Merge pull request #4505 from Citadel-Station-13/upstream-merge-33737
[MIRROR] Gibber rebalance
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@@ -1,4 +1,3 @@
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/obj/machinery/gibber
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name = "gibber"
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desc = "The name isn't descriptive enough?"
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@@ -12,10 +11,10 @@
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circuit = /obj/item/circuitboard/machine/gibber
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var/operating = FALSE //Is it on?
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var/dirty = 0 // Does it need cleaning?
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var/dirty = FALSE // Does it need cleaning?
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var/gibtime = 40 // Time from starting until meat appears
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var/meat_produced = 0
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var/ignore_clothing = 0
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var/ignore_clothing = FALSE
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/obj/machinery/gibber/Initialize()
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@@ -30,7 +29,7 @@
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gib_time -= 5 * M.rating
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gibtime = gib_time
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if(M.rating >= 2)
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ignore_clothing = 1
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ignore_clothing = TRUE
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/obj/machinery/gibber/update_icon()
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cut_overlays()
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@@ -61,6 +60,10 @@
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to_chat(user, "<span class='danger'>It's locked and running.</span>")
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return
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if(!anchored)
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to_chat(user, "<span class='notice'>[src] cannot be used unless bolted to the ground.</span>")
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return
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if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
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var/mob/living/L = user.pulling
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if(!iscarbon(L))
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@@ -70,12 +73,17 @@
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if(C.buckled ||C.has_buckled_mobs())
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to_chat(user, "<span class='warning'>[C] is attached to something!</span>")
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return
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if(C.abiotic(1) && !ignore_clothing)
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to_chat(user, "<span class='danger'>Subject may not have abiotic items on.</span>")
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return
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if(!ignore_clothing)
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for(var/obj/item/I in C.held_items + C.get_equipped_items())
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if(!(I.flags_1 & NODROP_1))
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to_chat(user, "<span class='danger'>Subject may not have abiotic items on.</span>")
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return
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user.visible_message("<span class='danger'>[user] starts to put [C] into the gibber!</span>")
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src.add_fingerprint(user)
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add_fingerprint(user)
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if(do_after(user, gibtime, target = src))
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if(C && user.pulling == C && !C.buckled && !C.has_buckled_mobs() && !occupant)
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user.visible_message("<span class='danger'>[user] stuffs [C] into the gibber!</span>")
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@@ -91,17 +91,6 @@
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return wear_id.GetID()
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/mob/living/carbon/human/abiotic(full_body = 0)
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var/abiotic_hands = FALSE
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for(var/obj/item/I in held_items)
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if(!(I.flags_1 & NODROP_1))
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abiotic_hands = TRUE
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break
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if(full_body && abiotic_hands && ((back && !(back.flags_1&NODROP_1)) || (wear_mask && !(wear_mask.flags_1&NODROP_1)) || (head && !(head.flags_1&NODROP_1)) || (shoes && !(shoes.flags_1&NODROP_1)) || (w_uniform && !(w_uniform.flags_1&NODROP_1)) || (wear_suit && !(wear_suit.flags_1&NODROP_1)) || (glasses && !(glasses.flags_1&NODROP_1)) || (ears && !(ears.flags_1&NODROP_1)) || (gloves && !(gloves.flags_1&NODROP_1)) ) )
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return TRUE
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return abiotic_hands
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/mob/living/carbon/human/IsAdvancedToolUser()
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if(disabilities & MONKEYLIKE)
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return FALSE
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@@ -285,11 +285,6 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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firstname.Find(real_name)
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return firstname.match
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/mob/proc/abiotic(full_body = 0)
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for(var/obj/item/I in held_items)
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if(!(I.flags_1 & NODROP_1))
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return 1
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return 0
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//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
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/mob/verb/a_intent_change(input as text)
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