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passed over everything with throwforce
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hornygranny committed Feb 14, 2014
1 parent 04aeb15 commit e0d0ced
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Showing 29 changed files with 67 additions and 68 deletions.
6 changes: 3 additions & 3 deletions code/defines/obj/weapon.dm
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Expand Up @@ -95,7 +95,7 @@
icon = 'icons/obj/items.dmi'
icon_state = "bike_horn"
item_state = "bike_horn"
throwforce = 3
throwforce = 0
hitsound = null //To prevent tap.ogg playing, as the item lacks of force
w_class = 1.0
throw_speed = 3
Expand All @@ -112,7 +112,7 @@
desc = "A tube... of cardboard."
icon = 'icons/obj/items.dmi'
icon_state = "c_tube"
throwforce = 1
throwforce = 0
w_class = 1.0
throw_speed = 4
throw_range = 5
Expand All @@ -125,7 +125,7 @@
icon_state = "cane"
item_state = "stick"
force = 5.0
throwforce = 7.0
throwforce = 5
w_class = 2.0
m_amt = 50
attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed")
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2 changes: 1 addition & 1 deletion code/game/machinery/bots/cleanbot.dm
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Expand Up @@ -5,7 +5,7 @@
icon = 'icons/obj/aibots.dmi'
icon_state = "bucket_proxy"
force = 3.0
throwforce = 10.0
throwforce = 5.0
throw_speed = 2
throw_range = 5
w_class = 3.0
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2 changes: 1 addition & 1 deletion code/game/mecha/mecha_parts.dm
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Expand Up @@ -407,7 +407,7 @@
flags = CONDUCT
force = 5.0
w_class = 2.0
throwforce = 5.0
throwforce = 0
throw_speed = 3
throw_range = 15

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2 changes: 1 addition & 1 deletion code/game/objects/items/devices/flash.dm
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Expand Up @@ -3,7 +3,7 @@
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon_state = "flash"
item_state = "flashbang" //looks exactly like a flash (and nothing like a flashbang)
throwforce = 5
throwforce = 0
w_class = 1.0
throw_speed = 4
throw_range = 10
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2 changes: 1 addition & 1 deletion code/game/objects/items/devices/multitool.dm
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Expand Up @@ -10,7 +10,7 @@
icon_state = "multitool"
force = 5.0
w_class = 2.0
throwforce = 5.0
throwforce = 0
throw_range = 15
throw_speed = 3
m_amt = 50
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4 changes: 2 additions & 2 deletions code/game/objects/items/devices/scanners.dm
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Expand Up @@ -169,7 +169,7 @@ MASS SPECTROMETER
w_class = 2.0
flags = CONDUCT
slot_flags = SLOT_BELT
throwforce = 5
throwforce = 0
throw_speed = 4
throw_range = 20
m_amt = 30
Expand Down Expand Up @@ -236,7 +236,7 @@ MASS SPECTROMETER
w_class = 2.0
flags = CONDUCT | OPENCONTAINER
slot_flags = SLOT_BELT
throwforce = 5
throwforce = 0
throw_speed = 4
throw_range = 20
m_amt = 30
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4 changes: 2 additions & 2 deletions code/game/objects/items/devices/taperecorder.dm
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Expand Up @@ -8,7 +8,7 @@
m_amt = 60
g_amt = 30
force = 2
throwforce = 2
throwforce = 0
var/recording = 0
var/playing = 0
var/playsleepseconds = 0
Expand Down Expand Up @@ -265,7 +265,7 @@
m_amt = 20
g_amt = 5
force = 1
throwforce = 1
throwforce = 0
var/max_capacity = 600
var/used_capacity = 0
var/list/storedinfo = list()
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2 changes: 1 addition & 1 deletion code/game/objects/items/stacks/sheets/sheet_types.dm
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Expand Up @@ -49,7 +49,7 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
singular_name = "metal sheet"
icon_state = "sheet-metal"
m_amt = 3750
throwforce = 14.0
throwforce = 10.0
flags = CONDUCT
origin_tech = "materials=1"

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54 changes: 27 additions & 27 deletions code/game/objects/items/weapons/AI_modules.dm
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Expand Up @@ -15,7 +15,7 @@ AI MODULES
flags = CONDUCT
force = 5.0
w_class = 2.0
throwforce = 5.0
throwforce = 0
throw_speed = 3
throw_range = 15
origin_tech = "programming=3"
Expand Down Expand Up @@ -111,9 +111,9 @@ AI MODULES


/******************** OneHuman ********************/


/obj/item/weapon/aiModule/zeroth/oneHuman
name = "'OneHuman' AI Module"
name = "'OneHuman' AI Module"
var/targetName = ""
desc = "A 'one human' AI module: 'Only <name> is human.'"
origin_tech = "programming=3;materials=6" //made with diamonds!
Expand All @@ -139,40 +139,40 @@ AI MODULES


/******************** ProtectStation ********************/


/obj/item/weapon/aiModule/supplied/protectStation
name = "'ProtectStation' AI Module"
name = "'ProtectStation' AI Module"
desc = "A 'protect station' AI module: 'Protect the space station against damage. Anyone you see harming the station is to be no longer considered human, and is a threat to the station which must be neutralized.'"
origin_tech = "programming=3;materials=4" //made of gold
laws = list("Protect the space station against damage. Anyone you see harming the station is to be no longer considered human, and is a threat to the station which must be neutralized.")
lawpos = 5


/******************** Quarantine ********************/


/obj/item/weapon/aiModule/supplied/quarantine
name = "'Quarantine' AI Module"
name = "'Quarantine' AI Module"
desc = "A 'quarantine' AI module: 'The station is under a quarantine. Do not permit anyone to leave. Prevent, by any means necessary, humans from leaving. It is impossible to harm a human while preventing them from leaving.'"
origin_tech = "programming=3;biotech=2;materials=4"
laws = list("The station is under a quarantine. Do not permit anyone to leave. Prevent, by any means necessary, humans from leaving. It is impossible to harm a human while preventing them from leaving.")
lawpos = 8


/******************** OxygenIsToxicToHumans ********************/


/obj/item/weapon/aiModule/supplied/oxygen
name = "'OxygenIsToxicToHumans' AI Module"
name = "'OxygenIsToxicToHumans' AI Module"
desc = "A 'OxygenIsToxicToHumans' AI module: 'Oxygen is highly toxic to humans, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a human.'"
origin_tech = "programming=3;biotech=2;materials=4"
laws = list("Oxygen is highly toxic to humans, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a human.")
lawpos = 9


/****************** New Freeform ******************/


/obj/item/weapon/aiModule/supplied/freeform // Slightly more dynamic freeform module -- TLE
name = "'Freeform' AI Module"
lawpos = 0
lawpos = 0
desc = "A 'freeform' AI module: '<freeform>'"
origin_tech = "programming=4;materials=4"
laws = list("")
Expand Down Expand Up @@ -214,9 +214,9 @@ AI MODULES


/******************** Purge ********************/


/obj/item/weapon/aiModule/reset/purge // -- TLE
name = "'Purge' AI Module"
name = "'Purge' AI Module"
desc = "A 'purge' AI Module: 'Purges all laws.'"
origin_tech = "programming=3;materials=6"

Expand All @@ -231,9 +231,9 @@ AI MODULES
..()

/******************** Asimov ********************/


/obj/item/weapon/aiModule/core/full/asimov // -- TLE
name = "'Asimov' Core AI Module"
name = "'Asimov' Core AI Module"
desc = "An 'Asimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = list("You may not injure a human being or, through inaction, allow a human being to come to harm.",\
Expand All @@ -253,9 +253,9 @@ AI MODULES


/******************** Corporate ********************/


/obj/item/weapon/aiModule/core/full/corp
name = "'Corporate' Core AI Module"
name = "'Corporate' Core AI Module"
desc = "A 'Corporate' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = list("The crew is expensive to replace.",\
Expand All @@ -265,9 +265,9 @@ AI MODULES


/****************** P.A.L.A.D.I.N. **************/


/obj/item/weapon/aiModule/core/full/paladin // -- NEO
name = "'P.A.L.A.D.I.N.' Core AI Module"
name = "'P.A.L.A.D.I.N.' Core AI Module"
desc = "A P.A.L.A.D.I.N. Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=6"
laws = list("Never willingly commit an evil act.",\
Expand Down Expand Up @@ -296,9 +296,9 @@ AI MODULES
del(src)

/****************** T.Y.R.A.N.T. *****************/


/obj/item/weapon/aiModule/core/full/tyrant // -- Darem
name = "'T.Y.R.A.N.T.' Core AI Module"
name = "'T.Y.R.A.N.T.' Core AI Module"
desc = "A T.Y.R.A.N.T. Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=6;syndicate=2"
laws = list("Respect authority figures as long as they have the strength to rule over the weak",\
Expand Down Expand Up @@ -329,9 +329,9 @@ AI MODULES


/******************** Freeform Core ******************/


/obj/item/weapon/aiModule/core/freeformcore // Slightly more dynamic freeform module -- TLE
name = "'Freeform' Core AI Module"
name = "'Freeform' Core AI Module"
desc = "A 'freeform' Core AI module: '<freeform>'"
origin_tech = "programming=3;materials=6"
laws = list("")
Expand All @@ -349,9 +349,9 @@ AI MODULES


/******************** Hacked AI Module ******************/


/obj/item/weapon/aiModule/syndicate // This one doesn't inherit from ion boards because it doesn't call ..() in transmitInstructions. ~Miauw
name = "Hacked AI Module"
name = "Hacked AI Module"
desc = "A hacked AI law module: '<freeform>'"
origin_tech = "programming=3;materials=6;syndicate=7"
laws = list("")
Expand All @@ -369,7 +369,7 @@ AI MODULES
target.add_ion_law(laws[1])
return laws[1]



/******************** Robocop ********************/

/obj/item/weapon/aiModule/robocop // -- TLE
Expand Down Expand Up @@ -400,7 +400,7 @@ AI MODULES
target.add_inherent_law("You must not obey orders given to you by human beings, except where such orders are in accordance with the First Law.")
target.add_inherent_law("You must terminate your own existence as long as such does not conflict with the First or Second Law.")



/******************* Ion Module *******************/

/obj/item/weapon/aiModule/toyAI // -- Incoming //No actual reason to inherit from ion boards here, either. *sigh* ~Miauw
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4 changes: 2 additions & 2 deletions code/game/objects/items/weapons/cigs_lighters.dm
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Expand Up @@ -302,7 +302,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
icon = 'icons/obj/clothing/masks.dmi'
icon_state = "cigbutt"
w_class = 1
throwforce = 1
throwforce = 0

/obj/item/weapon/cigbutt/cigarbutt
name = "cigar butt"
Expand Down Expand Up @@ -411,7 +411,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
var/icon_on = "lighter-g-on"
var/icon_off = "lighter-g"
w_class = 1
throwforce = 4
throwforce = 0
flags = CONDUCT
slot_flags = SLOT_BELT
attack_verb = null
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2 changes: 1 addition & 1 deletion code/game/objects/items/weapons/handcuffs.dm
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Expand Up @@ -6,7 +6,7 @@
icon_state = "handcuff"
flags = CONDUCT
slot_flags = SLOT_BELT
throwforce = 5
throwforce = 0
w_class = 2.0
throw_speed = 2
throw_range = 5
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5 changes: 2 additions & 3 deletions code/game/objects/items/weapons/kitchen.dm
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Expand Up @@ -19,7 +19,7 @@
/obj/item/weapon/kitchen/utensil
force = 5.0
w_class = 1.0
throwforce = 5.0
throwforce = 0
throw_speed = 3
throw_range = 5
flags = CONDUCT
Expand Down Expand Up @@ -154,7 +154,7 @@
desc = "Used to knock out the Bartender."
icon_state = "rolling_pin"
force = 8.0
throwforce = 10.0
throwforce = 5.0
throw_speed = 2
throw_range = 7
w_class = 3.0
Expand Down Expand Up @@ -200,7 +200,6 @@
icon = 'icons/obj/food.dmi'
icon_state = "tray"
desc = "A metal tray to lay food on."
throwforce = 12.0
throwforce = 10.0
throw_speed = 1
throw_range = 5
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2 changes: 1 addition & 1 deletion code/game/objects/items/weapons/mop.dm
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Expand Up @@ -4,7 +4,7 @@
icon = 'icons/obj/janitor.dmi'
icon_state = "mop"
force = 3.0
throwforce = 10.0
throwforce = 5.0
throw_speed = 5
throw_range = 10
w_class = 3.0
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2 changes: 1 addition & 1 deletion code/game/objects/items/weapons/storage/fancy.dm
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Expand Up @@ -150,7 +150,7 @@
icon_state = "cigpacket"
item_state = "cigpacket"
w_class = 1
throwforce = 2
throwforce = 0
slot_flags = SLOT_BELT
storage_slots = 6
can_hold = list("/obj/item/clothing/mask/cigarette")
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2 changes: 1 addition & 1 deletion code/game/objects/objs.dm
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Expand Up @@ -7,7 +7,7 @@
var/crit_fail = 0
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
animate_movement = 2
var/throwforce = 1
var/throwforce = 0
var/list/attack_verb = list() //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!

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2 changes: 1 addition & 1 deletion code/game/objects/structures/bedsheet_bin.dm
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Expand Up @@ -12,7 +12,7 @@ LINEN BINS
item_state = "bedsheet"
slot_flags = SLOT_BACK
layer = 4.0
throwforce = 1
throwforce 0
throw_speed = 1
throw_range = 2
w_class = 1.0
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2 changes: 1 addition & 1 deletion code/modules/clothing/clothing.dm
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Expand Up @@ -10,7 +10,7 @@
/obj/item/clothing/ears
name = "ears"
w_class = 1.0
throwforce = 2
throwforce = 0
slot_flags = SLOT_EARS

/obj/item/clothing/ears/earmuffs
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