Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into newmalf-merge

This commit is contained in:
Atlantiscze
2015-05-13 06:17:26 +02:00
217 changed files with 2423 additions and 3260 deletions

View File

@@ -5,7 +5,7 @@
icon_state = ""
flags = CONDUCT
w_class = 2.0
matter = list("metal" = 100)
matter = list(DEFAULT_WALL_MATERIAL = 100)
throwforce = 2
throw_speed = 3
throw_range = 10

View File

@@ -2,7 +2,7 @@
name = "igniter"
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
matter = list("metal" = 500, "glass" = 50, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
origin_tech = "magnets=1"
secured = 1

View File

@@ -4,7 +4,7 @@
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
matter = list("metal" = 1000, "glass" = 500, "waste" = 100)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
origin_tech = "magnets=2"
wires = WIRE_PULSE

View File

@@ -2,7 +2,7 @@
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
matter = list("metal" = 100, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 10)
origin_tech = "combat=1"
var/armed = 0

View File

@@ -2,7 +2,7 @@
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
matter = list("metal" = 800, "glass" = 200, "waste" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
origin_tech = "magnets=1"
wires = WIRE_PULSE

View File

@@ -3,7 +3,7 @@
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
matter = list("metal" = 1000, "glass" = 200, "waste" = 100)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, "waste" = 100)
origin_tech = "magnets=1"
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE

View File

@@ -2,7 +2,7 @@
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
matter = list("metal" = 500, "glass" = 50, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
origin_tech = "magnets=1"
wires = WIRE_PULSE

View File

@@ -2,7 +2,7 @@
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
matter = list("metal" = 500, "glass" = 50, "waste" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
origin_tech = "magnets=1"
var/listening = 0
var/recorded //the activation message

View File

@@ -305,3 +305,14 @@
'icons/spideros_icons/sos_13.png',
'icons/spideros_icons/sos_14.png'
)
mob/proc/MayRespawn()
return 0
client/proc/MayRespawn()
if(mob)
return mob.MayRespawn()
// Something went wrong, client is usually kicked or transfered to a new mob at this point
return 0

View File

@@ -84,6 +84,7 @@ datum/preferences
var/religion = "None" //Religious association.
//Mob preview
var/mob/living/carbon/human/dummy //the mannequin
var/icon/preview_icon = null
var/icon/preview_icon_front = null
var/icon/preview_icon_side = null
@@ -1642,30 +1643,18 @@ datum/preferences
character.gen_record = gen_record
character.exploit_record = exploit_record
character.gender = gender
character.change_gender(gender)
character.age = age
character.b_type = b_type
character.r_eyes = r_eyes
character.g_eyes = g_eyes
character.b_eyes = b_eyes
character.change_eye_color(r_eyes,g_eyes,b_eyes)
character.change_hair_color(r_hair,g_hair,b_hair)
character.change_facial_hair_color(r_facial,g_facial,b_facial)
character.change_skin_color(r_skin,g_skin,b_skin)
character.change_skin_tone(s_tone)
character.r_hair = r_hair
character.g_hair = g_hair
character.b_hair = b_hair
character.r_facial = r_facial
character.g_facial = g_facial
character.b_facial = b_facial
character.r_skin = r_skin
character.g_skin = g_skin
character.b_skin = b_skin
character.s_tone = s_tone
character.h_style = h_style
character.f_style = f_style
character.change_hair(h_style)
character.change_facial_hair(f_style)
character.home_system = home_system
character.citizenship = citizenship

View File

@@ -17,7 +17,7 @@
icon_state = "welding"
flags = HEADCOVERSEYES | HEADCOVERSMOUTH
item_state = "welding"
matter = list("metal" = 3000, "glass" = 1000)
matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
var/up = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)

View File

@@ -13,7 +13,7 @@
desc = "It looks pretty sciency."
icon = 'icons/obj/rig_modules.dmi'
icon_state = "module"
matter = list("metal" = 20000, "plastic" = 30000, "glass" = 5000)
matter = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 30000, "glass" = 5000)
var/damage = 0
var/obj/item/weapon/rig/holder

View File

@@ -59,15 +59,10 @@
/obj/item/clothing/suit/space/void/examine(user)
..(user)
if(boots || helmet || tank)
var/D = "Installed equipment: "
var/first = 1
for(var/obj/item/I in list(helmet,boots,tank))
if (I)
D += "[first?"":", "]\the [I]\icon[I]"
first = 0
D += "."
user << D
var/list/part_list = new
for(var/obj/item/I in list(helmet,boots,tank))
part_list += "\a [I]"
user << "\The [src] has [english_list(part_list)] installed."
if(tank && in_range(src,user))
user << "<span class='notice'>The wrist-mounted pressure gauge reads [max(round(tank.air_contents.return_pressure()),0)] kPa remaining in \the [tank].</span>"

View File

@@ -1,5 +1,11 @@
/var/global/spacevines_spawned = 0
/datum/event/spacevine
announceWhen = 10
/datum/event/spacevine/start()
spacevine_infestation()
spacevines_spawned = 1
/datum/event/spacevine/announce()
command_announcement.Announce("Confirmed outbreak of level 7 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", new_sound = 'sound/AI/outbreak7.ogg')

View File

@@ -192,6 +192,7 @@
/obj/item/weapon/holo
damtype = HALLOSS
no_attack_log = 1
/obj/item/weapon/holo/esword
desc = "May the force be within you. Sorta."

View File

@@ -13,7 +13,7 @@
spawn(75)
if(!host.ckey && !host.client)
host.death() // This seems redundant, but a lot of mobs don't
host.stat = 2 // handle death() properly. Better safe than etc.
host.stat = DEAD // handle death() properly. Better safe than etc.
host.visible_message("<span class='danger'>[host] is malformed and unable to survive. It expires pitifully, leaving behind some seeds.</span>")
var/total_yield = rand(1,3)
@@ -27,7 +27,7 @@
for(var/mob/dead/observer/O in player_list)
if(jobban_isbanned(O, "Dionaea"))
continue
if(O.client)
if(O.client && O.MayRespawn())
if(O.client.prefs.be_special & BE_PLANT && !(O.client in currently_querying))
currently_querying |= O.client
question(O.client,host)

View File

@@ -1,7 +1,7 @@
#define DEFAULT_SEED "glowshroom"
#define VINE_GROWTH_STAGES 5
/proc/spacevine_infestation()
/proc/spacevine_infestation(var/potency_min=70, var/potency_max=100, var/maturation_min=5, var/maturation_max=15)
spawn() //to stop the secrets panel hanging
var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas
for(var/areapath in typesof(/area/hallway))
@@ -14,8 +14,15 @@
var/turf/simulated/floor/T = pick(turfs)
var/datum/seed/seed = plant_controller.create_random_seed(1)
seed.set_trait(TRAIT_SPREAD,2) // So it will function properly as vines.
seed.set_trait(TRAIT_POTENCY,rand(70,100)) // Guarantee a wide spread and powerful effects.
new /obj/effect/plant(T,seed)
seed.set_trait(TRAIT_POTENCY,rand(potency_min, potency_max)) // 70-100 potency will help guarantee a wide spread and powerful effects.
seed.set_trait(TRAIT_MATURATION,rand(maturation_min, maturation_max))
//make vine zero start off fully matured
var/obj/effect/plant/vine = new(T,seed)
vine.health = vine.max_health
vine.mature_time = 0
vine.process()
message_admins("<span class='notice'>Event: Spacevines spawned at [T.loc] ([T.x],[T.y],[T.z])</span>")
/obj/effect/dead_plant
@@ -56,6 +63,7 @@
var/spread_chance = 40
var/spread_distance = 3
var/evolve_chance = 2
var/mature_time //minimum maturation time
var/last_tick = 0
var/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/plant
@@ -111,6 +119,7 @@
if(max_growth > 2 && prob(50))
max_growth-- //Ensure some variation in final sprite, makes the carpet of crap look less wonky.
mature_time = world.time + seed.get_trait(TRAIT_MATURATION) + 15 //prevent vines from maturing until at least a few seconds after they've been created.
spread_chance = seed.get_trait(TRAIT_POTENCY)
spread_distance = ((growth_type>0) ? round(spread_chance*0.6) : round(spread_chance*0.3))
update_icon()
@@ -254,4 +263,4 @@
die_off()
/obj/effect/plant/proc/is_mature()
return (health >= (max_health/3))
return (health >= (max_health/3) && world.time > mature_time)

View File

@@ -70,7 +70,10 @@
update_neighbors()
if(is_mature() && neighbors.len && prob(spread_chance))
for(var/i=1,i<=seed.get_trait(TRAIT_YIELD),i++)
//spread to 1-3 adjacent turfs depending on yield trait.
var/max_spread = between(1, round(seed.get_trait(TRAIT_YIELD)*3/14), 3)
for(var/i in 1 to max_spread)
if(prob(spread_chance))
sleep(rand(3,5))
if(!neighbors.len)

View File

@@ -7,8 +7,11 @@
if(!istype(M))
return
if(!buckled_mob && !M.buckled && !M.anchored && (M.small || prob(round(seed.get_trait(TRAIT_POTENCY)/2))))
entangle(M)
if(!buckled_mob && !M.buckled && !M.anchored && (M.small || prob(round(seed.get_trait(TRAIT_POTENCY)/6))))
//wait a tick for the Entered() proc that called HasProximity() to finish (and thus the moving animation),
//so we don't appear to teleport from two tiles away when moving into a turf adjacent to vines.
spawn(1)
entangle(M)
/obj/effect/plant/attack_hand(mob/user as mob)
// Todo, cause damage.
@@ -60,13 +63,11 @@
if(buckled_mob)
return
if(!Adjacent(victim))
if(victim.buckled)
return
victim.buckled = src
victim.update_canmove()
buckled_mob = victim
if(!victim.anchored && !victim.buckled && victim.loc != get_turf(src))
//grabbing people
if(!victim.anchored && Adjacent(victim) && victim.loc != get_turf(src))
var/can_grab = 1
if(istype(victim, /mob/living/carbon/human))
var/mob/living/carbon/human/H = victim
@@ -75,4 +76,9 @@
if(can_grab)
src.visible_message("<span class='danger'>Tendrils lash out from \the [src] and drag \the [victim] in!</span>")
victim.loc = src.loc
victim << "<span class='danger'>Tendrils [pick("wind", "tangle", "tighten")] around you!</span>"
//entangling people
if(victim.loc == src.loc)
buckle_mob(victim)
victim.set_dir(pick(cardinal))
victim << "<span class='danger'>Tendrils [pick("wind", "tangle", "tighten")] around you!</span>"

View File

@@ -120,6 +120,14 @@
harvest = 1
lastproduce = age
// If we're a vine which is not in a closed tray and is at least half mature, and there's no vine currently on our turf: make one (maybe)
if(!closed_system && \
seed.get_trait(TRAIT_SPREAD) == 2 && \
2 * age >= seed.get_trait(TRAIT_MATURATION) && \
!(locate(/obj/effect/plant) in get_turf(src)) && \
prob(2 * seed.get_trait(TRAIT_POTENCY)))
new /obj/effect/plant(get_turf(src), seed)
if(prob(3)) // On each tick, there's a chance the pest population will increase
pestlevel += 0.1 * HYDRO_SPEED_MULTIPLIER

View File

@@ -58,7 +58,7 @@
force = 5.0
throwforce = 7.0
w_class = 2.0
matter = list("metal" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("slashed", "sliced", "cut", "clawed")

View File

@@ -215,7 +215,7 @@
force = 5.0
throwforce = 7.0
w_class = 2.0
matter = list("metal" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("slashed", "sliced", "cut", "clawed")
//Hatchets and things to kill kudzu
@@ -232,7 +232,7 @@
throw_range = 4
sharp = 1
edge = 1
matter = list("metal" = 15000)
matter = list(DEFAULT_WALL_MATERIAL = 15000)
origin_tech = "materials=2;combat=1"
attack_verb = list("chopped", "torn", "cut")
@@ -277,4 +277,4 @@
for(var/obj/effect/plant/B in orange(A,1))
if(prob(80))
B.die_off(1)
qdel(A)
qdel(A)

View File

@@ -0,0 +1,170 @@
var/list/name_to_material
/proc/populate_material_list()
name_to_material = list()
for(var/type in typesof(/material) - /material)
var/material/new_mineral = new type
if(!new_mineral.name)
continue
name_to_material[lowertext(new_mineral.name)] = new_mineral
return 1
/*
Valid sprite masks:
stone
metal
solid
cult
*/
/material
var/name // Tag for use in overlay generation/list population .
var/display_name
var/icon_base = "metal"
var/icon_colour
var/icon_reinf = "reinf_metal"
var/stack_type
var/unmeltable
var/cut_delay = 0
var/radioactivity
var/ignition_point
var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
var/integrity = 150 // Damage before wall falls apart, essentially.
var/hardness = 60 // Used to determine if a hulk can punch through this wall.
var/rotting_touch_message = "crumbles under your touch"
var/opacity = 1
var/explosion_resistance = 5
/material/New()
..()
if(!display_name)
display_name = name
/material/proc/place_dismantled_girder(var/turf/target, var/material/reinf_material)
var/obj/structure/girder/G = new(target)
if(reinf_material)
G.reinf_material = reinf_material
G.reinforce_girder()
/material/proc/place_dismantled_product(var/turf/target,var/is_devastated)
for(var/x=1;x<(is_devastated?2:3);x++)
place_sheet(target)
/material/proc/place_sheet(var/turf/target)
if(stack_type)
new stack_type(target)
/material/uranium
name = "uranium"
stack_type = /obj/item/stack/sheet/mineral/uranium
radioactivity = 12
icon_base = "stone"
icon_reinf = "reinf_stone"
icon_colour = "#007A00"
/material/diamond
name = "diamond"
stack_type = /obj/item/stack/sheet/mineral/diamond
unmeltable = 1
cut_delay = 60
icon_colour = "#00FFE1"
opacity = 0.4
/material/gold
name = "gold"
stack_type = /obj/item/stack/sheet/mineral/gold
icon_colour = "#EDD12F"
/material/silver
name = "silver"
stack_type = /obj/item/stack/sheet/mineral/silver
icon_colour = "#D1E6E3"
/material/phoron
name = "phoron"
stack_type = /obj/item/stack/sheet/mineral/phoron
ignition_point = 300
icon_base = "stone"
icon_colour = "#FC2BC5"
/material/sandstone
name = "sandstone"
stack_type = /obj/item/stack/sheet/mineral/sandstone
icon_base = "stone"
icon_reinf = "reinf_stone"
icon_colour = "#D9C179"
/material/steel
name = DEFAULT_WALL_MATERIAL
stack_type = /obj/item/stack/sheet/metal
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#666666"
/material/plasteel
name = "plasteel"
stack_type = /obj/item/stack/sheet/plasteel
integrity = 800
melting_point = 6000
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#777777"
explosion_resistance = 25
/material/glass
name = "glass"
stack_type = /obj/item/stack/sheet/glass
icon_colour = "#00E1FF"
opacity = 0.3
/material/plastic
name = "plastic"
stack_type = /obj/item/stack/sheet/mineral/plastic
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#CCCCCC"
/material/osmium
name = "osmium"
stack_type = /obj/item/stack/sheet/mineral/osmium
icon_colour = "#9999FF"
/material/tritium
name = "tritium"
stack_type = /obj/item/stack/sheet/mineral/tritium
icon_colour = "#777777"
/material/mhydrogen
name = "mhydrogen"
stack_type = /obj/item/stack/sheet/mineral/mhydrogen
icon_colour = "#E6C5DE"
/material/platinum
name = "platinum"
stack_type = /obj/item/stack/sheet/mineral/platinum
icon_colour = "#9999FF"
/material/iron
name = "iron"
stack_type = /obj/item/stack/sheet/mineral/iron
icon_colour = "#5C5454"
/material/cult
name = "cult"
display_name = "disturbing stone"
icon_base = "cult"
icon_colour = "#402821"
icon_reinf = "reinf_cult"
/material/cult/place_dismantled_girder(var/turf/target)
new /obj/structure/girder/cult(target)
/material/cult/place_dismantled_product(var/turf/target)
new /obj/effect/decal/cleanable/blood(target)
/material/cult/reinf
name = "cult2"
display_name = "human remains"
/material/cult/reinf/place_dismantled_product(var/turf/target)
new /obj/effect/decal/remains/human(target)

View File

@@ -19,7 +19,7 @@
product = /obj/item/stack/sheet/plasteel
/datum/alloy/steel
metaltag = "steel"
metaltag = DEFAULT_WALL_MATERIAL
requires = list(
"coal" = 1,
"hematite" = 1

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/device.dmi'
icon_state = "forensic0-old" //GET A BETTER SPRITE.
item_state = "electronic"
matter = list("metal" = 150)
matter = list(DEFAULT_WALL_MATERIAL = 150)
origin_tech = "magnets=1;engineering=1"
/obj/item/weapon/mining_scanner/attack_self(mob/user as mob)

View File

@@ -42,8 +42,9 @@
for(var/ore in machine.ores_processing)
if(!machine.ores_stored[ore] && !show_all_ores) continue
dat += "<tr><td width = 40><b>[capitalize(ore)]</b></td><td width = 30>[machine.ores_stored[ore]]</td><td width = 100><font color='"
var/ore/O = ore_data[ore]
if(!O) continue
dat += "<tr><td width = 40><b>[capitalize(O.display_name)]</b></td><td width = 30>[machine.ores_stored[ore]]</td><td width = 100><font color='"
if(machine.ores_processing[ore])
switch(machine.ores_processing[ore])
if(0)
@@ -111,7 +112,6 @@
var/sheets_per_tick = 10
var/list/ores_processing[0]
var/list/ores_stored[0]
var/list/ore_data[0]
var/list/alloy_data[0]
var/active = 0
@@ -123,11 +123,12 @@
for(var/alloytype in typesof(/datum/alloy)-/datum/alloy)
alloy_data += new alloytype()
for(var/oretype in typesof(/datum/ore)-/datum/ore)
var/datum/ore/OD = new oretype()
ore_data[OD.oretag] = OD
ores_processing[OD.oretag] = 0
ores_stored[OD.oretag] = 0
if(!ore_data || !ore_data.len)
for(var/oretype in typesof(/ore)-/ore)
var/ore/OD = new oretype()
ore_data[OD.name] = OD
ores_processing[OD.name] = 0
ores_stored[OD.name] = 0
//Locate our output and input machinery.
spawn(5)
@@ -150,8 +151,10 @@
for(var/i = 0,i<sheets_per_tick,i++)
var/obj/item/weapon/ore/O = locate() in input.loc
if(!O) break
if(!isnull(ores_stored[O.oretag])) ores_stored[O.oretag]++
O.loc = null
if(!isnull(ores_stored[O.material]))
ores_stored[O.material]++
qdel(O)
if(!active)
return
@@ -164,7 +167,7 @@
if(ores_stored[metal] > 0 && ores_processing[metal] != 0)
var/datum/ore/O = ore_data[metal]
var/ore/O = ore_data[metal]
if(!O) continue
@@ -206,24 +209,28 @@
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
if(can_make%2>0) can_make--
if(!can_make || ores_stored[metal] < 1)
var/material/M = name_to_material[O.compresses_to]
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
for(var/i=0,i<can_make,i+=2)
ores_stored[metal]-=2
sheets+=2
new O.compresses_to(output.loc)
new M.stack_type(output.loc)
else if(ores_processing[metal] == 1 && O.smelts_to) //Smelting.
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
if(!can_make || ores_stored[metal] < 1)
var/material/M = name_to_material[O.smelts_to]
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
for(var/i=0,i<can_make,i++)
ores_stored[metal]--
sheets++
new O.smelts_to(output.loc)
new M.stack_type(output.loc)
else
ores_stored[metal]--
sheets++

View File

@@ -89,8 +89,8 @@
stack_storage["glass"] = 0
stack_paths["glass"] = /obj/item/stack/sheet/glass
stack_storage["metal"] = 0
stack_paths["metal"] = /obj/item/stack/sheet/metal
stack_storage[DEFAULT_WALL_MATERIAL] = 0
stack_paths[DEFAULT_WALL_MATERIAL] = /obj/item/stack/sheet/metal
stack_storage["plasteel"] = 0
stack_paths["plasteel"] = /obj/item/stack/sheet/plasteel

View File

@@ -1,12 +1,3 @@
/**********************Light************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/light_emitter
name = "Light-emtter"
anchored = 1
unacidable = 1
light_range = 8
/**********************Miner Lockers**************************/
/obj/structure/closet/secure_closet/miner
@@ -35,8 +26,7 @@
new /obj/item/device/flashlight/lantern(src)
new /obj/item/weapon/shovel(src)
new /obj/item/weapon/pickaxe(src)
new /obj/item/clothing/glasses/meson(src)
new /obj/item/clothing/glasses/material(src)
/******************************Lantern*******************************/
@@ -59,7 +49,7 @@
icon_state = "pickaxe"
item_state = "jackhammer"
w_class = 4.0
matter = list("metal" = 3750)
matter = list(DEFAULT_WALL_MATERIAL = 3750)
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
attack_verb = list("hit", "pierced", "sliced", "attacked")
@@ -119,6 +109,7 @@
origin_tech = "materials=4;phorontech=3;engineering=3"
desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
drill_verb = "cutting"
drill_sound = 'sound/items/Welder.ogg'
sharp = 1
edge = 1
@@ -161,7 +152,7 @@
throwforce = 4.0
item_state = "shovel"
w_class = 3.0
matter = list("metal" = 50)
matter = list(DEFAULT_WALL_MATERIAL = 50)
origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
sharp = 0

View File

@@ -11,7 +11,7 @@
density = 1
blocks_air = 1
temperature = T0C
var/mineral/mineral
var/ore/mineral
var/mined_ore = 0
var/last_act = 0
var/emitter_blasts_taken = 0 // EMITTER MINING! Muhehe.
@@ -95,13 +95,13 @@
/turf/simulated/mineral/proc/UpdateMineral()
clear_ore_effects()
if(!mineral)
name = "\improper Rock"
icon_state = "rock"
return
name = "\improper [mineral.display_name] deposit"
overlays.Cut()
overlays += "rock_[mineral.name]"
new /obj/effect/mineral(src, mineral)
//Not even going to touch this pile of spaghetti
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -234,10 +234,15 @@
else
return attack_hand(user)
/turf/simulated/mineral/proc/clear_ore_effects()
for(var/obj/effect/mineral/M in contents)
qdel(M)
/turf/simulated/mineral/proc/DropMineral()
if(!mineral)
return
clear_ore_effects()
var/obj/item/weapon/ore/O = new mineral.ore (src)
if(istype(O))
geologic_data.UpdateNearbyArtifactInfo(src)
@@ -274,6 +279,7 @@
var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
//Add some rubble, you did just clear out a big chunk of rock.
var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid)
N.overlay_detail = "asteroid[rand(0,9)]"
@@ -369,12 +375,9 @@
/turf/simulated/mineral/random/New()
if (prob(mineralChance) && !mineral)
var/mineral_name = pickweight(mineralSpawnChanceList) //temp mineral name
if(!name_to_mineral)
SetupMinerals()
if (mineral_name && mineral_name in name_to_mineral)
mineral = name_to_mineral[mineral_name]
mineral_name = lowertext(mineral_name)
if (mineral_name && (mineral_name in ore_data))
mineral = ore_data[mineral_name]
UpdateMineral()
. = ..()

View File

@@ -0,0 +1,26 @@
/obj/effect/mineral
name = "mineral vein"
icon = 'icons/obj/mining.dmi'
desc = "Shiny."
mouse_opacity = 0
density = 0
anchored = 1
var/ore_key
var/image/scanner_image
/obj/effect/mineral/New(var/newloc, var/ore/M)
..(newloc)
name = "[M.display_name] deposit"
ore_key = M.name
icon_state = "rock_[ore_key]"
var/turf/T = get_turf(src)
layer = T.layer+0.1
/obj/effect/mineral/proc/get_scan_overlay()
if(!scanner_image)
var/ore/O = ore_data[ore_key]
if(O)
scanner_image = image(icon, loc = get_turf(src), icon_state = (O.scan_icon ? O.scan_icon : icon_state))
else
world << "No ore data for [src]!"
return scanner_image

View File

@@ -1,72 +0,0 @@
var/list/name_to_mineral
/proc/SetupMinerals()
name_to_mineral = list()
for(var/type in typesof(/mineral) - /mineral)
var/mineral/new_mineral = new type
if(!new_mineral.name)
continue
name_to_mineral[new_mineral.name] = new_mineral
return 1
/mineral
var/name // Tag for use in overlay generation/list population .
var/display_name // What am I called?
var/result_amount // How much ore?
var/spread = 1 // Does this type of deposit spread?
var/spread_chance // Chance of spreading in any direction
var/ore // Path to the ore produced when tile is mined.
/mineral/New()
. = ..()
if(!display_name)
display_name = name
/mineral/uranium
name = "Uranium"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/uranium
/mineral/platinum
name = "Platinum"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/osmium
/mineral/iron
name = "Iron"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/iron
/mineral/coal
name = "Coal"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/coal
/mineral/diamond
name = "Diamond"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/diamond
/mineral/gold
name = "Gold"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/gold
/mineral/silver
name = "Silver"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/silver
/mineral/phoron
name = "Phoron"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/phoron

View File

@@ -17,7 +17,7 @@
var/amt_uranium = 0
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = 0
var/chosen = "metal" //which material will be used to make coins
var/chosen = DEFAULT_WALL_MATERIAL //which material will be used to make coins
var/coinsToProduce = 10
@@ -81,7 +81,7 @@
else
dat += text("<A href='?src=\ref[src];choose=silver'>Choose</A>")
dat += text("<br><font color='#555555'><b>Iron inserted: </b>[amt_iron]</font> ")
if (chosen == "metal")
if (chosen == DEFAULT_WALL_MATERIAL)
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=metal'>Choose</A>")
@@ -133,7 +133,7 @@
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
if("metal")
if(DEFAULT_WALL_MATERIAL)
while(amt_iron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)

View File

@@ -4,71 +4,71 @@
icon_state = "ore2"
w_class = 2
var/datum/geosample/geologic_data
var/oretag
var/material
/obj/item/weapon/ore/uranium
name = "pitchblende"
icon_state = "Uranium ore"
icon_state = "ore_uranium"
origin_tech = "materials=5"
oretag = "uranium"
material = "uranium"
/obj/item/weapon/ore/iron
name = "hematite"
icon_state = "Iron ore"
icon_state = "ore_iron"
origin_tech = "materials=1"
oretag = "hematite"
material = "hematite"
/obj/item/weapon/ore/coal
name = "carbonaceous rock"
icon_state = "Coal ore"
name = "raw carbon"
icon_state = "ore_coal"
origin_tech = "materials=1"
oretag = "coal"
material = "carbon"
/obj/item/weapon/ore/glass
name = "impure silicates"
icon_state = "Glass ore"
icon_state = "ore_glass"
origin_tech = "materials=1"
oretag = "sand"
material = "sand"
/obj/item/weapon/ore/phoron
name = "phoron crystals"
icon_state = "Phoron ore"
icon_state = "ore_phoron"
origin_tech = "materials=2"
oretag = "phoron"
material = "phoron"
/obj/item/weapon/ore/silver
name = "native silver ore"
icon_state = "Silver ore"
icon_state = "ore_silver"
origin_tech = "materials=3"
oretag = "silver"
material = "silver"
/obj/item/weapon/ore/gold
name = "native gold ore"
icon_state = "Gold ore"
icon_state = "ore_gold"
origin_tech = "materials=4"
oretag = "gold"
material = "gold"
/obj/item/weapon/ore/diamond
name = "diamonds"
icon_state = "Diamond ore"
icon_state = "ore_diamond"
origin_tech = "materials=6"
oretag = "diamond"
material = "diamond"
/obj/item/weapon/ore/osmium
name = "raw platinum"
icon_state = "Platinum ore"
oretag = "platinum"
icon_state = "ore_platinum"
material = "platinum"
/obj/item/weapon/ore/hydrogen
name = "raw hydrogen"
icon_state = "Phazon"
oretag = "hydrogen"
icon_state = "ore_hydrogen"
material = "mhydrogen"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
desc = "Someone screwed up..."
icon_state = "slag"
oretag = "slag"
material = null
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8

View File

@@ -1,52 +1,133 @@
/datum/ore
var/oretag
var/global/list/ore_data = list()
/ore
var/name
var/display_name
var/alloy
var/smelts_to
var/compresses_to
var/result_amount // How much ore?
var/spread = 1 // Does this type of deposit spread?
var/spread_chance // Chance of spreading in any direction
var/ore // Path to the ore produced when tile is mined.
var/scan_icon // Overlay for ore scanners.
// Xenoarch stuff. No idea what it's for, just refactored it to be less awful.
var/list/xarch_ages = list(
"thousand" = 999,
"million" = 999
)
var/xarch_source_mineral = "iron"
/datum/ore/uranium
smelts_to = /obj/item/stack/sheet/mineral/uranium
oretag = "uranium"
/ore/New()
. = ..()
if(!display_name)
display_name = name
/datum/ore/iron
smelts_to = /obj/item/stack/sheet/mineral/iron
/ore/uranium
name = "uranium"
display_name = "pitchblende"
smelts_to = "uranium"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/uranium
scan_icon = "mineral_uncommon"
xarch_ages = list(
"thousand" = 999,
"million" = 704
)
xarch_source_mineral = "potassium"
/ore/hematite
name = "hematite"
display_name = "hematite"
smelts_to = "iron"
alloy = 1
oretag = "hematite"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/iron
scan_icon = "mineral_common"
/datum/ore/coal
smelts_to = /obj/item/stack/sheet/mineral/plastic
/ore/coal
name = "carbon"
display_name = "raw carbon"
smelts_to = "plastic"
alloy = 1
oretag = "coal"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/coal
scan_icon = "mineral_common"
/datum/ore/glass
smelts_to = /obj/item/stack/sheet/glass
compresses_to = /obj/item/stack/sheet/mineral/sandstone
oretag = "sand"
/ore/glass
name = "sand"
display_name = "impure silicates"
smelts_to = "glass"
compresses_to = "sandstone"
/datum/ore/phoron
/ore/phoron
name = "phoron"
display_name = "phoron crystals"
compresses_to = "phoron"
//smelts_to = something that explodes violently on the conveyor, huhuhuhu
compresses_to = /obj/item/stack/sheet/mineral/phoron
oretag = "phoron"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/phoron
scan_icon = "mineral_uncommon"
xarch_ages = list(
"thousand" = 999,
"million" = 999,
"billion" = 13,
"billion_lower" = 10
)
xarch_source_mineral = "phoron"
/datum/ore/silver
smelts_to = /obj/item/stack/sheet/mineral/silver
oretag = "silver"
/ore/silver
name = "silver"
display_name = "native silver"
smelts_to = "silver"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/silver
scan_icon = "mineral_uncommon"
/datum/ore/gold
smelts_to = /obj/item/stack/sheet/mineral/gold
oretag = "gold"
/ore/gold
smelts_to = "gold"
name = "gold"
display_name = "native gold"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/gold
scan_icon = "mineral_uncommon"
xarch_ages = list(
"thousand" = 999,
"million" = 999,
"billion" = 4,
"billion_lower" = 3
)
/datum/ore/diamond
compresses_to = /obj/item/stack/sheet/mineral/diamond
oretag = "diamond"
/ore/diamond
name = "diamond"
display_name = "diamond"
compresses_to = "diamond"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/diamond
scan_icon = "mineral_rare"
xarch_source_mineral = "nitrogen"
/datum/ore/osmium
smelts_to = /obj/item/stack/sheet/mineral/platinum
compresses_to = /obj/item/stack/sheet/mineral/osmium
/ore/platinum
name = "platinum"
display_name = "raw platinum"
smelts_to = "platinum"
compresses_to = "osmium"
alloy = 1
oretag = "platinum"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/osmium
scan_icon = "mineral_rare"
/datum/ore/hydrogen
smelts_to = /obj/item/stack/sheet/mineral/tritium
compresses_to = /obj/item/stack/sheet/mineral/mhydrogen
oretag = "hydrogen"
/ore/hydrogen
name = "mhydrogen"
display_name = "metallic hydrogen"
smelts_to = "tritium"
compresses_to = "mhydrogen"
scan_icon = "mineral_rare"

View File

@@ -429,9 +429,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
src << "<span class='warning'>Spawning as a mouse is currently disabled.</span>"
return
var/mob/dead/observer/M = usr
if(config.antag_hud_restricted && M.has_enabled_antagHUD == 1)
src << "<span class='warning'>antagHUD restrictions prevent you from spawning in as a mouse.</span>"
if(!MayRespawn(1))
return
var/timedifference = world.time - client.time_died_as_mouse
@@ -670,3 +668,10 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
client.images |= ghost_darkness_images
if (ghostimage)
client.images -= ghostimage //remove ourself
mob/dead/observer/MayRespawn(var/feedback = 0)
if(config.antag_hud_restricted && has_enabled_antagHUD == 1)
if(feedback)
src << "<span class='warning'>antagHUD restrictions prevent you from respawning.</span>"
return 0
return 1

View File

@@ -31,4 +31,4 @@
/mob/living/carbon/alien/diona/put_in_hands(var/obj/item/W) // No hands.
W.loc = get_turf(src)
return 1
return 1

View File

@@ -25,7 +25,7 @@
w_class = 3
origin_tech = "biotech=3"
var/list/construction_cost = list("metal"=1000,"glass"=500)
var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=1000,"glass"=500)
var/construction_time = 75
//these vars are so the mecha fabricator doesn't shit itself anymore. --NEO

View File

@@ -6,7 +6,7 @@
w_class = 3
origin_tech = "engineering=4;materials=4;bluespace=2;programming=4"
construction_cost = list("metal"=500,"glass"=500,"silver"=200,"gold"=200,"phoron"=100,"diamond"=10)
construction_cost = list(DEFAULT_WALL_MATERIAL=500,"glass"=500,"silver"=200,"gold"=200,"phoron"=100,"diamond"=10)
construction_time = 75
var/searching = 0
var/askDelay = 10 * 60 * 1
@@ -26,7 +26,7 @@
/obj/item/device/mmi/digital/posibrain/proc/request_player()
for(var/mob/dead/observer/O in player_list)
if(O.has_enabled_antagHUD == 1 && config.antag_hud_restricted)
if(!O.MayRespawn())
continue
if(jobban_isbanned(O, "AI") && jobban_isbanned(O, "Cyborg"))
continue

View File

@@ -72,6 +72,10 @@
if(I_GRAB)
if(M == src || anchored)
return 0
for(var/obj/item/weapon/grab/G in src.grabbed_by)
if(G.assailant == M)
M << "<span class='notice'>You already grabbed [src].</span>"
return
if(w_uniform)
w_uniform.add_fingerprint(M)
@@ -218,7 +222,7 @@
//See if they have any guns that might go off
for(var/obj/item/weapon/gun/W in holding)
if(W && prob(holding[W]))
if(W && prob(holding[W]))
var/list/turfs = list()
for(var/turf/T in view())
turfs += T
@@ -251,11 +255,6 @@
visible_message("<span class='danger'>[M] has disarmed [src]!</span>")
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
return
//if M (and only M) has a grab on src, start dislocating limbs
if(grab_joint(M))
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
return
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("\red <B>[M] attempted to disarm [src]!</B>")
@@ -304,10 +303,10 @@
if(G.affecting == src && G.state == GRAB_NECK)
has_grab = 1
break
if(!has_grab)
return 0
if(!def_zone) def_zone = user.zone_sel.selecting
var/target_zone = check_zone(def_zone)
if(!target_zone)
@@ -315,7 +314,7 @@
var/obj/item/organ/external/organ = get_organ(check_zone(target_zone))
if(!organ || organ.is_dislocated() || organ.dislocated == -1)
return 0
user.visible_message("<span class='warning'>[user] begins to dislocate [src]'s [organ.joint]!</span>")
if(do_after(user, 100))
organ.dislocate()

View File

@@ -138,6 +138,14 @@ emp_act
return 1
return 0
//Used to check if they can be fed food/drinks/pills
/mob/living/carbon/human/proc/check_mouth_coverage()
var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform)
for(var/obj/item/gear in protective_gear)
if(istype(gear) && (gear.body_parts_covered & FACE) && (gear.flags & (MASKCOVERSMOUTH|HEADCOVERSMOUTH)))
return gear
return null
/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack")
if(l_hand && istype(l_hand, /obj/item/weapon))//Current base is the prob(50-d/3)
var/obj/item/weapon/I = l_hand
@@ -281,7 +289,7 @@ emp_act
forcesay(hit_appends) //forcesay checks stat already
//Melee weapon embedded object code.
if (I && I.damtype == BRUTE && !I.anchored && !I.is_robot_module())
if (I && I.damtype == BRUTE && !I.anchored && !is_robot_module(I))
var/damage = effective_force
if (armor)
damage /= armor+1
@@ -355,7 +363,7 @@ emp_act
//thrown weapon embedded object code.
if(dtype == BRUTE && istype(O,/obj/item))
var/obj/item/I = O
if (!I.is_robot_module())
if (!is_robot_module(I))
var/sharp = is_sharp(I)
var/damage = throw_damage
if (armor)

View File

@@ -134,13 +134,20 @@
return
// OBJ CHECK
var/cannot_melt
if(isobj(O))
var/obj/I = O
if(I.unacidable) //So the aliens don't destroy energy fields/singularies/other aliens/etc with their acid.
src << "<span class='alium'>You cannot dissolve this object.</span>"
return
// TURF CHECK
else if(istype(O, /turf/simulated/wall/r_wall) || istype(O, /turf/simulated/floor/engine))
if(I.unacidable)
cannot_melt = 1
else
if(istype(O, /turf/simulated/wall))
var/turf/simulated/wall/W = O
if(W.material.unmeltable)
cannot_melt = 1
else if(istype(O, /turf/simulated/floor/engine))
cannot_melt = 1
if(cannot_melt)
src << "<span class='alium'>You cannot dissolve this object.</span>"
return

View File

@@ -1,6 +1,6 @@
/mob/living/carbon/process_resist()
//drop && roll
if(on_fire)
fire_stacks -= 2 //reduced
@@ -18,34 +18,34 @@
)
ExtinguishMob()
return
if(handcuffed)
spawn() escape_handcuffs()
else if(legcuffed)
spawn() escape_legcuffs()
..()
/mob/living/carbon/proc/escape_handcuffs()
if(!(last_special <= world.time)) return
next_move = world.time + 100
last_special = world.time + 100
if(can_break_cuffs()) //Don't want to do a lot of logic gating here.
break_handcuffs()
return
var/obj/item/weapon/handcuffs/HC = handcuffed
//A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
var/breakouttime = 1200
var/breakouttime = 1200
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
//If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future...
if(istype(HC))
breakouttime = HC.breakouttime
displaytime = breakouttime / 600 //Minutes
visible_message(
"<span class='danger'>[src] attempts to remove \the [HC]!</span>",
"<span class='warning'>You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)</span>"
@@ -62,7 +62,7 @@
/mob/living/carbon/proc/escape_legcuffs()
if(!(last_special <= world.time)) return
next_move = world.time + 100
last_special = world.time + 100
@@ -71,7 +71,7 @@
return
var/obj/item/weapon/legcuffs/HC = legcuffed
//A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
var/breakouttime = 1200
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
@@ -79,20 +79,20 @@
if(istype(HC))
breakouttime = HC.breakouttime
displaytime = breakouttime / 600 //Minutes
visible_message(
"<span class='danger'>[usr] attempts to remove \the [HC]!</span>",
visible_message(
"<span class='danger'>[usr] attempts to remove \the [HC]!</span>",
"<span class='warning'>You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)</span>"
)
if(do_after(src, breakouttime))
if(!legcuffed || buckled)
return
return
visible_message(
"<span class='danger'>[src] manages to remove \the [legcuffed]!</span>",
"<span class='danger'>[src] manages to remove \the [legcuffed]!</span>",
"<span class='notice'>You successfully remove \the [legcuffed].</span>"
)
drop_from_inventory(legcuffed)
legcuffed = null
update_inv_legcuffed()
@@ -106,18 +106,18 @@
"<span class='danger'>[src] is trying to break \the [handcuffed]!</span>",
"<span class='warning'>You attempt to break your [handcuffed.name]. (This will take around 5 seconds and you need to stand still)</span>"
)
if(do_after(src, 50))
if(!handcuffed || buckled)
return
visible_message(
"<span class='danger'>[src] manages to break \the [handcuffed]!</span>",
"<span class='danger'>[src] manages to break \the [handcuffed]!</span>",
"<span class='warning'>You successfully break your [handcuffed.name].</span>"
)
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
del(handcuffed)
handcuffed = null
if(buckled && buckled.buckle_require_restraints)
@@ -131,14 +131,14 @@
if(do_after(src, 50))
if(!legcuffed || buckled)
return
visible_message(
"<span class='danger'>[src] manages to break the legcuffs!</span>",
"<span class='warning'>You successfully break your legcuffs.</span>"
)
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
del(legcuffed)
legcuffed = null
update_inv_legcuffed()

View File

@@ -132,6 +132,10 @@ default behaviour is:
now_pushing = 0
return
step(AM, t)
if(ishuman(AM) && AM:grabbed_by)
for(var/obj/item/weapon/grab/G in AM:grabbed_by)
step(G:assailant, get_dir(G:assailant, AM))
G.adjust_position()
now_pushing = 0
return
return

View File

@@ -281,7 +281,7 @@ var/list/ai_verbs_default = list(
//if(icon_state == initial(icon_state))
var/icontype = ""
if (custom_sprite == 1) icontype = ("Custom")//automagically selects custom sprite if one is available
else icontype = input("Select an icon!", "AI", null, null) in list("Monochrome", "Rainbow", "Blue", "Inverted", "Text", "Smiley", "Angry", "Dorf", "Matrix", "Bliss", "Firewall", "Green", "Red", "Static", "Triumvirate", "Triumvirate Static", "Soviet", "Trapped", "Heartline", "Chatterbox")
else icontype = input("Select an icon!", "AI", null, null) in list("Monochrome", "Rainbow", "Blue", "Inverted", "Text", "Smiley", "Angry", "Dorf", "Matrix", "Bliss", "Firewall", "Green", "Red", "Static", "Triumvirate", "Triumvirate Static", "Soviet", "Trapped", "Heartline", "Chatterbox", "Helios", "Dug Too Deep", "Goon", "Database", "Glitchman", "Lonestar", "Nanotrasen")
switch(icontype)
if("Custom") icon_state = "[src.ckey]-ai"
if("Rainbow") icon_state = "ai-clown"
@@ -303,6 +303,13 @@ var/list/ai_verbs_default = list(
if("Trapped") icon_state = "ai-hades"
if("Heartline") icon_state = "ai-heartline"
if("Chatterbox") icon_state = "ai-president"
if("Helios") icon_state = "ai-helios"
if("Dug Too Deep") icon_state = "ai-toodeep"
if("Goon") icon_state = "ai-goon"
if("Database") icon_state = "ai-database"
if("Glitchman") icon_state = "ai-glitchman"
if("Lonestar") icon_state = "ai-lonestar"
if("Nanotrasen") icon_state = "ai-nanotrasen"
else icon_state = "ai"

View File

@@ -234,7 +234,7 @@ var/datum/paiController/paiController // Global handler for pAI candidates
if(c.ready)
var/found = 0
for(var/mob/dead/observer/o in player_list)
if(o.key == c.key)
if(o.key == c.key && o.MayRespawn())
found = 1
if(found)
available.Add(c)
@@ -347,7 +347,7 @@ var/datum/paiController/paiController // Global handler for pAI candidates
/datum/paiController/proc/requestRecruits(var/mob/user)
inquirer = user
for(var/mob/dead/observer/O in player_list)
if(O.has_enabled_antagHUD == 1 && config.antag_hud_restricted)
if(!O.MayRespawn())
continue
if(jobban_isbanned(O, "pAI"))
continue

View File

@@ -7,7 +7,13 @@ var/list/pai_emotions = list(
"Off" = 6,
"Sad" = 7,
"Angry" = 8,
"What" = 9
"What" = 9,
"Neutral" = 10,
"Silly" = 11,
"Nose" = 12,
"Smirk" = 13,
"Exclamation Points" = 14,
"Question Mark" = 15
)

View File

@@ -12,7 +12,7 @@
w_class = 2.0
throw_speed = 5
throw_range = 10
matter = list("metal" = 500, "glass" = 200)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
origin_tech = "magnets=2;biotech=1;engineering=2"
var/mode = 1;

View File

@@ -218,7 +218,7 @@
icon = 'icons/obj/robot_component.dmi'
icon_state = "working"
construction_time = 200
construction_cost = list("metal"=5000)
construction_cost = list(DEFAULT_WALL_MATERIAL=5000)
var/brute = 0
var/burn = 0
var/icon_state_broken = "broken"

View File

@@ -287,6 +287,7 @@
src.verbs -= silicon_subsystems
/mob/living/silicon/robot/drone/construction
icon_state = "constructiondrone"
law_type = /datum/ai_laws/construction_drone
module_type = /obj/item/weapon/robot_module/drone/construction
can_pull_size = 5

View File

@@ -16,10 +16,7 @@
/obj/item/weapon/airlock_electronics,
/obj/item/weapon/module/power_control,
/obj/item/weapon/stock_parts,
/obj/item/light_fixture_frame,
/obj/item/apc_frame,
/obj/item/alarm_frame,
/obj/item/firealarm_frame,
/obj/item/frame,
/obj/item/weapon/table_parts,
/obj/item/weapon/table_parts/rack,
/obj/item/weapon/camera_assembly,

View File

@@ -108,6 +108,9 @@
if(jobban_isbanned(src,"Cyborg"))
usr << "<span class='danger'>You are banned from playing synthetics and cannot spawn as a drone.</span>"
return
if(!MayRespawn(1))
return
var/deathtime = world.time - src.timeofdeath
if(istype(src,/mob/dead/observer))
@@ -145,4 +148,4 @@
var/choice = input(src,"Which fabricator do you wish to use?") as null|anything in all_fabricators
if(choice)
var/obj/machinery/drone_fabricator/chosen_fabricator = all_fabricators[choice]
chosen_fabricator.create_drone(src.client)
chosen_fabricator.create_drone(src.client)

View File

@@ -581,6 +581,8 @@
user << "Close the panel first."
else if(cell)
user << "There is a power cell already installed."
else if(W.w_class != 3)
user << "\The [W] is too [W.w_class < 3? "small" : "large"] to fit here."
else
user.drop_item()
W.loc = src

View File

@@ -726,10 +726,3 @@ var/global/list/robot_modules = list(
LR.Charge(R, amount)
..()
return
//checks whether this item is a module of the robot it is located in.
/obj/item/proc/is_robot_module()
if (!istype(src.loc, /mob/living/silicon/robot))
return 0
var/mob/living/silicon/robot/R = src.loc
return (src in R.module.modules)

View File

@@ -137,10 +137,9 @@
proc/AttemptToEat(var/atom/target)
if(istype(target,/turf/simulated/wall))
if((!istype(target,/turf/simulated/wall/r_wall) && eatingDuration >= 100) || eatingDuration >= 200) //need 20 ticks to eat an rwall, 10 for a regular one
var/turf/simulated/wall/wall = target
wall.ChangeTurf(/turf/simulated/floor)
new /obj/item/stack/sheet/metal(src, flatPlasmaValue)
var/turf/simulated/wall/W = target
if((!W.reinf_material && eatingDuration >= 100) || eatingDuration >= 200) //need 20 ticks to eat an rwall, 10 for a regular one
W.dismantle_wall()
return 1
else if(istype(target,/atom/movable))
if(istype(target,/mob) || eatingDuration >= 50) //5 ticks to eat stuff like airlocks

View File

@@ -3,14 +3,19 @@
/obj/item/weapon/grab
name = "grab"
flags = NOBLUDGEON
icon = 'icons/mob/screen1.dmi'
icon_state = "reinforce"
flags = 0
var/obj/screen/grab/hud = null
var/mob/affecting = null
var/mob/assailant = null
var/mob/living/affecting = null
var/mob/living/carbon/human/assailant = null
var/state = GRAB_PASSIVE
var/allow_upgrade = 1
var/last_upgrade = 0
var/last_action = 0
var/last_hit_zone = 0
var/force_down //determines if the affecting mob will be pinned to the ground
var/dancing //determines if assailant and affecting keep looking at each other. Basically a wrestling position
layer = 21
abstract = 1
@@ -32,20 +37,18 @@
hud = new /obj/screen/grab(src)
hud.icon_state = "reinforce"
icon_state = "grabbed"
hud.name = "reinforce grab"
hud.master = src
/obj/item/weapon/grab/Destroy()
if(affecting)
affecting.grabbed_by -= src
affecting = null
if(assailant)
if(assailant.client)
assailant.client.screen -= hud
assailant = null
qdel(hud)
hud = null
..()
//check if assailant is grabbed by victim as well
if(assailant.grabbed_by)
for (var/obj/item/weapon/grab/G in assailant.grabbed_by)
if(G.assailant == affecting && G.affecting == assailant)
G.dancing = 1
G.adjust_position()
dancing = 1
adjust_position()
//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
/obj/item/weapon/grab/proc/throw()
@@ -53,6 +56,7 @@
if(affecting.buckled)
return null
if(state >= GRAB_AGGRESSIVE)
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1)
return affecting
return null
@@ -90,20 +94,47 @@
var/obj/item/weapon/grab/G = assailant.r_hand
if(G.affecting != affecting)
allow_upgrade = 0
if(state == GRAB_AGGRESSIVE)
affecting.drop_l_hand()
affecting.drop_r_hand()
//disallow upgrading past aggressive if we're being grabbed aggressively
for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
if(G == src) continue
if(G.state >= GRAB_AGGRESSIVE)
allow_upgrade = 0
//disallow upgrading past aggressive if we're being grabbed aggressively
for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
if(G == src) continue
if(G.state >= GRAB_AGGRESSIVE)
allow_upgrade = 0
if(allow_upgrade)
hud.icon_state = "reinforce"
if(state < GRAB_AGGRESSIVE)
hud.icon_state = "reinforce"
else
hud.icon_state = "reinforce1"
else
hud.icon_state = "!reinforce"
else if(!affecting.buckled)
affecting.loc = assailant.loc
if(state >= GRAB_AGGRESSIVE)
affecting.drop_l_hand()
affecting.drop_r_hand()
var/hit_zone = assailant.zone_sel.selecting
var/announce = 0
if(hit_zone != last_hit_zone)
announce = 1
last_hit_zone = hit_zone
if(ishuman(affecting))
switch(hit_zone)
if("mouth")
if(announce)
assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s mouth!</span>")
if(affecting:silent < 3)
affecting:silent = 3
if("eyes")
if(announce)
assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s eyes!</span>")
if(affecting:eye_blind < 3)
affecting:eye_blind = 3
if(force_down)
if(affecting.loc != assailant.loc)
force_down = 0
else
affecting.Weaken(2)
if(state >= GRAB_NECK)
affecting.Stun(3)
@@ -115,7 +146,59 @@
//affecting.apply_effect(STUTTER, 5) //would do this, but affecting isn't declared as mob/living for some stupid reason.
affecting.stuttering = max(affecting.stuttering, 5) //It will hamper your voice, being choked and all.
affecting.Weaken(5) //Should keep you down unless you get help.
affecting.losebreath = min(affecting.losebreath + 2, 3)
affecting.losebreath = max(affecting.losebreath + 2, 3)
adjust_position()
/obj/item/weapon/grab/attack_self()
return s_click(hud)
//Updating pixelshift, position and direction
//Gets called on process, when the grab gets upgraded or the assailant moves
/obj/item/weapon/grab/proc/adjust_position()
if(affecting.buckled)
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
return
if(affecting.lying && state != GRAB_KILL)
animate(affecting, pixel_x = 0, pixel_y = 0, 5, 1, LINEAR_EASING)
if(force_down)
affecting.set_dir(SOUTH) //face up
return
var/shift = 0
var/adir = get_dir(assailant, affecting)
affecting.layer = 4
switch(state)
if(GRAB_PASSIVE)
shift = 8
if(dancing) //look at partner
shift = 10
assailant.set_dir(get_dir(assailant, affecting))
if(GRAB_AGGRESSIVE)
shift = 12
if(GRAB_NECK, GRAB_UPGRADING)
shift = -10
adir = assailant.dir
affecting.set_dir(assailant.dir)
affecting.loc = assailant.loc
if(GRAB_KILL)
shift = 0
adir = 1
affecting.set_dir(SOUTH) //face up
affecting.loc = assailant.loc
switch(adir)
if(NORTH)
animate(affecting, pixel_x = 0, pixel_y =-shift, 5, 1, LINEAR_EASING)
affecting.layer = 3.9
if(SOUTH)
animate(affecting, pixel_x = 0, pixel_y = shift, 5, 1, LINEAR_EASING)
if(WEST)
animate(affecting, pixel_x = shift, pixel_y = 0, 5, 1, LINEAR_EASING)
if(EAST)
animate(affecting, pixel_x =-shift, pixel_y = 0, 5, 1, LINEAR_EASING)
/obj/item/weapon/grab/proc/s_click(obj/screen/S)
@@ -125,20 +208,29 @@
return
if(assailant.next_move > world.time)
return
if(world.time < (last_upgrade + UPGRADE_COOLDOWN))
if(world.time < (last_action + UPGRADE_COOLDOWN))
return
if(!assailant.canmove || assailant.lying)
qdel(src)
return
last_upgrade = world.time
last_action = world.time
if(state < GRAB_AGGRESSIVE)
if(!allow_upgrade)
return
assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
if(!affecting.lying)
assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
else
assailant.visible_message("<span class='warning'>[assailant] pins [affecting] down to the ground (now hands)!</span>")
force_down = 1
affecting.Weaken(3)
step_to(assailant, affecting)
assailant.set_dir(EAST) //face the victim
affecting.set_dir(SOUTH) //face up
state = GRAB_AGGRESSIVE
icon_state = "grabbed1"
hud.icon_state = "reinforce1"
else if(state < GRAB_NECK)
if(isslime(affecting))
assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
@@ -147,38 +239,27 @@
assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
state = GRAB_NECK
icon_state = "grabbed+1"
if(!affecting.buckled)
affecting.loc = assailant.loc
assailant.set_dir(get_dir(assailant, affecting))
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
msg_admin_attack("[key_name(assailant)] grabbed the neck of [key_name(affecting)]")
hud.icon_state = "disarm/kill"
hud.name = "disarm/kill"
hud.icon_state = "kill"
hud.name = "kill"
affecting.Stun(10) //10 ticks of ensured grab
else if(state < GRAB_UPGRADING)
assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
hud.icon_state = "disarm/kill1"
state = GRAB_UPGRADING
if(do_after(assailant, UPGRADE_KILL_TIMER))
if(state == GRAB_KILL)
return
if(!affecting)
qdel(src)
return
if(!assailant.canmove || assailant.lying)
qdel(src)
return
state = GRAB_KILL
assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
hud.icon_state = "kill1"
assailant.next_move = world.time + 10
affecting.losebreath += 1
else
assailant.visible_message("<span class='warning'>[assailant] was unable to tighten \his grip on [affecting]'s neck!</span>")
hud.icon_state = "disarm/kill"
state = GRAB_NECK
state = GRAB_KILL
assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
assailant.next_move = world.time + 10
affecting.losebreath += 1
affecting.set_dir(WEST)
adjust_position()
//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
@@ -195,14 +276,109 @@
return 1
/obj/item/weapon/grab/attack(mob/M, mob/user)
/obj/item/weapon/grab/attack(mob/M, mob/living/user)
if(!affecting)
return
if(M == affecting)
s_click(hud)
if(world.time < (last_action + 20))
return
if(M == affecting)
if(ishuman(M))
last_action = world.time
var/hit_zone = assailant.zone_sel.selecting
flick(hud.icon_state, hud)
switch(assailant.a_intent)
if(I_HELP)
if(force_down)
assailant << "<span class='warning'>You are no longer pinning [affecting] to the ground.</span>"
force_down = 0
return
if(I_GRAB)
if(state < GRAB_AGGRESSIVE)
assailant << "<span class='warning'>You require a better grab to do this.</span>"
return
var/obj/item/organ/external/organ = affecting:get_organ(check_zone(hit_zone))
if(!organ || organ.dislocated == -1)
return
assailant.visible_message("<span class='danger'>[assailant] [pick("bent", "twisted")] [affecting]'s [organ.name] into a jointlock!</span>")
var/armor = affecting:run_armor_check(affecting, "melee")
if(armor < 2)
affecting << "<span class='danger'>You feel extreme pain!</span>"
affecting.adjustHalLoss(Clamp(0, 40-affecting.halloss, 40)) //up to 40 halloss
return
if(I_HURT)
if(hit_zone == "eyes")
if(state < GRAB_NECK)
assailant << "<span class='warning'>You require a better grab to do this.</span>"
return
if((affecting:head && affecting:head.flags & HEADCOVERSEYES) || \
(affecting:wear_mask && affecting:wear_mask.flags & MASKCOVERSEYES) || \
(affecting:glasses && affecting:glasses.flags & GLASSESCOVERSEYES))
assailant << "<span class='danger'>You're going to need to remove the eye covering first.</span>"
return
if(!affecting.has_eyes())
assailant << "<span class='danger'>You cannot locate any eyes on [affecting]!</span>"
return
assailant.visible_message("<span class='danger'>[assailant] pressed \his fingers into [affecting]'s eyes!</span>")
affecting << "<span class='danger'>You experience immense pain as you feel digits being pressed into your eyes!</span>"
assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Pressed fingers into the eyes of [affecting.name] ([affecting.ckey])</font>")
affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Had fingers pressed into their eyes by [assailant.name] ([assailant.ckey])</font>")
msg_admin_attack("[key_name(assailant)] has pressed his fingers into [key_name(affecting)]'s eyes.")
var/obj/item/organ/eyes/eyes = affecting:internal_organs_by_name["eyes"]
eyes.damage += rand(3,4)
if (eyes.damage >= eyes.min_broken_damage)
if(affecting.stat != 2)
affecting << "\red You go blind!"
else if(hit_zone != "head")
if(state < GRAB_NECK)
assailant << "<span class='warning'>You require a better grab to do this.</span>"
return
if(affecting:grab_joint(assailant))
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
return
else
if(affecting.lying)
return
assailant.visible_message("<span class='danger'>[assailant] thrusts \his head into [affecting]'s skull!</span>")
var/damage = 20
var/obj/item/clothing/hat = assailant.head
if(istype(hat))
damage += hat.force * 10
var/armor = affecting:run_armor_check(affecting, "melee")
affecting.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", armor)
assailant.apply_damage(10*rand(90, 110)/100, BRUTE, "head", assailant:run_armor_check("head", "melee"))
if(!armor && prob(damage))
affecting.apply_effect(20, PARALYZE)
affecting.visible_message("<span class='danger'>[affecting] has been knocked unconscious!</span>")
playsound(assailant.loc, "swing_hit", 25, 1, -1)
assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Headbutted [affecting.name] ([affecting.ckey])</font>")
affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Headbutted by [assailant.name] ([assailant.ckey])</font>")
msg_admin_attack("[key_name(assailant)] has headbutted [key_name(affecting)]")
assailant.drop_from_inventory(src)
src.loc = null
qdel(src)
return
if(I_DISARM)
if(state < GRAB_AGGRESSIVE)
assailant << "<span class='warning'>You require a better grab to do this.</span>"
return
assailant << "<span class='warning'>You start forcing [affecting] to the ground.</span>"
if(!force_down)
if(do_after(assailant, 20) && affecting)
assailant.visible_message("<span class='danger'>[assailant] is forcing [affecting] to the ground!</span>")
force_down = 1
affecting.Weaken(3)
affecting.lying = 1
step_to(assailant, affecting)
assailant.set_dir(EAST) //face the victim
affecting.set_dir(SOUTH) //face up
return
else
assailant << "<span class='warning'>You are already pinning [affecting] to the ground.</span>"
return
if(M == assailant && state >= GRAB_AGGRESSIVE)
var/can_eat
@@ -232,3 +408,17 @@
/obj/item/weapon/grab/dropped()
loc = null
qdel(src)
/obj/item/weapon/grab/Destroy()
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
affecting.layer = 4
if(affecting)
affecting.grabbed_by -= src
affecting = null
if(assailant)
if(assailant.client)
assailant.client.screen -= hud
assailant = null
qdel(hud)
hud = null
..()

View File

@@ -343,6 +343,13 @@
else
. = mob.SelfMove(n, direct)
for (var/obj/item/weapon/grab/G in mob)
if (G.state == GRAB_NECK)
mob.set_dir(reverse_dir[direct])
G.adjust_position()
for (var/obj/item/weapon/grab/G in mob.grabbed_by)
G.adjust_position()
moving = 0
return .
@@ -360,7 +367,7 @@
for(var/obj/item/weapon/grab/G in list(mob.l_hand, mob.r_hand))
if(G.state == GRAB_KILL) //no wandering across the station/asteroid while choking someone
mob.visible_message("<span class='warning'>[mob] lost \his tight grip on [G.affecting]'s neck!</span>")
G.hud.icon_state = "disarm/kill"
G.hud.icon_state = "kill"
G.state = GRAB_NECK
///Process_Incorpmove

View File

@@ -5,6 +5,7 @@
var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
var/totalPlayers = 0 //Player counts for the Lobby tab
var/totalPlayersReady = 0
universal_speak = 1
invisibility = 101
@@ -130,6 +131,8 @@
if(client.prefs.be_random_name)
client.prefs.real_name = random_name(client.prefs.gender)
if(client.prefs.dummy)
qdel(client.prefs.dummy)
observer.real_name = client.prefs.real_name
observer.name = observer.real_name
if(!client.holder && !config.antag_hud_allowed) // For new ghosts we remove the verb from even showing up if it's not allowed.
@@ -449,7 +452,8 @@
client.prefs.randomize_appearance_for(new_character)
else
client.prefs.copy_to(new_character)
if(client.prefs.dummy)
qdel(client.prefs.dummy)
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
if(mind)
@@ -527,3 +531,6 @@
/mob/new_player/hear_radio(var/message, var/verb="says", var/datum/language/language=null, var/part_a, var/part_b, var/mob/speaker = null, var/hard_to_hear = 0)
return
mob/new_player/MayRespawn()
return 1

View File

@@ -178,519 +178,41 @@ datum/preferences
b_skin = blue
proc/update_preview_icon() //seriously. This is horrendous.
qdel(preview_icon_front)
qdel(preview_icon_side)
qdel(preview_icon)
proc/update_preview_icon() //seriously. This is horrendous. //less so now
if(!dummy)
dummy = new(null, species)
dummy.set_species(species)
dummy.flags |= GODMODE
copy_to(dummy)
var/g = "m"
if(gender == FEMALE) g = "f"
var/jobflag
var/dept
if(job_civilian_high)
jobflag = job_civilian_high
dept = CIVILIAN
else if (job_medsci_high)
jobflag = job_medsci_high
dept = MEDSCI
else if (job_engsec_high)
jobflag = job_engsec_high
dept = ENGSEC
var/icon/icobase
var/datum/species/current_species = all_species[species]
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
if(organ_data[name] == "cyborg")
var/datum/robolimb/R
if(rlimb_data[name]) R = all_robolimbs[rlimb_data[name]]
if(!R) R = basic_robolimb
preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic.
continue
preview_icon.Blend(new /icon(icobase, "[name]"), 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")
if ((current_species && (current_species.flags & HAS_EYE_COLOR)))
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 && current_species.flags & HAS_UNDERWEAR)
underwear_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = underwear)
var/icon/undershirt_s = null
if(undershirt && current_species.flags & HAS_UNDERWEAR)
undershirt_s = new/icon("icon" = 'icons/mob/human.dmi', "icon_state" = undershirt)
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', "chefhat"), 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(INV_R_HAND_DEF_ICON, "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)
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(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(INV_R_HAND_DEF_ICON, "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)
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', "detective_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
if(prob(1))
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "detective"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "detective"), ICON_OVERLAY)
switch(backbag)
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(INV_R_HAND_DEF_ICON, "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(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)
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)
if(jobflag && dept && job_master)
for (var/datum/job/J in job_master.occupations)
if((J.department_flag & dept) && (J.flag & jobflag))
var/alt = GetPlayerAltTitle(J)
if(alt) //more hacks
if(!dummy.mind)
dummy.mind = new
dummy.mind.role_alt_title = alt
J.equip(dummy)
break
dummy.update_eyes()
dummy.force_update_limbs()
dummy.regenerate_icons()
preview_icon = icon(dummy.icon)
for(var/image/I in dummy.overlays_standing)
if(I && I.icon)
preview_icon.Blend(icon(I.icon, I.icon_state), ICON_OVERLAY)
preview_icon_front = new(preview_icon, dir = SOUTH)
preview_icon_side = new(preview_icon, dir = WEST)
qdel(eyes_s)
qdel(underwear_s)
qdel(undershirt_s)
qdel(clothes_s)
preview_icon_side = new(preview_icon, dir = WEST)

View File

@@ -20,7 +20,7 @@
w_class = 1.0
throw_speed = 7
throw_range = 15
matter = list("metal" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 10)
var/colour = "black" //what colour the ink is!
pressure_resistance = 2

View File

@@ -124,7 +124,7 @@ var/global/photo_count = 0
w_class = 2.0
flags = CONDUCT
slot_flags = SLOT_BELT
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
var/pictures_max = 10
var/pictures_left = 10
var/on = 1

View File

@@ -8,7 +8,7 @@
w_class = 1.0
throw_speed = 7
throw_range = 15
matter = list("metal" = 60)
matter = list(DEFAULT_WALL_MATERIAL = 60)
pressure_resistance = 2
attack_verb = list("stamped")
@@ -73,4 +73,4 @@
if(chosen_stamp)
name = chosen_stamp.name
icon_state = chosen_stamp.icon_state
icon_state = chosen_stamp.icon_state

View File

@@ -210,7 +210,7 @@ proc/cardinalrange(var/center)
throwforce = 5
throw_speed = 1
throw_range = 2
matter = list("metal" = 100, "waste" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 2000)
/obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf))

View File

@@ -151,30 +151,34 @@
if (building==0)
init()
else
area = src.loc.loc:master
area = get_area(src)
area.apc |= src
opened = 1
operating = 0
name = "[area.name] APC"
stat |= MAINT
src.update_icon()
spawn(5)
src.update()
/obj/machinery/power/apc/initialize()
..()
src.update()
/obj/machinery/power/apc/Destroy()
area.apc -= src
area.power_light = 0
area.power_equip = 0
area.power_environ = 0
area.power_change()
if(wires)
wires.Destroy()
qdel(wires)
wires = null
if(cell)
cell.loc = loc
cell = null
if(terminal)
disconnect_terminal()
qdel(terminal)
terminal = null
// Malf AI, removes the APC from AI's hacked APCs list.
if(hacker && hacker.hacked_apcs && src in hacker.hacked_apcs)
@@ -441,18 +445,21 @@
if(cell)
user << "There is a power cell already installed."
return
else
if (stat & MAINT)
user << "<span class='warning'>There is no connector for your power cell.</span>"
return
user.drop_item()
W.loc = src
cell = W
user.visible_message(\
"<span class='warning'>[user.name] has inserted the power cell to [src.name]!</span>",\
"<span class='notice'>You insert the power cell.</span>")
chargecount = 0
update_icon()
if (stat & MAINT)
user << "<span class='warning'>There is no connector for your power cell.</span>"
return
if(W.w_class != 3)
user << "\The [W] is too [W.w_class < 3? "small" : "large"] to fit here."
return
user.drop_item()
W.loc = src
cell = W
user.visible_message(\
"<span class='warning'>[user.name] has inserted the power cell to [src.name]!</span>",\
"<span class='notice'>You insert the power cell.</span>")
chargecount = 0
update_icon()
else if (istype(W, /obj/item/weapon/screwdriver)) // haxing
if(opened)
if (cell)

View File

@@ -475,7 +475,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
w_class = 2.0
throw_speed = 2
throw_range = 5
matter = list("metal" = 50, "glass" = 20)
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "coil"

View File

@@ -6,8 +6,9 @@
..()
charge = maxcharge
spawn(5)
updateicon()
/obj/item/weapon/cell/initialize()
..()
updateicon()
/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/amount = 0)

View File

@@ -8,65 +8,8 @@
#define LIGHT_EMPTY 1
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
#define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb
/obj/item/light_fixture_frame
name = "light fixture frame"
desc = "Used for building lights."
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-item"
flags = CONDUCT
var/fixture_type = "tube"
var/obj/machinery/light/newlight = null
var/sheets_refunded = 2
/obj/item/light_fixture_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
qdel(src)
return
..()
/obj/item/light_fixture_frame/proc/try_build(turf/on_wall)
if (get_dist(on_wall,usr)>1)
return
var/ndir = get_dir(usr,on_wall)
if (!(ndir in cardinal))
return
var/turf/loc = get_turf(usr)
if (!istype(loc, /turf/simulated/floor))
usr << "\red [src.name] cannot be placed on this spot."
return
usr << "Attaching [src] to the wall."
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
var/constrdir = usr.dir
var/constrloc = usr.loc
if (!do_after(usr, 30))
return
switch(fixture_type)
if("bulb")
newlight = new /obj/machinery/light_construct/small(constrloc)
if("tube")
newlight = new /obj/machinery/light_construct(constrloc)
newlight.dir = constrdir
newlight.fingerprints = src.fingerprints
newlight.fingerprintshidden = src.fingerprintshidden
newlight.fingerprintslast = src.fingerprintslast
usr.visible_message("[usr.name] attaches [src] to the wall.", \
"You attach [src] to the wall.")
qdel(src)
/obj/item/light_fixture_frame/small
name = "small light fixture frame"
desc = "Used for building small lights."
icon = 'icons/obj/lighting.dmi'
icon_state = "bulb-construct-item"
flags = CONDUCT
fixture_type = "bulb"
sheets_refunded = 1
/obj/machinery/light_construct
name = "light fixture frame"
desc = "A light fixture under construction."
@@ -658,7 +601,7 @@
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/base_state
var/switchcount = 0 // number of times switched
matter = list("metal" = 60)
matter = list(DEFAULT_WALL_MATERIAL = 60)
var/rigged = 0 // true if rigged to explode
var/brightness_range = 2 //how much light it gives off
var/brightness_power = 1

View File

@@ -75,7 +75,6 @@ datum/design/rust_fuel_compressor
build_path = "/obj/machinery/power/rust_core"
board_type = "machine"
origin_tech = "bluespace=3;phorontech=4;magnets=5;powerstorage=6"
frame_desc = "Requires 2 Pico Manipulators, 1 Ultra Micro-Laser, 5 Pieces of Cable, 1 Subspace Crystal and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/micro_laser/ultra" = 1,
@@ -101,7 +100,6 @@ datum/design/rust_core
build_path = "/obj/machinery/power/rust_fuel_injector"
board_type = "machine"
origin_tech = "powerstorage=3;engineering=4;phorontech=4;materials=6"
frame_desc = "Requires 2 Pico Manipulators, 1 Phasic Scanning Module, 1 Super Matter Bin, 1 Console Screen and 5 Pieces of Cable."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/scanning_module/phasic" = 1,

View File

@@ -1,37 +1,3 @@
//frame assembly
/obj/item/rust_fuel_assembly_port_frame
name = "Fuel Assembly Port frame"
icon = 'icons/rust.dmi'
icon_state = "port2"
w_class = 4
flags = CONDUCT
/obj/item/rust_fuel_assembly_port_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/plasteel( get_turf(src.loc), 12 )
qdel(src)
return
..()
/obj/item/rust_fuel_assembly_port_frame/proc/try_build(turf/on_wall)
if (get_dist(on_wall,usr)>1)
return
var/ndir = get_dir(usr,on_wall)
if (!(ndir in cardinal))
return
var/turf/loc = get_turf(usr)
var/area/A = loc.loc
if (!istype(loc, /turf/simulated/floor))
usr << "\red Port cannot be placed on this spot."
return
if (A.requires_power == 0 || A.name == "Space")
usr << "\red Port cannot be placed in this area."
return
new /obj/machinery/rust_fuel_assembly_port(loc, ndir, 1)
qdel(src)
//construction steps
/obj/machinery/rust_fuel_assembly_port/New(turf/loc, var/ndir, var/building=0)
..()
@@ -122,7 +88,7 @@
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 50))
if(!src || !WT.remove_fuel(3, user)) return
new /obj/item/rust_fuel_assembly_port_frame(loc)
new /obj/item/frame/rust/assembly(loc)
user.visible_message(\
"\red [src] has been cut away from the wall by [user.name].",\
"You detached the port frame.",\

View File

@@ -1,38 +1,3 @@
//frame assembly
/obj/item/rust_fuel_compressor_frame
name = "Fuel Compressor frame"
icon = 'icons/rust.dmi'
icon_state = "fuel_compressor0"
w_class = 4
flags = CONDUCT
/obj/item/rust_fuel_compressor_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/plasteel( get_turf(src.loc), 12 )
qdel(src)
return
..()
/obj/item/rust_fuel_compressor_frame/proc/try_build(turf/on_wall)
if (get_dist(on_wall,usr)>1)
return
var/ndir = get_dir(usr,on_wall)
if (!(ndir in cardinal))
return
var/turf/loc = get_turf(usr)
var/area/A = loc.loc
if (!istype(loc, /turf/simulated/floor))
usr << "\red Compressor cannot be placed on this spot."
return
if (A.requires_power == 0 || A.name == "Space")
usr << "\red Compressor cannot be placed in this area."
return
new /obj/machinery/rust_fuel_assembly_port(loc, ndir, 1)
qdel(src)
//construction steps
/obj/machinery/rust_fuel_compressor/New(turf/loc, var/ndir, var/building=0)
..()
@@ -149,7 +114,7 @@
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 50))
if(!src || !WT.remove_fuel(3, user)) return
new /obj/item/rust_fuel_assembly_port_frame(loc)
new /obj/item/frame/rust(loc)
user.visible_message(\
"\red [src] has been cut away from the wall by [user.name].",\
"You detached the compressor frame.",\

View File

@@ -108,18 +108,19 @@
return 2
/turf/simulated/wall/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
if(prob(75))
dismantle_wall()
return
if(current_size == STAGE_FOUR)
if(prob(30))
dismantle_wall()
/turf/simulated/wall/r_wall/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
if(prob(30))
dismantle_wall()
if(!reinf_material)
if(current_size >= STAGE_FIVE)
if(prob(75))
dismantle_wall()
return
if(current_size == STAGE_FOUR)
if(prob(30))
dismantle_wall()
else
if(current_size >= STAGE_FIVE)
if(prob(30))
dismantle_wall()
/turf/space/singularity_act()
return

View File

@@ -23,6 +23,7 @@
/obj/machinery/power/terminal/Destroy()
if(master)
master.disconnect_terminal()
master = null
return ..()
/obj/machinery/power/terminal/hide(var/i)
@@ -36,4 +37,4 @@
// Needed so terminals are not removed from machines list.
// Powernet rebuilds need this to work properly.
/obj/machinery/power/terminal/process()
return 1
return 1

View File

@@ -66,7 +66,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "syringe_kit"
matter = list("metal" = 500)
matter = list(DEFAULT_WALL_MATERIAL = 500)
throwforce = 5
w_class = 2
throw_speed = 4

View File

@@ -6,7 +6,7 @@
icon_state = "T38"
caliber = "357"
ammo_type = /obj/item/ammo_casing/a357
matter = list("metal" = 1260)
matter = list(DEFAULT_WALL_MATERIAL = 1260)
max_ammo = 7
multiple_sprites = 1
@@ -14,7 +14,7 @@
name = "speed loader (.38)"
icon_state = "38"
caliber = "38"
matter = list("metal" = 360)
matter = list(DEFAULT_WALL_MATERIAL = 360)
ammo_type = /obj/item/ammo_casing/c38
max_ammo = 6
multiple_sprites = 1
@@ -28,7 +28,7 @@
icon_state = "45"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/c45
matter = list("metal" = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".45"
max_ammo = 7
multiple_sprites = 1
@@ -53,7 +53,7 @@
icon_state = "9x19p"
origin_tech = "combat=2"
mag_type = MAGAZINE
matter = list("metal" = 600)
matter = list(DEFAULT_WALL_MATERIAL = 600)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/c9mm
max_ammo = 10
@@ -69,7 +69,7 @@
name = "ammunition Box (9mm)"
icon_state = "9mm"
origin_tech = "combat=2"
matter = list("metal" = 1800)
matter = list(DEFAULT_WALL_MATERIAL = 1800)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/c9mm
max_ammo = 30
@@ -82,7 +82,7 @@
icon_state = "9mmt"
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/c9mm
matter = list("metal" = 1200)
matter = list(DEFAULT_WALL_MATERIAL = 1200)
caliber = "9mm"
max_ammo = 20
multiple_sprites = 1
@@ -103,7 +103,7 @@
icon_state = "9mm"
origin_tech = "combat=2"
caliber = ".45"
matter = list("metal" = 2250)
matter = list(DEFAULT_WALL_MATERIAL = 2250)
ammo_type = /obj/item/ammo_casing/c45
max_ammo = 30
@@ -116,7 +116,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = "12mm"
matter = list("metal" = 1500)
matter = list(DEFAULT_WALL_MATERIAL = 1500)
ammo_type = "/obj/item/ammo_casing/a12mm"
max_ammo = 20
multiple_sprites = 1
@@ -130,7 +130,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = "a556"
matter = list("metal" = 1800)
matter = list(DEFAULT_WALL_MATERIAL = 1800)
ammo_type = /obj/item/ammo_casing/a556
max_ammo = 10
multiple_sprites = 1
@@ -148,7 +148,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = ".50"
matter = list("metal" = 1260)
matter = list(DEFAULT_WALL_MATERIAL = 1260)
ammo_type = /obj/item/ammo_casing/a50
max_ammo = 7
multiple_sprites = 1
@@ -174,7 +174,7 @@
origin_tech = "combat=2"
mag_type = MAGAZINE
caliber = "a762"
matter = list("metal" = 4500)
matter = list(DEFAULT_WALL_MATERIAL = 4500)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 50
multiple_sprites = 1
@@ -187,7 +187,7 @@
icon_state = "c762"
mag_type = MAGAZINE
caliber = "a762"
matter = list("metal" = 1800)
matter = list(DEFAULT_WALL_MATERIAL = 1800)
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 20
multiple_sprites = 1

View File

@@ -76,21 +76,21 @@
icon_state = "slshell"
caliber = "shotgun"
projectile_type = /obj/item/projectile/bullet/shotgun
matter = list("metal" = 360)
matter = list(DEFAULT_WALL_MATERIAL = 360)
/obj/item/ammo_casing/shotgun/pellet
name = "shotgun shell"
desc = "A 12 gauge shell."
icon_state = "gshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun
matter = list("metal" = 360)
matter = list(DEFAULT_WALL_MATERIAL = 360)
/obj/item/ammo_casing/shotgun/blank
name = "shotgun shell"
desc = "A blank shell."
icon_state = "blshell"
projectile_type = /obj/item/projectile/bullet/blank
matter = list("metal" = 90)
matter = list(DEFAULT_WALL_MATERIAL = 90)
/obj/item/ammo_casing/shotgun/practice
name = "shotgun shell"
@@ -104,7 +104,7 @@
desc = "A beanbag shell."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
matter = list("metal" = 180)
matter = list(DEFAULT_WALL_MATERIAL = 180)
//Can stun in one hit if aimed at the head, but
//is blocked by clothing that stops tasers and is vulnerable to EMP
@@ -114,7 +114,7 @@
icon_state = "stunshell"
spent_icon = "stunshell-spent"
projectile_type = /obj/item/projectile/energy/electrode/stunshot
matter = list("metal" = 360, "glass" = 720)
matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
/obj/item/ammo_casing/shotgun/stunshell/emp_act(severity)
if(prob(100/severity)) BB = null
@@ -126,7 +126,7 @@
desc = "A chemical shell used to signal distress or provide illumination."
icon_state = "fshell"
projectile_type = /obj/item/projectile/energy/flash/flare
matter = list("metal" = 90, "glass" = 90)
matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
/obj/item/ammo_casing/a762
desc = "A 7.62mm bullet casing."
@@ -140,7 +140,7 @@
spent_icon = "lcasing-spent"
caliber = "14.5mm"
projectile_type = /obj/item/projectile/bullet/rifle/a145
matter = list("metal" = 1250)
matter = list(DEFAULT_WALL_MATERIAL = 1250)
/obj/item/ammo_casing/a556
desc = "A 5.56mm bullet casing."

View File

@@ -41,7 +41,7 @@
item_state = "gun"
flags = CONDUCT
slot_flags = SLOT_BELT|SLOT_HOLSTER
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
w_class = 3
throwforce = 5
throw_speed = 4

View File

@@ -13,8 +13,9 @@
firemode_type = /datum/firemode/energy
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
var/charge_cost = 100 //How much energy is needed to fire.
var/cell_type = /obj/item/weapon/cell
var/charge_cost = 200 //How much energy is needed to fire.
var/max_shots = 10 //Determines the capacity of the weapon's power cell. Specifying a cell_type overrides this value.
var/cell_type = null
var/projectile_type = /obj/item/projectile/beam/practice
var/modifystate
var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
@@ -45,7 +46,8 @@
..()
if(cell_type)
power_supply = new cell_type(src)
power_supply.give(power_supply.maxcharge)
else
power_supply = new /obj/item/weapon/cell/device/variable(src, max_shots*charge_cost)
if(self_recharge)
processing_objects.Add(src)
update_icon()

View File

@@ -7,7 +7,7 @@
slot_flags = SLOT_BELT|SLOT_BACK
w_class = 3
force = 10
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
origin_tech = "combat=3;magnets=2"
projectile_type = /obj/item/projectile/beam
fire_delay = 1 //rapid fire
@@ -43,7 +43,7 @@ obj/item/weapon/gun/energy/retro
w_class = 3
projectile_type = /obj/item/projectile/beam
origin_tech = null
charge_cost = 200 //to compensate a bit for self-recharging
max_shots = 5 //to compensate a bit for self-recharging
self_recharge = 1
/obj/item/weapon/gun/energy/lasercannon
@@ -55,7 +55,8 @@ obj/item/weapon/gun/energy/retro
origin_tech = "combat=4;materials=3;powerstorage=3"
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser
charge_cost = 250
charge_cost = 400
max_shots = 5
fire_delay = 20
/obj/item/weapon/gun/energy/lasercannon/mounted
@@ -72,7 +73,8 @@ obj/item/weapon/gun/energy/retro
fire_sound = 'sound/weapons/laser3.ogg'
origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
projectile_type = /obj/item/projectile/beam/xray
charge_cost = 50
charge_cost = 100
max_shots = 20
fire_delay = 1
/obj/item/weapon/gun/energy/sniperrifle
@@ -84,7 +86,8 @@ obj/item/weapon/gun/energy/retro
origin_tech = "combat=6;materials=5;powerstorage=4"
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
charge_cost = 250
charge_cost = 400
max_shots = 4
fire_delay = 35
force = 10
w_class = 4
@@ -106,7 +109,7 @@ obj/item/weapon/gun/energy/retro
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = "combat=1;magnets=2"
self_recharge = 1
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
fire_sound = 'sound/weapons/Laser.ogg'
projectile_type = /obj/item/projectile/beam/lastertag/blue
var/required_vest

View File

@@ -4,8 +4,8 @@
icon_state = "energystun100"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
max_shots = 10
charge_cost = 100 //How much energy is needed to fire.
projectile_type = /obj/item/projectile/beam/stun
origin_tech = "combat=3;magnets=2"
modifystate = "energystun"

View File

@@ -6,14 +6,14 @@
slot_flags = SLOT_BELT|SLOT_BACK
force = 10
fire_sound='sound/weapons/Laser.ogg'
charge_cost = 50
projectile_type = /obj/item/projectile/beam
sel_mode = 2
max_shots = 10
firemodes = list(
list(name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
list(name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg'),
list(name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_sound='sound/weapons/pulse.ogg', fire_delay=25, charge_cost=100),
list(name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_sound='sound/weapons/pulse.ogg', fire_delay=25, charge_cost=400),
)
/obj/item/weapon/gun/energy/pulse_rifle/mounted
@@ -27,6 +27,7 @@
fire_delay = 25
fire_sound='sound/weapons/pulse.ogg'
projectile_type=/obj/item/projectile/beam/pulse
charge_cost=400
/obj/item/weapon/gun/energy/pulse_rifle/destroyer/attack_self(mob/living/user as mob)
user << "<span class='warning'>[src.name] has three settings, and they are all DESTROY.</span>"
@@ -37,4 +38,4 @@
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
slot_flags = SLOT_BELT|SLOT_HOLSTER
icon_state = "m1911-p"
cell_type = /obj/item/weapon/cell/crap
max_shots = 5

View File

@@ -9,7 +9,8 @@
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
charge_cost = 100
charge_cost = 300
max_shots = 10
projectile_type = /obj/item/projectile/ion
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
@@ -29,7 +30,7 @@
item_state = "decloner"
fire_sound = 'sound/weapons/pulse3.ogg'
origin_tech = "combat=5;materials=4;powerstorage=3"
charge_cost = 100
max_shots = 10
projectile_type = /obj/item/projectile/energy/declone
/obj/item/weapon/gun/energy/floragun
@@ -39,6 +40,7 @@
item_state = "floramut"
fire_sound = 'sound/effects/stealthoff.ogg'
charge_cost = 100
max_shots = 10
projectile_type = /obj/item/projectile/energy/floramut
origin_tech = "materials=2;biotech=3;powerstorage=3"
modifystate = "floramut"
@@ -65,7 +67,6 @@
slot_flags = SLOT_BELT|SLOT_BACK
w_class = 4
projectile_type = /obj/item/projectile/meteor
charge_cost = 100
cell_type = /obj/item/weapon/cell/potato
self_recharge = 1
recharge_time = 5 //Time it takes for shots to recharge (in ticks)
@@ -110,7 +111,7 @@
flags = CONDUCT
slot_flags = SLOT_BACK
w_class = 4.0
charge_cost = 200
max_shots = 5
projectile_type = /obj/item/projectile/change
origin_tech = null
self_recharge = 1
@@ -127,7 +128,7 @@
name = "staff of animation"
desc = "An artefact that spits bolts of life-force which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines."
projectile_type = /obj/item/projectile/animate
charge_cost = 100
max_shots = 10
obj/item/weapon/gun/energy/staff/focus
name = "mental focus"
@@ -140,11 +141,11 @@ obj/item/weapon/gun/energy/staff/focus
/*
attack_self(mob/living/user as mob)
if(projectile_type == "/obj/item/projectile/forcebolt")
charge_cost = 200
charge_cost = 400
user << "<span class='warning'>The [src.name] will now strike a small area.</span>"
projectile_type = "/obj/item/projectile/forcebolt/strong"
else
charge_cost = 100
charge_cost = 200
user << "<span class='warning'>The [src.name] will now strike only a single person.</span>"
projectile_type = "/obj/item/projectile/forcebolt"
*/

View File

@@ -4,9 +4,8 @@
icon_state = "taser"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
max_shots = 5
projectile_type = /obj/item/projectile/beam/stun
cell_type = /obj/item/weapon/cell/crap
/obj/item/weapon/gun/energy/taser/mounted
name = "mounted taser gun"
@@ -15,7 +14,7 @@
/obj/item/weapon/gun/energy/taser/mounted/cyborg
name = "taser gun"
cell_type = /obj/item/weapon/cell/secborg
max_shots = 6
recharge_time = 10 //Time it takes for shots to recharge (in ticks)
@@ -26,9 +25,8 @@
item_state = "stunrevolver"
fire_sound = 'sound/weapons/Gunshot.ogg'
origin_tech = "combat=3;materials=3;powerstorage=2"
charge_cost = 125
projectile_type = /obj/item/projectile/energy/electrode/stunshot
cell_type = /obj/item/weapon/cell
max_shots = 8
/obj/item/weapon/gun/energy/crossbow
@@ -37,13 +35,13 @@
icon_state = "crossbow"
w_class = 2.0
item_state = "crossbow"
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
origin_tech = "combat=2;magnets=2;syndicate=5"
slot_flags = SLOT_BELT
silenced = 1
fire_sound = 'sound/weapons/Genhit.ogg'
projectile_type = /obj/item/projectile/energy/bolt
cell_type = /obj/item/weapon/cell/crap
max_shots = 5
self_recharge = 1
charge_meter = 0
@@ -56,5 +54,5 @@
desc = "A weapon favored by mercenary infiltration teams."
w_class = 4
force = 10
matter = list("metal" = 200000)
matter = list(DEFAULT_WALL_MATERIAL = 200000)
projectile_type = /obj/item/projectile/energy/bolt/large

View File

@@ -15,7 +15,7 @@
var/obj/item/weapon/grenade/chambered
var/list/grenades = new/list()
var/max_grenades = 5 //holds this + one in the chamber
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
//revolves the magazine, allowing players to choose between multiple grenade types
/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
@@ -80,7 +80,7 @@
chambered.det_time = 10
chambered.activate(null)
return chambered
/obj/item/weapon/gun/launcher/grenade/handle_post_fire(mob/user)
message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a grenade ([chambered.name]).")

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "syringe-cartridge"
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
matter = list("metal" = 125, "glass" = 375)
matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375)
flags = CONDUCT
slot_flags = SLOT_BELT
throwforce = 3
@@ -53,10 +53,10 @@
if(L.can_inject())
if(syringe.reagents)
syringe.reagents.trans_to(L, 15)
syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
syringe.update_icon()
icon_state = initial(icon_state) //reset icon state
update_icon()
@@ -67,15 +67,15 @@
item_state = "syringegun"
w_class = 3
force = 7
matter = list("metal" = 2000)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
slot_flags = SLOT_BELT
fire_sound = 'sound/weapons/empty.ogg'
fire_sound_text = "a metallic thunk"
recoil = 0
release_force = 10
throw_distance = 10
var/list/darts = list()
var/max_darts = 1
var/obj/item/weapon/syringe_cartridge/next

View File

@@ -8,9 +8,9 @@
icon_state = "revolver"
origin_tech = "combat=2;materials=2"
w_class = 3
matter = list("metal" = 1000)
matter = list(DEFAULT_WALL_MATERIAL = 1000)
recoil = 1
var/caliber = "357" //determines which casings will fit
var/handle_casings = EJECT_CASINGS //determines how spent casings should be handled
var/load_method = SINGLE_CASING|SPEEDLOADER //1 = Single shells, 2 = box or quick loader, 3 = magazine
@@ -18,7 +18,7 @@
//For SINGLE_CASING or SPEEDLOADER guns
var/max_shells = 0 //the number of casings that will fit inside
var/ammo_type = null //the type of ammo that the gun comes preloaded with
var/ammo_type = null //the type of ammo that the gun comes preloaded with
var/list/loaded = list() //stored ammo
//For MAGAZINE guns
@@ -50,7 +50,7 @@
chambered = ammo_magazine.stored_ammo[1]
if(handle_casings != HOLD_CASINGS)
ammo_magazine.stored_ammo -= chambered
if (chambered)
return chambered.BB
return null
@@ -186,7 +186,7 @@
)
if(auto_eject_sound)
playsound(user, auto_eject_sound, 40, 1)
ammo_magazine.update_icon()
ammo_magazine.update_icon()
ammo_magazine = null
update_icon() //make sure to do this after unsetting ammo_magazine
@@ -213,8 +213,8 @@
set name = "Unload Ammo"
set category = "Object"
set src in usr
if(usr.stat || usr.restrained()) return
unload_ammo(usr)
*/
*/

View File

@@ -180,16 +180,17 @@
visible_message("<span class='danger'>\The [target_mob] is hit by \the [src] in the [parse_zone(def_zone)]!</span>")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
//admin logs
if(istype(firer, /mob))
target_mob.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src.type]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src.type]</b>"
msg_admin_attack("[firer] ([firer.ckey]) shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
else if(firer)
target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src]</b>"
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
else
target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src]</b>"
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)") //BS12 EDIT ALG
if(!no_attack_log)
if(istype(firer, /mob))
target_mob.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src.type]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src.type]</b>"
msg_admin_attack("[firer] ([firer.ckey]) shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
else if(firer)
target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src]</b>"
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
else
target_mob.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[target_mob]/[target_mob.ckey]</b> with a <b>[src]</b>"
msg_admin_attack("UNKNOWN shot [target_mob] ([target_mob.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[target_mob.x];Y=[target_mob.y];Z=[target_mob.z]'>JMP</a>)") //BS12 EDIT ALG
//sometimes bullet_act() will want the projectile to continue flying
if (target_mob.bullet_act(src, def_zone) == -1)

View File

@@ -68,6 +68,7 @@
icon_state = "bluelaser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
no_attack_log = 1
damage_type = BURN
check_armour = "laser"
@@ -87,6 +88,7 @@
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
no_attack_log = 1
damage_type = BURN
check_armour = "laser"

View File

@@ -45,12 +45,12 @@
var/chance = 0
if(istype(A, /turf/simulated/wall))
var/turf/simulated/wall/W = A
chance = round(damage/W.damage_cap*180)
chance = round(damage/W.material.integrity*180)
else if(istype(A, /obj/machinery/door))
var/obj/machinery/door/D = A
chance = round(damage/D.maxhealth*180)
if(D.glass) chance *= 2
else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder))
else if(istype(A, /obj/structure/girder))
chance = 100
else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
chance = 25
@@ -196,4 +196,4 @@
/obj/item/projectile/bullet/shotgun/practice
name = "practice"
damage = 5
damage = 5

View File

@@ -194,12 +194,10 @@
/datum/reagent/toxin/plantbgone/reaction_turf(var/turf/T, var/volume)
if(istype(T, /turf/simulated/wall))
var/turf/simulated/wall/W = T
if(W.rotting)
W.rotting = 0
for(var/obj/effect/E in W) if(E.name == "Wallrot") qdel(E)
for(var/mob/O in viewers(W, null))
O.show_message(text("\blue The fungi are completely dissolved by the solution!"), 1)
if(locate(/obj/effect/overlay/wallrot) in W)
for(var/obj/effect/overlay/wallrot/E in W)
qdel(E)
W.visible_message("<span class='notice'>The fungi are completely dissolved by the solution!")
/datum/reagent/toxin/plantbgone/reaction_obj(var/obj/O, var/volume)
if(istype(O,/obj/effect/alien/weeds/))

View File

@@ -23,7 +23,7 @@
var/fillevel = gulp_size
if(!R.total_volume || !R)
user << "\red The [src.name] is empty!"
user << "<span class='danger'>The [src.name] is empty!"
return 0
if(M == user)
@@ -31,10 +31,15 @@
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
H << "\red You have a monitor for a head, where do you think you're going to put that?"
H << "<span class='danger'>You have a monitor for a head, where do you think you're going to put that?</span>"
return
var/obj/item/blocked = H.check_mouth_coverage()
if(blocked)
user << "<span class='warning'>\The [blocked] is in the way!</span>"
return
M << "\blue You swallow a gulp from \the [src]."
M << "<span class='notice'>You swallow a gulp from \the [src].</span>"
if(reagents.total_volume)
reagents.trans_to_ingest(M, gulp_size)
@@ -44,14 +49,17 @@
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
H << "\red They have a monitor for a head, where do you think you're going to put that?"
user << "<span class='danger'>They have a monitor for a head, where do you think you're going to put that?</span>"
return
var/obj/item/blocked = H.check_mouth_coverage()
if(blocked)
user << "<span class='warning'>\The [blocked] is in the way!</span>"
return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
user.visible_message("<span class='danger'>[user] attempts to feed [M] [src].</span>")
if(!do_mob(user, M)) return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
user.visible_message("<span class='danger'>[user] feeds [M] [src].</span>")
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: [reagentlist(src)]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [M.name] by [M.name] ([M.ckey]) Reagents: [reagentlist(src)]</font>")

View File

@@ -47,35 +47,44 @@
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
H << "\red You have a monitor for a head, where do you think you're going to put that?"
H << "<span class='danger'>You have a monitor for a head, where do you think you're going to put that?</span>"
return
var/obj/item/blocked = H.check_mouth_coverage()
if(blocked)
user << "<span class='warning'>\The [blocked] is in the way!</span>"
return
if (fullness <= 50)
M << "\red You hungrily chew out a piece of [src] and gobble it!"
M << "<span class='danger'>You hungrily chew out a piece of [src] and gobble it!</span>"
if (fullness > 50 && fullness <= 150)
M << "\blue You hungrily begin to eat [src]."
M << "<span class='notice'>You hungrily begin to eat [src].</span>"
if (fullness > 150 && fullness <= 350)
M << "\blue You take a bite of [src]."
M << "<span class='notice'>You take a bite of [src].</span>"
if (fullness > 350 && fullness <= 550)
M << "\blue You unwillingly chew a bit of [src]."
M << "<span class='notice'>You unwillingly chew a bit of [src].</span>"
if (fullness > (550 * (1 + M.overeatduration / 2000))) // The more you eat - the more you can eat
M << "\red You cannot force any more of [src] to go down your throat."
M << "<span class='danger'>You cannot force any more of [src] to go down your throat.</span>"
return 0
else
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
H << "\red They have a monitor for a head, where do you think you're going to put that?"
user << "<span class='danger'>They have a monitor for a head, where do you think you're going to put that?</span>"
return
var/obj/item/blocked = H.check_mouth_coverage()
if(blocked)
user << "<span class='warning'>\The [blocked] is in the way!</span>"
return
if(!istype(M, /mob/living/carbon/slime)) //If you're feeding it to someone else.
if (fullness <= (550 * (1 + M.overeatduration / 1000)))
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
user.visible_message("<span class='danger'>[user] attempts to feed [M] [src].</span>")
else
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] cannot force anymore of [src] down [M]'s throat.", 1)
return 0
user.visible_message("<span class='danger'>[user] cannot force anymore of [src] down [M]'s throat.</span>")
return 0
if(!do_mob(user, M)) return
@@ -83,8 +92,7 @@
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [src.name] by [M.name] ([M.ckey]) Reagents: [reagentlist(src)]</font>")
msg_admin_attack("[key_name(user)] fed [key_name(M)] with [src.name] Reagents: [reagentlist(src)] (INTENT: [uppertext(user.a_intent)])")
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
user.visible_message("<span class='danger'>[user] feeds [M] [src].</span>")
else
user << "This creature does not seem to have a mouth!"
@@ -161,7 +169,7 @@
var/hide_item = !has_edge(W) || !can_slice_here
if (hide_item)
if (W.w_class >= src.w_class || W.is_robot_module())
if (W.w_class >= src.w_class || is_robot_module(W))
return
user << "\red You slip [W] inside [src]."

View File

@@ -260,7 +260,7 @@
icon = 'icons/obj/janitor.dmi'
icon_state = "bucket"
item_state = "bucket"
matter = list("metal" = 200)
matter = list(DEFAULT_WALL_MATERIAL = 200)
w_class = 3.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,60,120)

View File

@@ -24,10 +24,15 @@
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
H << "\red You have a monitor for a head, where do you think you're going to put that?"
H << "<span class='danger'>You have a monitor for a head, where do you think you're going to put that?</span>"
return
var/obj/item/blocked = H.check_mouth_coverage()
if(blocked)
user << "<span class='warning'>\The [blocked] is in the way!</span>"
return
M << "\blue You swallow [src]."
M << "<span class='notice'>You swallow [src].</span>"
M.drop_from_inventory(src) //icon update
if(reagents.total_volume)
reagents.trans_to_ingest(M, reagents.total_volume)
@@ -40,17 +45,20 @@
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
H << "\red They have a monitor for a head, where do you think you're going to put that?"
user << "<span class='danger'>They have a monitor for a head, where do you think you're going to put that?</span>"
return
var/obj/item/blocked = H.check_mouth_coverage()
if(blocked)
user << "<span class='warning'>\The [blocked] is in the way!</span>"
return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to force [M] to swallow [src].", 1)
user.visible_message("<span class='danger'>[user] attempts to force [M] to swallow [src].</span>")
if(!do_mob(user, M)) return
user.drop_from_inventory(src) //icon update
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] forces [M] to swallow [src].", 1)
user.visible_message("<span class='danger'>[user] forces [M] to swallow [src].</span>")
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: [reagentlist(src)]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [M.name] by [M.name] ([M.ckey]) Reagents: [reagentlist(src)]</font>")

View File

@@ -10,7 +10,7 @@
anchored = 0
density = 0
pressure_resistance = 5*ONE_ATMOSPHERE
matter = list("metal" = 1850)
matter = list(DEFAULT_WALL_MATERIAL = 1850)
level = 2
var/ptype = 0
// 0=straight, 1=bent, 2=junction-j1, 3=junction-j2, 4=junction-y, 5=trunk, 6=disposal bin, 7=outlet, 8=inlet

View File

@@ -67,8 +67,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if (copytext(ID, 1, 2) == "$")
return_name = copytext(ID, 2)
switch(return_name)
if("metal")
return_name = "Metal"
if(DEFAULT_WALL_MATERIAL)
return_name = "Steel"
if("glass")
return_name = "Glass"
if("gold")
@@ -263,7 +263,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if(linked_destroy.loaded_item.reliability < 100 && linked_destroy.loaded_item.crit_fail)
files.UpdateDesign(linked_destroy.loaded_item.type)
if(linked_lathe && linked_destroy.loaded_item.matter) //Also sends salvaged materials to a linked protolathe, if any.
linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.matter["metal"]*linked_destroy.decon_mod))
linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.matter[DEFAULT_WALL_MATERIAL]*linked_destroy.decon_mod))
linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.matter["glass"]*linked_destroy.decon_mod))
linked_destroy.loaded_item = null
for(var/obj/I in linked_destroy.contents)
@@ -439,27 +439,24 @@ won't update every console in existence) but it's more of a hassle to do. Also,
else if(href_list["lathe_ejectsheet"] && linked_lathe) //Causes the protolathe to eject a sheet of material
var/desired_num_sheets = text2num(href_list["amount"])
var/res_amount, type
switch(href_list["lathe_ejectsheet"])
if("metal")
type = /obj/item/stack/sheet/metal
var/material/M = name_to_material[href_list["lathe_ejectsheet"]]
if(istype(M))
type = M.stack_type
switch(name_to_material[href_list["lathe_ejectsheet"]])
if(DEFAULT_WALL_MATERIAL)
res_amount = "m_amount"
if("glass")
type = /obj/item/stack/sheet/glass
res_amount = "g_amount"
if("gold")
type = /obj/item/stack/sheet/mineral/gold
res_amount = "gold_amount"
if("silver")
type = /obj/item/stack/sheet/mineral/silver
res_amount = "silver_amount"
if("phoron")
type = /obj/item/stack/sheet/mineral/phoron
res_amount = "phoron_amount"
if("uranium")
type = /obj/item/stack/sheet/mineral/uranium
res_amount = "uranium_amount"
if("diamond")
type = /obj/item/stack/sheet/mineral/diamond
res_amount = "diamond_amount"
if(ispath(type) && hasvar(linked_lathe, res_amount))
@@ -818,11 +815,11 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A><HR>"
dat += "Material Storage<BR><HR>"
dat += "<UL>"
for(var/M in list("metal", "glass", "gold", "silver", "phoron", "uranium", "diamond"))
for(var/M in list(DEFAULT_WALL_MATERIAL, "glass", "gold", "silver", "phoron", "uranium", "diamond"))
var/amount
var/sheetsize = 2000
switch(M)
if("metal")
if(DEFAULT_WALL_MATERIAL)
amount = linked_lathe.m_amount
sheetsize = 3750
if("glass")

View File

@@ -269,7 +269,7 @@ datum/tech/robotics
icon_state = "datadisk2"
item_state = "card-id"
w_class = 2.0
matter = list("metal" = 30, "glass" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10)
var/datum/tech/stored
/obj/item/weapon/disk/tech_disk/New()
@@ -283,7 +283,7 @@ datum/tech/robotics
icon_state = "datadisk2"
item_state = "card-id"
w_class = 2.0
matter = list("metal" = 30,"glass" = 10)
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
var/datum/design/blueprint
/obj/item/weapon/disk/design_disk/New()

View File

@@ -101,7 +101,7 @@
var/apply_prefix = 1
if(prob(40))
material_descriptor = pick("rusted ","dusty ","archaic ","fragile ")
source_material = pick("cordite","quadrinium","steel","titanium","aluminium","ferritic-alloy","plasteel","duranium")
source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium")
var/talkative = 0
if(prob(5))
@@ -490,7 +490,7 @@
new_item = new /obj/item/clothing/mask/gas(src.loc)
var/decorations = ""
if(apply_material_decorations)
source_material = pick("cordite","quadrinium","steel","titanium","aluminium","ferritic-alloy","plasteel","duranium")
source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium")
desc = "A [material_descriptor ? "[material_descriptor] " : ""][item_type] made of [source_material], all craftsmanship is of [pick("the lowest","low","average","high","the highest")] quality."
var/list/descriptors = list()

View File

@@ -302,7 +302,6 @@ datum/genesequence
name = "Circuit board (Flora Reconstitution Console)"
build_path = "/obj/machinery/computer/reconstitutor"
origin_tech = "programming=2;biotech=4;materials=6"
frame_desc = "Requires 2 Advanced Scanning Module, 1 Nano Manipulator, 1 Matter Bin and 1 Advanced Capacitor."
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module/adv" = 2,
"/obj/item/weapon/stock_parts/manipulator/nano" = 1,
@@ -313,7 +312,6 @@ datum/genesequence
name = "Circuit board (Fauna Reconstitution Console)"
build_path = "/obj/machinery/computer/reconstitutor/animal"
origin_tech = "programming=2;biotech=4;materials=6"
frame_desc = "Requires 2 Advanced Scanning Module, 1 Nano Manipulator, 1 Matter Bin and 1 Advanced Capacitor."
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module/adv" = 2,
"/obj/item/weapon/stock_parts/manipulator/nano" = 1,

View File

@@ -61,44 +61,19 @@
age = rand(1,999)
if(container.mineral)
switch(container.mineral.name)
if("Uranium")
age_million = rand(1, 704)
age_thousand = rand(1,999)
find_presence["potassium"] = rand(1,1000) / 100
source_mineral = "potassium"
if("Iron")
age_thousand = rand(1, 999)
age_million = rand(1, 999)
find_presence["iron"] = rand(1,1000) / 100
source_mineral = "iron"
if("Diamond")
age_thousand = rand(1,999)
age_million = rand(1,999)
find_presence["nitrogen"] = rand(1,1000) / 100
source_mineral = "nitrogen"
if("Gold")
age_thousand = rand(1,999)
age_million = rand(1,999)
age_billion = rand(3,4)
find_presence["iron"] = rand(1,1000) / 100
source_mineral = "iron"
if("Silver")
age_thousand = rand(1,999)
age_million = rand(1,999)
find_presence["iron"] = rand(1,1000) / 100
source_mineral = "iron"
if("Phoron")
age_thousand = rand(1,999)
age_million = rand(1,999)
age_billion = rand(10, 13)
find_presence["phoron"] = rand(1,1000) / 100
source_mineral = "phoron"
if("Clown")
age = rand(-1,-999) //thats the joke
age_thousand = rand(-1,-999)
find_presence["phoron"] = rand(1,1000) / 100
source_mineral = "phoron"
if(islist(container.mineral.xarch_ages))
var/list/ages = container.mineral.xarch_ages
if(ages["thousand"])
age_thousand = rand(1,ages["thousand"])
if(ages["million"])
age_million = rand(1,ages["million"])
if(ages["billion"])
if(ages["billion_lower"])
age_billion = rand(ages["billion_lower"],ages["billion"])
else
age_billion = rand(1,ages["billion"])
if(container.mineral.xarch_source_mineral)
source_mineral = container.mineral.xarch_source_mineral
if(prob(75))
find_presence["phosphorus"] = rand(1,500) / 100