Updated the barman's shotgun, it acts like a double-barrel now, and he can saw it off.
Added Khodoque's new shotgun sprites. Added my new gasmask sprites. Removed emergency gasmasks, as the distinction is non-existent. Very slightly reshuffled some mask stuff around, but it's still godawful. Medical masks are now /obj/item/clothing/mask/breath/medical Removed the define for HALFMASK, as it was completely unused. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3493 316c924e-a436-60f5-8080-3fe189b3f50e
@@ -1,4 +1,6 @@
|
|||||||
// MASK WAS THAT MOVIE WITH THAT GUY WITH THE MESSED UP FACE. WHAT'S HIS NAME . . . JIM CARREY, I THINK.
|
// MASK WAS THAT MOVIE WITH THAT GUY WITH THE MESSED UP FACE. WHAT'S HIS NAME . . . JIM CARREY, I THINK.
|
||||||
|
//why is this up here -Pete
|
||||||
|
//also: please someone make this less terrible, why are things that work with internals not all under one parent, why why why why why whyyyyyyyyyyyyyyy
|
||||||
|
|
||||||
/obj/item/clothing/mask
|
/obj/item/clothing/mask
|
||||||
name = "mask"
|
name = "mask"
|
||||||
@@ -12,24 +14,20 @@
|
|||||||
name = "breath mask"
|
name = "breath mask"
|
||||||
icon_state = "breath"
|
icon_state = "breath"
|
||||||
item_state = "breath"
|
item_state = "breath"
|
||||||
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | MASKCOVERSMOUTH | HALFMASK
|
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | MASKCOVERSMOUTH
|
||||||
w_class = 2
|
w_class = 2
|
||||||
protective_temperature = 420
|
protective_temperature = 420
|
||||||
heat_transfer_coefficient = 0.90
|
heat_transfer_coefficient = 0.90
|
||||||
gas_transfer_coefficient = 0.10
|
gas_transfer_coefficient = 0.10
|
||||||
permeability_coefficient = 0.50
|
permeability_coefficient = 0.50
|
||||||
|
|
||||||
/obj/item/clothing/mask/medical
|
/obj/item/clothing/mask/breath/medical
|
||||||
desc = "A close-fitting sterile mask that can be connected to an air supply."
|
desc = "A close-fitting sterile mask that can be connected to an air supply."
|
||||||
name = "medical mask"
|
name = "medical mask"
|
||||||
icon_state = "medical"
|
icon_state = "medical"
|
||||||
item_state = "medical"
|
item_state = "medical"
|
||||||
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH
|
|
||||||
w_class = 3
|
|
||||||
protective_temperature = 420
|
|
||||||
gas_transfer_coefficient = 0.10
|
|
||||||
permeability_coefficient = 0.10
|
|
||||||
|
|
||||||
|
//WHY DOES THIS EXIST
|
||||||
/obj/item/clothing/mask/spiderman
|
/obj/item/clothing/mask/spiderman
|
||||||
desc = "A mask of Deadpool!"
|
desc = "A mask of Deadpool!"
|
||||||
name = "\improper Deadpool mask"
|
name = "\improper Deadpool mask"
|
||||||
@@ -61,14 +59,15 @@
|
|||||||
permeability_coefficient = 0.05
|
permeability_coefficient = 0.05
|
||||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
|
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
|
||||||
|
|
||||||
|
//This now uses the alt sprites, like the emergency gasmask. -Pete
|
||||||
/obj/item/clothing/mask/gas
|
/obj/item/clothing/mask/gas
|
||||||
name = "gas mask"
|
name = "gas mask"
|
||||||
desc = "A face-covering mask that can be connected to an air supply."
|
desc = "A face-covering mask that can be connected to an air supply."
|
||||||
icon_state = "gas_mask"
|
icon_state = "gas_alt"
|
||||||
flags = FPRINT|TABLEPASS|SUITSPACE|MASKCOVERSMOUTH|MASKCOVERSEYES
|
flags = FPRINT|TABLEPASS|SUITSPACE|MASKCOVERSMOUTH|MASKCOVERSEYES
|
||||||
w_class = 3.0
|
w_class = 3.0
|
||||||
see_face = 0.0
|
see_face = 0.0
|
||||||
item_state = "gas_mask"
|
item_state = "gas_alt"
|
||||||
protective_temperature = 500
|
protective_temperature = 500
|
||||||
heat_transfer_coefficient = 0.01
|
heat_transfer_coefficient = 0.01
|
||||||
gas_transfer_coefficient = 0.01
|
gas_transfer_coefficient = 0.01
|
||||||
@@ -80,13 +79,13 @@
|
|||||||
icon_state = "plaguedoctor"
|
icon_state = "plaguedoctor"
|
||||||
item_state = "gas_mask"
|
item_state = "gas_mask"
|
||||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
|
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
|
||||||
|
/*
|
||||||
/obj/item/clothing/mask/gas/emergency
|
/obj/item/clothing/mask/gas/emergency
|
||||||
name = "emergency gas mask"
|
name = "emergency gas mask"
|
||||||
desc = "A face-covering mask that can be connected to an air supply. For use in emergencies."
|
desc = "A face-covering mask that can be connected to an air supply. For use in emergencies."
|
||||||
icon_state = "gas_alt"
|
icon_state = "gas_alt"
|
||||||
item_state = "gas_alt"
|
item_state = "gas_alt"
|
||||||
|
*/
|
||||||
/obj/item/clothing/mask/gas/swat
|
/obj/item/clothing/mask/gas/swat
|
||||||
name = "\improper SWAT mask"
|
name = "\improper SWAT mask"
|
||||||
desc = "A close-fitting tactical mask that can be connected to an air supply."
|
desc = "A close-fitting tactical mask that can be connected to an air supply."
|
||||||
@@ -100,7 +99,6 @@
|
|||||||
/obj/item/clothing/mask/gas/voice
|
/obj/item/clothing/mask/gas/voice
|
||||||
name = "gas mask"
|
name = "gas mask"
|
||||||
//desc = "A face-covering mask that can be connected to an air supply. It seems to house some odd electronics."
|
//desc = "A face-covering mask that can be connected to an air supply. It seems to house some odd electronics."
|
||||||
icon_state = "gas_mask"
|
|
||||||
var/mode = 0// 0==Scouter | 1==Night Vision | 2==Thermal | 3==Meson
|
var/mode = 0// 0==Scouter | 1==Night Vision | 2==Thermal | 3==Meson
|
||||||
var/voice = "Unknown"
|
var/voice = "Unknown"
|
||||||
var/vchange = 0//This didn't do anything before. It now checks if the mask has special functions/N
|
var/vchange = 0//This didn't do anything before. It now checks if the mask has special functions/N
|
||||||
@@ -143,6 +141,7 @@
|
|||||||
icon_state = "sexymime"
|
icon_state = "sexymime"
|
||||||
item_state = "sexymime"
|
item_state = "sexymime"
|
||||||
|
|
||||||
|
//WHY IS THIS A GASMASK
|
||||||
/obj/item/clothing/mask/gas/fakemoustache
|
/obj/item/clothing/mask/gas/fakemoustache
|
||||||
name = "fake moustache"
|
name = "fake moustache"
|
||||||
desc = "Warning: moustache is fake."
|
desc = "Warning: moustache is fake."
|
||||||
|
|||||||
@@ -44,7 +44,7 @@
|
|||||||
if("cannon")
|
if("cannon")
|
||||||
new /obj/item/weapon/gun/energy/lasercannon(get_turf(H))
|
new /obj/item/weapon/gun/energy/lasercannon(get_turf(H))
|
||||||
if("shotgun")
|
if("shotgun")
|
||||||
new /obj/item/weapon/gun/projectile/shotgun/combat(get_turf(H))
|
new /obj/item/weapon/gun/projectile/shotgun/pump/combat(get_turf(H))
|
||||||
if("freeze")
|
if("freeze")
|
||||||
new /obj/item/weapon/gun/energy/temperature(get_turf(H))
|
new /obj/item/weapon/gun/energy/temperature(get_turf(H))
|
||||||
if("uzi")
|
if("uzi")
|
||||||
|
|||||||
@@ -21,7 +21,7 @@
|
|||||||
H.equip_if_possible(new /obj/item/clothing/suit/armor/hos(H), H.slot_wear_suit)
|
H.equip_if_possible(new /obj/item/clothing/suit/armor/hos(H), H.slot_wear_suit)
|
||||||
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves)
|
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves)
|
||||||
H.equip_if_possible(new /obj/item/clothing/head/helmet/HoS(H), H.slot_head)
|
H.equip_if_possible(new /obj/item/clothing/head/helmet/HoS(H), H.slot_head)
|
||||||
H.equip_if_possible(new /obj/item/clothing/mask/gas/emergency(H), H.slot_wear_mask)
|
H.equip_if_possible(new /obj/item/clothing/mask/gas(H), H.slot_wear_mask)
|
||||||
H.equip_if_possible(new /obj/item/clothing/glasses/sunglasses/sechud(H), H.slot_glasses)
|
H.equip_if_possible(new /obj/item/clothing/glasses/sunglasses/sechud(H), H.slot_glasses)
|
||||||
H.equip_if_possible(new /obj/item/weapon/gun/energy/gun(H), H.slot_s_store)
|
H.equip_if_possible(new /obj/item/weapon/gun/energy/gun(H), H.slot_s_store)
|
||||||
if(H.backbag == 1)
|
if(H.backbag == 1)
|
||||||
@@ -60,7 +60,7 @@
|
|||||||
H.equip_if_possible(new /obj/item/clothing/head/helmet/warden(H), H.slot_head)
|
H.equip_if_possible(new /obj/item/clothing/head/helmet/warden(H), H.slot_head)
|
||||||
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves)
|
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves)
|
||||||
H.equip_if_possible(new /obj/item/clothing/glasses/sunglasses/sechud(H), H.slot_glasses)
|
H.equip_if_possible(new /obj/item/clothing/glasses/sunglasses/sechud(H), H.slot_glasses)
|
||||||
H.equip_if_possible(new /obj/item/clothing/mask/gas/emergency(H), H.slot_wear_mask)
|
H.equip_if_possible(new /obj/item/clothing/mask/gas(H), H.slot_wear_mask)
|
||||||
H.equip_if_possible(new /obj/item/device/flash(H), H.slot_l_store)
|
H.equip_if_possible(new /obj/item/device/flash(H), H.slot_l_store)
|
||||||
if(H.backbag == 1)
|
if(H.backbag == 1)
|
||||||
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand)
|
H.equip_if_possible(new /obj/item/weapon/storage/box/survival(H), H.slot_r_hand)
|
||||||
|
|||||||
@@ -44,9 +44,9 @@
|
|||||||
new /obj/item/weapon/tank/anesthetic(src)
|
new /obj/item/weapon/tank/anesthetic(src)
|
||||||
new /obj/item/weapon/tank/anesthetic(src)
|
new /obj/item/weapon/tank/anesthetic(src)
|
||||||
new /obj/item/weapon/tank/anesthetic(src)
|
new /obj/item/weapon/tank/anesthetic(src)
|
||||||
new /obj/item/clothing/mask/medical(src)
|
new /obj/item/clothing/mask/breath/medical(src)
|
||||||
new /obj/item/clothing/mask/medical(src)
|
new /obj/item/clothing/mask/breath/medical(src)
|
||||||
new /obj/item/clothing/mask/medical(src)
|
new /obj/item/clothing/mask/breath/medical(src)
|
||||||
return
|
return
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -453,7 +453,7 @@
|
|||||||
|
|
||||||
malf_picker.use(src)
|
malf_picker.use(src)
|
||||||
|
|
||||||
//I am the icon meister. Bow fefore me.
|
//I am the icon meister. Bow fefore me. //>fefore
|
||||||
/mob/living/silicon/ai/proc/ai_hologram_change()
|
/mob/living/silicon/ai/proc/ai_hologram_change()
|
||||||
set name = "Change Hologram"
|
set name = "Change Hologram"
|
||||||
set desc = "Change the default hologram available to AI to something else."
|
set desc = "Change the default hologram available to AI to something else."
|
||||||
|
|||||||
@@ -29,7 +29,7 @@
|
|||||||
return
|
return
|
||||||
|
|
||||||
/obj/item/weapon/folder/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
/obj/item/weapon/folder/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||||
if(istype(W, /obj/item/weapon/paper))
|
if(istype(W, /obj/item/weapon/paper) || istype(W, /obj/item/weapon/photo))
|
||||||
user.drop_item()
|
user.drop_item()
|
||||||
W.loc = src
|
W.loc = src
|
||||||
user << "\blue You put the [W] into the folder."
|
user << "\blue You put the [W] into the folder."
|
||||||
@@ -46,6 +46,8 @@
|
|||||||
|
|
||||||
for(var/obj/item/weapon/paper/P in src)
|
for(var/obj/item/weapon/paper/P in src)
|
||||||
dat += "<A href='?src=\ref[src];remove=\ref[P]'>Remove</A> - <A href='?src=\ref[src];read=\ref[P]'>[P.name]</A><BR>"
|
dat += "<A href='?src=\ref[src];remove=\ref[P]'>Remove</A> - <A href='?src=\ref[src];read=\ref[P]'>[P.name]</A><BR>"
|
||||||
|
for(var/obj/item/weapon/photo/Ph in src)
|
||||||
|
dat += "<A href='?src=\ref[src];remove=\ref[Ph]'>Remove</A> - [Ph.name]<BR>"
|
||||||
user << browse(dat, "window=folder")
|
user << browse(dat, "window=folder")
|
||||||
onclose(user, "folder")
|
onclose(user, "folder")
|
||||||
add_fingerprint(usr)
|
add_fingerprint(usr)
|
||||||
|
|||||||
@@ -50,5 +50,5 @@
|
|||||||
|
|
||||||
update_icon()
|
update_icon()
|
||||||
if(multiple_sprites)
|
if(multiple_sprites)
|
||||||
icon_state = text("[initial(icon_state)]-[]", stored_ammo.len)
|
icon_state = "[initial(icon_state)]-[stored_ammo.len]"
|
||||||
desc = text("There are [] shell\s left!", stored_ammo.len)
|
desc = "There are [stored_ammo.len] shell\s left!"
|
||||||
|
|||||||
@@ -19,6 +19,7 @@
|
|||||||
caliber = ""
|
caliber = ""
|
||||||
silenced = 0
|
silenced = 0
|
||||||
recoil = 0
|
recoil = 0
|
||||||
|
ejectshell = 1
|
||||||
|
|
||||||
proc
|
proc
|
||||||
load_into_chamber()
|
load_into_chamber()
|
||||||
|
|||||||
@@ -29,6 +29,7 @@
|
|||||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||||
loaded -= AC //Remove casing from loaded list.
|
loaded -= AC //Remove casing from loaded list.
|
||||||
AC.loc = get_turf(src) //Eject casing onto ground.
|
AC.loc = get_turf(src) //Eject casing onto ground.
|
||||||
|
AC.desc += " This one is spent." //descriptions are magic
|
||||||
|
|
||||||
if(AC.BB)
|
if(AC.BB)
|
||||||
in_chamber = AC.BB //Load projectile into chamber.
|
in_chamber = AC.BB //Load projectile into chamber.
|
||||||
@@ -63,13 +64,14 @@
|
|||||||
loaded += AC
|
loaded += AC
|
||||||
num_loaded++
|
num_loaded++
|
||||||
if(num_loaded)
|
if(num_loaded)
|
||||||
user << text("\blue You load [] shell\s into the gun!", num_loaded)
|
user << "\blue You load [num_loaded] shell\s into the gun!"
|
||||||
A.update_icon()
|
A.update_icon()
|
||||||
update_icon()
|
update_icon()
|
||||||
return
|
return
|
||||||
|
|
||||||
|
|
||||||
update_icon()
|
examine()
|
||||||
desc = initial(desc) + text(" Has [] rounds remaining.", loaded.len)
|
..()
|
||||||
|
usr << "Has [loaded.len] round\s remaining."
|
||||||
return
|
return
|
||||||
|
|
||||||
|
|||||||
@@ -1,13 +1,14 @@
|
|||||||
/obj/item/weapon/gun/projectile/shotgun
|
/obj/item/weapon/gun/projectile/shotgun/pump
|
||||||
name = "shotgun"
|
name = "shotgun"
|
||||||
desc = "Useful for sweeping alleys."
|
desc = "Useful for sweeping alleys."
|
||||||
icon_state = "shotgun"
|
icon_state = "shotgun"
|
||||||
max_shells = 2
|
item_state = "shotgun"
|
||||||
|
max_shells = 4
|
||||||
w_class = 4.0
|
w_class = 4.0
|
||||||
force = 10
|
force = 10
|
||||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
|
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
|
||||||
caliber = "shotgun"
|
caliber = "shotgun"
|
||||||
origin_tech = "combat=3;materials=1"
|
origin_tech = "combat=4;materials=2"
|
||||||
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
|
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
|
||||||
var
|
var
|
||||||
recentpump = 0 // to prevent spammage
|
recentpump = 0 // to prevent spammage
|
||||||
@@ -29,7 +30,7 @@
|
|||||||
return
|
return
|
||||||
|
|
||||||
|
|
||||||
proc/pump(mob/M)
|
proc/pump(mob/M as mob)
|
||||||
playsound(M, 'shotgunpump.ogg', 60, 1)
|
playsound(M, 'shotgunpump.ogg', 60, 1)
|
||||||
pumped = 0
|
pumped = 0
|
||||||
if(current_shell)//We have a shell in the chamber
|
if(current_shell)//We have a shell in the chamber
|
||||||
@@ -43,20 +44,79 @@
|
|||||||
current_shell = AC
|
current_shell = AC
|
||||||
if(AC.BB)
|
if(AC.BB)
|
||||||
in_chamber = AC.BB //Load projectile into chamber.
|
in_chamber = AC.BB //Load projectile into chamber.
|
||||||
|
update_icon() //I.E. fix the desc
|
||||||
return 1
|
return 1
|
||||||
|
|
||||||
|
/obj/item/weapon/gun/projectile/shotgun/pump/combat
|
||||||
|
|
||||||
/obj/item/weapon/gun/projectile/shotgun/combat
|
|
||||||
name = "combat shotgun"
|
name = "combat shotgun"
|
||||||
icon_state = "cshotgun"
|
icon_state = "cshotgun"
|
||||||
max_shells = 8
|
max_shells = 8
|
||||||
|
origin_tech = "combat=5;materials=2"
|
||||||
ammo_type = "/obj/item/ammo_casing/shotgun"
|
ammo_type = "/obj/item/ammo_casing/shotgun"
|
||||||
|
|
||||||
|
//this is largely hacky and bad :( -Pete
|
||||||
|
/obj/item/weapon/gun/projectile/shotgun/doublebarrel
|
||||||
|
name = "double-barreled shotgun"
|
||||||
|
desc = "A true classic."
|
||||||
|
icon_state = "dshotgun"
|
||||||
|
item_state = "shotgun"
|
||||||
|
max_shells = 2
|
||||||
|
w_class = 4.0
|
||||||
|
force = 10
|
||||||
|
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
|
||||||
|
caliber = "shotgun"
|
||||||
|
origin_tech = "combat=3;materials=1"
|
||||||
|
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
|
||||||
|
|
||||||
|
load_into_chamber()
|
||||||
|
if(!loaded.len) return 0
|
||||||
|
|
||||||
/obj/item/weapon/gun/projectile/shotgun/combat2
|
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||||
name = "security combat shotgun"
|
loaded -= AC //Remove casing from loaded list.
|
||||||
icon_state = "cshotgun"
|
AC.desc += " This one is spent."
|
||||||
max_shells = 4
|
|
||||||
|
|
||||||
|
if(AC.BB)
|
||||||
|
in_chamber = AC.BB //Load projectile into chamber.
|
||||||
|
AC.BB.loc = src //Set projectile loc to gun.
|
||||||
|
return 1
|
||||||
|
return 0
|
||||||
|
|
||||||
|
attack_self(mob/living/user as mob)
|
||||||
|
if(!(locate(/obj/item/ammo_casing/shotgun) in src) && !loaded.len)
|
||||||
|
user << "<span class='notice'>\The [src] is empty.</span>"
|
||||||
|
return
|
||||||
|
|
||||||
|
for(var/obj/item/ammo_casing/shotgun/shell in src) //This feels like a hack. //don't code at 3:30am kids!!
|
||||||
|
if(shell in loaded)
|
||||||
|
loaded -= shell
|
||||||
|
shell.loc = get_turf(src.loc)
|
||||||
|
|
||||||
|
user << "<span class='notice'>You break \the [src].</span>"
|
||||||
|
update_icon()
|
||||||
|
|
||||||
|
attackby(var/obj/item/A as obj, mob/user as mob)
|
||||||
|
if(istype(A, /obj/item/ammo_casing) && !load_method)
|
||||||
|
var/obj/item/ammo_casing/AC = A
|
||||||
|
if(AC.caliber == caliber && (loaded.len < max_shells) && (contents.len < max_shells)) //forgive me father, for i have sinned
|
||||||
|
user.drop_item()
|
||||||
|
AC.loc = src
|
||||||
|
loaded += AC
|
||||||
|
user << "<span class='notice'>You load a shell into \the [src]!</span>"
|
||||||
|
A.update_icon()
|
||||||
|
update_icon()
|
||||||
|
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
|
||||||
|
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
|
||||||
|
if(loaded.len)
|
||||||
|
afterattack(user, user) //will this work?
|
||||||
|
playsound(user, fire_sound, 50, 1)
|
||||||
|
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
|
||||||
|
return
|
||||||
|
if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
|
||||||
|
icon_state = "sawnshotgun"
|
||||||
|
w_class = 3.0
|
||||||
|
item_state = "gun"
|
||||||
|
flags &= ~ONBACK //you can't sling it on your back
|
||||||
|
flags |= ONBELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
|
||||||
|
name = "sawn-off shotgun"
|
||||||
|
desc = "Omar's coming!"
|
||||||
|
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
|
||||||
@@ -76,12 +76,12 @@
|
|||||||
else
|
else
|
||||||
M << "\red You've been shot!"
|
M << "\red You've been shot!"
|
||||||
if(istype(firer, /mob))
|
if(istype(firer, /mob))
|
||||||
M.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), firer, firer.ckey, M, M.ckey, src)
|
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
|
||||||
firer.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), firer, firer.ckey, M, M.ckey, src)
|
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
|
||||||
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
|
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
|
||||||
|
|
||||||
else
|
else
|
||||||
M.attack_log += text("\[[]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), M, M.ckey, src)
|
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
|
||||||
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
|
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -101,7 +101,12 @@ var/MAX_EXPLOSION_RANGE = 14
|
|||||||
//FLAGS BITMASK
|
//FLAGS BITMASK
|
||||||
#define ONBACK 1 // can be put in back slot
|
#define ONBACK 1 // can be put in back slot
|
||||||
#define TABLEPASS 2 // can pass by a table or rack
|
#define TABLEPASS 2 // can pass by a table or rack
|
||||||
#define HALFMASK 4 // mask only gets 1/2 of air supply from internals
|
|
||||||
|
/********************************************************************************
|
||||||
|
* WOO WOO WOO THIS IS UNUSED WOO WOO WOO *
|
||||||
|
* #define HALFMASK 4 // mask only gets 1/2 of air supply from internals *
|
||||||
|
* WOO WOO WOO THIS IS UNUSED WOO WOO WOO *
|
||||||
|
********************************************************************************/
|
||||||
|
|
||||||
#define HEADSPACE 4 // head wear protects against space
|
#define HEADSPACE 4 // head wear protects against space
|
||||||
|
|
||||||
|
|||||||
@@ -94,16 +94,26 @@ should be listed in the changelog upon commit tho. Thanks. -->
|
|||||||
|
|
||||||
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
|
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
|
||||||
<div class="commit sansserif">
|
<div class="commit sansserif">
|
||||||
<h2 class="date">21 April 2012</h2>
|
<h2 class="date">Sunday, April 22nd</h2>
|
||||||
|
<h3 class="author">Petethegoat updated:</h3>
|
||||||
|
<ul class="changes bgimages16">
|
||||||
|
<li class="imageadd">New gasmask sprites. Removed emergency gasmasks, so there's only one type now.</li>
|
||||||
|
<li class="imageadd">New shotgun sprites by Khodoque!</li>
|
||||||
|
<li class="rscadd">The barman's double-barrel actually works like a double-barrel instead of a pump-action! Rejoice!</li>
|
||||||
|
<li class="wip">Sneaky barmen may be able to illegally modify their shotgun, if they so choose.</li>
|
||||||
|
</ul>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div class="commit sansserif">
|
||||||
|
<h2 class="date">Saturday, April 21st</h2>
|
||||||
<h3 class="author">Errorage updated:</h3>
|
<h3 class="author">Errorage updated:</h3>
|
||||||
<ul class="changes bgimages16">
|
<ul class="changes bgimages16">
|
||||||
<li class="bugfix">Maintenance door outside of tech storage now requires maintenance OR tech storage access instead of maintenance AND robotics accesses.</li>
|
<li class="bugfix">Maintenance door outside of tech storage now requires maintenance OR tech storage access instead of maintenance AND robotics accesses.</li>
|
||||||
</ul>
|
</ul>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|
||||||
<div class="commit sansserif">
|
<div class="commit sansserif">
|
||||||
<h2 class="date">19 April 2012</h2>
|
<h2 class="date">Thursday, April 19th</h2>
|
||||||
<h3 class="author">Carn updated:</h3>
|
<h3 class="author">Carn updated:</h3>
|
||||||
<ul class="changes bgimages16">
|
<ul class="changes bgimages16">
|
||||||
<li class="bugfix">Rewrote the cinematic system to try and simplify and optimise it. Please report any bugs asap to me or coderbus, thanks.</li>
|
<li class="bugfix">Rewrote the cinematic system to try and simplify and optimise it. Please report any bugs asap to me or coderbus, thanks.</li>
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 27 KiB After Width: | Height: | Size: 29 KiB |
|
Before Width: | Height: | Size: 106 KiB After Width: | Height: | Size: 106 KiB |
|
Before Width: | Height: | Size: 106 KiB After Width: | Height: | Size: 106 KiB |
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 9.2 KiB After Width: | Height: | Size: 9.3 KiB |
|
Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 38 KiB |
@@ -188,8 +188,8 @@
|
|||||||
"adF" = (/turf/simulated/floor{dir = 6; icon_state = "warning"},/area/security/range)
|
"adF" = (/turf/simulated/floor{dir = 6; icon_state = "warning"},/area/security/range)
|
||||||
"adG" = (/obj/item/weapon/wrench,/obj/machinery/flasher/portable,/obj/structure/window/reinforced,/turf/simulated/floor{icon_state = "delivery"; name = "floor"},/area/security/warden)
|
"adG" = (/obj/item/weapon/wrench,/obj/machinery/flasher/portable,/obj/structure/window/reinforced,/turf/simulated/floor{icon_state = "delivery"; name = "floor"},/area/security/warden)
|
||||||
"adH" = (/obj/machinery/flasher/portable,/obj/structure/window/reinforced,/turf/simulated/floor{icon_state = "delivery"; name = "floor"},/area/security/warden)
|
"adH" = (/obj/machinery/flasher/portable,/obj/structure/window/reinforced,/turf/simulated/floor{icon_state = "delivery"; name = "floor"},/area/security/warden)
|
||||||
"adI" = (/obj/structure/rack,/obj/item/clothing/mask/gas/emergency{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas/emergency,/obj/item/clothing/mask/gas/emergency{pixel_x = -3; pixel_y = -3},/obj/machinery/alarm{dir = 1; pixel_y = -22},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden)
|
"adI" = (/obj/structure/rack,/obj/item/clothing/mask/gas{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas,/obj/machinery/alarm{dir = 1; pixel_y = -22},/obj/item/clothing/mask/gas{pixel_x = -3; pixel_y = -3},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden)
|
||||||
"adJ" = (/obj/structure/rack,/obj/item/clothing/mask/gas/emergency{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas/emergency,/obj/item/clothing/mask/gas/emergency{pixel_x = -3; pixel_y = -3},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden)
|
"adJ" = (/obj/structure/rack,/obj/item/clothing/mask/gas{pixel_x = 3; pixel_y = 3},/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas{pixel_x = -3; pixel_y = -3},/turf/simulated/floor{icon_state = "bot"; dir = 1},/area/security/warden)
|
||||||
"adK" = (/obj/structure/table,/obj/item/weapon/storage/lockbox/loyalty,/obj/item/weapon/storage/chemimp_kit{pixel_x = 4; pixel_y = 3},/obj/item/weapon/storage/trackimp_kit,/turf/simulated/floor,/area/security/warden)
|
"adK" = (/obj/structure/table,/obj/item/weapon/storage/lockbox/loyalty,/obj/item/weapon/storage/chemimp_kit{pixel_x = 4; pixel_y = 3},/obj/item/weapon/storage/trackimp_kit,/turf/simulated/floor,/area/security/warden)
|
||||||
"adL" = (/obj/structure/table,/obj/machinery/recharger,/turf/simulated/floor,/area/security/warden)
|
"adL" = (/obj/structure/table,/obj/machinery/recharger,/turf/simulated/floor,/area/security/warden)
|
||||||
"adM" = (/obj/machinery/light,/obj/structure/table,/obj/machinery/recharger,/turf/simulated/floor,/area/security/warden)
|
"adM" = (/obj/machinery/light,/obj/structure/table,/obj/machinery/recharger,/turf/simulated/floor,/area/security/warden)
|
||||||
@@ -3560,7 +3560,7 @@
|
|||||||
"bqx" = (/obj/machinery/door/window/southright{name = "Stage"},/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/bar)
|
"bqx" = (/obj/machinery/door/window/southright{name = "Stage"},/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/bar)
|
||||||
"bqy" = (/obj/structure/window/reinforced,/obj/machinery/atmospherics/unary/vent_pump{dir = 0; on = 1; text = "A"},/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/bar)
|
"bqy" = (/obj/structure/window/reinforced,/obj/machinery/atmospherics/unary/vent_pump{dir = 0; on = 1; text = "A"},/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/bar)
|
||||||
"bqz" = (/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced,/obj/machinery/atmospherics/unary/vent_scrubber{on = 1; scrub_N2O = 0; scrub_Toxins = 0},/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/bar)
|
"bqz" = (/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced,/obj/machinery/atmospherics/unary/vent_scrubber{on = 1; scrub_N2O = 0; scrub_Toxins = 0},/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/bar)
|
||||||
"bqA" = (/obj/structure/table/reinforced,/obj/item/weapon/gun/projectile/shotgun{layer = 4},/obj/item/weapon/packageWrap,/turf/simulated/floor{icon_state = "bar"},/area/crew_quarters/bar)
|
"bqA" = (/obj/structure/table/reinforced,/obj/item/weapon/packageWrap,/obj/item/weapon/gun/projectile/shotgun/doublebarrel,/turf/simulated/floor{icon_state = "bar"},/area/crew_quarters/bar)
|
||||||
"bqB" = (/obj/structure/table,/obj/item/weapon/storage/diskbox{pixel_x = 2; pixel_y = 2},/obj/item/weapon/storage/gl_kit,/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
|
"bqB" = (/obj/structure/table,/obj/item/weapon/storage/diskbox{pixel_x = 2; pixel_y = 2},/obj/item/weapon/storage/gl_kit,/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
|
||||||
"bqC" = (/obj/structure/closet/secure_closet/medical3{pixel_x = 5},/turf/simulated/floor{dir = 9; icon_state = "warning"},/area/medical/medbay)
|
"bqC" = (/obj/structure/closet/secure_closet/medical3{pixel_x = 5},/turf/simulated/floor{dir = 9; icon_state = "warning"},/area/medical/medbay)
|
||||||
"bqD" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = "Streight"},/obj/structure/disposalpipe/segment,/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
|
"bqD" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = "Streight"},/obj/structure/disposalpipe/segment,/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
|
||||||
|
|||||||