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
This commit is contained in:
+101
-23
@@ -4,7 +4,7 @@
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icon_state = "flash"
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item_state = "flashtool"
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throwforce = 0
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w_class = 1
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w_class = WEIGHT_CLASS_TINY
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materials = list(MAT_METAL = 300, MAT_GLASS = 300)
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origin_tech = "magnets=2;combat=1"
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@@ -48,7 +48,8 @@
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crit_fail = 1
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update_icon()
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var/turf/T = get_turf(src)
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T.visible_message("The [src.name] burns out!")
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if(T)
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T.visible_message("[src] burns out!")
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/obj/item/device/assembly/flash/proc/flash_recharge(interval=10)
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@@ -85,7 +86,7 @@
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if(user && targeted)
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if(M.weakeyes)
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M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
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if(M.flash_eyes(1, 1))
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if(M.flash_act(1, 1))
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M.confused += power
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terrible_conversion_proc(M, user)
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M.Stun(1)
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@@ -100,7 +101,7 @@
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user << "<span class='warning'>You fail to blind [M] with the flash!</span>"
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M << "<span class='danger'>[user] fails to blind you with the flash!</span>"
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else
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if(M.flash_eyes())
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if(M.flash_act())
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M.confused += power
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/obj/item/device/assembly/flash/attack(mob/living/M, mob/user)
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@@ -115,9 +116,9 @@
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var/mob/living/silicon/robot/R = M
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add_logs(user, R, "flashed", src)
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update_icon(1)
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M.Weaken(3)
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M.Weaken(6)
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R.confused += 5
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R.flash_eyes(affect_silicon = 1)
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R.flash_act(affect_silicon = 1)
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user.visible_message("<span class='disarm'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
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return 1
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@@ -135,10 +136,10 @@
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/obj/item/device/assembly/flash/emp_act(severity)
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if(!try_use_flash() || !loc)
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if(!try_use_flash())
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return 0
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for(var/mob/living/carbon/M in viewers(3, loc))
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flash_carbon(M, null, 10, 0)
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if(iscarbon(loc))
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flash_carbon(loc, null, 10, 0)
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burn_out()
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..()
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@@ -150,7 +151,7 @@
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if(M.stat == CONSCIOUS)
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M.mind_initialize() //give them a mind datum if they don't have one.
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var/resisted
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if(!isloyal(M))
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if(!M.isloyal())
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if(user.mind in ticker.mode.head_revolutionaries)
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if(ticker.mode.add_revolutionary(M.mind))
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M.Stun(3)
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@@ -173,26 +174,15 @@
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/obj/item/device/assembly/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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cyborg_flash_animation(user)
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PoolOrNew(/obj/effect/overlay/temp/borgflash, get_turf(src))
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/obj/item/device/assembly/flash/cyborg/attack_self(mob/user)
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..()
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cyborg_flash_animation(user)
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PoolOrNew(/obj/effect/overlay/temp/borgflash, get_turf(src))
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/obj/item/device/assembly/flash/cyborg/attackby(obj/item/weapon/W, mob/user, params)
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return
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/obj/item/device/assembly/flash/cyborg/proc/cyborg_flash_animation(mob/living/user)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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qdel(animation)
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/obj/item/device/assembly/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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@@ -201,3 +191,91 @@
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item_state = "nullrod"
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/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes
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/obj/item/device/assembly/flash/armimplant
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name = "photon projector"
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desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocals fix the flashbulb if it ever burns out."
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var/flashcd = 20
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var/overheat = 0
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var/obj/item/organ/cyberimp/arm/flash/I = null
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/obj/item/device/assembly/flash/armimplant/burn_out()
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if(I && I.owner)
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I.owner << "<span class='warning'>Your photon projector implant overheats and deactivates!</span>"
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I.Retract()
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overheat = FALSE
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addtimer(src, "cooldown", flashcd * 2)
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/obj/item/device/assembly/flash/armimplant/try_use_flash(mob/user = null)
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if(overheat)
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if(I && I.owner)
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I.owner << "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>"
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return FALSE
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overheat = TRUE
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addtimer(src, "cooldown", flashcd)
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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update_icon(1)
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return TRUE
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/obj/item/device/assembly/flash/armimplant/proc/cooldown()
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overheat = FALSE
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/obj/item/device/assembly/flash/shield
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name = "strobe shield"
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desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "flashshield"
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item_state = "flashshield"
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slot_flags = SLOT_BACK
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force = 10
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throwforce = 5
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throw_speed = 2
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throw_range = 3
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w_class = WEIGHT_CLASS_BULKY
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materials = list(MAT_GLASS=7500, MAT_METAL=1000)
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origin_tech = "materials=3;combat=4"
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attack_verb = list("shoved", "bashed")
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block_chance = 50
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70)
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/obj/item/device/assembly/flash/shield/flash_recharge(interval=10)
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if(times_used >= 4)
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burn_out()
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return 0
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return 1
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/obj/item/device/assembly/flash/shield/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/device/assembly/flash/handheld))
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var/obj/item/device/assembly/flash/handheld/flash = W
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if(flash.crit_fail)
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user << "No sense replacing it with a broken bulb."
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return
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else
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user << "You begin to replace the bulb."
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if(do_after(user, 20, target = src))
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if(flash.crit_fail || !flash || qdeleted(flash))
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return
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crit_fail = FALSE
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times_used = 0
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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update_icon()
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flash.crit_fail = TRUE
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flash.update_icon()
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return
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..()
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/obj/item/device/assembly/flash/shield/update_icon(flash = 0)
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item_state = "flashshield"
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item_state = "flashshield"
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if(crit_fail)
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icon_state = "riot"
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item_state = "riot"
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else if(flash)
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item_state = "flashshield_flash"
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item_state = "flashshield_flash"
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addtimer(src, "update_icon", 5)
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if(holder)
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holder.update_icon()
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