Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into sync_to_bay_10/10/2015

Conflicts:
	.travis.yml
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/turfs/simulated.dm
	code/global.dm
	icons/misc/fullscreen.dmi
	polaris.dme
This commit is contained in:
Neerti
2015-10-10 23:17:26 -04:00
415 changed files with 10938 additions and 11366 deletions
+1 -1
View File
@@ -39,7 +39,7 @@
close_sound = 'sound/items/zip.ogg'
var/item_path = /obj/item/bodybag
density = 0
storage_capacity = (default_mob_size * 2) - 1
storage_capacity = (MOB_MEDIUM * 2) - 1
var/contains_body = 0
/obj/structure/closet/body_bag/attackby(W as obj, mob/user as mob)
+2 -2
View File
@@ -1042,7 +1042,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/proc/new_message(var/sending_unit, var/sender, var/sender_job, var/message)
var/reception_message = "\icon[src] <b>Message from [sender] ([sender_job]), </b>\"[message]\" (<a href='byond://?src=\ref[src];choice=Message;notap=[istype(loc, /mob/living/silicon)];skiprefresh=1;target=\ref[sending_unit]'>Reply</a>)"
new_info(message_silent, newstone, reception_message)
new_info(message_silent, ttone, reception_message)
log_pda("[usr] (PDA: [sending_unit]) sent \"[message]\" to [name]")
new_message = 1
@@ -1240,7 +1240,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
for(var/datum/disease/D in C.viruses)
if(!D.hidden[SCANNER])
user.show_message("<span class='warning'>Warning: [D.form] Detected</b>\nName: [D.name].\nType: [D.spread].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure]</span>")
user.show_message("<span class='warning'><b>Warning: [D.form] Detected</b>\nName: [D.name].\nType: [D.spread].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure]</span>")
if(2)
if (!istype(C:dna, /datum/dna))
@@ -138,7 +138,8 @@
name = "flare"
desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'."
w_class = 2.0
brightness_on = 7 // Pretty bright.
brightness_on = 8 // Pretty bright.
light_power = 3
light_color = "#e58775"
icon_state = "flare"
item_state = "flare"
@@ -12,7 +12,7 @@
"quarter-turf" = list("path" = /obj/effect/floor_decal/corner, "precise" = 1, "coloured" = 1),
"hazard stripes" = list("path" = /obj/effect/floor_decal/industrial/warning),
"corner, hazard" = list("path" = /obj/effect/floor_decal/industrial/warning/corner),
"hatched marking" = list("path" = /obj/effect/floor_decal/industrial/hatch),
"hatched marking" = list("path" = /obj/effect/floor_decal/industrial/hatch, "coloured" = 1),
"dotted outline" = list("path" = /obj/effect/floor_decal/industrial/outline, "coloured" = 1),
"loading sign" = list("path" = /obj/effect/floor_decal/industrial/loading),
"1" = list("path" = /obj/effect/floor_decal/sign),
@@ -40,35 +40,35 @@
"precise" = 0
)
var/list/paint_colours = list(
"white" = COLOR_WHITE,
"light gray" = COLOR_SILVER,
"dark gray" = COLOR_GRAY,
"blue-grey" = "#6A97B0",
"pale blue-grey" = "#8BBBD5",
"green-grey" = "#8DAF6A",
"pale green-gray" = "#AED18B",
"red-gray" = "#AA5F61",
"pale red-gray" = "#CC9090",
"purple-gray" = "#A2819E",
"pale purple-gray" = "#BDA2BA",
"black" = COLOR_BLACK,
"red" = COLOR_RED,
"dark red" = COLOR_MAROON,
"yellow" = COLOR_YELLOW,
"dark yellow" = COLOR_OLIVE,
"green" = COLOR_LIME,
"dark green" = COLOR_GREEN,
"cyan" = COLOR_CYAN,
"teal" = COLOR_TEAL,
"blue" = COLOR_BLUE,
"dark blue" = COLOR_NAVY,
"magenta" = COLOR_PINK,
"purple" = COLOR_PURPLE,
"orange" = COLOR_ORANGE,
"dark orange" = "#B95A00",
"dark brown" = "#917448",
"brown" = "#B19664",
"pale brown" = "#CEB689"
"white" = COLOR_WHITE,
"light gray" = COLOR_SILVER,
"dark gray" = COLOR_GRAY,
"blue-gray" = COLOR_BLUE_GRAY,
"pale blue-gray" = COLOR_PALE_BLUE_GRAY,
"green-gray" = COLOR_GREEN_GRAY,
"pale green-gray" = COLOR_PALE_GREEN_GRAY,
"red-gray" = COLOR_RED_GRAY,
"pale red-gray" = COLOR_PALE_RED_GRAY,
"purple-gray" = COLOR_PURPLE_GRAY,
"pale purple-gray" = COLOR_PALE_PURPLE_GRAY,
"black" = COLOR_BLACK,
"red" = COLOR_RED,
"dark red" = COLOR_MAROON,
"yellow" = COLOR_YELLOW,
"dark yellow" = COLOR_OLIVE,
"green" = COLOR_LIME,
"dark green" = COLOR_GREEN,
"cyan" = COLOR_CYAN,
"teal" = COLOR_TEAL,
"blue" = COLOR_BLUE,
"dark blue" = COLOR_NAVY,
"magenta" = COLOR_PINK,
"purple" = COLOR_PURPLE,
"orange" = COLOR_ORANGE,
"dark orange" = COLOR_DARK_ORANGE,
"dark brown" = COLOR_DARK_BROWN,
"brown" = COLOR_BROWN,
"pale brown" = COLOR_BEIGE
)
/obj/item/device/floor_painter/afterattack(var/atom/A, var/mob/user, proximity, params)
@@ -15,7 +15,7 @@
//
// HOW TO REFILL THE DEVICE
//
// It will need to be manually refilled with lights.
// It can be manually refilled or by clicking on a storage item containing lights.
// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
//
// EMAGGED FEATURES
@@ -41,7 +41,7 @@
/obj/item/device/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with working lightbulbs."
desc = "A device to automatically replace lights. Refill with working lightbulbs or sheets of glass."
icon = 'icons/obj/janitor.dmi'
icon_state = "lightreplacer0"
@@ -51,14 +51,13 @@
slot_flags = SLOT_BELT
origin_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 2)
var/max_uses = 20
var/uses = 0
var/max_uses = 32
var/uses = 32
var/emagged = 0
var/failmsg = ""
var/charge = 0
/obj/item/device/lightreplacer/New()
uses = max_uses / 2
failmsg = "The [name]'s refill light blinks red."
..()
@@ -73,8 +72,8 @@
user << "<span class='warning'>[src.name] is full.</span>"
return
else if(G.use(1))
AddUses(5)
user << "<span class='notice'>You insert a piece of glass into the [src.name]. You have [uses] lights remaining.</span>"
AddUses(16) //Autolathe converts 1 sheet into 16 lights.
user << "<span class='notice'>You insert a piece of glass into \the [src.name]. You have [uses] light\s remaining.</span>"
return
else
user << "<span class='warning'>You need one sheet of glass to replace lights.</span>"
@@ -84,7 +83,7 @@
if(L.status == 0) // LIGHT OKAY
if(uses < max_uses)
AddUses(1)
user << "You insert the [L.name] into the [src.name]. You have [uses] lights remaining."
user << "You insert \the [L.name] into \the [src.name]. You have [uses] light\s remaining."
user.drop_item()
qdel(L)
return
@@ -92,7 +91,6 @@
user << "You need a working light."
return
/obj/item/device/lightreplacer/attack_self(mob/user)
/* // This would probably be a bit OP. If you want it though, uncomment the code.
if(isrobot(user))
+1 -1
View File
@@ -181,7 +181,7 @@
</table>
<br>
"}
else
else //</font></font>
dat += "<b>Radio Uplink</b><br>"
dat += "<font color=red><i>Radio firmware not loaded. Please install a pAI personality to load firmware.</i></font><br>"
dat += {"
@@ -33,7 +33,7 @@
qdel(keyslot2)
keyslot1 = null
keyslot2 = null
..()
return ..()
/obj/item/device/radio/headset/list_channels(var/mob/user)
return list_secure_channels()
@@ -125,6 +125,8 @@
/obj/item/device/radio/intercom/locked/ai_private
name = "\improper AI intercom"
frequency = AI_FREQ
broadcasting = 1
listening = 1
/obj/item/device/radio/intercom/locked/confessional
name = "confessional intercom"
@@ -32,7 +32,6 @@ var/global/list/default_medbay_channels = list(
var/frequency = PUB_FREQ //common chat
var/traitor_frequency = 0 //tune to frequency to unlock traitor supplies
var/canhear_range = 3 // the range which mobs can hear this radio from
var/obj/item/device/radio/patch_link = null
var/datum/wires/radio/wires = null
var/b_stat = 0
var/broadcasting = 0
@@ -71,7 +70,7 @@ var/global/list/default_medbay_channels = list(
radio_controller.remove_object(src, frequency)
for (var/ch_name in channels)
radio_controller.remove_object(src, radiochannels[ch_name])
..()
return ..()
/obj/item/device/radio/initialize()
+1 -1
View File
@@ -135,7 +135,7 @@
/obj/machinery/camera/spy
// These cheap toys are accessible from the mercenary camera console as well
network = list("NUKE")
network = list(NETWORK_MERCENARY)
/obj/machinery/camera/spy/New()
..()
+14 -9
View File
@@ -7,20 +7,27 @@ A list of items and costs is stored under the datum of every game mode, alongsid
*/
/obj/item/device/uplink
var/welcome = "Illegal Uplink Console" // Welcoming menu message
var/uses = DEFAULT_TELECRYSTAL_AMOUNT // Numbers of crystals
var/list/purchase_log
var/datum/mind/owner = null
var/welcome = "Welcome, Operative" // Welcoming menu message
var/uses // Numbers of crystals
var/list/ItemsCategory // List of categories with lists of items
var/list/ItemsReference // List of references with an associated item
var/list/nanoui_items // List of items for NanoUI use
var/nanoui_menu = 0 // The current menu we are in
var/list/nanoui_data = new // Additional data for NanoUI use
var/list/purchase_log = new
var/datum/mind/uplink_owner = null
var/used_TC = 0
/obj/item/device/uplink/nano_host()
return loc
/obj/item/device/uplink/New(var/location, var/datum/mind/owner)
/obj/item/device/uplink/New(var/location, var/datum/mind/owner, var/telecrystals = DEFAULT_TELECRYSTAL_AMOUNT)
..()
src.owner = owner
src.uplink_owner = owner
purchase_log = list()
world_uplinks += src
uses = telecrystals
/obj/item/device/uplink/Destroy()
world_uplinks -= src
@@ -42,10 +49,8 @@ A list of items and costs is stored under the datum of every game mode, alongsid
name = "hidden uplink"
desc = "There is something wrong if you're examining this."
var/active = 0
var/nanoui_menu = 0 // The current menu we are in
var/datum/uplink_category/category = 0 // The current category we are in
var/exploit_id // Id of the current exploit record we are viewing
var/list/nanoui_data // Data for NanoUI use
// The hidden uplink MUST be inside an obj/item's contents.
@@ -208,4 +213,4 @@ A list of items and costs is stored under the datum of every game mode, alongsid
/obj/item/device/radio/headset/uplink/New()
..()
hidden_uplink = new(src)
hidden_uplink.uses = 10
hidden_uplink.uses = DEFAULT_TELECRYSTAL_AMOUNT
@@ -76,12 +76,12 @@ var/datum/uplink/uplink = new()
return 1
// With no owner, there's no need to check antag status.
if(!U.owner)
if(!U.uplink_owner)
return 0
for(var/antag_role in antag_roles)
var/datum/antagonist/antag = all_antag_types[antag_role]
if(antag.is_antagonist(U.owner))
if(antag.is_antagonist(U.uplink_owner))
return 1
return 0
@@ -100,6 +100,7 @@ var/datum/uplink/uplink = new()
/datum/uplink_item/proc/purchase_log(obj/item/device/uplink/U)
feedback_add_details("traitor_uplink_items_bought", "[src]")
log_and_message_admins("used \the [U.loc] to buy \a [src]")
U.purchase_log[src] = U.purchase_log[src] + 1
datum/uplink_item/dd_SortValue()
@@ -542,6 +543,7 @@ datum/uplink_item/dd_SortValue()
/datum/uplink_item/item/badassery/random_many/purchase_log(obj/item/device/uplink/U)
feedback_add_details("traitor_uplink_items_bought", "[src]")
log_and_message_admins("used \the [U.loc] to buy \a [src]")
/****************
* Surplus Crate *
+1 -1
View File
@@ -271,7 +271,7 @@
Notes are played by the names of the note, and optionally, the accidental, and/or the octave number.<br>
By default, every note is natural and in octave 3. Defining otherwise is remembered for each note.<br>
Example: <i>C,D,E,F,G,A,B</i> will play a C major scale.<br>
After a note has an accidental placed, it will be remembered: <i>C,C4,C,C3</i> is C3,C4,C4,C3</i><br>
After a note has an accidental placed, it will be remembered: <i>C,C4,C,C3</i> is <i>C3,C4,C4,C3</i><br>
Chords can be played simply by seperating each note with a hyphon: <i>A-C#,Cn-E,E-G#,Gn-B</i><br>
A pause may be denoted by an empty chord: <i>C,E,,C,G</i><br>
To make a chord be a different time, end it with /x, where the chord length will be length<br>
@@ -85,7 +85,8 @@
/obj/item/stack/tile/floor_red
name = "red floor tile"
singular_name = "red floor tile"
icon_state = "tile_red"
color = COLOR_RED_GRAY
icon_state = "tile_white"
/obj/item/stack/tile/floor_steel
name = "steel floor tile"
@@ -102,7 +103,8 @@
/obj/item/stack/tile/floor_yellow
name = "yellow floor tile"
singular_name = "yellow floor tile"
icon_state = "tile_yellow"
color = COLOR_BROWN
icon_state = "tile_white"
/obj/item/stack/tile/floor_dark
name = "dark floor tile"
@@ -2,6 +2,7 @@ var/global/list/syndicate_ids = list()
/obj/item/weapon/card/id/syndicate
name = "agent card"
icon_state = "syndicate"
assignment = "Agent"
origin_tech = list(TECH_ILLEGAL = 3)
var/electronic_warfare = 1
@@ -33,7 +34,7 @@ var/global/list/syndicate_ids = list()
var/obj/item/weapon/card/id/I = O
src.access |= I.access
if(player_is_antag(user))
user << "<span class='notice'>The microscanner activate as you pass it over the ID, copying its access.</span>"
user << "<span class='notice'>The microscanner activates as you pass it over the ID, copying its access.</span>"
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
if(!registered_user)
@@ -65,7 +65,8 @@
/obj/item/weapon/dnainjector/proc/inject(mob/M as mob, mob/user as mob)
if(istype(M,/mob/living))
M.radiation += rand(5,20)
var/mob/living/L = M
L.apply_effect(rand(5,20), IRRADIATE, check_protection = 0)
if (!(NOCLONE in M.mutations)) // prevents drained people from having their DNA changed
if (buf.types & DNA2_BUF_UI)
@@ -18,6 +18,11 @@
wires = new(src)
image_overlay = image('icons/obj/assemblies.dmi', "plastic-explosive2")
..()
/obj/item/weapon/plastique/Destroy()
qdel(wires)
wires = null
return ..()
/obj/item/weapon/plastique/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
@@ -1,6 +1,6 @@
/obj/item/weapon/grenade/anti_photon
desc = "An experimental device for temporarily removing light in a limited area."
name = "pgoton disruption grenade"
name = "photon disruption grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "emp"
item_state = "emp"
@@ -0,0 +1,60 @@
//Fragmentation grenade projectile
/obj/item/projectile/bullet/pellet/fragment
damage = 15
range_step = 2
base_spread = 0 //causes it to be treated as a shrapnel explosion instead of cone
spread_step = 20
silenced = 1 //embedding messages are still produced so it's kind of weird when enabled.
no_attack_log = 1
muzzle_type = null
/obj/item/weapon/grenade/frag
name = "fragmentation grenade"
desc = "A military fragmentation grenade, designed to explode in a deadly shower of fragments."
icon_state = "frag"
var/num_fragments = 200 //total number of fragments produced by the grenade
var/fragment_damage = 15
var/damage_step = 2 //projectiles lose a fragment each time they travel this distance. Can be a non-integer.
var/explosion_size = 2 //size of the center explosion
//The radius of the circle used to launch projectiles. Lower values mean less projectiles are used but if set too low gaps may appear in the spread pattern
var/spread_range = 7
/obj/item/weapon/grenade/frag/prime()
..()
var/turf/O = get_turf(src)
if(!O) return
if(explosion_size)
explosion(O, -1, round(explosion_size/2), explosion_size, round(explosion_size/2), 0)
var/list/target_turfs = getcircle(O, spread_range)
var/fragments_per_projectile = round(num_fragments/target_turfs.len)
for(var/turf/T in target_turfs)
var/obj/item/projectile/bullet/pellet/fragment/P = new (O)
P.damage = fragment_damage
P.pellets = fragments_per_projectile
P.range_step = damage_step
P.shot_from = src.name
P.launch(T)
//var/cone = new /obj/item/weapon/caution/cone (T)
//spawn(100) qdel(cone)
//Make sure to hit any mobs in the source turf
for(var/mob/living/M in O)
//lying on a frag grenade while the grenade is on the ground causes you to absorb most of the shrapnel.
//you will most likely be dead, but others nearby will be spared the fragments that hit you instead.
if(M.lying && isturf(src.loc))
P.attack_mob(M, 0, 0)
else
P.attack_mob(M, 0, 100) //otherwise, allow a decent amount of fragments to pass
qdel(src)
@@ -8,27 +8,32 @@
slot_flags = SLOT_BELT
var/datum/effect/effect/system/smoke_spread/bad/smoke
New()
..()
src.smoke = PoolOrNew(/datum/effect/effect/system/smoke_spread/bad)
src.smoke.attach(src)
/obj/item/weapon/grenade/smokebomb/New()
..()
src.smoke = PoolOrNew(/datum/effect/effect/system/smoke_spread/bad)
src.smoke.attach(src)
prime()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
src.smoke.set_up(10, 0, usr.loc)
spawn(0)
src.smoke.start()
sleep(10)
src.smoke.start()
sleep(10)
src.smoke.start()
sleep(10)
src.smoke.start()
/obj/item/weapon/grenade/smokebomb/Destroy()
qdel(smoke)
smoke = null
return ..()
for(var/obj/effect/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
B.health -= damage
B.update_icon()
sleep(80)
qdel(src)
return
/obj/item/weapon/grenade/smokebomb/prime()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
src.smoke.set_up(10, 0, usr.loc)
spawn(0)
src.smoke.start()
sleep(10)
src.smoke.start()
sleep(10)
src.smoke.start()
sleep(10)
src.smoke.start()
for(var/obj/effect/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
B.health -= damage
B.update_icon()
sleep(80)
qdel(src)
return
@@ -8,17 +8,24 @@
w_class = 2.0
var/obj/item/weapon/implant/imp = null
/obj/item/weapon/implanter/attack_self(var/mob/user)
if(!imp)
return ..()
imp.loc = get_turf(src)
user.put_in_hands(imp)
user << "<span class='notice'>You remove \the [imp] from \the [src].</span>"
name = "implanter"
imp = null
update()
return
/obj/item/weapon/implanter/proc/update()
/obj/item/weapon/implanter/update()
if (src.imp)
src.icon_state = "implanter1"
else
src.icon_state = "implanter0"
return
/obj/item/weapon/implanter/attack(mob/M as mob, mob/user as mob)
if (!istype(M, /mob/living/carbon))
return
@@ -52,8 +59,6 @@
return
/obj/item/weapon/implanter/loyalty
name = "implanter-loyalty"
+2 -2
View File
@@ -373,7 +373,7 @@
<body>
<center>
<br>
<b style='font-size: 12px;'>Weyland-Yutani - Building Better Worlds</b>
<span style='font-size: 12px;'><b>Weyland-Yutani - Building Better Worlds</b></span>
<h1>Autonomous Power Loader Unit \"Ripley\"</h1>
</center>
<h2>Specifications:</h2>
@@ -384,7 +384,7 @@
<li><b>Height:</b> 2.5m</li>
<li><b>Width:</b> 1.8m</li>
<li><b>Top speed:</b> 5km/hour</li>
<li><b>Operation in vacuum/hostile environment:</b> Possible</b>
<li><b>Operation in vacuum/hostile environment: Possible</b>
<li><b>Airtank volume:</b> 500 liters</li>
<li><b>Devices:</b>
<ul class="a">
@@ -92,7 +92,7 @@
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.is_small)
if(issmall(H))
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
return
else
@@ -175,7 +175,7 @@
else if(istype(A,/obj/effect/plant))
var/obj/effect/plant/P = A
P.die_off()
//spears, bay edition
/obj/item/weapon/material/twohanded/spear
icon_state = "spearglass0"
+14 -8
View File
@@ -12,7 +12,7 @@
attack_dir = get_dir(get_turf(user), get_turf(attacker))
else if(damage_source)
attack_dir = get_dir(get_turf(user), get_turf(damage_source))
if(!(attack_dir && (attack_dir & bad_arc)))
return 1
return 0
@@ -21,12 +21,12 @@
//parry only melee attacks
if(istype(damage_source, /obj/item/projectile) || (attacker && get_dist(user, attacker) > 1) || user.incapacitated())
return 0
//block as long as they are not directly behind us
var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
if(!check_shield_arc(user, bad_arc, damage_source, attacker))
return 0
return 1
/obj/item/weapon/shield
@@ -109,13 +109,13 @@
if(!active)
return 0 //turn it on first!
. = ..()
if(.)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
var/datum/effect/effect/system/spark_spread/spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
spark_system.set_up(5, 0, user.loc)
spark_system.start()
playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
/obj/item/weapon/shield/energy/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
if(istype(damage_source, /obj/item/projectile))
var/obj/item/projectile/P = damage_source
@@ -130,14 +130,14 @@
active = !active
if (active)
force = 10
icon_state = "eshield[active]"
update_icon()
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "<span class='notice'>\The [src] is now active.</span>"
else
force = 3
icon_state = "eshield[active]"
update_icon()
w_class = 1
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
user << "<span class='notice'>\The [src] can now be concealed.</span>"
@@ -150,6 +150,12 @@
add_fingerprint(user)
return
/obj/item/weapon/shield/energy/update_icon()
icon_state = "eshield[active]"
if(active)
set_light(1.5, 1.5, "#006AFF")
else
set_light(0)
/obj/item/weapon/cloaking_device
name = "cloaking device"
@@ -8,6 +8,18 @@
attack_verb = list("whipped", "lashed", "disciplined")
sprite_sheets = list("Resomi" = 'icons/mob/species/resomi/belt.dmi')
var/show_above_suit = 0
/obj/item/weapon/storage/belt/verb/toggle_layer()
set name = "Switch Belt Layer"
set category = "Object"
if(show_above_suit == -1)
usr << "<span class='notice'>\The [src] cannot be worn above your suit!</span>"
return
show_above_suit = !show_above_suit
update_icon()
/obj/item/weapon/storage/update_icon()
if (ismob(src.loc))
var/mob/M = src.loc
@@ -318,7 +318,7 @@
desc = "A box containing 5 experimental photon disruption grenades."
icon_state = "flashbang"
/obj/item/weapon/storage/box/anti_photon/New()
/obj/item/weapon/storage/box/anti_photons/New()
..()
new /obj/item/weapon/grenade/anti_photon(src)
new /obj/item/weapon/grenade/anti_photon(src)
@@ -691,4 +691,4 @@
storage_slots=21
max_w_class = 1
can_hold = list(/obj/item/weapon/f_card)
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
@@ -177,6 +177,16 @@
icon_state = "Dpacket"
item_state = "Dpacket"
/obj/item/weapon/storage/fancy/cigarettes/killthroat
name = "\improper AcmeCo packet"
desc = "A packet of six AcmeCo cigarettes. For those who somehow want to obtain the record for the most amount of cancerous tumors."
icon_state = "Bpacket"
item_state = "Bpacket" //Doesn't have an inhand state, but neither does dromedary, so, ya know..
New()
..()
fill_cigarre_package(src,list("fuel" = 15))
/obj/item/weapon/storage/fancy/cigar
name = "cigar case"
desc = "A case for holding your cigars when you are not smoking them."
@@ -9,7 +9,7 @@
name = master_item.name
verbs -= /obj/item/verb/verb_pickup //make sure this is never picked up.
..()
/obj/item/weapon/storage/internal/Destroy()
master_item = null
..()
@@ -151,11 +151,6 @@
throw_range = 4
w_class = 4.0
New()
..()
new /obj/item/weapon/paper(src)
new /obj/item/weapon/pen(src)
attack_hand(mob/user as mob)
if ((src.loc == user) && (src.locked == 1))
usr << "<span class='warning'>[src] is locked and cannot be opened!</span>"
@@ -169,42 +164,6 @@
src.add_fingerprint(user)
return
//I consider this worthless but it isn't my code so whatever. Remove or uncomment.
/*attack(mob/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "<span class='warning'>The [src] slips out of your hand and hits your head.</span>"
user.take_organ_damage(10)
user.Paralyse(2)
return
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
var/t = user:zone_sel.selecting
if (t == "head")
if(ishuman(M))
var/mob/living/carbon/human/H = M
if (H.stat < 2 && H.health < 50 && prob(90))
// ******* Check
if (istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))
H << "<span class='warning'>The helmet protects you from being hit hard in the head!</span>"
return
var/time = rand(2, 6)
if (prob(75))
H.Paralyse(time)
else
H.Stun(time)
if(H.stat != 2) H.stat = 1
for(var/mob/O in viewers(H, null))
O.show_message(text("<span class='warning'><B>[] has been knocked unconscious!</B></span>", H), 1, "<span class='warning'>You hear someone fall.</span>", 2)
else
H << text("<span class='warning'>[] tried to knock you unconcious!</span>",user)
H.eye_blurry += 3
return*/
// -----------------------------
// Secure Safe
// -----------------------------
@@ -224,7 +224,7 @@
//Set the stop_messages to stop it from printing messages
/obj/item/weapon/storage/proc/can_be_inserted(obj/item/W as obj, stop_messages = 0)
if(!istype(W)) return //Not an item
if(!usr.canUnEquip(W))
return 0
@@ -340,6 +340,21 @@
if(isrobot(user))
return //Robots can't interact with storage items.
if(istype(W, /obj/item/device/lightreplacer))
var/obj/item/device/lightreplacer/LP = W
var/amt_inserted = 0
var/turf/T = get_turf(user)
for(var/obj/item/weapon/light/L in src.contents)
if(L.status == 0)
if(LP.uses < LP.max_uses)
LP.AddUses(1)
amt_inserted++
remove_from_storage(L, T)
qdel(L)
if(amt_inserted)
user << "You inserted [amt_inserted] light\s into \the [LP.name]. You have [LP.uses] light\s remaining."
return
if(!can_be_inserted(W))
return
@@ -51,6 +51,11 @@
else
icon_state = "[initial(name)]"
if(icon_state == "[initial(name)]_active")
set_light(1.5, 1, "#FF6A00")
else
set_light(0)
/obj/item/weapon/melee/baton/examine(mob/user)
if(!..(user, 1))
return
@@ -9,7 +9,7 @@
* Banhammer
*/
/obj/item/weapon/banhammer/attack(mob/M as mob, mob/user as mob)
M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]<b></font>"
M << "<font color='red'><b> You have been banned FOR NO REISIN by [user]</b></font>"
user << "<font color='red'> You have <b>BANNED</b> [M]</font>"
/*
@@ -18,12 +18,14 @@
src.ion_trail = new /datum/effect/effect/system/ion_trail_follow()
src.ion_trail.set_up(src)
/obj/item/weapon/tank/jetpack/examine(mob/user)
if(!..(user, 0))
return
/obj/item/weapon/tank/jetpack/Destroy()
qdel(ion_trail)
..()
if(air_contents.gas["oxygen"] < 10)
user << text("<span class='danger'>The meter on \the [src] indicates you are almost out of air!</span>")
/obj/item/weapon/tank/jetpack/examine(mob/user)
. = ..()
if(air_contents.total_moles < 5)
user << "<span class='danger'>The meter on \the [src] indicates you are almost out of gas!</span>"
playsound(user, 'sound/effects/alert.ogg', 50, 1)
/obj/item/weapon/tank/jetpack/verb/toggle_rockets()
@@ -102,21 +104,9 @@
/obj/item/weapon/tank/jetpack/carbondioxide/New()
..()
src.ion_trail = new /datum/effect/effect/system/ion_trail_follow()
src.ion_trail.set_up(src)
//src.air_contents.carbon_dioxide = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
air_contents.adjust_gas("carbon_dioxide", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
return
/obj/item/weapon/tank/jetpack/carbondioxide/examine(mob/user)
if(!..(0))
return
if(air_contents.gas["carbon_dioxide"] < 10)
user << text("<span class='danger'>The meter on \the [src] indicates you are almost out of carbon dioxide!</span>")
playsound(user, 'sound/effects/alert.ogg', 50, 1)
return
/obj/item/weapon/tank/jetpack/rig
name = "jetpack"
var/obj/item/weapon/rig/holder
+18 -44
View File
@@ -44,50 +44,24 @@
..()
/obj/item/weapon/tank/examine(mob/user)
var/obj/icon = src
if (istype(src.loc, /obj/item/assembly))
icon = src.loc
if (!in_range(src, user))
if (icon == src) user << "<span class='notice'>It's \a \icon[icon][src]! If you want any more information you'll need to get closer.</span>"
return
var/celsius_temperature = src.air_contents.temperature-T0C
var/descriptive
var/status
if (celsius_temperature < 20)
descriptive = "cold"
status = "warning"
else if (celsius_temperature < 40)
descriptive = "room temperature"
status = "notice"
else if (celsius_temperature < 80)
descriptive = "lukewarm"
status = "warning"
else if (celsius_temperature < 100)
descriptive = "warm"
status = "warning"
else if (celsius_temperature < 300)
descriptive = "hot"
status = "danger"
else
descriptive = "furiously hot"
status = "danger"
user << "<span class='[status]'>\The \icon[icon][src] feels [descriptive]</span>"
return
/obj/item/weapon/tank/blob_act()
if(prob(50))
var/turf/location = src.loc
if (!( istype(location, /turf) ))
qdel(src)
if(src.air_contents)
location.assume_air(air_contents)
qdel(src)
. = ..(user, 0)
if(.)
var/celsius_temperature = air_contents.temperature - T0C
var/descriptive
switch(celsius_temperature)
if(300 to INFINITY)
descriptive = "furiously hot"
if(100 to 300)
descriptive = "hot"
if(80 to 100)
descriptive = "warm"
if(40 to 80)
descriptive = "lukewarm"
if(20 to 40)
descriptive = "room temperature"
else
descriptive = "cold"
user << "<span class='notice'>\The [src] feels [descriptive].</span>"
/obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
+1 -5
View File
@@ -205,7 +205,7 @@
qdel(src)
/obj/effect/energy_net/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
health -= Proj.get_structure_damage()
healthcheck()
return 0
@@ -213,10 +213,6 @@
health = 0
healthcheck()
/obj/effect/energy_net/blob_act()
health = 0
healthcheck()
/obj/effect/energy_net/attack_hand(var/mob/user)
var/mob/living/carbon/human/H = user