Revert "Synthetics revised"

This commit is contained in:
skull132
2015-07-10 22:42:49 +03:00
parent 22db58e6cd
commit df2980db46
29 changed files with 1961 additions and 1754 deletions
-1
View File
@@ -1240,7 +1240,6 @@
#include "code\modules\organs\organ_internal.dm"
#include "code\modules\organs\organ_objects.dm"
#include "code\modules\organs\pain.dm"
#include "code\modules\organs\synth_skin.dm"
#include "code\modules\organs\wound.dm"
#include "code\modules\paperwork\carbonpaper.dm"
#include "code\modules\paperwork\clipboard.dm"
+31 -31
View File
@@ -1,41 +1,41 @@
proc/valid_sprite_accessories(gender,species,test_list)
var/list/valid = list()
for(var/style in test_list)
var/datum/sprite_accessory/S = test_list[style]
proc/random_hair_style(gender, species = "Human")
var/h_style = "Bald"
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
if (S.gender!=NEUTER)
if (S.gender!=gender)
continue
valid[style] = S
return valid
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
proc/get_valid_hairstyles(gender, species)
return valid_sprite_accessories(gender,species,hair_styles_list)
proc/get_valid_facialhairstyles(gender, species)
return valid_sprite_accessories(gender,species,facial_hair_styles_list)
if(valid_hairstyles.len)
h_style = pick(valid_hairstyles)
proc/random_hair_style(gender, species)
var/h_style = "Bald"
if (species)
var/list/valid_hairstyles = get_valid_hairstyles(gender,species)
if(valid_hairstyles.len)
h_style = pick(valid_hairstyles)
return h_style
proc/random_facial_hair_style(gender, species)
proc/random_facial_hair_style(gender, species = "Human")
var/f_style = "Shaved"
if (species)
var/list/valid_facialhairstyles = get_valid_facialhairstyles(gender,species)
if(valid_facialhairstyles.len)
f_style = pick(valid_facialhairstyles)
return f_style
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
if(valid_facialhairstyles.len)
f_style = pick(valid_facialhairstyles)
return f_style
proc/random_name(gender, species = "Human")
if(gender==FEMALE) return capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names))
-3
View File
@@ -241,9 +241,6 @@ proc/checkhtml(var/t, var/whitelist = paper_tag_whitelist)
//Returns a string with the first element of the string capitalized.
/proc/capitalize(var/t as text)
return uppertext(copytext(t, 1, 2)) + copytext(t, 2)
/proc/capitalized(var/t as text)
return capitalize(lowertext(t))
//Centers text by adding spaces to either side of the string.
/proc/dd_centertext(message, length)
-8
View File
@@ -81,15 +81,7 @@
while(length(hex) < placeholder)
hex = text("0[]", hex)
return hex
/proc/colour_to_html(r,g,b)
return "'#[num2hex(r)][num2hex(g)][num2hex(b)]'"
/proc/htmlcolour_to_values(colour)
return list(hex2num(copytext(colour, 2, 4)),hex2num(copytext(colour, 4, 6)),hex2num(copytext(colour, 6, 8)))
// Concatenates a list of strings into a single string. A seperator may optionally be provided.
/proc/list2text(list/ls, sep)
-285
View File
@@ -154,288 +154,3 @@ var/list/nonhuman_positions = list(
return titles
// All this datum/preview/job stuff is for the preview icon when you're building your character.
// See code\modules\mob\new_player\preferences_setup.dm for where it's used
datum/preview/job
var/job_type=null
var/job_index=null
var/uniform_icon='icons/mob/uniform.dmi'
var/uniform_state="grey_s"
var/mask_icon='icons/mob/mask.dmi'
var/mask_state=null
var/hat_state=null
var/hat_icon='icons/mob/head.dmi'
var/gloves_icon='icons/mob/hands.dmi'
var/gloves_state=null
var/shoes_icon='icons/mob/feet.dmi'
var/shoes_state="black"
var/jacket_icon='icons/mob/suit.dmi'
var/jacket_state=null
var/belt_icon='icons/mob/belt.dmi'
var/belt_state=null
var/backpack_01_icon='icons/mob/back.dmi'
var/backpack_01_state="backpack"
var/backpack_02_icon='icons/mob/back.dmi'
var/backpack_02_state="satchel-norm"
var/backpack_03_icon='icons/mob/back.dmi'
var/backpack_03_state="satchel"
datum/preview/job/proc/blend_icon(var/icon/result_icon, var/current_icon, var/current_state, var/blend_type)
if (current_state)
result_icon.Blend(new /icon(current_icon,current_state),blend_type)
datum/preview/job/proc/create_clothes_icon(var/backpack_selection)
var/icon/result=new /icon(uniform_icon, uniform_state)
blend_icon(result,shoes_icon,shoes_state,ICON_UNDERLAY)
blend_icon(result,gloves_icon,gloves_state,ICON_UNDERLAY)
blend_icon(result,belt_icon,belt_state,ICON_OVERLAY)
blend_icon(result,jacket_icon,jacket_state,ICON_OVERLAY)
blend_icon(result,mask_icon,mask_state,ICON_OVERLAY)
blend_icon(result,hat_icon,hat_state,ICON_OVERLAY)
switch(backpack_selection)
if(2)
blend_icon(result,backpack_01_icon,backpack_01_state,ICON_OVERLAY)
if(3)
blend_icon(result,backpack_02_icon,backpack_02_state,ICON_OVERLAY)
if(4)
blend_icon(result,backpack_03_icon,backpack_03_state,ICON_OVERLAY)
return result
datum/preview/job/engsec
job_type=ENGSEC
datum/preview/job/engsec/captain
job_index=CAPTAIN
uniform_state="captain_s"
shoes_state="brown"
hat_state="captain"
backpack_02_state="satchel-cap"
datum/preview/job/engsec/security
shoes_state="jackboots"
gloves_state="bgloves"
backpack_01_state="securitypack"
backpack_02_state="satchel-sec"
datum/preview/job/engsec/security/head_of_security
job_index=HOS
uniform_state="hosred_s"
hat_state="hosberet"
datum/preview/job/engsec/security/warden
job_index=WARDEN
uniform_state="warden_s"
datum/preview/job/engsec/security/officer
job_index=OFFICER
uniform_state="secred_s"
datum/preview/job/engsec/detective
job_index=DETECTIVE
uniform_state="wardentanclothes_s"
gloves_state="bgloves"
datum/preview/job/engsec/forensics
job_index=FORENSICS
uniform_state="polsuit_s"
jacket_state="labcoat_open"
datum/preview/job/engsec/chief_of_engineering
job_index=CHIEF
uniform_state="chief_s"
shoes_state="brown"
belt_state="utility"
hat_state="hardhat0_white"
backpack_01_state="engiepack"
backpack_02_state="satchel-eng"
datum/preview/job/engsec/engineer
job_index=ENGINEER
uniform_state="engine_s"
shoes_state="orange"
belt_state="utility"
hat_state="hardhat0_yellow"
backpack_01_state="engiepack"
backpack_02_state="satchel-eng"
datum/preview/job/engsec/atmospherics_tech
job_index=ATMOSTECH
uniform_state="atmos_s"
shoes_state="black"
gloves_state="bgloves"
belt_state="utility"
datum/preview/job/engsec/security/security_cadet
job_index=INTERN_SEC
uniform_state="redshirt2_s"
hat_state="officerberet"
datum/preview/job/engsec/security/engineering_assistant
job_index=INTERN_ENG
uniform_state="engine_s"
shoes_state="orange"
hat_state="e_beret_badge"
backpack_01_state="engiepack"
backpack_02_state="satchel-eng"
datum/preview/job/engsec/ai
job_index=AI
datum/preview/job/engsec/cyborg
job_index=CYBORG
datum/preview/job/medsci
job_type=MEDSCI
shoes_state="white"
jacket_state="labcoat_open"
datum/preview/job/medsci/science
backpack_02_state="satchel-tox"
uniform_state="sciencewhite_s"
jacket_state="labcoat_tox_open"
datum/preview/job/medsci/science/research_director
job_index=RD
uniform_state="director_s"
shoes_state="brown"
datum/preview/job/medsci/science/scientist
job_index=SCIENTIST
datum/preview/job/medsci/science/xenobiologist
job_index=XENOBIOLOGIST
datum/preview/job/medsci/science/intern
job_index=INTERN_SCI
jacket_state=null
datum/preview/job/medsci/chemist
job_index=CHEMIST
uniform_state="chemistrywhite_s"
jacket_state="labcoat_chem_open"
backpack_02_state="satchel-chem"
datum/preview/job/medsci/medical
backpack_01_state="medicalpack"
backpack_02_state="satchel-med"
datum/preview/job/medsci/medical/chief_medical_officer
job_index=CMO
uniform_state="cmo_s"
shoes_state="brown"
jacket_state="labcoat_cmo_open"
datum/preview/job/medsci/medical/emt
job_index=EMT
uniform_state="emt_s"
jacket_state="fr_jacket_open"
backpack_01_state="emtpack"
backpack_02_state="satchel-emt"
datum/preview/job/medsci/medical/geneticist
job_index=GENETICIST
uniform_state="geneticswhite_s"
jacket_state="labcoat_gen_open"
backpack_01_state="backpack"
backpack_02_state="satchel-gen"
datum/preview/job/medsci/medical/virologist
job_index=VIROLOGIST
uniform_state="virologywhite_s"
mask_state="sterile"
jacket_state="labcoat_vir_open"
backpack_02_state="satchel-vir"
datum/preview/job/medsci/medical/intern
job_index=INTERN_MED
uniform_state="medical_s"
jacket_state=null
datum/preview/job/medsci/roboticist
job_index=ROBOTICIST
uniform_state="robotics_s"
shoes_state="black"
gloves_state="bgloves"
datum/preview/job/civilian
job_type=CIVILIAN
shoes_state="black"
datum/preview/job/civilian/head_of_personnel
job_index=HOP
uniform_state="hop_s"
shoes_state="brown"
datum/preview/job/civilian/bartender
job_index=BARTENDER
uniform_state="ba_suit_s"
datum/preview/job/civilian/botanist
job_index=BOTANIST
uniform_state="hydroponics_s"
gloves_state="ggloves"
jacket_state="apron"
backpack_02_state="satchel-hyd"
datum/preview/job/civilian/chef
job_index=CHEF
uniform_state="chef_s"
hat_state="chef"
datum/preview/job/civilian/janitor
job_index=JANITOR
uniform_state="janitor_s"
datum/preview/job/civilian/librarian
job_index=LIBRARIAN
uniform_state="red_suit_s"
datum/preview/job/civilian/quartermaster
job_index=QUARTERMASTER
uniform_state="qm_s"
shoes_state="brown"
gloves_state="bgloves"
datum/preview/job/civilian/cargo_tech
job_index=CARGOTECH
uniform_state="cargotech_s"
gloves_state="bgloves"
hat_state="flat_cap"
datum/preview/job/civilian/miner
job_index=MINER
uniform_state="miner_s"
gloves_state="bgloves"
backpack_02_state="satchel-eng"
datum/preview/job/civilian/internal_affairs
job_index=LAWYER
uniform_state="internalaffairs_s"
shoes_state="brown"
datum/preview/job/civilian/chaplain
job_index=CHAPLAIN
uniform_state="chapblack_s"
var/list/job_preview_data=null
proc/job_preview_list()
if (!job_preview_data)
job_preview_data=list()
for(var/job_preview_type in typesof(/datum/preview/job)-/datum/preview/job)
var/datum/preview/job/new_job = new job_preview_type()
var/type_string="[new_job.job_type]"
var/index_string="[new_job.job_index]"
if(!(type_string in job_preview_data))
job_preview_data[type_string]=list()
if(new_job.job_index)
job_preview_data[type_string][index_string]=new_job
job_preview_data["DEFAULT"] = list(new/datum/preview/job())
return job_preview_data
proc/get_job_preview_for_index(job_type,job_index)
var/list/preview_list=job_preview_list()
return preview_list[job_type][job_index]
+11 -10
View File
@@ -51,7 +51,6 @@
/obj/item/robot_parts/robot_component/actuator,
/obj/item/robot_parts/robot_component/diagnosis_unit,
/obj/item/robot_parts/robot_component/camera,
/obj/item/robot_parts/robot_component/law_computer,
/obj/item/robot_parts/robot_component/armour
),
"Ripley"=list(
@@ -119,21 +118,23 @@
// /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar
// /obj/item/mecha_parts/mecha_equipment/weapon/honker
),
"Robotic Upgrade Modules" = list(
/obj/item/borg/upgrade/reset,
/obj/item/borg/upgrade/rename,
/obj/item/borg/upgrade/restart,
/obj/item/borg/upgrade/vtec,
/obj/item/borg/upgrade/tasercooler,
/obj/item/borg/upgrade/jetpack),
"Synthetic Coverings" = list( /obj/item/weapon/synth_skin_spray,
/obj/item/weapon/synth_skin_cartridge/paint,
/obj/item/weapon/synth_skin_cartridge/skin,
/obj/item/weapon/synth_skin_cartridge/fur,
/obj/item/weapon/synth_skin_cartridge/scales),
"Engineering Equipment"=list(/obj/item/mecha_parts/mecha_tracking))
/obj/item/borg/upgrade/jetpack
),
"Engineering Equipment"=list(/obj/item/mecha_parts/mecha_tracking)
)
+134 -193
View File
@@ -9,17 +9,6 @@
var/list/construction_cost = list("metal"=20000,"glass"=5000)
var/list/part = null
var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
/obj/item/robot_parts/proc/attach_to_robot(mob/user as mob, obj/item/robot_parts/robot_suit/assembly as obj)
user << "\red This is not used to construct robots."
/obj/item/robot_parts/proc/move_into_robot(mob/user as mob, obj/item/robot_parts/robot_suit/assembly as obj)
user.drop_item()
src.loc = assembly
assembly.updateicon()
/obj/item/robot_parts/l_arm
name = "robot left arm"
@@ -28,12 +17,6 @@
construction_time = 200
construction_cost = list("metal"=18000)
part = list("l_arm","l_hand")
attach_to_robot(mob/user as mob, obj/item/robot_parts/robot_suit/assembly as obj)
if(assembly.l_arm)
return
assembly.l_arm = src
move_into_robot(user,assembly)
/obj/item/robot_parts/r_arm
name = "robot right arm"
@@ -42,11 +25,6 @@
construction_time = 200
construction_cost = list("metal"=18000)
part = list("r_arm","r_hand")
attach_to_robot(mob/user as mob, obj/item/robot_parts/robot_suit/assembly as obj)
if(assembly.r_arm)
return
assembly.r_arm = src
move_into_robot(user,assembly)
/obj/item/robot_parts/l_leg
name = "robot left leg"
@@ -55,12 +33,6 @@
construction_time = 200
construction_cost = list("metal"=15000)
part = list("l_leg","l_foot")
attach_to_robot(mob/user as mob, obj/item/robot_parts/robot_suit/assembly as obj)
if(assembly.l_leg)
return
assembly.l_leg = src
move_into_robot(user,assembly)
/obj/item/robot_parts/r_leg
name = "robot right leg"
@@ -69,12 +41,6 @@
construction_time = 200
construction_cost = list("metal"=15000)
part = list("r_leg","r_foot")
attach_to_robot(mob/user as mob, obj/item/robot_parts/robot_suit/assembly as obj)
if(assembly.r_leg)
return
assembly.r_leg = src
move_into_robot(user,assembly)
/obj/item/robot_parts/chest
name = "robot torso"
@@ -84,18 +50,6 @@
construction_cost = list("metal"=40000)
var/wires = 0.0
var/obj/item/weapon/cell/cell = null
attach_to_robot(mob/user as mob, obj/item/robot_parts/robot_suit/assembly as obj)
if(assembly.chest)
return
if(!(src.wires && src.cell))
if (!src.wires)
user << "\blue You need to attach wires to it first!"
if (!src.cell)
user << "\blue You need to attach a cell to it first!"
return
assembly.chest = src
move_into_robot(user,assembly)
/obj/item/robot_parts/head
name = "robot head"
@@ -103,17 +57,8 @@
icon_state = "head"
construction_time = 350
construction_cost = list("metal"=25000)
var/obj/item/robot_parts/robot_component/camera/camera = null
var/obj/item/robot_parts/robot_component/law_computer/law_computer = null
attach_to_robot(mob/user as mob, obj/item/robot_parts/robot_suit/assembly as obj)
if(assembly.head)
return
if(!src.camera)
user << "\blue You need to attach a camera to it first!"
return
assembly.head = src
move_into_robot(user,assembly)
var/obj/item/device/flash/flash1 = null
var/obj/item/device/flash/flash2 = null
/obj/item/robot_parts/robot_suit
name = "robot endoskeleton"
@@ -147,7 +92,6 @@
src.overlays += "r_leg+o"
if(src.head)
src.overlays += "head+o"
/obj/item/robot_parts/robot_suit/proc/check_completion()
if(src.l_arm && src.r_arm)
@@ -156,48 +100,9 @@
feedback_inc("cyborg_frames_built",1)
return 1
return 0
/obj/item/robot_parts/robot_suit/proc/allowed_to_build(mob/user as mob, obj/item/device/mmi/brain as obj)
if(!check_completion()) // not complete? not allowed
return
if(!check_allowed_to_install_brain(user,brain)) // not allowed to put the brain in there
return
return TRUE
/obj/item/robot_parts/robot_suit/proc/check_allowed_to_install_brain(mob/user as mob, obj/item/device/mmi/brain as obj)
if(!istype(loc,/turf))
user << "\red You can't put the [brain] in, the frame has to be standing on the ground to be perfectly precise."
return
if(!brain.brainmob)
user << "\red Sticking an empty [brain] into the frame would sort of defeat the purpose."
return
if(!brain.brainmob.key)
var/ghost_can_reenter = 0
if(brain.brainmob.mind)
for(var/mob/dead/observer/G in player_list)
if(G.can_reenter_corpse && G.mind == brain.brainmob.mind)
ghost_can_reenter = 1
break
if(!ghost_can_reenter)
user << "<span class='notice'>The [brain] is completely unresponsive; there's no point.</span>"
return
if(brain.brainmob.stat == DEAD)
user << "\red Sticking a dead [brain] into the frame would sort of defeat the purpose."
return
if(brain.brainmob.mind in ticker.mode.head_revolutionaries)
user << "\red The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept the [brain]."
return
if(jobban_isbanned(brain.brainmob, "Cyborg"))
user << "\red This [brain] does not seem to fit."
return
return TRUE
/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
..()
// HANDLE ED209 ASSEMBLY
if(istype(W, /obj/item/stack/sheet/metal) && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
var/obj/item/weapon/ed209_assembly/B = new /obj/item/weapon/ed209_assembly
B.loc = get_turf(src)
@@ -207,73 +112,132 @@
user.before_take_item(src)
user.put_in_inactive_hand(B)
del(src)
// HANDLE RENAME
if(istype(W, /obj/item/robot_parts/l_leg))
if(src.l_leg) return
user.drop_item()
W.loc = src
src.l_leg = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/r_leg))
if(src.r_leg) return
user.drop_item()
W.loc = src
src.r_leg = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/l_arm))
if(src.l_arm) return
user.drop_item()
W.loc = src
src.l_arm = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/r_arm))
if(src.r_arm) return
user.drop_item()
W.loc = src
src.r_arm = W
src.updateicon()
if(istype(W, /obj/item/robot_parts/chest))
if(src.chest) return
if(W:wires && W:cell)
user.drop_item()
W.loc = src
src.chest = W
src.updateicon()
else if(!W:wires)
user << "\blue You need to attach wires to it first!"
else
user << "\blue You need to attach a cell to it first!"
if(istype(W, /obj/item/robot_parts/head))
if(src.head) return
if(W:flash2 && W:flash1)
user.drop_item()
W.loc = src
src.head = W
src.updateicon()
else
user << "\blue You need to attach a flash to it first!"
if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/M = W
if(check_completion())
if(!istype(loc,/turf))
user << "\red You can't put the [W] in, the frame has to be standing on the ground to be perfectly precise."
return
if(!M.brainmob)
user << "\red Sticking an empty [W] into the frame would sort of defeat the purpose."
return
if(!M.brainmob.key)
var/ghost_can_reenter = 0
if(M.brainmob.mind)
for(var/mob/dead/observer/G in player_list)
if(G.can_reenter_corpse && G.mind == M.brainmob.mind)
ghost_can_reenter = 1
break
if(!ghost_can_reenter)
user << "<span class='notice'>The [W] is completely unresponsive; there's no point.</span>"
return
if(M.brainmob.stat == DEAD)
user << "\red Sticking a dead [W] into the frame would sort of defeat the purpose."
return
if(M.brainmob.mind in ticker.mode.head_revolutionaries)
user << "\red The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept the [W]."
return
if(jobban_isbanned(M.brainmob, "Cyborg"))
user << "\red This [W] does not seem to fit."
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc), unfinished = 1)
if(!O) return
user.drop_item()
O.mmi = W
O.invisibility = 0
O.custom_name = created_name
O.updatename("Default")
M.brainmob.mind.transfer_to(O)
if(O.mind && O.mind.special_role)
O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
O.job = "Cyborg"
O.cell = chest.cell
O.cell.loc = O
W.loc = O//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
// Since we "magically" installed a cell, we also have to update the correct component.
if(O.cell)
var/datum/robot_component/cell_component = O.components["power cell"]
cell_component.wrapped = O.cell
cell_component.installed = 1
feedback_inc("cyborg_birth",1)
O.Namepick()
del(src)
else
user << "\blue The MMI must go in after everything else!"
if (istype(W, /obj/item/weapon/pen))
var/t = stripped_input(user, "Enter new robot name", src.name, src.created_name, MAX_NAME_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
return
src.created_name = t
// HANDLE PART ASSEMBLY
if(istype(W,/obj/item/robot_parts))
var/obj/item/robot_parts/part = W
part.attach_to_robot(user,src)
return
// HANDLE ROBOT CREATION
if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/brain = W
if (allowed_to_build(user,brain)) // we are allowed to build this robot
user.drop_item() // drop this thing
if (src.head.law_computer) // do we have a law computer? If so, we're making a standard robot
create_robot(brain)
else // otherwise we're making a shell
create_shell(brain)
/obj/item/robot_parts/robot_suit/proc/create_robot(obj/item/device/mmi/brain as obj)
var/mob/living/silicon/robot/new_robot = new(get_turf(loc), unfinished = 1)
if(!new_robot) // something has gone poorly
return
// move the brain
new_robot.mmi = brain
new_robot.invisibility = 0
new_robot.custom_name = created_name
new_robot.updatename("Default")
brain.brainmob.mind.transfer_to(new_robot) // shove that mob in the mmi
if(new_robot.mind && new_robot.mind.special_role)
new_robot.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
new_robot.job = "Cyborg"
new_robot.cell = chest.cell
new_robot.cell.loc = new_robot
brain.loc = new_robot //Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
if(new_robot.cell) // Since we "magically" installed a cell, we also have to update the correct component.
var/datum/robot_component/cell_component = new_robot.components["power cell"]
cell_component.wrapped = new_robot.cell
cell_component.installed = 1
feedback_inc("cyborg_birth",1)
new_robot.Namepick()
del(src)
/obj/item/robot_parts/robot_suit/proc/create_shell(obj/item/device/mmi/brain as obj)
var/mob/living/carbon/human/machine/new_shell = new(src.loc)
var/key=brain.brainmob.mind.key
brain.brainmob.mind.transfer_to(new_shell) // transfer brain
var/datum/organ/internal/brain/robot/brain_datum=new_shell.internal_organs_by_name["brain"] // put the brain in the head
brain_datum.machine_brain_type=brain.machine_brain_type
new_shell.real_name=brain.brainmob.real_name
give_option_to_rename(new_shell)
del(brain)
del(src)
proc/give_option_to_rename(var/mob/living/carbon/human/new_shell)
spawn(0)
var/newname
newname = input(new_shell,"You are a newly created humanoid robot. Enter a name.", "Name change","") as text
if (newname != "")
new_shell.fully_replace_character_name(new_shell.real_name,newname)
src.created_name = t
return
/obj/item/robot_parts/chest/attackby(obj/item/W as obj, mob/user as mob)
..()
@@ -297,47 +261,25 @@ proc/give_option_to_rename(var/mob/living/carbon/human/new_shell)
user << "\blue You insert the wire!"
return
/obj/item/robot_parts/head/attack_hand(mob/user)
var/obj/item/inactive_item = user.get_inactive_hand()
if (src==inactive_item) // if we are clicking on this in our hand
if(src.law_computer)
src.law_computer.add_fingerprint(user)
user.put_in_active_hand(src.law_computer)
user << "You carefully remove \the [src.law_computer] from the head."
src.law_computer = null
return
else if(src.camera)
src.camera.add_fingerprint(user)
user.put_in_active_hand(src.camera)
user << "You carefully remove \the [src.camera] from the head."
src.camera = null
return
return ..()
/obj/item/robot_parts/head/attackby(obj/item/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/device/flash))
user << "\red Why are you trying to put a weapon into a robots head? (use a camera component)" // should warn people who have done it the other way
if(istype(W, /obj/item/robot_parts/robot_component/camera))
if(src.camera)
user << "\red You have already inserted the camera!"
if(istype(user,/mob/living/silicon/robot))
user << "\red How do you propose to do that?"
return
else if(src.flash1 && src.flash2)
user << "\blue You have already inserted the eyes!"
return
else if(src.flash1)
user.drop_item()
W.loc = src
src.flash2 = W
user << "\blue You insert the flash into the eye socket!"
else
user.drop_item()
W.loc = src
src.camera = W
user << "\blue You carefully insert the camera into the camera socket."
else if(istype(W, /obj/item/robot_parts/robot_component/law_computer))
if(src.law_computer)
user << "\red You have already inserted a law computer!"
return
else
user.drop_item()
W.loc = src
src.law_computer = W
user << "\blue You carefully insert the law computer into the robots head. This will slave the robot to the station AI."
src.flash1 = W
user << "\blue You insert the flash into the eye socket!"
else if(istype(W, /obj/item/weapon/stock_parts/manipulator))
user << "\blue You install some manipulators and modify the head, creating a functional spider-bot!"
new /mob/living/simple_animal/spiderbot(get_turf(loc))
@@ -346,7 +288,6 @@ proc/give_option_to_rename(var/mob/living/carbon/human/new_shell)
del(src)
return
return
/obj/item/robot_parts/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/card/emag))
@@ -21,6 +21,106 @@
w_class = 2.0
origin_tech = "materials=1;biotech=1"
/*HAHA, SUCK IT, 2000 LINES OF SPAGHETTI CODE!
NOW YOUR JOB IOS DONE BY ONLY 500 LINES OF SPAGHETTI CODE!
LOOK FOR SURGERY.DM*/
/*
/obj/item/weapon/retractor/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/slime))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M.eye_op_stage)
if(1.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his eyes retracted by [user].", 1)
M << "\red [user] begins to seperate your eyes with [src]!"
user << "\red You seperate [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to have his eyes retracted.", \
"\red You begin to pry open your eyes with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(15)
M:eye_op_stage = 2.0
else if(user.zone_sel.selecting == "chest")
switch(M:alien_op_stage)
if(3.0)
var/mob/living/carbon/human/H = M
if(!istype(H))
return ..()
if(H.wear_suit || H.w_uniform)
user << "\red You're going to need to remove that suit/jumpsuit first."
return
var/obj/item/alien_embryo/A = locate() in M.contents
if(!A)
return ..()
user.visible_message("\red [user] begins to pull something out of [M]'s chest.", "\red You begin to pull the alien organism out of [M]'s chest.")
spawn(20 + rand(0,50))
if(!A || A.loc != M)
return
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("chest")
if(affecting.take_damage(30))
M:UpdateDamageIcon()
else
M.take_organ_damage(30)
if(A.stage > 3)
var/chance = 15 + max(0, A.stage - 3) * 10
if(prob(chance))
A.AttemptGrow(0)
M:alien_op_stage = 4.0
if(M)
user.visible_message("\red [user] pulls an alien organism out of [M]'s chest.", "\red You pull the alien organism out of [M]'s chest.")
A.loc = M.loc //alien embryo handles cleanup
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
*/
/*
* Hemostat
*/
@@ -35,6 +135,125 @@
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "pinched")
/*
/obj/item/weapon/hemostat/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
if(user.zone_sel.selecting == "groin")
if(istype(M, /mob/living/carbon/human))
switch(M:appendix_op_stage)
if(1.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [user] is beginning to clamp bleeders in [M]'s abdomen cut open with [src].", 1)
M << "\red [user] begins to clamp bleeders in your abdomen with [src]!"
user << "\red You clamp bleeders in [M]'s abdomen with [src]!"
M:appendix_op_stage = 2.0
if(4.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [user] is removing [M]'s appendix with [src].", 1)
M << "\red [user] begins to remove your appendix with [src]!"
user << "\red You remove [M]'s appendix with [src]!"
for(var/datum/disease/D in M.viruses)
if(istype(D, /datum/disease/appendicitis))
new /obj/item/weapon/reagent_containers/food/snacks/appendix/inflamed(get_turf(M))
M:appendix_op_stage = 5.0
return
new /obj/item/weapon/reagent_containers/food/snacks/appendix(get_turf(M))
M:appendix_op_stage = 5.0
return
if (user.zone_sel.selecting == "eyes")
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M.eye_op_stage)
if(2.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his eyes mended by [user].", 1)
M << "\red [user] begins to mend your eyes with [src]!"
user << "\red You mend [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to have his eyes mended.", \
"\red You begin to mend your eyes with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(15)
M:eye_op_stage = 3.0
else if(user.zone_sel.selecting == "chest")
if(M:alien_op_stage == 2.0 || M:alien_op_stage == 3.0)
var/mob/living/carbon/human/H = M
if(!istype(H))
return ..()
if(H.wear_suit || H.w_uniform)
user << "\red You're going to need to remove that suit/jumpsuit first."
return
user.visible_message("\red [user] begins to dig around in [M]'s chest.", "\red You begin to dig around in [M]'s chest.")
spawn(20 + (M:alien_op_stage == 3 ? 0 : rand(0,50)))
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("chest")
if(affecting.take_damage(30))
M:UpdateDamageIcon()
else
M.take_organ_damage(30)
var/obj/item/alien_embryo/A = locate() in M.contents
if(A)
var/dat = "\blue You found an unknown alien organism in [M]'s chest!"
if(A.stage < 4)
dat += " It's small and weak, barely the size of a foetus."
if(A.stage > 3)
dat += " It's grown quite large, and writhes slightly as you look at it."
if(prob(10))
A.AttemptGrow()
user << dat
M:alien_op_stage = 3.0
else
user << "\blue You find nothing of interest."
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
*/
/*
* Cautery
@@ -50,6 +269,81 @@
origin_tech = "materials=1;biotech=1"
attack_verb = list("burnt")
/*
/obj/item/weapon/cautery/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
if(user.zone_sel.selecting == "groin")
if(istype(M, /mob/living/carbon/human))
switch(M:appendix_op_stage)
if(5.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [user] is beginning to cauterize the incision in [M]'s abdomen with [src].", 1)
M << "\red [user] begins to cauterize the incision in your abdomen with [src]!"
user << "\red You cauterize the incision in [M]'s abdomen with [src]!"
M:appendix_op_stage = 6.0
for(var/datum/disease/appendicitis in M.viruses)
appendicitis.cure()
return
if (user.zone_sel.selecting == "eyes")
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M.eye_op_stage)
if(3.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his eyes cauterized by [user].", 1)
M << "\red [user] begins to cauterize your eyes!"
user << "\red You cauterize [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to have his eyes cauterized.", \
"\red You begin to cauterize your eyes!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(15)
M.sdisabilities &= ~BLIND
M.eye_stat = 0
M:eye_op_stage = 0.0
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
*/
/*
* Surgical Drill
*/
@@ -97,6 +391,231 @@
"\red <b>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</b>")
return (BRUTELOSS)
/*
/obj/item/weapon/scalpel/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
//if(M.mutations & HUSK) return ..()
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
src.add_fingerprint(user)
if(user.zone_sel.selecting == "groin")
if(istype(M, /mob/living/carbon/human))
switch(M:appendix_op_stage)
if(0.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his abdomen cut open with [src] by [user].", 1)
M << "\red [user] begins to cut open your abdomen with [src]!"
user << "\red You cut [M]'s abdomen open with [src]!"
M:appendix_op_stage = 1.0
if(3.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his appendix seperated with [src] by [user].", 1)
M << "\red [user] begins to seperate your appendix with [src]!"
user << "\red You seperate [M]'s appendix with [src]!"
M:appendix_op_stage = 4.0
return
if(user.zone_sel.selecting == "head" || istype(M, /mob/living/carbon/slime))
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
switch(M:brain_op_stage)
if(0.0)
if(istype(M, /mob/living/carbon/slime))
if(M.stat == 2)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M.name] is beginning to have its flesh cut open with [src] by [user].", 1)
M << "\red [user] begins to cut open your flesh with [src]!"
user << "\red You cut [M]'s flesh open with [src]!"
M:brain_op_stage = 1.0
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his head cut open with [src] by [user].", 1)
M << "\red [user] begins to cut open your head with [src]!"
user << "\red You cut [M]'s head open with [src]!"
else
user.visible_message( \
"\red [user] begins to cut open his skull with [src]!", \
"\red You begin to cut open your head with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
else
M.take_organ_damage(15)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
else
M.take_organ_damage(7)
M.updatehealth()
M:brain_op_stage = 1.0
if(1)
if(istype(M, /mob/living/carbon/slime))
if(M.stat == 2)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M.name] is having its silky innards cut apart with [src] by [user].", 1)
M << "\red [user] begins to cut apart your innards with [src]!"
user << "\red You cut [M]'s silky innards apart with [src]!"
M:brain_op_stage = 2.0
return
if(2.0)
if(istype(M, /mob/living/carbon/slime))
if(M.stat == 2)
var/mob/living/carbon/slime/slime = M
if(slime.cores > 0)
if(istype(M, /mob/living/carbon/slime))
user << "\red You attempt to remove [M]'s core, but [src] is ineffective!"
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his connections to the brain delicately severed with [src] by [user].", 1)
M << "\red [user] begins to cut open your head with [src]!"
user << "\red You cut [M]'s head open with [src]!"
else
user.visible_message( \
"\red [user] begin to delicately remove the connections to his brain with [src]!", \
"\red You begin to cut open your head with [src]!" \
)
if(M == user && prob(25))
user << "\red You nick an artery!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(75))
M:UpdateDamageIcon()
else
M.take_organ_damage(75)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
else
M.take_organ_damage(7)
M.updatehealth()
M:brain_op_stage = 3.0
else
..()
return
else if(user.zone_sel.selecting == "eyes")
user << "\blue So far so good."
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/slime))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M:eye_op_stage)
if(0.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his eyes incised with [src] by [user].", 1)
M << "\red [user] begins to cut open your eyes with [src]!"
user << "\red You make an incision around [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to cut around his eyes with [src]!", \
"\red You begin to cut open your eyes with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
else
M.take_organ_damage(15)
user << "\blue So far so good before."
M.updatehealth()
M:eye_op_stage = 1.0
user << "\blue So far so good after."
else if(user.zone_sel.selecting == "chest")
switch(M:alien_op_stage)
if(0.0)
var/mob/living/carbon/human/H = M
if(!istype(H))
return ..()
if(H.wear_suit || H.w_uniform)
user << "\red You're going to need to remove that suit/jumpsuit first."
return
user.visible_message("\red [user] begins to slice open [M]'s chest.", "\red You begin to slice open [M]'s chest.")
spawn(rand(20,50))
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("chest")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
else
M.take_organ_damage(15)
M:alien_op_stage = 1.0
user << "\blue So far so good."
else
return ..()
/* wat
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()*/
return
*/
/*
* Researchable Scalpels
@@ -148,6 +667,157 @@
sharp = 1
edge = 1
/*
/obj/item/weapon/circular_saw/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
src.add_fingerprint(user)
if(user.zone_sel.selecting == "head" || istype(M, /mob/living/carbon/slime))
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
switch(M:brain_op_stage)
if(1.0)
if(istype(M, /mob/living/carbon/slime))
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] has his skull sawed open with [src] by [user].", 1)
M << "\red [user] begins to saw open your head with [src]!"
user << "\red You saw [M]'s head open with [src]!"
else
user.visible_message( \
"\red [user] saws open his skull with [src]!", \
"\red You begin to saw open your head with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(40))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(40)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
else
M.take_organ_damage(7)
M.updatehealth()
M:brain_op_stage = 2.0
if(2.0)
if(istype(M, /mob/living/carbon/slime))
if(M.stat == 2)
var/mob/living/carbon/slime/slime = M
if(slime.cores > 0)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M.name] is having one of its cores sawed out with [src] by [user].", 1)
slime.cores--
M << "\red [user] begins to remove one of your cores with [src]! ([slime.cores] cores remaining)"
user << "\red You cut one of [M]'s cores out with [src]! ([slime.cores] cores remaining)"
new slime.coretype(M.loc)
if(slime.cores <= 0)
M.icon_state = "[slime.colour] baby slime dead-nocore"
return
if(3.0)
/*if(M.mind && M.mind.changeling)
user << "\red The neural tissue regrows before your eyes as you cut it."
return*/
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] has his spine's connection to the brain severed with [src] by [user].", 1)
M << "\red [user] severs your brain's connection to the spine with [src]!"
user << "\red You sever [M]'s brain's connection to the spine with [src]!"
else
user.visible_message( \
"\red [user] severs his brain's connection to the spine with [src]!", \
"\red You sever your brain's connection to the spine with [src]!" \
)
user.attack_log += "\[[time_stamp()]\]<font color='red'> Debrained [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Debrained by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
log_attack("<font color='red'>[user.name] ([user.ckey]) debrained [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
var/obj/item/brain/B = new(M.loc)
B.transfer_identity(M)
M:brain_op_stage = 4.0
M.death()//You want them to die after the brain was transferred, so not to trigger client death() twice.
else
..()
return
else if(user.zone_sel.selecting == "chest")
switch(M:alien_op_stage)
if(1.0)
var/mob/living/carbon/human/H = M
if(!istype(H))
return ..()
if(H.wear_suit || H.w_uniform)
user << "\red You're going to need to remove that suit/jumpsuit first."
return
user.visible_message("\red [user] begins to slice through the bone of [M]'s chest.", "\red You begin to slice through the bone of [M]'s chest.")
spawn(20 + rand(0,50))
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("chest")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
else
M.take_organ_damage(15)
M:alien_op_stage = 2.0
user << "\blue So far so good."
else
return ..()
/*
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
*/
return
*/
//misc, formerly from code/defines/weapons.dm
/obj/item/weapon/bonegel
name = "bone gel"
+31 -23
View File
@@ -14,35 +14,43 @@
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/userloc = H.loc
var/list/hair_styles = H.valid_hairstyles_for_this_mob()
var/list/facial_styles = H.valid_facialhairstyles_for_this_mob()
if (facial_styles.len > 1) //handle facial hair (if necessary)
var/new_style = input(user, "Select a facial hair style", "Grooming") as null|anything in facial_styles
//see code/modules/mob/new_player/preferences.dm at approx line 545 for comments!
//this is largely copypasted from there.
//handle facial hair (if necessary)
if(H.gender == MALE)
var/list/species_facial_hair = list()
if(H.species)
for(var/i in facial_hair_styles_list)
var/datum/sprite_accessory/facial_hair/tmp_facial = facial_hair_styles_list[i]
if(H.species.name in tmp_facial.species_allowed)
species_facial_hair += i
else
species_facial_hair = facial_hair_styles_list
var/new_style = input(user, "Select a facial hair style", "Grooming") as null|anything in species_facial_hair
if(userloc != H.loc) return //no tele-grooming
if(new_style)
H.f_style = new_style
//handle normal hair
if (hair_styles.len)
var/new_style = input(user, "Select a hair style", "Grooming") as null|anything in hair_styles
if(userloc != H.loc) return //no tele-grooming
if(new_style)
H.h_style = new_style
//machines can change their eye colours in the mirror
if (istype(H.species,/datum/species/machine))
var/new_eyes = input(user, "Choose your new eye colour.", "Robotic Eyes") as color|null
if(new_eyes)
var/list/new_eyes_as_values = htmlcolour_to_values(new_eyes)
H.r_eyes=new_eyes_as_values[1]
H.g_eyes=new_eyes_as_values[2]
H.b_eyes=new_eyes_as_values[3]
H.update_hair() // need to do a full rebuild here
H.update_body()
return
var/list/species_hair = list()
if(H.species)
for(var/i in hair_styles_list)
var/datum/sprite_accessory/hair/tmp_hair = hair_styles_list[i]
if(H.species.name in tmp_hair.species_allowed)
species_hair += i
else
species_hair = hair_styles_list
var/new_style = input(user, "Select a hair style", "Grooming") as null|anything in species_hair
if(userloc != H.loc) return //no tele-grooming
if(new_style)
H.h_style = new_style
H.update_hair()
+325 -331
View File
@@ -78,8 +78,6 @@ datum/preferences
var/species = "Human" //Species datum to use.
var/language = "None" //Secondary language
var/list/gear //Custom/fluff item loadout.
var/covering_type = null //synth covering type
var/machine_brain_type = "Posibrain" //synth brain type
//Some faction information.
var/home_system = "Unset" //System of birth.
@@ -242,212 +240,226 @@ datum/preferences
/datum/preferences/proc/ShowChoices(mob/user)
if(!user || !user.client) return
update_preview_icon()
user << browse_rsc(preview_icon_front, "previewicon.png")
user << browse_rsc(preview_icon_side, "previewicon2.png")
user << browse_rsc(preview_icon_front, "previewicon1.png")
spawn(0)
var/dat = "<html><body><center>"
var/dat = "<html><body><center>"
if(path)
dat += "<center>"
dat += "Slot <b>[slot_name]</b> - "
dat += "<a href=\"byond://?src=\ref[user];preference=open_load_dialog\">Load slot</a> - "
dat += "<a href=\"byond://?src=\ref[user];preference=save\">Save slot</a> - "
dat += "<a href=\"byond://?src=\ref[user];preference=reload\">Reload slot</a>"
dat += "</center>"
if(path)
dat += "<center>"
dat += "Slot <b>[slot_name]</b> - "
dat += "<a href=\"byond://?src=\ref[user];preference=open_load_dialog\">Load slot</a> - "
dat += "<a href=\"byond://?src=\ref[user];preference=save\">Save slot</a> - "
dat += "<a href=\"byond://?src=\ref[user];preference=reload\">Reload slot</a>"
dat += "</center>"
else
dat += "Please create an account to save your preferences."
else
dat += "Please create an account to save your preferences."
dat += "</center><hr><table><tr><td width='340px' height='320px'>"
dat += "</center><hr><table><tr><td width='340px' height='320px'>"
dat += "<b>Name:</b> "
dat += "<a href='?_src_=prefs;preference=name;task=input'><b>[real_name]</b></a><br>"
dat += "(<a href='?_src_=prefs;preference=name;task=random'>Random Name</A>) "
dat += "(<a href='?_src_=prefs;preference=name'>Always Random Name: [be_random_name ? "Yes" : "No"]</a>)"
dat += "<b>Name:</b> "
dat += "<a href='?_src_=prefs;preference=name;task=input'><b>[real_name]</b></a><br>"
dat += "(<a href='?_src_=prefs;preference=name;task=random'>Random Name</A>) "
dat += "(<a href='?_src_=prefs;preference=name'>Always Random Name: [be_random_name ? "Yes" : "No"]</a>)"
dat += "<br>"
dat += "<b>Gender:</b> <a href='?_src_=prefs;preference=gender'><b>[gender == MALE ? "Male" : "Female"]</b></a><br>"
dat += "<b>Age:</b> <a href='?_src_=prefs;preference=age;task=input'>[age]</a><br>"
dat += "<b>Spawn Point</b>: <a href='byond://?src=\ref[user];preference=spawnpoint;task=input'>[spawnpoint]</a>"
dat += "<br>"
dat += "<b>UI Style:</b> <a href='?_src_=prefs;preference=ui'><b>[UI_style]</b></a><br>"
dat += "<b>Custom UI</b>(recommended for White UI):<br>"
dat += "-Color: <a href='?_src_=prefs;preference=UIcolor'><b>[UI_style_color]</b></a> <table style='display:inline;' bgcolor='[UI_style_color]'><tr><td>__</td></tr></table><br>"
dat += "-Alpha(transparency): <a href='?_src_=prefs;preference=UIalpha'><b>[UI_style_alpha]</b></a><br>"
dat += "<b>Play admin midis:</b> <a href='?_src_=prefs;preference=hear_midis'><b>[(toggles & SOUND_MIDI) ? "Yes" : "No"]</b></a><br>"
dat += "<b>Play lobby music:</b> <a href='?_src_=prefs;preference=lobby_music'><b>[(toggles & SOUND_LOBBY) ? "Yes" : "No"]</b></a><br>"
dat += "<b>Ghost ears:</b> <a href='?_src_=prefs;preference=ghost_ears'><b>[(toggles & CHAT_GHOSTEARS) ? "All Speech" : "Nearest Creatures"]</b></a><br>"
dat += "<b>Ghost sight:</b> <a href='?_src_=prefs;preference=ghost_sight'><b>[(toggles & CHAT_GHOSTSIGHT) ? "All Emotes" : "Nearest Creatures"]</b></a><br>"
dat += "<b>Ghost radio:</b> <a href='?_src_=prefs;preference=ghost_radio'><b>[(toggles & CHAT_GHOSTRADIO) ? "All Chatter" : "Nearest Speakers"]</b></a><br>"
if(config.allow_Metadata)
dat += "<b>OOC Notes:</b> <a href='?_src_=prefs;preference=metadata;task=input'> Edit </a><br>"
dat += "<br><b>Custom Loadout:</b> "
var/total_cost = 0
if(isnull(gear) || !islist(gear)) gear = list()
if(gear && gear.len)
dat += "<br>"
for(var/gear_name in gear)
if(gear_datums[gear_name])
var/datum/gear/G = gear_datums[gear_name]
total_cost += G.cost
dat += "[gear_name] <a href='byond://?src=\ref[user];preference=loadout;task=remove;gear=[gear_name]'>\[remove\]</a><br>"
dat += "<b>Gender:</b> <a href='?_src_=prefs;preference=gender'><b>[gender == MALE ? "Male" : "Female"]</b></a><br>"
dat += "<b>Age:</b> <a href='?_src_=prefs;preference=age;task=input'>[age]</a><br>"
dat += "<b>Spawn Point</b>: <a href='byond://?src=\ref[user];preference=spawnpoint;task=input'>[spawnpoint]</a>"
dat += "<br>"
dat += "<b>UI Style:</b> <a href='?_src_=prefs;preference=ui'><b>[UI_style]</b></a><br>"
dat += "<b>Custom UI</b>(recommended for White UI):<br>"
dat += "-Color: <a href='?_src_=prefs;preference=UIcolor'><b>[UI_style_color]</b></a> <table style='display:inline;' bgcolor='[UI_style_color]'><tr><td>__</td></tr></table><br>"
dat += "-Alpha(transparency): <a href='?_src_=prefs;preference=UIalpha'><b>[UI_style_alpha]</b></a><br>"
dat += "<b>Play admin midis:</b> <a href='?_src_=prefs;preference=hear_midis'><b>[(toggles & SOUND_MIDI) ? "Yes" : "No"]</b></a><br>"
dat += "<b>Play lobby music:</b> <a href='?_src_=prefs;preference=lobby_music'><b>[(toggles & SOUND_LOBBY) ? "Yes" : "No"]</b></a><br>"
dat += "<b>Ghost ears:</b> <a href='?_src_=prefs;preference=ghost_ears'><b>[(toggles & CHAT_GHOSTEARS) ? "All Speech" : "Nearest Creatures"]</b></a><br>"
dat += "<b>Ghost sight:</b> <a href='?_src_=prefs;preference=ghost_sight'><b>[(toggles & CHAT_GHOSTSIGHT) ? "All Emotes" : "Nearest Creatures"]</b></a><br>"
dat += "<b>Ghost radio:</b> <a href='?_src_=prefs;preference=ghost_radio'><b>[(toggles & CHAT_GHOSTRADIO) ? "All Chatter" : "Nearest Speakers"]</b></a><br>"
if(config.allow_Metadata)
dat += "<b>OOC Notes:</b> <a href='?_src_=prefs;preference=metadata;task=input'> Edit </a><br>"
dat += "<br><b>Custom Loadout:</b> "
var/total_cost = 0
if(isnull(gear) || !islist(gear)) gear = list()
dat += "<b>Used:</b> [total_cost] points."
else
dat += "none."
if(total_cost < MAX_GEAR_COST)
dat += " <a href='byond://?src=\ref[user];preference=loadout;task=input'>\[add\]</a>"
if(gear && gear.len)
dat += "<br>"
for(var/gear_name in gear)
if(gear_datums[gear_name])
var/datum/gear/G = gear_datums[gear_name]
total_cost += G.cost
dat += "[gear_name] <a href='byond://?src=\ref[user];preference=loadout;task=remove;gear=[gear_name]'>\[remove\]</a><br>"
dat += " <a href='byond://?src=\ref[user];preference=loadout;task=remove'>\[remove\]</a>"
dat += "<b>Used:</b> [total_cost] points."
else
dat += "none."
dat += "<br><br><b>Occupation Choices</b><br>"
dat += "\t<a href='?_src_=prefs;preference=job;task=menu'><b>Set Preferences</b></a><br>"
if(total_cost < MAX_GEAR_COST)
dat += " <a href='byond://?src=\ref[user];preference=loadout;task=input'>\[add\]</a>"
if(gear && gear.len)
dat += " <a href='byond://?src=\ref[user];preference=loadout;task=remove'>\[remove\]</a>"
dat += "<br><table><tr><td><b>Body</b> "
dat += "(<a href='?_src_=prefs;preference=all;task=random'>&reg;</A>)"
dat += "<br>"
dat += "Species: <a href='byond://?src=\ref[user];preference=species;task=input'>[species]</a><br>"
dat += "Secondary Language:<br><a href='byond://?src=\ref[user];preference=language;task=input'>[language]</a><br>"
dat += "Blood Type: <a href='byond://?src=\ref[user];preference=b_type;task=input'>[b_type]</a><br>"
dat += "Skin Tone: <a href='?_src_=prefs;preference=s_tone;task=input'>[-s_tone + 35]/220<br></a>"
//dat += "Skin pattern: <a href='byond://?src=\ref[user];preference=skin_style;task=input'>Adjust</a><br>"
dat += "Needs Glasses: <a href='?_src_=prefs;preference=disabilities'><b>[disabilities == 0 ? "No" : "Yes"]</b></a><br>"
dat += "Limbs: <a href='byond://?src=\ref[user];preference=limbs;task=input'>Adjust</a><br>"
dat += "Internal Organs: <a href='byond://?src=\ref[user];preference=organs;task=input'>Adjust</a><br>"
dat += "<br><br><b>Occupation Choices</b><br>"
dat += "\t<a href='?_src_=prefs;preference=job;task=menu'><b>Set Preferences</b></a><br>"
dat += "<br><table><tr><td><b>Body</b> "
dat += "(<a href='?_src_=prefs;preference=all;task=random'>&reg;</A>)"
dat += "<br>"
dat += "Species: <a href='byond://?src=\ref[user];preference=species;task=input'>[species]</a><br>"
dat += "Secondary Language:<br><a href='byond://?src=\ref[user];preference=language;task=input'>[language]</a><br>"
dat += "Blood Type: <a href='byond://?src=\ref[user];preference=b_type;task=input'>[b_type]</a><br>"
dat += "Skin Tone: <a href='?_src_=prefs;preference=s_tone;task=input'>[-s_tone + 35]/220<br></a>"
//dat += "Skin pattern: <a href='byond://?src=\ref[user];preference=skin_style;task=input'>Adjust</a><br>"
dat += "Needs Glasses: <a href='?_src_=prefs;preference=disabilities'><b>[disabilities == 0 ? "No" : "Yes"]</b></a><br>"
if (species=="Machine") // brain and covering type for shells
dat += "Brain Type: <a href='byond://?src=\ref[user];preference=set_machine_brain;task=input'><b>[machine_brain_type]</b></a><br>"
dat += "Exterior Coating: <a href='byond://?src=\ref[user];preference=set_machine_covering;task=input'><b>[isnull(covering_type) ? "None" : covering_type]</b></a><br>"
dat += "Limbs: <a href='byond://?src=\ref[user];preference=limbs;task=input'>Adjust</a><br>"
dat += "Internal Organs: <a href='byond://?src=\ref[user];preference=organs;task=input'>Adjust</a><br>"
//display limbs below
var/ind = 0
var/list/organ_names = get_limb_name_to_descriptive_name()
var/mechanical_organ_string = (species!="Machine" ? "Mechanical" : "Custom")
for(var/name in organ_data)
var/status = organ_data[name]
var/organ_name = organ_names[name]
if(status == "amputated")
++ind
if(ind > 1)
dat += ", "
dat += "\tAmputated [organ_name]"
else if(status == "mechanical")
++ind
if(ind > 1)
dat += ", "
dat += "\tMechanical [organ_name]"
else if(status == "assisted")
++ind
if(ind > 1)
dat += ", "
switch(organ_name)
if("heart")
dat += "\tPacemaker-assisted [organ_name]"
if("voicebox") //on adding voiceboxes for speaking skrell/similar replacements
dat += "\tSurgically altered [organ_name]"
if("eyes")
dat += "\tRetinal overlayed [organ_name]"
else
dat += "\tMechanically assisted [organ_name]"
var/list/status_as_list=status
if (istype(status_as_list)) // we got a robot here
++ind
if(ind > 1)
dat += ", "
dat += "\t[mechanical_organ_string] [organ_name]"
if (status_as_list[1]!="None")
dat += " covered in [lowertext(status_as_list[1])]"
if(!ind)
dat += "\[...\]<br><br>"
else
dat += ".<br><br>"
if(gender == MALE)
dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_m[underwear]]</b></a><br>"
else
dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_f[underwear]]</b></a><br>"
dat += "Undershirt: <a href='?_src_=prefs;preference=undershirt;task=input'><b>[undershirt_t[undershirt]]</b></a><br>"
dat += "Backpack Type:<br><a href ='?_src_=prefs;preference=bag;task=input'><b>[backbaglist[backbag]]</b></a><br>"
dat += "Nanotrasen Relation:<br><a href ='?_src_=prefs;preference=nt_relation;task=input'><b>[nanotrasen_relation]</b></a><br>"
dat += "</td><td><b>Preview</b><br><img src=previewicon1.png height=64 width=64><img src=previewicon2.png height=64 width=64></td></tr></table>"
dat += "</td><td width='300px' height='300px'>"
if(jobban_isbanned(user, "Records"))
dat += "<b>You are banned from using character records.</b><br>"
else
dat += "<b><a href=\"byond://?src=\ref[user];preference=records;record=1\">Character Records</a></b><br>"
dat += "<b><a href=\"byond://?src=\ref[user];preference=antagoptions;active=0\">Set Antag Options</b></a><br>"
dat += "\t<a href=\"byond://?src=\ref[user];preference=skills\"><b>Set Skills</b> (<i>[GetSkillClass(used_skillpoints)][used_skillpoints > 0 ? " [used_skillpoints]" : "0"])</i></a><br>"
dat += "<a href='byond://?src=\ref[user];preference=flavor_text;task=open'><b>Set Flavor Text</b></a><br>"
dat += "<a href='byond://?src=\ref[user];preference=pAI'><b>pAI Configuration</b></a><br>"
dat += "<br>"
dat += "<b>Character's Signature</b><br>"
dat += "<a href='byond://?src=\ref[user];preference=signature;task=input'>Edit</a> <a href='byond://?src=\ref[user];preference=signature;task=font'>Font</a> <a href='byond://?src=\ref[user];preference=signature;task=help'>Help</a><br>"
dat += "<font face=\"[signature_font ? signature_font : "Verdanta"]\">[signature]</font><br>"
dat += "<br><b>Hair</b><br>"
dat += "<a href='?_src_=prefs;preference=hair;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_hair, 2)][num2hex(g_hair, 2)][num2hex(b_hair, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_hair, 2)][num2hex(g_hair, 2)][num2hex(b_hair)]'><tr><td>__</td></tr></table></font> "
dat += " Style: <a href='?_src_=prefs;preference=h_style;task=input'>[h_style]</a><br>"
dat += "<br><b>Facial</b><br>"
dat += "<a href='?_src_=prefs;preference=facial;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_facial, 2)][num2hex(g_facial, 2)][num2hex(b_facial, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_facial, 2)][num2hex(g_facial, 2)][num2hex(b_facial)]'><tr><td>__</td></tr></table></font> "
dat += " Style: <a href='?_src_=prefs;preference=f_style;task=input'>[f_style]</a><br>"
dat += "<br><b>Eyes</b><br>"
dat += "<a href='?_src_=prefs;preference=eyes;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_eyes, 2)][num2hex(g_eyes, 2)][num2hex(b_eyes, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_eyes, 2)][num2hex(g_eyes, 2)][num2hex(b_eyes)]'><tr><td>__</td></tr></table></font><br>"
dat += "<br><b>Body Color</b><br>"
dat += "<a href='?_src_=prefs;preference=skin;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_skin, 2)][num2hex(g_skin, 2)][num2hex(b_skin, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_skin, 2)][num2hex(g_skin, 2)][num2hex(b_skin)]'><tr><td>__</td></tr></table></font>"
dat += "<br><br><b>Background Information</b><br>"
dat += "<b>Home system</b>: <a href='byond://?src=\ref[user];preference=home_system;task=input'>[home_system]</a><br/>"
dat += "<b>Citizenship</b>: <a href='byond://?src=\ref[user];preference=citizenship;task=input'>[citizenship]</a><br/>"
dat += "<b>Faction</b>: <a href='byond://?src=\ref[user];preference=faction;task=input'>[faction]</a><br/>"
dat += "<b>Religion</b>: <a href='byond://?src=\ref[user];preference=religion;task=input'>[religion]</a><br/>"
//display limbs below
var/ind = 0
for(var/name in organ_data)
//world << "[ind] \ [organ_data.len]"
var/status = organ_data[name]
var/organ_name = null
switch(name)
if("l_arm")
organ_name = "left arm"
if("r_arm")
organ_name = "right arm"
if("l_leg")
organ_name = "left leg"
if("r_leg")
organ_name = "right leg"
if("l_foot")
organ_name = "left foot"
if("r_foot")
organ_name = "right foot"
if("l_hand")
organ_name = "left hand"
if("r_hand")
organ_name = "right hand"
if("heart")
organ_name = "heart"
if("eyes")
organ_name = "eyes"
if(status == "cyborg")
++ind
if(ind > 1)
dat += ", "
dat += "\tMechanical [organ_name] prothesis"
else if(status == "amputated")
++ind
if(ind > 1)
dat += ", "
dat += "\tAmputated [organ_name]"
else if(status == "mechanical")
++ind
if(ind > 1)
dat += ", "
dat += "\tMechanical [organ_name]"
else if(status == "assisted")
++ind
if(ind > 1)
dat += ", "
switch(organ_name)
if("heart")
dat += "\tPacemaker-assisted [organ_name]"
if("voicebox") //on adding voiceboxes for speaking skrell/similar replacements
dat += "\tSurgically altered [organ_name]"
if("eyes")
dat += "\tRetinal overlayed [organ_name]"
else
dat += "\tMechanically assisted [organ_name]"
if(!ind)
dat += "\[...\]<br><br>"
else
dat += "<br><br>"
if(jobban_isbanned(user, "Syndicate"))
dat += "<b>You are banned from antagonist roles.</b>"
src.be_special = 0
else
var/n = 0
for (var/i in special_roles)
if(special_roles[i]) //if mode is available on the server
if(jobban_isbanned(user, i))
if(gender == MALE)
dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_m[underwear]]</b></a><br>"
else
dat += "Underwear: <a href ='?_src_=prefs;preference=underwear;task=input'><b>[underwear_f[underwear]]</b></a><br>"
dat += "Undershirt: <a href='?_src_=prefs;preference=undershirt;task=input'><b>[undershirt_t[undershirt]]</b></a><br>"
dat += "Backpack Type:<br><a href ='?_src_=prefs;preference=bag;task=input'><b>[backbaglist[backbag]]</b></a><br>"
dat += "Nanotrasen Relation:<br><a href ='?_src_=prefs;preference=nt_relation;task=input'><b>[nanotrasen_relation]</b></a><br>"
dat += "</td><td><b>Preview</b><br><img src=previewicon.png height=64 width=64><img src=previewicon2.png height=64 width=64></td></tr></table>"
dat += "</td><td width='300px' height='300px'>"
if(jobban_isbanned(user, "Records"))
dat += "<b>You are banned from using character records.</b><br>"
else
dat += "<b><a href=\"byond://?src=\ref[user];preference=records;record=1\">Character Records</a></b><br>"
dat += "<b><a href=\"byond://?src=\ref[user];preference=antagoptions;active=0\">Set Antag Options</b></a><br>"
dat += "\t<a href=\"byond://?src=\ref[user];preference=skills\"><b>Set Skills</b> (<i>[GetSkillClass(used_skillpoints)][used_skillpoints > 0 ? " [used_skillpoints]" : "0"])</i></a><br>"
dat += "<a href='byond://?src=\ref[user];preference=flavor_text;task=open'><b>Set Flavor Text</b></a><br>"
dat += "<a href='byond://?src=\ref[user];preference=pAI'><b>pAI Configuration</b></a><br>"
dat += "<br>"
dat += "<b>Character's Signature</b><br>"
dat += "<a href='byond://?src=\ref[user];preference=signature;task=input'>Edit</a> <a href='byond://?src=\ref[user];preference=signature;task=font'>Font</a> <a href='byond://?src=\ref[user];preference=signature;task=help'>Help</a><br>"
dat += "<font face=\"[signature_font ? signature_font : "Verdanta"]\">[signature]</font><br>"
dat += "<br><b>Hair</b><br>"
dat += "<a href='?_src_=prefs;preference=hair;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_hair, 2)][num2hex(g_hair, 2)][num2hex(b_hair, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_hair, 2)][num2hex(g_hair, 2)][num2hex(b_hair)]'><tr><td>__</td></tr></table></font> "
dat += " Style: <a href='?_src_=prefs;preference=h_style;task=input'>[h_style]</a><br>"
dat += "<br><b>Facial</b><br>"
dat += "<a href='?_src_=prefs;preference=facial;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_facial, 2)][num2hex(g_facial, 2)][num2hex(b_facial, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_facial, 2)][num2hex(g_facial, 2)][num2hex(b_facial)]'><tr><td>__</td></tr></table></font> "
dat += " Style: <a href='?_src_=prefs;preference=f_style;task=input'>[f_style]</a><br>"
dat += "<br><b>Eyes</b><br>"
dat += "<a href='?_src_=prefs;preference=eyes;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_eyes, 2)][num2hex(g_eyes, 2)][num2hex(b_eyes, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_eyes, 2)][num2hex(g_eyes, 2)][num2hex(b_eyes)]'><tr><td>__</td></tr></table></font><br>"
dat += "<br><b>Body Color</b><br>"
dat += "<a href='?_src_=prefs;preference=skin;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_skin, 2)][num2hex(g_skin, 2)][num2hex(b_skin, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_skin, 2)][num2hex(g_skin, 2)][num2hex(b_skin)]'><tr><td>__</td></tr></table></font>"
dat += "<br><br><b>Background Information</b><br>"
dat += "<b>Home system</b>: <a href='byond://?src=\ref[user];preference=home_system;task=input'>[home_system]</a><br/>"
dat += "<b>Citizenship</b>: <a href='byond://?src=\ref[user];preference=citizenship;task=input'>[citizenship]</a><br/>"
dat += "<b>Faction</b>: <a href='byond://?src=\ref[user];preference=faction;task=input'>[faction]</a><br/>"
dat += "<b>Religion</b>: <a href='byond://?src=\ref[user];preference=religion;task=input'>[religion]</a><br/>"
dat += "<br><br>"
if(jobban_isbanned(user, "Syndicate"))
dat += "<b>You are banned from antagonist roles.</b>"
src.be_special = 0
else
var/n = 0
for (var/i in special_roles)
if(special_roles[i]) //if mode is available on the server
if(jobban_isbanned(user, i))
dat += "<b>Be [i]:</b> <font color=red><b> \[BANNED]</b></font><br>"
else if(i == "pai candidate")
if(jobban_isbanned(user, "pAI"))
dat += "<b>Be [i]:</b> <font color=red><b> \[BANNED]</b></font><br>"
else if(i == "pai candidate")
if(jobban_isbanned(user, "pAI"))
dat += "<b>Be [i]:</b> <font color=red><b> \[BANNED]</b></font><br>"
else
dat += "<b>Be [i]:</b> <a href='?_src_=prefs;preference=be_special;num=[n]'><b>[src.be_special&(1<<n) ? "Yes" : "No"]</b></a><br>"
n++
dat += "</td></tr></table><hr><center>"
else
dat += "<b>Be [i]:</b> <a href='?_src_=prefs;preference=be_special;num=[n]'><b>[src.be_special&(1<<n) ? "Yes" : "No"]</b></a><br>"
n++
dat += "</td></tr></table><hr><center>"
if(!IsGuestKey(user.key))
dat += "<a href='?_src_=prefs;preference=load'>Undo</a> - "
dat += "<a href='?_src_=prefs;preference=save'>Save Setup</a> - "
if(!IsGuestKey(user.key))
dat += "<a href='?_src_=prefs;preference=load'>Undo</a> - "
dat += "<a href='?_src_=prefs;preference=save'>Save Setup</a> - "
dat += "<a href='?_src_=prefs;preference=reset_all'>Reset Setup</a>"
dat += "</center></body></html>"
dat += "<a href='?_src_=prefs;preference=reset_all'>Reset Setup</a>"
dat += "</center></body></html>"
user << browse(dat, "window=preferences;size=560x736")
user << browse(dat, "window=preferences;size=560x736")
/datum/preferences/proc/SetChoices(mob/user, limit = 16, list/splitJobs = list("Chief Medical Officer"), width = 550, height = 660)
if(!job_master)
@@ -1100,7 +1112,6 @@ datum/preferences
if(new_age)
age = max(min( round(text2num(new_age)), AGE_MAX),AGE_MIN)
if("species")
config.usealienwhitelist=0 // REMOVE ME
var/list/new_species = list("Human")
var/prev_species = species
@@ -1120,8 +1131,41 @@ datum/preferences
if(prev_species != species)
//grab one of the valid hair styles for the newly chosen species
h_style = random_hair_style(gender,get_hair_species())
f_style = random_facial_hair_style(gender,get_hair_species())
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
if(valid_hairstyles.len)
h_style = pick(valid_hairstyles)
else
//this shouldn't happen
h_style = hair_styles_list["Bald"]
//grab one of the valid facial hair styles for the newly chosen species
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
if(valid_facialhairstyles.len)
f_style = pick(valid_facialhairstyles)
else
//this shouldn't happen
f_style = facial_hair_styles_list["Shaved"]
//reset hair colour and skin colour
r_hair = 0//hex2num(copytext(new_hair, 2, 4))
@@ -1164,14 +1208,24 @@ datum/preferences
b_type = new_b_type
if("hair")
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as color|null
if(new_hair)
r_hair = hex2num(copytext(new_hair, 2, 4))
g_hair = hex2num(copytext(new_hair, 4, 6))
b_hair = hex2num(copytext(new_hair, 6, 8))
if(species == "Human" || species == "Unathi" || species == "Tajaran" || species == "Skrell")
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as color|null
if(new_hair)
r_hair = hex2num(copytext(new_hair, 2, 4))
g_hair = hex2num(copytext(new_hair, 4, 6))
b_hair = hex2num(copytext(new_hair, 6, 8))
else if (species == "Machine")
alert("Please select the Body Color instead.")
if("h_style")
var/list/valid_hairstyles = get_valid_hairstyles(gender,get_hair_species())
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if( !(species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
var/new_h_style = input(user, "Choose your character's hair style:", "Character Preference") as null|anything in valid_hairstyles
if(new_h_style)
h_style = new_h_style
@@ -1184,7 +1238,18 @@ datum/preferences
b_facial = hex2num(copytext(new_facial, 6, 8))
if("f_style")
var/list/valid_facialhairstyles = get_valid_facialhairstyles(gender,get_hair_species())
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
var/new_f_style = input(user, "Choose your character's facial-hair style:", "Character Preference") as null|anything in valid_facialhairstyles
if(new_f_style)
f_style = new_f_style
@@ -1231,6 +1296,10 @@ datum/preferences
r_skin = hex2num(copytext(new_skin, 2, 4))
g_skin = hex2num(copytext(new_skin, 4, 6))
b_skin = hex2num(copytext(new_skin, 6, 8))
if(species == "Machine")
r_hair = r_skin
g_hair = g_skin
b_hair = b_skin
if("ooccolor")
var/new_ooccolor = input(user, "Choose your OOC colour:", "Game Preference") as color|null
@@ -1256,19 +1325,57 @@ datum/preferences
else
user << browse(null, "window=disabil")
if("set_machine_brain") // shell customization junk
var/new_brain = input(user, "Choose your brain.", "Character Preference") as null|anything in list("MMI", "Posibrain") // not differentiating brain species at the moment
if(new_brain)
machine_brain_type=new_brain
if("set_machine_covering")
var/new_coating = input(user, "Choose your exterior coating.", "Character Preference") as null|anything in get_limb_covering_names()
if(new_coating)
covering_type=(new_coating!="None" ? new_coating : null)
if("limbs")
customize_limbs(user,species!="Machine")
var/limb_name = input(user, "Which limb do you want to change?") as null|anything in list("Left Leg","Right Leg","Left Arm","Right Arm","Left Foot","Right Foot","Left Hand","Right Hand")
if(!limb_name) return
var/limb = null
var/second_limb = null // if you try to change the arm, the hand should also change
var/third_limb = null // if you try to unchange the hand, the arm should also change
switch(limb_name)
if("Left Leg")
limb = "l_leg"
second_limb = "l_foot"
if("Right Leg")
limb = "r_leg"
second_limb = "r_foot"
if("Left Arm")
limb = "l_arm"
second_limb = "l_hand"
if("Right Arm")
limb = "r_arm"
second_limb = "r_hand"
if("Left Foot")
limb = "l_foot"
third_limb = "l_leg"
if("Right Foot")
limb = "r_foot"
third_limb = "r_leg"
if("Left Hand")
limb = "l_hand"
third_limb = "l_arm"
if("Right Hand")
limb = "r_hand"
third_limb = "r_arm"
var/new_state = input(user, "What state do you wish the limb to be in?") as null|anything in list("Normal","Amputated","Prothesis")
if(!new_state) return
switch(new_state)
if("Normal")
organ_data[limb] = null
if(third_limb)
organ_data[third_limb] = null
if("Amputated")
organ_data[limb] = "amputated"
if(second_limb)
organ_data[second_limb] = "amputated"
if("Prothesis")
organ_data[limb] = "cyborg"
if(second_limb)
organ_data[second_limb] = "cyborg"
if(third_limb && organ_data[third_limb] == "amputated")
organ_data[third_limb] = null
if("organs")
var/organ_name = input(user, "Which internal function do you want to change?") as null|anything in list("Heart", "Eyes")
if(!organ_name) return
@@ -1487,43 +1594,29 @@ datum/preferences
character.h_style = h_style
character.f_style = f_style
character.skills = skills
character.used_skillpoints = used_skillpoints
var/list/covering_name_to_type = get_limb_covering_list()
// Destroy/cyborgize organs
if (species=="Machine")
var/datum/organ/internal/brain/robot/brain_datum = character.get_organ("brain")
if (brain_datum) // sanity check
brain_datum.machine_brain_type=machine_brain_type // set the brain type
for (var/datum/organ/external/organ in character.organs) // provide default covering for shells
if (organ) // gotta make sure we're getting an actual organ here
if (covering_type)
var/covering_path = covering_name_to_type[covering_type]
organ.covering = new covering_path(organ,rgb(r_skin,g_skin,b_skin))
organ.covering.limb_datum=organ
// Destroy or cyborgize organs
for(var/name in organ_data)
var/datum/organ/external/O = character.organs_by_name[name]
var/datum/organ/internal/I = character.internal_organs_by_name[name]
var/status = organ_data[name]
if(status == "amputated")
O.amputated = 1
O.status |= ORGAN_DESTROYED
O.destspawn = 1
if(status == "cyborg")
O.status |= ORGAN_ROBOT
if(status == "assisted")
I.mechassist()
if(status == "mechanical")
else if(status == "mechanical")
I.mechanize()
var/list/status_as_list=status
if (istype(status_as_list)) // we got a robot here
O.status |= ORGAN_ROBOT
O.covering = null // wipe any old covering we might have
if (status_as_list[1]!="None")
var/covering_path = covering_name_to_type[status_as_list[1]]
O.covering = new covering_path(O,status_as_list[2])
O.covering.limb_datum=O
else continue
if(underwear > underwear_m.len || underwear < 1)
underwear = 0 //I'm sure this is 100% unnecessary, but I'm paranoid... sue me. //HAH NOW NO MORE MAGIC CLONING UNDIES
@@ -1564,104 +1657,5 @@ datum/preferences
dat += "</center></tt>"
user << browse(dat, "window=saves;size=300x390")
/datum/preferences/proc/close_load_dialog(mob/user)
user << browse(null, "window=saves")
/datum/preferences/proc/get_hair_species()
// this is incredibly snowflakey but I don't see an alternative
if (species!="Machine")
return species
var/head_coat=covering_type // we get the base coating
if (organ_data["Head"]) // if we're customizing the head we should get their coating
head_coat=organ_data["Head"][0]
if (!head_coat) // no coating?
return
var/list/refs=get_limb_covering_references()
for(var/skin_type in refs)
var/datum/synthetic_limb_cover/temp=refs[skin_type]
if (temp.icon_key_type==head_coat)
return temp.hair_species
/datum/preferences/proc/custom_robot_limb(mob/user,)
var/covering_name = input(user, "What kind of covering do you want?") as null|anything in get_limb_covering_names()
if (!covering_name)
return
if (covering_name=="None") // don't want no colour
return list(covering_name,rgb(128,128,128))
var/new_colour = input(user, "Pick the colour for your limb:", "Character Preference") as color|null
if(!new_colour)
return
return list(covering_name,new_colour)
var/list/limb_name_to_descriptive_names
/datum/preferences/proc/get_limb_name_to_descriptive_name()
if (isnull(limb_name_to_descriptive_names))
limb_name_to_descriptive_names=list()
for(var/organ_type in typesof(/datum/organ/external)-/datum/organ/external)
var/datum/organ/external/temp = new organ_type()
limb_name_to_descriptive_names[temp.name]=temp.display_name
del(temp)
return limb_name_to_descriptive_names
var/list/limb_connection_data
/datum/preferences/proc/get_limb_connection_data()
if (isnull(limb_connection_data))
limb_connection_data = list()
limb_connection_data["Left Leg"]=list("l_leg","l_foot",null)
limb_connection_data["Right Leg"]=list("r_leg","r_foot",null)
limb_connection_data["Left Arm"]=list("l_arm","l_hand",null)
limb_connection_data["Right Arm"]=list("r_arm","r_hand",null)
limb_connection_data["Left Foot"]=list("l_foot",null,"l_leg")
limb_connection_data["Right Foot"]=list("r_foot",null,"r_leg")
limb_connection_data["Left Hand"]=list("l_hand",null,"l_arm")
limb_connection_data["Right Hand"]=list("r_hand",null,"r_arm")
limb_connection_data["Chest"]=list("chest",null,null)
limb_connection_data["Groin"]=list("groin",null,null)
limb_connection_data["Head"]=list("head",null,null)
return limb_connection_data
/datum/preferences/proc/pick_organ_to_customize(mob/user,var/is_organic_species)
var/list/valid_targets = list("Left Leg","Right Leg","Left Arm","Right Arm","Left Foot","Right Foot","Left Hand","Right Hand")
if (!is_organic_species)
valid_targets.Add(list("Head","Chest","Groin"))
var/limb_name = input(user, "Which limb do you want to change?") as null|anything in valid_targets
if(!limb_name) // you have picked nothing
return
var/list/limb_info=get_limb_connection_data()
return limb_info[limb_name]
/datum/preferences/proc/customize_limbs(mob/user,var/is_organic_species)
var/list/limb_info = pick_organ_to_customize(user,is_organic_species)
if (!limb_info)
return
var/limb=limb_info[1]
var/limb_child=limb_info[2]
var/limb_parent=limb_info[3]
var/new_state = input(user, "What state do you wish the limb to be in?") as null|anything in (is_organic_species ? list("Normal","Amputated","Prosthesis") : list("Normal","Custom"))
if(!new_state)
return // cancel
switch(new_state)
if("Normal")
organ_data-= limb
if(!isnull(limb_parent))
organ_data-=limb_parent
if("Amputated")
organ_data[limb] = "amputated"
if(!isnull(limb_child))
organ_data[limb_child] = "amputated"
if("Prosthesis")
var/list/custom = custom_robot_limb(user)
organ_data[limb] = custom
if(!isnull(limb_child))
organ_data[limb_child] = custom
if(!isnull(limb_parent) && organ_data[limb_parent] == "amputated")
organ_data-=limb_parent
if("Custom")
organ_data[limb] = custom_robot_limb(user) // robots have no dependencies
+18 -30
View File
@@ -1,5 +1,5 @@
#define SAVEFILE_VERSION_MIN 8
#define SAVEFILE_VERSION_MAX 12
#define SAVEFILE_VERSION_MAX 11
//handles converting savefiles to new formats
//MAKE SURE YOU KEEP THIS UP TO DATE!
@@ -19,13 +19,7 @@
fdel(delpath)
break
return 0
if(savefile_version < 12)
if (species=="Machine") // give IPC's posibrains and paint by default
machine_brain_type="Posibrain"
covering_type="Paint"
for(var/name in organ_data)
if (organ_data[name]=="Cyborg")
organ_data[name]=list("None",rgb(128,128,128)) // standard robo limbs
if(savefile_version == SAVEFILE_VERSION_MAX) //update successful.
save_preferences()
save_character()
@@ -179,10 +173,6 @@
S["citizenship"] >> citizenship
S["faction"] >> faction
S["religion"] >> religion
//Robot
S["machine_brain_type"] >> machine_brain_type
S["covering_type"] >> covering_type
S["nanotrasen_relation"] >> nanotrasen_relation
//S["skin_style"] >> skin_style
@@ -288,8 +278,6 @@
S["backbag"] << backbag
S["b_type"] << b_type
S["spawnpoint"] << spawnpoint
S["machine_brain_type"] << machine_brain_type
S["covering_type"] << covering_type
//Jobs
S["alternate_option"] << alternate_option
@@ -315,26 +303,26 @@
S["flavor_texts_feet"] << flavor_texts["feet"]
//Miscellaneous
S["med_record"] << med_record
S["sec_record"] << sec_record
S["gen_record"] << gen_record
S["med_record"] << med_record
S["sec_record"] << sec_record
S["gen_record"] << gen_record
S["player_alt_titles"] << player_alt_titles
S["be_special"] << be_special
S["disabilities"] << disabilities
S["used_skillpoints"] << used_skillpoints
S["skills"] << skills
S["skill_specialization"] << skill_specialization
S["organ_data"] << organ_data
S["gear"] << gear
S["home_system"] << home_system
S["citizenship"] << citizenship
S["faction"] << faction
S["religion"] << religion
S["be_special"] << be_special
S["disabilities"] << disabilities
S["used_skillpoints"] << used_skillpoints
S["skills"] << skills
S["skill_specialization"] << skill_specialization
S["organ_data"] << organ_data
S["gear"] << gear
S["home_system"] << home_system
S["citizenship"] << citizenship
S["faction"] << faction
S["religion"] << religion
S["nanotrasen_relation"] << nanotrasen_relation
S["nanotrasen_relation"] << nanotrasen_relation
//S["skin_style"] << skin_style
S["uplinklocation"] << uplinklocation
S["uplinklocation"] << uplinklocation
S["UI_style_color"] << UI_style_color
S["UI_style_alpha"] << UI_style_alpha
@@ -20,8 +20,6 @@
var/mob/living/carbon/brain/brainmob = null//The current occupant.
var/mob/living/silicon/robot = null//Appears unused.
var/obj/mecha = null//This does not appear to be used outside of reference in mecha.dm.
var/machine_brain_type="MMI"
attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O,/obj/item/organ/brain) && !brainmob) //Time to stick a brain in it --NEO
@@ -39,6 +39,7 @@
brainmob.timeofhostdeath = H.timeofdeath
if(H.mind)
H.mind.transfer_to(brainmob)
brainmob << "\blue You feel slightly disoriented. That's normal when you're just a brain."
callHook("debrain", list(brainmob))
@@ -52,24 +53,20 @@
usr << "You can feel the small spark of life still left in this one."
else
usr << "This one seems particularly lifeless. Perhaps it will regain some of its luster later.."
/obj/item/organ/brain/removed(var/mob/living/target,var/mob/living/user)
..()
var/mob/living/simple_animal/borer/borer = target.has_brain_worms()
if(borer)
borer.detatch() //Should remove borer if the brain is removed - RR
var/mob/living/carbon/human/H = target
var/obj/item/organ/brain/B = src
if(istype(B) && istype(H))
B.transfer_identity(target)
/obj/item/organ/brain/exposed_to_the_world()
var/datum/organ/internal/brain/robot/robotic_brain=organ_data
if (istype(robotic_brain))
var/new_mmi=robotic_brain.create_robot_brain_replacement(brainmob,src.loc)
del(src)
return new_mmi
/obj/item/organ/brain/replaced(var/mob/living/target)
@@ -5,7 +5,6 @@
icon_state = "posibrain"
w_class = 3
origin_tech = "engineering=4;materials=4;bluespace=2;programming=4"
machine_brain_type="Posibrain"
construction_cost = list("metal"=500,"glass"=500,"silver"=200,"gold"=200,"plasma"=100,"diamond"=10)
construction_time = 75
@@ -1659,82 +1659,3 @@
if(eyes && istype(eyes) && !eyes.status & ORGAN_CUT_AWAY)
return 1
return 0
/mob/living/carbon/human/proc/hair_species_name()
var/datum/organ/external/head/head_organ = get_organ("head")
if (head_organ.covering)
return head_organ.covering.hair_species
return species.name
/mob/living/carbon/human/proc/valid_hairstyles_for_this_mob()
return get_valid_hairstyles(gender, hair_species_name())
/mob/living/carbon/human/proc/valid_facialhairstyles_for_this_mob()
return get_valid_facialhairstyles(gender, hair_species_name())
/mob/living/carbon/human/proc/should_we_show_hair()
var/datum/organ/external/head/head_organ = get_organ("head")
if(!head_organ || (head_organ.status & ORGAN_DESTROYED))
return
if( (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
return
return TRUE
/mob/living/carbon/human/proc/validate_hair()
var/list/hair=valid_hairstyles_for_this_mob()
if (!(h_style in hair))
h_style=null
var/list/face=valid_facialhairstyles_for_this_mob()
if (!(f_style in face))
f_style=null
/mob/living/carbon/human/proc/hair_icon()
if (h_style)
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
var/icon/hair = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
hair.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
return hair
/mob/living/carbon/human/proc/facial_hair_icon()
if (f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
return facial_s
/mob/living/carbon/human/proc/get_eye_icon_state()
var/datum/organ/external/head/head_organ = get_organ("head")
if (head_organ.covering)
return head_organ.covering.eyes_state
return species.eyes
/mob/living/carbon/human/proc/eye_icon()
var/icon/result_icon = new/icon('icons/mob/human_face.dmi', get_eye_icon_state())
result_icon.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
return result_icon
/mob/living/carbon/human/proc/tail_icon_state()
var/datum/organ/external/groin/groin_organ = get_organ("groin")
if (groin_organ.covering)
return list(groin_organ.covering.tail,groin_organ.covering.colour)
if (species.tail)
return list(species.tail,rgb(r_skin, g_skin, b_skin))
/mob/living/carbon/human/proc/tail_icon()
var/list/tail_info = tail_icon_state()
if(!isnull(tail_info))
if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space))
var/icon/tail_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[tail_info[1]]_s")
tail_s.Blend(tail_info[2], ICON_ADD)
return tail_s
@@ -30,5 +30,5 @@
..(new_loc, "Diona")
/mob/living/carbon/human/machine/New(var/new_loc)
h_style = "Bald"
h_style = "blue IPC screen"
..(new_loc, "Machine")
+2 -130
View File
@@ -201,131 +201,10 @@
// Grabs the window recieved when you click-drag someone onto you.
/datum/species/proc/get_inventory_dialogue(var/mob/living/carbon/human/H)
return
//Used by xenos understanding larvae and dionaea understanding nymphs.
/datum/species/proc/can_understand(var/mob/other)
return
/datum/species/proc/blend_preview_icon(var/icon/main_icon,var/datum/preferences/preferences,var/paint_colour)
if(paint_colour)
main_icon.Blend(paint_colour, ICON_ADD)
return
if(flags & HAS_SKIN_COLOR)
main_icon.Blend(rgb(preferences.r_skin, preferences.g_skin, preferences.b_skin), ICON_ADD)
return
if(flags & HAS_SKIN_TONE) // Skin tone
if (preferences.s_tone >= 0)
main_icon.Blend(rgb(preferences.s_tone, preferences.s_tone, preferences.s_tone), ICON_ADD)
else
main_icon.Blend(rgb(-preferences.s_tone, -preferences.s_tone, -preferences.s_tone), ICON_SUBTRACT)
/datum/species/proc/get_organ_preview_icon(var/name, var/robot, var/gendered, var/gender_string, var/datum/preferences/preferences, var/datum/synthetic_limb_cover/covering, var/paint_colour)
var/icon_name = icobase
if (robot)
icon_name = (istype(covering)) ? covering.main_icon : 'icons/mob/human_races/robotic.dmi'
var/state_name = name
if (gendered)
state_name+="_[gender_string]"
var/icon/result = new /icon(icon_name,state_name)
blend_preview_icon(result,preferences,paint_colour)
return result
/datum/species/proc/get_is_preview_organ_robotic(var/name,var/datum/preferences/preferences)
if (flags & IS_SYNTHETIC)
return TRUE
if (name in preferences.organ_data)
var/list/organ_robotic_info=preferences.organ_data[name]
if (istype(organ_robotic_info))
return TRUE
/datum/species/proc/get_preview_organ_covering(var/name,var/datum/preferences/preferences)
if (name in preferences.organ_data)
var/list/organ_robotic_info=preferences.organ_data[name]
if (istype(organ_robotic_info))
return organ_robotic_info
if (preferences.species=="Machine")
if (preferences.covering_type)
return list(preferences.covering_type,rgb(preferences.r_skin,preferences.g_skin,preferences.b_skin))
/datum/species/proc/get_tail_preview_icon(var/list/preview_coverings,var/datum/preferences/preferences)
var/tail_state=null
if (!(isnull(preview_coverings["groin"])))
var/datum/synthetic_limb_cover/covering=preview_coverings["groin"]
tail_state=covering.tail
if(tail)
tail_state="[tail]_s"
if(tail_state)
var/icon/result = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = tail_state)
result.Blend(rgb(preferences.r_hair,preferences.g_hair,preferences.b_hair),ICON_ADD)
return result
/datum/species/proc/get_eyes_preview_icon(var/list/preview_coverings,var/datum/preferences/preferences)
var/eye_state=null
if (!(isnull(preview_coverings["head"])))
var/datum/synthetic_limb_cover/covering=preview_coverings["head"]
eye_state=covering.eyes_state
else
eye_state=eyes
var/icon/result = new/icon('icons/mob/human_face.dmi',eye_state)
result.Blend(rgb(preferences.r_eyes,preferences.g_eyes,preferences.b_eyes),ICON_ADD)
return result
/* This function takes a preferences object and generates a complete body and hair icon for that set of preferences. It's needlessly complicated
and duplicates a lot of what's going on in update_icons. The two systems should be combined somehow, possibly by using a 'visual identity' object
that could be created from either a living human or a preferences object and then passing that to a single render function, but I'll leave that
exercise for another day.
See code\modules\mob\new_player\preferences_setup.dm for where it's used.
- jack_fractal*/
/datum/species/proc/create_body_preview_icon(var/datum/preferences/preferences)
var/gender_string = (preferences.gender==FEMALE) ? "f" : "m"
var/icon/preview_icon = new/icon('icons/mob/human_face.dmi', "blank_eyes") // this is just an empty icon
var/list/external_organs = list("torso","groin","head","r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand")
var/list/coverings=list()
var/list/gendered_organs = list("torso","groin","head")
var/list/limb_coverings = get_limb_covering_references()
var/list/limb_coverings_names = get_limb_covering_list()
for (var/name in external_organs)
if(preferences.organ_data[name] == "amputated") // amputated organs don't show up
continue
var/robotic = get_is_preview_organ_robotic(name,preferences)
var/datum/synthetic_limb_cover/covering = null
var/paint_colour=null
if (robotic)
var/list/covering_as_list=get_preview_organ_covering(name, preferences)
if (istype(covering_as_list))
covering=limb_coverings[limb_coverings_names[covering_as_list[1]]]
paint_colour=covering_as_list[2]
coverings[name]=covering
var/icon/organ_icon = get_organ_preview_icon(name, robotic, (name in gendered_organs), gender_string, preferences, covering, paint_colour)
preview_icon.Blend(organ_icon, ICON_OVERLAY)
del(organ_icon)
var/icon/tail_icon = get_tail_preview_icon(coverings,preferences) // Tail
if(tail_icon)
preview_icon.Blend(tail_icon, ICON_OVERLAY)
del(tail_icon)
var/icon/eye_icon = get_eyes_preview_icon(coverings,preferences)
if(eye_icon)
preview_icon.Blend(eye_icon, ICON_OVERLAY)
del(eye_icon)
var/datum/sprite_accessory/hair_style = hair_styles_list[preferences.h_style]
if(hair_style)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
hair_s.Blend(rgb(preferences.r_hair, preferences.g_hair, preferences.b_hair), ICON_ADD)
preview_icon.Blend(hair_s, ICON_OVERLAY)
del(hair_s)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[preferences.f_style]
if(facial_hair_style)
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
facial_s.Blend(rgb(preferences.r_facial, preferences.g_facial, preferences.b_facial), ICON_ADD)
preview_icon.Blend(facial_s, ICON_OVERLAY)
del(facial_s)
return preview_icon
/datum/species/human
name = "Human"
@@ -595,16 +474,9 @@ See code\modules\mob\new_player\preferences_setup.dm for where it's used.
has_organ = list(
"heart" = /datum/organ/internal/heart,
"brain" = /datum/organ/internal/brain/robot,
"brain" = /datum/organ/internal/brain,
)
/datum/species/machine/create_organs(var/mob/living/carbon/human/H)
..()
var/datum/organ/internal/brain/robot/brain_datum = H.internal_organs_by_name["brain"] // handle weird robot brains
if (istype(brain_datum))
if (isnull(brain_datum.machine_brain_type))
brain_datum.machine_brain_type="Posibrain"
/datum/species/bug
name = "Vaurca"
name_plural = "varucae"
@@ -234,58 +234,21 @@ proc/get_damage_icon_part(damage_state, body_part)
overlays_standing[DAMAGE_LAYER] = standing_image
if(update_icons) update_icons()
/mob/living/carbon/human/proc/get_skin_tone_key()
if (species.flags & HAS_SKIN_COLOR)
return "[r_skin],[g_skin],[b_skin]"
if(species.flags & HAS_SKIN_TONE)
return "[s_tone]"
return ""
/mob/living/carbon/human/proc/get_icon_key(var/list/mutations=list())
if (!mutations)
mutations=get_visible_mutations()
var/icon_key = "[species.race_key][(gender == FEMALE ? "f" : "m")][get_skin_tone_key()]"
for(var/datum/organ/external/part in organs) // get the part icon keys
icon_key = "[icon_key][part.get_icon_key()]"
return "[icon_key][mutations["husk"]][mutations["fat"]][mutations["hulk"]][mutations["skeleton"]]"
/mob/living/carbon/human/proc/get_visible_mutations()
return list("husk"=(HUSK in src.mutations),
"hulk"=(HULK in src.mutations),
"skeleton"=(SKELETON in src.mutations),
"fat"=(FAT in src.mutations))
/mob/living/carbon/human/proc/skin_colour_info(var/list/mutations=list())
if (!mutations)
mutations=get_visible_mutations()
var/icon_blend=ICON_ADD
var/colour=rgb(127,127,127)
var/good=FALSE
if (species.flags & HAS_SKIN_COLOR)
colour=rgb(r_skin,g_skin,b_skin)
good=TRUE
if(!mutations["husk"] && !mutations["hulk"]) // if we have regular skin
if(species.flags & HAS_SKIN_TONE)
icon_blend=(s_tone >= 0 ? ICON_ADD : ICON_SUBTRACT)
var/res=(s_tone >= 0 ? s_tone : -s_tone)
colour=rgb(res,res,res)
good=TRUE
return list("rgb"=colour,"mode"=icon_blend,"blend"=good)
//BASE MOB SPRITE
/mob/living/carbon/human/proc/update_body(var/update_icons=1)
var/husk_color_mod = rgb(96,88,80)
var/hulk_color_mod = rgb(48,224,40)
var/necrosis_color_mod = rgb(10,50,0)
var/list/mutations = get_visible_mutations()
var/husk = (HUSK in src.mutations)
var/fat = (FAT in src.mutations)
var/hulk = (HULK in src.mutations)
var/skeleton = (SKELETON in src.mutations)
var/g = (gender == FEMALE ? "f" : "m")
var/has_head = 0
//CACHING: Generate an index key from visible bodyparts.
//0 = destroyed, 1 = normal, 2 = robotic, 3 = necrotic.
@@ -296,9 +259,22 @@ proc/get_damage_icon_part(damage_state, body_part)
stand_icon = new(species.icon_template ? species.icon_template : 'icons/mob/human.dmi',"blank")
var/icon_key = "[species.race_key][g][s_tone]"
for(var/datum/organ/external/part in organs)
// GENERATE THE ICON KEY
var/icon_key = get_icon_key(mutations)
if(istype(part,/datum/organ/external/head) && !(part.status & ORGAN_DESTROYED))
has_head = 1
if(part.status & ORGAN_DESTROYED)
icon_key = "[icon_key]0"
else if(part.status & ORGAN_ROBOT)
icon_key = "[icon_key]2"
else if(part.status & ORGAN_DEAD)
icon_key = "[icon_key]3"
else
icon_key = "[icon_key]1"
icon_key = "[icon_key][husk ? 1 : 0][fat ? 1 : 0][hulk ? 1 : 0][skeleton ? 1 : 0][s_tone]"
var/icon/base_icon
if(human_icon_cache[icon_key])
@@ -311,18 +287,14 @@ proc/get_damage_icon_part(damage_state, body_part)
//BEGIN CACHED ICON GENERATION.
// Why don't we just make mutations["skeleton"]s/shadows/golems a species? ~Z
var/race_icon = (mutations["skeleton"] ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
var/deform_icon = (mutations["skeleton"] ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
// Why don't we just make skeletons/shadows/golems a species? ~Z
var/race_icon = (skeleton ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
var/deform_icon = (skeleton ? 'icons/mob/human_races/r_skeleton.dmi' : species.icobase)
var/list/skin_info = skin_colour_info(mutations) // get the skin tone info
//Robotic limbs are handled in get_icon() so all we worry about are missing or dead limbs.
//No icon stored, so we need to start with a basic one.
var/datum/organ/external/chest = get_organ("chest")
base_icon = chest.get_icon(race_icon,deform_icon,skin_info)
base_icon = chest.get_icon(race_icon,deform_icon,g)
if(chest.status & ORGAN_DEAD)
base_icon.ColorTone(necrosis_color_mod)
@@ -335,7 +307,10 @@ proc/get_damage_icon_part(damage_state, body_part)
if(part.status & ORGAN_DESTROYED)
continue
temp = part.get_icon(race_icon,deform_icon,skin_info) // synthetics are handled here
if (istype(part, /datum/organ/external/groin) || istype(part, /datum/organ/external/head))
temp = part.get_icon(race_icon,deform_icon,g)
else
temp = part.get_icon(race_icon,deform_icon)
if(part.status & ORGAN_DEAD)
temp.ColorTone(necrosis_color_mod)
@@ -370,33 +345,48 @@ proc/get_damage_icon_part(damage_state, body_part)
base_icon.Blend(temp, ICON_OVERLAY)
if(!mutations["skeleton"])
if(mutations["husk"])
if(!skeleton)
if(husk)
base_icon.ColorTone(husk_color_mod)
else if(mutations["hulk"])
else if(hulk)
var/list/tone = ReadRGB(hulk_color_mod)
base_icon.MapColors(rgb(tone[1],0,0),rgb(0,tone[2],0),rgb(0,0,tone[3]))
//Handle mutations["husk"] overlay.
if(mutations["husk"])
//Handle husk overlay.
if(husk)
var/icon/mask = new(base_icon)
var/icon/husk_over = new(race_icon,"overlay_husk")
mask.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,0)
husk_over.Blend(mask, ICON_ADD)
base_icon.Blend(husk_over, ICON_OVERLAY)
//Skin tone.
if(!husk && !hulk)
if(species.flags & HAS_SKIN_TONE)
if(s_tone >= 0)
base_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
base_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
human_icon_cache[icon_key] = base_icon
//log_debug("Generated new cached mob icon ([icon_key] \icon[human_icon_cache[icon_key]]) for [src]. [human_icon_cache.len] cached mob icons.")
//END CACHED ICON GENERATION.
stand_icon.Blend(base_icon,ICON_OVERLAY)
var/datum/organ/external/head = get_organ("head") // check if we have a head
if(head ? (head.status & ORGAN_DESTROYED ? 0 : 1) : 0) // we need a head and that head needs to not be destroyed
//Skin colour. Not in cache because highly variable (and relatively benign).
if (species.flags & HAS_SKIN_COLOR)
stand_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
if(has_head)
//Eyes
if(!mutations["skeleton"])
stand_icon.Blend(eye_icon(), ICON_OVERLAY)
if(!skeleton)
var/icon/eyes = new/icon('icons/mob/human_face.dmi', species.eyes)
eyes.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
stand_icon.Blend(eyes, ICON_OVERLAY)
//Mouth (lipstick!)
if(lip_style && (species && species.flags & HAS_LIPS)) //skeletons are allowed to wear lipstick no matter what you think, agouri.
@@ -404,7 +394,7 @@ proc/get_damage_icon_part(damage_state, body_part)
//Underwear
if(underwear >0 && underwear < 12 && species.flags & HAS_UNDERWEAR)
if(!mutations["fat"] && !mutations["skeleton"])
if(!fat && !skeleton)
stand_icon.Blend(new /icon('icons/mob/human.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
if(undershirt>0 && undershirt <= undershirt_t.len && species.flags & HAS_UNDERWEAR)
@@ -417,27 +407,47 @@ proc/get_damage_icon_part(damage_state, body_part)
update_tail_showing(0)
/mob/living/carbon/human/proc/create_hair_icon()
if(!should_we_show_hair()) // if we're missing our head or we're wearing a mask, no hair
return
validate_hair() // make sure our hair is valid
var/icon/face_standing = new /icon('icons/mob/human_face.dmi',"bald_s") //base icons
var/icon/facial_s = facial_hair_icon()
if (facial_s)
face_standing.Blend(facial_s, ICON_OVERLAY)
var/icon/hair_s = hair_icon()
if (hair_s)
face_standing.Blend(hair_s, ICON_OVERLAY)
overlays_standing[HAIR_LAYER] = image(face_standing)
//HAIR OVERLAY
/mob/living/carbon/human/proc/update_hair(var/update_icons=1)
overlays_standing[HAIR_LAYER] = null //Reset our hair
create_hair_icon() // do the hair blending
if(update_icons)
update_icons()
//Reset our hair
overlays_standing[HAIR_LAYER] = null
var/datum/organ/external/head/head_organ = get_organ("head")
if( !head_organ || (head_organ.status & ORGAN_DESTROYED) )
if(update_icons) update_icons()
return
//masks and helmets can obscure our hair.
if( (head && (head.flags & BLOCKHAIR)) || (wear_mask && (wear_mask.flags & BLOCKHAIR)))
if(update_icons) update_icons()
return
//base icons
var/icon/face_standing = new /icon('icons/mob/human_face.dmi',"bald_s")
if(f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
if(facial_hair_style && facial_hair_style.species_allowed && src.species.name in facial_hair_style.species_allowed)
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
face_standing.Blend(facial_s, ICON_OVERLAY)
if(h_style && !(head && (head.flags & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
if(hair_style && src.species.name in hair_style.species_allowed)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
face_standing.Blend(hair_s, ICON_OVERLAY)
overlays_standing[HAIR_LAYER] = image(face_standing)
if(update_icons) update_icons()
/mob/living/carbon/human/update_mutations(var/update_icons=1)
var/fat
@@ -978,12 +988,16 @@ proc/get_damage_icon_part(damage_state, body_part)
overlays_standing[L_HAND_LAYER] = null
if(update_icons) update_icons()
/mob/living/carbon/human/proc/update_tail_showing(var/update_icons=1)
overlays_standing[TAIL_LAYER] = null
var/icon/tail_s = tail_icon()
if (tail_s)
overlays_standing[TAIL_LAYER] = image(tail_s)
if(species.tail)
if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space))
var/icon/tail_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_s")
tail_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
overlays_standing[TAIL_LAYER] = image(tail_s)
if(update_icons)
update_icons()
@@ -105,11 +105,6 @@
//H.jitteriness = 0
H.update_hair()
return
/datum/species/proc/get_eye_icon()
return eyes
/datum/species/human
name = "Human"
@@ -333,9 +328,6 @@
blood_color = "#1F181F"
flesh_color = "#575757"
var/brain_type = 'posibrain' // default is robots
//Species unarmed attacks
@@ -168,11 +168,6 @@
name = "camera"
icon_state = "camera"
icon_state_broken = "camera_broken"
/obj/item/robot_parts/robot_component/law_computer
name = "law computer"
icon_state = "radio"
icon_state_broken = "radio_broken"
/obj/item/robot_parts/robot_component/diagnosis_unit
name = "diagnosis unit"
+580 -32
View File
@@ -177,42 +177,590 @@ datum/preferences
g_skin = green
b_skin = blue
proc/job_type_info()
var/job_type=null
var/job_index=null
if (job_civilian_high)
job_type="[CIVILIAN]"
job_index="[job_civilian_high]"
if (job_engsec_high)
job_type="[ENGSEC]"
job_index="[job_engsec_high]"
if (job_medsci_high)
job_type="[MEDSCI]"
job_index="[job_medsci_high]"
if (!job_type)
job_type="DEFAULT"
job_index=1
return list(job_type,job_index)
proc/update_preview_icon() //this is a little better - jf
proc/update_preview_icon() //seriously. This is horrendous.
del(preview_icon_front)
del(preview_icon_side)
del(preview_icon)
var/g = "m"
if(gender == FEMALE) g = "f"
var/icon/icobase
var/datum/species/current_species = all_species[species]
if(!current_species) // no species? no preview for you
return
preview_icon = new/icon("icons/turf/floors.dmi","floor")
preview_icon.Blend(current_species.create_body_preview_icon(src),ICON_OVERLAY) // create the body icon
if(current_species)
icobase = current_species.icobase
else
icobase = 'icons/mob/human_races/r_human.dmi'
preview_icon = new /icon(icobase, "torso_[g]")
preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY)
preview_icon.Blend(new /icon(icobase, "head_[g]"), ICON_OVERLAY)
for(var/name in list("r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand"))
if(organ_data[name] == "amputated") continue
var/icon/temp = new /icon(icobase, "[name]")
if(organ_data[name] == "cyborg")
temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
preview_icon.Blend(temp, ICON_OVERLAY)
//Tail
if(current_species && (current_species.tail))
var/icon/temp = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[current_species.tail]_s")
preview_icon.Blend(temp, ICON_OVERLAY)
// Skin color
if(current_species && (current_species.flags & HAS_SKIN_COLOR))
preview_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
// Skin tone
if(current_species && (current_species.flags & HAS_SKIN_TONE))
if (s_tone >= 0)
preview_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
preview_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = current_species ? current_species.eyes : "eyes_s")
eyes_s.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
if(hair_style)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
eyes_s.Blend(hair_s, ICON_OVERLAY)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
if(facial_hair_style)
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
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 && (current_species.flags & HAS_UNDERWEAR)))
underwear_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = "underwear[underwear]_[g]_s")
var/icon/undershirt_s = null
if(undershirt > 0 && undershirt < 16 && (current_species && (current_species.flags & HAS_UNDERWEAR)))
undershirt_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = "undershirt[undershirt]_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")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3 || backbag == 4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
else if(job_civilian_high)//I hate how this looks, but there's no reason to go through this switch if it's empty
switch(job_civilian_high)
if(HOP)
clothes_s = new /icon('icons/mob/uniform.dmi', "hop_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
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)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(BOTANIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "hydroponics_s")
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-hyd"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(CHEF)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(QUARTERMASTER)
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)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(CARGOTECH)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(MINER)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(LAWYER)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(CLOWN)
clothes_s = new /icon('icons/mob/uniform.dmi', "clown_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "clown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "clown"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "clownpack"), ICON_OVERLAY)
if(MIME)
clothes_s = new /icon('icons/mob/uniform.dmi', "mime_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "lgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "mime"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suspenders"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
/* if(INTERN)
clothes_s = new /icon('icons/mob/uniform.dmi', "white_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3 || backbag == 4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)*/
else if(job_medsci_high)
switch(job_medsci_high)
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/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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-tox"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(SCIENTIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "sciencewhite_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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-tox"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(XENOBIOLOGIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "sciencewhite_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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-tox"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(CHEMIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "chemistrywhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-chem"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(CMO)
clothes_s = new /icon('icons/mob/uniform.dmi', "cmo_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(DOCTOR)
clothes_s = new /icon('icons/mob/uniform.dmi', "medical_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(EMT)
clothes_s = new /icon('icons/mob/uniform.dmi', "emt_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "fr_jacket_open"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "emtpack"), ICON_OVERLAY)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-emt"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(GENETICIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "geneticswhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-gen"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(VIROLOGIST)
clothes_s = new /icon('icons/mob/uniform.dmi', "virologywhite_s")
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-vir"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(ROBOTICIST)
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/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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(INTERN_MED)
clothes_s = new /icon('icons/mob/uniform.dmi', "medical_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "medicalpack"), ICON_OVERLAY)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-med"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(INTERN_SCI)
clothes_s = new /icon('icons/mob/uniform.dmi', "sciencewhite_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-tox"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
else if(job_engsec_high)
switch(job_engsec_high)
if(CAPTAIN)
clothes_s = new /icon('icons/mob/uniform.dmi', "captain_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-cap"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(HOS)
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)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(WARDEN)
clothes_s = new /icon('icons/mob/uniform.dmi', "warden_s")
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)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(DETECTIVE)
clothes_s = new /icon('icons/mob/uniform.dmi', "wardentanclothes_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "laceups"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(FORENSICS)
clothes_s = new /icon('icons/mob/uniform.dmi', "polsuit_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "laceups"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
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', "backpack"), ICON_OVERLAY)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(OFFICER)
clothes_s = new /icon('icons/mob/uniform.dmi', "secred_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(CHIEF)
clothes_s = new /icon('icons/mob/uniform.dmi', "chief_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/belt.dmi', "utility"), 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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(ENGINEER)
clothes_s = new /icon('icons/mob/uniform.dmi', "engine_s")
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(ATMOSTECH)
clothes_s = new /icon('icons/mob/uniform.dmi', "atmos_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/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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(INTERN_SEC)
clothes_s = new /icon('icons/mob/uniform.dmi', "redshirt2_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
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)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-sec"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(INTERN_ENG)
clothes_s = new /icon('icons/mob/uniform.dmi', "engine_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "orange"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "e_beret_badge"), ICON_OVERLAY)
switch(backbag)
if(2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "engiepack"), ICON_OVERLAY)
if(3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-eng"), ICON_OVERLAY)
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
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)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
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)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(disabilities & NEARSIGHTED)
preview_icon.Blend(new /icon('icons/mob/eyes.dmi', "glasses"), ICON_OVERLAY)
if (current_species.flags & HAS_UNDERWEAR) // do we even need to handle underwear?
if(underwear > 0 && underwear < 7)
preview_icon.Blend(new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = "underwear[underwear]_[(gender==FEMALE) ? "f" : "m"]_s"),ICON_OVERLAY)
if(undershirt > 0 && undershirt < 16)
preview_icon.Blend(new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = "undershirt[undershirt]_s"),ICON_OVERLAY)
var/list/job_types=job_type_info()
var/datum/preview/job/current_job=get_job_preview_for_index(job_types[1],job_types[2])
if(istype(current_job))
preview_icon.Blend(current_job.create_clothes_icon(backbag), ICON_OVERLAY)
preview_icon.Blend(eyes_s, ICON_OVERLAY)
if(underwear_s)
preview_icon.Blend(underwear_s, ICON_OVERLAY)
if(undershirt_s)
preview_icon.Blend(undershirt_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)
preview_icon_side = new(preview_icon, dir = WEST)
del(eyes_s)
del(underwear_s)
del(undershirt_s)
del(clothes_s)
+48 -96
View File
@@ -43,10 +43,6 @@
// how often wounds should be updated, a higher number means less often
var/wound_update_accuracy = 1
var/datum/synthetic_limb_cover/covering = null // paint or synth skin
var/gendered = FALSE
/datum/organ/external/New(var/datum/organ/external/P)
@@ -517,36 +513,17 @@ Note that amputating the affected organ does in fact remove the infection from t
if (open && !clamped && (H && !(H.species.flags & NO_BLOOD))) //things tend to bleed if they are CUT OPEN
status |= ORGAN_BLEEDING
/datum/organ/external/proc/can_take_covering() // is this organ functional enough to take a covering
if (status&(ORGAN_DESTROYED|ORGAN_BROKEN|ORGAN_DEAD))
return
return (burn_dam + brute_dam) <= (max_damage * 0.1) // you get hurt you're going to lose your covering
// new damage icon system
// adjusted to set damage_state to brute/burn code only (without r_name0 as before)
/datum/organ/external/proc/update_icon()
var/n_is = damage_state_text()
if (n_is != damage_state)
damage_state = n_is
return TRUE
if (covering) // check to see if we lose the covering
if (covering.coverage==SYNTHETIC_COVERING_WORKING)
if (!can_take_covering()) // if your limbs get badly damaged you lose the covering
covering.coverage = SYNTHETIC_COVERING_DAMAGED
owner.update_body(TRUE)
return TRUE
return FALSE
/datum/organ/external/head/update_icon()
var/result = ..()
if (result)
owner.update_hair()
return result
return 1
return 0
// new damage icon system
// returns just the brute/burn damage code
/datum/organ/external/proc/damage_state_text()
@@ -573,8 +550,6 @@ Note that amputating the affected organ does in fact remove the infection from t
tbrute = 2
else
tbrute = 3
return "[tbrute][tburn]"
/****************************************************
@@ -829,52 +804,14 @@ Note that amputating the affected organ does in fact remove the infection from t
return 1
return 0
/datum/organ/external/proc/get_icon_key()
if (status & ORGAN_DESTROYED)
return "L" // l for lost
if (status & ORGAN_DEAD)
return "D" // d for dead
if (status & ORGAN_ROBOT)
return get_synthetic_icon_key()
return "G" // regular old limb
/datum/organ/external/get_icon(var/icon/race_icon, var/icon/deform_icon,gender="")
if (status & ORGAN_ROBOT && !(owner.species && owner.species.flags & IS_SYNTHETIC))
return new /icon('icons/mob/human_races/robotic.dmi', "[icon_name][gender ? "_[gender]" : ""]")
if (status & ORGAN_MUTATED)
return new /icon(deform_icon, "[icon_name][gender ? "_[gender]" : ""]")
/datum/organ/external/proc/valid_covering()
if (status & ORGAN_ROBOT)
if (covering)
return (covering.coverage) // is our covering working?
return FALSE // if we have no covering at all
return TRUE // squishies always have skin
/datum/organ/external/proc/get_synthetic_icon_key()
if (!covering) // no covering at all, this should not happen
return "R" // regular old robot
return covering.get_icon_key()
/datum/organ/external/proc/get_synthetic_icon()
if (!covering) // no covering at all, this should not happen
return new /icon('icons/mob/human_races/robotic.dmi', "[icon_name][get_gender_string()]")
return covering.get_icon()
/datum/organ/external/proc/get_gender_string()
if (!gendered) // most organs aren't gender specific
return ""
if (owner) // if we're a gender specific organ with an owner
return (owner.gender == FEMALE ? "_f" : "_m")
return "_f"
/datum/organ/external/get_icon(var/icon/race_icon, var/icon/deform_icon, var/list/skin_info)
if (status & ORGAN_ROBOT)
return get_synthetic_icon()
var/icon/result = new /icon((status & ORGAN_MUTATED) ? deform_icon : race_icon, "[icon_name][get_gender_string()]")
if (skin_info["blend"])
result.Blend(skin_info["rgb"],skin_info["mode"])
return result
return new /icon(race_icon, "[icon_name][gender ? "_[gender]" : ""]")
/datum/organ/external/proc/is_usable()
@@ -930,7 +867,6 @@ Note that amputating the affected organ does in fact remove the infection from t
body_part = UPPER_TORSO
vital = 1
encased = "ribcage"
gendered = TRUE
/datum/organ/external/groin
name = "groin"
@@ -940,7 +876,6 @@ Note that amputating the affected organ does in fact remove the infection from t
min_broken_damage = 30
body_part = LOWER_TORSO
vital = 1
gendered = TRUE
/datum/organ/external/l_arm
name = "l_arm"
@@ -1036,8 +971,16 @@ Note that amputating the affected organ does in fact remove the infection from t
var/disfigured = 0
vital = 1
encased = "skull"
gendered = TRUE
/datum/organ/external/head/get_icon(var/icon/race_icon, var/icon/deform_icon)
if (!owner)
return ..()
var/g = "m"
if(owner.gender == FEMALE) g = "f"
if (status & ORGAN_MUTATED)
. = new /icon(deform_icon, "[icon_name]_[g]")
else
. = new /icon(race_icon, "[icon_name]_[g]")
/datum/organ/external/head/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
..(brute, burn, sharp, edge, used_weapon, forbidden_limbs)
@@ -1069,7 +1012,6 @@ obj/item/weapon/organ
icon = 'icons/mob/human_races/r_human.dmi'
var/op_stage = 0
var/list/organs_internal = list()
obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
..(loc)
@@ -1084,12 +1026,12 @@ obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
for(var/datum/organ/internal/I in H.internal_organs)
if(I.parent_organ != name)
continue
var/obj/item/organ/new_organ_object = I.remove()
if(new_organ_object && istype(new_organ_object))
new_organ_object.removed(H)
if(new_organ_object.organ_data)
organs_internal |= new_organ_object.organ_data
new_organ_object.loc = src // put the organ inside the severed external organ
var/obj/item/organ/current_organ = I.remove()
current_organ.removed(H)
current_organ.loc = src
if(current_organ.organ_data)
organs_internal |= current_organ.organ_data
// Forming icon for the limb
// Setting base icon for this mob's race
var/icon/base
@@ -1097,13 +1039,24 @@ obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
base = icon(H.species.icobase)
else
base = icon('icons/mob/human_races/r_human.dmi')
if(base) // handle skin colours
var/list/skin_info = H.skin_colour_info() // get the skin tone info
base.Blend(skin_info["rgb"],skin_info["mode"])
if(base)
//Changing limb's skin tone to match owner
if(!H.species || H.species.flags & HAS_SKIN_TONE)
if (H.s_tone >= 0)
base.Blend(rgb(H.s_tone, H.s_tone, H.s_tone), ICON_ADD)
else
base.Blend(rgb(-H.s_tone, -H.s_tone, -H.s_tone), ICON_SUBTRACT)
if(base)
//Changing limb's skin color to match owner
if(!H.species || H.species.flags & HAS_SKIN_COLOR)
base.Blend(rgb(H.r_skin, H.g_skin, H.b_skin), ICON_ADD)
icon = base
set_dir(SOUTH)
src.transform = turn(src.transform, rand(70,130))
/****************************************************
EXTERNAL ORGAN ITEMS DEFINES
@@ -1137,7 +1090,8 @@ obj/item/weapon/organ/head
name = "head"
icon_state = "head_m"
var/mob/living/carbon/brain/brainmob
var/brain_op_stage = 0
/obj/item/weapon/organ/head/posi
name = "robotic head"
@@ -1182,15 +1136,13 @@ obj/item/weapon/organ/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(2)
if(istype(W,/obj/item/weapon/hemostat))
if(contents.len)
var/obj/item/organ/removing = pick(contents)
var/exposed_result
var/obj/item/removing = pick(contents)
removing.loc = get_turf(user.loc)
if(istype(removing))
if(!(user.l_hand && user.r_hand))
user.put_in_hands(removing)
if(istype(removing,/obj/item/organ))
var/obj/item/organ/removed_organ = removing
organs_internal -= removed_organ.organ_data
exposed_result = removing.exposed_to_the_world()
if(!(user.l_hand && user.r_hand))
user.put_in_hands((isnull(exposed_result)) ? removing : exposed_result)
user.visible_message("<span class='danger'><b>[user]</b> extracts [removing] from [src] with [W]!")
else
user.visible_message("<span class='danger'><b>[user]</b> fishes around fruitlessly in [src] with [W].")
-19
View File
@@ -249,25 +249,6 @@
parent_organ = "head"
removed_type = /obj/item/organ/brain
vital = 1
/datum/organ/internal/brain/robot // brains for shells
var/machine_brain_type=null
/datum/organ/internal/brain/robot/proc/create_robot_brain_replacement(var/target,var/new_location)
var/obj/item/device/mmi/new_mmi
if (machine_brain_type=="Posibrain")
new_mmi = new/obj/item/device/mmi/posibrain()
new_mmi.name = "positronic brain ([owner])"
new_mmi.brainmob.name = owner.real_name
new_mmi.brainmob.real_name = owner.real_name
else
new_mmi = new/obj/item/device/mmi()
new_mmi.transfer_identity(target)
new_mmi.loc = new_location
return new_mmi
/datum/organ/internal/brain/xeno
removed_type = /obj/item/organ/brain/xeno
-5
View File
@@ -180,11 +180,6 @@
msg_admin_attack("[user.name] ([user.ckey]) removed a vital organ ([src]) from [target.name] ([target.ckey]) (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
target.death()
/obj/item/organ/proc/exposed_to_the_world() // this is only useful for organs that change when actually removed from the body
return
/obj/item/organ/appendix/removed(var/mob/living/target,var/mob/living/user)
..()
-362
View File
@@ -1,362 +0,0 @@
/*
We need to mix blending into limb object code, this will slow shit down a lot.
*/
var/SYNTHETIC_COVERING_WORKING=1
var/SYNTHETIC_COVERING_DAMAGED=0
datum/synthetic_limb_cover
var/coverage //
var/colour=null//
var/datum/organ/external/limb_datum // the limb in question
var/obj/item/robot_parts/limb_item // also the limb in question (if dismembered)
var/main_icon = 'icons/mob/human_races/robotic.dmi'
var/damage_icon = 'icons/mob/human_races/robotic.dmi'
var/icon_key_type="BAD"
var/hair_species=null
var/eyes_state = "blank_eyes"
var/tail = null
datum/synthetic_limb_cover/New( var/datum/organ/external/datum_target=null,var/input_colour=null)
limb_datum=datum_target
coverage=SYNTHETIC_COVERING_WORKING // start working
colour= (input_colour) ? input_colour : rgb(128,128,128)
datum/synthetic_limb_cover/proc/get_icon() // default mechanical limbs return robo versions
var/icon/temp = new /icon((coverage ? main_icon : damage_icon), "[limb_datum.icon_name][limb_datum.get_gender_string()]") // only add a gender if it's necessary
var/icon/result = icon(temp)
result.Blend(colour, ICON_ADD)
return result
datum/synthetic_limb_cover/proc/repair()
coverage = SYNTHETIC_COVERING_WORKING
update_icon()
datum/synthetic_limb_cover/proc/damage()
coverage = SYNTHETIC_COVERING_DAMAGED
update_icon()
datum/synthetic_limb_cover/proc/set_colour(input_colour)
colour=input_colour
datum/synthetic_limb_cover/proc/update_icon()
if (limb_datum)
if (limb_datum.owner)
limb_datum.owner.update_body()
datum/synthetic_limb_cover/proc/get_icon_key() // this is going to wreck the icon cache but to do custom colour per limb this is necessary
return "SYNTH:[icon_key_type]:[colour]:[coverage]"
datum/synthetic_limb_cover/paint
main_icon = 'icons/mob/human_races/r_machine.dmi'
icon_key_type = "Paint"
hair_species = "Machine"
datum/synthetic_limb_cover/skin
main_icon = 'icons/mob/human_races/r_human_grey.dmi'
icon_key_type = "Skin"
hair_species = "Human"
eyes_state="eyes_s"
datum/synthetic_limb_cover/fur
main_icon = 'icons/mob/human_races/r_tajaran.dmi'
icon_key_type = "Fur"
hair_species = "Tajaran"
eyes_state="eyes_s"
tail = "tajtail"
datum/synthetic_limb_cover/scales
main_icon = 'icons/mob/human_races/r_lizard.dmi'
icon_key_type = "Scales"
hair_species = "Unathi"
eyes_state="eyes_s"
tail = "sogtail"
var/list/limb_covering_references
/proc/get_limb_covering_references()
if (isnull(limb_covering_references))
limb_covering_references = list()
for(var/skin_type in typesof(/datum/synthetic_limb_cover)-/datum/synthetic_limb_cover)
var/datum/synthetic_limb_cover/temp_cover = new skin_type()
limb_covering_references[skin_type]=temp_cover
return limb_covering_references
var/list/limb_covering_names
/proc/get_limb_covering_names()
if (isnull(limb_covering_names))
limb_covering_names=list("None")
var/list/refs=get_limb_covering_references()
for(var/skin_type in refs)
var/datum/synthetic_limb_cover/temp=refs[skin_type]
limb_covering_names.Add(temp.icon_key_type)
return limb_covering_names
var/list/limb_covering_list
/proc/get_limb_covering_list()
if(isnull(limb_covering_list))
limb_covering_list=list("None"=null)
var/list/refs=get_limb_covering_references()
for(var/skin_type in refs)
var/datum/synthetic_limb_cover/temp=refs[skin_type]
limb_covering_list[temp.icon_key_type]=skin_type
return limb_covering_list
/obj/item/weapon/synth_skin_spray
name = "robot paint gun"
desc = "A compact hand-held spray gun for painting synthetics."
icon = 'icons/obj/synthskin.dmi'
icon_state = "spray_can_icon"
force = 5.0
throwforce = 7.0
w_class = 2.0
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
var/icon/spray_can_icon = null
var/obj/item/weapon/synth_skin_cartridge/cartridge = null
var/construction_time = 20
var/list/construction_cost = list("metal"=400,"glass"=100)
New()
update_icon()
proc/create_tinted_icon(icon_name, icon_state_name, target_colour)
var/icon/result = new /icon(icon_name,icon_state_name)
result.Blend(target_colour, ICON_ADD) // if we have charges left, show the colour, otherwise grey
return result
/obj/item/weapon/synth_skin_spray/proc/paint_icon()
return create_tinted_icon(icon,"installed_paint_skin",cartridge.paint_colour)
/obj/item/weapon/synth_skin_spray/proc/hair_icon()
return create_tinted_icon(icon,"installed_paint_hair",cartridge.hair_colour)
/obj/item/weapon/synth_skin_spray/proc/cartridge_icon()
return new/icon(icon,"[cartridge.installed_icon]")
/obj/item/weapon/synth_skin_spray/proc/charges_icon()
return new/icon(icon,"charges_[cartridge.current_charges]")
/obj/item/weapon/synth_skin_spray/update_icon()
underlays.Cut()
overlays.Cut()
if (cartridge)
underlays += cartridge_icon()
underlays += paint_icon()
underlays += hair_icon()
overlays += charges_icon()
/obj/item/weapon/synth_skin_spray/attack(mob/M, mob/user)
switch (user.a_intent)
if ("hurt")
..(M,user)
playsound(loc, "swing_hit", 50, 1, -1)
if("help")
return try_to_paint(M,user)
/obj/item/weapon/synth_skin_spray/proc/allowed_to_paint(mob/living/carbon/human/human_target, mob/user, target)
if (!cartridge)
user << "<span class='notice'>You cannot paint anything with an empty spray gun.</span>"
if (human_target!=user)
human_target << "<span class='notice'>[user] waves the spray gun vaguely toward you but the gun is empty.</span>"
return
if (!cartridge.current_charges)
user << "<span class='notice'>You click the [src] but your [cartridge] is empty.</span>"
if (human_target!=user)
human_target << "<span class='notice'>[user] clicks the [src] at you but their [cartridge] is empty.</span>"
return
if(!istype(human_target,/mob/living/carbon/human))
user << "<span class='notice'>You can't figure out a way you could apply paint to [human_target].</span>"
if (human_target!=user)
human_target << "<span class='notice'>[user] stares at you and appears to decide that they're unable to paint you.</span>"
return
var/datum/organ/external/datum_target=human_target.get_organ(target)
if(!datum_target || (!datum_target.can_take_covering()))
user << "<span class='notice'>You cannot paint [human_target]'s [target] because it's too badly damaged.</span>"
if (human_target!=user)
human_target << "<span class='notice'>[user] goes to paint your [target] but it's too badly damaged.</span>"
return
if (!(datum_target.status && ORGAN_ROBOT))
if (human_target!=user)
user << "<span class='notice'>You go to paint [human_target]'s [target] but realize that it isn't robotic..</span>"
human_target << "<span class='notice'>[user] looks like they are about to try to paint your [target] before realizing that it isn't robotic.</span>"
else
user << "<span class='notice'>Your [target] isn't robotic, so you decide not to try to paint it.</span>"
return
return TRUE
/obj/item/weapon/synth_skin_spray/proc/try_to_paint(mob/living/carbon/human/human_target, mob/user)
var/target=user.zone_sel.selecting
if (target in list("mouth","eyes")) // we don't paint these individually
target="head"
if (allowed_to_paint(human_target,user,target))
paint_organ(human_target, user, human_target.get_organ(target))
/obj/item/weapon/synth_skin_spray/proc/paint_organ(mob/M, mob/user, datum/organ/external/datum_target)
if (datum_target.covering) // if we've already got a covering, remove it
del(datum_target.covering)
datum_target.covering = new cartridge.covering_path(datum_target,cartridge.paint_colour)
var/mob/living/carbon/human/human_target = M
if (istype(datum_target,/datum/organ/external/head))
var/list/hair_colour_as_list = htmlcolour_to_values(cartridge.hair_colour)
human_target.r_hair = hair_colour_as_list[1] // byond starts at 1! WHYYYYYYY?!!!! -jf
human_target.g_hair = hair_colour_as_list[2]
human_target.b_hair = hair_colour_as_list[3]
human_target.r_facial = hair_colour_as_list[1]
human_target.g_facial = hair_colour_as_list[2]
human_target.b_facial = hair_colour_as_list[3]
human_target.h_style=random_hair_style(human_target.gender,human_target.species)
human_target.update_hair()
if (istype(datum_target,/datum/organ/external/groin)) // this is a bit reductive, but whatever
var/gender_string = input(user,"What sex do you want this shell to appear as?") in list("Male","Female")
human_target.gender = (gender_string=="Male") ? MALE : FEMALE
human_target.update_body(TRUE)
cartridge.current_charges--
user.visible_message("<span class='notice'>[user] has covered [M]'s [datum_target.display_name] with [cartridge.covering_description].</span>")
update_icon()
/obj/item/weapon/synth_skin_spray/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/synth_skin_cartridge))
if (!cartridge)
user.drop_item()
W.loc = src
cartridge=W
user << "<span class='notice'>You insert \the [W] into [src].</span>"
update_icon()
else
user << "<span class='notice'>You will have to remove the other cartridge first."
/obj/item/weapon/synth_skin_spray/attack_hand(mob/user)
var/obj/item/inactive_item = user.get_inactive_hand()
if (src==inactive_item) // if we are clicking on this with our off hand
if(src.cartridge)
src.cartridge.add_fingerprint(user)
user.put_in_active_hand(src.cartridge)
user << "<span class='notice'>You remove \the [src.cartridge] from the [src]."
src.cartridge.update_icon()
src.cartridge = null
update_icon()
return
return ..()
/obj/item/weapon/synth_skin_cartridge
name = "ERROR"
desc = "You should not be reading this."
icon = 'icons/obj/synthskin.dmi'
icon_state = "bottle_paint"
var/installed_icon = "installed_paint"
flags = FPRINT | TABLEPASS
var/max_charges = 9
var/current_charges = 9
var/construction_time = 20
var/paint_colour = null
var/hair_colour = null
var/covering_description = "paint"
var/list/construction_cost = list("metal"=200,"glass"=50)
var/covering_path = "/datum/synthetic_limb_cover/paint"
origin_tech = "materials=1;engineering=1"
New()
paint_colour = rgb(128,128,128) // starts on red
hair_colour = rgb(128,128,128) // starts black
update_icon()
/obj/item/weapon/synth_skin_cartridge/proc/get_charges_string()
return " It looks like there are [current_charges] charges left."
/obj/item/weapon/synth_skin_cartridge/examine(mob/user)
user << src.desc + get_charges_string()
/obj/item/weapon/synth_skin_cartridge/attack_self(mob/user)
pick_colours(user)
/obj/item/weapon/synth_skin_cartridge/proc/pick_colours(mob/user)
var/new_paint = input(user, "Choose the primary colour you want to paint.", "Synthetic Painting") as color|null
if(new_paint)
paint_colour = new_paint
var/new_hair = input(user, "Choose the hair colour you want to paint.", "Synthetic Painting") as color|null
if(new_hair)
hair_colour = new_hair
update_icon()
/obj/item/weapon/synth_skin_cartridge/proc/paint_icon()
return create_tinted_icon(icon,"bottle_paint_skin",paint_colour)
/obj/item/weapon/synth_skin_cartridge/proc/hair_icon()
return create_tinted_icon(icon,"bottle_paint_hair",hair_colour)
/obj/item/weapon/synth_skin_cartridge/update_icon()
overlays.Cut()
if (current_charges > 0)
overlays += paint_icon()
overlays += hair_icon()
/obj/item/weapon/synth_skin_cartridge/paint
name = "synthetic paint cartridge"
desc = "A small cartridge for robotic paint."
/obj/item/weapon/synth_skin_cartridge/skin
name = "synthetic skin cartridge"
desc = "A small cartridge filled with pressurized synthetic skin. It's covered in thin grease."
icon_state = "bottle_skin"
installed_icon = "installed_skin"
covering_path = "/datum/synthetic_limb_cover/skin"
origin_tech = "materials=1;engineering=1;biotech=2"
covering_description = "synthetic skin"
/obj/item/weapon/synth_skin_cartridge/fur
name = "synthetic fur cartridge"
desc = "A small cartridge filled with pressurized synthetic fur. Dozens of fine hairs are stuck to it with static."
icon_state = "bottle_fur"
installed_icon = "installed_fur"
covering_path = "/datum/synthetic_limb_cover/fur"
origin_tech = "materials=1;engineering=1;biotech=3"
covering_description = "synthetic fur"
/obj/item/weapon/synth_skin_cartridge/scales
name = "synthetic scales cartridge"
desc = "A small cartridge filled with pressurized synthetic scales. It makes a dry crunching noise when you shake it."
icon_state = "bottle_scales"
installed_icon = "installed_scales"
covering_path = "/datum/synthetic_limb_cover/scales"
origin_tech = "materials=1;engineering=1;biotech=3"
covering_description = "synthetic scales"
+4 -4
View File
@@ -305,11 +305,11 @@
// Extract the organ!
if(target.op_stage.current_organ)
var/datum/organ/internal/I = target.internal_organs_by_name[target.op_stage.current_organ]
var/obj/item/organ/O
if(I && istype(I))
var/obj/item/organ/new_organ_object = I.remove(user)
if(new_organ_object && istype(new_organ_object))
new_organ_object.removed(target,user)
new_organ_object.exposed_to_the_world() // useless except for replacements
O = I.remove(user)
if(O && istype(O))
O.removed(target,user)
target.op_stage.current_organ = null
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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