Merge branch 'master' into QM-as-Head

This commit is contained in:
Chayse Ramsay
2018-02-18 03:46:35 +00:00
committed by GitHub
355 changed files with 74624 additions and 281692 deletions
-186
View File
@@ -95,16 +95,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
. = ..()
set_dynamic_lighting()
/area/planet/clown
name = "Clown Planet"
icon_state = "honk"
requires_power = FALSE
/area/telesciareas
name = "Cosmic Anomaly"
icon_state = "telesci"
requires_power = FALSE
//STATION13
@@ -258,105 +248,10 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
icon_state = "disposal"
/area/maintenance/disposal/incinerator
// /area/maintenance/incinerator
name = "Incinerator"
icon_state = "disposal"
//Cere / Asteroid Specific
/area/maintenance/asteroid/aft/science
name = "Aft Maintenance"
icon_state = "amaint"
/area/maintenance/asteroid/aft/arrivals
name = "Aft Maintenance"
icon_state = "amaint"
/area/maintenance/asteroid/central
name = "Central Asteroid Maintenance"
icon_state = "maintcentral"
/area/maintenance/asteroid/disposal
icon_state = "disposal"
/area/maintenance/asteroid/disposal/north
name = "Northern Disposal"
/area/maintenance/asteroid/disposal/north/east
name = "North-Eastern Disposal"
/area/maintenance/asteroid/disposal/north/west
name = "North-Western Disposal"
/area/maintenance/asteroid/disposal/east
name = "Eastern Disposal"
/area/maintenance/asteroid/disposal/west
name = "Western Disposal"
/area/maintenance/asteroid/disposal/west/secondary
name = "Secondary Western Disposal"
/area/maintenance/asteroid/disposal/south
name = "Southern Disposal"
/area/maintenance/asteroid/disposal/south/west
name = "South-Western Disposal"
/area/maintenance/asteroid/disposal/external/east
name = "Eastern External Waste Belt"
/area/maintenance/asteroid/disposal/external/north
name = "Northern External Waste Belt"
/area/maintenance/asteroid/disposal/external/southeast
name = "South-Eastern External Waste Belt"
/area/maintenance/asteroid/disposal/external/southwest
name = "South-Western External Waste Belt"
/area/maintenance/asteroid/fore/cargo_west
name = "Fore Asteroid Maintenance"
icon_state = "fmaint"
/area/maintenance/asteroid/fore/cargo_south
name = "Fore Asteroid Maintenance"
icon_state = "fmaint"
/area/maintenance/asteroid/fore/com_west
name = "Fore Asteroid Maintenance"
icon_state = "fmaint"
/area/maintenance/asteroid/fore/com_north
name = "Fore Asteroid Maintenance"
icon_state = "fmaint"
/area/maintenance/asteroid/fore/com_east
name = "Fore Asteroid Maintenance"
icon_state = "fmaint"
/area/maintenance/asteroid/fore/com_south
name = "Fore Asteroid Maintenance"
icon_state = "fmaint"
/area/maintenance/asteroid/port/neast
name = "Port Asteroid Maintenance"
icon_state = "pmaint"
/area/maintenance/asteroid/port/east
name = "Port Asteroid Maintenance"
icon_state = "pmaint"
/area/maintenance/asteroid/port/west
name = "Port Asteroid Maintenance"
icon_state = "pmaint"
/area/maintenance/asteroid/starboard
name = "Starboard Asteroid Maintenance"
icon_state = "smaint"
//Hallway
/area/hallway/primary/aft
@@ -419,42 +314,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "Service Hallway"
icon_state = "hall_service"
/area/hallway/secondary/bridges/cargo_ai
name = "Cargo-AI-Command Bridge"
icon_state = "yellow"
/area/hallway/secondary/bridges/com_engi
name = "Command-Engineering Bridge"
icon_state = "yellow"
/area/hallway/secondary/bridges/com_serv
name = "Command-Service Bridge"
icon_state = "yellow"
/area/hallway/secondary/bridges/dock_med
name = "Docking-Medical Bridge"
icon_state = "yellow"
/area/hallway/secondary/bridges/engi_med
name = "Engineering-Medical Bridge"
icon_state = "yellow"
/area/hallway/secondary/bridges/med_cargo
name = "Medical-Cargo Bridge"
icon_state = "yellow"
/area/hallway/secondary/bridges/sci_dock
name = "Science-Docking Bridge"
icon_state = "yellow"
/area/hallway/secondary/bridges/serv_engi
name = "Service-Engineering Bridge"
icon_state = "yellow"
/area/hallway/secondary/bridges/serv_sci
name = "Service-Science Bridge"
icon_state = "yellow"
//Command
/area/bridge
@@ -745,18 +604,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
flags_1 = NONE
ambientsounds = ENGINEERING
/area/solar/asteroid/aft
name = "Aft Asteroid Solar"
icon_state = "panelsA"
/area/solar/asteroid/command
name = "Command Asteroid Solar"
icon_state = "panelsA"
/area/solar/asteroid/fore
name = "Fore Asteroid Solar"
icon_state = "panelsA"
/area/solar/fore
name = "Fore Solar Array"
icon_state = "yellow"
@@ -804,18 +651,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "Solar Maintenance"
icon_state = "yellow"
/area/maintenance/solars/asteroid/aft
name = "Aft Asteroid Solar Maintenance"
icon_state = "SolarcontrolA"
/area/maintenance/solars/asteroid/command
name = "Command Asteroid Solar Maintenance"
icon_state = "SolarcontrolP"
/area/maintenance/solars/asteroid/fore
name = "Fore Asteroid Solar Maintenance"
icon_state = "SolarcontrolP"
/area/maintenance/solars/port
name = "Port Solar Maintenance"
icon_state = "SolarcontrolP"
@@ -872,22 +707,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
music = "signal"
ambientsounds = ENGINEERING
/area/teleporter/quantum/cargo
name = "Cargo Quantum Pad"
icon_state = "teleporter"
/area/teleporter/quantum/docking
name = "Docking Quantum Pad"
icon_state = "teleporter"
/area/teleporter/quantum/research
name = "Research Quantum Pad"
icon_state = "teleporter"
/area/teleporter/quantum/security
name = "Security Quantum Pad"
icon_state = "teleporter"
/area/gateway
name = "Gateway"
icon_state = "gateway"
@@ -1458,11 +1277,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "AI Sat Ext"
icon_state = "storage"
/area/ai_monitored/turret_protected/NewAIMain
name = "AI Main New"
icon_state = "storage"
// Telecommunications Satellite
-6
View File
@@ -65,12 +65,6 @@
/area/mine/sleeper
name = "Mining Station Emergency Sleeper"
/area/mine/north_outpost
name = "North Mining Outpost"
/area/mine/west_outpost
name = "West Mining Outpost"
/area/mine/laborcamp
name = "Labor Camp"
-122
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@@ -1,122 +0,0 @@
// Hell
/area/hell
name = "Hell Lobby"
//icon = "ICON FILENAME"
//icon_state = "NAME OF ICON"
requires_power = FALSE
ambientsounds = SPOOKY
/area/hell/trial1
name = "Hell Trial1"
//icon_state = "NAME OF ICON" (defaults to "unknown" (blank))
/area/hell/trial1
name = "Hell Trial2"
//icon_state = "NAME OF ICON" (defaults to "unknown" (blank))
/area/hell/trial1
name = "Hell Trial3"
//icon_state = "NAME OF ICON" (defaults to "unknown" (blank))
//Misc
/area/generic
name = "Unknown"
icon_state = "storage"
//PRISON
/area/prison
name = "Prison Station"
icon_state = "brig"
ambientsounds = HIGHSEC
/area/prison/arrival_airlock
name = "Prison Station Airlock"
icon_state = "green"
requires_power = FALSE
/area/prison/control
name = "Prison Security Checkpoint"
icon_state = "security"
/area/prison/crew_quarters
name = "Prison Security Quarters"
icon_state = "security"
/area/prison/rec_room
name = "Prison Rec Room"
icon_state = "green"
/area/prison/closet
name = "Prison Supply Closet"
icon_state = "dk_yellow"
/area/prison/hallway/fore
name = "Prison Fore Hallway"
icon_state = "yellow"
/area/prison/hallway/aft
name = "Prison Aft Hallway"
icon_state = "yellow"
/area/prison/hallway/port
name = "Prison Port Hallway"
icon_state = "yellow"
/area/prison/hallway/starboard
name = "Prison Starboard Hallway"
icon_state = "yellow"
/area/prison/morgue
name = "Prison Morgue"
icon_state = "morgue"
ambientsounds = SPOOKY
/area/prison/medical_research
name = "Prison Genetic Research"
icon_state = "medresearch"
/area/prison/medical
name = "Prison Medbay"
icon_state = "medbay"
/area/prison/solar
name = "Prison Solar Array"
icon_state = "storage"
requires_power = FALSE
/area/prison/podbay
name = "Prison Podbay"
icon_state = "dk_yellow"
/area/prison/solar_control
name = "Prison Solar Array Control"
icon_state = "dk_yellow"
/area/prison/solitary
name = "Solitary Confinement"
icon_state = "brig"
/area/prison/execution_room
name = "Prisoner Education Chamber"
icon_state = "execution_room"
/area/prison/cell_block/a
// /area/prison/cell_block/A
name = "Prison Cell Block A"
icon_state = "brig"
/area/prison/cell_block/b
// /area/prison/cell_block/B
name = "Prison Cell Block B"
icon_state = "brig"
/area/prison/cell_block/c
// /area/prison/cell_block/C
name = "Prison Cell Block C"
icon_state = "brig"
-98
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@@ -1,98 +0,0 @@
/area/spacecontent
name = "space"
ambientsounds = AWAY_MISSION
/area/spacecontent/a1
icon_state = "spacecontent1"
/area/spacecontent/a2
icon_state = "spacecontent2"
/area/spacecontent/a3
icon_state = "spacecontent3"
/area/spacecontent/a4
icon_state = "spacecontent4"
/area/spacecontent/a5
icon_state = "spacecontent5"
/area/spacecontent/a6
icon_state = "spacecontent6"
/area/spacecontent/a7
icon_state = "spacecontent7"
/area/spacecontent/a8
icon_state = "spacecontent8"
/area/spacecontent/a9
icon_state = "spacecontent9"
/area/spacecontent/a10
icon_state = "spacecontent10"
/area/spacecontent/a11
icon_state = "spacecontent11"
/area/spacecontent/a11
icon_state = "spacecontent12"
/area/spacecontent/a12
icon_state = "spacecontent13"
/area/spacecontent/a13
icon_state = "spacecontent14"
/area/spacecontent/a14
icon_state = "spacecontent14"
/area/spacecontent/a15
icon_state = "spacecontent15"
/area/spacecontent/a16
icon_state = "spacecontent16"
/area/spacecontent/a17
icon_state = "spacecontent17"
/area/spacecontent/a18
icon_state = "spacecontent18"
/area/spacecontent/a19
icon_state = "spacecontent19"
/area/spacecontent/a20
icon_state = "spacecontent20"
/area/spacecontent/a21
icon_state = "spacecontent21"
/area/spacecontent/a22
icon_state = "spacecontent22"
/area/spacecontent/a23
icon_state = "spacecontent23"
/area/spacecontent/a24
icon_state = "spacecontent24"
/area/spacecontent/a25
icon_state = "spacecontent25"
/area/spacecontent/a26
icon_state = "spacecontent26"
/area/spacecontent/a27
icon_state = "spacecontent27"
/area/spacecontent/a28
icon_state = "spacecontent28"
/area/spacecontent/a29
icon_state = "spacecontent29"
/area/spacecontent/a30
icon_state = "spacecontent30"
+1 -5
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@@ -164,15 +164,11 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
/obj/effect/meteor/ex_act()
return
#define METEOR_MEDAL "Your Life Before Your Eyes"
/obj/effect/meteor/examine(mob/user)
if(!admin_spawned && isliving(user))
UnlockMedal(METEOR_MEDAL,user.client)
SSmedals.UnlockMedal(MEDAL_METEOR, user.client)
..()
#undef METEOR_MEDAL
/obj/effect/meteor/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_MINING)
make_debris()
+6 -2
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@@ -221,8 +221,9 @@ GLOBAL_LIST_EMPTY(objectives)
explanation_text = "Free Objective"
/datum/objective/protect//The opposite of killing a dude.
var/target_role_type=0
martyr_compatible = 1
var/target_role_type = 0
var/human_check = TRUE
/datum/objective/protect/find_target_by_role(role, role_type=0, invert=0)
if(!invert)
@@ -231,7 +232,7 @@ GLOBAL_LIST_EMPTY(objectives)
return target
/datum/objective/protect/check_completion()
return !target || considered_alive(target)
return !target || considered_alive(target, enforce_human = human_check)
/datum/objective/protect/update_explanation_text()
..()
@@ -240,6 +241,9 @@ GLOBAL_LIST_EMPTY(objectives)
else
explanation_text = "Free Objective"
/datum/objective/protect/nonhuman
human_check = FALSE
/datum/objective/hijack
explanation_text = "Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody."
team_explanation_text = "Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody. Leave no team member behind."
+3 -3
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@@ -114,7 +114,7 @@ Class Procs:
/obj/machinery/Initialize()
if(!armor)
armor = list(melee = 25, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
. = ..()
GLOB.machines += src
@@ -391,9 +391,9 @@ Class Procs:
/obj/machinery/proc/exchange_parts(mob/user, obj/item/storage/part_replacer/W)
if(!istype(W))
return
return FALSE
if((flags_1 & NODECONSTRUCT_1) && !W.works_from_distance)
return
return FALSE
var/shouldplaysound = 0
if(component_parts)
if(panel_open || W.works_from_distance)
+1 -1
View File
@@ -6,7 +6,7 @@
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
anchored = TRUE
max_integrity = 200
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/uses = 20
var/cooldown = 0
+1 -1
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@@ -10,7 +10,7 @@
var/device_type = null
var/id = null
var/initialized_button = 0
armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 70)
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 70)
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 2
+1 -1
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@@ -14,7 +14,7 @@
resistance_flags = FIRE_PROOF
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 50)
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 50)
max_integrity = 100
integrity_failure = 50
var/list/network = list("SS13")
+1 -1
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@@ -9,7 +9,7 @@
active_power_usage = 300
max_integrity = 200
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 40, acid = 20)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 20)
var/processing = FALSE
var/brightness_on = 2
var/icon_keyboard = "generic_key"
+1 -4
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@@ -67,12 +67,10 @@
return INITIALIZE_HINT_QDEL
Reset()
#define PULSE_MEDAL "Jackpot"
/obj/machinery/computer/arcade/proc/prizevend()
if(prob(0.0001)) //1 in a million
new /obj/item/gun/energy/pulse/prize(src)
UnlockMedal(PULSE_MEDAL,usr.client)
SSmedals.UnlockMedal(MEDAL_PULSE, usr.client)
if(!contents.len)
var/prizeselect = pickweight(prizes)
@@ -82,7 +80,6 @@
visible_message("<span class='notice'>[src] dispenses [prize]!</span>", "<span class='notice'>You hear a chime and a clunk.</span>")
prize.forceMove(get_turf(src))
#undef PULSE_MEDAL
/obj/machinery/computer/arcade/emp_act(severity)
..(severity)
+1 -1
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@@ -104,7 +104,7 @@
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)
armor = list("melee" = 10, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 0)
var/deploy_time = 40
var/deploy_message = TRUE
+1 -1
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@@ -489,7 +489,7 @@
desc = "An airlock hastily corrupted by blood magic, it is unusually brittle in this state."
normal_integrity = 180
damage_deflection = 5
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
//Pinion airlocks: Clockwork doors that only let servants of Ratvar through.
/obj/machinery/door/airlock/clockwork
+4 -2
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@@ -9,7 +9,7 @@
layer = OPEN_DOOR_LAYER
power_channel = ENVIRON
max_integrity = 350
armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 70)
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
CanAtmosPass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1
@@ -33,6 +33,7 @@
var/damage_deflection = 10
var/real_explosion_block //ignore this, just use explosion_block
var/red_alert_access = FALSE //if TRUE, this door will always open on red alert
var/poddoor = FALSE
/obj/machinery/door/examine(mob/user)
..()
@@ -41,7 +42,8 @@
to_chat(user, "<span class='notice'>Due to a security threat, its access requirements have been lifted!</span>")
else
to_chat(user, "<span class='notice'>In the event of a red alert, its access requirements will automatically lift.</span>")
to_chat(user, "<span class='notice'>Its maintenance panel is <b>screwed</b> in place.</span>")
if(!poddoor)
to_chat(user, "<span class='notice'>Its maintenance panel is <b>screwed</b> in place.</span>")
/obj/machinery/door/check_access(access)
if(red_alert_access && GLOB.security_level >= SEC_LEVEL_RED)
+1 -1
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@@ -6,7 +6,7 @@
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
damage_deflection = 70
var/password = "Swordfish"
+3 -2
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@@ -11,9 +11,10 @@
heat_proof = TRUE
safe = FALSE
max_integrity = 600
armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
armor = list("melee" = 50, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
damage_deflection = 70
poddoor = TRUE
/obj/machinery/door/poddoor/preopen
icon_state = "open"
@@ -67,4 +68,4 @@
/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
if(stat & NOPOWER)
open(1)
open(1)
+1 -1
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@@ -9,7 +9,7 @@
var/base_state = "left"
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 70, acid = 100)
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 70, "acid" = 100)
visible = FALSE
flags_1 = ON_BORDER_1
opacity = 0
+1 -1
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@@ -19,7 +19,7 @@
anchored = TRUE
max_integrity = 250
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
+1 -1
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@@ -39,7 +39,7 @@ Possible to do for anyone motivated enough:
idle_power_usage = 5
active_power_usage = 100
max_integrity = 300
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
circuit = /obj/item/circuitboard/machine/holopad
var/list/masters //List of living mobs that use the holopad
var/list/holorays //Holoray-mob link.
+1 -1
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@@ -10,7 +10,7 @@
idle_power_usage = 2
active_power_usage = 4
max_integrity = 300
armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list("melee" = 50, "bullet" = 30, "laser" = 70, "energy" = 50, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
/obj/machinery/igniter/attack_ai(mob/user)
+1 -1
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@@ -11,7 +11,7 @@
layer = LOW_OBJ_LAYER
anchored = TRUE
max_integrity = 500
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 70, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/open = FALSE // true if cover is open
var/locked = TRUE // true if controls are locked
+1 -1
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@@ -186,7 +186,7 @@ GLOBAL_LIST_EMPTY(allCasters)
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
max_integrity = 200
integrity_failure = 50
var/screen = 0
+2
View File
@@ -83,6 +83,8 @@ Buildable meters
var/obj/machinery/atmospherics/fakeA = pipe_type
name = "[initial(fakeA.name)] fitting"
icon_state = initial(fakeA.pipe_state)
if(ispath(pipe_type,/obj/machinery/atmospherics/pipe/heat_exchanging))
resistance_flags |= FIRE_PROOF | LAVA_PROOF
/obj/item/pipe/verb/flip()
set category = "Object"
@@ -31,7 +31,7 @@
max_integrity = 160 //the turret's health
integrity_failure = 80
armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 90, acid = 90)
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
var/locked = TRUE //if the turret's behaviour control access is locked
var/controllock = 0 //if the turret responds to control panels
+1 -1
View File
@@ -55,7 +55,7 @@ GLOBAL_LIST_EMPTY(allConsoles)
var/emergency //If an emergency has been called by this device. Acts as both a cooldown and lets the responder know where it the emergency was triggered from
var/receive_ore_updates = FALSE //If ore redemption machines will send an update when it receives new ores.
max_integrity = 300
armor = list(melee = 70, bullet = 30, laser = 30, energy = 30, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90)
armor = list("melee" = 70, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
/obj/machinery/requests_console/power_change()
..()
+1 -1
View File
@@ -11,7 +11,7 @@
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater/cooler is guaranteed not to set the station on fire. Warranty void if used in engines."
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 80, acid = 10)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 10)
circuit = /obj/item/circuitboard/machine/space_heater
var/obj/item/stock_parts/cell/cell
var/on = FALSE
@@ -1,181 +1,180 @@
/*
The equivalent of the server, for PDA and request console messages.
Without it, PDA and request console messages cannot be transmitted.
PDAs require the rest of the telecomms setup, but request consoles only
require the message server.
*/
// A decorational representation of SSblackbox, usually placed alongside the message server.
/obj/machinery/blackbox_recorder
icon = 'icons/obj/stationobjs.dmi'
icon_state = "blackbox"
name = "Blackbox Recorder"
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
armor = list(melee = 25, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
// The message server itself.
/obj/machinery/telecomms/message_server
icon = 'icons/obj/machines/research.dmi'
icon_state = "server"
name = "Messaging Server"
desc = "A machine that attempts to gather the secret knowledge of the universe."
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
id = "Messaging Server"
network = "tcommsat"
autolinkers = list("common")
var/list/datum/data_pda_msg/pda_msgs = list()
var/list/datum/data_rc_msg/rc_msgs = list()
var/decryptkey
/obj/machinery/telecomms/message_server/Initialize()
. = ..()
if (!decryptkey)
decryptkey = GenerateKey()
pda_msgs += new /datum/data_pda_msg("System Administrator", "system", "This is an automated message. The messaging system is functioning correctly.")
/obj/machinery/telecomms/message_server/Destroy()
for(var/obj/machinery/computer/message_monitor/monitor in GLOB.telecomms_list)
if(monitor.linkedServer && monitor.linkedServer == src)
monitor.linkedServer = null
. = ..()
/obj/machinery/telecomms/message_server/proc/GenerateKey()
var/newKey
newKey += pick("the", "if", "of", "as", "in", "a", "you", "from", "to", "an", "too", "little", "snow", "dead", "drunk", "rosebud", "duck", "al", "le")
newKey += pick("diamond", "beer", "mushroom", "assistant", "clown", "captain", "twinkie", "security", "nuke", "small", "big", "escape", "yellow", "gloves", "monkey", "engine", "nuclear", "ai")
newKey += pick("1", "2", "3", "4", "5", "6", "7", "8", "9", "0")
return newKey
/obj/machinery/telecomms/message_server/process()
if(toggled && (stat & (BROKEN|NOPOWER)))
toggled = FALSE
update_icon()
/obj/machinery/telecomms/message_server/receive_information(datum/signal/subspace/pda/signal, obj/machinery/telecomms/machine_from)
// can't log non-PDA signals
if(!istype(signal) || !signal.data["message"] || !toggled)
return
// log the signal
var/datum/data_pda_msg/M = new(signal.format_target(), "[signal.data["name"]] ([signal.data["job"]])", signal.data["message"], signal.data["photo"])
pda_msgs += M
signal.logged = M
// pass it along to either the hub or the broadcaster
if(!relay_information(signal, /obj/machinery/telecomms/hub))
relay_information(signal, /obj/machinery/telecomms/broadcaster)
/obj/machinery/telecomms/message_server/update_icon()
if((stat & (BROKEN|NOPOWER)))
icon_state = "server-nopower"
else if (!toggled)
icon_state = "server-off"
else
icon_state = "server-on"
// PDA signal datum
/datum/signal/subspace/pda
frequency = FREQ_COMMON
server_type = /obj/machinery/telecomms/message_server
var/datum/data_pda_msg/logged
/datum/signal/subspace/pda/New(source, data)
src.source = source
src.data = data
var/turf/T = get_turf(source)
levels = list(T.z)
/datum/signal/subspace/pda/copy()
var/datum/signal/subspace/pda/copy = new(source, data.Copy())
copy.original = src
copy.levels = levels
return copy
/datum/signal/subspace/pda/proc/format_target()
if (length(data["targets"]) > 1)
return "Everyone"
return data["targets"][1]
/datum/signal/subspace/pda/proc/format_message()
if (logged && data["photo"])
return "\"[data["message"]]\" (<a href='byond://?src=[REF(logged)];photo=1'>Photo</a>)"
return "\"[data["message"]]\""
/datum/signal/subspace/pda/broadcast()
if (!logged) // Can only go through if a message server logs it
return
for (var/obj/item/device/pda/P in GLOB.PDAs)
if ("[P.owner] ([P.ownjob])" in data["targets"])
P.receive_message(src)
// Log datums stored by the message server.
/datum/data_pda_msg
var/sender = "Unspecified"
var/recipient = "Unspecified"
var/message = "Blank" // transferred message
var/icon/photo // attached photo
/datum/data_pda_msg/New(param_rec, param_sender, param_message, param_photo)
if(param_rec)
recipient = param_rec
if(param_sender)
sender = param_sender
if(param_message)
message = param_message
if(param_photo)
photo = param_photo
/datum/data_pda_msg/Topic(href,href_list)
..()
if(href_list["photo"])
var/mob/M = usr
M << browse_rsc(photo, "pda_photo.png")
M << browse("<html><head><title>PDA Photo</title></head>" \
+ "<body style='overflow:hidden;margin:0;text-align:center'>" \
+ "<img src='pda_photo.png' width='192' style='-ms-interpolation-mode:nearest-neighbor' />" \
+ "</body></html>", "window=pdaphoto;size=192x192")
onclose(M, "pdaphoto")
/datum/data_rc_msg
var/rec_dpt = "Unspecified" // receiving department
var/send_dpt = "Unspecified" // sending department
var/message = "Blank"
var/stamp = "Unstamped"
var/id_auth = "Unauthenticated"
var/priority = "Normal"
/datum/data_rc_msg/New(param_rec, param_sender, param_message, param_stamp, param_id_auth, param_priority)
if(param_rec)
rec_dpt = param_rec
if(param_sender)
send_dpt = param_sender
if(param_message)
message = param_message
if(param_stamp)
stamp = param_stamp
if(param_id_auth)
id_auth = param_id_auth
if(param_priority)
switch(param_priority)
if(1)
priority = "Normal"
if(2)
priority = "High"
if(3)
priority = "Extreme"
else
priority = "Undetermined"
/*
The equivalent of the server, for PDA and request console messages.
Without it, PDA and request console messages cannot be transmitted.
PDAs require the rest of the telecomms setup, but request consoles only
require the message server.
*/
// A decorational representation of SSblackbox, usually placed alongside the message server.
/obj/machinery/blackbox_recorder
icon = 'icons/obj/stationobjs.dmi'
icon_state = "blackbox"
name = "Blackbox Recorder"
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
// The message server itself.
/obj/machinery/telecomms/message_server
icon = 'icons/obj/machines/research.dmi'
icon_state = "server"
name = "Messaging Server"
desc = "A machine that attempts to gather the secret knowledge of the universe."
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
id = "Messaging Server"
network = "tcommsat"
autolinkers = list("common")
var/list/datum/data_pda_msg/pda_msgs = list()
var/list/datum/data_rc_msg/rc_msgs = list()
var/decryptkey
/obj/machinery/telecomms/message_server/Initialize()
. = ..()
if (!decryptkey)
decryptkey = GenerateKey()
pda_msgs += new /datum/data_pda_msg("System Administrator", "system", "This is an automated message. The messaging system is functioning correctly.")
/obj/machinery/telecomms/message_server/Destroy()
for(var/obj/machinery/computer/message_monitor/monitor in GLOB.telecomms_list)
if(monitor.linkedServer && monitor.linkedServer == src)
monitor.linkedServer = null
. = ..()
/obj/machinery/telecomms/message_server/proc/GenerateKey()
var/newKey
newKey += pick("the", "if", "of", "as", "in", "a", "you", "from", "to", "an", "too", "little", "snow", "dead", "drunk", "rosebud", "duck", "al", "le")
newKey += pick("diamond", "beer", "mushroom", "assistant", "clown", "captain", "twinkie", "security", "nuke", "small", "big", "escape", "yellow", "gloves", "monkey", "engine", "nuclear", "ai")
newKey += pick("1", "2", "3", "4", "5", "6", "7", "8", "9", "0")
return newKey
/obj/machinery/telecomms/message_server/process()
if(toggled && (stat & (BROKEN|NOPOWER)))
toggled = FALSE
update_icon()
/obj/machinery/telecomms/message_server/receive_information(datum/signal/subspace/pda/signal, obj/machinery/telecomms/machine_from)
// can't log non-PDA signals
if(!istype(signal) || !signal.data["message"] || !toggled)
return
// log the signal
var/datum/data_pda_msg/M = new(signal.format_target(), "[signal.data["name"]] ([signal.data["job"]])", signal.data["message"], signal.data["photo"])
pda_msgs += M
signal.logged = M
// pass it along to either the hub or the broadcaster
if(!relay_information(signal, /obj/machinery/telecomms/hub))
relay_information(signal, /obj/machinery/telecomms/broadcaster)
/obj/machinery/telecomms/message_server/update_icon()
if((stat & (BROKEN|NOPOWER)))
icon_state = "server-nopower"
else if (!toggled)
icon_state = "server-off"
else
icon_state = "server-on"
// PDA signal datum
/datum/signal/subspace/pda
frequency = FREQ_COMMON
server_type = /obj/machinery/telecomms/message_server
var/datum/data_pda_msg/logged
/datum/signal/subspace/pda/New(source, data)
src.source = source
src.data = data
var/turf/T = get_turf(source)
levels = list(T.z)
/datum/signal/subspace/pda/copy()
var/datum/signal/subspace/pda/copy = new(source, data.Copy())
copy.original = src
copy.levels = levels
return copy
/datum/signal/subspace/pda/proc/format_target()
if (length(data["targets"]) > 1)
return "Everyone"
return data["targets"][1]
/datum/signal/subspace/pda/proc/format_message()
if (logged && data["photo"])
return "\"[data["message"]]\" (<a href='byond://?src=[REF(logged)];photo=1'>Photo</a>)"
return "\"[data["message"]]\""
/datum/signal/subspace/pda/broadcast()
if (!logged) // Can only go through if a message server logs it
return
for (var/obj/item/device/pda/P in GLOB.PDAs)
if ("[P.owner] ([P.ownjob])" in data["targets"])
P.receive_message(src)
// Log datums stored by the message server.
/datum/data_pda_msg
var/sender = "Unspecified"
var/recipient = "Unspecified"
var/message = "Blank" // transferred message
var/icon/photo // attached photo
/datum/data_pda_msg/New(param_rec, param_sender, param_message, param_photo)
if(param_rec)
recipient = param_rec
if(param_sender)
sender = param_sender
if(param_message)
message = param_message
if(param_photo)
photo = param_photo
/datum/data_pda_msg/Topic(href,href_list)
..()
if(href_list["photo"])
var/mob/M = usr
M << browse_rsc(photo, "pda_photo.png")
M << browse("<html><head><title>PDA Photo</title></head>" \
+ "<body style='overflow:hidden;margin:0;text-align:center'>" \
+ "<img src='pda_photo.png' width='192' style='-ms-interpolation-mode:nearest-neighbor' />" \
+ "</body></html>", "window=pdaphoto;size=192x192")
onclose(M, "pdaphoto")
/datum/data_rc_msg
var/rec_dpt = "Unspecified" // receiving department
var/send_dpt = "Unspecified" // sending department
var/message = "Blank"
var/stamp = "Unstamped"
var/id_auth = "Unauthenticated"
var/priority = "Normal"
/datum/data_rc_msg/New(param_rec, param_sender, param_message, param_stamp, param_id_auth, param_priority)
if(param_rec)
rec_dpt = param_rec
if(param_sender)
send_dpt = param_sender
if(param_message)
message = param_message
if(param_stamp)
stamp = param_stamp
if(param_id_auth)
id_auth = param_id_auth
if(param_priority)
switch(param_priority)
if(1)
priority = "Normal"
if(2)
priority = "High"
if(3)
priority = "Extreme"
else
priority = "Undetermined"
+19 -19
View File
@@ -23,7 +23,7 @@
verb_exclaim = "beeps"
max_integrity = 300
integrity_failure = 100
armor = list(melee = 20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
circuit = /obj/item/circuitboard/machine/vendor
var/active = 1 //No sales pitches if off!
var/vend_ready = 1 //Are we ready to vend?? Is it time??
@@ -652,7 +652,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/wirecutters = 1, /obj/item/cartridge/signal = 4)
contraband = list(/obj/item/device/assembly/timer = 2, /obj/item/device/assembly/voice = 2, /obj/item/device/assembly/health = 2)
product_ads = "Only the finest!;Have some tools.;The most robust equipment.;The finest gear in space!"
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/coffee
@@ -714,7 +714,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/reagent_containers/food/drinks/coffee = 12,
/obj/item/tank/internals/emergency_oxygen = 6,
/obj/item/clothing/mask/breath = 6)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/cola
@@ -797,7 +797,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
products = list(/obj/item/cartridge/medical = 10, /obj/item/cartridge/engineering = 10, /obj/item/cartridge/security = 10,
/obj/item/cartridge/janitor = 10, /obj/item/cartridge/signal/toxins = 10, /obj/item/device/pda/heads = 10,
/obj/item/cartridge/captain = 3, /obj/item/cartridge/quartermaster = 10)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/liberationstation
@@ -814,7 +814,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/gun/ballistic/shotgun = 2, /obj/item/gun/ballistic/automatic/ar = 2)
premium = list(/obj/item/ammo_box/magazine/smgm9mm = 2, /obj/item/ammo_box/magazine/m50 = 4, /obj/item/ammo_box/magazine/m45 = 2, /obj/item/ammo_box/magazine/m75 = 2)
contraband = list(/obj/item/clothing/under/patriotsuit = 1, /obj/item/bedsheet/patriot = 3)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/cigarette
@@ -854,7 +854,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/reagent_containers/glass/bottle/toxin = 3, /obj/item/reagent_containers/syringe/antiviral = 6, /obj/item/reagent_containers/pill/salbutamol = 2, /obj/item/device/healthanalyzer = 4, /obj/item/device/sensor_device = 2, /obj/item/pinpointer/crew = 2)
contraband = list(/obj/item/reagent_containers/pill/tox = 3, /obj/item/reagent_containers/pill/morphine = 4, /obj/item/reagent_containers/pill/charcoal = 6)
premium = list(/obj/item/storage/box/hug/medical = 1, /obj/item/reagent_containers/hypospray/medipen = 3, /obj/item/storage/belt/medical = 3, /obj/item/wrench/medical = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/medical
@@ -877,7 +877,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/reagent_containers/pill/patch/silver_sulf = 5, /obj/item/reagent_containers/pill/charcoal = 2,
/obj/item/reagent_containers/spray/medical/sterilizer = 1)
contraband = list(/obj/item/reagent_containers/pill/tox = 2, /obj/item/reagent_containers/pill/morphine = 2)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/medical
refill_count = 1
@@ -893,7 +893,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/reagent_containers/food/snacks/donut = 12, /obj/item/storage/box/evidence = 6, /obj/item/device/flashlight/seclite = 4, /obj/item/restraints/legcuffs/bola/energy = 7)
contraband = list(/obj/item/clothing/glasses/sunglasses = 2, /obj/item/storage/fancy/donut_box = 2)
premium = list(/obj/item/coin/antagtoken = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/security/pre_throw(obj/item/I)
@@ -915,7 +915,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
products = list(/obj/item/reagent_containers/glass/bottle/nutrient/ez = 30, /obj/item/reagent_containers/glass/bottle/nutrient/l4z = 20, /obj/item/reagent_containers/glass/bottle/nutrient/rh = 10, /obj/item/reagent_containers/spray/pestspray = 20,
/obj/item/reagent_containers/syringe = 5, /obj/item/storage/bag/plants = 5, /obj/item/cultivator = 3, /obj/item/shovel/spade = 3, /obj/item/device/plant_analyzer = 4)
contraband = list(/obj/item/reagent_containers/glass/bottle/ammonia = 10, /obj/item/reagent_containers/glass/bottle/diethylamine = 5)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/hydroseeds
@@ -936,7 +936,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/seeds/plump = 2, /obj/item/seeds/reishi = 2, /obj/item/seeds/cannabis = 3, /obj/item/seeds/starthistle = 2,
/obj/item/seeds/random = 2)
premium = list(/obj/item/reagent_containers/spray/waterflower = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/magivend
@@ -948,7 +948,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
product_ads = "FJKLFJSD;AJKFLBJAKL;1234 LOONIES LOL!;>MFW;Kill them fuckers!;GET DAT FUKKEN DISK;HONK!;EI NATH;Destroy the station!;Admin conspiracies since forever!;Space-time bending hardware!"
products = list(/obj/item/clothing/head/wizard = 1, /obj/item/clothing/suit/wizrobe = 1, /obj/item/clothing/head/wizard/red = 1, /obj/item/clothing/suit/wizrobe/red = 1, /obj/item/clothing/head/wizard/yellow = 1, /obj/item/clothing/suit/wizrobe/yellow = 1, /obj/item/clothing/shoes/sandal/magic = 1, /obj/item/staff = 2)
contraband = list(/obj/item/reagent_containers/glass/bottle/wizarditis = 1) //No one can get to the machine to hack it anyways; for the lulz - Microwave
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/autodrobe
@@ -1005,7 +1005,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
icon_state = "dinnerware"
products = list(/obj/item/storage/bag/tray = 8, /obj/item/kitchen/fork = 6, /obj/item/kitchen/knife = 6, /obj/item/kitchen/rollingpin = 2, /obj/item/reagent_containers/food/drinks/drinkingglass = 8, /obj/item/clothing/suit/apron/chef = 2, /obj/item/reagent_containers/food/condiment/pack/ketchup = 5, /obj/item/reagent_containers/food/condiment/pack/hotsauce = 5, /obj/item/reagent_containers/food/condiment/saltshaker = 5, /obj/item/reagent_containers/food/condiment/peppermill = 5, /obj/item/reagent_containers/glass/bowl = 20)
contraband = list(/obj/item/kitchen/rollingpin = 2, /obj/item/kitchen/knife/butcher = 2)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/sovietsoda
@@ -1015,7 +1015,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
product_ads = "For Tsar and Country.;Have you fulfilled your nutrition quota today?;Very nice!;We are simple people, for this is all we eat.;If there is a person, there is a problem. If there is no person, then there is no problem."
products = list(/obj/item/reagent_containers/food/drinks/drinkingglass/filled/soda = 30)
contraband = list(/obj/item/reagent_containers/food/drinks/drinkingglass/filled/cola = 20)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/tool
@@ -1041,7 +1041,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/clothing/gloves/color/fyellow = 2)
premium = list(
/obj/item/clothing/gloves/color/yellow = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/engivend
@@ -1053,7 +1053,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
products = list(/obj/item/clothing/glasses/meson/engine = 2, /obj/item/device/multitool = 4, /obj/item/electronics/airlock = 10, /obj/item/electronics/apc = 10, /obj/item/electronics/airalarm = 10, /obj/item/stock_parts/cell/high = 10, /obj/item/construction/rcd/loaded = 3, /obj/item/device/geiger_counter = 5, /obj/item/grenade/chem_grenade/smart_metal_foam = 10)
contraband = list(/obj/item/stock_parts/cell/potato = 3)
premium = list(/obj/item/storage/belt/utility = 3, /obj/item/storage/box/smart_metal_foam = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
//This one's from bay12
@@ -1069,7 +1069,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/stock_parts/cell = 8, /obj/item/weldingtool = 8, /obj/item/clothing/head/welding = 8,
/obj/item/light/tube = 10, /obj/item/clothing/suit/fire = 4, /obj/item/stock_parts/scanning_module = 5, /obj/item/stock_parts/micro_laser = 5,
/obj/item/stock_parts/matter_bin = 5, /obj/item/stock_parts/manipulator = 5)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
//This one's from bay12
@@ -1083,7 +1083,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/stock_parts/cell/high = 12, /obj/item/device/assembly/prox_sensor = 3, /obj/item/device/assembly/signaler = 3, /obj/item/device/healthanalyzer = 3,
/obj/item/scalpel = 2, /obj/item/circular_saw = 2, /obj/item/tank/internals/anesthetic = 2, /obj/item/clothing/mask/breath/medical = 5,
/obj/item/screwdriver = 5, /obj/item/crowbar = 5)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
//DON'T FORGET TO CHANGE THE REFILL SIZE IF YOU CHANGE THE MACHINE'S CONTENTS!
@@ -1147,7 +1147,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/toy/katana = 10,
/obj/item/twohanded/dualsaber/toy = 5,
/obj/item/toy/cards/deck/syndicate = 10) //Gambling and it hurts, making it a +18 item
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/donksoft
@@ -1172,7 +1172,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/gun/ballistic/automatic/l6_saw/toy/unrestricted = 10,
/obj/item/toy/katana = 10,
/obj/item/twohanded/dualsaber/toy = 5)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/donksoft
+1 -1
View File
@@ -1,7 +1,7 @@
/obj/mecha/combat
force = 30
internal_damage_threshold = 50
armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 30, "bullet" = 30, "laser" = 15, "energy" = 20, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
/obj/mecha/combat/moved_inside(mob/living/carbon/human/H)
if(..())
+21 -22
View File
@@ -1,22 +1,21 @@
/obj/mecha/combat/durand
desc = "An aging combat exosuit utilized by the Nanotrasen corporation. Originally developed to combat hostile alien lifeforms."
name = "\improper Durand"
icon_state = "durand"
step_in = 4
dir_in = 1 //Facing North.
max_integrity = 400
deflect_chance = 20
armor = list(melee = 40, bullet = 35, laser = 15, energy = 10, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
max_temperature = 30000
infra_luminosity = 8
force = 40
wreckage = /obj/structure/mecha_wreckage/durand
/obj/mecha/combat/durand/GrantActions(mob/living/user, human_occupant = 0)
..()
defense_action.Grant(user, src)
/obj/mecha/combat/durand/RemoveActions(mob/living/user, human_occupant = 0)
..()
defense_action.Remove(user)
/obj/mecha/combat/durand
desc = "An aging combat exosuit utilized by the Nanotrasen corporation. Originally developed to combat hostile alien lifeforms."
name = "\improper Durand"
icon_state = "durand"
step_in = 4
dir_in = 1 //Facing North.
max_integrity = 400
deflect_chance = 20
armor = list("melee" = 40, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 30000
infra_luminosity = 8
force = 40
wreckage = /obj/structure/mecha_wreckage/durand
/obj/mecha/combat/durand/GrantActions(mob/living/user, human_occupant = 0)
..()
defense_action.Grant(user, src)
/obj/mecha/combat/durand/RemoveActions(mob/living/user, human_occupant = 0)
..()
defense_action.Remove(user)
+2 -2
View File
@@ -6,7 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 250
deflect_chance = 5
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 25000
infra_luminosity = 6
wreckage = /obj/structure/mecha_wreckage/gygax
@@ -20,7 +20,7 @@
icon_state = "darkgygax"
max_integrity = 300
deflect_chance = 15
armor = list(melee = 40, bullet = 40, laser = 50, energy = 35, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 35000
leg_overload_coeff = 100
operation_req_access = list(ACCESS_SYNDICATE)
+1 -1
View File
@@ -6,7 +6,7 @@
max_integrity = 140
deflect_chance = 60
internal_damage_threshold = 60
armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 25000
infra_luminosity = 5
operation_req_access = list(ACCESS_THEATRE)
+1 -1
View File
@@ -5,7 +5,7 @@
step_in = 5
max_integrity = 500
deflect_chance = 25
armor = list(melee = 50, bullet = 55, laser = 40, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 50, "bullet" = 55, "laser" = 40, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 60000
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
infra_luminosity = 3
+29 -30
View File
@@ -1,30 +1,29 @@
/obj/mecha/combat/phazon
desc = "This is a Phazon exosuit. The pinnacle of scientific research and pride of Nanotrasen, it uses cutting edge bluespace technology and expensive materials."
name = "\improper Phazon"
icon_state = "phazon"
step_in = 2
dir_in = 2 //Facing South.
step_energy_drain = 3
max_integrity = 200
deflect_chance = 30
armor = list(melee = 30, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
max_temperature = 25000
infra_luminosity = 3
wreckage = /obj/structure/mecha_wreckage/phazon
add_req_access = 1
internal_damage_threshold = 25
force = 15
max_equip = 3
phase_state = "phazon-phase"
/obj/mecha/combat/phazon/GrantActions(mob/living/user, human_occupant = 0)
..()
switch_damtype_action.Grant(user, src)
phasing_action.Grant(user, src)
/obj/mecha/combat/phazon/RemoveActions(mob/living/user, human_occupant = 0)
..()
switch_damtype_action.Remove(user)
phasing_action.Remove(user)
/obj/mecha/combat/phazon
desc = "This is a Phazon exosuit. The pinnacle of scientific research and pride of Nanotrasen, it uses cutting edge bluespace technology and expensive materials."
name = "\improper Phazon"
icon_state = "phazon"
step_in = 2
dir_in = 2 //Facing South.
step_energy_drain = 3
max_integrity = 200
deflect_chance = 30
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 25000
infra_luminosity = 3
wreckage = /obj/structure/mecha_wreckage/phazon
add_req_access = 1
internal_damage_threshold = 25
force = 15
max_equip = 3
phase_state = "phazon-phase"
/obj/mecha/combat/phazon/GrantActions(mob/living/user, human_occupant = 0)
..()
switch_damtype_action.Grant(user, src)
phasing_action.Grant(user, src)
/obj/mecha/combat/phazon/RemoveActions(mob/living/user, human_occupant = 0)
..()
switch_damtype_action.Remove(user)
phasing_action.Remove(user)
+1 -1
View File
@@ -6,7 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 100
deflect_chance = 3
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 15000
wreckage = /obj/structure/mecha_wreckage/reticence
operation_req_access = list(ACCESS_THEATRE)
+2 -3
View File
@@ -34,7 +34,7 @@
var/overload_step_energy_drain_min = 100
max_integrity = 300 //max_integrity is base health
var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 20, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
var/list/facing_modifiers = list(FRONT_ARMOUR = 1.5, SIDE_ARMOUR = 1, BACK_ARMOUR = 0.5)
var/obj/item/stock_parts/cell/cell
var/state = 0
@@ -206,8 +206,7 @@
/obj/mecha/CheckParts(list/parts_list)
..()
var/obj/item/C = locate(/obj/item/stock_parts/cell) in contents
cell = C
cell = locate(/obj/item/stock_parts/cell) in contents
var/obj/item/stock_parts/scanning_module/SM = locate() in contents
var/obj/item/stock_parts/capacitor/CP = locate() in contents
if(SM)
File diff suppressed because it is too large Load Diff
+15 -30
View File
@@ -10,9 +10,15 @@
flags_1 = CONDUCT_1
/obj/item/mecha_parts/chassis
name="Mecha Chassis"
name = "Mecha Chassis"
icon_state = "backbone"
var/datum/construction/construct
var/construct_type
/obj/item/mecha_parts/chassis/Initialize()
. = ..()
if(construct_type)
construct = new construct_type(src)
/obj/item/mecha_parts/chassis/attackby(obj/item/W, mob/user, params)
if(!construct || !construct.action(W, user))
@@ -25,10 +31,7 @@
/obj/item/mecha_parts/chassis/ripley
name = "\improper Ripley chassis"
/obj/item/mecha_parts/chassis/ripley/Initialize()
. = ..()
construct = new /datum/construction/mecha/ripley_chassis(src)
construct_type = /datum/construction/unordered/mecha_chassis/ripley
/obj/item/mecha_parts/part/ripley_torso
name = "\improper Ripley torso"
@@ -59,10 +62,7 @@
/obj/item/mecha_parts/chassis/odysseus
name = "\improper Odysseus chassis"
/obj/item/mecha_parts/chassis/odysseus/Initialize()
. = ..()
construct = new /datum/construction/mecha/odysseus_chassis(src)
construct_type = /datum/construction/unordered/mecha_chassis/odysseus
/obj/item/mecha_parts/part/odysseus_head
name = "\improper Odysseus head"
@@ -98,10 +98,7 @@
/obj/item/mecha_parts/chassis/gygax
name = "\improper Gygax chassis"
/obj/item/mecha_parts/chassis/gygax/Initialize()
. = ..()
construct = new /datum/construction/mecha/gygax_chassis(src)
construct_type = /datum/construction/unordered/mecha_chassis/gygax
/obj/item/mecha_parts/part/gygax_torso
name = "\improper Gygax torso"
@@ -144,10 +141,7 @@
/obj/item/mecha_parts/chassis/durand
name = "\improper Durand chassis"
/obj/item/mecha_parts/chassis/durand/Initialize()
. = ..()
construct = new /datum/construction/mecha/durand_chassis(src)
construct_type = /datum/construction/unordered/mecha_chassis/durand
/obj/item/mecha_parts/part/durand_torso
name = "\improper Durand torso"
@@ -188,21 +182,15 @@
////////// Firefighter
/obj/item/mecha_parts/chassis/firefighter
name = "Firefighter chassis"
/obj/item/mecha_parts/chassis/firefighter/Initialize()
. = ..()
construct = new /datum/construction/mecha/firefighter_chassis(src)
name = "\improper Firefighter chassis"
construct_type = /datum/construction/unordered/mecha_chassis/firefighter
////////// HONK
/obj/item/mecha_parts/chassis/honker
name = "\improper H.O.N.K chassis"
/obj/item/mecha_parts/chassis/honker/Initialize()
. = ..()
construct = new /datum/construction/mecha/honker_chassis(src)
construct_type = /datum/construction/unordered/mecha_chassis/honker
/obj/item/mecha_parts/part/honker_torso
name = "\improper H.O.N.K torso"
@@ -239,10 +227,7 @@
/obj/item/mecha_parts/chassis/phazon
name = "\improper Phazon chassis"
/obj/item/mecha_parts/chassis/phazon/Initialize()
. = ..()
construct = new /datum/construction/mecha/phazon_chassis(src)
construct_type = /datum/construction/unordered/mecha_chassis/phazon
/obj/item/mecha_parts/part/phazon_torso
name="\improper Phazon torso"
+2 -2
View File
@@ -9,7 +9,7 @@
max_integrity = 200
lights_power = 7
deflect_chance = 15
armor = list(melee = 40, bullet = 20, laser = 10, energy = 20, bomb = 40, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 40, "bullet" = 20, "laser" = 10, "energy" = 20, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_equip = 6
wreckage = /obj/structure/mecha_wreckage/ripley
var/list/cargo = new
@@ -65,7 +65,7 @@
max_integrity = 250
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
lights_power = 7
armor = list(melee = 40, bullet = 30, laser = 30, energy = 30, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_equip = 5 // More armor, less tools
wreckage = /obj/structure/mecha_wreckage/ripley/firefighter
+16 -11
View File
@@ -245,18 +245,23 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(resistance_flags & ON_FIRE)
var/mob/living/carbon/C = user
if(istype(C))
if(C.gloves && (C.gloves.max_heat_protection_temperature > 360))
extinguish()
to_chat(user, "<span class='notice'>You put out the fire on [src].</span>")
else
to_chat(user, "<span class='warning'>You burn your hand on [src]!</span>")
var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
C.update_damage_overlays()
return
else
var/can_handle_hot = FALSE
if(!istype(C))
can_handle_hot = TRUE
else if(C.gloves && (C.gloves.max_heat_protection_temperature > 360))
can_handle_hot = TRUE
else if(RESISTHOT in C.dna.species.species_traits)
can_handle_hot = TRUE
if(can_handle_hot)
extinguish()
to_chat(user, "<span class='notice'>You put out the fire on [src].</span>")
else
to_chat(user, "<span class='warning'>You burn your hand on [src]!</span>")
var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
C.update_damage_overlays()
return
if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid.
var/mob/living/carbon/C = user
+1 -1
View File
@@ -22,7 +22,7 @@ ARCD
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=100000)
req_access_txt = "11"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/matter = 0
+1 -1
View File
@@ -181,7 +181,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=75000, MAT_GLASS=37500)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/working = 0
+1 -1
View File
@@ -14,7 +14,7 @@ RSF
density = FALSE
anchored = FALSE
flags_1 = NOBLUDGEON_1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
var/matter = 0
var/mode = 1
w_class = WEIGHT_CLASS_NORMAL
+1 -2
View File
@@ -146,8 +146,7 @@
/area/centcom,
/area/asteroid,
/area/tdome,
/area/wizard_station,
/area/prison
/area/wizard_station
)
for (var/type in SPECIALS)
if ( istype(A,type) )
+1 -1
View File
@@ -98,7 +98,7 @@
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
slot_flags = SLOT_ID
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/mining_points = 0 //For redeeming at mining equipment vendors
var/list/access = list()
+1 -1
View File
@@ -14,7 +14,7 @@
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
actions_types = list(/datum/action/item_action/toggle_paddles)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
var/safety = TRUE //if you can zap people with the defibs on harm mode
+1 -1
View File
@@ -21,7 +21,7 @@ GLOBAL_LIST_EMPTY(PDAs)
flags_1 = NOBLUDGEON_1
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_ID | SLOT_BELT
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -79,7 +79,7 @@
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list(melee = 0, bullet = 25, laser = 50, energy = 50, bomb = 25, bio = 100, rad = 100, fire = 100, acid = 100)
armor = list("melee" = 0, "bullet" = 25, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
var/obj/item/device/forcefield/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/device/forcefield/origin)
@@ -6,28 +6,31 @@
name = "clusterbang"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang"
var/base_state = "clusterbang"
var/payload = /obj/item/grenade/flashbang/cluster
var/payload_spawner = /obj/effect/payload_spawner
var/prime_sound = 'sound/weapons/armbomb.ogg'
var/min_spawned = 4
var/max_spawned = 8
var/segment_chance = 35
/obj/item/grenade/clusterbuster/prime()
update_mob()
var/numspawned = rand(4,8)
var/numspawned = rand(min_spawned,max_spawned)
var/again = 0
for(var/more = numspawned,more > 0,more--)
if(prob(35))
if(prob(segment_chance))
again++
numspawned--
for(var/loop = again ,loop > 0, loop--)
new /obj/item/grenade/clusterbuster/segment(loc, payload)//Creates 'segments' that launches a few more payloads
new /obj/effect/payload_spawner(loc, payload, numspawned)//Launches payload
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
for(var/loop in 1 to again)
new /obj/item/grenade/clusterbuster/segment(drop_location(), src)//Creates 'segments' that launches a few more payloads
new payload_spawner(drop_location(), payload, numspawned)//Launches payload
playsound(src, prime_sound, 75, 1, -3)
qdel(src)
//////////////////////
//Clusterbang segment
//////////////////////
@@ -36,38 +39,64 @@
name = "clusterbang segment"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang_segment"
base_state = "clusterbang_segment"
/obj/item/grenade/clusterbuster/segment/New(var/loc, var/payload_type = /obj/item/grenade/flashbang/cluster)
..()
icon_state = "clusterbang_segment_active"
payload = payload_type
active = 1
/obj/item/grenade/clusterbuster/segment/Initialize(mapload, obj/item/grenade/clusterbuster/base)
. = ..()
if(base)
name = "[base.name] segment"
base_state = "[base.base_state]_segment"
icon_state = base_state
payload_spawner = base.payload_spawner
payload = base.payload
prime_sound = base.prime_sound
min_spawned = base.min_spawned
max_spawned = base.max_spawned
icon_state = "[base_state]_active"
active = TRUE
walk_away(src,loc,rand(1,4))
addtimer(CALLBACK(src, .proc/prime), rand(15,60))
/obj/item/grenade/clusterbuster/segment/prime()
new /obj/effect/payload_spawner(loc, payload, rand(4,8))
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
new payload_spawner(drop_location(), payload, rand(min_spawned,max_spawned))
playsound(src, prime_sound, 75, 1, -3)
qdel(src)
//////////////////////////////////
//The payload spawner effect
/////////////////////////////////
/obj/effect/payload_spawner/New(var/turf/newloc,var/type, var/numspawned as num)
/obj/effect/payload_spawner/Initialize(mapload, type, numspawned)
..()
spawn_payload(type, numspawned)
return INITIALIZE_HINT_QDEL
for(var/loop = numspawned ,loop > 0, loop--)
/obj/effect/payload_spawner/proc/spawn_payload(type, numspawned)
for(var/loop in 1 to numspawned)
var/obj/item/grenade/P = new type(loc)
P.active = 1
if(istype(P))
P.active = TRUE
addtimer(CALLBACK(P, /obj/item/grenade/proc/prime), rand(15,60))
walk_away(P,loc,rand(1,4))
spawn(rand(15,60))
if(P && !QDELETED(P))
P.prime()
qdel(src)
/obj/effect/payload_spawner/random_slime
var/volatile = FALSE
/obj/effect/payload_spawner/random_slime/volatile
volatile = TRUE
/obj/item/slime_extract/proc/activate_slime()
var/list/slime_chems = list("plasma","water","blood")
for(var/i in 1 to slime_chems.len)
if(!QDELETED(src))
reagents.add_reagent(pick_n_take(slime_chems),5) //Add them in random order so we get all effects
/obj/effect/payload_spawner/random_slime/spawn_payload(type, numspawned)
for(var/loop = numspawned ,loop > 0, loop--)
var/chosen = pick(subtypesof(/obj/item/slime_extract))
var/obj/item/slime_extract/P = new chosen(loc)
if(volatile)
addtimer(CALLBACK(P, /obj/item/slime_extract/proc/activate_slime), rand(15,60))
walk_away(P,loc,rand(1,4))
//////////////////////////////////
//Custom payload clusterbusters
@@ -127,7 +156,6 @@
name = "WELCOME TO HELL"
payload = /obj/item/grenade/chem_grenade/clf3
//random clusterbuster spawner
/obj/item/grenade/clusterbuster/random
icon_state = "random_clusterbang"
@@ -136,3 +164,14 @@
var/real_type = pick(subtypesof(/obj/item/grenade/clusterbuster))
new real_type(loc)
qdel(src)
//rainbow slime effect
/obj/item/grenade/clusterbuster/slime
name = "Blorble Blorble"
icon_state = "slimebang"
base_state = "slimebang"
payload_spawner = /obj/effect/payload_spawner/random_slime
prime_sound = 'sound/effects/bubbles.ogg'
/obj/item/grenade/clusterbuster/slime/volatile
payload_spawner = /obj/effect/payload_spawner/random_slime/volatile
+1 -1
View File
@@ -36,7 +36,7 @@
throw_range = 5
materials = list(MAT_METAL=500)
breakouttime = 600 //Deciseconds = 60s = 1 minute
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/cuffsound = 'sound/weapons/handcuffs.ogg'
var/trashtype = null //for disposable cuffs
+1 -1
View File
@@ -243,7 +243,7 @@
var/list/mob/dead/observer/candidates = pollGhostCandidates("Do you want to play as the spirit of [user.real_name]'s blade?", ROLE_PAI, null, FALSE, 100, POLL_IGNORE_POSSESSED_BLADE)
if(LAZYLEN(candidates))
var/client/C = pick(candidates)
var/mob/dead/observer/C = pick(candidates)
var/mob/living/simple_animal/shade/S = new(src)
S.real_name = name
S.name = name
+3 -3
View File
@@ -26,7 +26,7 @@
flags_1 = CONDUCT_1
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/datum/reagent/forkload //used to eat omelette
/obj/item/kitchen/fork/suicide_act(mob/living/carbon/user)
@@ -70,7 +70,7 @@
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/bayonet = FALSE //Can this be attached to a gun?
/obj/item/kitchen/knife/attack(mob/living/carbon/M, mob/living/carbon/user)
@@ -155,7 +155,7 @@
throwforce = 12//fuck git
materials = list()
attack_verb = list("shanked", "shivved")
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/kitchen/rollingpin
name = "rolling pin"
+1 -1
View File
@@ -2,7 +2,7 @@
hitsound_on = 'sound/weapons/blade1.ogg'
heat = 3500
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
+1 -1
View File
@@ -13,7 +13,7 @@
item_state = "bulldog"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 60, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/tank/internals/tank = null //The gas tank that is drawn from to fire things
+1 -1
View File
@@ -11,7 +11,7 @@
throwforce = 10
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 40)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40)
resistance_flags = FIRE_PROOF
var/click_delay = 1.5
var/fisto_setting = 1
+4 -4
View File
@@ -233,7 +233,7 @@
w_class = WEIGHT_CLASS_BULKY
slowdown = 2.0 //gotta pretend we're balanced.
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0, fire = 60, acid = 60)
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
/obj/item/clothing/suit/armor/plate/crusader/red
icon_state = "crusader-red"
@@ -247,7 +247,7 @@
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0, fire = 60, acid = 60)
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
/obj/item/clothing/head/helmet/plate/crusader/blue
icon_state = "crusader-blue"
@@ -261,7 +261,7 @@
desc = "A religious-looking hat."
alternate_worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
flags_1 = 0
armor = list(melee = 60, bullet = 60, laser = 60, energy = 50, bomb = 70, bio = 50, rad = 50, fire = 60, acid = 60) //religion protects you from disease and radiation, honk.
armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 50, "bomb" = 70, "bio" = 50, "rad" = 50, "fire" = 60, "acid" = 60) //religion protects you from disease and radiation, honk.
worn_x_dimension = 64
worn_y_dimension = 64
@@ -320,7 +320,7 @@
desc = "Metal boots, they look heavy."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0, fire = 60, acid = 60) //does this even do anything on boots?
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //does this even do anything on boots?
flags_1 = NOSLIP_1
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
@@ -397,7 +397,7 @@
if(..())
return
if(locate(/obj/item/borg/upgrade/expand, R))
if(R.hasExpanded)
to_chat(usr, "<span class='notice'>This unit already has an expand module installed!</span>")
return
@@ -417,5 +417,6 @@
R.anchored = FALSE
R.notransform = FALSE
R.resize = 2
R.hasExpanded = TRUE
R.update_transform()
return TRUE
+1 -1
View File
@@ -1,7 +1,7 @@
/obj/item/shield
name = "shield"
block_chance = 50
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70)
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/item/shield/riot
name = "riot shield"
+112 -112
View File
@@ -1,112 +1,112 @@
/obj/item/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "mjollnir0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 20
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
var/charged = 5
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 50, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
/obj/item/twohanded/singularityhammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/singularityhammer/process()
if(charged < 5)
charged++
return
/obj/item/twohanded/singularityhammer/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(ismovableatom(X))
var/atom/movable/A = X
if(A == wielder)
continue
if(A && !A.anchored && !ishuman(X))
step_towards(A,pull)
step_towards(A,pull)
step_towards(A,pull)
else if(ishuman(X))
var/mob/living/carbon/human/H = X
if(istype(H.shoes, /obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
H.apply_effect(20, KNOCKDOWN, 0)
step_towards(H,pull)
step_towards(H,pull)
step_towards(H,pull)
return
/obj/item/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
if(!proximity)
return
if(wielded)
if(charged == 5)
charged = 0
if(istype(A, /mob/living/))
var/mob/living/Z = A
Z.take_bodypart_damage(20,0)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
var/turf/target = get_turf(A)
vortex(target,user)
/obj/item/twohanded/mjollnir
name = "Mjolnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon_state = "mjollnir0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 25
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
/obj/item/twohanded/mjollnir/proc/shock(mob/living/target)
target.Stun(60)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
s.start()
target.visible_message("<span class='danger'>[target.name] was shocked by [src]!</span>", \
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>", \
"<span class='italics'>You hear a heavy electrical crack!</span>")
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
return
/obj/item/twohanded/mjollnir/attack(mob/living/M, mob/user)
..()
if(wielded)
playsound(src.loc, "sparks", 50, 1)
shock(M)
/obj/item/twohanded/mjollnir/throw_impact(atom/target)
. = ..()
if(isliving(target))
shock(target)
/obj/item/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "mjollnir0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 20
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
var/charged = 5
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
/obj/item/twohanded/singularityhammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/singularityhammer/process()
if(charged < 5)
charged++
return
/obj/item/twohanded/singularityhammer/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(ismovableatom(X))
var/atom/movable/A = X
if(A == wielder)
continue
if(A && !A.anchored && !ishuman(X))
step_towards(A,pull)
step_towards(A,pull)
step_towards(A,pull)
else if(ishuman(X))
var/mob/living/carbon/human/H = X
if(istype(H.shoes, /obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
H.apply_effect(20, KNOCKDOWN, 0)
step_towards(H,pull)
step_towards(H,pull)
step_towards(H,pull)
return
/obj/item/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
if(!proximity)
return
if(wielded)
if(charged == 5)
charged = 0
if(istype(A, /mob/living/))
var/mob/living/Z = A
Z.take_bodypart_damage(20,0)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
var/turf/target = get_turf(A)
vortex(target,user)
/obj/item/twohanded/mjollnir
name = "Mjolnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon_state = "mjollnir0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 25
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
/obj/item/twohanded/mjollnir/proc/shock(mob/living/target)
target.Stun(60)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
s.start()
target.visible_message("<span class='danger'>[target.name] was shocked by [src]!</span>", \
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>", \
"<span class='italics'>You hear a heavy electrical crack!</span>")
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
return
/obj/item/twohanded/mjollnir/attack(mob/living/M, mob/user)
..()
if(wielded)
playsound(src.loc, "sparks", 50, 1)
shock(M)
/obj/item/twohanded/mjollnir/throw_impact(atom/target)
. = ..()
if(isliving(target))
shock(target)
/obj/item/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
@@ -19,7 +19,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
singular_name = "glass sheet"
icon_state = "sheet-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
grind_results = list("silicon" = 20)
@@ -131,7 +131,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
grind_results = list("silicon" = 20, "iron" = 10)
@@ -157,7 +157,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \
materials = list(MAT_METAL=2000, MAT_PLASMA=2000)
throwforce = 10
flags_1 = CONDUCT_1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 80)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
resistance_flags = FIRE_PROOF
merge_type = /obj/item/stack/sheet/plasteel
grind_results = list("iron" = 20, "plasma" = 20)
@@ -208,7 +208,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
icon_state = "sheet-wood"
icon = 'icons/obj/stack_objects.dmi'
sheettype = "wood"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/wood
novariants = TRUE
@@ -458,6 +458,7 @@ GLOBAL_LIST_INIT(plastic_recipes, list(
desc = "Compress dinosaur over millions of years, then refine, split and mold, and voila! You have plastic."
singular_name = "plastic sheet"
icon_state = "sheet-plastic"
materials = list(MAT_PLASTIC=MINERAL_MATERIAL_AMOUNT)
throwforce = 7
merge_type = /obj/item/stack/sheet/plastic
@@ -206,7 +206,7 @@
flags_1 = CONDUCT_1
turf_type = /turf/open/floor/plasteel
mineralType = "metal"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
/obj/item/stack/tile/plasteel/cyborg
+1 -1
View File
@@ -42,7 +42,7 @@
flags_2 = NO_MAT_REDEMPTION_2
var/pshoom = 'sound/items/pshoom.ogg'
var/alt_sound = 'sound/items/pshoom_2.ogg'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 60, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
/obj/item/storage/backpack/holding/suicide_act(mob/living/user)
+1 -1
View File
@@ -10,7 +10,7 @@
throwforce = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("beaten")
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 50, bio = 0, rad = 0, fire = 80, acid = 80)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/stunforce = 140
var/status = 0
+1 -1
View File
@@ -13,7 +13,7 @@
throw_range = 4
materials = list(MAT_METAL = 500)
actions_types = list(/datum/action/item_action/set_internals)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 80, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 30)
var/datum/gas_mixture/air_contents = null
var/distribute_pressure = ONE_ATMOSPHERE
var/integrity = 3
+1 -1
View File
@@ -10,7 +10,7 @@
slowdown = 1
actions_types = list(/datum/action/item_action/toggle_mister)
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
var/obj/item/noz
+1 -1
View File
@@ -140,7 +140,7 @@ Frequency:
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=10000)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/list/active_portal_pairs
var/max_portal_pairs = 3
+7 -4
View File
@@ -11,11 +11,12 @@
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50)
materials = list(MAT_METAL=50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
tool_behaviour = TOOL_CROWBAR
toolspeed = 1
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
/obj/item/crowbar/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -39,7 +40,8 @@
icon = 'icons/obj/abductor.dmi'
usesound = 'sound/weapons/sonic_jackhammer.ogg'
icon_state = "crowbar"
icon_state = "crowbar"
toolspeed = 0.1
/obj/item/crowbar/large
name = "crowbar"
@@ -67,7 +69,8 @@
item_state = "jawsoflife"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
usesound = 'sound/items/jaws_pry.ogg'
force = 15
toolspeed = 0.25
+1 -1
View File
@@ -19,7 +19,7 @@
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
tool_behaviour = TOOL_SCREWDRIVER
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/random_color = TRUE //if the screwdriver uses random coloring
var/static/list/screwdriver_colors = list(
"blue" = rgb(24, 97, 213),
+3 -3
View File
@@ -18,7 +18,7 @@
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
materials = list(MAT_METAL=70, MAT_GLASS=30)
@@ -357,5 +357,5 @@
if(get_fuel() < max_fuel && nextrefueltick < world.time)
nextrefueltick = world.time + 10
reagents.add_reagent("welding_fuel", 1)
#undef WELDER_FUEL_BURN_INTERVAL
#undef WELDER_FUEL_BURN_INTERVAL
+1 -1
View File
@@ -19,7 +19,7 @@
tool_behaviour = TOOL_WIRECUTTER
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/random_color = TRUE
var/static/list/wirecutter_colors = list(
"blue" = "#1861d5",
+9 -5
View File
@@ -11,11 +11,12 @@
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
usesound = 'sound/items/ratchet.ogg'
materials = list(MAT_METAL=150)
materials = list(MAT_METAL=150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
tool_behaviour = TOOL_WRENCH
toolspeed = 1
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
/obj/item/wrench/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -40,7 +41,8 @@
icon = 'icons/obj/abductor.dmi'
icon_state = "wrench"
usesound = 'sound/effects/empulse.ogg'
usesound = 'sound/effects/empulse.ogg'
toolspeed = 0.1
/obj/item/wrench/power
name = "hand drill"
@@ -50,7 +52,8 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
usesound = 'sound/items/drill_use.ogg'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
//done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
w_class = WEIGHT_CLASS_SMALL
throwforce = 8
@@ -73,7 +76,8 @@
desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
icon_state = "wrench_medical"
force = 2 //MEDICAL
desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
throwforce = 4
attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked")
/obj/item/wrench/medical/suicide_act(mob/living/user)
+1 -3
View File
@@ -42,7 +42,6 @@
icon_state = "waterballoon-e"
item_state = "balloon-empty"
/obj/item/toy/balloon/New()
create_reagents(10)
..()
@@ -287,7 +286,6 @@
w_class = WEIGHT_CLASS_SMALL
resistance_flags = FLAMMABLE
/obj/item/toy/windupToolbox
name = "windup toolbox"
desc = "A replica toolbox that rumbles when you turn the key."
@@ -334,7 +332,7 @@
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
desc = "Woefully underpowered in D20. Almost has a sharp edge."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "katana"
item_state = "katana"
+4 -4
View File
@@ -231,7 +231,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
/obj/item/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
@@ -280,7 +280,7 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
var/hacked = FALSE
var/brightness_on = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
@@ -466,7 +466,7 @@
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharpness = IS_SHARP
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/obj/item/grenade/explosive = null
var/war_cry = "AAAAARGH!!!"
@@ -650,7 +650,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
/obj/item/twohanded/pitchfork/demonic
+1 -1
View File
@@ -14,7 +14,7 @@
throw_speed = 1
throw_range = 7
w_class = WEIGHT_CLASS_BULKY
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
var/charges = list(0, 0, 0) //how many restocking "charges" the refill has for standard/contraband/coin products
var/init_charges = list(0, 0, 0)
+3 -3
View File
@@ -11,7 +11,7 @@
throw_range = 7
attack_verb = list("banned")
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
/obj/item/banhammer/suicide_act(mob/user)
@@ -63,7 +63,7 @@
block_chance = 50
sharpness = IS_SHARP
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/item/claymore/suicide_act(mob/user)
@@ -210,7 +210,7 @@
block_chance = 50
sharpness = IS_SHARP
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/item/katana/cursed
+1 -1
View File
@@ -10,7 +10,7 @@
/obj/structure/Initialize()
if (!armor)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
. = ..()
if(smooth)
queue_smooth(src)
+1 -1
View File
@@ -6,7 +6,7 @@
req_access = list(ACCESS_BAR)
max_integrity = 500
integrity_failure = 250
armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
buildable_sign = 0
var/list/barsigns=list()
var/list/hiddensigns
@@ -15,7 +15,7 @@
var/wall_mounted = 0 //never solid (You can always pass over it)
max_integrity = 200
integrity_failure = 50
armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 60)
armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
var/breakout_time = 1200
var/message_cooldown
var/can_weld_shut = TRUE
@@ -4,7 +4,7 @@
locked = TRUE
icon_state = "secure"
max_integrity = 250
armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
secure = TRUE
/obj/structure/closet/secure_closet/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
@@ -5,7 +5,7 @@
secure = TRUE
locked = TRUE
max_integrity = 500
armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/tamperproof = 0
/obj/structure/closet/crate/secure/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
+1 -1
View File
@@ -6,7 +6,7 @@
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 100)
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
max_integrity = 200
integrity_failure = 50
var/obj/item/showpiece = null
+1 -1
View File
@@ -6,7 +6,7 @@
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
armor = list(melee = 50, bullet = 20, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 50)
armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
var/locked = TRUE
var/open = FALSE
max_integrity = 150
+1 -1
View File
@@ -8,7 +8,7 @@
flags_1 = CONDUCT_1
pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER
armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 0, acid = 0)
armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
max_integrity = 50
integrity_failure = 20
var/rods_type = /obj/item/stack/rods
+1 -1
View File
@@ -6,7 +6,7 @@
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
armor = list(melee = 0, bullet = 50, laser = 50, energy = 50, bomb = 0, bio = 0, rad = 0, fire = 20, acid = 20)
armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
var/obj/item/holosign_creator/projector
/obj/structure/holosign/New(loc, source_projector)
+5 -4
View File
@@ -35,19 +35,20 @@
/obj/structure/ladder/LateInitialize()
// By default, discover ladders above and below us vertically
var/turf/T = get_turf(src)
var/obj/structure/ladder/L
if (!down)
for (var/obj/structure/ladder/L in locate(T.x, T.y, T.z - 1))
L = locate() in SSmapping.get_turf_below(T)
if (L)
down = L
L.up = src // Don't waste effort looping the other way
L.update_icon()
break
if (!up)
for (var/obj/structure/ladder/L in locate(T.x, T.y, T.z + 1))
L = locate() in SSmapping.get_turf_above(T)
if (L)
up = L
L.down = src // Don't waste effort looping the other way
L.update_icon()
break
update_icon()
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "lattice"
density = FALSE
anchored = TRUE
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
var/number_of_rods = 1
@@ -15,7 +15,7 @@
var/isSwitchingStates = 0
var/close_delay = -1 //-1 if does not auto close.
max_integrity = 200
armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 50, acid = 50)
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
var/sheetType = /obj/item/stack/sheet/metal
var/sheetAmount = 7
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "Definitely can't get past those. No way."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "plasticflaps"
armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 50, acid = 50)
armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
density = FALSE
anchored = TRUE
layer = ABOVE_MOB_LAYER
@@ -72,6 +72,8 @@
/obj/structure/reflector/proc/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle)
P.ignore_source_check = TRUE
P.range = P.decayedRange
P.decayedRange = max(P.decayedRange--, 0)
return -1
/obj/structure/reflector/attackby(obj/item/W, mob/user, params)
+1 -1
View File
@@ -5,7 +5,7 @@
density = FALSE
layer = SIGN_LAYER
max_integrity = 100
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/buildable_sign = 1 //unwrenchable and modifiable
/obj/structure/sign/ComponentInitialize()
+2 -2
View File
@@ -159,7 +159,7 @@
canSmoothWith = null
max_integrity = 70
resistance_flags = ACID_PROOF
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
var/list/debris = list()
/obj/structure/table/glass/New()
@@ -292,7 +292,7 @@
canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
max_integrity = 200
integrity_failure = 50
armor = list(melee = 10, bullet = 30, laser = 30, energy = 100, bomb = 20, bio = 0, rad = 0, fire = 80, acid = 70)
armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
+1 -1
View File
@@ -8,7 +8,7 @@
icon = 'icons/turf/shuttle.dmi'
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
max_integrity = 500
armor = list(melee = 100, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70) //default + ignores melee
armor = list("melee" = 100, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70) //default + ignores melee
/obj/structure/shuttle/engine
name = "engine"
+1 -18
View File
@@ -11,7 +11,7 @@
/turf/open/chasm/Initialize()
. = ..()
AddComponent(/datum/component/chasm, null)
AddComponent(/datum/component/chasm, SSmapping.get_turf_below(src))
/turf/open/chasm/proc/set_target(turf/target)
GET_COMPONENT(chasm_component, /datum/component/chasm)
@@ -64,16 +64,6 @@
/turf/open/chasm/CanPass(atom/movable/mover, turf/target)
return 1
// Naive "down" which just subtracts a z-level
/turf/open/chasm/straight_down
baseturfs = /turf/open/chasm/straight_down
/turf/open/chasm/straight_down/Initialize()
. = ..()
set_target(locate(x, y, z - 1))
// Chasms for Lavaland, with planetary atmos and lava glow
/turf/open/chasm/lavaland
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
@@ -95,10 +85,3 @@
underlay_appearance.icon = 'icons/turf/floors.dmi'
underlay_appearance.icon_state = "dirt"
return TRUE
/turf/open/chasm/jungle/straight_down
baseturfs = /turf/open/chasm/jungle/straight_down
/turf/open/chasm/jungle/straight_down/Initialize(mapload)
. = ..()
set_target(locate(x, y, z - 1))
@@ -28,8 +28,6 @@
var/static/list/high_dirt_areas = typecacheof(list(/area/science/test_area,
/area/mine/production,
/area/mine/living_quarters,
/area/mine/north_outpost,
/area/mine/west_outpost,
/area/ruin/space))
if(is_type_in_typecache(A, high_dirt_areas))
new /obj/effect/decal/cleanable/dirt(src) //vanilla, but it works
@@ -84,7 +82,6 @@
//Areas where gibs will be present. Robusting probably happened some time ago.
var/static/list/gib_covered_areas = typecacheof(list(/area/ai_monitored/turret_protected,
/area/prison,
/area/security,
/area/crew_quarters/heads/hos))
if(is_type_in_typecache(A, gib_covered_areas))
@@ -3,7 +3,7 @@
desc = "Upon closer examination, it's still dirt."
icon = 'icons/turf/floors.dmi'
icon_state = "dirt"
baseturfs = /turf/open/chasm/jungle/straight_down
baseturfs = /turf/open/chasm/jungle
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
planetary_atmos = TRUE
attachment_holes = FALSE
+4
View File
@@ -149,6 +149,10 @@
stoplag()//Let a diagonal move finish, if necessary
A.newtonian_move(A.inertia_dir)
/turf/open/space/MakeSlippery(wet_setting = TURF_WET_WATER, min_wet_time = 0, wet_time_to_add = 0)
return
/turf/open/space/handle_slip()
return
+4 -6
View File
@@ -40,12 +40,10 @@
var/min = 1+TRANSITIONEDGE
var/list/possible_transtitons = list()
var/k = 1
var/list/config_list = SSmapping.config.transition_config
for(var/a in config_list)
if(config_list[a] == CROSSLINKED) // Only pick z-levels connected to station space
possible_transtitons += k
k++
for(var/A in SSmapping.z_list)
var/datum/space_level/D = A
if (D.linkage == CROSSLINKED)
possible_transtitons += D.z_value
var/_z = pick(possible_transtitons)
//now select coordinates for a border turf