mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-18 02:25:06 +01:00
Merge remote-tracking branch 'remotes/upstream/dev-freeze' into conscience
Conflicts: code/modules/mob/living/carbon/human/human_attackhand.dm
This commit is contained in:
@@ -816,7 +816,8 @@ var/list/admin_verbs_mentor = list(
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var/job = input("Please select job slot to free", "Free job slot") as null|anything in jobs
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if (job)
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job_master.FreeRole(job)
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return
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message_admins("A job slot for [job] has been opened by [key_name_admin(usr)]")
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return
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/client/proc/toggleattacklogs()
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set name = "Toggle Attack Log Messages"
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@@ -1,7 +1,7 @@
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/proc/getbrokeninhands()
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var/icon/IL = new('icons/mob/items_lefthand.dmi')
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var/icon/IL = new('icons/mob/items/lefthand.dmi')
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var/list/Lstates = IL.IconStates()
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var/icon/IR = new('icons/mob/items_righthand.dmi')
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var/icon/IR = new('icons/mob/items/righthand.dmi')
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var/list/Rstates = IR.IconStates()
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@@ -134,18 +134,18 @@
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verbs |= /obj/item/weapon/rig/proc/toggle_chest
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for(var/obj/item/piece in list(gloves,helmet,boots,chest))
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if(!piece)
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if(!istype(piece))
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continue
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piece.canremove = 0
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piece.name = "[suit_type] [initial(piece.name)]"
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piece.desc = "It seems to be part of a [src.name]."
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piece.icon_state = "[initial(icon_state)]"
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piece.armor = armor.Copy()
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piece.min_cold_protection_temperature = min_cold_protection_temperature
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piece.max_heat_protection_temperature = max_heat_protection_temperature
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piece.siemens_coefficient = siemens_coefficient
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piece.permeability_coefficient = permeability_coefficient
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piece.unacidable = unacidable
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if(islist(armor)) piece.armor = armor.Copy()
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update_icon(1)
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@@ -631,14 +631,15 @@
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use_obj.loc = src
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else if (deploy_mode != ONLY_RETRACT)
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if(check_slot)
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if(check_slot != use_obj)
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H << "<span class='danger'>You are unable to deploy \the [piece] as \the [check_slot] [check_slot.gender == PLURAL ? "are" : "is"] in the way.</span>"
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return
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if(check_slot && check_slot != use_obj)
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H << "<span class='danger'>You are unable to deploy \the [piece] as \the [check_slot] [check_slot.gender == PLURAL ? "are" : "is"] in the way.</span>"
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return
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else
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H << "<font color='blue'><b>Your [use_obj.name] [use_obj.gender == PLURAL ? "deploy" : "deploys"] swiftly.</b></span>"
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use_obj.loc = H
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H.equip_to_slot(use_obj, equip_to)
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if(!H.equip_to_slot_if_possible(use_obj, equip_to, 0))
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use_obj.loc = src
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else
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H << "<font color='blue'><b>Your [use_obj.name] [use_obj.gender == PLURAL ? "deploy" : "deploys"] swiftly.</b></span>"
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if(piece == "helmet" && helmet)
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helmet.update_light(H)
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@@ -59,20 +59,10 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
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var/list/possible_events = list()
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for(var/datum/event_meta/EM in available_events)
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var/event_weight = EM.get_weight(active_with_role)
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if(EM.enabled && event_weight)
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var/event_weight = get_weight(EM, active_with_role)
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if(event_weight)
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possible_events[EM] = event_weight
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for(var/event_meta in last_event_time) if(possible_events[event_meta])
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var/time_passed = world.time - event_last_fired[event_meta]
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var/weight_modifier = max(0, (config.expected_round_length - time_passed) / 300)
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var/new_weight = max(possible_events[event_meta] - weight_modifier, 0)
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if(new_weight)
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possible_events[event_meta] = new_weight
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else
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possible_events -= event_meta
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if(possible_events.len == 0)
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return null
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@@ -81,6 +71,19 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
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available_events -= picked_event
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return picked_event
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/datum/event_container/proc/get_weight(var/datum/event_meta/EM, var/list/active_with_role)
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if(!EM.enabled)
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return 0
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var/weight = EM.get_weight(active_with_role)
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var/last_time = last_event_time[EM]
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if(last_time)
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var/time_passed = world.time - last_time
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var/weight_modifier = max(0, round((config.expected_round_length - time_passed) / 300))
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weight = weight - weight_modifier
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return weight
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/datum/event_container/proc/set_event_delay()
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// If the next event time has not yet been set and we have a custom first time start
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if(next_event_time == 0 && config.event_first_run[severity])
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@@ -89,6 +89,7 @@
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html += "<h2>Available [severity_to_string[selected_event_container.severity]] Events (queued & running events will not be displayed)</h2>"
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html += "<table[table_options]>"
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html += "<tr><td[row_options2]>Name </td><td>Weight </td><td>MinWeight </td><td>MaxWeight </td><td>OneShot </td><td>Enabled </td><td><span class='alert'>CurrWeight </span></td><td>Remove</td></tr>"
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var/list/active_with_role = number_active_with_role()
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for(var/datum/event_meta/EM in selected_event_container.available_events)
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html += "<tr>"
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html += "<td>[EM.name]</td>"
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@@ -97,7 +98,7 @@
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html += "<td>[EM.max_weight]</td>"
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html += "<td><A align='right' href='?src=\ref[src];toggle_oneshot=\ref[EM]'>[EM.one_shot]</A></td>"
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html += "<td><A align='right' href='?src=\ref[src];toggle_enabled=\ref[EM]'>[EM.enabled]</A></td>"
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html += "<td><span class='alert'>[EM.get_weight(number_active_with_role())]</span></td>"
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html += "<td><span class='alert'>[selected_event_container.get_weight(EM, active_with_role)]</span></td>"
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html += "<td><A align='right' href='?src=\ref[src];remove=\ref[EM];EC=\ref[selected_event_container]'>Remove</A></td>"
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html += "</tr>"
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html += "</table>"
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@@ -35,6 +35,11 @@
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die_off()
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return 0
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for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
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if(smoke.reagents.has_reagent("plantbgone"))
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die_off()
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return
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// Handle life.
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var/turf/simulated/T = get_turf(src)
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if(istype(T))
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@@ -98,22 +98,22 @@
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// Beneficial reagents also have values for modifying yield_mod and mut_mod (in that order).
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var/global/list/beneficial_reagents = list(
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"beer" = list( -0.05, 0, 0 ),
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"fluorine" = list( -2, 0, 0 ),
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"chlorine" = list( -1, 0, 0 ),
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"phosphorus" = list( -0.75, 0, 0 ),
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"sodawater" = list( 0.1, 0, 0 ),
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"sacid" = list( -1, 0, 0 ),
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"pacid" = list( -2, 0, 0 ),
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"plantbgone" = list( -2, 0, 0.2 ),
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"cryoxadone" = list( 3, 0, 0 ),
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"ammonia" = list( 0.5, 0, 0 ),
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"diethylamine" = list( 1, 0, 0 ),
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"nutriment" = list( 0.5, 0.1, 0 ),
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"radium" = list( -1.5, 0, 0.2 ),
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"adminordrazine" = list( 1, 1, 1 ),
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"robustharvest" = list( 0, 0.2, 0 ),
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"left4zed" = list( 0, 0, 0.2 )
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"beer" = list( -0.05, 0, 0 ),
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"fluorine" = list( -2, 0, 0 ),
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"chlorine" = list( -1, 0, 0 ),
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"phosphorus" = list( -0.75, 0, 0 ),
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"sodawater" = list( 0.1, 0, 0 ),
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"sacid" = list( -1, 0, 0 ),
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"pacid" = list( -2, 0, 0 ),
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"plantbgone" = list( -2, 0, 0.2),
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"cryoxadone" = list( 3, 0, 0 ),
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"ammonia" = list( 0.5, 0, 0 ),
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"diethylamine" = list( 1, 0, 0 ),
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"nutriment" = list( 0.5, 0.1, 0 ),
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"radium" = list( -1.5, 0, 0.2),
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"adminordrazine" = list( 1, 1, 1 ),
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"robustharvest" = list( 0, 0.2, 0 ),
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"left4zed" = list( 0, 0, 0.2)
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)
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// Mutagen list specifies minimum value for the mutation to take place, rather
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@@ -1,5 +1,10 @@
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/obj/machinery/portable_atmospherics/hydroponics/process()
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// Handle nearby smoke if any.
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for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
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if(smoke.reagents.total_volume)
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smoke.reagents.copy_to(src, 5)
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//Do this even if we're not ready for a plant cycle.
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process_reagents()
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@@ -223,7 +223,7 @@
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chance = !hand ? 40 : 20
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if (prob(chance))
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visible_message("<spawn class=danger>[src]'s [W.name] goes off during struggle!")
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visible_message("<span class='danger'>[src]'s [W.name] goes off during struggle!")
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var/list/turfs = list()
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for(var/turf/T in view())
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turfs += T
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@@ -215,10 +215,11 @@ This saves us from having to call add_fingerprint() any time something is put in
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//This is an UNSAFE proc. Use mob_can_equip() before calling this one! Or rather use equip_to_slot_if_possible() or advanced_equip_to_slot_if_possible()
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//set redraw_mob to 0 if you don't wish the hud to be updated - if you're doing it manually in your own proc.
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/mob/living/carbon/human/equip_to_slot(obj/item/W as obj, slot, redraw_mob = 1)
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if(!slot) return
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if(!istype(W)) return
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if(!has_organ_for_slot(slot)) return
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if(!species || !species.hud || !(slot in species.hud.equip_slots)) return
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W.loc = src
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switch(slot)
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if(slot_back)
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@@ -337,7 +338,7 @@ This saves us from having to call add_fingerprint() any time something is put in
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W.layer = 20
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return
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return 1
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/obj/effect/equip_e
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name = "equip e"
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@@ -856,37 +856,47 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_r_hand(var/update_icons=1)
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if(r_hand)
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r_hand.screen_loc = ui_rhand //TODO
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var/t_icon = INV_R_HAND_DEF_ICON
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if(r_hand.item_icons && (icon_r_hand in r_hand.item_icons))
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t_icon = r_hand.item_icons[icon_r_hand]
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var/t_state = r_hand.item_state //useful for clothing that changes icon_state but retains the same sprite on the mob when held in hand
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if(!t_state) t_state = r_hand.icon_state
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if(r_hand.icon_override)
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t_state = "[t_state]_r"
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overlays_standing[R_HAND_LAYER] = image("icon" = r_hand.icon_override, "icon_state" = "[t_state]")
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else
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overlays_standing[R_HAND_LAYER] = image("icon" = 'icons/mob/items_righthand.dmi', "icon_state" = "[t_state]")
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overlays_standing[R_HAND_LAYER] = image("icon" = t_icon, "icon_state" = "[t_state]")
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if (handcuffed) drop_r_hand()
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else
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overlays_standing[R_HAND_LAYER] = null
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if(update_icons) update_icons()
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if(update_icons) update_icons()
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/mob/living/carbon/human/update_inv_l_hand(var/update_icons=1)
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if(l_hand)
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l_hand.screen_loc = ui_lhand //TODO
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|
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var/t_icon = INV_L_HAND_DEF_ICON
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if(l_hand.item_icons && (icon_l_hand in l_hand.item_icons))
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t_icon = l_hand.item_icons[icon_l_hand]
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|
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var/t_state = l_hand.item_state //useful for clothing that changes icon_state but retains the same sprite on the mob when held in hand
|
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if(!t_state) t_state = l_hand.icon_state
|
||||
|
||||
if(l_hand.icon_override)
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t_state = "[t_state]_l"
|
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overlays_standing[L_HAND_LAYER] = image("icon" = l_hand.icon_override, "icon_state" = "[t_state]")
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else
|
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overlays_standing[L_HAND_LAYER] = image("icon" = 'icons/mob/items_lefthand.dmi', "icon_state" = "[t_state]")
|
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overlays_standing[L_HAND_LAYER] = image("icon" = t_icon, "icon_state" = "[t_state]")
|
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|
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if (handcuffed) drop_l_hand()
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else
|
||||
overlays_standing[L_HAND_LAYER] = null
|
||||
if(update_icons) update_icons()
|
||||
|
||||
if(update_icons) update_icons()
|
||||
|
||||
/mob/living/carbon/human/proc/update_tail_showing(var/update_icons=1)
|
||||
overlays_standing[TAIL_LAYER] = null
|
||||
|
||||
@@ -55,26 +55,38 @@
|
||||
|
||||
/mob/living/carbon/monkey/update_inv_r_hand(var/update_icons=1)
|
||||
if(r_hand)
|
||||
var/t_icon = INV_R_HAND_DEF_ICON
|
||||
if(r_hand.item_icons && (icon_r_hand in r_hand.item_icons))
|
||||
t_icon = r_hand.item_icons[icon_r_hand]
|
||||
|
||||
var/t_state = r_hand.item_state
|
||||
if(!t_state) t_state = r_hand.icon_state
|
||||
overlays_standing[M_R_HAND_LAYER] = image("icon" = 'icons/mob/items_righthand.dmi', "icon_state" = t_state)
|
||||
|
||||
overlays_standing[M_R_HAND_LAYER] = image("icon" = t_icon, "icon_state" = t_state)
|
||||
r_hand.screen_loc = ui_rhand
|
||||
if (handcuffed) drop_r_hand()
|
||||
else
|
||||
overlays_standing[M_R_HAND_LAYER] = null
|
||||
if(update_icons) update_icons()
|
||||
|
||||
if(update_icons) update_icons()
|
||||
|
||||
|
||||
/mob/living/carbon/monkey/update_inv_l_hand(var/update_icons=1)
|
||||
if(l_hand)
|
||||
var/t_icon = INV_L_HAND_DEF_ICON
|
||||
if(l_hand.item_icons && (icon_l_hand in l_hand.item_icons))
|
||||
t_icon = l_hand.item_icons[icon_l_hand]
|
||||
|
||||
var/t_state = l_hand.item_state
|
||||
if(!t_state) t_state = l_hand.icon_state
|
||||
overlays_standing[M_L_HAND_LAYER] = image("icon" = 'icons/mob/items_lefthand.dmi', "icon_state" = t_state)
|
||||
|
||||
overlays_standing[M_L_HAND_LAYER] = image("icon" = t_icon, "icon_state" = t_state)
|
||||
l_hand.screen_loc = ui_lhand
|
||||
if (handcuffed) drop_l_hand()
|
||||
else
|
||||
overlays_standing[M_L_HAND_LAYER] = null
|
||||
if(update_icons) update_icons()
|
||||
|
||||
if(update_icons) update_icons()
|
||||
|
||||
|
||||
/mob/living/carbon/monkey/update_inv_back(var/update_icons=1)
|
||||
|
||||
@@ -417,11 +417,11 @@
|
||||
//pull damage with injured people
|
||||
if(prob(25))
|
||||
M.adjustBruteLoss(1)
|
||||
visible_message("\red \The [M]'s wounds open more from being dragged!")
|
||||
visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state worsens": "wounds open more"] from being dragged!</span>")
|
||||
if(M.pull_damage())
|
||||
if(prob(25))
|
||||
M.adjustBruteLoss(2)
|
||||
visible_message("\red \The [M]'s wounds worsen terribly from being dragged!")
|
||||
visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state" : "wounds"] worsen terribly from being dragged!</span>")
|
||||
var/turf/location = M.loc
|
||||
if (istype(location, /turf/simulated))
|
||||
location.add_blood(M)
|
||||
|
||||
@@ -81,6 +81,7 @@
|
||||
|
||||
if(health < 1)
|
||||
death()
|
||||
return
|
||||
|
||||
if(health > maxHealth)
|
||||
health = maxHealth
|
||||
|
||||
@@ -142,7 +142,7 @@
|
||||
del(W)
|
||||
else
|
||||
if(!disable_warning)
|
||||
src << "\red You are unable to equip that." //Only print if del_on_fail is false
|
||||
src << "\red You are unable to equip \the [W]." //Only print if del_on_fail is false
|
||||
return 0
|
||||
|
||||
equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
|
||||
|
||||
@@ -85,13 +85,22 @@
|
||||
|
||||
/mob/living/silicon/isSilicon()
|
||||
return 1
|
||||
|
||||
|
||||
/mob/proc/isAI()
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/ai/isAI()
|
||||
return 1
|
||||
|
||||
/mob/proc/isSynthetic()
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/isSynthetic()
|
||||
return species.flags & IS_SYNTHETIC
|
||||
|
||||
/mob/living/silicon/isSynthetic()
|
||||
return 1
|
||||
|
||||
/proc/ispAI(A)
|
||||
if(istype(A, /mob/living/silicon/pai))
|
||||
return 1
|
||||
@@ -240,7 +249,7 @@ var/list/global/organ_rel_size = list(
|
||||
for(var/obj/item/weapon/grab/G in target.grabbed_by)
|
||||
if(G.state >= GRAB_AGGRESSIVE)
|
||||
return zone
|
||||
|
||||
|
||||
var/miss_chance = 10
|
||||
if (zone in base_miss_chance)
|
||||
miss_chance = base_miss_chance[zone]
|
||||
|
||||
@@ -375,7 +375,7 @@ datum/preferences
|
||||
if(LAWYER)
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "internalaffairs_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon(INV_R_HAND_DEF_ICON, "briefcase"), ICON_UNDERLAY)
|
||||
if(prob(1))
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suitjacket_blue"), ICON_OVERLAY)
|
||||
switch(backbag)
|
||||
@@ -534,7 +534,7 @@ datum/preferences
|
||||
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
|
||||
if(prob(1))
|
||||
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
|
||||
clothes_s.Blend(new /icon(INV_R_HAND_DEF_ICON, "toolbox_blue"), ICON_OVERLAY)
|
||||
switch(backbag)
|
||||
if(2)
|
||||
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
|
||||
@@ -620,7 +620,7 @@ datum/preferences
|
||||
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_white"), ICON_OVERLAY)
|
||||
if(prob(1))
|
||||
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "blueprints"), ICON_OVERLAY)
|
||||
clothes_s.Blend(new /icon(INV_R_HAND_DEF_ICON, "blueprints"), ICON_OVERLAY)
|
||||
switch(backbag)
|
||||
if(2)
|
||||
clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY)
|
||||
|
||||
@@ -1,6 +1,11 @@
|
||||
//Most of these are defined at this level to reduce on checks elsewhere in the code.
|
||||
//Having them here also makes for a nice reference list of the various overlay-updating procs available
|
||||
|
||||
//default item on-mob icons
|
||||
#define INV_L_HAND_DEF_ICON 'icons/mob/items/lefthand.dmi'
|
||||
#define INV_R_HAND_DEF_ICON 'icons/mob/items/righthand.dmi'
|
||||
|
||||
|
||||
/mob/proc/regenerate_icons() //TODO: phase this out completely if possible
|
||||
return
|
||||
|
||||
|
||||
@@ -3,6 +3,10 @@
|
||||
name = "gun"
|
||||
desc = "Its a gun. It's pretty terrible, though."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
item_icons = list(
|
||||
icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
|
||||
icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
|
||||
)
|
||||
icon_state = "detective"
|
||||
item_state = "gun"
|
||||
flags = CONDUCT
|
||||
@@ -134,10 +138,7 @@
|
||||
handle_post_fire(user, target, pointblank, reflex)
|
||||
|
||||
update_icon()
|
||||
if(user.hand)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
update_held_icon()
|
||||
|
||||
|
||||
//obtains the next projectile to fire
|
||||
@@ -166,11 +167,19 @@
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message(
|
||||
"<span class='danger'>[user] fires [src][pointblank ? " point blank at [target]":""][reflex ? " by reflex":""]!</span>",
|
||||
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
|
||||
if(reflex)
|
||||
user.visible_message(
|
||||
"<span class='reflex_shoot'><b>[user] fires [src][pointblank ? " point blank at [target]":""] by reflex!<b></span>",
|
||||
"<span class='reflex_shoot'>You fire [src] by reflex]!</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
else
|
||||
user.visible_message(
|
||||
"<span class='danger'>[user] fires [src][pointblank ? " point blank at [target]":""]!</span>",
|
||||
"<span class='warning'>You fire [src]!</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
|
||||
if(recoil)
|
||||
spawn()
|
||||
|
||||
@@ -29,6 +29,7 @@
|
||||
power_supply.give(power_supply.maxcharge)
|
||||
if(self_recharge)
|
||||
processing_objects.Add(src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/Del()
|
||||
if(self_recharge)
|
||||
@@ -87,3 +88,4 @@
|
||||
icon_state = "[modifystate][ratio]"
|
||||
else
|
||||
icon_state = "[initial(icon_state)][ratio]"
|
||||
|
||||
|
||||
@@ -24,16 +24,18 @@
|
||||
obj/item/weapon/gun/energy/retro
|
||||
name = "retro laser"
|
||||
icon_state = "retro"
|
||||
item_state = "retro"
|
||||
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = 3
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
fire_delay = 10
|
||||
fire_delay = 10 //old technology
|
||||
|
||||
/obj/item/weapon/gun/energy/captain
|
||||
name = "antique laser gun"
|
||||
icon_state = "caplaser"
|
||||
item_state = "caplaser"
|
||||
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
|
||||
force = 5
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
@@ -48,7 +50,7 @@ obj/item/weapon/gun/energy/retro
|
||||
name = "laser cannon"
|
||||
desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
|
||||
icon_state = "lasercannon"
|
||||
item_state = "laser"
|
||||
item_state = null
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
origin_tech = "combat=4;materials=3;powerstorage=3"
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
@@ -66,6 +68,7 @@ obj/item/weapon/gun/energy/retro
|
||||
name = "xray laser gun"
|
||||
desc = "A high-power laser gun capable of expelling concentrated xray blasts."
|
||||
icon_state = "xray"
|
||||
item_state = "xray"
|
||||
fire_sound = 'sound/weapons/laser3.ogg'
|
||||
origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
|
||||
projectile_type = /obj/item/projectile/beam/xray
|
||||
@@ -117,10 +120,12 @@ obj/item/weapon/gun/energy/retro
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag/blue
|
||||
icon_state = "bluetag"
|
||||
item_state = "bluetag"
|
||||
projectile_type = /obj/item/projectile/beam/lastertag/blue
|
||||
required_vest = /obj/item/clothing/suit/bluetag
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag/red
|
||||
icon_state = "redtag"
|
||||
item_state = "redtag"
|
||||
projectile_type = /obj/item/projectile/beam/lastertag/red
|
||||
required_vest = /obj/item/clothing/suit/redtag
|
||||
|
||||
@@ -29,10 +29,7 @@
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
modifystate = "energystun"
|
||||
update_icon()
|
||||
if(user.l_hand == src)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
update_held_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/mounted
|
||||
name = "mounted energy gun"
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
name = "biological demolecularisor"
|
||||
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
|
||||
icon_state = "decloner"
|
||||
item_state = "decloner"
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
origin_tech = "combat=5;materials=4;powerstorage=3"
|
||||
charge_cost = 100
|
||||
@@ -35,7 +36,7 @@
|
||||
name = "floral somatoray"
|
||||
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
|
||||
icon_state = "floramut100"
|
||||
item_state = "obj/item/gun.dmi"
|
||||
item_state = "floramut"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
charge_cost = 100
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
@@ -59,7 +60,7 @@
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
modifystate = "floramut"
|
||||
update_icon()
|
||||
return
|
||||
update_held_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, adjacent_flag)
|
||||
//allow shooting into adjacent hydrotrays regardless of intent
|
||||
@@ -115,6 +116,7 @@
|
||||
name = "staff of change"
|
||||
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
item_icons = null
|
||||
icon_state = "staffofchange"
|
||||
item_state = "staffofchange"
|
||||
fire_sound = 'sound/weapons/emitter.ogg'
|
||||
@@ -168,6 +170,7 @@ obj/item/weapon/gun/energy/staff/focus
|
||||
desc = "It's a cute rubber duck. With an evil gleam in it's eye."
|
||||
projectile_type = /obj/item/projectile/icarus/pointdefense
|
||||
icon = 'icons/obj/watercloset.dmi'
|
||||
item_icons = null
|
||||
icon_state = "rubberducky"
|
||||
item_state = "rubberducky"
|
||||
charge_cost = 0
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
name = "stun revolver"
|
||||
desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
|
||||
icon_state = "stunrevolver"
|
||||
item_state = "stunrevolver"
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
origin_tech = "combat=3;materials=3;powerstorage=2"
|
||||
charge_cost = 125
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "temperature gun"
|
||||
icon_state = "freezegun"
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
desc = "A gun that changes temperatures."
|
||||
desc = "A gun that changes temperatures. It has a small label on the side, 'More extreme temperatures will cost more charge!'"
|
||||
var/temperature = T20C
|
||||
var/current_temperature = T20C
|
||||
charge_cost = 100
|
||||
@@ -10,7 +10,7 @@
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
|
||||
projectile_type = /obj/item/projectile/temp
|
||||
cell_type = /obj/item/weapon/cell/crap
|
||||
cell_type = /obj/item/weapon/cell/high
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/temperature/New()
|
||||
|
||||
@@ -133,4 +133,5 @@
|
||||
name = "syringe gun revolver"
|
||||
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to five syringes. The spring still needs to be drawn between shots."
|
||||
icon_state = "rapidsyringegun"
|
||||
item_state = "rapidsyringegun"
|
||||
max_darts = 5
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
name = "\improper STS-35 automatic rifle"
|
||||
desc = "A durable, rugged looking automatic weapon of a make popular on the frontier worlds. Uses 7.62mm rounds. It is unmarked."
|
||||
icon_state = "arifle"
|
||||
item_state = "l6closednomag" //placeholder
|
||||
item_state = null
|
||||
w_class = 4
|
||||
force = 10
|
||||
caliber = "a762"
|
||||
@@ -62,13 +62,14 @@
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/sts35/update_icon()
|
||||
..()
|
||||
icon_state = (ammo_magazine)? "arifle-0" : "arifle"
|
||||
icon_state = (ammo_magazine)? "arifle" : "arifle-empty"
|
||||
update_held_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/wt550
|
||||
name = "\improper W-T 550 Saber"
|
||||
desc = "A cheap, mass produced Ward-Takahashi PDW. Uses 9mm rounds."
|
||||
icon_state = "wt550"
|
||||
item_state = "c20r" //placeholder
|
||||
item_state = "wt550"
|
||||
w_class = 3
|
||||
caliber = "9mm"
|
||||
origin_tech = "combat=5;materials=2"
|
||||
@@ -90,7 +91,7 @@
|
||||
name = "\improper Z8 Bulldog"
|
||||
desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds. Makes you feel like a space marine when you hold it."
|
||||
icon_state = "carbine"
|
||||
item_state = "l6closednomag" //placeholder
|
||||
item_state = "z8carbine"
|
||||
w_class = 4
|
||||
force = 10
|
||||
caliber = "a556"
|
||||
|
||||
@@ -43,6 +43,7 @@
|
||||
name = "dart gun"
|
||||
desc = "A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances."
|
||||
icon_state = "dartgun-empty"
|
||||
item_state = null
|
||||
|
||||
caliber = "dart"
|
||||
fire_sound = 'sound/weapons/empty.ogg'
|
||||
|
||||
@@ -62,6 +62,7 @@
|
||||
name = "desert eagle"
|
||||
desc = "A robust handgun that uses .50 AE ammo"
|
||||
icon_state = "deagle"
|
||||
item_state = "deagle"
|
||||
force = 14.0
|
||||
caliber = ".50"
|
||||
load_method = MAGAZINE
|
||||
@@ -106,6 +107,7 @@
|
||||
name = "\improper Stechtkin pistol"
|
||||
desc = "A small, easily concealable gun. Uses 9mm rounds."
|
||||
icon_state = "pistol"
|
||||
item_state = null
|
||||
w_class = 2
|
||||
caliber = "9mm"
|
||||
silenced = 0
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
name = "revolver"
|
||||
desc = "A classic revolver. Uses .357 ammo"
|
||||
icon_state = "revolver"
|
||||
item_state = "revolver"
|
||||
caliber = "357"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
handle_casings = CYCLE_CASINGS
|
||||
|
||||
@@ -42,6 +42,7 @@
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/combat
|
||||
name = "combat shotgun"
|
||||
icon_state = "cshotgun"
|
||||
item_state = "cshotgun"
|
||||
origin_tech = "combat=5;materials=2"
|
||||
max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8.
|
||||
ammo_type = /obj/item/ammo_casing/shotgun
|
||||
@@ -51,7 +52,7 @@
|
||||
name = "double-barreled shotgun"
|
||||
desc = "A true classic."
|
||||
icon_state = "dshotgun"
|
||||
item_state = "shotgun"
|
||||
item_state = "dshotgun"
|
||||
//SPEEDLOADER because rapid unloading.
|
||||
//In principle someone could make a speedloader for it, so it makes sense.
|
||||
load_method = SINGLE_CASING|SPEEDLOADER
|
||||
|
||||
@@ -1020,6 +1020,9 @@
|
||||
continue
|
||||
|
||||
var/remaining_volume = beaker.reagents.maximum_volume - beaker.reagents.total_volume
|
||||
if(remaining_volume <= 0)
|
||||
break
|
||||
|
||||
if(sheet_reagents[O.type])
|
||||
var/obj/item/stack/stack = O
|
||||
if(istype(stack))
|
||||
@@ -1029,10 +1032,11 @@
|
||||
beaker.reagents.add_reagent(sheet_reagents[stack.type], (amount_to_take*REAGENTS_PER_SHEET))
|
||||
continue
|
||||
|
||||
O.reagents.trans_to(beaker, min(O.reagents.total_volume, remaining_volume))
|
||||
if(O.reagents.total_volume == 0)
|
||||
remove_object(O)
|
||||
if (beaker.reagents.total_volume >= beaker.reagents.maximum_volume)
|
||||
break
|
||||
if(O.reagents)
|
||||
O.reagents.trans_to(beaker, min(O.reagents.total_volume, remaining_volume))
|
||||
if(O.reagents.total_volume == 0)
|
||||
remove_object(O)
|
||||
if (beaker.reagents.total_volume >= beaker.reagents.maximum_volume)
|
||||
break
|
||||
|
||||
#undef REAGENTS_PER_SHEET
|
||||
@@ -1855,12 +1855,9 @@ datum
|
||||
var/obj/effect/alien/weeds/alien_weeds = O
|
||||
alien_weeds.health -= rand(15,35) // Kills alien weeds pretty fast
|
||||
alien_weeds.healthcheck()
|
||||
else if(istype(O,/obj/effect/plant)) //even a small amount is enough to kill it
|
||||
del(O)
|
||||
else if(istype(O,/obj/effect/plant))
|
||||
if(prob(50))
|
||||
var/obj/effect/plant/plant = O
|
||||
plant.die_off()
|
||||
var/obj/effect/plant/plant = O
|
||||
plant.die_off()
|
||||
else if(istype(O,/obj/machinery/portable_atmospherics/hydroponics))
|
||||
var/obj/machinery/portable_atmospherics/hydroponics/tray = O
|
||||
|
||||
|
||||
Reference in New Issue
Block a user