Merge branch 'master' into mirror-38933

This commit is contained in:
kevinz000
2018-07-14 15:26:49 -07:00
committed by GitHub
1555 changed files with 162517 additions and 36374 deletions

View File

@@ -7,11 +7,6 @@
caliber = "shotgun"
projectile_type = /obj/item/projectile/bullet/shotgun_slug
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/tengauge
name = "10g shotgun slug"
desc = "A 10 gauge lead slug."
projectile_type = /obj/item/projectile/bullet/shotgun_slug/tengauge
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag slug"
@@ -118,7 +113,7 @@
/obj/item/ammo_casing/shotgun/dart/noreact
name = "cryostasis shotgun dart"
desc = "A dart for use in shotguns, using similar technolgoy as cryostatis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
desc = "A dart for use in shotguns, using similar technology as cryostatis beakers to keep internal reagents from reacting. Can be injected with up to 10 units of any chemical."
icon_state = "cnrshell"
reagent_amount = 10
reagent_react = FALSE

View File

@@ -7,8 +7,8 @@
var/obj/item/gun/energy/gravity_gun/gun
/obj/item/ammo_casing/energy/gravityrepulse/Initialize(mapload, obj/item/gun/energy/gravity_gun/G)
. = ..()
gun = G
. = ..()
/obj/item/ammo_casing/energy/gravityattract
projectile_type = /obj/item/projectile/gravityattract
@@ -20,8 +20,8 @@
/obj/item/ammo_casing/energy/gravityattract/Initialize(mapload, obj/item/gun/energy/gravity_gun/G)
. = ..()
gun = G
. = ..()
/obj/item/ammo_casing/energy/gravitychaos
projectile_type = /obj/item/projectile/gravitychaos
@@ -32,5 +32,5 @@
var/obj/item/gun/energy/gravity_gun/gun
/obj/item/ammo_casing/energy/gravitychaos/Initialize(mapload, obj/item/gun/energy/gravity_gun/G)
. = ..()
gun = G
. = ..()

View File

@@ -131,4 +131,8 @@
var/turf_mag = get_turf(src)
for(var/obj/item/ammo in stored_ammo)
ammo.forceMove(turf_mag)
stored_ammo -= ammo
stored_ammo -= ammo
/obj/item/ammo_box/magazine/handle_atom_del(atom/A)
stored_ammo -= A
update_icon()

View File

@@ -19,7 +19,7 @@
icon_state = "46x30mmtA-[round(ammo_count(),4)]"
/obj/item/ammo_box/magazine/wt550m9/wtic
name = "wt550 magazine (Incindiary 4.6x30mm)"
name = "wt550 magazine (Incendiary 4.6x30mm)"
icon_state = "46x30mmtI-20"
ammo_type = /obj/item/ammo_casing/c46x30mm/inc
@@ -54,7 +54,7 @@
ammo_type = /obj/item/ammo_casing/c9mm/ap
/obj/item/ammo_box/magazine/smgm9mm/fire
name = "SMG Magazine (Incindiary 9mm)"
name = "SMG Magazine (Incendiary 9mm)"
ammo_type = /obj/item/ammo_casing/c9mm/inc
/obj/item/ammo_box/magazine/smgm45

View File

@@ -1,6 +1,7 @@
/obj/item/ammo_box/magazine/internal
desc = "Oh god, this shouldn't be here"
flags_1 = CONDUCT_1|ABSTRACT_1
flags_1 = CONDUCT_1
item_flags = ABSTRACT
//internals magazines are accessible, so replace spent ammo if full when trying to put a live one in
/obj/item/ammo_box/magazine/internal/give_round(obj/item/ammo_casing/R)

View File

@@ -5,13 +5,13 @@
max_ammo = 6
/obj/item/ammo_box/magazine/internal/cylinder/rev762
name = "nagant revolver cylinder"
name = "\improper Nagant revolver cylinder"
ammo_type = /obj/item/ammo_casing/n762
caliber = "n762"
max_ammo = 7
/obj/item/ammo_box/magazine/internal/cylinder/rus357
name = "russian revolver cylinder"
name = "\improper Russian revolver cylinder"
ammo_type = /obj/item/ammo_casing/a357
caliber = "357"
max_ammo = 6

View File

@@ -127,9 +127,10 @@
user.visible_message("<span class='danger'>[user] fires [src]!</span>", null, null, COMBAT_MESSAGE_RANGE)
/obj/item/gun/emp_act(severity)
for(var/obj/O in contents)
O.emp_act(severity)
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
for(var/obj/O in contents)
O.emp_act(severity)
/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
if(firing_burst)
@@ -347,7 +348,7 @@
var/state = "bayonet" //Generic state.
if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
state = bayonet.icon_state
var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
knife_overlay = mutable_appearance(bayonet_icons, state)
knife_overlay.pixel_x = knife_x_offset
knife_overlay.pixel_y = knife_y_offset
@@ -527,3 +528,8 @@
if(zoomable)
azoom = new()
azoom.gun = src
/obj/item/gun/handle_atom_del(atom/A)
if(A == chambered)
chambered = null
update_icon()

View File

@@ -27,7 +27,7 @@
can_suppress = FALSE
/obj/item/gun/ballistic/automatic/pistol/deagle
name = "desert eagle"
name = "\improper Desert Eagle"
desc = "A robust .50 AE handgun."
icon_state = "deagle"
force = 14
@@ -44,7 +44,7 @@
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
/obj/item/gun/ballistic/automatic/pistol/deagle/gold
desc = "A gold plated desert eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
desc = "A gold plated Desert Eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
icon_state = "deagleg"
item_state = "deagleg"
@@ -55,7 +55,7 @@
/obj/item/gun/ballistic/automatic/pistol/APS
name = "stechkin APS pistol"
desc = "The original russian version of a widely used Syndicate sidearm. Uses 9mm ammo."
desc = "The original Russian version of a widely used Syndicate sidearm. Uses 9mm ammo."
icon_state = "aps"
w_class = WEIGHT_CLASS_SMALL
mag_type = /obj/item/ammo_box/magazine/pistolm9mm

View File

@@ -151,7 +151,7 @@
pin = /obj/item/firing_pin
/obj/item/gun/ballistic/revolver/nagant
name = "nagant revolver"
name = "\improper Nagant revolver"
desc = "An old model of revolver that originated in Russia. Able to be suppressed. Uses 7.62x38mmR ammo."
icon_state = "nagant"
can_suppress = TRUE
@@ -163,7 +163,7 @@
// You can spin the chamber to randomize the position of the bullet.
/obj/item/gun/ballistic/revolver/russian
name = "\improper russian revolver"
name = "\improper Russian revolver"
desc = "A Russian-made revolver for drinking games. Uses .357 ammo, and has a mechanism requiring you to spin the chamber before each trigger pull."
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rus357
var/spun = FALSE
@@ -233,7 +233,7 @@
user.visible_message("<span class='danger'>[user.name] fires [src] at [user.p_their()] head!</span>", "<span class='userdanger'>You fire [src] at your head!</span>", "<span class='italics'>You hear a gunshot!</span>")
/obj/item/gun/ballistic/revolver/russian/soul
name = "cursed russian revolver"
name = "cursed Russian revolver"
desc = "To play with this revolver requires wagering your very soul."
/obj/item/gun/ballistic/revolver/russian/soul/shoot_self(mob/living/user)

View File

@@ -151,7 +151,8 @@
item_state = "arcane_barrage"
can_bayonet = FALSE
flags_1 = DROPDEL_1
item_flags = NEEDS_PERMIT | DROPDEL
flags_1 = NONE
mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage

View File

@@ -22,10 +22,12 @@
var/dead_cell = FALSE //set to true so the gun is given an empty cell
/obj/item/gun/energy/emp_act(severity)
cell.use(round(cell.charge / severity))
chambered = null //we empty the chamber
recharge_newshot() //and try to charge a new shot
update_icon()
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
cell.use(round(cell.charge / severity))
chambered = null //we empty the chamber
recharge_newshot() //and try to charge a new shot
update_icon()
/obj/item/gun/energy/get_cell()
return cell
@@ -128,6 +130,8 @@
return
/obj/item/gun/energy/update_icon(force_update)
if(QDELETED(src))
return
..()
if(!automatic_charge_overlays)
return
@@ -164,8 +168,8 @@
/obj/item/gun/energy/ui_action_click()
toggle_gunlight()
/obj/item/gun/energy/suicide_act(mob/user)
if (can_shoot() && can_trigger_gun(user))
/obj/item/gun/energy/suicide_act(mob/living/user)
if (istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD))
user.visible_message("<span class='suicide'>[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!</span>")
sleep(25)
if(user.is_holding(src))
@@ -179,7 +183,7 @@
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
return(OXYLOSS)
else
user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brains out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
user.visible_message("<span class='suicide'>[user] is pretending to melt [user.p_their()] face off with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
playsound(src, "gun_dry_fire", 30, 1)
return (OXYLOSS)

View File

@@ -127,7 +127,9 @@
to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
/obj/item/gun/energy/e_gun/nuclear/emp_act(severity)
..()
. = ..()
if(. & EMP_PROTECT_SELF)
return
fail_chance = min(fail_chance + round(15/severity), 100)
/obj/item/gun/energy/e_gun/nuclear/update_icon()

View File

@@ -101,8 +101,8 @@
transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
/obj/item/gun/energy/xray
name = "x-ray laser gun"
desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials."
name = "\improper X-ray laser gun"
desc = "A high-power laser gun capable of expelling concentrated X-ray blasts that pass through multiple soft targets and heavier materials."
icon_state = "xray"
item_state = null
ammo_type = list(/obj/item/ammo_casing/energy/xray)

View File

@@ -21,7 +21,7 @@
. = ..()
GLOB.poi_list += src
var/turf/T = get_turf(src)
var/msg = "A pulse rifle prize has been created at [ADMIN_COORDJMP(T)]"
var/msg = "A pulse rifle prize has been created at [ADMIN_VERBOSEJMP(T)]"
message_admins(msg)
log_game(msg)

View File

@@ -96,6 +96,10 @@
charges--
..()
/obj/item/gun/magic/wand/resurrection/debug //for testing
name = "debug wand of healing"
max_charges = 500
/////////////////////////////////////
//WAND OF POLYMORPH
/////////////////////////////////////

View File

@@ -10,7 +10,7 @@
/obj/item/gun/energy/beam_rifle
name = "particle acceleration rifle"
desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targetted by one. \
desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targeted by one. \
<span class='boldnotice'>Hold down left click while scoped to aim, when weapon is fully aimed (Tracer goes from red to green as it charges), release to fire. Moving while aiming or \
changing where you're pointing at while aiming will delay the aiming process depending on how much you changed.</span>"
icon = 'icons/obj/guns/energy.dmi'
@@ -195,6 +195,9 @@
return ..()
/obj/item/gun/energy/beam_rifle/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
chambered = null
recharge_newshot()
@@ -510,8 +513,6 @@
return 0.4
if(istype(target, /obj/structure/window))
return 0.5
if(istype(target, /obj/structure/blob)) //CIT CHANGE - Blobs are getting ggnore'd too hard and people need to GIT GUD
return 0.2
return 1
/obj/item/projectile/beam/beam_rifle/proc/handle_impact(atom/target)

View File

@@ -11,8 +11,21 @@
clumsy_check = FALSE
randomspread = FALSE
var/hugbox = TRUE
var/max_power = INFINITY
var/reaction_volume_mod = 0
var/reaction_cycles = 3 //How many times gases react() before calculation. Very finnicky value, do not mess with without good reason.
var/prereaction = TRUE
var/bombcheck = TRUE
var/debug_power = 0
var/obj/item/transfer_valve/bomb
/obj/item/gun/blastcannon/debug
debug_power = 80
bombcheck = FALSE
/obj/item/gun/blastcannon/Initialize()
. = ..()
if(!pin)
@@ -56,38 +69,45 @@
return TRUE
return ..()
//returns the third value of a bomb blast
/obj/item/gun/blastcannon/proc/calculate_bomb()
if(!istype(bomb) || !istype(bomb.tank_one) || !istype(bomb.tank_two))
return 0
var/datum/gas_mixture/temp = new(60) //directional buff.
temp.merge(bomb.tank_one.air_contents.remove_ratio(1))
temp.merge(bomb.tank_two.air_contents.remove_ratio(2))
for(var/i in 1 to 6)
var/datum/gas_mixture/temp = new(max(reaction_volume_mod, 0))
bomb.merge_gases(temp)
if(prereaction)
temp.react(src)
var/prereaction_pressure = temp.return_pressure()
if(prereaction_pressure < TANK_FRAGMENT_PRESSURE)
return 0
for(var/i in 1 to reaction_cycles)
temp.react(src)
var/pressure = temp.return_pressure()
qdel(temp)
if(pressure < TANK_FRAGMENT_PRESSURE)
return 0
return (pressure / TANK_FRAGMENT_SCALE)
return ((pressure - TANK_FRAGMENT_PRESSURE) / TANK_FRAGMENT_SCALE)
/obj/item/gun/blastcannon/afterattack(atom/target, mob/user, flag, params)
if((!bomb) || (!target) || (get_dist(get_turf(target), get_turf(user)) <= 2))
if((!bomb && bombcheck) || (!target) || (get_dist(get_turf(target), get_turf(user)) <= 2))
return ..()
var/power = calculate_bomb()
var/power = bomb? calculate_bomb() : debug_power
power = min(power, max_power)
QDEL_NULL(bomb)
update_icon()
var/heavy = power * 0.2
var/heavy = power * 0.25
var/medium = power * 0.5
var/light = power
user.visible_message("<span class='danger'>[user] opens [bomb] on [user.p_their()] [name] and fires a blast wave at [target]!</span>","<span class='danger'>You open [bomb] on your [name] and fire a blast wave at [target]!</span>")
playsound(user, "explosion", 100, 1)
var/turf/starting = get_turf(user)
var/turf/targturf = get_turf(target)
var/log_str = "Blast wave fired from [ADMIN_COORDJMP(starting)] ([get_area_name(user, TRUE)]) at [ADMIN_COORDJMP(targturf)] ([target.name]) by [user.name]([user.ckey]) with power [heavy]/[medium]/[light]."
var/log_str = "Blast wave fired from [ADMIN_VERBOSEJMP(starting)] ([get_area_name(user, TRUE)]) at [ADMIN_VERBOSEJMP(targturf)] ([target.name]) by [user.name]([user.ckey]) with power [heavy]/[medium]/[light]."
message_admins(log_str)
log_game(log_str)
var/obj/item/projectile/blastwave/BW = new(loc, heavy, medium, light)
BW.preparePixelProjectile(target, get_turf(target), user, params, 0)
BW.hugbox = hugbox
BW.preparePixelProjectile(target, get_turf(src), params, 0)
BW.fire()
/obj/item/projectile/blastwave
@@ -99,6 +119,7 @@
var/heavyr = 0
var/mediumr = 0
var/lightr = 0
var/hugbox = TRUE
range = 150
/obj/item/projectile/blastwave/Initialize(mapload, _h, _m, _l)
@@ -110,14 +131,25 @@
/obj/item/projectile/blastwave/Range()
..()
var/amount_destruction = EXPLODE_NONE
var/wallbreak_chance = 0
if(heavyr)
amount_destruction = EXPLODE_DEVASTATE
wallbreak_chance = 99
else if(mediumr)
amount_destruction = EXPLODE_HEAVY
wallbreak_chance = 66
else if(lightr)
amount_destruction = EXPLODE_LIGHT
wallbreak_chance = 33
if(amount_destruction)
loc.ex_act(amount_destruction)
if(hugbox)
loc.contents_explosion(EXPLODE_HEAVY, loc)
if(istype(loc, /turf/closed/wall))
var/turf/closed/wall/W = loc
if(prob(wallbreak_chance))
W.dismantle_wall(TRUE, TRUE)
else
loc.ex_act(amount_destruction)
else
qdel(src)

View File

@@ -44,8 +44,8 @@
grenades -= F
F.forceMove(user.loc)
F.throw_at(target, 30, 2, user)
message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
message_admins("[ADMIN_LOOKUPFLW(user)] fired a grenade ([F.name]) from a grenade launcher ([src]) from [AREACOORD(user)] at [target] [AREACOORD(target)].")
log_game("[key_name(user)] fired a grenade ([F.name]) with a grenade launcher ([src]) from [AREACOORD(user)] at [target] [AREACOORD(target)].")
F.active = 1
F.icon_state = initial(F.icon_state) + "_active"
playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)

View File

@@ -147,7 +147,7 @@
// DNA-keyed pin.
// When you want to keep your toys for youself.
// When you want to keep your toys for yourself.
/obj/item/firing_pin/dna
name = "DNA-keyed firing pin"
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."

View File

@@ -8,7 +8,7 @@
icon_state = "bullet"
density = FALSE
anchored = TRUE
flags_1 = ABSTRACT_1
item_flags = ABSTRACT
pass_flags = PASSTABLE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
hitsound = 'sound/weapons/pierce.ogg'
@@ -36,10 +36,6 @@
var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location!
var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
<<<<<<< ours
var/pixel_speed = 33 //pixels per move - DO NOT FUCK WITH THIS UNLESS YOU ABSOLUTELY KNOW WHAT YOU ARE DOING OR UNEXPECTED THINGS /WILL/ HAPPEN!
=======
>>>>>>> theirs
var/Angle = 0
var/original_angle = 0 //Angle at firing
var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
@@ -370,7 +366,7 @@
fired = TRUE
if(hitscan)
process_hitscan()
if(!isprocessing)
if(!(datum_flags & DF_ISPROCESSING))
START_PROCESSING(SSprojectiles, src)
pixel_move(1, FALSE) //move it now!

View File

@@ -51,7 +51,7 @@
damage = 5
/obj/item/projectile/beam/xray
name = "xray beam"
name = "\improper X-ray beam"
icon_state = "xray"
damage = 15
irradiate = 30
@@ -90,7 +90,7 @@
/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = FALSE)
. = ..()
if(isturf(target) || istype(target, /obj/structure/))
if (!QDELETED(target) && (isturf(target) || istype(target, /obj/structure/)))
target.ex_act(EXPLODE_HEAVY)
/obj/item/projectile/beam/pulse/shotgun

View File

@@ -14,4 +14,4 @@
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
location.hotspot_expose(700, 5, 1)

View File

@@ -2,10 +2,6 @@
name = "12g shotgun slug"
damage = 60
/obj/item/projectile/bullet/shotgun_slug/tengauge
name = "10g shotgun slug"
damage = 72.5
/obj/item/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
damage = 5

View File

@@ -23,4 +23,4 @@
/obj/item/projectile/bullet/incendiary/c46x30mm
name = "4.6x30mm incendiary bullet"
damage = 10
fire_stacks = 1
fire_stacks = 1

View File

@@ -1,98 +1,98 @@
/obj/item/projectile/energy/net
name = "energy netting"
icon_state = "e_netting"
damage = 10
damage_type = STAMINA
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/net/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/energy/net/on_hit(atom/target, blocked = FALSE)
if(isliving(target))
var/turf/Tloc = get_turf(target)
if(!locate(/obj/effect/nettingportal) in Tloc)
new /obj/effect/nettingportal(Tloc)
..()
/obj/item/projectile/energy/net/on_range()
do_sparks(1, TRUE, src)
..()
/obj/effect/nettingportal
name = "DRAGnet teleportation field"
desc = "A field of bluespace energy, locking on to teleport a target."
icon = 'icons/effects/effects.dmi'
icon_state = "dragnetfield"
light_range = 3
anchored = TRUE
/obj/effect/nettingportal/Initialize()
. = ..()
var/obj/item/beacon/teletarget = null
for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
if(com.target)
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
teletarget = com.target
addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
/obj/effect/nettingportal/proc/pop(teletarget)
if(teletarget)
for(var/mob/living/L in get_turf(src))
do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
else
for(var/mob/living/L in get_turf(src))
do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
qdel(src)
/obj/effect/nettingportal/singularity_act()
return
/obj/effect/nettingportal/singularity_pull()
return
/obj/item/projectile/energy/trap
name = "energy snare"
icon_state = "e_snare"
nodamage = 1
knockdown = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 4
/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
new/obj/item/restraints/legcuffs/beartrap/energy(get_turf(loc))
else if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
B.Crossed(target)
..()
/obj/item/projectile/energy/trap/on_range()
new /obj/item/restraints/legcuffs/beartrap/energy(loc)
..()
/obj/item/projectile/energy/trap/cyborg
name = "Energy Bola"
icon_state = "e_snare"
nodamage = 1
knockdown = 0
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100)
do_sparks(1, TRUE, src)
qdel(src)
if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
B.Crossed(target)
QDEL_IN(src, 10)
..()
/obj/item/projectile/energy/trap/cyborg/on_range()
do_sparks(1, TRUE, src)
qdel(src)
/obj/item/projectile/energy/net
name = "energy netting"
icon_state = "e_netting"
damage = 10
damage_type = STAMINA
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/net/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/energy/net/on_hit(atom/target, blocked = FALSE)
if(isliving(target))
var/turf/Tloc = get_turf(target)
if(!locate(/obj/effect/nettingportal) in Tloc)
new /obj/effect/nettingportal(Tloc)
..()
/obj/item/projectile/energy/net/on_range()
do_sparks(1, TRUE, src)
..()
/obj/effect/nettingportal
name = "DRAGnet teleportation field"
desc = "A field of bluespace energy, locking on to teleport a target."
icon = 'icons/effects/effects.dmi'
icon_state = "dragnetfield"
light_range = 3
anchored = TRUE
/obj/effect/nettingportal/Initialize()
. = ..()
var/obj/item/beacon/teletarget = null
for(var/obj/machinery/computer/teleporter/com in GLOB.machines)
if(com.target)
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
teletarget = com.target
addtimer(CALLBACK(src, .proc/pop, teletarget), 30)
/obj/effect/nettingportal/proc/pop(teletarget)
if(teletarget)
for(var/mob/living/L in get_turf(src))
do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
else
for(var/mob/living/L in get_turf(src))
do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
qdel(src)
/obj/effect/nettingportal/singularity_act()
return
/obj/effect/nettingportal/singularity_pull()
return
/obj/item/projectile/energy/trap
name = "energy snare"
icon_state = "e_snare"
nodamage = 1
knockdown = 20
hitsound = 'sound/weapons/taserhit.ogg'
range = 4
/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
new/obj/item/restraints/legcuffs/beartrap/energy(get_turf(loc))
else if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy(get_turf(target))
B.Crossed(target)
..()
/obj/item/projectile/energy/trap/on_range()
new /obj/item/restraints/legcuffs/beartrap/energy(loc)
..()
/obj/item/projectile/energy/trap/cyborg
name = "Energy Bola"
icon_state = "e_snare"
nodamage = 1
knockdown = 0
hitsound = 'sound/weapons/taserhit.ogg'
range = 10
/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = FALSE)
if(!ismob(target) || blocked >= 100)
do_sparks(1, TRUE, src)
qdel(src)
if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
B.Crossed(target)
QDEL_IN(src, 10)
..()
/obj/item/projectile/energy/trap/cyborg/on_range()
do_sparks(1, TRUE, src)
qdel(src)

View File

@@ -18,7 +18,7 @@
do_sparks(1, TRUE, src)
else if(iscarbon(target))
var/mob/living/carbon/C = target
C.SendSignal(COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "tased", /datum/mood_event/tased)
if(C.dna && C.dna.check_mutation(HULK))
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else if((C.status_flags & CANKNOCKDOWN) && !C.has_trait(TRAIT_STUNIMMUNE))

View File

@@ -3,12 +3,20 @@
icon_state = "tesla_projectile"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
var/chain
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
var/zap_range = 3
var/power = 10000
/obj/item/projectile/energy/tesla/fire(setAngle)
if(firer)
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
..()
/obj/item/projectile/energy/tesla/on_hit(atom/target)
. = ..()
tesla_zap(target, zap_range, power, tesla_flags)
qdel(src)
/obj/item/projectile/energy/tesla/Destroy()
qdel(chain)
return ..()
@@ -16,16 +24,6 @@
/obj/item/projectile/energy/tesla/revolver
name = "energy orb"
/obj/item/projectile/energy/tesla/revolver/on_hit(atom/target)
. = ..()
if(isliving(target))
tesla_zap(target, 3, 10000)
qdel(src)
/obj/item/projectile/energy/tesla/cannon
name = "tesla orb"
/obj/item/projectile/energy/tesla/cannon/on_hit(atom/target)
. = ..()
tesla_zap(target, 3, 10000, explosive = FALSE, stun_mobs = FALSE)
qdel(src)
power = 20000

View File

@@ -231,7 +231,6 @@
if(!new_mob)
return
new_mob.grant_language(/datum/language/common)
new_mob.logging = M.logging
// Some forms can still wear some items
for(var/obj/item/W in contents)
@@ -360,7 +359,7 @@
var/tesla_power = 20000
var/tesla_range = 15
var/tesla_boom = FALSE
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_MOB_STUN | TESLA_OBJ_DAMAGE
var/chain
var/mob/living/caster
@@ -377,7 +376,7 @@
visible_message("<span class='warning'>[src] fizzles on contact with [target]!</span>")
qdel(src)
return
tesla_zap(src, tesla_range, tesla_power, tesla_boom)
tesla_zap(src, tesla_range, tesla_power, tesla_flags)
qdel(src)
/obj/item/projectile/magic/aoe/lightning/Destroy()

View File

@@ -7,12 +7,11 @@
flag = "energy"
var/temperature = 100
/obj/item/projectile/temp/on_hit(atom/target, blocked = FALSE)//These two could likely check temp protection on the mob
..()
/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)
. = ..()
if(isliving(target))
var/mob/M = target
M.bodytemperature = temperature
return TRUE
var/mob/living/L = target
L.adjust_bodytemperature(((100-blocked)/100)*(temperature - L.bodytemperature)) // the new body temperature is adjusted by 100-blocked % of the delta between body temperature and the bullet's effect temperature
/obj/item/projectile/temp/hot
name = "heat beam"