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https://github.com/Aurorastation/Aurora.3.git
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* 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
129 lines
3.5 KiB
Plaintext
129 lines
3.5 KiB
Plaintext
/obj/item/weapon/forensics/swab
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name = "swab kit"
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desc = "A sterilized cotton swab and vial used to take forensic samples."
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icon_state = "swab"
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var/gsr = 0
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var/list/dna
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var/used
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/obj/item/weapon/forensics/swab/proc/is_used()
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return used
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/obj/item/weapon/forensics/swab/attack(var/mob/living/M, var/mob/user, var/target_zone)
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if(!ishuman(M))
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return ..()
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if(is_used())
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return
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var/mob/living/carbon/human/H = M
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var/sample_type
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if(H.wear_mask)
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user << "<span class='warning'>\The [H] is wearing a mask.</span>"
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return
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if(!H.dna || !H.dna.unique_enzymes)
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user << "<span class='warning'>They don't seem to have DNA!</span>"
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return
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if(user != H && H.a_intent != "help" && !H.lying)
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user.visible_message("<span class='danger'>\The [user] tries to take a swab sample from \the [H], but they move away.</span>")
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return
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if(target_zone == "mouth")
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if(!H.organs_by_name["head"])
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user << "<span class='warning'>They don't have a head.</span>"
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return
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if(!H.check_has_mouth())
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user << "<span class='warning'>They don't have a mouth.</span>"
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return
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user.visible_message("[user] swabs \the [H]'s mouth for a saliva sample.")
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dna = list(H.dna.unique_enzymes)
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sample_type = "DNA"
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else if(target_zone == "r_hand" || target_zone == "l_hand")
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var/has_hand
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var/obj/item/organ/external/O = H.organs_by_name["r_hand"]
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if(istype(O) && !O.is_stump())
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has_hand = 1
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else
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O = H.organs_by_name["l_hand"]
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if(istype(O) && !O.is_stump())
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has_hand = 1
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if(!has_hand)
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user << "<span class='warning'>They don't have any hands.</span>"
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return
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user.visible_message("[user] swabs [H]'s palm for a sample.")
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sample_type = "GSR"
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gsr = H.gunshot_residue
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else
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return
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if(sample_type)
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set_used(sample_type, H)
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return
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return 1
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/obj/item/weapon/forensics/swab/afterattack(var/atom/A, var/mob/user, var/proximity)
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if(!proximity || istype(A, /obj/item/weapon/forensics/slide) || istype(A, /obj/machinery/dnaforensics))
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return
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if(is_used())
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user << "<span class='warning'>This swab has already been used.</span>"
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return
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add_fingerprint(user)
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var/list/choices = list()
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if(A.blood_DNA)
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choices |= "Blood"
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if(istype(A, /obj/item/clothing))
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choices |= "Gunshot Residue"
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if(LAZYLEN(A.other_DNA) && A.other_DNA_type == "saliva")
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choices |= "Saliva"
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var/choice
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if(!choices.len)
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user << "<span class='warning'>There is no evidence on \the [A].</span>"
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return
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else if(choices.len == 1)
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choice = choices[1]
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else
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choice = input("What kind of evidence are you looking for?","Evidence Collection") as null|anything in choices
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if(!choice)
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return
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var/sample_type
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switch (choice)
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if ("Blood")
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if(!A.blood_DNA || !A.blood_DNA.len) return
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dna = A.blood_DNA.Copy()
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sample_type = "blood"
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if ("Gunshot Residue")
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var/obj/item/clothing/B = A
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if(!istype(B) || !B.gunshot_residue)
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user << "<span class='warning'>There is no residue on \the [A].</span>"
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return
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gsr = B.gunshot_residue
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sample_type = "residue"
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if ("Saliva")
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if (!LAZYLEN(A.other_DNA)) return
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dna = A.other_DNA.Copy()
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sample_type = "saliva"
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if(sample_type)
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user.visible_message("\The [user] swabs \the [A] for a sample.", "You swab \the [A] for a sample.")
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set_used(sample_type, A)
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/obj/item/weapon/forensics/swab/proc/set_used(var/sample_str, var/atom/source)
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name = "[initial(name)] ([sample_str] - [source])"
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desc = "[initial(desc)] The label on the vial reads 'Sample of [sample_str] from [source].'."
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icon_state = "swab_used"
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used = 1
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