mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-24 17:11:22 +00:00
* 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
223 lines
7.3 KiB
Plaintext
223 lines
7.3 KiB
Plaintext
/mob
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var/bloody_hands = 0
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var/mob/living/carbon/human/bloody_hands_mob
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var/track_blood = 0
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var/list/feet_blood_DNA
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var/track_blood_type
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var/feet_blood_color
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/obj/item/clothing/gloves
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var/transfer_blood = 0
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var/mob/living/carbon/human/bloody_hands_mob
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/obj/item/clothing/shoes/
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var/track_blood = 0
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/obj/item/weapon/reagent_containers/glass/rag
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name = "rag"
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desc = "For cleaning up messes, you suppose."
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w_class = 1
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icon = 'icons/obj/toy.dmi'
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icon_state = "rag"
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amount_per_transfer_from_this = 5
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possible_transfer_amounts = list(5)
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volume = 10
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can_be_placed_into = null
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flags = OPENCONTAINER | NOBLUDGEON
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unacidable = 0
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var/on_fire = 0
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var/burn_time = 20 //if the rag burns for too long it turns to ashes
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/obj/item/weapon/reagent_containers/glass/rag/New()
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..()
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update_name()
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/obj/item/weapon/reagent_containers/glass/rag/Destroy()
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processing_objects -= src //so we don't continue turning to ash while gc'd
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return ..()
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/obj/item/weapon/reagent_containers/glass/rag/attack_self(mob/user as mob)
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if(on_fire)
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user.visible_message("<span class='warning'>\The [user] stamps out [src].</span>", "<span class='warning'>You stamp out [src].</span>")
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user.unEquip(src)
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extinguish()
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else
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remove_contents(user)
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/obj/item/weapon/reagent_containers/glass/rag/attackby(obj/item/W, mob/user)
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if(!on_fire && istype(W, /obj/item/weapon/flame))
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var/obj/item/weapon/flame/F = W
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if(F.lit)
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ignite()
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if(on_fire)
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visible_message("<span class='warning'>\The [user] lights [src] with [W].</span>")
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else
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user << "<span class='warning'>You manage to singe [src], but fail to light it.</span>"
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. = ..()
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update_name()
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/obj/item/weapon/reagent_containers/glass/rag/proc/update_name()
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if(on_fire)
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name = "burning [initial(name)]"
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else if(reagents.total_volume)
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name = "damp [initial(name)]"
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else
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name = "dry [initial(name)]"
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/obj/item/weapon/reagent_containers/glass/rag/update_icon()
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if(on_fire)
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icon_state = "raglit"
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else
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icon_state = "rag"
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var/obj/item/weapon/reagent_containers/food/drinks/bottle/B = loc
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if(istype(B))
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B.update_icon()
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/obj/item/weapon/reagent_containers/glass/rag/proc/remove_contents(mob/user, atom/trans_dest = null)
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if(!trans_dest && !user.loc)
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return
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if(reagents.total_volume)
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var/target_text = trans_dest? "\the [trans_dest]" : "\the [user.loc]"
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user.visible_message("<span class='danger'>\The [user] begins to wring out [src] over [target_text].</span>", "<span class='notice'>You begin to wring out [src] over [target_text].</span>")
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if(do_after(user, reagents.total_volume*5)) //50 for a fully soaked rag
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if(trans_dest)
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reagents.trans_to(trans_dest, reagents.total_volume)
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else
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reagents.splash(user.loc, reagents.total_volume)
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user.visible_message("<span class='danger'>\The [user] wrings out [src] over [target_text].</span>", "<span class='notice'>You finish to wringing out [src].</span>")
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update_name()
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/obj/item/weapon/reagent_containers/glass/rag/proc/wipe_down(atom/A, mob/user)
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if(!reagents.total_volume)
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user << "<span class='warning'>The [initial(name)] is dry!</span>"
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else
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user.visible_message("\The [user] starts to wipe down [A] with [src]!")
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reagents.splash(A, 1) //get a small amount of liquid on the thing we're wiping.
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update_name()
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if(do_after(user,30))
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user.visible_message("\The [user] finishes wiping off \the [A]!")
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A.clean_blood()
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/obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
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if(isliving(target))
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var/mob/living/M = target
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if(on_fire)
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user.visible_message("<span class='danger'>\The [user] hits [target] with [src]!</span>",)
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user.do_attack_animation(src)
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M.IgniteMob()
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else if(reagents.total_volume)
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if(user.zone_sel.selecting == "mouth")
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user.do_attack_animation(src)
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user.visible_message(
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"<span class='danger'>\The [user] smothers [target] with [src]!</span>",
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"<span class='warning'>You smother [target] with [src]!</span>",
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"You hear some struggling and muffled cries of surprise"
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)
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//it's inhaled, so... maybe CHEM_BLOOD doesn't make a whole lot of sense but it's the best we can do for now
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reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD)
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update_name()
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else
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wipe_down(target, user)
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return
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return ..()
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/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
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if(!proximity)
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return
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if(istype(A, /obj/structure/reagent_dispensers) || istype(A, /obj/structure/mopbucket) || istype(A, /obj/item/weapon/reagent_containers/glass))
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if(!reagents.get_free_space())
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user << "<span class='warning'>\The [src] is already soaked.</span>"
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return
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if(A.reagents && A.reagents.trans_to_obj(src, reagents.maximum_volume))
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playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
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user.visible_message("<span class='notice'>\The [user] soaks [src] using [A].</span>", "<span class='notice'>You soak [src] using [A].</span>")
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update_name()
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return
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if(!on_fire && istype(A) && (src in user))
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if(A.is_open_container())
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remove_contents(user, A)
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else if(!ismob(A)) //mobs are handled in attack() - this prevents us from wiping down people while smothering them.
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wipe_down(A, user)
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return
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/obj/item/weapon/reagent_containers/glass/rag/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature >= 50 + T0C)
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ignite()
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if(exposed_temperature >= 900 + T0C)
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new /obj/effect/decal/cleanable/ash(get_turf(src))
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qdel(src)
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//rag must have a minimum of 2 units welder fuel and at least 80% of the reagents must be welder fuel.
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//maybe generalize flammable reagents someday
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/obj/item/weapon/reagent_containers/glass/rag/proc/can_ignite()
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var/fuel = reagents.get_reagent_amount("fuel")
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return (fuel >= 2 && fuel >= reagents.total_volume*0.8)
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/obj/item/weapon/reagent_containers/glass/rag/proc/ignite()
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if(on_fire)
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return
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if(!can_ignite())
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return
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//also copied from matches
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if(reagents.get_reagent_amount("phoron")) // the phoron explodes when exposed to fire
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visible_message("<span class='danger'>\The [src] conflagrates violently!</span>")
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var/datum/effect/effect/system/reagents_explosion/e = new()
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e.set_up(round(reagents.get_reagent_amount("phoron") / 2.5, 1), get_turf(src), 0, 0)
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e.start()
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qdel(src)
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return
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processing_objects += src
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set_light(2, null, "#E38F46")
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on_fire = 1
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update_name()
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update_icon()
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/obj/item/weapon/reagent_containers/glass/rag/proc/extinguish()
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processing_objects -= src
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set_light(0)
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on_fire = 0
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//rags sitting around with 1 second of burn time left is dumb.
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//ensures players always have a few seconds of burn time left when they light their rag
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if(burn_time <= 5)
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visible_message("<span class='warning'>\The [src] falls apart!</span>")
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new /obj/effect/decal/cleanable/ash(get_turf(src))
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qdel(src)
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update_name()
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update_icon()
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/obj/item/weapon/reagent_containers/glass/rag/process()
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if(!can_ignite())
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visible_message("<span class='warning'>\The [src] burns out.</span>")
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extinguish()
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//copied from matches
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if(isliving(loc))
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var/mob/living/M = loc
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M.IgniteMob()
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var/turf/location = get_turf(src)
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if(location)
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location.hotspot_expose(700, 5)
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if(burn_time <= 0)
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processing_objects -= src
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new /obj/effect/decal/cleanable/ash(location)
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qdel(src)
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return
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reagents.remove_reagent("fuel", reagents.maximum_volume/25)
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update_name()
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burn_time--
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