Merge pull request #5760 from Zuhayr/dev

Dev
This commit is contained in:
Zuhayr
2014-07-25 23:01:10 +09:30
30 changed files with 1994 additions and 1948 deletions
+2 -1
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@@ -1161,7 +1161,8 @@
#include "code\modules\projectiles\guns\energy\stun.dm"
#include "code\modules\projectiles\guns\energy\temperature.dm"
#include "code\modules\projectiles\guns\projectile\automatic.dm"
#include "code\modules\projectiles\guns\projectile\bow.dm"
#include "code\modules\projectiles\guns\projectile\crossbow.dm"
#include "code\modules\projectiles\guns\projectile\launcher.dm"
#include "code\modules\projectiles\guns\projectile\pistol.dm"
#include "code\modules\projectiles\guns\projectile\pneumatic.dm"
#include "code\modules\projectiles\guns\projectile\revolver.dm"
+3 -1
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@@ -104,6 +104,8 @@ var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Al
for (var/language_name in all_languages)
var/datum/language/L = all_languages[language_name]
language_keys[":[lowertext(L.key)]"] = L
language_keys[".[lowertext(L.key)]"] = L
language_keys["#[lowertext(L.key)]"] = L
var/rkey = 0
paths = typesof(/datum/species)-/datum/species
@@ -128,4 +130,4 @@ var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Al
for(var/t in L)
. += " has: [t]\n"
world << .
*/
*/
+16
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@@ -232,6 +232,22 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
containername = "MULEbot Crate"
group = "Operations"
/datum/supply_packs/cargotrain
name = "Cargo Train Tug"
contains = list(/obj/vehicle/train/cargo/engine)
cost = 30
containertype = /obj/structure/largecrate
containername = "Cargo Train Tug Crate"
group = "Operations"
/datum/supply_packs/cargotrailer
name = "Cargo Train Trolley"
contains = list(/obj/vehicle/train/cargo/trolley)
cost = 20
containertype = /obj/structure/largecrate
containername = "Cargo Train Trolley Crate"
group = "Operations"
/datum/supply_packs/lisa
name = "Corgi Crate"
contains = list()
+3 -2
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@@ -85,7 +85,8 @@
crewmemberData["fire"] = round(H.getFireLoss(), 1)
crewmemberData["brute"] = round(H.getBruteLoss(), 1)
crewmemberData["name"] = (H.wear_id ? H.wear_id.name : "Unknown")
crewmemberData["area"] = get_area(H)
var/area/A = get_area(H)
crewmemberData["area"] = sanitize(A.name)
crewmemberData["x"] = pos.x
crewmemberData["y"] = pos.y
@@ -113,4 +114,4 @@
var/obj/item/clothing/under/C = H.w_uniform
if (C.has_sensor)
tracked |= C
return 1
return 1
+11 -8
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@@ -189,16 +189,19 @@
visible_message("<span class='info'>[usr] swipes a card through [src].</span>")
var/datum/money_account/CH = get_account(C.associated_account_number)
if (CH) // Only proceed if card contains proper account number.
if(CH.security_level != 0) //If card requires pin authentication (ie seclevel 1 or 2)
if(vendor_account)
var/attempt_pin = input("Enter pin code", "Vendor transaction") as num
var/datum/money_account/D = attempt_account_access(C.associated_account_number, attempt_pin, 2)
transfer_and_vend(D)
if(!CH.suspended)
if(CH.security_level != 0) //If card requires pin authentication (ie seclevel 1 or 2)
if(vendor_account)
var/attempt_pin = input("Enter pin code", "Vendor transaction") as num
var/datum/money_account/D = attempt_account_access(C.associated_account_number, attempt_pin, 2)
transfer_and_vend(D)
else
usr << "\icon[src]<span class='warning'>Unable to access account. Check security settings and try again.</span>"
else
usr << "\icon[src]<span class='warning'>Unable to access account. Check security settings and try again.</span>"
//Just Vend it.
transfer_and_vend(CH)
else
//Just Vend it.
transfer_and_vend(CH)
usr << "\icon[src]<span class='warning'>Connected account has been suspended.</span>"
else
usr << "\icon[src]<span class='warning'>Error: Unable to access your account. Please contact technical support if problem persists.</span>"
+1 -1
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@@ -18,7 +18,7 @@ var/global/vox_tick = 1
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
equip_to_slot_or_del(new /obj/item/device/chameleon(src), slot_l_store)
var/obj/item/weapon/spikethrower/W = new(src)
var/obj/item/weapon/gun/launcher/spikethrower/W = new(src)
equip_to_slot_or_del(W, slot_r_hand)
+13 -6
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@@ -175,9 +175,12 @@
var/attempt_account_num = input("Enter account number to pay EFTPOS charges into", "New account number") as num
var/attempt_pin = input("Enter pin code", "Account pin") as num
linked_account = attempt_account_access(attempt_account_num, attempt_pin, 1)
if(linked_account.suspended)
linked_account = null
usr << "\icon[src]<span class='warning'>Account has been suspended.</span>"
if(linked_account)
if(linked_account.suspended)
linked_account = null
usr << "\icon[src]<span class='warning'>Account has been suspended.</span>"
else
usr << "\icon[src]<span class='warning'>Account not found.</span>"
if("trans_purpose")
transaction_purpose = input("Enter reason for EFTPOS transaction", "Transaction purpose")
if("trans_value")
@@ -199,7 +202,7 @@
else if(linked_account)
transaction_locked = 1
else
usr << "\icon[src] <span class='warning'>No account connected to send transactions to.</span>"
usr << "\icon[src]<span class='warning'>No account connected to send transactions to.</span>"
if("scan_card")
if(linked_account)
var/obj/item/I = usr.get_active_hand()
@@ -228,8 +231,12 @@
if(transaction_locked && !transaction_paid)
if(linked_account)
if(!linked_account.suspended)
var/attempt_pin = input("Enter pin code", "EFTPOS transaction") as num
var/datum/money_account/D = attempt_account_access(C.associated_account_number, attempt_pin, 2)
var/attempt_pin = ""
var/datum/money_account/D = get_account(C.associated_account_number)
if(D.security_level)
attempt_pin = input("Enter pin code", "EFTPOS transaction") as num
D = null
D = attempt_account_access(C.associated_account_number, attempt_pin, 2)
if(D)
if(!D.suspended)
if(transaction_amount <= D.money)
+6 -1
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@@ -4,6 +4,11 @@
if(!client)
return
if(speaker && !speaker.client && istype(src,/mob/dead/observer) && client.prefs.toggles & CHAT_GHOSTEARS && !speaker in view(src))
//Does the speaker have a client? It's either random stuff that observers won't care about (Experiment 97B says, 'EHEHEHEHEHEHEHE')
//Or someone snoring. So we make it where they won't hear it.
return
if(sleeping || stat == 1)
hear_sleep(message)
return
@@ -50,7 +55,7 @@
src << "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear \him."
else
src << "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='[style]'>\"[message]\"</span></span></span>"
if (speech_sound)
if (speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
var/turf/source = speaker? get_turf(speaker) : get_turf(src)
src.playsound_local(source, speech_sound, sound_vol, 1)
@@ -237,9 +237,7 @@
msg += "</span>"
if(stat == UNCONSCIOUS)
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.\n"
else if(getBrainLoss() >= 60)
if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if(!key && brain_op_stage != 4 && stat != DEAD)
@@ -13,9 +13,11 @@
if(reagents.has_reagent("nuka_cola")) return -1
var/health_deficiency = (100 - health + halloss)
var/health_deficiency = (100 - health)
if(health_deficiency >= 40) tally += (health_deficiency / 25)
if(halloss >= 10) tally += (halloss / 10)
var/hungry = (500 - nutrition)/5 // So overeat would be 100 and default level would be 80
if (hungry >= 70) tally += hungry/50
+4 -4
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@@ -1815,13 +1815,13 @@
if("Ninja")
holder.icon_state = "hudninja"
if("head_loyalist")
holder.icon_state = "loyalist"
holder.icon_state = "hudloyalist"
if("loyalist")
holder.icon_state = "loyalist"
holder.icon_state = "hudloyalist"
if("head_mutineer")
holder.icon_state = "mutineer"
holder.icon_state = "hudmutineer"
if("mutineer")
holder.icon_state = "mutineer"
holder.icon_state = "hudmutineer"
hud_list[SPECIALROLE_HUD] = holder
hud_updateflag = 0
@@ -361,7 +361,7 @@ mob/living/simple_animal/borer/proc/detatch()
host.verbs -= /mob/living/carbon/proc/spawn_larvae
if(host_brain && host_brain.ckey)
if(host_brain)
// host -> self
var/h2s_id = host.computer_id
+13 -5
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@@ -328,17 +328,25 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
/proc/shake_camera(mob/M, duration, strength=1)
if(!M || !M.client || M.shakecamera)
if(!M || !M.client || M.shakecamera)
return
M.shakecamera = 1
spawn(1)
var/oldeye=M.client.eye
var/atom/oldeye=M.client.eye
var/aiEyeFlag = 0
if(istype(oldeye, /mob/aiEye))
aiEyeFlag = 1
var/x
M.shakecamera = 1
for(x=0; x<duration, x++)
M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
if(aiEyeFlag)
M.client.eye = locate(dd_range(1,oldeye.loc.x+rand(-strength,strength),world.maxx),dd_range(1,oldeye.loc.y+rand(-strength,strength),world.maxy),oldeye.loc.z)
else
M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
sleep(1)
M.shakecamera = 0
M.client.eye=oldeye
M.shakecamera = 0
/proc/findname(msg)
+16 -26
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@@ -96,35 +96,25 @@
return 0
/mob/proc/say_quote(var/text,var/datum/language/speaking)
/*
***Deprecated***
let this be handled at the hear_say or hear_radio proc
This is left in for robot speaking when humans gain binary channel access until I get around to rewriting
robot_talk() proc.
There is no language handling build into it however there is at the /mob level so we accept the call
for it but just ignore it.
*/
if(!text)
return "says, \"...\""; //not the best solution, but it will stop a large number of runtimes. The cause is somewhere in the Tcomms code
//tcomms code is still runtiming somewhere here
var/ending = copytext(text, length(text))
/mob/proc/say_quote(var/message, var/datum/language/speaking = null)
var/verb = "says"
var/ending = copytext(message, length(message))
if(ending=="!")
verb=pick("exclaims","shouts","yells")
else if(ending=="?")
verb="asks"
var/speech_verb = "says"
var/speech_style = "body"
return verb
if (speaking)
speech_verb = speaking.speech_verb
speech_style = speaking.colour
else if(speak_emote && speak_emote.len)
speech_verb = pick(speak_emote)
else if (src.stuttering)
speech_verb = "stammers"
else if (src.slurring)
speech_verb = "slurrs"
else if (ending == "?")
speech_verb = "asks"
else if (ending == "!")
speech_verb = "exclaims"
else if(isliving(src))
var/mob/living/L = src
if (L.getBrainLoss() >= 60)
speech_verb = "gibbers"
return "<span class='say_quote'>[speech_verb],</span> \"<span class='[speech_style]'>[text]</span>\""
/mob/proc/emote(var/act, var/type, var/message)
if(act == "me")
+1
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@@ -8,6 +8,7 @@
throw_speed = 3
throw_range = 7
pressure_resistance = 10
layer = OBJ_LAYER - 0.1
var/amount = 30 //How much paper is in the bin.
var/list/papers = new/list() //List of papers put in the bin for reference.
+1 -1
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@@ -218,7 +218,7 @@
//Point blank shooting if on harm intent or target we were targeting.
if(user.a_intent == "hurt")
user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
in_chamber.damage *= 1.3
if(istype(in_chamber)) in_chamber.damage *= 1.3
Fire(M,user)
return
else if(target && M in target)
+27 -78
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@@ -1,19 +1,5 @@
//Vox pinning weapon.
//Ammo.
/obj/item/weapon/spike
name = "alloy spike"
desc = "It's about a foot of weird silver metal with a wicked point."
sharp = 1
edge = 0
throwforce = 5
w_class = 2
icon = 'icons/obj/weapons.dmi'
icon_state = "metal-rod"
item_state = "bolt"
//Launcher.
/obj/item/weapon/spikethrower
/obj/item/weapon/gun/launcher/spikethrower
name = "Vox spike thrower"
desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
@@ -22,97 +8,60 @@
var/spike_gen_time = 100
var/max_spikes = 3
var/spikes = 3
var/obj/item/weapon/spike/spike
var/fire_force = 30
//Going to make an effort to get this compatible with the threat targetting system.
var/tmp/list/mob/living/target
var/tmp/mob/living/last_moved_mob
release_force = 30
icon = 'icons/obj/gun.dmi'
icon_state = "spikethrower3"
item_state = "spikethrower"
fire_sound_text = "a strange noise"
fire_sound = 'sound/weapons/bladeslice.ogg'
/obj/item/weapon/spikethrower/New()
/obj/item/weapon/gun/launcher/spikethrower/New()
..()
processing_objects.Add(src)
last_regen = world.time
/obj/item/weapon/spikethrower/Del()
/obj/item/weapon/gun/launcher/spikethrower/Del()
processing_objects.Remove(src)
..()
/obj/item/weapon/spikethrower/process()
/obj/item/weapon/gun/launcher/spikethrower/process()
if(spikes < max_spikes && world.time > last_regen + spike_gen_time)
spikes++
last_regen = world.time
update_icon()
/obj/item/weapon/spikethrower/examine()
/obj/item/weapon/gun/launcher/spikethrower/examine()
..()
usr << "It has [spikes] [spikes == 1 ? "spike" : "spikes"] remaining."
/obj/item/weapon/spikethrower/update_icon()
/obj/item/weapon/gun/launcher/spikethrower/update_icon()
icon_state = "spikethrower[spikes]"
/obj/item/weapon/spikethrower/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
if(flag) return
if(user && user.client && user.client.gun_mode && !(A in target))
//TODO: Make this compatible with targetting (prolly have to actually make it a gun subtype, ugh.)
//PreFire(A,user,params)
else
Fire(A,user,params)
/obj/item/weapon/spikethrower/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (M == user && user.zone_sel.selecting == "mouth")
M.visible_message("\red [user] attempts without success to fit [src] into their mouth.")
return
if (spikes > 0)
if(user.a_intent == "hurt")
user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
Fire(M,user)
return
else if(target && M in target)
Fire(M,user)
return
else
return ..()
/obj/item/weapon/spikethrower/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
add_fingerprint(user)
var/turf/curloc = get_turf(user)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return
/obj/item/weapon/gun/launcher/spikethrower/emp_act(severity)
return
/obj/item/weapon/gun/launcher/spikethrower/special_check(user)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species && H.species.name != "Vox")
user << "\red The weapon does not respond to you!"
return
else
user << "\red The weapon does not respond to you!"
return
if(H.species && H.species.name != "Vox" && H.species.name != "Vox Armalis")
user << "\red \The [src] does not respond to you!"
return 0
return 1
if(spikes <= 0)
user << "\red The weapon has nothing to fire!"
return
/obj/item/weapon/gun/launcher/spikethrower/update_release_force()
return
if(!spike)
spike = new(src) //Create a spike.
spike.add_fingerprint(user)
spikes--
/obj/item/weapon/gun/launcher/spikethrower/load_into_chamber()
if(in_chamber) return 1
if(spikes < 1) return 0
user.visible_message("\red [user] fires [src]!", "\red You fire [src]!")
spike.loc = get_turf(src)
spike.throw_at(target,10,fire_force,user)
spike = null
update_icon()
spikes--
in_chamber = new /obj/item/weapon/spike(src)
return 1
/obj/item/weapon/gun/launcher/spikethrower/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
if(..()) update_icon()
//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
/obj/item/weapon/gun/energy/noisecannon
@@ -1,3 +1,5 @@
//AMMUNITION
/obj/item/weapon/arrow
name = "bolt"
@@ -14,6 +16,17 @@
/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart.
return
/obj/item/weapon/spike
name = "alloy spike"
desc = "It's about a foot of weird silver metal with a wicked point."
sharp = 1
edge = 0
throwforce = 5
w_class = 2
icon = 'icons/obj/weapons.dmi'
icon_state = "metal-rod"
item_state = "bolt"
/obj/item/weapon/arrow/quill
name = "vox quill"
@@ -36,86 +49,50 @@
S.loc = get_turf(src)
src.Del()
/obj/item/weapon/crossbow
/obj/item/weapon/gun/launcher/crossbow
name = "powered crossbow"
desc = "A 2557AD twist on an old classic. Pick up that can."
icon = 'icons/obj/weapons.dmi'
icon_state = "crossbow"
item_state = "crossbow-solid"
w_class = 5.0
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT | SLOT_BACK
fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise.
ejectshell = 0 // No spent shells.
mouthshoot = 1 // No suiciding with this weapon, causes runtimes.
fire_sound_text = "a solid thunk"
fire_delay = 25
w_class = 3.0
var/tension = 0 // Current draw on the bow.
var/max_tension = 5 // Highest possible tension.
var/release_speed = 5 // Speed per unit of tension.
var/obj/item/weapon/cell/cell = null // Used for firing superheated rods.
var/current_user // Used to check if the crossbow has changed hands since being drawn.
var/tension = 0 // Current draw on the bow.
var/max_tension = 5 // Highest possible tension.
var/release_speed = 5 // Speed per unit of tension.
var/mob/living/current_user = null // Used to see if the person drawing the bow started drawing it.
var/obj/item/weapon/arrow = null // Nocked arrow.
var/obj/item/weapon/cell/cell = null // Used for firing special projectiles like rods.
/obj/item/weapon/gun/launcher/crossbow/emp_act(severity)
if(cell && severity)
cell.use(100*severity)
/obj/item/weapon/crossbow/attackby(obj/item/W as obj, mob/user as mob)
if(!arrow)
if (istype(W,/obj/item/weapon/arrow))
user.drop_item()
arrow = W
arrow.loc = src
user.visible_message("[user] slides [arrow] into [src].","You slide [arrow] into [src].")
icon_state = "crossbow-nocked"
return
else if(istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/R = W
R.use(1)
arrow = new /obj/item/weapon/arrow/rod(src)
arrow.fingerprintslast = src.fingerprintslast
arrow.loc = src
icon_state = "crossbow-nocked"
user.visible_message("[user] haphazardly jams [arrow] into [src].","You jam [arrow] into [src].")
if(cell)
if(cell.charge >= 500)
user << "<span class='notice'>[arrow] plinks and crackles as it begins to glow red-hot.</span>"
arrow.throwforce = 15
arrow.icon_state = "metal-rod-superheated"
cell.use(500)
return
/obj/item/weapon/gun/launcher/crossbow/special_check(user)
if(tension <= 0)
user << "\red \The [src] is not drawn back!"
return 0
return 1
if(istype(W, /obj/item/weapon/cell))
if(!cell)
user.drop_item()
W.loc = src
cell = W
user << "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>"
if(arrow)
if(istype(arrow,/obj/item/weapon/arrow/rod) && arrow.throwforce < 15 && cell.charge >= 500)
user << "<span class='notice'>[arrow] plinks and crackles as it begins to glow red-hot.</span>"
arrow.throwforce = 15
arrow.icon_state = "metal-rod-superheated"
cell.use(500)
else
user << "<span class='notice'>[src] already has a cell installed.</span>"
/obj/item/weapon/gun/launcher/crossbow/update_release_force()
release_force = tension*release_speed
else if(istype(W, /obj/item/weapon/screwdriver))
if(cell)
var/obj/item/C = cell
C.loc = get_turf(user)
cell = null
user << "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>"
else
user << "<span class='notice'>[src] doesn't have a cell installed.</span>"
/obj/item/weapon/gun/launcher/crossbow/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
else
..()
if(!..()) return //Only do this on a successful shot.
icon_state = "crossbow"
/obj/item/weapon/crossbow/attack_self(mob/living/user as mob)
/obj/item/weapon/gun/launcher/crossbow/attack_self(mob/living/user as mob)
if(tension)
if(arrow)
user.visible_message("[user] relaxes the tension on [src]'s string and removes [arrow].","You relax the tension on [src]'s string and remove [arrow].")
var/obj/item/weapon/arrow/A = arrow
A.loc = get_turf(src)
if(in_chamber && in_chamber.loc == src) //Just in case they click it the tick after firing.
user.visible_message("[user] relaxes the tension on [src]'s string and removes [in_chamber].","You relax the tension on [src]'s string and remove [in_chamber].")
in_chamber.loc = get_turf(src)
var/obj/item/weapon/arrow/A = in_chamber
in_chamber = null
A.removed(user)
arrow = null
else
user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
tension = 0
@@ -123,9 +100,9 @@
else
draw(user)
/obj/item/weapon/crossbow/proc/draw(var/mob/user as mob)
/obj/item/weapon/gun/launcher/crossbow/proc/draw(var/mob/user as mob)
if(!arrow)
if(!in_chamber)
user << "You don't have anything nocked to [src]."
return
@@ -133,14 +110,13 @@
return
current_user = user
user.visible_message("[user] begins to draw back the string of [src].","You begin to draw back the string of [src].")
tension = 1
spawn(25) increase_tension(user)
spawn(25) increase_tension(user) //TODO: This needs to be changed to something less shit.
/obj/item/weapon/crossbow/proc/increase_tension(var/mob/user as mob)
/obj/item/weapon/gun/launcher/crossbow/proc/increase_tension(var/mob/user as mob)
if(!arrow || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
if(!in_chamber || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
return
tension++
@@ -153,60 +129,62 @@
user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!")
spawn(25) increase_tension(user)
/obj/item/weapon/crossbow/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
/obj/item/weapon/gun/launcher/crossbow/attackby(obj/item/W as obj, mob/user as mob)
if(!in_chamber)
if (istype(W,/obj/item/weapon/arrow))
user.drop_item()
in_chamber = W
in_chamber.loc = src
user.visible_message("[user] slides [in_chamber] into [src].","You slide [in_chamber] into [src].")
icon_state = "crossbow-nocked"
return
else if(istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/R = W
R.use(1)
in_chamber = new /obj/item/weapon/arrow/rod(src)
in_chamber.fingerprintslast = src.fingerprintslast
in_chamber.loc = src
icon_state = "crossbow-nocked"
user.visible_message("[user] jams [in_chamber] into [src].","You jam [in_chamber] into [src].")
superheat_rod(user)
return
if (istype(target, /obj/item/weapon/storage/backpack ))
src.dropped()
return
if(istype(W, /obj/item/weapon/cell))
if(!cell)
user.drop_item()
W.loc = src
cell = W
user << "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>"
superheat_rod(user)
else
user << "<span class='notice'>[src] already has a cell installed.</span>"
else if (target.loc == user.loc)
return
else if(istype(W, /obj/item/weapon/screwdriver))
if(cell)
var/obj/item/C = cell
C.loc = get_turf(user)
user << "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>"
cell = null
else
user << "<span class='notice'>[src] doesn't have a cell installed.</span>"
else if (locate (/obj/structure/table, src.loc))
return
else if(target == user)
return
if(!tension)
user << "You haven't drawn back the bolt!"
return 0
if (!arrow)
user << "You have no arrow nocked to [src]!"
return 0
else
spawn(0) Fire(target,user,params)
..()
/obj/item/weapon/crossbow/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
/obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
add_fingerprint(user)
if(!user || !cell || !in_chamber) return
if(cell.charge < 500) return
if(in_chamber.throwforce >= 15) return
if(!istype(in_chamber,/obj/item/weapon/arrow/rod)) return
var/turf/curloc = get_turf(user)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return
user << "<span class='notice'>[in_chamber] plinks and crackles as it begins to glow red-hot.</span>"
in_chamber.throwforce = 15
in_chamber.icon_state = "metal-rod-superheated"
cell.use(500)
user.visible_message("<span class='danger'>[user] releases [src] and sends [arrow] streaking toward [target]!</span>","<span class='danger'>You release [src] and send [arrow] streaking toward [target]!</span>")
var/obj/item/weapon/arrow/A = arrow
A.loc = get_turf(user)
A.throw_at(target,10,tension*release_speed,user)
arrow = null
tension = 0
icon_state = "crossbow"
/obj/item/weapon/crossbow/dropped(mob/user)
if(arrow)
var/obj/item/weapon/arrow/A = arrow
A.loc = get_turf(src)
A.removed(user)
arrow = null
tension = 0
icon_state = "crossbow"
// Crossbow construction.
/obj/item/weapon/crossbowframe
name = "crossbow frame"
desc = "A half-finished crossbow."
@@ -283,7 +261,7 @@
else if(istype(W,/obj/item/weapon/screwdriver))
if(buildstate == 5)
user << "\blue You secure the crossbow's various parts."
new /obj/item/weapon/crossbow(get_turf(src))
new /obj/item/weapon/gun/launcher/crossbow(get_turf(src))
del(src)
return
else
@@ -0,0 +1,91 @@
/obj/item/weapon/gun/launcher
name = "launcher"
desc = "A device that launches things."
icon = 'icons/obj/weapons.dmi'
w_class = 5.0
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BACK
var/release_force = 0
var/fire_sound_text = "a launcher firing"
//Check if we're drawing and if the bow is loaded.
/obj/item/weapon/gun/launcher/load_into_chamber()
return (!isnull(in_chamber))
//This should not fit in a combat belt or holster.
/obj/item/weapon/gun/launcher/isHandgun()
return 0
//Launchers are mechanical, no other impact.
/obj/item/weapon/gun/launcher/emp_act(severity)
return
//This normally uses a proc on projectiles and our ammo is not strictly speaking a projectile.
/obj/item/weapon/gun/launcher/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
return
//Override this to avoid a runtime with suicide handling.
/obj/item/weapon/gun/launcher/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (M == user && user.zone_sel.selecting == "mouth")
user << "\red Shooting yourself with \a [src] is pretty tricky. You can't seem to manage it."
return
..()
/obj/item/weapon/gun/launcher/proc/update_release_force()
return 0
/obj/item/weapon/gun/launcher/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
if (!user.IsAdvancedToolUser())
user << "\red You don't have the dexterity to do this!"
return 0
add_fingerprint(user)
//Make sure target turfs both exist.
var/turf/curloc = get_turf(user)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return 0
if(!special_check(user))
return 0
if (!ready_to_fire())
if (world.time % 3) //to prevent spam
user << "<span class='warning'>[src] is not ready to fire again!"
return 0
if(!load_into_chamber()) //CHECK
return click_empty(user)
if(!in_chamber)
return 0
update_release_force()
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
"You hear [fire_sound_text]!")
in_chamber.loc = get_turf(user)
in_chamber.throw_at(target,10,release_force)
sleep(1)
in_chamber = null
update_icon()
if(user.hand)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
return 1
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
return
@@ -1,4 +1,4 @@
/obj/item/weapon/storage/pneumatic
/obj/item/weapon/gun/launcher/pneumatic
name = "pneumatic cannon"
desc = "A large gas-powered cannon."
icon = 'icons/obj/gun.dmi'
@@ -6,27 +6,28 @@
item_state = "pneumatic"
w_class = 5.0
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
max_w_class = 3
max_combined_w_class = 20
fire_sound_text = "a loud whoosh of moving air"
fire_delay = 50
fire_sound = 'sound/weapons/tablehit1.ogg'
var/fire_pressure // Used in fire checks/pressure checks.
var/max_w_class = 3 // Hopper intake size.
var/max_combined_w_class = 20 // Total internal storage size.
var/obj/item/weapon/tank/tank = null // Tank of gas for use in firing the cannon.
var/obj/item/weapon/storage/tank_container = new() // Something to hold the tank item so we don't accidentally fire it.
var/pressure_setting = 10 // Percentage of the gas in the tank used to fire the projectile.
var/possible_pressure_amounts = list(5,10,20,25,50) // Possible pressure settings.
var/minimum_tank_pressure = 10 // Minimum pressure to fire the gun.
var/cooldown = 0 // Whether or not we're cooling down.
var/cooldown_time = 50 // Time between shots.
var/force_divisor = 400 // Force equates to speed. Speed/5 equates to a damage multiplier for whoever you hit.
// For reference, a fully pressurized oxy tank at 50% gas release firing a health
// analyzer with a force_divisor of 10 hit with a damage multiplier of 3000+.
/obj/item/weapon/storage/pneumatic/New()
/obj/item/weapon/gun/launcher/pneumatic/New()
..()
tank_container.tag = "gas_tank_holder"
/obj/item/weapon/storage/pneumatic/verb/set_pressure() //set amount of tank pressure.
/obj/item/weapon/gun/launcher/pneumatic/verb/set_pressure() //set amount of tank pressure.
set name = "Set valve pressure"
set name = "Set Valve Pressure"
set category = "Object"
set src in range(0)
var/N = input("Percentage of tank used per shot:","[src]") as null|anything in possible_pressure_amounts
@@ -34,9 +35,9 @@
pressure_setting = N
usr << "You dial the pressure valve to [pressure_setting]%."
/obj/item/weapon/storage/pneumatic/verb/eject_tank() //Remove the tank.
/obj/item/weapon/gun/launcher/pneumatic/verb/eject_tank() //Remove the tank.
set name = "Eject tank"
set name = "Eject Tank"
set category = "Object"
set src in range(0)
@@ -50,7 +51,7 @@
else
usr << "There's no tank in [src]."
/obj/item/weapon/storage/pneumatic/attackby(obj/item/W as obj, mob/user as mob)
/obj/item/weapon/gun/launcher/pneumatic/attackby(obj/item/W as obj, mob/user as mob)
if(!tank && istype(W,/obj/item/weapon/tank))
user.drop_item()
tank = W
@@ -59,10 +60,43 @@
icon_state = "pneumatic-tank"
item_state = "pneumatic-tank"
user.update_icons()
else
..()
else if(W.w_class <= max_w_class)
/obj/item/weapon/storage/pneumatic/examine()
var/total_stored = 0
for(var/obj/item/O in src.contents)
total_stored += O.w_class
if(total_stored + W.w_class <= max_combined_w_class)
user.drop_item(W)
W.loc = src
user << "You shove [W] into the hopper."
else
user << "That won't fit into the hopper - it's full."
return
else
user << "That won't fit into the hopper."
/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
if(contents.len > 0)
var/obj/item/removing = contents[contents.len]
if(removing == in_chamber)
in_chamber = null
removing.loc = get_turf(src)
user.put_in_hands(removing)
user << "You remove [removing] from the hopper."
else
user << "There is nothing to remove in \the [src]."
return
/obj/item/weapon/gun/launcher/pneumatic/load_into_chamber()
if(!contents.len)
return 0
in_chamber = contents[1]
return !isnull(in_chamber)
/obj/item/weapon/gun/launcher/pneumatic/examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
@@ -72,76 +106,32 @@
else
usr << "Nothing is attached to the tank valve!"
/obj/item/weapon/storage/pneumatic/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
if (istype(target, /obj/item/weapon/storage/backpack ))
return
else if (target.loc == user.loc)
return
else if (locate (/obj/structure/table, src.loc))
return
else if(target == user)
return
if (length(contents) == 0)
user << "There's nothing in [src] to fire!"
return 0
else
spawn(0) Fire(target,user,params)
/obj/item/weapon/storage/pneumatic/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (length(contents) > 0)
if(user.a_intent == "hurt")
user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
Fire(M,user)
return
else
Fire(M,user)
return
/obj/item/weapon/storage/pneumatic/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
/obj/item/weapon/gun/launcher/pneumatic/special_check(user)
if (!tank)
user << "There is no gas tank in [src]!"
return 0
if (cooldown)
user << "The chamber hasn't built up enough pressure yet!"
return 0
add_fingerprint(user)
var/turf/curloc = get_turf(user)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return
var/fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
if (fire_pressure < minimum_tank_pressure)
user << "There isn't enough gas in the tank to fire [src]."
return 0
var/obj/item/object = contents[1]
var/speed = ((fire_pressure*tank.volume)/object.w_class)/force_divisor //projectile speed.
if(speed>80) speed = 80 //damage cap.
return 1
user.visible_message("<span class='danger'>[user] fires [src] and launches [object] at [target]!</span>","<span class='danger'>You fire [src] and launch [object] at [target]!</span>")
/obj/item/weapon/gun/launcher/pneumatic/update_release_force()
if(!in_chamber) return
release_force = ((fire_pressure*tank.volume)/in_chamber.w_class)/force_divisor //projectile speed.
if(release_force >80) release_force = 80 //damage cap.
src.remove_from_storage(object,user.loc)
object.throw_at(target,10,speed,user)
/obj/item/weapon/gun/launcher/pneumatic/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
if(!tank || !..()) return //Only do this on a successful shot.
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
user.loc.assume_air(removed)
cooldown = 1
spawn(cooldown_time)
cooldown = 0
user << "[src]'s gauge informs you it's ready to be fired again."
//Constructable pneumatic cannon.
/obj/item/weapon/cannonframe
@@ -215,7 +205,7 @@
if(!src || !T.isOn()) return
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "\blue You weld the valve into place."
new /obj/item/weapon/storage/pneumatic(get_turf(src))
new /obj/item/weapon/gun/launcher/pneumatic(get_turf(src))
del(src)
return
else
+1 -1
View File
@@ -145,7 +145,7 @@
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "chem_dispenser.tmpl", ui_title, 380, 650)
ui = new(user, src, ui_key, "chem_dispenser.tmpl", ui_title, 390, 655)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
// open the new ui window
@@ -123,7 +123,7 @@
reagents.add_reagent(refill, trans)
user << "Cyborg [src] refilled."
return
return ..()
/* examine()
set src in view()
+11 -12
View File
@@ -1,8 +1,8 @@
/obj/vehicle/train/cargo/engine
name = "cargo train tug"
desc = "A ridable electric car designed for pulling cargo trolleys."
icon = 'icons/obj/aibots.dmi'
icon_state = "mulebot1" //mulebot icons until I get some proper icons
icon = 'icons/obj/vehicles.dmi'
icon_state = "cargo_engine"
on = 0
powered = 1
locked = 0
@@ -10,7 +10,7 @@
standing_mob = 1
load_item_visible = 1
load_offset_x = 0
load_offset_y = 9
load_offset_y = 8
var/car_limit = 3 //how many cars an engine can pull before performance degrades
active_engines = 1
@@ -25,8 +25,8 @@
/obj/vehicle/train/cargo/trolley
name = "cargo train trolley"
icon = 'icons/obj/aibots.dmi'
icon_state = "mulebot0"
icon = 'icons/obj/vehicles.dmi'
icon_state = "cargo_trailer"
anchored = 0
passenger_allowed = 0
locked = 0
@@ -34,7 +34,7 @@
standing_mob = 1
load_item_visible = 1
load_offset_x = 0
load_offset_y = 9
load_offset_y = 5
//-------------------------------------------
// Standard procs
@@ -76,14 +76,10 @@
/obj/vehicle/train/cargo/update_icon()
if(open)
icon_state = "mulebot-hatch"
icon_state = initial(icon_state) + "_open"
else
icon_state = initial(icon_state)
/obj/vehicle/train/cargo/engine/Emag(mob/user as mob)
..()
flick("mulebot-emagged", src)
/obj/vehicle/train/cargo/trolley/insert_cell(var/obj/item/weapon/cell/C, var/mob/living/carbon/human/H)
return
@@ -248,7 +244,10 @@
if(!istype(C,/obj/machinery) && !istype(C,/obj/structure/closet) && !istype(C,/obj/structure/largecrate) && !istype(C,/obj/structure/reagent_dispensers) && !istype(C,/obj/structure/ore_box) && !ismob(C))
return 0
return ..()
..()
if(istype(load, /mob/living/carbon/human))
load.pixel_y += 4
/obj/vehicle/train/cargo/engine/load(var/atom/movable/C)
if(!ismob(C))
+2 -2
View File
@@ -80,7 +80,7 @@
return 1
/obj/vehicle/train/MouseDrop_T(var/atom/movable/C, mob/user as mob)
if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr) || !user.Adjacent(C))
if(user.buckled || user.stat || user.restrained() || !Adjacent(user) || !user.Adjacent(C))
return
if(istype(C,/obj/vehicle/train))
latch(C, user)
@@ -97,7 +97,7 @@
contents -= user
else if(load)
unload(user) //unload if loaded
else if(!load)
else if(!load && !user.buckled)
load(user) //else try climbing on board
else
return 0
+2
View File
@@ -157,6 +157,8 @@
/obj/vehicle/attack_ai(mob/user as mob)
return
/obj/vehicle/proc/handle_rotation()
return
//-------------------------------------------
// Vehicle procs
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+1608 -1605
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+1 -1
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@@ -42,7 +42,7 @@ Used In File(s): \code\game\objects\items\devices\PDA\PDA.dm
ID:
</div>
<div class="itemContent">
{{:helper.link(data.idLink, 'eject', {'choice' : "Authenticate"}, data.idInserted ? null : 'disabled', data.idInserted ? 'fixedLeftWidest' : 'fixedLeft')}}
{{:helper.link(data.idLink, 'eject', {'choice' : "Authenticate"}, data.idInserted ? null : 'disabled', data.idInserted ? 'floatright' : 'fixedLeft')}}
</div>
</div>
<br>