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

Conflicts:
	code/game/objects/structures/girders.dm
	code/modules/mob/living/carbon/human/human_damage.dm
This commit is contained in:
PsiOmegaDelta
2015-08-24 10:23:12 +02:00
33 changed files with 826 additions and 817 deletions
@@ -20,7 +20,7 @@
icon_state = "[initial(icon_state)]-on"
set_light(brightness_on)
else
icon_state = initial(icon_state)
icon_state = "[initial(icon_state)]"
set_light(0)
/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
+2 -2
View File
@@ -33,12 +33,12 @@ obj/item/device/hailer/attack_self(mob/living/carbon/user as mob)
if(isnull(insults))
playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
user.show_message("<span class='warning'>[user]'s [name] rasps, \"[use_message]\"</span>",1)
user.audible_message("<span class='warning'>[user]'s [name] rasps, \"[use_message]\"</span>", "<span class='warning'>\The [user] holds up \the [name].</span>")
else
if(insults > 0)
playsound(get_turf(src), 'sound/voice/binsult.ogg', 100, 1, vary = 0)
// Yes, it used to show the transcription of the sound clip. That was a) inaccurate b) immature as shit.
user.show_message("<span class='warning'>[user]'s [name] gurgles something indecipherable and deeply offensive.</span>")
user.audible_message("<span class='warning'>[user]'s [name] gurgles something indecipherable and deeply offensive.</span>", "<span class='warning'>\The [user] holds up \the [name].</span>")
insults--
else
user << "<span class='danger'>*BZZZZZZZZT*</span>"
+3 -5
View File
@@ -184,11 +184,9 @@
if(!uses_charge)
amount -= used
if (amount <= 0)
spawn(0) //delete the empty stack once the current context yields
if (amount <= 0) //check again in case someone transferred stuff to us
if(usr)
usr.remove_from_mob(src)
qdel(src)
if(usr)
usr.remove_from_mob(src)
qdel(src) //should be safe to qdel immediately since if someone is still using this stack it will persist for a little while longer
return 1
else
if(get_amount() < used)
@@ -215,6 +215,7 @@
if(istype(W, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = W
src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
return 0
if(istype(W,/obj/item/tk_grab))
return 0
if(istype(W, /obj/item/weapon/weldingtool))
@@ -262,11 +263,9 @@
return
if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis)
return
if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
if((!( istype(O, /atom/movable) ) || O.anchored || !Adjacent(user) || !Adjacent(O) || !user.Adjacent(O) || user.contents.Find(src)))
return
if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
return
if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc?
if(!isturf(user.loc)) // are you in a container/closet/pod/etc?
return
if(!src.opened)
return
+81 -87
View File
@@ -7,6 +7,7 @@
var/health = 200
var/cover = 50 //how much cover the girder provides against projectiles.
var/material/reinf_material
var/reinforcing = 0
/obj/structure/girder/displaced
icon_state = "displaced"
@@ -48,6 +49,7 @@
health = min(health,initial(health))
state = 0
icon_state = initial(icon_state)
reinforcing = 0
if(reinf_material)
reinforce_girder()
@@ -78,13 +80,18 @@
user << "<span class='notice'>You drill through the girder!</span>"
dismantle()
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "<span class='notice'>Now unsecuring support struts...</span>"
if(do_after(user,40))
if(!src) return
user << "<span class='notice'>You unsecured the support struts!</span>"
state = 1
else if(istype(W, /obj/item/weapon/screwdriver))
if(state == 2)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "<span class='notice'>Now unsecuring support struts...</span>"
if(do_after(user,40))
if(!src) return
user << "<span class='notice'>You unsecured the support struts!</span>"
state = 1
else if(anchored && !reinf_material)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
reinforcing = !reinforcing
user << "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
@@ -108,95 +115,82 @@
cover = 25
else if(istype(W, /obj/item/stack/material))
var/obj/item/stack/S = W
if(S.get_amount() < 2)
return ..()
var/material/M = S.get_material()
if(!istype(M))
return ..()
var/wall_fake
add_hiddenprint(usr)
if(M.integrity < 50)
user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
return
user << "<span class='notice'>You begin adding the plating...</span>"
if(!do_after(user,40) || !S.use(2))
return
if(anchored)
user << "<span class='notice'>You added the plating!</span>"
if(reinforcing && !reinf_material)
if(!reinforce_with_material(W, user))
return ..()
else
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
wall_fake = 1
if(!construct_wall(W, user))
return ..()
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
var/turf/simulated/wall/T = get_turf(src)
T.set_material(M, reinf_material)
if(wall_fake)
T.can_open = 1
T.add_hiddenprint(usr)
qdel(src)
return
else if(istype(W, /obj/item/pipe))
var/obj/item/pipe/P = W
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
user.drop_item()
P.loc = src.loc
user << "<span class='notice'>You fit the pipe into the [src]!</span>"
else
..()
return ..()
/obj/structure/girder/proc/construct_wall(obj/item/stack/material/S, mob/user)
if(S.get_amount() < 2)
user << "<span class='notice'>There isn't enough material here to construct a wall.</span>"
return 0
var/material/M = name_to_material[S.default_type]
if(!istype(M))
return 0
var/wall_fake
add_hiddenprint(usr)
if(M.integrity < 50)
user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
return 0
user << "<span class='notice'>You begin adding the plating...</span>"
if(!do_after(user,40) || !S.use(2))
return 1 //once we've gotten this far don't call parent attackby()
if(anchored)
user << "<span class='notice'>You added the plating!</span>"
else
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
wall_fake = 1
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
var/turf/simulated/wall/T = get_turf(src)
T.set_material(M, reinf_material)
if(wall_fake)
T.can_open = 1
T.add_hiddenprint(usr)
qdel(src)
return 1
/obj/structure/girder/proc/reinforce_with_material(obj/item/stack/material/S, mob/user) //if the verb is removed this can be renamed.
if(reinf_material)
user << "<span class='notice'>\The [src] is already reinforced.</span>"
return 0
if(S.get_amount() < 2)
user << "<span class='notice'>There isn't enough material here to reinforce the girder.</span>"
return 0
var/material/M = name_to_material[S.default_type]
if(!istype(M) || M.integrity < 50)
user << "You cannot reinforce \the [src] with that; it is too soft."
return 0
user << "<span class='notice'>Now reinforcing...</span>"
if (!do_after(user,40) || !S.use(2))
return 1 //don't call parent attackby() past this point
user << "<span class='notice'>You added reinforcement!</span>"
reinf_material = M
reinforce_girder()
return 1
/obj/structure/girder/proc/reinforce_girder()
cover = reinf_material.hardness
health = 500
state = 2
icon_state = "reinforced"
/obj/structure/girder/verb/reinforce_with_material()
set name = "Reinforce girder"
set desc = "Reinforce a girder with metal."
set src in view(1)
var/mob/living/user = usr
if(!istype(user) || !(user.l_hand || user.r_hand))
return
if(reinf_material)
user << "\The [src] is already reinforced."
return
var/obj/item/stack/material/S = user.l_hand
if(!istype(S))
S = user.r_hand
if(!istype(S))
user << "You cannot plate \the [src] with that."
return
if(S.get_amount() < 2)
user << "There is not enough material here to reinforce the girder."
return
var/material/M = S.get_material()
if(!istype(M) || M.integrity < 50)
user << "You cannot reinforce \the [src] with that; it is too soft."
return
user << "<span class='notice'>Now reinforcing...</span>"
if (!do_after(user,40) || !S.use(2))
return
user << "<span class='notice'>You added reinforcement!</span>"
reinf_material = M
reinforce_girder()
reinforcing = 0
/obj/structure/girder/proc/dismantle()
new /obj/item/stack/material/steel(get_turf(src))