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:
@@ -6,6 +6,7 @@
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nodamage = 0
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flag = "bullet"
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hitsound_wall = "ricochet"
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impact_effect_type = /obj/effect/overlay/temp/impact_effect
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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damage = 5
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@@ -70,6 +71,20 @@
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/obj/item/projectile/bullet/midbullet3
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damage = 30
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/obj/item/projectile/bullet/midbullet3/hp
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damage = 40
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armour_penetration = -50
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/obj/item/projectile/bullet/midbullet3/ap
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damage = 27
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armour_penetration = 40
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/obj/item/projectile/bullet/midbullet3/fire/on_hit(atom/target, blocked = 0)
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if(..(target, blocked))
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var/mob/living/M = target
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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/obj/item/projectile/bullet/heavybullet
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damage = 35
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@@ -174,11 +189,11 @@
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create_reagents(50)
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reagents.set_reacting(FALSE)
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/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = 0, hit_zone)
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/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = 0)
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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if(blocked != 100) // not completely blocked
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if(M.can_inject(null,0,hit_zone,piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
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if(M.can_inject(null, 0, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
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..()
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reagents.reaction(M, INJECT)
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reagents.trans_to(M, reagents.total_volume)
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@@ -188,7 +203,7 @@
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target.visible_message("<span class='danger'>The [name] was deflected!</span>", \
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"<span class='userdanger'>You were protected against the [name]!</span>")
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..(target, blocked, hit_zone)
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..(target, blocked)
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reagents.set_reacting(TRUE)
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reagents.handle_reactions()
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return 1
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@@ -202,13 +217,8 @@
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//This one is for future syringe guns update
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/obj/item/projectile/bullet/dart/syringe
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name = "syringe"
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icon = 'icons/obj/chemical.dmi'
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icon_state = "syringeproj"
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//Piercing Syringe
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/obj/item/projectile/bullet/dart/syringe/piercing
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piercing = 1
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/obj/item/projectile/bullet/neurotoxin
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name = "neurotoxin spit"
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icon_state = "neurotoxin"
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@@ -227,13 +237,15 @@
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//// SNIPER BULLETS
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/obj/item/projectile/bullet/sniper
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speed = 0 //360 alwaysscope.
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damage = 70
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stun = 5
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weaken = 5
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dismemberment = 50
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armour_penetration = 50
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var/breakthings = TRUE
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/obj/item/projectile/bullet/sniper/on_hit(atom/target, blocked = 0, hit_zone)
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/obj/item/projectile/bullet/sniper/on_hit(atom/target, blocked = 0)
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if((blocked != 100) && (!ismob(target) && breakthings))
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target.ex_act(rand(1,2))
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return ..()
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@@ -243,11 +255,12 @@
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armour_penetration = 0
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nodamage = 1
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stun = 0
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dismemberment = 0
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weaken = 0
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breakthings = FALSE
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/obj/item/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = 0, hit_zone)
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if((blocked != 100) && istype(target, /mob/living))
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/obj/item/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = 0)
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if((blocked != 100) && isliving(target))
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var/mob/living/L = target
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L.Sleeping(20)
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return ..()
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@@ -257,10 +270,11 @@
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armour_penetration = 15
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damage = 15
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stun = 0
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dismemberment = 0
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weaken = 0
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breakthings = FALSE
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/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = 0, hit_zone)
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/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = 0)
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if((blocked != 100) && iscarbon(target))
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var/mob/living/carbon/C = target
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C.bleed(100)
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@@ -272,6 +286,7 @@
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name = "penetrator round"
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damage = 60
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forcedodge = 1
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dismemberment = 0 //It goes through you cleanly.
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stun = 0
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weaken = 0
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breakthings = FALSE
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@@ -289,7 +304,7 @@
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damage = 20
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armour_penetration = 0
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/obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = 0, hit_zone)
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/obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = 0)
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. = ..()
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if((blocked != 100) && iscarbon(target))
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var/mob/living/carbon/C = target
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@@ -307,7 +322,7 @@
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damage = 7
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armour_penetration = 0
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obj/item/projectile/bullet/saw/incen/Move()
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/obj/item/projectile/bullet/saw/incen/Move()
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..()
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var/turf/location = get_turf(src)
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if(location)
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