Merge remote-tracking branch 'refs/remotes/origin/master' into custom_roundstart_items
# Conflicts: # code/controllers/configuration.dm # code/game/objects/items.dm
This commit is contained in:
@@ -472,8 +472,10 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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flags = CONDUCT
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slot_flags = SLOT_BELT
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var/lit = 0
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var/fancy = TRUE
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heat = 1500
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resistance_flags = FIRE_PROOF
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light_color = LIGHT_COLOR_FIRE
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/obj/item/weapon/lighter/update_icon()
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if(lit)
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@@ -484,37 +486,28 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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/obj/item/weapon/lighter/ignition_effect(atom/A, mob/user)
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. = "<span class='rose'>With a single flick of their wrist, [user] smoothly lights [A] with [src]. Damn [user.p_theyre()] cool.</span>"
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/obj/item/weapon/lighter/greyscale
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name = "cheap lighter"
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desc = "A cheap-as-free lighter."
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icon_state = "lighter"
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/obj/item/weapon/lighter/greyscale/Initialize()
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. = ..()
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add_atom_colour(color2hex(randomColor(1)), FIXED_COLOUR_PRIORITY)
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update_icon()
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/obj/item/weapon/lighter/greyscale/update_icon()
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cut_overlays()
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var/mutable_appearance/base_overlay = mutable_appearance(icon,"[initial(icon_state)]_base")
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base_overlay.appearance_flags = RESET_COLOR //the edging doesn't change color
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/obj/item/weapon/lighter/proc/set_lit(new_lit)
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lit = new_lit
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if(lit)
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base_overlay.icon_state = "[initial(icon_state)]_on"
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add_overlay(base_overlay)
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/obj/item/weapon/lighter/greyscale/ignition_effect(atom/A, mob/user)
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. = "<span class='notice'>After some fiddling, [user] manages to light [A] with [src].</span>"
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force = 5
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damtype = "fire"
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hitsound = 'sound/items/welder.ogg'
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attack_verb = list("burnt", "singed")
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set_light(1)
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START_PROCESSING(SSobj, src)
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else
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hitsound = "swing_hit"
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force = 0
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attack_verb = null //human_defense.dm takes care of it
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set_light(0)
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STOP_PROCESSING(SSobj, src)
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update_icon()
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/obj/item/weapon/lighter/attack_self(mob/living/user)
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if(user.is_holding(src))
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if(!lit)
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lit = 1
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update_icon()
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force = 5
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damtype = "fire"
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hitsound = 'sound/items/welder.ogg'
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attack_verb = list("burnt", "singed")
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if(!istype(src, /obj/item/weapon/lighter/greyscale))
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set_lit(TRUE)
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if(fancy)
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user.visible_message("Without even breaking stride, [user] flips open and lights [src] in one smooth movement.", "<span class='notice'>Without even breaking stride, you flip open and lights [src] in one smooth movement.</span>")
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else
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var/prot = FALSE
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@@ -534,20 +527,12 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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user.apply_damage(5, BURN, hitzone)
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user.visible_message("<span class='warning'>After a few attempts, [user] manages to light [src] - however, [user.p_they()] burn their finger in the process.</span>", "<span class='warning'>You burn yourself while lighting the lighter!</span>")
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set_light(1)
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START_PROCESSING(SSobj, src)
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else
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lit = 0
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update_icon()
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hitsound = "swing_hit"
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force = 0
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attack_verb = null //human_defense.dm takes care of it
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if(!istype(src, /obj/item/weapon/lighter/greyscale))
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set_lit(FALSE)
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if(fancy)
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user.visible_message("You hear a quiet click, as [user] shuts off [src] without even looking at what [user.p_theyre()] doing. Wow.", "<span class='notice'>You quietly shut off [src] without even looking at what you're doing. Wow.</span>")
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else
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user.visible_message("[user] quietly shuts off [src].", "<span class='notice'>You quietly shut off [src].")
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set_light(0)
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STOP_PROCESSING(SSobj, src)
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else
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. = ..()
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@@ -562,7 +547,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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if(M == user)
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cig.attackby(src, user)
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else
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if(!istype(src, /obj/item/weapon/lighter/greyscale))
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if(fancy)
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cig.light("<span class='rose'>[user] whips the [name] out and holds it for [M]. [user.p_their(TRUE)] arm is as steady as the unflickering flame they light \the [cig] with.</span>")
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else
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cig.light("<span class='notice'>[user] holds the [name] out for [M], and lights the [cig.name].</span>")
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@@ -575,6 +560,30 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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/obj/item/weapon/lighter/is_hot()
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return lit * heat
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/obj/item/weapon/lighter/greyscale
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name = "cheap lighter"
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desc = "A cheap-as-free lighter."
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icon_state = "lighter"
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fancy = FALSE
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/obj/item/weapon/lighter/greyscale/Initialize()
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. = ..()
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add_atom_colour(color2hex(randomColor(1)), FIXED_COLOUR_PRIORITY)
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update_icon()
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/obj/item/weapon/lighter/greyscale/update_icon()
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cut_overlays()
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var/mutable_appearance/base_overlay = mutable_appearance(icon,"[initial(icon_state)]_base")
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base_overlay.appearance_flags = RESET_COLOR //the edging doesn't change color
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if(lit)
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base_overlay.icon_state = "[initial(icon_state)]_on"
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add_overlay(base_overlay)
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/obj/item/weapon/lighter/greyscale/ignition_effect(atom/A, mob/user)
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. = "<span class='notice'>After some fiddling, [user] manages to light [A] with [src].</span>"
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///////////
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//ROLLING//
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///////////
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@@ -50,9 +50,7 @@
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M.dna.uni_identity = merge_text(M.dna.uni_identity, fields["UI"])
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M.updateappearance(mutations_overlay_update=1)
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log_attack(log_msg)
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else
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to_chat(user, "<span class='notice'>It appears that [M] does not have compatible DNA.</span>")
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return
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return TRUE
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/obj/item/weapon/dnainjector/attack(mob/target, mob/user)
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if(!user.IsAdvancedToolUser())
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@@ -79,7 +77,9 @@
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add_logs(user, target, "injected", src)
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inject(target, user) //Now we actually do the heavy lifting.
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if(!inject(target, user)) //Now we actually do the heavy lifting.
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to_chat(user, "<span class='notice'>It appears that [target] does not have compatible DNA.</span>")
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used = 1
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icon_state = "dnainjector0"
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desc += " This one is used up."
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@@ -1,115 +0,0 @@
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//In this file: C4
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/obj/item/weapon/c4
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name = "C-4"
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desc = "Used to put holes in specific areas without too much extra hole."
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gender = PLURAL
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icon = 'icons/obj/grenade.dmi'
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icon_state = "plastic-explosive0"
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item_state = "plasticx"
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flags = NOBLUDGEON
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "syndicate=1"
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var/timer = 10
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var/open_panel = 0
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parent_type = /obj/item/weapon/grenade/plastic/c4
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/obj/item/weapon/c4/New()
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wires = new /datum/wires/explosive/c4(src)
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plastic_overlay = mutable_appearance(icon, "plastic-explosive2")
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..()
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/obj/item/weapon/c4/Destroy()
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qdel(wires)
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wires = null
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target = null
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return ..()
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/obj/item/weapon/c4/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] activates the [src.name] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] going out with a bang!</span>")
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var/message_say = "FOR NO RAISIN!"
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if(user.mind)
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if(user.mind.special_role)
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var/role = lowertext(user.mind.special_role)
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if(role == "traitor" || role == "syndicate")
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message_say = "FOR THE SYNDICATE!"
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else if(role == "changeling")
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message_say = "FOR THE HIVE!"
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else if(role == "cultist")
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message_say = "FOR NAR-SIE!"
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else if(role == "revolutionary" || role == "head revolutionary")
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message_say = "VIVA LA REVOLUTION!"
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else if(user.mind.gang_datum)
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message_say = "[uppertext(user.mind.gang_datum.name)] RULES!"
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user.say(message_say)
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target = user
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message_admins("[ADMIN_LOOKUPFLW(user)] suicided with [name] at [ADMIN_COORDJMP(src)]",0,1)
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message_admins("[key_name(user)] suicided with [name] at ([x],[y],[z])")
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sleep(10)
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explode(get_turf(user))
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user.gib(1, 1)
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/obj/item/weapon/c4/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver))
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open_panel = !open_panel
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to_chat(user, "<span class='notice'>You [open_panel ? "open" : "close"] the wire panel.</span>")
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else if(is_wire_tool(I))
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wires.interact(user)
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else
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return ..()
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/obj/item/weapon/c4/attack_self(mob/user)
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var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num
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if(user.get_active_held_item() == src)
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newtime = Clamp(newtime, 10, 60000)
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timer = newtime
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to_chat(user, "Timer set for [timer] seconds.")
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/obj/item/weapon/c4/afterattack(atom/movable/AM, mob/user, flag)
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if (!flag)
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return
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if (ismob(AM))
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return
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if(loc == AM)
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return
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if((istype(AM, /obj/item/weapon/storage/)) && !((istype(AM, /obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox)))) //If its storage but not secure storage OR a lockbox, then place it inside.
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return
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if((istype(AM,/obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox)))
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var/obj/item/weapon/storage/secure/S = AM
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if(!S.locked) //Literal hacks, this works for lockboxes despite incorrect type casting, because they both share the locked var. But if its unlocked, place it inside, otherwise PLANTING C4!
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return
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to_chat(user, "<span class='notice'>You start planting the bomb...</span>")
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if(do_after(user, 50, target = AM))
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if(!user.temporarilyRemoveItemFromInventory(src))
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return
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src.target = AM
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forceMove(null)
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var/message = "[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at [ADMIN_COORDJMP(target)] with [timer] second fuse"
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GLOB.bombers += message
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message_admins(message,0,1)
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log_game("[key_name(user)] planted [name] on [target.name] at [COORD(target)] with [timer] second fuse")
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target.add_overlay(plastic_overlay, 1)
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to_chat(user, "<span class='notice'>You plant the bomb. Timer counting down from [timer].</span>")
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addtimer(CALLBACK(src, .proc/explode), timer * 10)
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/obj/item/weapon/c4/proc/explode()
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if(QDELETED(src))
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return
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var/turf/location
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if(target)
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if(!QDELETED(target))
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location = get_turf(target)
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target.cut_overlay(plastic_overlay, TRUE)
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else
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location = get_turf(src)
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if(location)
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location.ex_act(2, target)
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explosion(location,0,0,3)
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qdel(src)
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/obj/item/weapon/c4/attack(mob/M, mob/user, def_zone)
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return
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@@ -48,23 +48,27 @@
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/obj/item/weapon/grenade/attack_self(mob/user)
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if(!active)
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if(clown_check(user))
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to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
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playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1)
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active = 1
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icon_state = initial(icon_state) + "_active"
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add_fingerprint(user)
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
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GLOB.bombers += message
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message_admins(message)
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log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
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preprime(user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.throw_mode_on()
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spawn(det_time)
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prime()
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/obj/item/weapon/grenade/proc/preprime(mob/user)
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if(user)
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to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
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playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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add_fingerprint(user)
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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if(user)
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var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
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GLOB.bombers += message
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message_admins(message)
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log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
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|
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addtimer(CALLBACK(src, .proc/prime), det_time)
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|
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/obj/item/weapon/grenade/proc/prime()
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|
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@@ -104,4 +108,4 @@
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if(damage && attack_type == PROJECTILE_ATTACK && prob(15))
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owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
|
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prime()
|
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return 1 //It hit the grenade, not them
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return 1 //It hit the grenade, not them
|
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@@ -18,6 +18,10 @@
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plastic_overlay = mutable_appearance(icon, "[item_state]2")
|
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..()
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/obj/item/weapon/grenade/plastic/Initialize(mapload)
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. = ..()
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SET_SECONDARY_FLAG(src, NO_EMP_WIRES)
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/obj/item/weapon/grenade/plastic/Destroy()
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qdel(nadeassembly)
|
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nadeassembly = null
|
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@@ -154,6 +158,115 @@
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||||
/obj/item/weapon/grenade/plastic/c4
|
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name = "C4"
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desc = "Used to put holes in specific areas without too much extra hole. A saboteur's favorite."
|
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gender = PLURAL
|
||||
icon = 'icons/obj/grenade.dmi'
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icon_state = "plastic-explosive0"
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item_state = "plasticx"
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flags = NOBLUDGEON
|
||||
w_class = WEIGHT_CLASS_SMALL
|
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origin_tech = "syndicate=1"
|
||||
var/timer = 10
|
||||
var/open_panel = 0
|
||||
|
||||
/obj/item/weapon/grenade/plastic/c4/New()
|
||||
wires = new /datum/wires/explosive/c4(src)
|
||||
plastic_overlay = mutable_appearance(icon, "plastic-explosive2")
|
||||
..()
|
||||
|
||||
/obj/item/weapon/grenade/plastic/c4/Destroy()
|
||||
qdel(wires)
|
||||
wires = null
|
||||
target = null
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/grenade/plastic/c4/suicide_act(mob/user)
|
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user.visible_message("<span class='suicide'>[user] activates the [src.name] and holds it above [user.p_their()] head! It looks like [user.p_theyre()] going out with a bang!</span>")
|
||||
var/message_say = "FOR NO RAISIN!"
|
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if(user.mind)
|
||||
if(user.mind.special_role)
|
||||
var/role = lowertext(user.mind.special_role)
|
||||
if(role == "traitor" || role == "syndicate")
|
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message_say = "FOR THE SYNDICATE!"
|
||||
else if(role == "changeling")
|
||||
message_say = "FOR THE HIVE!"
|
||||
else if(role == "cultist")
|
||||
message_say = "FOR NAR-SIE!"
|
||||
else if(role == "revolutionary" || role == "head revolutionary")
|
||||
message_say = "VIVA LA REVOLUTION!"
|
||||
else if(user.mind.gang_datum)
|
||||
message_say = "[uppertext(user.mind.gang_datum.name)] RULES!"
|
||||
user.say(message_say)
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||||
target = user
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||||
message_admins("[ADMIN_LOOKUPFLW(user)] suicided with [name] at [ADMIN_COORDJMP(src)]",0,1)
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||||
message_admins("[key_name(user)] suicided with [name] at ([x],[y],[z])")
|
||||
sleep(10)
|
||||
explode(get_turf(user))
|
||||
user.gib(1, 1)
|
||||
|
||||
/obj/item/weapon/grenade/plastic/c4/attackby(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
open_panel = !open_panel
|
||||
to_chat(user, "<span class='notice'>You [open_panel ? "open" : "close"] the wire panel.</span>")
|
||||
else if(is_wire_tool(I))
|
||||
wires.interact(user)
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/grenade/plastic/c4/attack_self(mob/user)
|
||||
var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num
|
||||
if(user.get_active_held_item() == src)
|
||||
newtime = Clamp(newtime, 10, 60000)
|
||||
timer = newtime
|
||||
to_chat(user, "Timer set for [timer] seconds.")
|
||||
|
||||
/obj/item/weapon/grenade/plastic/c4/afterattack(atom/movable/AM, mob/user, flag)
|
||||
if (!flag)
|
||||
return
|
||||
if (ismob(AM))
|
||||
return
|
||||
if(loc == AM)
|
||||
return
|
||||
if((istype(AM, /obj/item/weapon/storage/)) && !((istype(AM, /obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox)))) //If its storage but not secure storage OR a lockbox, then place it inside.
|
||||
return
|
||||
if((istype(AM,/obj/item/weapon/storage/secure)) || (istype(AM, /obj/item/weapon/storage/lockbox)))
|
||||
var/obj/item/weapon/storage/secure/S = AM
|
||||
if(!S.locked) //Literal hacks, this works for lockboxes despite incorrect type casting, because they both share the locked var. But if its unlocked, place it inside, otherwise PLANTING C4!
|
||||
return
|
||||
|
||||
to_chat(user, "<span class='notice'>You start planting the bomb...</span>")
|
||||
|
||||
if(do_after(user, 50, target = AM))
|
||||
if(!user.temporarilyRemoveItemFromInventory(src))
|
||||
return
|
||||
src.target = AM
|
||||
forceMove(null)
|
||||
|
||||
var/message = "[ADMIN_LOOKUPFLW(user)] planted [name] on [target.name] at [ADMIN_COORDJMP(target)] with [timer] second fuse"
|
||||
GLOB.bombers += message
|
||||
message_admins(message,0,1)
|
||||
log_game("[key_name(user)] planted [name] on [target.name] at [COORD(target)] with [timer] second fuse")
|
||||
|
||||
target.add_overlay(plastic_overlay, 1)
|
||||
to_chat(user, "<span class='notice'>You plant the bomb. Timer counting down from [timer].</span>")
|
||||
addtimer(CALLBACK(src, .proc/explode), timer * 10)
|
||||
|
||||
/obj/item/weapon/grenade/plastic/c4/proc/explode()
|
||||
if(QDELETED(src))
|
||||
return
|
||||
var/turf/location
|
||||
if(target)
|
||||
if(!QDELETED(target))
|
||||
location = get_turf(target)
|
||||
target.cut_overlay(plastic_overlay, TRUE)
|
||||
else
|
||||
location = get_turf(src)
|
||||
if(location)
|
||||
location.ex_act(2, target)
|
||||
explosion(location,0,0,3)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/grenade/plastic/c4/attack(mob/M, mob/user, def_zone)
|
||||
return
|
||||
|
||||
// X4 is an upgraded directional variant of c4 which is relatively safe to be standing next to. And much less safe to be standing on the other side of.
|
||||
// C4 is intended to be used for infiltration, and destroying tech. X4 is intended to be used for heavy breaching and tight spaces.
|
||||
|
||||
@@ -1,39 +1,39 @@
|
||||
/obj/item/weapon/grenade/spawnergrenade
|
||||
/obj/item/weapon/grenade/spawnergrenade
|
||||
desc = "It will unleash an unspecified anomaly into the vicinity."
|
||||
name = "delivery grenade"
|
||||
icon = 'icons/obj/grenade.dmi'
|
||||
icon_state = "delivery"
|
||||
item_state = "flashbang"
|
||||
origin_tech = "materials=3;magnets=4"
|
||||
var/spawner_type = null // must be an object path
|
||||
var/deliveryamt = 1 // amount of type to deliver
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
|
||||
update_mob()
|
||||
if(spawner_type && deliveryamt)
|
||||
// Make a quick flash
|
||||
var/turf/T = get_turf(src)
|
||||
playsound(T, 'sound/effects/phasein.ogg', 100, 1)
|
||||
for(var/mob/living/carbon/C in viewers(T, null))
|
||||
C.flash_act()
|
||||
|
||||
// Spawn some hostile syndicate critters and spread them out
|
||||
spawn_and_random_walk(spawner_type, T, deliveryamt, walk_chance=50, admin_spawn=admin_spawned)
|
||||
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/manhacks
|
||||
name = "viscerator delivery grenade"
|
||||
spawner_type = /mob/living/simple_animal/hostile/viscerator
|
||||
deliveryamt = 10
|
||||
origin_tech = "materials=3;magnets=4;syndicate=3"
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/spesscarp
|
||||
name = "carp delivery grenade"
|
||||
spawner_type = /mob/living/simple_animal/hostile/carp
|
||||
deliveryamt = 5
|
||||
origin_tech = "materials=3;magnets=4;syndicate=3"
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/syndiesoap
|
||||
name = "Mister Scrubby"
|
||||
spawner_type = /obj/item/weapon/soap/syndie
|
||||
name = "delivery grenade"
|
||||
icon = 'icons/obj/grenade.dmi'
|
||||
icon_state = "delivery"
|
||||
item_state = "flashbang"
|
||||
origin_tech = "materials=3;magnets=4"
|
||||
var/spawner_type = null // must be an object path
|
||||
var/deliveryamt = 1 // amount of type to deliver
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/prime() // Prime now just handles the two loops that query for people in lockers and people who can see it.
|
||||
update_mob()
|
||||
if(spawner_type && deliveryamt)
|
||||
// Make a quick flash
|
||||
var/turf/T = get_turf(src)
|
||||
playsound(T, 'sound/effects/phasein.ogg', 100, 1)
|
||||
for(var/mob/living/carbon/C in viewers(T, null))
|
||||
C.flash_act()
|
||||
|
||||
// Spawn some hostile syndicate critters and spread them out
|
||||
spawn_and_random_walk(spawner_type, T, deliveryamt, walk_chance=50, admin_spawn=admin_spawned)
|
||||
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/manhacks
|
||||
name = "viscerator delivery grenade"
|
||||
spawner_type = /mob/living/simple_animal/hostile/viscerator
|
||||
deliveryamt = 10
|
||||
origin_tech = "materials=3;magnets=4;syndicate=3"
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/spesscarp
|
||||
name = "carp delivery grenade"
|
||||
spawner_type = /mob/living/simple_animal/hostile/carp
|
||||
deliveryamt = 5
|
||||
origin_tech = "materials=3;magnets=4;syndicate=3"
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/syndiesoap
|
||||
name = "Mister Scrubby"
|
||||
spawner_type = /obj/item/weapon/soap/syndie
|
||||
|
||||
@@ -214,7 +214,7 @@
|
||||
|
||||
possessed = TRUE
|
||||
|
||||
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as the spirit of [user.real_name]'s blade?", ROLE_PAI, null, FALSE, 100, POLL_IGNORE_POSSESSED_BLADE)
|
||||
var/list/mob/dead/observer/candidates = pollGhostCandidates("Do you want to play as the spirit of [user.real_name]'s blade?", ROLE_PAI, null, FALSE, 100, POLL_IGNORE_POSSESSED_BLADE)
|
||||
var/mob/dead/observer/theghost = null
|
||||
|
||||
if(LAZYLEN(candidates))
|
||||
|
||||
@@ -1,189 +1,189 @@
|
||||
/obj/machinery/implantchair
|
||||
name = "mindshield implanter"
|
||||
desc = "Used to implant occupants with mindshield implants."
|
||||
icon = 'icons/obj/machines/implantchair.dmi'
|
||||
icon_state = "implantchair"
|
||||
density = 1
|
||||
opacity = 0
|
||||
anchored = TRUE
|
||||
|
||||
var/ready = TRUE
|
||||
var/replenishing = FALSE
|
||||
|
||||
var/ready_implants = 5
|
||||
var/max_implants = 5
|
||||
var/injection_cooldown = 600
|
||||
var/replenish_cooldown = 6000
|
||||
var/implant_type = /obj/item/weapon/implant/mindshield
|
||||
var/auto_inject = FALSE
|
||||
var/auto_replenish = TRUE
|
||||
var/special = FALSE
|
||||
var/special_name = "special function"
|
||||
|
||||
/obj/machinery/implantchair/New()
|
||||
..()
|
||||
open_machine()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
|
||||
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
|
||||
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "implantchair", name, 375, 280, master_ui, state)
|
||||
ui.open()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/ui_data()
|
||||
var/list/data = list()
|
||||
data["occupied"] = occupant ? 1 : 0
|
||||
data["open"] = state_open
|
||||
|
||||
data["occupant"] = list()
|
||||
/obj/machinery/implantchair
|
||||
name = "mindshield implanter"
|
||||
desc = "Used to implant occupants with mindshield implants."
|
||||
icon = 'icons/obj/machines/implantchair.dmi'
|
||||
icon_state = "implantchair"
|
||||
density = 1
|
||||
opacity = 0
|
||||
anchored = TRUE
|
||||
|
||||
var/ready = TRUE
|
||||
var/replenishing = FALSE
|
||||
|
||||
var/ready_implants = 5
|
||||
var/max_implants = 5
|
||||
var/injection_cooldown = 600
|
||||
var/replenish_cooldown = 6000
|
||||
var/implant_type = /obj/item/weapon/implant/mindshield
|
||||
var/auto_inject = FALSE
|
||||
var/auto_replenish = TRUE
|
||||
var/special = FALSE
|
||||
var/special_name = "special function"
|
||||
|
||||
/obj/machinery/implantchair/New()
|
||||
..()
|
||||
open_machine()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
|
||||
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
|
||||
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "implantchair", name, 375, 280, master_ui, state)
|
||||
ui.open()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/ui_data()
|
||||
var/list/data = list()
|
||||
data["occupied"] = occupant ? 1 : 0
|
||||
data["open"] = state_open
|
||||
|
||||
data["occupant"] = list()
|
||||
if(occupant)
|
||||
var/mob/living/mob_occupant = occupant
|
||||
data["occupant"]["name"] = mob_occupant.name
|
||||
data["occupant"]["stat"] = mob_occupant.stat
|
||||
|
||||
data["special_name"] = special ? special_name : null
|
||||
data["ready_implants"] = ready_implants
|
||||
data["ready"] = ready
|
||||
data["replenishing"] = replenishing
|
||||
|
||||
return data
|
||||
|
||||
/obj/machinery/implantchair/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
switch(action)
|
||||
if("door")
|
||||
if(state_open)
|
||||
close_machine()
|
||||
else
|
||||
open_machine()
|
||||
. = TRUE
|
||||
if("implant")
|
||||
implant(occupant,usr)
|
||||
. = TRUE
|
||||
|
||||
/obj/machinery/implantchair/proc/implant(mob/living/M,mob/user)
|
||||
if (!istype(M))
|
||||
return
|
||||
if(!ready_implants || !ready)
|
||||
return
|
||||
if(implant_action(M,user))
|
||||
ready_implants--
|
||||
if(!replenishing && auto_replenish)
|
||||
replenishing = TRUE
|
||||
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
|
||||
if(injection_cooldown > 0)
|
||||
ready = FALSE
|
||||
addtimer(CALLBACK(src,"set_ready"),injection_cooldown)
|
||||
else
|
||||
playsound(get_turf(src), 'sound/machines/buzz-sigh.ogg', 25, 1)
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/implantchair/proc/implant_action(mob/living/M)
|
||||
var/obj/item/weapon/implant/I = new implant_type
|
||||
if(I.implant(M))
|
||||
visible_message("<span class='warning'>[M] has been implanted by the [name].</span>")
|
||||
return 1
|
||||
|
||||
/obj/machinery/implantchair/update_icon()
|
||||
icon_state = initial(icon_state)
|
||||
if(state_open)
|
||||
icon_state += "_open"
|
||||
if(occupant)
|
||||
icon_state += "_occupied"
|
||||
if(ready)
|
||||
add_overlay("ready")
|
||||
else
|
||||
cut_overlays()
|
||||
|
||||
/obj/machinery/implantchair/proc/replenish()
|
||||
if(ready_implants < max_implants)
|
||||
ready_implants++
|
||||
if(ready_implants < max_implants)
|
||||
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
|
||||
else
|
||||
replenishing = FALSE
|
||||
|
||||
/obj/machinery/implantchair/proc/set_ready()
|
||||
ready = TRUE
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/implantchair/container_resist(mob/living/user)
|
||||
if(state_open)
|
||||
return
|
||||
user.changeNext_move(CLICK_CD_BREAKOUT)
|
||||
user.last_special = world.time + CLICK_CD_BREAKOUT
|
||||
to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about about a minute.)</span>")
|
||||
audible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>",hearing_distance = 2)
|
||||
|
||||
if(do_after(user, 600, target = src))
|
||||
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
|
||||
return
|
||||
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
|
||||
to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
|
||||
open_machine()
|
||||
|
||||
/obj/machinery/implantchair/relaymove(mob/user)
|
||||
container_resist(user)
|
||||
|
||||
/obj/machinery/implantchair/MouseDrop_T(mob/target, mob/user)
|
||||
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !isliving(target) || !user.IsAdvancedToolUser())
|
||||
return
|
||||
close_machine(target)
|
||||
|
||||
/obj/machinery/implantchair/close_machine(mob/living/user)
|
||||
if((isnull(user) || istype(user)) && state_open)
|
||||
..(user)
|
||||
if(auto_inject && ready && ready_implants > 0)
|
||||
implant(user,null)
|
||||
|
||||
/obj/machinery/implantchair/genepurge
|
||||
name = "Genetic purifier"
|
||||
desc = "Used to purge human genome of foreign influences"
|
||||
special = TRUE
|
||||
special_name = "Purge genome"
|
||||
injection_cooldown = 0
|
||||
replenish_cooldown = 300
|
||||
|
||||
/obj/machinery/implantchair/genepurge/implant_action(mob/living/carbon/human/H,mob/user)
|
||||
if(!istype(H))
|
||||
return 0
|
||||
H.set_species(/datum/species/human, 1)//lizards go home
|
||||
purrbation_remove(H)//remove cats
|
||||
H.dna.remove_all_mutations()//hulks out
|
||||
return 1
|
||||
|
||||
|
||||
/obj/machinery/implantchair/brainwash
|
||||
name = "Neural Imprinter"
|
||||
desc = "Used to <s>indoctrinate</s> rehabilitate hardened recidivists."
|
||||
special_name = "Imprint"
|
||||
injection_cooldown = 3000
|
||||
auto_inject = FALSE
|
||||
auto_replenish = FALSE
|
||||
special = TRUE
|
||||
var/objective = "Obey the law. Praise Nanotrasen."
|
||||
var/custom = FALSE
|
||||
|
||||
/obj/machinery/implantchair/brainwash/implant_action(mob/living/C,mob/user)
|
||||
if(!istype(C) || !C.mind) // I don't know how this makes any sense for silicons but laws trump objectives anyway.
|
||||
return 0
|
||||
if(custom)
|
||||
if(!user || !user.Adjacent(src))
|
||||
return 0
|
||||
objective = stripped_input(usr,"What order do you want to imprint on [C]?","Enter the order","",120)
|
||||
message_admins("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
|
||||
log_game("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
|
||||
var/datum/objective/custom_objective = new/datum/objective(objective)
|
||||
custom_objective.owner = C.mind
|
||||
C.mind.objectives += custom_objective
|
||||
C.mind.announce_objectives()
|
||||
message_admins("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
|
||||
log_game("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
|
||||
return 1
|
||||
|
||||
|
||||
data["special_name"] = special ? special_name : null
|
||||
data["ready_implants"] = ready_implants
|
||||
data["ready"] = ready
|
||||
data["replenishing"] = replenishing
|
||||
|
||||
return data
|
||||
|
||||
/obj/machinery/implantchair/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
switch(action)
|
||||
if("door")
|
||||
if(state_open)
|
||||
close_machine()
|
||||
else
|
||||
open_machine()
|
||||
. = TRUE
|
||||
if("implant")
|
||||
implant(occupant,usr)
|
||||
. = TRUE
|
||||
|
||||
/obj/machinery/implantchair/proc/implant(mob/living/M,mob/user)
|
||||
if (!istype(M))
|
||||
return
|
||||
if(!ready_implants || !ready)
|
||||
return
|
||||
if(implant_action(M,user))
|
||||
ready_implants--
|
||||
if(!replenishing && auto_replenish)
|
||||
replenishing = TRUE
|
||||
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
|
||||
if(injection_cooldown > 0)
|
||||
ready = FALSE
|
||||
addtimer(CALLBACK(src,"set_ready"),injection_cooldown)
|
||||
else
|
||||
playsound(get_turf(src), 'sound/machines/buzz-sigh.ogg', 25, 1)
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/implantchair/proc/implant_action(mob/living/M)
|
||||
var/obj/item/weapon/implant/I = new implant_type
|
||||
if(I.implant(M))
|
||||
visible_message("<span class='warning'>[M] has been implanted by the [name].</span>")
|
||||
return 1
|
||||
|
||||
/obj/machinery/implantchair/update_icon()
|
||||
icon_state = initial(icon_state)
|
||||
if(state_open)
|
||||
icon_state += "_open"
|
||||
if(occupant)
|
||||
icon_state += "_occupied"
|
||||
if(ready)
|
||||
add_overlay("ready")
|
||||
else
|
||||
cut_overlays()
|
||||
|
||||
/obj/machinery/implantchair/proc/replenish()
|
||||
if(ready_implants < max_implants)
|
||||
ready_implants++
|
||||
if(ready_implants < max_implants)
|
||||
addtimer(CALLBACK(src,"replenish"),replenish_cooldown)
|
||||
else
|
||||
replenishing = FALSE
|
||||
|
||||
/obj/machinery/implantchair/proc/set_ready()
|
||||
ready = TRUE
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/implantchair/container_resist(mob/living/user)
|
||||
if(state_open)
|
||||
return
|
||||
user.changeNext_move(CLICK_CD_BREAKOUT)
|
||||
user.last_special = world.time + CLICK_CD_BREAKOUT
|
||||
to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about about a minute.)</span>")
|
||||
audible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>",hearing_distance = 2)
|
||||
|
||||
if(do_after(user, 600, target = src))
|
||||
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
|
||||
return
|
||||
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
|
||||
to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
|
||||
open_machine()
|
||||
|
||||
/obj/machinery/implantchair/relaymove(mob/user)
|
||||
container_resist(user)
|
||||
|
||||
/obj/machinery/implantchair/MouseDrop_T(mob/target, mob/user)
|
||||
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !isliving(target) || !user.IsAdvancedToolUser())
|
||||
return
|
||||
close_machine(target)
|
||||
|
||||
/obj/machinery/implantchair/close_machine(mob/living/user)
|
||||
if((isnull(user) || istype(user)) && state_open)
|
||||
..(user)
|
||||
if(auto_inject && ready && ready_implants > 0)
|
||||
implant(user,null)
|
||||
|
||||
/obj/machinery/implantchair/genepurge
|
||||
name = "Genetic purifier"
|
||||
desc = "Used to purge human genome of foreign influences"
|
||||
special = TRUE
|
||||
special_name = "Purge genome"
|
||||
injection_cooldown = 0
|
||||
replenish_cooldown = 300
|
||||
|
||||
/obj/machinery/implantchair/genepurge/implant_action(mob/living/carbon/human/H,mob/user)
|
||||
if(!istype(H))
|
||||
return 0
|
||||
H.set_species(/datum/species/human, 1)//lizards go home
|
||||
purrbation_remove(H)//remove cats
|
||||
H.dna.remove_all_mutations()//hulks out
|
||||
return 1
|
||||
|
||||
|
||||
/obj/machinery/implantchair/brainwash
|
||||
name = "Neural Imprinter"
|
||||
desc = "Used to <s>indoctrinate</s> rehabilitate hardened recidivists."
|
||||
special_name = "Imprint"
|
||||
injection_cooldown = 3000
|
||||
auto_inject = FALSE
|
||||
auto_replenish = FALSE
|
||||
special = TRUE
|
||||
var/objective = "Obey the law. Praise Nanotrasen."
|
||||
var/custom = FALSE
|
||||
|
||||
/obj/machinery/implantchair/brainwash/implant_action(mob/living/C,mob/user)
|
||||
if(!istype(C) || !C.mind) // I don't know how this makes any sense for silicons but laws trump objectives anyway.
|
||||
return 0
|
||||
if(custom)
|
||||
if(!user || !user.Adjacent(src))
|
||||
return 0
|
||||
objective = stripped_input(usr,"What order do you want to imprint on [C]?","Enter the order","",120)
|
||||
message_admins("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
|
||||
log_game("[key_name_admin(user)] set brainwash machine objective to '[objective]'.")
|
||||
var/datum/objective/custom_objective = new/datum/objective(objective)
|
||||
custom_objective.owner = C.mind
|
||||
C.mind.objectives += custom_objective
|
||||
C.mind.announce_objectives()
|
||||
message_admins("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
|
||||
log_game("[key_name_admin(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
|
||||
return 1
|
||||
|
||||
|
||||
@@ -1,259 +1,259 @@
|
||||
/obj/item/weapon/melee/energy
|
||||
var/active = 0
|
||||
var/force_on = 30 //force when active
|
||||
var/throwforce_on = 20
|
||||
var/icon_state_on = "axe1"
|
||||
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
var/list/possible_colors
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
sharpness = IS_SHARP
|
||||
var/w_class_on = WEIGHT_CLASS_BULKY
|
||||
heat = 3500
|
||||
obj_integrity = 200
|
||||
max_integrity = 200
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/brightness_on = 3
|
||||
|
||||
/obj/item/weapon/melee/energy/Initialize()
|
||||
/obj/item/weapon/melee/energy
|
||||
var/active = 0
|
||||
var/force_on = 30 //force when active
|
||||
var/throwforce_on = 20
|
||||
var/icon_state_on = "axe1"
|
||||
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
var/list/possible_colors
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
sharpness = IS_SHARP
|
||||
var/w_class_on = WEIGHT_CLASS_BULKY
|
||||
heat = 3500
|
||||
obj_integrity = 200
|
||||
max_integrity = 200
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/brightness_on = 3
|
||||
|
||||
/obj/item/weapon/melee/energy/Initialize()
|
||||
. = ..()
|
||||
if(LAZYLEN(possible_colors))
|
||||
item_color = pick(possible_colors)
|
||||
switch(item_color)//Only run this check if the color was picked randomly, so that colors can be manually set for non-random colored energy weapons.
|
||||
if("red")
|
||||
light_color = LIGHT_COLOR_RED
|
||||
if("green")
|
||||
light_color = LIGHT_COLOR_GREEN
|
||||
if("blue")
|
||||
light_color = LIGHT_COLOR_LIGHT_CYAN
|
||||
if("purple")
|
||||
light_color = LIGHT_COLOR_LAVENDER
|
||||
if(active)
|
||||
set_light(brightness_on)
|
||||
|
||||
/obj/item/weapon/melee/energy/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
|
||||
return (BRUTELOSS|FIRELOSS)
|
||||
|
||||
/obj/item/weapon/melee/energy/add_blood(list/blood_dna)
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/is_sharp()
|
||||
return active * sharpness
|
||||
|
||||
/obj/item/weapon/melee/energy/axe
|
||||
name = "energy axe"
|
||||
desc = "An energized battle axe."
|
||||
icon_state = "axe0"
|
||||
force = 40
|
||||
force_on = 150
|
||||
throwforce = 25
|
||||
throwforce_on = 30
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
w_class_on = WEIGHT_CLASS_HUGE
|
||||
flags = CONDUCT
|
||||
armour_penetration = 100
|
||||
origin_tech = "combat=4;magnets=3"
|
||||
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
|
||||
attack_verb_on = list()
|
||||
light_color = "#40ceff"
|
||||
|
||||
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return (BRUTELOSS|FIRELOSS)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword
|
||||
name = "energy sword"
|
||||
desc = "May the force be within you."
|
||||
icon_state = "sword0"
|
||||
force = 3
|
||||
throwforce = 5
|
||||
hitsound = "swing_hit" //it starts deactivated
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
sharpness = IS_SHARP
|
||||
embed_chance = 75
|
||||
embedded_impact_pain_multiplier = 10
|
||||
armour_penetration = 35
|
||||
origin_tech = "combat=3;magnets=4;syndicate=4"
|
||||
block_chance = 50
|
||||
possible_colors = list("red", "blue", "green", "purple")
|
||||
var/hacked = 0
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/process()
|
||||
if(active)
|
||||
if(hacked)
|
||||
light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
|
||||
open_flame()
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
|
||||
if(active)
|
||||
return ..()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/attack_self(mob/living/carbon/user)
|
||||
if(user.disabilities & CLUMSY && prob(50))
|
||||
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
|
||||
user.take_bodypart_damage(5,5)
|
||||
active = !active
|
||||
if (active)
|
||||
force = force_on
|
||||
throwforce = throwforce_on
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
throw_speed = 4
|
||||
if(attack_verb_on.len)
|
||||
attack_verb = attack_verb_on
|
||||
if(!item_color)
|
||||
icon_state = icon_state_on
|
||||
else
|
||||
icon_state = "sword[item_color]"
|
||||
w_class = w_class_on
|
||||
playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
|
||||
to_chat(user, "<span class='notice'>[src] is now active.</span>")
|
||||
START_PROCESSING(SSobj, src)
|
||||
set_light(brightness_on)
|
||||
else
|
||||
force = initial(force)
|
||||
throwforce = initial(throwforce)
|
||||
hitsound = initial(hitsound)
|
||||
throw_speed = initial(throw_speed)
|
||||
if(attack_verb_on.len)
|
||||
attack_verb = list()
|
||||
icon_state = initial(icon_state)
|
||||
w_class = initial(w_class)
|
||||
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
|
||||
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
set_light(0)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/melee/energy/is_hot()
|
||||
return active * heat
|
||||
|
||||
/obj/item/weapon/melee/energy/ignition_effect(atom/A, mob/user)
|
||||
if(!active)
|
||||
return ""
|
||||
|
||||
var/in_mouth = ""
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
if(C.wear_mask == src)
|
||||
in_mouth = ", barely missing their nose"
|
||||
. = "<span class='warning'>[user] swings their \
|
||||
[src][in_mouth]. They light [A] in the process.</span>"
|
||||
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg
|
||||
var/hitcost = 50
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
|
||||
if(R.cell)
|
||||
var/obj/item/weapon/stock_parts/cell/C = R.cell
|
||||
if(active && !(C.use(hitcost)))
|
||||
attack_self(R)
|
||||
to_chat(R, "<span class='notice'>It's out of charge!</span>")
|
||||
return
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
|
||||
name = "energy saw"
|
||||
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
|
||||
icon_state = "esaw"
|
||||
force_on = 30
|
||||
force = 18 //About as much as a spear
|
||||
hitsound = 'sound/weapons/circsawhit.ogg'
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "esaw_0"
|
||||
icon_state_on = "esaw_1"
|
||||
hitcost = 75 //Costs more than a standard cyborg esword
|
||||
item_color = null
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
sharpness = IS_SHARP
|
||||
light_color = "#40ceff"
|
||||
possible_colors = null
|
||||
|
||||
if(LAZYLEN(possible_colors))
|
||||
item_color = pick(possible_colors)
|
||||
switch(item_color)//Only run this check if the color was picked randomly, so that colors can be manually set for non-random colored energy weapons.
|
||||
if("red")
|
||||
light_color = LIGHT_COLOR_RED
|
||||
if("green")
|
||||
light_color = LIGHT_COLOR_GREEN
|
||||
if("blue")
|
||||
light_color = LIGHT_COLOR_LIGHT_CYAN
|
||||
if("purple")
|
||||
light_color = LIGHT_COLOR_LAVENDER
|
||||
if(active)
|
||||
set_light(brightness_on)
|
||||
|
||||
/obj/item/weapon/melee/energy/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
|
||||
return (BRUTELOSS|FIRELOSS)
|
||||
|
||||
/obj/item/weapon/melee/energy/add_blood(list/blood_dna)
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/is_sharp()
|
||||
return active * sharpness
|
||||
|
||||
/obj/item/weapon/melee/energy/axe
|
||||
name = "energy axe"
|
||||
desc = "An energized battle axe."
|
||||
icon_state = "axe0"
|
||||
force = 40
|
||||
force_on = 150
|
||||
throwforce = 25
|
||||
throwforce_on = 30
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
w_class_on = WEIGHT_CLASS_HUGE
|
||||
flags = CONDUCT
|
||||
armour_penetration = 100
|
||||
origin_tech = "combat=4;magnets=3"
|
||||
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
|
||||
attack_verb_on = list()
|
||||
light_color = "#40ceff"
|
||||
|
||||
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return (BRUTELOSS|FIRELOSS)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword
|
||||
name = "energy sword"
|
||||
desc = "May the force be within you."
|
||||
icon_state = "sword0"
|
||||
force = 3
|
||||
throwforce = 5
|
||||
hitsound = "swing_hit" //it starts deactivated
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
sharpness = IS_SHARP
|
||||
embed_chance = 75
|
||||
embedded_impact_pain_multiplier = 10
|
||||
armour_penetration = 35
|
||||
origin_tech = "combat=3;magnets=4;syndicate=4"
|
||||
block_chance = 50
|
||||
possible_colors = list("red", "blue", "green", "purple")
|
||||
var/hacked = 0
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/process()
|
||||
if(active)
|
||||
if(hacked)
|
||||
light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
|
||||
open_flame()
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
|
||||
if(active)
|
||||
return ..()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/attack_self(mob/living/carbon/user)
|
||||
if(user.disabilities & CLUMSY && prob(50))
|
||||
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
|
||||
user.take_bodypart_damage(5,5)
|
||||
active = !active
|
||||
if (active)
|
||||
force = force_on
|
||||
throwforce = throwforce_on
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
throw_speed = 4
|
||||
if(attack_verb_on.len)
|
||||
attack_verb = attack_verb_on
|
||||
if(!item_color)
|
||||
icon_state = icon_state_on
|
||||
else
|
||||
icon_state = "sword[item_color]"
|
||||
w_class = w_class_on
|
||||
playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
|
||||
to_chat(user, "<span class='notice'>[src] is now active.</span>")
|
||||
START_PROCESSING(SSobj, src)
|
||||
set_light(brightness_on)
|
||||
else
|
||||
force = initial(force)
|
||||
throwforce = initial(throwforce)
|
||||
hitsound = initial(hitsound)
|
||||
throw_speed = initial(throw_speed)
|
||||
if(attack_verb_on.len)
|
||||
attack_verb = list()
|
||||
icon_state = initial(icon_state)
|
||||
w_class = initial(w_class)
|
||||
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
|
||||
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
set_light(0)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/melee/energy/is_hot()
|
||||
return active * heat
|
||||
|
||||
/obj/item/weapon/melee/energy/ignition_effect(atom/A, mob/user)
|
||||
if(!active)
|
||||
return ""
|
||||
|
||||
var/in_mouth = ""
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
if(C.wear_mask == src)
|
||||
in_mouth = ", barely missing their nose"
|
||||
. = "<span class='warning'>[user] swings their \
|
||||
[src][in_mouth]. They light [A] in the process.</span>"
|
||||
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg
|
||||
var/hitcost = 50
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
|
||||
if(R.cell)
|
||||
var/obj/item/weapon/stock_parts/cell/C = R.cell
|
||||
if(active && !(C.use(hitcost)))
|
||||
attack_self(R)
|
||||
to_chat(R, "<span class='notice'>It's out of charge!</span>")
|
||||
return
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
|
||||
name = "energy saw"
|
||||
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
|
||||
icon_state = "esaw"
|
||||
force_on = 30
|
||||
force = 18 //About as much as a spear
|
||||
hitsound = 'sound/weapons/circsawhit.ogg'
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "esaw_0"
|
||||
icon_state_on = "esaw_1"
|
||||
hitcost = 75 //Costs more than a standard cyborg esword
|
||||
item_color = null
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
sharpness = IS_SHARP
|
||||
light_color = "#40ceff"
|
||||
possible_colors = null
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw/Initialize()
|
||||
. = ..()
|
||||
icon_state = "esaw_0"
|
||||
item_color = null
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw/hit_reaction()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/blue
|
||||
possible_colors = list("blue")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/purple
|
||||
possible_colors = list("purple")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/green
|
||||
possible_colors = list("green")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/red
|
||||
possible_colors = list("red")
|
||||
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
|
||||
icon_state = "esaw_0"
|
||||
item_color = null
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw/hit_reaction()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/blue
|
||||
possible_colors = list("blue")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/purple
|
||||
possible_colors = list("purple")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/green
|
||||
possible_colors = list("green")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/red
|
||||
possible_colors = list("red")
|
||||
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
|
||||
if(istype(W, /obj/item/device/multitool))
|
||||
if(!hacked)
|
||||
hacked = TRUE
|
||||
item_color = "rainbow"
|
||||
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
|
||||
|
||||
if(active)
|
||||
icon_state = "swordrainbow"
|
||||
user.update_inv_hands()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/pirate
|
||||
name = "energy cutlass"
|
||||
desc = "Arrrr matey."
|
||||
icon_state = "cutlass0"
|
||||
icon_state_on = "cutlass1"
|
||||
light_color = "#ff0000"
|
||||
|
||||
/obj/item/weapon/melee/energy/blade
|
||||
name = "energy blade"
|
||||
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
|
||||
icon_state = "blade"
|
||||
force = 30 //Normal attacks deal esword damage
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
active = 1
|
||||
throwforce = 1//Throwing or dropping the item deletes it.
|
||||
throw_speed = 3
|
||||
throw_range = 1
|
||||
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
|
||||
var/datum/effect_system/spark_spread/spark_system
|
||||
sharpness = IS_SHARP
|
||||
|
||||
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
|
||||
item_color = "rainbow"
|
||||
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
|
||||
|
||||
if(active)
|
||||
icon_state = "swordrainbow"
|
||||
user.update_inv_hands()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/pirate
|
||||
name = "energy cutlass"
|
||||
desc = "Arrrr matey."
|
||||
icon_state = "cutlass0"
|
||||
icon_state_on = "cutlass1"
|
||||
light_color = "#ff0000"
|
||||
|
||||
/obj/item/weapon/melee/energy/blade
|
||||
name = "energy blade"
|
||||
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
|
||||
icon_state = "blade"
|
||||
force = 30 //Normal attacks deal esword damage
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
active = 1
|
||||
throwforce = 1//Throwing or dropping the item deletes it.
|
||||
throw_speed = 3
|
||||
throw_range = 1
|
||||
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
|
||||
var/datum/effect_system/spark_spread/spark_system
|
||||
sharpness = IS_SHARP
|
||||
|
||||
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
|
||||
/obj/item/weapon/melee/energy/blade/Initialize()
|
||||
. = ..()
|
||||
spark_system = new /datum/effect_system/spark_spread()
|
||||
spark_system.set_up(5, 0, src)
|
||||
spark_system.attach(src)
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/hardlight
|
||||
name = "hardlight blade"
|
||||
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
|
||||
icon_state = "lightblade"
|
||||
item_state = "lightblade"
|
||||
spark_system = new /datum/effect_system/spark_spread()
|
||||
spark_system.set_up(5, 0, src)
|
||||
spark_system.attach(src)
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/hardlight
|
||||
name = "hardlight blade"
|
||||
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
|
||||
icon_state = "lightblade"
|
||||
item_state = "lightblade"
|
||||
|
||||
@@ -244,7 +244,7 @@
|
||||
range_multiplier = 3
|
||||
fire_mode = PCANNON_FIFO
|
||||
throw_amount = 1
|
||||
maxWeightClass = 100 //50 pies. :^)
|
||||
maxWeightClass = 150 //50 pies. :^)
|
||||
clumsyCheck = FALSE
|
||||
|
||||
/obj/item/weapon/pneumatic_cannon/pie/can_load_item(obj/item/I, mob/user)
|
||||
@@ -252,3 +252,22 @@
|
||||
return ..()
|
||||
to_chat(user, "<span class='warning'>[src] only accepts pies!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/weapon/pneumatic_cannon/pie/selfcharge
|
||||
automatic = TRUE
|
||||
var/charge_amount = 1
|
||||
var/charge_ticks = 1
|
||||
var/charge_tick = 0
|
||||
maxWeightClass = 60 //20 pies.
|
||||
|
||||
/obj/item/weapon/pneumatic_cannon/pie/selfcharge/Initialize()
|
||||
. = ..()
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/weapon/pneumatic_cannon/pie/selfcharge/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/pneumatic_cannon/pie/selfcharge/process()
|
||||
if(++charge_tick >= charge_ticks)
|
||||
fill_with_type(/obj/item/weapon/reagent_containers/food/snacks/pie, charge_amount)
|
||||
|
||||
@@ -296,7 +296,7 @@
|
||||
/obj/item/weapon/lighter,
|
||||
/obj/item/device/multitool,
|
||||
/obj/item/weapon/reagent_containers/food/drinks/bottle/molotov,
|
||||
/obj/item/weapon/c4,
|
||||
/obj/item/weapon/grenade/plastic/c4,
|
||||
)
|
||||
/obj/item/weapon/storage/belt/grenade/full/PopulateContents()
|
||||
new /obj/item/weapon/grenade/flashbang(src)
|
||||
|
||||
@@ -85,8 +85,8 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
|
||||
playsound(src.loc, "punch", 25, 1, -1)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user)
|
||||
|
||||
/obj/item/weapon/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
|
||||
|
||||
if (!user.IsAdvancedToolUser())
|
||||
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
||||
return
|
||||
@@ -105,7 +105,10 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
|
||||
to_chat(user, "<span class='danger'>The book sizzles in your hands.</span>")
|
||||
user.take_bodypart_damage(0,10)
|
||||
return
|
||||
|
||||
|
||||
if (!heal_mode)
|
||||
return ..()
|
||||
|
||||
var/smack = 1
|
||||
|
||||
if (M.stat != DEAD)
|
||||
@@ -156,3 +159,38 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
|
||||
|
||||
/obj/item/weapon/storage/book/bible/booze/PopulateContents()
|
||||
new /obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey(src)
|
||||
|
||||
/obj/item/weapon/storage/book/bible/syndicate
|
||||
icon_state ="ebook"
|
||||
deity_name = "The Syndicate"
|
||||
throw_speed = 2
|
||||
throwforce = 18
|
||||
throw_range = 7
|
||||
force = 18
|
||||
hitsound = 'sound/weapons/sear.ogg'
|
||||
damtype = BURN
|
||||
name = "Syndicate Tome"
|
||||
attack_verb = list("attacked", "burned", "blessed", "damned", "scorched")
|
||||
var/uses = 1
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/storage/book/bible/syndicate/attack_self(mob/living/carbon/human/H)
|
||||
if (uses)
|
||||
H.mind.isholy = TRUE
|
||||
uses -= 1
|
||||
to_chat(H, "<span class='userdanger'>You try to open the book AND IT BITES YOU!</span>")
|
||||
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
|
||||
H.apply_damage(5, BRUTE, pick("l_arm", "r_arm"))
|
||||
to_chat(H, "<span class='notice'>Your name appears on the inside cover, in blood.</span>")
|
||||
var/ownername = H.real_name
|
||||
desc += "<span class='warning'>The name [ownername] is written in blood inside the cover.</span>"
|
||||
|
||||
/obj/item/weapon/storage/book/bible/syndicate/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
|
||||
if (user.a_intent == INTENT_HELP)
|
||||
return ..()
|
||||
else
|
||||
return ..(M,user,heal_mode = FALSE)
|
||||
|
||||
/obj/item/storage/book/bible/syndicate/add_blood(list/blood_dna)
|
||||
return FALSE
|
||||
|
||||
@@ -502,7 +502,7 @@
|
||||
|
||||
|
||||
/obj/item/weapon/storage/Initialize(mapload)
|
||||
..()
|
||||
. = ..()
|
||||
|
||||
can_hold = typecacheof(can_hold)
|
||||
cant_hold = typecacheof(cant_hold)
|
||||
|
||||
@@ -21,8 +21,8 @@
|
||||
if(has_latches)
|
||||
if(prob(10))
|
||||
latches = "double_latch"
|
||||
else if(prob(1))
|
||||
latches = "triple_latch"
|
||||
if(prob(1))
|
||||
latches = "triple_latch"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/storage/toolbox/update_icon()
|
||||
|
||||
@@ -140,6 +140,8 @@
|
||||
item_state = "plasmaman_tank_belt"
|
||||
slot_flags = SLOT_BELT
|
||||
force = 5
|
||||
volume = 3
|
||||
w_class = WEIGHT_CLASS_SMALL //thanks i forgot this
|
||||
|
||||
/obj/item/weapon/tank/internals/plasmaman/belt/full/New()
|
||||
..()
|
||||
|
||||
@@ -602,20 +602,19 @@
|
||||
user.visible_message("<span class='suicide'>[user] impales [user.p_them()]self in [user.p_their()] abdomen with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return (BRUTELOSS)
|
||||
|
||||
/obj/item/weapon/twohanded/pitchfork/demonic/pickup(mob/user)
|
||||
if(isliving(user))
|
||||
/obj/item/weapon/twohanded/pitchfork/demonic/pickup(mob/living/user)
|
||||
if(isliving(user) && user.mind && user.owns_soul() && !is_devil(user))
|
||||
var/mob/living/U = user
|
||||
if(U.mind && !U.mind.devilinfo && (U.mind.soulOwner == U.mind)) //Burn hands unless they are a devil or have sold their soul
|
||||
U.visible_message("<span class='warning'>As [U] picks [src] up, [U]'s arms briefly catch fire.</span>", \
|
||||
"<span class='warning'>\"As you pick up [src] your arms ignite, reminding you of all your past sins.\"</span>")
|
||||
if(ishuman(U))
|
||||
var/mob/living/carbon/human/H = U
|
||||
H.apply_damage(rand(force/2, force), BURN, pick("l_arm", "r_arm"))
|
||||
else
|
||||
U.adjustFireLoss(rand(force/2,force))
|
||||
U.visible_message("<span class='warning'>As [U] picks [src] up, [U]'s arms briefly catch fire.</span>", \
|
||||
"<span class='warning'>\"As you pick up [src] your arms ignite, reminding you of all your past sins.\"</span>")
|
||||
if(ishuman(U))
|
||||
var/mob/living/carbon/human/H = U
|
||||
H.apply_damage(rand(force/2, force), BURN, pick("l_arm", "r_arm"))
|
||||
else
|
||||
U.adjustFireLoss(rand(force/2,force))
|
||||
|
||||
/obj/item/weapon/twohanded/pitchfork/demonic/attack(mob/target, mob/living/carbon/human/user)
|
||||
if(user.mind && !user.mind.devilinfo && (user.mind.soulOwner != user.mind))
|
||||
if(user.mind && user.owns_soul() && !is_devil(user))
|
||||
to_chat(user, "<span class ='warning'>[src] burns in your hands.</span>")
|
||||
user.apply_damage(rand(force/2, force), BURN, pick("l_arm", "r_arm"))
|
||||
..()
|
||||
|
||||
@@ -1,76 +1,76 @@
|
||||
/obj/item/weapon/vending_refill
|
||||
name = "resupply canister"
|
||||
var/machine_name = "Generic"
|
||||
|
||||
icon = 'icons/obj/vending_restock.dmi'
|
||||
icon_state = "refill_snack"
|
||||
item_state = "restock_unit"
|
||||
flags = CONDUCT
|
||||
force = 7
|
||||
throwforce = 10
|
||||
throw_speed = 1
|
||||
throw_range = 7
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 30)
|
||||
var/charges = list(0, 0, 0) //how many restocking "charges" the refill has for standard/contraband/coin products
|
||||
var/init_charges = list(0, 0, 0)
|
||||
|
||||
|
||||
/obj/item/weapon/vending_refill/New(amt = -1)
|
||||
..()
|
||||
name = "\improper [machine_name] restocking unit"
|
||||
if(isnum(amt) && amt > -1)
|
||||
charges[1] = amt
|
||||
|
||||
/obj/item/weapon/vending_refill/examine(mob/user)
|
||||
..()
|
||||
if(charges[1] > 0)
|
||||
to_chat(user, "It can restock [charges[1]+charges[2]+charges[3]] item(s).")
|
||||
else
|
||||
to_chat(user, "It's empty!")
|
||||
|
||||
//NOTE I decided to go for about 1/3 of a machine's capacity
|
||||
|
||||
/obj/item/weapon/vending_refill/boozeomat
|
||||
machine_name = "Booze-O-Mat"
|
||||
icon_state = "refill_booze"
|
||||
charges = list(54, 4, 0)//of 159 standard, 12 contraband
|
||||
init_charges = list(54, 4, 0)
|
||||
|
||||
/obj/item/weapon/vending_refill/coffee
|
||||
machine_name = "Solar's Best Hot Drinks"
|
||||
icon_state = "refill_joe"
|
||||
charges = list(25, 4, 0)//of 75 standard, 12 contraband
|
||||
init_charges = list(25, 4, 0)
|
||||
|
||||
/obj/item/weapon/vending_refill/snack
|
||||
machine_name = "Getmore Chocolate Corp"
|
||||
charges = list(12, 2, 0)//of 36 standard, 6 contraband
|
||||
init_charges = list(12, 2, 0)
|
||||
|
||||
/obj/item/weapon/vending_refill/cola
|
||||
machine_name = "Robust Softdrinks"
|
||||
icon_state = "refill_cola"
|
||||
charges = list(30, 4, 1)//of 90 standard, 12 contraband, 1 premium
|
||||
init_charges = list(30, 4, 1)
|
||||
|
||||
/obj/item/weapon/vending_refill/cigarette
|
||||
machine_name = "ShadyCigs Deluxe"
|
||||
icon_state = "refill_smoke"
|
||||
charges = list(12, 3, 2)// of 36 standard, 9 contraband, 6 premium
|
||||
init_charges = list(12, 3, 2)
|
||||
|
||||
/obj/item/weapon/vending_refill/autodrobe
|
||||
machine_name = "AutoDrobe"
|
||||
icon_state = "refill_costume"
|
||||
charges = list(31, 2, 3)// of 94 standard, 6 contraband, 9 premium
|
||||
init_charges = list(27, 2, 3)
|
||||
|
||||
/obj/item/weapon/vending_refill/clothing
|
||||
machine_name = "ClothesMate"
|
||||
icon_state = "refill_clothes"
|
||||
charges = list(31, 4, 4)// of 101 standard, 12 contraband, 10 premium(?)
|
||||
init_charges = list(31, 4, 4)
|
||||
/obj/item/weapon/vending_refill
|
||||
name = "resupply canister"
|
||||
var/machine_name = "Generic"
|
||||
|
||||
icon = 'icons/obj/vending_restock.dmi'
|
||||
icon_state = "refill_snack"
|
||||
item_state = "restock_unit"
|
||||
flags = CONDUCT
|
||||
force = 7
|
||||
throwforce = 10
|
||||
throw_speed = 1
|
||||
throw_range = 7
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 30)
|
||||
var/charges = list(0, 0, 0) //how many restocking "charges" the refill has for standard/contraband/coin products
|
||||
var/init_charges = list(0, 0, 0)
|
||||
|
||||
|
||||
/obj/item/weapon/vending_refill/New(amt = -1)
|
||||
..()
|
||||
name = "\improper [machine_name] restocking unit"
|
||||
if(isnum(amt) && amt > -1)
|
||||
charges[1] = amt
|
||||
|
||||
/obj/item/weapon/vending_refill/examine(mob/user)
|
||||
..()
|
||||
if(charges[1] > 0)
|
||||
to_chat(user, "It can restock [charges[1]+charges[2]+charges[3]] item(s).")
|
||||
else
|
||||
to_chat(user, "It's empty!")
|
||||
|
||||
//NOTE I decided to go for about 1/3 of a machine's capacity
|
||||
|
||||
/obj/item/weapon/vending_refill/boozeomat
|
||||
machine_name = "Booze-O-Mat"
|
||||
icon_state = "refill_booze"
|
||||
charges = list(54, 4, 0)//of 159 standard, 12 contraband
|
||||
init_charges = list(54, 4, 0)
|
||||
|
||||
/obj/item/weapon/vending_refill/coffee
|
||||
machine_name = "Solar's Best Hot Drinks"
|
||||
icon_state = "refill_joe"
|
||||
charges = list(25, 4, 0)//of 75 standard, 12 contraband
|
||||
init_charges = list(25, 4, 0)
|
||||
|
||||
/obj/item/weapon/vending_refill/snack
|
||||
machine_name = "Getmore Chocolate Corp"
|
||||
charges = list(12, 2, 0)//of 36 standard, 6 contraband
|
||||
init_charges = list(12, 2, 0)
|
||||
|
||||
/obj/item/weapon/vending_refill/cola
|
||||
machine_name = "Robust Softdrinks"
|
||||
icon_state = "refill_cola"
|
||||
charges = list(30, 4, 1)//of 90 standard, 12 contraband, 1 premium
|
||||
init_charges = list(30, 4, 1)
|
||||
|
||||
/obj/item/weapon/vending_refill/cigarette
|
||||
machine_name = "ShadyCigs Deluxe"
|
||||
icon_state = "refill_smoke"
|
||||
charges = list(12, 3, 2)// of 36 standard, 9 contraband, 6 premium
|
||||
init_charges = list(12, 3, 2)
|
||||
|
||||
/obj/item/weapon/vending_refill/autodrobe
|
||||
machine_name = "AutoDrobe"
|
||||
icon_state = "refill_costume"
|
||||
charges = list(31, 2, 3)// of 94 standard, 6 contraband, 9 premium
|
||||
init_charges = list(27, 2, 3)
|
||||
|
||||
/obj/item/weapon/vending_refill/clothing
|
||||
machine_name = "ClothesMate"
|
||||
icon_state = "refill_clothes"
|
||||
charges = list(31, 4, 4)// of 101 standard, 12 contraband, 10 premium(?)
|
||||
init_charges = list(31, 4, 4)
|
||||
|
||||
/obj/item/weapon/vending_refill/medical
|
||||
machine_name = "NanoMed"
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user