Baystation Update Merge 01

Mahoosive update. A lot of things.
This commit is contained in:
skull132
2014-04-16 23:54:43 +03:00
parent defa9e7fd4
commit 6d192181ea
383 changed files with 36251 additions and 10238 deletions
+13 -83
View File
@@ -102,10 +102,11 @@ Works together with spawning an observer, noted above.
for(var/image/hud in client.images)
if(copytext(hud.icon_state,1,4) == "hud")
client.images.Remove(hud)
if(antagHUD)
var/list/target_list = list()
for(var/mob/living/target in oview(src))
if( target.mind&&(target.mind.special_role||issilicon(target)) )
for(var/mob/living/target in oview(src, 14))
if(target.mind&&(target.mind.special_role||issilicon(target)) )
target_list += target
if(target_list.len)
assess_targets(target_list, src)
@@ -113,91 +114,19 @@ Works together with spawning an observer, noted above.
process_medHUD(src)
// Direct copied from medical HUD glasses proc, used to determine what health bar to put over the targets head.
/mob/dead/proc/RoundHealth(var/health)
switch(health)
if(100 to INFINITY)
return "health100"
if(70 to 100)
return "health80"
if(50 to 70)
return "health60"
if(30 to 50)
return "health40"
if(18 to 30)
return "health25"
if(5 to 18)
return "health10"
if(1 to 5)
return "health1"
if(-99 to 0)
return "health0"
else
return "health-100"
return "0"
// Pretty much a direct copy of Medical HUD stuff, except will show ill if they are ill instead of also checking for known illnesses.
/mob/dead/proc/process_medHUD(var/mob/M)
var/client/C = M.client
var/image/holder
for(var/mob/living/carbon/human/patient in oview(M))
var/foundVirus = 0
if(patient.virus2.len)
foundVirus = 1
if(!C) return
holder = patient.hud_list[HEALTH_HUD]
if(patient.stat == 2)
holder.icon_state = "hudhealth-100"
else
holder.icon_state = "hud[RoundHealth(patient.health)]"
C.images += holder
holder = patient.hud_list[STATUS_HUD]
if(patient.stat == 2)
holder.icon_state = "huddead"
else if(patient.status_flags & XENO_HOST)
holder.icon_state = "hudxeno"
else if(foundVirus)
holder.icon_state = "hudill"
else if(patient.has_brain_worms())
var/mob/living/simple_animal/borer/B = patient.has_brain_worms()
if(B.controlling)
holder.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
else
holder.icon_state = "hudhealthy"
C.images += holder
for(var/mob/living/carbon/human/patient in oview(M, 14))
C.images += patient.hud_list[HEALTH_HUD]
C.images += patient.hud_list[STATUS_HUD_OOC]
/mob/dead/proc/assess_targets(list/target_list, mob/dead/observer/U)
var/icon/tempHud = 'icons/mob/hud.dmi'
for(var/mob/living/target in target_list)
if(iscarbon(target))
switch(target.mind.special_role)
if("traitor","Syndicate")
U.client.images += image(tempHud,target,"hudsyndicate")
if("Revolutionary")
U.client.images += image(tempHud,target,"hudrevolutionary")
if("Head Revolutionary")
U.client.images += image(tempHud,target,"hudheadrevolutionary")
if("Cultist")
U.client.images += image(tempHud,target,"hudcultist")
if("Changeling")
U.client.images += image(tempHud,target,"hudchangeling")
if("Wizard","Fake Wizard")
U.client.images += image(tempHud,target,"hudwizard")
if("Hunter","Sentinel","Drone","Queen")
U.client.images += image(tempHud,target,"hudalien")
if("Death Commando")
U.client.images += image(tempHud,target,"huddeathsquad")
if("Ninja")
U.client.images += image(tempHud,target,"hudninja")
else//If we don't know what role they have but they have one.
U.client.images += image(tempHud,target,"hudunknown1")
var/client/C = U.client
for(var/mob/living/carbon/human/target in target_list)
C.images += target.hud_list[SPECIALROLE_HUD]
/*
else//If the silicon mob has no law datum, no inherent laws, or a law zero, add them to the hud.
var/mob/living/silicon/silicon_target = target
if(!silicon_target.laws||(silicon_target.laws&&(silicon_target.laws.zeroth||!silicon_target.laws.inherent.len))||silicon_target.mind.special_role=="traitor")
@@ -205,6 +134,7 @@ Works together with spawning an observer, noted above.
U.client.images += image(tempHud,silicon_target,"hudmalborg")
else
U.client.images += image(tempHud,silicon_target,"hudmalai")
*/
return 1
/mob/proc/ghostize(var/can_reenter_corpse = 1)
+2 -4
View File
@@ -38,15 +38,13 @@
// Type 1 (Visual) emotes are sent to anyone in view of the item
if (m_type & 1)
var/list/can_see = get_mobs_in_view(1,src) //Allows silicon & mmi mobs carried around to see the emotes of the person carrying them around.
can_see |= viewers(src,null)
for (var/mob/O in can_see)
for (var/mob/O in viewers(src, null))
O.show_message(message, m_type)
// Type 2 (Audible) emotes are sent to anyone in hear range
// of the *LOCATION* -- this is important for pAIs to be heard
else if (m_type & 2)
for (var/mob/O in get_mobs_in_view(7,src))
for (var/mob/O in hearers(get_turf(src), null))
O.show_message(message, m_type)
/mob/proc/emote_dead(var/message)
@@ -46,6 +46,19 @@
C.prefs.be_special ^= BE_PAI
transfer_identity(var/mob/living/carbon/H)
name = "positronic brain ([H])"
brainmob.name = H.real_name
brainmob.real_name = H.real_name
brainmob.dna = H.dna
brainmob.timeofhostdeath = H.timeofdeath
if(brainmob.mind)
brainmob.mind.assigned_role = "Positronic Brain"
if(H.mind)
H.mind.transfer_to(brainmob)
brainmob << "\blue You feel slightly disoriented. That's normal when you're just a metal cube."
icon_state = "posibrain-occupied"
return
proc/transfer_personality(var/mob/candidate)
@@ -53,10 +53,20 @@
/mob/living/carbon/human/death(gibbed)
if(stat == DEAD) return
if(healths) healths.icon_state = "health5"
stat = DEAD
dizziness = 0
jitteriness = 0
hud_updateflag |= 1 << HEALTH_HUD
hud_updateflag |= 1 << STATUS_HUD
handle_hud_list()
//Handle species-specific deaths.
if(species) species.handle_death(src)
//Handle brain slugs.
var/datum/organ/external/head = get_organ("head")
var/mob/living/simple_animal/borer/B
@@ -105,6 +115,8 @@
ticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now
return ..(gibbed)
/mob/living/carbon/human/proc/makeSkeleton()
if(SKELETON in src.mutations) return
@@ -258,8 +258,9 @@
continue
if(temp.status & ORGAN_ROBOT)
if(!(temp.brute_dam + temp.burn_dam))
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>[t_He] has a robot [temp.display_name]!</span>\n"
continue
if(!species.flags & IS_SYNTHETIC)
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>[t_He] has a robot [temp.display_name]!</span>\n"
continue
else
wound_flavor_text["[temp.display_name]"] = "<span class='warning'>[t_He] has a robot [temp.display_name], it has"
if(temp.brute_dam) switch(temp.brute_dam)
@@ -274,7 +275,8 @@
wound_flavor_text["[temp.display_name]"] += " some burns"
if(21 to INFINITY)
wound_flavor_text["[temp.display_name]"] += pick(" a lot of burns"," severe melting")
wound_flavor_text["[temp.display_name]"] += "!</span>\n"
if(wound_flavor_text["[temp.display_name]"])
wound_flavor_text["[temp.display_name]"] += "!</span>\n"
else if(temp.wounds.len > 0)
var/list/wound_descriptors = list()
for(var/datum/wound/W in temp.wounds)
@@ -469,4 +471,4 @@
else
return 0
else
return 0
return 0
+27 -8
View File
@@ -4,7 +4,7 @@
voice_name = "unknown"
icon = 'icons/mob/human.dmi'
icon_state = "body_m_s"
var/list/hud_list = list()
var/list/hud_list[9]
var/datum/species/species //Contains icon generation and language information, set during New().
var/embedded_flag //To check if we've need to roll for damage on movement while an item is imbedded in us.
@@ -36,6 +36,11 @@
species = new /datum/species/diona(src)
..()
/mob/living/carbon/human/machine/New()
h_style = "blue IPC screen"
set_species("Machine")
..()
/mob/living/carbon/human/New()
if(!species)
@@ -47,10 +52,18 @@
if(!dna)
dna = new /datum/dna(null)
dna.species=species.name
dna.species=species.name
for(var/i=0;i<7;i++) // 2 for medHUDs and 5 for secHUDs
hud_list += image('icons/mob/hud.dmi', src, "hudunknown")
hud_list[HEALTH_HUD] = image('icons/mob/hud.dmi', src, "hudhealth100")
hud_list[STATUS_HUD] = image('icons/mob/hud.dmi', src, "hudhealthy")
hud_list[ID_HUD] = image('icons/mob/hud.dmi', src, "hudunknown")
hud_list[WANTED_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPLOYAL_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPCHEM_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPTRACK_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[SPECIALROLE_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[STATUS_HUD_OOC] = image('icons/mob/hud.dmi', src, "hudhealthy")
..()
@@ -548,6 +561,7 @@
modified = 1
spawn()
hud_updateflag |= 1 << WANTED_HUD
if(istype(usr,/mob/living/carbon/human))
var/mob/living/carbon/human/U = usr
U.handle_regular_hud_updates()
@@ -672,6 +686,8 @@
if(setmedical != "Cancel")
R.fields["p_stat"] = setmedical
modified = 1
if(PDA_Manifest.len)
PDA_Manifest.Cut()
spawn()
if(istype(usr,/mob/living/carbon/human))
@@ -1080,7 +1096,7 @@
var/tdamage = 0
var/ticks = 0
while (germs < 2501 && ticks < 100000 && round(damage/10)*20)
diary << "VIRUS TESTING: [ticks] : germs [germs] tdamage [tdamage] prob [round(damage/10)*20]"
log_misc("VIRUS TESTING: [ticks] : germs [germs] tdamage [tdamage] prob [round(damage/10)*20]")
ticks++
if (prob(round(damage/10)*20))
germs++
@@ -1113,10 +1129,12 @@
verbs += /mob/living/carbon/human/proc/bloody_doodle
return 1 //we applied blood to the item
/mob/living/carbon/human/clean_blood()
/mob/living/carbon/human/clean_blood(var/clean_feet)
.=..()
if(istype(feet_blood_DNA, /list) && feet_blood_DNA.len)
if(clean_feet && !shoes && istype(feet_blood_DNA, /list) && feet_blood_DNA.len)
feet_blood_color = null
del(feet_blood_DNA)
update_inv_shoes(1)
return 1
/mob/living/carbon/human/get_visible_implants(var/class = 0)
@@ -1193,7 +1211,7 @@
if(!new_species)
new_species = dna.species
else
dna.species = new_species
dna.species = new_species
if(species && (species.name && species.name == new_species))
return
@@ -1210,6 +1228,7 @@
update_icons()
if(species)
species.handle_post_spawn(src)
return 1
else
return 0
@@ -114,7 +114,7 @@
M.attack_log += text("\[[time_stamp()]\] <font color='red'>[M.species.attack_verb]ed [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been [M.species.attack_verb]ed by [M.name] ([M.ckey])</font>")
log_attack("[M.name] ([M.ckey]) [M.species.attack_verb]ed [src.name] ([src.ckey])")
msg_admin_attack("[key_name(M)] [M.species.attack_verb]ed [key_name(src)]")
var/damage = rand(0, 5)//BS12 EDIT
if(!damage)
@@ -153,7 +153,7 @@
M.attack_log += text("\[[time_stamp()]\] <font color='red'>Disarmed [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been disarmed by [M.name] ([M.ckey])</font>")
log_attack("[M.name] ([M.ckey]) disarmed [src.name] ([src.ckey])")
msg_admin_attack("[key_name(M)] disarmed [src.name] ([src.ckey])")
if(w_uniform)
w_uniform.add_fingerprint(M)
@@ -0,0 +1,227 @@
/mob/living/carbon/human/attack_hand(mob/living/carbon/human/M as mob)
if (istype(loc, /turf) && istype(loc.loc, /area/start))
M << "No attacking people at spawn, you jackass."
return
var/datum/organ/external/temp = M:organs_by_name["r_hand"]
if (M.hand)
temp = M:organs_by_name["l_hand"]
if(temp && !temp.is_usable())
M << "\red You can't use your [temp.display_name]."
return
..()
if((M != src) && check_shields(0, M.name))
visible_message("\red <B>[M] attempted to touch [src]!</B>")
return 0
if(M.gloves && istype(M.gloves,/obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = M.gloves
if(G.cell)
if(M.a_intent == "hurt")//Stungloves. Any contact will stun the alien.
if(G.cell.charge >= 2500)
G.cell.use(2500)
visible_message("\red <B>[src] has been touched with the stun gloves by [M]!</B>")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>Stungloved [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been stungloved by [M.name] ([M.ckey])</font>")
msg_admin_attack("[M.name] ([M.ckey]) stungloved [src.name] ([src.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[M.x];Y=[M.y];Z=[M.z]'>JMP</a>)")
var/armorblock = run_armor_check(M.zone_sel.selecting, "energy")
apply_effects(5,5,0,0,5,0,0,armorblock)
return 1
else
M << "\red Not enough charge! "
visible_message("\red <B>[src] has been touched with the stun gloves by [M]!</B>")
return
if(istype(M.gloves , /obj/item/clothing/gloves/boxing/hologlove))
var/damage = rand(0, 9)
if(!damage)
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("\red <B>[M] has attempted to punch [src]!</B>")
return 0
var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
var/armor_block = run_armor_check(affecting, "melee")
if(HULK in M.mutations) damage += 5
playsound(loc, "punch", 25, 1, -1)
visible_message("\red <B>[M] has punched [src]!</B>")
apply_damage(damage, HALLOSS, affecting, armor_block)
if(damage >= 9)
visible_message("\red <B>[M] has weakened [src]!</B>")
apply_effect(4, WEAKEN, armor_block)
return
else
if(istype(M,/mob/living/carbon))
// log_debug("No gloves, [M] is truing to infect [src]")
M.spread_disease_to(src, "Contact")
switch(M.a_intent)
if("help")
if(health >= config.health_threshold_crit)
help_shake_act(M)
return 1
// if(M.health < -75) return 0
if((M.head && (M.head.flags & HEADCOVERSMOUTH)) || (M.wear_mask && (M.wear_mask.flags & MASKCOVERSMOUTH)))
M << "\blue <B>Remove your mask!</B>"
return 0
if((head && (head.flags & HEADCOVERSMOUTH)) || (wear_mask && (wear_mask.flags & MASKCOVERSMOUTH)))
M << "\blue <B>Remove his mask!</B>"
return 0
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human()
O.source = M
O.target = src
O.s_loc = M.loc
O.t_loc = loc
O.place = "CPR"
requests += O
spawn(0)
O.process()
return 1
if("grab")
if(M == src || anchored)
return 0
if(w_uniform)
w_uniform.add_fingerprint(M)
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src)
if(buckled)
M << "<span class='notice'>You cannot grab [src], \he is buckled in!</span>"
if(!G) //the grab will delete itself in New if affecting is anchored
return
M.put_in_active_hand(G)
grabbed_by += G
G.synch()
LAssailant = M
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
visible_message("<span class='warning'>[M] has grabbed [src] passively!</span>")
return 1
if("hurt")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>[M.species.attack_verb]ed [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been [M.species.attack_verb]ed by [M.name] ([M.ckey])</font>")
log_attack("[M.name] ([M.ckey]) [M.species.attack_verb]ed [src.name] ([src.ckey])")
var/damage = rand(0, 5)//BS12 EDIT
if(!damage)
if(M.species.attack_verb == "punch")
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
else
playsound(loc, 'sound/weapons/slashmiss.ogg', 25, 1, -1)
visible_message("\red <B>[M] has attempted to [M.species.attack_verb] [src]!</B>")
return 0
var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
var/armor_block = run_armor_check(affecting, "melee")
if(HULK in M.mutations) damage += 5
if(M.species.attack_verb == "punch")
playsound(loc, "punch", 25, 1, -1)
else
playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1)
visible_message("\red <B>[M] has [M.species.attack_verb]ed [src]!</B>")
//Rearranged, so claws don't increase weaken chance.
if(damage >= 5 && prob(50))
visible_message("\red <B>[M] has weakened [src]!</B>")
apply_effect(2, WEAKEN, armor_block)
if(M.species.punch_damage)
damage += M.species.punch_damage
apply_damage(damage, BRUTE, affecting, armor_block)
if("disarm")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>Disarmed [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been disarmed by [M.name] ([M.ckey])</font>")
log_attack("[M.name] ([M.ckey]) disarmed [src.name] ([src.ckey])")
if(w_uniform)
w_uniform.add_fingerprint(M)
var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
if (istype(r_hand,/obj/item/weapon/gun) || istype(l_hand,/obj/item/weapon/gun))
var/obj/item/weapon/gun/W = null
var/chance = 0
if (istype(l_hand,/obj/item/weapon/gun))
W = l_hand
chance = hand ? 40 : 20
if (istype(r_hand,/obj/item/weapon/gun))
W = r_hand
chance = !hand ? 40 : 20
if (prob(chance))
visible_message("<spawn class=danger>[src]'s [W] goes off during struggle!")
var/list/turfs = list()
for(var/turf/T in view())
turfs += T
var/turf/target = pick(turfs)
return W.afterattack(target,src)
var/randn = rand(1, 100)
if (randn <= 25)
apply_effect(4, WEAKEN, run_armor_check(affecting, "melee"))
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
visible_message("\red <B>[M] has pushed [src]!</B>")
return
var/talked = 0 // BubbleWrap
if(randn <= 60)
//BubbleWrap: Disarming breaks a pull
if(pulling)
visible_message("\red <b>[M] has broken [src]'s grip on [pulling]!</B>")
talked = 1
stop_pulling()
//BubbleWrap: Disarming also breaks a grab - this will also stop someone being choked, won't it?
if(istype(l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/lgrab = l_hand
if(lgrab.affecting)
visible_message("\red <b>[M] has broken [src]'s grip on [lgrab.affecting]!</B>")
talked = 1
spawn(1)
del(lgrab)
if(istype(r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/rgrab = r_hand
if(rgrab.affecting)
visible_message("\red <b>[M] has broken [src]'s grip on [rgrab.affecting]!</B>")
talked = 1
spawn(1)
del(rgrab)
//End BubbleWrap
if(!talked) //BubbleWrap
drop_item()
visible_message("\red <B>[M] has disarmed [src]!</B>")
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
return
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("\red <B>[M] attempted to disarm [src]!</B>")
return
/mob/living/carbon/human/proc/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)
return
@@ -40,16 +40,24 @@
/mob/living/carbon/human/adjustBruteLoss(var/amount)
if(species && species.brute_mod)
amount = amount*species.brute_mod
if(amount > 0)
take_overall_damage(amount, 0)
else
heal_overall_damage(-amount, 0)
hud_updateflag |= 1 << HEALTH_HUD
/mob/living/carbon/human/adjustFireLoss(var/amount)
if(species && species.burn_mod)
amount = amount*species.burn_mod
if(amount > 0)
take_overall_damage(0, amount)
else
heal_overall_damage(0, -amount)
hud_updateflag |= 1 << HEALTH_HUD
/mob/living/carbon/human/Stun(amount)
if(HULK in mutations) return
@@ -91,6 +99,8 @@
if (O.status & ORGAN_MUTATED)
O.unmutate()
src << "<span class = 'notice'>Your [O.display_name] is shaped normally again.</span>"
hud_updateflag |= 1 << HEALTH_HUD
////////////////////////////////////////////
//Returns a list of damaged organs
@@ -118,6 +128,7 @@
var/datum/organ/external/picked = pick(parts)
if(picked.heal_damage(brute,burn))
UpdateDamageIcon()
hud_updateflag |= 1 << HEALTH_HUD
updatehealth()
//Damages ONE external organ, organ gets randomly selected from damagable ones.
@@ -129,6 +140,7 @@
var/datum/organ/external/picked = pick(parts)
if(picked.take_damage(brute,burn,sharp))
UpdateDamageIcon()
hud_updateflag |= 1 << HEALTH_HUD
updatehealth()
@@ -150,6 +162,7 @@
parts -= picked
updatehealth()
hud_updateflag |= 1 << HEALTH_HUD
if(update) UpdateDamageIcon()
// damage MANY external organs, in random order
@@ -169,6 +182,7 @@
parts -= picked
updatehealth()
hud_updateflag |= 1 << HEALTH_HUD
if(update) UpdateDamageIcon()
@@ -178,8 +192,9 @@
This function restores the subjects blood to max.
*/
/mob/living/carbon/human/proc/restore_blood()
var/blood_volume = vessel.get_reagent_amount("blood")
vessel.add_reagent("blood",560.0-blood_volume)
if(!species.flags & NO_BLOOD)
var/blood_volume = vessel.get_reagent_amount("blood")
vessel.add_reagent("blood",560.0-blood_volume)
/*
@@ -194,6 +209,7 @@ This function restores all organs.
if(istype(E, /datum/organ/external))
if (E.heal_damage(brute, burn))
UpdateDamageIcon()
hud_updateflag |= 1 << HEALTH_HUD
else
return 0
return
@@ -237,6 +253,7 @@ This function restores all organs.
// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
updatehealth()
hud_updateflag |= 1 << HEALTH_HUD
//Embedded projectile code.
if(!organ) return
@@ -53,7 +53,10 @@
var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
var/last_dam = -1 //Used for determining if we need to process all organs or just some or even none.
var/list/bad_external_organs = list()// organs we check until they are good.
var/xylophone = 0 //For the spoooooooky xylophone cooldown
var/mob/remoteview_target = null
var/hand_blood_color
var/hand_blood_color
+214 -40
View File
@@ -63,6 +63,9 @@
in_stasis = istype(loc, /obj/structure/closet/body_bag/cryobag) && loc:opened == 0
if(in_stasis) loc:used++
if(life_tick%30==15)
hud_updateflag = 1022
//No need to update all of these procs if the guy is dead.
if(stat != DEAD && !in_stasis)
if(air_master.current_cycle%4==2 || failed_last_breath) //First, resolve location and get a breath
@@ -101,11 +104,14 @@
handle_stasis_bag()
if(life_tick > 5 && timeofdeath && (timeofdeath < 5 || world.time - timeofdeath > 6000)) //We are long dead, or we're junk mobs spawned like the clowns on the clown shuttle
return //We go ahead and process them 5 times for HUD images and other stuff though.
//Handle temperature/pressure differences between body and environment
handle_environment(environment)
handle_environment(environment) //Optimized a good bit.
//Status updates, death etc.
handle_regular_status_updates() //TODO: optimise ~Carn NO SHIT ~Ccomp
handle_regular_status_updates() //Optimized a bit
update_canmove()
//Update our name based on whether our face is obscured/disfigured
@@ -179,7 +185,7 @@
if (prob(3))
switch(pick(1,2,3))
if(1)
say(pick("IM A PONY NEEEEEEIIIIIIIIIGH", "without oxigen blob don't evoluate?", "CAPTAINS A COMDOM", "[pick("", "that faggot traitor")] [pick("joerge", "george", "gorge", "gdoruge")] [pick("mellens", "melons", "mwrlins")] is grifing me HAL;P!!!", "can u give me [pick("telikesis","halk","eppilapse")]?", "THe saiyans screwed", "Bi is THE BEST OF BOTH WORLDS>", "I WANNA PET TEH monkeyS", "stop grifing me!!!!", "SOTP IT#"))
say(pick("IM A PONY NEEEEEEIIIIIIIIIGH", "without oxigen blob don't evoluate?", "CAPTAINS A COMDOM", "[pick("", "that meatball traitor")] [pick("joerge", "george", "gorge", "gdoruge")] [pick("mellens", "melons", "mwrlins")] is grifing me HAL;P!!!", "can u give me [pick("telikesis","halk","eppilapse")]?", "THe saiyans screwed", "Bi is THE BEST OF BOTH WORLDS>", "I WANNA PET TEH monkeyS", "stop grifing me!!!!", "SOTP IT#"))
if(2)
say(pick("FUS RO DAH","fucking 4rries!", "stat me", ">my face", "roll it easy!", "waaaaaagh!!!", "red wonz go fasta", "FOR TEH EMPRAH", "lol2cat", "dem dwarfs man, dem dwarfs", "SPESS MAHREENS", "hwee did eet fhor khayosss", "lifelike texture ;_;", "luv can bloooom", "PACKETS!!!"))
if(3)
@@ -287,7 +293,7 @@
proc/breathe()
if(reagents.has_reagent("lexorin")) return
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
if(species && species.flags & NO_BREATHE) return
if(species && (species.flags & NO_BREATHE || species.flags & IS_SYNTHETIC)) return
var/datum/organ/internal/lungs/L = internal_organs["lungs"]
L.process()
@@ -325,7 +331,7 @@
breath = loc.remove_air(breath_moles)
if(istype(wear_mask, /obj/item/clothing/mask/gas))
if(istype(wear_mask, /obj/item/clothing/mask/gas) && breath)
var/obj/item/clothing/mask/gas/G = wear_mask
var/datum/gas_mixture/filtered = new
@@ -380,7 +386,7 @@
//spread some viruses while we are at it
if (virus2.len > 0)
if (get_infection_chance(src) && prob(20))
if (prob(10) && get_infection_chance(src))
// log_debug("[src] : Exhaling some viruses")
for(var/mob/living/carbon/M in view(1,src))
src.spread_disease_to(M)
@@ -572,25 +578,23 @@
else
loc_temp = environment.temperature
//world << "Loc temp: [loc_temp] - Body temp: [bodytemperature] - Fireloss: [getFireLoss()] - Thermal protection: [get_thermal_protection()] - Fire protection: [thermal_protection + add_fire_protection(loc_temp)] - Heat capacity: [environment_heat_capacity] - Location: [loc] - src: [src]"
if(abs(loc_temp - 293.15) < 20 && abs(bodytemperature - 310.14) < 0.5 && environment.toxins < MOLES_PLASMA_VISIBLE)
return // Temperatures are within normal ranges, fuck all this processing. ~Ccomp
//Body temperature is adjusted in two steps. Firstly your body tries to stabilize itself a bit.
if(stat != 2)
stabilize_temperature_from_calories()
// log_debug("Adjusting to atmosphere.")
//After then, it reacts to the surrounding atmosphere based on your thermal protection
if(loc_temp < BODYTEMP_COLD_DAMAGE_LIMIT) //Place is colder than we are
var/thermal_protection = get_cold_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
if(thermal_protection < 1)
var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_COLD_DIVISOR), BODYTEMP_COOLING_MAX)
// log_debug("[loc_temp] is Cold. Cooling by [amt]")
bodytemperature += amt
else if (loc_temp > BODYTEMP_HEAT_DAMAGE_LIMIT) //Place is hotter than we are
var/thermal_protection = get_heat_protection(loc_temp) //This returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
if(thermal_protection < 1)
var/amt = min((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR), BODYTEMP_HEATING_MAX)
// log_debug("[loc_temp] is Heat. Heating up by [amt]")
bodytemperature += amt
// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
@@ -640,7 +644,15 @@
pressure_alert = 0
else if(adjusted_pressure >= species.hazard_low_pressure)
pressure_alert = -1
if(species && species.flags & IS_SYNTHETIC)
bodytemperature += 0.5 * TEMPERATURE_DAMAGE_COEFFICIENT //Synthetics suffer overheating in a vaccuum. ~Z
else
if(species && species.flags & IS_SYNTHETIC)
bodytemperature += 1 * TEMPERATURE_DAMAGE_COEFFICIENT
if( !(COLD_RESISTANCE in mutations))
adjustBruteLoss( LOW_PRESSURE_DAMAGE )
pressure_alert = -2
@@ -672,7 +684,7 @@
proc/stabilize_temperature_from_calories()
var/body_temperature_difference = 310.15 - bodytemperature
if (abs(body_temperature_difference) < 0.01)
if (abs(body_temperature_difference) < 0.5)
return //fuck this precision
switch(bodytemperature)
if(-INFINITY to 260.15) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
@@ -867,8 +879,8 @@
*/
proc/handle_chemicals_in_body()
if(reagents)
if(reagents && !(species.flags & IS_SYNTHETIC)) //Synths don't process reagents.
var/alien = 0 //Not the best way to handle it, but neater than checking this for every single reagent proc.
if(species && species.name == "Diona")
alien = 1
@@ -967,7 +979,7 @@
dizziness = max(0, dizziness - 3)
jitteriness = max(0, jitteriness - 3)
handle_trace_chems()
if(!(species.flags & IS_SYNTHETIC)) handle_trace_chems()
var/datum/organ/internal/liver/liver = internal_organs["liver"]
liver.process()
@@ -986,7 +998,7 @@
else //ALIVE. LIGHTS ARE ON
updatehealth() //TODO
if(!in_stasis)
handle_organs()
handle_organs() //Optimized.
handle_blood()
if(health <= config.health_threshold_dead || brain_op_stage == 4.0)
@@ -1098,30 +1110,39 @@
if(stuttering)
stuttering = max(stuttering-1, 0)
if (src.slurring)
if (slurring)
slurring = max(slurring-1, 0)
if(silent)
silent = max(silent-1, 0)
if(druggy)
druggy = max(druggy-1, 0)
/*
// Increase germ_level regularly
if(prob(40))
germ_level += 1
// If you're dirty, your gloves will become dirty, too.
if(gloves && germ_level > gloves.germ_level && prob(10))
gloves.germ_level += 1
*/
return 1
proc/handle_regular_hud_updates()
if(hud_updateflag)
handle_hud_list()
if(!client) return 0
if(hud_updateflag)
handle_hud_list()
for(var/image/hud in client.images)
if(copytext(hud.icon_state,1,4) == "hud") //ugly, but icon comparison is worse, I believe
client.images.Remove(hud)
client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask)
client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask, global_hud.nvg)
update_action_buttons()
@@ -1258,10 +1279,13 @@
var/obj/item/clothing/glasses/G = glasses
if(istype(G))
see_in_dark += G.darkness_view
if(G.vision_flags)
if(G.vision_flags) // MESONS
sight |= G.vision_flags
if(!druggy)
see_invisible = SEE_INVISIBLE_MINIMUM
if(istype(G,/obj/item/clothing/glasses/night))
see_invisible = SEE_INVISIBLE_MINIMUM
client.screen += global_hud.nvg
/* HUD shit goes here, as long as it doesn't modify sight flags */
// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
@@ -1279,6 +1303,8 @@
else if(!seer)
see_invisible = SEE_INVISIBLE_LIVING
if(healths)
if (analgesic)
healths.icon_state = "health_health_numb"
@@ -1288,7 +1314,7 @@
if(2) healths.icon_state = "health7"
else
//switch(health - halloss)
switch(100 - ((species && species.flags & NO_PAIN) ? 0 : traumatic_shock))
switch(100 - ((species && species.flags & NO_PAIN & !IS_SYNTHETIC) ? 0 : traumatic_shock))
if(100 to INFINITY) healths.icon_state = "health0"
if(80 to 100) healths.icon_state = "health1"
if(60 to 80) healths.icon_state = "health2"
@@ -1397,30 +1423,35 @@
var/datum/disease2/disease/V = virus2[ID]
V.cure(src)
for(var/obj/effect/decal/cleanable/blood/B in view(1,src))
if(B.virus2.len)
for (var/ID in B.virus2)
var/datum/disease2/disease/V = B.virus2[ID]
infect_virus2(src,V)
for(var/obj/effect/decal/cleanable/O in view(1,src))
if(istype(O,/obj/effect/decal/cleanable/blood))
var/obj/effect/decal/cleanable/blood/B = O
if(B.virus2.len)
for (var/ID in B.virus2)
var/datum/disease2/disease/V = B.virus2[ID]
infect_virus2(src,V)
for(var/obj/effect/decal/cleanable/mucus/M in view(1,src))
if(M.virus2.len)
for (var/ID in M.virus2)
var/datum/disease2/disease/V = M.virus2[ID]
infect_virus2(src,V)
else if(istype(O,/obj/effect/decal/cleanable/mucus))
var/obj/effect/decal/cleanable/mucus/M = O
if(M.virus2.len)
for (var/ID in M.virus2)
var/datum/disease2/disease/V = M.virus2[ID]
infect_virus2(src,V)
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
if(isnull(V)) // Trying to figure out a runtime error that keeps repeating
CRASH("virus2 nulled before calling activate()")
else
V.activate(src)
// activate may have deleted the virus
if(!V) continue
// check if we're immune
if(V.antigen & src.antibodies)
V.dead = 1
if(virus2.len)
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
if(isnull(V)) // Trying to figure out a runtime error that keeps repeating
CRASH("virus2 nulled before calling activate()")
else
V.activate(src)
// activate may have deleted the virus
if(!V) continue
// check if we're immune
if(V.antigen & src.antibodies)
V.dead = 1
return
@@ -1536,6 +1567,149 @@
return temp
/*
Called by life(), instead of having the individual hud items update icons each tick and check for status changes
we only set those statuses and icons upon changes. Then those HUD items will simply add those pre-made images.
This proc below is only called when those HUD elements need to change as determined by the mobs hud_updateflag.
*/
/mob/living/carbon/human/proc/handle_hud_list()
if(hud_updateflag & 1 << HEALTH_HUD)
var/image/holder = hud_list[HEALTH_HUD]
if(stat == 2)
holder.icon_state = "hudhealth-100" // X_X
else
holder.icon_state = "hud[RoundHealth(health)]"
hud_list[HEALTH_HUD] = holder
if(hud_updateflag & 1 << STATUS_HUD)
var/foundVirus = 0
for(var/datum/disease/D in viruses)
if(!D.hidden[SCANNER])
foundVirus++
for (var/ID in virus2)
if (ID in virusDB)
foundVirus = 1
break
var/image/holder = hud_list[STATUS_HUD]
var/image/holder2 = hud_list[STATUS_HUD_OOC]
if(stat == 2)
holder.icon_state = "huddead"
holder2.icon_state = "huddead"
else if(status_flags & XENO_HOST)
holder.icon_state = "hudxeno"
holder2.icon_state = "hudxeno"
else if(foundVirus)
holder.icon_state = "hudill"
else if(has_brain_worms())
var/mob/living/simple_animal/borer/B = has_brain_worms()
if(B.controlling)
holder.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
holder2.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
if(virus2.len)
holder2.icon_state = "hudill"
else
holder2.icon_state = "hudhealthy"
hud_list[STATUS_HUD] = holder
hud_list[STATUS_HUD_OOC] = holder2
if(hud_updateflag & 1 << ID_HUD)
var/image/holder = hud_list[ID_HUD]
if(wear_id)
var/obj/item/weapon/card/id/I = wear_id.GetID()
if(I)
holder.icon_state = "hud[ckey(I.GetJobName())]"
else
holder.icon_state = "hudunknown"
else
holder.icon_state = "hudunknown"
hud_list[ID_HUD] = holder
if(hud_updateflag & 1 << WANTED_HUD)
var/image/holder = hud_list[WANTED_HUD]
holder.icon_state = "hudblank"
var/perpname = name
if(wear_id)
var/obj/item/weapon/card/id/I = wear_id.GetID()
if(I)
perpname = I.registered_name
for(var/datum/data/record/E in data_core.general)
if(E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
holder.icon_state = "hudwanted"
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Incarcerated"))
holder.icon_state = "hudprisoner"
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Parolled"))
holder.icon_state = "hudparolled"
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Released"))
holder.icon_state = "hudreleased"
break
hud_list[WANTED_HUD] = holder
if(hud_updateflag & 1 << IMPLOYAL_HUD || hud_updateflag & 1 << IMPCHEM_HUD || hud_updateflag & 1 << IMPTRACK_HUD)
var/image/holder1 = hud_list[IMPTRACK_HUD]
var/image/holder2 = hud_list[IMPLOYAL_HUD]
var/image/holder3 = hud_list[IMPCHEM_HUD]
holder1.icon_state = "hudblank"
holder2.icon_state = "hudblank"
holder3.icon_state = "hudblank"
for(var/obj/item/weapon/implant/I in src)
if(I.implanted)
if(istype(I,/obj/item/weapon/implant/tracking))
holder1.icon_state = "hud_imp_tracking"
if(istype(I,/obj/item/weapon/implant/loyalty))
holder2.icon_state = "hud_imp_loyal"
if(istype(I,/obj/item/weapon/implant/chem))
holder3.icon_state = "hud_imp_chem"
hud_list[IMPTRACK_HUD] = holder1
hud_list[IMPLOYAL_HUD] = holder2
hud_list[IMPCHEM_HUD] = holder3
if(hud_updateflag & 1 << SPECIALROLE_HUD)
var/image/holder = hud_list[SPECIALROLE_HUD]
holder.icon_state = "hudblank"
if(mind)
switch(mind.special_role)
if("traitor","Syndicate")
holder.icon_state = "hudsyndicate"
if("Revolutionary")
holder.icon_state = "hudrevolutionary"
if("Head Revolutionary")
holder.icon_state = "hudheadrevolutionary"
if("Cultist")
holder.icon_state = "hudcultist"
if("Changeling")
holder.icon_state = "hudchangeling"
if("Wizard","Fake Wizard")
holder.icon_state = "hudwizard"
if("Death Commando")
holder.icon_state = "huddeathsquad"
if("Ninja")
holder.icon_state = "hudninja"
hud_list[SPECIALROLE_HUD] = holder
hud_updateflag = 0
#undef HUMAN_MAX_OXYLOSS
#undef HUMAN_CRIT_MAX_OXYLOSS
+6 -8
View File
@@ -13,12 +13,12 @@
temp_message[H] = ninjaspeak(temp_message[H])
pick_list -= H
message = list2text(temp_message, " ")
message = replacetext(message, "o", "")
message = replacetext(message, "p", "")
message = replacetext(message, "l", "")
message = replacetext(message, "s", "")
message = replacetext(message, "u", "")
message = replacetext(message, "b", "")
message = replacetext(message, "o", "¤")
message = replacetext(message, "p", "þ")
message = replacetext(message, "l", "£")
message = replacetext(message, "s", "§")
message = replacetext(message, "u", "µ")
message = replacetext(message, "b", "ß")
else if(istype(wear_mask, /obj/item/clothing/mask/horsehead))
var/obj/item/clothing/mask/horsehead/hoers = wear_mask
@@ -34,8 +34,6 @@
if(copytext(message, 1, 2) != "*")
message = slur(message)
..(message)
/mob/living/carbon/human/say_understands(var/other,var/datum/language/speaking = null)
@@ -113,13 +113,14 @@ Please contact me on #coderbus IRC. ~Carn x
#define HAIR_LAYER 14 //TODO: make part of head layer?
#define FACEMASK_LAYER 15
#define HEAD_LAYER 16
#define HANDCUFF_LAYER 17
#define LEGCUFF_LAYER 18
#define L_HAND_LAYER 19
#define R_HAND_LAYER 20
#define TAIL_LAYER 21 //bs12 specific. this hack is probably gonna come back to haunt me
#define TARGETED_LAYER 22 //BS12: Layer for the target overlay from weapon targeting system
#define TOTAL_LAYERS 22
#define COLLAR_LAYER 17
#define HANDCUFF_LAYER 18
#define LEGCUFF_LAYER 19
#define TAIL_LAYER 20 //bs12 specific. this hack is probably gonna come back to haunt me
#define L_HAND_LAYER 21
#define R_HAND_LAYER 22
#define TARGETED_LAYER 23 //BS12: Layer for the target overlay from weapon targeting system
#define TOTAL_LAYERS 23
//////////////////////////////////
/mob/living/carbon/human
@@ -515,6 +516,10 @@ proc/get_damage_icon_part(damage_state, body_part)
overlays_standing[ID_LAYER] = null
else
overlays_standing[ID_LAYER] = null
hud_updateflag |= 1 << ID_HUD
hud_updateflag |= 1 << WANTED_HUD
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_gloves(var/update_icons=1)
@@ -636,6 +641,8 @@ proc/get_damage_icon_part(damage_state, body_part)
update_tail_showing(0)
update_collar(0)
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_pockets(var/update_icons=1)
@@ -730,6 +737,22 @@ proc/get_damage_icon_part(damage_state, body_part)
if(update_icons)
update_icons()
//Adds a collar overlay above the helmet layer if the suit has one
// Suit needs an identically named sprite in icons/mob/collar.dmi
/mob/living/carbon/human/proc/update_collar(var/update_icons=1)
var/icon/C = new('icons/mob/collar.dmi')
var/image/standing = null
if(wear_suit)
if(wear_suit.icon_state in C.IconStates())
standing = image("icon" = C, "icon_state" = "[wear_suit.icon_state]")
overlays_standing[COLLAR_LAYER] = standing
if(update_icons) update_icons()
// Used mostly for creating head items
/mob/living/carbon/human/proc/generate_head_icon()
//gender no longer matters for the mouth, although there should probably be seperate base head icons.
@@ -782,6 +805,7 @@ proc/get_damage_icon_part(damage_state, body_part)
#undef BACK_LAYER
#undef HAIR_LAYER
#undef HEAD_LAYER
#undef COLLAR_LAYER
#undef HANDCUFF_LAYER
#undef LEGCUFF_LAYER
#undef L_HAND_LAYER
@@ -836,9 +836,9 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
flags = FPRINT | TABLEPASS | ONESIZEFITSALL | STOPSPRESSUREDMAGE
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECITON_TEMPERATURE
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
canremove = 0
armor = list(melee = 80, bullet = 20, laser = 20, energy = 10, bomb = 0, bio = 0, rad = 0)
@@ -890,7 +890,7 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
unacidable = 1
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
armor = list(melee = 80, bullet = 20, laser = 20, energy = 10, bomb = 0, bio = 0, rad = 0)
/obj/effect/golemrune
+78 -17
View File
@@ -30,7 +30,7 @@
..()
/obj/item/weapon/holder/process()
if(!loc) return
if(!loc) del(src)
if(istype(loc,/turf) || !(contents.len))
for(var/mob/M in contents)
@@ -54,12 +54,19 @@
//Let people pick the little buggers up.
if(M.a_intent == "help")
var/obj/item/weapon/holder/diona/D = new(loc)
src.loc = D
D.name = loc.name
D.attack_hand(M)
M << "You scoop up [src]."
src << "[M] scoops you up."
if(M.species && M.species.name == "Diona")
M << "You feel your being twine with that of [src] as it merges with your biomass."
src << "You feel your being twine with that of [M] as you merge with its biomass."
src.verbs += /mob/living/carbon/monkey/diona/proc/split
src.verbs -= /mob/living/carbon/monkey/diona/proc/merge
src.loc = M
else
var/obj/item/weapon/holder/diona/D = new(loc)
src.loc = D
D.name = loc.name
D.attack_hand(M)
M << "You scoop up [src]."
src << "[M] scoops you up."
return
..()
@@ -71,9 +78,59 @@
dna.mutantrace = "plant"
greaterform = "Diona"
add_language("Rootspeak")
src.verbs += /mob/living/carbon/monkey/diona/proc/merge
//Verbs after this point.
/mob/living/carbon/monkey/diona/proc/merge()
set category = "Diona"
set name = "Merge with gestalt"
set desc = "Merge with another diona."
if(istype(src.loc,/mob/living/carbon))
src.verbs -= /mob/living/carbon/monkey/diona/proc/merge
return
var/list/choices = list()
for(var/mob/living/carbon/C in view(1,src))
if(!(src.Adjacent(C)) || !(C.client)) continue
if(istype(C,/mob/living/carbon/human))
var/mob/living/carbon/human/D = C
if(D.species && D.species.name == "Diona")
choices += C
var/mob/living/M = input(src,"Who do you wish to merge with?") in null|choices
if(!M || !src || !(src.Adjacent(M))) return
if(istype(M,/mob/living/carbon/human))
M << "You feel your being twine with that of [src] as it merges with your biomass."
src << "You feel your being twine with that of [M] as you merge with its biomass."
src.loc = M
src.verbs += /mob/living/carbon/monkey/diona/proc/split
src.verbs -= /mob/living/carbon/monkey/diona/proc/merge
else
return
/mob/living/carbon/monkey/diona/proc/split()
set category = "Diona"
set name = "Split from gestalt"
set desc = "Split away from your gestalt as a lone nymph."
if(!(istype(src.loc,/mob/living/carbon)))
src.verbs -= /mob/living/carbon/monkey/diona/proc/split
return
src.loc << "You feel a pang of loss as [src] splits away from your biomass."
src << "You wiggle out of the depths of [src.loc]'s biomass and plop to the ground."
src.loc = get_turf(src)
src.verbs -= /mob/living/carbon/monkey/diona/proc/split
src.verbs += /mob/living/carbon/monkey/diona/proc/merge
/mob/living/carbon/monkey/diona/verb/fertilize_plant()
set category = "Diona"
@@ -130,6 +187,7 @@
src << "You have not yet consumed enough to grow..."
return
src.split()
src.visible_message("\red [src] begins to shift and quiver, and erupts in a shower of shed bark and twigs!","\red You begin to shift and quiver, then erupt in a shower of shed bark and twigs, attaining your adult form!")
var/mob/living/carbon/human/adult = new(get_turf(src.loc))
@@ -144,8 +202,8 @@
adult.add_language(L.name)
adult.regenerate_icons()
adult.name = src.name
adult.real_name = src.real_name
adult.name = "diona ([rand(100,999)])"
adult.real_name = adult.name
adult.ckey = src.ckey
for (var/obj/item/W in src.contents)
@@ -158,20 +216,26 @@
set desc = "Take a blood sample from a suitable donor."
var/list/choices = list()
for(var/mob/living/carbon/C in view(1,src))
if(C.real_name != real_name)
choices += C
for(var/mob/living/carbon/human/H in oview(1,src))
choices += H
var/mob/living/M = input(src,"Who do you wish to take a sample from?") in null|choices
var/mob/living/carbon/human/M = input(src,"Who do you wish to take a sample from?") in null|choices
if(!M || !src) return
if(M.species.flags & NO_BLOOD)
src << "\red That donor has no blood to take."
return
if(donors.Find(M.real_name))
src << "\red That donor offers you nothing new."
return
src.visible_message("\red [src] flicks out a feeler and neatly steals a sample of [M]'s blood.","\red You flick out a feeler and neatly steal a sample of [M]'s blood.")
donors += M.real_name
for(var/datum/language/L in M.languages)
languages += L
spawn(25)
update_progression()
@@ -183,11 +247,8 @@
if(donors.len == 5)
ready_evolve = 1
src << "\green You feel ready to move on to your next stage of growth."
else if(donors.len == 2)
else if(donors.len == 3)
universal_understand = 1
src << "\green You feel your awareness expand, and realize you know how to understand the creatures around you."
else if(donors.len == 4)
universal_speak = 1
src << "\green You feel your awareness expand, and realize you know how to speak with the creatures around you."
else
src << "\green The blood seeps into your small form, and you draw out the echoes of memories and personality from it, working them into your budding mind."
@@ -58,6 +58,8 @@
message = text("\red <B>[] is trying to remove []'s internals</B>", source, target)
else
message = text("\red <B>[] is trying to set on []'s internals.</B>", source, target)
if("pockets")
message = text("\red <B>[] is trying to empty []'s pockets</B>",source, target)
else
for(var/mob/M in viewers(target, null))
M.show_message(message, 1)
@@ -233,4 +235,4 @@
W.layer = 20
return
return
+49 -40
View File
@@ -22,15 +22,16 @@
if(loc)
environment = loc.return_air()
if (stat != DEAD && !istype(src,/mob/living/carbon/monkey/diona)) //still breathing
//First, resolve location and get a breath
if(air_master.current_cycle%4==2)
//Only try to take a breath every 4 seconds, unless suffocating
breathe()
else //Still give containing object the chance to interact
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
if (stat != DEAD)
if(!istype(src,/mob/living/carbon/monkey/diona)) //still breathing
//First, resolve location and get a breath
if(air_master.current_cycle%4==2)
//Only try to take a breath every 4 seconds, unless suffocating
breathe()
else //Still give containing object the chance to interact
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
//Updates the number of stored chemicals for powers
@@ -77,6 +78,8 @@
if(prob(1))
emote(pick("scratch","jump","roll","tail"))
updatehealth()
/mob/living/carbon/monkey/calculate_affecting_pressure(var/pressure)
..()
@@ -131,7 +134,6 @@
heal_overall_damage(rads,rads)
adjustOxyLoss(-(rads))
adjustToxLoss(-(rads))
updatehealth()
return
if (radiation > 100)
@@ -145,7 +147,6 @@
radiation--
if(prob(25))
adjustToxLoss(1)
updatehealth()
if(50 to 74)
radiation -= 2
@@ -155,7 +156,6 @@
Weaken(3)
src << "\red You feel weak."
emote("collapse")
updatehealth()
if(75 to 100)
radiation -= 3
@@ -165,7 +165,6 @@
randmutb(src)
domutcheck(src,null)
emote("gasp")
updatehealth()
proc/handle_virus_updates()
if(status_flags & GODMODE) return 0 //godmode
@@ -175,30 +174,36 @@
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
V.cure(src)
for(var/obj/effect/decal/cleanable/O in view(1,src))
if(istype(O,/obj/effect/decal/cleanable/blood))
var/obj/effect/decal/cleanable/blood/B = O
if(B.virus2.len)
for (var/ID in B.virus2)
var/datum/disease2/disease/V = B.virus2[ID]
infect_virus2(src,V)
for(var/obj/effect/decal/cleanable/blood/B in view(1,src))
if(B.virus2.len)
for (var/ID in B.virus2)
var/datum/disease2/disease/V = B.virus2[ID]
infect_virus2(src,V)
for(var/obj/effect/decal/cleanable/mucus/M in view(1,src))
if(M.virus2.len)
for (var/ID in M.virus2)
var/datum/disease2/disease/V = M.virus2[ID]
infect_virus2(src,V)
else if(istype(O,/obj/effect/decal/cleanable/mucus))
var/obj/effect/decal/cleanable/mucus/M = O
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
if(isnull(V)) // Trying to figure out a runtime error that keeps repeating
CRASH("virus2 nulled before calling activate()")
else
V.activate(src)
// activate may have deleted the virus
if(!V) continue
if(M.virus2.len)
for (var/ID in M.virus2)
var/datum/disease2/disease/V = M.virus2[ID]
infect_virus2(src,V)
// check if we're immune
if(V.antigen & src.antibodies)
V.dead = 1
if(virus2.len)
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
if(isnull(V)) // Trying to figure out a runtime error that keeps repeating
CRASH("virus2 nulled before calling activate()")
else
V.activate(src)
// activate may have deleted the virus
if(!V) continue
// check if we're immune
if(V.antigen & src.antibodies)
V.dead = 1
return
@@ -391,6 +396,10 @@
proc/handle_environment(datum/gas_mixture/environment)
if(!environment)
return
if(abs(environment.temperature - 293.15) < 20 && abs(bodytemperature - 310.14) < 0.5 && environment.toxins < MOLES_PLASMA_VISIBLE)
return // Temperatures are within normal ranges, fuck all this processing. ~Ccomp
var/environment_heat_capacity = environment.heat_capacity()
if(istype(get_turf(src), /turf/space))
var/turf/heat_turf = get_turf(src)
@@ -459,7 +468,8 @@
adjustToxLoss(-1)
adjustOxyLoss(-1)
if(reagents) reagents.metabolize(src,alien)
if(reagents && reagents.reagent_list.len)
reagents.metabolize(src,alien)
if (drowsyness)
drowsyness--
@@ -468,24 +478,23 @@
sleeping += 1
Paralyse(5)
confused = max(0, confused - 1)
// decrement dizziness counter, clamped to 0
if(confused)
confused = max(0, confused - 1)
if(resting)
dizziness = max(0, dizziness - 5)
else
dizziness = max(0, dizziness - 1)
updatehealth()
return //TODO: DEFERRED
proc/handle_regular_status_updates()
updatehealth()
if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
blinded = 1
silent = 0
else //ALIVE. LIGHTS ARE ON
updatehealth()
if(health < config.health_threshold_dead || brain_op_stage == 4.0)
death()
blinded = 1
+91 -3
View File
@@ -32,8 +32,8 @@
var/warning_low_pressure = WARNING_LOW_PRESSURE // Low pressure warning.
var/hazard_low_pressure = HAZARD_LOW_PRESSURE // Dangerously low pressure.
var/brute_resist // Physical damage reduction.
var/burn_resist // Burn damage reduction.
var/brute_mod = null // Physical damage reduction/malus.
var/burn_mod = null // Burn damage reduction/malus.
var/flags = 0 // Various specific features.
@@ -42,6 +42,26 @@
var/blood_color = "#A10808" //Red.
var/flesh_color = "#FFC896" //Pink.
/datum/species/proc/handle_post_spawn(var/mob/living/carbon/human/H) //Handles anything not already covered by basic species assignment.
if(flags & IS_SYNTHETIC)
for(var/datum/organ/external/E in H.organs)
if(E.status & ORGAN_CUT_AWAY || E.status & ORGAN_DESTROYED) continue
E.status |= ORGAN_ROBOT
for(var/datum/organ/internal/I in H.internal_organs)
I.robotic = 2
return
/datum/species/proc/handle_death(var/mob/living/carbon/human/H) //Handles any species-specific death events (such as dionaea nymph spawns).
if(flags & IS_SYNTHETIC)
//H.make_jittery(200) //S-s-s-s-sytem f-f-ai-i-i-i-i-lure-ure-ure-ure
H.h_style = ""
spawn(100)
//H.is_jittery = 0
//H.jitteriness = 0
H.update_hair()
return
/datum/species/human
name = "Human"
language = "Sol Common"
@@ -131,9 +151,31 @@
blood_color = "#2299FC"
flesh_color = "#808D11"
/datum/species/vox/handle_post_spawn(var/mob/living/carbon/human/H)
var/datum/organ/external/affected = H.get_organ("head")
//To avoid duplicates.
for(var/obj/item/weapon/implant/cortical/imp in H.contents)
affected.implants -= imp
del(imp)
var/obj/item/weapon/implant/cortical/I = new(H)
I.imp_in = H
I.implanted = 1
affected.implants += I
I.part = affected
if(ticker.mode && ( istype( ticker.mode,/datum/game_mode/heist ) ) )
var/datum/game_mode/heist/M = ticker.mode
M.cortical_stacks += I
M.raiders[H.mind] = I
return ..()
/datum/species/diona
name = "Diona"
icobase = 'icons/mob/human_races/r_plant.dmi'
icobase = 'icons/mob/human_races/r_diona.dmi'
deform = 'icons/mob/human_races/r_def_plant.dmi'
language = "Rootspeak"
attack_verb = "slash"
@@ -156,3 +198,49 @@
blood_color = "#004400"
flesh_color = "#907E4A"
/datum/species/diona/handle_post_spawn(var/mob/living/carbon/human/H)
H.gender = NEUTER
/datum/species/diona/handle_death(var/mob/living/carbon/human/H)
var/mob/living/carbon/monkey/diona/S = new(get_turf(H))
if(H.mind)
H.mind.transfer_to(S)
S.key = H
for(var/mob/living/carbon/monkey/diona/D in H.contents)
if(D.client)
D.loc = H.loc
else
del(D)
H.visible_message("\red[H] splits apart with a wet slithering noise!")
/datum/species/machine
name = "Machine"
icobase = 'icons/mob/human_races/r_machine.dmi'
deform = 'icons/mob/human_races/r_machine.dmi'
language = "Tradeband"
punch_damage = 2
eyes = "blank_eyes"
brute_mod = 0.5
burn_mod = 1
warning_low_pressure = 50
hazard_low_pressure = 10
cold_level_1 = 50
cold_level_2 = -1
cold_level_3 = -1
heat_level_1 = 2000
heat_level_2 = 3000
heat_level_3 = 4000
flags = IS_WHITELISTED | NO_BREATHE | NO_SCAN | NO_BLOOD | NO_PAIN | IS_SYNTHETIC
blood_color = "#1F181F"
flesh_color = "#575757"
+15 -6
View File
@@ -256,8 +256,17 @@
buckled = initial(src.buckled)
if(iscarbon(src))
var/mob/living/carbon/C = src
if (C.handcuffed && !initial(C.handcuffed))
C.drop_from_inventory(C.handcuffed)
C.handcuffed = initial(C.handcuffed)
if (C.legcuffed && !initial(C.legcuffed))
C.drop_from_inventory(C.legcuffed)
C.legcuffed = initial(C.legcuffed)
hud_updateflag |= 1 << HEALTH_HUD
hud_updateflag |= 1 << STATUS_HUD
/mob/living/proc/rejuvenate()
// shut down various types of badness
@@ -303,7 +312,9 @@
// make the icons look correct
regenerate_icons()
hud_updateflag |= 1 << HEALTH_HUD
hud_updateflag |= 1 << STATUS_HUD
return
/mob/living/proc/UpdateDamageIcon()
@@ -348,8 +359,8 @@
return
else
if(Debug)
diary <<"pulling disappeared? at [__LINE__] in mob.dm - pulling = [pulling]"
diary <<"REPORT THIS"
log_debug("pulling disappeared? at [__LINE__] in mob.dm - pulling = [pulling]")
log_debug("REPORT THIS")
/////
if(pulling && pulling.anchored)
@@ -627,8 +638,6 @@
O.show_message("\red <B>[CM] manages to remove the handcuffs!</B>", 1)
CM << "\blue You successfully remove \the [CM.handcuffed]."
CM.drop_from_inventory(CM.handcuffed)
CM.handcuffed = null
CM.update_inv_handcuffed()
else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time))
CM.next_move = world.time + 100
@@ -766,4 +775,4 @@
loc = target_vent.loc
var/area/new_area = get_area(loc)
if(new_area)
new_area.Entered(src)
new_area.Entered(src)
+3 -1
View File
@@ -5,6 +5,8 @@
var/maxHealth = 100 //Maximum health that should be possible.
var/health = 100 //A mob's health
var/hud_updateflag = 0
//Damage related vars, NOTE: THESE SHOULD ONLY BE MODIFIED BY PROCS
var/bruteloss = 0.0 //Brutal damage caused by brute force (punching, being clubbed by a toolbox ect... this also accounts for pressure damage)
var/oxyloss = 0.0 //Oxygen depravation damage (no air in lungs)
@@ -35,4 +37,4 @@
var/tod = null // Time of death
var/update_slimes = 1
var/silent = null //Can't talk. Value goes down every life proc.
var/silent = null //Can't talk. Value goes down every life proc.
+16 -15
View File
@@ -330,10 +330,10 @@ var/list/department_radio_keys = list(
P.speech_buffer.Remove(pick(P.speech_buffer))
P.speech_buffer.Add(message)
if(istype(A, /obj/)) //radio in pocket could work, radio in backpack wouldn't --rastaf0
if(istype(A, /obj/)) //radios in pockets and backpacks work
var/obj/O = A
spawn (0)
if(O && !istype(O.loc, /obj/item/weapon/storage))
if(O)
O.hear_talk(src, message)
@@ -384,19 +384,20 @@ var/list/department_radio_keys = list(
rendered = "<span class='game say'><span class='name'>[GetVoice()]</span>[alt_name] <span class='message'>[message_a]</span></span>"
var/rendered_ghost = "<span class='game say'><span class='name'>[GetVoice()]</span>[alt_name] <span class='message'>[message_ghost]</span></span>"
for (var/mob/M in heard_a)
if(hascall(M,"show_message"))
var/deaf_message = ""
var/deaf_type = 1
if(M != src)
deaf_message = "<span class='name'>[name]</span>[alt_name] talks but you cannot hear them."
else
deaf_message = "<span class='notice'>You cannot hear yourself!</span>"
deaf_type = 2 // Since you should be able to hear yourself without looking
if (M.stat == DEAD && (M.client.prefs.toggles & CHAT_GHOSTEARS) && M in onscreen)
M:show_message(rendered_ghost, 2, deaf_message, deaf_type)
else
M:show_message(rendered, 2, deaf_message, deaf_type)
M << speech_bubble
if(M.client)
if(hascall(M,"show_message"))
var/deaf_message = ""
var/deaf_type = 1
if(M != src)
deaf_message = "<span class='name'>[name]</span>[alt_name] talks but you cannot hear them."
else
deaf_message = "<span class='notice'>You cannot hear yourself!</span>"
deaf_type = 2 // Since you should be able to hear yourself without looking
if (M.stat == DEAD && (M.client.prefs.toggles & CHAT_GHOSTEARS) && M in onscreen)
M:show_message(rendered_ghost, 2, deaf_message, deaf_type)
else
M:show_message(rendered, 2, deaf_message, deaf_type)
M << speech_bubble
if (length(heard_b))
+47 -1
View File
@@ -94,7 +94,7 @@ var/list/ai_list = list()
/mob/living/silicon/ai/proc/ai_camera_list, /mob/living/silicon/ai/proc/ai_network_change, \
/mob/living/silicon/ai/proc/ai_statuschange, /mob/living/silicon/ai/proc/ai_hologram_change, \
/mob/living/silicon/ai/proc/toggle_camera_light)
if(!safety)//Only used by AIize() to successfully spawn an AI.
if (!B)//If there is no player/brain inside.
@@ -115,6 +115,21 @@ var/list/ai_list = list()
src << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
job = "AI"
spawn(5)
new /obj/machinery/ai_powersupply(src)
hud_list[HEALTH_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[STATUS_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[ID_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[WANTED_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPLOYAL_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPCHEM_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPTRACK_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[SPECIALROLE_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
ai_list += src
..()
return
@@ -124,6 +139,37 @@ var/list/ai_list = list()
..()
/*
The AI Power supply is a dummy object used for powering the AI since only machinery should be using power.
The alternative was to rewrite a bunch of AI code instead here we are.
*/
/obj/machinery/ai_powersupply
name="Power Supply"
active_power_usage=1000
use_power = 2
power_channel = EQUIP
var/mob/living/silicon/ai/powered_ai = null
invisibility = 100
/obj/machinery/ai_powersupply/New(var/mob/living/silicon/ai/ai=null)
powered_ai = ai
if(isnull(powered_ai))
Del()
loc = powered_ai.loc
use_power(1) // Just incase we need to wake up the power system.
..()
/obj/machinery/ai_powersupply/process()
if(!powered_ai || powered_ai.stat & DEAD)
Del()
if(!powered_ai.anchored)
loc = powered_ai.loc
use_power = 0
if(powered_ai.anchored)
use_power = 2
/mob/living/silicon/ai/verb/pick_icon()
set category = "AI Commands"
set name = "Set AI Core Display"
+11 -2
View File
@@ -56,12 +56,22 @@
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO //to make the AI able to see EVERYTHING in the dark, use this: SEE_INVISIBLE_MINIMUM Currently neglected because I'm not a fan of this idea, warrants further discussion. -Skull132
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
//Congratulations! You've found a way for AI's to run without using power!
//Todo: Without snowflaking up master_controller procs find a way to make AI use_power but only when APC's clear the area usage the tick prior
// since mobs are in master_controller before machinery. We also have to do it in a manner where we don't reset the entire area's need to update
// the power usage.
//
// We can probably create a new machine that resides inside of the AI contents that uses power using the idle_usage of 1000 and nothing else and
// be fine.
/*
var/area/home = get_area(src)
if(!home) return//something to do with malf fucking things up I guess. <-- aisat is gone. is this still necessary? ~Carn
if(home.powered(EQUIP))
home.use_power(1000, EQUIP)
*/
if (src:aiRestorePowerRoutine==2)
src << "Alert cancelled. Power has been restored without our assistance."
@@ -169,4 +179,3 @@
health = 100 - getOxyLoss() - getToxLoss() - getBruteLoss()
else
health = 100 - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss()
@@ -163,7 +163,7 @@
src.sight &= ~SEE_TURFS
src.sight &= ~SEE_OBJS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_MINIMUM
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
for(var/image/hud in client.images) //COPIED FROM the human handle_regular_hud_updates() proc
if(copytext(hud.icon_state,1,4) == "hud") //ugly, but icon comparison is worse, I believe
@@ -305,4 +305,4 @@
/mob/living/silicon/robot/update_canmove()
if(paralysis || stunned || weakened || buckled || lockcharge) canmove = 0
else canmove = 1
return canmove
return canmove
+26 -24
View File
@@ -126,6 +126,18 @@
var/datum/robot_component/cell_component = components["power cell"]
cell_component.wrapped = cell
cell_component.installed = 1
hud_list[HEALTH_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[STATUS_HUD] = image('icons/mob/hud.dmi', src, "hudhealth100")
hud_list[ID_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[WANTED_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPLOYAL_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPCHEM_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPTRACK_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
hud_list[SPECIALROLE_HUD] = image('icons/mob/hud.dmi', src, "hudblank")
playsound(loc, 'sound/voice/liveagain.ogg', 75, 1)
@@ -155,7 +167,6 @@
modtype = input("Please, select a module!", "Robot", null, null) in modules
var/module_sprites[0] //Used to store the associations between sprite names and sprite index.
var/channels = list()
if(module)
return
@@ -177,7 +188,7 @@
if("Miner")
module = new /obj/item/weapon/robot_module/miner(src)
channels = list("Supply" = 1)
module.channels = list("Supply" = 1)
if(camera && "Robots" in camera.network)
camera.network.Add("MINE")
module_sprites["Basic"] = "Miner_old"
@@ -186,7 +197,7 @@
if("Medical")
module = new /obj/item/weapon/robot_module/medical(src)
channels = list("Medical" = 1)
module.channels = list("Medical" = 1)
if(camera && "Robots" in camera.network)
camera.network.Add("Medical")
module_sprites["Basic"] = "Medbot"
@@ -196,7 +207,7 @@
if("Security")
module = new /obj/item/weapon/robot_module/security(src)
channels = list("Security" = 1)
module.channels = list("Security" = 1)
module_sprites["Basic"] = "secborg"
module_sprites["Red Knight"] = "Security"
module_sprites["Black Knight"] = "securityrobot"
@@ -204,7 +215,7 @@
if("Engineering")
module = new /obj/item/weapon/robot_module/engineering(src)
channels = list("Engineering" = 1)
module.channels = list("Engineering" = 1)
if(camera && "Robots" in camera.network)
camera.network.Add("Engineering")
module_sprites["Basic"] = "Engineering"
@@ -220,7 +231,7 @@
if("Combat")
module = new /obj/item/weapon/robot_module/combat(src)
module_sprites["Combat Android"] = "droid-combat"
channels = list("Security" = 1)
module.channels = list("Security" = 1)
//Custom_sprite check and entry
if (custom_sprite == 1)
@@ -234,7 +245,7 @@
status_flags &= ~CANPUSH
choose_icon(6,module_sprites)
radio.config(channels)
radio.config(module.channels)
/mob/living/silicon/robot/proc/updatename(var/prefix as text)
if(prefix)
@@ -708,8 +719,7 @@
locked = 0
else
user << "You fail to emag the cover lock."
if(prob(25))
src << "Hack attempt detected."
src << "Hack attempt detected."
else
user << "The cover is already unlocked."
return
@@ -726,7 +736,7 @@
lawupdate = 0
connected_ai = null
user << "You emag [src]'s interface."
// message_admins("[key_name_admin(user)] emagged cyborg [key_name_admin(src)]. Laws overridden.")
message_admins("[key_name_admin(user)] emagged cyborg [key_name_admin(src)]. Laws overridden.")
log_game("[key_name(user)] emagged cyborg [key_name(src)]. Laws overridden.")
clear_supplied_laws()
clear_inherent_laws()
@@ -738,7 +748,7 @@
sleep(5)
src << "\red Initiating diagnostics..."
sleep(20)
src << "\red SynBorg v1.7 loaded."
src << "\red SynBorg v1.7.1 loaded."
sleep(5)
src << "\red LAW SYNCHRONISATION ERROR"
sleep(5)
@@ -757,9 +767,8 @@
src.module.rebuild()
updateicon()
else
user << "You fail to [ locked ? "unlock" : "lock"] [src]'s interface."
if(prob(25))
src << "Hack attempt detected."
user << "You fail to hack [src]'s interface."
src << "Hack attempt detected."
return
else if(istype(W, /obj/item/borg/upgrade/))
@@ -798,7 +807,7 @@
if ("help")
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\blue [M] caresses [src]'s plating with its scythe like arm."), 1)
O.show_message(text("\blue [M] caresses [src]'s plating with its scythe-like arm."), 1)
if ("grab")
if (M == src)
@@ -817,13 +826,6 @@
if ("hurt")
var/damage = rand(10, 20)
if (prob(90))
/*
if (M.class == "combat")
damage += 15
if(prob(20))
weakened = max(weakened,4)
stunned = max(stunned,4)
What is this?*/
playsound(loc, 'sound/weapons/slash.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
@@ -1189,7 +1191,7 @@
if(cleaned_human.shoes)
cleaned_human.shoes.clean_blood()
cleaned_human.update_inv_shoes(0)
cleaned_human.clean_blood()
cleaned_human.clean_blood(1)
cleaned_human << "\red [src] cleans your face!"
return
@@ -1280,4 +1282,4 @@
triesleft = 0
return
else
src << "Your icon has been set. You now require a module reset to change it."
src << "Your icon has been set. You now require a module reset to change it."
@@ -5,7 +5,7 @@
w_class = 100.0
item_state = "electronic"
flags = FPRINT|TABLEPASS | CONDUCT
var/channels = list()
var/list/modules = list()
var/obj/item/emag = null
var/obj/item/borg/upgrade/jetpack = null
@@ -44,7 +44,6 @@
/obj/item/weapon/robot_module/standard
name = "standard robot module"
New()
..()
src.modules += new /obj/item/weapon/melee/baton(src)
@@ -55,12 +54,14 @@
src.emag = new /obj/item/weapon/melee/energy/sword(src)
return
/obj/item/weapon/robot_module/standard/respawn_consumable(var/mob/living/silicon/robot/R)
var/obj/item/weapon/melee/baton/B = locate() in src.modules
if(B.charges < 10)
B.charges += 1
/obj/item/weapon/robot_module/medical
name = "medical robot module"
New()
..()
src.modules += new /obj/item/borg/sight/hud/med(src)
@@ -77,7 +78,16 @@
src.emag.name = "Polyacid spray"
return
/obj/item/weapon/robot_module/medical/respawn_consumable(var/mob/living/silicon/robot/R)
var/obj/item/weapon/reagent_containers/syringe/S = locate() in src.modules
if(S.mode == 2)//SYRINGE_BROKEN
S.reagents.clear_reagents()
S.mode = initial(S.mode)
S.desc = initial(S.desc)
S.update_icon()
if(src.emag)
var/obj/item/weapon/reagent_containers/spray/PS = src.emag
PS.reagents.add_reagent("pacid", 2)
/obj/item/weapon/robot_module/engineering
name = "engineering robot module"
@@ -98,6 +108,7 @@
src.modules += new /obj/item/device/multitool(src)
src.modules += new /obj/item/device/t_scanner(src)
src.modules += new /obj/item/device/analyzer(src)
src.modules += new /obj/item/taperoll/engineering(src)
var/obj/item/stack/sheet/metal/cyborg/M = new /obj/item/stack/sheet/metal/cyborg(src)
M.amount = 50
@@ -113,42 +124,58 @@
return
respawn_consumable(var/mob/living/silicon/robot/R)
var/list/what = list (
/obj/item/stack/sheet/metal,
/obj/item/stack/sheet/rglass,
/obj/item/weapon/cable_coil,
)
for (var/T in what)
if (!(locate(T) in src.modules))
src.modules -= null
var/O = new T(src)
src.modules += O
O:amount = 1
return
/obj/item/weapon/robot_module/engineering/respawn_consumable(var/mob/living/silicon/robot/R)
var/list/stacks = list (
/obj/item/stack/sheet/metal,
/obj/item/stack/sheet/rglass,
/obj/item/weapon/cable_coil,
)
for(var/T in stacks)
var/O = locate(T) in src.modules
if(O)
if(O:amount < 50)
O:amount++
else
src.modules -= null
O = new T(src)
src.modules += O
O:amount = 1
return
/obj/item/weapon/robot_module/security
name = "security robot module"
New()
..()
src.modules += new /obj/item/borg/sight/hud/sec(src)
src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
src.modules += new /obj/item/weapon/melee/baton(src)
src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
src.modules += new /obj/item/taperoll/police(src)
src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
return
/obj/item/weapon/robot_module/security/respawn_consumable(var/mob/living/silicon/robot/R)
var/obj/item/device/flash/F = locate() in src.modules
if(F.broken)
F.broken = 0
F.times_used = 0
F.icon_state = "flash"
else if(F.times_used)
F.times_used--
var/obj/item/weapon/gun/energy/taser/cyborg/T = locate() in src.modules
if(T.power_supply.charge < T.power_supply.maxcharge)
T.power_supply.give(T.charge_cost)
T.update_icon()
else
T.charge_tick = 0
var/obj/item/weapon/melee/baton/B = locate() in src.modules
if(B.charges < 10)
B.charges += 1
/obj/item/weapon/robot_module/janitor
name = "janitorial robot module"
New()
..()
src.modules += new /obj/item/weapon/soap/nanotrasen(src)
@@ -161,12 +188,16 @@
src.emag.name = "Lube spray"
return
/obj/item/weapon/robot_module/janitor/respawn_consumable(var/mob/living/silicon/robot/R)
var/obj/item/device/lightreplacer/LR = locate() in src.modules
LR.Charge(R)
if(src.emag)
var/obj/item/weapon/reagent_containers/spray/S = src.emag
S.reagents.add_reagent("lube", 2)
/obj/item/weapon/robot_module/butler
name = "service robot module"
New()
..()
src.modules += new /obj/item/weapon/reagent_containers/food/drinks/cans/beer(src)
@@ -194,12 +225,16 @@
src.emag.name = "Mickey Finn's Special Brew"
return
/obj/item/weapon/robot_module/butler/respawn_consumable(var/mob/living/silicon/robot/R)
var/obj/item/weapon/reagent_containers/food/condiment/enzyme/E = locate() in src.modules
E.reagents.add_reagent("enzyme", 2)
if(src.emag)
var/obj/item/weapon/reagent_containers/food/drinks/cans/beer/B = src.emag
B.reagents.add_reagent("beer2", 2)
/obj/item/weapon/robot_module/miner
name = "miner robot module"
New()
..()
src.modules += new /obj/item/borg/sight/meson(src)
@@ -210,11 +245,9 @@
// src.modules += new /obj/item/weapon/shovel(src) Uneeded due to buffed drill
return
/obj/item/weapon/robot_module/syndicate
name = "syndicate robot module"
New()
src.modules += new /obj/item/weapon/melee/energy/sword(src)
src.modules += new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(src)
@@ -232,4 +265,4 @@
src.modules += new /obj/item/borg/combat/mobility(src)
src.modules += new /obj/item/weapon/wrench(src) //Is a combat android really going to be stopped by a chair?
src.emag = new /obj/item/weapon/gun/energy/lasercannon/cyborg(src)
return
return
+2 -2
View File
@@ -7,7 +7,7 @@
var/list/alarms_to_show = list()
var/list/alarms_to_clear = list()
immune_to_ssd = 1
var/list/hud_list[9]
var/list/alarm_types_show = list("Motion" = 0, "Fire" = 0, "Atmosphere" = 0, "Power" = 0, "Camera" = 0)
var/list/alarm_types_clear = list("Motion" = 0, "Fire" = 0, "Atmosphere" = 0, "Power" = 0, "Camera" = 0)
@@ -191,4 +191,4 @@
dat += data_core.get_manifest(1) // make it monochrome
dat += "<br>"
src << browse(dat, "window=airoster")
onclose(src, "airoster")
onclose(src, "airoster")
@@ -88,9 +88,10 @@
for(var/this_type in calmers)
var/mob/living/simple_animal/check_effect = locate() in src.loc
if(check_effect.type == this_type)
calming = 1
break
if(istype(check_effect))
if(check_effect.type == this_type)
calming = 1
break
if(calming)
if(feral > 0)
@@ -218,7 +218,7 @@
src << "You cannot do that in your current state."
return
if(host.internal_organs_by_name["brain"]) //this should only run in admin-weirdness situations, but it's here non the less - RR
if(!host.internal_organs_by_name["brain"]) //this should only run in admin-weirdness situations, but it's here non the less - RR
src << "<span class='warning'>There is no brain here for us to command!</span>"
return
@@ -23,9 +23,9 @@
var/stop_automated_movement_when_pulled = 1 //When set to 1 this stops the animal from moving when someone is pulling it.
//Interaction
var/response_help = "You try to help"
var/response_disarm = "You try to disarm"
var/response_harm = "You try to hurt"
var/response_help = "tries to help"
var/response_disarm = "tries to disarm"
var/response_harm = "tries to hurt"
var/harm_intent_damage = 3
//Temperature effect
+2 -2
View File
@@ -137,7 +137,7 @@
affecting.loc = assailant.loc
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
log_attack("<font color='red'>[assailant.name] ([assailant.ckey]) grabbed the neck of [affecting.name] ([affecting.ckey])</font>")
msg_admin_attack("[key_name(assailant)] grabbed the neck of [key_name(affecting)]")
hud.icon_state = "disarm/kill"
hud.name = "disarm/kill"
else
@@ -158,7 +158,7 @@
assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
log_attack("<font color='red'>[assailant.name] ([assailant.ckey]) Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>")
msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
assailant.next_move = world.time + 10
affecting.losebreath += 1
+1 -5
View File
@@ -77,12 +77,8 @@
if(ticker.hide_mode == 0)
stat("Game Mode:", "[master_mode]") // Old setting for showing the game mode
if((ticker.current_state == GAME_STATE_PREGAME) && going)
stat("Time To Start:", ticker.pregame_timeleft)
if((ticker.current_state == GAME_STATE_PREGAME) && !going)
stat("Time To Start:", "DELAYED")
if(ticker.current_state == GAME_STATE_PREGAME)
stat("Time To Start:", "[ticker.pregame_timeleft][going ? "" : " (DELAYED)"]")
stat("Players: [totalPlayers]", "Players Ready: [totalPlayersReady]")
totalPlayers = 0
totalPlayersReady = 0
@@ -184,6 +184,10 @@ datum/preferences
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
eyes_s.Blend(facial_s, ICON_OVERLAY)
var/icon/underwear_s = null
if(underwear > 0 && underwear < 7 && current_species.flags & HAS_UNDERWEAR)
underwear_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = "underwear[underwear]_[g]_s")
var/icon/clothes_s = null
if(job_civilian_low & ASSISTANT)//This gives the preview icon clothes depending on which job(if any) is set to 'high'
clothes_s = new /icon('icons/mob/uniform.dmi', "grey_s")
@@ -198,8 +202,8 @@ datum/preferences
if(HOP)
clothes_s = new /icon('icons/mob/uniform.dmi', "hop_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "ianshirt"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -210,7 +214,8 @@ datum/preferences
if(BARTENDER)
clothes_s = new /icon('icons/mob/uniform.dmi', "ba_suit_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "tophat"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -223,6 +228,8 @@ datum/preferences
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "ggloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "apron"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "nymph"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -234,6 +241,8 @@ datum/preferences
clothes_s = new /icon('icons/mob/uniform.dmi', "chef_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "chef"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "apronchef"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -244,6 +253,8 @@ datum/preferences
if(JANITOR)
clothes_s = new /icon('icons/mob/uniform.dmi', "janitor_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "bio_janitor"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -254,6 +265,8 @@ datum/preferences
if(LIBRARIAN)
clothes_s = new /icon('icons/mob/uniform.dmi', "red_suit_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hairflower"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -265,8 +278,8 @@ datum/preferences
clothes_s = new /icon('icons/mob/uniform.dmi', "qm_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "sun"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "clipboard"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "poncho"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -278,6 +291,8 @@ datum/preferences
clothes_s = new /icon('icons/mob/uniform.dmi', "cargotech_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "flat_cap"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -289,6 +304,8 @@ datum/preferences
clothes_s = new /icon('icons/mob/uniform.dmi', "miner_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "bearpelt"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -300,7 +317,8 @@ datum/preferences
clothes_s = new /icon('icons/mob/uniform.dmi', "internalaffairs_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suitjacket_blue"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -311,6 +329,8 @@ datum/preferences
if(CHAPLAIN)
clothes_s = new /icon('icons/mob/uniform.dmi', "chapblack_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "imperium_monk"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -343,8 +363,9 @@ datum/preferences
if(RD)
clothes_s = new /icon('icons/mob/uniform.dmi', "director_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "clipboard"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "petehat"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -356,6 +377,8 @@ datum/preferences
clothes_s = new /icon('icons/mob/uniform.dmi', "toxinswhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_tox_open"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "metroid"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -366,7 +389,10 @@ datum/preferences
if(CHEMIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "chemistrywhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_chem_open"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labgreen"), ICON_OVERLAY)
else
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_chem_open"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -377,8 +403,10 @@ datum/preferences
if(CMO)
clothes_s = new /icon('icons/mob/uniform.dmi', "cmo_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_lefthand.dmi', "firstaid"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_cmo_open"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "bio_cmo"), ICON_OVERLAY)
else
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_cmo_open"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY)
@@ -389,8 +417,10 @@ datum/preferences
if(DOCTOR)
clothes_s = new /icon('icons/mob/uniform.dmi', "medical_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_lefthand.dmi', "firstaid"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "surgeon"), ICON_OVERLAY)
else
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY)
@@ -401,7 +431,10 @@ datum/preferences
if(GENETICIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "geneticswhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_gen_open"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "monkeysuit"), ICON_OVERLAY)
else
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_gen_open"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -414,6 +447,8 @@ datum/preferences
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "sterile"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_vir_open"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "plaguedoctor"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY)
@@ -425,8 +460,9 @@ datum/preferences
clothes_s = new /icon('icons/mob/uniform.dmi', "robotics_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -440,10 +476,10 @@ datum/preferences
if(CAPTAIN)
clothes_s = new /icon('icons/mob/uniform.dmi', "captain_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "captain"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "sun"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "caparmor"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "centcomcaptain"), ICON_OVERLAY)
else
clothes_s.Blend(new /icon('icons/mob/head.dmi', "captain"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -455,8 +491,8 @@ datum/preferences
clothes_s = new /icon('icons/mob/uniform.dmi', "hosred_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hosberet"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
@@ -466,10 +502,11 @@ datum/preferences
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(WARDEN)
clothes_s = new /icon('icons/mob/uniform.dmi', "warden_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "slippers_worn"), ICON_OVERLAY)
else
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
@@ -481,7 +518,8 @@ datum/preferences
clothes_s = new /icon('icons/mob/uniform.dmi', "detective_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "detective"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "detective"), ICON_OVERLAY)
switch(backbag)
@@ -494,8 +532,8 @@ datum/preferences
if(OFFICER)
clothes_s = new /icon('icons/mob/uniform.dmi', "secred_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/head.dmi', "officerberet"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
@@ -508,8 +546,9 @@ datum/preferences
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_white"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "blueprints"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY)
@@ -522,6 +561,8 @@ datum/preferences
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "orange"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_yellow"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "hazard"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY)
@@ -534,6 +575,8 @@ datum/preferences
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "firesuit"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
@@ -545,6 +588,8 @@ datum/preferences
if(AI)//Gives AI and borgs assistant-wear, so they can still customize their character
clothes_s = new /icon('icons/mob/uniform.dmi', "grey_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "straight_jacket"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "cardborg_h"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3 || backbag == 4)
@@ -552,6 +597,8 @@ datum/preferences
if(CYBORG)
clothes_s = new /icon('icons/mob/uniform.dmi', "grey_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "cardborg"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "cardborg_h"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3 || backbag == 4)
@@ -561,10 +608,13 @@ datum/preferences
preview_icon.Blend(new /icon('icons/mob/eyes.dmi', "glasses"), ICON_OVERLAY)
preview_icon.Blend(eyes_s, ICON_OVERLAY)
if(underwear_s)
preview_icon.Blend(underwear_s, ICON_OVERLAY)
if(clothes_s)
preview_icon.Blend(clothes_s, ICON_OVERLAY)
preview_icon_front = new(preview_icon, dir = SOUTH)
preview_icon_side = new(preview_icon, dir = WEST)
del(eyes_s)
del(clothes_s)
del(underwear_s)
del(clothes_s)
@@ -307,10 +307,30 @@
icon_state = "hair_e"
gender = MALE // turnoff!
bald
name = "Bald"
icon_state = "bald"
icp_screen_pink
name = "pink IPC screen"
icon_state = "ipc_pink"
species_allowed = list("Machine")
icp_screen_red
name = "red IPC screen"
icon_state = "ipc_red"
species_allowed = list("Machine")
icp_screen_green
name = "green IPC screen"
icon_state = "ipc_green"
species_allowed = list("Machine")
icp_screen_blue
name = "blue IPC screen"
icon_state = "ipc_blue"
species_allowed = list("Machine")
/*
///////////////////////////////////
/ =---------------------------= /
@@ -328,7 +348,7 @@
name = "Shaved"
icon_state = "bald"
gender = NEUTER
species_allowed = list("Human","Unathi","Tajaran","Skrell","Vox")
species_allowed = list("Human","Unathi","Tajaran","Skrell","Vox","Machine")
watson
name = "Watson Mustache"
@@ -623,4 +643,4 @@
name = "Default skrell skin"
icon_state = "default"
icon = 'icons/mob/human_races/r_skrell.dmi'
species_allowed = list("Skrell")
species_allowed = list("Skrell")