Merge pull request #8635 from Zuhayr/dev-freeze

Dev freeze
This commit is contained in:
Zuhayr
2015-03-27 16:49:46 +10:30
20 changed files with 612 additions and 579 deletions
+2 -2
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@@ -308,8 +308,8 @@ Turf and target are seperate in case you want to teleport some distance from a t
var/newname
for(var/i=1,i<=3,i++) //we get 3 attempts to pick a suitable name.
newname = input(src,"You are a [role]. Would you like to change your name to something else?", "Name change",oldname) as text
if((world.time-time_passed)>300)
newname = input(src,"You are \a [role]. Would you like to change your name to something else?", "Name change",oldname) as text
if((world.time-time_passed)>3000)
return //took too long
newname = reject_bad_name(newname,allow_numbers) //returns null if the name doesn't meet some basic requirements. Tidies up a few other things like bad-characters.
+2 -2
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@@ -69,7 +69,7 @@ var/global/list/additional_antag_types = list()
new/datum/uplink_item(/obj/item/ammo_magazine/a357, 2, ".357", "RA"),
new/datum/uplink_item(/obj/item/ammo_magazine/mc9mm, 2, "9mm", "R9"),
new/datum/uplink_item(/obj/item/ammo_magazine/chemdart, 2, "Darts", "AD"),
new/datum/uplink_item(/obj/item/weapon/storage/box/sniperammo, 4, "14.5mm", "SA")
new/datum/uplink_item(/obj/item/weapon/storage/box/sniperammo, 2, "14.5mm", "SA")
),
"Highly Visible and Dangerous Weapons" = list(
new/datum/uplink_item(/obj/item/weapon/storage/box/emps, 3, "5 EMP Grenades", "EM"),
@@ -80,7 +80,7 @@ var/global/list/additional_antag_types = list()
new/datum/uplink_item(/obj/item/mecha_parts/mecha_equipment/weapon/energy/riggedlaser, 6, "Exosuit Rigged Laser", "RL"),
new/datum/uplink_item(/obj/item/weapon/gun/projectile/revolver, 6, "Revolver", "RE"),
new/datum/uplink_item(/obj/item/weapon/storage/box/syndicate, 10, "Mercenary Bundle", "BU"),
new/datum/uplink_item(/obj/item/weapon/gun/projectile/heavysniper, 12, "PTRS Rifle", "BU")
new/datum/uplink_item(/obj/item/weapon/gun/projectile/heavysniper, 12, "Anti-materiel Rifle", "AMR")
),
"Stealthy and Inconspicuous Weapons" = list(
new/datum/uplink_item(/obj/item/weapon/soap/syndie, 1, "Subversive Soap", "SP"),
+7 -1
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@@ -332,6 +332,12 @@
hidden = 1
category = "Arms and Ammunition"
/datum/autolathe/recipe/magazine_arifle
name = "ammunition (7.62mm)"
path = /obj/item/ammo_magazine/c762
hidden = 1
category = "Arms and Ammunition"
/datum/autolathe/recipe/magazine_smg
name = "ammunition (9mm top mounted)"
path = /obj/item/ammo_magazine/mc9mmt
@@ -339,7 +345,7 @@
category = "Arms and Ammunition"
/datum/autolathe/recipe/magazine_carbine
name = "ammunition (5.56)"
name = "ammunition (5.56mm)"
path = /obj/item/ammo_magazine/a556
hidden = 1
category = "Arms and Ammunition"
+4
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@@ -68,5 +68,9 @@
name = "\improper \"LiquidFood\" ration"
icon_state = "liquidfood"
/obj/item/trash/tastybread
name = "bread tube"
icon_state = "tastybread"
/obj/item/trash/attack(mob/M as mob, mob/living/user as mob)
return
+1 -1
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@@ -721,7 +721,7 @@
else
//Want this to be roughly independant of the number of modules, meaning that X emp hits will disable Y% of the suit's modules on average.
//that way people designing hardsuits don't have to worry (as much) about how adding that extra module will affect emp resiliance by 'soaking' hits for other modules
chance = max(0, damage - emp_protection)*min(installed_modules.len/15, 1)
chance = 2*max(0, damage - emp_protection)*min(installed_modules.len/15, 1)
if(!prob(chance))
return
@@ -39,9 +39,9 @@
flags_inv = HIDEJUMPSUIT|HIDETAIL
flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
slowdown = 0
//will reach 10 breach damage after 18 laser carbine blasts, or 7 revolver hits. Completely immune to smg hits.
breach_threshold = 28
resilience = 0.05
//will reach 10 breach damage after 25 laser carbine blasts, 3 revolver hits, or ~1 PTR hit. Completely immune to smg or sts hits.
breach_threshold = 38
resilience = 0.2
can_breach = 1
sprite_sheets = list("Tajara" = 'icons/mob/species/tajaran/suit.dmi',"Unathi" = 'icons/mob/species/unathi/suit.dmi')
supporting_limbs = list()
@@ -20,7 +20,6 @@
/obj/item/clothing/suit/space/rig/light
name = "suit"
breach_threshold = 18 //comparable to voidsuits
resilience = 0.2
/obj/item/clothing/gloves/rig/light
name = "gloves"
@@ -82,8 +81,7 @@
..()
/obj/item/clothing/suit/space/rig/light/ninja
breach_threshold = 28 //comparable to regular hardsuits
resilience = 0.05
breach_threshold = 38 //comparable to regular hardsuits
/obj/item/weapon/rig/light/stealth
name = "stealth suit control module"
+1 -1
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@@ -234,7 +234,7 @@
src.updatehealth()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_organ_damage(var/brute, var/burn)
/mob/living/proc/take_organ_damage(var/brute, var/burn, var/emp=0)
if(status_flags & GODMODE) return 0 //godmode
adjustBruteLoss(brute)
adjustFireLoss(burn)
@@ -5,6 +5,7 @@
icon_state = "repairbot"
maxHealth = 35
health = 35
cell_emp_mult = 1
universal_speak = 0
universal_understand = 1
gender = NEUTER
@@ -11,7 +11,7 @@
if(bruteloss<0) bruteloss = 0
if(fireloss<0) fireloss = 0
/mob/living/silicon/robot/drone/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = 0)
/mob/living/silicon/robot/drone/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/emp = 0)
take_overall_damage(brute,burn)
/mob/living/silicon/robot/drone/heal_organ_damage(var/brute, var/burn)
@@ -45,6 +45,8 @@
var/obj/item/weapon/cell/cell = null
var/obj/machinery/camera/camera = null
var/cell_emp_mult = 2
// Components are basically robot organs.
var/list/components = list()
@@ -62,7 +62,7 @@
var/datum/robot_component/picked = pick(parts)
picked.heal_damage(brute,burn)
/mob/living/silicon/robot/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/edge = 0)
/mob/living/silicon/robot/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/edge = 0, var/emp = 0)
var/list/components = get_damageable_components()
if(!components.len)
return
@@ -84,10 +84,11 @@
burn -= absorb_burn
src << "\red Your shield absorbs some of the impact!"
var/datum/robot_component/armour/A = get_armour()
if(A)
A.take_damage(brute,burn,sharp,edge)
return
if(!emp)
var/datum/robot_component/armour/A = get_armour()
if(A)
A.take_damage(brute,burn,sharp,edge)
return
var/datum/robot_component/C = pick(components)
C.take_damage(brute,burn,sharp,edge)
+2 -2
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@@ -49,10 +49,10 @@
/mob/living/silicon/emp_act(severity)
switch(severity)
if(1)
src.take_organ_damage(20)
src.take_organ_damage(0,20,emp=1)
Stun(rand(5,10))
if(2)
src.take_organ_damage(10)
src.take_organ_damage(0,10,emp=1)
Stun(rand(1,5))
flick("noise", src:flash)
src << "\red <B>*BZZZT*</B>"
+5
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@@ -128,6 +128,11 @@
rigged = 1 //broken batterys are dangerous
/obj/item/weapon/cell/emp_act(severity)
//remove this once emp changes on dev are merged in
if(isrobot(loc))
var/mob/living/silicon/robot/R = loc
severity *= R.cell_emp_mult
charge -= maxcharge / severity
if (charge < 0)
charge = 0
@@ -6,6 +6,7 @@
icon_state = "T38"
caliber = "357"
ammo_type = /obj/item/ammo_casing/a357
matter = list("metal" = 1260)
max_ammo = 7
multiple_sprites = 1
@@ -13,6 +14,7 @@
name = "speed loader (.38)"
icon_state = "38"
caliber = "38"
matter = list("metal" = 360)
ammo_type = /obj/item/ammo_casing/c38
max_ammo = 6
multiple_sprites = 1
@@ -26,6 +28,7 @@
icon_state = "45"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/c45
matter = list("metal" = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".45"
max_ammo = 7
multiple_sprites = 1
@@ -46,6 +49,7 @@
icon_state = "9x19p"
origin_tech = "combat=2"
mag_type = MAGAZINE
matter = list("metal" = 600)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/c9mm
max_ammo = 10
@@ -61,6 +65,7 @@
name = "ammunition Box (9mm)"
icon_state = "9mm"
origin_tech = "combat=2"
matter = list("metal" = 1800)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/c9mm
max_ammo = 30
@@ -73,6 +78,7 @@
icon_state = "9mmt"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/c9mm
matter = list("metal" = 1200)
caliber = "9mm"
max_ammo = 20
multiple_sprites = 1
@@ -89,6 +95,7 @@
icon_state = "9mm"
origin_tech = "combat=2"
caliber = ".45"
matter = list("metal" = 2250)
ammo_type = /obj/item/ammo_casing/c45
max_ammo = 30
@@ -101,6 +108,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = "12mm"
matter = list("metal" = 1500)
ammo_type = "/obj/item/ammo_casing/a12mm"
max_ammo = 20
multiple_sprites = 1
@@ -114,6 +122,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = "a556"
matter = list("metal" = 1800)
ammo_type = /obj/item/ammo_casing/a556
max_ammo = 10
multiple_sprites = 1
@@ -127,6 +136,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = ".50"
matter = list("metal" = 1260)
ammo_type = /obj/item/ammo_casing/a50
max_ammo = 7
multiple_sprites = 1
@@ -152,6 +162,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = "a762"
matter = list("metal" = 4500)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 50
multiple_sprites = 1
@@ -164,6 +175,7 @@
icon_state = "c762"
mag_type = MAGAZINE
caliber = "a762"
matter = list("metal" = 1800)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 20
multiple_sprites = 1
@@ -66,28 +66,28 @@
icon_state = "slshell"
caliber = "shotgun"
projectile_type = /obj/item/projectile/bullet/shotgun
matter = list("metal" = 12500)
matter = list("metal" = 360)
/obj/item/ammo_casing/shotgun/pellet
name = "shotgun shell"
desc = "A 12 gauge shell."
icon_state = "gshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun
matter = list("metal" = 12500)
matter = list("metal" = 360)
/obj/item/ammo_casing/shotgun/blank
name = "shotgun shell"
desc = "A blank shell."
icon_state = "blshell"
projectile_type = /obj/item/projectile/bullet/blank
matter = list("metal" = 250)
matter = list("metal" = 90)
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag shell"
desc = "A beanbag shell."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
matter = list("metal" = 500)
matter = list("metal" = 180)
//Can stun in one hit if aimed at the head, but
//is blocked by clothing that stops tasers and is vulnerable to EMP
@@ -97,7 +97,7 @@
icon_state = "stunshell"
spent_icon = "stunshell-spent"
projectile_type = /obj/item/projectile/energy/electrode/stunshot
matter = list("metal" = 1250, "glass" = 1250)
matter = list("metal" = 360, "glass" = 720)
/obj/item/ammo_casing/shotgun/stunshell/emp_act(severity)
if(prob(100/severity)) BB = null
@@ -109,7 +109,7 @@
desc = "A chemical shell used to signal distress or provide illumination."
icon_state = "fshell"
projectile_type = /obj/item/projectile/energy/flash/flare
matter = list("metal" = 250, "glass" = 250)
matter = list("metal" = 90, "glass" = 90)
/obj/item/ammo_casing/a762
desc = "A 7.62mm bullet casing."
@@ -123,6 +123,7 @@
spent_icon = "lcasing-spent"
caliber = "14.5mm"
projectile_type = /obj/item/projectile/bullet/rifle/a145
matter = list("metal" = 1250)
/obj/item/ammo_casing/a556
desc = "A 5.56mm bullet casing."
@@ -1,5 +1,5 @@
/obj/item/weapon/gun/projectile/heavysniper
name = "\improper PTRS-7 rifle"
name = "\improper PTR-7 rifle"
desc = "A portable anti-armour rifle fitted with a scope. Originally designed to used against armoured exosuits, it is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
icon_state = "heavysniper"
item_state = "l6closednomag" //placeholder
@@ -3018,14 +3018,15 @@
/obj/item/weapon/reagent_containers/food/snacks/tastybread
name = "Bread Tube"
desc = "Chewy...and surprisingly tasty."
name = "bread tube"
desc = "Bread in a tube. Chewy...and surprisingly tasty."
icon_state = "tastybread"
trash = /obj/item/trash/tastybread
filling_color = "#A66829"
New()
..()
reagents.add_reagent("nutriment", 12)
reagents.add_reagent("nutriment", 6)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/skrellsnacks
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