Merge remote-tracking branch 'origin/master' into what-should-i-name-this-branch

This commit is contained in:
LetterN
2021-11-21 10:34:14 +08:00
213 changed files with 86534 additions and 1331 deletions
+1 -1
View File
@@ -1592,7 +1592,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
light_range = 2
duration = 9
/obj/effect/temp_visual/target/ex_act()
/obj/effect/temp_visual/target/ex_act(severity, target, origin)
return
/obj/effect/temp_visual/target/Initialize(mapload, list/flame_hit)
@@ -45,7 +45,7 @@
GLOB.poi_list -= src
return ..()
/obj/structure/blob/core/ex_act(severity, target)
/obj/structure/blob/core/ex_act(severity, target, origin)
var/damage = 50 - 10 * severity //remember, the core takes half brute damage, so this is 20/15/10 damage based on severity
take_damage(damage, BRUTE, "bomb", 0)
@@ -8,7 +8,7 @@
linked.examine(user)
return ..()
/obj/effect/clockwork/overlay/ex_act()
/obj/effect/clockwork/overlay/ex_act(severity, target, origin)
return FALSE
/obj/effect/clockwork/overlay/singularity_act()
@@ -36,7 +36,7 @@
return TRUE
. = ..()
/obj/effect/clockwork/sigil/ex_act(severity)
/obj/effect/clockwork/sigil/ex_act(severity, target, origin)
visible_message("<span class='warning'>[src] scatters into thousands of particles.</span>")
qdel(src)
@@ -204,7 +204,7 @@
. = ..()
update_icon()
/obj/effect/clockwork/sigil/transmission/ex_act(severity)
/obj/effect/clockwork/sigil/transmission/ex_act(severity, target, origin)
if(severity == 3)
adjust_clockwork_power(500) //Light explosions charge the network!
visible_message("<span class='warning'>[src] flares a brilliant orange!</span>")
@@ -38,7 +38,7 @@
/obj/effect/clockwork/servant_blocker/singularity_pull()
return
/obj/effect/clockwork/servant_blocker/ex_act(severity, target)
/obj/effect/clockwork/servant_blocker/ex_act(severity, target, origin)
return
/obj/effect/clockwork/servant_blocker/safe_throw_at()
@@ -102,7 +102,7 @@
return TRUE
return ..()
/obj/effect/clockwork/spatial_gateway/ex_act(severity)
/obj/effect/clockwork/spatial_gateway/ex_act(severity, target, origin)
if(severity == 1 && uses)
uses = 0
visible_message("<span class='warning'>[src] is disrupted!</span>")
@@ -251,7 +251,7 @@
name = "stable gateway"
is_stable = TRUE
/obj/effect/clockwork/spatial_gateway/stable/ex_act(severity)
/obj/effect/clockwork/spatial_gateway/stable/ex_act(severity, target, origin)
if(severity == 1)
start_shutdown() //Yes, you can chain devastation-level explosions to delay a gateway shutdown, if you somehow manage to do it without breaking the obelisk. Is it worth it? Probably not.
return TRUE
@@ -214,5 +214,5 @@
sleep(3) //so the animation completes properly
qdel(src)
/obj/effect/clockwork/judicial_marker/ex_act(severity)
/obj/effect/clockwork/judicial_marker/ex_act(severity, target, origin)
return
@@ -231,3 +231,31 @@
to_chat(invoker, "<span class='nezbere'>\"Only one of my weapons may exist in this temporal stream!\"</span>")
return FALSE
return ..()
/datum/clockwork_scripture/create_object/construct/cogscarab
descname = "Building Construct"
name = "Cogscarab"
desc = "Creates a shell for a cogscarab, a drone that helps build your base!"
invocations = list("Arise, drone!", "Create defenses for the true light!")
channel_time = 80
power_cost = 8000
creator_message = "<span class='brass'>Your slab disgorges several chunks of replicant alloy that form into a spiderlike shell.</span>"
usage_tip = "These machines will help you get a base built up while you go out to look for more followers."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
primary_component = BELLIGERENT_EYE
sort_priority = 9
quickbind = TRUE
quickbind_desc = "Creates a cogscarab, good for the backline."
object_path = /obj/item/clockwork/construct_chassis/cogscarab/
construct_type = /mob/living/simple_animal/drone/cogscarab
combat_construct = FALSE
/datum/clockwork_scripture/create_object/construct/cogscarab/update_construct_limit()
var/human_servants = 0
for(var/V in SSticker.mode.servants_of_ratvar)
var/datum/mind/M = V
var/mob/living/L = M.current
if(ishuman(L) && L.stat != DEAD)
human_servants++
construct_limit = round(clamp((human_servants / 4), 1, 3)) //1 per 4 human servants, maximum of 3
@@ -197,7 +197,7 @@
glow = new /obj/effect/clockwork/overlay/gateway_glow(get_turf(src))
glow.linked = src
/obj/structure/destructible/clockwork/massive/celestial_gateway/ex_act(severity)
/obj/structure/destructible/clockwork/massive/celestial_gateway/ex_act(severity, target, origin)
var/damage = max((obj_integrity * 0.7) / severity, 100) //requires multiple bombs to take down
take_damage(damage, BRUTE, "bomb", 0)
@@ -241,3 +241,18 @@
parts += printplayerlist(members - eminence)
return "<div class='panel clockborder'>[parts.Join("<br>")]</div>"
//I have no idea where to put this so I'm leaving it here. Loads reebe. Only one reebe can exist, so it's checked via a global var.
/proc/load_reebe()
if(GLOB.reebe_loaded)
return TRUE
var/list/errorList = list()
var/list/reebes = SSmapping.LoadGroup(errorList, "Reebe", "map_files/generic", "City_of_Cogs.dmm", default_traits = ZTRAITS_REEBE, silent = TRUE)
if(errorList.len) // reebe failed to load
message_admins("Reebe failed to load!")
log_game("Reebe failed to load!")
return FALSE
for(var/datum/parsed_map/PM in reebes)
PM.initTemplateBounds()
GLOB.reebe_loaded = TRUE
return TRUE
@@ -179,7 +179,7 @@
/mob/living/carbon/true_devil/is_literate()
return 1
/mob/living/carbon/true_devil/ex_act(severity, ex_target)
/mob/living/carbon/true_devil/ex_act(severity, target, origin)
if(!ascended)
var/b_loss
switch (severity)
@@ -174,7 +174,7 @@
//Immunities
/mob/living/simple_animal/revenant/ex_act(severity, target)
/mob/living/simple_animal/revenant/ex_act(severity, target, origin)
return 1 //Immune to the effects of explosions.
/mob/living/simple_animal/revenant/wave_ex_act(power, datum/wave_explosion/explosion, dir)
@@ -249,7 +249,7 @@
released and fully healed, because in the end it's just a jape, \
sibling!</B>"
/mob/living/simple_animal/slaughter/laughter/ex_act(severity)
/mob/living/simple_animal/slaughter/laughter/ex_act(severity, target, origin)
switch(severity)
if(1)
death()
@@ -72,10 +72,10 @@
QDEL_NULL(beaker)
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/contents_explosion(severity, target)
/obj/machinery/atmospherics/components/unary/cryo_cell/contents_explosion(severity, target, origin)
..()
if(beaker)
beaker.ex_act(severity, target)
beaker.ex_act(severity, target, origin)
/obj/machinery/atmospherics/components/unary/cryo_cell/handle_atom_del(atom/A)
..()
@@ -59,10 +59,10 @@
/obj/machinery/atmospherics/components/unary/thermomachine/examine(mob/user)
. = ..()
. += "<span class='notice'>The thermostat is set to [target_temperature]K ([(T0C-target_temperature)*-1]C).</span>"
. += "<span class='notice'>The thermostat is set to [target_temperature]K ([target_temperature-T0C]C).</span>"
if(in_range(user, src) || isobserver(user))
. += "<span class='notice'>The status display reads: Efficiency <b>[(heat_capacity/5000)*100]%</b>.</span>"
. += "<span class='notice'>Temperature range <b>[min_temperature]K - [max_temperature]K ([(T0C-min_temperature)*-1]C - [(T0C-max_temperature)*-1]C)</b>.</span>"
. += "<span class='notice'>The status display reads: Effective heat capacity <b>[heat_capacity] J/K</b>.</span>"
. += "<span class='notice'>Temperature range <b>[min_temperature]K - [max_temperature]K ([min_temperature-T0C]C - [max_temperature-T0C]C)</b>.</span>"
/obj/machinery/atmospherics/components/unary/thermomachine/process_atmos()
..()
@@ -149,5 +149,5 @@ GLOBAL_VAR_INIT(sc_safecode5, "[rand(0,9)]")
if(prob(25))
mezzer()
/obj/singularity/narsie/mini/ex_act()
/obj/singularity/narsie/mini/ex_act(severity, target, origin)
return
+2 -2
View File
@@ -187,10 +187,10 @@
else
..()
/obj/structure/closet/supplypod/ex_act() //Explosions dont do SHIT TO US! This is because supplypods create explosions when they land.
/obj/structure/closet/supplypod/ex_act(severity, target, origin) //Explosions dont do SHIT TO US! This is because supplypods create explosions when they land.
return
/obj/structure/closet/supplypod/contents_explosion() //Supplypods also protect their contents from the harmful effects of fucking exploding.
/obj/structure/closet/supplypod/contents_explosion(severity, target, origin) //Supplypods also protect their contents from the harmful effects of fucking exploding.
return
/obj/structure/closet/supplypod/toggle(mob/living/user)
+5
View File
@@ -1118,6 +1118,11 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
return
to_chat(src, span_userdanger("Statpanel failed to load, click <a href='?src=[REF(src)];reload_statbrowser=1'>here</a> to reload the panel "))
/client/proc/check_panel_loaded()
if(statbrowser_ready)
return
to_chat(src, span_userdanger("Statpanel failed to load, click <a href='?src=[REF(src)];reload_statbrowser=1'>here</a> to reload the panel "))
//increment progress for an unlockable loadout item
/client/proc/increment_progress(key, amount)
if(prefs)
+1 -1
View File
@@ -99,7 +99,7 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
walk(src,0)
walk_towards(src, destination, 1)
/obj/effect/immovablerod/ex_act(severity, target)
/obj/effect/immovablerod/ex_act(severity, target, origin)
return 0
/obj/effect/immovablerod/singularity_act()
+1 -1
View File
@@ -507,7 +507,7 @@
if(master)
master.spawn_spacevine_piece(stepturf, src)
/obj/structure/spacevine/ex_act(severity, target)
/obj/structure/spacevine/ex_act(severity, target, origin)
if(istype(target, type)) //if its agressive spread vine dont do anything
return
var/i
@@ -10,8 +10,12 @@
speech_span = "spooky"
resistance_flags = INDESTRUCTIBLE
var/active = TRUE
var/BallTutorial = FALSE
/obj/item/barthpot/attackby(obj/item/I, mob/user, params)
if(BallTutorial)
say("Hello and welcome to the annual Citadelstation Spookyball 2021! CENTCOM requisitioned this old hospital as a new colony site two years ago, and were back again after a few additions here and there. Next to me you can find all the tools youll need to build a nice private house, if youre here for that kind of thing. The axes will chop trees, and give you wood. Shovels will remove grass and things, which you can use the grass to make beds and backets. The pickaxe will allow you pick out the nearby rocks, if youre more interested in building a cave dwelling. Finally the umbrella and light sources are because its spooky, and it might rain! As for interesting spots; Theres the old abandoned mansion which you can get to by going through the entrance and towards the east. Theres also a mech arena directly south, and a racetrack in the caves to the right of the arena, follow the lanterns. And make sure to explore the caves too! Lots of neat things to find!")
return
if(!active)
say("Meow!")
return
@@ -27,6 +31,9 @@
say("It doesn't seem like that's magical enough!")
/obj/item/barthpot/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(BallTutorial)
say("Hello and welcome to the annual Citadelstation Spookyball 2021! CENTCOM requisitioned this old hospital as a new colony site two years ago, and were back again after a few additions here and there. Next to me you can find all the tools youll need to build a nice private house, if youre here for that kind of thing. The axes will chop trees, and give you wood. Shovels will remove grass and things, which you can use the grass to make beds and backets. The pickaxe will allow you pick out the nearby rocks, if youre more interested in building a cave dwelling. Finally the umbrella and light sources are because its spooky, and it might rain! As for interesting spots; Theres the old abandoned mansion which you can get to by going through the entrance and towards the east. Theres also a mech arena directly south, and a racetrack in the caves to the right of the arena, follow the lanterns. And make sure to explore the caves too! Lots of neat things to find!")
return
if(!active)
say("Meow!")
return
@@ -268,3 +268,65 @@
category = "Holiday"
item = /obj/item/card/emag/halloween
surplus = 0
/////////////////////////
// Ball map Items //
/////////////////////////
/obj/item/wisp_lantern/pumpkin
name = "Pumpkin lantern"
desc = "This lantern gives off no light, but is home to a friendly Jacq o' latern."
icon_state = "lantern-on"
var/obj/effect/wisp/pumpkin/wisp2
//Hoooo boy that's some wild code there.
/obj/item/wisp_lantern/pumpkin/Initialize()
. = ..()
qdel(wisp)
wisp2 = new(src)
wisp = wisp2
/obj/effect/wisp/pumpkin
name = "Friendly pumpkin"
desc = "Happy to spook your way."
icon = 'icons/obj/clothing/hats.dmi'
icon_state = "hardhat1_pumpkin_j"
light_range = 5
light_color = "#EE9933"
layer = 0
sight_flags = SEE_MOBS
lighting_alpha = 0
/obj/effect/wisp/pumpkin/update_user_sight(mob/user) //Disables SUPERLIGHTS
return
//Damnit LazyBones
/mob/living/simple_animal/lazy_bones
name = "Lazy Bones"
desc = "Simply refuses to get out of bed!"
icon = 'icons/mob/simple_human.dmi'
icon_state = "skeleton"
icon_living = "skeleton"
icon_dead = "skeleton"
gender = NEUTER
mob_biotypes = list(MOB_UNDEAD, MOB_HUMANOID)
turns_per_move = 5
speak_emote = list("rattles")
emote_see = list("rattles")
maxHealth = 40
health = 40
speed = 0
harm_intent_damage = 0
melee_damage_lower = 0
melee_damage_upper = 0
minbodytemp = 0
maxbodytemp = 1500
faction = list("skeleton")
see_in_dark = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
deathmessage = "collapses into a pile of bones!"
del_on_death = 1
loot = list(/obj/effect/decal/remains/human)
stop_automated_movement = 1
@@ -50,6 +50,7 @@
var/cached_z
/// I'm busy, don't move.
var/busy = FALSE
var/spawn_cars = FALSE
var/static/blacklisted_items = typecacheof(list(
/obj/effect,
@@ -91,6 +92,9 @@
poof()
/mob/living/simple_animal/jacq/on_attack_hand(mob/living/carbon/human/M)
if(spawn_cars)
spawn_cars(M)
return ..()
if(!active)
say("Hello there [gender_check(M)]!")
return ..()
@@ -101,6 +105,9 @@
..()
/mob/living/simple_animal/jacq/attack_paw(mob/living/carbon/monkey/M)
if(spawn_cars)
spawn_cars(M)
return ..()
if(!active)
say("Hello there [gender_check(M)]!")
return ..()
@@ -128,6 +135,8 @@
/mob/living/simple_animal/jacq/proc/poof()
if(!active)//if disabled, don't poof
return
last_poof = world.realtime
var/datum/reagents/R = new/datum/reagents(100)//Hey, just in case.
var/datum/effect_system/smoke_spread/chem/s = new()
@@ -470,6 +479,30 @@
sleep(20)
poof()
/mob/living/simple_animal/jacq/proc/spawn_cars(mob/living/carbon/C)
visible_message("<b>[src]</b> gives off a glowing smile, <span class='spooky'>\"What ken Ah offer ye? I can magic up a vectorcraft in manual or automatic fer ye.\"</span>")
var/choices_reward = list("Manual", "Automatic", "How do Automatics work?", "Nothing, thanks")
var/choice_reward = input(usr, "Trick or Treat?", "Trick or Treat?") in choices_reward
switch(choice_reward)
if("Manual")
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"Great choice! 'Ere's yer car.\"</span>")
jacqrunes("Great choice! 'Ere's yer car.", C)
new /obj/vehicle/sealed/vectorcraft(loc)
if("Automatic")
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"'Ere's yer car. Not as fast as an automatic mind.\"</span>")
jacqrunes("'Ere's yer car. Not as fast as an automatic mind.", C)
new /obj/vehicle/sealed/vectorcraft/auto(loc)
if("How do Automatics work?")
visible_message("<b>[src]</b> smiles, <span class='spooky'>\"Hold wasd to gain speed in a direction, c to enable/disable the clutch, 1 2 3 4 to change gears (help is gear 1, disarm is gear 2, grab is gear 3 and harm is gear 4) while holding a direction (make sure the clutch is enabled when you change gears, you should hear a sound when you've successfully changed gears), r to toggle handbrake, hold alt for brake and press shift for boost (the machine will beep when the boost is recharged)! If you hear an ebbing sound like \"brbrbrbrbr\" you need to gear down, the whining sound means you need to gear up. Hearing a pleasant \"whumwhumwhum\" is optimal gearage! It can be a lil slow to start, so make sure you're in the 1st gear, andusing a boost to get you started is a good idea. If you've got a good speed you'll likely never need to dip down to gear 1 again, and make sure to hold the acceleration pedal down while changing gears (hold a direction). 1st gear is for slow movement, and it's a good idea to mvoe to 2nd gear as quick as you can, you can coldstart a car from gear one by slowly moving, then using the boost to jump you up to gear 2 speeds. The upper gears are for unlimiting your top speed.\"</span>")
jacqrunes("They're a bit tricky, aye. Basically;", C)
if("Nothing, thanks")
visible_message("<b>[src]</b> shrugs, <span class='spooky'>\"Suit yerself.\"</span>")
jacqrunes("Suit yerself.", C)
visible_message("<b>[src]</b> shrugs, <span class='spooky'>\"Oh and look after the crafts, aye? They can get a wee bit... explosive if banged up a tad too much. They move slower damaged too like. Ye can repair 'em with the welders o'er there.\"</span>")
jacqrunes("Oh and look after the crafts, aye? They can get a wee bit... explosive if banged up a tad too much. They move slower damaged too like. Ye can repair 'em with the welders o'er there. ", C)
/mob/living/simple_animal/jacq/update_mobility()
. = ..()
if(busy)
+1 -1
View File
@@ -203,7 +203,7 @@
return
emergency_shutdown()
/obj/machinery/computer/holodeck/ex_act(severity, target)
/obj/machinery/computer/holodeck/ex_act(severity, target, origin)
emergency_shutdown()
return ..()
+2 -2
View File
@@ -27,10 +27,10 @@
QDEL_NULL(beaker)
return ..()
/obj/machinery/biogenerator/contents_explosion(severity, target)
/obj/machinery/biogenerator/contents_explosion(severity, target, origin)
..()
if(beaker)
beaker.ex_act(severity, target)
beaker.ex_act(severity, target, origin)
/obj/machinery/biogenerator/handle_atom_del(atom/A)
..()
+1 -1
View File
@@ -173,7 +173,7 @@
var/mob/M = loc
M.dropItemToGround(src)
/obj/item/reagent_containers/food/snacks/grown/firelemon/ex_act(severity)
/obj/item/reagent_containers/food/snacks/grown/firelemon/ex_act(severity, target, origin)
qdel(src) //Ensuring that it's deleted by its own explosion
/obj/item/reagent_containers/food/snacks/grown/firelemon/proc/prime(mob/living/lanced_by)
+2 -2
View File
@@ -224,7 +224,7 @@
if(!QDELETED(src))
qdel(src)
/obj/item/reagent_containers/food/snacks/grown/cherry_bomb/ex_act(severity)
/obj/item/reagent_containers/food/snacks/grown/cherry_bomb/ex_act(severity, target, origin)
qdel(src) //Ensuring that it's deleted by its own explosion. Also prevents mass chain reaction with piles of cherry bombs
/obj/item/reagent_containers/food/snacks/grown/cherry_bomb/proc/prime(mob/living/lanced_by)
@@ -500,7 +500,7 @@
log_game("Coconut bomb detonation at [AREACOORD(T)], location [loc]")
qdel(src)
/obj/item/reagent_containers/food/snacks/grown/coconut/ex_act(severity)
/obj/item/reagent_containers/food/snacks/grown/coconut/ex_act(severity, target, origin)
qdel(src)
/obj/item/reagent_containers/food/snacks/grown/coconut/deconstruct(disassembled = TRUE)
+7
View File
@@ -193,6 +193,13 @@
new /obj/item/book/manual/wiki/research_and_development(src)
update_icon()
/obj/structure/bookcase/manuals/medical
name = "medical manuals bookcase"
/obj/structure/bookcase/manuals/medical/Initialize()
. = ..()
new /obj/item/book/manual/wiki/medical_cloning(src)
update_icon()
/*
* Book
+1 -1
View File
@@ -26,7 +26,7 @@
color = GLOB.em_block_color
/atom/movable/emissive_blocker/ex_act(severity)
/atom/movable/emissive_blocker/ex_act(severity, target, origin)
return FALSE
/atom/movable/emissive_blocker/singularity_act()
+1 -1
View File
@@ -124,7 +124,7 @@
// Variety of overrides so the overlays don't get affected by weird things.
/atom/movable/lighting_object/ex_act(severity)
/atom/movable/lighting_object/ex_act(severity, target, origin)
return 0
/atom/movable/lighting_object/singularity_act()
@@ -484,7 +484,7 @@
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
/obj/effect/warp_cube/ex_act(severity, target)
/obj/effect/warp_cube/ex_act(severity, target, origin)
return
//Meat Hook
@@ -607,7 +607,7 @@
/obj/effect/immortality_talisman/attackby()
return
/obj/effect/immortality_talisman/ex_act()
/obj/effect/immortality_talisman/ex_act(severity, target, origin)
return
/obj/effect/immortality_talisman/singularity_pull()
+1 -1
View File
@@ -346,7 +346,7 @@
to_chat(usr, "<span class='warning'>Required access not found.</span>")
return TRUE
/obj/machinery/mineral/ore_redemption/ex_act(severity, target)
/obj/machinery/mineral/ore_redemption/ex_act(severity, target, origin)
do_sparks(5, TRUE, src)
..()
+1 -1
View File
@@ -270,7 +270,7 @@
SSblackbox.record_feedback("tally", "crusher_voucher_redeemed", 1, selection)
qdel(voucher)
/obj/machinery/mineral/equipment_vendor/ex_act(severity, target)
/obj/machinery/mineral/equipment_vendor/ex_act(severity, target, origin)
do_sparks(5, TRUE, src)
if(prob(50 / severity) && severity < 3)
qdel(src)
+3 -3
View File
@@ -152,7 +152,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
C.forcesay("*scream")
qdel(src)
/obj/item/stack/ore/glass/ex_act(severity, target)
/obj/item/stack/ore/glass/ex_act(severity, target, origin)
if (severity == EXPLODE_NONE)
return
qdel(src)
@@ -314,7 +314,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
GibtoniteReaction(P.firer)
. = ..()
/obj/item/gibtonite/ex_act()
/obj/item/gibtonite/ex_act(severity, target, origin)
GibtoniteReaction(null, 1)
/obj/item/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by = 0)
@@ -356,7 +356,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
pixel_x = initial(pixel_x) + rand(0, 16) - 8
pixel_y = initial(pixel_y) + rand(0, 8) - 8
/obj/item/stack/ore/ex_act(severity, target)
/obj/item/stack/ore/ex_act(severity, target, origin)
if (!severity || severity >= 2)
return
qdel(src)
+1 -1
View File
@@ -11,7 +11,7 @@
/obj/effect/dummy/phased_mob/slaughter/relaymove(mob/user, direction)
forceMove(get_step(src,direction))
/obj/effect/dummy/phased_mob/slaughter/ex_act()
/obj/effect/dummy/phased_mob/slaughter/ex_act(severity, target, origin)
return
/obj/effect/dummy/phased_mob/slaughter/wave_ex_act(power, datum/wave_explosion/explosion, dir)
+1 -1
View File
@@ -43,7 +43,7 @@
/mob/living/brain/update_mobility()
return ((mobility_flags = (container?.in_contents_of(/obj/mecha)? MOBILITY_FLAGS_DEFAULT : NONE)))
/mob/living/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
/mob/living/brain/ex_act(severity, target, origin) //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
return
/mob/living/brain/wave_ex_act(power, datum/wave_explosion/explosion, dir)
@@ -319,7 +319,10 @@
var/atom/A = I
if(!QDELETED(A))
A.ex_act(severity)
gib()
if(istype(origin, /datum/explosion))
gib(was_explosion = origin)
else
gib()
return
else
brute_loss = 500
@@ -28,7 +28,7 @@
if(2)
SSshuttle.requestEvac(src,"ALERT: Energy surge detected in AI core! Station integrity may be compromised! Initiati--%m091#ar-BZZT")
/mob/living/silicon/ai/ex_act(severity, target)
/mob/living/silicon/ai/ex_act(severity, target, origin)
switch(severity)
if(1)
gib()
@@ -13,7 +13,7 @@
emitter_next_use = world.time + emitter_emp_cd
//Need more effects that aren't instadeath or permanent law corruption.
/mob/living/silicon/pai/ex_act(severity, target)
/mob/living/silicon/pai/ex_act(severity, target, origin)
take_holo_damage(severity * 50)
switch(severity)
if(1) //RIP
@@ -184,7 +184,7 @@ GLOBAL_LIST_INIT(blacklisted_borg_hats, typecacheof(list( //Hats that don't real
gib()
return TRUE
/mob/living/silicon/robot/ex_act(severity, target)
/mob/living/silicon/robot/ex_act(severity, target, origin)
switch(severity)
if(1)
gib()
+1 -1
View File
@@ -78,7 +78,7 @@
GLOB.silicon_mobs -= src
return ..()
/mob/living/silicon/contents_explosion(severity, target)
/mob/living/silicon/contents_explosion(severity, target, origin)
return
/mob/living/silicon/proc/cancelAlarm()
@@ -138,7 +138,7 @@
add_overlay(load)
return
/mob/living/simple_animal/bot/mulebot/ex_act(severity)
/mob/living/simple_animal/bot/mulebot/ex_act(severity, target, origin)
unload(0)
switch(severity)
if(1)
@@ -60,5 +60,5 @@
else
visible_message("<span class='notice'>[src] avoids getting crushed.</span>")
/mob/living/simple_animal/cockroach/ex_act() //Explosions are a terrible way to handle a cockroach.
/mob/living/simple_animal/cockroach/ex_act(severity, target, origin) //Explosions are a terrible way to handle a cockroach.
return
@@ -188,6 +188,9 @@
/mob/living/simple_animal/drone/cogscarab/update_drone_hack()
return //we don't get hacked or give a shit about it
/mob/living/simple_animal/drone/cogscarab/death(gibbed)
. = ..()
/mob/living/simple_animal/drone/cogscarab/drone_chat(msg)
titled_hierophant_message(src, msg, "nezbere", "brass", "Construct") //HIEROPHANT DRONES
@@ -273,10 +273,13 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
summoner.adjustCloneLoss(amount * 0.5) //dying hosts take 50% bonus damage as cloneloss
update_health_hud()
/mob/living/simple_animal/hostile/guardian/ex_act(severity, target)
/mob/living/simple_animal/hostile/guardian/ex_act(severity, target, origin)
switch(severity)
if(1)
gib()
if(istype(origin, /datum/explosion))
gib(was_explosion = origin)
else
gib()
return
if(2)
adjustBruteLoss(60)
@@ -286,10 +289,10 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
/mob/living/simple_animal/hostile/guardian/wave_ex_act(power, datum/wave_explosion/explosion, dir)
adjustBruteLoss(EXPLOSION_POWER_STANDARD_SCALE_MOB_DAMAGE(power, explosion.mob_damage_mod * 0.33))
/mob/living/simple_animal/hostile/guardian/gib()
/mob/living/simple_animal/hostile/guardian/gib(no_brain, no_organs, no_bodyparts, datum/explosion/was_explosion)
if(summoner)
to_chat(summoner, "<span class='danger'><B>Your [src] was blown up!</span></B>")
summoner.gib()
summoner.gib(was_explosion = was_explosion)
ghostize()
qdel(src)
@@ -11,7 +11,7 @@
toggle_button_type = /atom/movable/screen/guardian/ToggleMode
var/toggle = FALSE
/mob/living/simple_animal/hostile/guardian/protector/ex_act(severity)
/mob/living/simple_animal/hostile/guardian/protector/ex_act(severity, target, origin)
if(severity == 1)
adjustBruteLoss(400) //if in protector mode, will do 20 damage and not actually necessarily kill the summoner
else
@@ -87,7 +87,7 @@
else
visible_message("<span class='notice'>[src] avoids getting crushed.</span>")
/mob/living/simple_animal/banana_spider/ex_act()
/mob/living/simple_animal/banana_spider/ex_act(severity, target, origin)
return
/mob/living/simple_animal/banana_spider/start_pulling()
@@ -62,7 +62,7 @@
user.transfer_ckey(src, FALSE)
density = TRUE
/mob/living/simple_animal/hostile/bread/ex_act()
/mob/living/simple_animal/hostile/bread/ex_act(severity, target, origin)
return
/mob/living/simple_animal/hostile/bread/start_pulling()
@@ -132,7 +132,7 @@ Difficulty: Medium
return FALSE
return ..()
/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/ex_act(severity, target)
/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/ex_act(severity, target, origin)
if(dash())
return
return ..()
@@ -154,7 +154,7 @@ Difficulty: Hard
return 0
return ..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/ex_act(severity, target)
/mob/living/simple_animal/hostile/megafauna/bubblegum/ex_act(severity, target, origin)
if(severity >= EXPLODE_LIGHT)
return
severity = EXPLODE_LIGHT // puny mortals
@@ -421,7 +421,7 @@ Difficulty: Very Hard
if(ismob(AM))
ActivationReaction(AM, ACTIVATE_MOB_BUMP)
/obj/machinery/anomalous_crystal/ex_act()
/obj/machinery/anomalous_crystal/ex_act(severity, target, origin)
ActivationReaction(null, ACTIVATE_BOMB)
/obj/machinery/anomalous_crystal/honk //Strips and equips you as a clown. I apologize for nothing
@@ -740,7 +740,7 @@ Difficulty: Very Hard
/obj/structure/closet/stasis/emp_act()
return
/obj/structure/closet/stasis/ex_act()
/obj/structure/closet/stasis/ex_act(severity, target, origin)
return
/obj/structure/closet/stasis/handle_lock_addition()
@@ -147,7 +147,7 @@ Difficulty: Extremely Hard
if(isturf(target) || isobj(target))
target.ex_act(EXPLODE_HEAVY)
/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner/ex_act(severity, target)
/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner/ex_act(severity, target, origin)
adjustBruteLoss(30 * severity - 120)
visible_message("<span class='danger'>[src] absorbs the explosion!</span>", "<span class='userdanger'>You absorb the explosion!</span>")
@@ -79,7 +79,7 @@ Difficulty: Medium
. = ..()
internal = new/obj/item/gps/internal/dragon(src)
/mob/living/simple_animal/hostile/megafauna/dragon/ex_act(severity, target)
/mob/living/simple_animal/hostile/megafauna/dragon/ex_act(severity, target, origin)
if(severity == 3)
return
..()
@@ -387,7 +387,7 @@ Difficulty: Medium
light_range = 2
duration = 13
/obj/effect/temp_visual/lava_warning/ex_act()
/obj/effect/temp_visual/lava_warning/ex_act(severity, target, origin)
return
/obj/effect/temp_visual/lava_warning/Initialize(mapload, var/reset_time = 10)
@@ -674,7 +674,7 @@ Difficulty: Normal
layer = LOW_OBJ_LAYER
anchored = TRUE
/obj/effect/hierophant/ex_act()
/obj/effect/hierophant/ex_act(severity, target, origin)
return
/obj/effect/hierophant/attackby(obj/item/I, mob/user, params)
@@ -138,7 +138,7 @@
adjustBruteLoss(-L.maxHealth/2)
L.gib()
/mob/living/simple_animal/hostile/megafauna/ex_act(severity, target)
/mob/living/simple_animal/hostile/megafauna/ex_act(severity, target, origin)
switch (severity)
if (EXPLODE_DEVASTATE)
adjustBruteLoss(250)
@@ -50,7 +50,7 @@
if(isliving(target) && !target.Adjacent(targets_from) && ranged_cooldown <= world.time)//No more being shot at point blank or spammed with RNG beams
OpenFire(target)
/mob/living/simple_animal/hostile/asteroid/basilisk/ex_act(severity, target)
/mob/living/simple_animal/hostile/asteroid/basilisk/ex_act(severity, target, origin)
switch(severity)
if(1)
gib()
@@ -90,7 +90,7 @@
/datum/action/cooldown/coffer/Trigger()
. = ..()
if(!.)
if(!. || owner.stat != CONSCIOUS)
return
var/turf/T = get_turf(owner)
var/loot = rand(1,100)
@@ -135,7 +135,7 @@
/datum/action/cooldown/riot/Trigger()
. = ..()
if(!.)
if(!. || owner.stat != CONSCIOUS)
return
var/cap = CONFIG_GET(number/ratcap)
var/something_from_nothing = FALSE
@@ -307,7 +307,7 @@
if((bodytemperature < minbodytemp) || (bodytemperature > maxbodytemp))
adjustHealth(unsuitable_atmos_damage)
/mob/living/simple_animal/gib()
/mob/living/simple_animal/gib(no_brain, no_organs, no_bodyparts, datum/explosion/was_explosion)
if(butcher_results)
var/atom/Tsec = drop_location()
for(var/path in butcher_results)
@@ -140,7 +140,7 @@
// Stronger explosions cause serious damage to internal components
// Minor explosions are mostly mitigitated by casing.
/obj/machinery/modular_computer/ex_act(severity)
/obj/machinery/modular_computer/ex_act(severity, target, origin)
if(cpu)
return cpu.ex_act(severity)
@@ -15,7 +15,7 @@
var/stability = 100//TODO: add all the stability things to this so its not very safe if you keep hitting in on things
/obj/item/am_containment/ex_act(severity, target)
/obj/item/am_containment/ex_act(severity, target, origin)
switch(severity)
if(1)
explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess
+1 -1
View File
@@ -114,7 +114,7 @@
check_stability()
return
/obj/machinery/power/am_control_unit/ex_act(severity, target)
/obj/machinery/power/am_control_unit/ex_act(severity, target, origin)
stability -= (80 - (severity * 20))
check_stability()
return
+1 -1
View File
@@ -94,7 +94,7 @@
/obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics.
return
/obj/machinery/am_shielding/ex_act(severity, target)
/obj/machinery/am_shielding/ex_act(severity, target, origin)
stability -= (80 - (severity * 20))
check_stability()
return
+1 -18
View File
@@ -142,7 +142,7 @@
if(charge < 0)
charge = 0
/obj/item/stock_parts/cell/ex_act(severity, target)
/obj/item/stock_parts/cell/ex_act(severity, target, origin)
..()
if(!QDELETED(src))
switch(severity)
@@ -187,23 +187,6 @@
/obj/item/stock_parts/cell/get_part_rating()
return rating * maxcharge
// stuff so ipcs and synthlizards can eat power cells, taken from how moths can eat clothing
/obj/item/reagent_containers/food/snacks/cell
name = "oops"
desc = "If you're reading this it means I messed up. This is related to ipcs/synths eating cells and I didn't know a better way to do it than making a new food object."
list_reagents = list(/datum/reagent/consumable/nutriment = 0.5)
tastes = list("electricity" = 1, "metal" = 1)
/obj/item/stock_parts/cell/attack(mob/M, mob/user, def_zone)
if(user.a_intent != INTENT_HARM && isrobotic(M))
var/obj/item/reagent_containers/food/snacks/cell/cell_as_food = new
cell_as_food.name = name
if(cell_as_food.attack(M, user, def_zone))
take_damage(40, sound_effect=FALSE)
qdel(cell_as_food)
else
return ..()
/* Cell variants*/
/obj/item/stock_parts/cell/empty
start_charged = FALSE
+5 -6
View File
@@ -12,6 +12,8 @@
var/lastgenlev = -1
var/lastcirc = "00"
var/max_efficiency = 0.45
/obj/machinery/power/generator/Initialize(mapload)
. = ..()
@@ -61,15 +63,12 @@
if(delta_temperature > 0 && cold_air_heat_capacity > 0 && hot_air_heat_capacity > 0)
var/efficiency = 0.45
var/efficiency = LOGISTIC_FUNCTION(max_efficiency,0.0009,delta_temperature,10000)
var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity)
var/heat = energy_transfer*(1-efficiency)
if(delta_temperature < 16800) // second point where derivative of below function = 1
lastgen += LOGISTIC_FUNCTION(500000,0.0009,delta_temperature,10000)
else
lastgen += delta_temperature + 482102 // value of above function at 16800, or very nearly so
lastgen += energy_transfer * efficiency
var/heat = energy_transfer * (1-efficiency)
hot_air.set_temperature(hot_air.return_temperature() - energy_transfer/hot_air_heat_capacity)
cold_air.set_temperature(cold_air.return_temperature() + heat/cold_air_heat_capacity)
+1 -1
View File
@@ -31,7 +31,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
/obj/machinery/gravity_generator/safe_throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = MOVE_FORCE_STRONG, gentle = FALSE)
return FALSE
/obj/machinery/gravity_generator/ex_act(severity, target)
/obj/machinery/gravity_generator/ex_act(severity, target, origin)
if(severity >= EXPLODE_DEVASTATE) // Very sturdy.
set_broken()
+1 -1
View File
@@ -115,7 +115,7 @@
/obj/machinery/power/rtg/abductor/blob_act(obj/structure/blob/B)
overload()
/obj/machinery/power/rtg/abductor/ex_act()
/obj/machinery/power/rtg/abductor/ex_act(severity, target, origin)
if(going_kaboom)
qdel(src)
else
@@ -42,7 +42,7 @@
/obj/machinery/field/containment/blob_act(obj/structure/blob/B)
return FALSE
/obj/machinery/field/containment/ex_act(severity, target)
/obj/machinery/field/containment/ex_act(severity, target, origin)
return FALSE
/obj/machinery/field/containment/attack_animal(mob/living/simple_animal/M)
+1 -1
View File
@@ -143,7 +143,7 @@
A.narsie_act()
/obj/singularity/narsie/ex_act() //No throwing bombs at her either.
/obj/singularity/narsie/ex_act(severity, target, origin) //No throwing bombs at her either.
return
@@ -49,7 +49,7 @@
toxmob(A)
/obj/effect/accelerated_particle/ex_act(severity, target)
/obj/effect/accelerated_particle/ex_act(severity, target, origin)
qdel(src)
/obj/effect/accelerated_particle/singularity_pull()
@@ -97,7 +97,7 @@
return
return ..()
/obj/singularity/ex_act(severity, target)
/obj/singularity/ex_act(severity, target, origin)
switch(severity)
if(1)
if(current_size <= STAGE_TWO)
@@ -950,7 +950,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
CALCULATE_ADJACENT_TURFS(T)
//Do not blow up our internal radio
/obj/machinery/power/supermatter_crystal/contents_explosion(severity, target)
/obj/machinery/power/supermatter_crystal/contents_explosion(severity, target, origin)
return
/obj/machinery/power/supermatter_crystal/engine
+1 -1
View File
@@ -39,7 +39,7 @@
if(!is_miniball)
set_light(10, 7, "#EEEEFF")
/obj/singularity/energy_ball/ex_act(severity, target)
/obj/singularity/energy_ball/ex_act(severity, target, origin)
return
/obj/singularity/energy_ball/consume(severity, target)
@@ -24,9 +24,10 @@
/obj/item/ammo_casing/chemgun
name = "dart synthesiser"
desc = "A high-power spring, linked to an energy-based dart synthesiser."
desc = "A high-power spring, linked to an energy-based piercing dart synthesiser."
projectile_type = /obj/item/projectile/bullet/dart/piercing
firing_effect_type = null
var/dartvolume = 10
/obj/item/ammo_casing/chemgun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
if(!BB)
@@ -35,11 +36,23 @@
var/obj/item/gun/chem/CG = loc
if(CG.syringes_left <= 0)
return
CG.reagents.trans_to(BB, 10)
if (!CG.vial)
CG.syringes_left--
return
CG.vial.reagents.trans_to(BB, dartvolume)
BB.name = "chemical dart"
CG.syringes_left--
..()
//Smart dart version of reagent launcher.
/obj/item/ammo_casing/chemgun/smart
name = "smartdart synthesiser"
desc = "A high-power spring, linked to an energy-based smartdart synthesiser."
projectile_type = /obj/item/projectile/bullet/dart/syringe/dart
firing_effect_type = null
harmful = FALSE
dartvolume = 20
/obj/item/ammo_casing/dnainjector
name = "rigged syringe gun spring"
desc = "A high-power spring that throws DNA injectors."
@@ -156,5 +156,5 @@
mediumr = max(mediumr - 1, 0)
lightr = max(lightr - 1, 0)
/obj/item/projectile/blastwave/ex_act()
/obj/item/projectile/blastwave/ex_act(severity, target, origin)
return
+76 -6
View File
@@ -1,8 +1,8 @@
//his isn't a subtype of the syringe gun because the syringegun subtype is made to hold syringes
//this is meant to hold reagents/obj/item/gun/syringe
/obj/item/gun/chem
name = "reagent gun"
desc = "A Nanotrasen syringe gun, modified to automatically synthesise chemical darts, and instead hold reagents."
name = "Reagent Repeater"
desc = "A Nanotrasen smartdart repeater rifle, modified to automatically synthesize piercing darts."
icon_state = "chemgun"
item_state = "chemgun"
w_class = WEIGHT_CLASS_NORMAL
@@ -13,21 +13,79 @@
custom_materials = list(/datum/material/iron=2000)
clumsy_check = FALSE
fire_sound = 'sound/items/syringeproj.ogg'
var/time_per_syringe = 300
var/syringes_left = 5
var/max_syringes = 5
var/time_per_syringe = 200
var/syringes_left = 3
var/max_syringes = 6
var/last_synth = 0
var/obj/item/reagent_containers/glass/bottle/vial/vial
var/list/allowed_containers = list(/obj/item/reagent_containers/glass/bottle/vial/small, /obj/item/reagent_containers/glass/bottle/vial/large)
var/quickload = TRUE
/obj/item/gun/chem/Initialize()
. = ..()
chambered = new /obj/item/ammo_casing/chemgun(src)
START_PROCESSING(SSobj, src)
create_reagents(100, OPENCONTAINER)
/obj/item/gun/chem/Destroy()
. = ..()
STOP_PROCESSING(SSobj, src)
//bunch of hypospray copy paste
/obj/item/gun/chem/examine(mob/user)
. = ..()
if(vial)
. += "[vial] has [vial.reagents.total_volume]u remaining."
else
. += "It has no vial loaded in."
/obj/item/gun/chem/proc/unload_hypo(obj/item/I, mob/user)
if((istype(I, /obj/item/reagent_containers/glass/bottle/vial)))
var/obj/item/reagent_containers/glass/bottle/vial/V = I
V.forceMove(user.loc)
user.put_in_hands(V)
to_chat(user, "<span class='notice'>You remove [vial] from [src].</span>")
vial = null
update_icon()
playsound(loc, 'sound/weapons/empty.ogg', 50, 1)
else
to_chat(user, "<span class='notice'>The weapon isn't loaded!</span>")
return
/obj/item/gun/chem/attackby(obj/item/I, mob/living/user)
if((istype(I, /obj/item/reagent_containers/glass/bottle/vial)))
if(vial)
if(!quickload)
to_chat(user, "<span class='warning'>[src] can not hold more than one vial!</span>")
return FALSE
unload_hypo(vial, user)
var/obj/item/reagent_containers/glass/bottle/vial/V = I
if(!is_type_in_list(V, allowed_containers))
to_chat(user, "<span class='notice'>[src] doesn't accept this type of vial.</span>")
return FALSE
if(!user.transferItemToLoc(V,src))
return FALSE
vial = V
user.visible_message("<span class='notice'>[user] has loaded a vial into [src].</span>","<span class='notice'>You have loaded [vial] into [src].</span>")
update_icon()
playsound(loc, 'sound/weapons/autoguninsert.ogg', 35, 1)
return TRUE
else
to_chat(user, "<span class='notice'>This doesn't fit in [src].</span>")
return FALSE
/obj/item/gun/chem/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..() //Don't bother changing this or removing it from containers will break.
/obj/item/gun/chem/attack_self(mob/living/user)
if(user && !user.incapacitated())
if(!vial)
to_chat(user, "This Hypo needs to be loaded first!")
else
unload_hypo(vial,user)
/obj/item/gun/chem/attack(obj/item/I, mob/user, params)
return
/obj/item/gun/chem/can_shoot()
return syringes_left
@@ -45,3 +103,15 @@
if(chambered && !chambered.BB)
chambered.newshot()
last_synth = world.time
//Smart dart version of the reagent launcher
/obj/item/gun/chem/smart
name = "Smartdart repeater rifle"
desc = "An experimental improved version of the smartdart rifle. It synthesizes medicinal smart darts which it fills using an inserted hypovial. It can accommodate both large and small hypovials."
icon_state = "chemgunrepeater"
item_state = "syringegun"
obj/item/gun/chem/smart/Initialize()
. = ..()
chambered = new /obj/item/ammo_casing/chemgun/smart(src)
@@ -127,7 +127,7 @@
/obj/item/gun/syringe/dart/rapiddart
name = "Repeating dart gun"
icon_state = "rapiddartgun"
item_state = "rapiddartgun"
item_state = "syringegun"
/obj/item/gun/syringe/dart/rapiddart/CheckParts(list/parts_list)
var/obj/item/reagent_containers/glass/beaker/B = locate(/obj/item/reagent_containers/glass/beaker) in parts_list
@@ -157,7 +157,7 @@
name = "blowgun"
desc = "Fire syringes at a short distance."
icon_state = "blowgun"
item_state = "blowgun"
item_state = "syringegun"
fire_sound = 'sound/items/syringeproj.ogg'
/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
+2 -1
View File
@@ -37,7 +37,8 @@
return BULLET_ACT_BLOCK
if(iscarbon(target))
var/mob/living/carbon/C = target
C.regenerate_limbs()
if(!is_species(C, /datum/species/dullahan)) //No accidental instagibbing dullahans please
C.regenerate_limbs()
C.regenerate_organs()
if(target.revive(full_heal = 1))
target.grab_ghost(force = TRUE) // even suicides
@@ -165,14 +165,14 @@
obj_flags |= EMAGGED
return TRUE
/obj/machinery/chem_dispenser/ex_act(severity, target)
/obj/machinery/chem_dispenser/ex_act(severity, target, origin)
if(severity < 3)
..()
/obj/machinery/chem_dispenser/contents_explosion(severity, target)
/obj/machinery/chem_dispenser/contents_explosion(severity, target, origin)
..()
if(beaker)
beaker.ex_act(severity, target)
beaker.ex_act(severity, target, origin)
/obj/machinery/chem_dispenser/Exited(atom/movable/A, atom/newloc)
. = ..()
@@ -46,16 +46,16 @@
for(var/obj/item/reagent_containers/glass/beaker/B in component_parts)
reagents.maximum_volume += B.reagents.maximum_volume
/obj/machinery/chem_master/ex_act(severity, target)
/obj/machinery/chem_master/ex_act(severity, target, origin)
if(severity < 3)
..()
/obj/machinery/chem_master/contents_explosion(severity, target)
/obj/machinery/chem_master/contents_explosion(severity, target, origin)
..()
if(beaker)
beaker.ex_act(severity, target)
beaker.ex_act(severity, target, origin)
if(bottle)
bottle.ex_act(severity, target)
bottle.ex_act(severity, target, origin)
/obj/machinery/chem_master/Exited(atom/movable/A, atom/newloc)
. = ..()
@@ -43,9 +43,9 @@
drop_all_items()
return ..()
/obj/machinery/reagentgrinder/contents_explosion(severity, target)
/obj/machinery/reagentgrinder/contents_explosion(severity, target, origin)
if(beaker)
beaker.ex_act(severity, target)
beaker.ex_act(severity, target, origin)
/obj/machinery/reagentgrinder/RefreshParts()
speed = 1
+2 -2
View File
@@ -88,10 +88,10 @@
return 0
return 1
/obj/item/reagent_containers/ex_act()
/obj/item/reagent_containers/ex_act(severity, target, origin)
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
R.on_ex_act()
R.on_ex_act(severity)
if(!QDELETED(src))
..()
+1 -1
View File
@@ -151,7 +151,7 @@
/obj/structure/reagent_dispensers/fueltank/blob_act(obj/structure/blob/B)
boom()
/obj/structure/reagent_dispensers/fueltank/ex_act()
/obj/structure/reagent_dispensers/fueltank/ex_act(severity, target, origin)
boom()
/obj/structure/reagent_dispensers/fueltank/fire_act(exposed_temperature, exposed_volume)
+1 -1
View File
@@ -130,5 +130,5 @@
/obj/structure/disposalholder/AllowDrop()
return TRUE
/obj/structure/disposalholder/ex_act(severity, target)
/obj/structure/disposalholder/ex_act(severity, target, origin)
return
+2 -2
View File
@@ -132,10 +132,10 @@
// pipe affected by explosion
/obj/structure/disposalpipe/contents_explosion(severity, target)
/obj/structure/disposalpipe/contents_explosion(severity, target, origin)
var/obj/structure/disposalholder/H = locate() in src
if(H)
H.contents_explosion(severity, target)
H.contents_explosion(severity, target, origin)
/obj/structure/disposalpipe/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
+4 -4
View File
@@ -18,9 +18,9 @@
AM.forceMove(T)
return ..()
/obj/structure/bigDelivery/contents_explosion(severity, target)
/obj/structure/bigDelivery/contents_explosion(severity, target, origin)
for(var/atom/movable/AM in contents)
AM.ex_act()
AM.ex_act(severity, target, origin)
/obj/structure/bigDelivery/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/destTagger))
@@ -82,9 +82,9 @@
var/giftwrapped = 0
var/sortTag = 0
/obj/item/smallDelivery/contents_explosion(severity, target)
/obj/item/smallDelivery/contents_explosion(severity, target, origin)
for(var/atom/movable/AM in contents)
AM.ex_act()
AM.ex_act(severity, target, origin)
/obj/item/smallDelivery/attack_self(mob/user)
user.temporarilyRemoveItemFromInventory(src, TRUE)
@@ -122,6 +122,17 @@
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/smartdartrepeater
name = "Smartdart Repeater"
desc = "An experimental smartdart rifle. It can make its own smart darts and is loaded with a hypovial."
id = "smartdartrepeater"
build_type = PROTOLATHE
materials = list(/datum/material/glass = 2000, /datum/material/plastic = 1000, /datum/material/iron = 2000,/datum/material/titanium = 1000 )
build_path = /obj/item/gun/chem/smart
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/plasmarefiller
name = "Plasma-Man Jumpsuit Refill"
desc = "A refill pack for the auto-extinguisher on Plasma-man suits."
@@ -201,7 +212,7 @@
build_path = /obj/item/storage/hypospraykit // let's not summon new hyposprays thanks
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/hypospray/mkii
name = "Hypospray Mk. II"
id = "hypospray_mkii"
@@ -45,7 +45,7 @@
display_name = "Medical Weaponry"
description = "Weapons using medical technology."
prereq_ids = list("adv_biotech", "adv_weaponry")
design_ids = list("rapidsyringe", "shotgundartcryostatis")
design_ids = list("rapidsyringe", "shotgundartcryostatis","smartdartrepeater")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2000)
/datum/techweb_node/beam_weapons
+1 -1
View File
@@ -44,7 +44,7 @@
/obj/machinery/power/emitter/energycannon/magical/attackby(obj/item/W, mob/user, params)
return
/obj/machinery/power/emitter/energycannon/magical/ex_act(severity)
/obj/machinery/power/emitter/energycannon/magical/ex_act(severity, target, origin)
return
/obj/machinery/power/emitter/energycannon/magical/emag_act(mob/user)
@@ -105,7 +105,7 @@
forceMove(newLoc)
/obj/effect/dummy/phased_mob/spell_jaunt/ex_act(blah)
/obj/effect/dummy/phased_mob/spell_jaunt/ex_act(severity, target, origin)
return
/obj/effect/dummy/phased_mob/spell_jaunt/wave_ex_act(power, datum/wave_explosion/explosion, dir)
@@ -87,7 +87,7 @@
qdel(src)
check_light_level()
/obj/effect/dummy/phased_mob/shadow/ex_act()
/obj/effect/dummy/phased_mob/shadow/ex_act(severity, target, origin)
return
/obj/effect/dummy/phased_mob/shadow/wave_ex_act(power, datum/wave_explosion/explosion, dir)
+1 -1
View File
@@ -226,7 +226,7 @@
invisibility = INVISIBILITY_ABSTRACT
var/obj/machinery/parent
/obj/structure/filler/ex_act()
/obj/structure/filler/ex_act(severity, target, origin)
return
/obj/machinery/computer/bsa_control
+49 -19
View File
@@ -326,49 +326,79 @@
desc = "An internal power cord hooked up to a battery. Useful if you run on electricity. Not so much otherwise."
icon = 'icons/obj/power.dmi'
icon_state = "wire1"
var/in_use = FALSE //No stacking doafters
/obj/item/apc_powercord/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
if(!istype(target, /obj/machinery/power/apc) || !ishuman(user) || !proximity_flag)
if((!istype(target, /obj/machinery/power/apc) && !istype(target, /obj/item/stock_parts/cell)) || !ishuman(user) || !proximity_flag)
return ..()
user.DelayNextAction(CLICK_CD_MELEE)
var/obj/machinery/power/apc/A = target
var/mob/living/carbon/human/H = user
if(in_use)
to_chat(H, "<span class='warning'>[src] is already connected to something!</span>")
return
var/obj/item/organ/stomach/ipc/cell = locate(/obj/item/organ/stomach/ipc) in H.internal_organs
if(!cell)
to_chat(H, "<span class='warning'>You try to siphon energy from the [A], but your power cell is gone!</span>")
to_chat(H, "<span class='warning'>You try to siphon energy from [target], but your power cell is gone!</span>")
return
if(A.cell && A.cell.charge > 0)
if(H.nutrition >= NUTRITION_LEVEL_WELL_FED)
to_chat(user, "<span class='warning'>You are already fully charged!</span>")
if(H.nutrition >= NUTRITION_LEVEL_WELL_FED)
to_chat(user, "<span class='warning'>You are already fully charged!</span>")
return
if(istype(target, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = target
if(A.cell && A.cell.charge > 0)
in_use = TRUE
apc_powerdraw_loop(A, H)
return
else
powerdraw_loop(A, H)
else //We only let through cells and APCs, so this has to be a cell
var/obj/item/stock_parts/cell/C = target
if(C.charge > 0)
in_use = TRUE
cell_powerdraw_loop(C, H)
return
to_chat(user, "<span class='warning'>There is no charge to draw from that APC.</span>")
to_chat(user, "<span class='warning'>There is no charge to draw from [target].</span>")
/obj/item/apc_powercord/proc/powerdraw_loop(obj/machinery/power/apc/A, mob/living/carbon/human/H)
H.visible_message("<span class='notice'>[H] inserts a power connector into the [A].</span>", "<span class='notice'>You begin to draw power from the [A].</span>")
/obj/item/apc_powercord/proc/apc_powerdraw_loop(obj/machinery/power/apc/A, mob/living/carbon/human/H)
H.visible_message("<span class='notice'>[H] inserts a power connector into [A].</span>", "<span class='notice'>You begin to draw power from [A].</span>")
while(do_after(H, 10, target = A))
if(loc != H)
to_chat(H, "<span class='warning'>You must keep your connector out while charging!</span>")
break
if(A.cell.charge == 0)
to_chat(H, "<span class='warning'>The [A] doesn't have enough charge to spare.</span>")
to_chat(H, "<span class='warning'>[A] doesn't have enough charge to spare.</span>")
break
A.charging = 1
if(A.cell.charge >= 500)
do_sparks(1, FALSE, A)
H.nutrition += 50
A.cell.charge -= 150
H.adjust_nutrition(50)
A.cell.use(150)
to_chat(H, "<span class='notice'>You siphon off some of the stored charge for your own use.</span>")
else
H.nutrition += A.cell.charge/10
A.cell.charge = 0
to_chat(H, "<span class='notice'>You siphon off as much as the [A] can spare.</span>")
H.adjust_nutrition(A.cell.charge/10)
A.cell.use(A.cell.charge)
to_chat(H, "<span class='notice'>You siphon off as much as [A] can spare.</span>")
break
if(H.nutrition > NUTRITION_LEVEL_WELL_FED)
to_chat(H, "<span class='notice'>You are now fully charged.</span>")
break
H.visible_message("<span class='notice'>[H] unplugs from the [A].</span>", "<span class='notice'>You unplug from the [A].</span>")
in_use = FALSE
H.visible_message("<span class='notice'>[H] unplugs from [A].</span>", "<span class='notice'>You unplug from [A].</span>")
/obj/item/apc_powercord/proc/cell_powerdraw_loop(obj/item/stock_parts/cell/C, mob/living/carbon/human/H)
H.visible_message("<span class='notice'>[H] connects a power cord to [C]</span>", "<span class='notice'>You begin to draw power from [C].</span>")
while(do_after(H, 10, target = C))
if(loc != H)
to_chat(H, "<span class='warning'>You must keep your connector out while charging!</span>")
break
if(C.charge == 0)
to_chat(H, "<span class='warning'>[C] doesn't have any charge remaining.</span>")
break
var/siphoned_charge = min(C.charge, 2000)
C.use(siphoned_charge)
do_sparks(1, FALSE, C)
H.adjust_nutrition(siphoned_charge / 100) //Less efficient on a pure power basis than APC recharge. Still a very viable way of gaining nutrition. (100 nutrition / base 10k cell)
if(H.nutrition > NUTRITION_LEVEL_WELL_FED)
to_chat(H, "<span class='notice'>You are now fully charged.</span>")
break
in_use = FALSE
H.visible_message("<span class='notice'>[H] disconnects [src] from [C].</span>", "<span class='notice'>You disconnect from [C].</span>")
+2 -1
View File
@@ -191,7 +191,8 @@
/obj/item/clothing/under/costume/cheongsam = 3,
/obj/item/clothing/under/costume/cheongsam/white = 3,
/obj/item/clothing/under/costume/cheongsam/red = 3,
/obj/item/storage/backpack/snail = 3)
/obj/item/storage/backpack/snail = 3,
/obj/item/umbrella = 5)
contraband = list(/obj/item/clothing/accessory/turtleneck/tactifool/syndicate = 3,
/obj/item/clothing/under/syndicate/tacticool = 3,
/obj/item/clothing/under/syndicate/tacticool/skirt = 3,