Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 into dev

Conflicts:
	code/modules/supermatter/supermatter.dm
	maps/tgstation2.dmm
This commit is contained in:
Ccomp5950
2014-01-30 12:44:33 -06:00
15 changed files with 91 additions and 132 deletions
+1 -1
View File
@@ -140,7 +140,7 @@
if(istype(M, /mob/living/carbon/human))
M:attacked_by(src, user, def_zone)
return M:attacked_by(src, user, def_zone)
else
switch(damtype)
if("brute")
+6
View File
@@ -249,6 +249,12 @@
if (src.occupant.reagents.get_reagent_amount("inaprovaline") < 30)
src.occupant.reagents.add_reagent("inaprovaline", 60)
//So clones will remain asleep for long enough to get them into cryo (Bay RP edit)
if (src.occupant.reagents.get_reagent_amount("stoxin") < 10)
src.occupant.reagents.add_reagent("stoxin", 5)
if (src.occupant.reagents.get_reagent_amount("chloralhydrate") < 1)
src.occupant.reagents.add_reagent("chloralhydrate", 1)
//Also heal some oxyloss ourselves because inaprovaline is so bad at preventing it!!
src.occupant.adjustOxyLoss(-4)
+3 -1
View File
@@ -211,7 +211,9 @@ obj/machinery/computer/cryopod/Topic(href, href_list)
//Update any existing objectives involving this mob.
for(var/datum/objective/O in all_objectives)
if(O.target && istype(O.target,/datum/mind))
if(istype(O,/datum/objective/mutiny)) //We don't want revs to get objectives that aren't for heads of staff. Letting them win or lose based on cryo is silly so we remove the objective.
del(O) //TODO: Update rev objectives on login by head (may happen already?) ~ Z
else if(O.target && istype(O.target,/datum/mind))
if(O.target == occupant.mind)
if(O.owner && O.owner.current)
O.owner.current << "\red You get the feeling your target is no longer within your reach. Time for Plan [pick(list("A","B","C","D","X","Y","Z"))]..."
+2 -9
View File
@@ -384,7 +384,7 @@
user.visible_message("[user] turned the shield generator off.", \
"You turn off the shield generator.", \
"You hear heavy droning fade out.")
src.cleanup()
for(var/dir in list(1,2,4,8)) src.cleanup(dir)
else
src.active = 1
icon_state = "Shield_Gen +a"
@@ -424,14 +424,7 @@
"You hear heavy droning fade out")
icon_state = "Shield_Gen"
src.active = 0
spawn(1)
src.cleanup(1)
spawn(1)
src.cleanup(2)
spawn(1)
src.cleanup(4)
spawn(1)
src.cleanup(8)
for(var/dir in list(1,2,4,8)) src.cleanup(dir)
/obj/machinery/shieldwallgen/proc/setup_field(var/NSEW = 0)
var/turf/T = src.loc
@@ -153,7 +153,7 @@
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
add_fingerprint(user)
if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
overlays.Cut()//this might delete other item overlays as well but eeeeeeeh
var/icon/I = new /icon(src.icon, src.icon_state)
@@ -176,12 +176,10 @@
else
user.take_organ_damage(2*force)
return
if(!..()) return
playsound(src.loc, "swing_hit", 50, 1, -1)
//target.Stun(4) //naaah
target.Weaken(4)
return
if(..())
playsound(src.loc, "swing_hit", 50, 1, -1)
target.Weaken(4)
return
else
return ..()
@@ -216,8 +214,6 @@
/*
* Energy Axe
*/
/obj/item/weapon/melee/energy/axe/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/melee/energy/axe/attack_self(mob/user as mob)
src.active = !( src.active )
+15 -12
View File
@@ -372,18 +372,21 @@
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
user.eye_blurry += rand(12,20)
E.damage += rand(12, 16)
if(E.damage > 10 && safety < 2)
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (E.damage >= E.min_broken_damage)
user << "\red You go blind!"
user.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= NEARSIGHTED
spawn(100)
user.disabilities &= ~NEARSIGHTED
if(safety<2)
if(E.damage > 10)
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (E.damage >= E.min_broken_damage)
user << "\red You go blind!"
user.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= NEARSIGHTED
spawn(100)
user.disabilities &= ~NEARSIGHTED
return
+1 -1
View File
@@ -129,7 +129,7 @@
/obj/item/clothing/shoes/swimmingfins
desc = "Help you swim good."
name = "swimming fins"
icon_state = "flippers"
icon_state = "flipperfeet"
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null
+5
View File
@@ -13,6 +13,7 @@
heat_protection = HEAD
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
species_restricted = list("exclude","Unathi","Tajaran","Skrell","Diona","Vox")
attack_self(mob/user)
if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
@@ -24,6 +25,10 @@
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_head()
pickup(mob/user)
if(on)
user.SetLuminosity(user.luminosity + brightness_on)
@@ -1114,82 +1114,6 @@
del(feet_blood_DNA)
return 1
mob/living/carbon/human/yank_out_object()
set category = "Object"
set name = "Yank out object"
set desc = "Remove an embedded item at the cost of bleeding and pain."
set src in view(1)
if(!isliving(usr) || usr.next_move > world.time)
return
usr.next_move = world.time + 20
if(usr.stat == 1)
usr << "You are unconcious and cannot do that!"
return
if(usr.restrained())
usr << "You are restrained and cannot do that!"
return
var/list/valid_objects = list()
var/datum/organ/external/affected = null
var/mob/living/carbon/human/S = src
var/mob/living/carbon/human/U = usr
var/self = null
if(S == U)
self = 1 // Removing object from yourself.
valid_objects = get_visible_implants(1)
if(!valid_objects.len)
if(self)
src << "You have nothing stuck in your wounds that is large enough to remove without surgery."
else
U << "[src] has nothing stuck in their wounds that is large enough to remove without surgery."
return
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
for(var/datum/organ/external/organ in organs) //Grab the organ holding the implant.
for(var/obj/item/weapon/O in organ.implants)
if(O == selection)
affected = organ
if(self)
src << "<span class='warning'>You attempt to get a good grip on the [selection] in your [affected.display_name] with bloody fingers.</span>"
else
U << "<span class='warning'>You attempt to get a good grip on the [selection] in [S]'s [affected.display_name] with bloody fingers.</span>"
if(istype(U,/mob/living/carbon/human/)) U.bloody_hands(S)
if(!do_after(U, 80))
return
if(!selection || !affected || !S || !U)
return
if(self)
visible_message("<span class='warning'><b>[src] rips [selection] out of their [affected.display_name] in a welter of blood.</b></span>","<span class='warning'><b>You rip [selection] out of your [affected] in a welter of blood.</b></span>")
else
visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s [affected.display_name] in a welter of blood.</b></span>","<span class='warning'><b>[usr] rips [selection] out of your [affected] in a welter of blood.</b></span>")
selection.loc = get_turf(src)
affected.implants -= selection
shock_stage+=10
for(var/obj/item/weapon/O in pinned)
if(O == selection)
pinned -= O
if(!pinned.len)
anchored = 0
if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
var/datum/wound/internal_bleeding/I = new (15)
affected.wounds += I
custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
return 1
/mob/living/carbon/human/proc/get_visible_implants(var/class = 0)
var/list/visible_implants = list()
@@ -251,6 +251,7 @@ This function restores all organs.
if( (damage > (10*W.w_class)) && ( (sharp && !ismob(W.loc)) || prob(damage/W.w_class) ) )
organ.implants += W
visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
src.verbs += /mob/proc/yank_out_object
W.add_blood(src)
if(ismob(W.loc))
var/mob/living/H = W.loc
@@ -99,6 +99,7 @@ emp_act
(SP.loc) = organ
organ.implants += SP
visible_message("<span class='danger'>The projectile sticks in the wound!</span>")
src.verbs += /mob/proc/yank_out_object
SP.add_blood(src)
return (..(P , def_zone))
@@ -195,14 +196,14 @@ emp_act
target_zone = user.zone_sel.selecting
if(!target_zone)
visible_message("\red <B>[user] misses [src] with \the [I]!")
return
return 0
var/datum/organ/external/affecting = get_organ(target_zone)
if (!affecting)
return
return 0
if(affecting.status & ORGAN_DESTROYED)
user << "What [affecting.display_name]?"
return
return 0
var/hit_area = affecting.display_name
if((user != src) && check_shields(I.force, "the [I.name]"))
@@ -219,7 +220,7 @@ emp_act
var/obj/item/weapon/card/emag/emag = I
emag.uses--
affecting.sabotaged = 1
return
return 1
if(I.attack_verb.len)
visible_message("\red <B>[src] has been [pick(I.attack_verb)] in the [hit_area] with [I.name] by [user]!</B>")
@@ -274,6 +275,7 @@ emp_act
if(bloody)
bloody_body(src)
return 1
/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
if (gloves)
+29 -4
View File
@@ -895,7 +895,7 @@ note dizziness decrements automatically in the mob's Life() proc.
/mob/proc/flash_weak_pain()
flick("weak_pain",pain)
mob/verb/yank_out_object()
mob/proc/yank_out_object()
set category = "Object"
set name = "Yank out object"
set desc = "Remove an embedded item at the cost of bleeding and pain."
@@ -921,9 +921,13 @@ mob/verb/yank_out_object()
if(S == U)
self = 1 // Removing object from yourself.
for(var/obj/item/weapon/W in embedded)
if(W.w_class >= 2)
valid_objects += W
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/H = src
valid_objects = H.get_visible_implants(1)
else
for(var/obj/item/weapon/W in embedded)
if(W.w_class >= 2)
valid_objects += W
if(!valid_objects.len)
if(self)
@@ -948,6 +952,27 @@ mob/verb/yank_out_object()
visible_message("<span class='warning'><b>[src] rips [selection] out of their body.</b></span>","<span class='warning'><b>You rip [selection] out of your body.</b></span>")
else
visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s body.</b></span>","<span class='warning'><b>[usr] rips [selection] out of your body.</b></span>")
src.verbs -= /mob/proc/yank_out_object
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/datum/organ/external/affected
for(var/datum/organ/external/organ in H.organs) //Grab the organ holding the implant.
for(var/obj/item/weapon/O in organ.implants)
if(O == selection)
affected = organ
affected.implants -= selection
H.shock_stage+=10
H.bloody_hands(S)
if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
var/datum/wound/internal_bleeding/I = new (15)
affected.wounds += I
H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
return 1
selection.loc = get_turf(src)
+17 -15
View File
@@ -93,20 +93,6 @@
if(!istype(L)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
return //Yeah just stop.
//Ok, get the air from the turf
var/datum/gas_mixture/env = L.return_air()
//Remove gas from surrounding area
var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
if(!removed || !removed.total_moles)
damage += max((power-1600)/10, 0)
power = min(power, 1600)
return 1
damage_archived = damage
damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
var/stability = num2text(round((damage / explosion_point) * 100))
@@ -134,6 +120,22 @@
explode()
//Ok, get the air from the turf
var/datum/gas_mixture/env = L.return_air()
//Remove gas from surrounding area
var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
if(!removed || !removed.total_moles)
damage += max((power-1600)/10, 0)
power = min(power, 1600)
return 1
if (!removed)
return 1
damage_archived = damage
damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
//Ok, 100% oxygen atmosphere = best reaction
//Maxes out at 100% oxygen pressure
oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
@@ -177,7 +179,7 @@
for(var/mob/living/carbon/human/l in view(src, min(7, round(power ** 0.25)))) // If they can see it without mesons on. Bad on them.
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / get_dist(l, src) ) ) )
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) )
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
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