Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-27474

This commit is contained in:
LetterJay
2017-05-22 17:30:31 -05:00
208 changed files with 60727 additions and 60372 deletions
+11 -11
View File
@@ -9,7 +9,7 @@
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/laser
@@ -25,7 +25,7 @@
var/mob/living/carbon/M = target
M.IgniteMob()
else if(isturf(target))
impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser/wall
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser/wall
/obj/item/projectile/beam/weak
damage = 15
@@ -48,7 +48,7 @@
irradiate = 30
range = 15
forcedodge = 1
impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/disabler
@@ -59,14 +59,14 @@
flag = "energy"
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = 0)
@@ -94,7 +94,7 @@
damage = 30
legacy = 1
animate_movement = SLIDE_STEPS
impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/emitter/singularity_pull()
@@ -108,7 +108,7 @@
damage_type = STAMINA
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
@@ -122,7 +122,7 @@
/obj/item/projectile/beam/lasertag/redtag
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/lasertag/bluetag
@@ -134,17 +134,17 @@
icon_state = "purple_laser"
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/overlay/temp/impact_effect/purple_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/instakill/on_hit(atom/target)
+28 -28
View File
@@ -6,7 +6,7 @@
nodamage = 0
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/overlay/temp/impact_effect
impact_effect_type = /obj/effect/temp_visual/impact_effect
/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
damage = 5
@@ -190,7 +190,7 @@
name = "dart"
icon_state = "cbbolt"
damage = 6
var/piercing = FALSE
var/piercing = FALSE
/obj/item/projectile/bullet/dart/New()
..()
@@ -201,15 +201,15 @@
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100) // not completely blocked
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..()
reagents.reaction(M, INJECT)
reagents.trans_to(M, reagents.total_volume)
return TRUE
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
..(target, blocked)
reagents.set_reacting(TRUE)
@@ -240,28 +240,28 @@
nodamage = 1
. = ..() // Execute the rest of the code.
/obj/item/projectile/bullet/dnainjector
name = "\improper DNA injector"
icon_state = "syringeproj"
var/obj/item/weapon/dnainjector/injector
/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = 0)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, def_zone, FALSE))
if(injector.inject(M, firer))
QDEL_NULL(injector)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
return ..()
/obj/item/projectile/bullet/dnainjector/Destroy()
QDEL_NULL(injector)
return ..()
/obj/item/projectile/bullet/dnainjector
name = "\improper DNA injector"
icon_state = "syringeproj"
var/obj/item/weapon/dnainjector/injector
/obj/item/projectile/bullet/dnainjector/on_hit(atom/target, blocked = 0)
if(iscarbon(target))
var/mob/living/carbon/M = target
if(blocked != 100)
if(M.can_inject(null, FALSE, def_zone, FALSE))
if(injector.inject(M, firer))
QDEL_NULL(injector)
return TRUE
else
blocked = 100
target.visible_message("<span class='danger'>\The [src] was deflected!</span>", \
"<span class='userdanger'>You were protected against \the [src]!</span>")
return ..()
/obj/item/projectile/bullet/dnainjector/Destroy()
QDEL_NULL(injector)
return ..()
//// SNIPER BULLETS
@@ -135,7 +135,7 @@
damage = 20
damage_type = CLONE
irradiate = 10
impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
/obj/item/projectile/energy/dart //ninja throwing dart
name = "dart"
@@ -164,7 +164,7 @@
/obj/item/projectile/energy/tesla
name = "tesla bolt"
icon_state = "tesla_projectile"
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
var/chain
/obj/item/projectile/energy/tesla/fire(setAngle)
@@ -7,7 +7,6 @@ obj/item/projectile/energy/plasmabolt
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
light_range = 3
light_color = LIGHT_COLOR_GREEN
@@ -5,7 +5,7 @@
damage_type = BURN
nodamage = 1
flag = "energy"
impact_effect_type = /obj/effect/overlay/temp/impact_effect/ion
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
/obj/item/projectile/ion/on_hit(atom/target, blocked = 0)
@@ -202,7 +202,7 @@
damage = 5
range = 3.5 //works as 4, but doubles to 7
dismemberment = 20
impact_effect_type = /obj/effect/overlay/temp/impact_effect/purple_laser
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
/obj/item/projectile/plasma/Initialize()
. = ..()
@@ -273,7 +273,7 @@
A.throw_at(throwtarget,power+1,1)
thrown_items[A] = A
for(var/turf/F in range(T,power))
new /obj/effect/overlay/temp/gravpush(F)
new /obj/effect/temp_visual/gravpush(F)
/obj/item/projectile/gravityattract
name = "attraction bolt"
@@ -303,7 +303,7 @@
A.throw_at(T, power+1, 1)
thrown_items[A] = A
for(var/turf/F in range(T,power))
new /obj/effect/overlay/temp/gravpush(F)
new /obj/effect/temp_visual/gravpush(F)
/obj/item/projectile/gravitychaos
name = "gravitational blast"
@@ -333,5 +333,5 @@
A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinal)), power+1, 1)
thrown_items[A] = A
for(var/turf/Z in range(T,power))
new /obj/effect/overlay/temp/gravpush(Z)
new /obj/effect/temp_visual/gravpush(Z)