Merge branch 'master' into final_away_maps_additions

# Conflicts:
#	code/__defines/misc.dm
#	code/modules/client/preference_setup/loadout/loadout_xeno/tajara.dm
#	icons/mob/head.dmi
#	maps/exodus/code/exodus.dm
This commit is contained in:
alberyk
2022-04-04 19:47:58 -03:00
100 changed files with 1824 additions and 447407 deletions
@@ -19,6 +19,7 @@
var/amount = 5
var/drytime
var/dries = TRUE
var/bleed_time
/obj/effect/decal/cleanable/blood/no_dry
dries = FALSE
@@ -53,10 +54,15 @@
blood_DNA |= B.blood_DNA.Copy()
qdel(B)
drytime = DRYING_TIME * (amount+1)
if (dries && !mapload)
addtimer(CALLBACK(src, /obj/effect/decal/cleanable/blood/.proc/dry), drytime)
else if (dries)
dry()
bleed_time = world.time
if (dries)
animate(src, color = "#000000", time = drytime, loop = 0, flags = ANIMATION_RELATIVE)
/obj/effect/decal/cleanable/blood/examine()
if(dries && world.time > (bleed_time + drytime))
name = dryname
desc = drydesc
. = ..()
/obj/effect/decal/cleanable/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/rifle/cult))
@@ -70,6 +76,8 @@
/obj/effect/decal/cleanable/blood/Crossed(mob/living/carbon/human/perp)
if (!istype(perp))
return
if(dries && world.time > (bleed_time + drytime))
amount = 0
if(amount < 1)
return
@@ -115,14 +123,10 @@
if(amount > 2 && prob(perp.slip_chance(perp.m_intent == M_RUN ? 20 : 5)))
perp.slip(src, 4)
/obj/effect/decal/cleanable/blood/proc/dry()
name = dryname
desc = drydesc
color = adjust_brightness(color, -50)
amount = 0
/obj/effect/decal/cleanable/blood/attack_hand(mob/living/carbon/human/user)
..()
if(dries && world.time > (bleed_time + drytime))
amount = 0
if (amount && istype(user))
add_fingerprint(user)
if (user.gloves)
@@ -254,11 +258,7 @@
random_icon_states = null
var/list/datum/disease2/disease/virus2 = list()
var/dry = 0 // Keeps the lag down
/obj/effect/decal/cleanable/mucus/Initialize()
. = ..()
addtimer(CALLBACK(src, .proc/dry), DRYING_TIME * 2)
/obj/effect/decal/cleanable/mucus/proc/dry()
dry = TRUE
animate(src, color = "#000000", time = DRYING_TIME * 2, loop = 0, flags = ANIMATION_RELATIVE)
@@ -5,14 +5,11 @@
icon_state = "gib1"
basecolor="#030303"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
dries = FALSE // So we can avoid setting the timer if it's not going to do anything.
dries = FALSE
/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
color = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
return
/obj/effect/decal/cleanable/blood/gibs/robot/streak(var/list/directions)
set waitfor = FALSE
var/direction = pick(directions)
@@ -42,13 +39,10 @@
basecolor="#030303"
dries = FALSE
/obj/effect/decal/cleanable/blood/oil/dry()
return
/obj/effect/decal/cleanable/blood/oil/streak
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
/obj/effect/decal/cleanable/blood/drip/oil
name = "drips of motor oil"
desc = "It's black and greasy."
desc = "It's black and greasy."
@@ -157,8 +157,9 @@
desc = "They look like still wet tracks left by bare feet."
drydesc = "They look like dried tracks left by bare feet."
/obj/effect/decal/cleanable/blood/tracks/footprints/barefoot/del_dry/dry()
qdel(src)
/obj/effect/decal/cleanable/blood/tracks/footprints/barefoot/del_dry/Initialize()
. = ..()
QDEL_IN(src, TRACKS_CRUSTIFY_TIME)
/obj/effect/decal/cleanable/blood/tracks/wheels
name = "wet tracks"
@@ -614,6 +614,18 @@ var/global/list/default_medbay_channels = list(
channels[ch_name] = 0
..()
/obj/item/device/radio/med
icon_state = "walkietalkie-med"
/obj/item/device/radio/sec
icon_state = "walkietalkie-sec"
/obj/item/device/radio/eng
icon_state = "walkietalkie-eng"
/obj/item/device/radio/sci
icon_state = "walkietalkie-sci"
///////////////////////////////
//////////Borg Radios//////////
///////////////////////////////
@@ -705,6 +705,7 @@ BREATH ANALYZER
"blood_amount" = REAGENT_VOLUME(H.vessel, /decl/reagent/blood),
"disabilities" = H.sdisabilities,
"lung_ruptured" = H.is_lung_ruptured(),
"lung_rescued" = H.is_lung_rescued(),
"external_organs" = H.organs.Copy(),
"internal_organs" = H.internal_organs.Copy(),
"species_organs" = H.species.has_organ
@@ -201,4 +201,16 @@
req_components = list(
"/obj/item/stock_parts/scanning_module" = 2,
"/obj/item/stock_parts/capacitor" = 1,
"/obj/item/stock_parts/console_screen" = 1)
"/obj/item/stock_parts/console_screen" = 1)
/obj/item/circuitboard/iv_drip
name = T_BOARD("IV drip")
desc = "The circuitboard for an IV drip."
build_path = /obj/machinery/iv_drip
origin_tech = list(TECH_DATA = 1, TECH_BIO = 2)
board_type = "machine"
req_components = list(
"/obj/item/reagent_containers/syringe" = 1,
"/obj/item/stock_parts/matter_bin" = 1,
"/obj/item/stock_parts/manipulator" = 1,
"/obj/item/stock_parts/scanning_module" = 1)
-1
View File
@@ -35,7 +35,6 @@
var/list/results = list()
for(var/i = 1 to amount)
if(weight_roll && prob(weight_roll))
message_admins("hit weight roll")
results += favored_number
else
results += rand(1, sides)
@@ -26,7 +26,7 @@
*/
/obj/item/surgery/retractor
name = "retractor"
desc = "Retracts stuff."
desc = "A surgical instrument which allows careful opening of incisions to reach inside someone."
icon_state = "retractor"
item_state = "retractor"
matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_GLASS = 5000)
@@ -38,7 +38,7 @@
*/
/obj/item/surgery/hemostat
name = "hemostat"
desc = "You think you have seen this before."
desc = "Primarily utilized to control initial incision bleeding, this instrument allows for careful removal of objects inside someone."
icon_state = "hemostat"
item_state = "hemostat"
matter = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500)
@@ -51,7 +51,7 @@
*/
/obj/item/surgery/cautery
name = "cautery"
desc = "This stops bleeding."
desc = "A specialized surgical tool which applies just enough heat to safely close surgical incisions, when used correctly at least."
icon_state = "cautery"
item_state = "cautery"
matter = list(DEFAULT_WALL_MATERIAL = 5000, MATERIAL_GLASS = 2500)
@@ -64,7 +64,7 @@
*/
/obj/item/surgery/surgicaldrill
name = "surgical drill"
desc = "You can drill using this item. You dig?"
desc = "A drill specialized for surgical use, capable of creating surgical cavities and safely breaching through Vaurcae carapace for initial incisions."
icon_state = "drill"
item_state = "drill"
hitsound = /decl/sound_category/drillhit_sound
@@ -82,7 +82,7 @@
*/
/obj/item/surgery/scalpel
name = "scalpel"
desc = "Cut, cut, and once more cut."
desc = "A metallic scalpel with long-lasting edge. Used in a variety of surgical situations from incisions, to transplants, and to debridements."
icon_state = "scalpel"
item_state = "scalpel"
flags = CONDUCT
@@ -105,20 +105,20 @@
*/
/obj/item/surgery/scalpel/laser1
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved."
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved."
icon_state = "scalpel_laser1"
damtype = "fire"
/obj/item/surgery/scalpel/laser2
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
icon_state = "scalpel_laser2"
damtype = "fire"
force = 12.0
/obj/item/surgery/scalpel/laser3
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!"
icon_state = "scalpel_laser3"
damtype = "fire"
force = 15.0
@@ -134,7 +134,7 @@
*/
/obj/item/surgery/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
desc = "A circular bone saw specialized for cutting through bones, amputations, and even hardsuits if required."
icon_state = "saw"
item_state = "saw"
hitsound = 'sound/weapons/saw/circsawhit.ogg'
@@ -155,6 +155,7 @@
//misc, formerly from code/defines/weapons.dm
/obj/item/surgery/bonegel
name = "bone gel"
desc = "A highly specialized gel which promotes fast bone healing."
icon_state = "bone-gel"
item_state = "bone-gel"
force = 0
@@ -164,6 +165,7 @@
/obj/item/surgery/FixOVein
name = "FixOVein"
desc = "A specialized surgical instrument capable of quickly and safely healing torn veins and arteries, being capable of repairing torn ligaments as well."
icon_state = "fixovein"
item_state = "fixovein"
force = 0
@@ -175,6 +177,7 @@
/obj/item/surgery/bonesetter
name = "bone setter"
desc = "A surgical tool designed to firmly set damaged bones back together for proper healing."
icon_state = "bonesetter"
item_state = "bonesetter"
force = 8.0
@@ -1,7 +1,3 @@
#define TANK_MAX_RELEASE_PRESSURE (3*ONE_ATMOSPHERE)
#define TANK_DEFAULT_RELEASE_PRESSURE 24
#define TANK_IDEAL_PRESSURE 1015 //Arbitrary.
/obj/item/tank
name = "tank"
icon = 'icons/obj/tank.dmi'
@@ -8,6 +8,7 @@
icon_state = "m_garment"
item_state = "m_garment"
contained_sprite = 1
autodrobe_no_remove = TRUE
/obj/item/clothing/mask/breath/vaurca/adjust_mask(mob/user)
to_chat(user, "This mask is too tight to adjust.")
@@ -119,7 +119,7 @@
new /obj/item/device/gps(src)
new /obj/item/reagent_containers/hypospray(src)
new /obj/item/taperoll/medical(src)
new /obj/item/device/radio(src)
new /obj/item/device/radio/med(src)
new /obj/item/roller(src)
new /obj/item/crowbar/red(src)
new /obj/item/clothing/mask/gas/alt(src)