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Merge branch 'master' into slugs-are-gone
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Furrior committed Jul 18, 2023
2 parents 65e8cbd + 0cae125 commit 1e0c8e7
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Showing 9 changed files with 34 additions and 21 deletions.
2 changes: 1 addition & 1 deletion _maps/map_files/generic/CentComm.dmm
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Expand Up @@ -46541,7 +46541,7 @@
/obj/machinery/camera{
c_tag = "Centaral Command Supreme Court";
dir = 1;
network = list("SS13","CentComm");
network = list("CentComm");
pixel_x = 12;
pixel_y = -6
},
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22 changes: 11 additions & 11 deletions code/modules/clothing/spacesuits/ert.dm
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Expand Up @@ -5,7 +5,7 @@
icon_state = "hardsuit0-ert_commander"
item_state = "helm-command"
item_color = "ert_commander"
armor = list(melee = 45, bullet = 40, laser = 40, energy = 40, bomb = 25, bio = 100, rad = 75, fire = 100, acid = 80)
armor = list(melee = 45, bullet = 45, laser = 40, energy = 40, bomb = 25, bio = 100, rad = 75, fire = 100, acid = 80)
resistance_flags = FIRE_PROOF
var/obj/machinery/camera/camera
var/has_camera = TRUE
Expand Down Expand Up @@ -45,7 +45,7 @@

/obj/item/clothing/head/helmet/space/hardsuit/ert/gamma
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
armor = list(melee = 65, bullet = 55, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)

/obj/item/clothing/suit/space/hardsuit/ert
name = "emergency response team suit"
Expand All @@ -54,7 +54,7 @@
item_state = "suit-command"
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
armor = list(melee = 45, bullet = 40, laser = 40, energy = 40, bomb = 25, bio = 100, rad = 75, fire = 100, acid = 80)
armor = list(melee = 45, bullet = 45, laser = 40, energy = 40, bomb = 25, bio = 100, rad = 75, fire = 100, acid = 80)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/rcd, /obj/item/crowbar, \
/obj/item/screwdriver, /obj/item/weldingtool, /obj/item/wirecutters, /obj/item/wrench, /obj/item/multitool, \
/obj/item/radio, /obj/item/analyzer, /obj/item/gun, /obj/item/melee/baton, /obj/item/reagent_containers/spray/pepper, \
Expand All @@ -71,7 +71,7 @@

/obj/item/clothing/suit/space/hardsuit/ert/gamma
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
armor = list(melee = 65, bullet = 55, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)

//Commander
/obj/item/clothing/head/helmet/space/hardsuit/ert/commander
Expand Down Expand Up @@ -237,27 +237,27 @@
name = "inquisitor's helmet"
icon_state = "hardsuit0-inquisitor"
item_color = "inquisitor"
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
armor = list(melee = 65, bullet = 55, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)

/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
name = "inquisitor's hardsuit"
icon_state = "hardsuit-inquisitor"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
armor = list(melee = 65, bullet = 55, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)

/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/berserker
name = "champion's helmet"
desc = "Peering into the eyes of the helmet is enough to seal damnation."
icon_state = "hardsuit0-berserker"
item_color = "berserker"
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
armor = list(melee = 65, bullet = 55, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)

/obj/item/clothing/suit/space/hardsuit/ert/paranormal/berserker
name = "champion's hardsuit"
desc = "Voices echo from the hardsuit, driving the user insane."
icon_state = "hardsuit-berserker"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/berserker
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)
armor = list(melee = 65, bullet = 55, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80)

// Solgov

Expand All @@ -280,7 +280,7 @@
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/solgov
slowdown = 0
species_restricted = list("Human", "Slime People", "Skeleton", "Nucleation", "Machine")
armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 50)
armor = list(melee = 65, bullet = 55, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 50)
resistance_flags = FIRE_PROOF

/obj/item/clothing/head/helmet/space/hardsuit/ert/solgov/command
Expand Down Expand Up @@ -342,7 +342,7 @@
item_state = "ert_evasuit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during peacemaker's mission."
w_class = WEIGHT_CLASS_NORMAL
armor = list(melee = 20, bullet = 20, laser = 20, energy = 15, bomb = 10, bio = 100, rad = 20, fire = 50, acid = 65)
armor = list(melee = 20, bullet = 25, laser = 20, energy = 15, bomb = 10, bio = 100, rad = 20, fire = 50, acid = 65)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/rcd, /obj/item/crowbar, \
/obj/item/screwdriver, /obj/item/weldingtool, /obj/item/wirecutters, /obj/item/wrench, /obj/item/multitool, \
/obj/item/radio, /obj/item/analyzer, /obj/item/gun, /obj/item/melee/baton, /obj/item/reagent_containers/spray/pepper, \
Expand All @@ -357,7 +357,7 @@
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during mission. Has camera module inside, can be activated."
w_class = WEIGHT_CLASS_NORMAL
flags_inv = HIDEMASK|HIDEHEADSETS|HIDEGLASSES
armor = list(melee = 20, bullet = 20, laser = 20, energy = 15, bomb = 10, bio = 100, rad = 20, fire = 50, acid = 65)
armor = list(melee = 20, bullet = 25, laser = 20, energy = 15, bomb = 10, bio = 100, rad = 20, fire = 50, acid = 65)
flash_protect = 0
var/obj/machinery/camera/camera
var/has_camera = TRUE
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8 changes: 4 additions & 4 deletions code/modules/clothing/spacesuits/hardsuit.dm
Original file line number Diff line number Diff line change
Expand Up @@ -296,7 +296,7 @@
alt_desc = "A dual-mode advanced helmet designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 30, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
armor = list("melee" = 40, "bullet" = 55, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
item_color = "syndi"
on = 1
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
Expand Down Expand Up @@ -373,7 +373,7 @@
alt_desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndi"
item_state = "syndie_hardsuit"
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 30, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
armor = list("melee" = 40, "bullet" = 55, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
item_color = "syndi"
w_class = WEIGHT_CLASS_NORMAL
var/on = 1
Expand All @@ -391,7 +391,7 @@
name = "elite syndicate hardsuit helmet"
desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in travel mode. Property of Gorlex Marauders."
icon_state = "hardsuit0-syndielite"
armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 40, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
armor = list("melee" = 60, "bullet" = 65, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
item_color = "syndielite"
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
Expand All @@ -401,7 +401,7 @@
name = "elite syndicate hardsuit"
desc = "An elite version of the syndicate hardsuit, with improved armour and fire shielding. It is in travel mode."
icon_state = "hardsuit0-syndielite"
armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 40, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
armor = list("melee" = 60, "bullet" = 65, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
item_color = "syndielite"
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|TAIL
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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4 changes: 2 additions & 2 deletions code/modules/mob/living/update_status.dm
Original file line number Diff line number Diff line change
Expand Up @@ -86,15 +86,15 @@
/mob/living/update_canmove(delay_action_updates = 0)
var/fall_over = !can_stand()
var/buckle_lying = !(buckled && !buckled.buckle_lying)
if(fall_over || resting || stunned || health <= HEALTH_THRESHOLD_CRIT)
if(fall_over || resting || stunned)
drop_r_hand()
drop_l_hand()
else
lying = 0
canmove = 1
if(buckled)
lying = 90 * buckle_lying
else if((fall_over || resting || health <= HEALTH_THRESHOLD_CRIT) && !lying)
else if((fall_over || resting) && !lying)
fall(fall_over)

canmove = !(fall_over || stunned || IsFrozen() || buckled)
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5 changes: 5 additions & 0 deletions code/modules/projectiles/ammunition/energy.dm
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,11 @@
muzzle_flash_color = LIGHT_COLOR_DARKRED
select_name = "kill"

/obj/item/ammo_casing/energy/laser/security
projectile_type = /obj/item/projectile/beam/laser/security

/obj/item/ammo_casing/energy/lasergun/security/advanced
projectile_type = /obj/item/projectile/beam/laser/security/advanced
/obj/item/ammo_casing/energy/laser/cyborg //to balance cyborg energy cost seperately
e_cost = 250

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2 changes: 1 addition & 1 deletion code/modules/projectiles/guns/energy/laser.dm
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=2000)
origin_tech = "combat=4;magnets=2"
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/security/advanced)
ammo_x_offset = 1
shaded_charge = 1

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2 changes: 1 addition & 1 deletion code/modules/projectiles/guns/energy/nuclear.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
desc = "A basic energy-based gun with two settings: kill and disable."
icon_state = "energy"
item_state = null //so the human update icon uses the icon_state instead.
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser/security)
origin_tech = "combat=4;magnets=3"
modifystate = 2
can_flashlight = 1
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7 changes: 7 additions & 0 deletions code/modules/projectiles/projectile/beams.dm
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,12 @@

/obj/item/projectile/beam/laser

/obj/item/projectile/beam/laser/security
damage = 22

/obj/item/projectile/beam/laser/security/advanced
damage = 25

/obj/item/projectile/beam/laser/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
Expand Down Expand Up @@ -191,6 +197,7 @@
/obj/item/projectile/beam/dominator/eliminator
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
icon_state = "blue_laser"
damage = 22
light_color = LIGHT_COLOR_LIGHT_CYAN

/obj/item/projectile/beam/dominator/slaughter
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3 changes: 2 additions & 1 deletion code/modules/surgery/organs/organ_external.dm
Original file line number Diff line number Diff line change
Expand Up @@ -31,6 +31,7 @@
var/disfigured = 0
var/cannot_amputate
var/cannot_break
var/break_chance_cap = 15
var/s_tone = null
var/s_col = null // If this is instantiated, it should be a hex value.
var/list/child_icons = list()
Expand Down Expand Up @@ -426,7 +427,7 @@ Note that amputating the affected organ does in fact remove the infection from t
//Updates brute_damn and burn_damn from wound damages. Updates BLEEDING status.
/obj/item/organ/external/proc/check_fracture(damage)
if(config.bones_can_break && brute_dam + burn_dam + damage > min_broken_damage && !is_robotic())
if(prob(damage * FRAGILITY(owner)))
if(prob(min(damage * FRAGILITY(owner), break_chance_cap)))
fracture()
add_attack_logs(owner, null, "Suffered fracture to [src](Damage: [damage], Organ HP: [max_damage - (brute_dam + burn_dam) ])")

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