Merge branch 'master' into mirror-38933
This commit is contained in:
@@ -27,7 +27,7 @@
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can_suppress = FALSE
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/obj/item/gun/ballistic/automatic/pistol/deagle
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name = "desert eagle"
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name = "\improper Desert Eagle"
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desc = "A robust .50 AE handgun."
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icon_state = "deagle"
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force = 14
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@@ -44,7 +44,7 @@
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icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
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/obj/item/gun/ballistic/automatic/pistol/deagle/gold
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desc = "A gold plated desert eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
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desc = "A gold plated Desert Eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
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icon_state = "deagleg"
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item_state = "deagleg"
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@@ -55,7 +55,7 @@
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/obj/item/gun/ballistic/automatic/pistol/APS
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name = "stechkin APS pistol"
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desc = "The original russian version of a widely used Syndicate sidearm. Uses 9mm ammo."
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desc = "The original Russian version of a widely used Syndicate sidearm. Uses 9mm ammo."
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icon_state = "aps"
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w_class = WEIGHT_CLASS_SMALL
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mag_type = /obj/item/ammo_box/magazine/pistolm9mm
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@@ -151,7 +151,7 @@
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pin = /obj/item/firing_pin
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/obj/item/gun/ballistic/revolver/nagant
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name = "nagant revolver"
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name = "\improper Nagant revolver"
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desc = "An old model of revolver that originated in Russia. Able to be suppressed. Uses 7.62x38mmR ammo."
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icon_state = "nagant"
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can_suppress = TRUE
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@@ -163,7 +163,7 @@
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// You can spin the chamber to randomize the position of the bullet.
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/obj/item/gun/ballistic/revolver/russian
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name = "\improper russian revolver"
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name = "\improper Russian revolver"
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desc = "A Russian-made revolver for drinking games. Uses .357 ammo, and has a mechanism requiring you to spin the chamber before each trigger pull."
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rus357
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var/spun = FALSE
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@@ -233,7 +233,7 @@
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user.visible_message("<span class='danger'>[user.name] fires [src] at [user.p_their()] head!</span>", "<span class='userdanger'>You fire [src] at your head!</span>", "<span class='italics'>You hear a gunshot!</span>")
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/obj/item/gun/ballistic/revolver/russian/soul
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name = "cursed russian revolver"
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name = "cursed Russian revolver"
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desc = "To play with this revolver requires wagering your very soul."
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/obj/item/gun/ballistic/revolver/russian/soul/shoot_self(mob/living/user)
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@@ -151,7 +151,8 @@
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item_state = "arcane_barrage"
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can_bayonet = FALSE
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flags_1 = DROPDEL_1
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item_flags = NEEDS_PERMIT | DROPDEL
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flags_1 = NONE
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mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
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@@ -22,10 +22,12 @@
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var/dead_cell = FALSE //set to true so the gun is given an empty cell
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/obj/item/gun/energy/emp_act(severity)
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cell.use(round(cell.charge / severity))
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chambered = null //we empty the chamber
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recharge_newshot() //and try to charge a new shot
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update_icon()
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. = ..()
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if(!(. & EMP_PROTECT_CONTENTS))
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cell.use(round(cell.charge / severity))
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chambered = null //we empty the chamber
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recharge_newshot() //and try to charge a new shot
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update_icon()
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/obj/item/gun/energy/get_cell()
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return cell
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@@ -128,6 +130,8 @@
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return
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/obj/item/gun/energy/update_icon(force_update)
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if(QDELETED(src))
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return
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..()
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if(!automatic_charge_overlays)
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return
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@@ -164,8 +168,8 @@
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/obj/item/gun/energy/ui_action_click()
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toggle_gunlight()
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/obj/item/gun/energy/suicide_act(mob/user)
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if (can_shoot() && can_trigger_gun(user))
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/obj/item/gun/energy/suicide_act(mob/living/user)
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if (istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD))
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user.visible_message("<span class='suicide'>[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!</span>")
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sleep(25)
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if(user.is_holding(src))
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@@ -179,7 +183,7 @@
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user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
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return(OXYLOSS)
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else
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user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brains out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
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user.visible_message("<span class='suicide'>[user] is pretending to melt [user.p_their()] face off with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
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playsound(src, "gun_dry_fire", 30, 1)
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return (OXYLOSS)
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@@ -127,7 +127,9 @@
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to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
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/obj/item/gun/energy/e_gun/nuclear/emp_act(severity)
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..()
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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fail_chance = min(fail_chance + round(15/severity), 100)
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/obj/item/gun/energy/e_gun/nuclear/update_icon()
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@@ -101,8 +101,8 @@
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transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
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/obj/item/gun/energy/xray
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name = "x-ray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials."
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name = "\improper X-ray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated X-ray blasts that pass through multiple soft targets and heavier materials."
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icon_state = "xray"
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item_state = null
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ammo_type = list(/obj/item/ammo_casing/energy/xray)
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@@ -21,7 +21,7 @@
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. = ..()
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GLOB.poi_list += src
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var/turf/T = get_turf(src)
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var/msg = "A pulse rifle prize has been created at [ADMIN_COORDJMP(T)]"
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var/msg = "A pulse rifle prize has been created at [ADMIN_VERBOSEJMP(T)]"
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message_admins(msg)
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log_game(msg)
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@@ -96,6 +96,10 @@
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charges--
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..()
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/obj/item/gun/magic/wand/resurrection/debug //for testing
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name = "debug wand of healing"
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max_charges = 500
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/////////////////////////////////////
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//WAND OF POLYMORPH
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/////////////////////////////////////
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@@ -10,7 +10,7 @@
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/obj/item/gun/energy/beam_rifle
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name = "particle acceleration rifle"
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desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targetted by one. \
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desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targeted by one. \
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<span class='boldnotice'>Hold down left click while scoped to aim, when weapon is fully aimed (Tracer goes from red to green as it charges), release to fire. Moving while aiming or \
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changing where you're pointing at while aiming will delay the aiming process depending on how much you changed.</span>"
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icon = 'icons/obj/guns/energy.dmi'
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@@ -195,6 +195,9 @@
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return ..()
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/obj/item/gun/energy/beam_rifle/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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chambered = null
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recharge_newshot()
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@@ -510,8 +513,6 @@
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return 0.4
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if(istype(target, /obj/structure/window))
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return 0.5
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if(istype(target, /obj/structure/blob)) //CIT CHANGE - Blobs are getting ggnore'd too hard and people need to GIT GUD
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return 0.2
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return 1
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/obj/item/projectile/beam/beam_rifle/proc/handle_impact(atom/target)
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@@ -11,8 +11,21 @@
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clumsy_check = FALSE
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randomspread = FALSE
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var/hugbox = TRUE
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var/max_power = INFINITY
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var/reaction_volume_mod = 0
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var/reaction_cycles = 3 //How many times gases react() before calculation. Very finnicky value, do not mess with without good reason.
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var/prereaction = TRUE
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var/bombcheck = TRUE
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var/debug_power = 0
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var/obj/item/transfer_valve/bomb
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/obj/item/gun/blastcannon/debug
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debug_power = 80
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bombcheck = FALSE
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/obj/item/gun/blastcannon/Initialize()
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. = ..()
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if(!pin)
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@@ -56,38 +69,45 @@
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return TRUE
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return ..()
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//returns the third value of a bomb blast
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/obj/item/gun/blastcannon/proc/calculate_bomb()
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if(!istype(bomb) || !istype(bomb.tank_one) || !istype(bomb.tank_two))
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return 0
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var/datum/gas_mixture/temp = new(60) //directional buff.
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temp.merge(bomb.tank_one.air_contents.remove_ratio(1))
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temp.merge(bomb.tank_two.air_contents.remove_ratio(2))
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for(var/i in 1 to 6)
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var/datum/gas_mixture/temp = new(max(reaction_volume_mod, 0))
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bomb.merge_gases(temp)
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if(prereaction)
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temp.react(src)
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var/prereaction_pressure = temp.return_pressure()
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if(prereaction_pressure < TANK_FRAGMENT_PRESSURE)
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return 0
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for(var/i in 1 to reaction_cycles)
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temp.react(src)
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var/pressure = temp.return_pressure()
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qdel(temp)
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if(pressure < TANK_FRAGMENT_PRESSURE)
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return 0
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return (pressure / TANK_FRAGMENT_SCALE)
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return ((pressure - TANK_FRAGMENT_PRESSURE) / TANK_FRAGMENT_SCALE)
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/obj/item/gun/blastcannon/afterattack(atom/target, mob/user, flag, params)
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if((!bomb) || (!target) || (get_dist(get_turf(target), get_turf(user)) <= 2))
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if((!bomb && bombcheck) || (!target) || (get_dist(get_turf(target), get_turf(user)) <= 2))
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return ..()
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var/power = calculate_bomb()
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var/power = bomb? calculate_bomb() : debug_power
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power = min(power, max_power)
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QDEL_NULL(bomb)
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update_icon()
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var/heavy = power * 0.2
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var/heavy = power * 0.25
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var/medium = power * 0.5
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var/light = power
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user.visible_message("<span class='danger'>[user] opens [bomb] on [user.p_their()] [name] and fires a blast wave at [target]!</span>","<span class='danger'>You open [bomb] on your [name] and fire a blast wave at [target]!</span>")
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playsound(user, "explosion", 100, 1)
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var/turf/starting = get_turf(user)
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var/turf/targturf = get_turf(target)
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var/log_str = "Blast wave fired from [ADMIN_COORDJMP(starting)] ([get_area_name(user, TRUE)]) at [ADMIN_COORDJMP(targturf)] ([target.name]) by [user.name]([user.ckey]) with power [heavy]/[medium]/[light]."
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var/log_str = "Blast wave fired from [ADMIN_VERBOSEJMP(starting)] ([get_area_name(user, TRUE)]) at [ADMIN_VERBOSEJMP(targturf)] ([target.name]) by [user.name]([user.ckey]) with power [heavy]/[medium]/[light]."
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message_admins(log_str)
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log_game(log_str)
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var/obj/item/projectile/blastwave/BW = new(loc, heavy, medium, light)
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BW.preparePixelProjectile(target, get_turf(target), user, params, 0)
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BW.hugbox = hugbox
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BW.preparePixelProjectile(target, get_turf(src), params, 0)
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BW.fire()
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/obj/item/projectile/blastwave
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@@ -99,6 +119,7 @@
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var/heavyr = 0
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var/mediumr = 0
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var/lightr = 0
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var/hugbox = TRUE
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range = 150
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/obj/item/projectile/blastwave/Initialize(mapload, _h, _m, _l)
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@@ -110,14 +131,25 @@
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/obj/item/projectile/blastwave/Range()
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..()
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var/amount_destruction = EXPLODE_NONE
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var/wallbreak_chance = 0
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if(heavyr)
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amount_destruction = EXPLODE_DEVASTATE
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wallbreak_chance = 99
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else if(mediumr)
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amount_destruction = EXPLODE_HEAVY
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wallbreak_chance = 66
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else if(lightr)
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amount_destruction = EXPLODE_LIGHT
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wallbreak_chance = 33
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if(amount_destruction)
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loc.ex_act(amount_destruction)
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if(hugbox)
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loc.contents_explosion(EXPLODE_HEAVY, loc)
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if(istype(loc, /turf/closed/wall))
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var/turf/closed/wall/W = loc
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if(prob(wallbreak_chance))
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W.dismantle_wall(TRUE, TRUE)
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else
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loc.ex_act(amount_destruction)
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else
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qdel(src)
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@@ -44,8 +44,8 @@
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grenades -= F
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F.forceMove(user.loc)
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F.throw_at(target, 30, 2, user)
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message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
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log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
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message_admins("[ADMIN_LOOKUPFLW(user)] fired a grenade ([F.name]) from a grenade launcher ([src]) from [AREACOORD(user)] at [target] [AREACOORD(target)].")
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log_game("[key_name(user)] fired a grenade ([F.name]) with a grenade launcher ([src]) from [AREACOORD(user)] at [target] [AREACOORD(target)].")
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F.active = 1
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F.icon_state = initial(F.icon_state) + "_active"
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playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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Reference in New Issue
Block a user