Merge pull request #10378 from PsiOmegaDelta/dev

Dev
This commit is contained in:
PsiOmegaDelta
2015-07-30 11:01:38 +02:00
19 changed files with 118 additions and 46 deletions
+1
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@@ -1506,6 +1506,7 @@
#include "code\modules\random_map\noise\tundra.dm"
#include "code\modules\reagents\Chemistry-Colours.dm"
#include "code\modules\reagents\Chemistry-Holder.dm"
#include "code\modules\reagents\Chemistry-Logging.dm"
#include "code\modules\reagents\Chemistry-Machinery.dm"
#include "code\modules\reagents\Chemistry-Metabolism.dm"
#include "code\modules\reagents\Chemistry-Readme.dm"
+6 -2
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@@ -117,8 +117,8 @@
#define DOOR_OPEN_LAYER 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6
#define DOOR_CLOSED_LAYER 3.1 //Above most items if closed
#define LIGHTING_LAYER 11
#define OBFUSCATION_LAYER 14 //Where images covering the view for eyes are put
#define SCREEN_LAYER 17 //Mob HUD/effects layer
#define OBFUSCATION_LAYER 21 //Where images covering the view for eyes are put
#define SCREEN_LAYER 22 //Mob HUD/effects layer
// Convoluted setup so defines can be supplied by Bay12 main server compile script.
// Should still work fine for people jamming the icons into their repo.
@@ -154,3 +154,7 @@
#define BOMBCAP_HEAVY_RADIUS (max_explosion_range/2)
#define BOMBCAP_LIGHT_RADIUS max_explosion_range
#define BOMBCAP_FLASH_RADIUS (max_explosion_range*1.5)
// Special return values from bullet_act(). Positive return values are already used to indicate the blocked level of the projectile.
#define PROJECTILE_CONTINUE -1 //if the projectile should continue flying after calling bullet_act()
#define PROJECTILE_FORCE_MISS -2 //if the projectile should treat the attack as a miss (suppresses attack and admin logs) - only applies to mobs.
-9
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@@ -20,12 +20,3 @@ var/global/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind'
if (skipjack && skipjack.returned_home)
return 1
return 0
/datum/game_mode/heist/cleanup()
//the skipjack and everything in it have left and aren't coming back, so get rid of them.
var/area/skipjack = locate(/area/shuttle/skipjack/station)
for (var/mob/living/M in skipjack.contents)
//maybe send the player a message that they've gone home/been kidnapped? Someone responsible for vox lore should write that.
qdel(M)
for (var/obj/O in skipjack.contents)
qdel(O) //no hiding in lockers or anything
+1 -1
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@@ -919,7 +919,7 @@ FIRE ALARM
/obj/machinery/firealarm/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/firealarm/bullet_act(BLAH)
/obj/machinery/firealarm/bullet_act()
return src.alarm()
/obj/machinery/firealarm/emp_act(severity)
+8
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@@ -624,6 +624,14 @@ var/list/turret_icons
// Emagged turrets again use twice as much power due to higher firing rates
use_power(reqpower * (2 * (emagged || lethal)) * (2 * emagged))
//Turrets aim for the center of mass by default.
//If the target is grabbing someone then the turret smartly aims for extremities
var/obj/item/weapon/grab/G = locate() in target
if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
A.def_zone = pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
else
A.def_zone = pick("chest", "groin")
//Shooting Code:
A.current = T
A.starting = T
+9
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@@ -266,6 +266,15 @@
else
A = new /obj/item/projectile/energy/electrode( loc )
use_power(200)
//Turrets aim for the center of mass by default.
//If the target is grabbing someone then the turret smartly aims for extremities
var/obj/item/weapon/grab/G = locate() in target
if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
A.def_zone = pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
else
A.def_zone = pick("chest", "groin")
A.current = T
A.starting = T
A.yo = U.y - T.y
+1 -1
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@@ -146,7 +146,7 @@
return
return -1 // the bullet/projectile goes through the target! Ie, you missed
return PROJECTILE_CONTINUE // the bullet/projectile goes through the target!
// Small memory holder entity for transparent bullet holes
+1 -1
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@@ -25,7 +25,7 @@
/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
if(Proj.original != src && !prob(cover))
return -1 //pass through
return PROJECTILE_CONTINUE //pass through
//Tasers and the like should not damage girders.
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
+1 -1
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@@ -91,7 +91,7 @@
passthrough = 1
if(passthrough)
. = -1
. = PROJECTILE_CONTINUE
damage = between(0, (damage - Proj.damage)*(Proj.damage_type == BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage
src.health -= damage*0.2
+3 -1
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@@ -83,10 +83,12 @@ var/list/admin_verbs_admin = list(
/client/proc/allow_character_respawn, /* Allows a ghost to respawn */
/client/proc/event_manager_panel,
/client/proc/empty_ai_core_toggle_latejoin,
/client/proc/empty_ai_core_toggle_latejoin,
/client/proc/aooc,
/client/proc/change_human_appearance_admin, /* Allows an admin to change the basic appearance of human-based mobs */
/client/proc/change_human_appearance_self, /* Allows the human-based mob itself change its basic appearance */
/client/proc/change_security_level
/client/proc/change_security_level,
/client/proc/view_chemical_reaction_logs
)
var/list/admin_verbs_ban = list(
/client/proc/unban_panel,
+2
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@@ -46,6 +46,8 @@
/obj/item/clothing/mask/gas/swat/vox
name = "\improper alien mask"
desc = "Clearly not designed for a human face."
body_parts_covered = 0 //Hack to allow vox to eat while wearing this mask.
species_restricted = list("Vox")
/obj/item/clothing/mask/gas/syndicate
name = "tactical mask"
+1 -1
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@@ -566,7 +566,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
toggle_visibility(1)
else
user.visible_message ( \
"<span class='warning'>[user] just tried to smash his book into that ghost! It's not very effective.</span>", \
"<span class='warning'>[user] just tried to smash \his book into that ghost! It's not very effective.</span>", \
"<span class='warning'>You get the feeling that the ghost can't become any more visible.</span>" \
)
@@ -10,9 +10,11 @@ emp_act
/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
var/obj/item/organ/external/organ = get_organ(check_zone(def_zone))
if(!organ)
return
def_zone = check_zone(def_zone)
if(!has_organ(def_zone))
return PROJECTILE_FORCE_MISS //if they don't have the organ in question then the projectile just passes by.
var/obj/item/organ/external/organ = get_organ()
//Shields
if(check_shields(P.damage, "the [P.name]"))
@@ -37,7 +39,7 @@ emp_act
// redirect the projectile
P.redirect(new_x, new_y, curloc, src)
return -1 // complete projectile permutation
return PROJECTILE_CONTINUE // complete projectile permutation
//Shrapnel
if(P.can_embed())
+4 -4
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@@ -268,11 +268,11 @@ var/list/global/organ_rel_size = list(
/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0, var/ranged_attack=0)
zone = check_zone(zone)
// you cannot miss if your target is prone or restrained
if(target.buckled || target.lying)
return zone
// if your target is being grabbed aggressively by someone you cannot miss either
if(!ranged_attack)
// you cannot miss if your target is prone or restrained
if(target.buckled || target.lying)
return zone
// if your target is being grabbed aggressively by someone you cannot miss either
for(var/obj/item/weapon/grab/G in target.grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
return zone
+10 -7
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@@ -165,14 +165,17 @@
//roll to-hit
miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier, 0)
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1))
if(!hit_zone)
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
var/result = PROJECTILE_FORCE_MISS
if(hit_zone)
def_zone = hit_zone //set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part
result = target_mob.bullet_act(src, def_zone)
if(result == PROJECTILE_FORCE_MISS)
visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
return 0
//set def_zone, so if the projectile ends up hitting someone else later (to be implemented), it is more likely to hit the same part
def_zone = hit_zone
//hit messages
if(silenced)
target_mob << "<span class='danger'>You've been hit in the [parse_zone(def_zone)] by \the [src]!</span>"
@@ -193,7 +196,7 @@
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)")
//sometimes bullet_act() will want the projectile to continue flying
if (target_mob.bullet_act(src, def_zone) == -1)
if (result == PROJECTILE_CONTINUE)
return 0
return 1
@@ -227,7 +230,7 @@
else
passthrough = 1 //so ghosts don't stop bullets
else
passthrough = (A.bullet_act(src, def_zone) == -1) //backwards compatibility
passthrough = (A.bullet_act(src, def_zone) == PROJECTILE_CONTINUE) //backwards compatibility
if(isturf(A))
for(var/obj/O in A)
O.bullet_act(src)
@@ -0,0 +1,28 @@
/var/list/chemical_reaction_logs = list()
/proc/log_chemical_reaction(atom/A, datum/chemical_reaction/R, multiplier)
if(!A || !R)
return
var/turf/T = get_turf(A)
var/logstr = "[usr ? key_name(usr) : "EVENT"] mixed [R.name] ([R.result]) (x[multiplier]) in \the [A] at [T ? "[T.x],[T.y],[T.z]" : "*null*"]"
chemical_reaction_logs += "\[[time_stamp()]\] [logstr]"
if(R.log_is_important)
message_admins(logstr)
log_admin(logstr)
/client/proc/view_chemical_reaction_logs()
set name = "Show Chemical Reactions"
set category = "Admin"
if(!check_rights(R_ADMIN))
return
var/html = ""
for(var/entry in chemical_reaction_logs)
html += "[entry]<br>"
usr << browse(html, "window=chemlogs")
@@ -52,6 +52,7 @@
var/mix_message = "The solution begins to bubble."
var/reaction_sound = 'sound/effects/bubbles.ogg'
var/log_is_important = 0 // If this reaction should be considered important for logging. Important recipes message admins when mixed, non-important ones just log to file.
/datum/chemical_reaction/proc/can_happen(var/datum/reagents/holder)
//check that all the required reagents are present
if(!holder.has_all_reagents(required_reagents))
@@ -264,6 +265,7 @@
result = "kelotane"
required_reagents = list("silicon" = 1, "carbon" = 1)
result_amount = 2
log_is_important = 1
/datum/chemical_reaction/peridaxon
name = "Peridaxon"
@@ -503,6 +505,7 @@
result = "coolant"
required_reagents = list("tungsten" = 1, "acetone" = 1, "water" = 1)
result_amount = 3
log_is_important = 1
/datum/chemical_reaction/rezadone
name = "Rezadone"
@@ -638,6 +641,7 @@
result = "nitroglycerin"
required_reagents = list("glycerol" = 1, "pacid" = 1, "sacid" = 1)
result_amount = 2
log_is_important = 1
/datum/chemical_reaction/nitroglycerin/on_reaction(var/datum/reagents/holder, var/created_volume)
var/datum/effect/effect/system/reagents_explosion/e = new()
+30 -13
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@@ -127,7 +127,8 @@ var/world_topic_spam_protect_time = world.timeofday
n++
return n
else if (T == "status")
else if (copytext(T,1,7) == "status")
var/input[] = params2list(T)
var/list/s = list()
s["version"] = game_version
s["mode"] = master_mode
@@ -136,21 +137,37 @@ var/world_topic_spam_protect_time = world.timeofday
s["vote"] = config.allow_vote_mode
s["ai"] = config.allow_ai
s["host"] = host ? host : null
s["players"] = list()
s["stationtime"] = worldtime2text()
var/n = 0
var/admins = 0
for(var/client/C in clients)
if(C.holder)
if(C.holder.fakekey)
continue //so stealthmins aren't revealed by the hub
admins++
s["player[n]"] = C.key
n++
s["players"] = n
if(input["status"] == "2")
var/list/players = list()
var/list/admins = list()
s["admins"] = admins
for(var/client/C in clients)
if(C.holder)
if(C.holder.fakekey)
continue
admins[C.key] = C.holder.rank
players += C.key
s["players"] = players.len
s["playerlist"] = list2params(players)
s["admins"] = admins.len
s["adminlist"] = list2params(admins)
else
var/n = 0
var/admins = 0
for(var/client/C in clients)
if(C.holder)
if(C.holder.fakekey)
continue //so stealthmins aren't revealed by the hub
admins++
s["player[n]"] = C.key
n++
s["players"] = n
s["admins"] = admins
return list2params(s)
+2 -1
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@@ -1,3 +1,4 @@
author: HarpyEagle
changes: []
delete-after: false
changes:
- bugfix: "Fixed projectiles being able to hit people in body parts that they don't have. This will also mean that the less limbs someone has the less effective they will be as a body shield."