mirror of
https://github.com/Yawn-Wider/YWPolarisVore.git
synced 2026-08-29 16:10:33 +01:00
Merge branch 'release' of https://github.com/VOREStation/VOREStation into uppstream-update
This commit is contained in:
@@ -12,6 +12,8 @@ var/datum/antagonist/highlander/highlanders
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initial_spawn_req = 3
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initial_spawn_target = 5
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id_type = /obj/item/weapon/card/id/centcom/ERT
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/datum/antagonist/highlander/New()
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..()
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highlanders = src
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@@ -32,26 +34,28 @@ var/datum/antagonist/highlander/highlanders
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if(!..())
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return
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for (var/obj/item/I in player)
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if (istype(I, /obj/item/weapon/implant))
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continue
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qdel(I)
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// drop original items! It used to be a loop that just Qdeled everything including your organs!
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// Dropping because of non-oxy breathers... That would suck wouldn't it?
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player.drop_from_inventory(player.get_equipped_item(slot_wear_id))
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player.drop_from_inventory(player.get_equipped_item(slot_wear_suit))
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player.drop_from_inventory(player.get_equipped_item(slot_w_uniform))
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player.drop_from_inventory(player.get_equipped_item(slot_l_ear))
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player.drop_from_inventory(player.get_equipped_item(slot_head))
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player.drop_from_inventory(player.get_equipped_item(slot_l_hand))
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player.drop_from_inventory(player.get_equipped_item(slot_shoes))
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player.drop_from_inventory(player.get_equipped_item(slot_l_store))
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// highlanders!
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player.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(player), slot_w_uniform)
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player.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(player), slot_l_ear)
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player.equip_to_slot_or_del(new /obj/item/clothing/head/beret(player), slot_head)
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player.equip_to_slot_or_del(new /obj/item/weapon/material/sword(player), slot_l_hand)
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player.equip_to_slot_or_del(new /obj/item/clothing/shoes/boots/combat(player), slot_shoes)
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player.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(get_turf(player)), slot_l_store)
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var/obj/item/weapon/card/id/W = new(player)
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W.name = "[player.real_name]'s ID Card"
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W.icon_state = "centcom"
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W.access = get_all_station_access().Copy()
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W.access |= get_all_centcom_access()
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W.assignment = "Highlander"
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W.registered_name = player.real_name
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player.equip_to_slot_or_del(W, slot_wear_id)
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var/obj/item/weapon/card/id/id = create_id("Highlander", player)
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if(id)
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id.access |= get_all_station_access()
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id.icon_state = "centcom"
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create_radio(DTH_FREQ, player)
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/proc/only_one()
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@@ -30,7 +30,6 @@
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"BAT" = /mob/living/simple_mob/animal/space/bats,
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"SPIDER" = /mob/living/simple_mob/animal/giant_spider,
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"SPIDER HUNTER" = /mob/living/simple_mob/animal/giant_spider/hunter,
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"SPIDER NURSE" = /mob/living/simple_mob/animal/giant_spider/nurse,
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"CARP" = /mob/living/simple_mob/animal/space/carp,
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"BEAR" = /mob/living/simple_mob/animal/space/bear
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)
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@@ -57,4 +56,4 @@
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// Now we hurt their new pal, because being forcefully abducted by teleportation can't be healthy.
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summoned.adjustBruteLoss(summoned.getMaxHealth() * 0.3) // Lose 30% of max health on arrival (but could be healed back up).
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summoned.adjustBruteLoss(summoned.getMaxHealth() * 0.3) // Lose 30% of max health on arrival (but could be healed back up).
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@@ -104,7 +104,6 @@ var/global/list/semirandom_mob_spawner_decisions = list()
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list(/mob/living/simple_mob/animal/sif/siffet),
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list(/mob/living/simple_mob/animal/sif/tymisian),
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list(
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/mob/living/simple_mob/animal/giant_spider/nurse = 10,
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/mob/living/simple_mob/animal/giant_spider/electric = 5,
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/mob/living/simple_mob/animal/giant_spider/frost = 5,
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/mob/living/simple_mob/animal/giant_spider/hunter = 10,
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@@ -448,7 +447,6 @@ var/global/list/semirandom_mob_spawner_decisions = list()
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possible_mob_types = list(
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list(
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/mob/living/simple_mob/animal/giant_spider/nurse = 10,
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/mob/living/simple_mob/animal/giant_spider/electric = 5,
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/mob/living/simple_mob/animal/giant_spider/frost = 5,
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/mob/living/simple_mob/animal/giant_spider/hunter = 10,
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@@ -154,7 +154,7 @@
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var/amount_grown = 0
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var/obj/machinery/atmospherics/unary/vent_pump/entry_vent
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var/travelling_in_vent = 0
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var/list/grow_as = list(/mob/living/simple_mob/animal/giant_spider, /mob/living/simple_mob/animal/giant_spider/nurse, /mob/living/simple_mob/animal/giant_spider/hunter)
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var/list/grow_as = list(/mob/living/simple_mob/animal/giant_spider, /mob/living/simple_mob/animal/giant_spider/hunter)
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var/faction = "spiders"
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var/stunted = FALSE
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@@ -309,3 +309,17 @@ var/global/mob/living/carbon/human/dummy/mannequin/sleevemate_mob
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icon_state = "[initial(icon_state)]_on"
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else
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icon_state = initial(icon_state)
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/obj/item/device/sleevemate/emag_act(var/remaining_charges, var/mob/user)
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to_chat(user,"<span class='danger'>You hack [src]!</span>")
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src, "sparks", 50, 1)
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if(istype(src.loc,/mob/living))
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var/mob/living/L = src.loc
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L.unEquip(src)
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src.forceMove(get_turf(src))
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new /obj/item/device/bodysnatcher(src.loc)
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qdel(src)
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return 1
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@@ -635,7 +635,6 @@
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list(/mob/living/simple_mob/animal/sif/siffet),
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list(/mob/living/simple_mob/animal/sif/tymisian),
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list(
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/mob/living/simple_mob/animal/giant_spider/nurse = 10,
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/mob/living/simple_mob/animal/giant_spider/electric = 5,
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/mob/living/simple_mob/animal/giant_spider/frost = 5,
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/mob/living/simple_mob/animal/giant_spider/hunter = 10,
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@@ -1,184 +1,184 @@
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// SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
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// This class of weapons takes force and appearance data from a material datum.
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// They are also fragile based on material data and many can break/smash apart.
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/obj/item/weapon/material
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health = 10
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hitsound = 'sound/weapons/bladeslice.ogg'
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gender = NEUTER
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throw_speed = 3
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throw_range = 7
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w_class = ITEMSIZE_NORMAL
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sharp = FALSE
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edge = FALSE
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_material.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
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)
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var/applies_material_colour = 1
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var/unbreakable = 0 //Doesn't lose health
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var/fragile = 0 //Shatters when it dies
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var/dulled = 0 //Has gone dull
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var/can_dull = 1 //Can it go dull?
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var/force_divisor = 0.5
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var/thrown_force_divisor = 0.5
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var/dulled_divisor = 0.5 //Just drops the damage by half
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var/default_material = MAT_STEEL
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var/datum/material/material
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var/drops_debris = 1
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var/named_from_material = 1 //YW EDIT, Does it prepend the material's name to it's name?
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/obj/item/weapon/material/New(var/newloc, var/material_key)
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..(newloc)
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if(!material_key)
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material_key = default_material
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set_material(material_key)
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if(!material)
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qdel(src)
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return
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matter = material.get_matter()
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if(matter.len)
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for(var/material_type in matter)
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if(!isnull(matter[material_type]))
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matter[material_type] *= force_divisor // May require a new var instead.
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if(!(material.conductive))
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src.flags |= NOCONDUCT
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/obj/item/weapon/material/get_material()
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return material
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/obj/item/weapon/material/proc/update_force()
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if(edge || sharp)
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force = material.get_edge_damage()
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else
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force = material.get_blunt_damage()
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force = round(force*force_divisor)
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if(dulled)
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force = round(force*dulled_divisor)
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throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
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//spawn(1)
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// to_world("[src] has force [force] and throwforce [throwforce] when made from default material [material.name]")
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/obj/item/weapon/material/proc/set_material(var/new_material)
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material = get_material_by_name(new_material)
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if(!material)
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qdel(src)
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else
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if(named_from_material) //YW EDIT
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name = "[material.display_name] [initial(name)]"
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health = round(material.integrity/10)
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if(applies_material_colour)
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color = material.icon_colour
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if(material.products_need_process())
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START_PROCESSING(SSobj, src)
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update_force()
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/obj/item/weapon/material/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/weapon/material/apply_hit_effect()
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..()
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if(!unbreakable)
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if(material.is_brittle())
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health = 0
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else if(!prob(material.hardness))
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health--
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check_health()
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/obj/item/weapon/material/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/whetstone))
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var/obj/item/weapon/whetstone/whet = W
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repair(whet.repair_amount, whet.repair_time, user)
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if(istype(W, /obj/item/weapon/material/sharpeningkit))
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var/obj/item/weapon/material/sharpeningkit/SK = W
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repair(SK.repair_amount, SK.repair_time, user)
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..()
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/obj/item/weapon/material/proc/check_health(var/consumed)
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if(health<=0)
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health = 0
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if(fragile)
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shatter(consumed)
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else if(!dulled && can_dull)
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dull()
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/obj/item/weapon/material/proc/shatter(var/consumed)
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var/turf/T = get_turf(src)
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T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
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if(istype(loc, /mob/living))
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||||
var/mob/living/M = loc
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M.drop_from_inventory(src)
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playsound(src, "shatter", 70, 1)
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if(!consumed && drops_debris) material.place_shard(T)
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qdel(src)
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||||
/obj/item/weapon/material/proc/dull()
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||||
var/turf/T = get_turf(src)
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T.visible_message("<span class='danger'>\The [src] goes dull!</span>")
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||||
playsound(src, "shatter", 70, 1)
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||||
dulled = 1
|
||||
if(is_sharp() || has_edge())
|
||||
sharp = FALSE
|
||||
edge = FALSE
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||||
|
||||
/obj/item/weapon/material/proc/repair(var/repair_amount, var/repair_time, mob/living/user)
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if(!fragile)
|
||||
if(health < initial(health))
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||||
user.visible_message("[user] begins repairing \the [src].", "You begin repairing \the [src].")
|
||||
if(do_after(user, repair_time))
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||||
user.visible_message("[user] has finished repairing \the [src]", "You finish repairing \the [src].")
|
||||
health = min(health + repair_amount, initial(health))
|
||||
dulled = 0
|
||||
sharp = initial(sharp)
|
||||
edge = initial(edge)
|
||||
else
|
||||
to_chat(user, "<span class='notice'>[src] doesn't need repairs.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You can't repair \the [src].</span>")
|
||||
return
|
||||
|
||||
/obj/item/weapon/material/proc/sharpen(var/material, var/sharpen_time, var/kit, mob/living/M)
|
||||
if(!fragile)
|
||||
if(health < initial(health))
|
||||
to_chat(M, "You should repair [src] first. Try using [kit] on it.")
|
||||
return FALSE
|
||||
M.visible_message("[M] begins to replace parts of [src] with [kit].", "You begin to replace parts of [src] with [kit].")
|
||||
if(do_after(usr, sharpen_time))
|
||||
M.visible_message("[M] has finished replacing parts of [src].", "You finish replacing parts of [src].")
|
||||
src.set_material(material)
|
||||
return TRUE
|
||||
else
|
||||
to_chat(M, "<span class = 'warning'>You can't sharpen and re-edge [src].</span>")
|
||||
return FALSE
|
||||
|
||||
/*
|
||||
Commenting this out pending rebalancing of radiation based on small objects.
|
||||
/obj/item/weapon/material/process()
|
||||
if(!material.radioactivity)
|
||||
return
|
||||
for(var/mob/living/L in range(1,src))
|
||||
L.apply_effect(round(material.radioactivity/30),IRRADIATE,0)
|
||||
*/
|
||||
|
||||
/*
|
||||
// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
|
||||
/obj/item/weapon/material/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
TemperatureAct(exposed_temperature)
|
||||
|
||||
// This might need adjustment. Will work that out later.
|
||||
/obj/item/weapon/material/proc/TemperatureAct(temperature)
|
||||
health -= material.combustion_effect(get_turf(src), temperature, 0.1)
|
||||
check_health(1)
|
||||
|
||||
/obj/item/weapon/material/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(material.ignition_point && WT.remove_fuel(0, user))
|
||||
TemperatureAct(150)
|
||||
else
|
||||
return ..()
|
||||
*/
|
||||
// SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
|
||||
// This class of weapons takes force and appearance data from a material datum.
|
||||
// They are also fragile based on material data and many can break/smash apart.
|
||||
/obj/item/weapon/material
|
||||
health = 10
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
gender = NEUTER
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
sharp = FALSE
|
||||
edge = FALSE
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/lefthand_material.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
|
||||
)
|
||||
|
||||
var/applies_material_colour = 1
|
||||
var/unbreakable = 0 //Doesn't lose health
|
||||
var/fragile = 0 //Shatters when it dies
|
||||
var/dulled = 0 //Has gone dull
|
||||
var/can_dull = 1 //Can it go dull?
|
||||
var/force_divisor = 0.5
|
||||
var/thrown_force_divisor = 0.5
|
||||
var/dulled_divisor = 0.5 //Just drops the damage by half
|
||||
var/default_material = MAT_STEEL
|
||||
var/datum/material/material
|
||||
var/drops_debris = 1
|
||||
var/named_from_material = 1 //YW EDIT, Does it prepend the material's name to it's name?
|
||||
|
||||
/obj/item/weapon/material/New(var/newloc, var/material_key)
|
||||
..(newloc)
|
||||
if(!material_key)
|
||||
material_key = default_material
|
||||
set_material(material_key)
|
||||
if(!material)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
matter = material.get_matter()
|
||||
if(matter.len)
|
||||
for(var/material_type in matter)
|
||||
if(!isnull(matter[material_type]))
|
||||
matter[material_type] *= force_divisor // May require a new var instead.
|
||||
|
||||
if(!(material.conductive))
|
||||
src.flags |= NOCONDUCT
|
||||
|
||||
/obj/item/weapon/material/get_material()
|
||||
return material
|
||||
|
||||
/obj/item/weapon/material/proc/update_force()
|
||||
if(edge || sharp)
|
||||
force = material.get_edge_damage()
|
||||
else
|
||||
force = material.get_blunt_damage()
|
||||
force = round(force*force_divisor)
|
||||
if(dulled)
|
||||
force = round(force*dulled_divisor)
|
||||
throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
|
||||
//spawn(1)
|
||||
// to_world("[src] has force [force] and throwforce [throwforce] when made from default material [material.name]")
|
||||
|
||||
/obj/item/weapon/material/proc/set_material(var/new_material)
|
||||
material = get_material_by_name(new_material)
|
||||
if(!material)
|
||||
qdel(src)
|
||||
else
|
||||
if(named_from_material) //YW EDIT
|
||||
name = "[material.display_name] [initial(name)]"
|
||||
health = round(material.integrity/10)
|
||||
if(applies_material_colour)
|
||||
color = material.icon_colour
|
||||
if(material.products_need_process())
|
||||
START_PROCESSING(SSobj, src)
|
||||
update_force()
|
||||
|
||||
/obj/item/weapon/material/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/weapon/material/apply_hit_effect()
|
||||
..()
|
||||
if(!unbreakable)
|
||||
if(material.is_brittle())
|
||||
health = 0
|
||||
else if(!prob(material.hardness))
|
||||
health--
|
||||
check_health()
|
||||
|
||||
/obj/item/weapon/material/attackby(obj/item/weapon/W, mob/user)
|
||||
if(istype(W, /obj/item/weapon/whetstone))
|
||||
var/obj/item/weapon/whetstone/whet = W
|
||||
repair(whet.repair_amount, whet.repair_time, user)
|
||||
if(istype(W, /obj/item/weapon/material/sharpeningkit))
|
||||
var/obj/item/weapon/material/sharpeningkit/SK = W
|
||||
repair(SK.repair_amount, SK.repair_time, user)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/material/proc/check_health(var/consumed)
|
||||
if(health<=0)
|
||||
health = 0
|
||||
|
||||
if(fragile)
|
||||
shatter(consumed)
|
||||
else if(!dulled && can_dull)
|
||||
dull()
|
||||
|
||||
/obj/item/weapon/material/proc/shatter(var/consumed)
|
||||
var/turf/T = get_turf(src)
|
||||
T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
|
||||
if(istype(loc, /mob/living))
|
||||
var/mob/living/M = loc
|
||||
M.drop_from_inventory(src)
|
||||
playsound(src, "shatter", 70, 1)
|
||||
if(!consumed && drops_debris) material.place_shard(T)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/material/proc/dull()
|
||||
var/turf/T = get_turf(src)
|
||||
T.visible_message("<span class='danger'>\The [src] goes dull!</span>")
|
||||
playsound(src, "shatter", 70, 1)
|
||||
dulled = 1
|
||||
if(is_sharp() || has_edge())
|
||||
sharp = FALSE
|
||||
edge = FALSE
|
||||
|
||||
/obj/item/weapon/material/proc/repair(var/repair_amount, var/repair_time, mob/living/user)
|
||||
if(!fragile)
|
||||
if(health < initial(health))
|
||||
user.visible_message("[user] begins repairing \the [src].", "You begin repairing \the [src].")
|
||||
if(do_after(user, repair_time))
|
||||
user.visible_message("[user] has finished repairing \the [src]", "You finish repairing \the [src].")
|
||||
health = min(health + repair_amount, initial(health))
|
||||
dulled = 0
|
||||
sharp = initial(sharp)
|
||||
edge = initial(edge)
|
||||
else
|
||||
to_chat(user, "<span class='notice'>[src] doesn't need repairs.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You can't repair \the [src].</span>")
|
||||
return
|
||||
|
||||
/obj/item/weapon/material/proc/sharpen(var/material, var/sharpen_time, var/kit, mob/living/M)
|
||||
if(!fragile && src.material.can_sharpen)
|
||||
if(health < initial(health))
|
||||
to_chat(M, "You should repair [src] first. Try using [kit] on it.")
|
||||
return FALSE
|
||||
M.visible_message("[M] begins to replace parts of [src] with [kit].", "You begin to replace parts of [src] with [kit].")
|
||||
if(do_after(usr, sharpen_time))
|
||||
M.visible_message("[M] has finished replacing parts of [src].", "You finish replacing parts of [src].")
|
||||
src.set_material(material)
|
||||
return TRUE
|
||||
else
|
||||
to_chat(M, "<span class = 'warning'>You can't sharpen and re-edge [src].</span>")
|
||||
return FALSE
|
||||
|
||||
/*
|
||||
Commenting this out pending rebalancing of radiation based on small objects.
|
||||
/obj/item/weapon/material/process()
|
||||
if(!material.radioactivity)
|
||||
return
|
||||
for(var/mob/living/L in range(1,src))
|
||||
L.apply_effect(round(material.radioactivity/30),IRRADIATE,0)
|
||||
*/
|
||||
|
||||
/*
|
||||
// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
|
||||
/obj/item/weapon/material/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
TemperatureAct(exposed_temperature)
|
||||
|
||||
// This might need adjustment. Will work that out later.
|
||||
/obj/item/weapon/material/proc/TemperatureAct(temperature)
|
||||
health -= material.combustion_effect(get_turf(src), temperature, 0.1)
|
||||
check_health(1)
|
||||
|
||||
/obj/item/weapon/material/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(material.ignition_point && WT.remove_fuel(0, user))
|
||||
TemperatureAct(150)
|
||||
else
|
||||
return ..()
|
||||
*/
|
||||
|
||||
@@ -65,7 +65,8 @@
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/storage/laundry_basket/dropped(mob/user as mob)
|
||||
QDEL_NULL(linked)
|
||||
if(linked)
|
||||
QDEL_NULL(linked)
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/storage/laundry_basket/show_to(mob/user as mob)
|
||||
@@ -82,6 +83,6 @@
|
||||
use_to_pickup = FALSE
|
||||
|
||||
/obj/item/weapon/storage/laundry_basket/offhand/dropped(mob/user as mob)
|
||||
user.drop_from_inventory(linked)
|
||||
if(user.isEquipped(linked))
|
||||
user.drop_from_inventory(linked)
|
||||
return
|
||||
|
||||
|
||||
@@ -132,8 +132,7 @@
|
||||
mob_wander_distance = 4
|
||||
|
||||
/obj/random/mob/spider/item_to_spawn()
|
||||
return pick(prob(22);/mob/living/simple_mob/animal/giant_spider/nurse,
|
||||
prob(33);/mob/living/simple_mob/animal/giant_spider/hunter,
|
||||
return pick(prob(33);/mob/living/simple_mob/animal/giant_spider/hunter,
|
||||
prob(45);/mob/living/simple_mob/animal/giant_spider)
|
||||
|
||||
/obj/random/mob/spider/nurse
|
||||
|
||||
@@ -198,6 +198,17 @@ var/list/flooring_types
|
||||
'sound/effects/footstep/mud3.ogg',
|
||||
'sound/effects/footstep/mud4.ogg'))
|
||||
|
||||
/decl/flooring/rock
|
||||
name = "rocks"
|
||||
desc = "Hard as a rock."
|
||||
icon = 'icons/turf/outdoors.dmi'
|
||||
icon_base = "rock"
|
||||
footstep_sounds = list("human" = list(
|
||||
'sound/effects/footstep/LightStone1.ogg',
|
||||
'sound/effects/footstep/LightStone2.ogg',
|
||||
'sound/effects/footstep/LightStone3.ogg',
|
||||
'sound/effects/footstep/LightStone4.ogg'))
|
||||
|
||||
/decl/flooring/asteroid
|
||||
name = "coarse sand"
|
||||
desc = "You got a pebble in your shoe just looking at it."
|
||||
|
||||
@@ -123,6 +123,7 @@ var/list/turf_edge_cache = list()
|
||||
desc = "Hard as a rock."
|
||||
icon_state = "rock"
|
||||
edge_blending_priority = 1
|
||||
initial_flooring = /decl/flooring/rock
|
||||
|
||||
/turf/simulated/floor/outdoors/rocks/caves
|
||||
outdoors = OUTDOORS_NO
|
||||
@@ -185,4 +186,4 @@ var/list/turf_edge_cache = list()
|
||||
icon = 'icons/turf/concrete.dmi'
|
||||
icon_state = "concrete_dark"
|
||||
desc = "Some sort of material composite road."
|
||||
edge_blending_priority = -1
|
||||
edge_blending_priority = -1
|
||||
|
||||
@@ -71,9 +71,9 @@
|
||||
water_state = "cult"
|
||||
|
||||
/turf/simulated/floor/water/underwater/ruins
|
||||
icon = 'maps/atoll/icons/turfs/marble.dmi'
|
||||
icon = 'maps/redgate/falls/icons/turfs/marble.dmi'
|
||||
icon_state = "1" // So it shows up in the map editor as water.
|
||||
water_icon = 'maps/atoll/icons/turfs/marble.dmi'
|
||||
water_icon = 'maps/redgate/falls/icons/turfs/marble.dmi'
|
||||
water_state = "1"
|
||||
|
||||
/turf/simulated/floor/water/underwater/sand
|
||||
|
||||
@@ -73,6 +73,27 @@
|
||||
water_breath.adjust_gas(gasid, BREATH_MOLES) // They have no oxygen, but non-zero moles and temp
|
||||
water_breath.temperature = above_air.temperature
|
||||
return water_breath
|
||||
if(L && L.is_bad_swimmer() && depth >= 2 && !L.buckled())
|
||||
if(prob(10))
|
||||
L.visible_message("<span class='notice'>[L] splashes wildly.</span>","<span class='warning'>You struggle to keep your head above the water!</span>")
|
||||
if(L.can_breathe_water())
|
||||
var/datum/gas_mixture/water_breath = new()
|
||||
var/datum/gas_mixture/above_air = return_air()
|
||||
var/amount = 300
|
||||
water_breath.adjust_gas("oxygen", amount) // Assuming water breathes just extract the oxygen directly from the water.
|
||||
water_breath.temperature = above_air.temperature
|
||||
return water_breath
|
||||
else
|
||||
var/gasid = "carbon_dioxide"
|
||||
if(ishuman(L))
|
||||
var/mob/living/carbon/human/H = L
|
||||
if(H.species && H.species.exhale_type)
|
||||
gasid = H.species.exhale_type
|
||||
var/datum/gas_mixture/water_breath = new()
|
||||
var/datum/gas_mixture/above_air = return_air()
|
||||
water_breath.adjust_gas(gasid, BREATH_MOLES) // They have no oxygen, but non-zero moles and temp
|
||||
water_breath.temperature = above_air.temperature
|
||||
return water_breath
|
||||
return return_air() // Otherwise their head is above the water, so get the air from the atmosphere instead.
|
||||
|
||||
/turf/simulated/floor/water/Entered(atom/movable/AM, atom/oldloc)
|
||||
@@ -132,6 +153,14 @@
|
||||
return species.can_breathe_water()
|
||||
return ..()
|
||||
|
||||
/mob/living/proc/is_bad_swimmer()
|
||||
return FALSE
|
||||
|
||||
/mob/living/carbon/human/is_bad_swimmer()
|
||||
if(species)
|
||||
return species.is_bad_swimmer()
|
||||
return ..()
|
||||
|
||||
/mob/living/proc/check_submerged()
|
||||
if(buckled)
|
||||
return 0
|
||||
|
||||
Reference in New Issue
Block a user