Merge branch 'master' into plumb
This commit is contained in:
@@ -1027,6 +1027,7 @@ GLOBAL_LIST_EMPTY(PDAs)
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else if(is_type_in_list(C, contained_item)) //Checks if there is a pen
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if(inserted_item)
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to_chat(user, "<span class='warning'>There is already \a [inserted_item] in \the [src]!</span>")
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return ..()
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else
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if(!user.transferItemToLoc(C, src))
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return
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@@ -47,7 +47,7 @@
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/obj/item/implant/warp/activate()
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. = ..()
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uses--
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imp_in.do_adrenaline(150, TRUE, 0, 0, TRUE, list(/datum/reagent/fermi/eigenstate = 1.2), "<span class='boldnotice'>You feel an internal prick as as the bluespace starts ramping up!</span>")
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imp_in.do_adrenaline(20, TRUE, 0, 0, TRUE, list(/datum/reagent/fermi/eigenstate = 1.2), "<span class='boldnotice'>You feel an internal prick as as the bluespace starts ramping up!</span>")
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to_chat(imp_in, "<span class='notice'>You feel an internal prick as as the bluespace starts ramping up!</span>")
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if(!uses)
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qdel(src)
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@@ -86,4 +86,4 @@
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healthstring = "<small>Oxygen Deprivation Damage => [round(L.getOxyLoss())]<br />Fire Damage => [round(L.getFireLoss())]<br />Toxin Damage => [round(L.getToxLoss())]<br />Brute Force Damage => [round(L.getBruteLoss())]</small>"
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if (!healthstring)
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healthstring = "ERROR"
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return healthstring
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return healthstring
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@@ -240,6 +240,9 @@
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/obj/item/stack/medical/suture/one
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amount = 1
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/obj/item/stack/medical/suture/five
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amount = 5
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/obj/item/stack/medical/suture/medicated
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name = "medicated suture"
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icon_state = "suture_purp"
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@@ -320,6 +323,9 @@
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/obj/item/stack/medical/mesh/one
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amount = 1
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/obj/item/stack/medical/mesh/five
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amount = 5
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/obj/item/stack/medical/mesh/advanced
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name = "advanced regenerative mesh"
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desc = "An advanced mesh made with aloe extracts and sterilizing chemicals, used to treat burns."
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@@ -122,11 +122,14 @@
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return TRUE
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return ..()
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/obj/item/hand_tele/proc/try_dispel_portal(atom/target, mob/user)
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if(is_parent_of_portal(target))
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/obj/item/hand_tele/proc/try_dispel_portal(atom/target, mob/user, delay = 30)
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var/datum/beam/B = user.Beam(target, icon_state = "rped_upgrade", maxdistance = 50)
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if(is_parent_of_portal(target) && (!delay || do_after(user, delay, target = target)))
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qdel(target)
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to_chat(user, "<span class='notice'>You dispel [target] with \the [src]!</span>")
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qdel(B)
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return TRUE
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qdel(B)
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return FALSE
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/obj/item/hand_tele/afterattack(atom/target, mob/user)
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@@ -252,6 +252,8 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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/obj/item/katana/timestop
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name = "temporal katana"
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desc = "Delicately balanced, this finely-crafted blade hums with barely-restrained potential."
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block_chance = 0 // oops
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force = 27.5 // oops
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item_flags = ITEM_CAN_PARRY
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block_parry_data = /datum/block_parry_data/bokken/quick_parry/proj
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@@ -259,7 +261,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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if(ishuman(owner))
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var/mob/living/carbon/human/flynn = owner
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flynn.emote("smirk")
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new /obj/effect/timestop(get_turf(owner), 2, 50, list(owner))
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new /obj/effect/timestop/magic(get_turf(owner), 1, 50, list(owner)) // null roddies counter
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/obj/item/melee/bokken // parrying stick
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name = "bokken"
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@@ -9,8 +9,10 @@
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var/mob/living/structureclimber
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var/broken = 0 //similar to machinery's stat BROKEN
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layer = BELOW_OBJ_LAYER
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flags_ricochet = RICOCHET_HARD
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ricochet_chance_mod = 0.5
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//ricochets on structures commented out for now because there's a lot of structures that /shouldnt/ be ricocheting and those need to be reviewed first
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//flags_1 = DEFAULT_RICOCHET_1
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//flags_ricochet = RICOCHET_HARD
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//ricochet_chance_mod = 0.5
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/obj/structure/Initialize()
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if (!armor)
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@@ -17,7 +17,6 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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layer = ABOVE_OBJ_LAYER //Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = TRUE //initially is 0 for tile smoothing
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flags_1 = ON_BORDER_1
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max_integrity = 25
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var/ini_dir = null
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var/state = WINDOW_OUT_OF_FRAME
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@@ -38,7 +37,8 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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var/hitsound = 'sound/effects/Glasshit.ogg'
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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rad_flags = RAD_PROTECT_CONTENTS
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flags_ricochet = RICOCHET_HARD
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flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1
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flags_ricochet = RICOCHET_HARD
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ricochet_chance_mod = 0.4
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attack_hand_speed = CLICK_CD_MELEE
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attack_hand_is_action = TRUE
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