Merge remote-tracking branch 'citadel/master' into shield_refactor
This commit is contained in:
+2
-1
@@ -83,6 +83,7 @@
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elements.Cut()
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/datum/beam/Destroy()
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finished = TRUE
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Reset()
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target = null
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origin = null
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@@ -100,7 +101,7 @@
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var/length = round(sqrt((DX)**2+(DY)**2)) //hypotenuse of the triangle formed by target and origin's displacement
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for(N in 0 to length-1 step 32)//-1 as we want < not <=, but we want the speed of X in Y to Z and step X
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if(QDELETED(src) || finished)
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if(finished)
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break
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var/obj/effect/ebeam/X = new beam_type(origin_oldloc)
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X.owner = src
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@@ -28,7 +28,7 @@ GLOBAL_LIST_EMPTY(uplinks)
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var/compact_mode = FALSE
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var/debug = FALSE
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/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/ui_state/_checkstate)
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/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/ui_state/_checkstate, datum/traitor_class/traitor_class)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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@@ -47,7 +47,11 @@ GLOBAL_LIST_EMPTY(uplinks)
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RegisterSignal(parent, COMSIG_PEN_ROTATED, .proc/pen_rotation)
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GLOB.uplinks += src
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uplink_items = get_uplink_items(gamemode, TRUE, allow_restricted)
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var/list/filters = list()
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if(istype(traitor_class))
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filters = traitor_class.uplink_filters
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starting_tc = traitor_class.TC
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uplink_items = get_uplink_items(gamemode, TRUE, allow_restricted, filters)
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if(_owner)
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owner = _owner
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@@ -32,16 +32,16 @@
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..()
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switch(stage)
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if(1)
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if (prob(stage_prob) && stage1)
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if (prob(stage_prob) && length(stage1))
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to_chat(affected_mob, pick(stage1))
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if(2)
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if (prob(stage_prob) && stage2)
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if (prob(stage_prob) && length(stage2))
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to_chat(affected_mob, pick(stage2))
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if(3)
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if (prob(stage_prob*2) && stage3)
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if (prob(stage_prob*2) && length(stage3))
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to_chat(affected_mob, pick(stage3))
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if(4)
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if (prob(stage_prob*2) && stage4)
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if (prob(stage_prob*2) && length(stage4))
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to_chat(affected_mob, pick(stage4))
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if(5)
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do_disease_transformation(affected_mob)
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@@ -162,7 +162,7 @@
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desc = "This disease, actually acute nanomachine infection, converts the victim into a cyborg."
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severity = DISEASE_SEVERITY_BIOHAZARD
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visibility_flags = 0
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stage1 = list()
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stage1 = null
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stage2 = list("Your joints feel stiff.", "<span class='danger'>Beep...boop..</span>")
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stage3 = list("<span class='danger'>Your joints feel very stiff.</span>", "Your skin feels loose.", "<span class='danger'>You can feel something move...inside.</span>")
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stage4 = list("<span class='danger'>Your skin feels very loose.</span>", "<span class='danger'>You can feel... something...inside you.</span>")
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@@ -195,7 +195,7 @@
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desc = "This disease changes the victim into a xenomorph."
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severity = DISEASE_SEVERITY_BIOHAZARD
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visibility_flags = 0
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stage1 = list()
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stage1 = null
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stage2 = list("Your throat feels scratchy.", "<span class='danger'>Kill...</span>")
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stage3 = list("<span class='danger'>Your throat feels very scratchy.</span>", "Your skin feels tight.", "<span class='danger'>You can feel something move...inside.</span>")
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stage4 = list("<span class='danger'>Your skin feels very tight.</span>", "<span class='danger'>Your blood boils!</span>", "<span class='danger'>You can feel... something...inside you.</span>")
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@@ -42,7 +42,7 @@
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return candidates
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/mob/proc/can_reenter_round(silent = FALSE)
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var/datum/element/ghost_role_eligibility/eli = SSdcs.GetElement(/datum/element/ghost_role_eligibility)
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var/datum/element/ghost_role_eligibility/eli = SSdcs.GetElement(list(/datum/element/ghost_role_eligibility))
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return eli.can_reenter_round(src,silent)
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/datum/element/ghost_role_eligibility/proc/can_reenter_round(var/mob/M,silent = FALSE)
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+8
-6
@@ -256,9 +256,11 @@
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remove_rev()
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SSticker.mode.update_cult_icons_removed(src)
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/datum/mind/proc/equip_traitor(employer = "The Syndicate", silent = FALSE, datum/antagonist/uplink_owner)
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/datum/mind/proc/equip_traitor(datum/traitor_class/traitor_class, silent = FALSE, datum/antagonist/uplink_owner)
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if(!current)
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return
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if(!traitor_class)
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traitor_class = GLOB.traitor_classes[TRAITOR_HUMAN]
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var/mob/living/carbon/human/traitor_mob = current
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if (!istype(traitor_mob))
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return
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@@ -306,21 +308,21 @@
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if (!uplink_loc)
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if(!silent)
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to_chat(traitor_mob, "Unfortunately, [employer] wasn't able to get you an Uplink.")
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to_chat(traitor_mob, "Unfortunately, [traitor_class.employer] wasn't able to get you an Uplink.")
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. = 0
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else
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. = uplink_loc
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var/datum/component/uplink/U = uplink_loc.AddComponent(/datum/component/uplink, traitor_mob.key)
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var/datum/component/uplink/U = uplink_loc.AddComponent(/datum/component/uplink, traitor_mob.key,traitor_class)
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if(!U)
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CRASH("Uplink creation failed.")
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U.setup_unlock_code()
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if(!silent)
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if(uplink_loc == R)
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to_chat(traitor_mob, "[employer] has cunningly disguised a Syndicate Uplink as your [R.name]. Simply dial the frequency [format_frequency(U.unlock_code)] to unlock its hidden features.")
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to_chat(traitor_mob, "[traitor_class.employer] has cunningly disguised a Syndicate Uplink as your [R.name]. Simply dial the frequency [format_frequency(U.unlock_code)] to unlock its hidden features.")
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else if(uplink_loc == PDA)
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to_chat(traitor_mob, "[employer] has cunningly disguised a Syndicate Uplink as your [PDA.name]. Simply enter the code \"[U.unlock_code]\" into the ringtone select to unlock its hidden features.")
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to_chat(traitor_mob, "[traitor_class.employer] has cunningly disguised a Syndicate Uplink as your [PDA.name]. Simply enter the code \"[U.unlock_code]\" into the ringtone select to unlock its hidden features.")
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else if(uplink_loc == P)
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to_chat(traitor_mob, "[employer] has cunningly disguised a Syndicate Uplink as your [P.name]. Simply twist the top of the pen [U.unlock_code] from its starting position to unlock its hidden features.")
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to_chat(traitor_mob, "[traitor_class.employer] has cunningly disguised a Syndicate Uplink as your [P.name]. Simply twist the top of the pen [U.unlock_code] from its starting position to unlock its hidden features.")
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if(uplink_owner)
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uplink_owner.antag_memory += U.unlock_note + "<br>"
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@@ -40,7 +40,7 @@
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name = "Fire Breath"
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desc = "You can breathe fire at a target."
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school = "evocation"
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charge_max = 1200
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charge_max = 600
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clothes_req = FALSE
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range = 20
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base_icon_state = "fireball"
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@@ -108,10 +108,10 @@
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/choice_beacon/music/B = new(get_turf(H))
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H.put_in_hands(B)
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H.equip_to_slot(B, SLOT_IN_BACKPACK)
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H.equip_to_slot_if_possible(B, SLOT_IN_BACKPACK)
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var/obj/item/musicaltuner/musicaltuner = new(get_turf(H))
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H.put_in_hands(musicaltuner)
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H.equip_to_slot(musicaltuner, SLOT_IN_BACKPACK)
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H.equip_to_slot_if_possible(musicaltuner, SLOT_IN_BACKPACK)
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H.regenerate_icons()
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/datum/quirk/photographer
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