = src
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/*spawn(10)
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check_powered()*/
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/obj/machinery/shield_capacitor/power_change()
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if(stat & BROKEN)
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icon_state = "broke"
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else
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if( powered() )
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if (src.active)
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icon_state = "capacitor"
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else
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icon_state = "capacitor"
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stat &= ~NOPOWER
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else
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spawn(rand(0, 15))
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src.icon_state = "capacitor"
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stat |= NOPOWER
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/obj/machinery/shield_capacitor/process()
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//
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if(active)
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use_power = 2
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if(stored_charge + charge_rate > max_charge)
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active_power_usage = max_charge - stored_charge
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else
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active_power_usage = charge_rate
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stored_charge += active_power_usage
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else
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use_power = 1
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time_since_fail++
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if(stored_charge < active_power_usage * 1.5)
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time_since_fail = 0
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//
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updateDialog()
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/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
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/*if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off the field generator first."
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return
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else if(state == 0)
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state = 1
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user << "You secure the external reinforcing bolts to the floor."
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src.anchored = 1
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return
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else if(state == 1)
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state = 0
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user << "You undo the external reinforcing bolts."
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src.anchored = 0
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return*/
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if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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else
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user << "\red Access denied."
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else
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src.add_fingerprint(user)
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user << "\red You hit the [src.name] with your [W.name]!"
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for(var/mob/M in viewers(src))
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if(M == user) continue
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M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
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/obj/machinery/shield_capacitor/attack_hand(mob/user as mob)
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interact(user)
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src.add_fingerprint(user)
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/obj/machinery/shield_capacitor/Topic(href, href_list[])
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..()
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if( href_list["close"] )
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usr << browse(null, "window=shield_capacitor")
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usr.machine = null
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return
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if( href_list["toggle"] )
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active = !active
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if(active)
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use_power = 2
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else
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use_power = 1
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if( href_list["charge_rate"] )
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charge_rate += text2num(href_list["charge_rate"])
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if(charge_rate > max_charge_rate)
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charge_rate = max_charge_rate
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else if(charge_rate < min_charge_rate)
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charge_rate = min_charge_rate
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//
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updateDialog()
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/obj/machinery/shield_capacitor/proc/interact(mob/user)
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if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
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if (!istype(user, /mob/living/silicon))
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user.machine = null
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user << browse(null, "window=shield_capacitor")
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return
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var/t = "<B>Shield Capacitor Control Console</B><BR>"
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t += "[target_generator ? "<font color=green>Shield generator connected.</font>" : "<font color=red>Unable to locate shield generator!</font>"]<br>"
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t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
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t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
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t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
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t += "Capacitor charge rate (approx): <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> <a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec <a href='?src=\ref[src];charge_rate=100'>\[+\]</a> <a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> <a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
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t += "<hr>"
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t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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user << browse(t, "window=shield_capacitor;size=500x800")
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user.machine = src
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/obj/item/weapon/circuitboard/shield_capacitor
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name = "Circuit Board (Shield Capacitor)"
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build_path = "/obj/machinery/shield_capacitor"
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board_type = "machine"
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origin_tech = "electromagnetic=3;engineering=2;power=1"
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frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
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req_components = list(
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"/obj/item/weapon/cable_coil" = 2,
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"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
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"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
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"/obj/item/weapon/stock_parts/console_screen" = 1,
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"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
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@@ -67,10 +67,10 @@ proc/FloodFill(turf/start)
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return closed
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turf/proc/ZCanPass(turf/T, var/include_space = 0)
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turf/proc/ZCanPass(turf/T)
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//Fairly standard pass checks for turfs, objects and directional windows. Also stops at the edge of space.
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if(istype(T,/turf/space) && !include_space) return 0
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if(istype(T,/turf/space)) return 0
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else
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if(T.blocks_air||blocks_air)
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return 0
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@@ -804,8 +804,7 @@
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/datum/supply_packs/randomised/contraband
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num_contained = 5
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//We randomly pick 5 items from this list through the constructor, look below
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contains = list("/obj/item/weapon/contraband/poster","/obj/item/weapon/cigpacket/dromedaryco","/obj/item/clothing/mask/cigarette/cigar/havana", "/obj/item/seeds/plumphelmet", "/obj/item/seeds/libertycap", "/obj/item/seeds/bloodtomato", "/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe", "/obj/item/weapon/reagent_containers/food/drinks/bottle/deadrum" )
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contains = list("/obj/item/weapon/contraband/poster","/obj/item/weapon/cigpacket/dromedaryco") //We randomly pick 5 items from this list through the constructor, look below
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name = "Contraband crate"
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cost = 30
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containertype = "/obj/structure/closet/crate"
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@@ -295,124 +295,3 @@ proc/is_carrying(var/M as mob, var/O as obj)
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return 1
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O = O:loc
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return 0
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//hackcopy from a ZAS function, first created for use with intertial_damper/new shielding
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proc/CircleFloodFill(turf/start, var/radius = 3)
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if(!istype(start))
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return list()
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var
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list
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open = list(start)
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closed = list()
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possibles = circlerange(start,radius)
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while(open.len)
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for(var/turf/T in open)
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//Stop if there's a door, even if it's open. These are handled by indirect connection.
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if(!T.HasDoor())
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for(var/d in cardinal)
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var/turf/O = get_step(T,d)
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//Simple pass check.
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if(O.ZCanPass(T, 1) && !(O in open) && !(O in closed) && O in possibles)
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open += O
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open -= T
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closed += T
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return closed
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//floods in a square area, flowing around any shielding but including all other turf types
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//created initially for explosion / shield interaction
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proc/ExplosionFloodFill(turf/start, var/radius = 3)
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if(!istype(start))
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return list()
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var
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list
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open = list(start)
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closed = list()
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possibles = range(start,radius)
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while(open.len)
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for(var/turf/T in open)
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for(var/turf/O in range(T,1))
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if( !(O in possibles) || O in open || O in closed )
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continue
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var/shield_here = 0
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for(var/obj/effect/energy_field/E in O)
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if(E.density)
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shield_here = 1
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break
|
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if(!shield_here)
|
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open += O
|
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open -= T
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closed += T
|
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return closed
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/*
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/obj/machinery/shield_gen/external/get_shielded_turfs()
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var
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list
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open = list(get_turf(src))
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closed = list()
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|
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while(open.len)
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for(var/turf/T in open)
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for(var/turf/O in orange(1, T))
|
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if(get_dist(O,src) > field_radius)
|
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continue
|
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var/add_this_turf = 0
|
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if(istype(O,/turf/space))
|
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for(var/turf/simulated/G in orange(1, O))
|
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add_this_turf = 1
|
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break
|
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for(var/obj/structure/S in orange(1, O))
|
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add_this_turf = 1
|
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break
|
||||
for(var/obj/structure/S in O)
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add_this_turf = 0
|
||||
break
|
||||
|
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if(add_this_turf && !(O in open) && !(O in closed))
|
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open += O
|
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open -= T
|
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closed += T
|
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|
||||
return closed
|
||||
*/
|
||||
|
||||
//floods in a circular area, flowing around any shielding but including all other turf types
|
||||
//created initially for explosion / shield interaction
|
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proc/ExplosionCircleFloodFill(turf/start, var/radius = 3)
|
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if(!istype(start))
|
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return list()
|
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var
|
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list
|
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open = list(start)
|
||||
closed = list()
|
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possibles = circlerange(start,radius)
|
||||
|
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while(open.len)
|
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for(var/turf/T in open)
|
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for(var/turf/O in range(T,1))
|
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if(get_dist(O,start) > radius)
|
||||
continue
|
||||
|
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if( !(O in possibles) || O in open || O in closed )
|
||||
continue
|
||||
var/shield_here = 0
|
||||
for(var/obj/effect/energy_field/E in O)
|
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if(E.density)
|
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shield_here = 1
|
||||
break
|
||||
if(!shield_here && (O in possibles) && !(O in open) && !(O in closed))
|
||||
open += O
|
||||
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||||
open -= T
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||||
closed += T
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||||
|
||||
return closed
|
||||
|
||||
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||||
@@ -30,91 +30,22 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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E.set_up(epicenter)
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E.start()
|
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|
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var/list/dTurfs = list() //Holds the turfs in devestation range.
|
||||
var/list/hTurfs = list() //Holds the turfs in heavy impact range, minus turfs in devestation range.
|
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var/list/lTurfs = list() //Holds the turfs in light impact range, minus turfs in devestation range and heavy impact range.
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||||
var/list/fTurfs = list() //Holds turfs to loop through for mobs to flash. (Hehehe, dirty)
|
||||
|
||||
//cael - replaced range() and circlerange() with FloodFill() to prevent explosions getting through shielding (ultrarealism mode)
|
||||
//also lag is pre'y bad
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||||
/*
|
||||
if(roundExplosions)
|
||||
if(/obj/effect/energy_field in range(src, max(devastation_range, heavy_impact_range, light_impact_range)))
|
||||
fTurfs = ExplosionCircleFloodFill(epicenter,max(devastation_range, heavy_impact_range, light_impact_range, flash_range))
|
||||
dTurfs = ExplosionCircleFloodFill(epicenter,devastation_range)
|
||||
hTurfs = ExplosionCircleFloodFill(epicenter,heavy_impact_range) - dTurfs
|
||||
lTurfs = ExplosionCircleFloodFill(epicenter,light_impact_range) - dTurfs - hTurfs
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||||
else
|
||||
fTurfs = circlerange(epicenter,max(devastation_range, heavy_impact_range, light_impact_range, flash_range))
|
||||
dTurfs = circlerange(epicenter,devastation_range)
|
||||
hTurfs = circlerange(epicenter,heavy_impact_range) - dTurfs
|
||||
lTurfs = circlerange(epicenter,light_impact_range) - dTurfs - hTurfs
|
||||
|
||||
//add some stress to nearby shields
|
||||
for(var/obj/effect/energy_field/E in circlerange(epicenter, devastation_range))
|
||||
E.Stress(3)
|
||||
for(var/obj/effect/energy_field/E in circlerange(epicenter, heavy_impact_range))
|
||||
E.Stress(2)
|
||||
for(var/obj/effect/energy_field/E in circlerange(epicenter, light_impact_range))
|
||||
E.Stress(1)
|
||||
else
|
||||
if(/obj/effect/energy_field in range(src, max(devastation_range, heavy_impact_range, light_impact_range)))
|
||||
fTurfs = ExplosionFloodFill(epicenter,max(devastation_range, heavy_impact_range, light_impact_range, flash_range))
|
||||
dTurfs = ExplosionFloodFill(epicenter,devastation_range)
|
||||
hTurfs = ExplosionFloodFill(epicenter,heavy_impact_range) - dTurfs
|
||||
lTurfs = ExplosionFloodFill(epicenter,light_impact_range) - dTurfs - hTurfs
|
||||
else
|
||||
fTurfs = range(epicenter,max(devastation_range, heavy_impact_range, light_impact_range, flash_range))
|
||||
dTurfs = range(epicenter,devastation_range)
|
||||
hTurfs = range(epicenter,heavy_impact_range) - dTurfs
|
||||
lTurfs = range(epicenter,light_impact_range) - dTurfs - hTurfs
|
||||
|
||||
//add some stress to nearby shields
|
||||
for(var/obj/effect/energy_field/E in range(epicenter, devastation_range))
|
||||
E.Stress(3)
|
||||
for(var/obj/effect/energy_field/E in range(epicenter, heavy_impact_range))
|
||||
E.Stress(2)
|
||||
for(var/obj/effect/energy_field/E in range(epicenter, light_impact_range))
|
||||
E.Stress(1)*/
|
||||
var/list/dTurfs = list() //Holds the turfs in devestation range.
|
||||
var/list/hTurfs = list() //Holds the turfs in heavy impact range, minus turfs in devestation range.
|
||||
var/list/lTurfs = list() //Holds the turfs in light impact range, minus turfs in devestation range and heavy impact range.
|
||||
var/list/fTurfs = list() //Holds turfs to loop through for mobs to flash. (Hehehe, dirty)
|
||||
|
||||
if(roundExplosions)
|
||||
if(/obj/effect/energy_field in range(src, max(devastation_range, heavy_impact_range, light_impact_range)))
|
||||
fTurfs = circlerange(epicenter,max(devastation_range, heavy_impact_range, light_impact_range, flash_range))
|
||||
dTurfs = circlerange(epicenter,devastation_range)
|
||||
hTurfs = circlerange(epicenter,heavy_impact_range) - dTurfs
|
||||
lTurfs = circlerange(epicenter,light_impact_range) - dTurfs - hTurfs
|
||||
else
|
||||
fTurfs = circlerange(epicenter,max(devastation_range, heavy_impact_range, light_impact_range, flash_range))
|
||||
dTurfs = circlerange(epicenter,devastation_range)
|
||||
hTurfs = circlerange(epicenter,heavy_impact_range) - dTurfs
|
||||
lTurfs = circlerange(epicenter,light_impact_range) - dTurfs - hTurfs
|
||||
|
||||
//add some stress to nearby shields
|
||||
for(var/obj/effect/energy_field/E in circlerange(epicenter, devastation_range))
|
||||
E.Stress(3)
|
||||
for(var/obj/effect/energy_field/E in circlerange(epicenter, heavy_impact_range))
|
||||
E.Stress(2)
|
||||
for(var/obj/effect/energy_field/E in circlerange(epicenter, light_impact_range))
|
||||
E.Stress(1)
|
||||
fTurfs = circlerange(epicenter,max(devastation_range, heavy_impact_range, light_impact_range, flash_range))
|
||||
dTurfs = circlerange(epicenter,devastation_range)
|
||||
hTurfs = circlerange(epicenter,heavy_impact_range) - dTurfs
|
||||
lTurfs = circlerange(epicenter,light_impact_range) - dTurfs - hTurfs
|
||||
else
|
||||
if(/obj/effect/energy_field in range(src, max(devastation_range, heavy_impact_range, light_impact_range)))
|
||||
fTurfs = range(epicenter,max(devastation_range, heavy_impact_range, light_impact_range, flash_range))
|
||||
dTurfs = range(epicenter,devastation_range)
|
||||
hTurfs = range(epicenter,heavy_impact_range) - dTurfs
|
||||
lTurfs = range(epicenter,light_impact_range) - dTurfs - hTurfs
|
||||
else
|
||||
fTurfs = range(epicenter,max(devastation_range, heavy_impact_range, light_impact_range, flash_range))
|
||||
dTurfs = range(epicenter,devastation_range)
|
||||
hTurfs = range(epicenter,heavy_impact_range) - dTurfs
|
||||
lTurfs = range(epicenter,light_impact_range) - dTurfs - hTurfs
|
||||
fTurfs = range(epicenter,max(devastation_range, heavy_impact_range, light_impact_range, flash_range))
|
||||
dTurfs = range(epicenter,devastation_range)
|
||||
hTurfs = range(epicenter,heavy_impact_range) - dTurfs
|
||||
lTurfs = range(epicenter,light_impact_range) - dTurfs - hTurfs
|
||||
|
||||
//add some stress to nearby shields
|
||||
for(var/obj/effect/energy_field/E in range(epicenter, devastation_range))
|
||||
E.Stress(3)
|
||||
for(var/obj/effect/energy_field/E in range(epicenter, heavy_impact_range))
|
||||
E.Stress(2)
|
||||
for(var/obj/effect/energy_field/E in range(epicenter, light_impact_range))
|
||||
E.Stress(1)
|
||||
|
||||
for(var/turf/T in dTurfs) //Loop through the turfs in devestation range.
|
||||
spawn() //Try to pop each turf into it's own thread, speed things along.
|
||||
|
||||
@@ -2749,47 +2749,12 @@ datum
|
||||
color = "#664300" // rgb: 102, 67, 0
|
||||
dizzy_adj = 3
|
||||
|
||||
absinthe
|
||||
name = "Absinthe"
|
||||
id = "absinthe"
|
||||
description = "Watch out that the Green Fairy doesn't come for you!"
|
||||
color = "#33EE00" // rgb: lots, ??, ??
|
||||
dizzy_adj = 5
|
||||
slur_start = 25
|
||||
confused_start = 100
|
||||
|
||||
//copy paste from LSD... shoot me
|
||||
on_mob_life(var/mob/M)
|
||||
if(!M) M = holder.my_atom
|
||||
if(!data) data = 1
|
||||
data++
|
||||
M:hallucination += 5
|
||||
if(volume > REAGENTS_OVERDOSE)
|
||||
M:adjustToxLoss(1)
|
||||
// if(data >= 100)
|
||||
// M:adjustToxLoss(0.1)
|
||||
..()
|
||||
return
|
||||
|
||||
rum
|
||||
name = "Rum"
|
||||
id = "rum"
|
||||
description = "Yohoho and all that."
|
||||
color = "#664300" // rgb: 102, 67, 0
|
||||
|
||||
deadrum
|
||||
name = "Deadrum"
|
||||
id = "rum"
|
||||
description = "Popular with the sailors. Not very popular with everyone else."
|
||||
color = "#664300" // rgb: 102, 67, 0
|
||||
|
||||
on_mob_life(var/mob/living/M as mob)
|
||||
..()
|
||||
M.dizziness +=5
|
||||
if(volume > REAGENTS_OVERDOSE)
|
||||
M:adjustToxLoss(1)
|
||||
return
|
||||
|
||||
vodka
|
||||
name = "Vodka"
|
||||
id = "vodka"
|
||||
|
||||
@@ -3009,14 +3009,6 @@
|
||||
..()
|
||||
reagents.add_reagent("rum", 100)
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/drinks/bottle/deadrum
|
||||
name = "Deadrum Bumbo"
|
||||
desc = "Tastes a lot sweeter than ordinary rum (that's to help disguise the kick)."
|
||||
icon_state = "deadrumbottle"
|
||||
New()
|
||||
..()
|
||||
reagents.add_reagent("deadrum", 100)
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/drinks/bottle/holywater
|
||||
name = "Flask of Holy Water"
|
||||
desc = "A flask of the chaplain's holy water."
|
||||
@@ -3065,14 +3057,6 @@
|
||||
..()
|
||||
reagents.add_reagent("wine", 100)
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe
|
||||
name = "Jailbreaker Verte"
|
||||
desc = "Twenty-fourth century Green Fairy, one sip of this and you just know you're gonna have a good time."
|
||||
icon_state = "absinthebottle"
|
||||
New()
|
||||
..()
|
||||
reagents.add_reagent("absinthe", 100)
|
||||
|
||||
//////////////////////////JUICES AND STUFF ///////////////////////
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/drinks/bottle/orangejuice
|
||||
|
||||
@@ -123,7 +123,7 @@
|
||||
//if it's a crate, move the item into the crate
|
||||
var/turf/T = get_step(A,movedir)
|
||||
for(var/obj/structure/closet/crate/C in T)
|
||||
if(C && C.opened && !istype(A, /obj/structure/closet/crate))
|
||||
if(C && C.opened)
|
||||
A.loc = C.loc
|
||||
break
|
||||
|
||||
|
||||
Reference in New Issue
Block a user