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https://github.com/VOREStation/VOREStation.git
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Merge pull request #9864 from Zuhayr/dev-freeze
Fixes, comments out radiation and fire for objects.
This commit is contained in:
@@ -8,6 +8,7 @@
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use_power = 1
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idle_power_usage = 2
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active_power_usage = 4
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anchored = 1
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var/lit = 0
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var/id = null
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var/on_icon = "sign_on"
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@@ -62,8 +62,8 @@ var/global/list/ashtray_cache = list()
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cig.transfer_fingerprints_to(butt)
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qdel(cig)
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W = butt
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spawn(1)
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TemperatureAct(150)
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//spawn(1)
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// TemperatureAct(150)
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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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@@ -17,6 +17,7 @@
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var/thrown_force_divisor = 0.5
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var/default_material = DEFAULT_WALL_MATERIAL
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var/material/material
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var/drops_debris = 1
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/obj/item/weapon/material/New(var/newloc, var/material_key)
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..(newloc)
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@@ -70,33 +71,37 @@
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health--
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check_health()
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/obj/item/weapon/material/proc/check_health()
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/obj/item/weapon/material/proc/check_health(var/consumed)
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if(health<=0)
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shatter()
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shatter(consumed)
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/obj/item/weapon/material/proc/shatter()
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/obj/item/weapon/material/proc/shatter(var/consumed)
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var/turf/T = get_turf(src)
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T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
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if(istype(loc, /mob/living))
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var/mob/living/M = loc
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M.drop_from_inventory(src)
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playsound(src, "shatter", 70, 1)
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material.place_shard(T)
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if(!consumed && drops_debris) material.place_shard(T)
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qdel(src)
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/*
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Commenting this out pending rebalancing of radiation based on small objects.
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/obj/item/weapon/material/process()
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if(!material.radioactivity)
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return
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for(var/mob/living/L in range(1,src))
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L.apply_effect(round(material.radioactivity/3),IRRADIATE,0)
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L.apply_effect(round(material.radioactivity/30),IRRADIATE,0)
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*/
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/*
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// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
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/obj/item/weapon/material/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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TemperatureAct(exposed_temperature)
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// This might need adjustment. Will work that out later.
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/obj/item/weapon/material/proc/TemperatureAct(temperature)
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health -= material.combustion_effect(get_turf(src), temperature, 0.1)
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check_health()
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check_health(1)
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/obj/item/weapon/material/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/weldingtool))
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@@ -104,4 +109,5 @@
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if(material.ignition_point && WT.remove_fuel(0, user))
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TemperatureAct(150)
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else
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return ..()
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return ..()
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*/
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@@ -14,6 +14,7 @@
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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default_material = "glass"
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unbreakable = 1 //It's already broken.
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drops_debris = 0
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/obj/item/weapon/material/shard/suicide_act(mob/user)
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viewers(user) << pick("\red <b>[user] is slitting \his wrists with \the [src]! It looks like \he's trying to commit suicide.</b>", \
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@@ -20,20 +20,20 @@
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/obj/item/weapon/beartrap/attack_self(mob/user as mob)
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..()
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if(deployed && can_use(user))
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if(!deployed && can_use(user))
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user.visible_message(
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"<span class='danger'>[user] starts to deploy \the [src].</span>",
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"<span class='danger'>You begin deploying \the [src]!</span>",
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"<span class='danger'>[user] starts to deploy \the [src].</span>",
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"<span class='danger'>You begin deploying \the [src]!</span>",
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"You hear the slow creaking of a spring."
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)
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if (do_after(user, 60))
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user.visible_message(
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"<span class='danger'>[user] has deployed \the [src].</span>",
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"<span class='danger'>[user] has deployed \the [src].</span>",
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"<span class='danger'>You have deployed \the [src]!</span>",
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"You hear a latch click loudly."
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)
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deployed = 1
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user.drop_from_inventory(src)
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update_icon()
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@@ -42,7 +42,7 @@
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/obj/item/weapon/beartrap/attack_hand(mob/user as mob)
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if(buckled_mob && can_use(user))
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user.visible_message(
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"<span class='notice'>[user] begins freeing [buckled_mob] from \the [src].</span>",
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"<span class='notice'>[user] begins freeing [buckled_mob] from \the [src].</span>",
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"<span class='notice'>You carefully begin to free [buckled_mob] from \the [src].</span>",
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)
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if(do_after(user, 60))
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@@ -51,13 +51,13 @@
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anchored = 0
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else if(deployed && can_use(user))
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user.visible_message(
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"<span class='danger'>[user] starts to disarm \the [src].</span>",
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"<span class='danger'>[user] starts to disarm \the [src].</span>",
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"<span class='notice'>You begin disarming \the [src]!</span>",
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"You hear a latch click followed by the slow creaking of a spring."
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)
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if(do_after(user, 60))
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user.visible_message(
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"<span class='danger'>[user] has disarmed \the [src].</span>",
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"<span class='danger'>[user] has disarmed \the [src].</span>",
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"<span class='notice'>You have disarmed \the [src]!</span>"
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)
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deployed = 0
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@@ -86,15 +86,18 @@
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//trap the victim in place
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if(!blocked)
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set_dir(L.dir)
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can_buckle = 1
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buckle_mob(L)
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L << "<span class='danger'>The steel jaws of \the [src] bite into you, trapping you in place!</span>"
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deployed = 0
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can_buckle = initial(can_buckle)
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/obj/item/weapon/beartrap/Crossed(AM as mob|obj)
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if(isliving(AM))
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if(deployed && isliving(AM))
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var/mob/living/L = AM
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if(L.m_intent == "run")
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L.visible_message(
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"<span class='danger'>[L] steps on \the [src].</span>",
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"<span class='danger'>[L] steps on \the [src].</span>",
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"<span class='danger'>You step on \the [src]!</span>",
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"<b>You hear a loud metallic snap!</b>"
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)
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@@ -6,6 +6,7 @@
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icon_state = "aiupload"
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density = 1
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req_one_access = list(access_hop, access_captain, access_cent_captain)
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anchored = 1
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var/receipt_num
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var/machine_id = ""
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var/obj/item/weapon/card/id/held_card
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@@ -257,6 +257,8 @@ var/list/name_to_material
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stack_origin_tech = "phorontech=2;materials=2"
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door_icon_base = "stone"
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/*
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// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
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/material/phoron/combustion_effect(var/turf/T, var/temperature, var/effect_multiplier)
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if(isnull(ignition_point))
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return 0
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@@ -270,6 +272,7 @@ var/list/name_to_material
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spawn (0)
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target_tile.hotspot_expose(temperature, 400)
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return round(totalPhoron/100)
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*/
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/material/stone
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name = "sandstone"
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