Buckling to chairs no longer causes you to drop anything.

Added Nodrak's Jump to Mob verb.
Added Sieve's lantern fix. Commented out the silicate recipe.
Added Skaer's sec cartridge box to the armoury.

Moved the check_if_buckled() proc to mob/living, rather than having it repeated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3168 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-02-22 00:36:56 +00:00
parent 6c8a19ae4b
commit f1ee426a8f
14 changed files with 209 additions and 170 deletions

View File

@@ -270,7 +270,13 @@
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/seccart_kit
name = "Spare R.O.B.U.S.T. Cartridges"
desc = "A box full of R.O.B.U.S.T. Cartridges, used by Security."
icon = 'pda.dmi'
icon_state = "pdabox"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/handcuff_kit
name = "Spare Handcuffs"

View File

@@ -140,6 +140,17 @@
..()
return
/obj/item/weapon/storage/seccart_kit/New()
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
..()
return
/obj/item/weapon/storage/donkpocket_kit/New()
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)

View File

@@ -34,14 +34,14 @@ datum
holder.clear_reagents()
return
/*
silicate
name = "Silicate"
id = "silicate"
result = "silicate"
required_reagents = list("aluminum" = 1, "silicon" = 1, "oxygen" = 1)
result_amount = 3
*/
stoxin
name = "Sleep Toxin"
id = "stoxin"

View File

@@ -101,10 +101,11 @@ proc/move_mining_shuttle()
/obj/item/device/flashlight/lantern
name = "Mining Lantern"
icon = 'lighting.dmi'
icon_state = "lantern-off"
desc = "A miner's lantern"
anchored = 0
icon_on = "lantern-on"
icon_off = "lantern-off"
var/brightness = 12 // luminosity when on
/obj/item/device/flashlight/lantern/New()
@@ -113,12 +114,10 @@ proc/move_mining_shuttle()
return
/obj/item/device/flashlight/lantern/attack_self(mob/user)
..()
if (on == 1)
icon_state = "lantern-on"
else
icon_state = "lantern-off"
src.add_fingerprint(user)
on = !on
update_brightness(user)
return
/*****************************Pickaxe********************************/

View File

@@ -146,7 +146,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
/mob/dead/observer/proc/dead_tele()
set category = "Ghost"
set name = "Teleport"
set desc= "Teleport"
set desc= "Teleport to a location"
if((usr.stat != 2) || !istype(usr, /mob/dead/observer))
usr << "Not when you're not dead!"
return
@@ -162,6 +162,32 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
L+=T
usr.loc = pick(L)
/mob/dead/observer/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak
set category = "Ghost"
set name = "Jump to Mob"
set desc = "Teleport to a mob"
if(istype(usr, /mob/dead/observer)) //Make sure they're an observer!
var/list/dest = list() //List of possible destinations (mobs)
var/target = null //Chosen target.
dest += getmobs() //Fill list, prompt user with list
target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in dest
if (!target)//Make sure we actually have a target
return
else
var/mob/M = dest[target] //Destination mob
var/mob/A = src //Source mob
var/turf/T = get_turf(M) //Turf of the destination mob
if(T && isturf(T)) //Make sure the turf exists, then move the source to that destination.
A.loc = T
else
A << "This mob is not located in the game world."
var/list/karma_spenders = list()
/mob/dead/observer/verb/spend_karma(var/mob/M in world) // Karma system -- TLE

View File

@@ -559,15 +559,6 @@
D.cure()
return
check_if_buckled()
if (src.buckled)
src.lying = (istype(src.buckled, /obj/structure/stool/bed) ? 1 : 0)
if(src.lying)
src.drop_item()
src.density = 1
else
src.density = !src.lying
handle_stomach()
spawn(0)
for(var/mob/M in stomach_contents)

View File

@@ -488,15 +488,6 @@
D.cure()
return
check_if_buckled()
if (buckled)
lying = (istype(buckled, /obj/structure/stool/bed) ? 1 : 0)
if(lying)
drop_item()
density = 1
else
density = !lying
handle_stomach()
spawn(0)
for(var/mob/M in stomach_contents)

View File

@@ -1052,16 +1052,6 @@
D.cure()
return
check_if_buckled()
if (buckled)
lying = istype(buckled, /obj/structure/stool/bed) || istype(buckled, /obj/machinery/conveyor)
if(lying)
drop_item()
density = 1
else
density = !lying
handle_stomach()
spawn(0)
for(var/mob/M in stomach_contents)

View File

@@ -626,16 +626,6 @@
D.cure()
return
check_if_buckled()
if (src.buckled)
src.lying = istype(src.buckled, /obj/structure/stool/bed) || istype(src.buckled, /obj/machinery/conveyor)
if(src.lying)
src.drop_item()
src.density = 1
else
src.density = !src.lying
handle_changeling()
if (mind)
if (mind.special_role == "Changeling" && changeling)

View File

@@ -150,4 +150,19 @@
return
/mob/living/proc/UpdateDamageIcon()
return
return
/mob/living/proc/check_if_buckled()
if (buckled)
if(buckled == /obj/structure/stool/bed || istype(buckled, /obj/machinery/conveyor))
lying = 1
if(lying)
var/h = hand
hand = 0
drop_item()
hand = 1
drop_item()
hand = h
density = 1
else
density = !lying

View File

@@ -756,7 +756,7 @@
/mob/proc/can_use_hands()
if(handcuffed)
return 0
if(buckled && istype(buckled, /obj/structure/stool/bed)) // buckling does not restrict hands
if(buckled && ! istype(buckled, /obj/structure/stool/bed/chair)) // buckling does not restrict hands
return 0
return ..()