Items are now assumed to be conductive, rather than the opposite

This commit is contained in:
Neerti
2019-03-28 21:45:38 -04:00
committed by Novacat
parent 5ca397fb43
commit 30b967e28a
89 changed files with 765 additions and 867 deletions
-1
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@@ -3,7 +3,6 @@
desc = "A small electronic device that should never exist."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
flags = CONDUCT
w_class = ITEMSIZE_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 100)
throwforce = 2
+2 -2
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
item_state = "assembly"
flags = CONDUCT | PROXMOVE
flags = PROXMOVE
throwforce = 5
w_class = ITEMSIZE_SMALL
throw_speed = 3
@@ -233,7 +233,7 @@
tmr.time=5
tmr.secured = 1
tmr.holder = src
START_PROCESSING(SSobj, tmr)
START_PROCESSING(SSobj, tmr)
a_left = tmr
a_right = ign
secured = 1
-1
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@@ -6,7 +6,6 @@
var/obj/item/device/radio/electropack/part2 = null
var/status = 0
w_class = ITEMSIZE_HUGE
flags = CONDUCT
/obj/item/assembly/shock_kit/Destroy()
qdel(part1)
@@ -52,7 +52,6 @@
name = "cyborg suit"
desc = "Suit for a cyborg costume."
icon_state = "death"
flags = CONDUCT
fire_resist = T0C+5200
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "Swipe your ID card to make purchases electronically."
icon = 'icons/obj/device.dmi'
icon_state = "retail_idle"
flags = NOBLUDGEON|CONDUCT
flags = NOBLUDGEON
slot_flags = SLOT_BELT
req_access = list(access_heads)
w_class = ITEMSIZE_SMALL
+1 -1
View File
@@ -100,7 +100,7 @@
amount_per_transfer_from_this = 20
possible_transfer_amounts = null
volume = 150
flags = CONDUCT | OPENCONTAINER
flags = OPENCONTAINER
/obj/item/weapon/reagent_containers/food/drinks/golden_cup/on_reagent_change()
..()
@@ -12,7 +12,6 @@
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
icon_state = "wirer-wire"
item_state = "wirer"
flags = CONDUCT
w_class = ITEMSIZE_SMALL
var/datum/integrated_io/selected_io = null
var/mode = WIRE
@@ -110,7 +109,6 @@
settings to specific circuits, or for debugging purposes. It can also pulse activation pins."
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
icon_state = "debugger"
flags = CONDUCT
w_class = 2
var/data_to_write = null
var/accepting_refs = 0
+2 -2
View File
@@ -37,8 +37,8 @@
if(apply_colour)
color = material.icon_colour
if(material.conductive)
flags |= CONDUCT
if(!material.conductive)
flags |= NOCONDUCT
matter = material.get_matter()
update_strings()
-1
View File
@@ -4,7 +4,6 @@
icon = 'icons/obj/items.dmi'
name = "Coin"
icon_state = "coin"
flags = CONDUCT
force = 0.0
throwforce = 0.0
w_class = ITEMSIZE_TINY
-2
View File
@@ -13,7 +13,6 @@
name = "mining drill"
desc = "The most basic of mining drills, for short excavations and small mineral extractions."
icon = 'icons/obj/items.dmi'
flags = CONDUCT
slot_flags = SLOT_BELT
force = 15.0
throwforce = 4.0
@@ -112,7 +111,6 @@
desc = "A large tool for digging and moving dirt."
icon = 'icons/obj/items.dmi'
icon_state = "shovel"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8.0
throwforce = 4.0
-1
View File
@@ -4,7 +4,6 @@
icon = 'icons/obj/storage.dmi'
name = "Money bag"
icon_state = "moneybag"
flags = CONDUCT
force = 10.0
throwforce = 2.0
w_class = ITEMSIZE_LARGE
@@ -6,7 +6,6 @@
icon_state = "robotanalyzer"
item_state = "analyzer"
desc = "A hand-held scanner able to diagnose robotic injuries."
flags = CONDUCT
slot_flags = SLOT_BELT
throwforce = 3
w_class = ITEMSIZE_SMALL
@@ -19,7 +19,6 @@ var/global/list/robot_modules = list(
icon_state = "std_module"
w_class = ITEMSIZE_NO_CONTAINER
item_state = "std_mod"
flags = CONDUCT
var/hide_on_manifest = 0
var/channels = list()
var/networks = list()
-1
View File
@@ -124,7 +124,6 @@ var/global/photo_count = 0
icon_state = "camera"
item_state = "camera"
w_class = ITEMSIZE_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
matter = list(DEFAULT_WALL_MATERIAL = 2000)
var/pictures_max = 10
@@ -191,7 +191,6 @@ proc/cardinalrange(var/center)
icon_state = "box"
item_state = "electronic"
w_class = ITEMSIZE_LARGE
flags = CONDUCT
throwforce = 5
throw_speed = 1
throw_range = 2
+1 -3
View File
@@ -238,7 +238,7 @@ var/list/possible_cable_coil_colours = list(
shock(user, 5, 0.2)
else
if (W.flags & CONDUCT)
if(!(W.flags & NOCONDUCT))
shock(user, 50, 0.7)
src.add_fingerprint(user)
@@ -511,7 +511,6 @@ obj/structure/cable/proc/cableColor(var/colorC)
throw_speed = 2
throw_range = 5
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "coil"
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
@@ -932,7 +931,6 @@ obj/structure/cable/proc/cableColor(var/colorC)
throw_speed = 2
throw_range = 5
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
flags = CONDUCT
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
stacktype = null
+2 -2
View File
@@ -471,7 +471,7 @@
if(M == user)
continue
M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
if(on && (W.flags & CONDUCT))
if(on && !(W.flags & NOCONDUCT))
//if(!user.mutations & COLD_RESISTANCE)
if (prob(12))
electrocute_mob(user, get_area(src), src, 0.3)
@@ -509,7 +509,7 @@
return
user << "You stick \the [W] into the light socket!"
if(has_power() && (W.flags & CONDUCT))
if(has_power() && !(W.flags & NOCONDUCT))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
-2
View File
@@ -3,7 +3,6 @@
desc = "A bullet casing."
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 1
w_class = ITEMSIZE_TINY
@@ -66,7 +65,6 @@
desc = "A magazine for some kind of gun."
icon_state = ".357"
icon = 'icons/obj/ammo.dmi'
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "syringe_kit"
matter = list(DEFAULT_WALL_MATERIAL = 500)
-1
View File
@@ -38,7 +38,6 @@
)
icon_state = "detective"
item_state = "gun"
flags = CONDUCT
slot_flags = SLOT_BELT|SLOT_HOLSTER
matter = list(DEFAULT_WALL_MATERIAL = 2000)
w_class = ITEMSIZE_NORMAL
@@ -7,7 +7,6 @@
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
w_class = ITEMSIZE_LARGE
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
projectile_type = /obj/item/projectile/ion
@@ -127,7 +126,11 @@
icon = 'icons/obj/gun.dmi'
item_icons = null
icon_state = "staffofchange"
<<<<<<< HEAD
fire_sound = 'sound/weapons/emitter.ogg'
flags = CONDUCT
=======
>>>>>>> f093ebd... Merge pull request #5987 from Anewbe/shock_grilles
slot_flags = SLOT_BACK
w_class = ITEMSIZE_LARGE
charge_cost = 480
@@ -2,7 +2,6 @@
name = "launcher"
desc = "A device that launches things."
w_class = ITEMSIZE_HUGE
flags = CONDUCT
slot_flags = SLOT_BACK
var/release_force = 0
@@ -5,7 +5,6 @@
item_state = "pneumatic"
slot_flags = SLOT_BELT
w_class = ITEMSIZE_HUGE
flags = CONDUCT
fire_sound_text = "a loud whoosh of moving air"
fire_delay = 50
fire_sound = 'sound/weapons/grenade_launcher.ogg' // Formerly tablehit1.ogg but I like this better -Ace
@@ -7,7 +7,6 @@
throw_speed = 2
throw_range = 10
force = 5.0
flags = CONDUCT
slot_flags = 0
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
fire_sound = 'sound/weapons/rpg.ogg'
@@ -5,7 +5,6 @@
icon_state = "syringe-cartridge"
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375)
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 3
force = 3
@@ -6,7 +6,6 @@
max_shells = 4
w_class = ITEMSIZE_LARGE
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
caliber = "12g"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
@@ -41,14 +40,14 @@
loaded -= AC //Remove casing from loaded list.
chambered = AC
if(animated_pump)//This affects all bolt action and shotguns.
if(animated_pump)//This affects all bolt action and shotguns.
flick("[icon_state]-cycling", src)//This plays any pumping
update_icon()
/obj/item/weapon/gun/projectile/shotgun/pump/update_icon()//This adds empty sprite capability for shotguns.
..()
if(!empty_sprite)//Just a dirty check
if(!empty_sprite)//Just a dirty check
return
if((loaded.len) || (chambered))
icon_state = "[icon_state]"
@@ -80,7 +79,6 @@
max_shells = 2
w_class = ITEMSIZE_LARGE
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
caliber = "12g"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1)
@@ -326,7 +326,6 @@
w_class = ITEMSIZE_SMALL
item_state = "electronic"
flags = CONDUCT
slot_flags = SLOT_BELT
proc/openwindow(mob/user as mob)
-1
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@@ -20,7 +20,6 @@
// var/maxshieldload = 200
var/obj/structure/cable/attached // the attached cable
var/storedpower = 0
flags = CONDUCT
//There have to be at least two posts, so these are effectively doubled
var/power_draw = 30000 //30 kW. How much power is drawn from powernet. Increase this to allow the generator to sustain longer shields, at the cost of more power draw.
var/max_stored_power = 50000 //50 kW
-1
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@@ -6,7 +6,6 @@
icon_state = "health"
w_class = ITEMSIZE_SMALL
item_state = "electronic"
flags = CONDUCT
/obj/item/device/antibody_scanner/attack(mob/M as mob, mob/user as mob)
if(!istype(M,/mob/living/carbon/))