This commit is contained in:
LetterJay
2017-05-27 22:49:44 -05:00
106 changed files with 645 additions and 1315 deletions
@@ -46,8 +46,8 @@
//Syndicate sub-machine guns.
/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r
/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r/New()
..()
/obj/item/weapon/gun/ballistic/automatic/c20r/sc_c20r/Initialize()
. = ..()
for(var/ammo in magazine.stored_ammo)
if(prob(95)) //95% chance
magazine.stored_ammo -= ammo
@@ -55,8 +55,8 @@
//Barman's shotgun
/obj/item/weapon/gun/ballistic/shotgun/sc_pump
/obj/item/weapon/gun/ballistic/shotgun/sc_pump/New()
..()
/obj/item/weapon/gun/ballistic/shotgun/sc_pump/Initialize()
. = ..()
for(var/ammo in magazine.stored_ammo)
if(prob(95)) //95% chance
magazine.stored_ammo -= ammo
+2 -2
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@@ -420,8 +420,8 @@
var/badmin_mode = FALSE
var/static/list/blacklisted_vars = list("locs", "loc", "contents", "x", "y", "z")
/obj/item/weapon/gun/energy/laser/chameleon/New()
..()
/obj/item/weapon/gun/energy/laser/chameleon/Initialize()
. = ..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/weapon/gun
chameleon_action.chameleon_name = "Gun"
+17 -1
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@@ -50,12 +50,28 @@
name = "captain's cloak"
desc = "Worn by the commander of Space Station 13."
icon_state = "capcloak"
/obj/item/clothing/neck/cloak/hop
name = "head of personnel's cloak"
desc = "Worn by the Head of Personnel. It smells faintly of bureaucracy."
icon_state = "hopcloak"
/obj/item/clothing/suit/hooded/cloak/goliath
name = "goliath cloak"
icon_state = "goliath_cloak"
desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits."
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank/internals, /obj/item/weapon/pickaxe, /obj/item/weapon/twohanded/spear, /obj/item/weapon/twohanded/bonespear, /obj/item/organ/hivelord_core/legion, /obj/item/weapon/kitchen/knife/combat/bone, /obj/item/weapon/kitchen/knife/combat/survival)
armor = list(melee = 35, bullet = 10, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 60, acid = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
hoodtype = /obj/item/clothing/head/hooded/cloakhood/goliath
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/head/hooded/cloakhood/goliath
name = "goliath cloak hood"
icon_state = "golhood"
desc = "A protective & concealing hood."
armor = list(melee = 35, bullet = 10, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 60, acid = 60)
flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
/obj/item/clothing/suit/hooded/cloak/drake
name = "drake armour"
icon_state = "dragon"
+11 -2
View File
@@ -337,9 +337,9 @@
/obj/item/weapon/restraints/handcuffs/cable = 1
)
category = CAT_MISC
/datum/crafting_recipe/toysword
name = "Toy Sword"
name = "Toy Sword"
reqs = list(/obj/item/weapon/light/bulb = 1, /obj/item/stack/cable_coil = 1, /obj/item/stack/sheet/plastic = 4)
result = /obj/item/toy/sword
category = CAT_MISC
@@ -398,6 +398,15 @@
reqs = list(/obj/item/stack/sheet/bone = 4)
category = CAT_PRIMAL
/datum/crafting_recipe/goliathcloak
name = "Goliath Cloak"
result = /obj/item/clothing/suit/hooded/cloak/goliath
time = 50
reqs = list(/obj/item/stack/sheet/leather = 2,
/obj/item/stack/sheet/sinew = 2,
/obj/item/stack/sheet/animalhide/goliath_hide = 2) //it takes 4 goliaths to make 1 cloak if the plates are skinned
category = CAT_PRIMAL
/datum/crafting_recipe/drakecloak
name = "Ash Drake Armour"
result = /obj/item/clothing/suit/hooded/cloak/drake
-1
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@@ -107,7 +107,6 @@
/datum/language_holder/construct
languages = list(/datum/language/common, /datum/language/narsie)
only_speaks_language = /datum/language/narsie
/datum/language_holder/drone
languages = list(/datum/language/common, /datum/language/drone, /datum/language/machine)
+4 -1
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@@ -217,6 +217,7 @@
/area/survivalpod
name = "\improper Emergency Shelter"
icon_state = "away"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
requires_power = 0
has_gravity = 1
@@ -394,7 +395,9 @@
icon = 'icons/obj/lavaland/donkvendor.dmi'
icon_on = "donkvendor"
icon_off = "donkvendor"
luminosity = 8
light_range = 5
light_power = 1.2
light_color = "#DDFFD3"
max_n_of_items = 10
pixel_y = -4
flags = NODECONSTRUCT
@@ -31,10 +31,8 @@
create_internal_organs()
..()
. = ..()
/mob/living/carbon/monkey/Initialize()
..()
create_dna(src)
dna.initialize_dna(random_blood_type())
@@ -273,7 +273,7 @@
//Medbot Assembly
/obj/item/weapon/firstaid_arm_assembly
name = "incomplete medibot assembly."
name = "incomplete medibot assembly"
desc = "A first aid kit with a robot arm permanently grafted to it."
icon = 'icons/mob/aibots.dmi'
icon_state = "firstaid_arm"
@@ -840,6 +840,9 @@
health = 120
brood_type = /mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion/advanced
icon_state = "dwarf_legion"
icon_living = "dwarf_legion"
icon_aggro = "dwarf_legion"
icon_dead = "dwarf_legion"
/mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion/advanced
stat_attack = 2
@@ -859,6 +862,7 @@
max_mobs = 3
spawn_time = 200
spawn_text = "peels itself off from"
mob_type = /mob/living/simple_animal/hostile/asteroid/hivelord/legion
melee_damage_lower = 20
melee_damage_upper = 20
anchored = FALSE
@@ -1037,6 +1041,11 @@
regenerate_icons()
//Nests
/obj/effect/light_emitter/tendril
set_luminosity = 4
set_cap = 2.5
light_color = LIGHT_COLOR_LAVA
/mob/living/simple_animal/hostile/spawner/lavaland
name = "necropolis tendril"
desc = "A vile tendril of corruption, originating deep underground. Terrible monsters are pouring out of it."
@@ -1046,7 +1055,6 @@
icon_dead = "tendril"
faction = list("mining")
weather_immunities = list("lava","ash")
luminosity = 1
health = 250
maxHealth = 250
max_mobs = 3
@@ -1059,9 +1067,17 @@
loot = list(/obj/effect/collapse, /obj/structure/closet/crate/necropolis/tendril)
del_on_death = 1
var/gps = null
var/obj/effect/light_emitter/tendril/emitted_light
/mob/living/simple_animal/hostile/spawner/lavaland/goliath
mob_type = /mob/living/simple_animal/hostile/asteroid/goliath/beast
/mob/living/simple_animal/hostile/spawner/lavaland/legion
mob_type = /mob/living/simple_animal/hostile/asteroid/hivelord/legion
/mob/living/simple_animal/hostile/spawner/lavaland/Initialize()
..()
. = ..()
emitted_light = new(loc)
for(var/F in RANGE_TURFS(1, src))
if(ismineralturf(F))
var/turf/closed/mineral/M = F
@@ -1069,7 +1085,8 @@
gps = new /obj/item/device/gps/internal(src)
/mob/living/simple_animal/hostile/spawner/lavaland/Destroy()
qdel(gps)
QDEL_NULL(emitted_light)
QDEL_NULL(gps)
. = ..()
#define MEDAL_PREFIX "Tendril"
@@ -1096,29 +1113,31 @@
/obj/effect/collapse
name = "collapsing necropolis tendril"
desc = "Get clear!"
luminosity = 1
layer = ABOVE_OPEN_TURF_LAYER
layer = BELOW_OBJ_LAYER
icon = 'icons/mob/nest.dmi'
icon_state = "tendril"
anchored = TRUE
density = TRUE
var/obj/effect/light_emitter/tendril/emitted_light
/obj/effect/collapse/New()
..()
/obj/effect/collapse/Initialize()
. = ..()
emitted_light = new(loc)
visible_message("<span class='boldannounce'>The tendril writhes in fury as the earth around it begins to crack and break apart! Get back!</span>")
visible_message("<span class='warning'>Something falls free of the tendril!</span>")
playsound(get_turf(src),'sound/effects/tendril_destroyed.ogg', 200, 0, 50, 1, 1)
spawn(50)
for(var/mob/M in range(7,src))
shake_camera(M, 15, 1)
playsound(get_turf(src),'sound/effects/explosionfar.ogg', 200, 1)
visible_message("<span class='boldannounce'>The tendril falls inward, the ground around it widening into a yawning chasm!</span>")
for(var/turf/T in range(2,src))
if(!T.density)
T.TerraformTurf(/turf/open/chasm/straight_down/lava_land_surface)
qdel(src)
playsound(loc,'sound/effects/tendril_destroyed.ogg', 200, 0, 50, 1, 1)
addtimer(CALLBACK(src, .proc/collapse), 50)
/mob/living/simple_animal/hostile/spawner/lavaland/goliath
mob_type = /mob/living/simple_animal/hostile/asteroid/goliath/beast
/obj/effect/collapse/Destroy()
QDEL_NULL(emitted_light)
return ..()
/mob/living/simple_animal/hostile/spawner/lavaland/legion
mob_type = /mob/living/simple_animal/hostile/asteroid/hivelord/legion
/obj/effect/collapse/proc/collapse()
for(var/mob/M in range(7,src))
shake_camera(M, 15, 1)
playsound(get_turf(src),'sound/effects/explosionfar.ogg', 200, 1)
visible_message("<span class='boldannounce'>The tendril falls inward, the ground around it widening into a yawning chasm!</span>")
for(var/turf/T in range(2,src))
if(!T.density)
T.TerraformTurf(/turf/open/chasm/straight_down/lava_land_surface)
qdel(src)
+2 -2
View File
@@ -154,7 +154,7 @@
/obj/item/weapon/pen/sleepy/New()
create_reagents(45)
reagents.add_reagent("morphine", 20)
reagents.add_reagent("chloralhydrate2", 20)
reagents.add_reagent("mutetoxin", 15)
reagents.add_reagent("tirizene", 10)
..()
@@ -205,4 +205,4 @@
/obj/item/weapon/pen/poison/on_write(obj/item/weapon/paper/P, mob/user)
P.contact_poison = "delayed_toxin"
P.contact_poison_volume = 10
add_logs(user,P,"used poison pen on")
add_logs(user,P,"used poison pen on")
+88 -47
View File
@@ -43,8 +43,11 @@
var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin //standard firing pin for most guns
var/obj/item/device/flashlight/gun_light = null
var/obj/item/device/flashlight/gun_light
var/can_flashlight = 0
var/obj/item/weapon/kitchen/knife/bayonet
var/can_bayonet = FALSE
var/datum/action/item_action/toggle_gunlight/alight
var/list/upgrades = list()
@@ -52,6 +55,8 @@
var/ammo_y_offset = 0
var/flight_x_offset = 0
var/flight_y_offset = 0
var/knife_x_offset = 0
var/knife_y_offset = 0
//Zooming
var/zoomable = FALSE //whether the gun generates a Zoom action on creation
@@ -60,13 +65,12 @@
var/datum/action/toggle_scope_zoom/azoom
/obj/item/weapon/gun/New()
..()
/obj/item/weapon/gun/Initialize()
. = ..()
if(pin)
pin = new pin(src)
if(gun_light)
verbs += /obj/item/weapon/gun/proc/toggle_gunlight
new /datum/action/item_action/toggle_gunlight(src)
alight = new /datum/action/item_action/toggle_gunlight(src)
build_zooming()
@@ -268,52 +272,88 @@
SSblackbox.add_details("gun_fired","[src.type]")
return 1
/obj/item/weapon/gun/update_icon()
..()
cut_overlays()
if(gun_light && can_flashlight)
var/state = "flight[gun_light.on? "_on":""]" //Generic state.
if(gun_light.icon_state in icon_states('icons/obj/guns/flashlights.dmi')) //Snowflake state?
state = gun_light.icon_state
var/mutable_appearance/flashlight_overlay = mutable_appearance('icons/obj/guns/flashlights.dmi', state)
flashlight_overlay.pixel_x = flight_x_offset
flashlight_overlay.pixel_y = flight_y_offset
add_overlay(flashlight_overlay)
if(bayonet && can_bayonet)
var/state = "bayonet" //Generic state.
if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
state = bayonet.icon_state
var/mutable_appearance/knife_overlay = mutable_appearance('icons/obj/guns/bayonets.dmi', state)
knife_overlay.pixel_x = knife_x_offset
knife_overlay.pixel_y = knife_y_offset
add_overlay(knife_overlay)
/obj/item/weapon/gun/attack(mob/M as mob, mob/user)
if(user.a_intent == INTENT_HARM) //Flogging
..()
else
return
if(bayonet)
bayonet.attack(M, user)
return
return ..()
/obj/item/weapon/gun/attack_obj(obj/O, mob/user)
if(user.a_intent == INTENT_HARM)
if(bayonet)
bayonet.attack_obj(O, user)
return
return ..()
/obj/item/weapon/gun/attackby(obj/item/I, mob/user, params)
if(can_flashlight)
if(istype(I, /obj/item/device/flashlight/seclite))
var/obj/item/device/flashlight/seclite/S = I
if(!gun_light)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You click [S] into place on [src].</span>")
if(S.on)
set_light(0)
gun_light = S
update_icon()
update_gunlight(user)
verbs += /obj/item/weapon/gun/proc/toggle_gunlight
var/datum/action/A = new /datum/action/item_action/toggle_gunlight(src)
if(loc == user)
A.Grant(user)
if(istype(I, /obj/item/weapon/screwdriver))
if(gun_light)
for(var/obj/item/device/flashlight/seclite/S in src)
to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
gun_light = null
S.forceMove(get_turf(user))
update_gunlight(user)
S.update_brightness(user)
update_icon()
verbs -= /obj/item/weapon/gun/proc/toggle_gunlight
for(var/datum/action/item_action/toggle_gunlight/TGL in actions)
qdel(TGL)
if(user.a_intent == INTENT_HARM)
return ..()
else if(istype(I, /obj/item/device/flashlight/seclite))
if(!can_flashlight)
return ..()
var/obj/item/device/flashlight/seclite/S = I
if(!gun_light)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You click \the [S] into place on \the [src].</span>")
if(S.on)
set_light(0)
gun_light = S
update_icon()
update_gunlight(user)
alight = new /datum/action/item_action/toggle_gunlight(src)
if(loc == user)
alight.Grant(user)
else if(istype(I, /obj/item/weapon/kitchen/knife))
if(!can_bayonet)
return ..()
var/obj/item/weapon/kitchen/knife/K = I
if(!bayonet)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You attach \the [K] to the front of ]the [src].</span>")
bayonet = K
update_icon()
else if(istype(I, /obj/item/weapon/screwdriver))
if(gun_light)
var/obj/item/device/flashlight/seclite/S = gun_light
to_chat(user, "<span class='notice'>You unscrew the seclite from \the [src].</span>")
gun_light = null
S.forceMove(get_turf(user))
update_gunlight(user)
S.update_brightness(user)
update_icon()
QDEL_NULL(alight)
if(bayonet)
var/obj/item/weapon/kitchen/knife/K = bayonet
K.forceMove(get_turf(user))
bayonet = null
update_icon()
else
..()
return ..()
/obj/item/weapon/gun/proc/toggle_gunlight()
set name = "Toggle Gunlight"
set category = "Object"
set desc = "Click to toggle your weapon's attached flashlight."
if(!gun_light)
return
@@ -343,12 +383,16 @@
..()
if(azoom)
azoom.Grant(user)
if(alight)
alight.Grant(user)
/obj/item/weapon/gun/dropped(mob/user)
..()
zoom(user,FALSE)
if(azoom)
azoom.Remove(user)
if(alight)
alight.Remove(user)
/obj/item/weapon/gun/AltClick(mob/user)
@@ -370,9 +414,6 @@
to_chat(M, "Your gun is now skinned as [choice]. Say hello to your new friend.")
update_icon()
/obj/item/weapon/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params)
if(!ishuman(user) || !ishuman(target))
return
+2 -2
View File
@@ -9,8 +9,8 @@
var/obj/item/ammo_box/magazine/magazine
var/casing_ejector = 1 //whether the gun ejects the chambered casing
/obj/item/weapon/gun/ballistic/New()
..()
/obj/item/weapon/gun/ballistic/Initialize()
. = ..()
if(!spawnwithmagazine)
update_icon()
return
@@ -99,10 +99,9 @@
/obj/item/weapon/gun/ballistic/automatic/c20r/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/ballistic/automatic/c20r/New()
..()
/obj/item/weapon/gun/ballistic/automatic/c20r/Initialize()
. = ..()
update_icon()
return
/obj/item/weapon/gun/ballistic/automatic/c20r/afterattack()
..()
@@ -150,20 +149,18 @@
fire_delay = 2
pin = /obj/item/device/firing_pin/implant/pindicate
/obj/item/weapon/gun/ballistic/automatic/m90/New()
..()
/obj/item/weapon/gun/ballistic/automatic/m90/Initialize()
. = ..()
underbarrel = new /obj/item/weapon/gun/ballistic/revolver/grenadelauncher(src)
update_icon()
return
/obj/item/weapon/gun/ballistic/automatic/m90/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/ballistic/automatic/m90/unrestricted/New()
..()
/obj/item/weapon/gun/ballistic/automatic/m90/unrestricted/Initialize()
. = ..()
underbarrel = new /obj/item/weapon/gun/ballistic/revolver/grenadelauncher/unrestricted(src)
update_icon()
return
/obj/item/weapon/gun/ballistic/automatic/m90/afterattack(atom/target, mob/living/user, flag, params)
if(select == 2)
@@ -259,8 +256,8 @@
/obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog/New()
..()
/obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog/Initialize()
. = ..()
update_icon()
/obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog/update_icon()
@@ -9,16 +9,16 @@
item_state = "backpack"
slot_flags = SLOT_BACK
w_class = WEIGHT_CLASS_HUGE
var/obj/item/weapon/gun/ballistic/minigun/gun = null
var/obj/item/weapon/gun/ballistic/minigun/gun
var/armed = 0 //whether the gun is attached, 0 is attached, 1 is the gun is wielded.
var/overheat = 0
var/overheat_max = 40
var/heat_diffusion = 1
/obj/item/weapon/minigunpack/New()
/obj/item/weapon/minigunpack/Initialize()
. = ..()
gun = new(src)
START_PROCESSING(SSobj, src)
..()
/obj/item/weapon/minigunpack/Destroy()
STOP_PROCESSING(SSobj, src)
@@ -110,15 +110,15 @@
casing_ejector = 0
var/obj/item/weapon/minigunpack/ammo_pack
/obj/item/weapon/gun/ballistic/minigun/New()
/obj/item/weapon/gun/ballistic/minigun/Initialize()
SET_SECONDARY_FLAG(src, SLOWS_WHILE_IN_HAND)
if(!ammo_pack)
if(istype(loc,/obj/item/weapon/minigunpack)) //We should spawn inside a ammo pack so let's use that one.
ammo_pack = loc
..()
else
qdel(src)//No pack, no gun
if(istype(loc, /obj/item/weapon/minigunpack)) //We should spawn inside a ammo pack so let's use that one.
ammo_pack = loc
else
return INITIALIZE_HINT_QDEL //No pack, no gun
return ..()
/obj/item/weapon/gun/ballistic/minigun/attack_self(mob/living/user)
return
@@ -6,8 +6,8 @@
origin_tech = "combat=3;materials=2"
casing_ejector = 0
/obj/item/weapon/gun/ballistic/revolver/New()
..()
/obj/item/weapon/gun/ballistic/revolver/Initialize()
. = ..()
if(!istype(magazine, /obj/item/ammo_box/magazine/internal/cylinder))
verbs -= /obj/item/weapon/gun/ballistic/revolver/verb/spin
@@ -95,8 +95,8 @@
unique_rename = 1
unique_reskin = 1
/obj/item/weapon/gun/ballistic/revolver/detective/New()
..()
/obj/item/weapon/gun/ballistic/revolver/detective/Initialize()
. = ..()
options["Default"] = "detective"
options["Leopard Spots"] = "detective_leopard"
options["Black Panther"] = "detective_panther"
@@ -177,8 +177,8 @@
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rus357
var/spun = FALSE
/obj/item/weapon/gun/ballistic/revolver/russian/New()
..()
/obj/item/weapon/gun/ballistic/revolver/russian/Initialize()
. = ..()
do_spin()
spun = TRUE
update_icon()
@@ -271,8 +271,8 @@
unique_rename = 1
unique_reskin = 1
/obj/item/weapon/gun/ballistic/revolver/doublebarrel/New()
..()
/obj/item/weapon/gun/ballistic/revolver/doublebarrel/Initialize()
. = ..()
options["Default"] = "dshotgun"
options["Dark Red Finish"] = "dshotgun-d"
options["Ash"] = "dshotgun-f"
@@ -147,8 +147,8 @@
mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
/obj/item/weapon/gun/ballistic/shotgun/boltaction/enchanted/New()
..()
/obj/item/weapon/gun/ballistic/shotgun/boltaction/enchanted/Initialize()
. = ..()
bolt_open = 1
pump()
gun_type = type
@@ -213,8 +213,8 @@
var/toggled = 0
var/obj/item/ammo_box/magazine/internal/shot/alternate_magazine
/obj/item/weapon/gun/ballistic/shotgun/automatic/dual_tube/New()
..()
/obj/item/weapon/gun/ballistic/shotgun/automatic/dual_tube/Initialize()
. = ..()
if (!alternate_magazine)
alternate_magazine = new mag_type(src)
@@ -35,9 +35,9 @@
/obj/item/weapon/gun/ballistic/automatic/toy/pistol/riot
mag_type = /obj/item/ammo_box/magazine/toy/pistol/riot
/obj/item/weapon/gun/ballistic/automatic/toy/pistol/riot/New()
/obj/item/weapon/gun/ballistic/automatic/toy/pistol/riot/Initialize()
magazine = new /obj/item/ammo_box/magazine/toy/pistol/riot(src)
..()
return ..()
/obj/item/weapon/gun/ballistic/automatic/toy/pistol/unrestricted
pin = /obj/item/device/firing_pin
+6 -11
View File
@@ -10,6 +10,7 @@
var/list/ammo_type = list(/obj/item/ammo_casing/energy)
var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
var/can_charge = 1 //Can it be charged in a recharger?
var/automatic_charge_overlays = TRUE //Do we handle overlays with base update_icon()?
var/charge_sections = 4
ammo_x_offset = 2
var/shaded_charge = 0 //if this gun uses a stateful charge bar for more detail
@@ -25,8 +26,8 @@
update_icon()
/obj/item/weapon/gun/energy/New()
..()
/obj/item/weapon/gun/energy/Initialize()
. = ..()
if(cell_type)
power_supply = new cell_type(src)
else
@@ -116,7 +117,9 @@
return
/obj/item/weapon/gun/energy/update_icon()
cut_overlays()
..()
if(!automatic_charge_overlays)
return
var/ratio = Ceiling((power_supply.charge / power_supply.maxcharge) * charge_sections)
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
var/iconState = "[icon_state]_charge"
@@ -138,14 +141,6 @@
add_overlay(charge_overlay)
else
add_overlay("[icon_state]_charge[ratio]")
if(gun_light && can_flashlight)
var/iconF = "flight"
if(gun_light.on)
iconF = "flight_on"
var/mutable_appearance/flashlight_overlay = mutable_appearance(icon, iconF)
flashlight_overlay.pixel_x = flight_x_offset
flashlight_overlay.pixel_y = flight_y_offset
add_overlay(flashlight_overlay)
if(itemState)
itemState += "[ratio]"
item_state = itemState
@@ -22,9 +22,9 @@
charge_sections = 3
can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
/obj/item/weapon/gun/energy/e_gun/mini/New()
/obj/item/weapon/gun/energy/e_gun/mini/Initialize()
gun_light = new /obj/item/device/flashlight/seclite(src)
..()
return ..()
/obj/item/weapon/gun/energy/e_gun/mini/update_icon()
..()
@@ -16,6 +16,9 @@
var/holds_charge = FALSE
var/unique_frequency = FALSE // modified by KA modkits
var/overheat = FALSE
can_bayonet = TRUE
knife_x_offset = 15
knife_y_offset = 13
var/max_mod_capacity = 100
var/list/modkits = list()
@@ -68,7 +71,7 @@
unique_frequency = TRUE
max_mod_capacity = 80
/obj/item/weapon/gun/energy/kinetic_accelerator/New()
/obj/item/weapon/gun/energy/kinetic_accelerator/Initialize()
. = ..()
if(!holds_charge)
empty()
@@ -129,19 +132,11 @@
overheat = FALSE
/obj/item/weapon/gun/energy/kinetic_accelerator/update_icon()
cut_overlays()
..()
if(empty_state && !can_shoot())
add_overlay(empty_state)
if(gun_light && can_flashlight)
var/iconF = "flight"
if(gun_light.on)
iconF = "flight_on"
var/mutable_appearance/flashlight_overlay = mutable_appearance(icon, iconF)
flashlight_overlay.pixel_x = flight_x_offset
flashlight_overlay.pixel_y = flight_y_offset
add_overlay(flashlight_overlay)
//Casing
/obj/item/ammo_casing/energy/kinetic
projectile_type = /obj/item/projectile/kinetic
@@ -17,9 +17,9 @@
/obj/item/weapon/gun/energy/pulse/prize
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/energy/pulse/prize/New()
/obj/item/weapon/gun/energy/pulse/prize/Initialize()
. = ..()
GLOB.poi_list |= src
GLOB.poi_list += src
var/msg = "A pulse rifle prize has been created at [ADMIN_COORDJMP(src)]"
message_admins(msg)
+2 -2
View File
@@ -44,8 +44,8 @@
charges--//... drain a charge
recharge_newshot()
/obj/item/weapon/gun/magic/New()
..()
/obj/item/weapon/gun/magic/Initialize()
. = ..()
charges = max_charges
chambered = new ammo_type(src)
if(can_charge)
+2 -2
View File
@@ -9,13 +9,13 @@
max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths)
var/variable_charges = 1
/obj/item/weapon/gun/magic/wand/New()
/obj/item/weapon/gun/magic/wand/Initialize()
if(prob(75) && variable_charges) //25% chance of listed max charges, 50% chance of 1/2 max charges, 25% chance of 1/3 max charges
if(prob(33))
max_charges = Ceiling(max_charges / 3)
else
max_charges = Ceiling(max_charges / 2)
..()
return ..()
/obj/item/weapon/gun/magic/wand/examine(mob/user)
..()
+4 -4
View File
@@ -16,8 +16,8 @@
weapon_weight = WEAPON_MEDIUM
/obj/item/weapon/gun/medbeam/New()
..()
/obj/item/weapon/gun/medbeam/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/weapon/gun/medbeam/Destroy(mob/user)
@@ -128,6 +128,6 @@
/obj/item/weapon/gun/medbeam/mech
mounted = 1
/obj/item/weapon/gun/medbeam/mech/New()
..()
/obj/item/weapon/gun/medbeam/mech/Initialize()
. = ..()
STOP_PROCESSING(SSobj, src) //Mech mediguns do not process until installed, and are controlled by the holder obj
+2 -2
View File
@@ -14,8 +14,8 @@
var/list/syringes = list()
var/max_syringes = 1
/obj/item/weapon/gun/syringe/New()
..()
/obj/item/weapon/gun/syringe/Initialize()
. = ..()
chambered = new /obj/item/ammo_casing/syringegun(src)
/obj/item/weapon/gun/syringe/recharge_newshot()
+18 -1
View File
@@ -28,6 +28,9 @@
var/spread = 0 //amount (in degrees) of projectile spread
var/legacy = 0 //legacy projectile system
animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
var/ricochets = 0
var/ricochets_max = 2
var/ricochet_chance = 30
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
@@ -132,7 +135,11 @@
/obj/item/projectile/Bump(atom/A, yes)
if(!yes) //prevents double bumps.
return
if(firer)
if(check_ricochet() && check_ricochet_flag(A) && ricochets < ricochets_max)
ricochets++
if(A.handle_ricochet(src))
return FALSE
if(firer && !ricochets)
if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech
loc = A.loc
return 0
@@ -166,6 +173,16 @@
picked_mob.bullet_act(src, def_zone)
qdel(src)
/obj/item/projectile/proc/check_ricochet()
if(prob(ricochet_chance))
return TRUE
return FALSE
/obj/item/projectile/proc/check_ricochet_flag(atom/A)
if(A.flags & CHECK_RICOCHET)
return TRUE
return FALSE
/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
return 1 //Bullets don't drift in space
+3 -1
View File
@@ -11,7 +11,9 @@
eyeblur = 2
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
ricochets_max = 50 //Honk!
ricochet_chance = 80
/obj/item/projectile/beam/laser
/obj/item/projectile/beam/laser/heavylaser
@@ -242,6 +242,7 @@
//Between normal and advanced for damage, made a beam so not the turret does not destroy glass
name = "plasma beam"
damage = 6
range = 7
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
@@ -96,12 +96,12 @@
origin.feed_slime_action.Remove(C)
origin.monkey_recycle_action.Remove(C)
//All of this stuff below could probably be a proc for all advanced cameras, only the action removal needs to be camera specific
remote_eye.eye_user = null
C.reset_perspective(null)
if(C.client)
C.client.images -= remote_eye.user_image
for(var/datum/camerachunk/chunk in remote_eye.visibleCameraChunks)
chunk.remove(remote_eye)
remote_eye.eye_user = null
C.remote_control = null
C.unset_machine()
Remove(C)
+18 -6
View File
@@ -99,7 +99,7 @@
SendToStation()
return
var/found_awake = PersonCheck()
var/found_awake = PersonCheck() || NukeDiskCheck()
if(mode == SHUTTLE_CALL)
if(found_awake)
SendToStation()
@@ -128,6 +128,12 @@
return TRUE
return FALSE
/obj/docking_port/mobile/arrivals/proc/NukeDiskCheck()
for (var/obj/item/weapon/disk/nuclear/N in GLOB.poi_list)
if (get_area(N) in areas)
return TRUE
return FALSE
/obj/docking_port/mobile/arrivals/proc/SendToStation()
var/dockTime = config.arrivals_shuttle_dock_window
if(mode == SHUTTLE_CALL && timeLeft(1) > dockTime)
@@ -140,11 +146,17 @@
var/docked = S1 == assigned_transit
sound_played = FALSE
if(docked) //about to launch
if(!force_depart && PersonCheck())
mode = SHUTTLE_IDLE
if(console)
console.say("Launch cancelled, lifeform dectected on board.")
return
if(!force_depart)
var/cancel_reason
if(PersonCheck())
cancel_reason = "lifeform dectected on board"
else if(NukeDiskCheck())
cancel_reason = "critical station device detected on board"
if(cancel_reason)
mode = SHUTTLE_IDLE
if(console)
console.say("Launch cancelled, [cancel_reason].")
return
force_depart = FALSE
. = ..()
if(!. && !docked && !damaged)
-10
View File
@@ -725,16 +725,6 @@ GLOBAL_LIST_EMPTY(uplink_items) // Global list so we only initialize this once.
item = /obj/item/weapon/grenade/clusterbuster/soap
cost = 6
/datum/uplink_item/stealthy_weapons/door_charge
name = "Explosive Airlock Charge"
desc = "A small, easily concealable device. It can be applied to an open airlock panel, booby-trapping it. \
The next person to use that airlock will trigger an explosion, knocking them down and destroying \
the airlock maintenance panel."
item = /obj/item/device/doorCharge
cost = 2
surplus = 10
exclude_modes = list(/datum/game_mode/nuclear)
// Stealth Items
/datum/uplink_item/stealthy_tools
category = "Stealth and Camouflage Items"