Merge branch 'master' into upstream-merge-28046

This commit is contained in:
LetterJay
2017-06-14 13:10:37 -05:00
committed by GitHub
382 changed files with 304519 additions and 166836 deletions
@@ -15,8 +15,8 @@
new /obj/item/clothing/under/sl_suit(src)
new /obj/item/clothing/under/rank/bartender(src)
new /obj/item/clothing/under/rank/bartender(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/accessory/waistcoat(src)
new /obj/item/clothing/accessory/waistcoat(src)
new /obj/item/clothing/head/soft/black(src)
new /obj/item/clothing/head/soft/black(src)
new /obj/item/clothing/shoes/sneakers/black(src)
@@ -39,8 +39,8 @@
new /obj/item/clothing/under/waiter(src)
new /obj/item/device/radio/headset/headset_srv(src)
new /obj/item/device/radio/headset/headset_srv(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/accessory/waistcoat(src)
new /obj/item/clothing/accessory/waistcoat(src)
for(var/i in 1 to 3)
new /obj/item/clothing/suit/apron/chef(src)
new /obj/item/clothing/head/soft/mime(src)
@@ -95,8 +95,8 @@
new /obj/item/clothing/suit/toggle/lawyer/black(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/clothing/tie/lawyers_badge(src)
new /obj/item/clothing/tie/lawyers_badge(src)
new /obj/item/clothing/accessory/lawyers_badge(src)
new /obj/item/clothing/accessory/lawyers_badge(src)
/obj/structure/closet/wardrobe/chaplain_black
name = "chapel wardrobe"
@@ -26,6 +26,7 @@
new /obj/item/clothing/glasses/meson/engine(src)
new /obj/item/weapon/door_remote/chief_engineer(src)
new /obj/item/weapon/pipe_dispenser(src)
new /obj/item/weapon/inducer(src)
/obj/structure/closet/secure_closet/engineering_electrical
name = "electrical supplies locker"
@@ -37,6 +38,8 @@
..()
new /obj/item/clothing/gloves/color/yellow(src)
new /obj/item/clothing/gloves/color/yellow(src)
new /obj/item/weapon/inducer(src)
new /obj/item/weapon/inducer(src)
for(var/i in 1 to 3)
new /obj/item/weapon/storage/toolbox/electrical(src)
for(var/i in 1 to 3)
@@ -24,3 +24,4 @@
new /obj/item/device/laser_pointer(src)
new /obj/item/weapon/door_remote/research_director(src)
new /obj/item/weapon/storage/box/firingpins(src)
new /obj/item/weapon/storage/lockbox/scimedal(src)
@@ -11,7 +11,7 @@
else
new /obj/item/weapon/storage/backpack/satchel/cap(src)
new /obj/item/clothing/neck/cloak/cap(src)
new /obj/item/weapon/storage/daki(src)
new /obj/item/weapon/storage/daki(src)
new /obj/item/weapon/storage/backpack/dufflebag/captain(src)
new /obj/item/clothing/head/crown/fancy(src)
new /obj/item/clothing/suit/captunic(src)
@@ -83,6 +83,9 @@
new /obj/item/weapon/gun/energy/e_gun/hos(src)
new /obj/item/device/flashlight/seclite(src)
new /obj/item/weapon/pinpointer(src)
new /obj/item/clothing/under/rank/head_of_security/grey(src)
new /obj/item/clothing/under/rank/head_of_security/grey(src)
new /obj/item/weapon/storage/lockbox/secmedal(src)
/obj/structure/closet/secure_closet/warden
name = "\proper warden's locker"
@@ -106,7 +109,7 @@
new /obj/item/device/flashlight/seclite(src)
new /obj/item/clothing/gloves/krav_maga/sec(src)
new /obj/item/weapon/door_remote/head_of_security(src)
new /obj/item/weapon/gun/ballistic/shotgun/automatic/combat/compact(src)
new /obj/item/weapon/gun/ballistic/shotgun/automatic/combat/compact(src)
/obj/structure/closet/secure_closet/security
name = "security officer's locker"
@@ -132,28 +135,28 @@
/obj/structure/closet/secure_closet/security/cargo/PopulateContents()
..()
new /obj/item/clothing/tie/armband/cargo(src)
new /obj/item/clothing/accessory/armband/cargo(src)
new /obj/item/device/encryptionkey/headset_cargo(src)
/obj/structure/closet/secure_closet/security/engine
/obj/structure/closet/secure_closet/security/engine/PopulateContents()
..()
new /obj/item/clothing/tie/armband/engine(src)
new /obj/item/clothing/accessory/armband/engine(src)
new /obj/item/device/encryptionkey/headset_eng(src)
/obj/structure/closet/secure_closet/security/science
/obj/structure/closet/secure_closet/security/science/PopulateContents()
..()
new /obj/item/clothing/tie/armband/science(src)
new /obj/item/clothing/accessory/armband/science(src)
new /obj/item/device/encryptionkey/headset_sci(src)
/obj/structure/closet/secure_closet/security/med
/obj/structure/closet/secure_closet/security/med/PopulateContents()
..()
new /obj/item/clothing/tie/armband/medblue(src)
new /obj/item/clothing/accessory/armband/medblue(src)
new /obj/item/device/encryptionkey/headset_med(src)
/obj/structure/closet/secure_closet/detective
@@ -171,7 +174,7 @@
new /obj/item/clothing/head/det_hat(src)
new /obj/item/clothing/gloves/color/black(src)
new /obj/item/clothing/under/rank/det/grey(src)
new /obj/item/clothing/tie/waistcoat(src)
new /obj/item/clothing/accessory/waistcoat(src)
new /obj/item/clothing/suit/det_suit/grey(src)
new /obj/item/clothing/head/fedora(src)
new /obj/item/clothing/shoes/laceup(src)
@@ -435,5 +435,6 @@
suit_store = /obj/item/weapon/gun/ballistic/revolver/mateba
back = /obj/item/weapon/storage/backpack/satchel/leather
head = /obj/item/clothing/head/HoS/syndicate
mask = /obj/item/clothing/mask/cigarette/cigar/havana
mask = /obj/item/clothing/mask/cigarette/cigar/havana
glasses = /obj/item/clothing/glasses/thermal/eyepatch
+1
View File
@@ -248,6 +248,7 @@
/obj/structure/grille/ratvar
icon_state = "ratvargrille"
name = "cog grille"
desc = "A strangely-shaped grille."
broken_type = /obj/structure/grille/ratvar/broken
+1 -1
View File
@@ -50,7 +50,7 @@
deconstruct()
/obj/structure/lattice/clockwork
name = "clockwork lattice"
name = "cog lattice"
desc = "A lightweight support lattice. These hold the Justicar's station together."
icon = 'icons/obj/smooth_structures/lattice_clockwork.dmi'
@@ -0,0 +1,209 @@
/////// MANNED TURRET ////////
/obj/machinery/manned_turret
name = "machine gun turret"
desc = "While the trigger is held down, this gun will redistribute recoil to allow its user to easily shift targets."
icon = 'icons/obj/turrets.dmi'
icon_state = "machinegun"
can_buckle = TRUE
density = TRUE
max_integrity = 100
obj_integrity = 100
buckle_lying = FALSE
layer = ABOVE_MOB_LAYER
var/view_range = 10
var/cooldown = 0
var/projectile_type = /obj/item/projectile/bullet/weakbullet3
var/rate_of_fire = 1
var/number_of_shots = 40
var/cooldown_duration = 90
var/atom/target
var/turf/target_turf
var/warned = FALSE
var/list/calculated_projectile_vars
/obj/machinery/manned_turret/Destroy()
target = null
target_turf = null
..()
//BUCKLE HOOKS
/obj/machinery/manned_turret/unbuckle_mob(mob/living/buckled_mob,force = FALSE)
playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
for(var/obj/item/I in buckled_mob.held_items)
if(istype(I, /obj/item/gun_control))
qdel(I)
if(istype(buckled_mob))
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 0
if(buckled_mob.client)
buckled_mob.reset_perspective()
anchored = FALSE
. = ..()
STOP_PROCESSING(SSfastprocess, src)
/obj/machinery/manned_turret/user_buckle_mob(mob/living/M, mob/living/carbon/user)
if(user.incapacitated() || !istype(user))
return
M.forceMove(get_turf(src))
..()
for(var/V in M.held_items)
var/obj/item/I = V
if(istype(I))
if(M.dropItemToGround(I))
var/obj/item/gun_control/TC = new(src)
M.put_in_hands(TC)
else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
var/obj/item/gun_control/TC = new(src)
M.put_in_hands(TC)
M.pixel_y = 14
layer = ABOVE_MOB_LAYER
setDir(SOUTH)
playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
anchored = TRUE
if(user.client)
user.client.change_view(view_range)
START_PROCESSING(SSfastprocess, src)
/obj/machinery/manned_turret/process()
if(!LAZYLEN(buckled_mobs))
return PROCESS_KILL
update_positioning()
/obj/machinery/manned_turret/proc/update_positioning()
var/mob/living/controller = buckled_mobs[1]
if(!istype(controller))
return
var/client/C = controller.client
if(C)
var/atom/A = C.mouseObject
var/turf/T = get_turf(A)
if(istype(T)) //They're hovering over something in the map.
direction_track(controller, T)
calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(controller, C.mouseParams)
/obj/machinery/manned_turret/proc/direction_track(mob/user, atom/targeted)
setDir(get_dir(src,targeted))
user.setDir(dir)
switch(dir)
if(NORTH)
layer = BELOW_MOB_LAYER
user.pixel_x = 0
user.pixel_y = -14
if(NORTHEAST)
layer = BELOW_MOB_LAYER
user.pixel_x = -8
user.pixel_y = -4
if(EAST)
layer = ABOVE_MOB_LAYER
user.pixel_x = -14
user.pixel_y = 0
if(SOUTHEAST)
layer = BELOW_MOB_LAYER
user.pixel_x = -8
user.pixel_y = 4
if(SOUTH)
layer = ABOVE_MOB_LAYER
user.pixel_x = 0
user.pixel_y = 14
if(SOUTHWEST)
layer = BELOW_MOB_LAYER
user.pixel_x = 8
user.pixel_y = 4
if(WEST)
layer = ABOVE_MOB_LAYER
user.pixel_x = 14
user.pixel_y = 0
if(NORTHWEST)
layer = BELOW_MOB_LAYER
user.pixel_x = 8
user.pixel_y = -4
/obj/machinery/manned_turret/proc/checkfire(atom/targeted_atom, mob/user)
target = targeted_atom
if(target == user || target == get_turf(src))
return
if(world.time < cooldown)
if(!warned && world.time > (cooldown - cooldown_duration + rate_of_fire*number_of_shots)) // To capture the window where one is done firing
warned = TRUE
playsound(src, 'sound/weapons/sear.ogg', 100, 1)
return
else
cooldown = world.time + cooldown_duration
warned = FALSE
volley(user)
/obj/machinery/manned_turret/proc/volley(mob/user)
target_turf = get_turf(target)
for(var/i in 1 to number_of_shots)
addtimer(CALLBACK(src, /obj/machinery/manned_turret/.proc/fire_helper, user), i*rate_of_fire)
/obj/machinery/manned_turret/proc/fire_helper(mob/user)
update_positioning() //REFRESH MOUSE TRACKING!!
var/turf/targets_from = get_turf(src)
if(QDELETED(target))
target = target_turf
var/obj/item/projectile/P = new projectile_type(targets_from)
P.current = targets_from
P.starting = targets_from
P.firer = user
P.original = target
playsound(src, 'sound/weapons/Gunshot_smg.ogg', 75, 1)
P.xo = target.x - targets_from.x
P.yo = target.y - targets_from.y
P.Angle = calculated_projectile_vars[1] + rand(-9, 9)
P.p_x = calculated_projectile_vars[2]
P.p_y = calculated_projectile_vars[3]
P.fire()
/obj/machinery/manned_turret/ultimate // Admin-only proof of concept for autoclicker automatics
name = "Infinity Gun"
view_range = 12
projectile_type = /obj/item/projectile/bullet/weakbullet3
/obj/machinery/manned_turret/ultimate/checkfire(atom/targeted_atom, mob/user)
target = targeted_atom
if(target == user || target == get_turf(src))
return
target_turf = get_turf(target)
fire_helper(user)
/obj/item/gun_control
name = "turret controls"
icon = 'icons/obj/weapons.dmi'
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
flags = ABSTRACT | NODROP | NOBLUDGEON
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/obj/machinery/manned_turret/turret
/obj/item/gun_control/Initialize()
. = ..()
turret = loc
if(!istype(turret))
return INITIALIZE_HINT_QDEL
/obj/item/gun_control/Destroy()
turret = null
..()
/obj/item/gun_control/CanItemAutoclick()
return TRUE
/obj/item/gun_control/attack_obj(obj/O, mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
O.attacked_by(src, user)
/obj/item/gun_control/attack(mob/living/M, mob/living/user)
user.lastattacked = M
M.lastattacker = user
M.attacked_by(src, user)
add_fingerprint(user)
/obj/item/gun_control/afterattack(atom/targeted_atom, mob/user, flag, params)
..()
var/obj/machinery/manned_turret/E = user.buckled
E.calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(user, params)
E.direction_track(user, targeted_atom)
E.checkfire(targeted_atom, user)
+15
View File
@@ -3,6 +3,7 @@
* Morgue
* Morgue tray
* Crematorium
* Creamatorium
* Crematorium tray
* Crematorium button
*/
@@ -223,6 +224,20 @@ GLOBAL_LIST_EMPTY(crematoriums)
update_icon()
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) //you horrible people
/obj/structure/bodycontainer/crematorium/creamatorium
name = "creamatorium"
desc = "A human incinerator. Works well during ice cream socials."
/obj/structure/bodycontainer/crematorium/creamatorium/cremate(mob/user)
var/list/icecreams = new()
for(var/mob/living/i_scream in GetAllContents())
var/obj/item/weapon/reagent_containers/food/snacks/icecream/IC = new()
IC.set_cone_type("waffle")
IC.add_mob_flavor(i_scream)
icecreams += IC
. = ..()
for(var/obj/IC in icecreams)
IC.forceMove(src)
/*
* Generic Tray
@@ -61,6 +61,14 @@
to_chat(user, "<span class='notice'>You start adding [S] to [src]...</span>")
if(do_after(user, 20, target = src) && S.use(1))
make_new_table(/obj/structure/table/optable)
else if(istype(I, /obj/item/stack/tile/carpet/black))
var/obj/item/stack/tile/carpet/black/C = I
if(C.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one black carpet sheet to do this!</span>")
return
to_chat(user, "<span class='notice'>You start adding [C] to [src]...</span>")
if(do_after(user, 20, target = src) && C.use(1))
make_new_table(/obj/structure/table/wood/fancy/black)
else if(istype(I, /obj/item/stack/tile/carpet))
var/obj/item/stack/tile/carpet/C = I
if(C.get_amount() < 1)
+10 -2
View File
@@ -195,7 +195,7 @@
check_break(M)
/obj/structure/table/glass/proc/check_break(mob/living/M)
if(M.has_gravity() && M.mob_size > MOB_SIZE_SMALL)
if(M.has_gravity() && M.mob_size > MOB_SIZE_SMALL && !(M.movement_type & FLYING))
table_shatter(M)
/obj/structure/table/glass/proc/table_shatter(mob/M)
@@ -271,12 +271,20 @@
frame = /obj/structure/table_frame
framestack = /obj/item/stack/rods
buildstack = /obj/item/stack/tile/carpet
canSmoothWith = list(/obj/structure/table/wood/fancy)
canSmoothWith = list(/obj/structure/table/wood/fancy,/obj/structure/table/wood/fancy/black)
/obj/structure/table/wood/fancy/New()
icon = 'icons/obj/smooth_structures/fancy_table.dmi' //so that the tables place correctly in the map editor
..()
/obj/structure/table/wood/fancy/black
icon_state = "fancy_table_black"
buildstack = /obj/item/stack/tile/carpet/black
/obj/structure/table/wood/fancy/black/New()
..()
icon = 'icons/obj/smooth_structures/fancy_table_black.dmi'
/*
* Reinforced tables
*/
+57 -7
View File
@@ -11,10 +11,10 @@
var/mob/living/swirlie = null //the mob being given a swirlie
/obj/structure/toilet/New()
/obj/structure/toilet/Initialize()
. = ..()
open = round(rand(0, 1))
update_icon()
..()
/obj/structure/toilet/attack_hand(mob/living/user)
@@ -104,6 +104,21 @@
else
return ..()
/obj/structure/toilet/secret
var/obj/item/secret
var/secret_type = null
/obj/structure/toilet/secret/Initialize(mapload)
. = ..()
if (secret_type)
secret = new secret_type(src)
secret.desc += " It's a secret!"
w_items += secret.w_class
contents += secret
/obj/structure/urinal
name = "urinal"
desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake."
@@ -239,7 +254,7 @@
qdel(mymist)
if(on)
add_overlay(mutable_appearance('icons/obj/watercloset.dmi', "water", MOB_LAYER + 1))
add_overlay(mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER))
if(watertemp == "freezing")
return
if(!ismist)
@@ -465,8 +480,8 @@
if(istype(O, /obj/item/weapon/melee/baton))
var/obj/item/weapon/melee/baton/B = O
if(B.bcell)
if(B.bcell.charge > 0 && B.status == 1)
if(B.cell)
if(B.cell.charge > 0 && B.status == 1)
flick("baton_active", src)
var/stunforce = B.stunforce
user.Stun(stunforce)
@@ -552,7 +567,7 @@
icon_state = "open"
color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it.
alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through
layer = WALL_OBJ_LAYER
layer = SIGN_LAYER
anchored = 1
opacity = 0
density = 0
@@ -575,13 +590,48 @@
density = 0
open = TRUE
/obj/structure/curtain/attackby(obj/item/W, mob/user)
if (istype(W, /obj/item/toy/crayon))
color = input(user,"Choose Color") as color
else if(istype(W, /obj/item/weapon/screwdriver))
if(anchored)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("<span class='warning'>[user] unscrews [src] from the floor.</span>", "<span class='notice'>You start to unscrew [src] from the floor...</span>", "You hear rustling noises.")
if(do_after(user, 50*W.toolspeed, target = src))
if(!anchored)
return
anchored = FALSE
to_chat(user, "<span class='notice'>You unscrew [src] from the floor.</span>")
else
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("<span class='warning'>[user] screws [src] to the floor.</span>", "<span class='notice'>You start to screw [src] to the floor...</span>", "You hear rustling noises.")
if(do_after(user, 50*W.toolspeed, target = src))
if(anchored)
return
anchored = TRUE
to_chat(user, "<span class='notice'>You screw [src] to the floor.</span>")
else if(istype(W, /obj/item/weapon/wirecutters))
if(!anchored)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("<span class='warning'>[user] cuts apart [src].</span>", "<span class='notice'>You start to cut apart [src].</span>", "You hear cutting.")
if(do_after(user, 50*W.toolspeed, target = src))
if(anchored)
return
to_chat(user, "<span class='notice'>You cut apart [src].</span>")
deconstruct()
else
. = ..()
/obj/structure/curtain/attack_hand(mob/user)
playsound(loc, 'sound/effects/curtain.ogg', 50, 1)
toggle()
..()
/obj/structure/curtain/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/cloth (loc, 3)
new /obj/item/stack/sheet/cloth (loc, 2)
new /obj/item/stack/sheet/plastic (loc, 2)
new /obj/item/stack/rods (loc, 1)
qdel(src)
/obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
+9
View File
@@ -24,6 +24,7 @@
resistance_flags = ACID_PROOF
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
CanAtmosPass = ATMOS_PASS_PROC
var/real_explosion_block //ignore this, just use explosion_block
/obj/structure/window/examine(mob/user)
..()
@@ -73,6 +74,10 @@
if(rods)
debris += new /obj/item/stack/rods(src, rods)
//windows only block while reinforced and fulltile, so we'll use the proc
real_explosion_block = explosion_block
explosion_block = EXPLOSION_BLOCK_PROC
/obj/structure/window/rcd_vals(mob/user, obj/item/weapon/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
@@ -400,6 +405,10 @@
return 1
/obj/structure/window/GetExplosionBlock()
return reinf && fulltile ? real_explosion_block : 0
/obj/structure/window/unanchored
anchored = FALSE