mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-18 14:12:20 +00:00
Merge remote-tracking branch 'upstream/dev' into bs12-zuhweapons
This commit is contained in:
@@ -32,6 +32,7 @@
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var/obj/item/butt = new cig.type_butt(src)
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cig.transfer_fingerprints_to(butt)
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||||
del(cig)
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W = butt
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||||
else if (cig.lit == 0)
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user << "You place [cig] in [src] without even smoking it. Why would you do that?"
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||||
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||||
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||||
@@ -531,10 +531,17 @@ Turf and target are seperate in case you want to teleport some distance from a t
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. += "*no key*"
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if(include_name && M)
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var/name
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if(M.real_name)
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. += "/([M.real_name])"
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name = M.real_name
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else if(M.name)
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. += "/([M.name])"
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name = M.name
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if(is_special_character(M))
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. += "/(<font color='#FFA500'>[name]</font>)" //Orange
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else
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. += "/([name])"
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return .
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@@ -100,8 +100,10 @@
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/atom/proc/emp_act(var/severity)
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return
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/atom/proc/bullet_act(var/obj/item/projectile/Proj)
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return 0
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/atom/proc/bullet_act(obj/item/projectile/P, def_zone)
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P.on_hit(src, 0, def_zone)
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. = 0
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/atom/proc/in_contents_of(container)//can take class or object instance as argument
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if(ispath(container))
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@@ -136,9 +136,9 @@
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PT.master = V
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OT.master = V
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PT.air_contents.temperature = PHORON_FLASHPOINT
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PT.air_contents.phoron = 3
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PT.air_contents.carbon_dioxide = 17
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PT.air_contents.temperature = PLASMA_FLASHPOINT
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PT.air_contents.toxins = 12
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PT.air_contents.carbon_dioxide = 8
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PT.air_contents.update_values()
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@@ -1077,7 +1077,6 @@
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<ul>
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<li><b>Straight pipes:</b> They're pipes. One-meter sections. Straight line. Pretty simple. Just about every pipe and device is based around this
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standard one-meter size, so most things will take up as much space as one of these.</li>
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<<<<<<< HEAD
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<li><b>Bent pipes:</b> Pipes with a 90 degree bend at the half-meter mark. My goodness.</li>
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<li><b>Pipe manifolds:</b> Pipes that are essentially a "T" shape, allowing you to connect three things at one point.</li>
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<li><b>4-way manifold:</b> A four-way junction.</li>
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@@ -1087,7 +1086,6 @@
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</ul>
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||||
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||||
<h1><a name="Insulated"><B>Insulated Pipes</B></a></h1>
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=======
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<li><I>Bent pipes:</I> Pipes with a 90 degree bend at the half-meter mark. My goodness.</li>
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<li><I>Pipe manifolds:</I> Pipes that are essentially a "T" shape, allowing you to connect three things at one point.</li>
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<li><I>4-way manifold:</I> A four-way junction.</li>
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@@ -1096,7 +1094,6 @@
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<li><I>Manual T-Valve:</I> Like a manual valve, but at the center of a manifold instead of a straight pipe.</li><BR><BR>
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<h1><a name="Insulated"><B>Insulated Pipes</B></a></h1><BR>
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>>>>>>> 4b04be7536168ccf4a73c91dcaa4681e4db18a4e
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<I>Special Public Service Announcement.</I><BR>
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Our regular pipes are already insulated. These are completely worthless. Punch anyone who uses them.<BR><BR>
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@@ -1105,12 +1102,8 @@
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This is usually where people get frightened, afraid, and start calling on their gods and/or cowering in fear. Yes, I can see you doing that right now.
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||||
Stop it. It's unbecoming. Most of these are fairly straightforward.<BR>
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||||
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||||
<<<<<<< HEAD
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||||
<ul>
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||||
<li><b>Gas pump:</b> Take a wild guess. It moves gas in the direction it's pointing (marked by the red line on one end). It moves it based on pressure, the maximum output being 4500 kPa (kilopascals).
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=======
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||||
<li><I>Gas pump:</I> Take a wild guess. It moves gas in the direction it's pointing (marked by the red line on one end). It moves it based on pressure, the maximum output being 4500 kPa (kilopascals).
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||||
>>>>>>> 4b04be7536168ccf4a73c91dcaa4681e4db18a4e
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||||
Ordinary atmospheric pressure, for comparison, is 101.3 kPa, and the minimum pressure of room-temperature pure oxygen needed to not suffocate in a matter of minutes is 16 kPa
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||||
(though 18 kPa is preferred using internals, for various reasons).</li>
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||||
<li><b>Volume pump:</b> This pump goes based on volume, instead of pressure, and the possible maximum pressure it can create in the pipe on the receiving end is double the gas pump because of this,
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||||
@@ -1133,22 +1126,11 @@
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||||
These systems are used to only transfer heat between two pipes. They will not move gases or any other element, but will equalize the temperature (eventually). Note that because of how gases work (remember: pv=nRt),
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||||
a higher temperature will raise pressure, and a lower one will lower temperature.<BR>
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||||
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||||
<<<<<<< HEAD
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||||
<ul>
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||||
<li><b>Pipe:</b> This is a pipe that will exchange heat with the surrounding atmosphere. Place in fire for superheating. Place in space for supercooling.</li>
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<li><b>Bent pipe:</b> Take a wild guess.</li>
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||||
<li><b>Junction:</b> The point where you connect your normal pipes to heat exchange pipes. Not necessary for heat exchangers, but necessary for H/E pipes/bent pipes.</li>
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||||
<li><b>Heat exchanger:</b> These funky-looking bits attach to an open pipe end. Put another heat exchanger directly across from it, and you can transfer heat across two pipes without having to have the gases touch.
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||||
This normally shouldn't exchange with the ambient air, despite being totally exposed. Just don't ask questions...</li>
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||||
</ul><BR>
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||||
=======
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<li><I>Pipe:</I> This is a pipe that will exchange heat with the surrounding atmosphere. Place in fire for superheating. Place in space for supercooling.</li>
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||||
<li><I>Bent pipe:</I> Take a wild guess.</li>
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||||
<li><I>Junction:</I> The point where you connect your normal pipes to heat exchange pipes. Not necessary for heat exchangers, but necessary for H/E pipes/bent pipes.</li>
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||||
<li><I>Heat exchanger:</I> These funky-looking bits attach to an open pipe end. Put another heat exchanger directly across from it, and you can transfer heat across two pipes without having to have the gases touch.
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This normally shouldn't exchange with the ambient air, despite being totally exposed. Just don't ask questions...</li><BR>
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>>>>>>> 4b04be7536168ccf4a73c91dcaa4681e4db18a4e
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||||
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||||
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||||
That's about it for pipes. Go forth, armed with this knowledge, and try not to break, burn down, or kill anything. Please.
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||||
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||||
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||||
@@ -93,7 +93,13 @@
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||||
return !density
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||||
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||||
/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
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||||
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||||
if(!Proj) return
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||||
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||||
//Tasers and the like should not damage grilles.
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||||
if(Proj.damage_type == HALLOSS)
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||||
return
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||||
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||||
src.health -= Proj.damage*0.2
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healthcheck()
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||||
return 0
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||||
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||||
@@ -18,6 +18,11 @@
|
||||
|
||||
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||||
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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||||
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||||
//Tasers and the like should not damage windows.
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||||
if(Proj.damage_type == HALLOSS)
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||||
return
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||||
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||||
health -= Proj.damage
|
||||
..()
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||||
if(health <= 0)
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||||
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||||
@@ -11,6 +11,7 @@ var/list/admin_verbs_default = list(
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||||
// /client/proc/deadchat /*toggles deadchat on/off*/
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||||
)
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||||
var/list/admin_verbs_admin = list(
|
||||
/datum/admins/proc/show_player_panel,
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||||
/client/proc/player_panel, /*shows an interface for all players, with links to various panels (old style)*/
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||||
/client/proc/player_panel_new, /*shows an interface for all players, with links to various panels*/
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||||
/client/proc/invisimin, /*allows our mob to go invisible/visible*/
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||||
@@ -244,6 +245,7 @@ var/list/admin_verbs_mod = list(
|
||||
/client/proc/player_panel_new,
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||||
/client/proc/dsay,
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||||
/datum/admins/proc/show_skills,
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||||
/datum/admins/proc/show_player_panel,
|
||||
/client/proc/jobbans,
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||||
/client/proc/cmd_admin_subtle_message /*send an message to somebody as a 'voice in their head'*/
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||||
)
|
||||
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||||
@@ -197,7 +197,7 @@ BLIND // can't see anything
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||||
name = "Space helmet"
|
||||
icon_state = "space"
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||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
item_state = "space"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
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||||
@@ -215,7 +215,7 @@ BLIND // can't see anything
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||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.01
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||||
permeability_coefficient = 0.02
|
||||
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
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||||
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
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||||
slowdown = 3
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||||
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||||
@@ -2,7 +2,7 @@
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||||
name = "helmet"
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||||
desc = "Standard Security gear. Protects the head from impacts."
|
||||
icon_state = "helmet"
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | THICKMATERIAL
|
||||
item_state = "helmet"
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||||
armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
/obj/item/clothing/suit/armor
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
flags = FPRINT | TABLEPASS
|
||||
flags = FPRINT | TABLEPASS | THICKMATERIAL
|
||||
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO
|
||||
min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
|
||||
@@ -13,7 +13,7 @@ var/list/artifact_spawn = list() // Runtime fix for geometry loading before cont
|
||||
opacity = 1
|
||||
density = 1
|
||||
blocks_air = 1
|
||||
temperature = TCMB
|
||||
temperature = T0C
|
||||
var/mineral/mineral
|
||||
var/mined_ore = 0
|
||||
var/last_act = 0
|
||||
@@ -389,7 +389,7 @@ var/list/artifact_spawn = list() // Runtime fix for geometry loading before cont
|
||||
icon_state = "asteroid"
|
||||
oxygen = 0.01
|
||||
nitrogen = 0.01
|
||||
temperature = TCMB
|
||||
temperature = T0C
|
||||
icon_plating = "asteroid"
|
||||
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
|
||||
|
||||
|
||||
@@ -10,7 +10,8 @@
|
||||
|
||||
/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/ore))
|
||||
src.contents += W;
|
||||
user.u_equip(W)
|
||||
src.contents += W
|
||||
if (istype(W, /obj/item/weapon/storage))
|
||||
var/obj/item/weapon/storage/S = W
|
||||
S.hide_from(usr)
|
||||
|
||||
@@ -48,6 +48,12 @@
|
||||
|
||||
|
||||
/mob/proc/death(gibbed)
|
||||
|
||||
//Quick fix for corpses kept propped up in chairs. ~Z
|
||||
drop_r_hand()
|
||||
drop_l_hand()
|
||||
//End of fix.
|
||||
|
||||
timeofdeath = world.time
|
||||
|
||||
living_mob_list -= src
|
||||
|
||||
@@ -89,11 +89,28 @@
|
||||
if(hard_to_hear)
|
||||
speaker_name = "unknown"
|
||||
|
||||
var/changed_voice
|
||||
|
||||
if(istype(src, /mob/living/silicon/ai) && !hard_to_hear)
|
||||
var/jobname // the mob's "job"
|
||||
var/mob/living/carbon/human/impersonating //The crewmember being impersonated, if any.
|
||||
|
||||
if (ishuman(speaker))
|
||||
var/mob/living/carbon/human/H = speaker
|
||||
|
||||
if((H.wear_id && istype(H.wear_id,/obj/item/weapon/card/id/syndicate)) && (H.wear_mask && istype(H.wear_mask,/obj/item/clothing/mask/gas/voice)))
|
||||
|
||||
changed_voice = 1
|
||||
var/mob/living/carbon/human/I = locate(speaker_name)
|
||||
|
||||
if(I)
|
||||
impersonating = I
|
||||
jobname = impersonating.get_assignment()
|
||||
else
|
||||
jobname = "Unknown"
|
||||
else
|
||||
jobname = H.get_assignment()
|
||||
|
||||
else if (iscarbon(speaker)) // Nonhuman carbon mob
|
||||
jobname = "No id"
|
||||
else if (isAI(speaker))
|
||||
@@ -105,7 +122,13 @@
|
||||
else
|
||||
jobname = "Unknown"
|
||||
|
||||
track = "<a href='byond://?src=\ref[src];track=\ref[speaker]'>[speaker_name] ([jobname])</a>"
|
||||
if(changed_voice)
|
||||
if(impersonating)
|
||||
track = "<a href='byond://?src=\ref[src];trackname=[html_encode(speaker_name)];track=\ref[impersonating]'>[speaker_name] ([jobname])</a>"
|
||||
else
|
||||
track = "[speaker_name] ([jobname])"
|
||||
else
|
||||
track = "<a href='byond://?src=\ref[src];trackname=[html_encode(speaker_name)];track=\ref[speaker]'>[speaker_name] ([jobname])</a>"
|
||||
|
||||
if(istype(src, /mob/dead/observer))
|
||||
if(speaker_name != speaker.real_name && !isAI(speaker)) //Announce computer and various stuff that broadcasts doesn't use it's real name but AI's can't pretend to be other mobs.
|
||||
|
||||
@@ -1290,3 +1290,22 @@
|
||||
W.update_icon()
|
||||
W.message = message
|
||||
W.add_fingerprint(src)
|
||||
|
||||
/mob/living/carbon/human/can_inject(var/mob/user, var/error_msg, var/target_zone)
|
||||
. = 1
|
||||
|
||||
if(!user)
|
||||
target_zone = pick("chest","chest","chest","left leg","right leg","left arm", "right arm", "head")
|
||||
else if(!target_zone)
|
||||
target_zone = user.zone_sel.selecting
|
||||
|
||||
switch(target_zone)
|
||||
if("head")
|
||||
if(head && head.flags & THICKMATERIAL)
|
||||
. = 0
|
||||
else
|
||||
if(wear_suit && wear_suit.flags & THICKMATERIAL)
|
||||
. = 0
|
||||
if(!. && error_msg && user)
|
||||
// Might need re-wording.
|
||||
user << "<span class='alert'>There is no exposed flesh or thin material [target_zone == "head" ? "on their head" : "on their body"] to inject into.</span>"
|
||||
|
||||
@@ -52,7 +52,7 @@ emp_act
|
||||
return -1 // complete projectile permutation
|
||||
|
||||
if(check_shields(P.damage, "the [P.name]"))
|
||||
P.on_hit(src, 2)
|
||||
P.on_hit(src, 2, def_zone)
|
||||
return 2
|
||||
|
||||
//BEGIN BOOK'S TASER NERF.
|
||||
|
||||
@@ -211,6 +211,9 @@
|
||||
O.emp_act(severity)
|
||||
..()
|
||||
|
||||
/mob/living/proc/can_inject()
|
||||
return 1
|
||||
|
||||
/mob/living/proc/get_organ_target()
|
||||
var/mob/shooter = src
|
||||
var/t = shooter:zone_sel.selecting
|
||||
|
||||
@@ -58,7 +58,7 @@
|
||||
return 2
|
||||
if(!P.nodamage)
|
||||
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, absorb, 0, P)
|
||||
P.on_hit(src, absorb)
|
||||
P.on_hit(src, absorb, def_zone)
|
||||
return absorb
|
||||
|
||||
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = 5)//Standardization and logging -Sieve
|
||||
|
||||
@@ -410,8 +410,18 @@ var/list/ai_list = list()
|
||||
if(A && target)
|
||||
A.ai_actual_track(target)
|
||||
*/
|
||||
if(target)
|
||||
|
||||
//Strip off any "(as Derplord)".
|
||||
//If there's a way to do this via a var that doesn't give the AI extra info, please let me know.
|
||||
var/seeking = target.name
|
||||
var/index = findtext(seeking, "(as ")
|
||||
if(index)
|
||||
seeking = copytext(seeking, 1, index-1)
|
||||
|
||||
if(target && html_decode(href_list["trackname"]) == seeking)
|
||||
ai_actual_track(target)
|
||||
else
|
||||
src << "\red System error. Cannot locate [html_decode(href_list["trackname"])]."
|
||||
return
|
||||
|
||||
else if (href_list["faketrack"])
|
||||
|
||||
@@ -201,3 +201,9 @@
|
||||
dat += "<br>"
|
||||
src << browse(dat, "window=airoster")
|
||||
onclose(src, "airoster")
|
||||
|
||||
//can't inject synths
|
||||
/mob/living/silicon/can_inject(var/mob/user, var/error_msg)
|
||||
if(error_msg)
|
||||
user << "<span class='alert'>The armoured plating is too tough.</span>"
|
||||
return 0
|
||||
|
||||
@@ -139,7 +139,6 @@
|
||||
return
|
||||
|
||||
if(client.prefs.species != "Human")
|
||||
|
||||
if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist)
|
||||
src << alert("You are currently not whitelisted to play [client.prefs.species].")
|
||||
return 0
|
||||
@@ -155,6 +154,7 @@
|
||||
usr << "\blue There is an administrative lock on entering the game!"
|
||||
return
|
||||
|
||||
if(client.prefs.species != "Human")
|
||||
if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist)
|
||||
src << alert("You are currently not whitelisted to play [client.prefs.species].")
|
||||
return 0
|
||||
|
||||
@@ -90,10 +90,15 @@
|
||||
origin_tech = "materials=2;syndicate=5"
|
||||
|
||||
|
||||
/obj/item/weapon/pen/paralysis/attack(mob/M as mob, mob/user as mob)
|
||||
/obj/item/weapon/pen/paralysis/attack(mob/living/M as mob, mob/user as mob)
|
||||
|
||||
if(!(istype(M,/mob)))
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
|
||||
if(M.can_inject(user,1))
|
||||
if(reagents.total_volume)
|
||||
if(M.reagents) reagents.trans_to(M, 50)
|
||||
return
|
||||
|
||||
@@ -35,29 +35,29 @@
|
||||
var/d1 = 0
|
||||
var/d2 = 1
|
||||
layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
|
||||
var/cable_color = COLOR_RED
|
||||
color = COLOR_RED
|
||||
var/obj/structure/powerswitch/power_switch
|
||||
|
||||
/obj/structure/cable/yellow
|
||||
cable_color = COLOR_YELLOW
|
||||
color = COLOR_YELLOW
|
||||
|
||||
/obj/structure/cable/green
|
||||
cable_color = COLOR_GREEN
|
||||
color = COLOR_GREEN
|
||||
|
||||
/obj/structure/cable/blue
|
||||
cable_color = COLOR_BLUE
|
||||
color = COLOR_BLUE
|
||||
|
||||
/obj/structure/cable/pink
|
||||
cable_color = COLOR_PINK
|
||||
color = COLOR_PINK
|
||||
|
||||
/obj/structure/cable/orange
|
||||
cable_color = COLOR_ORANGE
|
||||
color = COLOR_ORANGE
|
||||
|
||||
/obj/structure/cable/cyan
|
||||
cable_color = COLOR_CYAN
|
||||
color = COLOR_CYAN
|
||||
|
||||
/obj/structure/cable/white
|
||||
cable_color = COLOR_WHITE
|
||||
color = COLOR_WHITE
|
||||
|
||||
/obj/structure/cable/New()
|
||||
..()
|
||||
@@ -94,7 +94,6 @@
|
||||
/obj/structure/cable/proc/updateicon()
|
||||
icon_state = "[d1]-[d2]"
|
||||
alpha = invisibility ? 127 : 255
|
||||
color = cable_color
|
||||
|
||||
|
||||
// returns the powernet this cable belongs to
|
||||
@@ -126,9 +125,9 @@
|
||||
return
|
||||
|
||||
if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
|
||||
new/obj/item/weapon/cable_coil(T, 2, cable_color)
|
||||
new/obj/item/weapon/cable_coil(T, 2, color)
|
||||
else
|
||||
new/obj/item/weapon/cable_coil(T, 1, cable_color)
|
||||
new/obj/item/weapon/cable_coil(T, 1, color)
|
||||
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("<span class='warning'>[user] cuts the cable.</span>", 1)
|
||||
@@ -190,12 +189,12 @@
|
||||
del(src)
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, cable_color)
|
||||
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
|
||||
del(src)
|
||||
|
||||
if(3.0)
|
||||
if (prob(25))
|
||||
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, cable_color)
|
||||
new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
|
||||
del(src)
|
||||
return
|
||||
|
||||
@@ -229,16 +228,15 @@
|
||||
..()
|
||||
src.amount = length
|
||||
if (param_color)
|
||||
item_color = param_color
|
||||
color = param_color
|
||||
pixel_x = rand(-2,2)
|
||||
pixel_y = rand(-2,2)
|
||||
updateicon()
|
||||
update_wclass()
|
||||
|
||||
/obj/item/weapon/cable_coil/proc/updateicon()
|
||||
if (!item_color)
|
||||
item_color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_ORANGE, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
|
||||
color = item_color
|
||||
if (!color)
|
||||
color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_ORANGE, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
|
||||
if(amount == 1)
|
||||
icon_state = "coil1"
|
||||
name = "cable piece"
|
||||
@@ -422,7 +420,7 @@
|
||||
use(1)
|
||||
if (C.shock(user, 50))
|
||||
if (prob(50)) //fail
|
||||
new/obj/item/weapon/cable_coil(C.loc, 1, C.cable_color)
|
||||
new/obj/item/weapon/cable_coil(C.loc, 1, C.color)
|
||||
del(C)
|
||||
//src.laying = 1
|
||||
//last = C
|
||||
@@ -482,7 +480,7 @@
|
||||
use(1)
|
||||
if (NC.shock(user, 50))
|
||||
if (prob(50)) //fail
|
||||
new/obj/item/weapon/cable_coil(NC.loc, 1, NC.cable_color)
|
||||
new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
|
||||
del(NC)
|
||||
|
||||
return
|
||||
@@ -521,7 +519,7 @@
|
||||
use(1)
|
||||
if (C.shock(user, 50))
|
||||
if (prob(50)) //fail
|
||||
new/obj/item/weapon/cable_coil(C.loc, 2, C.cable_color)
|
||||
new/obj/item/weapon/cable_coil(C.loc, 2, C.color)
|
||||
del(C)
|
||||
|
||||
return
|
||||
@@ -597,7 +595,6 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
var/color_n = "#DD0000"
|
||||
if(colorC)
|
||||
color_n = colorC
|
||||
cable_color = color_n
|
||||
color = color_n
|
||||
|
||||
/obj/item/weapon/cable_coil/cut
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
/obj/item/weapon/gun/verb/toggle_firerate()
|
||||
set name = "Toggle Firerate"
|
||||
set category = "Object"
|
||||
|
||||
firerate = !firerate
|
||||
if (firerate == 0)
|
||||
|
||||
if (firerate)
|
||||
loc << "You will now continue firing when your target moves."
|
||||
else
|
||||
loc << "You will now only fire once, then lower your aim, when your target moves."
|
||||
|
||||
@@ -62,14 +62,15 @@
|
||||
var/datum/reagents/R = reagent_list[reagent_list.len]
|
||||
R.add_reagent(reagent, 30)
|
||||
|
||||
/obj/item/weapon/reagent_containers/borghypo/attack(mob/M as mob, mob/user as mob)
|
||||
/obj/item/weapon/reagent_containers/borghypo/attack(mob/living/M as mob, mob/user as mob)
|
||||
var/datum/reagents/R = reagent_list[mode]
|
||||
if(!R.total_volume)
|
||||
user << "\red The injector is empty."
|
||||
return
|
||||
if (!( istype(M, /mob) ))
|
||||
if (!(istype(M)))
|
||||
return
|
||||
if (R.total_volume)
|
||||
|
||||
if (R.total_volume && M.can_inject(user,1))
|
||||
user << "\blue You inject [M] with the injector."
|
||||
M << "\red You feel a tiny prick!"
|
||||
|
||||
|
||||
@@ -140,11 +140,23 @@
|
||||
return
|
||||
|
||||
if(ismob(target) && target != user)
|
||||
|
||||
var/time = 30 //Injecting through a hardsuit takes longer due to needing to find a port.
|
||||
|
||||
if(istype(target,/mob/living/carbon/human))
|
||||
|
||||
var/mob/living/carbon/human/H = target
|
||||
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
|
||||
if(H.wear_suit)
|
||||
if(istype(H.wear_suit,/obj/item/clothing/suit/space))
|
||||
time = 60
|
||||
else if(!H.can_inject(user, 1))
|
||||
return
|
||||
|
||||
else if(isliving(target))
|
||||
|
||||
var/mob/living/M = target
|
||||
if(!M.can_inject(user, 1))
|
||||
return
|
||||
|
||||
for(var/mob/O in viewers(world.view, user))
|
||||
if(time == 30)
|
||||
|
||||
@@ -93,9 +93,17 @@
|
||||
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
|
||||
msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a <b>syringegun</b> ([R]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
var/mob/living/T
|
||||
if(istype(M,/mob/living))
|
||||
T = M
|
||||
|
||||
M.visible_message("<span class='danger'>[M] is hit by the syringe!</span>")
|
||||
|
||||
if(T && istype(T) && T.can_inject())
|
||||
if(D.reagents)
|
||||
D.reagents.trans_to(M, 15)
|
||||
M.visible_message("<span class='danger'>[M] is hit by the syringe!</span>")
|
||||
else
|
||||
M.visible_message("<span class='danger'>The syringe bounces off [M]!</span>")
|
||||
|
||||
del(D)
|
||||
break
|
||||
|
||||
@@ -199,6 +199,7 @@ var/MAX_EXPLOSION_RANGE = 14
|
||||
#define MASKCOVERSMOUTH 2048 // on other items, these are just for mask/head
|
||||
#define HEADCOVERSMOUTH 2048
|
||||
|
||||
#define THICKMATERIAL 1024 //From /tg: prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body. (NOTE: flag shared with NOSLIP for shoes)
|
||||
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc
|
||||
|
||||
#define OPENCONTAINER 4096 // is an open container for chemistry purposes
|
||||
|
||||
Reference in New Issue
Block a user