Files
Aurora.3/code/modules/detectivework/tools/swabs.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00

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/obj/item/weapon/forensics/swab
name = "swab kit"
desc = "A sterilized cotton swab and vial used to take forensic samples."
icon_state = "swab"
var/gsr = 0
var/list/dna
var/used
/obj/item/weapon/forensics/swab/proc/is_used()
return used
/obj/item/weapon/forensics/swab/attack(var/mob/living/M, var/mob/user, var/target_zone)
if(!ishuman(M))
return ..()
if(is_used())
return
var/mob/living/carbon/human/H = M
var/sample_type
if(H.wear_mask)
user << "<span class='warning'>\The [H] is wearing a mask.</span>"
return
if(!H.dna || !H.dna.unique_enzymes)
user << "<span class='warning'>They don't seem to have DNA!</span>"
return
if(user != H && H.a_intent != "help" && !H.lying)
user.visible_message("<span class='danger'>\The [user] tries to take a swab sample from \the [H], but they move away.</span>")
return
if(target_zone == "mouth")
if(!H.organs_by_name["head"])
user << "<span class='warning'>They don't have a head.</span>"
return
if(!H.check_has_mouth())
user << "<span class='warning'>They don't have a mouth.</span>"
return
user.visible_message("[user] swabs \the [H]'s mouth for a saliva sample.")
dna = list(H.dna.unique_enzymes)
sample_type = "DNA"
else if(target_zone == "r_hand" || target_zone == "l_hand")
var/has_hand
var/obj/item/organ/external/O = H.organs_by_name["r_hand"]
if(istype(O) && !O.is_stump())
has_hand = 1
else
O = H.organs_by_name["l_hand"]
if(istype(O) && !O.is_stump())
has_hand = 1
if(!has_hand)
user << "<span class='warning'>They don't have any hands.</span>"
return
user.visible_message("[user] swabs [H]'s palm for a sample.")
sample_type = "GSR"
gsr = H.gunshot_residue
else
return
if(sample_type)
set_used(sample_type, H)
return
return 1
/obj/item/weapon/forensics/swab/afterattack(var/atom/A, var/mob/user, var/proximity)
if(!proximity || istype(A, /obj/item/weapon/forensics/slide) || istype(A, /obj/machinery/dnaforensics))
return
if(is_used())
user << "<span class='warning'>This swab has already been used.</span>"
return
add_fingerprint(user)
var/list/choices = list()
if(A.blood_DNA)
choices |= "Blood"
if(istype(A, /obj/item/clothing))
choices |= "Gunshot Residue"
if(LAZYLEN(A.other_DNA) && A.other_DNA_type == "saliva")
choices |= "Saliva"
var/choice
if(!choices.len)
user << "<span class='warning'>There is no evidence on \the [A].</span>"
return
else if(choices.len == 1)
choice = choices[1]
else
choice = input("What kind of evidence are you looking for?","Evidence Collection") as null|anything in choices
if(!choice)
return
var/sample_type
switch (choice)
if ("Blood")
if(!A.blood_DNA || !A.blood_DNA.len) return
dna = A.blood_DNA.Copy()
sample_type = "blood"
if ("Gunshot Residue")
var/obj/item/clothing/B = A
if(!istype(B) || !B.gunshot_residue)
user << "<span class='warning'>There is no residue on \the [A].</span>"
return
gsr = B.gunshot_residue
sample_type = "residue"
if ("Saliva")
if (!LAZYLEN(A.other_DNA)) return
dna = A.other_DNA.Copy()
sample_type = "saliva"
if(sample_type)
user.visible_message("\The [user] swabs \the [A] for a sample.", "You swab \the [A] for a sample.")
set_used(sample_type, A)
/obj/item/weapon/forensics/swab/proc/set_used(var/sample_str, var/atom/source)
name = "[initial(name)] ([sample_str] - [source])"
desc = "[initial(desc)] The label on the vial reads 'Sample of [sample_str] from [source].'."
icon_state = "swab_used"
used = 1