Merge remote-tracking branch 'upstream/dev-freeze' into dev

Conflicts:
	code/_helpers/unsorted.dm
	code/game/objects/items/weapons/RCD.dm
	code/game/objects/items/weapons/grenades/emgrenade.dm
	code/modules/clothing/spacesuits/rig/rig_attackby.dm
This commit is contained in:
PsiOmegaDelta
2015-07-11 10:58:49 +02:00
57 changed files with 1186 additions and 1051 deletions
@@ -115,6 +115,10 @@
H << "<span class='warning'>You cannot teleport into solid walls.</span>"
return 0
if(T.z in config.admin_levels)
H << "<span class='warning'>You cannot use your teleporter on this Z-level.</span>"
return 0
phase_out(H,get_turf(H))
H.loc = T
phase_in(H,get_turf(H))
+6 -12
View File
@@ -64,8 +64,8 @@
var/malfunction_delay = 0
var/electrified = 0
var/locked_down = 0
var/locked_dna = null
var/seal_delay = SEAL_DELAY
var/sealing // Keeps track of seal status independantly of canremove.
var/offline = 1 // Should we be applying suit maluses?
var/offline_slowdown = 3 // If the suit is deployed and unpowered, it sets slowdown to this.
@@ -205,7 +205,7 @@
if(!instant)
M.visible_message("<font color='blue'>[M]'s suit emits a quiet hum as it begins to adjust its seals.</font>","<font color='blue'>With a quiet hum, the suit begins running checks and adjusting components.</font>")
if(!do_after(M,SEAL_DELAY))
if(seal_delay && !do_after(M,seal_delay))
if(M) M << "<span class='warning'>You must remain still while the suit is adjusting the components.</span>"
failed_to_seal = 1
@@ -229,9 +229,8 @@
if(!failed_to_seal && M.back == src && piece == compare_piece)
if(!instant)
if(!do_after(M,SEAL_DELAY,needhand=0))
failed_to_seal = 1
if(seal_delay && !instant && !do_after(M,seal_delay,needhand=0))
failed_to_seal = 1
piece.icon_state = "[initial(icon_state)][!seal_target ? "_sealed" : ""]"
switch(msg_type)
@@ -500,10 +499,6 @@
return 0
if(user.back != src)
return 0
if(locked_dna)
if(!user.dna || user.dna.unique_enzymes != locked_dna)
user << "<span class='danger'>DNA scan mismatch. Access denied.</span>"
return 0
else if(!src.allowed(user))
user << "<span class='danger'>Unauthorized user. Access denied.</span>"
return 0
@@ -563,10 +558,9 @@
/obj/item/weapon/rig/equipped(mob/living/carbon/human/M)
..()
if(istype(M) && M.back == src)
if(seal_delay > 0 && istype(M) && M.back == src)
M.visible_message("<font color='blue'>[M] starts putting on \the [src]...</font>", "<font color='blue'>You start putting on \the [src]...</font>")
if(!do_after(M,SEAL_DELAY))
if(!do_after(M,seal_delay))
if(M && M.back == src)
M.back = null
M.drop_from_inventory(src)
+59 -3
View File
@@ -20,6 +20,7 @@
/datum/custom_item
var/assoc_key
var/character_name
var/inherit_inhands = 1 //if unset, and inhands are not provided, then the inhand overlays will be invisible.
var/item_icon
var/item_desc
var/name
@@ -44,9 +45,20 @@
if(item_desc)
item.desc = item_desc
if(item_icon)
item.icon = CUSTOM_ITEM_OBJ
item.icon_state = item_icon
if(istype(item, /obj/item))
if(!istype(item))
item.icon = CUSTOM_ITEM_OBJ
item.icon_state = item_icon
return
else
if(inherit_inhands)
apply_inherit_inhands(item)
else
item.item_state_slots = null
item.item_icons = null
item.icon = CUSTOM_ITEM_OBJ
item.icon_state = item_icon
item.item_state = null
item.icon_override = CUSTOM_ITEM_MOB
// Kits are dumb so this is going to have to be hardcoded/snowflake.
@@ -66,6 +78,48 @@
return item
/datum/custom_item/proc/apply_inherit_inhands(var/obj/item/item)
var/list/new_item_icons = list()
var/list/new_item_state_slots = list()
var/list/available_states = icon_states(CUSTOM_ITEM_MOB)
//If l_hand or r_hand are not present, preserve them using item_icons/item_state_slots
//Then use icon_override to make every other slot use the custom sprites by default.
//This has to be done before we touch any of item's vars
if(!("[item_icon]_l" in available_states))
new_item_state_slots[slot_l_hand_str] = get_state(item, slot_l_hand_str, "_l")
new_item_icons[slot_l_hand_str] = get_icon(item, slot_l_hand_str, 'icons/mob/items/lefthand.dmi')
if(!("[item_icon]_r" in available_states))
new_item_state_slots[slot_r_hand_str] = get_state(item, slot_r_hand_str, "_r")
new_item_icons[slot_r_hand_str] = get_icon(item, slot_r_hand_str, 'icons/mob/items/righthand.dmi')
item.item_state_slots = new_item_state_slots
item.item_icons = new_item_icons
//this has to mirror the way update_inv_*_hand() selects the state
/datum/custom_item/proc/get_state(var/obj/item/item, var/slot_str, var/hand_str)
var/t_state
if(item.item_state_slots && item.item_state_slots[slot_str])
t_state = item.item_state_slots[slot_str]
else if(item.item_state)
t_state = item.item_state
else
t_state = item.icon_state
if(item.icon_override)
t_state += hand_str
return t_state
//this has to mirror the way update_inv_*_hand() selects the icon
/datum/custom_item/proc/get_icon(var/obj/item/item, var/slot_str, var/icon/hand_icon)
var/icon/t_icon
if(item.icon_override)
t_icon = item.icon_override
else if(item.item_icons && (slot_str in item.item_icons))
t_icon = item.item_icons[slot_str]
else
t_icon = hand_icon
return t_icon
// Parses the config file into the custom_items list.
/hook/startup/proc/load_custom_items()
@@ -107,6 +161,8 @@
current_data.name = field_data
if("item_icon")
current_data.item_icon = field_data
if("inherit_inhands")
current_data.inherit_inhands = text2num(field_data)
if("item_desc")
current_data.item_desc = field_data
if("req_access")
+1 -1
View File
@@ -4,7 +4,7 @@
#define LIGHTING_LAMBERTIAN 1 // use lambertian shading for light sources
#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
#define LIGHTING_TRANSITIONS 1 // smooth, animated transitions, similar to /tg/station
#define LIGHTING_ROUND_VALUE (1 / 128) //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
#define LIGHTING_RESOLUTION 1 // resolution of the lighting overlays, powers of 2 only, max of 32
#define LIGHTING_LAYER 10 // drawing layer for lighting overlays
#define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects
+29 -24
View File
@@ -60,13 +60,16 @@
if(top_atom != source_atom)
if(!top_atom.light_sources) top_atom.light_sources = list()
top_atom.light_sources += src
lighting_update_lights += src
needs_update = 1
if(!needs_update)
lighting_update_lights += src
needs_update = 1
/datum/light_source/proc/force_update()
needs_update = 1
force_update = 1
lighting_update_lights += src
if(!needs_update)
lighting_update_lights += src
needs_update = 1
/datum/light_source/proc/check()
if(!source_atom || !light_range || !light_power)
@@ -113,11 +116,7 @@
/datum/light_source/proc/falloff(atom/movable/lighting_overlay/O)
#if LIGHTING_FALLOFF == 1 // circular
#if LIGHTING_RESOLUTION == 1
. = (O.x - source_turf.x)**2 + (O.y - source_turf.y)**2 + LIGHTING_HEIGHT
#else
. = (O.x - source_turf.x + O.xoffset)**2 + (O.y - source_turf.y + O.yoffset)**2 + LIGHTING_HEIGHT
#endif
#if LIGHTING_LAMBERTIAN == 1
. = CLAMP01((1 - CLAMP01(sqrt(.) / light_range)) * (1 / (sqrt(. + 1))))
@@ -126,11 +125,7 @@
#endif
#elif LIGHTING_FALLOFF == 2 // square
#if LIGHTING_RESOLUTION == 1
. = abs(O.x - source_turf.x) + abs(O.y - source_turf.y) + LIGHTING_HEIGHT
#else
. = abs(O.x - source_turf.x + O.xoffset) + abs(O.y - source_turf.y + O.yoffset) + LIGHTING_HEIGHT
#endif
#if LIGHTING_LAMBERTIAN == 1
. = CLAMP01((1 - CLAMP01(. / light_range)) * (1 / (sqrt(.)**2 + )))
@@ -142,26 +137,36 @@
/datum/light_source/proc/apply_lum()
applied = 1
if(istype(source_turf))
for(var/atom/movable/lighting_overlay/O in view(light_range, source_turf))
var/strength = light_power * falloff(O)
for(var/turf/T in dview(light_range, source_turf, INVISIBILITY_LIGHTING))
if(T.lighting_overlay)
var/strength = light_power * falloff(T.lighting_overlay)
if(!strength) //Don't add turfs that aren't affected to the affected turfs.
continue
effect_r[O] = lum_r * strength
effect_g[O] = lum_g * strength
effect_b[O] = lum_b * strength
effect_r[T.lighting_overlay] = round(lum_r * strength, LIGHTING_ROUND_VALUE)
effect_g[T.lighting_overlay] = round(lum_g * strength, LIGHTING_ROUND_VALUE)
effect_b[T.lighting_overlay] = round(lum_b * strength, LIGHTING_ROUND_VALUE)
T.lighting_overlay.update_lumcount(
round(lum_r * strength, LIGHTING_ROUND_VALUE),
round(lum_g * strength, LIGHTING_ROUND_VALUE),
round(lum_b * strength, LIGHTING_ROUND_VALUE)
)
if(!T.affecting_lights)
T.affecting_lights = list()
O.update_lumcount(lum_r * strength, lum_g * strength, lum_b * strength)
for(var/turf/T in view(light_range, source_turf))
if(!T.affecting_lights) T.affecting_lights = list()
T.affecting_lights += src
effect_turf += T
/datum/light_source/proc/remove_lum()
applied = 0
for(var/atom/movable/lighting_overlay/O in effect_r)
O.update_lumcount(-effect_r[O], -effect_g[O], -effect_b[O])
for(var/turf/T in effect_turf)
if(T.affecting_lights) T.affecting_lights -= src
if(T.affecting_lights)
T.affecting_lights -= src
if(T.lighting_overlay)
T.lighting_overlay.update_lumcount(-effect_r[T.lighting_overlay], -effect_g[T.lighting_overlay], -effect_b[T.lighting_overlay])
effect_r.Cut()
effect_g.Cut()
+66 -7
View File
@@ -5,6 +5,7 @@
anchored = 1
icon = LIGHTING_ICON
icon_state = "light1"
layer = LIGHTING_LAYER
invisibility = INVISIBILITY_LIGHTING
blend_mode = BLEND_MULTIPLY
@@ -14,24 +15,42 @@
var/lum_g
var/lum_b
#if LIGHTING_RESOLUTION != 1
var/xoffset
var/yoffset
#endif
var/needs_update
/atom/movable/lighting_overlay/New()
. = ..()
verbs.Cut()
var/turf/T = loc //If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
T.luminosity = 0
/atom/movable/lighting_overlay/proc/update_lumcount(delta_r, delta_g, delta_b)
if(!delta_r && !delta_g && !delta_b) //Nothing is being changed all together.
return
var/should_update = 0
if(!needs_update) //If this isn't true, we're already updating anyways.
if(max(lum_r, lum_g, lum_b) < 1) //Any change that could happen WILL change appearance.
should_update = 1
else if(max(lum_r + delta_r, lum_g + delta_g, lum_b + delta_b) < 1) //The change would bring us under 1 max lum, again, guaranteed to change appearance.
should_update = 1
else //We need to make sure that the colour ratios won't change in this code block.
var/mx1 = max(lum_r, lum_g, lum_b)
var/mx2 = max(lum_r + delta_r, lum_g + delta_g, lum_b + delta_b)
if(lum_r / mx1 != (lum_r + delta_r) / mx2 || lum_g / mx1 != (lum_g + delta_g) / mx2 || lum_b / mx1 != (lum_b + delta_b) / mx2) //Stuff would change.
should_update = 1
lum_r += delta_r
lum_g += delta_g
lum_b += delta_b
needs_update = 1
lighting_update_overlays += src
if(!needs_update && should_update)
needs_update = 1
lighting_update_overlays += src
/atom/movable/lighting_overlay/proc/update_overlay()
var/mx = max(lum_r, lum_g, lum_b)
@@ -46,3 +65,43 @@
#else
color = rgb(lum_r * 255 * ., lum_g * 255 * ., lum_b * 255 * .)
#endif
var/turf/T = loc
if(istype(T)) //Incase we're not on a turf, pool ourselves, something happened.
if(color != "#000000")
T.luminosity = 1
else //No light, set the turf's luminosity to 0 to remove it from view()
#if LIGHTING_TRANSITIONS == 1
spawn(LIGHTING_INTERVAL - 1)
T.luminosity = 0
#else
T.luminosity = 0
#endif
else
warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc][loc ? ", " + loc.type : ""]) in update_overlay() and got pooled!")
qdel(src)
/atom/movable/lighting_overlay/ResetVars()
loc = null
lum_r = 0
lum_g = 0
lum_b = 0
color = "#000000"
needs_update = 0
/atom/movable/lighting_overlay/Destroy()
lighting_update_overlays -= src
var/turf/T = loc
if(istype(T))
T.lighting_overlay = null
for(var/datum/light_source/D in T.affecting_lights) //Remove references to us on the light sources affecting us.
D.effect_r -= src
D.effect_g -= src
D.effect_b -= src
+31 -27
View File
@@ -1,27 +1,31 @@
/datum/controller/process/lighting/setup()
name = "lighting"
schedule_interval = LIGHTING_INTERVAL
create_lighting_overlays()
/datum/controller/process/lighting/doWork()
for(var/datum/light_source/L in lighting_update_lights)
if(L.needs_update)
if(L.destroyed || L.check() || L.force_update)
L.remove_lum()
if(!L.destroyed) L.apply_lum()
L.force_update = 0
L.needs_update = 0
scheck()
lighting_update_lights.Cut()
for(var/atom/movable/lighting_overlay/O in lighting_update_overlays)
if(O.needs_update)
O.update_overlay()
O.needs_update = 0
scheck()
lighting_update_overlays.Cut()
/datum/controller/process/lighting/setup()
name = "lighting"
schedule_interval = LIGHTING_INTERVAL
create_lighting_overlays()
/datum/controller/process/lighting/doWork()
var/list/lighting_update_lights_old = lighting_update_lights //We use a different list so any additions to the update lists during a delay from scheck() don't cause things to be cut from the list without being updated.
lighting_update_lights = null //Nulling it first because of http://www.byond.com/forum/?post=1854520
lighting_update_lights = list()
for(var/datum/light_source/L in lighting_update_lights_old)
if(L.needs_update)
if(L.destroyed || L.check() || L.force_update)
L.remove_lum()
if(!L.destroyed) L.apply_lum()
L.force_update = 0
L.needs_update = 0
scheck()
var/list/lighting_update_overlays_old = lighting_update_overlays //Same as above.
lighting_update_overlays = null //Same as above
lighting_update_overlays = list()
for(var/atom/movable/lighting_overlay/O in lighting_update_overlays_old)
if(O.needs_update)
O.update_overlay()
O.needs_update = 0
scheck()
+5 -27
View File
@@ -5,26 +5,15 @@
// duplicates lots of code, but this proc needs to be as fast as possible.
/proc/create_lighting_overlays(zlevel = 0)
var/state = "light[LIGHTING_RESOLUTION]"
var/area/A
if(zlevel == 0) // populate all zlevels
for(var/turf/T in world)
if(T.dynamic_lighting)
A = T.loc
if(A.lighting_use_dynamic)
#if LIGHTING_RESOLUTION == 1
var/atom/movable/lighting_overlay/O = new(T)
O.icon_state = state
#else
for(var/i = 0; i < LIGHTING_RESOLUTION; i++)
for(var/j = 0; j < LIGHTING_RESOLUTION; j++)
var/atom/movable/lighting_overlay/O = new(T)
O.pixel_x = i * (32 / LIGHTING_RESOLUTION)
O.pixel_y = j * (32 / LIGHTING_RESOLUTION)
O.xoffset = (((2*i + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
O.yoffset = (((2*j + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
O.icon_state = state
#endif
var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, T)
T.lighting_overlay = O
else
for(var/x = 1; x <= world.maxx; x++)
for(var/y = 1; y <= world.maxy; y++)
@@ -32,16 +21,5 @@
if(T.dynamic_lighting)
A = T.loc
if(A.lighting_use_dynamic)
#if LIGHTING_RESOLUTION == 1
var/atom/movable/lighting_overlay/O = new(T)
O.icon_state = state
#else
for(var/i = 0; i < LIGHTING_RESOLUTION; i++)
for(var/j = 0; j < LIGHTING_RESOLUTION; j++)
var/atom/movable/lighting_overlay/O = new(T)
O.pixel_x = i * (32 / LIGHTING_RESOLUTION)
O.pixel_y = j * (32 / LIGHTING_RESOLUTION)
O.xoffset = (((2*i + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
O.yoffset = (((2*j + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
O.icon_state = state
#endif
var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, T)
T.lighting_overlay = O
+6 -17
View File
@@ -1,29 +1,18 @@
/turf
var/list/affecting_lights
var/atom/movable/lighting_overlay/lighting_overlay
/turf/proc/reconsider_lights()
for(var/datum/light_source/L in affecting_lights)
L.force_update()
/turf/proc/lighting_clear_overlays()
for(var/atom/movable/lighting_overlay/L in src)
L.loc = null
if(lighting_overlay)
qdel(lighting_overlay)
/turf/proc/lighting_build_overlays()
if(!locate(/atom/movable/lighting_overlay) in src)
var/state = "light[LIGHTING_RESOLUTION]"
if(!lighting_overlay)
var/area/A = loc
if(A.lighting_use_dynamic)
#if LIGHTING_RESOLUTION == 1
var/atom/movable/lighting_overlay/O = new(src)
O.icon_state = state
#else
for(var/i = 0; i < LIGHTING_RESOLUTION; i++)
for(var/j = 0; j < LIGHTING_RESOLUTION; j++)
var/atom/movable/lighting_overlay/O = new(src)
O.pixel_x = i * (32 / LIGHTING_RESOLUTION)
O.pixel_y = j * (32 / LIGHTING_RESOLUTION)
O.xoffset = (((2*i + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
O.yoffset = (((2*j + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
O.icon_state = state
#endif
var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, src)
lighting_overlay = O
+2 -2
View File
@@ -340,8 +340,8 @@
R.amount = rand(5,25)
if(2)
var/obj/item/stack/tile/R = new(src)
R.amount = rand(1,5)
var/obj/item/stack/material/plasteel/R = new(src)
R.amount = rand(5,25)
if(3)
var/obj/item/stack/material/steel/R = new(src)
@@ -852,11 +852,11 @@ var/global/list/damage_icon_parts = list()
//determine icon to use
var/icon/t_icon
if(r_hand.icon_override)
if(r_hand.item_icons && (slot_r_hand_str in r_hand.item_icons))
t_icon = r_hand.item_icons[slot_r_hand_str]
else if(r_hand.icon_override)
t_state += "_r"
t_icon = r_hand.icon_override
else if(r_hand.item_icons && (slot_r_hand_str in r_hand.item_icons))
t_icon = r_hand.item_icons[slot_r_hand_str]
else
t_icon = INV_R_HAND_DEF_ICON
@@ -884,11 +884,11 @@ var/global/list/damage_icon_parts = list()
//determine icon to use
var/icon/t_icon
if(l_hand.icon_override)
if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
t_icon = l_hand.item_icons[slot_l_hand_str]
else if(l_hand.icon_override)
t_state += "_l"
t_icon = l_hand.icon_override
else if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
t_icon = l_hand.item_icons[slot_l_hand_str]
else
t_icon = INV_L_HAND_DEF_ICON
@@ -200,9 +200,12 @@
if(hungry == 2 && !client) // if a slime is starving, it starts losing its friends
if(Friends.len > 0 && prob(1))
var/mob/nofriend = pick(Friends)
--Friends[nofriend]
if (Friends[nofriend] <= 0)
Friends -= nofriend
if(nofriend && Friends[nofriend])
Friends[nofriend] -= 1
if (Friends[nofriend] <= 0)
Friends[nofriend] = null
Friends -= nofriend
Friends -= null
if(!Target)
if(will_hunt(hungry) || attacked || rabid) // Only add to the list if we need to
@@ -21,7 +21,7 @@
return "I cannot feed on other slimes..."
if (!Adjacent(M))
return "This subject is too far away..."
if (istype(M, /mob/living/carbon) && M.getCloneLoss() > 150 || istype(M, /mob/living/simple_animal) && M.stat == DEAD)
if (istype(M, /mob/living/carbon) && M.getCloneLoss() >= M.maxHealth * 1.5 || istype(M, /mob/living/simple_animal) && M.stat == DEAD)
return "This subject does not have an edible life energy..."
for(var/mob/living/carbon/slime/met in view())
if(met.Victim == M && met != src)
+1 -1
View File
@@ -215,7 +215,7 @@
return
/mob/living/proc/adjust_fire_stacks(add_fire_stacks) //Adjusting the amount of fire_stacks we have on person
fire_stacks = Clamp(fire_stacks + add_fire_stacks, min = FIRE_MIN_STACKS, max = FIRE_MAX_STACKS)
fire_stacks = Clamp(fire_stacks + add_fire_stacks, FIRE_MIN_STACKS, FIRE_MAX_STACKS)
/mob/living/proc/handle_fire()
if(fire_stacks < 0)
@@ -212,6 +212,7 @@
/mob/living/simple_animal/hostile/proc/check_horde()
return 0
if(emergency_shuttle.shuttle.location)
if(!enroute && !target_mob) //The shuttle docked, all monsters rush for the escape hallway
if(!shuttletarget && escape_list.len) //Make sure we didn't already assign it a target, and that there are targets to pick
+36 -28
View File
@@ -1,6 +1,12 @@
/****************************************************
EXTERNAL ORGANS
****************************************************/
//These control the damage thresholds for the various ways of removing limbs
#define DROPLIMB_THRESHOLD_EDGE 5
#define DROPLIMB_THRESHOLD_TEAROFF 2
#define DROPLIMB_THRESHOLD_DESTROY 1
/obj/item/organ/external
name = "external"
min_broken_damage = 30
@@ -233,6 +239,7 @@
//If we can't inflict the full amount of damage, spread the damage in other ways
//How much damage can we actually cause?
var/can_inflict = max_damage * config.organ_health_multiplier - (brute_dam + burn_dam)
var/spillover = 0
if(can_inflict)
if (brute > 0)
//Inflict all burte damage we can
@@ -244,16 +251,17 @@
//How much mroe damage can we inflict
can_inflict = max(0, can_inflict - brute)
//How much brute damage is left to inflict
brute = max(0, brute - temp)
spillover += max(0, brute - temp)
if (burn > 0 && can_inflict)
//Inflict all burn damage we can
createwound(BURN, min(burn,can_inflict))
//How much burn damage is left to inflict
burn = max(0, burn - can_inflict)
spillover += max(0, burn - can_inflict)
//If there are still hurties to dispense
if (burn || brute)
owner.shock_stage += (brute+burn) * config.organ_damage_spillover_multiplier
if (spillover)
owner.shock_stage += spillover * config.organ_damage_spillover_multiplier
// sync the organ's damage with its wounds
src.update_damages()
@@ -262,26 +270,30 @@
//If limb took enough damage, try to cut or tear it off
if(owner && loc == owner)
if(!cannot_amputate && config.limbs_can_break && (brute_dam + burn_dam) >= (max_damage * config.organ_health_multiplier))
var/threshold = max_damage
var/dropped
if((burn >= threshold) && prob(burn/3))
dropped = 1
droplimb(0,DROPLIMB_BURN)
if(!dropped && prob(brute))
var/edge_eligible = 0
if(edge)
if(istype(used_weapon,/obj/item))
var/obj/item/W = used_weapon
if(W.w_class >= w_class)
edge_eligible = 1
else
//organs can come off in three cases
//1. If the damage source is edge_eligible and the brute damage dealt exceeds the edge threshold, then the organ is cut off.
//2. If the damage amount dealt exceeds the disintegrate threshold, the organ is completely obliterated.
//3. If the organ has already reached or would be put over it's max damage amount (currently redundant),
// and the brute damage dealt exceeds the tearoff threshold, the organ is torn off.
//Check edge eligibility
var/edge_eligible = 0
if(edge)
if(istype(used_weapon,/obj/item))
var/obj/item/W = used_weapon
if(W.w_class >= w_class)
edge_eligible = 1
else
edge_eligible = 1
if(brute >= threshold || (edge_eligible && brute >= threshold/3))
if(edge)
droplimb(0,DROPLIMB_EDGE)
else
droplimb(0,DROPLIMB_BLUNT)
if(edge_eligible && brute >= max_damage / DROPLIMB_THRESHOLD_EDGE && prob(brute))
droplimb(0, DROPLIMB_EDGE)
else if(burn >= max_damage / DROPLIMB_THRESHOLD_DESTROY && prob(burn/3))
droplimb(0, DROPLIMB_BURN)
else if(brute >= max_damage / DROPLIMB_THRESHOLD_DESTROY && prob(brute))
droplimb(0, DROPLIMB_BLUNT)
else if(brute >= max_damage / DROPLIMB_THRESHOLD_TEAROFF && prob(brute/3))
droplimb(0, DROPLIMB_EDGE)
return update_icon()
@@ -709,11 +721,7 @@ Note that amputating the affected organ does in fact remove the infection from t
wounds.Cut()
if(parent)
var/datum/wound/W
if(clean || max_damage < 50)
W = new/datum/wound/lost_limb/small(max_damage/2)
else
W = new/datum/wound/lost_limb(max_damage)
var/datum/wound/lost_limb/W = new (src, disintegrate, clean)
parent.children -= src
if(clean)
parent.wounds |= W
@@ -752,7 +760,7 @@ Note that amputating the affected organ does in fact remove the infection from t
I.loc = get_turf(src)
qdel(src)
if(DROPLIMB_BLUNT)
var/obj/effect/decal/cleanable/blood/gibs/gore = new owner.species.single_gib_type(get_turf(victim))
var/obj/effect/decal/cleanable/blood/gibs/gore = new victim.species.single_gib_type(get_turf(victim))
if(victim.species.flesh_color)
gore.fleshcolor = victim.species.flesh_color
if(victim.species.blood_color)
+27 -7
View File
@@ -315,12 +315,32 @@ datum/wound/cut/massive
/** EXTERNAL ORGAN LOSS **/
/datum/wound/lost_limb
damage_type = CUT
stages = list("ripped stump" = 65, "bloody stump" = 50, "clotted stump" = 25, "scarred stump" = 0)
max_bleeding_stage = 3
can_merge(var/datum/wound/other)
return 0 //cannot be merged
/datum/wound/lost_limb/New(var/obj/item/organ/external/lost_limb, var/losstype, var/clean)
var/damage_amt = lost_limb.max_damage
if(clean) damage_amt /= 2
switch(losstype)
if(DROPLIMB_EDGE, DROPLIMB_BLUNT)
damage_type = CUT
max_bleeding_stage = 3
stages = list(
"ripped stump" = damage_amt*1.3,
"bloody stump" = damage_amt,
"clotted stump" = damage_amt*0.5,
"scarred stump" = 0
)
if(DROPLIMB_BURN)
damage_type = BURN
max_bleeding_stage = 1
stages = list(
"ripped charred stump" = damage_amt*1.3,
"charred stump" = damage_amt,
"scarred stump" = damage_amt*0.5,
"scarred stump" = 0
)
..(damage_amt)
/datum/wound/lost_limb/small
stages = list("ripped hole" = 40, "bloody hole" = 30, "clotted hole" = 15, "scarred hole" = 0)
/datum/wound/lost_limb/can_merge(var/datum/wound/other)
return 0 //cannot be merged
+2 -2
View File
@@ -11,8 +11,8 @@
if(istype(M))
transform = M
/obj/effect/projectile/proc/activate()
spawn(3)
/obj/effect/projectile/proc/activate(var/kill_delay = 3)
spawn(kill_delay)
qdel(src) //see effect_system.dm - sets loc to null and lets GC handle removing these effects
return
+19 -14
View File
@@ -37,7 +37,7 @@
var/dispersion = 0.0
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS are the only things that should be in here
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/taser_effect = 0 //If set then the projectile will apply it's agony damage using stun_effect_act() to mobs it hits, and other damage will be ignored
var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
@@ -296,25 +296,26 @@
before_move()
Move(location.return_turf())
if(first_step)
muzzle_effect(effect_transform)
first_step = 0
else
tracer_effect(effect_transform)
if(!bumped && !isturf(original))
if(loc == get_turf(original))
if(!(original in permutated))
if(Bump(original))
return
if(first_step)
muzzle_effect(effect_transform)
first_step = 0
else if(!bumped)
tracer_effect(effect_transform)
if(!hitscan)
sleep(step_delay) //add delay between movement iterations if it's not a hitscan weapon
/obj/item/projectile/proc/process_step(first_step = 0)
return
/obj/item/projectile/proc/before_move()
return
/obj/item/projectile/proc/setup_trajectory()
// trajectory dispersion
@@ -332,6 +333,8 @@
effect_transform.Scale(trajectory.return_hypotenuse(), 1)
effect_transform.Turn(-trajectory.return_angle()) //no idea why this has to be inverted, but it works
transform = turn(transform, -(trajectory.return_angle() + 90)) //no idea why 90 needs to be added, but it works
/obj/item/projectile/proc/muzzle_effect(var/matrix/T)
if(silenced)
return
@@ -353,7 +356,10 @@
P.set_transform(M)
P.pixel_x = location.pixel_x
P.pixel_y = location.pixel_y
P.activate()
if(!hitscan)
P.activate(step_delay) //if not a hitscan projectile, remove after a single delay
else
P.activate()
/obj/item/projectile/proc/impact_effect(var/matrix/M)
if(ispath(tracer_type))
@@ -379,7 +385,7 @@
return //cannot shoot yourself
if(istype(A, /obj/item/projectile))
return
if(istype(A, /mob/living))
if(istype(A, /mob/living) || istype(A, /obj/mecha) || istype(A, /obj/vehicle))
result = 2 //We hit someone, return 1!
return
result = 1
@@ -418,15 +424,14 @@
if(istype(M))
return 1
/proc/check_trajectory(atom/target as mob, var/mob/living/user as mob, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) //Checks if you can hit them or not.
if(!istype(target) || !istype(user))
/proc/check_trajectory(atom/target as mob|obj, atom/firer as mob|obj, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) //Checks if you can hit them or not.
if(!istype(target) || !istype(firer))
return 0
var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_step_to(user,target)) //Making the test....
var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_turf(firer)) //Making the test....
trace.target = target
if(!isnull(flags))
trace.flags = flags //Set the flags...
trace.pass_flags = pass_flags //And the pass flags to that of the real projectile...
trace.firer = user
var/output = trace.process() //Test it!
qdel(trace) //No need for it anymore
return output //Send it back to the gun!
@@ -8,6 +8,7 @@
eyeblur = 4
var/frequency = 1
hitscan = 1
invisibility = 101 //beam projectiles are invisible as they are rendered by the effect engine
muzzle_type = /obj/effect/projectile/laser/muzzle
tracer_type = /obj/effect/projectile/laser/tracer
+1
View File
@@ -261,6 +261,7 @@
//These are called by the on-screen buttons, adjusting what the victim can and cannot do.
/client/proc/add_gun_icons()
if(!usr) return 1 // This can runtime if someone manages to throw a gun out of their hand before the proc is called.
screen += usr.item_use_icon
screen += usr.gun_move_icon
screen += usr.radio_use_icon
+3 -2
View File
@@ -95,8 +95,9 @@
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
if(isrobot(user)) return //Carn: fix for borgs dropping their modules on conveyor belts
user.drop_item()
if(I && I.loc) I.loc = src.loc
if(I.loc != user) return // This should stop mounted modules ending up outside the module.
user.drop_item(src)
return
// attack with hand, move pulled object onto conveyor
+4
View File
@@ -176,6 +176,10 @@
user << "<span class='warning'>Plate \the [src] before reinforcing it!</span>"
return
if(flipped)
user << "<span class='warning'>Put \the [src] back in place before reinforcing it!</span>"
return
reinforced = common_material_add(S, user, "reinforc")
if(reinforced)
update_desc()
+7
View File
@@ -79,6 +79,13 @@
return
..()
//cargo trains are open topped, so there is a chance the projectile will hit the mob ridding the train instead
/obj/vehicle/train/cargo/bullet_act(var/obj/item/projectile/Proj)
if(buckled_mob && prob(70))
buckled_mob.bullet_act(Proj)
return
..()
/obj/vehicle/train/cargo/update_icon()
if(open)
icon_state = initial(icon_state) + "_open"
+1 -1
View File
@@ -124,7 +124,7 @@
//uniqueID = rand(0,10000)
var/datum/disease2/effectholder/holder = pick(effects)
holder.minormutate()
infectionchance = min(50,infectionchance + rand(0,10))
//infectionchance = min(50,infectionchance + rand(0,10))
/datum/disease2/disease/proc/majormutate()
uniqueID = rand(0,10000)
+3 -3
View File
@@ -51,7 +51,7 @@ proc/infection_check(var/mob/living/carbon/M, var/vector = "Airborne")
if (vector == "Airborne")
var/obj/item/I = M.wear_mask
if (istype(I))
protection = max(protection, round(0.06*I.armor["bio"]))
protection = max(protection, I.armor["bio"])
return prob(protection)
@@ -148,12 +148,12 @@ proc/airborne_can_reach(turf/source, turf/target)
// log_debug("Could not reach target")
if (vector == "Contact")
if (in_range(src, victim))
if (Adjacent(victim))
// log_debug("In range, infecting")
infect_virus2(victim,V)
//contact goes both ways
if (victim.virus2.len > 0 && vector == "Contact")
if (victim.virus2.len > 0 && vector == "Contact" && Adjacent(victim))
// log_debug("Spreading [vector] diseases from [victim] to [src]")
var/nudity = 1