Merge remote-tracking branch 'upstream/dev' into Brig2

This commit is contained in:
PsiOmega
2014-08-14 08:58:59 +02:00
92 changed files with 2501 additions and 1921 deletions
+3 -1
View File
@@ -396,7 +396,6 @@
#include "code\game\machinery\embedded_controller\docking_program_multi.dm"
#include "code\game\machinery\embedded_controller\embedded_controller_base.dm"
#include "code\game\machinery\embedded_controller\embedded_program_base.dm"
#include "code\game\machinery\embedded_controller\escape_pod_docking_controller.dm"
#include "code\game\machinery\embedded_controller\simple_docking_controller.dm"
#include "code\game\machinery\kitchen\gibber.dm"
#include "code\game\machinery\kitchen\juicer.dm"
@@ -487,6 +486,7 @@
#include "code\game\objects\items\devices\debugger.dm"
#include "code\game\objects\items\devices\flash.dm"
#include "code\game\objects\items\devices\flashlight.dm"
#include "code\game\objects\items\devices\floor_painter.dm"
#include "code\game\objects\items\devices\lightreplacer.dm"
#include "code\game\objects\items\devices\megaphone.dm"
#include "code\game\objects\items\devices\modkit.dm"
@@ -746,6 +746,7 @@
#include "code\modules\client\client defines.dm"
#include "code\modules\client\client procs.dm"
#include "code\modules\client\preferences.dm"
#include "code\modules\client\preferences_factions.dm"
#include "code\modules\client\preferences_gear.dm"
#include "code\modules\client\preferences_savefile.dm"
#include "code\modules\client\preferences_spawnpoints.dm"
@@ -1324,6 +1325,7 @@
#include "code\modules\shieldgen\shield_gen_external.dm"
#include "code\modules\shuttles\antagonist.dm"
#include "code\modules\shuttles\departmental.dm"
#include "code\modules\shuttles\escape_pods.dm"
#include "code\modules\shuttles\shuttle.dm"
#include "code\modules\shuttles\shuttle_console.dm"
#include "code\modules\shuttles\shuttle_emergency.dm"
+3
View File
@@ -210,6 +210,9 @@
if("viewperipheral" in href_list) // open drive, show status of peripheral
var/obj/item/part/computer/C = locate(href_list["viewperipheral"])
if(!istype(C) || (C.loc != src.computer))
return
if(istype(C,/obj/item/part/computer/storage))
current = C
interact()
@@ -258,10 +258,11 @@
if("show" in href_list)
var/obj/machinery/camera/C = locate(href_list["show"])
current = C
usr.reset_view(C)
interact()
return
if(istype(C) && C.status)
current = C
usr.reset_view(C)
interact()
return
if("keyselect" in href_list)
current = null
@@ -278,4 +279,4 @@
// Atlantis: Required for camnetkeys to work.
/datum/file/program/security/hidden
hidden_file = 1
hidden_file = 1
@@ -263,7 +263,7 @@
switch(href_list["field"])
if("fingerprint")
if (istype(src.active1, /datum/data/record))
var/t1 = copytext(sanitize(input("Please input fingerprint hash:", "Med. records", src.active1.fields["fingerprint"], null) as text),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please input fingerprint hash:", "Med. records", src.active1.fields["fingerprint"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active1 != a1))
return
src.active1.fields["fingerprint"] = t1
@@ -281,55 +281,55 @@
src.active1.fields["age"] = t1
if("mi_dis")
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please input minor disabilities list:", "Med. records", src.active2.fields["mi_dis"], null) as text),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please input minor disabilities list:", "Med. records", src.active2.fields["mi_dis"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["mi_dis"] = t1
if("mi_dis_d")
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please summarize minor dis.:", "Med. records", src.active2.fields["mi_dis_d"], null) as message),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please summarize minor dis.:", "Med. records", src.active2.fields["mi_dis_d"], null) as message)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["mi_dis_d"] = t1
if("ma_dis")
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please input major diabilities list:", "Med. records", src.active2.fields["ma_dis"], null) as text),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please input major diabilities list:", "Med. records", src.active2.fields["ma_dis"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["ma_dis"] = t1
if("ma_dis_d")
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please summarize major dis.:", "Med. records", src.active2.fields["ma_dis_d"], null) as message),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please summarize major dis.:", "Med. records", src.active2.fields["ma_dis_d"], null) as message)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["ma_dis_d"] = t1
if("alg")
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please state allergies:", "Med. records", src.active2.fields["alg"], null) as text),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please state allergies:", "Med. records", src.active2.fields["alg"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["alg"] = t1
if("alg_d")
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please summarize allergies:", "Med. records", src.active2.fields["alg_d"], null) as message),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please summarize allergies:", "Med. records", src.active2.fields["alg_d"], null) as message)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["alg_d"] = t1
if("cdi")
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please state diseases:", "Med. records", src.active2.fields["cdi"], null) as text),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please state diseases:", "Med. records", src.active2.fields["cdi"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["cdi"] = t1
if("cdi_d")
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please summarize diseases:", "Med. records", src.active2.fields["cdi_d"], null) as message),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please summarize diseases:", "Med. records", src.active2.fields["cdi_d"], null) as message)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["cdi_d"] = t1
if("notes")
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(html_encode(input("Please summarize notes:", "Med. records", html_decode(src.active2.fields["notes"]), null) as message),1,MAX_MESSAGE_LEN)
var/t1 = copytext(html_encode(trim(input("Please summarize notes:", "Med. records", html_decode(src.active2.fields["notes"]), null) as message)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active2.fields["notes"] = t1
@@ -343,22 +343,22 @@
if (istype(src.active2, /datum/data/record))
src.temp = text("<B>Blood Type:</B><BR>\n\t<A href='?src=\ref[];temp=1;b_type=an'>A-</A> <A href='?src=\ref[];temp=1;b_type=ap'>A+</A><BR>\n\t<A href='?src=\ref[];temp=1;b_type=bn'>B-</A> <A href='?src=\ref[];temp=1;b_type=bp'>B+</A><BR>\n\t<A href='?src=\ref[];temp=1;b_type=abn'>AB-</A> <A href='?src=\ref[];temp=1;b_type=abp'>AB+</A><BR>\n\t<A href='?src=\ref[];temp=1;b_type=on'>O-</A> <A href='?src=\ref[];temp=1;b_type=op'>O+</A><BR>", src, src, src, src, src, src, src, src)
if("b_dna")
if (istype(src.active1, /datum/data/record))
var/t1 = copytext(sanitize(input("Please input DNA hash:", "Med. records", src.active1.fields["dna"], null) as text),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active1 != a1))
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(sanitize(trim(input("Please input DNA hash:", "Med. records", src.active2.fields["b_dna"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active1.fields["dna"] = t1
src.active2.fields["b_dna"] = t1
if("vir_name")
var/datum/data/record/v = locate(href_list["edit_vir"])
if (v)
var/t1 = copytext(sanitize(input("Please input pathogen name:", "VirusDB", v.fields["name"], null) as text),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please input pathogen name:", "VirusDB", v.fields["name"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active1 != a1))
return
v.fields["name"] = t1
if("vir_desc")
var/datum/data/record/v = locate(href_list["edit_vir"])
if (v)
var/t1 = copytext(sanitize(input("Please input information about pathogen:", "VirusDB", v.fields["description"], null) as message),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please input information about pathogen:", "VirusDB", v.fields["description"], null) as message)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || src.active1 != a1))
return
v.fields["description"] = t1
@@ -73,25 +73,29 @@
if(href_list["inject1"])
var/obj/item/weapon/implant/I = locate(href_list["inject1"])
if(I) I.activate(1)
if(istype(I))
I.activate(1)
else if(href_list["inject5"])
var/obj/item/weapon/implant/I = locate(href_list["inject5"])
if(I) I.activate(5)
if(istype(I))
I.activate(5)
else if(href_list["inject10"])
var/obj/item/weapon/implant/I = locate(href_list["inject10"])
if(I) I.activate(10)
if(istype(I))
I.activate(10)
else if(href_list["lock"])
screen = !screen
else if(href_list["warn"])
var/warning = copytext(sanitize(input(usr,"Message:","Enter your message here!","")),1,MAX_MESSAGE_LEN)
var/warning = trim(copytext(sanitize(input(usr,"Message:","Enter your message here!","")),1,MAX_MESSAGE_LEN))
if(!warning) return
var/obj/item/weapon/implant/I = locate(href_list["warn"])
if((I)&&(I.imp_in))
if( istype(I) && I.imp_in)
var/mob/living/carbon/R = I.imp_in
log_say("PrisonComputer3 message: [key_name(usr)]->[key_name(R)] : [warning]")
R << "\green You hear a voice in your head saying: '[warning]'"
interact()
@@ -467,19 +467,19 @@ What a mess.*/
switch(href_list["field"])
if("name")
if (istype(active1, /datum/data/record))
var/t1 = input("Please input name:", "Secure. records", active1.fields["name"], null) as text
var/t1 = reject_bad_name(input("Please input name:", "Secure. records", active1.fields["name"], null) as text)
if ((!( t1 ) || !length(trim(t1)) || !( authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon)))) || active1 != a1)
return
active1.fields["name"] = t1
if("id")
if (istype(active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please input id:", "Secure. records", active1.fields["id"], null) as text),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please input id:", "Secure. records", active1.fields["id"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || active1 != a1))
return
active1.fields["id"] = t1
if("fingerprint")
if (istype(active1, /datum/data/record))
var/t1 = copytext(sanitize(input("Please input fingerprint hash:", "Secure. records", active1.fields["fingerprint"], null) as text),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please input fingerprint hash:", "Secure. records", active1.fields["fingerprint"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || active1 != a1))
return
active1.fields["fingerprint"] = t1
@@ -497,31 +497,31 @@ What a mess.*/
active1.fields["age"] = t1
if("mi_crim")
if (istype(active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please input minor disabilities list:", "Secure. records", active2.fields["mi_crim"], null) as text),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please input minor disabilities list:", "Secure. records", active2.fields["mi_crim"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || active2 != a2))
return
active2.fields["mi_crim"] = t1
if("mi_crim_d")
if (istype(active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please summarize minor dis.:", "Secure. records", active2.fields["mi_crim_d"], null) as message),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please summarize minor dis.:", "Secure. records", active2.fields["mi_crim_d"], null) as message)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || active2 != a2))
return
active2.fields["mi_crim_d"] = t1
if("ma_crim")
if (istype(active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please input major diabilities list:", "Secure. records", active2.fields["ma_crim"], null) as text),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please input major diabilities list:", "Secure. records", active2.fields["ma_crim"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || active2 != a2))
return
active2.fields["ma_crim"] = t1
if("ma_crim_d")
if (istype(active2, /datum/data/record))
var/t1 = copytext(sanitize(input("Please summarize major dis.:", "Secure. records", active2.fields["ma_crim_d"], null) as message),1,MAX_MESSAGE_LEN)
var/t1 = copytext(trim(sanitize(input("Please summarize major dis.:", "Secure. records", active2.fields["ma_crim_d"], null) as message)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || active2 != a2))
return
active2.fields["ma_crim_d"] = t1
if("notes")
if (istype(active2, /datum/data/record))
var/t1 = copytext(html_encode(input("Please summarize notes:", "Secure. records", html_decode(active2.fields["notes"]), null) as message),1,MAX_MESSAGE_LEN)
var/t1 = copytext(html_encode(trim(input("Please summarize notes:", "Secure. records", html_decode(active2.fields["notes"]), null) as message)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( authenticated ) || usr.stat || usr.restrained() || (!interactable() && (!istype(usr, /mob/living/silicon))) || active2 != a2))
return
active2.fields["notes"] = t1
+1 -1
View File
@@ -239,7 +239,7 @@ Programs are a file that can be executed
//
if("runfile" in href_list)
var/datum/file/F = locate(href_list["runfile"])
if(F && F.computer == computer)
if(istype(F) && F.computer == computer)
F.execute(src)
return 1
+1 -1
View File
@@ -635,7 +635,7 @@ The _flatIcons list is a cache for generated icon files.
*/
proc // Creates a single icon from a given /atom or /image. Only the first argument is required.
getFlatIcon(image/A, defdir=A.dir, deficon=A.icon, defstate=A.icon_state, defblend=A.blend_mode)
getFlatIcon(image/A, defdir=2, deficon=null, defstate="", defblend=BLEND_DEFAULT)
// We start with a blank canvas, otherwise some icon procs crash silently
var/icon/flat = icon('icons/effects/effects.dmi', "icon_state"="nothing") // Final flattened icon
if(!A)
+6 -1
View File
@@ -113,6 +113,11 @@ datum/controller/game_controller/proc/setup_objects()
asteroid_ore_map = new /datum/ore_distribution()
asteroid_ore_map.populate_distribution_map()
//Shitty hack to fix mining turf overlays, for some reason New() is not being called.
for(var/turf/simulated/floor/plating/airless/asteroid/T in world)
T.updateMineralOverlays()
T.name = "asteroid"
//Set up spawn points.
populate_spawn_points()
@@ -301,7 +306,7 @@ datum/controller/game_controller/proc/process_machines_power()
//check if the area has power for M's channel
//this will keep stat updated in case the machine is moved from one area to another.
M.power_change(A) //we've already made sure A is a master area, above.
if(!(M.stat & NOPOWER) && M.use_power)
M.auto_use_power()
+2 -2
View File
@@ -665,7 +665,7 @@ datum/mind
if("tome")
var/mob/living/carbon/human/H = current
if (istype(H))
var/obj/item/weapon/tome/T = new(H)
var/obj/item/weapon/book/tome/T = new(H)
var/list/slots = list (
"backpack" = slot_in_backpack,
@@ -1129,7 +1129,7 @@ datum/mind
var/mob/living/carbon/human/H = current
if (istype(H))
var/obj/item/weapon/tome/T = new(H)
var/obj/item/weapon/book/tome/T = new(H)
var/list/slots = list (
"backpack" = slot_in_backpack,
+2 -2
View File
@@ -235,7 +235,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/cargotrain
name = "Cargo Train Tug"
contains = list(/obj/vehicle/train/cargo/engine)
cost = 30
cost = 45
containertype = /obj/structure/largecrate
containername = "Cargo Train Tug Crate"
group = "Operations"
@@ -243,7 +243,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/cargotrailer
name = "Cargo Train Trolley"
contains = list(/obj/vehicle/train/cargo/trolley)
cost = 20
cost = 15
containertype = /obj/structure/largecrate
containername = "Cargo Train Trolley Crate"
group = "Operations"
+3 -4
View File
@@ -57,7 +57,7 @@
item_state = "cultrobes"
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
allowed = list(/obj/item/weapon/book/tome,/obj/item/weapon/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0
@@ -80,12 +80,11 @@
item_state = "magusred"
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
allowed = list(/obj/item/weapon/book/tome,/obj/item/weapon/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 0
/obj/item/clothing/head/helmet/space/cult
name = "cult helmet"
desc = "A space worthy helmet used by the followers of Nar-Sie"
@@ -101,7 +100,7 @@
item_state = "cult_armour"
desc = "A bulky suit of armour, bristling with spikes. It looks space proof."
w_class = 3
allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
allowed = list(/obj/item/weapon/book/tome,/obj/item/weapon/melee/cultblade,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
+9 -7
View File
@@ -91,7 +91,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/tome) && iscultist(user))
if(istype(I, /obj/item/weapon/book/tome) && iscultist(user))
user << "You retrace your steps, carefully undoing the lines of the rune."
del(src)
return
@@ -178,13 +178,15 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
check_icon()
icon = get_uristrune_cult(word1, word2, word3)
/obj/item/weapon/tome
/obj/item/weapon/book/tome
name = "arcane tome"
icon = 'icons/obj/weapons.dmi'
icon_state ="tome"
throw_speed = 1
throw_range = 5
w_class = 2.0
flags = FPRINT | TABLEPASS
unique = 1
var/notedat = ""
var/tomedat = ""
var/list/words = list("ire" = "ire", "ego" = "ego", "nahlizet" = "nahlizet", "certum" = "certum", "veri" = "veri", "jatkaa" = "jatkaa", "balaq" = "balaq", "mgar" = "mgar", "karazet" = "karazet", "geeri" = "geeri")
@@ -313,7 +315,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
[words[10]] is <a href='byond://?src=\ref[src];number=10;action=change'>[words[words[10]]]</A> <A href='byond://?src=\ref[src];number=10;action=clear'>Clear</A><BR>
"}
usr << browse("[notedat]", "window=notes")
// call(/obj/item/weapon/tome/proc/edit_notes)()
// call(/obj/item/weapon/book/tome/proc/edit_notes)()
else
usr << browse(null, "window=notes")
return
@@ -408,7 +410,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
[words[9]] is <a href='byond://?src=\ref[src];number=9;action=change'>[words[words[9]]]</A> <A href='byond://?src=\ref[src];number=9;action=clear'>Clear</A><BR>
[words[10]] is <a href='byond://?src=\ref[src];number=10;action=change'>[words[words[10]]]</A> <A href='byond://?src=\ref[src];number=10;action=clear'>Clear</A><BR>
"}
// call(/obj/item/weapon/tome/proc/edit_notes)()
// call(/obj/item/weapon/book/tome/proc/edit_notes)()
user << browse("[notedat]", "window=notes")
return
if(usr.get_active_hand() != src)
@@ -493,8 +495,8 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
user << "The book seems full of illegible scribbles. Is this a joke?"
return
attackby(obj/item/weapon/tome/T as obj, mob/living/user as mob)
if(istype(T, /obj/item/weapon/tome)) // sanity check to prevent a runtime error
attackby(obj/item/weapon/book/tome/T as obj, mob/living/user as mob)
if(istype(T, /obj/item/weapon/book/tome)) // sanity check to prevent a runtime error
switch(alert("Copy the runes from your tome?",,"Copy", "Cancel"))
if("cancel")
return
@@ -515,7 +517,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
else
usr << "The scriptures of Nar-Sie, The One Who Sees, The Geometer of Blood. Contains the details of every ritual his followers could think of. Most of these are useless, though."
/obj/item/weapon/tome/imbued //admin tome, spawns working runes without waiting
/obj/item/weapon/book/tome/imbued //admin tome, spawns working runes without waiting
w_class = 2.0
var/cultistsonly = 1
attack_self(mob/user as mob)
+13 -6
View File
@@ -87,9 +87,9 @@ var/list/sacrificed = list()
"\red You are blinded by the flash of red light! After you're able to see again, you see that now instead of the rune there's a book.", \
"\red You hear a pop and smell ozone.")
if(istype(src,/obj/effect/rune))
new /obj/item/weapon/tome(src.loc)
new /obj/item/weapon/book/tome(src.loc)
else
new /obj/item/weapon/tome(usr.loc)
new /obj/item/weapon/book/tome(usr.loc)
del(src)
return
@@ -775,6 +775,7 @@ var/list/sacrificed = list()
for(var/mob/living/carbon/C in orange(1,src))
if(iscultist(C) && !C.stat)
users+=C
var/dam = round(15 / users.len)
if(users.len>=3)
var/mob/living/carbon/cultist = input("Choose the one who you want to free", "Followers of Geometer") as null|anything in (cultists - users)
if(!cultist)
@@ -804,7 +805,7 @@ var/list/sacrificed = list()
if(istype(cultist.loc, /obj/machinery/dna_scannernew)&&cultist.loc:locked)
cultist.loc:locked = 0
for(var/mob/living/carbon/C in users)
user.take_overall_damage(15, 0)
user.take_overall_damage(dam, 0)
C.say("Khari[pick("'","`")]d! Gual'te nikka!")
del(src)
return fizzle()
@@ -820,7 +821,7 @@ var/list/sacrificed = list()
var/list/mob/living/carbon/users = new
for(var/mob/living/carbon/C in orange(1,src))
if(iscultist(C) && !C.stat)
users+=C
users += C
if(users.len>=3)
var/mob/living/carbon/cultist = input("Choose the one who you want to summon", "Followers of Geometer") as null|anything in (cultists - user)
if(!cultist)
@@ -833,10 +834,16 @@ var/list/sacrificed = list()
cultist.loc = src.loc
cultist.lying = 1
cultist.regenerate_icons()
for(var/mob/living/carbon/human/C in orange(1,src))
var/dam = round(25 / (users.len/2)) //More people around the rune less damage everyone takes. Minimum is 3 cultists
for(var/mob/living/carbon/human/C in users)
if(iscultist(C) && !C.stat)
C.say("N'ath reth sh'yro eth d[pick("'","`")]rekkathnor!")
C.take_overall_damage(25, 0)
C.take_overall_damage(dam, 0)
if(users.len <= 4) // You did the minimum, this is going to hurt more and we're going to stun you.
C.apply_effect(rand(3,6), STUN)
C.apply_effect(1, WEAKEN)
user.visible_message("\red Rune disappears with a flash of red light, and in its place now a body lies.", \
"\red You are blinded by the flash of red light! After you're able to see again, you see that now instead of the rune there's a body.", \
"\red You hear a pop and smell ozone.")
@@ -510,7 +510,7 @@ ________________________________________________________________________________
var/damage = min(cell.charge, rand(50,150))//Uses either the current energy left over or between 50 and 150.
if(damage>1)//So they don't spam it when energy is a factor.
spark_system.start()//SPARKS THERE SHALL BE SPARKS
U.electrocute_act(damage, src,0.1,1)//The last argument is a safety for the human proc that checks for gloves.
U.electrocute_act(damage, src, 0.1)
if(cell.charge < damage)
cell.use(cell.charge)
else
+1
View File
@@ -297,6 +297,7 @@ var/global/datum/controller/gameticker/ticker
captainless=0
if(player.mind.assigned_role != "MODE")
job_master.EquipRank(player, player.mind.assigned_role, 0)
UpdateFactionList(player)
EquipCustomItems(player)
if(captainless)
for(var/mob/M in player_list)
+1 -1
View File
@@ -171,7 +171,7 @@
selection_color = "#dddddd"
access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mint, access_mining, access_mining_station)
minimal_access = list(access_mining, access_mint, access_mining_station, access_mailsorting)
alt_titles = list("Drill Technician","Prospector")
equip(var/mob/living/carbon/human/H)
if(!H) return 0
+1 -1
View File
@@ -355,7 +355,7 @@ var/global/datum/controller/occupations/job_master
if(job)
//Equip custom gear loadout.
if(H.client.prefs.gear && H.client.prefs.gear.len)
if(H.client.prefs.gear && H.client.prefs.gear.len && job.title != "Cyborg" && job.title != "AI")
for(var/thing in H.client.prefs.gear)
var/datum/gear/G = gear_datums[thing]
+15 -23
View File
@@ -65,9 +65,16 @@
)
radio_connection.post_signal(src, signal)
/obj/machinery/meter/proc/status()
var/t = ""
if (src.target)
/obj/machinery/meter/examine()
var/t = "A gas flow meter. "
if(get_dist(usr, src) > 3 && !(istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/dead)))
t += "\blue <B>You are too far away to read it.</B>"
else if(stat & (NOPOWER|BROKEN))
t += "\red <B>The display is off.</B>"
else if(src.target)
var/datum/gas_mixture/environment = target.return_air()
if(environment)
t += "The pressure gauge reads [round(environment.return_pressure(), 0.01)] kPa; [round(environment.temperature,0.01)]&deg;K ([round(environment.temperature-T0C,0.01)]&deg;C)"
@@ -75,31 +82,16 @@
t += "The sensor error light is blinking."
else
t += "The connect error light is blinking."
return t
/obj/machinery/meter/examine()
set src in view(3)
var/t = "A gas flow meter. "
t += status()
usr << t
/obj/machinery/meter/Click()
if(stat & (NOPOWER|BROKEN))
if(istype(usr, /mob/living/silicon/ai)) // ghosts can call ..() for examine
examine()
return 1
var/t = null
if (get_dist(usr, src) <= 3 || istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/dead))
t += status()
else
usr << "\blue <B>You are too far away.</B>"
return 1
usr << t
return 1
return ..()
/obj/machinery/meter/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if (!istype(W, /obj/item/weapon/wrench))
+4 -4
View File
@@ -333,11 +333,11 @@
if (istype(src.active2, /datum/data/record))
src.temp = text("<B>Blood Type:</B><BR>\n\t<A href='?src=\ref[];temp=1;b_type=an'>A-</A> <A href='?src=\ref[];temp=1;b_type=ap'>A+</A><BR>\n\t<A href='?src=\ref[];temp=1;b_type=bn'>B-</A> <A href='?src=\ref[];temp=1;b_type=bp'>B+</A><BR>\n\t<A href='?src=\ref[];temp=1;b_type=abn'>AB-</A> <A href='?src=\ref[];temp=1;b_type=abp'>AB+</A><BR>\n\t<A href='?src=\ref[];temp=1;b_type=on'>O-</A> <A href='?src=\ref[];temp=1;b_type=op'>O+</A><BR>", src, src, src, src, src, src, src, src)
if("b_dna")
if (istype(src.active1, /datum/data/record))
var/t1 = copytext(trim(sanitize(input("Please input DNA hash:", "Med. records", src.active1.fields["dna"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!in_range(src, usr) && (!istype(usr, /mob/living/silicon))) || src.active1 != a1))
if (istype(src.active2, /datum/data/record))
var/t1 = copytext(trim(sanitize(input("Please input DNA hash:", "Med. records", src.active2.fields["b_dna"], null) as text)),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || !( src.authenticated ) || usr.stat || usr.restrained() || (!in_range(src, usr) && (!istype(usr, /mob/living/silicon))) || src.active2 != a2))
return
src.active1.fields["dna"] = t1
src.active2.fields["b_dna"] = t1
if("vir_name")
var/datum/data/record/v = locate(href_list["edit_vir"])
if (v)
+3 -2
View File
@@ -19,7 +19,7 @@
var/noserver = "<span class='alert'>ALERT: No server detected.</span>"
var/incorrectkey = "<span class='warning'>ALERT: Incorrect decryption key!</span>"
var/defaultmsg = "<span class='notice'>Welcome. Please select an option.</span>"
var/rebootmsg = "<span class='warning'>%$&(£: Critical %$$@ Error // !RestArting! <lOadiNg backUp iNput ouTput> - ?pLeaSe wAit!</span>"
var/rebootmsg = "<span class='warning'>%$&(£: Critical %$$@ Error // !RestArting! <lOadiNg backUp iNput ouTput> - ?pLeaSe wAit!</span>"
//Computer properties
var/screen = 0 // 0 = Main menu, 1 = Message Logs, 2 = Hacked screen, 3 = Custom Message
var/hacking = 0 // Is it being hacked into by the AI/Cyborg
@@ -36,6 +36,7 @@
/obj/machinery/computer/message_monitor/attackby(obj/item/weapon/O as obj, mob/living/user as mob)
if(stat & (NOPOWER|BROKEN))
..()
return
if(!istype(user))
return
@@ -52,7 +53,7 @@
var/obj/item/weapon/paper/monitorkey/MK = new/obj/item/weapon/paper/monitorkey
MK.loc = src.loc
// Will help make emagging the console not so easy to get away with.
MK.info += "<br><br><font color='red'>£%@%(*$%&(£&?*(%&£/{}</font>"
MK.info += "<br><br><font color='red'>£%@%(*$%&(£&?*(%&£/{}</font>"
spawn(100*length(src.linkedServer.decryptkey)) UnmagConsole()
message = rebootmsg
else
+5 -2
View File
@@ -197,7 +197,10 @@
else if (href_list["magbot"])
if(src.allowed(usr))
var/mob/living/silicon/robot/R = locate(href_list["magbot"])
if(R)
// whatever weirdness this is supposed to be, but that is how the href gets added, so here it is again
if(istype(R) && istype(usr, /mob/living/silicon) && usr.mind.special_role && (usr.mind.original == usr) && !R.emagged)
var/choice = input("Are you certain you wish to hack [R.name]?") in list("Confirm", "Abort")
if(choice == "Confirm")
if(R && istype(R))
@@ -225,4 +228,4 @@
if(!R.scrambledcodes && !istype(R, /mob/living/silicon/robot/drone))
R.self_destruct()
return
return
+10 -3
View File
@@ -152,7 +152,8 @@ var/global/list/frozen_items = list()
/obj/item/clothing/suit,
/obj/item/clothing/shoes/magboots,
/obj/item/blueprints,
/obj/item/clothing/head/helmet/space/
/obj/item/clothing/head/helmet/space,
/obj/item/weapon/storage/internal
)
/obj/machinery/cryopod/right
@@ -186,6 +187,8 @@ var/global/list/frozen_items = list()
if(W.contents.len) //Make sure we catch anything not handled by del() on the items.
for(var/obj/item/O in W.contents)
if(istype(O,/obj/item/weapon/storage/internal)) //Stop eating pockets you fuck!
continue
O.loc = src
//Delete all items not on the preservation list.
@@ -194,6 +197,7 @@ var/global/list/frozen_items = list()
items -= announce // or the autosay radio.
for(var/obj/item/W in items)
var/preserve = null
for(var/T in preserve_items)
if(istype(W,T))
@@ -204,11 +208,14 @@ var/global/list/frozen_items = list()
del(W)
else
frozen_items += W
W.loc = null
//Update any existing objectives involving this mob.
for(var/datum/objective/O in all_objectives)
if(istype(O,/datum/objective/mutiny) && O.target == occupant.mind) //We don't want revs to get objectives that aren't for heads of staff. Letting them win or lose based on cryo is silly so we remove the objective.
del(O) //TODO: Update rev objectives on login by head (may happen already?) ~ Z
// We don't want revs to get objectives that aren't for heads of staff. Letting
// them win or lose based on cryo is silly so we remove the objective.
if(istype(O,/datum/objective/mutiny) && O.target == occupant.mind)
del(O)
else if(O.target && istype(O.target,/datum/mind))
if(O.target == occupant.mind)
if(O.owner && O.owner.current)
+1
View File
@@ -17,6 +17,7 @@
return
/obj/machinery/computer/teleporter/initialize()
..()
var/obj/machinery/teleport/station/station = locate(/obj/machinery/teleport/station, get_step(src, dir))
var/obj/machinery/teleport/hub/hub
if(station)
+1 -1
View File
@@ -789,7 +789,7 @@
icon_state = "cigs"
products = list(/obj/item/weapon/storage/fancy/cigarettes = 10,/obj/item/weapon/storage/box/matches = 10,/obj/item/weapon/lighter/random = 4)
contraband = list(/obj/item/weapon/lighter/zippo = 4)
premium = list(/obj/item/clothing/mask/cigarette/cigar/havana = 2)
premium = list(/obj/item/weapon/storage/fancy/cigar = 5)
prices = list(/obj/item/weapon/storage/fancy/cigarettes = 15,/obj/item/weapon/storage/box/matches = 1,/obj/item/weapon/lighter/random = 2)
+8 -7
View File
@@ -224,24 +224,25 @@
pending += location
while(pending.len)
for(var/turf/simulated/current in pending)
for(var/turf/current in pending)
for(var/D in cardinal)
var/turf/simulated/target = get_step(current, D)
var/turf/target = get_step(current, D)
if(wallList)
if(istype(target, /turf/simulated/wall))
if(!(target in wallList))
wallList += target
continue
if(!target.zone)
continue
if(target in pending)
continue
if(target in complete)
continue
if(!(target in targetTurfs))
continue
if(current.c_airblock(target)) //this is needed to stop chemsmoke from passing through thin window walls
continue
if(target.c_airblock(current))
continue
pending += target
pending -= current
@@ -249,4 +250,4 @@
targetTurfs = complete
return
return
@@ -0,0 +1,209 @@
/obj/item/device/floor_painter
name = "floor painter"
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "labeler1"
item_state = "flight"
var/mode_nice = "standard"
var/mode = "floor"
var/tile_dir_mode = 0
// mode 0 ignore direction; sets dir=0
// mode 1 all-direction
// mode 2 corner selecting the side CW from the selected corner
// mode 3 cardinal
// mode 4 warningcorner and warnwhitecorner direction fix
// mode 5 Opposite corner tiles where the second icon_state is "[mode]_inv"
/obj/item/device/floor_painter/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if(istype(A, /turf/simulated/floor))
var/turf/simulated/floor/F = A
if(F.is_plasteel_floor()) // only tiled floors
if(tile_dir_mode)
var/D = get_dir(usr, F)
if(usr.loc == F)
D = usr.dir
switch(tile_dir_mode)
if(1) // All directions accepted
F.dir = D
F.icon_state = mode
if(2) // Corner mode - diagonal directions converted CW around.
switch(D)
if(NORTHEAST)
D = EAST
if(SOUTHEAST)
D = SOUTH
if(SOUTHWEST)
D = WEST
if(NORTHWEST)
D = NORTH
F.dir = D
F.icon_state = mode
if(3) // cardinal directions only. I've adjusted diagonals the same way the facing code does.
switch(D)
if(NORTHEAST)
D = EAST
if(SOUTHEAST)
D = EAST
if(SOUTHWEST)
D = WEST
if(NORTHWEST)
D = WEST
F.dir = D
F.icon_state = mode
if(4) // floors.dmi icon_states "warningcorner" and "warnwhitecorner" are incorrect, this fixes it
var/D2
switch(D)
if(NORTHEAST)
D2 = WEST
if(SOUTHEAST)
D2 = SOUTH
if(SOUTHWEST)
D2 = NORTH
if(NORTHWEST)
D2 = EAST
F.dir = D2
F.icon_state = mode
if(5)
F.dir = 0
if(D == NORTH || D == SOUTH || D == NORTHEAST || D == SOUTHWEST)
F.icon_state = mode
else
F.icon_state = "[mode]_inv"
else
F.dir = 0
F.icon_state = mode
else
usr << "You can't paint that!"
/obj/item/device/floor_painter/attack_self(mob/user as mob)
var/type = input("What type of floor?", "Floor painter", "solid") in list("solid", "corner", "opposite corners", "side/three corners", "special", "letters")
tile_dir_mode = 0
switch(type)
if("solid")
tile_dir_mode = 0
var/design = input("Which color?", "Floor painter") in list("standard", "dark", "red", "blue", "green", "yellow", "purple", "neutral", "white", "white-red", "white-blue", "white-green", "white-yellow", "white-purple", "freezer", "hydro", "showroom")
if(design == "standard")
mode = "floor"
mode_nice = "standard"
return
if(design == "white")
mode = "white"
mode_nice = "white"
return
if(design == "showroom" || design == "hydro" || design == "freezer")
mode = "[design]floor"
mode_nice = design
return
mode_nice = design
mode = "[replacetext(design, "-", "")]full"
if("corner")
var/design = input("Which design?", "Floor painter") in list("black", "red", "blue", "green", "yellow", "purple", "neutral", "white", "white-grey", "white-red", "white-blue", "white-green", "white-yellow", "white-purple")
mode_nice = "[design] corner"
mode = "[replacetext(design, "-", "")]corner"
tile_dir_mode = 2
if("opposite corners")
var/design = input("Which design?", "Floor painter") in list("bar", "cmo", "yellowpatch", "cafeteria", "red-yellow", "red-blue", "red-green", "green-yellow", "green-blue", "blue-yellow")
mode_nice = design
if(design == "bar" || design == "cmo" || design == "yellowpatch" || design == "cafeteria")
mode = design
else
mode = "[replacetext(design, "-", "")]full"
if(design == "yellowpatch")
tile_dir_mode = 5
else
tile_dir_mode = 0
if("side/three corners")
var/design = input("Which design?", "Floor painter") in list("black", "red", "blue", "green", "yellow", "purple", "neutral", "white", "white-red", "white-blue", "white-green", "white-yellow", "white-purple", "red-yellow", "red-blue", "blue-red", "red-green", "green-yellow", "green-blue", "blue-yellow")
if(design == "white")
mode = "whitehall"
mode_nice = "white side"
tile_dir_mode = 1
else
mode_nice = design
mode = replacetext(design, "-", "")
tile_dir_mode = 1
if("special")
var/design = input("Which design?", "Floor painter") in list("arrival", "escape", "caution", "warning", "white-warning", "white-blue-green", "loadingarea", "delivery", "bot", "white-delivery", "white-bot")
if(design == "white-blue-green")
mode_nice = design
mode = "whitebluegreencorners"
tile_dir_mode = 2
else if(design == "delivery" || design == "bot")
mode_nice = design
mode = design
tile_dir_mode = 0
else if(design == "loadingarea")
mode_nice = design
mode = design
tile_dir_mode = 3
else
if(design == "white-warning")
mode_nice = design
design = "warnwhite"
var/s_corner = alert("Do you want to paint a single corner of the tile?", "Floor painter","Yes","No") == "Yes"
if(s_corner)
mode_nice = "[design] corner"
mode = "[design]corner"
if(design == "warning" || design == "white-warning") // sprites for these are weird, need to fix dirs (icons/turf/floors.dmi, "warningcorner" and "warnwhitecorner")
tile_dir_mode = 4
else
tile_dir_mode = 2
else
mode_nice = design
mode = design
tile_dir_mode = 1
if("letters")
var/which = input("Which letters/design?", "Floor painter") in list("A1", "A2", "DI", "SA", "SA (red)", "SB", "SB (red)", "SC", "SC (red)", "W (red)", "V (green)", "Psy", "Ex", "Ex (blue)", "CMO", "O (OP)", "P (OP)")
mode_nice = which
switch(which)
if("A1")
mode = "white_1"
if("A2")
mode = "white_2"
if("DI")
mode = "white_d"
if("SA")
mode = "white_a"
if("SA (red)")
mode = "whitered_a"
tile_dir_mode = 3
if("SB")
mode = "white_b"
if("SB (red)")
mode = "whitered_b"
tile_dir_mode = 3
if("SC")
mode = "white_c"
if("SC (red)")
mode = "whitered_c"
tile_dir_mode = 3
if("W (red)")
mode = "whitered_w"
tile_dir_mode = 3
if("V (green)")
mode = "whitegreen_v"
tile_dir_mode = 3
if("Psy")
mode = "white_p"
if("Ex")
mode = "white_ex"
if("Ex (blue)")
mode = "whiteblue_ex"
tile_dir_mode = 3
if("CMO") // yes this is also in "opposite corners" choices, but it's a different icon_state (!!)
mode = "white_cmo"
if("O (OP)")
mode = "white_halfo"
if("P (OP)")
mode = "white_halfp"
/obj/item/device/floor_painter/examine()
..()
usr << "It is in [mode_nice] mode."
+1 -21
View File
@@ -65,24 +65,4 @@
else
user << "<span class='notice'>Where are the lips on that?</span>"
//you can wipe off lipstick with paper!
/obj/item/weapon/paper/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(user.zone_sel.selecting == "mouth")
if(!istype(M, /mob)) return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H == user)
user << "<span class='notice'>You wipe off the lipstick with [src].</span>"
H.lip_style = null
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You begin to wipe off [H]'s lipstick.</span>")
if(do_after(user, 10) && do_after(H, 10, 5, 0)) //user needs to keep their active hand, H does not.
user.visible_message("<span class='notice'>[user] wipes [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You wipe off [H]'s lipstick.</span>")
H.lip_style = null
H.update_body()
else
..()
//you can wipe off lipstick with paper! see code/modules/paperwork/paper.dm, paper/attack()
@@ -397,7 +397,7 @@
/obj/item/weapon/storage/box/mousetraps
name = "box of Pest-B-Gon mousetraps"
desc = "<B><FONT=red>WARNING:</FONT></B> <I>Keep out of reach of children</I>."
desc = "<B><FONT color='red'>WARNING:</FONT></B> <I>Keep out of reach of children</I>."
icon_state = "mousetraps"
New()
@@ -506,4 +506,4 @@
for(var/i = 0; i < 14; i++)
new /obj/item/weapon/light/tube(src)
for(var/i = 0; i < 7; i++)
new /obj/item/weapon/light/bulb(src)
new /obj/item/weapon/light/bulb(src)
@@ -202,6 +202,55 @@
icon_state = "Dpacket"
item_state = "Dpacket"
/obj/item/weapon/storage/fancy/cigar
name = "cigar case"
desc = "A case for holding your cigars when you are not smoking them."
icon_state = "cigarcase"
item_state = "cigarcase"
icon = 'icons/obj/cigarettes.dmi'
w_class = 1
throwforce = 2
flags = TABLEPASS
slot_flags = SLOT_BELT
storage_slots = 7
can_hold = list("/obj/item/clothing/mask/cigarette/cigar")
icon_type = "cigar"
/obj/item/weapon/storage/fancy/cigar/New()
..()
flags |= NOREACT
for(var/i = 1 to storage_slots)
new /obj/item/clothing/mask/cigarette/cigar(src)
create_reagents(15 * storage_slots)
/obj/item/weapon/storage/fancy/cigar/Del()
del(reagents)
..()
/obj/item/weapon/storage/fancy/cigar/update_icon()
icon_state = "[initial(icon_state)][contents.len]"
return
/obj/item/weapon/storage/fancy/cigar/remove_from_storage(obj/item/W as obj, atom/new_location)
var/obj/item/clothing/mask/cigarette/cigar/C = W
if(!istype(C)) return
reagents.trans_to(C, (reagents.total_volume/contents.len))
..()
/obj/item/weapon/storage/fancy/cigar/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
if(M == user && user.zone_sel.selecting == "mouth" && contents.len > 0 && !user.wear_mask)
var/obj/item/clothing/mask/cigarette/cigar/W = new /obj/item/clothing/mask/cigarette/cigar(user)
reagents.trans_to(W, (reagents.total_volume/contents.len))
user.equip_to_slot_if_possible(W, slot_wear_mask)
reagents.maximum_volume = 15 * contents.len
contents.len--
user << "<span class='notice'>You take a cigar out of the case.</span>"
update_icon()
else
..()
/*
* Vial Box
@@ -13,62 +13,58 @@
var/volume_rate = 500 //Needed for borg jetpack transfer
icon_action_button = "action_jetpack"
New()
..()
src.ion_trail = new /datum/effect/effect/system/ion_trail_follow()
src.ion_trail.set_up(src)
return
/obj/item/weapon/tank/jetpack/New()
..()
src.ion_trail = new /datum/effect/effect/system/ion_trail_follow()
src.ion_trail.set_up(src)
/obj/item/weapon/tank/jetpack/examine()
set src in usr
..()
if(air_contents.gas["oxygen"] < 10)
usr << text("\red <B>The meter on the [src.name] indicates you are almost out of air!</B>")
playsound(usr, 'sound/effects/alert.ogg', 50, 1)
examine()
set src in usr
..()
if(air_contents.gas["oxygen"] < 10)
usr << text("\red <B>The meter on the [src.name] indicates you are almost out of air!</B>")
playsound(usr, 'sound/effects/alert.ogg', 50, 1)
return
/obj/item/weapon/tank/jetpack/verb/toggle_rockets()
set name = "Toggle Jetpack Stabilization"
set category = "Object"
src.stabilization_on = !( src.stabilization_on )
usr << "You toggle the stabilization [stabilization_on? "on":"off"]."
/obj/item/weapon/tank/jetpack/verb/toggle()
set name = "Toggle Jetpack"
set category = "Object"
verb/toggle_rockets()
set name = "Toggle Jetpack Stabilization"
set category = "Object"
src.stabilization_on = !( src.stabilization_on )
usr << "You toggle the stabilization [stabilization_on? "on":"off"]."
return
on = !on
if(on)
icon_state = "[icon_state]-on"
ion_trail.start()
else
icon_state = initial(icon_state)
ion_trail.stop()
if (ismob(usr))
var/mob/M = usr
M.update_inv_back()
verb/toggle()
set name = "Toggle Jetpack"
set category = "Object"
on = !on
if(on)
icon_state = "[icon_state]-on"
// item_state = "[item_state]-on"
ion_trail.start()
else
icon_state = initial(icon_state)
// item_state = initial(item_state)
ion_trail.stop()
return
/obj/item/weapon/tank/jetpack/proc/allow_thrust(num, mob/living/user as mob)
if(!(src.on))
return 0
if((num < 0.005 || src.air_contents.total_moles < num))
src.ion_trail.stop()
return 0
var/datum/gas_mixture/G = src.air_contents.remove(num)
proc/allow_thrust(num, mob/living/user as mob)
if(!(src.on))
return 0
if((num < 0.005 || src.air_contents.total_moles < num))
src.ion_trail.stop()
return 0
var/allgases = G.gas["carbon_dioxide"] + G.gas["nitrogen"] + G.gas["oxygen"] + G.gas["phoron"]
if(allgases >= 0.005)
return 1
var/datum/gas_mixture/G = src.air_contents.remove(num)
del(G)
return
if(G.total_moles >= 0.005)
return 1
del(G)
return
ui_action_click()
toggle()
/obj/item/weapon/tank/jetpack/ui_action_click()
toggle()
/obj/item/weapon/tank/jetpack/void
@@ -77,10 +73,10 @@
icon_state = "jetpack-void"
item_state = "jetpack-void"
New()
..()
air_contents.adjust_gas("oxygen", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
return
/obj/item/weapon/tank/jetpack/void/New()
..()
air_contents.adjust_gas("oxygen", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
return
/obj/item/weapon/tank/jetpack/oxygen
name = "Jetpack (Oxygen)"
@@ -88,10 +84,10 @@
icon_state = "jetpack"
item_state = "jetpack"
New()
..()
air_contents.adjust_gas("oxygen", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
return
/obj/item/weapon/tank/jetpack/oxygen/New()
..()
air_contents.adjust_gas("oxygen", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
return
/obj/item/weapon/tank/jetpack/carbondioxide
name = "Jetpack (Carbon Dioxide)"
@@ -100,18 +96,18 @@
icon_state = "jetpack-black"
item_state = "jetpack-black"
New()
..()
src.ion_trail = new /datum/effect/effect/system/ion_trail_follow()
src.ion_trail.set_up(src)
//src.air_contents.carbon_dioxide = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
air_contents.adjust_gas("carbon_dioxide", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
return
/obj/item/weapon/tank/jetpack/carbondioxide/New()
..()
src.ion_trail = new /datum/effect/effect/system/ion_trail_follow()
src.ion_trail.set_up(src)
//src.air_contents.carbon_dioxide = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
air_contents.adjust_gas("carbon_dioxide", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
return
examine()
set src in usr
..()
if(air_contents.gas["carbon_dioxide"] < 10)
usr << text("\red <B>The meter on the [src.name] indicates you are almost out of air!</B>")
playsound(usr, 'sound/effects/alert.ogg', 50, 1)
return
/obj/item/weapon/tank/jetpack/carbondioxide/examine()
set src in usr
..()
if(air_contents.gas["carbon_dioxide"] < 10)
usr << text("\red <B>The meter on the [src.name] indicates you are almost out of air!</B>")
playsound(usr, 'sound/effects/alert.ogg', 50, 1)
return
+4 -4
View File
@@ -251,9 +251,9 @@
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
return
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
log_game("[key_name(user)] triggered a fueltank explosion.")
user << "\red That was stupid of you."
message_admins("[key_name_admin(user)] triggered a fueltank explosion with a welding tool.")
log_game("[key_name(user)] triggered a fueltank explosion with a welding tool.")
user << "\red You begin welding on the fueltank and with a moment of lucidity you realize, this might not have been the smartest thing you've ever done."
var/obj/structure/reagent_dispensers/fueltank/tank = O
tank.explode()
return
@@ -470,4 +470,4 @@
user << "Nothing to fix!"
else
return ..()
return ..()
@@ -25,10 +25,10 @@
if(istype(O, /obj/item/device/multitool))
user << "\red Resetting circuitry..."
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
sleep(50) // Sleeping time~
src.locked = 0
user << "\blue You disable the locking modules."
update_icon()
if(do_after(user, 20))
src.locked = 0
user << "<span class = 'caution'> You disable the locking modules.</span>"
update_icon()
return
else if(istype(O, /obj/item/weapon))
var/obj/item/weapon/W = O
@@ -87,6 +87,9 @@
src.locked = 1
user << "\blue You re-enable the locking modules."
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user,20))
src.locked = 1
user << "<span class = 'caution'> You re-enable the locking modules.</span>"
return
else
localopened = !localopened
+1
View File
@@ -163,6 +163,7 @@
/obj/structure/window/attackby(obj/item/W as obj, mob/user as mob)
if(!istype(W)) return//I really wish I did not need this
if(W.flags & NOBLUDGEON) return
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
+8 -8
View File
@@ -120,7 +120,7 @@ var/global/floorIsLava = 0
body += "<A href='?src=\ref[src];makeanimal=\ref[M]'>Animalize</A> | "
// DNA2 - Admin Hax
if(iscarbon(M))
if(M.dna && iscarbon(M))
body += "<br><br>"
body += "<b>DNA Blocks:</b><br><table border='0'><tr><th>&nbsp;</th><th>1</th><th>2</th><th>3</th><th>4</th><th>5</th>"
var/bname
@@ -369,21 +369,21 @@ var/global/floorIsLava = 0
if(6)
dat+="<B><FONT COLOR='maroon'>ERROR: Could not submit Feed story to Network.</B></FONT><HR><BR>"
if(src.admincaster_feed_channel.channel_name=="")
dat+="<FONT COLOR='maroon'>Invalid receiving channel name.</FONT><BR>"
dat+="<FONT COLOR='maroon'>•Invalid receiving channel name.</FONT><BR>"
if(src.admincaster_feed_message.body == "" || src.admincaster_feed_message.body == "\[REDACTED\]")
dat+="<FONT COLOR='maroon'>Invalid message body.</FONT><BR>"
dat+="<FONT COLOR='maroon'>•Invalid message body.</FONT><BR>"
dat+="<BR><A href='?src=\ref[src];ac_setScreen=[3]'>Return</A><BR>"
if(7)
dat+="<B><FONT COLOR='maroon'>ERROR: Could not submit Feed Channel to Network.</B></FONT><HR><BR>"
if(src.admincaster_feed_channel.channel_name =="" || src.admincaster_feed_channel.channel_name == "\[REDACTED\]")
dat+="<FONT COLOR='maroon'>Invalid channel name.</FONT><BR>"
dat+="<FONT COLOR='maroon'>•Invalid channel name.</FONT><BR>"
var/check = 0
for(var/datum/feed_channel/FC in news_network.network_channels)
if(FC.channel_name == src.admincaster_feed_channel.channel_name)
check = 1
break
if(check)
dat+="<FONT COLOR='maroon'>Channel name already in use.</FONT><BR>"
dat+="<FONT COLOR='maroon'>•Channel name already in use.</FONT><BR>"
dat+="<BR><A href='?src=\ref[src];ac_setScreen=[2]'>Return</A><BR>"
if(9)
dat+="<B>[src.admincaster_feed_channel.channel_name]: </B><FONT SIZE=1>\[created by: <FONT COLOR='maroon'>[src.admincaster_feed_channel.author]</FONT>\]</FONT><HR>"
@@ -497,9 +497,9 @@ var/global/floorIsLava = 0
if(16)
dat+="<B><FONT COLOR='maroon'>ERROR: Wanted Issue rejected by Network.</B></FONT><HR><BR>"
if(src.admincaster_feed_message.author =="" || src.admincaster_feed_message.author == "\[REDACTED\]")
dat+="<FONT COLOR='maroon'>Invalid name for person wanted.</FONT><BR>"
dat+="<FONT COLOR='maroon'>•Invalid name for person wanted.</FONT><BR>"
if(src.admincaster_feed_message.body == "" || src.admincaster_feed_message.body == "\[REDACTED\]")
dat+="<FONT COLOR='maroon'>Invalid description.</FONT><BR>"
dat+="<FONT COLOR='maroon'>•Invalid description.</FONT><BR>"
dat+="<BR><A href='?src=\ref[src];ac_setScreen=[0]'>Return</A><BR>"
if(17)
dat+={"
@@ -1142,4 +1142,4 @@ var/global/floorIsLava = 0
//
//ALL DONE
//*********************************************************************************************************
//
//
+1 -1
View File
@@ -310,7 +310,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
else
if(alert("Spawn that person a tome?",,"Yes","No")=="Yes")
M << "\red You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie. A tome, a message from your new master, appears on the ground."
new /obj/item/weapon/tome(M.loc)
new /obj/item/weapon/book/tome(M.loc)
else
M << "\red You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie."
var/glimpse=pick("1","2","3","4","5","6","7","8")
+53
View File
@@ -77,6 +77,12 @@ datum/preferences
var/language = "None" //Secondary language
var/list/gear //Custom/fluff item loadout.
//Some faction information.
var/home_system = "Unset" //System of birth.
var/citizenship = "None" //Current home system.
var/faction = "None" //Antag faction/general associated faction.
var/religion = "None" //Religious association.
//Mob preview
var/icon/preview_icon = null
var/icon/preview_icon_front = null
@@ -406,7 +412,14 @@ datum/preferences
dat += "<br><b>Body Color</b><br>"
dat += "<a href='?_src_=prefs;preference=skin;task=input'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(r_skin, 2)][num2hex(g_skin, 2)][num2hex(b_skin, 2)]'><table style='display:inline;' bgcolor='#[num2hex(r_skin, 2)][num2hex(g_skin, 2)][num2hex(b_skin)]'><tr><td>__</td></tr></table></font>"
dat += "<br><br><b>Background Information</b><br>"
dat += "<b>Home system</b>: <a href='byond://?src=\ref[user];preference=home_system;task=input'>[home_system]</a><br/>"
dat += "<b>Citizenship</b>: <a href='byond://?src=\ref[user];preference=citizenship;task=input'>[citizenship]</a><br/>"
dat += "<b>Faction</b>: <a href='byond://?src=\ref[user];preference=faction;task=input'>[faction]</a><br/>"
dat += "<b>Religion</b>: <a href='byond://?src=\ref[user];preference=religion;task=input'>[religion]</a><br/>"
dat += "<br><br>"
if(jobban_isbanned(user, "Syndicate"))
dat += "<b>You are banned from antagonist roles.</b>"
src.be_special = 0
@@ -1343,6 +1356,46 @@ datum/preferences
return
spawnpoint = choice
if("home_system")
var/choice = input(user, "Please choose a home system.") as null|anything in home_system_choices + list("Unset","Other")
if(!choice)
return
if(choice == "Other")
var/raw_choice = input(user, "Please enter a home system.") as text|null
if(raw_choice)
home_system = sanitize(copytext(raw_choice,1,MAX_MESSAGE_LEN))
return
home_system = choice
if("citizenship")
var/choice = input(user, "Please choose your current citizenship.") as null|anything in citizenship_choices + list("None","Other")
if(!choice)
return
if(choice == "Other")
var/raw_choice = input(user, "Please enter your current citizenship.", "Character Preference") as text|null
if(raw_choice)
citizenship = sanitize(copytext(raw_choice,1,MAX_MESSAGE_LEN))
return
citizenship = choice
if("faction")
var/choice = input(user, "Please choose a faction to work for.") as null|anything in faction_choices + list("None","Other")
if(!choice)
return
if(choice == "Other")
var/raw_choice = input(user, "Please enter a faction.") as text|null
if(raw_choice)
faction = sanitize(copytext(raw_choice,1,MAX_MESSAGE_LEN))
return
faction = choice
if("religion")
var/choice = input(user, "Please choose a religion.") as null|anything in religion_choices + list("None","Other")
if(!choice)
return
if(choice == "Other")
var/raw_choice = input(user, "Please enter a religon.") as text|null
if(raw_choice)
religion = sanitize(copytext(raw_choice,1,MAX_MESSAGE_LEN))
return
religion = choice
else
switch(href_list["preference"])
if("gender")
@@ -0,0 +1,53 @@
var/global/list/seen_citizenships = list()
var/global/list/seen_systems = list()
var/global/list/seen_factions = list()
var/global/list/seen_religions = list()
//Commenting this out for now until I work the lists it into the event generator/journalist/chaplain.
/proc/UpdateFactionList(mob/living/carbon/human/M)
/*if(M && M.client && M.client.prefs)
seen_citizenships |= M.client.prefs.citizenship
seen_systems |= M.client.prefs.home_system
seen_factions |= M.client.prefs.faction
seen_religions |= M.client.prefs.religion*/
return
var/global/list/citizenship_choices = list(
"Earth",
"Mars",
"Moghes",
"Ahdomai",
"Qerrbalak"
)
var/global/list/home_system_choices = list(
"Sol",
"Nyx",
"Tau Ceti",
"Epsilon Ursae Majoris",
"S'randarr"
)
var/global/list/faction_choices = list(
"Sol Central",
"Vey Med",
"Einstein Engines",
"Free Trade Union",
"NanoTrasen",
"Ward-Takahashi GMB",
"Gilthari Exports",
"Grayson Manufactories Ltd.",
"Aether Atmospherics",
"Zeng-Hu Pharmaceuticals",
"Hesphaistos Industries"
)
var/global/list/religion_choices = list(
"Unitarianism",
"Hinduism",
"Buddhist",
"Islamic",
"Christian",
"Agnostic",
"Deist"
)
@@ -166,6 +166,10 @@
S["skill_specialization"] >> skill_specialization
S["organ_data"] >> organ_data
S["gear"] >> gear
S["home_system"] >> home_system
S["citizenship"] >> citizenship
S["faction"] >> faction
S["religion"] >> religion
S["nanotrasen_relation"] >> nanotrasen_relation
//S["skin_style"] >> skin_style
@@ -225,6 +229,11 @@
if(!gear) src.gear = list()
//if(!skin_style) skin_style = "Default"
if(!home_system) home_system = "Unset"
if(!citizenship) citizenship = "None"
if(!faction) faction = "None"
if(!religion) religion = "None"
return 1
/datum/preferences/proc/save_character()
@@ -297,6 +306,10 @@
S["skill_specialization"] << skill_specialization
S["organ_data"] << organ_data
S["gear"] << gear
S["home_system"] << home_system
S["citizenship"] << citizenship
S["faction"] << faction
S["religion"] << religion
S["nanotrasen_relation"] << nanotrasen_relation
//S["skin_style"] << skin_style
+8
View File
@@ -33,16 +33,21 @@
return 1
/obj/item/clothing/proc/refit_for_species(var/target_species)
//Set species_restricted list
switch(target_species)
if("Human", "Skrell") //humanoid bodytypes
species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
else
species_restricted = list(target_species)
//Set icon
if (sprite_sheets_obj && (target_species in sprite_sheets_obj))
icon = sprite_sheets_obj[target_species]
else
icon = initial(icon)
/obj/item/clothing/head/helmet/refit_for_species(var/target_species)
//Set species_restricted list
switch(target_species)
if("Skrell")
species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
@@ -51,8 +56,11 @@
else
species_restricted = list(target_species)
//Set icon
if (sprite_sheets_obj && (target_species in sprite_sheets_obj))
icon = sprite_sheets_obj[target_species]
else
icon = initial(icon)
//Ears: headsets, earmuffs and tiny objects
+8 -8
View File
@@ -20,6 +20,9 @@
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
"Skrell" = 'icons/mob/species/skrell/helmet.dmi'
)
sprite_sheets_obj = list(
"Tajaran" = 'icons/obj/clothing/species/tajaran/hats.dmi',
)
attack_self(mob/user)
if(!isturf(user.loc))
@@ -65,6 +68,9 @@
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Skrell" = 'icons/mob/species/skrell/suit.dmi'
)
sprite_sheets_obj = list(
"Tajaran" = 'icons/obj/clothing/species/tajaran/suits.dmi',
)
//Breach thresholds, should ideally be inherited by most (if not all) hardsuits.
breach_threshold = 18
@@ -299,9 +305,6 @@
icon_state = "rig0-engineering"
item_state = "eng_helm"
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
sprite_sheets_obj = list(
"Tajaran" = 'icons/obj/clothing/species/tajaran/hats.dmi',
)
/obj/item/clothing/suit/space/rig/engineering
name = "engineering hardsuit"
@@ -311,9 +314,6 @@
slowdown = 1
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
sprite_sheets_obj = list(
"Tajaran" = 'icons/obj/clothing/species/tajaran/suits.dmi',
)
//Chief Engineer's rig
/obj/item/clothing/head/helmet/space/rig/engineering/chief
@@ -323,7 +323,6 @@
item_state = "ce_helm"
item_color = "white"
sprite_sheets = null
sprite_sheets_obj = null
/obj/item/clothing/suit/space/rig/engineering/chief
icon_state = "rig-white"
@@ -331,7 +330,6 @@
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
item_state = "ce_hardsuit"
sprite_sheets = null
sprite_sheets_obj = null
//Mining rig
/obj/item/clothing/head/helmet/space/rig/mining
@@ -412,6 +410,7 @@
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0.7
sprite_sheets = null
sprite_sheets_obj = null
/obj/item/clothing/suit/space/rig/wizard
icon_state = "rig-wiz"
@@ -424,6 +423,7 @@
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0.7
sprite_sheets = null
sprite_sheets_obj = null
//Medical Rig
/obj/item/clothing/head/helmet/space/rig/medical
+1 -1
View File
@@ -295,7 +295,7 @@
attack_self(mob/user)
if(user.r_hand == src || user.l_hand == src)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] uses [] to comb their hair with incredible style and sophistication. What a guy.", user, src), 1)
O.show_message(text("\red [] uses [] to comb their hair with incredible style and sophistication. What a [].", user, src, user.gender == FEMALE ? "lady" : "guy"), 1)
return
/obj/item/weapon/fluff/hugo_cinderbacth_1 //thatoneguy: Hugo Cinderbatch
@@ -23,6 +23,7 @@
possible_transfer_amounts = list(5)
volume = 5
can_be_placed_into = null
flags = FPRINT | TABLEPASS | OPENCONTAINER | NOBLUDGEON
/obj/item/weapon/reagent_containers/glass/rag/attack_self(mob/user as mob)
return
+22 -19
View File
@@ -147,7 +147,7 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
if(src.emagged)
dat += "<A href='?src=\ref[src];switchscreen=7'>7. Access the Forbidden Lore Vault</A><BR>"
if(src.arcanecheckout)
new /obj/item/weapon/tome(src.loc)
new /obj/item/weapon/book/tome(src.loc)
user << "<span class='warning'>Your sanity barely endures the seconds spent in the vault's browsing window. The only thing to remind you of this when you stop browsing is a dusty old tome sitting on the desk. You don't really remember printing it.</span>"
user.visible_message("[user] stares at the blank screen for a few moments, his expression frozen in fear. When he finally awakens from it, he looks a lot older.", 2)
src.arcanecheckout = 0
@@ -329,26 +329,29 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
if(scanner.cache)
var/choice = input("Are you certain you wish to upload this title to the Archive?") in list("Confirm", "Abort")
if(choice == "Confirm")
establish_old_db_connection()
if(!dbcon_old.IsConnected())
alert("Connection to Archive has been severed. Aborting.")
if(scanner.cache.unique)
alert("This book has been rejected from the database. Aborting!")
else
/*
var/sqltitle = dbcon.Quote(scanner.cache.name)
var/sqlauthor = dbcon.Quote(scanner.cache.author)
var/sqlcontent = dbcon.Quote(scanner.cache.dat)
var/sqlcategory = dbcon.Quote(upload_category)
*/
var/sqltitle = sanitizeSQL(scanner.cache.name)
var/sqlauthor = sanitizeSQL(scanner.cache.author)
var/sqlcontent = sanitizeSQL(scanner.cache.dat)
var/sqlcategory = sanitizeSQL(upload_category)
var/DBQuery/query = dbcon_old.NewQuery("INSERT INTO library (author, title, content, category) VALUES ('[sqlauthor]', '[sqltitle]', '[sqlcontent]', '[sqlcategory]')")
if(!query.Execute())
usr << query.ErrorMsg()
establish_old_db_connection()
if(!dbcon_old.IsConnected())
alert("Connection to Archive has been severed. Aborting.")
else
log_game("[usr.name]/[usr.key] has uploaded the book titled [scanner.cache.name], [length(scanner.cache.dat)] signs")
alert("Upload Complete.")
/*
var/sqltitle = dbcon.Quote(scanner.cache.name)
var/sqlauthor = dbcon.Quote(scanner.cache.author)
var/sqlcontent = dbcon.Quote(scanner.cache.dat)
var/sqlcategory = dbcon.Quote(upload_category)
*/
var/sqltitle = sanitizeSQL(scanner.cache.name)
var/sqlauthor = sanitizeSQL(scanner.cache.author)
var/sqlcontent = sanitizeSQL(scanner.cache.dat)
var/sqlcategory = sanitizeSQL(upload_category)
var/DBQuery/query = dbcon_old.NewQuery("INSERT INTO library (author, title, content, category) VALUES ('[sqlauthor]', '[sqltitle]', '[sqlcontent]', '[sqlcategory]')")
if(!query.Execute())
usr << query.ErrorMsg()
else
log_game("[usr.name]/[usr.key] has uploaded the book titled [scanner.cache.name], [length(scanner.cache.dat)] signs")
alert("Upload Complete.")
if(href_list["targetid"])
var/sqlid = sanitizeSQL(href_list["targetid"])
@@ -163,7 +163,6 @@ Deep minerals:
target_turf = locate(tx+j, ty+i, asteroid_z)
if(target_turf && target_turf.has_resources)
target_turf.resources = list()
target_turf.resources["silicates"] = rand(3,5)
target_turf.resources["carbonaceous rock"] = rand(3,5)
+67
View File
@@ -181,3 +181,70 @@
icon_opened = "miningcaropen"
icon_closed = "miningcar"
// Flags.
/obj/item/stack/flag
name = "flags"
desc = "Some colourful flags."
singular_name = "flag"
amount = 10
max_amount = 10
icon = 'icons/obj/mining.dmi'
var/upright = 0
var/base_state
/obj/item/stack/flag/New()
..()
base_state = icon_state
/obj/item/stack/flag/red
name = "red flags"
singular_name = "red flag"
icon_state = "redflag"
/obj/item/stack/flag/yellow
name = "yellow flags"
singular_name = "yellow flag"
icon_state = "yellowflag"
/obj/item/stack/flag/green
name = "green flags"
singular_name = "green flag"
icon_state = "greenflag"
/obj/item/stack/flag/attackby(obj/item/W as obj, mob/user as mob)
if(upright && istype(W,src.type))
src.attack_hand(user)
else
..()
/obj/item/stack/flag/attack_hand(user as mob)
if(upright)
upright = 0
icon_state = base_state
anchored = 0
src.visible_message("<b>[user]</b> knocks down [src].")
else
..()
/obj/item/stack/flag/attack_self(mob/user as mob)
var/obj/item/stack/flag/F = locate() in get_turf(src)
var/turf/T = get_turf(src)
if(!T || !istype(T,/turf/simulated/floor/plating/airless/asteroid))
user << "The flag won't stand up in this terrain."
return
if(F && F.upright)
user << "There is already a flag here."
return
var/obj/item/stack/flag/newflag = new src.type(T)
newflag.amount = 1
newflag.upright = 1
anchored = 1
newflag.name = newflag.singular_name
newflag.icon_state = "[newflag.base_state]_open"
newflag.visible_message("<b>[user]</b> plants [newflag] firmly in the ground.")
src.use(1)
+317 -393
View File
@@ -26,353 +26,333 @@
has_resources = 1
New()
. = ..()
/turf/simulated/mineral/New()
MineralSpread()
. = ..()
spawn(1)
var/turf/T
if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor)))
T = get_step(src, NORTH)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_s", layer=2)
if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor)))
T = get_step(src, SOUTH)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_n", layer=2)
if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor)))
T = get_step(src, EAST)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=2)
if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor)))
T = get_step(src, WEST)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=2)
MineralSpread()
spawn(2)
var/list/step_overlays = list("s" = NORTH, "n" = SOUTH, "w" = EAST, "e" = WEST)
for(var/direction in step_overlays)
var/turf/turf_to_check = get_step(src,step_overlays[direction])
ex_act(severity)
switch(severity)
if(2.0)
if (prob(70))
mined_ore = 1 //some of the stuff gets blown up
GetDrilled()
if(1.0)
mined_ore = 2 //some of the stuff gets blown up
if(istype(turf_to_check,/turf/simulated/floor/plating/airless/asteroid))
var/turf/simulated/floor/plating/airless/asteroid/T = turf_to_check
T.updateMineralOverlays()
else if(istype(turf_to_check,/turf/space) || istype(turf_to_check,/turf/simulated/floor))
turf_to_check.overlays += image('icons/turf/walls.dmi', "rock_side_[direction]")
/turf/simulated/mineral/ex_act(severity)
switch(severity)
if(2.0)
if (prob(70))
mined_ore = 1 //some of the stuff gets blown up
GetDrilled()
if(1.0)
mined_ore = 2 //some of the stuff gets blown up
GetDrilled()
/turf/simulated/mineral/Bumped(AM)
. = ..()
if(istype(AM,/mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
attackby(H.l_hand,H)
else if((istype(H.r_hand,/obj/item/weapon/pickaxe)) && H.hand)
attackby(H.r_hand,H)
else if(istype(AM,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = AM
if(istype(R.module_active,/obj/item/weapon/pickaxe))
attackby(R.module_active,R)
else if(istype(AM,/obj/mecha))
var/obj/mecha/M = AM
if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill))
M.selected.action(src)
/turf/simulated/mineral/proc/MineralSpread()
if(mineral && mineral.spread)
for(var/trydir in cardinal)
if(prob(mineral.spread_chance))
var/turf/simulated/mineral/random/target_turf = get_step(src, trydir)
if(istype(target_turf) && !target_turf.mineral)
target_turf.mineral = mineral
target_turf.UpdateMineral()
target_turf.MineralSpread()
Bumped(AM)
. = ..()
if(istype(AM,/mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
attackby(H.l_hand,H)
else if((istype(H.r_hand,/obj/item/weapon/pickaxe)) && H.hand)
attackby(H.r_hand,H)
/turf/simulated/mineral/proc/UpdateMineral()
if(!mineral)
name = "\improper Rock"
icon_state = "rock"
return
name = "\improper [mineral.display_name] deposit"
overlays.Cut()
overlays += "rock_[mineral.name]"
else if(istype(AM,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = AM
if(istype(R.module_active,/obj/item/weapon/pickaxe))
attackby(R.module_active,R)
//Not even going to touch this pile of spaghetti
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
else if(istype(AM,/obj/mecha))
var/obj/mecha/M = AM
if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill))
M.selected.action(src)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/device/core_sampler))
geologic_data.UpdateNearbyArtifactInfo(src)
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
return
proc/MineralSpread()
if(mineral && mineral.spread)
for(var/trydir in cardinal)
if(prob(mineral.spread_chance))
var/turf/simulated/mineral/random/target_turf = get_step(src, trydir)
if(istype(target_turf) && !target_turf.mineral)
target_turf.mineral = mineral
target_turf.UpdateMineral()
target_turf.MineralSpread()
if (istype(W, /obj/item/device/depth_scanner))
var/obj/item/device/depth_scanner/C = W
C.scan_atom(user, src)
return
if (istype(W, /obj/item/device/measuring_tape))
var/obj/item/device/measuring_tape/P = W
user.visible_message("\blue[user] extends [P] towards [src].","\blue You extend [P] towards [src].")
if(do_after(user,25))
user << "\blue \icon[P] [src] has been excavated to a depth of [2*excavation_level]cm."
return
proc/UpdateMineral()
if(!mineral)
name = "\improper Rock"
icon_state = "rock"
return
name = "\improper [mineral.display_name] deposit"
overlays.Cut()
overlays += "rock_[mineral.name]"
//Not even going to touch this pile of spaghetti
attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (istype(W, /obj/item/device/core_sampler))
geologic_data.UpdateNearbyArtifactInfo(src)
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
var/obj/item/weapon/pickaxe/P = W
if(last_act + P.digspeed > world.time)//prevents message spam
return
last_act = world.time
if (istype(W, /obj/item/device/depth_scanner))
var/obj/item/device/depth_scanner/C = W
C.scan_atom(user, src)
return
playsound(user, P.drill_sound, 20, 1)
if (istype(W, /obj/item/device/measuring_tape))
var/obj/item/device/measuring_tape/P = W
user.visible_message("\blue[user] extends [P] towards [src].","\blue You extend [P] towards [src].")
if(do_after(user,25))
user << "\blue \icon[P] [src] has been excavated to a depth of [2*excavation_level]cm."
return
//handle any archaeological finds we might uncover
var/fail_message
if(finds && finds.len)
var/datum/find/F = finds[1]
if(excavation_level + P.excavation_amount > F.excavation_required)
//Chance to destroy / extract any finds here
fail_message = ". <b>[pick("There is a crunching noise","[W] collides with some different rock","Part of the rock face crumbles away","Something breaks under [W]")]</b>"
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
user << "\red You start [P.drill_verb][fail_message ? fail_message : ""]."
var/obj/item/weapon/pickaxe/P = W
if(last_act + P.digspeed > world.time)//prevents message spam
return
last_act = world.time
if(fail_message && prob(90))
if(prob(25))
excavate_find(5, finds[1])
else if(prob(50))
finds.Remove(finds[1])
if(prob(50))
artifact_debris()
playsound(user, P.drill_sound, 20, 1)
if(do_after(user,P.digspeed))
user << "\blue You finish [P.drill_verb] the rock."
//handle any archaeological finds we might uncover
var/fail_message
if(finds && finds.len)
var/datum/find/F = finds[1]
if(excavation_level + P.excavation_amount > F.excavation_required)
//Chance to destroy / extract any finds here
fail_message = ", <b>[pick("there is a crunching noise","[W] collides with some different rock","part of the rock face crumbles away","something breaks under [W]")]</b>"
user << "\red You start [P.drill_verb][fail_message ? fail_message : ""]."
if(fail_message && prob(90))
if(prob(25))
excavate_find(5, finds[1])
else if(prob(50))
finds.Remove(finds[1])
if(prob(50))
artifact_debris()
if(do_after(user,P.digspeed))
user << "\blue You finish [P.drill_verb] the rock."
if(finds && finds.len)
var/datum/find/F = finds[1]
if(round(excavation_level + P.excavation_amount) == F.excavation_required)
//Chance to extract any items here perfectly, otherwise just pull them out along with the rock surrounding them
if(excavation_level + P.excavation_amount > F.excavation_required)
//if you can get slightly over, perfect extraction
excavate_find(100, F)
else
excavate_find(80, F)
else if(excavation_level + P.excavation_amount > F.excavation_required - F.clearance_range)
//just pull the surrounding rock out
excavate_find(0, F)
if( excavation_level + P.excavation_amount >= 100 )
//if players have been excavating this turf, leave some rocky debris behind
var/obj/structure/boulder/B
if(artifact_find)
if( excavation_level > 0 || prob(15) )
//boulder with an artifact inside
B = new(src)
if(artifact_find)
B.artifact_find = artifact_find
else
artifact_debris(1)
else if(prob(15))
//empty boulder
B = new(src)
if(B)
GetDrilled(0)
if(round(excavation_level + P.excavation_amount) == F.excavation_required)
//Chance to extract any items here perfectly, otherwise just pull them out along with the rock surrounding them
if(excavation_level + P.excavation_amount > F.excavation_required)
//if you can get slightly over, perfect extraction
excavate_find(100, F)
else
GetDrilled(1)
return
excavate_find(80, F)
excavation_level += P.excavation_amount
else if(excavation_level + P.excavation_amount > F.excavation_required - F.clearance_range)
//just pull the surrounding rock out
excavate_find(0, F)
//archaeo overlays
if(!archaeo_overlay && finds && finds.len)
var/datum/find/F = finds[1]
if(F.excavation_required <= excavation_level + F.view_range)
archaeo_overlay = "overlay_archaeo[rand(1,3)]"
overlays += archaeo_overlay
if( excavation_level + P.excavation_amount >= 100 )
//if players have been excavating this turf, leave some rocky debris behind
var/obj/structure/boulder/B
if(artifact_find)
if( excavation_level > 0 || prob(15) )
//boulder with an artifact inside
B = new(src)
if(artifact_find)
B.artifact_find = artifact_find
else
artifact_debris(1)
else if(prob(15))
//empty boulder
B = new(src)
//there's got to be a better way to do this
var/update_excav_overlay = 0
if(excavation_level >= 75)
if(excavation_level - P.excavation_amount < 75)
update_excav_overlay = 1
else if(excavation_level >= 50)
if(excavation_level - P.excavation_amount < 50)
update_excav_overlay = 1
else if(excavation_level >= 25)
if(excavation_level - P.excavation_amount < 25)
update_excav_overlay = 1
//update overlays displaying excavation level
if( !(excav_overlay && excavation_level > 0) || update_excav_overlay )
var/excav_quadrant = round(excavation_level / 25) + 1
excav_overlay = "overlay_excv[excav_quadrant]_[rand(1,3)]"
overlays += excav_overlay
/* Nope.
//extract pesky minerals while we're excavating
while(excavation_minerals.len && excavation_level > excavation_minerals[excavation_minerals.len])
DropMineral()
pop(excavation_minerals)
mineralAmt-- */
//drop some rocks
next_rock += P.excavation_amount * 10
while(next_rock > 100)
next_rock -= 100
var/obj/item/weapon/ore/O = new(src)
geologic_data.UpdateNearbyArtifactInfo(src)
O.geologic_data = geologic_data
else
return attack_hand(user)
proc/DropMineral()
if(!mineral)
return
var/obj/item/weapon/ore/O = new mineral.ore (src)
if(istype(O))
geologic_data.UpdateNearbyArtifactInfo(src)
O.geologic_data = geologic_data
return O
proc/GetDrilled(var/artifact_fail = 0)
//var/destroyed = 0 //used for breaking strange rocks
if (mineral && mineral.result_amount)
//if the turf has already been excavated, some of it's ore has been removed
for (var/i = 1 to mineral.result_amount - mined_ore)
DropMineral()
//destroyed artifacts have weird, unpleasant effects
//make sure to destroy them before changing the turf though
if(artifact_find && artifact_fail)
var/pain = 0
if(prob(50))
pain = 1
for(var/mob/living/M in range(src, 200))
M << "<font color='red'><b>[pick("A high pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!</b></font>"
if(pain)
flick("pain",M.pain)
if(prob(50))
M.adjustBruteLoss(5)
if(B)
GetDrilled(0)
else
flick("flash",M.flash)
if(prob(50))
M.Stun(5)
M.apply_effect(25, IRRADIATE)
GetDrilled(1)
return
var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid)
N.fullUpdateMineralOverlays()
excavation_level += P.excavation_amount
if(rand(1,500) == 1)
visible_message("<span class='notice'>An old dusty crate was buried within!</span>")
new /obj/structure/closet/crate/secure/loot(src)
//archaeo overlays
if(!archaeo_overlay && finds && finds.len)
var/datum/find/F = finds[1]
if(F.excavation_required <= excavation_level + F.view_range)
archaeo_overlay = "overlay_archaeo[rand(1,3)]"
overlays += archaeo_overlay
//there's got to be a better way to do this
var/update_excav_overlay = 0
if(excavation_level >= 75)
if(excavation_level - P.excavation_amount < 75)
update_excav_overlay = 1
else if(excavation_level >= 50)
if(excavation_level - P.excavation_amount < 50)
update_excav_overlay = 1
else if(excavation_level >= 25)
if(excavation_level - P.excavation_amount < 25)
update_excav_overlay = 1
//update overlays displaying excavation level
if( !(excav_overlay && excavation_level > 0) || update_excav_overlay )
var/excav_quadrant = round(excavation_level / 25) + 1
excav_overlay = "overlay_excv[excav_quadrant]_[rand(1,3)]"
overlays += excav_overlay
//drop some rocks
next_rock += P.excavation_amount * 10
while(next_rock > 100)
next_rock -= 100
var/obj/item/weapon/ore/O = new(src)
geologic_data.UpdateNearbyArtifactInfo(src)
O.geologic_data = geologic_data
else
return attack_hand(user)
/turf/simulated/mineral/proc/DropMineral()
if(!mineral)
return
var/obj/item/weapon/ore/O = new mineral.ore (src)
if(istype(O))
geologic_data.UpdateNearbyArtifactInfo(src)
O.geologic_data = geologic_data
return O
/turf/simulated/mineral/proc/GetDrilled(var/artifact_fail = 0)
//var/destroyed = 0 //used for breaking strange rocks
if (mineral && mineral.result_amount)
//if the turf has already been excavated, some of it's ore has been removed
for (var/i = 1 to mineral.result_amount - mined_ore)
DropMineral()
//destroyed artifacts have weird, unpleasant effects
//make sure to destroy them before changing the turf though
if(artifact_find && artifact_fail)
var/pain = 0
if(prob(50))
pain = 1
for(var/mob/living/M in range(src, 200))
M << "<font color='red'><b>[pick("A high pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!</b></font>"
if(pain)
flick("pain",M.pain)
if(prob(50))
M.adjustBruteLoss(5)
else
flick("flash",M.flash)
if(prob(50))
M.Stun(5)
M.apply_effect(25, IRRADIATE)
var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid)
for(var/i=0;i<rand(5);i++) N.overlay_detail = "asteroid[rand(0,9)]" //Add some rubble, you did just clear out a big chunk of rock.
N.updateMineralOverlays(1)
if(rand(1,500) == 1)
visible_message("<span class='notice'>An old dusty crate was buried within!</span>")
new /obj/structure/closet/crate/secure/loot(src)
proc/excavate_find(var/prob_clean = 0, var/datum/find/F)
//with skill and luck, players can cleanly extract finds
//otherwise, they come out inside a chunk of rock
var/obj/item/weapon/X
if(prob_clean)
X = new /obj/item/weapon/archaeological_find(src, new_item_type = F.find_type)
else
X = new /obj/item/weapon/ore/strangerock(src, inside_item_type = F.find_type)
geologic_data.UpdateNearbyArtifactInfo(src)
X:geologic_data = geologic_data
/turf/simulated/mineral/proc/excavate_find(var/prob_clean = 0, var/datum/find/F)
//with skill and luck, players can cleanly extract finds
//otherwise, they come out inside a chunk of rock
var/obj/item/weapon/X
if(prob_clean)
X = new /obj/item/weapon/archaeological_find(src, new_item_type = F.find_type)
else
X = new /obj/item/weapon/ore/strangerock(src, inside_item_type = F.find_type)
geologic_data.UpdateNearbyArtifactInfo(src)
X:geologic_data = geologic_data
//some find types delete the /obj/item/weapon/archaeological_find and replace it with something else, this handles when that happens
//yuck
var/display_name = "something"
if(!X)
X = last_find
if(X)
display_name = X.name
//some find types delete the /obj/item/weapon/archaeological_find and replace it with something else, this handles when that happens
//yuck
var/display_name = "something"
if(!X)
X = last_find
if(X)
display_name = X.name
//many finds are ancient and thus very delicate - luckily there is a specialised energy suspension field which protects them when they're being extracted
if(prob(F.prob_delicate))
var/obj/effect/suspension_field/S = locate() in src
if(!S || S.field_type != get_responsive_reagent(F.find_type))
if(X)
visible_message("\red<b>[pick("[display_name] crumbles away into dust","[display_name] breaks apart")].</b>")
del(X)
//many finds are ancient and thus very delicate - luckily there is a specialised energy suspension field which protects them when they're being extracted
if(prob(F.prob_delicate))
var/obj/effect/suspension_field/S = locate() in src
if(!S || S.field_type != get_responsive_reagent(F.find_type))
if(X)
visible_message("\red<b>[pick("[display_name] crumbles away into dust","[display_name] breaks apart")].</b>")
del(X)
finds.Remove(F)
finds.Remove(F)
proc/artifact_debris(var/severity = 0)
//cael's patented random limited drop componentized loot system!
//sky's patented not-fucking-retarded overhaul!
/turf/simulated/mineral/proc/artifact_debris(var/severity = 0)
//cael's patented random limited drop componentized loot system!
//sky's patented not-fucking-retarded overhaul!
//Give a random amount of loot from 1 to 3 or 5, varying on severity.
for(var/j in 1 to rand(1, 3 + max(min(severity, 1), 0) * 2))
switch(rand(1,7))
if(1)
var/obj/item/stack/rods/R = new(src)
R.amount = rand(5,25)
//Give a random amount of loot from 1 to 3 or 5, varying on severity.
for(var/j in 1 to rand(1, 3 + max(min(severity, 1), 0) * 2))
switch(rand(1,7))
if(1)
var/obj/item/stack/rods/R = new(src)
R.amount = rand(5,25)
if(2)
var/obj/item/stack/tile/R = new(src)
R.amount = rand(1,5)
if(2)
var/obj/item/stack/tile/R = new(src)
R.amount = rand(1,5)
if(3)
var/obj/item/stack/sheet/metal/R = new(src)
R.amount = rand(5,25)
if(3)
var/obj/item/stack/sheet/metal/R = new(src)
R.amount = rand(5,25)
if(4)
var/obj/item/stack/sheet/plasteel/R = new(src)
R.amount = rand(5,25)
if(4)
var/obj/item/stack/sheet/plasteel/R = new(src)
R.amount = rand(5,25)
if(5)
var/quantity = rand(1,3)
for(var/i=0, i<quantity, i++)
new /obj/item/weapon/shard(src)
if(5)
var/quantity = rand(1,3)
for(var/i=0, i<quantity, i++)
new /obj/item/weapon/shard(src)
if(6)
var/quantity = rand(1,3)
for(var/i=0, i<quantity, i++)
new /obj/item/weapon/shard/phoron(src)
if(7)
var/obj/item/stack/sheet/mineral/uranium/R = new(src)
R.amount = rand(5,25)
if(6)
var/quantity = rand(1,3)
for(var/i=0, i<quantity, i++)
new /obj/item/weapon/shard/phoron(src)
if(7)
var/obj/item/stack/sheet/mineral/uranium/R = new(src)
R.amount = rand(5,25)
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralSpawnChanceList = list("Uranium" = 5, "Platinum" = 5, "Iron" = 35, "Coal" = 35, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 10)
var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
New()
if (prob(mineralChance) && !mineral)
var/mineral_name = pickweight(mineralSpawnChanceList) //temp mineral name
/turf/simulated/mineral/random/New()
if (prob(mineralChance) && !mineral)
var/mineral_name = pickweight(mineralSpawnChanceList) //temp mineral name
if(!name_to_mineral)
SetupMinerals()
if(!name_to_mineral)
SetupMinerals()
if (mineral_name && mineral_name in name_to_mineral)
mineral = name_to_mineral[mineral_name]
UpdateMineral()
. = ..()
if (mineral_name && mineral_name in name_to_mineral)
mineral = name_to_mineral[mineral_name]
UpdateMineral()
. = ..()
/turf/simulated/mineral/random/high_chance
mineralChance = 25
@@ -395,16 +375,11 @@
has_resources = 1
/turf/simulated/floor/plating/airless/asteroid/New()
var/proper_name = name
..()
name = proper_name
//if (prob(50))
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
. = ..()
if(prob(20))
overlay_detail = "asteroid[rand(0,9)]"
spawn(2)
updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
switch(severity)
@@ -422,58 +397,37 @@
if(!W || !user)
return 0
if ((istype(W, /obj/item/weapon/shovel)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
var/list/usable_tools = list(
/obj/item/weapon/shovel,
/obj/item/weapon/pickaxe/diamonddrill,
/obj/item/weapon/pickaxe/drill,
/obj/item/weapon/pickaxe/borgdrill
)
var/valid_tool
for(var/valid_type in usable_tools)
if(istype(W,valid_type))
valid_tool = 1
break
if(valid_tool)
if (dug)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(loc, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(40)
if ((user.loc == T && user.get_active_hand() == W))
user << "\blue You dug a hole."
gets_dug()
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug)
user << "\red This area has already been dug"
if (!(istype(T)))
return
user << "\red You start digging."
playsound(loc, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
playsound(user.loc, 'sound/effects/rustle1.ogg', 50, 1)
sleep(30)
if ((user.loc == T && user.get_active_hand() == W))
user << "\blue You dug a hole."
gets_dug()
if(!do_after(user,40)) return
if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)) || (istype(W,/obj/item/weapon/pickaxe/borgdrill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
user << "\blue You dug a hole."
gets_dug()
if (dug)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(loc, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(0)
if ((user.loc == T && user.get_active_hand() == W))
user << "\blue You dug a hole."
gets_dug()
if(istype(W,/obj/item/weapon/storage/bag/ore))
else if(istype(W,/obj/item/weapon/storage/bag/ore))
var/obj/item/weapon/storage/bag/ore/S = W
if(S.collection_mode)
for(var/obj/item/weapon/ore/O in contents)
@@ -491,71 +445,41 @@
return
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
if(dug)
return
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
for(var/i=0;i<(rand(3)+2);i++)
new/obj/item/weapon/ore/glass(src)
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
return
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays(var/update_neighbors)
overlays.Cut()
spawn(2)
overlays.Cut()
var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
for(var/direction in step_overlays)
if(istype(get_step(src, NORTH), /turf/space))
overlays += image('icons/turf/floors.dmi', "asteroid_edge_north")
if(istype(get_step(src, SOUTH), /turf/space))
overlays += image('icons/turf/floors.dmi', "asteroid_edge_south")
if(istype(get_step(src, EAST), /turf/space))
overlays += image('icons/turf/floors.dmi', "asteroid_edge_east")
if(istype(get_step(src, WEST), /turf/space))
overlays += image('icons/turf/floors.dmi', "asteroid_edge_west")
if(istype(get_step(src, step_overlays[direction]), /turf/space))
overlays += image('icons/turf/floors.dmi', "asteroid_edge_[direction]")
if(overlay_detail) overlays += overlay_detail
if(istype(get_step(src, step_overlays[direction]), /turf/simulated/mineral))
overlays += image('icons/turf/walls.dmi', "rock_side_[direction]")
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
overlays += image('icons/turf/walls.dmi', "rock_side_n")
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
overlays += image('icons/turf/walls.dmi', "rock_side_s", layer=6)
if(istype(get_step(src, EAST), /turf/simulated/mineral))
overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6)
if(istype(get_step(src, WEST), /turf/simulated/mineral))
overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6)
/turf/simulated/floor/plating/airless/asteroid/proc/fullUpdateMineralOverlays()
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, WEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, WEST)
A.updateMineralOverlays()
if(istype(get_step(src, EAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, EAST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTH)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTH)
A.updateMineralOverlays()
updateMineralOverlays()
if(overlay_detail) overlays += overlay_detail
if(update_neighbors)
var/list/all_step_directions = list(NORTH,NORTHEAST,EAST,SOUTHEAST,SOUTH,SOUTHWEST,WEST,NORTHWEST)
for(var/direction in all_step_directions)
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, direction), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, direction)
A.updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/Entered(atom/movable/M as mob|obj)
..()
+1 -1
View File
@@ -79,7 +79,7 @@
/mob/dead/attackby(obj/item/W, mob/user)
if(istype(W,/obj/item/weapon/tome))
if(istype(W,/obj/item/weapon/book/tome))
var/mob/dead/M = src
if(src.invisibility != 0)
M.invisibility = 0
+18 -14
View File
@@ -99,25 +99,29 @@
return
/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null)
if(status_flags & GODMODE) return 0 //godmode
shock_damage *= siemens_coeff
if (shock_damage<1)
return 0
src.take_overall_damage(0,shock_damage,used_weapon="Electrocution")
//src.burn_skin(shock_damage)
//src.adjustFireLoss(shock_damage) //burn_skin will do this for us
//src.updatehealth()
src.visible_message(
"\red [src] was shocked by the [source]!", \
"\red <B>You feel a powerful shock course through your body!</B>", \
"\red You hear a heavy electrical crack." \
)
// if(src.stunned < shock_damage) src.stunned = shock_damage
Stun(10)//This should work for now, more is really silly and makes you lay there forever
// if(src.weakened < 20*siemens_coeff) src.weakened = 20*siemens_coeff
Weaken(10)
src.apply_damage(shock_damage, BURN, def_zone, used_weapon="Electrocution")
playsound(loc, "sparks", 50, 1, -1)
if (shock_damage > 10)
src.visible_message(
"\red [src] was shocked by the [source]!", \
"\red <B>You feel a powerful shock course through your body!</B>", \
"\red You hear a heavy electrical crack." \
)
Stun(10)//This should work for now, more is really silly and makes you lay there forever
Weaken(10)
else
src.visible_message(
"\red [src] was mildly shocked by the [source].", \
"\red You feel a mild shock course through your body.", \
"\red You hear a light zapping." \
)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, loc)
+12 -7
View File
@@ -531,13 +531,18 @@
if(wear_id)
return wear_id.GetID()
//Added a safety check in case you want to shock a human mob directly through electrocute_act.
/mob/living/carbon/human/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/safety = 0)
if(!safety)
if(gloves)
var/obj/item/clothing/gloves/G = gloves
siemens_coeff = G.siemens_coefficient
return ..(shock_damage,source,siemens_coeff)
//Removed the horrible safety parameter. It was only being used by ninja code anyways.
//Now checks siemens_coefficient of the affected area by default
/mob/living/carbon/human/electrocute_act(var/shock_damage, var/obj/source, var/base_siemens_coeff = 1.0, var/def_zone = null)
if(status_flags & GODMODE) return 0 //godmode
if (!def_zone)
def_zone = pick("l_hand", "r_hand")
var/datum/organ/external/affected_organ = get_organ(check_zone(def_zone))
var/siemens_coeff = base_siemens_coeff * get_siemens_coefficient_organ(affected_organ)
return ..(shock_damage, source, siemens_coeff, def_zone)
/mob/living/carbon/human/Topic(href, href_list)
@@ -16,7 +16,7 @@ emp_act
if(check_shields(P.damage, "the [P.name]"))
P.on_hit(src, 2, def_zone)
return 2
//Laserproof armour
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
@@ -59,7 +59,7 @@ emp_act
var/siemens_coeff = get_siemens_coefficient_organ(affected)
stun_amount *= siemens_coeff
agony_amount *= siemens_coeff
switch (def_zone)
if("head")
agony_amount *= 1.50
@@ -69,17 +69,17 @@ emp_act
c_hand = l_hand
else
c_hand = r_hand
if(c_hand && (stun_amount || agony_amount > 10))
msg_admin_attack("[src.name] ([src.ckey]) was disarmed by a stun effect")
u_equip(c_hand)
if (affected.status & ORGAN_ROBOT)
emote("me", 1, "drops what they were holding, their [affected.display_name] malfunctioning!")
else
var/emote_scream = pick("screams in pain and", "lets out a sharp cry and", "cries out and")
emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [affected.display_name]!")
..(stun_amount, agony_amount, def_zone)
/mob/living/carbon/human/getarmor(var/def_zone, var/type)
@@ -99,6 +99,19 @@ emp_act
organnum++
return (armorval/max(organnum, 1))
//this proc returns the Siemens coefficient of electrical resistivity for a particular external organ.
/mob/living/carbon/human/proc/get_siemens_coefficient_organ(var/datum/organ/external/def_zone)
if (!def_zone)
return 1.0
var/siemens_coefficient = 1.0
var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
for(var/obj/item/clothing/C in clothing_items)
if(istype(C) && (C.body_parts_covered & def_zone.body_part)) // Is that body part being targeted covered?
siemens_coefficient *= C.siemens_coefficient
return siemens_coefficient
//this proc returns the armour value for a particular external organ.
/mob/living/carbon/human/proc/getarmor_organ(var/datum/organ/external/def_zone, var/type)
@@ -113,20 +126,6 @@ emp_act
protection += C.armor[type]
return protection
//this proc returns the Siemens coefficient of electrical resistivity for a particular external organ.
/mob/living/carbon/human/proc/get_siemens_coefficient_organ(var/datum/organ/external/def_zone)
if (!def_zone)
return 1.0
var/siemens_coefficient = 1.0
var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
for(var/obj/item/clothing/C in clothing_items)
if(istype(C) && (C.body_parts_covered & def_zone.body_part)) // Is that body part being targeted covered?
siemens_coefficient *= C.siemens_coefficient
return siemens_coefficient
/mob/living/carbon/human/proc/check_head_coverage()
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform)
@@ -185,7 +184,7 @@ emp_act
if(!I || !user) return 0
var/target_zone = def_zone? check_zone(def_zone) : get_zone_with_miss_chance(user.zone_sel.selecting, src)
if(user == src) // Attacking yourself can't miss
target_zone = user.zone_sel.selecting
if(!target_zone)
@@ -275,17 +274,17 @@ emp_act
if(bloody)
bloody_body(src)
//Melee weapon embedded object code.
if (I.damtype == BRUTE && !I.is_robot_module())
var/damage = I.force
if (armor)
damage /= armor+1
//blunt objects should really not be embedding in things unless a huge amount of force is involved
var/embed_chance = weapon_sharp? damage/I.w_class : damage/(I.w_class*3)
var/embed_threshold = weapon_sharp? 5*I.w_class : 15*I.w_class
//Sharp objects will always embed if they do enough damage.
if((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance)))
affecting.embed(I)
@@ -300,14 +299,14 @@ emp_act
var/obj/item/weapon/W = O
dtype = W.damtype
var/throw_damage = O.throwforce*(speed/5)
var/zone
if (istype(O.thrower, /mob/living))
var/mob/living/L = O.thrower
zone = check_zone(L.zone_sel.selecting)
else
zone = ran_zone("chest",75) //Hits a random part of the body, geared towards the chest
//check if we hit
if (O.throw_source)
var/distance = get_dist(O.throw_source, loc)
@@ -318,15 +317,15 @@ emp_act
if(!zone)
visible_message("\blue \The [O] misses [src] narrowly!")
return
O.throwing = 0 //it hit, so stop moving
if ((O.thrower != src) && check_shields(throw_damage, "[O]"))
return
var/datum/organ/external/affecting = get_organ(zone)
var/hit_area = affecting.display_name
src.visible_message("\red [src] has been hit in the [hit_area] by [O].")
var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here
@@ -350,16 +349,16 @@ emp_act
var/damage = throw_damage
if (armor)
damage /= armor+1
//blunt objects should really not be embedding in things unless a huge amount of force is involved
var/embed_chance = sharp? damage/I.w_class : damage/(I.w_class*3)
var/embed_threshold = sharp? 5*I.w_class : 15*I.w_class
//Sharp objects will always embed if they do enough damage.
//Thrown sharp objects have some momentum already and have a small chance to embed even if the damage is below the threshold
if((sharp && prob(damage/(10*I.w_class)*100)) || (damage > embed_threshold && prob(embed_chance)))
affecting.embed(I)
// Begin BS12 momentum-transfer code.
if(O.throw_source && speed >= 15)
var/obj/item/weapon/W = O
@@ -291,7 +291,6 @@
if(H.mind)
H.mind.transfer_to(S)
S.key = H
for(var/mob/living/carbon/monkey/diona/D in H.contents)
if(D.client)
+2
View File
@@ -14,6 +14,7 @@ var/list/department_radio_keys = list(
":t" = "Syndicate", "#t" = "Syndicate", ".t" = "Syndicate",
":u" = "Supply", "#u" = "Supply", ".u" = "Supply",
":g" = "changeling", "#g" = "changeling", ".g" = "changeling",
":d" = "dronechat", "#d" = "dronechat", ".d" = "dronechat",
":R" = "right ear", "#R" = "right ear", ".R" = "right ear",
":L" = "left ear", "#L" = "left ear", ".L" = "left ear",
@@ -30,6 +31,7 @@ var/list/department_radio_keys = list(
":T" = "Syndicate", "#T" = "Syndicate", ".T" = "Syndicate",
":U" = "Supply", "#U" = "Supply", ".U" = "Supply",
":G" = "changeling", "#G" = "changeling", ".G" = "changeling",
":D" = "dronechat", "#D" = "dronechat", ".D" = "dronechat",
//kinda localization -- rastaf0
//same keys as above, but on russian keyboard layout. This file uses cp1251 as encoding.
@@ -110,7 +110,7 @@
return emote(copytext(message,2))
else if(length(message) >= 2)
if(copytext(message, 1 ,3) == ":d" || copytext(message, 1 ,3) == ":D")
if(parse_message_mode(message, "NONE") == "dronechat")
if(!is_component_functioning("radio"))
src << "\red Your radio transmitter isn't functional."
+18 -5
View File
@@ -281,10 +281,13 @@
/mob/living/silicon/robot/proc/updatename(var/prefix as text)
if(prefix)
modtype = prefix
if(istype(mmi, /obj/item/device/mmi/posibrain))
braintype = "Android"
if(mmi)
if(istype(mmi, /obj/item/device/mmi/posibrain))
braintype = "Android"
else
braintype = "Cyborg"
else
braintype = "Cyborg"
braintype = "Robot"
var/changed_name = ""
if(custom_name)
@@ -592,6 +595,10 @@
return
if (istype(W, /obj/item/weapon/weldingtool))
if (src == user)
user << "<span class='warning'>You lack the reach to be able to repair yourself.</span>"
return
if (!getBruteLoss())
user << "Nothing to fix here!"
return
@@ -1091,18 +1098,24 @@
/mob/living/silicon/robot/Topic(href, href_list)
..()
if(usr != src)
return
if (href_list["showalerts"])
robot_alerts()
return
if (href_list["mod"])
var/obj/item/O = locate(href_list["mod"])
if (O)
if (istype(O) && (O.loc == src))
O.attack_self(src)
if (href_list["act"])
var/obj/item/O = locate(href_list["act"])
if (!istype(O) || !(O in src.module.modules))
return
if(activated(O))
src << "Already activated"
return
@@ -398,14 +398,14 @@
/obj/item/weapon/robot_module/drone
name = "drone module"
stacktypes = list(
/obj/item/stack/sheet/wood/cyborg = 1,
/obj/item/stack/sheet/mineral/plastic/cyborg = 1,
/obj/item/stack/sheet/rglass/cyborg = 5,
/obj/item/stack/sheet/wood = 1,
/obj/item/stack/sheet/mineral/plastic = 1,
/obj/item/stack/sheet/rglass = 5,
/obj/item/stack/tile/wood = 5,
/obj/item/stack/rods = 15,
/obj/item/stack/tile/plasteel = 15,
/obj/item/stack/sheet/metal/cyborg = 20,
/obj/item/stack/sheet/glass/cyborg = 20,
/obj/item/stack/sheet/metal = 20,
/obj/item/stack/sheet/glass = 20,
/obj/item/weapon/cable_coil = 30
)
@@ -226,7 +226,9 @@
adjustBruteLoss(damage)
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
if(!Proj || Proj.nodamage)
return
adjustBruteLoss(Proj.damage)
return 0
+16 -19
View File
@@ -736,28 +736,23 @@ note dizziness decrements automatically in the mob's Life() proc.
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
/mob/proc/update_canmove()
var/is_movable
if(buckled && istype(buckled))
is_movable = buckled.movable
if(buckled && !is_movable)
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/V = buckled
if(stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
lying = 1
canmove = 0
pixel_y = V.mob_offset_y - 5
else
lying = 0
canmove = 1
pixel_y = V.mob_offset_y
else if(buckled && (!buckled.movable))
anchored = 1
canmove = 0
if(istype(buckled,/obj/structure/stool/bed/chair) )
lying = 0
else if(istype(buckled, /obj/vehicle))
var/obj/vehicle/V = buckled
if(V.standing_mob)
lying = 0
else
lying = 1
else
lying = 1
else if(buckled && is_movable)
anchored = 0
canmove = 1
lying = 0
else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
lying = 1
canmove = 0
@@ -963,8 +958,7 @@ mob/proc/yank_out_object()
if(valid_objects.len == 1) //Yanking out last object - removing verb.
src.verbs -= /mob/proc/yank_out_object
if(istype(src,/mob/living/carbon/human))
if(ishuman(src))
var/mob/living/carbon/human/H = src
var/datum/organ/external/affected
@@ -975,7 +969,6 @@ mob/proc/yank_out_object()
affected.implants -= selection
H.shock_stage+=20
H.bloody_hands(S)
affected.take_damage((selection.w_class * 3), 0, 0, 1, "Embedded object extraction")
if(prob(selection.w_class * 5)) //I'M SO ANEMIC I COULD JUST -DIE-.
@@ -983,6 +976,10 @@ mob/proc/yank_out_object()
affected.wounds += I
H.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
if (ishuman(U))
var/mob/living/carbon/human/human_user = U
human_user.bloody_hands(H)
selection.loc = get_turf(src)
for(var/obj/item/weapon/O in pinned)
@@ -301,6 +301,7 @@
var/mob/living/carbon/human/character = create_character() //creates the human and transfers vars and mind
job_master.EquipRank(character, rank, 1) //equips the human
UpdateFactionList(character)
EquipCustomItems(character)
//Find our spawning point.
@@ -330,6 +331,9 @@
if(character.mind.assigned_role != "Cyborg")
data_core.manifest_inject(character)
ticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc. //TODO!!!!! ~Carn
//Grab some data from the character prefs for use in random news procs.
AnnounceArrival(character, rank, join_message)
else
@@ -118,6 +118,11 @@
name = "Ponytail 3"
icon_state = "hair_ponytail3"
ponytail4
name = "Ponytail 4"
icon_state = "hair_ponytail4"
gender = FEMALE
sideponytail
name = "Side Ponytail"
icon_state = "hair_stail"
@@ -156,6 +161,11 @@
gender = FEMALE
species_allowed = list("Human","Unathi")
beehive2
name = "Beehive 2"
icon_state = "hair_beehive2"
gender = FEMALE
bobcurl
name = "Bobcurl"
icon_state = "hair_bobcurl"
@@ -189,6 +199,16 @@
icon_state = "hair_combover"
gender = MALE
father
name = "Father"
icon_state = "hair_father"
gender = MALE
reversemohawk
name = "Reverse Mohawk"
icon_state = "hair_reversemohawk"
gender = MALE
devillock
name = "Devil Lock"
icon_state = "hair_devilock"
@@ -223,6 +243,11 @@
name = "Emo"
icon_state = "hair_emo"
longemo
name = "Long Emo"
icon_state = "hair_emolong"
gender = FEMALE
shortovereye
name = "Overeye Short"
icon_state = "hair_shortovereye"
@@ -286,6 +311,11 @@
icon_state = "hair_braid"
gender = FEMALE
mbraid
name = "Medium Braid"
icon_state = "hair_shortbraid"
gender = FEMALE
braid2
name = "Long Braid"
icon_state = "hair_hbraid"
+2 -1
View File
@@ -87,6 +87,8 @@
return 1
if (istype(other, src.type) || istype(src, other.type))
return 1
if(src.alien_talk_understand && other.alien_talk_understand)
return 1
return 0
//Language check.
@@ -159,4 +161,3 @@
return L
return null
-2
View File
@@ -128,8 +128,6 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
continue
for(var/datum/wound/W in temp.wounds) if(W.bleeding())
blood_max += W.damage / 4
if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED) && !temp.amputated)
blood_max += 20 //Yer missing a fucking limb.
if (temp.open)
blood_max += 2 //Yer stomach is cut open
drip(blood_max)
+32 -16
View File
@@ -155,14 +155,14 @@
// sync the organ's damage with its wounds
src.update_damages()
//If limb took enough damage, try to cut or tear it off
if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you.
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if( (edge && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
droplimb(1)
return
owner.updatehealth()
var/result = update_icon()
@@ -291,6 +291,8 @@ This function completely restores a damaged organ to perfect condition.
//Determines if we even need to process this organ.
/datum/organ/external/proc/need_process()
if(destspawn) //Missing limb is missing
return 0
if(status && status != ORGAN_ROBOT) // If it's robotic, that's fine it will have a status.
return 1
if(brute_dam || burn_dam)
@@ -305,17 +307,6 @@ This function completely restores a damaged organ to perfect condition.
return 0
/datum/organ/external/process()
// Process wounds, doing healing etc. Only do this every few ticks to save processing power
if(owner.life_tick % wound_update_accuracy == 0)
update_wounds()
//Chem traces slowly vanish
if(owner.life_tick % 10 == 0)
for(var/chemID in trace_chemicals)
trace_chemicals[chemID] = trace_chemicals[chemID] - 1
if(trace_chemicals[chemID] <= 0)
trace_chemicals.Remove(chemID)
//Dismemberment
if(status & ORGAN_DESTROYED)
if(!destspawn && config.limbs_can_break)
@@ -327,6 +318,17 @@ This function completely restores a damaged organ to perfect condition.
owner.update_body(1)
return
// Process wounds, doing healing etc. Only do this every few ticks to save processing power
if(owner.life_tick % wound_update_accuracy == 0)
update_wounds()
//Chem traces slowly vanish
if(owner.life_tick % 10 == 0)
for(var/chemID in trace_chemicals)
trace_chemicals[chemID] = trace_chemicals[chemID] - 1
if(trace_chemicals[chemID] <= 0)
trace_chemicals.Remove(chemID)
//Bone fracurtes
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
src.fracture()
@@ -585,13 +587,27 @@ Note that amputating the affected organ does in fact remove the infection from t
src.status &= ~ORGAN_BROKEN
src.status &= ~ORGAN_BLEEDING
src.status &= ~ORGAN_SPLINTED
src.status &= ~ORGAN_DEAD
for(var/implant in implants)
del(implant)
germ_level = 0
//Replace all wounds on that arm with one wound on parent organ.
wounds.Cut()
if (parent)
var/datum/wound/W
if(max_damage < 50)
W = new/datum/wound/lost_limb/small(max_damage)
else
W = new/datum/wound/lost_limb(max_damage)
parent.wounds += W
parent.update_damages()
update_damages()
// If any organs are attached to this, destroy them
for(var/datum/organ/external/O in owner.organs)
if(O.parent == src)
O.droplimb(1)
for(var/datum/organ/external/O in children)
O.droplimb(1)
var/obj/organ //Dropped limb object
switch(body_part)
+29 -17
View File
@@ -31,7 +31,7 @@
var/germ_level = 0
/* These are defined by the wound type and should not be changed */
// stages such as "cut", "deep cut", etc.
var/list/stages
// internal wounds can only be fixed through surgery
@@ -51,7 +51,7 @@
// helper lists
var/tmp/list/desc_list = list()
var/tmp/list/damage_list = list()
New(var/damage)
created = world.time
@@ -65,7 +65,7 @@
src.damage = damage
max_bleeding_stage = src.desc_list.len - max_bleeding_stage
// initialize with the appropriate stage
src.init_stage(damage)
@@ -74,7 +74,7 @@
// returns 1 if there's a next stage, 0 otherwise
proc/init_stage(var/initial_damage)
current_stage = stages.len
while(src.current_stage > 1 && src.damage_list[current_stage-1] <= initial_damage / src.amount)
src.current_stage--
@@ -84,20 +84,20 @@
// the amount of damage per wound
proc/wound_damage()
return src.damage / src.amount
proc/can_autoheal()
if(src.wound_damage() <= autoheal_cutoff)
return 1
return is_treated()
// checks whether the wound has been appropriately treated
proc/is_treated()
if(damage_type == BRUISE || damage_type == CUT)
return bandaged
else if(damage_type == BURN)
return salved
// Checks whether other other can be merged into src.
proc/can_merge(var/datum/wound/other)
if (other.type != src.type) return 0
@@ -128,10 +128,10 @@
if (disinfected)
germ_level = 0 //reset this, just in case
return 0
if (damage_type == BRUISE && !bleeding()) //bruises only infectable if bleeding
return 0
var/dam_coef = round(damage/10)
switch (damage_type)
if (BRUISE)
@@ -179,32 +179,32 @@
proc/can_worsen(damage_type, damage)
if (src.damage_type != damage_type)
return 0 //incompatible damage types
if (src.amount > 1)
return 0
//with 1.5*, a shallow cut will be able to carry at most 30 damage,
//37.5 for a deep cut
//52.5 for a flesh wound, etc.
var/max_wound_damage = 1.5*src.damage_list[1]
if (src.damage + damage > max_wound_damage)
return 0
return 1
proc/bleeding()
if (src.internal)
return 0 // internal wounds don't bleed in the sense of this function
if (current_stage > max_bleeding_stage)
return 0
if (bandaged||clamped)
return 0
if (wound_damage() <= 30 && bleed_timer <= 0)
return 0 //Bleed timer has run out. Wounds with more than 30 damage don't stop bleeding on their own.
return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5)
/** CUTS **/
@@ -273,3 +273,15 @@ datum/wound/cut/massive
stages = list("severed vein" = 30, "cut vein" = 20, "damaged vein" = 10, "bruised vein" = 5)
autoheal_cutoff = 5
max_bleeding_stage = 0 //all stages bleed. It's called internal bleeding after all.
/** EXTERNAL ORGAN LOSS **/
/datum/wound/lost_limb
damage_type = CUT
stages = list("ripped stump" = 65, "bloody stump" = 50, "clotted stump" = 25, "scarred stump" = 0)
max_bleeding_stage = 3
can_merge(var/datum/wound/other)
return 0 //cannot be merged
/datum/wound/lost_limb/small
stages = list("ripped stump" = 40, "bloody stump" = 30, "clotted stump" = 15, "scarred stump" = 0)
+33 -21
View File
@@ -44,6 +44,7 @@
return
/obj/item/weapon/clipboard/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/paper) || istype(W, /obj/item/weapon/photo))
user.drop_item()
W.loc = src
@@ -51,9 +52,11 @@
toppaper = W
user << "<span class='notice'>You clip the [W] onto \the [src].</span>"
update_icon()
else if(toppaper)
toppaper.attackby(usr.get_active_hand(), usr)
else if(istype(toppaper) && istype(W, /obj/item/weapon/pen))
toppaper.attackby(W, usr)
update_icon()
return
/obj/item/weapon/clipboard/attack_self(mob/user as mob)
@@ -85,32 +88,39 @@
if((usr.stat || usr.restrained()))
return
if(usr.contents.Find(src))
if(src.loc == usr)
if(href_list["pen"])
if(haspen)
if(istype(haspen) && (haspen.loc == src))
haspen.loc = usr.loc
usr.put_in_hands(haspen)
haspen = null
if(href_list["addpen"])
else if(href_list["addpen"])
if(!haspen)
if(istype(usr.get_active_hand(), /obj/item/weapon/pen))
var/obj/item/weapon/pen/W = usr.get_active_hand()
var/obj/item/weapon/pen/W = usr.get_active_hand()
if(istype(W, /obj/item/weapon/pen))
usr.drop_item()
W.loc = src
haspen = W
usr << "<span class='notice'>You slot the pen into \the [src].</span>"
if(href_list["write"])
var/obj/item/P = locate(href_list["write"])
if(P)
if(usr.get_active_hand())
P.attackby(usr.get_active_hand(), usr)
else if(href_list["write"])
var/obj/item/weapon/P = locate(href_list["write"])
if(P && (P.loc == src) && istype(P, /obj/item/weapon/paper) && (P == toppaper) )
var/obj/item/I = usr.get_active_hand()
if(istype(I, /obj/item/weapon/pen))
P.attackby(I, usr)
if(href_list["remove"])
else if(href_list["remove"])
var/obj/item/P = locate(href_list["remove"])
if(P)
if(P && (P.loc == src) && (istype(P, /obj/item/weapon/paper) || istype(P, /obj/item/weapon/photo)) )
P.loc = usr.loc
usr.put_in_hands(P)
if(P == toppaper)
@@ -121,9 +131,11 @@
else
toppaper = null
if(href_list["read"])
else if(href_list["read"])
var/obj/item/weapon/paper/P = locate(href_list["read"])
if(P)
if(P && (P.loc == src) && istype(P, /obj/item/weapon/paper) )
if(!(istype(usr, /mob/living/carbon/human) || istype(usr, /mob/dead/observer) || istype(usr, /mob/living/silicon)))
usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY>[stars(P.info)][P.stamps]</BODY></HTML>", "window=[P.name]")
onclose(usr, "[P.name]")
@@ -131,18 +143,18 @@
usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY>[P.info][P.stamps]</BODY></HTML>", "window=[P.name]")
onclose(usr, "[P.name]")
if(href_list["look"])
else if(href_list["look"])
var/obj/item/weapon/photo/P = locate(href_list["look"])
if(P)
if(P && (P.loc == src) && istype(P, /obj/item/weapon/photo) )
P.show(usr)
if(href_list["top"])
else if(href_list["top"]) // currently unused
var/obj/item/P = locate(href_list["top"])
if(P)
if(P && (P.loc == src) && istype(P, /obj/item/weapon/paper) )
toppaper = P
usr << "<span class='notice'>You move [P.name] to the top.</span>"
//Update everything
attack_self(usr)
update_icon()
return
return
+5 -6
View File
@@ -57,9 +57,7 @@
user.set_machine(src)
var/dat = "<center><table>"
var/i
for(i=contents.len, i>=1, i--)
var/obj/item/P = contents[i]
for(var/obj/item/P in src)
dat += "<tr><td><a href='?src=\ref[src];retrieve=\ref[P]'>[P.name]</a></td></tr>"
dat += "</table></center>"
user << browse("<html><head><title>[name]</title></head><body>[dat]</body></html>", "window=filingcabinet;size=350x300")
@@ -89,12 +87,13 @@
//var/retrieveindex = text2num(href_list["retrieve"])
var/obj/item/P = locate(href_list["retrieve"])//contents[retrieveindex]
if(P && in_range(src, usr))
if(istype(P) && (P.loc == src) && src.Adjacent(usr))
usr.put_in_hands(P)
updateUsrDialog()
icon_state = "[initial(icon_state)]-open"
sleep(5)
icon_state = initial(icon_state)
spawn(0)
sleep(5)
icon_state = initial(icon_state)
/*
+9 -9
View File
@@ -59,34 +59,34 @@
if((usr.stat || usr.restrained()))
return
if(usr.contents.Find(src))
if(src.loc == usr)
if(href_list["remove"])
var/obj/item/P = locate(href_list["remove"])
if(P && P.loc == src)
if(P && (P.loc == src) && istype(P))
P.loc = usr.loc
usr.put_in_hands(P)
if(href_list["read"])
else if(href_list["read"])
var/obj/item/weapon/paper/P = locate(href_list["read"])
if(P)
if(P && (P.loc == src) && istype(P))
if(!(istype(usr, /mob/living/carbon/human) || istype(usr, /mob/dead/observer) || istype(usr, /mob/living/silicon)))
usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY>[stars(P.info)][P.stamps]</BODY></HTML>", "window=[P.name]")
onclose(usr, "[P.name]")
else
usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY>[P.info][P.stamps]</BODY></HTML>", "window=[P.name]")
onclose(usr, "[P.name]")
if(href_list["look"])
else if(href_list["look"])
var/obj/item/weapon/photo/P = locate(href_list["look"])
if(P)
if(P && (P.loc == src) && istype(P))
P.show(usr)
if(href_list["browse"])
else if(href_list["browse"])
var/obj/item/weapon/paper_bundle/P = locate(href_list["browse"])
if(P)
if(P && (P.loc == src) && istype(P))
P.attack_self(usr)
onclose(usr, "[P.name]")
//Update everything
attack_self(usr)
update_icon()
return
return
+18 -1
View File
@@ -113,6 +113,22 @@
user.visible_message("<span class='notice'>You show the paper to [M]. </span>", \
"<span class='notice'> [user] holds up a paper and shows it to [M]. </span>")
M << examine()
else if(user.zone_sel.selecting == "mouth") // lipstick wiping
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H == user)
user << "<span class='notice'>You wipe off the lipstick with [src].</span>"
H.lip_style = null
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You begin to wipe off [H]'s lipstick.</span>")
if(do_after(user, 10) && do_after(H, 10, 5, 0)) //user needs to keep their active hand, H does not.
user.visible_message("<span class='notice'>[user] wipes [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You wipe off [H]'s lipstick.</span>")
H.lip_style = null
H.update_body()
/obj/item/weapon/paper/proc/addtofield(var/id, var/text, var/links = 0)
var/locid = 0
@@ -294,7 +310,8 @@
iscrayon = 1
if((!in_range(src, usr) && loc != usr && !( istype(loc, /obj/item/weapon/clipboard) ) && loc.loc != usr && usr.get_active_hand() != i)) // Some check to see if he's allowed to write
// if paper is not in usr, then it must be near them, or in a clipboard or folder, which must be in or near usr
if(src.loc != usr && !src.Adjacent(usr) && !((istype(src.loc, /obj/item/weapon/clipboard) || istype(src.loc, /obj/item/weapon/folder)) && (src.loc.loc == usr || src.loc.Adjacent(usr)) ) )
return
/*
t = checkhtml(t)
+3
View File
@@ -513,6 +513,9 @@
//No animations will be performed by this proc.
/proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb
//This is for performance optimization only.
//DO NOT modify siemens_coeff here. That is checked in human/electrocute_act()
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.gloves)
@@ -84,6 +84,7 @@
if(!..()) return //Only do this on a successful shot.
icon_state = "crossbow"
tension = 0
/obj/item/weapon/gun/launcher/crossbow/attack_self(mob/living/user as mob)
if(tension)
+47 -21
View File
@@ -2081,25 +2081,29 @@ datum
description = "This is what makes chilis hot."
reagent_state = LIQUID
color = "#B31008" // rgb: 179, 16, 8
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
if(!data) data = 1
switch(data)
if(1 to 15)
M.bodytemperature += 5 * TEMPERATURE_DAMAGE_COEFFICIENT
if(holder.has_reagent("frostoil"))
holder.remove_reagent("frostoil", 5)
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(5,20)
if(15 to 25)
M.bodytemperature += 10 * TEMPERATURE_DAMAGE_COEFFICIENT
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(10,20)
if(25 to INFINITY)
M.bodytemperature += 15 * TEMPERATURE_DAMAGE_COEFFICIENT
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(15,20)
if(!M)
M = holder.my_atom
if(!data)
data = 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species && !(H.species.flags & (NO_PAIN | IS_SYNTHETIC)) )
switch(data)
if(1 to 2)
H << "\red <b>Your insides feel uncomfortably hot !</b>"
if(2 to 20)
if(prob(5))
H << "\red <b>Your insides feel uncomfortably hot !</b>"
if(20 to INFINITY)
H.apply_effect(2,AGONY,0)
if(prob(5))
H.visible_message("<span class='warning'>[H] [pick("dry heaves!","coughs!","splutters!")]</span>")
H << "\red <b>You feel like your insides are burning !</b>"
else if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(10,25)
holder.remove_reagent("frostoil", 5)
holder.remove_reagent(src.id, FOOD_METABOLISM)
data++
..()
@@ -2165,10 +2169,29 @@ datum
victim.Weaken(5)
//victim.Paralyse(10)
//victim.drop_item()
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
if(prob(5))
M.visible_message("<span class='warning'>[M] [pick("dry heaves!","coughs!","splutters!")]</span>")
if(!M)
M = holder.my_atom
if(!data)
data = 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species && !(H.species.flags & (NO_PAIN | IS_SYNTHETIC)) )
switch(data)
if(1)
H << "\red <b>You feel like your insides are burning !</b>"
if(2 to INFINITY)
H.apply_effect(4,AGONY,0)
if(prob(5))
H.visible_message("<span class='warning'>[H] [pick("dry heaves!","coughs!","splutters!")]</span>")
H << "\red <b>You feel like your insides are burning !</b>"
else if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(15,30)
holder.remove_reagent("frostoil", 5)
holder.remove_reagent(src.id, FOOD_METABOLISM)
data++
..()
return
frostoil
@@ -3063,6 +3086,9 @@ datum
paperaffected.clearpaper()
usr << "The solution dissolves the ink on the paper."
if(istype(O,/obj/item/weapon/book))
if(istype(O,/obj/item/weapon/book/tome))
usr << "The solution does nothing. Whatever this is, it isn't normal ink."
return
if(volume >= 5)
var/obj/item/weapon/book/affectedbook = O
affectedbook.dat = null
@@ -605,8 +605,8 @@
center_of_mass = list("x"=16, "y"=10)
else
icon_state = "glass_empty"
name = "Drinking glass"
desc = "Your standard drinking glass"
name = "glass"
desc = "Your standard drinking glass."
center_of_mass = list("x"=16, "y"=10)
return
@@ -147,6 +147,10 @@
/obj/structure/reagent_dispensers/fueltank/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
if(istype(Proj.firer))
message_admins("[key_name_admin(Proj.firer)] shot fueltank at ([loc.x],[loc.y],[loc.z]).")
log_game("[key_name(Proj.firer)] shot fueltank at ([loc.x],[loc.y],[loc.z]).")
if(!istype(Proj ,/obj/item/projectile/beam/lastertag) && !istype(Proj ,/obj/item/projectile/beam/practice) )
explode()
@@ -1,3 +1,22 @@
/datum/shuttle/ferry/escape_pod
var/datum/computer/file/embedded_program/docking/simple/escape_pod/arming_controller
/datum/shuttle/ferry/escape_pod/can_launch()
if(arming_controller && !arming_controller.armed) //must be armed
return 0
if(location)
return 0 //it's a one-way trip.
return ..()
/datum/shuttle/ferry/escape_pod/can_force()
if (arming_controller.eject_time && world.time < arming_controller.eject_time + 50)
return 0 //dont allow force launching until 5 seconds after the arming controller has reached it's countdown
return ..()
/datum/shuttle/ferry/escape_pod/can_cancel()
return 0
//This controller goes on the escape pod itself
/obj/machinery/embedded_controller/radio/simple_docking_controller/escape_pod
name = "escape pod controller"
@@ -11,7 +30,7 @@
"override_enabled" = docking_program.override_enabled,
"door_state" = docking_program.memory["door_status"]["state"],
"door_lock" = docking_program.memory["door_status"]["lock"],
"can_force" = pod.can_force(),
"can_force" = pod.can_force() || (emergency_shuttle.departed && pod.can_launch()), //allow players to manually launch ahead of time if the shuttle leaves
"is_armed" = pod.arming_controller.armed,
)
@@ -30,7 +49,10 @@
if("manual_arm")
pod.arming_controller.arm()
if("force_launch")
pod.force_launch(src)
if (pod.can_force())
pod.force_launch(src)
else if (emergency_shuttle.departed && pod.can_launch()) //allow players to manually launch ahead of time if the shuttle leaves
pod.launch(src)
return 0
+9 -34
View File
@@ -223,38 +223,13 @@
if(..())
return
if(href_list["auth"])
/*
//This doesn't work at all.
if (!emagged && href_list["auth"] == -1)
//They selected an empty entry. Try to scan their id.
if (ishuman(usr))
var/mob/living/carbon/human/H = usr
if (!read_authorization(H.get_active_hand())) //try to read what's in their hand first
read_authorization(H.wear_id)
else
*/
//remove the authorization
var/dna_hash = href_list["auth"]
if(href_list["removeid"])
var/dna_hash = href_list["removeid"]
authorized -= dna_hash
/datum/shuttle/ferry/escape_pod
var/datum/computer/file/embedded_program/docking/simple/escape_pod/arming_controller
/datum/shuttle/ferry/escape_pod/can_launch()
if(arming_controller && !arming_controller.armed)
return 0
if(location)
return 0 //it's a one-way trip.
return ..()
/datum/shuttle/ferry/escape_pod/can_force()
if (arming_controller.eject_time && world.time < arming_controller.eject_time + 50)
return 0 //dont allow force launching until 5 seconds after the arming controller has reached it's countdown
return ..()
/datum/shuttle/ferry/escape_pod/can_cancel()
return 0
if(!emagged && href_list["scanid"])
//They selected an empty entry. Try to scan their id.
if (ishuman(usr))
var/mob/living/carbon/human/H = usr
if (!read_authorization(H.get_active_hand())) //try to read what's in their hand first
read_authorization(H.wear_id)
+14 -7
View File
@@ -141,11 +141,13 @@
if(damage > explosion_point)
for(var/mob/living/mob in living_mob_list)
if(istype(mob, /mob/living/carbon/human))
//Hilariously enough, running into a closet should make you get hit the hardest.
mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
mob.apply_effect(rads, IRRADIATE)
if(loc.z == mob.loc.z)
if(istype(mob, /mob/living/carbon/human))
//Hilariously enough, running into a closet should make you get hit the hardest.
var/mob/living/carbon/human/H = mob
H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
mob.apply_effect(rads, IRRADIATE)
explode()
else
@@ -328,10 +330,15 @@
if(is_type_in_list(X, uneatable)) continue
if(((X) && (!istype(X,/mob/living/carbon/human))))
step_towards(X,src)
if(!X:anchored) //unanchored objects pulled twice as fast
if(istype(X, /obj)) //unanchored objects pulled twice as fast
var/obj/O = X
if(!O.anchored)
step_towards(X,src)
else
step_towards(X,src)
if(istype(X, /obj/structure/window)) //shatter windows
X.ex_act(2.0)
var/obj/structure/window/W = X
W.ex_act(2.0)
else if(istype(X,/mob/living/carbon/human))
var/mob/living/carbon/human/H = X
if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
+41 -43
View File
@@ -7,10 +7,9 @@
powered = 1
locked = 0
standing_mob = 1
load_item_visible = 1
load_offset_x = 0
load_offset_y = 7
mob_offset_y = 7
var/car_limit = 3 //how many cars an engine can pull before performance degrades
active_engines = 1
@@ -31,10 +30,10 @@
passenger_allowed = 0
locked = 0
standing_mob = 1
load_item_visible = 1
load_offset_x = 0
load_offset_y = 4
mob_offset_y = 8
//-------------------------------------------
// Standard procs
@@ -43,13 +42,13 @@
..()
cell = new /obj/item/weapon/cell/high
verbs -= /atom/movable/verb/pull
verbs -= /obj/vehicle/train/cargo/engine/verb/stop_engine
key = new()
var/image/I = new(icon = 'icons/obj/vehicles.dmi', icon_state = "cargo_engine_overlay", layer = src.layer + 0.2) //over mobs
overlays += I
turn_off() //so engine verbs are correctly set
/obj/vehicle/train/cargo/engine/Move()
if(on && cell.charge < power_use)
if(on && cell.charge < charge_use)
turn_off()
update_stats()
if(load && is_train_head())
@@ -117,6 +116,25 @@
..()
update_stats()
verbs -= /obj/vehicle/train/cargo/engine/verb/stop_engine
verbs -= /obj/vehicle/train/cargo/engine/verb/start_engine
if(on)
verbs += /obj/vehicle/train/cargo/engine/verb/stop_engine
else
verbs += /obj/vehicle/train/cargo/engine/verb/start_engine
/obj/vehicle/train/cargo/engine/turn_off()
..()
verbs -= /obj/vehicle/train/cargo/engine/verb/stop_engine
verbs -= /obj/vehicle/train/cargo/engine/verb/start_engine
if(!on)
verbs += /obj/vehicle/train/cargo/engine/verb/start_engine
else
verbs += /obj/vehicle/train/cargo/engine/verb/stop_engine
/obj/vehicle/train/cargo/RunOver(var/mob/living/carbon/human/H)
var/list/parts = list("head", "chest", "l_leg", "r_leg", "l_arm", "r_arm")
@@ -149,7 +167,7 @@
return 0
if(is_train_head())
if(direction == reverse_direction(dir))
if(direction == reverse_direction(dir) && tow)
return 0
if(Move(get_step(src, direction)))
return 1
@@ -165,20 +183,7 @@
if(get_dist(usr,src) <= 1)
usr << "The power light is [on ? "on" : "off"].\nThere are[key ? "" : " no"] keys in the ignition."
/obj/vehicle/train/cargo/engine/verb/check_power()
set name = "Check power level"
set category = "Object"
set src in view(1)
if(!istype(usr, /mob/living/carbon/human))
return
if(!cell)
usr << "There is no power cell installed in [src]."
return
usr << "The power meter reads [round(cell.percent(), 0.01)]%"
usr << "The charge meter reads [cell? round(cell.percent(), 0.01) : 0]%"
/obj/vehicle/train/cargo/engine/verb/start_engine()
set name = "Start engine"
@@ -195,10 +200,8 @@
turn_on()
if (on)
usr << "You start [src]'s engine."
verbs += /obj/vehicle/train/cargo/engine/verb/stop_engine
verbs -= /obj/vehicle/train/cargo/engine/verb/start_engine
else
if(cell.charge < power_use)
if(cell.charge < charge_use)
usr << "[src] is out of power."
else
usr << "[src]'s engine won't start."
@@ -218,8 +221,6 @@
turn_off()
if (!on)
usr << "You stop [src]'s engine."
verbs -= /obj/vehicle/train/cargo/engine/verb/stop_engine
verbs += /obj/vehicle/train/cargo/engine/verb/start_engine
/obj/vehicle/train/cargo/engine/verb/remove_key()
set name = "Remove key"
@@ -252,10 +253,7 @@
return 0
..()
if(istype(load, /mob/living/carbon/human))
load.pixel_y += 4
if(load)
return 1
@@ -277,13 +275,22 @@
// more engines increases this limit by car_limit per
// engine.
//-------------------------------------------------------
/obj/vehicle/train/cargo/engine/update_train_stats()
..()
/obj/vehicle/train/cargo/engine/update_car(var/train_length, var/active_engines)
src.train_length = train_length
src.active_engines = active_engines
update_move_delay()
//Update move delay
if(!is_train_head() || !on)
move_delay = initial(move_delay) //so that engines that have been turned off don't lag behind
else
move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains
move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines)
move_delay += config.run_speed //base reference speed
move_delay *= 1.1 //makes cargo trains 10% slower than running when not overweight
/obj/vehicle/train/cargo/trolley/update_train_stats()
..()
/obj/vehicle/train/cargo/trolley/update_car(var/train_length, var/active_engines)
src.train_length = train_length
src.active_engines = active_engines
if(!lead && !tow)
anchored = 0
@@ -294,12 +301,3 @@
else
anchored = 1
verbs -= /atom/movable/verb/pull
/obj/vehicle/train/cargo/engine/proc/update_move_delay()
if(!is_train_head() || !on)
move_delay = initial(move_delay) //so that engines that have been turned off don't lag behind
else
move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains
move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines)
move_delay += config.run_speed //base reference speed
move_delay *= 1.05 //makes cargo trains 5% slower than running when not overweight
+46 -21
View File
@@ -32,6 +32,8 @@
tow.Move(old_loc)
return 1
else
if(lead)
unattach()
return 0
/obj/vehicle/train/Bump(atom/Obstacle)
@@ -48,14 +50,23 @@
if(istype(A, /mob/living))
var/mob/living/M = A
visible_message("\red [src] knocks over [M]!")
M.apply_effects(5, 5) //knock people down if you hit them
M.apply_damages(5 * train_length / move_delay) // and do damage according to how fast the train is going and how heavy it is
M.apply_effects(5, 5) //knock people down if you hit them
M.apply_damages(22 / move_delay) // and do damage according to how fast the train is going
if(istype(load, /mob/living/carbon/human))
var/mob/living/D = load
D << "\red You hit [M]!"
msg_admin_attack("[D.name] ([D.ckey]) hit [M.name] ([M.ckey]) with [src]. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
//-------------------------------------------
// Vehicle procs
//-------------------------------------------
/obj/vehicle/train/explode()
if (tow)
tow.unattach()
unattach()
..()
//-------------------------------------------
// Interaction procs
@@ -79,7 +90,7 @@
return 1
/obj/vehicle/train/MouseDrop_T(var/atom/movable/C, mob/user as mob)
if(user.buckled || user.stat || user.restrained() || !Adjacent(user) || !user.Adjacent(C) || !istype(C))
if(user.buckled || user.stat || user.restrained() || !Adjacent(user) || !user.Adjacent(C) || !istype(C) || (user == C && !user.canmove))
return
if(istype(C,/obj/vehicle/train))
latch(C, user)
@@ -132,6 +143,15 @@
if (T.tow)
user << "\red [T] is already towing something."
return
//check for cycles.
var/obj/vehicle/train/next_car = T
while (next_car)
if (next_car == src)
user << "\red That seems very silly."
return
next_car = next_car.lead
//latch with src as the follower
lead = T
T.tow = src
@@ -182,23 +202,28 @@
// size of the train, to limit super long trains.
//-------------------------------------------------------
/obj/vehicle/train/update_stats()
if(tow)
return tow.update_stats() //take us to the very end
else
update_train_stats() //we're at the end
//first, seek to the end of the train
var/obj/vehicle/train/T = src
while(T.tow)
//check for cyclic train.
if (T.tow == src)
lead.tow = null
lead.update_stats()
lead = null
update_stats()
return
T = T.tow
/obj/vehicle/train/proc/update_train_stats()
if(powered && on)
active_engines = 1 //increment active engine count if this is a running engine
else
active_engines = 0
//now walk back to the front.
var/active_engines = 0
var/train_length = 0
while(T)
train_length++
if (powered && on)
active_engines++
T.update_car(train_length, active_engines)
T = T.lead
train_length = 1
if(istype(tow))
active_engines += tow.active_engines
train_length += tow.train_length
//update the next section of train ahead of us
if(istype(lead))
lead.update_train_stats()
/obj/vehicle/train/proc/update_car(var/train_length, var/active_engines)
return
+21 -9
View File
@@ -22,13 +22,13 @@
var/movable = 1
var/obj/item/weapon/cell/cell
var/power_use = 5 //set this to adjust the amount of power the vehicle uses per move
var/charge_use = 5 //set this to adjust the amount of power the vehicle uses per move
var/standing_mob = 0 //if a mob loaded on the vehicle should be standing
var/atom/movable/load //all vehicles can take a load, since they should all be a least drivable
var/load_item_visible = 1 //set if the loaded item should be overlayed on the vehicle sprite
var/load_offset_x = 0 //pixel_x offset for item overlay
var/load_offset_y = 0 //pixel_y offset for item overlay
var/mob_offset_y = 0 //pixel_y offset for mob overlay
//-------------------------------------------
// Standard procs
@@ -39,16 +39,20 @@
/obj/vehicle/Move()
if(world.time > l_move_time + move_delay)
if(on && powered && cell.charge < power_use)
if(on && powered && cell.charge < charge_use)
turn_off()
var/init_anc = anchored
anchored = 0
if(..())
if(on && powered)
cell.use(power_use)
if(!..())
anchored = init_anc
return 0
anchored = init_anc
if(on && powered)
cell.use(charge_use)
if(load)
load.forceMove(loc)// = loc
load.dir = dir
@@ -168,7 +172,7 @@
/obj/vehicle/proc/turn_on()
if(stat)
return 0
if(powered && cell.charge < power_use)
if(powered && cell.charge < charge_use)
return 0
on = 1
luminosity = initial(luminosity)
@@ -200,6 +204,11 @@
cell.update_icon()
cell = null
//stuns people who are thrown off a train that has been blown up
if(istype(load, /mob/living))
var/mob/living/M = load
M.apply_effects(5, 5)
unload()
new /obj/effect/gibspawner/robot(Tsec)
@@ -219,7 +228,7 @@
turn_off()
return
if(cell.charge < power_use)
if(cell.charge < charge_use)
turn_off()
return
@@ -280,7 +289,10 @@
if(load_item_visible)
C.pixel_x += load_offset_x
C.pixel_y += load_offset_y
if(ismob(C))
C.pixel_y += mob_offset_y
else
C.pixel_y += load_offset_y
C.layer = layer + 0.1 //so it sits above the vehicle
if(ismob(C))
+5
View File
@@ -142,6 +142,11 @@ should be listed in the changelog upon commit though. Thanks. -->
<ul class='changes bgimages16'>
<li class='rscadd'>Added dynamic flavour text.</li>
<li class='bugfix'>Fixed bug with suit fibers and fingerprints.</li>
<h2 class='date'>2 August 2014</h2>
<h3 class='author'>Whitellama updated:</h3>
<ul class='changes bgimages16'>
<li class='bugfix'>Arcane tomes can now be stored on bookshelves.</li>
<li class='bugfix'>Dionaea players no longer crash on death, and now properly nymphs properly.</li>
</ul>
</div>
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@@ -64,7 +64,11 @@
</div>
<div class="item" style="padding-top: 10px">
{{for data.auth_list}}
{{:helper.link(value.auth_name, 'eject', {'auth' : value.auth_hash}, null, 'itemContentWide')}}
{{if value.auth_hash}}
{{:~link(auth_name, 'eject', {'removeid' : value.auth_hash}, null, 'itemContentWide')}}
{{else}}
{{:~link("", 'eject', {'scanid' : 1}, null, 'itemContentWide')}}
{{/if}}
{{/for}}
</div>