mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 04:30:44 +01:00
Fixing merge conflicts
This commit is contained in:
@@ -43,7 +43,6 @@
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color = G.color_hex
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icon_state = G.name
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G.territory_new |= list(territory.type = territory.name)
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G.territory_lost -= territory.type
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..(location, color, icon_state, e_name, rotation)
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@@ -51,6 +50,7 @@
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var/area/territory = get_area(src)
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if(gang)
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gang.territory -= territory.type
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gang.territory_new -= territory.type
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gang.territory_lost |= list(territory.type = territory.name)
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..()
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@@ -29,7 +29,7 @@
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/obj/effect/effect/foam/New(loc)
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..(loc)
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create_reagents(1000) //limited by the size of the reagent holder anyway.
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SSobj.processing.Add(src)
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SSobj.processing |= src
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playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3)
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/obj/effect/effect/foam/Destroy()
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@@ -31,7 +31,7 @@
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/obj/effect/effect/smoke/New()
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..()
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create_reagents(500)
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SSobj.processing.Add(src)
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SSobj.processing |= src
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lifetime += rand(-1,1)
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/obj/effect/effect/smoke/Destroy()
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@@ -276,8 +276,9 @@
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lifetime = 10
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/obj/effect/effect/smoke/sleeping/process()
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for(var/mob/living/carbon/M in range(1,src))
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smoke_mob(M)
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if(..())
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for(var/mob/living/carbon/M in range(1,src))
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smoke_mob(M)
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/obj/effect/effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
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if(..())
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@@ -77,6 +77,8 @@
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icon_state = "eggs"
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var/amount_grown = 0
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var/player_spiders = 0
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var/poison_type = "toxin"
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var/poison_per_bite = 5
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/obj/effect/spider/eggcluster/New()
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pixel_x = rand(3,-3)
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@@ -89,6 +91,8 @@
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var/num = rand(3,12)
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for(var/i=0, i<num, i++)
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var/obj/effect/spider/spiderling/S = new /obj/effect/spider/spiderling(src.loc)
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S.poison_type = poison_type
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S.poison_per_bite = poison_per_bite
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if(player_spiders)
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S.player_spiders = 1
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qdel(src)
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@@ -105,6 +109,8 @@
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var/obj/machinery/atmospherics/components/unary/vent_pump/entry_vent
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var/travelling_in_vent = 0
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var/player_spiders = 0
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var/poison_type = "toxin"
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var/poison_per_bite = 5
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/obj/effect/spider/spiderling/New()
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pixel_x = rand(6,-6)
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@@ -189,6 +195,8 @@
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if(!grow_as)
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grow_as = pick(typesof(/mob/living/simple_animal/hostile/poison/giant_spider))
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var/mob/living/simple_animal/hostile/poison/giant_spider/S = new grow_as(src.loc)
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S.poison_per_bite = poison_per_bite
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S.poison_type = poison_type
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if(player_spiders)
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var/list/candidates = get_candidates(BE_ALIEN, ALIEN_AFK_BRACKET)
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@@ -9,6 +9,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s
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//Not on /clothing because for some reason any /obj/item can technically be "worn" with enough fuckery.
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var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
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var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
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var/hitsound = null
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var/throwhitsound = null
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@@ -1,58 +1,49 @@
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/obj/item/body_egg
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name = "generic egg"
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/obj/item/organ/internal/body_egg
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name = "body egg"
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desc = "All slimy and yuck."
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icon = 'icons/mob/alien.dmi'
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icon_state = "larva0_dead"
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var/mob/living/affected_mob
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icon_state = "innards"
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origin_tech = "biotech=5"
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zone = "chest"
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slot = "parasite_egg"
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/obj/item/body_egg/New()
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if(istype(loc, /mob/living))
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affected_mob = loc
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affected_mob.status_flags |= XENO_HOST
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SSobj.processing |= src
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if(istype(affected_mob,/mob/living/carbon))
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var/mob/living/carbon/H = affected_mob
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H.med_hud_set_status()
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spawn(0)
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AddInfectionImages(affected_mob)
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else
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qdel(src)
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/obj/item/organ/internal/body_egg/New(loc)
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if(iscarbon(loc))
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src.Insert(loc)
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return ..()
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/obj/item/body_egg/Destroy()
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if(affected_mob)
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affected_mob.status_flags &= ~(XENO_HOST)
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if(istype(affected_mob,/mob/living/carbon))
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var/mob/living/carbon/H = affected_mob
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H.med_hud_set_status()
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/obj/item/organ/internal/body_egg/Insert(var/mob/living/carbon/M, special = 0)
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..()
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owner.status_flags |= XENO_HOST
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SSobj.processing |= src
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owner.med_hud_set_status()
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spawn(0)
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AddInfectionImages(owner)
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/obj/item/organ/internal/body_egg/Remove(var/mob/living/carbon/M, special = 0)
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SSobj.processing.Remove(src)
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if(owner)
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owner.status_flags &= ~(XENO_HOST)
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owner.med_hud_set_status()
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spawn(0)
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RemoveInfectionImages(affected_mob)
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affected_mob = null
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RemoveInfectionImages(owner)
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..()
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/obj/item/body_egg/process()
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if(!affected_mob) return
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if(loc != affected_mob)
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affected_mob.status_flags &= ~(XENO_HOST)
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SSobj.processing.Remove(src)
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if(istype(affected_mob,/mob/living/carbon))
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var/mob/living/carbon/H = affected_mob
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H.med_hud_set_status()
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spawn(0)
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RemoveInfectionImages(affected_mob)
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affected_mob = null
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/obj/item/organ/internal/body_egg/process()
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if(!owner) return
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if(!(src in owner.internal_organs))
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Remove(owner)
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return
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egg_process()
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/obj/item/body_egg/proc/egg_process()
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/obj/item/organ/internal/body_egg/proc/egg_process()
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return
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/obj/item/body_egg/proc/RefreshInfectionImage()
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/obj/item/organ/internal/body_egg/proc/RefreshInfectionImage()
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RemoveInfectionImages()
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AddInfectionImages()
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/obj/item/body_egg/proc/AddInfectionImages()
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/obj/item/organ/internal/body_egg/proc/AddInfectionImages()
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return
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/obj/item/body_egg/proc/RemoveInfectionImages()
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/obj/item/organ/internal/body_egg/proc/RemoveInfectionImages()
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return
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@@ -6,22 +6,21 @@
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// Child of carpplushie because this should do everything the toy does and more
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/obj/item/toy/carpplushie/dehy_carp
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var/mob/owner = null // Carp doesn't attack owner, set when using in hand
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var/owned = 1 // Boolean, no owner to begin with
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var/owned = 0 // Boolean, no owner to begin with
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// Attack self
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/obj/item/toy/carpplushie/dehy_carp/attack_self(mob/user)
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src.add_fingerprint(user) // Anyone can add their fingerprints to it with this
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if(owned)
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user << "<span class='notice'>[src] stares up at you with friendly eyes.</span>"
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if(!owned)
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user << "<span class='notice'>You pet [src]. You swear it looks up at you.</span>"
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owner = user
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owned = 0
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owned = 1
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return ..()
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/obj/item/toy/carpplushie/dehy_carp/afterattack(obj/O, mob/user,proximity)
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if(!proximity) return
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if(istype(O,/obj/structure/sink))
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user << "<span class='notice'>You place [src] under a stream of water...</span>"
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user.drop_item()
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loc = get_turf(O)
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return Swell()
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@@ -45,4 +44,8 @@
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if(F == "neutral")
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factions -= F
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C.faction = factions
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if (!owner || owner.faction != C.faction)
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visible_message("<span class='warning'>You have a bad feeling about this.</span>") // welcome to the hostile carp enjoy your die
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else
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visible_message("<span class='notice'>The newly grown carp looks up at you with friendly eyes.</span>")
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qdel(src)
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@@ -192,7 +192,7 @@ MASS SPECTROMETER
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user << "<span class='info'>Blood level [blood_percent] %, [blood_volume] cl, type: [blood_type]</span>"
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var/implant_detect
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for(var/obj/item/cybernetic_implant/CI in H.internal_organs)
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for(var/obj/item/organ/internal/cyberimp/CI in H.internal_organs)
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implant_detect += "[H.name] is modified with a [CI.name].<br>"
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if(implant_detect)
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user.show_message("<span class='notice'>Detected cybernetic modifications:</span>")
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@@ -43,7 +43,6 @@ var/global/list/datum/stack_recipe/rod_recipes = list ( \
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if(WT.remove_fuel(0,user))
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var/obj/item/stack/sheet/metal/new_item = new(usr.loc)
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new_item.add_to_stacks(usr)
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user.visible_message("[user.name] shaped [src] into metal with the welding tool.", \
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"<span class='notice'>You shape [src] into metal with the welding tool.</span>", \
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"<span class='italics'>You hear welding.</span>")
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@@ -42,7 +42,6 @@
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if (V.get_amount() >= 1 && src.get_amount() >= 1)
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var/obj/item/stack/sheet/rglass/RG = new (user.loc)
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RG.add_fingerprint(user)
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RG.add_to_stacks(user)
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var/obj/item/stack/sheet/glass/G = src
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src = null
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var/replace = (user.get_inactive_hand()==G)
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@@ -133,7 +133,6 @@
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if (R.max_res_amount > 1)
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var/obj/item/stack/new_item = O
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new_item.amount = R.res_amount*multiplier
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new_item.add_to_stacks(usr) //try to merge with existing stacks on current tile
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if(new_item.amount <= 0)//if the stack is empty, i.e it has been merged with an existing stack and has been garbage collected
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return
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@@ -196,21 +195,27 @@
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src.amount += amount
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update_icon()
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/obj/item/stack/proc/add_to_stacks(mob/usr)
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var/obj/item/stack/oldsrc = src
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src = null
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for (var/obj/item/stack/item in usr.loc)
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if (item==oldsrc)
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continue
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if (!istype(item, oldsrc.type))
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continue
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if (item.amount>=item.max_amount)
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continue
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oldsrc.attackby(item, usr)
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usr << "<span class='notice'>You add new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s.</span>"
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if(oldsrc.amount <= 0)
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break
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oldsrc.update_icon()
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/obj/item/stack/proc/merge(obj/item/stack/S) //Merge src into S, as much as possible
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var/transfer = get_amount()
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if(S.is_cyborg)
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transfer = min(transfer, round((S.source.max_energy - S.source.energy) / S.cost))
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else
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transfer = min(transfer, S.max_amount - S.amount)
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if(pulledby)
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pulledby.start_pulling(S)
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S.copy_evidences(src)
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use(transfer)
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S.add(transfer)
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/obj/item/stack/Crossed(obj/o)
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if(istype(o, src.type) && !o.throwing)
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merge(o)
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return ..()
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/obj/item/stack/hitby(atom/movable/AM, skip, hitpush)
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if(istype(AM, src.type))
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merge(AM)
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return ..()
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/obj/item/stack/attack_hand(mob/user)
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if (user.get_inactive_hand() == src)
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@@ -228,34 +233,10 @@
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return
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/obj/item/stack/attackby(obj/item/W, mob/user, params)
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if (istype(W, src.type))
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if(zero_amount()) return
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if(istype(W, src.type))
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var/obj/item/stack/S = W
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if (S.is_cyborg)
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var/to_transfer = min(src.amount, round((S.source.max_energy - S.source.energy) / S.cost))
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S.add(to_transfer)
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if (S && usr.machine==S)
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spawn(0) S.interact(usr)
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src.use(to_transfer)
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if (src && usr.machine==src)
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spawn(0) src.interact(usr)
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else
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if (S.amount >= max_amount)
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return
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var/to_transfer as num
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if (user.get_inactive_hand()==src)
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to_transfer = 1
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else
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to_transfer = min(src.amount, S.max_amount-S.amount)
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S.amount+=to_transfer
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if (S && usr.machine==S)
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spawn(0) S.interact(usr)
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src.use(to_transfer)
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if (src && usr.machine==src)
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spawn(0) src.interact(usr)
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S.update_icon()
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merge(S)
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user << "<span class='notice'>Your [S.name] stack now contains [S.get_amount()] [S.singular_name]\s.</span>"
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else
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..()
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@@ -40,7 +40,6 @@
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if (mineralType == "metal")
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var/obj/item/stack/sheet/metal/new_item = new(user.loc)
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new_item.add_to_stacks(user)
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user.visible_message("[user.name] shaped [src] into metal with the weldingtool.", \
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"<span class='notice'>You shaped [src] into metal with the weldingtool.</span>", \
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"<span class='italics'>You hear welding.</span>")
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@@ -54,7 +53,6 @@
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else
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var/sheet_type = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
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var/obj/item/stack/sheet/mineral/new_item = new sheet_type(user.loc)
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new_item.add_to_stacks(user)
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user.visible_message("[user.name] shaped [src] into a sheet with the weldingtool.", \
|
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"<span class='notice'>You shaped [src] into a sheet with the weldingtool.</span>", \
|
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"<span class='italics'>You hear welding.</span>")
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||||
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@@ -1132,6 +1132,7 @@
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// Attack self
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/obj/item/toy/carpplushie/attack_self(mob/user)
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playsound(src.loc, bitesound, 20, 1)
|
||||
user << "<span class='notice'>You pet [src]. D'awww.</span>"
|
||||
return ..()
|
||||
|
||||
/*
|
||||
|
||||
@@ -323,12 +323,6 @@
|
||||
else
|
||||
return 1
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||||
|
||||
/obj/item/weapon/twohanded/shockpaddles/Topic(href, href_list)
|
||||
if(href_list["reenter"])
|
||||
var/mob/dead/observer/ghost = usr
|
||||
if(istype(ghost))
|
||||
ghost.reenter_corpse(ghost)
|
||||
|
||||
/obj/item/weapon/twohanded/shockpaddles/attack(mob/M, mob/user)
|
||||
var/halfwaycritdeath = (config.health_threshold_crit + config.health_threshold_dead) / 2
|
||||
|
||||
@@ -404,10 +398,8 @@
|
||||
busy = 0
|
||||
update_icon()
|
||||
return
|
||||
var/mob/dead/observer/ghost = H.get_ghost()
|
||||
if(ghost)
|
||||
ghost << "<span class='ghostalert'>Your heart is being defibrillated. Re-enter your corpse if you want to be revived! <a href=?src=\ref[src];reenter=1>(Click to re-enter)</a></span>"
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||||
ghost << 'sound/effects/genetics.ogg'
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||||
H.notify_ghost_cloning("Your heart is being defibrillated. Re-enter your corpse if you want to be revived!")
|
||||
|
||||
user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest...</span>")
|
||||
busy = 1
|
||||
update_icon()
|
||||
@@ -432,11 +424,10 @@
|
||||
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
|
||||
playsound(get_turf(src), "bodyfall", 50, 1)
|
||||
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
|
||||
for(var/obj/item/organ/limb/O in H.organs)
|
||||
total_brute += O.brute_dam
|
||||
total_burn += O.burn_dam
|
||||
ghost = H.get_ghost()
|
||||
if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations))
|
||||
total_brute = H.getBruteLoss()
|
||||
total_burn = H.getFireLoss()
|
||||
|
||||
if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !H.get_ghost() && tplus < tlimit && !(NOCLONE in H.mutations))
|
||||
//If the body has been fixed so that they would not be in crit when defibbed, give them oxyloss to put them back into crit
|
||||
if (H.health > halfwaycritdeath)
|
||||
H.adjustOxyLoss(H.health - halfwaycritdeath)
|
||||
|
||||
@@ -3,17 +3,19 @@
|
||||
icon = 'icons/obj/implants.dmi'
|
||||
icon_state = "generic" //Shows up as the action button icon
|
||||
action_button_is_hands_free = 1
|
||||
origin_tech = "materials=2;biotech=3;programming=2"
|
||||
|
||||
var/activated = 1 //1 for implant types that can be activated, 0 for ones that are "always on" like loyalty implants
|
||||
var/implanted = null
|
||||
var/mob/living/imp_in = null
|
||||
item_color = "b"
|
||||
var/allow_reagents = 0
|
||||
var/allow_multiple = 0
|
||||
var/uses = -1
|
||||
|
||||
|
||||
/obj/item/weapon/implant/proc/trigger(emote, mob/source)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/implant/proc/activate()
|
||||
return
|
||||
|
||||
@@ -22,16 +24,53 @@
|
||||
|
||||
|
||||
//What does the implant do upon injection?
|
||||
//return 0 if the implant fails (ex. Revhead and loyalty implant.)
|
||||
//return 1 if the implant succeeds (ex. Nonrevhead and loyalty implant.)
|
||||
/obj/item/weapon/implant/proc/implanted(mob/source)
|
||||
//return 1 if the implant injects
|
||||
//return -1 if the implant fails to inject
|
||||
//return 0 if there is no room for implant
|
||||
/obj/item/weapon/implant/proc/implant(var/mob/source, var/mob/user)
|
||||
var/obj/item/weapon/implant/imp_e = locate(src.type) in source
|
||||
if(!allow_multiple && imp_e && imp_e != src)
|
||||
if(imp_e.uses < initial(imp_e.uses)*2)
|
||||
if(uses == -1)
|
||||
imp_e.uses = -1
|
||||
else
|
||||
imp_e.uses = min(imp_e.uses + uses, initial(imp_e.uses)*2)
|
||||
qdel(src)
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
|
||||
|
||||
if(activated)
|
||||
action_button_name = "Activate [src.name]"
|
||||
src.loc = source
|
||||
imp_in = source
|
||||
implanted = 1
|
||||
if(istype(source, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = source
|
||||
H.sec_hud_set_implants()
|
||||
|
||||
if(user)
|
||||
add_logs(user, source, "implanted", object="[name]")
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/implant/proc/removed(var/mob/source)
|
||||
src.loc = null
|
||||
imp_in = null
|
||||
implanted = 0
|
||||
|
||||
if(istype(source, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = source
|
||||
H.sec_hud_set_implants()
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/implant/Destroy()
|
||||
if(imp_in)
|
||||
removed(imp_in)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/implant/proc/get_data()
|
||||
return "No information available"
|
||||
@@ -45,6 +84,7 @@
|
||||
name = "tracking implant"
|
||||
desc = "Track with this."
|
||||
activated = 0
|
||||
origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
|
||||
var/id = 1.0
|
||||
|
||||
/obj/item/weapon/implant/tracking/get_data()
|
||||
@@ -68,6 +108,7 @@
|
||||
name = "firearms authentication implant"
|
||||
desc = "Lets you shoot your guns"
|
||||
icon_state = "auth"
|
||||
origin_tech = "materials=2;magnets=2;programming=2;biotech=5;syndicate=5"
|
||||
activated = 0
|
||||
|
||||
/obj/item/weapon/implant/weapons_auth/get_data()
|
||||
@@ -78,181 +119,13 @@
|
||||
<b>Function:</b> Allows operation of implant-locked weaponry, preventing equipment from falling into enemy hands."}
|
||||
return dat
|
||||
|
||||
/obj/item/weapon/implant/explosive
|
||||
name = "microbomb implant"
|
||||
desc = "And boom goes the weasel."
|
||||
icon_state = "explosive"
|
||||
var/weak = 1.6
|
||||
var/medium = 0.8
|
||||
var/heavy = 0.4
|
||||
var/delay = 7
|
||||
|
||||
/obj/item/weapon/implant/explosive/get_data()
|
||||
var/dat = {"<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
|
||||
<b>Life:</b> Activates upon death.<BR>
|
||||
<b>Important Notes:</b> Explodes<BR>
|
||||
<HR>
|
||||
<b>Implant Details:</b><BR>
|
||||
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
|
||||
<b>Special Features:</b> Explodes<BR>
|
||||
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
||||
return dat
|
||||
|
||||
/obj/item/weapon/implant/explosive/trigger(emote, mob/source)
|
||||
if(emote == "deathgasp")
|
||||
activate("death")
|
||||
|
||||
/obj/item/weapon/implant/explosive/activate(cause)
|
||||
if(!cause || !imp_in) return 0
|
||||
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your microbomb implant? This will cause you to explode!", "Microbomb Implant Confirmation", "Yes", "No") != "Yes")
|
||||
return 0
|
||||
for(var/obj/item/weapon/implant/explosive/E in imp_in)
|
||||
heavy += 0.4
|
||||
medium += 0.8
|
||||
weak += 1.6
|
||||
delay += 7
|
||||
if(E != src)
|
||||
qdel(E)
|
||||
heavy = round(heavy)
|
||||
medium = round(medium)
|
||||
weak = round(weak)
|
||||
imp_in << "<span class='notice'>You activate your microbomb implant.</span>"
|
||||
//If the delay is short, just blow up already jeez
|
||||
if(delay <= 7)
|
||||
imp_in.gib()
|
||||
explosion(src,heavy,medium,weak,weak, flame_range = weak)
|
||||
qdel(src)
|
||||
return
|
||||
timed_explosion()
|
||||
|
||||
/obj/item/weapon/implant/explosive/proc/timed_explosion()
|
||||
imp_in.visible_message("<span class = 'warning'>[imp_in] starts beeping ominously!</span>")
|
||||
playsound(loc, 'sound/items/timer.ogg', 30, 0)
|
||||
sleep(delay/4)
|
||||
if(imp_in.stat)
|
||||
imp_in.visible_message("<span class = 'warning'>[imp_in] doubles over in pain!</span>")
|
||||
imp_in.Weaken(7)
|
||||
playsound(loc, 'sound/items/timer.ogg', 30, 0)
|
||||
sleep(delay/4)
|
||||
playsound(loc, 'sound/items/timer.ogg', 30, 0)
|
||||
sleep(delay/4)
|
||||
playsound(loc, 'sound/items/timer.ogg', 30, 0)
|
||||
sleep(delay/4)
|
||||
imp_in.gib()
|
||||
explosion(src,heavy,medium,weak,weak, flame_range = weak)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/implant/explosive/macro
|
||||
name = "macrobomb implant"
|
||||
desc = "And boom goes the weasel. And everything else nearby."
|
||||
icon_state = "explosive"
|
||||
weak = 16
|
||||
medium = 8
|
||||
heavy = 4
|
||||
delay = 70
|
||||
|
||||
/obj/item/weapon/implant/explosive/macro/activate(cause)
|
||||
if(!cause || !imp_in) return 0
|
||||
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your macrobomb implant? This will cause you to explode and gib!", "Macrobomb Implant Confirmation", "Yes", "No") != "Yes")
|
||||
return 0
|
||||
for(var/obj/item/weapon/implant/explosive/macro/E in imp_in)
|
||||
if(E != src)
|
||||
qdel(E)
|
||||
imp_in << "<span class='notice'>You activate your macrobomb implant.</span>"
|
||||
timed_explosion()
|
||||
|
||||
/obj/item/weapon/implant/chem
|
||||
name = "chem implant"
|
||||
desc = "Injects things."
|
||||
icon_state = "reagents"
|
||||
allow_reagents = 1
|
||||
|
||||
/obj/item/weapon/implant/chem/get_data()
|
||||
var/dat = {"<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
|
||||
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
|
||||
<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
|
||||
will suffer from an increased appetite.</B><BR>
|
||||
<HR>
|
||||
<b>Implant Details:</b><BR>
|
||||
<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
|
||||
the implant releases the chemicals directly into the blood stream.<BR>
|
||||
<b>Special Features:</b>
|
||||
<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units.<BR>
|
||||
Can only be loaded while still in its original case.<BR>
|
||||
<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
|
||||
the implant may become unstable and either pre-maturely inject the subject or simply break."}
|
||||
return dat
|
||||
|
||||
/obj/item/weapon/implant/chem/New()
|
||||
..()
|
||||
create_reagents(50)
|
||||
|
||||
/obj/item/weapon/implant/chem/trigger(emote, mob/source)
|
||||
if(emote == "deathgasp")
|
||||
activate(reagents.total_volume)
|
||||
|
||||
/obj/item/weapon/implant/chem/activate(cause)
|
||||
if(!cause || !imp_in) return 0
|
||||
var/mob/living/carbon/R = imp_in
|
||||
var/injectamount = null
|
||||
if (cause == "action_button")
|
||||
injectamount = reagents.total_volume
|
||||
else
|
||||
injectamount = cause
|
||||
reagents.trans_to(R, injectamount)
|
||||
R << "<span class='italics'>You hear a faint beep.</span>"
|
||||
if(!reagents.total_volume)
|
||||
R << "<span class='italics'>You hear a faint click from your chest.</span>"
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/item/weapon/implant/loyalty
|
||||
name = "loyalty implant"
|
||||
desc = "Makes you loyal or such."
|
||||
activated = 0
|
||||
|
||||
/obj/item/weapon/implant/loyalty/get_data()
|
||||
var/dat = {"<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Nanotrasen Employee Management Implant<BR>
|
||||
<b>Life:</b> Ten years.<BR>
|
||||
<b>Important Notes:</b> Personnel injected with this device tend to be much more loyal to the company.<BR>
|
||||
<HR>
|
||||
<b>Implant Details:</b><BR>
|
||||
<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
|
||||
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
|
||||
<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
|
||||
return dat
|
||||
|
||||
|
||||
/obj/item/weapon/implant/loyalty/implanted(mob/target)
|
||||
..()
|
||||
if((target.mind in (ticker.mode.head_revolutionaries | ticker.mode.get_gang_bosses())) || is_shadow_or_thrall(target))
|
||||
target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel the corporate tendrils of Nanotrasen try to invade your mind!</span>")
|
||||
return 0
|
||||
if(target.mind in ticker.mode.get_gangsters())
|
||||
ticker.mode.remove_gangster(target.mind)
|
||||
target.visible_message("<span class='warning'>[src] was destroyed in the process!</span>", "<span class='notice'>You feel a surge of loyalty towards Nanotrasen.</span>")
|
||||
return 0
|
||||
if(target.mind in ticker.mode.revolutionaries)
|
||||
ticker.mode.remove_revolutionary(target.mind)
|
||||
if(target.mind in ticker.mode.cult)
|
||||
target << "<span class='warning'>You feel the corporate tendrils of Nanotrasen try to invade your mind!</span>"
|
||||
else
|
||||
target << "<span class='notice'>You feel a surge of loyalty towards Nanotrasen.</span>"
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/implant/loyalty/Destroy()
|
||||
if(imp_in.stat != DEAD)
|
||||
imp_in << "<span class='boldnotice'>You feel a sense of liberation as Nanotrasen's grip on your mind fades away.</span>"
|
||||
..()
|
||||
|
||||
/obj/item/weapon/implant/adrenalin
|
||||
name = "adrenal implant"
|
||||
desc = "Removes all stuns and knockdowns."
|
||||
icon_state = "adrenal"
|
||||
var/uses = 3
|
||||
origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
|
||||
uses = 3
|
||||
|
||||
/obj/item/weapon/implant/adrenalin/get_data()
|
||||
var/dat = {"<b>Implant Specifications:</b><BR>
|
||||
@@ -285,8 +158,8 @@
|
||||
name = "emp implant"
|
||||
desc = "Triggers an EMP."
|
||||
icon_state = "emp"
|
||||
|
||||
var/uses = 2
|
||||
origin_tech = "materials=2;biotech=3;magnets=4;syndicate=4"
|
||||
uses = 2
|
||||
|
||||
/obj/item/weapon/implant/emp/activate()
|
||||
if (src.uses < 1) return 0
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
/obj/item/weapon/implant/chem
|
||||
name = "chem implant"
|
||||
desc = "Injects things."
|
||||
icon_state = "reagents"
|
||||
origin_tech = "materials=3;biotech=4"
|
||||
flags = OPENCONTAINER
|
||||
|
||||
/obj/item/weapon/implant/chem/get_data()
|
||||
var/dat = {"<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
|
||||
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
|
||||
<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
|
||||
will suffer from an increased appetite.</B><BR>
|
||||
<HR>
|
||||
<b>Implant Details:</b><BR>
|
||||
<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
|
||||
the implant releases the chemicals directly into the blood stream.<BR>
|
||||
<b>Special Features:</b>
|
||||
<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units.<BR>
|
||||
Can only be loaded while still in its original case.<BR>
|
||||
<b>Integrity:</b> Implant will last so long as the subject is alive."}
|
||||
return dat
|
||||
|
||||
/obj/item/weapon/implant/chem/New()
|
||||
..()
|
||||
create_reagents(50)
|
||||
|
||||
/obj/item/weapon/implant/chem/trigger(emote, mob/source)
|
||||
if(emote == "deathgasp")
|
||||
activate(reagents.total_volume)
|
||||
|
||||
/obj/item/weapon/implant/chem/activate(cause)
|
||||
if(!cause || !imp_in) return 0
|
||||
var/mob/living/carbon/R = imp_in
|
||||
var/injectamount = null
|
||||
if (cause == "action_button")
|
||||
injectamount = reagents.total_volume
|
||||
else
|
||||
injectamount = cause
|
||||
reagents.trans_to(R, injectamount)
|
||||
R << "<span class='italics'>You hear a faint beep.</span>"
|
||||
if(!reagents.total_volume)
|
||||
R << "<span class='italics'>You hear a faint click from your chest.</span>"
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/chem
|
||||
name = "implant case - 'Remote Chemical'"
|
||||
desc = "A glass case containing a remote chemical implant."
|
||||
|
||||
/obj/item/weapon/implantcase/chem/New()
|
||||
imp = new /obj/item/weapon/implant/chem(src)
|
||||
..()
|
||||
@@ -0,0 +1,119 @@
|
||||
/obj/item/weapon/implant/explosive
|
||||
name = "microbomb implant"
|
||||
desc = "And boom goes the weasel."
|
||||
icon_state = "explosive"
|
||||
origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
|
||||
var/weak = 1.6
|
||||
var/medium = 0.8
|
||||
var/heavy = 0.4
|
||||
var/delay = 7
|
||||
|
||||
/obj/item/weapon/implant/explosive/get_data()
|
||||
var/dat = {"<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
|
||||
<b>Life:</b> Activates upon death.<BR>
|
||||
<b>Important Notes:</b> Explodes<BR>
|
||||
<HR>
|
||||
<b>Implant Details:</b><BR>
|
||||
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
|
||||
<b>Special Features:</b> Explodes<BR>
|
||||
"}
|
||||
return dat
|
||||
|
||||
/obj/item/weapon/implant/explosive/trigger(emote, mob/source)
|
||||
if(emote == "deathgasp")
|
||||
activate("death")
|
||||
|
||||
/obj/item/weapon/implant/explosive/activate(cause)
|
||||
if(!cause || !imp_in) return 0
|
||||
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your microbomb implant? This will cause you to explode!", "Microbomb Implant Confirmation", "Yes", "No") != "Yes")
|
||||
return 0
|
||||
heavy = round(heavy)
|
||||
medium = round(medium)
|
||||
weak = round(weak)
|
||||
imp_in << "<span class='notice'>You activate your microbomb implant.</span>"
|
||||
//If the delay is short, just blow up already jeez
|
||||
if(delay <= 7)
|
||||
explosion(src,heavy,medium,weak,weak, flame_range = weak)
|
||||
imp_in.gib()
|
||||
qdel(src)
|
||||
return
|
||||
timed_explosion()
|
||||
|
||||
/obj/item/weapon/implant/explosive/implant(mob/source)
|
||||
var/obj/item/weapon/implant/explosive/imp_e = locate(src.type) in source
|
||||
if(imp_e)
|
||||
imp_e.heavy += heavy
|
||||
imp_e.medium += medium
|
||||
imp_e.weak += weak
|
||||
imp_e.delay += delay
|
||||
qdel(src)
|
||||
return 1
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/implant/explosive/proc/timed_explosion()
|
||||
imp_in.visible_message("<span class = 'warning'>[imp_in] starts beeping ominously!</span>")
|
||||
playsound(loc, 'sound/items/timer.ogg', 30, 0)
|
||||
sleep(delay/4)
|
||||
if(imp_in && imp_in.stat)
|
||||
imp_in.visible_message("<span class = 'warning'>[imp_in] doubles over in pain!</span>")
|
||||
imp_in.Weaken(7)
|
||||
playsound(loc, 'sound/items/timer.ogg', 30, 0)
|
||||
sleep(delay/4)
|
||||
playsound(loc, 'sound/items/timer.ogg', 30, 0)
|
||||
sleep(delay/4)
|
||||
playsound(loc, 'sound/items/timer.ogg', 30, 0)
|
||||
sleep(delay/4)
|
||||
explosion(src,heavy,medium,weak,weak, flame_range = weak)
|
||||
if(imp_in)
|
||||
imp_in.gib()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/implant/explosive/macro
|
||||
name = "macrobomb implant"
|
||||
desc = "And boom goes the weasel. And everything else nearby."
|
||||
icon_state = "explosive"
|
||||
origin_tech = "materials=3;combat=5;biotech=4;syndicate=5"
|
||||
weak = 16
|
||||
medium = 8
|
||||
heavy = 4
|
||||
delay = 70
|
||||
|
||||
/obj/item/weapon/implant/explosive/macro/activate(cause)
|
||||
if(!cause || !imp_in) return 0
|
||||
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your macrobomb implant? This will cause you to explode and gib!", "Macrobomb Implant Confirmation", "Yes", "No") != "Yes")
|
||||
return 0
|
||||
imp_in << "<span class='notice'>You activate your macrobomb implant.</span>"
|
||||
timed_explosion()
|
||||
|
||||
/obj/item/weapon/implant/explosive/macro/implant(mob/source)
|
||||
var/obj/item/weapon/implant/explosive/imp_e = locate(src.type) in source
|
||||
if(imp_e)
|
||||
return 0
|
||||
imp_e = locate(/obj/item/weapon/implant/explosive) in source
|
||||
if(imp_e)
|
||||
heavy += imp_e.heavy
|
||||
medium += imp_e.medium
|
||||
weak += imp_e.weak
|
||||
delay += imp_e.delay
|
||||
qdel(imp_e)
|
||||
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/explosive
|
||||
name = "implanter (explosive)"
|
||||
|
||||
/obj/item/weapon/implanter/explosive/New()
|
||||
imp = new /obj/item/weapon/implant/explosive(src)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/explosive
|
||||
name = "implant case - 'Explosive'"
|
||||
desc = "A glass case containing an explosive implant."
|
||||
|
||||
/obj/item/weapon/implantcase/explosive/New()
|
||||
imp = new /obj/item/weapon/implant/explosive(src)
|
||||
..()
|
||||
+50
-37
@@ -1,37 +1,50 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
|
||||
|
||||
/obj/item/weapon/implant/freedom
|
||||
name = "freedom implant"
|
||||
desc = "Use this to escape from those evil Red Shirts."
|
||||
icon_state = "freedom"
|
||||
item_color = "r"
|
||||
var/uses = 4.0
|
||||
|
||||
|
||||
/obj/item/weapon/implant/freedom/activate()
|
||||
if (src.uses < 1) return 0
|
||||
src.uses--
|
||||
imp_in << "You feel a faint click."
|
||||
if(iscarbon(imp_in))
|
||||
var/mob/living/carbon/C_imp_in = imp_in
|
||||
C_imp_in.uncuff()
|
||||
|
||||
|
||||
/obj/item/weapon/implant/freedom/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Freedom Beacon<BR>
|
||||
<b>Life:</b> optimum 5 uses<BR>
|
||||
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
|
||||
<HR>
|
||||
<b>Implant Details:</b> <BR>
|
||||
<b>Function:</b> Transmits a specialized cluster of signals to override handcuff locking
|
||||
mechanisms<BR>
|
||||
<b>Special Features:</b><BR>
|
||||
<i>Neuro-Scan</i>- Analyzes certain shadow signals in the nervous system<BR>
|
||||
<b>Integrity:</b> The battery is extremely weak and commonly after injection its
|
||||
life can drive down to only 1 use.<HR>
|
||||
No Implant Specifics"}
|
||||
return dat
|
||||
|
||||
|
||||
/obj/item/weapon/implant/freedom
|
||||
name = "freedom implant"
|
||||
desc = "Use this to escape from those evil Red Shirts."
|
||||
icon_state = "freedom"
|
||||
item_color = "r"
|
||||
origin_tech = "materials=2;magnets=3;biotech=3;syndicate=4"
|
||||
uses = 4
|
||||
|
||||
|
||||
/obj/item/weapon/implant/freedom/activate()
|
||||
if(uses == 0) return 0
|
||||
if(uses != -1) uses--
|
||||
imp_in << "You feel a faint click."
|
||||
if(iscarbon(imp_in))
|
||||
var/mob/living/carbon/C_imp_in = imp_in
|
||||
C_imp_in.uncuff()
|
||||
|
||||
|
||||
/obj/item/weapon/implant/freedom/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Freedom Beacon<BR>
|
||||
<b>Life:</b> optimum 5 uses<BR>
|
||||
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
|
||||
<HR>
|
||||
<b>Implant Details:</b> <BR>
|
||||
<b>Function:</b> Transmits a specialized cluster of signals to override handcuff locking
|
||||
mechanisms<BR>
|
||||
<b>Special Features:</b><BR>
|
||||
<i>Neuro-Scan</i>- Analyzes certain shadow signals in the nervous system<BR>
|
||||
<HR>
|
||||
No Implant Specifics"}
|
||||
return dat
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/freedom
|
||||
name = "implanter (freedom)"
|
||||
|
||||
/obj/item/weapon/implanter/freedom/New()
|
||||
imp = new /obj/item/weapon/implant/freedom(src)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/freedom
|
||||
name = "implant case - 'Freedom'"
|
||||
desc = "A glass case containing a freedom implant."
|
||||
|
||||
/obj/item/weapon/implantcase/freedom/New()
|
||||
imp = new /obj/item/weapon/implant/freedom(src)
|
||||
..()
|
||||
@@ -0,0 +1,65 @@
|
||||
/obj/item/weapon/implant/loyalty
|
||||
name = "loyalty implant"
|
||||
desc = "Makes you loyal or such."
|
||||
origin_tech = "materials=2;biotech=4;programming=4"
|
||||
activated = 0
|
||||
|
||||
/obj/item/weapon/implant/loyalty/get_data()
|
||||
var/dat = {"<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Nanotrasen Employee Management Implant<BR>
|
||||
<b>Life:</b> Ten years.<BR>
|
||||
<b>Important Notes:</b> Personnel injected with this device tend to be much more loyal to the company.<BR>
|
||||
<HR>
|
||||
<b>Implant Details:</b><BR>
|
||||
<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
|
||||
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
|
||||
<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
|
||||
return dat
|
||||
|
||||
|
||||
/obj/item/weapon/implant/loyalty/implant(mob/target)
|
||||
if(..())
|
||||
if((target.mind in (ticker.mode.head_revolutionaries | ticker.mode.get_gang_bosses())) || is_shadow_or_thrall(target))
|
||||
target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel the corporate tendrils of Nanotrasen try to invade your mind!</span>")
|
||||
imp_in = null
|
||||
qdel(src)
|
||||
return -1
|
||||
if(target.mind in ticker.mode.get_gangsters())
|
||||
ticker.mode.remove_gangster(target.mind)
|
||||
target.visible_message("<span class='warning'>[src] was destroyed in the process!</span>", "<span class='notice'>You feel a surge of loyalty towards Nanotrasen.</span>")
|
||||
imp_in = null
|
||||
qdel(src)
|
||||
return -1
|
||||
if(target.mind in ticker.mode.revolutionaries)
|
||||
ticker.mode.remove_revolutionary(target.mind)
|
||||
if(target.mind in ticker.mode.cult)
|
||||
target << "<span class='warning'>You feel the corporate tendrils of Nanotrasen try to invade your mind!</span>"
|
||||
else
|
||||
target << "<span class='notice'>You feel a surge of loyalty towards Nanotrasen.</span>"
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/implant/loyalty/removed(mob/target)
|
||||
if(..())
|
||||
if(target.stat != DEAD)
|
||||
target << "<span class='boldnotice'>You feel a sense of liberation as Nanotrasen's grip on your mind fades away.</span>"
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/loyalty
|
||||
name = "implanter (loyalty)"
|
||||
|
||||
/obj/item/weapon/implanter/loyalty/New()
|
||||
imp = new /obj/item/weapon/implant/loyalty(src)
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/loyalty
|
||||
name = "implant case - 'Loyalty'"
|
||||
desc = "A glass case containing a loyalty implant."
|
||||
|
||||
/obj/item/weapon/implantcase/loyalty/New()
|
||||
imp = new /obj/item/weapon/implant/loyalty(src)
|
||||
..()
|
||||
@@ -1,19 +1,28 @@
|
||||
/obj/item/weapon/implantcase
|
||||
name = "glass case"
|
||||
desc = "A case containing an implant."
|
||||
name = "implant case"
|
||||
desc = "A glass case containing an implant."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "implantcase-0"
|
||||
item_state = "implantcase"
|
||||
throw_speed = 2
|
||||
throw_range = 5
|
||||
w_class = 1.0
|
||||
origin_tech = "materials=1;biotech=2"
|
||||
materials = list(MAT_GLASS=500)
|
||||
var/obj/item/weapon/implant/imp = null
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/update_icon()
|
||||
if(imp)
|
||||
icon_state = "implantcase-[imp.item_color]"
|
||||
origin_tech = imp.origin_tech
|
||||
flags = imp.flags
|
||||
reagents = imp.reagents
|
||||
else
|
||||
icon_state = "implantcase-0"
|
||||
origin_tech = initial(origin_tech)
|
||||
flags = initial(flags)
|
||||
reagents = null
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/attackby(obj/item/weapon/W, mob/user, params)
|
||||
@@ -25,21 +34,13 @@
|
||||
if(!in_range(src, user) && loc != user)
|
||||
return
|
||||
if(t)
|
||||
name = "glass case- '[t]'"
|
||||
name = "implant case - '[t]'"
|
||||
else
|
||||
name = "glass case"
|
||||
else if(istype(W, /obj/item/weapon/reagent_containers/syringe))
|
||||
if(!imp) return
|
||||
if(!imp.allow_reagents) return
|
||||
if(imp.reagents.total_volume >= imp.reagents.maximum_volume)
|
||||
user << "<span class='notice'>[src] is full.</span>"
|
||||
else
|
||||
W.reagents.trans_to(imp, 5)
|
||||
user << "<span class='notice'>You inject 5 units of the solution. The syringe now contains [W.reagents.total_volume] units.</span>"
|
||||
name = "implant case"
|
||||
else if(istype(W, /obj/item/weapon/implanter))
|
||||
var/obj/item/weapon/implanter/I = W
|
||||
if(I.imp)
|
||||
if((imp || I.imp.implanted))
|
||||
if(imp || I.imp.implanted)
|
||||
return
|
||||
I.imp.loc = src
|
||||
imp = I.imp
|
||||
@@ -56,55 +57,28 @@
|
||||
update_icon()
|
||||
I.update_icon()
|
||||
|
||||
/*else if(istype(W, /obj/item/ammo_casing/shotgun/implanter))
|
||||
var/obj/item/ammo_casing/shotgun/implanter/I = W
|
||||
if(I.implanter)
|
||||
src.attackby(I.implanter, user, params) */ // COMING SOON -- c0
|
||||
|
||||
/obj/item/weapon/implantcase/New()
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/tracking
|
||||
name = "glass case- 'Tracking'"
|
||||
desc = "A case containing a tracking implant."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "implantcase-b"
|
||||
name = "implant case - 'Tracking'"
|
||||
desc = "A glass case containing a tracking implant."
|
||||
|
||||
/obj/item/weapon/implantcase/tracking/New()
|
||||
imp = new /obj/item/weapon/implant/tracking(src)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/explosive
|
||||
name = "glass case- 'Explosive'"
|
||||
desc = "A case containing an explosive implant."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "implantcase-r"
|
||||
|
||||
/obj/item/weapon/implantcase/explosive/New()
|
||||
imp = new /obj/item/weapon/implant/explosive(src)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/chem
|
||||
name = "glass case- 'Chem'"
|
||||
desc = "A case containing a chemical implant."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/chem/New()
|
||||
imp = new /obj/item/weapon/implant/chem(src)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/loyalty
|
||||
name = "glass case- 'Loyalty'"
|
||||
desc = "A case containing a loyalty implant."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "implantcase-r"
|
||||
|
||||
/obj/item/weapon/implantcase/loyalty/New()
|
||||
imp = new /obj/item/weapon/implant/loyalty(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/implantcase/weapons_auth
|
||||
name = "glass case- 'Firearms Authentication'"
|
||||
desc = "A case containing a firearms authentication implant."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "implantcase-r"
|
||||
name = "implant case - 'Firearms Authentication'"
|
||||
desc = "A glass case containing a firearms authentication implant."
|
||||
|
||||
/obj/item/weapon/implantcase/weapons_auth/New()
|
||||
imp = new /obj/item/weapon/implant/weapons_auth(src)
|
||||
|
||||
@@ -132,11 +132,8 @@
|
||||
if(istype(imp, /obj/item/weapon/implant/loyalty))
|
||||
M.visible_message("<span class='warning'>[M] has been implanted by the [src.name].</span>")
|
||||
|
||||
if(imp.implanted(M))
|
||||
imp.loc = M
|
||||
imp.imp_in = M
|
||||
imp.implanted = 1
|
||||
implant_list -= imp
|
||||
if(imp.implant(M))
|
||||
implant_list -= imp
|
||||
break
|
||||
return
|
||||
|
||||
|
||||
@@ -1,82 +1,74 @@
|
||||
/obj/item/weapon/implanter
|
||||
name = "implanter"
|
||||
desc = "A sterile automatic implant injector."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "implanter0"
|
||||
item_state = "syringe_0"
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
w_class = 2.0
|
||||
origin_tech = "materials=1;biotech=3;programming=2"
|
||||
materials = list(MAT_METAL=600, MAT_GLASS=200)
|
||||
var/obj/item/weapon/implant/imp = null
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/update_icon()
|
||||
if(imp)
|
||||
icon_state = "implanter1"
|
||||
origin_tech = imp.origin_tech
|
||||
else
|
||||
icon_state = "implanter0"
|
||||
origin_tech = initial(origin_tech)
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/attack(mob/living/carbon/M, mob/user)
|
||||
if(!iscarbon(M))
|
||||
return
|
||||
if(user && imp)
|
||||
if(M.head && (M.head.flags & THICKMATERIAL))
|
||||
user << "<span class='warning'>[M]'s [M.head.name] is in the way! Take it off first!</span>"
|
||||
return
|
||||
M.visible_message("<span class='warning'>[user] is attemping to implant [M].</span>")
|
||||
if(M != user)
|
||||
M.visible_message("<span class='warning'>[user] is attemping to implant [M].</span>")
|
||||
|
||||
var/turf/T = get_turf(M)
|
||||
if(T && (M == user || do_after(user, 50, target = M)))
|
||||
if(T && (M == user || do_after(user, 50)))
|
||||
if(user && M && (get_turf(M) == T) && src && imp)
|
||||
if(M.head && (M.head.flags & THICKMATERIAL))
|
||||
return
|
||||
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you with the implant.</span>")
|
||||
add_logs(user, M, "implanted", src)
|
||||
user << "<span class='notice'>You implant the implant into [M].</span>"
|
||||
if(imp.implanted(M))
|
||||
imp.loc = M
|
||||
imp.imp_in = M
|
||||
imp.implanted = 1
|
||||
if(imp.implant(M, user))
|
||||
user << "<span class='notice'>You implant the implant into [M].</span>"
|
||||
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you with the implant.</span>")
|
||||
imp = null
|
||||
update_icon()
|
||||
|
||||
imp = null
|
||||
update_icon()
|
||||
if(istype(M, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
H.sec_hud_set_implants()
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/loyalty
|
||||
name = "implanter-loyalty"
|
||||
|
||||
/obj/item/weapon/implanter/loyalty/New()
|
||||
imp = new /obj/item/weapon/implant/loyalty(src)
|
||||
/obj/item/weapon/implanter/attackby(obj/item/weapon/W, mob/user, params)
|
||||
..()
|
||||
update_icon()
|
||||
if(istype(W, /obj/item/weapon/pen))
|
||||
var/t = stripped_input(user, "What would you like the label to be?", name, null)
|
||||
if(user.get_active_hand() != W)
|
||||
return
|
||||
if(!in_range(src, user) && loc != user)
|
||||
return
|
||||
if(t)
|
||||
name = "implanter ([t])"
|
||||
else
|
||||
name = "implanter"
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/explosive
|
||||
name = "implanter-explosive"
|
||||
|
||||
/obj/item/weapon/implanter/explosive/New()
|
||||
imp = new /obj/item/weapon/implant/explosive(src)
|
||||
/obj/item/weapon/implanter/New()
|
||||
..()
|
||||
update_icon()
|
||||
spawn(1)
|
||||
update_icon()
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/adrenalin
|
||||
name = "implanter-adrenalin"
|
||||
name = "implanter (adrenalin)"
|
||||
|
||||
/obj/item/weapon/implanter/adrenalin/New()
|
||||
imp = new /obj/item/weapon/implant/adrenalin(src)
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/emp
|
||||
name = "implanter-EMP"
|
||||
name = "implanter (EMP)"
|
||||
|
||||
/obj/item/weapon/implanter/emp/New()
|
||||
imp = new /obj/item/weapon/implant/emp(src)
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
@@ -3,18 +3,33 @@
|
||||
desc = "Summon things."
|
||||
icon = 'icons/obj/radio.dmi'
|
||||
icon_state = "radio"
|
||||
origin_tech = "materials=2;magnets=4;programming=4;biotech=4;syndicate=8;bluespace=5"
|
||||
|
||||
/obj/item/weapon/implant/uplink/New()
|
||||
hidden_uplink = new(src)
|
||||
hidden_uplink.uses = 10
|
||||
..()
|
||||
|
||||
/obj/item/weapon/implant/uplink/implanted(mob/source)
|
||||
..()
|
||||
hidden_uplink.uplink_owner="[source.key]"
|
||||
return 1
|
||||
/obj/item/weapon/implant/uplink/implant(mob/source)
|
||||
var/obj/item/weapon/implant/imp_e = locate(src.type) in source
|
||||
if(imp_e)
|
||||
imp_e.hidden_uplink.uses += hidden_uplink.uses
|
||||
qdel(src)
|
||||
return 1
|
||||
|
||||
if(..())
|
||||
hidden_uplink.uplink_owner="[source.key]"
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/implant/uplink/activate()
|
||||
if(hidden_uplink)
|
||||
hidden_uplink.check_trigger(imp_in)
|
||||
hidden_uplink.check_trigger(imp_in)
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/uplink
|
||||
name = "implanter (uplink)"
|
||||
|
||||
/obj/item/weapon/implanter/uplink/New()
|
||||
imp = new /obj/item/weapon/implant/uplink(src)
|
||||
..()
|
||||
@@ -205,6 +205,7 @@
|
||||
/obj/item/weapon/gun/projectile/revolver,
|
||||
/obj/item/ammo_box,
|
||||
)
|
||||
alternate_worn_layer = UNDER_SUIT_LAYER
|
||||
|
||||
/obj/item/weapon/storage/belt/fannypack
|
||||
name = "fannypack"
|
||||
|
||||
@@ -115,7 +115,8 @@
|
||||
|
||||
/obj/item/weapon/storage/fancy/cigarettes/remove_from_storage(obj/item/W, atom/new_location)
|
||||
if(istype(W,/obj/item/clothing/mask/cigarette))
|
||||
reagents.trans_to(W,(reagents.total_volume/contents.len))
|
||||
if(reagents)
|
||||
reagents.trans_to(W,(reagents.total_volume/contents.len))
|
||||
..()
|
||||
|
||||
/obj/item/weapon/storage/fancy/cigarettes/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
// To clarify:
|
||||
// For use_to_pickup and allow_quick_gather functionality,
|
||||
// see item/attackby() (/game/objects/items.dm)
|
||||
// Do not remove this functionality without good reason, cough reagent_containers cough.
|
||||
// -Sayu
|
||||
// External storage-related logic:
|
||||
// /mob/proc/ClickOn() in /_onclick/click.dm - clicking items in storages
|
||||
// /mob/living/Move() in /modules/mob/living/living.dm - hiding storage boxes on mob movement
|
||||
// /item/attackby() in /game/objects/items.dm - use_to_pickup and allow_quick_gather functionality
|
||||
// -- c0
|
||||
|
||||
|
||||
/obj/item/weapon/storage
|
||||
@@ -42,11 +42,11 @@
|
||||
show_to(M)
|
||||
return
|
||||
|
||||
if(!( M.restrained() ) && !( M.stat ))
|
||||
if(!( istype(over_object, /obj/screen) ))
|
||||
if(!M.restrained() && !M.stat)
|
||||
if(!istype(over_object, /obj/screen))
|
||||
return content_can_dump(over_object, M)
|
||||
|
||||
if(!(loc == usr) || (loc && loc.loc == usr))
|
||||
if(loc != usr || (loc && loc.loc == usr))
|
||||
return
|
||||
|
||||
playsound(loc, "rustle", 50, 1, -5)
|
||||
@@ -107,7 +107,7 @@
|
||||
is_seeing |= user
|
||||
|
||||
|
||||
/obj/item/weapon/storage/throw_at(atom/target, range, speed)
|
||||
/obj/item/weapon/storage/throw_at(atom/target, range, speed, mob/thrower, spin)
|
||||
close_all()
|
||||
return ..()
|
||||
|
||||
@@ -168,6 +168,7 @@
|
||||
|
||||
if(display_contents_with_number)
|
||||
for(var/datum/numbered_display/ND in display_contents)
|
||||
ND.sample_object.mouse_opacity = 2
|
||||
ND.sample_object.screen_loc = "[cx]:16,[cy]:16"
|
||||
ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
|
||||
ND.sample_object.layer = 20
|
||||
@@ -177,6 +178,7 @@
|
||||
cy--
|
||||
else
|
||||
for(var/obj/O in contents)
|
||||
O.mouse_opacity = 2 //This is here so storage items that spawn with contents correctly have the "click around item to equip"
|
||||
O.screen_loc = "[cx]:16,[cy]:16"
|
||||
O.maptext = ""
|
||||
O.layer = 20
|
||||
@@ -310,6 +312,7 @@
|
||||
orient2hud(usr)
|
||||
for(var/mob/M in can_see_contents())
|
||||
show_to(M)
|
||||
W.mouse_opacity = 2 //So you can click on the area around the item to equip it, instead of having to pixel hunt
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
@@ -339,6 +342,7 @@
|
||||
W.maptext = ""
|
||||
W.on_exit_storage(src)
|
||||
update_icon()
|
||||
W.mouse_opacity = initial(W.mouse_opacity)
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
@@ -80,9 +80,9 @@
|
||||
new /obj/item/weapon/wrench(src)
|
||||
new /obj/item/weapon/weldingtool/largetank(src)
|
||||
new /obj/item/weapon/crowbar/red(src)
|
||||
new /obj/item/stack/cable_coil(src, 30, "red")
|
||||
new /obj/item/weapon/wirecutters(src, "red")
|
||||
new /obj/item/device/multitool(src)
|
||||
new /obj/item/clothing/gloves/color/red/insulated(src)
|
||||
|
||||
/obj/item/weapon/storage/toolbox/drone
|
||||
name = "mechanical toolbox"
|
||||
|
||||
@@ -53,17 +53,11 @@
|
||||
return
|
||||
|
||||
if("implant")
|
||||
var/obj/item/weapon/implanter/F = new /obj/item/weapon/implanter(src)
|
||||
F.imp = new /obj/item/weapon/implant/freedom(F)
|
||||
var/obj/item/weapon/implanter/U = new /obj/item/weapon/implanter(src)
|
||||
U.imp = new /obj/item/weapon/implant/uplink(U)
|
||||
var/obj/item/weapon/implanter/C = new /obj/item/weapon/implanter(src)
|
||||
C.imp = new /obj/item/weapon/implant/emp(C)
|
||||
var/obj/item/weapon/implanter/K = new /obj/item/weapon/implanter(src)
|
||||
K.imp = new /obj/item/weapon/implant/adrenalin(K)
|
||||
var/obj/item/weapon/implanter/S = new /obj/item/weapon/implanter(src)
|
||||
S.imp = new /obj/item/weapon/implant/explosive(S)
|
||||
S.name += " (explosive)"
|
||||
new /obj/item/weapon/implanter/freedom(src)
|
||||
new /obj/item/weapon/implanter/uplink(src)
|
||||
new /obj/item/weapon/implanter/emp(src)
|
||||
new /obj/item/weapon/implanter/adrenalin(src)
|
||||
new /obj/item/weapon/implanter/explosive(src)
|
||||
return
|
||||
|
||||
if("hacker")
|
||||
@@ -173,8 +167,8 @@
|
||||
..()
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/grenade/empgrenade(src)
|
||||
new /obj/item/weapon/implanter/emp/(src)
|
||||
new /obj/item/device/flashlight/emp/(src)
|
||||
new /obj/item/weapon/implanter/emp(src)
|
||||
new /obj/item/device/flashlight/emp(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/chemical
|
||||
|
||||
@@ -7,8 +7,8 @@ LINEN BINS
|
||||
/obj/item/weapon/bedsheet
|
||||
name = "bedsheet"
|
||||
desc = "A surprisingly soft linen bedsheet."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "sheet"
|
||||
icon = 'icons/obj/bedsheets.dmi'
|
||||
icon_state = "white"
|
||||
item_state = "bedsheet"
|
||||
slot_flags = SLOT_BACK
|
||||
layer = 4.0
|
||||
@@ -41,129 +41,133 @@ LINEN BINS
|
||||
..()
|
||||
|
||||
/obj/item/weapon/bedsheet/blue
|
||||
icon_state = "sheetblue"
|
||||
icon_state = "blue"
|
||||
item_color = "blue"
|
||||
|
||||
/obj/item/weapon/bedsheet/green
|
||||
icon_state = "sheetgreen"
|
||||
icon_state = "green"
|
||||
item_color = "green"
|
||||
|
||||
/obj/item/weapon/bedsheet/orange
|
||||
icon_state = "sheetorange"
|
||||
icon_state = "orange"
|
||||
item_color = "orange"
|
||||
|
||||
/obj/item/weapon/bedsheet/purple
|
||||
icon_state = "sheetpurple"
|
||||
icon_state = "purple"
|
||||
item_color = "purple"
|
||||
|
||||
/obj/item/weapon/bedsheet/patriot
|
||||
name = "patriotic bedsheet"
|
||||
desc = "You've never felt more free than when sleeping on this."
|
||||
icon_state = "sheetUSA"
|
||||
icon_state = "USA"
|
||||
item_color = "sheetUSA"
|
||||
|
||||
/obj/item/weapon/bedsheet/rainbow
|
||||
name = "rainbow bedsheet"
|
||||
desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
|
||||
icon_state = "sheetrainbow"
|
||||
desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
|
||||
icon_state = "rainbow"
|
||||
item_color = "rainbow"
|
||||
|
||||
/obj/item/weapon/bedsheet/red
|
||||
icon_state = "sheetred"
|
||||
icon_state = "red"
|
||||
item_color = "red"
|
||||
|
||||
/obj/item/weapon/bedsheet/yellow
|
||||
icon_state = "sheetyellow"
|
||||
icon_state = "yellow"
|
||||
item_color = "yellow"
|
||||
|
||||
/obj/item/weapon/bedsheet/mime
|
||||
name = "mime's blanket"
|
||||
desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
|
||||
icon_state = "sheetmime"
|
||||
icon_state = "mime"
|
||||
item_color = "mime"
|
||||
|
||||
/obj/item/weapon/bedsheet/clown
|
||||
name = "clown's blanket"
|
||||
desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
|
||||
icon_state = "sheetclown"
|
||||
desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
|
||||
icon_state = "clown"
|
||||
item_color = "clown"
|
||||
|
||||
/obj/item/weapon/bedsheet/captain
|
||||
name = "captain's bedsheet"
|
||||
desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
|
||||
icon_state = "sheetcaptain"
|
||||
icon_state = "captain"
|
||||
item_color = "captain"
|
||||
|
||||
/obj/item/weapon/bedsheet/rd
|
||||
name = "research director's bedsheet"
|
||||
desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
|
||||
icon_state = "sheetrd"
|
||||
icon_state = "rd"
|
||||
item_color = "director"
|
||||
|
||||
/obj/item/weapon/bedsheet/medical
|
||||
name = "medical blanket"
|
||||
desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
|
||||
icon_state = "sheetmedical"
|
||||
icon_state = "medical"
|
||||
item_color = "medical"
|
||||
|
||||
/obj/item/weapon/bedsheet/cmo
|
||||
name = "chief medical officer's bedsheet"
|
||||
desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
|
||||
icon_state = "sheetcmo"
|
||||
desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
|
||||
icon_state = "cmo"
|
||||
item_color = "cmo"
|
||||
|
||||
/obj/item/weapon/bedsheet/hos
|
||||
name = "head of security's bedsheet"
|
||||
desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
|
||||
icon_state = "sheethos"
|
||||
desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
|
||||
icon_state = "hos"
|
||||
item_color = "hosred"
|
||||
|
||||
/obj/item/weapon/bedsheet/hop
|
||||
name = "head of personnel's bedsheet"
|
||||
desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
|
||||
icon_state = "sheethop"
|
||||
desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
|
||||
icon_state = "hop"
|
||||
item_color = "hop"
|
||||
|
||||
/obj/item/weapon/bedsheet/ce
|
||||
name = "chief engineer's bedsheet"
|
||||
desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
|
||||
icon_state = "sheetce"
|
||||
desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
|
||||
icon_state = "ce"
|
||||
item_color = "chief"
|
||||
|
||||
/obj/item/weapon/bedsheet/qm
|
||||
name = "quartermaster's bedsheet"
|
||||
desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
|
||||
icon_state = "sheetqm"
|
||||
icon_state = "qm"
|
||||
item_color = "qm"
|
||||
|
||||
/obj/item/weapon/bedsheet/brown
|
||||
icon_state = "sheetbrown"
|
||||
icon_state = "brown"
|
||||
item_color = "cargo"
|
||||
|
||||
/obj/item/weapon/bedsheet/centcom
|
||||
name = "\improper Centcom bedsheet"
|
||||
desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
|
||||
icon_state = "sheetcentcom"
|
||||
icon_state = "centcom"
|
||||
item_color = "centcom"
|
||||
|
||||
/obj/item/weapon/bedsheet/syndie
|
||||
name = "syndicate bedsheet"
|
||||
desc = "It has a syndicate emblem and it has an aura of evil."
|
||||
icon_state = "sheetsyndie"
|
||||
icon_state = "syndie"
|
||||
item_color = "syndie"
|
||||
|
||||
/obj/item/weapon/bedsheet/cult
|
||||
name = "cultist's bedsheet"
|
||||
desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
|
||||
icon_state = "sheetcult"
|
||||
desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
|
||||
icon_state = "cult"
|
||||
item_color = "cult"
|
||||
|
||||
/obj/item/weapon/bedsheet/wiz
|
||||
name = "wizard's bedsheet"
|
||||
desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
|
||||
icon_state = "sheetwiz"
|
||||
desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
|
||||
icon_state = "wiz"
|
||||
item_color = "wiz"
|
||||
|
||||
/obj/item/weapon/bedsheet/ian
|
||||
icon_state = "ian"
|
||||
item_color = "ian"
|
||||
|
||||
|
||||
/obj/structure/bedsheetbin
|
||||
name = "linen bin"
|
||||
|
||||
@@ -72,7 +72,7 @@
|
||||
new /obj/item/weapon/storage/belt/medical(src)
|
||||
new /obj/item/device/flash/handheld(src)
|
||||
new /obj/item/weapon/reagent_containers/hypospray/CMO(src)
|
||||
new /obj/item/cybernetic_implant/eyes/hud/medical(src)
|
||||
new /obj/item/organ/internal/cyberimp/eyes/hud/medical(src)
|
||||
|
||||
/obj/structure/closet/secure_closet/animal
|
||||
name = "animal control"
|
||||
|
||||
@@ -25,7 +25,6 @@
|
||||
icon_state = "door_as_1"
|
||||
airlock_type = /obj/machinery/door/airlock
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_com
|
||||
@@ -37,7 +36,6 @@
|
||||
glass_type = /obj/machinery/door/airlock/glass_command
|
||||
airlock_type = /obj/machinery/door/airlock/command
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_com/glass
|
||||
@@ -53,7 +51,6 @@
|
||||
glass_type = /obj/machinery/door/airlock/glass_security
|
||||
airlock_type = /obj/machinery/door/airlock/security
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_sec/glass
|
||||
@@ -69,7 +66,6 @@
|
||||
glass_type = /obj/machinery/door/airlock/glass_engineering
|
||||
airlock_type = /obj/machinery/door/airlock/engineering
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_eng/glass
|
||||
@@ -85,7 +81,6 @@
|
||||
glass_type = /obj/machinery/door/airlock/glass_mining
|
||||
airlock_type = /obj/machinery/door/airlock/mining
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_min/glass
|
||||
@@ -101,7 +96,6 @@
|
||||
glass_type = /obj/machinery/door/airlock/glass_atmos
|
||||
airlock_type = /obj/machinery/door/airlock/atmos
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_atmo/glass
|
||||
@@ -117,7 +111,6 @@
|
||||
glass_type = /obj/machinery/door/airlock/glass_research
|
||||
airlock_type = /obj/machinery/door/airlock/research
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_research/glass
|
||||
@@ -133,7 +126,6 @@
|
||||
glass_type = /obj/machinery/door/airlock/glass_science
|
||||
airlock_type = /obj/machinery/door/airlock/science
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_science/glass
|
||||
@@ -149,7 +141,6 @@
|
||||
glass_type = /obj/machinery/door/airlock/glass_medical
|
||||
airlock_type = /obj/machinery/door/airlock/medical
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_med/glass
|
||||
@@ -163,7 +154,6 @@
|
||||
icontext = "mai"
|
||||
airlock_type = /obj/machinery/door/airlock/maintenance
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_ext
|
||||
@@ -173,7 +163,6 @@
|
||||
icontext = "ext"
|
||||
airlock_type = /obj/machinery/door/airlock/external
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_fre
|
||||
@@ -183,7 +172,6 @@
|
||||
icontext = "fre"
|
||||
airlock_type = /obj/machinery/door/airlock/freezer
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_hatch
|
||||
@@ -193,7 +181,6 @@
|
||||
icontext = "hatch"
|
||||
airlock_type = /obj/machinery/door/airlock/hatch
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_mhatch
|
||||
@@ -203,7 +190,6 @@
|
||||
icontext = "mhatch"
|
||||
airlock_type = /obj/machinery/door/airlock/maintenance_hatch
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_glass
|
||||
@@ -211,7 +197,6 @@
|
||||
icon_state = "door_as_g1"
|
||||
airlock_type = /obj/machinery/door/airlock/glass
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
mineral = "glass"
|
||||
|
||||
@@ -220,7 +205,6 @@
|
||||
icon_state = "door_as_gold1"
|
||||
airlock_type = /obj/machinery/door/airlock/gold
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
mineral = "gold"
|
||||
|
||||
@@ -229,7 +213,6 @@
|
||||
icon_state = "door_as_silver1"
|
||||
airlock_type = /obj/machinery/door/airlock/silver
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
mineral = "silver"
|
||||
|
||||
@@ -238,7 +221,6 @@
|
||||
icon_state = "door_as_diamond1"
|
||||
airlock_type = /obj/machinery/door/airlock/diamond
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
mineral = "diamond"
|
||||
|
||||
@@ -247,7 +229,6 @@
|
||||
icon_state = "door_as_uranium1"
|
||||
airlock_type = /obj/machinery/door/airlock/uranium
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
mineral = "uranium"
|
||||
|
||||
@@ -256,7 +237,6 @@
|
||||
icon_state = "door_as_plasma1"
|
||||
airlock_type = /obj/machinery/door/airlock/plasma
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
mineral = "plasma"
|
||||
|
||||
@@ -266,7 +246,6 @@
|
||||
icon_state = "door_as_clown1"
|
||||
airlock_type = /obj/machinery/door/airlock/clown
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
mineral = "bananium"
|
||||
|
||||
@@ -275,7 +254,6 @@
|
||||
icon_state = "door_as_sandstone1"
|
||||
airlock_type = /obj/machinery/door/airlock/sandstone
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
mineral = "sandstone"
|
||||
|
||||
@@ -286,7 +264,6 @@
|
||||
icontext = "highsec"
|
||||
airlock_type = /obj/machinery/door/airlock/highsecurity
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_vault
|
||||
@@ -296,7 +273,6 @@
|
||||
icontext = "vault"
|
||||
airlock_type = /obj/machinery/door/airlock/vault
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_shuttle
|
||||
@@ -306,7 +282,6 @@
|
||||
icontext = "shuttle"
|
||||
airlock_type = /obj/machinery/door/airlock/shuttle
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_wood
|
||||
@@ -314,7 +289,6 @@
|
||||
icon_state = "door_as_wood1"
|
||||
airlock_type = /obj/machinery/door/airlock/wood
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
mineral = "wood"
|
||||
|
||||
@@ -327,13 +301,20 @@
|
||||
glass_type = /obj/machinery/door/airlock/glass_virology
|
||||
airlock_type = /obj/machinery/door/airlock/virology
|
||||
anchored = 1
|
||||
density = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_viro/glass
|
||||
mineral = "glass"
|
||||
icon_state = "door_as_gviro1"
|
||||
|
||||
/obj/structure/door_assembly/door_assembly_centcom
|
||||
icon_state = "door_as_ele1"
|
||||
typetext = "centcom"
|
||||
icontext = "ele"
|
||||
airlock_type = /obj/machinery/door/airlock/centcom
|
||||
anchored = 1
|
||||
state = 1
|
||||
|
||||
/obj/structure/door_assembly/attackby(obj/item/W, mob/user, params)
|
||||
if(istype(W, /obj/item/weapon/pen))
|
||||
var/t = stripped_input(user, "Enter the name for the door.", src.name, src.created_name,MAX_NAME_LEN)
|
||||
|
||||
@@ -102,7 +102,7 @@
|
||||
return
|
||||
user << "<span class='notice'>You start building a false wall...</span>"
|
||||
if(do_after(user, 20, target = src))
|
||||
if(!src.loc || !S || S.amount < 2)
|
||||
if(!src.loc || !S || S.get_amount() < 2)
|
||||
return
|
||||
S.use(2)
|
||||
user << "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>"
|
||||
|
||||
@@ -233,7 +233,7 @@
|
||||
if(user.stat || user.stunned || user.weakened || user.paralysis)
|
||||
unbuckle_mob()
|
||||
if(istype(user.l_hand, keytype) || istype(user.r_hand, keytype))
|
||||
if(!Process_Spacemove(direction) || !has_gravity(src.loc) || move_delay)
|
||||
if(!Process_Spacemove(direction) || !has_gravity(src.loc) || move_delay || !isturf(loc))
|
||||
return
|
||||
step(src, direction)
|
||||
update_mob()
|
||||
|
||||
Reference in New Issue
Block a user