12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
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@@ -8,7 +8,7 @@
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flags = CONDUCT | NOBLUDGEON
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slot_flags = SLOT_BELT
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materials = list(MAT_METAL=500, MAT_GLASS=500)
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w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "combat=1;magnets=2"
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var/turf/pointer_loc
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var/energy = 5
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@@ -71,7 +71,7 @@
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.dna.check_mutation(HULK) || (NOGUNS in H.dna.species.specflags))
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if(H.dna.check_mutation(HULK) || (NOGUNS in H.dna.species.species_traits))
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user << "<span class='warning'>Your fingers can't press the button!</span>"
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return
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@@ -98,7 +98,7 @@
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severity = 0
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//20% chance to actually hit the eyes
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if(prob(effectchance * diode.rating) && C.flash_eyes(severity))
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if(prob(effectchance * diode.rating) && C.flash_act(severity))
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outmsg = "<span class='notice'>You blind [C] by shining [src] in their eyes.</span>"
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if(C.weakeyes)
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C.Stun(1)
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@@ -106,11 +106,11 @@
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outmsg = "<span class='warning'>You fail to blind [C] by shining [src] at their eyes!</span>"
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//robots
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else if(isrobot(target))
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else if(iscyborg(target))
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var/mob/living/silicon/S = target
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//20% chance to actually hit the sensors
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if(prob(effectchance * diode.rating))
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S.flash_eyes(affect_silicon = 1)
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S.flash_act(affect_silicon = 1)
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S.Weaken(rand(5,10))
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S << "<span class='danger'>Your sensors were overloaded by a laser!</span>"
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outmsg = "<span class='notice'>You overload [S] by shining [src] at their sensors.</span>"
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