Files
skull132 36448563e4 Fixes #439
You are no longer able to modify the genomes for IPCs, nor inject them
with the DNA injectors. That way, no more IPCs with superpowers or
exploding IPCs from being monkeyed.
2015-03-28 22:10:21 +02:00

667 lines
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Plaintext

/obj/item/weapon/dnainjector
name = "DNA-Injector"
desc = "This injects the person with DNA."
icon = 'icons/obj/items.dmi'
icon_state = "dnainjector"
var/block=0
var/datum/dna2/record/buf=null
var/s_time = 10.0
throw_speed = 1
throw_range = 5
w_class = 1.0
var/uses = 1
var/nofail
var/is_bullet = 0
var/inuse = 0
// USE ONLY IN PREMADE SYRINGES. WILL NOT WORK OTHERWISE.
var/datatype=0
var/value=0
/obj/item/weapon/dnainjector/New()
if(datatype && block)
buf=new
buf.dna=new
buf.types = datatype
buf.dna.ResetSE()
//testing("[name]: DNA2 SE blocks prior to SetValue: [english_list(buf.dna.SE)]")
SetValue(src.value)
//testing("[name]: DNA2 SE blocks after SetValue: [english_list(buf.dna.SE)]")
/obj/item/weapon/dnainjector/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/item/weapon/dnainjector/proc/GetRealBlock(var/selblock)
if(selblock==0)
return block
else
return selblock
/obj/item/weapon/dnainjector/proc/GetState(var/selblock=0)
var/real_block=GetRealBlock(selblock)
if(buf.types&DNA2_BUF_SE)
return buf.dna.GetSEState(real_block)
else
return buf.dna.GetUIState(real_block)
/obj/item/weapon/dnainjector/proc/SetState(var/on, var/selblock=0)
var/real_block=GetRealBlock(selblock)
if(buf.types&DNA2_BUF_SE)
return buf.dna.SetSEState(real_block,on)
else
return buf.dna.SetUIState(real_block,on)
/obj/item/weapon/dnainjector/proc/GetValue(var/selblock=0)
var/real_block=GetRealBlock(selblock)
if(buf.types&DNA2_BUF_SE)
return buf.dna.GetSEValue(real_block)
else
return buf.dna.GetUIValue(real_block)
/obj/item/weapon/dnainjector/proc/SetValue(var/val,var/selblock=0)
var/real_block=GetRealBlock(selblock)
if(buf.types&DNA2_BUF_SE)
return buf.dna.SetSEValue(real_block,val)
else
return buf.dna.SetUIValue(real_block,val)
/obj/item/weapon/dnainjector/proc/inject(mob/M as mob, mob/user as mob)
if(istype(M,/mob/living))
M.radiation += rand(5,20)
if (!(NOCLONE in M.mutations)) // prevents drained people from having their DNA changed
if (buf.types & DNA2_BUF_UI)
if (!block) //isolated block?
M.UpdateAppearance(buf.dna.UI.Copy())
if (buf.types & DNA2_BUF_UE) //unique enzymes? yes
M.real_name = buf.dna.real_name
M.name = buf.dna.real_name
uses--
else
M.dna.SetUIValue(block,src.GetValue())
M.UpdateAppearance()
uses--
if (buf.types & DNA2_BUF_SE)
if (!block) //isolated block?
M.dna.SE = buf.dna.SE.Copy()
M.dna.UpdateSE()
else
M.dna.SetSEValue(block,src.GetValue())
domutcheck(M, null, block!=null)
uses--
if(prob(5))
trigger_side_effect(M)
spawn(0)//this prevents the collapse of space-time continuum
if (user)
user.drop_from_inventory(src)
del(src)
return uses
/obj/item/weapon/dnainjector/attack(mob/M as mob, mob/user as mob)
if (!istype(M, /mob))
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
user << "\red You don't have the dexterity to do this!"
return
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been injected with [name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [name] to inject [M.name] ([M.ckey])</font>")
log_attack("[user.name] ([user.ckey]) used the [name] to inject [M.name] ([M.ckey])")
if (user)
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/C = M
if (C.species.flags & (IS_SYNTHETIC | NO_SCAN))
return
if(!inuse)
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
O.source = user
O.target = M
O.item = src
O.s_loc = user.loc
O.t_loc = M.loc
O.place = "dnainjector"
src.inuse = 1
spawn(50) // Not the best fix. There should be an failure proc, for /effect/equip_e/, which is called when the first initital checks fail
inuse = 0
M.requests += O
if (buf.types & DNA2_BUF_SE)
if(block)// Isolated injector
testing("Isolated block [block] injector with contents: [GetValue()]")
if (GetState() && block == MONKEYBLOCK && istype(M, /mob/living/carbon/human) )
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
message_mods("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
else
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name]")
else
testing("DNA injector with contents: [english_list(buf.dna.SE)]")
if (GetState(MONKEYBLOCK) && istype(M, /mob/living/carbon/human) )
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
message_mods("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_attack("[key_name(user)] injected [key_name(M)] with the [name]")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_attack("[key_name(user)] injected [key_name(M)] with the [name]")
spawn( 0 )
O.process()
return
else
if(!inuse)
for(var/mob/O in viewers(M, null))
O.show_message(text("\red [] has been injected with [] by [].", M, src, user), 1)
//Foreach goto(192)
if (!(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey)))
user << "\red Apparently it didn't work."
return
if (buf.types & DNA2_BUF_SE)
if(block)// Isolated injector
testing("Isolated block [block] injector with contents: [GetValue()]")
if (GetState() && block == MONKEYBLOCK && istype(M, /mob/living/carbon/human) )
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
message_mods("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
else
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name]")
else
testing("DNA injector with contents: [english_list(buf.dna.SE)]")
if (GetState(MONKEYBLOCK) && istype(M, /mob/living/carbon/human))
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
message_mods("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
log_game("[key_name(user)] injected [key_name(M)] with the [name] (MONKEY)")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_game("[key_name(user)] injected [key_name(M)] with the [name]")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_game("[key_name(user)] injected [key_name(M)] with the [name]")
inuse = 1
inject(M, user)//Now we actually do the heavy lifting.
spawn(50)
inuse = 0
/*
A user injecting themselves could mean their own transformation and deletion of mob.
I don't have the time to figure out how this code works so this will do for now.
I did rearrange things a bit.
*/
if(user)//If the user still exists. Their mob may not.
if(M)//Runtime fix: If the mob doesn't exist, mob.name doesnt work. - Nodrak
user.show_message(text("\red You inject [M.name]"))
else
user.show_message(text("\red You finish the injection."))
return
/obj/item/weapon/dnainjector/hulkmut
name = "DNA-Injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = HULKBLOCK
..()
/obj/item/weapon/dnainjector/antihulk
name = "DNA-Injector (Anti-Hulk)"
desc = "Cures green skin."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = HULKBLOCK
..()
/obj/item/weapon/dnainjector/xraymut
name = "DNA-Injector (Xray)"
desc = "Finally you can see what the Captain does."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 8
New()
block = XRAYBLOCK
..()
/obj/item/weapon/dnainjector/antixray
name = "DNA-Injector (Anti-Xray)"
desc = "It will make you see harder."
datatype = DNA2_BUF_SE
value = 0x001
//block = 8
New()
block = XRAYBLOCK
..()
/obj/item/weapon/dnainjector/firemut
name = "DNA-Injector (Fire)"
desc = "Gives you fire."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 10
New()
block = FIREBLOCK
..()
/obj/item/weapon/dnainjector/antifire
name = "DNA-Injector (Anti-Fire)"
desc = "Cures fire."
datatype = DNA2_BUF_SE
value = 0x001
//block = 10
New()
block = FIREBLOCK
..()
/obj/item/weapon/dnainjector/telemut
name = "DNA-Injector (Tele.)"
desc = "Super brain man!"
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 12
New()
block = TELEBLOCK
..()
/obj/item/weapon/dnainjector/antitele
name = "DNA-Injector (Anti-Tele.)"
desc = "Will make you not able to control your mind."
datatype = DNA2_BUF_SE
value = 0x001
//block = 12
New()
block = TELEBLOCK
..()
/obj/item/weapon/dnainjector/nobreath
name = "DNA-Injector (No Breath)"
desc = "Hold your breath and count to infinity."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = NOBREATHBLOCK
..()
/obj/item/weapon/dnainjector/antinobreath
name = "DNA-Injector (Anti-No Breath)"
desc = "Hold your breath and count to 100."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = NOBREATHBLOCK
..()
/obj/item/weapon/dnainjector/remoteview
name = "DNA-Injector (Remote View)"
desc = "Stare into the distance for a reason."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = REMOTEVIEWBLOCK
..()
/obj/item/weapon/dnainjector/antiremoteview
name = "DNA-Injector (Anti-Remote View)"
desc = "Cures green skin."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = REMOTEVIEWBLOCK
..()
/obj/item/weapon/dnainjector/regenerate
name = "DNA-Injector (Regeneration)"
desc = "Healthy but hungry."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = REGENERATEBLOCK
..()
/obj/item/weapon/dnainjector/antiregenerate
name = "DNA-Injector (Anti-Regeneration)"
desc = "Sickly but sated."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = REGENERATEBLOCK
..()
/obj/item/weapon/dnainjector/runfast
name = "DNA-Injector (Increase Run)"
desc = "Running Man."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = INCREASERUNBLOCK
..()
/obj/item/weapon/dnainjector/antirunfast
name = "DNA-Injector (Anti-Increase Run)"
desc = "Walking Man."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = INCREASERUNBLOCK
..()
/obj/item/weapon/dnainjector/morph
name = "DNA-Injector (Morph)"
desc = "A total makeover."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = MORPHBLOCK
..()
/obj/item/weapon/dnainjector/antimorph
name = "DNA-Injector (Anti-Morph)"
desc = "Cures identity crisis."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = MORPHBLOCK
..()
/* No COLDBLOCK on bay
/obj/item/weapon/dnainjector/cold
name = "DNA-Injector (Cold)"
desc = "Feels a bit chilly."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = COLDBLOCK
..()
/obj/item/weapon/dnainjector/anticold
name = "DNA-Injector (Anti-Cold)"
desc = "Feels room-temperature."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = COLDBLOCK
..()
*/
/obj/item/weapon/dnainjector/noprints
name = "DNA-Injector (No Prints)"
desc = "Better than a pair of budget insulated gloves."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = NOPRINTSBLOCK
..()
/obj/item/weapon/dnainjector/antinoprints
name = "DNA-Injector (Anti-No Prints)"
desc = "Not quite as good as a pair of budget insulated gloves."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = NOPRINTSBLOCK
..()
/obj/item/weapon/dnainjector/insulation
name = "DNA-Injector (Shock Immunity)"
desc = "Better than a pair of real insulated gloves."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = SHOCKIMMUNITYBLOCK
..()
/obj/item/weapon/dnainjector/antiinsulation
name = "DNA-Injector (Anti-Shock Immunity)"
desc = "Not quite as good as a pair of real insulated gloves."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = SHOCKIMMUNITYBLOCK
..()
/obj/item/weapon/dnainjector/midgit
name = "DNA-Injector (Small Size)"
desc = "Makes you shrink."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = SMALLSIZEBLOCK
..()
/obj/item/weapon/dnainjector/antimidgit
name = "DNA-Injector (Anti-Small Size)"
desc = "Makes you grow. But not too much."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = SMALLSIZEBLOCK
..()
/////////////////////////////////////
/obj/item/weapon/dnainjector/antiglasses
name = "DNA-Injector (Anti-Glasses)"
desc = "Toss away those glasses!"
datatype = DNA2_BUF_SE
value = 0x001
//block = 1
New()
block = GLASSESBLOCK
..()
/obj/item/weapon/dnainjector/glassesmut
name = "DNA-Injector (Glasses)"
desc = "Will make you need dorkish glasses."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 1
New()
block = GLASSESBLOCK
..()
/obj/item/weapon/dnainjector/epimut
name = "DNA-Injector (Epi.)"
desc = "Shake shake shake the room!"
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 3
New()
block = HEADACHEBLOCK
..()
/obj/item/weapon/dnainjector/antiepi
name = "DNA-Injector (Anti-Epi.)"
desc = "Will fix you up from shaking the room."
datatype = DNA2_BUF_SE
value = 0x001
//block = 3
New()
block = HEADACHEBLOCK
..()
/obj/item/weapon/dnainjector/anticough
name = "DNA-Injector (Anti-Cough)"
desc = "Will stop that awful noise."
datatype = DNA2_BUF_SE
value = 0x001
//block = 5
New()
block = COUGHBLOCK
..()
/obj/item/weapon/dnainjector/coughmut
name = "DNA-Injector (Cough)"
desc = "Will bring forth a sound of horror from your throat."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 5
New()
block = COUGHBLOCK
..()
/obj/item/weapon/dnainjector/clumsymut
name = "DNA-Injector (Clumsy)"
desc = "Makes clumsy minions."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 6
New()
block = CLUMSYBLOCK
..()
/obj/item/weapon/dnainjector/anticlumsy
name = "DNA-Injector (Anti-Clumy)"
desc = "Cleans up confusion."
datatype = DNA2_BUF_SE
value = 0x001
//block = 6
New()
block = CLUMSYBLOCK
..()
/obj/item/weapon/dnainjector/antitour
name = "DNA-Injector (Anti-Tour.)"
desc = "Will cure tourrets."
datatype = DNA2_BUF_SE
value = 0x001
//block = 7
New()
block = TWITCHBLOCK
..()
/obj/item/weapon/dnainjector/tourmut
name = "DNA-Injector (Tour.)"
desc = "Gives you a nasty case off tourrets."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 7
New()
block = TWITCHBLOCK
..()
/obj/item/weapon/dnainjector/stuttmut
name = "DNA-Injector (Stutt.)"
desc = "Makes you s-s-stuttterrr"
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 9
New()
block = NERVOUSBLOCK
..()
/obj/item/weapon/dnainjector/antistutt
name = "DNA-Injector (Anti-Stutt.)"
desc = "Fixes that speaking impairment."
datatype = DNA2_BUF_SE
value = 0x001
//block = 9
New()
block = NERVOUSBLOCK
..()
/obj/item/weapon/dnainjector/blindmut
name = "DNA-Injector (Blind)"
desc = "Makes you not see anything."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 11
New()
block = BLINDBLOCK
..()
/obj/item/weapon/dnainjector/antiblind
name = "DNA-Injector (Anti-Blind)"
desc = "ITS A MIRACLE!!!"
datatype = DNA2_BUF_SE
value = 0x001
//block = 11
New()
block = BLINDBLOCK
..()
/obj/item/weapon/dnainjector/deafmut
name = "DNA-Injector (Deaf)"
desc = "Sorry, what did you say?"
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 13
New()
block = DEAFBLOCK
..()
/obj/item/weapon/dnainjector/antideaf
name = "DNA-Injector (Anti-Deaf)"
desc = "Will make you hear once more."
datatype = DNA2_BUF_SE
value = 0x001
//block = 13
New()
block = DEAFBLOCK
..()
/obj/item/weapon/dnainjector/hallucination
name = "DNA-Injector (Halluctination)"
desc = "What you see isn't always what you get."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
block = HALLUCINATIONBLOCK
..()
/obj/item/weapon/dnainjector/antihallucination
name = "DNA-Injector (Anti-Hallucination)"
desc = "What you see is what you get."
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
block = HALLUCINATIONBLOCK
..()
/obj/item/weapon/dnainjector/h2m
name = "DNA-Injector (Human > Monkey)"
desc = "Will make you a flea bag."
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 14
New()
block = MONKEYBLOCK
..()
/obj/item/weapon/dnainjector/m2h
name = "DNA-Injector (Monkey > Human)"
desc = "Will make you...less hairy."
datatype = DNA2_BUF_SE
value = 0x001
//block = 14
New()
block = MONKEYBLOCK
..()