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

This commit is contained in:
Zuhayr
2014-09-02 09:24:22 +09:30
11 changed files with 104 additions and 200 deletions
+14 -5
View File
@@ -146,10 +146,10 @@ var/global/list/frozen_items = list()
density = 1
anchored = 1
var/mob/occupant = null // Person waiting to be despawned.
var/orient_right = null // Flips the sprite.
var/time_till_despawn = 9000 // 15 minutes-ish safe period before being despawned.
var/time_entered = 0 // Used to keep track of the safe period.
var/mob/occupant = null // Person waiting to be despawned.
var/orient_right = null // Flips the sprite.
var/time_till_despawn = 18000 // 15 minutes-ish safe period before being despawned.
var/time_entered = 0 // Used to keep track of the safe period.
var/obj/item/device/radio/intercom/announce //
// These items are preserved when the process() despawn proc occurs.
@@ -198,7 +198,7 @@ var/global/list/frozen_items = list()
if(W.contents.len) //Make sure we catch anything not handled by del() on the items.
for(var/obj/item/O in W.contents)
if(istype(O,/obj/item/weapon/storage/internal)) //Stop eating pockets you fuck!
if(istype(O,/obj/item/weapon/storage/internal)) //Stop eating pockets, you fuck!
continue
O.loc = src
@@ -344,6 +344,7 @@ var/global/list/frozen_items = list()
src.add_fingerprint(M)
/obj/machinery/cryopod/verb/eject()
set name = "Eject Pod"
set category = "Object"
set src in oview(1)
@@ -355,6 +356,14 @@ var/global/list/frozen_items = list()
else
icon_state = "body_scanner_0"
//Eject any items that aren't meant to be in the pod.
var/list/items = src.contents
if(occupant) items -= occupant
if(announce) items -= announce
for(var/obj/item/W in items)
W.loc = get_turf(src)
src.go_out()
add_fingerprint(usr)
return
+5 -5
View File
@@ -622,35 +622,35 @@
model_text = "Engineering"
req_access = list(access_construction)
departments = list("Engineering","Atmos")
species = list("Human","Tajaran") //Add Unathi when sprites exist for their suits.
species = list("Human","Tajaran","Skrell","Unathi") //Add Unathi when sprites exist for their suits.
/obj/machinery/suit_cycler/mining
name = "Mining suit cycler"
model_text = "Mining"
req_access = list(access_mining)
departments = list("Mining")
species = list("Human","Tajaran")
species = list("Human","Tajaran","Skrell","Unathi")
/obj/machinery/suit_cycler/security
name = "Security suit cycler"
model_text = "Security"
req_access = list(access_security)
departments = list("Security")
species = list("Human","Tajaran")
species = list("Human","Tajaran","Skrell","Unathi")
/obj/machinery/suit_cycler/medical
name = "Medical suit cycler"
model_text = "Medical"
req_access = list(access_medical)
departments = list("Medical")
species = list("Human","Tajaran")
species = list("Human","Tajaran","Skrell","Unathi")
/obj/machinery/suit_cycler/syndicate
name = "Nonstandard suit cycler"
model_text = "Nonstandard"
req_access = list(access_syndicate)
departments = list("Mercenary")
species = list("Human","Tajaran","Unathi","Skrell")
species = list("Human","Tajaran","Skrell","Unathi")
can_repair = 1
/obj/machinery/suit_cycler/attack_ai(mob/user as mob)
@@ -247,7 +247,7 @@
singular_name = "phoron glass sheet"
icon_state = "sheet-phoronglass"
matter = list("glass" = 7500)
origin_tech = "materials=3;phoron=2"
origin_tech = "materials=3;phorontech=2"
created_window = /obj/structure/window/phoronbasic
/obj/item/stack/sheet/glass/phoronglass/attack_self(mob/user as mob)
@@ -280,7 +280,7 @@
icon_state = "sheet-phoronrglass"
matter = list("glass" = 7500,"metal" = 1875)
origin_tech = "materials=4;phoron=2"
origin_tech = "materials=4;phorontech=2"
created_window = /obj/structure/window/phoronreinforced
/obj/item/stack/sheet/glass/phoronrglass/attack_self(mob/user as mob)
+51 -172
View File
@@ -4,7 +4,6 @@ RSF
*/
//TODO: WHAT THE FUCK, FIX THIS GARBAGE.
/obj/item/weapon/rsf
name = "\improper Rapid-Service-Fabricator"
desc = "A device used to rapidly deploy service items."
@@ -13,26 +12,29 @@ RSF
opacity = 0
density = 0
anchored = 0.0
var/stored_matter = 0
var/stored_matter = 30
var/mode = 1
flags = TABLEPASS
w_class = 3.0
/obj/item/weapon/rsf/New()
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
/obj/item/weapon/rsf/examine()
set src in view(1)
..()
usr << "It currently holds [stored_matter]/30 fabrication-units."
/obj/item/weapon/rsf/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/rcd_ammo))
if ((stored_matter + 10) > 30)
user << "The RSF cant hold any more matter."
user << "The RSF can't hold any more matter."
return
del(W)
stored_matter += 10
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
/obj/item/weapon/rsf/attack_self(mob/user as mob)
@@ -64,174 +66,51 @@ RSF
// Change mode
/obj/item/weapon/rsf/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity) return
if (!(istype(A, /obj/structure/table) || istype(A, /turf/simulated/floor)))
if(istype(user,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = user
if(R.stat || !R.cell || R.cell.charge <= 0)
return
else
if(stored_matter <= 0)
return
if(!istype(A, /obj/structure/table) && !istype(A, /turf/simulated/floor))
return
if (istype(A, /obj/structure/table) && mode == 1)
if (istype(A, /obj/structure/table) && stored_matter >= 1)
user << "Dispensing Dosh..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/spacecash/c10( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh!
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
var/used_energy = 0
var/obj/product
else if (istype(A, /turf/simulated/floor) && mode == 1)
if (istype(A, /turf/simulated/floor) && stored_matter >= 1)
user << "Dispensing Dosh..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/spacecash/c10( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh!
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
switch(mode)
if(1)
product = new /obj/item/weapon/spacecash/c10()
used_energy = 200
if(2)
product = new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass()
used_energy = 50
if(3)
product = new /obj/item/weapon/paper()
used_energy = 10
if(4)
product = new /obj/item/weapon/pen()
used_energy = 50
if(5)
product = new /obj/item/weapon/storage/pill_bottle/dice()
used_energy = 200
if(6)
product = new /obj/item/clothing/mask/cigarette()
used_energy = 10
else if (istype(A, /obj/structure/table) && mode == 2)
if (istype(A, /obj/structure/table) && stored_matter >= 1)
user << "Dispensing Drinking Glass..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 50
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
user << "Dispensing [product ? product : "product"]..."
product.loc = get_turf(A)
else if (istype(A, /turf/simulated/floor) && mode == 2)
if (istype(A, /turf/simulated/floor) && stored_matter >= 1)
user << "Dispensing Drinking Glass..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 50
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
else if (istype(A, /obj/structure/table) && mode == 3)
if (istype(A, /obj/structure/table) && stored_matter >= 1)
user << "Dispensing Paper Sheet..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/paper( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 10
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
else if (istype(A, /turf/simulated/floor) && mode == 3)
if (istype(A, /turf/simulated/floor) && stored_matter >= 1)
user << "Dispensing Paper Sheet..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/paper( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 10
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
else if (istype(A, /obj/structure/table) && mode == 4)
if (istype(A, /obj/structure/table) && stored_matter >= 1)
user << "Dispensing Pen..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/pen( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 50
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
else if (istype(A, /turf/simulated/floor) && mode == 4)
if (istype(A, /turf/simulated/floor) && stored_matter >= 1)
user << "Dispensing Pen..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/pen( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 50
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
else if (istype(A, /obj/structure/table) && mode == 5)
if (istype(A, /obj/structure/table) && stored_matter >= 1)
user << "Dispensing Dice Pack..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/storage/pill_bottle/dice( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 200
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
else if (istype(A, /turf/simulated/floor) && mode == 5)
if (istype(A, /turf/simulated/floor) && stored_matter >= 1)
user << "Dispensing Dice Pack..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/storage/pill_bottle/dice( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 200
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
else if (istype(A, /obj/structure/table) && mode == 6)
if (istype(A, /obj/structure/table) && stored_matter >= 1)
user << "Dispensing Cigarette..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/clothing/mask/cigarette( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 10
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
else if (istype(A, /turf/simulated/floor) && mode == 6)
if (istype(A, /turf/simulated/floor) && stored_matter >= 1)
user << "Dispensing Cigarette..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/clothing/mask/cigarette( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 10
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
desc = "A RSF. It currently holds [stored_matter]/30 fabrication-units."
return
if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(R.cell)
R.cell.use(used_energy)
else
stored_matter--
user << "The RSF now holds [stored_matter]/30 fabrication-units."
+1 -1
View File
@@ -410,7 +410,7 @@
max_fuel = 40
w_class = 3.0
matter = list("metal" = 70, "glass" = 120)
origin_tech = "engineering=4;phoron=3"
origin_tech = "engineering=4;phorontech=3"
var/last_gen = 0
@@ -54,12 +54,27 @@
w_class = 5.0
var/obj/structure/stool/origin = null
/obj/item/weapon/stool/proc/deploy(var/mob/user)
if(!origin)
del src
origin.loc = get_turf(src)
if(user)
user.u_equip(src)
user.visible_message("\blue [user] puts [src] down.", "\blue You put [src] down.")
del src
/obj/item/weapon/stool/dropped(mob/user as mob)
..()
if(istype(loc,/turf/))
deploy(user)
/obj/item/weapon/stool/attack_self(mob/user as mob)
..()
origin.loc = get_turf(src)
user.u_equip(src)
user.visible_message("\blue [user] puts [src] down.", "\blue You put [src] down.")
del src
deploy(user)
/obj/item/weapon/stool/attack(mob/M as mob, mob/user as mob)
if (prob(5) && istype(M,/mob/living))
+1 -1
View File
@@ -62,7 +62,7 @@
dat += "Currently displaying [show_all_ores ? "all ore types" : "only available ore types"]. <A href='?src=\ref[src];toggle_ores=1'>\[[show_all_ores ? "show less" : "show more"]\]</a></br>"
dat += "The ore processor is currently <A href='?src=\ref[src];toggle_power=1'>[(machine.active ? "<font color='green'>processing</font>" : "<font color='red'>disabled</font>")]</a>."
user << browse(dat, "window=processor_console;size=400x500")
onclose(user, "computer")
onclose(user, "processor_console")
return
/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
+9 -8
View File
@@ -61,7 +61,7 @@
src <<"\red You have been hit by [P]!"
del P
return
//Armor
var/absorb = run_armor_check(def_zone, P.flag)
var/proj_sharp = is_sharp(P)
@@ -78,13 +78,13 @@
//Handles the effects of "stun" weapons
/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon=null)
flash_pain()
if (stun_amount)
Stun(stun_amount)
Weaken(stun_amount)
apply_effect(STUTTER, stun_amount)
apply_effect(EYE_BLUR, stun_amount)
if (agony_amount)
apply_damage(agony_amount, HALLOSS, def_zone, 0, used_weapon)
apply_effect(STUTTER, agony_amount/10)
@@ -108,16 +108,16 @@
var/obj/item/weapon/W = O
dtype = W.damtype
var/throw_damage = O.throwforce*(speed/5)
var/miss_chance = 15
if (O.throw_source)
var/distance = get_dist(O.throw_source, loc)
miss_chance = min(15*(distance-2), 0)
if (prob(miss_chance))
visible_message("\blue \The [O] misses [src] narrowly!")
return
src.visible_message("\red [src] has been hit by [O].")
var/armor = run_armor_check(null, "melee")
@@ -125,7 +125,7 @@
apply_damage(throw_damage, dtype, null, armor, is_sharp(O), has_edge(O), O)
O.throwing = 0 //it hit, so stop moving
if(ismob(O.thrower))
var/mob/M = O.thrower
var/client/assailant = M.client
@@ -145,7 +145,7 @@
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
if(!W || !src) return
if(W.sharp) //Projectile is suitable for pinning.
//Handles embedding for non-humans and simple_animals.
O.loc = src
@@ -158,6 +158,7 @@
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
src.anchored = 1
src.pinned += O
src.verbs += /mob/proc/yank_out_object
//This is called when the mob is thrown into a dense turf
/mob/living/proc/turf_collision(var/turf/T, var/speed)
@@ -294,7 +294,7 @@
src.modules += new /obj/item/weapon/reagent_containers/food/condiment/enzyme(src)
var/obj/item/weapon/rsf/M = new /obj/item/weapon/rsf(src)
M.matter = 30
M.stored_matter = 30
src.modules += M
src.modules += new /obj/item/weapon/reagent_containers/robodropper(src)
@@ -259,7 +259,7 @@
if(spawnees & 128)
C = new(src.loc)
C.name = "Drone phoron overcharge counter"
C.origin_tech = "phoron=[rand(3,6)]"
C.origin_tech = "phorontech=[rand(3,6)]"
if(spawnees & 256)
C = new(src.loc)
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