Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-08 10:38:01 +00:00
parent ad80137505
commit 62e28c2abf
148 changed files with 6638 additions and 8653 deletions

View File

@@ -31,24 +31,29 @@
// use power from a cell
/obj/item/weapon/cell/proc/use(var/amount)
charge = max(0, charge-amount)
if(rigged && amount > 0)
explode()
return 0
if(charge < amount) return 0
charge = (charge - amount)
return 1
// recharge the cell
/obj/item/weapon/cell/proc/give(var/amount)
if(rigged && amount > 0)
explode()
return 0
if(maxcharge < amount) return 0
var/power_used = min(maxcharge-charge,amount)
if(crit_fail)
power_used = 0
else if(prob(reliability))
charge += power_used
else
if(crit_fail) return 0
if(!prob(reliability))
minor_fault++
if(prob(minor_fault))
crit_fail = 1
power_used = 0
if(rigged && amount > 0)
explode()
return 0
charge += power_used
return power_used

View File

@@ -175,13 +175,7 @@ field_generator power level display
if(Proj.flag != "bullet")
power += Proj.damage
update_icon()
if(Proj.effects["emp"])
var/emppulse = Proj.effects["emp"]
if(prob(Proj.effectprob["emp"]))
empulse(src, emppulse, emppulse)
else
empulse(src, 0, emppulse)
return
return 0
Del()

View File

@@ -31,7 +31,7 @@ var/global/list/uneatable = list(
event_chance = 15 //Prob for event each tick
target = null //its target. moves towards the target if it has one
last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
teleport_del = 0
teleport_del = 1
New(loc, var/starting_energy = 50, var/temp = 0)
src.energy = starting_energy
@@ -280,7 +280,7 @@ var/global/list/uneatable = list(
if(!move_self)
return 0
if(target && prob(80))
if(target && prob(60))
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
else if(!(movement_dir in cardinal))
movement_dir = pick(NORTH, SOUTH, EAST, WEST)
@@ -396,44 +396,11 @@ var/global/list/uneatable = list(
if (src.energy>200)
toxloss = round(((src.energy-150)/50)*4,1)
radiation = round(((src.energy-150)/50)*5,1)
for(var/mob/living/carbon/M in view(toxrange, src.loc))
if(istype(M,/mob/living/carbon/human))
var/P = 0
if(M:wear_suit)
P += M:wear_suit.radiation_protection
if(M:head)
P += M:head.radiation_protection
if (P > 0)
if (P >= 1)
if(M:wear_suit)
M << "The [M:wear_suit] beeps, indicating it just received a burst of radiation. Good thing you had it on."
else if (M:head)
M << "The [M:head] beeps, indicating it just received a burst of radiation. Good thing you had it on."
else
M << "Your body deflects all the radiation"
return
if (toxloss >= 100)
toxloss = 100 - (P * 100) //a suit and/or headgear which protects you from 10% radiation will make you only receive 90 damage even if you're showered with a MILLION points of toxloss
else
toxloss = toxloss - (P * toxloss)
if (radiation > 15)
radiation = 15 - (15 * P)
else
radiation = radiation - (P * radiation)
if(M:wear_suit)
M << "\red The [M:wear_suit] absorbs some of the radiation from the singularity."
else if (M:head)
M << "\red The [M:head] absorbs some of the radiation from the singularity."
else
M << "\red Your body protects you from some of the radiation."
else
if(prob(50))
M << "\red <b>You feel odd.</b>"
else
M << "\red <b>You feel sick.</b>"
M.toxloss += toxloss
M.radiation += radiation
M.updatehealth()
for(var/mob/living/M in view(toxrange, src.loc))
if(istype(M,/mob/living/))
M.apply_effect(rand(radiation), IRRADIATE)
toxloss = (toxloss - (toxloss*M.getarmor(null, "rad")))
M.apply_effect(toxloss, TOX)
return
@@ -444,8 +411,7 @@ var/global/list/uneatable = list(
M << "\blue You look directly into The [src.name], good thing you had your protective eyewear on!"
return
M << "\red You look directly into The [src.name] and feel weak."
if (M:stunned < 3)
M.stunned = 3
M.apply_effect(3, STUN)
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
return