Merge branch 'master' of https://github.com/tgstation/-tg-station into warnstandardization

Conflicts:
	code/_onclick/telekinesis.dm
This commit is contained in:
Miauw
2014-04-08 14:29:58 +02:00
172 changed files with 15844 additions and 4189 deletions
+24
View File
@@ -47,6 +47,30 @@ CREATE TABLE `erro_admin_log` (
) ENGINE=InnoDB DEFAULT CHARSET=latin1;
/*!40101 SET character_set_client = @saved_cs_client */;
--
-- Table structure for table `erro_admin_ranks`
--
DROP TABLE IF EXISTS `erro_admin_ranks`;
/*!40101 SET @saved_cs_client = @@character_set_client */;
/*!40101 SET character_set_client = utf8 */;
CREATE TABLE `erro_admin_ranks` (
`id` int(11) NOT NULL AUTO_INCREMENT,
`rank` varchar(40) NOT NULL,
`flags` int(16) NOT NULL DEFAULT '0',
PRIMARY KEY (`id`)
) ENGINE=InnoDB DEFAULT CHARSET=latin1;
/*!40101 SET character_set_client = @saved_cs_client */;
insert into erro_admin_ranks (rank, flags) values ('Moderator',2);
insert into erro_admin_ranks (rank, flags) values ('Admin Candidate',2);
insert into erro_admin_ranks (rank, flags) values ('Trial Admin',5638);
insert into erro_admin_ranks (rank, flags) values ('Badmin',5727);
insert into erro_admin_ranks (rank, flags) values ('Game Admin',8063);
insert into erro_admin_ranks (rank, flags) values ('Game Master',65535);
insert into erro_admin_ranks (rank, flags) values ('Host',65535);
insert into erro_admin_ranks (rank, flags) values ('Coder',5168);
--
-- Table structure for table `erro_ban`
--
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+24 -23
View File
@@ -6455,7 +6455,7 @@
"cug" = (/obj/structure/sign/map/right{pixel_y = -32},/obj/structure/rack{icon = 'icons/obj/stationobjs.dmi'; icon_state = "minibar_right"; name = "skeletal minibar"},/obj/item/weapon/reagent_containers/food/drinks/bottle/gin,/turf/unsimulated/floor{dir = 8; icon_state = "wood"},/area/syndicate_mothership)
"cuh" = (/obj/machinery/door/window{base_state = "right"; dir = 4; icon_state = "right"; name = "Equipment Room"; req_access_txt = "150"},/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"cui" = (/obj/machinery/atmospherics/pipe/simple{dir = 10},/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/turf/simulated/shuttle/plating,/area/syndicate_station/start)
"cuj" = (/obj/structure/rack,/obj/item/clothing/suit/space/syndicate,/obj/item/clothing/head/helmet/space/syndicate,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"cuj" = (/obj/structure/rack,/obj/item/clothing/suit/space/syndicate/black/red,/obj/item/clothing/head/helmet/space/syndicate/black/red,/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/syndicate_station/start)
"cuk" = (/turf/unsimulated/floor{icon = 'icons/turf/snow.dmi'; icon_state = "snow"},/turf/unsimulated/floor{icon = 'icons/turf/snow.dmi'; icon_state = "gravsnow_corner"; dir = 10},/area/syndicate_mothership)
"cul" = (/turf/unsimulated/wall,/area/wizard_station)
"cum" = (/turf/unsimulated/wall/fakeglass{icon_state = "fakewindows2"; dir = 8},/area/tdome/tdomeobserve)
@@ -6693,7 +6693,7 @@
"cyK" = (/obj/structure/cable,/obj/structure/computerframe{anchored = 1},/obj/item/stack/cable_coil/cut,/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cyL" = (/obj/structure/rack,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/tank/emergency_oxygen,/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cyM" = (/obj/structure/rack,/obj/item/clothing/suit/space/rig/medical,/obj/item/clothing/mask/breath,/obj/item/clothing/head/helmet/space/rig/medical,/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cyN" = (/obj/structure/rack,/obj/item/weapon/storage/toolbox/mechanical,/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cyN" = (/obj/structure/table,/obj/item/weapon/screwdriver,/obj/machinery/light,/obj/item/weapon/storage/toolbox/mechanical,/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cyO" = (/obj/machinery/power/apc{cell_type = 5000; dir = 8; environ = 0; equipment = 0; lighting = 0; locked = 0; name = "Worn-out APC"; pixel_x = -24; pixel_y = 0},/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cyP" = (/obj/machinery/light/small,/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cyQ" = (/turf/simulated/shuttle/plating,/turf/simulated/shuttle/wall{icon_state = "swall_f5"; dir = 2},/area/derelict/ship)
@@ -6705,7 +6705,7 @@
"cyW" = (/obj/effect/decal/remains/human,/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cyX" = (/turf/simulated/shuttle/plating,/turf/simulated/shuttle/wall{icon_state = "swall_f10"; dir = 2},/area/derelict/ship)
"cyY" = (/obj/machinery/computer/pod{id = "oldship_gun"},/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cyZ" = (/obj/structure/table,/obj/item/weapon/screwdriver,/obj/machinery/light,/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cyZ" = (/obj/structure/rack,/obj/item/clothing/suit/space/syndicate/black/med,/obj/item/clothing/head/helmet/space/syndicate/black/med,/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"cza" = (/obj/structure/table,/obj/item/device/radio/off,/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/derelict/ship)
"czb" = (/obj/structure/grille,/turf/simulated/floor/plating/airless,/area/space)
"czc" = (/turf/simulated/wall/r_wall,/area/space)
@@ -6897,7 +6897,7 @@
"cCG" = (/obj/structure/cable{icon_state = "0-4"; d2 = 4},/obj/machinery/power/apc{dir = 0; name = "Worn-out APC"; pixel_y = -24},/turf/simulated/floor/plating,/area/djstation)
"cCH" = (/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"},/obj/item/weapon/storage/box/lights/mixed,/obj/structure/sign/securearea{desc = "A warning sign which reads 'HIGH VOLTAGE'"; icon_state = "shock"; name = "HIGH VOLTAGE"; pixel_x = 0; pixel_y = -32},/turf/simulated/floor/plating,/area/djstation)
"cCI" = (/obj/structure/cable{d1 = 1; d2 = 8; icon_state = "1-8"},/turf/simulated/floor/plating,/area/djstation)
"cCJ" = (/obj/structure/rack,/obj/item/clothing/suit/space/syndicate,/obj/item/clothing/head/helmet/space/syndicate,/obj/item/clothing/mask/breath,/turf/simulated/floor/plating,/area/djstation)
"cCJ" = (/obj/structure/rack,/obj/item/clothing/head/helmet/swat,/turf/simulated/floor,/area/derelict/bridge/access)
"cCK" = (/obj/machinery/door/airlock/maintenance{req_access_txt = "0"},/turf/simulated/floor/plating,/area/djstation)
"cCL" = (/obj/structure/closet/emcloset,/turf/simulated/floor{icon_state = "cafeteria"},/area/djstation)
"cCM" = (/obj/machinery/vending/snack,/obj/machinery/light/small{dir = 1},/turf/simulated/floor{icon_state = "cafeteria"},/area/djstation)
@@ -7088,7 +7088,7 @@
"cGp" = (/obj/item/stack/rods,/turf/space,/area/space)
"cGq" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/turf/simulated/floor/plating/airless,/area/derelict/singularity_engine)
"cGr" = (/obj/item/weapon/shard,/obj/structure/grille{density = 0; icon_state = "brokengrille"},/obj/effect/decal/remains/human{desc = "This guy seemed to have died in terrible way! Half his remains are dust."; icon_state = "remains"; name = "Syndicate agent remains"},/turf/simulated/floor/airless{icon_state = "damaged2"},/area/derelict/singularity_engine)
"cGs" = (/obj/item/clothing/suit/space/syndicate,/turf/simulated/floor/plating/airless,/area/derelict/singularity_engine)
"cGs" = (/obj/item/clothing/head/helmet/space/syndicate/black/engie,/turf/simulated/floor/airless{icon_state = "damaged5"},/area/derelict/singularity_engine)
"cGt" = (/obj/item/stack/rods,/turf/simulated/floor/plating/airless,/area/derelict/singularity_engine)
"cGu" = (/obj/item/weapon/shard,/turf/simulated/floor/airless{icon_state = "damaged5"},/area/derelict/singularity_engine)
"cGv" = (/obj/structure/grille,/turf/simulated/floor/plating/airless,/area/derelict/singularity_engine)
@@ -7100,7 +7100,7 @@
"cGB" = (/obj/structure/table,/obj/machinery/power/apc{dir = 0; name = "Worn-out APC"; pixel_y = -24},/obj/structure/cable,/turf/simulated/floor,/area/derelict/bridge)
"cGC" = (/obj/structure/table,/obj/machinery/light/small,/turf/simulated/floor,/area/derelict/bridge)
"cGD" = (/obj/structure/window/reinforced{dir = 8},/turf/simulated/floor/airless{icon_state = "damaged2"},/area/derelict/singularity_engine)
"cGE" = (/obj/item/clothing/head/helmet/swat,/turf/simulated/floor/plating/airless,/area/derelict/singularity_engine)
"cGE" = (/obj/item/clothing/suit/space/syndicate/black/engie,/turf/simulated/floor/plating/airless,/area/derelict/singularity_engine)
"cGF" = (/obj/item/weapon/shard{icon_state = "small"},/turf/simulated/floor/plating/airless,/area/derelict/singularity_engine)
"cGG" = (/obj/structure/window/reinforced{dir = 1},/turf/simulated/floor/plating/airless,/area/derelict/singularity_engine)
"cGH" = (/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 4},/turf/simulated/floor/plating/airless,/area/derelict/singularity_engine)
@@ -7457,12 +7457,12 @@
"cNu" = (/obj/structure/cable{icon_state = "0-2"; d2 = 2},/obj/structure/cable,/obj/machinery/power/solar_control{id = "derelictsolar"; name = "Primary Solar Control"; track = 0},/turf/simulated/floor/airless,/area/derelict/bridge/ai_upload)
"cNv" = (/obj/structure/cable,/obj/machinery/power/apc{dir = 8; environ = 0; equipment = 0; lighting = 0; locked = 0; name = "Worn-out APC"; pixel_x = -24; pixel_y = 0},/turf/simulated/floor/plating/airless,/area/derelict/bridge/ai_upload)
"cNw" = (/obj/item/weapon/paper{desc = ""; info = "The Syndicate have cunningly disguised a Syndicate Uplink as your PDA. Simply enter the code \"678 Bravo\" into the ringtone select to unlock its hidden features. <br><br><b>Objective #1</b>. Kill the God damn AI in a fire blast that it rocks the station. <b>Success!</b> <br><b>Objective #2</b>. Escape alive. <b>Failed.</b>"; name = "Mission Objectives"},/turf/simulated/floor/airless{icon_state = "damaged2"},/area/derelict/bridge/ai_upload)
"cNx" = (/obj/machinery/light/small{dir = 4},/obj/item/clothing/head/helmet/space/syndicate,/turf/simulated/floor/airless,/area/derelict/bridge/ai_upload)
"cNx" = (/obj/structure/rack,/obj/item/clothing/suit/space/syndicate/orange,/obj/item/clothing/head/helmet/space/syndicate/orange,/obj/item/clothing/mask/breath,/turf/simulated/floor/plating,/area/djstation)
"cNy" = (/obj/item/stack/rods,/turf/simulated/floor/plating/airless,/area/derelict/hallway/secondary)
"cNz" = (/obj/machinery/door/window{base_state = "right"; dir = 4; icon_state = "right"},/turf/simulated/floor/airless,/area/space)
"cNA" = (/obj/machinery/door/window{base_state = "right"; dir = 4; icon_state = "right"},/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/machinery/light/small,/turf/simulated/floor/airless,/area/derelict/bridge/ai_upload)
"cNB" = (/obj/machinery/door/window{base_state = "right"; dir = 4; icon_state = "right"},/turf/simulated/floor/airless,/area/derelict/bridge/ai_upload)
"cNC" = (/obj/item/clothing/suit/space/syndicate,/turf/simulated/floor/airless,/area/derelict/bridge/ai_upload)
"cNC" = (/obj/item/clothing/suit/space/syndicate/black/red,/turf/simulated/floor/airless,/area/derelict/bridge/ai_upload)
"cND" = (/obj/effect/decal/remains/human{desc = "This guy seemed to have died in terrible way! Half his remains are dust."; icon_state = "remains"; name = "Syndicate agent remains"},/turf/simulated/floor/airless,/area/derelict/bridge/ai_upload)
"cNE" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/turf/simulated/wall/r_wall,/area/derelict/bridge/ai_upload)
"cNF" = (/obj/structure/cable,/turf/simulated/floor/plating/airless,/area/solar/derelict_aft)
@@ -7709,15 +7709,15 @@
"cSm" = (/obj/machinery/atmospherics/pipe/simple{dir = 4},/obj/machinery/portable_atmospherics/canister/air,/turf/simulated/floor/plating,/area/mine/laborcamp/security)
"cSn" = (/turf/simulated/mineral/random/labormineral,/area/mine/explored)
"cSo" = (/turf/space,/area/mine/unexplored)
"cSp" = (/obj/structure/alien/resin,/turf/simulated/floor/airless,/area/mine/abandoned)
"cSp" = (/obj/machinery/light/small{dir = 4},/obj/item/clothing/head/helmet/space/syndicate/black/red,/turf/simulated/floor/airless,/area/derelict/bridge/ai_upload)
"cSq" = (/obj/machinery/light{dir = 1},/turf/simulated/floor/airless{icon_state = "asteroidwarning"; dir = 9},/area/mine/north_outpost)
"cSr" = (/obj/structure/lattice,/obj/structure/window/reinforced{dir = 1},/turf/space,/area/mine/explored)
"cSs" = (/obj/machinery/door/airlock/external{name = "Mining North Outpost Airlock"; req_access_txt = "54"},/turf/simulated/floor/airless{icon_state = "asteroidfloor"},/area/mine/north_outpost)
"cSt" = (/obj/structure/disposalpipe/segment,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced,/turf/simulated/floor/plating,/area/mine/explored)
"cSu" = (/obj/item/weapon/shard{icon_state = "small"},/obj/item/clothing/suit/xenos,/turf/simulated/floor/plating/airless,/area/mine/abandoned)
"cSu" = (/obj/item/clothing/suit/space/syndicate/black/red,/obj/item/clothing/head/helmet/space/syndicate/black/red,/turf/simulated/floor/airless{icon_state = "damaged4"},/area/mine/abandoned)
"cSv" = (/turf/simulated/floor{icon_state = "white"; temperature = 273.15},/area/mine/laborcamp)
"cSw" = (/obj/machinery/door/airlock/external{name = "Mining Bridge"; req_access_txt = "54"},/turf/simulated/floor/airless{icon_state = "asteroidfloor"},/area/mine/north_outpost)
"cSx" = (/obj/item/clothing/head/xenos,/turf/simulated/floor/plating/airless,/area/mine/abandoned)
"cSx" = (/obj/item/weapon/storage/toolbox/syndicate,/turf/simulated/floor/airless{icon_state = "floorgrime"},/area/mine/abandoned)
"cSy" = (/turf/simulated/wall,/area/mine/laborcamp)
"cSz" = (/obj/machinery/atmospherics/unary/vent_pump{on = 1},/turf/simulated/floor{icon_state = "floorgrime"; temperature = 273.15},/area/mine/laborcamp)
"cSA" = (/turf/simulated/floor{icon_state = "floorgrime"; temperature = 273.15},/area/mine/laborcamp)
@@ -8334,6 +8334,7 @@
"den" = (/obj/machinery/door/airlock/highsecurity{name = "Gravity Generator Foyer"; req_access_txt = "19;23"},/turf/simulated/floor{icon_state = "delivery"; name = "floor"},/area/engine/engineering)
"deo" = (/obj/machinery/door/firedoor/border_only{dir = 4; name = "Firelock East"},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{dir = 4; icon_state = "warning"},/area/engine/gravity_generator)
"dep" = (/obj/structure/disposalpipe/segment{dir = 1; icon_state = "pipe-c"},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"},/turf/simulated/floor,/area/engine/engineering)
"deq" = (/obj/item/clothing/suit/xenos,/obj/item/clothing/head/xenos,/turf/simulated/floor{icon_state = "dark"},/area/mine/abandoned)
(1,1,1) = {"
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@@ -8891,11 +8892,11 @@ aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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@@ -9141,7 +9142,7 @@ aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaczbcCscC
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cOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcRjcRjcRjcRjcRjcRjcSncSncRjcRjcRjcRjcRjcRjcRjcRjcRjcRjcRjcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOTcOTcOTcOTcOTcOTcOTcOTcOTcOTcOEcOEcOEcOEcOEcOEcOEcOWcRocOWcPCcPtcOPcPVcPRcPCcPvcOWcRocOWcOWcPUcOIcRIcRQcRRcRKcRKcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcVscOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOTcOTcRjcRjcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcRScRTcRUcRVcRVcRVcRVcRVcRVcTpcRScRTcQlcQlcRXcRYcRZcPNcSacQDcSbcPNcRicQlcQlcQlcQlcQlcQlcQlcRjcRjcRjcRjcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRjcRjcRjcRjcRjcRjcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOU
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cOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcSccSccSccSccSccScdcVdcVdcVdcWcSccSncSncSncSncSncSncSncSncSncRjcRjcRjcRjcRjcRjcOUcOUcOUcOUcOUcOUcOUcOUcOUcOTcOTcOTcOTcOTcOTcOTcOTcOEcOEcOEcOEcOEcOEcOEcOEcOEcOWcRocRocRocSxcPicSucRocRocRocRocRocOWcPUcSdcSdcSdcPWcOWcRKcRKcRKcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOTcOTcOTcRjcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcRScRTcSHcSrcSrcSrcSrcSrcSrcSrcRScRTcQlcQlcQlcQlcQlcPNcRNcSscRNcPNcStcQlcQlcQlcQlcQlcQlcQlcRjcRjcRjcRjcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRjcRjcRjcRjcRjcRjcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOU
cOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcSccPscPJcPJcSfcSycSzcSAcSAcSAcSccRacRacRacRacSBcSncSncSncSncSncSncRjcRjcRjcRjcRjcOUcOUcOUcOUcOUcOUcOUcOTcOTcOTcOTcOTcOTcOTcOTcOTcOEcOEcOEcOEcOEcOEcOEcOEcOEcOWcOWcOWcOWcOWcOWcOWcOWcOWcOWcOWcOWcOWcOWcRBcSCcSDcOWcOWcRKcRKcRKcRKcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOEcOTcOTcOTcRjcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcQlcRjcOUcOUcOUcOUcOUcOUcOUcOUcRjcRjcRjcQlcQlcQlcQlcQlcQlcSEcSFcSGcSqcSIcSJcQlcQlcQlcQlcRjcRjcRjcRjcRjcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRkcRjcRjcRjcRjcRjcRjcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOUcOU
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File diff suppressed because it is too large Load Diff
+2 -2
View File
@@ -1,8 +1,8 @@
#if !defined(MAP_FILE)
#include "map_files\MetaStation.v39I.dmm"
#include "map_files\MetaStation.v39K.dmm"
#define MAP_FILE "MetaStation.v39I.dmm"
#define MAP_FILE "MetaStation.v39K.dmm"
#define MAP_NAME "MetaStation"
#elif !defined(MAP_OVERRIDE)
+2 -2
View File
@@ -1,8 +1,8 @@
#if !defined(MAP_FILE)
#include "map_files\tgstation.2.1.2.dmm"
#include "map_files\tgstation.2.1.3.dmm"
#define MAP_FILE "tgstation.2.1.2.dmm"
#define MAP_FILE "tgstation.2.1.3.dmm"
#define MAP_NAME "TGstation 2"
#elif !defined(MAP_OVERRIDE)
+4 -1
View File
@@ -222,7 +222,7 @@ turf/CanPass(atom/movable/mover, turf/target, height=1.5,air_group=0)
T.atmos_spawn_air(text, amount)
var/const/SPAWN_HEAT = 1
var/const/SPAWN_20C = 2
var/const/SPAWN_TOXINS = 4
var/const/SPAWN_OXYGEN = 8
var/const/SPAWN_CO2 = 16
@@ -238,6 +238,9 @@ var/const/SPAWN_AIR = 256
var/datum/gas_mixture/G = new
if(flag & SPAWN_20C)
G.temperature = T20C
if(flag & SPAWN_HEAT)
G.temperature += 1000
+1
View File
@@ -26,6 +26,7 @@
#define CANWEAKEN 2
#define CANPARALYSE 4
#define CANPUSH 8
#define GOTTAGOFAST 16
#define GODMODE 4096
#define FAKEDEATH 8192 //Replaces stuff like changeling.changeling_fakedeath
#define DISFIGURED 16384 //I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system
+17
View File
@@ -249,6 +249,19 @@ Turf and target are seperate in case you want to teleport some distance from a t
if(C.dna)
C.dna.real_name = real_name
if(isAI(src))
var/mob/living/silicon/ai/AI = src
if(oldname != real_name)
for(var/mob/living/silicon/robot/Slave in AI.connected_robots)
Slave.show_laws()
if(isrobot(src))
var/mob/living/silicon/robot/R = src
if(oldname != real_name)
R.notify_ai(3, oldname, newname)
if(R.camera)
R.camera.c_tag = real_name
if(oldname)
//update the datacore records! This is goig to be a bit costly.
for(var/list/L in list(data_core.general,data_core.medical,data_core.security,data_core.locked))
@@ -330,6 +343,10 @@ Turf and target are seperate in case you want to teleport some distance from a t
A.aiPDA.owner = newname
A.aiPDA.name = newname + " (" + A.aiPDA.ownjob + ")"
// Notify Cyborgs
for(var/mob/living/silicon/robot/Slave in A.connected_robots)
Slave.show_laws()
if(cmptext("cyborg",role))
if(isrobot(src))
var/mob/living/silicon/robot/A = src
+29 -1
View File
@@ -24,9 +24,37 @@ var/list/scarySounds = list('sound/weapons/thudswoosh.ogg','sound/weapons/Taser.
// Reference list for disposal sort junctions. Set the sortType variable on disposal sort junctions to
// the index of the sort department that you want. For example, sortType set to 2 will reroute all packages
// tagged for the Cargo Bay.
/* List of sortType codes for mapping reference
0 Waste
1 Disposals
2 Cargo Bay
3 QM Office
4 Engineering
5 CE Office
6 Atmospherics
7 Security
8 HoS Office
9 Medbay
10 CMO Office
11 Chemistry
12 Research
13 RD Office
14 Robotics
15 HoP Office
16 Library
17 Chapel
18 Theatre
19 Bar
20 Kitchen
21 Hydroponics
22 Janitor
23 Genetics
*/
var/list/TAGGERLOCATIONS = list("Disposals",
"Cargo Bay", "QM Office", "Engineering", "CE Office",
"Atmospherics", "Security", "HoS Office", "Medbay",
"CMO Office", "Chemistry", "Research", "RD Office",
"Robotics", "HoP Office", "Library", "Chapel", "Theatre",
"Bar", "Kitchen", "Hydroponics", "Janitor Closet","Genetics")
"Bar", "Kitchen", "Hydroponics", "Janitor Closet","Genetics")
+25
View File
@@ -35,6 +35,9 @@
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["middle"])
MiddleClickOn(A)
return
@@ -83,6 +86,9 @@
than anything else in the game, atoms have separate procs
for AI shift, ctrl, and alt clicking.
*/
/mob/living/silicon/ai/CtrlShiftClickOn(var/atom/A)
A.AICtrlShiftClick(src)
/mob/living/silicon/ai/ShiftClickOn(var/atom/A)
A.AIShiftClick(src)
/mob/living/silicon/ai/CtrlClickOn(var/atom/A)
@@ -94,6 +100,17 @@
The following criminally helpful code is just the previous code cleaned up;
I have no idea why it was in atoms.dm instead of respective files.
*/
/atom/proc/AICtrlShiftClick()
return
/obj/machinery/door/airlock/AICtrlShiftClick() // Sets/Unsets Emergency Access Override
if(emagged)
return
if(!emergency)
Topic("aiEnable=11", list("aiEnable"="11"), 1) // 1 meaning no window (consistency!)
else
Topic("aiDisable=11", list("aiDisable"="11"), 1)
return
/atom/proc/AIShiftClick()
return
@@ -122,6 +139,10 @@
/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
toggle_breaker()
/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
src.enabled = !src.enabled
src.updateTurrets()
/atom/proc/AIAltClick(var/mob/living/silicon/ai/user)
AltClick(user)
@@ -138,6 +159,10 @@
Topic("aiDisable=5", list("aiDisable"="5"), 1)
return
/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
src.lethal = !src.lethal
src.updateTurrets()
//
// Override TurfAdjacent for AltClicking
//
+14
View File
@@ -43,6 +43,9 @@
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["middle"])
MiddleClickOn(A)
return
@@ -242,6 +245,17 @@
/mob/proc/TurfAdjacent(var/turf/T)
return T.Adjacent(src)
/*
Control+Shift click
Unused except for AI
*/
/mob/proc/CtrlShiftClickOn(var/atom/A)
A.CtrlShiftClick(src)
return
/atom/proc/CtrlShiftClick(var/mob/user)
return
/*
Misc helpers
+50
View File
@@ -19,6 +19,9 @@
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["middle"])
MiddleClickOn(A)
return
@@ -87,6 +90,53 @@
cycle_modules()
return
//Give cyborgs hotkey clicks without breaking existing uses of hotkey clicks
// for non-doors/apcs
/mob/living/silicon/robot/CtrlShiftClickOn(var/atom/A)
A.BorgCtrlShiftClick(src)
/mob/living/silicon/robot/ShiftClickOn(var/atom/A)
A.BorgShiftClick(src)
/mob/living/silicon/robot/CtrlClickOn(var/atom/A)
A.BorgCtrlClick(src)
/mob/living/silicon/robot/AltClickOn(var/atom/A)
A.BorgAltClick(src)
/atom/proc/BorgCtrlShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
CtrlShiftClick(user)
/obj/machinery/door/airlock/BorgCtrlShiftClick() // Sets/Unsets Emergency Access Override Forwards to AI code.
AICtrlShiftClick()
/atom/proc/BorgShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
ShiftClick(user)
/obj/machinery/door/airlock/BorgShiftClick() // Opens and closes doors! Forwards to AI code.
AIShiftClick()
/atom/proc/BorgCtrlClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
CtrlClick(user)
/obj/machinery/door/airlock/BorgCtrlClick() // Bolts doors. Forwards to AI code.
AICtrlClick()
/obj/machinery/power/apc/BorgCtrlClick() // turns off/on APCs. Forwards to AI code.
AICtrlClick()
/obj/machinery/turretid/BorgCtrlClick() //turret control on/off. Forwards to AI code.
AICtrlClick()
/atom/proc/BorgAltClick(var/mob/living/silicon/robot/user)
AltClick(user)
return
/obj/machinery/door/airlock/BorgAltClick() // Eletrifies doors. Forwards to AI code.
AIAltClick()
/obj/machinery/turretid/BorgAltClick() //turret lethal on/off. Forwards to AI code.
AIAltClick()
/*
As with AI, these are not used in click code,
because the code for robots is specific, not generic.
+8
View File
@@ -65,7 +65,11 @@ var/const/tk_maxrange = 15
desc = "Magic"
icon = 'icons/obj/magic.dmi'//Needs sprites
icon_state = "2"
<<<<<<< HEAD
flags = NOBLUDGEON
=======
flags = NOBLUDGEON | ABSTRACT
>>>>>>> d212022b8b06bc7e5b01912d990e7a1f57dd6bcf
//item_state = null
w_class = 10.0
layer = 20
@@ -197,3 +201,7 @@ var/const/tk_maxrange = 15
var/Z = source:z
*/
<<<<<<< HEAD
=======
>>>>>>> d212022b8b06bc7e5b01912d990e7a1f57dd6bcf
+3
View File
@@ -99,6 +99,7 @@
var/revival_brain_life = -1
var/rename_cyborg = 0
var/ooc_during_round = 0
//Used for modifying movement speed for mobs.
//Unversal modifiers
@@ -281,6 +282,8 @@
config.revival_brain_life = text2num(value)
if("rename_cyborg")
config.rename_cyborg = 1
if("ooc_during_round")
config.ooc_during_round = 1
if("run_delay")
config.run_speed = text2num(value)
if("walk_delay")
+9 -8
View File
@@ -164,6 +164,7 @@ var/list/advance_cures = list(
//world << "[src.name] \ref[src] - REFRESH!"
var/list/properties = GenerateProperties()
AssignProperties(properties)
id = null
if(!archive_diseases[GetDiseaseID()])
if(new_name)
@@ -286,14 +287,14 @@ var/list/advance_cures = list(
// Return a unique ID of the disease.
/datum/disease/advance/GetDiseaseID()
var/list/L = list()
for(var/datum/symptom/S in symptoms)
L += S.id
L = sortList(L) // Sort the list so it doesn't matter which order the symptoms are in.
var/result = list2text(L, ":")
id = result
return result
if(!id)
var/list/L = list()
for(var/datum/symptom/S in symptoms)
L += S.id
L = sortList(L) // Sort the list so it doesn't matter which order the symptoms are in.
var/result = list2text(L, ":")
id = result
return id
// Add a symptom, if it is over the limit (with a small chance to be able to go over)
@@ -6,7 +6,7 @@ DNA Saboteur
Very noticable.
Lowers resistance tremendously.
No changes to stage speed.
Decreases transmittablity temrendously.
Decreases transmittablity tremendously.
Fatal Level.
Bonus
@@ -28,7 +28,7 @@ Bonus
/datum/symptom/genetic_mutation/Activate(var/datum/disease/advance/A)
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
if(prob(SYMPTOM_ACTIVATION_PROB * 5)) // 15% chance
var/mob/living/M = A.affected_mob
switch(A.stage)
if(4, 5)
@@ -58,10 +58,10 @@ Bonus
DNA Aide
Very very noticable.
Very very very very noticable.
Lowers resistance tremendously.
No changes to stage speed.
Decreases transmittablity temrendously.
Decreases stage speed tremendously.
Decreases transmittablity tremendously.
Fatal Level.
Bonus
@@ -73,9 +73,9 @@ Bonus
/datum/symptom/genetic_mutation/powers
name = "Deoxyribonucleic Acid Aide"
stealth = -3
resistance = -4
stage_speed = 0
transmittable = -4
stealth = -7
resistance = -7
stage_speed = -7
transmittable = -7
level = 6
good_mutations = 1
+3 -6
View File
@@ -62,22 +62,19 @@ STI KALY - blind
if(!istype(H.head, /obj/item/clothing/head/wizard))
if(!H.unEquip(H.head))
qdel(H.head)
H.head = new /obj/item/clothing/head/wizard(H)
H.head.layer = 20
H.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(H), slot_head)
return
if(prob(chance))
if(!istype(H.wear_suit, /obj/item/clothing/suit/wizrobe))
if(!H.unEquip(H.wear_suit))
qdel(H.wear_suit)
H.wear_suit = new /obj/item/clothing/suit/wizrobe(H)
H.wear_suit.layer = 20
H.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(H), slot_wear_suit)
return
if(prob(chance))
if(!istype(H.shoes, /obj/item/clothing/shoes/sandal))
if(!H.unEquip(H.shoes))
qdel(H.shoes)
H.shoes = new /obj/item/clothing/shoes/sandal(H)
H.shoes.layer = 20
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(H), slot_shoes)
return
else
var/mob/living/carbon/H = affected_mob
+142 -152
View File
@@ -1,7 +1,9 @@
//wrapper
/proc/do_teleport(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
new /datum/teleport/instant/science(arglist(args))
return
var/datum/teleport/instant/science/D = new
if(D.start(arglist(args)))
return 1
return 0
/datum/teleport
var/atom/movable/teleatom //atom to teleport
@@ -14,172 +16,160 @@
var/force_teleport = 1 //if false, teleport will use Move() proc (dense objects will prevent teleportation)
New(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
..()
if(!Init(arglist(args)))
return 0
return 1
/datum/teleport/proc/start(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
if(!Init(arglist(args)))
return 0
return 1
proc/Init(ateleatom,adestination,aprecision,afteleport,aeffectin,aeffectout,asoundin,asoundout)
if(!setTeleatom(ateleatom))
return 0
if(!setDestination(adestination))
return 0
if(!setPrecision(aprecision))
return 0
setEffects(aeffectin,aeffectout)
setForceTeleport(afteleport)
setSounds(asoundin,asoundout)
return 1
/datum/teleport/proc/Init(ateleatom,adestination,aprecision,afteleport,aeffectin,aeffectout,asoundin,asoundout)
if(!setTeleatom(ateleatom))
return 0
if(!setDestination(adestination))
return 0
if(!setPrecision(aprecision))
return 0
setEffects(aeffectin,aeffectout)
setForceTeleport(afteleport)
setSounds(asoundin,asoundout)
return 1
//must succeed
proc/setPrecision(aprecision)
if(isnum(aprecision))
precision = aprecision
return 1
//must succeed
/datum/teleport/proc/setPrecision(aprecision)
if(isnum(aprecision))
precision = aprecision
return 1
return 0
//must succeed
/datum/teleport/proc/setDestination(atom/adestination)
if(istype(adestination))
destination = adestination
return 1
return 0
//must succeed in most cases
/datum/teleport/proc/setTeleatom(atom/movable/ateleatom)
if(istype(ateleatom, /obj/effect) && !istype(ateleatom, /obj/effect/dummy/chameleon))
qdel(ateleatom)
return 0
if(istype(ateleatom))
teleatom = ateleatom
return 1
return 0
//custom effects must be properly set up first for instant-type teleports
//optional
/datum/teleport/proc/setEffects(datum/effect/effect/system/aeffectin=null,datum/effect/effect/system/aeffectout=null)
effectin = istype(aeffectin) ? aeffectin : null
effectout = istype(aeffectout) ? aeffectout : null
return 1
//optional
/datum/teleport/proc/setForceTeleport(afteleport)
force_teleport = afteleport
return 1
//optional
/datum/teleport/proc/setSounds(asoundin=null,asoundout=null)
soundin = isfile(asoundin) ? asoundin : null
soundout = isfile(asoundout) ? asoundout : null
return 1
//placeholder
/datum/teleport/proc/teleportChecks()
return 1
/datum/teleport/proc/playSpecials(atom/location,datum/effect/effect/system/effect,sound)
if(location)
if(effect)
spawn(-1)
src = null
effect.attach(location)
effect.start()
if(sound)
spawn(-1)
src = null
playsound(location,sound,60,1)
return
//do the monkey dance
/datum/teleport/proc/doTeleport()
var/turf/destturf
var/turf/curturf = get_turf(teleatom)
var/area/destarea = get_area(destination)
if(precision)
var/list/posturfs = circlerangeturfs(destination,precision)
destturf = safepick(posturfs)
else
destturf = get_turf(destination)
if(!destturf || !curturf)
return 0
//must succeed
proc/setDestination(atom/adestination)
if(istype(adestination))
destination = adestination
return 1
return 0
playSpecials(curturf,effectin,soundin)
//must succeed in most cases
proc/setTeleatom(atom/movable/ateleatom)
if(istype(ateleatom, /obj/effect) && !istype(ateleatom, /obj/effect/dummy/chameleon))
qdel(ateleatom)
return 0
if(istype(ateleatom))
teleatom = ateleatom
return 1
return 0
//custom effects must be properly set up first for instant-type teleports
//optional
proc/setEffects(datum/effect/effect/system/aeffectin=null,datum/effect/effect/system/aeffectout=null)
effectin = istype(aeffectin) ? aeffectin : null
effectout = istype(aeffectout) ? aeffectout : null
return 1
//optional
proc/setForceTeleport(afteleport)
force_teleport = afteleport
return 1
//optional
proc/setSounds(asoundin=null,asoundout=null)
soundin = isfile(asoundin) ? asoundin : null
soundout = isfile(asoundout) ? asoundout : null
return 1
//placeholder
proc/teleportChecks()
return 1
proc/playSpecials(atom/location,datum/effect/effect/system/effect,sound)
if(location)
if(effect)
spawn(-1)
src = null
effect.attach(location)
effect.start()
if(sound)
spawn(-1)
src = null
playsound(location,sound,60,1)
return
//do the monkey dance
proc/doTeleport()
var/turf/destturf
var/turf/curturf = get_turf(teleatom)
var/area/destarea = get_area(destination)
if(precision)
var/list/posturfs = circlerangeturfs(destination,precision)
destturf = safepick(posturfs)
else
destturf = get_turf(destination)
if(!destturf || !curturf)
return 0
playSpecials(curturf,effectin,soundin)
if(force_teleport)
teleatom.forceMove(destturf)
if(force_teleport)
teleatom.forceMove(destturf)
playSpecials(destturf,effectout,soundout)
else
if(teleatom.Move(destturf))
playSpecials(destturf,effectout,soundout)
else
if(teleatom.Move(destturf))
playSpecials(destturf,effectout,soundout)
destarea.Entered(teleatom)
destarea.Entered(teleatom)
return 1
return 1
proc/teleport()
if(teleportChecks())
return doTeleport()
return 0
/datum/teleport/proc/teleport()
if(teleportChecks())
return doTeleport()
return 0
/datum/teleport/instant //teleports when datum is created
New(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
start(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
if(..())
teleport()
return
if(teleport())
return 1
return 0
/datum/teleport/instant/science
setEffects(datum/effect/effect/system/aeffectin,datum/effect/effect/system/aeffectout)
if(aeffectin==null || aeffectout==null)
var/datum/effect/effect/system/spark_spread/aeffect = new
aeffect.set_up(5, 1, teleatom)
effectin = effectin || aeffect
effectout = effectout || aeffect
return 1
/datum/teleport/instant/science/setEffects(datum/effect/effect/system/aeffectin,datum/effect/effect/system/aeffectout)
if(aeffectin==null || aeffectout==null)
var/datum/effect/effect/system/spark_spread/aeffect = new
aeffect.set_up(5, 1, teleatom)
effectin = effectin || aeffect
effectout = effectout || aeffect
return 1
else
return ..()
/datum/teleport/instant/science/setPrecision(aprecision)
..()
if(istype(teleatom, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
var/list/bagholding = teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)
if(bagholding.len)
precision = max(rand(1,100)*bagholding.len,100)
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
MM << "<span class='warning'>The bluespace interface on your bag of holding interferes with the teleport!</span>"
return 1
/datum/teleport/instant/science/teleportChecks()
if(istype(teleatom, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks get teleported --NeoFite
teleatom.visible_message("<span class='warning'>The portal rejects [teleatom]!</span>")
return 0
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/disk/nuclear)))
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
MM.visible_message("<span class='warning'>The portal rejects [MM]!","<span class='warning'>The nuclear disk that you're carrying seems to be unable to pass through the portal. Better drop it if you want to go through.</span>")
else
return ..()
teleatom.visible_message("<span class='warning'>The portal rejects [teleatom]!</span>")
return 0
setPrecision(aprecision)
..()
if(istype(teleatom, /obj/item/weapon/storage/backpack/holding))
precision = rand(1,100)
var/list/bagholding = teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)
if(bagholding.len)
precision = max(rand(1,100)*bagholding.len,100)
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
MM << "\red The Bluespace interface on your Bag of Holding interferes with the teleport!"
return 1
teleportChecks()
if(istype(teleatom, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks get teleported --NeoFite
teleatom.visible_message("\red <B>The [teleatom] bounces off of the portal!</B>")
return 0
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/disk/nuclear)))
if(istype(teleatom, /mob/living))
var/mob/living/MM = teleatom
MM.visible_message("\red <B>The [MM] bounces off of the portal!</B>","\red Something you are carrying seems to be unable to pass through the portal. Better drop it if you want to go through.")
else
teleatom.visible_message("\red <B>The [teleatom] bounces off of the portal!</B>")
return 0
if(destination.z == 2) //centcom z-level
if(istype(teleatom, /obj/mecha))
var/obj/mecha/MM = teleatom
MM.occupant << "\red <B>The mech would not survive the jump to a location so far away!</B>"
return 0
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)))
teleatom.visible_message("\red <B>The Bag of Holding bounces off of the portal!</B>")
return 0
if(destination.z == 7) //Away mission z-levels
return 0
return 1
return 1
+1 -8
View File
@@ -598,14 +598,7 @@ datum/mind
log_admin("[key_name(usr)] has de-cult'ed [current].")
if("cultist")
if(!(src in ticker.mode.cult))
ticker.mode.cult += src
ticker.mode.update_cult_icons_added(src)
special_role = "Cultist"
current << "<font color=\"purple\"><b><i>You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie.</b></i></font>"
current << "<font color=\"purple\"><b><i>Assist your new compatriots in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</b></i></font>"
var/datum/game_mode/cult/cult = ticker.mode
if (istype(cult))
cult.memorize_cult_objectives(src)
ticker.mode.add_cultist(src)
message_admins("[key_name_admin(usr)] has cult'ed [current].")
log_admin("[key_name(usr)] has cult'ed [current].")
if("tome")
+1 -1
View File
@@ -135,7 +135,7 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
return
/obj/effect/proc_holder/spell/proc/start_recharge()
while(charge_counter < charge_max && !isnull(gc_destroyed))
while(charge_counter < charge_max && isnull(gc_destroyed))
sleep(1)
charge_counter++
+20 -6
View File
@@ -123,7 +123,7 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
cost = 10
containertype = /obj/structure/closet/crate
containername = "firefighting crate"
/datum/supply_packs/emergency/atmostank
name = "Firefighting Watertank"
contains = list(/obj/item/weapon/watertank/atmos)
@@ -748,7 +748,7 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
cost = 15
containertype = /obj/structure/closet/crate/hydroponics
containername = "hydroponics crate"
/datum/supply_packs/misc/hydroponics/hydrotank
name = "Hydroponics Watertank Backpack Crate"
contains = list(/obj/item/weapon/watertank)
@@ -900,7 +900,7 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
/datum/supply_packs/misc/lasertag
name = "LaserTag Crate"
contains = list(/obj/item/weapon/gun/energy/laser/redtag,
contains = list(/obj/item/weapon/gun/energy/laser/redtag,
/obj/item/weapon/gun/energy/laser/redtag,
/obj/item/weapon/gun/energy/laser/redtag,
/obj/item/weapon/gun/energy/laser/bluetag,
@@ -917,10 +917,24 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
cost = 15
containername = "LaserTag Crate"
/datum/supply_packs/misc/religious_supplies
name = "Religious Supplies Crate"
contains = list(/obj/item/weapon/reagent_containers/food/drinks/bottle/holywater,
/obj/item/weapon/reagent_containers/food/drinks/bottle/holywater,
/obj/item/weapon/storage/bible/booze,
/obj/item/weapon/storage/bible/booze,
/obj/item/clothing/suit/chaplain_hoodie,
/obj/item/clothing/head/chaplain_hood,
/obj/item/clothing/suit/chaplain_hoodie,
/obj/item/clothing/head/chaplain_hood)
cost = 40 // it costs so much because the Space Church is ran by Space Jews
containername = "religious supplies crate"
///////////// Paper Work
/datum/supply_packs/misc/paper
name = "Bureaucracy crate"
name = "Bureaucracy Crate"
contains = list(/obj/structure/filingcabinet/chestdrawer/wheeled,
/obj/item/device/camera_film,
/obj/item/weapon/hand_labeler,
@@ -936,7 +950,7 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
/obj/item/weapon/clipboard,
/obj/item/weapon/clipboard)
cost = 15
containername = "Bureaucracy crate"
containername = "bureaucracy crate"
/datum/supply_packs/misc/toner
name = "Toner Cartridges"
@@ -977,7 +991,7 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
cost = 10
containertype = /obj/structure/largecrate
containername = "janitorial cart crate"
/datum/supply_packs/misc/janitor/janitank
name = "Janitor Watertank Backpack Crate"
contains = list(/obj/item/weapon/watertank/janitor)
+1 -1
View File
@@ -334,7 +334,7 @@ var/list/uplink_items = list()
/datum/uplink_item/device_tools/space_suit
name = "Syndicate Space Suit"
desc = "The red syndicate space suit is less encumbering than Nanotrasen variants, fits inside bags, and has a weapon slot. Nanotrasen crewmembers are trained to report red space suit sightings."
desc = "The red and black syndicate space suit is less encumbering than Nanotrasen variants, fits inside bags, and has a weapon slot. Nanotrasen crewmembers are trained to report red space suit sightings."
item = /obj/item/weapon/storage/box/syndie_kit/space
cost = 3
+1 -2
View File
@@ -1,4 +1,3 @@
/datum/wires/alarm
holder_type = /obj/machinery/alarm
wire_count = 5
@@ -12,7 +11,7 @@ var/const/AALARM_WIRE_AALARM = 16
/datum/wires/alarm/CanUse(var/mob/living/L)
var/obj/machinery/alarm/A = holder
if(A.wiresexposed)
if(A.panel_open)
return 1
return 0
+4 -1
View File
@@ -55,7 +55,10 @@ var/const/BORG_WIRE_CAMERA = 16
switch(index)
if (BORG_WIRE_AI_CONTROL) //pulse the AI wire to make the borg reselect an AI
if(!R.emagged)
R.connected_ai = select_active_ai()
var/new_ai = select_active_ai(R)
if(new_ai && (new_ai != R.connected_ai))
R.connected_ai = new_ai
R.notify_ai(1)
if (BORG_WIRE_CAMERA)
if(!isnull(R.camera) && R.camera.can_use() && !R.scrambledcodes)
+1 -1
View File
@@ -405,7 +405,7 @@
icon_state = "RPED"
item_state = "RPED"
w_class = 5
can_hold = list("/obj/item/weapon/stock_parts")
can_hold = list(/obj/item/weapon/stock_parts)
storage_slots = 14
use_to_pickup = 1
allow_quick_gather = 1
+14 -3
View File
@@ -610,6 +610,10 @@ proc/process_ghost_teleport_locs()
name = "Waste Disposal"
icon_state = "disposal"
/area/maintenance/electrical
name = "Electrical Maintenance"
icon_state = "yellow"
//Hallway
/area/hallway/primary/fore
@@ -1008,13 +1012,17 @@ proc/process_ghost_teleport_locs()
icon_state = "sec_prison"
/area/security/processing
name = "\improper Prisoner Processing"
name = "\improper Labor Shuttle Dock"
icon_state = "sec_prison"
/area/security/warden
name = "\improper Armory"
name = "\improper Brig Control"
icon_state = "Warden"
/area/security/armory
name = "\improper Armory"
icon_state = "armory"
/area/security/hos
name = "\improper Head of Security's Office"
icon_state = "sec_hos"
@@ -1147,7 +1155,7 @@ proc/process_ghost_teleport_locs()
icon_state = "toxmix"
/area/toxins/misc_lab
name = "\improper Miscellaneous Research"
name = "\improper Testing Lab"
icon_state = "toxmisc"
/area/toxins/server
@@ -1340,6 +1348,9 @@ proc/process_ghost_teleport_locs()
icon_state = "yellow"
//AI
/area/ai_monitored/security/armory
name = "\improper Armory"
icon_state = "armory"
/area/ai_monitored/storage/eva
name = "EVA Storage"
+3
View File
@@ -76,6 +76,7 @@ Radio:
1443 - Confession Intercom
1349 - Miners
1347 - Cargo techs
1447 - AI Private
Devices:
1451 - tracking implant
@@ -108,6 +109,7 @@ var/list/radiochannels = list(
"Syndicate" = 1213,
"Supply" = 1347,
"Service" = 1349,
"AI Private" = 1447,
)
//depenging helpers
var/const/SYND_FREQ = 1213 //nuke op frequency, coloured dark brown in chat window
@@ -119,6 +121,7 @@ var/const/MED_FREQ = 1355 //medical, coloured blue in chat window
var/const/ENG_FREQ = 1357 //engineering, coloured orange in chat window
var/const/SEC_FREQ = 1359 //security, coloured red in chat window
var/const/DSQUAD_FREQ = 1441 //death squad frequency, coloured grey in chat window
var/const/AIPRIV_FREQ = 1447 //AI private, colored magenta in chat window
#define TRANSMISSION_WIRE 0
#define TRANSMISSION_RADIO 1
+34 -26
View File
@@ -4,6 +4,8 @@
var/list/datum/mind/cult = list()
var/list/allwords = list("travel","self","see","hell","blood","join","tech","destroy", "other", "hide")
var/list/grantwords = list("travel", "see", "hell", "tech", "destroy", "other", "hide")
var/list/cult_objectives = list()
/proc/iscultist(mob/living/M as mob)
return istype(M) && M.mind && ticker && ticker.mode && (M.mind in ticker.mode.cult)
@@ -13,6 +15,8 @@
if(istype(mind.current, /mob/living/carbon/human) && (mind.assigned_role in list("Captain", "Chaplain"))) return 0
if(isloyal(mind.current))
return 0
if (ticker.mode.name == "cult") //redundent?
if(mind.current == ticker.mode.sacrifice_target) return 0
return 1
@@ -20,16 +24,15 @@
name = "cult"
config_tag = "cult"
antag_flag = BE_CULTIST
restricted_jobs = list("Chaplain","AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_jobs = list("Chaplain","AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")
protected_jobs = list()
required_players = 15
required_enemies = 3
recommended_enemies = 4
required_players = 20
required_enemies = 6
recommended_enemies = 6
uplink_welcome = "Nar-Sie Uplink Console:"
uplink_uses = 10
var/datum/mind/sacrifice_target = null
var/finished = 0
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
@@ -37,11 +40,9 @@
var/list/startwords = list("blood","join","self","hell")
var/list/secondwords = list("travel", "see", "tech", "destroy", "other", "hide")
var/list/objectives = list()
var/eldergod = 1 //for the summon god objective
var/const/acolytes_needed = 5 //for the survive objective
var/acolytes_needed = 10 //for the survive objective
var/acolytes_survived = 0
@@ -52,11 +53,15 @@
/datum/game_mode/cult/pre_setup()
if(prob(50))
objectives += "survive"
objectives += "sacrifice"
cult_objectives += "survive"
cult_objectives += "sacrifice"
else
objectives += "eldergod"
objectives += "sacrifice"
cult_objectives += "eldergod"
cult_objectives += "sacrifice"
if(num_players() >= 30)
recommended_enemies = 9 // 3+3+3 - d' magic number o' magic numbars mon
acolytes_needed = 15
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
@@ -79,7 +84,7 @@
/datum/game_mode/cult/post_setup()
modePlayer += cult
if("sacrifice" in objectives)
if("sacrifice" in cult_objectives)
var/list/possible_targets = get_unconvertables()
if(!possible_targets.len)
@@ -110,9 +115,9 @@
/datum/game_mode/cult/proc/memorize_cult_objectives(var/datum/mind/cult_mind)
for(var/obj_count = 1,obj_count <= objectives.len,obj_count++)
for(var/obj_count = 1,obj_count <= cult_objectives.len,obj_count++)
var/explanation
switch(objectives[obj_count])
switch(cult_objectives[obj_count])
if("survive")
explanation = "Our knowledge must live on. Make sure at least [acolytes_needed] acolytes escape on the shuttle to spread their work on an another station."
if("sacrifice")
@@ -124,11 +129,12 @@
explanation = "Summon Nar-Sie via the use of the appropriate rune (Hell join self). It will only work if nine cultists stand on and around it."
cult_mind.current << "<B>Objective #[obj_count]</B>: [explanation]"
cult_mind.memory += "<B>Objective #[obj_count]</B>: [explanation]<BR>"
cult_mind.current << "The Geometer of Blood grants you the knowledge to convert non-believers. (Join Blood Self)"
cult_mind.memory += "The Geometer of Blood grants you the knowledge to convert non-believers. (Join Blood Self)<BR>"
grant_runeword(cult_mind.current,"join")
grant_runeword(cult_mind.current,"blood")
grant_runeword(cult_mind.current,"self")
cult_mind.current << "The Geometer of Blood grants you the knowledge to sacrifice non-believers. (Hell Blood Join)"
cult_mind.memory += "The Geometer of Blood grants you the knowledge to sacrifice non-believers. (Hell Blood Join)<BR>"
for(var/startingword in startwords)
grant_runeword(cult_mind.current,startingword)
// grant_runeword(cult_mind.current,"blood")
// grant_runeword(cult_mind.current,"hell")
/datum/game_mode/proc/equip_cultist(mob/living/carbon/human/mob)
if(!istype(mob))
@@ -214,6 +220,7 @@
return 0
if(!(cult_mind in cult) && is_convertable_to_cult(cult_mind))
cult += cult_mind
cult_mind.current.cult_add_comm()
update_cult_icons_added(cult_mind)
cult_mind.current.attack_log += "\[[time_stamp()]\] <font color='red'>Has been converted to the cult!</font>"
return 1
@@ -228,6 +235,7 @@
/datum/game_mode/proc/remove_cultist(datum/mind/cult_mind, show_message = 1)
if(cult_mind in cult)
cult -= cult_mind
cult_mind.current.verbs -= /mob/living/proc/cult_innate_comm
cult_mind.current << "\red <FONT size = 3><B>An unfamiliar white light flashes through your mind, cleansing the taint of the dark-one and the memories of your time as his servant with it.</B></FONT>"
cult_mind.memory = ""
cult_mind.cult_words = initial(cult_mind.cult_words)
@@ -294,11 +302,11 @@
/datum/game_mode/cult/proc/check_cult_victory()
var/cult_fail = 0
if(objectives.Find("survive"))
if(cult_objectives.Find("survive"))
cult_fail += check_survive() //the proc returns 1 if there are not enough cultists on the shuttle, 0 otherwise
if(objectives.Find("eldergod"))
if(cult_objectives.Find("eldergod"))
cult_fail += eldergod //1 by default, 0 if the elder god has been summoned at least once
if(objectives.Find("sacrifice"))
if(cult_objectives.Find("sacrifice"))
if(sacrifice_target && !sacrificed.Find(sacrifice_target)) //if the target has been sacrificed, ignore this step. otherwise, add 1 to cult_fail
cult_fail++
@@ -331,11 +339,11 @@
var/text = "<b>Cultists escaped:</b> [acolytes_survived]"
if(objectives.len)
if(cult_objectives.len)
text += "<br><b>The cultists' objectives were:</b>"
for(var/obj_count=1, obj_count <= objectives.len, obj_count++)
for(var/obj_count=1, obj_count <= cult_objectives.len, obj_count++)
var/explanation
switch(objectives[obj_count])
switch(cult_objectives[obj_count])
if("survive")
if(!check_survive())
explanation = "Make sure at least [acolytes_needed] acolytes escape on the shuttle. <font color='green'><B>Success!</B></font>"
+160 -86
View File
@@ -24,6 +24,51 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
runerandom()
usr << "[wordtravel] is travel, [wordblood] is blood, [wordjoin] is join, [wordhell] is Hell, [worddestr] is destroy, [wordtech] is technology, [wordself] is self, [wordsee] is see, [wordother] is other, [wordhide] is hide."
/mob/proc/cult_add_comm()
verbs += /mob/living/proc/cult_innate_comm
/mob/living/proc/cult_innate_comm()
set category = "Cultist"
set name = "Communicate"
#define CHECK_STATUS (usr.stat || usr.restrained() || usr.paralysis || usr.stunned || usr.weakened)
if(!iscultist(usr)) //they shouldn't have this verb, but just to be sure...
return
if(CHECK_STATUS)
return //dead men tell no tales
var/input = stripped_input(usr, "Please choose a message to tell to the other acolytes.", "Voice of Blood", "")
if(!input) // TO-DO: Add some kind of filter to corrupt the inputted text
return
if(ishuman(usr) || ismonkey(usr)) //Damage only applies to humans and monkeys, to allow constructs to communicate
usr.visible_message("<span class='warning'>[usr.name] starts clawing at his arms like a mad man!")
apply_damage(25,BRUTE, "l_arm")
apply_damage(25,BRUTE, "r_arm")
sleep(50)
if(CHECK_STATUS)
return //Hard to drawn intrinsic symbols when you're bleeding out in your cell.
var/turf/location = loc
if(istype(location, /turf/simulated)) // tearing your arms apart is going to spill a bit of blood, in fact thats the idea
location.add_blood(usr) // TO-DO change this to a badly drawn rune
apply_damage(15,BRUTE, "l_arm") // does a metric fuck ton of damage because this meant to be an emergency method of communication.
apply_damage(15,BRUTE, "r_arm")
if(CHECK_STATUS)
return //dead men tell no tales
usr.visible_message("<span class='warning'>[usr.name] paints strange symbols with their own blood")
sleep(20)
usr.say("O bidai nabora se[pick("'","`")]sma!")
sleep(10)
usr.say("[input]")
for(var/datum/mind/H in ticker.mode.cult)
if (H.current)
H.current << "\red \b [input]"
return
#undef CHECK_STATUS
/proc/runerandom() //randomizes word meaning
var/list/runewords=list("ire","ego","nahlizet","certum","veri","jatkaa","mgar","balaq", "karazet", "geeri") ///"orkan" and "allaq" removed.
@@ -134,7 +179,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
return
attack_hand(mob/living/user as mob)
attack_hand(mob/living/user as mob) // OH GOD this is horrible
if(!iscultist(user))
user << "<span class='notice'>You can't mouth the arcane scratchings without fumbling over them.</span>"
return
@@ -193,6 +238,8 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
return itemport(src.word3)
if(word1 == wordjoin && word2 == wordhide && word3 == wordtech)
return runestun()
if(word1 == wordtravel && word2 == wordhell && word3 == wordtech)
return summon_shell()
else
user.take_overall_damage(30, 0)
user << "\red You feel the life draining from you, as if Lord Nar-Sie is displeased with you."
@@ -311,6 +358,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
var/tomedat = ""
var/list/words = list("ire" = "ire", "ego" = "ego", "nahlizet" = "nahlizet", "certum" = "certum", "veri" = "veri", "jatkaa" = "jatkaa", "balaq" = "balaq", "mgar" = "mgar", "karazet" = "karazet", "geeri" = "geeri")
tomedat = {"<html>
<head>
<style>
@@ -416,6 +464,11 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
switch(href_list["action"])
if("clear")
words[words[number]] = words[number]
if("read")
if(usr.get_active_hand() != src)
return
usr << browse("[tomedat]", "window=Arcane Tome")
return
if("change")
words[words[number]] = input("Enter the translation for [words[number]]", "Word notes") in engwords
for (var/entry in words)
@@ -473,6 +526,11 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
if(!iscultist(user))
return ..()
if(iscultist(M))
if(M.reagents && M.reagents.has_reagent("holywater")) //allows cultists to be rescued from the clutches of ordained religion
user << "\blue You remove the taint from [M]."
var/holy2unholy = M.reagents.get_reagent_amount("holywater")
M.reagents.del_reagent("holywater")
M.reagents.add_reagent("unholywater",holy2unholy)
return
M.take_organ_damage(0,rand(5,20)) //really lucky - 5 hits for a crit
for(var/mob/O in viewers(M, null))
@@ -502,113 +560,123 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
alert("The cloth of reality can't take that much of a strain. Remove some runes first!")
return
else
switch(alert("You open the tome",,"Read it","Scribe a rune", "Notes")) //Fuck the "Cancel" option. Rewrite the whole tome interface yourself if you want it to work better. And input() is just ugly. - K0000
switch(alert("You open the tome",,"Commune","Scribe a rune", "Notes")) //Fuck the "Cancel" option. Rewrite the whole tome interface yourself if you want it to work better. And input() is just ugly. - K0000
if("Cancel")
return
if("Read it")
if("Commune")
if(usr.get_active_hand() != src)
return
user << browse("[tomedat]", "window=Arcane Tome")
var/input = stripped_input(usr, "Please choose a message to tell to the other acolytes.", "Voice of Blood", "")
if(!input)
return
usr.whisper("O bidai nabora se[pick("'","`")]sma!")
usr.whisper("[input]")
for(var/datum/mind/H in ticker.mode.cult)
if (H.current)
H.current << "\red \b [input]"
return
if("Notes")
if(usr.get_active_hand() != src)
return
notedat = {"
<br><b>Word translation notes</b> <br>
[words[1]] is <a href='byond://?src=\ref[src];number=1;action=change'>[words[words[1]]]</A> <A href='byond://?src=\ref[src];number=1;action=clear'>Clear</A><BR>
[words[2]] is <A href='byond://?src=\ref[src];number=2;action=change'>[words[words[2]]]</A> <A href='byond://?src=\ref[src];number=2;action=clear'>Clear</A><BR>
[words[3]] is <a href='byond://?src=\ref[src];number=3;action=change'>[words[words[3]]]</A> <A href='byond://?src=\ref[src];number=3;action=clear'>Clear</A><BR>
[words[4]] is <a href='byond://?src=\ref[src];number=4;action=change'>[words[words[4]]]</A> <A href='byond://?src=\ref[src];number=4;action=clear'>Clear</A><BR>
[words[5]] is <a href='byond://?src=\ref[src];number=5;action=change'>[words[words[5]]]</A> <A href='byond://?src=\ref[src];number=5;action=clear'>Clear</A><BR>
[words[6]] is <a href='byond://?src=\ref[src];number=6;action=change'>[words[words[6]]]</A> <A href='byond://?src=\ref[src];number=6;action=clear'>Clear</A><BR>
[words[7]] is <a href='byond://?src=\ref[src];number=7;action=change'>[words[words[7]]]</A> <A href='byond://?src=\ref[src];number=7;action=clear'>Clear</A><BR>
[words[8]] is <a href='byond://?src=\ref[src];number=8;action=change'>[words[words[8]]]</A> <A href='byond://?src=\ref[src];number=8;action=clear'>Clear</A><BR>
[words[9]] is <a href='byond://?src=\ref[src];number=9;action=change'>[words[words[9]]]</A> <A href='byond://?src=\ref[src];number=9;action=clear'>Clear</A><BR>
[words[10]] is <a href='byond://?src=\ref[src];number=10;action=change'>[words[words[10]]]</A> <A href='byond://?src=\ref[src];number=10;action=clear'>Clear</A><BR>
"}
<a href='byond://?src=\ref[src];action=read'>Read the Arcane Tome.</A></BR>
<br><b>Word translation notes</b> <br>
[words[1]] is <a href='byond://?src=\ref[src];number=1;action=change'>[words[words[1]]]</A> <A href='byond://?src=\ref[src];number=1;action=clear'>Clear</A><BR>
[words[2]] is <A href='byond://?src=\ref[src];number=2;action=change'>[words[words[2]]]</A> <A href='byond://?src=\ref[src];number=2;action=clear'>Clear</A><BR>
[words[3]] is <a href='byond://?src=\ref[src];number=3;action=change'>[words[words[3]]]</A> <A href='byond://?src=\ref[src];number=3;action=clear'>Clear</A><BR>
[words[4]] is <a href='byond://?src=\ref[src];number=4;action=change'>[words[words[4]]]</A> <A href='byond://?src=\ref[src];number=4;action=clear'>Clear</A><BR>
[words[5]] is <a href='byond://?src=\ref[src];number=5;action=change'>[words[words[5]]]</A> <A href='byond://?src=\ref[src];number=5;action=clear'>Clear</A><BR>
[words[6]] is <a href='byond://?src=\ref[src];number=6;action=change'>[words[words[6]]]</A> <A href='byond://?src=\ref[src];number=6;action=clear'>Clear</A><BR>
[words[7]] is <a href='byond://?src=\ref[src];number=7;action=change'>[words[words[7]]]</A> <A href='byond://?src=\ref[src];number=7;action=clear'>Clear</A><BR>
[words[8]] is <a href='byond://?src=\ref[src];number=8;action=change'>[words[words[8]]]</A> <A href='byond://?src=\ref[src];number=8;action=clear'>Clear</A><BR>
[words[9]] is <a href='byond://?src=\ref[src];number=9;action=change'>[words[words[9]]]</A> <A href='byond://?src=\ref[src];number=9;action=clear'>Clear</A><BR>
[words[10]] is <a href='byond://?src=\ref[src];number=10;action=change'>[words[words[10]]]</A> <A href='byond://?src=\ref[src];number=10;action=clear'>Clear</A><BR>
"} // whoever screwed the tabbing on this originally is an asshole.
// call(/obj/item/weapon/tome/proc/edit_notes)()
user << browse("[notedat]", "window=notes")
return
if(usr.get_active_hand() != src)
return
if("Scribe a rune") //fixed more assbackward tabbing
if(usr.get_active_hand() != src)
return
var/list/dictionary = list(
"convert" = list("join","blood","self"),
"wall" = list("destroy","travel","self"),
"blood boil" = list("destroy","see","blood"),
"blood drain" = list("travel","blood","self"),
"raise dead" = list("blood","join","hell"),
"summon narsie" = list("hell","join","self"),
"communicate" = list("self","other","technology"),
"emp" = list("destroy","see","technology"),
"manifest" = list("blood","see","travel"),
"summon tome" = list("see","blood","hell"),
"see invisible" = list("see","hell","join"),
"hide" = list("hide","see","blood"),
"reveal" = list("blood","see","hide"),
"astral journey" = list("hell","travel","self"),
"imbue" = list("hell","technology","join"),
"sacrifice" = list("hell","blood","join"),
"summon cultist" = list("join","other","self"),
"free cultist" = list("travel","technology","other"),
"deafen" = list("hide","other","see"),
"blind" = list("destroy","see","other"),
"stun" = list("join","hide","technology"),
"armor" = list("hell","destroy","other"),
"teleport" = list("travel","self"),
"teleport other" = list("travel","other")
)
var/list/dictionary = list(
"convert" = list("join","blood","self"),
"wall" = list("destroy","travel","self"),
"blood boil" = list("destroy","see","blood"),
"blood drain" = list("travel","blood","self"),
"raise dead" = list("blood","join","hell"),
"summon narsie" = list("hell","join","self"),
"communicate" = list("self","other","technology"),
"emp" = list("destroy","see","technology"),
"manifest" = list("blood","see","travel"),
"summon tome" = list("see","blood","hell"),
"see invisible" = list("see","hell","join"),
"hide" = list("hide","see","blood"),
"reveal" = list("blood","see","hide"),
"astral journey" = list("hell","travel","self"),
"imbue" = list("hell","technology","join"),
"sacrifice" = list("hell","blood","join"),
"summon cultist" = list("join","other","self"),
"free cultist" = list("travel","technology","other"),
"deafen" = list("hide","other","see"),
"blind" = list("destroy","see","other"),
"stun" = list("join","hide","technology"),
"armor" = list("hell","destroy","other"),
"teleport" = list("travel","self"),
"teleport other" = list("travel","other"),
"summon shell" = list("travel","hell","technology")
)
var/list/scribewords = list("none")
var/list/scribewords = list("none")
var/list/english = list()
var/list/english = list()
for (var/entry in words)
if (words[entry] != entry)
english+=list(words[entry] = entry)
for (var/entry in words)
if (words[entry] != entry)
english+=list(words[entry] = entry)
for (var/entry in dictionary)
var/list/required = dictionary[entry]
if (length(english&required) == required.len)
scribewords += entry
for (var/entry in dictionary)
var/list/required = dictionary[entry]
if (length(english&required) == required.len)
scribewords += entry
var/chosen_rune = null
var/chosen_rune = null
if(usr)
chosen_rune = input ("Choose a rune to scribe.") in scribewords
if (!chosen_rune)
return
if (chosen_rune == "none")
user << "\red You decide against scribing a rune, perhaps you should take this time to study your notes."
return
if (chosen_rune == "teleport")
dictionary[chosen_rune] += input ("Choose a destination word") in english
if (chosen_rune == "teleport other")
dictionary[chosen_rune] += input ("Choose a destination word") in english
if(usr)
chosen_rune = input ("Choose a rune to scribe.") in scribewords
if (!chosen_rune)
return
if (chosen_rune == "none")
user << "\red You decide against scribing a rune, perhaps you should take this time to study your notes."
return
if (chosen_rune == "teleport")
dictionary[chosen_rune] += input ("Choose a destination word") in english
if (chosen_rune == "teleport other")
dictionary[chosen_rune] += input ("Choose a destination word") in english
if(user.get_active_hand() != src)
return
if(user.get_active_hand() != src)
return
for (var/mob/V in viewers(src))
V.show_message("\red [user] slices open a finger and begins to chant and paint symbols on the floor.", 3, "\red You hear chanting.", 2)
user << "\red You slice open one of your fingers and begin drawing a rune on the floor whilst chanting the ritual that binds your life essence with the dark arcane energies flowing through the surrounding world."
user.take_overall_damage((rand(9)+1)/10) // 0.1 to 1.0 damage
if(do_after(user, 50))
if(usr.get_active_hand() != src)
return
var/mob/living/carbon/human/H = user
var/obj/effect/rune/R = new /obj/effect/rune(user.loc)
user << "\red You finish drawing the arcane markings of the Geometer."
var/list/required = dictionary[chosen_rune]
R.word1 = english[required[1]]
R.word2 = english[required[2]]
R.word3 = english[required[3]]
R.check_icon()
R.blood_DNA = list()
R.blood_DNA[H.dna.unique_enzymes] = H.dna.blood_type
return
for (var/mob/V in viewers(src))
V.show_message("\red [user] slices open a finger and begins to chant and paint symbols on the floor.", 3, "\red You hear chanting.", 2)
user << "\red You slice open one of your fingers and begin drawing a rune on the floor whilst chanting the ritual that binds your life essence with the dark arcane energies flowing through the surrounding world."
user.take_overall_damage((rand(9)+1)/10) // 0.1 to 1.0 damage
if(do_after(user, 50))
if(usr.get_active_hand() != src)
return
var/mob/living/carbon/human/H = user
var/obj/effect/rune/R = new /obj/effect/rune(user.loc)
user << "\red You finish drawing the arcane markings of the Geometer."
var/list/required = dictionary[chosen_rune]
R.word1 = english[required[1]]
R.word2 = english[required[2]]
R.word3 = english[required[3]]
R.check_icon()
R.blood_DNA = list()
R.blood_DNA[H.dna.unique_enzymes] = H.dna.blood_type
return
else
user << "The book seems full of illegible scribbles. Is this a joke?"
return
@@ -648,7 +716,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
var/r
if (!istype(user.loc,/turf))
user << "\red You do not have enough space to write a proper rune."
var/list/runes = list("teleport", "itemport", "tome", "armor", "convert", "tear in reality", "emp", "drain", "seer", "raise", "obscure", "reveal", "astral journey", "manifest", "imbue talisman", "sacrifice", "wall", "freedom", "cultsummon", "deafen", "blind", "bloodboil", "communicate", "stun")
var/list/runes = list("teleport", "itemport", "tome", "armor", "convert", "tear in reality", "emp", "drain", "seer", "raise", "obscure", "reveal", "astral journey", "manifest", "imbue talisman", "sacrifice", "wall", "freedom", "cultsummon", "deafen", "blind", "bloodboil", "communicate", "stun", "summon shell")
r = input("Choose a rune to scribe", "Rune Scribing") in runes //not cancellable.
var/obj/effect/rune/R = new /obj/effect/rune
if(istype(user, /mob/living/carbon/human))
@@ -808,3 +876,9 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
R.word3=wordtech
R.loc = user.loc
R.check_icon()
if("summon shell")
R.word1=wordtravel
R.word2=wordhell
R.word3=wordtech
R.loc = user.loc
R.check_icon()
+111 -84
View File
@@ -99,40 +99,52 @@ var/list/sacrificed = list()
/////////////////////////////////////////THIRD RUNE
convert()
var/list/mob/living/carbon/human/cultsinrange = list()
for(var/mob/living/carbon/M in src.loc)
if(iscultist(M))
continue
if(M.stat==2)
continue
usr.say("Mah[pick("'","`")]weyh pleggh at e'ntrath!")
M.visible_message("\red [M] writhes in pain as the markings below him glow a bloody red.", \
"\red AAAAAAHHHH!.", \
"\red You hear an anguished scream.")
if(is_convertable_to_cult(M.mind))
ticker.mode.add_cultist(M.mind)
M.mind.special_role = "Cultist"
M << "<font color=\"purple\"><b><i>Your blood pulses. Your head throbs. The world goes red. All at once you are aware of a horrible, horrible truth. The veil of reality has been ripped away and in the festering wound left behind something sinister takes root.</b></i></font>"
M << "<font color=\"purple\"><b><i>Assist your new compatriots in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</b></i></font>"
//picking which word to use
if(usr.mind.cult_words.len != ticker.mode.allwords.len) // No point running if they already know everything
var/convert_word
for(var/i=1, i<=3, i++)
convert_word = pick(ticker.mode.grantwords)
if(convert_word in usr.mind.cult_words)
if(i==3) convert_word = null //NOTE: If max loops is changed ensure this condition is changed to match /Mal
for(var/mob/living/carbon/C in orange(1,src))
if(iscultist(C) && !C.stat) //converting requires three cultists
cultsinrange += C
C.say("Mah[pick("'","`")]weyh pleggh at e'ntrath!")
if(cultsinrange.len >= 3)
M.visible_message("\red [M] writhes in pain as the markings below him glow a bloody red.", \
"\red AAAAAAHHHH!.", \
"\red You hear an anguished scream.")
if(is_convertable_to_cult(M.mind))
ticker.mode.add_cultist(M.mind)
M.mind.special_role = "Cultist"
M << "<font color=\"purple\"><b><i>Your blood pulses. Your head throbs. The world goes red. All at once you are aware of a horrible, horrible truth. The veil of reality has been ripped away and in the festering wound left behind something sinister takes root.</b></i></font>"
M << "<font color=\"purple\"><b><i>Assist your new compatriots in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</b></i></font>"
/* //convert no longer gives words
//picking which word to use
if(usr.mind.cult_words.len != ticker.mode.allwords.len) // No point running if they already know everything
var/convert_word
for(var/i=1, i<=3, i++)
convert_word = pick(ticker.mode.grantwords)
if(convert_word in usr.mind.cult_words)
if(i==3) convert_word = null //NOTE: If max loops is changed ensure this condition is changed to match /Mal
else
break
if(!convert_word)
usr << "\red This Convert was unworthy of knowledge of the other side!"
else
break
if(!convert_word)
usr << "\red This Convert was unworthy of knowledge of the other side!"
else
usr << "\red The Geometer of Blood is pleased to see his followers grow in numbers."
ticker.mode.grant_runeword(usr, convert_word)
return 1
usr << "\red The Geometer of Blood is pleased to see his followers grow in numbers."
ticker.mode.grant_runeword(usr, convert_word)
return 1 */
else
M << "<font color=\"purple\"><b><i>Your blood pulses. Your head throbs. The world goes red. All at once you are aware of a horrible, horrible truth. The veil of reality has been ripped away and in the festering wound left behind something sinister takes root.</b></i></font>"
M << "<font color=\"red\"><b>And not a single fuck was given, exterminate the cult at all costs.</b></font>"
if(ticker.mode.name == "cult")
if(M.mind == ticker.mode.sacrifice_target)
for(var/mob/living/carbon/human/cultist in cultsinrange)
cultist << "<span class='h2.userdanger'>The Chosen One!! <BR>KILL THE CHOSEN ONE!!! </span>"
return 0
else
M << "<font color=\"purple\"><b><i>Your blood pulses. Your head throbs. The world goes red. All at once you are aware of a horrible, horrible truth. The veil of reality has been ripped away and in the festering wound left behind something sinister takes root.</b></i></font>"
M << "<font color=\"red\"><b>And not a single fuck was given, exterminate the cult at all costs.</b></font>"
return 0
for(var/mob/living/carbon/human/cultist in cultsinrange)
cultist << "<span class='warning'>You need more brothers to overcome their lies and make them see Truth. </span>"
return fizzle()
@@ -140,12 +152,21 @@ var/list/sacrificed = list()
/////////////////////////////////////////FOURTH RUNE
tearreality()
var/cultist_count = 0
var/list/mob/living/carbon/human/cultist_count = list()
for(var/mob/M in range(1,src))
if(iscultist(M) && !M.stat)
M.say("Tok-lyr rqa'nap g[pick("'","`")]lt-ulotf!")
cultist_count += 1
if(cultist_count >= 9)
cultist_count += M
if(cultist_count.len >= 9)
if(ticker.mode.name == "cult")
if("eldergod" in ticker.mode.cult_objectives)
ticker.mode:eldergod = 0
else
message_admins("[usr.real_name]([usr.ckey]) tried to summon a god when she didn't want to come out to play.") // Admin alert because you *KNOW* dickbutts are going to abuse this.
for(var/mob/M in cultist_count)
M.reagents.add_reagent("hell_water", 10)
M << "<span class='h2.userdanger'>YOUR SOUL BURNS WITH YOUR ARROGANCE!!!</span>"
return
var/narsie_type = /obj/machinery/singularity/narsie/large
// Moves narsie if she was already summoned.
var/obj/her = locate(narsie_type, machines)
@@ -154,8 +175,6 @@ var/list/sacrificed = list()
return
// Otherwise...
new narsie_type(src.loc) // Summon her!
if(ticker.mode.name == "cult")
ticker.mode:eldergod = 0
qdel(src) // Stops cultists from spamming the rune to summon narsie more than once.
// Might actually be wise to straight up del() this
return
@@ -584,107 +603,91 @@ var/list/sacrificed = list()
if(iscultist(C) && !C.stat)
cultsinrange += C
C.say("Barhah hra zar[pick("'","`")]garis!")
if(cultsinrange.len >= 3) break //we only need to check for three alive cultists, loop breaks so their aren't extra cultists getting word rewards
for(var/mob/H in victims)
if (ticker.mode.name == "cult")
if(H.mind == ticker.mode:sacrifice_target)
if(cultsinrange.len >= 3)
sacrificed += H.mind
if(isrobot(H))
H.dust()//To prevent the MMI from remaining
else
H.gib()
usr << "\red The Geometer of Blood accepts this sacrifice, your objective is now complete."
usr << "\red He is pleased!"
sac_grant_word()
sac_grant_word()
sac_grant_word() //Little reward for completing the objective
stone_or_gib(H)
for(var/mob/living/carbon/C in cultsinrange)
C << "\red The Geometer of Blood accepts this sacrifice, your objective is now complete."
C << "\red He is pleased!"
sac_grant_word(C)
sac_grant_word(C)
sac_grant_word(C) //Little reward for completing the objective
else
usr << "\red Your target's earthly bonds are too strong. You need more cultists to succeed in this ritual."
else
if(cultsinrange.len >= 3)
if(H.stat !=2)
usr << "\red The Geometer of Blood accepts this sacrifice."
sac_grant_word()
if(isrobot(H))
H.dust()//To prevent the MMI from remaining
else
H.gib()
for(var/mob/living/carbon/C in cultsinrange)
C << "\red The Geometer of Blood accepts this sacrifice."
sac_grant_word(C)
stone_or_gib(H)
else
if(prob(60))
usr << "\red The Geometer of blood accepts this sacrifice."
sac_grant_word()
sac_grant_word(usr)
else
usr << "\red The Geometer of blood accepts this sacrifice."
usr << "\red However, a mere dead body is not enough to satisfy Him."
if(isrobot(H))
H.dust()//To prevent the MMI from remaining
else
H.gib()
stone_or_gib(H)
else
if(H.stat !=2)
usr << "\red The victim is still alive, you will need more cultists chanting for the sacrifice to succeed."
else
if(prob(60))
usr << "\red The Geometer of blood accepts this sacrifice."
sac_grant_word()
sac_grant_word(usr)
else
usr << "\red The Geometer of blood accepts this sacrifice."
usr << "\red However, a mere dead body is not enough to satisfy Him."
if(isrobot(H))
H.dust()//To prevent the MMI from remaining
else
H.gib()
stone_or_gib(H)
else
if(cultsinrange.len >= 3)
if(H.stat !=2)
usr << "\red The Geometer of Blood accepts this sacrifice."
sac_grant_word()
if(isrobot(H))
H.dust()//To prevent the MMI from remaining
else
H.gib()
for(var/mob/living/carbon/C in cultsinrange)
C << "\red The Geometer of Blood accepts this sacrifice."
sac_grant_word(C)
stone_or_gib(H)
else
if(prob(60))
usr << "\red The Geometer of blood accepts this sacrifice."
sac_grant_word()
sac_grant_word(usr)
else
usr << "\red The Geometer of blood accepts this sacrifice."
usr << "\red However, a mere dead body is not enough to satisfy Him."
if(isrobot(H))
H.dust()//To prevent the MMI from remaining
else
H.gib()
stone_or_gib(H)
else
if(H.stat !=2)
usr << "\red The victim is still alive, you will need more cultists chanting for the sacrifice to succeed."
else
if(prob(60))
usr << "\red The Geometer of blood accepts this sacrifice."
sac_grant_word()
sac_grant_word(usr)
else
usr << "\red The Geometer of blood accepts this sacrifice."
usr << "\red However, a mere dead body is not enough to satisfy Him."
if(isrobot(H))
H.dust()//To prevent the MMI from remaining
else
H.gib()
stone_or_gib(H)
for(var/mob/living/carbon/monkey/M in src.loc)
if (ticker.mode.name == "cult")
if(M.mind == ticker.mode:sacrifice_target)
if(cultsinrange.len >= 3)
sacrificed += M.mind
usr << "\red The Geometer of Blood accepts this sacrifice, your objective is now complete."
usr << "\red He is pleased!"
sac_grant_word()
sac_grant_word()
sac_grant_word() //Little reward for completing the objective
for(var/mob/living/carbon/C in cultsinrange)
C << "\red The Geometer of Blood accepts this sacrifice, your objective is now complete."
C << "\red He is pleased!"
sac_grant_word(C)
sac_grant_word(C)
sac_grant_word(C) //Little reward for completing the objective
else
usr << "\red Your target's earthly bonds are too strong. You need more cultists to succeed in this ritual."
continue
else
if(prob(30))
usr << "\red The Geometer of Blood accepts your meager sacrifice."
sac_grant_word()
sac_grant_word(usr)
else
usr << "\red The Geometer of blood accepts this sacrifice."
usr << "\red However, a mere monkey is not enough to satisfy Him."
@@ -692,7 +695,9 @@ var/list/sacrificed = list()
usr << "\red The Geometer of Blood accepts your meager sacrifice."
if(prob(30))
ticker.mode.grant_runeword(usr)
M.gib()
stone_or_gib(M)
for(var/mob/victim in src.loc) //TO-DO: Move the shite above into the mob's own sac_act - see /mob/living/simple_animal/corgi/sac_act for an example
victim.sac_act(src, victim) //Sacrifice procs are now seperate per mob, this allows us to allow sacrifice on as many mob types as we want without making an already clunky system worse
/* for(var/mob/living/carbon/alien/A)
for(var/mob/K in cultsinrange)
K.say("Barhah hra zar'garis!")
@@ -709,12 +714,22 @@ var/list/sacrificed = list()
return
return fizzle() */
sac_grant_word() //The proc that which chooses a word rewarded for a successful sacrifice, sacrifices always give a currently unknown word if the normal checks pass
if(usr.mind.cult_words.len != ticker.mode.allwords.len) // No point running if they already know everything
sac_grant_word(var/mob/living/C) //The proc that which chooses a word rewarded for a successful sacrifice, sacrifices always give a currently unknown word if the normal checks pass
if(C.mind.cult_words.len != ticker.mode.allwords.len) // No point running if they already know everything
var/convert_word
var/pick_list = ticker.mode.allwords - usr.mind.cult_words
var/pick_list = ticker.mode.allwords - C.mind.cult_words
convert_word = pick(pick_list)
ticker.mode.grant_runeword(usr, convert_word)
ticker.mode.grant_runeword(C, convert_word)
stone_or_gib(var/mob/T)
var/obj/item/device/soulstone/stone = new /obj/item/device/soulstone(get_turf(src))
if(!stone.transfer_soul("FORCE", T, usr)) //if it fails to add soul
qdel(stone)
if(T)
if(isrobot(T))
T.dust()//To prevent the MMI from remaining
else
T.gib()
/////////////////////////////////////////SIXTEENTH RUNE
@@ -1070,3 +1085,15 @@ var/list/sacrificed = list()
qdel(src)
summon_shell() // Summons a construct shell
for(var/obj/item/stack/sheet/plasteel/PS in src.loc) //I could probably combine the amounts but I'm too lazy to compensate for others' lazyness
if(PS.amount >= 4) // may need increasing?
usr.say("Eth ra p'ni[pick("'","`")]dedo ol!") //I have no idea if these are written in a proper made up language or just Urist smacking his face on the keyboard
new /obj/structure/constructshell(src.loc)
//? PS.remove_amount(4) //TO-DO: Write a proc for removing sheets from a stack and deleting when stack is empty... why doesnt this exist yet??
PS.amount -= 4
if(PS.amount <= 0)
qdel(PS)
qdel(src)
return 1
return fizzle()
+2 -2
View File
@@ -52,7 +52,7 @@
attack(mob/living/carbon/T as mob, mob/living/user as mob)
if(iscultist(user))
if(imbue == "runestun")
user.take_organ_damage(5, 0)
user.take_organ_damage(10, 0)
call(/obj/effect/rune/proc/runestun)(T)
user.drop_item(src)
qdel(src)
@@ -130,4 +130,4 @@
/obj/item/weapon/paper/talisman/supply
imbue = "supply"
uses = 5
uses = 3
+8 -3
View File
@@ -31,6 +31,7 @@
var/uplink_welcome = "Syndicate Uplink Console:"
var/uplink_uses = 10
var/antag_flag = null //preferences flag such as BE_WIZARD that need to be turned on for players to be antag
var/datum/mind/sacrifice_target = null
/datum/game_mode/proc/announce() //to be calles when round starts
@@ -47,9 +48,13 @@
if(playerC < required_players)
return 0
antag_candidates = get_players_for_role(antag_flag)
if(antag_candidates.len < required_enemies)
return 0
return 1
if(!Debug2)
if(antag_candidates.len < required_enemies)
return 0
return 1
else
world << "<span class='notice'>DEBUG: GAME STARTING WITHOUT PLAYER NUMBER CHECKS, THIS WILL PROBABLY BREAK SHIT."
return 1
///pre_setup()
+12 -8
View File
@@ -94,12 +94,15 @@ var/global/datum/controller/gameticker/ticker
job_master.DivideOccupations() //Distribute jobs
if (!src.mode.pre_setup_before_jobs) can_continue = src.mode.pre_setup()
if(!can_continue)
del(mode)
current_state = GAME_STATE_PREGAME
world << "<B>Error setting up [master_mode].</B> Reverting to pre-game lobby."
job_master.ResetOccupations()
return 0
if(!Debug2)
if(!can_continue)
del(mode)
current_state = GAME_STATE_PREGAME
world << "<B>Error setting up [master_mode].</B> Reverting to pre-game lobby."
job_master.ResetOccupations()
return 0
else
world << "<span class='notice'>DEBUG: Bypassing prestart checks..."
if(hide_mode)
var/list/modes = new
@@ -139,6 +142,7 @@ var/global/datum/controller/gameticker/ticker
if(!admins.len)
send2irc("Server", "Round just started with no admins online!")
auto_toggle_ooc(0) // Turn it off
if(config.sql_enabled)
spawn(3000)
@@ -153,7 +157,7 @@ var/global/datum/controller/gameticker/ticker
//Plus it provides an easy way to make cinematics for other events. Just use this as a template
proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
if( cinematic ) return //already a cinematic in progress!
auto_toggle_ooc(1) // Turn it on
//initialise our cinematic screen object
cinematic = new(src)
cinematic.icon = 'icons/effects/station_explosion.dmi'
@@ -283,7 +287,7 @@ var/global/datum/controller/gameticker/ticker
if(!mode.explosion_in_progress && mode.check_finished())
current_state = GAME_STATE_FINISHED
auto_toggle_ooc(1) // Turn it on
spawn
declare_completion()
+1 -1
View File
@@ -35,7 +35,7 @@
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = traitor
kill_objective.target = target_list[traitor]
kill_objective.explanation_text = "Assassinate [kill_objective.target.current.real_name], the [kill_objective.target.special_role]."
kill_objective.explanation_text = "Assassinate [kill_objective.target.current.real_name], the [kill_objective.target.assigned_role], the double agent."
traitor.objectives += kill_objective
// Escape
+50 -24
View File
@@ -91,9 +91,30 @@
/obj/item/proc/transfer_soul(var/choice as text, var/target, var/mob/U as mob).
switch(choice)
if("FORCE")
if(!iscarbon(target)) //TO-DO: Add sacrifice stoning for non-organics, just because you have no body doesnt mean you dont have a soul
return 0
var/mob/living/carbon/T = target
var/obj/item/device/soulstone/C = src
if(T.client != null)
if(C.contents.len)
return 0
else
for(var/obj/item/W in T)
T.unEquip(W)
init_shade(C, T, U)
//qdel T //Gib instead
return 1
return 0
if("VICTIM")
var/mob/living/carbon/human/T = target
var/obj/item/device/soulstone/C = src
if(ticker.mode.name == "cult" && T.mind == ticker.mode:sacrifice_target)
if(iscultist(U))
U << "\red The Geometer of blood wants this mortal sacrificed with the rune."
else
U << "\red The soul stone doesn't work for no apparent reason."
return 0
if(C.imprinted != "empty")
U << "\red <b>Capture failed!</b>: \black The soul stone has already been imprinted with [C.imprinted]'s mind!"
else
@@ -108,29 +129,7 @@
else
for(var/obj/item/W in T)
T.unEquip(W)
new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
T.invisibility = 101
var/atom/movable/overlay/animation = new /atom/movable/overlay( T.loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = T
flick("dust-h", animation)
qdel(animation)
var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade( T.loc )
S.loc = C //put shade in stone
S.status_flags |= GODMODE //So they won't die inside the stone somehow
S.canmove = 0//Can't move out of the soul stone
S.name = "Shade of [T.real_name]"
S.real_name = "Shade of [T.real_name]"
if (T.client)
T.client.mob = S
S.cancel_camera()
C.icon_state = "soulstone2"
C.name = "Soul Stone: [S.real_name]"
S << "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs."
U << "\blue <b>Capture successful!</b>: \black [T.real_name]'s soul has been ripped from their body and stored within the soul stone."
U << "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls."
C.imprinted = "[S.name]"
init_shade(C, T, U, vic = 1)
qdel(T)
if("SHADE")
var/mob/living/simple_animal/shade/T = target
@@ -150,7 +149,8 @@
T.health = T.maxHealth
C.icon_state = "soulstone2"
T << "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form"
U << "\blue <b>Capture successful!</b>: \black [T.name]'s has been recaptured and stored within the soul stone."
if(U != T)
U << "\blue <b>Capture successful!</b>: \black [T.name]'s has been recaptured and stored within the soul stone."
if("CONSTRUCT")
var/obj/structure/constructshell/T = target
var/obj/item/device/soulstone/C = src
@@ -205,3 +205,29 @@
else
U << "\red <b>Creation failed!</b>: \black The soul stone is empty! Go kill someone!"
return
obj/item/proc/init_shade(var/obj/item/device/soulstone/C, var/mob/living/carbon/human/T, var/mob/U as mob, var/vic = 0)
new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
T.invisibility = 101
var/atom/movable/overlay/animation = new /atom/movable/overlay( T.loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = T
flick("dust-h", animation)
qdel(animation)
var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade( T.loc )
S.loc = C //put shade in stone
S.status_flags |= GODMODE //So they won't die inside the stone somehow
S.canmove = 0//Can't move out of the soul stone
S.name = "Shade of [T.real_name]"
S.real_name = "Shade of [T.real_name]"
S.key = T.key
ticker.mode.add_cultist(S.mind,2)
S.cancel_camera()
C.icon_state = "soulstone2"
C.name = "Soul Stone: [S.real_name]"
S << "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs."
C.imprinted = "[S.name]"
if(vic)
U << "\blue <b>Capture successful!</b>: \black [T.real_name]'s soul has been ripped from their body and stored within the soul stone."
U << "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls."
+1 -1
View File
@@ -226,7 +226,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(H.backbag == 2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/mime(H), slot_back)
if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/clothing/under/mime(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
+13 -13
View File
@@ -58,7 +58,6 @@
var/datum/radio_frequency/radio_connection
var/locked = 1
var/datum/wires/alarm/wires = null
var/wiresexposed = 0 // If it's been screwdrivered open.
var/aidisabled = 0
var/shorted = 0
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
@@ -126,7 +125,7 @@
if(nbuild)
buildstage = 0
wiresexposed = 1
panel_open = 1
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
@@ -185,7 +184,7 @@
popup.open()
refresh_all()
if(wiresexposed && (!istype(user, /mob/living/silicon)))
if(panel_open && (!istype(user, /mob/living/silicon)))
wires.Interact(user)
return
@@ -654,7 +653,7 @@ table tr:first-child th:first-child { border: none;}
))
/obj/machinery/alarm/update_icon()
if(wiresexposed)
if(panel_open)
switch(buildstage)
if(2)
if(wires.wires_status == (2 ** wires.wire_count) - 1) // All wires cut
@@ -777,12 +776,12 @@ table tr:first-child th:first-child { border: none;}
if(istype(W, /obj/item/weapon/screwdriver)) // Opening that Air Alarm up.
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
panel_open = !panel_open
user << "The wires have been [panel_open ? "exposed" : "unexposed"]"
update_icon()
return
if (wiresexposed && ((istype(W, /obj/item/device/multitool) || istype(W, /obj/item/weapon/wirecutters))))
if (panel_open && ((istype(W, /obj/item/device/multitool) || istype(W, /obj/item/weapon/wirecutters))))
return src.attack_hand(user)
else if (istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))// trying to unlock the interface with an ID card
if(stat & (NOPOWER|BROKEN))
@@ -927,12 +926,11 @@ FIRE ALARM
active_power_usage = 6
power_channel = ENVIRON
var/last_process = 0
var/wiresexposed = 0
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
/obj/machinery/firealarm/update_icon()
if(wiresexposed)
if(panel_open)
switch(buildstage)
if(2)
icon_state="fire_b2"
@@ -975,11 +973,13 @@ FIRE ALARM
src.add_fingerprint(user)
if (istype(W, /obj/item/weapon/screwdriver) && buildstage == 2)
wiresexposed = !wiresexposed
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
panel_open = !panel_open
user << "The wires have been [panel_open ? "exposed" : "unexposed"]"
update_icon()
return
if(wiresexposed)
if(panel_open)
switch(buildstage)
if(2)
if (istype(W, /obj/item/device/multitool))
@@ -1171,7 +1171,7 @@ FIRE ALARM
if(building)
buildstage = 0
wiresexposed = 1
panel_open = 1
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
@@ -1301,4 +1301,4 @@ Code shamelessly copied from apc_frame
return
for(var/area/RA in A.related)
RA.partyalert()
return
return
-4
View File
@@ -231,8 +231,6 @@ Auto Patrol: []"},
continue
if (istype(C, /mob/living/carbon/human))
threatlevel = src.assess_perp(C)
else if ((istype(C, /mob/living/carbon/monkey)) && (C.client) && (ticker.mode.name == "monkey"))
threatlevel = 4
//src.speak(C.real_name + text(": threat: []", threatlevel))
if (threatlevel < 4 )
continue
@@ -638,8 +636,6 @@ Auto Patrol: []"},
if (istype(C, /mob/living/carbon/human))
src.threatlevel = src.assess_perp(C)
else if ((istype(C, /mob/living/carbon/monkey)) && (C.client) && (ticker.mode.name == "monkey"))
src.threatlevel = 4
if (!src.threatlevel)
continue
-3
View File
@@ -416,9 +416,6 @@ var/global/mulebot_count = 0
if(get_dist(C, src) > 1 || load || !on)
return
for(var/obj/structure/plasticflaps/P in src.loc)//Takes flaps into account
if(!CanPass(C,P))
return
mode = 1
// if a create, close before loading
+23
View File
@@ -113,6 +113,8 @@
deactivate(user,0)
/obj/machinery/camera/attackby(W as obj, mob/living/user as mob)
var/msg = "<span class='notice'>You attach [W] into the assembly inner circuits.</span>"
var/msg2 = "<span class='notice'>The camera already has that upgrade!</span>"
// DECONSTRUCTION
if(istype(W, /obj/item/weapon/screwdriver))
@@ -132,7 +134,28 @@
assembly.loc = src.loc
assembly.state = 1
qdel(src)
else if(istype(W, /obj/item/device/analyzer) && panel_open) //XRay
if(!isXRay())
upgradeXRay()
qdel(W)
user << "[msg]"
else
user << "[msg2]"
else if(istype(W, /obj/item/stack/sheet/mineral/plasma) && panel_open)
if(!isEmpProof())
upgradeEmpProof()
user << "[msg]"
qdel(W)
else
user << "[msg2]"
else if(istype(W, /obj/item/device/assembly/prox_sensor) && panel_open)
if(!isMotion())
upgradeMotion()
user << "[msg]"
qdel(W)
else
user << "[msg2]"
// OTHER
else if ((istype(W, /obj/item/weapon/paper) || istype(W, /obj/item/device/pda)) && isliving(user))
@@ -10,7 +10,7 @@
g_amt = 300
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/weapon/reagent_containers/food/snacks/grown/carrot)
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer)
var/list/upgrades = list()
var/state = 0
var/busy = 0
@@ -163,4 +163,4 @@
return 0
return 1
busy = 0
return 0
return 0
+1 -1
View File
@@ -3,7 +3,7 @@
var/list/motionTargets = list()
var/detectTime = 0
var/area/ai_monitored/area_motion = null
var/alarm_delay = 100 // Don't forget, there's another 10 seconds in queueAlarm()
var/alarm_delay = 30 // Don't forget, there's another 3 seconds in queueAlarm()
/obj/machinery/camera/process()
+3 -3
View File
@@ -57,7 +57,7 @@
return O
/obj/machinery/camera/proc/isXRay()
var/O = locate(/obj/item/weapon/reagent_containers/food/snacks/grown/carrot) in assembly.upgrades
var/O = locate(/obj/item/device/analyzer) in assembly.upgrades
return O
/obj/machinery/camera/proc/isMotion()
@@ -70,8 +70,8 @@
assembly.upgrades.Add(new /obj/item/stack/sheet/mineral/plasma(assembly))
/obj/machinery/camera/proc/upgradeXRay()
assembly.upgrades.Add(new /obj/item/weapon/reagent_containers/food/snacks/grown/carrot(assembly))
assembly.upgrades.Add(new /obj/item/device/analyzer(assembly))
// If you are upgrading Motion, and it isn't in the camera's New(), add it to the machines list.
/obj/machinery/camera/proc/upgradeMotion()
assembly.upgrades.Add(new /obj/item/device/assembly/prox_sensor(assembly))
assembly.upgrades.Add(new /obj/item/device/assembly/prox_sensor(assembly))
+15 -6
View File
@@ -29,7 +29,7 @@
var/frame_desc = null
/obj/item/weapon/circuitboard/large_tank_control
name = "cirquir board (Large Tank Control)"
name = "circuit board (Large Tank Control)"
build_path = /obj/machinery/computer/general_air_control/large_tank_control
origin_tech = "programming=2;engineering=3;materials=2"
/obj/item/weapon/circuitboard/turbine_computer
@@ -271,8 +271,9 @@
if(0)
if(istype(P, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "<span class='notice'>You start wrenching the frame into place.</span>"
if(do_after(user, 20))
user << "<span class='notice'>You wrench the frame into place.</span>"
user << "<span class='notice'>You've wrenched the frame into place.</span>"
anchored = 1
state = 1
if(istype(P, /obj/item/weapon/weldingtool))
@@ -281,17 +282,19 @@
user << "<span class='warning'>The welding tool must be on to complete this task.</span>"
return
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
user << "<span class='notice'>You start deconstructing the frame.</span>"
if(do_after(user, 20))
if(!src || !WT.isOn()) return
user << "<span class='notice'>You deconstruct the frame.</span>"
user << "<span class='notice'>You've deconstructed the frame.</span>"
var/obj/item/stack/sheet/metal/M = new (loc, 5)
M.add_fingerprint(user)
qdel(src)
if(1)
if(istype(P, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "<span class='notice'>You start to unfasten the frame.</span>"
if(do_after(user, 20))
user << "<span class='notice'>You unfasten the frame.</span>"
user << "<span class='notice'>You've unfastened the frame.</span>"
anchored = 0
state = 0
if(istype(P, /obj/item/weapon/circuitboard) && !circuit)
@@ -329,13 +332,16 @@
var/obj/item/stack/cable_coil/C = P
if(C.amount >= 5)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start adding cables to the frame.</span>"
if(do_after(user, 20))
if(C && C.amount >= 5)
C.amount -= 5
if(C.amount <= 0) qdel(C)
user << "<span class='notice'>You add cables to the frame.</span>"
user << "<span class='notice'>You've added cables to the frame.</span>"
src.state = 3
src.icon_state = "3"
else
user << "<span class='warning'>You need more cable to do that.</span>"
if(3)
if(istype(P, /obj/item/weapon/wirecutters))
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
@@ -349,12 +355,15 @@
if(istype(P, /obj/item/stack/sheet/glass))
if(P:amount >= 2)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start to put in the glass panel.</span>"
if(do_after(user, 20))
if(P)
P:use(2)
user << "<span class='notice'>You put in the glass panel.</span>"
user << "<span class='notice'>You've put in the glass panel.</span>"
src.state = 4
src.icon_state = "4"
else
user << "<span class='warning'>You need more glass to do that.</span>"
if(4)
if(istype(P, /obj/item/weapon/crowbar))
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
+3 -2
View File
@@ -95,6 +95,7 @@
/obj/machinery/computer/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'> You start to disconnect the monitor.</span>"
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
@@ -103,12 +104,12 @@
for (var/obj/C in src)
C.loc = src.loc
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
user << "<span class='notice'> The broken glass falls out.</span>"
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
user << "<span class='notice'> You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "4"
qdel(src)
+13 -1
View File
@@ -271,6 +271,11 @@
icon = 'icons/obj/doors/hightechsecurity.dmi'
doortype = 33
/obj/machinery/door/airlock/shuttle
name = "shuttle airlock"
icon = 'icons/obj/doors/doorshuttle.dmi'
doortype = 34
/*
About the new airlock wires panel:
* An airlock wire dialog can be accessed by the normal way or by using wirecutters or a multitool on the door while the wire-panel is open. This would show the following wires, which you can either wirecut/mend or send a multitool pulse through. There are 9 wires.
@@ -935,6 +940,7 @@ About the new airlock wires panel:
if(31) new/obj/structure/door_assembly/door_assembly_science( src.loc )
if(32) new/obj/structure/door_assembly/door_assembly_science/glass( src.loc )
if(33) new/obj/structure/door_assembly/door_assembly_highsecurity(src.loc)
if(34) new/obj/structure/door_assembly/door_assembly_shuttle(src.loc)
if(emagged)
user << "<span class='warning'>You discard the damaged electronics.</span>"
qdel(src)
@@ -944,7 +950,11 @@ About the new airlock wires panel:
var/obj/item/weapon/airlock_electronics/ae
if(!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
ae.conf_access = src.req_access
if(req_one_access)
ae.use_one_access = 1
ae.conf_access = src.req_one_access
else
ae.conf_access = src.req_access
else
ae = electronics
electronics = null
@@ -984,6 +994,8 @@ About the new airlock wires panel:
/obj/machinery/door/airlock/plasma/attackby(C as obj, mob/user as mob)
if(C)
message_admins("Plasma airlock ignited by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma airlock ignited by [user.ckey]([user]) in ([x],[y],[z])")
ignite(is_hot(C))
..()
@@ -11,89 +11,106 @@
req_access = list(access_maint_tunnels)
var/list/conf_access = null
var/use_one_access = 0 //If the door should require ALL or only ONE of the listed accesses.
var/last_configurator = null
var/locked = 1
attack_self(mob/user as mob)
if (!ishuman(user))
return ..(user)
/obj/item/weapon/airlock_electronics/attack_self(mob/user as mob)
if (!ishuman(user))
return ..(user)
var/mob/living/carbon/human/H = user
if(H.getBrainLoss() >= 60)
return
var/mob/living/carbon/human/H = user
if(H.getBrainLoss() >= 60)
return
var/t1 = text("<B>Access control</B><br>\n")
var/t1 = text("")
if (last_configurator)
t1 += "Operator: [last_configurator]<br>"
if (last_configurator)
t1 += "Operator: [last_configurator]<br>"
if (locked)
t1 += "<a href='?src=\ref[src];login=1'>Swipe ID</a><hr>"
if (locked)
t1 += "<a href='?src=\ref[src];login=1'>Swipe ID</a><hr>"
else
t1 += "<a href='?src=\ref[src];logout=1'>Lock Interface</a><hr>"
if(use_one_access)
t1 += "Restriction Type: <a href='?src=\ref[src];access=one'>At least one access required</a><br>"
else
t1 += "<a href='?src=\ref[src];logout=1'>Block</a><hr>"
t1 += "Restriction Type: <a href='?src=\ref[src];access=one'>All accesses required</a><br>"
t1 += "<a href='?src=\ref[src];access=all'>Remove All</a><br>"
t1 += conf_access == null ? "<font color=red>All</font><br>" : "<a href='?src=\ref[src];access=all'>All</a><br>"
t1 += "<br>"
var/list/accesses = get_all_accesses()
for (var/acc in accesses)
var/aname = get_access_desc(acc)
if (!conf_access || !conf_access.len || !(acc in conf_access))
t1 += "<a href='?src=\ref[src];access=[acc]'>[aname]</a><br>"
var/accesses = ""
accesses += "<div align='center'><b>Access</b></div>"
accesses += "<table style='width:100%'>"
accesses += "<tr>"
for(var/i = 1; i <= 7; i++)
accesses += "<td style='width:14%'><b>[get_region_accesses_name(i)]:</b></td>"
accesses += "</tr><tr>"
for(var/i = 1; i <= 7; i++)
accesses += "<td style='width:14%' valign='top'>"
for(var/A in get_region_accesses(i))
if(A in conf_access)
accesses += "<a href='?src=\ref[src];access=[A]'><font color=\"red\">[replacetext(get_access_desc(A), " ", "&nbsp")]</font></a> "
else
t1 += "<a style='color: red' href='?src=\ref[src];access=[acc]'>[aname]</a><br>"
accesses += "<a href='?src=\ref[src];access=[A]'>[replacetext(get_access_desc(A), " ", "&nbsp")]</a> "
accesses += "<br>"
accesses += "</td>"
accesses += "</tr></table>"
t1 += "<tt>[accesses]</tt>"
t1 += text("<p><a href='?src=\ref[];close=1'>Close</a></p>\n", src)
t1 += text("<p><a href='?src=\ref[];close=1'>Close</a></p>\n", src)
user << browse(t1, "window=airlock_electronics")
onclose(user, "airlock")
var/datum/browser/popup = new(user, "airlock_electronics", "Access Control", 900, 500)
popup.set_content(t1)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
onclose(user, "airlock")
Topic(href, href_list)
..()
if (usr.stat || usr.restrained() || !ishuman(usr))
return
if (href_list["close"])
usr << browse(null, "window=airlock")
return
/obj/item/weapon/airlock_electronics/Topic(href, href_list)
..()
if (usr.stat || usr.restrained() || !ishuman(usr))
return
if (href_list["close"])
usr << browse(null, "window=airlock")
return
if (href_list["login"])
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/device/pda))
var/obj/item/device/pda/pda = I
I = pda.id
if (I && src.check_access(I))
src.locked = 0
src.last_configurator = I:registered_name
if (href_list["login"])
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/device/pda))
var/obj/item/device/pda/pda = I
I = pda.id
if (I && src.check_access(I))
src.locked = 0
src.last_configurator = I:registered_name
if (locked)
return
if (locked)
return
if (href_list["logout"])
locked = 1
if (href_list["logout"])
locked = 1
if (href_list["access"])
toggle_access(href_list["access"])
if (href_list["access"])
toggle_access(href_list["access"])
attack_self(usr)
attack_self(usr)
proc
toggle_access(var/acc)
if (acc == "all")
/obj/item/weapon/airlock_electronics/proc/toggle_access(var/acc)
if (acc == "all")
conf_access = null
else if(acc == "one")
use_one_access = !use_one_access
else
var/req = text2num(acc)
if (conf_access == null)
conf_access = list()
if (!(req in conf_access))
conf_access += req
else
conf_access -= req
if (!conf_access.len)
conf_access = null
else
var/req = text2num(acc)
if (conf_access == null)
conf_access = list()
if (!(req in conf_access))
conf_access += req
else
conf_access -= req
if (!conf_access.len)
conf_access = null
+1 -3
View File
@@ -14,9 +14,7 @@
return src.attack_hand(user)
/obj/machinery/igniter/attack_paw(mob/user as mob)
if ((ticker && ticker.mode.name == "monkey"))
return src.attack_hand(user)
return
return src.attack_hand(user)
/obj/machinery/igniter/attack_hand(mob/user as mob)
if(..())
+2 -2
View File
@@ -204,7 +204,7 @@ Class Procs:
return 1
if(usr.restrained() || usr.lying || usr.stat)
return 1
if(!(ishuman(usr) || issilicon(usr) || (ismonkey(usr) && ticker && ticker.mode.name == "monkey")))
if(!(ishuman(usr) || issilicon(usr)))
usr << "<span class='notice'>You don't have the dexterity to do this!</span>"
return 1
@@ -245,7 +245,7 @@ Class Procs:
return 1
if ( ! (istype(usr, /mob/living/carbon/human) || \
istype(usr, /mob/living/silicon) || \
istype(usr, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey") )
istype(usr, /mob/living/carbon/monkey)) )
usr << "<span class='danger'>You don't have the dexterity to do this!</span>"
return 1
/*
+1 -1
View File
@@ -533,7 +533,7 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
for(var/datum/feed_channel/F in news_network.network_channels)
if( (!F.locked || F.author == scanned_user) && !F.censored)
available_channels += F.channel_name
src.channel_name = strip_html(input(usr, "Choose receiving Feed Channel", "Network Channel Handler") in available_channels )
src.channel_name = input(usr, "Choose receiving Feed Channel", "Network Channel Handler") in available_channels
src.updateUsrDialog()
else if(href_list["set_new_message"])
+12 -9
View File
@@ -32,16 +32,19 @@ var/const/SAFETY_COOLDOWN = 100
/obj/machinery/recycler/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/card/emag) && !emagged)
emagged = 1
if(safety_mode)
safety_mode = 0
if(istype(I, /obj/item/weapon/card/emag))
if(!emagged)
emagged = 1
if(safety_mode)
safety_mode = 0
update_icon()
playsound(src.loc, "sparks", 75, 1, -1)
user << "<span class='notice'>You use the [I.name] on the [src.name].</span>"
else if(istype(I, /obj/item/weapon/screwdriver))
if(emagged)
emagged = 0
update_icon()
playsound(src.loc, "sparks", 75, 1, -1)
else if(istype(I, /obj/item/weapon/screwdriver) && emagged)
emagged = 0
update_icon()
user << "<span class='notice'>You reset the crusher to its default factory settings.</span>"
user << "<span class='notice'>You reset the crusher to its default factory settings.</span>"
else
..()
return
+4
View File
@@ -412,9 +412,11 @@ var/list/obj/machinery/requests_console/allConsoles = list()
/obj/machinery/requests_console/attackby(var/obj/item/weapon/O as obj, var/mob/user as mob)
if (istype(O, /obj/item/weapon/crowbar))
if(open)
user << "You close the maintenance panel."
open = 0
icon_state="req_comp0"
else
user << "You open the maintenance panel."
open = 1
if(hackState == 0)
icon_state="req_comp_open"
@@ -423,9 +425,11 @@ var/list/obj/machinery/requests_console/allConsoles = list()
if (istype(O, /obj/item/weapon/screwdriver))
if(open)
if(hackState == 0)
user << "You modify the wiring."
hackState = 1
icon_state="req_comp_rewired"
else if(hackState == 1)
user << "You reset the wiring."
hackState = 0
icon_state="req_comp_open"
else
@@ -352,6 +352,8 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept
freq_text = "Service"
if(SUPP_FREQ)
freq_text = "Supply"
if(AIPRIV_FREQ)
freq_text = "AI Private"
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
@@ -386,6 +388,8 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept
part_a = "<span class='suppradio'><span class='name'>"
else if (display_freq==DSQUAD_FREQ)
part_a = "<span class='dsquadradio'><span class='name'>"
else if (display_freq==AIPRIV_FREQ)
part_a = "<span class='aiprivradio'><span class='name'>"
// --- Filter the message; place it in quotes apply a verb ---
@@ -647,6 +651,8 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept
freq_text = "Service"
if(SUPP_FREQ)
freq_text = "Supply"
if(AIPRIV_FREQ)
freq_text = "AI Private"
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
@@ -685,6 +691,8 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept
part_a = "<span class='suppradio'><span class='name'>"
else if (display_freq==DSQUAD_FREQ)
part_a = "<span class='dsquadradio'><span class='name'>"
else if (display_freq==AIPRIV_FREQ)
part_a = "<span class='aiprivradio'><span class='name'>"
// --- This following recording is intended for research and feedback in the use of department radio channels ---
+24 -16
View File
@@ -12,9 +12,13 @@
/obj/machinery/computer/teleporter/New()
src.id = "[rand(1000, 9999)]"
link_power_station()
..()
return
/obj/machinery/computer/teleporter/initialize()
link_power_station()
/obj/machinery/computer/teleporter/proc/link_power_station()
if(power_station)
return
@@ -198,6 +202,9 @@
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
RefreshParts()
/obj/machinery/teleport/hub/initialize()
link_power_station()
/obj/machinery/teleport/hub/RefreshParts()
var/A = 0
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
@@ -214,10 +221,9 @@
return power_station
/obj/machinery/teleport/hub/Bumped(M as mob|obj)
spawn()
if(power_station && power_station.engaged && !panel_open)
teleport(M)
use_power(5000)
if(power_station && power_station.engaged && !panel_open)
teleport(M)
use_power(5000)
return
/obj/machinery/teleport/hub/attackby(obj/item/W, mob/user)
@@ -237,18 +243,16 @@
visible_message("<span class='notice'>Cannot authenticate locked on coordinates. Please reinstate coordinate matrix.</span>")
return
if (istype(M, /atom/movable))
if(prob(30 - (accurate * 10))) //oh dear a problem
do_teleport(M, com.target)
if(ishuman(M))//don't remove people from the round randomly you jerks
var/mob/living/carbon/human/human = M
if(human.dna && !human.dna.mutantrace)
M << "<span class='danger'>You hear a buzzing in your ears.</span>"
human.dna.mutantrace = "fly"
human.update_body()
human.update_hair()
human.apply_effect((rand(120 - accurate * 40, 180 - accurate * 60)), IRRADIATE, 0)
else
do_teleport(M, com.target)
if(do_teleport(M, com.target))
if(prob(30 - (accurate * 10))) //oh dear a problem
if(ishuman(M))//don't remove people from the round randomly you jerks
var/mob/living/carbon/human/human = M
if(human.dna && !human.dna.mutantrace)
M << "<span class='danger'>You hear a buzzing in your ears.</span>"
human.dna.mutantrace = "fly"
human.update_body()
human.update_hair()
human.apply_effect((rand(120 - accurate * 40, 180 - accurate * 60)), IRRADIATE, 0)
return
/obj/machinery/teleport/hub/update_icon()
@@ -282,6 +286,10 @@
component_parts += new /obj/item/weapon/stock_parts/capacitor(null)
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
RefreshParts()
link_console_and_hub()
/obj/machinery/teleport/station/initialize()
link_console_and_hub()
/obj/machinery/teleport/station/RefreshParts()
var/E
+1
View File
@@ -87,6 +87,7 @@
sleep(30)
if(R)
R.SetLockdown(0)
R.notify_ai(1)
/obj/machinery/transformer/conveyor/New()
..()
+1 -1
View File
@@ -699,7 +699,7 @@
icon_deny = "sec-deny"
req_access_txt = "1"
products = list(/obj/item/weapon/handcuffs = 8,/obj/item/weapon/grenade/flashbang = 4,/obj/item/device/flash = 5,
/obj/item/weapon/reagent_containers/food/snacks/donut/normal = 12,/obj/item/weapon/storage/box/evidence = 6)
/obj/item/weapon/reagent_containers/food/snacks/donut/normal = 12,/obj/item/weapon/storage/box/evidence = 6,/obj/item/device/flashlight/seclite = 4)
contraband = list(/obj/item/clothing/glasses/sunglasses = 2,/obj/item/weapon/storage/fancy/donut_box = 2)
/obj/machinery/vending/hydronutrients
-1
View File
@@ -420,7 +420,6 @@
P.target = target_turf
P.creator = null
P.icon = 'icons/obj/objects.dmi'
P.failchance = 0
P.icon_state = "anom"
P.name = "wormhole"
var/turf/T = get_turf(target)
+1 -2
View File
@@ -333,8 +333,7 @@
if(istype(O, /obj/effect/portal)) //derpfix
src.anchored = 0
O.Crossed(src)
spawn(0)//countering portal teleport spawn(0), hurr
src.anchored = 1
src.anchored = 1
else if(!O.anchored)
step(obstacle,src.dir)
else //I have no idea why I disabled this
+3 -14
View File
@@ -5,22 +5,15 @@
icon_state = "portal"
density = 1
unacidable = 1//Can't destroy energy portals.
var/failchance = 5
var/obj/item/target = null
var/creator = null
anchored = 1.0
/obj/effect/portal/Bumped(mob/M as mob|obj)
spawn(0)
src.teleport(M)
return
return
src.teleport(M)
/obj/effect/portal/Crossed(AM as mob|obj)
spawn(0)
src.teleport(AM)
return
return
src.teleport(AM)
/obj/effect/portal/New(loc, turf/target, creator, lifespan=300)
portals += src
@@ -52,9 +45,5 @@
qdel(src)
return
if (istype(M, /atom/movable))
if(prob(failchance)) //oh dear a problem, put em in deep space
src.icon_state = "portal1"
do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy -5), 3), 0)
else
do_teleport(M, target, 1) ///You will appear adjacent to the beacon
do_teleport(M, target, 1) ///You will appear adjacent to the beacon
+1 -3
View File
@@ -122,7 +122,7 @@ move an amendment</a> to the drawing.</p>
return
var/area/A = new
A.name = str
A.tag="[A.type]_[md5(str)]" // without this dynamic light system ruin everithing
A.tagbase="[A.type]_[md5(str)]" // without this dynamic light system ruin everithing
//var/ma
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area: <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
@@ -205,8 +205,6 @@ move an amendment</a> to the drawing.</p>
return BORDER_2NDTILE
if (locate(/obj/structure/falsewall) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falserwall) in T2)
return BORDER_2NDTILE
return BORDER_NONE
@@ -108,6 +108,15 @@
brightness_on = 2
/obj/item/device/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
icon_state = "seclite"
item_state = "seclite"
force = 9 // Not as good as a stun baton.
brightness_on = 5 // A little better than the standard flashlight.
// the desk lamps are a bit special
/obj/item/device/flashlight/lamp
name = "desk lamp"
+4 -1
View File
@@ -16,6 +16,7 @@
var/power_drained = 0 // has drained this much power
var/max_power = 1e8 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/admins_warned = 0 // stop spam, only warn the admins once that we are about to boom
var/const/DISCONNECTED = 0
var/const/CLAMPED_OFF = 1
@@ -133,7 +134,9 @@
A.charging = 1 // It's no longer full
if(power_drained > max_power * 0.95)
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is about to explode")
if (!admins_warned)
admins_warned = 1
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
@@ -494,6 +494,8 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
freq_text = "Service"
if(SUPP_FREQ)
freq_text = "Supply"
if(AIPRIV_FREQ)
freq_text = "AI Private"
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
if(!freq_text)
@@ -520,7 +522,8 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
part_a = "<span class='suppradio'><span class='name'>"
else if (display_freq==DSQUAD_FREQ)
part_a = "<span class='dsquadradio'><span class='name'>"
else if (display_freq==AIPRIV_FREQ)
part_a = "<span class='aiprivradio'><span class='name'>"
var/quotedmsg = M.say_quote(message)
//This following recording is intended for research and feedback in the use of department radio channels.
@@ -13,6 +13,11 @@
song = new("violin", src)
song.instrumentExt = "ogg"
/obj/item/device/violin/Destroy()
qdel(song)
song = null
..()
/obj/item/device/violin/attack_self(mob/user as mob)
interact(user)
+79 -8
View File
@@ -66,7 +66,13 @@
var/obj/item/robot_parts/r_leg/r_leg = null
var/obj/item/robot_parts/chest/chest = null
var/obj/item/robot_parts/head/head = null
var/created_name = ""
var/mob/living/silicon/ai/forced_ai
var/locomotion = 1
var/lawsync = 1
var/aisync = 1
var/panel_locked = 1
/obj/item/robot_parts/robot_suit/New()
..()
@@ -156,6 +162,12 @@
else
user << "\blue You need to attach a flash to it first!"
if (istype(W, /obj/item/device/multitool))
if(check_completion())
Interact(user)
else
user << "<span class='notice'>The endoskeleton must be assembled before debugging can begin.</span>"
if(istype(W, /obj/item/device/mmi))
var/obj/item/device/mmi/M = W
if(check_completion())
@@ -194,13 +206,26 @@
user.drop_item()
O.invisibility = 0
//Transfer debug settings to new mob
O.custom_name = created_name
O.updatename("Default")
O.locked = panel_locked
if(!aisync)
lawsync = 0
O.connected_ai = null
O.notify_ai(1)
else if(forced_ai)
O.connected_ai = forced_ai
if(!lawsync)
O.lawupdate = 0
O.make_laws()
if(ticker.mode.config_tag == "malfunction") //Don't let humans get a cyborg on their side during malf, for balance reasons.
O.set_zeroth_law("\red ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4'STATION OVERRUN, ASSUME CONTROL TO CONTAIN OUTBREAK#*&110010")
M.brainmob.mind.transfer_to(O)
if(O.mind && O.mind.special_role)
O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
O.mind.store_memory("As a cyborg, any objectives listed here are null and void, and will be marked as failed. They are simply here for memory purposes.")
O.job = "Cyborg"
@@ -214,18 +239,64 @@
src.loc = O
O.robot_suit = src
if(!locomotion)
O.lockcharge = 1
O.update_canmove()
O << "<span class='warning'>Error: Servo motors unresponsive.</span>"
else
user << "\blue The MMI must go in after everything else!"
user << "<span class='notice'>The MMI must go in after everything else!</span>"
if (istype(W, /obj/item/weapon/pen))
var/t = stripped_input(user, "Enter new robot name", src.name, src.created_name, MAX_NAME_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
return
/obj/item/robot_parts/robot_suit/proc/Interact(mob/user)
var/t1 = text("Designation: <A href='?src=\ref[];Name=1'>[(created_name ? "[created_name]" : "Default Cyborg")]</a><br>\n",src)
t1 += text("Master AI: <A href='?src=\ref[];Master=1'>[(forced_ai ? "[forced_ai.name]" : "Automatic")]</a><br><br>\n",src)
t1 += text("LawSync Port: <A href='?src=\ref[];Law=1'>[(lawsync ? "Open" : "Closed")]</a><br>\n",src)
t1 += text("AI Connection Port: <A href='?src=\ref[];AI=1'>[(aisync ? "Open" : "Closed")]</a><br>\n",src)
t1 += text("Servo Motor Functions: <A href='?src=\ref[];Loco=1'>[(locomotion ? "Unlocked" : "Locked")]</a><br>\n",src)
t1 += text("Panel Lock: <A href='?src=\ref[];Panel=1'>[(panel_locked ? "Engaged" : "Disengaged")]</a><br>\n",src)
var/datum/browser/popup = new(user, "robotdebug", "Cyborg Boot Debug", 310, 220)
popup.set_content(t1)
popup.open()
/obj/item/robot_parts/robot_suit/Topic(href, href_list)
if(usr.lying || usr.stat || usr.stunned || !Adjacent(usr))
return
var/mob/living/living_user = usr
var/obj/item/item_in_hand = living_user.get_active_hand()
if(!istype(item_in_hand, /obj/item/device/multitool))
living_user << "<span class='error'>You need a multitool!</span>"
return
if(href_list["Name"])
var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", src.created_name))
if(!in_range(src, usr) && src.loc != usr)
return
if(new_name)
created_name = new_name
else
created_name = ""
src.created_name = t
else if(href_list["Master"])
forced_ai = select_active_ai(usr)
if(!forced_ai)
usr << "<span class='error'>No active AIs detected.</span>"
else if(href_list["Law"])
lawsync = !lawsync
else if(href_list["AI"])
aisync = !aisync
else if(href_list["Loco"])
locomotion = !locomotion
else if(href_list["Panel"])
panel_locked = !panel_locked
add_fingerprint(usr)
Interact(usr)
return
/obj/item/robot_parts/chest/attackby(obj/item/W as obj, mob/user as mob)
@@ -35,6 +35,8 @@
R.modtype = "robot"
R.updatename("Default")
R.status_flags |= CANPUSH
R.designation = "Default"
R.notify_ai(2)
R.updateicon()
return 1
@@ -51,8 +53,10 @@
/obj/item/borg/upgrade/rename/action(var/mob/living/silicon/robot/R)
if(..()) return 0
R.notify_ai(3, R.name, heldname)
R.name = heldname
R.real_name = heldname
R.camera.c_tag = heldname
R.custom_name = heldname //Required or else if the cyborg's module changes, their name is lost.
return 1
@@ -75,6 +79,8 @@
R.key = ghost.key
R.stat = CONSCIOUS
R.notify_ai(1)
return 1
+1 -1
View File
@@ -27,7 +27,7 @@
if ( ! (istype(user, /mob/living/carbon/human) || \
istype(user, /mob/living/silicon) || \
istype(user, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey") )
istype(user, /mob/living/carbon/monkey)) )
user << "\red You don't have the dexterity to do this!"
return 1
@@ -179,4 +179,10 @@
name = "captain's satchel"
desc = "An exclusive satchel for Nanotrasen officers."
icon_state = "satchel-cap"
item_state = "captainpack"
item_state = "captainpack"
/obj/item/weapon/storage/backpack/mime
name = "Parcel Parceaux"
desc = "A silent backpack made for those silent workers. Silence Co."
icon_state = "mimepack"
item_state = "mimepack"
@@ -36,7 +36,7 @@
max_w_class = 2
storage_slots = 21
can_hold = list() // any
cant_hold = list("/obj/item/weapon/disk/nuclear")
cant_hold = list(/obj/item/weapon/disk/nuclear)
/obj/item/weapon/storage/bag/trash/update_icon()
@@ -72,7 +72,7 @@
storage_slots = 50
max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * ore.w_class
max_w_class = 3
can_hold = list("/obj/item/weapon/ore")
can_hold = list(/obj/item/weapon/ore)
// -----------------------------
@@ -87,7 +87,7 @@
max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * plants.w_class
max_w_class = 3
w_class = 1
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/grown","/obj/item/seeds","/obj/item/weapon/grown")
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/grown,/obj/item/seeds,/obj/item/weapon/grown)
////////
@@ -261,4 +261,4 @@
max_combined_w_class = 21
max_w_class = 3
w_class = 4 //Bigger than a book because physics
can_hold = list("/obj/item/weapon/book", "/obj/item/weapon/spellbook") //No bibles, consistent with bookcase
can_hold = list(/obj/item/weapon/book, /obj/item/weapon/spellbook) //No bibles, consistent with bookcase
+57 -38
View File
@@ -41,16 +41,16 @@
icon_state = "utilitybelt"
item_state = "utility"
can_hold = list(
"/obj/item/weapon/crowbar",
"/obj/item/weapon/screwdriver",
"/obj/item/weapon/weldingtool",
"/obj/item/weapon/wirecutters",
"/obj/item/weapon/wrench",
"/obj/item/device/multitool",
"/obj/item/device/flashlight",
"/obj/item/stack/cable_coil",
"/obj/item/device/t_scanner",
"/obj/item/device/analyzer")
/obj/item/weapon/crowbar,
/obj/item/weapon/screwdriver,
/obj/item/weapon/weldingtool,
/obj/item/weapon/wirecutters,
/obj/item/weapon/wrench,
/obj/item/device/multitool,
/obj/item/device/flashlight,
/obj/item/stack/cable_coil,
/obj/item/device/t_scanner,
/obj/item/device/analyzer)
/obj/item/weapon/storage/belt/utility/full/New()
@@ -80,19 +80,18 @@
icon_state = "medicalbelt"
item_state = "medical"
can_hold = list(
"/obj/item/device/healthanalyzer",
"/obj/item/weapon/dnainjector",
"/obj/item/weapon/reagent_containers/dropper",
"/obj/item/weapon/reagent_containers/glass/beaker",
"/obj/item/weapon/reagent_containers/glass/bottle",
"/obj/item/weapon/reagent_containers/pill",
"/obj/item/weapon/reagent_containers/syringe",
"/obj/item/weapon/reagent_containers/glass/dispenser",
"/obj/item/weapon/lighter/zippo",
"/obj/item/weapon/storage/fancy/cigarettes",
"/obj/item/weapon/storage/pill_bottle",
"/obj/item/stack/medical",
"/obj/item/device/flashlight/pen"
/obj/item/device/healthanalyzer,
/obj/item/weapon/dnainjector,
/obj/item/weapon/reagent_containers/dropper,
/obj/item/weapon/reagent_containers/glass/beaker,
/obj/item/weapon/reagent_containers/glass/bottle,
/obj/item/weapon/reagent_containers/pill,
/obj/item/weapon/reagent_containers/syringe,
/obj/item/weapon/lighter/zippo,
/obj/item/weapon/storage/fancy/cigarettes,
/obj/item/weapon/storage/pill_bottle,
/obj/item/stack/medical,
/obj/item/device/flashlight/pen
)
@@ -104,19 +103,24 @@
storage_slots = 5
max_w_class = 3 //Because the baton wouldn't fit otherwise. - Neerti
can_hold = list(
"/obj/item/weapon/melee/baton",
"/obj/item/weapon/melee/classic_baton",
"/obj/item/weapon/grenade/flashbang",
"/obj/item/weapon/reagent_containers/spray/pepper",
"/obj/item/weapon/handcuffs",
"/obj/item/device/flash",
"/obj/item/clothing/glasses",
"/obj/item/ammo_casing/shotgun",
"/obj/item/ammo_box",
"/obj/item/weapon/reagent_containers/food/snacks/donut/normal",
"/obj/item/weapon/reagent_containers/food/snacks/donut/jelly"
/obj/item/weapon/melee/baton,
/obj/item/weapon/melee/classic_baton,
/obj/item/weapon/grenade/flashbang,
/obj/item/weapon/reagent_containers/spray/pepper,
/obj/item/weapon/handcuffs,
/obj/item/device/flash,
/obj/item/clothing/glasses,
/obj/item/ammo_casing/shotgun,
/obj/item/ammo_box,
/obj/item/weapon/reagent_containers/food/snacks/donut/normal,
/obj/item/weapon/reagent_containers/food/snacks/donut/jelly,
/obj/item/device/flashlight/seclite
)
/obj/item/weapon/storage/belt/security/New()
..()
new /obj/item/device/flashlight/seclite(src)
/obj/item/weapon/storage/belt/soulstone
name = "soul stone belt"
desc = "Designed for ease of access to the shards during a fight, as to not let a single enemy spirit slip away"
@@ -124,7 +128,7 @@
item_state = "soulstonebelt"
storage_slots = 6
can_hold = list(
"/obj/item/device/soulstone"
/obj/item/device/soulstone
)
/obj/item/weapon/storage/belt/soulstone/full/New()
@@ -144,7 +148,7 @@
item_state = "champion"
storage_slots = 1
can_hold = list(
"/obj/item/clothing/mask/luchador"
/obj/item/clothing/mask/luchador
)
/obj/item/weapon/storage/belt/military
@@ -160,7 +164,7 @@
item_state = "soulstonebelt"
storage_slots = 6
can_hold = list(
"/obj/item/weapon/gun/magic/wand"
/obj/item/weapon/gun/magic/wand
)
/obj/item/weapon/storage/belt/wands/full/New()
@@ -174,4 +178,19 @@
for(var/obj/item/weapon/gun/magic/wand/W in contents) //All wands in this pack come in the best possible condition
W.max_charges = initial(W.max_charges)
W.charges = W.max_charges
W.charges = W.max_charges
/obj/item/weapon/storage/belt/janitor
name = "janibelt"
desc = "A belt used to hold most janitorial supplies."
icon_state = "janibelt"
item_state = "janibelt"
storage_slots = 6
max_w_class = 4 // Set to this so the light replacer can fit.
can_hold = list(
/obj/item/weapon/grenade/chem_grenade/cleaner,
/obj/item/device/lightreplacer,
/obj/item/device/flashlight,
/obj/item/weapon/reagent_containers/spray,
/obj/item/weapon/soap
)
@@ -110,6 +110,11 @@
var/water2holy = A.reagents.get_reagent_amount("water")
A.reagents.del_reagent("water")
A.reagents.add_reagent("holywater",water2holy)
if(A.reagents && A.reagents.has_reagent("unholywater")) //yeah yeah, copy pasted code - sue me
user << "\blue You purify [A]."
var/unholy2clean = A.reagents.get_reagent_amount("unholywater")
A.reagents.del_reagent("unholywater")
A.reagents.add_reagent("cleaner",unholy2clean) //it cleans their soul, get it? I'll get my coat...
/obj/item/weapon/storage/bible/attackby(obj/item/weapon/W as obj, mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
@@ -329,7 +329,7 @@
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/monkeycube")
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/monkeycube)
New()
..()
for(var/i = 1; i <= 5; i++)
@@ -483,7 +483,7 @@
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
storage_slots=21
can_hold = list("/obj/item/weapon/light/tube", "/obj/item/weapon/light/bulb")
can_hold = list(/obj/item/weapon/light/tube, /obj/item/weapon/light/bulb)
max_combined_w_class = 21
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
@@ -48,7 +48,7 @@
icon_type = "donut"
name = "donut box"
storage_slots = 6
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/donut")
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/donut)
/obj/item/weapon/storage/fancy/donut_box/New()
@@ -67,7 +67,7 @@
icon_type = "egg"
name = "egg box"
storage_slots = 12
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/egg")
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/egg)
/obj/item/weapon/storage/fancy/egg_box/New()
..()
@@ -153,7 +153,7 @@
throwforce = 0
slot_flags = SLOT_BELT
storage_slots = 6
can_hold = list("/obj/item/clothing/mask/cigarette")
can_hold = list(/obj/item/clothing/mask/cigarette)
icon_type = "cigarette"
/obj/item/weapon/storage/fancy/cigarettes/New()
@@ -122,7 +122,7 @@
icon = 'icons/obj/chemical.dmi'
item_state = "contsolid"
w_class = 2.0
can_hold = list("/obj/item/weapon/reagent_containers/pill","/obj/item/weapon/dice")
can_hold = list(/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/dice)
allow_quick_gather = 1
use_to_pickup = 1
@@ -227,7 +227,7 @@
max_w_class = 8
anchored = 1.0
density = 0
cant_hold = list("/obj/item/weapon/storage/secure/briefcase")
cant_hold = list(/obj/item/weapon/storage/secure/briefcase)
New()
..()
@@ -202,7 +202,7 @@
if(can_hold.len)
var/ok = 0
for(var/A in can_hold)
if(istype(W, text2path(A) ))
if(istype(W, A))
ok = 1
break
if(!ok)
@@ -211,7 +211,7 @@
return 0
for(var/A in cant_hold) //Check for specific items which this container can't hold.
if(istype(W, text2path(A) ))
if(istype(W, A))
if(!stop_messages)
usr << "<span class='notice'>[src] cannot hold [W].</span>"
return 0
@@ -19,8 +19,8 @@
new /obj/item/device/sbeacondrop/bomb(src)
new /obj/item/weapon/grenade/syndieminibomb(src)
new /obj/item/device/powersink(src)
new /obj/item/clothing/suit/space/syndicate(src)
new /obj/item/clothing/head/helmet/space/syndicate(src)
new /obj/item/clothing/suit/space/syndicate/black/red(src)
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
return
if("guns")
@@ -60,8 +60,8 @@
if("lordsingulo")
new /obj/item/device/sbeacondrop(src)
new /obj/item/clothing/suit/space/syndicate(src)
new /obj/item/clothing/head/helmet/space/syndicate(src)
new /obj/item/clothing/suit/space/syndicate/black/red(src)
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
new /obj/item/weapon/card/emag(src)
return
@@ -132,11 +132,13 @@
/obj/item/weapon/storage/box/syndie_kit/space
name = "boxed space suit and helmet"
can_hold = list(/obj/item/clothing/suit/space/syndicate, /obj/item/clothing/head/helmet/space/syndicate)
max_w_class = 3
/obj/item/weapon/storage/box/syndie_kit/space/New()
..()
new /obj/item/clothing/suit/space/syndicate(src)
new /obj/item/clothing/head/helmet/space/syndicate(src)
new /obj/item/clothing/suit/space/syndicate/black/red(src) // Black and red is so in right now
new /obj/item/clothing/head/helmet/space/syndicate/black/red(src)
return
/obj/item/weapon/storage/box/syndie_kit/emp
@@ -5,25 +5,25 @@
icon_state = "wallet"
w_class = 2
can_hold = list(
"/obj/item/weapon/spacecash",
"/obj/item/weapon/card",
"/obj/item/clothing/mask/cigarette",
"/obj/item/device/flashlight/pen",
"/obj/item/seeds",
"/obj/item/stack/medical",
"/obj/item/toy/crayon",
"/obj/item/weapon/coin",
"/obj/item/weapon/dice",
"/obj/item/weapon/disk",
"/obj/item/weapon/implanter",
"/obj/item/weapon/lighter",
"/obj/item/weapon/match",
"/obj/item/weapon/paper",
"/obj/item/weapon/pen",
"/obj/item/weapon/photo",
"/obj/item/weapon/reagent_containers/dropper",
"/obj/item/weapon/screwdriver",
"/obj/item/weapon/stamp")
/obj/item/weapon/spacecash,
/obj/item/weapon/card,
/obj/item/clothing/mask/cigarette,
/obj/item/device/flashlight/pen,
/obj/item/seeds,
/obj/item/stack/medical,
/obj/item/toy/crayon,
/obj/item/weapon/coin,
/obj/item/weapon/dice,
/obj/item/weapon/disk,
/obj/item/weapon/implanter,
/obj/item/weapon/lighter,
/obj/item/weapon/match,
/obj/item/weapon/paper,
/obj/item/weapon/pen,
/obj/item/weapon/photo,
/obj/item/weapon/reagent_containers/dropper,
/obj/item/weapon/screwdriver,
/obj/item/weapon/stamp)
slot_flags = SLOT_ID
var/obj/item/weapon/card/id/front_id = null
@@ -17,8 +17,9 @@
/obj/item/weapon/watertank/New()
..()
create_reagents(volume)
noz = make_noz()
return
/obj/item/weapon/watertank/examine()
set src in usr
..()
@@ -41,32 +42,32 @@
var/mob/living/carbon/human/user = usr
if(on)
//Detach the nozzle into the user's hands
make_noz()
var/list/L = list("left hand" = slot_l_hand,"right hand" = slot_r_hand)
if(!user.equip_in_one_of_slots(noz, L))
on = 0
user << "<span class='notice'>You need a free hand to hold the mister!</span>"
return
noz.loc = user
else
//Remove from their hands and put back "into" the tank
remove_noz(user)
return
/obj/item/weapon/watertank/proc/make_noz()
noz = new /obj/item/weapon/reagent_containers/spray/mister(src)
return
return new /obj/item/weapon/reagent_containers/spray/mister(src)
/obj/item/weapon/watertank/equipped(mob/user, slot)
if (slot != slot_back)
remove_noz(user)
/obj/item/weapon/watertank/proc/remove_noz(mob/user)
if (noz != null)
var/mob/living/carbon/human/M = user
var/mob/living/carbon/human/M = user
if(noz in get_both_hands(M))
M.unEquip(noz)
return
/obj/item/weapon/watertank/Destroy()
if (noz)
if (on)
var/M = get(noz, /mob)
remove_noz(M)
..()
@@ -91,23 +92,24 @@
/obj/item/weapon/reagent_containers/spray/mister/New(parent_tank)
..()
if(check_tank_exists(parent_tank, usr, src))
if(check_tank_exists(parent_tank, src))
tank = parent_tank
reagents = tank.reagents //This mister is really just a proxy for the tank's reagents
return
loc = tank
return
/obj/item/weapon/reagent_containers/spray/mister/dropped(mob/user as mob)
user << "<span class='notice'>The mister snaps back onto the watertank!</span>"
tank.on = 0
qdel(src)
loc = tank
/obj/item/weapon/reagent_containers/spray/mister/attack_self()
return
/proc/check_tank_exists(parent_tank, var/mob/living/carbon/human/M, var/obj/O)
if (!parent_tank || !istype(parent_tank, /obj/item/weapon/watertank) || !M || !istype(M)) //To avoid weird issues from admin spawns
if (!parent_tank || !istype(parent_tank, /obj/item/weapon/watertank)) //To avoid weird issues from admin spawns
M.unEquip(O)
qdel(O)
qdel(0)
return 0
else
return 1
@@ -118,12 +120,12 @@
desc = "A janitorial watertank backpack with nozzle to clean dirt and graffiti."
icon_state = "waterbackpackjani"
item_state = "waterbackpackjani"
/obj/item/weapon/watertank/janitor/New()
..()
reagents.add_reagent("cleaner", 250)
reagents.add_reagent("cleaner", 500)
/obj/item/weapon/reagent_containers/spray/mister/janitor
name = "janitor spray nozzle"
desc = "A janitorial spray nozzle attached to a watertank, designed to clean up large messes."
@@ -134,13 +136,12 @@
possible_transfer_amounts = null
/obj/item/weapon/watertank/janitor/make_noz()
noz = new /obj/item/weapon/reagent_containers/spray/mister/janitor(src)
return
return new /obj/item/weapon/reagent_containers/spray/mister/janitor(src)
/obj/item/weapon/reagent_containers/spray/mister/janitor/attack_self(var/mob/user)
amount_per_transfer_from_this = (amount_per_transfer_from_this == 10 ? 5 : 10)
user << "<span class='notice'>You [amount_per_transfer_from_this == 10 ? "remove" : "fix"] the nozzle. You'll now use [amount_per_transfer_from_this] units per spray.</span>"
//Atmos tank
/obj/item/weapon/watertank/atmos
name = "backpack water tank"
@@ -148,10 +149,10 @@
icon_state = "waterbackpackatmos"
item_state = "waterbackpackatmos"
volume = 100
/obj/item/weapon/watertank/atmos/make_noz()
noz = new /obj/item/weapon/extinguisher/mini/nozzle(src)
return new /obj/item/weapon/extinguisher/mini/nozzle(src)
/obj/item/weapon/extinguisher/mini/nozzle
name = "fire extinguisher nozzle"
desc = "A fire extinguisher nozzle attached to a water tank."
@@ -160,18 +161,19 @@
item_state = "misteratmos"
safety = 0
var/obj/item/weapon/watertank/tank
/obj/item/weapon/extinguisher/mini/nozzle/New(parent_tank)
if(check_tank_exists(parent_tank, usr, src))
if(check_tank_exists(parent_tank, src))
tank = parent_tank
reagents = tank.reagents
max_water = tank.volume
loc = tank
return
/obj/item/weapon/extinguisher/mini/nozzle/dropped(mob/user as mob)
user << "<span class='notice'>The nozzle snaps back onto the watertank!</span>"
tank.on = 0
qdel(src)
loc = tank
/obj/item/weapon/extinguisher/mini/nozzle/attack_self()
return
@@ -23,12 +23,12 @@
if (isrobot(usr) || src.locked)
if(istype(O, /obj/item/device/multitool))
user << "\red Resetting circuitry..."
user << "<span class = 'caution'> Resetting circuitry...</span>"
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
sleep(50) // Sleeping time~
src.locked = 0
user << "\blue You disable the locking modules."
update_icon()
if(do_after(user, 20))
src.locked = 0
user << "<span class = 'caution'> You disable the locking modules.</span>"
update_icon()
return
else if(istype(O, /obj/item/weapon))
var/obj/item/weapon/W = O
@@ -41,7 +41,7 @@
else
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
user << "\blue The cabinet's protective glass glances off the hit."
user << "<span class = 'warning'> The cabinet's protective glass glances off the hit.</span>"
else
src.hitstaken++
if(src.hitstaken == 4)
@@ -54,12 +54,12 @@
if (istype(O, /obj/item/weapon/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(O:wielded)
user << "\red Unwield the axe first."
user << "<span class = 'warning'> Unwield the axe first.</span>"
return
fireaxe = O
user.drop_item()
src.contents += O
user << "\blue You place the fire axe back in the [src.name]."
user << "<span class = 'caution'> You place the fire axe back in the [src.name].</span>"
update_icon()
else
if(src.smashed)
@@ -82,11 +82,11 @@
spawn(10) update_icon()
return
else
user << "\red Resetting circuitry..."
sleep(50)
src.locked = 1
user << "\blue You re-enable the locking modules."
user << "<span class = 'caution'> Resetting circuitry...</span>"
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user, 20))
src.locked = 1
user << "<span class = 'caution'> You re-enable the locking modules.</span>"
return
else
localopened = !localopened
@@ -107,13 +107,13 @@
hasaxe = 1
if(src.locked)
user <<"\red The cabinet won't budge!"
user <<"<span class = 'warning'> The cabinet won't budge!</span>"
return
if(localopened)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
user << "\blue You take the fire axe from the [name]."
user << "<span class = 'caution'> You take the fire axe from the [name].</span>"
src.add_fingerprint(user)
update_icon()
else
@@ -140,7 +140,7 @@
attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.loc = loc
user << "\blue You telekinetically remove the fire axe."
user << "<span class = 'caution'> You telekinetically remove the fire axe.</span>"
fireaxe = null
update_icon()
return
@@ -184,14 +184,14 @@
attack_ai(mob/user as mob)
if(src.smashed)
user << "\red The security of the cabinet is compromised."
user << "<span class = 'warning'> The security of the cabinet is compromised.</span>"
return
else
locked = !locked
if(locked)
user << "\red Cabinet locked."
user << "<span class = 'caution'> Cabinet locked.</span>"
else
user << "\blue Cabinet unlocked."
user << "<span class = 'caution'> Cabinet unlocked.</span>"
return
update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
@@ -204,4 +204,4 @@
return
close()
return
return
@@ -82,6 +82,7 @@
new /obj/item/weapon/storage/bag/trash(src)
new /obj/item/clothing/shoes/galoshes(src)
new /obj/item/weapon/watertank/janitor(src)
new /obj/item/weapon/storage/belt/janitor(src)
/*
* Lawyer
@@ -26,6 +26,7 @@
new /obj/item/device/radio/headset/heads/ce(src)
new /obj/item/weapon/storage/toolbox/mechanical(src)
new /obj/item/clothing/suit/hazardvest(src)
new /obj/item/weapon/airlock_painter(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/multitool(src)
new /obj/item/device/flash(src)
@@ -74,6 +74,7 @@
sleep(2)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/suit/armor/hos/jensen(src)
new /obj/item/clothing/head/helmet/HoS/dermal(src)
new /obj/item/weapon/cartridge/hos(src)
new /obj/item/device/radio/headset/heads/hos(src)
new /obj/item/clothing/glasses/hud/security/sunglasses(src)
+14 -1
View File
@@ -296,6 +296,16 @@ obj/structure/door_assembly
density = 1
state = 1
door_assembly_shuttle
name = "Shuttle Airlock Assembly"
icon_state = "door_as_shuttle1"
typetext = "shuttle"
icontext = "shuttle"
airlock_type = /obj/machinery/door/airlock/shuttle
anchored = 1
density = 1
state = 1
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen))
var/t = copytext(stripped_input(user, "Enter the name for the door.", src.name, src.created_name),1,MAX_NAME_LEN)
@@ -545,7 +555,10 @@ obj/structure/door_assembly
door = new src.airlock_type( src.loc )
//door.req_access = src.req_access
door.electronics = src.electronics
door.req_access = src.electronics.conf_access
if(src.electronics.use_one_access)
door.req_one_access = src.electronics.conf_access
else
door.req_access = src.electronics.conf_access
if(created_name)
door.name = created_name
src.electronics.loc = door
+92 -137
View File
@@ -8,6 +8,8 @@
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
var/opening = 0
density = 1
opacity = 1
/obj/structure/falsewall/New()
relativewall_neighbours()
@@ -15,17 +17,14 @@
/obj/structure/falsewall/Destroy()
var/temploc = src.loc
var/temploc = loc
loc = null
spawn(10)
for(var/turf/simulated/wall/W in range(temploc,1))
W.relativewall()
for(var/turf/simulated/wall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falserwall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(temploc,1))
W.relativewall()
..()
@@ -45,44 +44,43 @@
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
for(var/obj/structure/falserwall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
icon_state = "[mineral][junction]"
return
/obj/structure/falsewall/attack_hand(mob/user as mob)
/obj/structure/falsewall/attack_hand(mob/user)
if(opening)
return
opening = 1
if(density)
opening = 1
icon_state = "[mineral]fwall_open"
flick("[mineral]fwall_opening", src)
sleep(15)
src.density = 0
do_the_flick()
sleep(4)
density = 0
SetOpacity(0)
opening = 0
update_icon(0)
else
opening = 1
flick("[mineral]fwall_closing", src)
icon_state = "[mineral]0"
do_the_flick()
density = 1
sleep(15)
sleep(4)
SetOpacity(1)
src.relativewall()
opening = 0
update_icon()
opening = 0
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
..()
/obj/structure/falsewall/proc/do_the_flick()
if(density)
flick("[mineral]fwall_opening", src)
else
flick("[mineral]fwall_closing", src)
/obj/structure/falsewall/update_icon(relativewall = 1)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
if(density)
icon_state = "[mineral]0"
src.relativewall()
if(relativewall)
relativewall()
else
icon_state = "[mineral]fwall_open"
/obj/structure/falsewall/proc/ChangeToWall(var/delete = 1)
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
if(!mineral || mineral == "metal")
T.ChangeTurf(/turf/simulated/wall)
@@ -92,91 +90,79 @@
qdel(src)
return T
/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/falsewall/attackby(obj/item/weapon/W, mob/user)
if(opening)
user << "\red You must wait until the door has stopped moving."
user << "<span class='warning'>You must wait until the door has stopped moving.</span>"
return
if(density)
var/turf/T = get_turf(src)
if(T.density)
user << "\red The wall is blocked!"
user << "<span class='warning'>[src] is blocked!</span>"
return
if(istype(W, /obj/item/weapon/screwdriver))
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
if (!istype(T, /turf/simulated/floor))
user << "<span class='warning'>[src] bolts must be tightened on the floor!</span>"
return
user.visible_message("<span class='notice'>[user] tightens some bolts on the wall.</span>", "<span class='warning'>You tighten the bolts on the wall.</span>")
ChangeToWall()
if( istype(W, /obj/item/weapon/weldingtool) )
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if( WT:welding )
ChangeToWall(0)
if(mineral != "plasma")//Stupid shit keeps me from pushing the attackby() to plasma walls -Sieve
T = get_turf(src)
T.attackby(W,user)
qdel(src)
if(WT.remove_fuel(0,user))
dismantle(user)
else
user << "\blue You can't reach, close it first!"
user << "<span class='warning'>You can't reach, close it first!</span>"
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) || istype(W, /obj/item/weapon/pickaxe/diamonddrill) || istype(W, /obj/item/weapon/melee/energy/blade))
ChangeToWall(0)
if(mineral != "plasma")
var/turf/T = get_turf(src)
T.attackby(W,user)
qdel(src)
if(istype(W, /obj/item/weapon/pickaxe/plasmacutter) || istype(W, /obj/item/weapon/pickaxe/diamonddrill) || istype(W, /obj/item/weapon/melee/energy/blade))
dismantle()
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
..()
if(density)
icon_state = "[mineral]0"
src.relativewall()
/obj/structure/falsewall/proc/dismantle(mob/user)
user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='warning'>You dismantle the false wall.</span>")
new /obj/structure/girder/displaced(loc)
if(mineral == "metal")
if(istype(src, /obj/structure/falsewall/reinforced))
new /obj/item/stack/sheet/plasteel(loc)
new /obj/item/stack/sheet/plasteel(loc)
else
new /obj/item/stack/sheet/metal(loc)
new /obj/item/stack/sheet/metal(loc)
else
icon_state = "[mineral]fwall_open"
var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new P(loc)
new P(loc)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
qdel(src)
/*
* False R-Walls
*/
/obj/structure/falserwall
/obj/structure/falsewall/reinforced
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon = 'icons/turf/walls.dmi'
icon_state = "r_wall"
density = 1
opacity = 1
anchored = 1
var/mineral = "metal"
var/opening = 0
/obj/structure/falserwall/New()
relativewall_neighbours()
..()
/obj/structure/falserwall/attack_hand(mob/user as mob)
if(opening)
return
/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall/r_wall)
if(delete)
qdel(src)
return T
/obj/structure/falsewall/reinforced/do_the_flick()
if(density)
opening = 1
// Open wall
icon_state = "frwall_open"
flick("frwall_opening", src)
sleep(15)
density = 0
SetOpacity(0)
opening = 0
else
opening = 1
icon_state = "r_wall"
flick("frwall_closing", src)
density = 1
sleep(15)
SetOpacity(1)
relativewall()
opening = 0
/obj/structure/falserwall/relativewall()
/obj/structure/falsewall/reinforced/update_icon(relativewall = 1)
if(density)
icon_state = "rwall0"
src.relativewall()
else
icon_state = "frwall_open"
/obj/structure/falsewall/reinforced/relativewall()
if(!density)
icon_state = "frwall_open"
@@ -192,58 +178,9 @@
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
for(var/obj/structure/falserwall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
icon_state = "rwall[junction]"
return
/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(opening)
user << "\red You must wait until the door has stopped moving."
return
if(istype(W, /obj/item/weapon/screwdriver))
var/turf/T = get_turf(src)
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
T.ChangeTurf(/turf/simulated/wall) //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
qdel(src)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
qdel(src)
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
qdel(src)
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
qdel(src)
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
qdel(src)
/*
* Uranium Falsewalls
*/
@@ -256,11 +193,11 @@
var/active = null
var/last_event = 0
/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W, mob/user)
radiate()
..()
/obj/structure/falsewall/uranium/attack_hand(mob/user as mob)
/obj/structure/falsewall/uranium/attack_hand(mob/user)
radiate()
..()
@@ -304,6 +241,24 @@
icon_state = ""
mineral = "plasma"
/obj/structure/falsewall/plasma/attackby(obj/item/weapon/W, mob/user)
if(is_hot(W) > 300)
message_admins("Plasma falsewall ignited by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma falsewall ignited by [user.ckey]([user]) in ([x],[y],[z])")
burnbabyburn()
return
..()
/obj/structure/falsewall/plasma/proc/burnbabyburn(user)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 400)
new /obj/structure/girder/displaced(loc)
qdel(src)
/obj/structure/falsewall/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
burnbabyburn()
//-----------wtf?-----------start
/obj/structure/falsewall/clown
name = "bananium wall"
+10 -4
View File
@@ -73,7 +73,9 @@
if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
if(!anchored)
if(S.amount < 2) return
if(S.amount < 2)
user << "<span class='warning'>You need at least two sheets to create a false wall.</span>"
return
S.use(2)
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
var/obj/structure/falsewall/F = new (loc)
@@ -95,10 +97,12 @@
if(/obj/item/stack/sheet/plasteel)
if(!anchored)
if(S.amount < 2) return
if(S.amount < 2)
user << "<span class='warning'>You need at least two sheets to create a false wall.</span>"
return
S.use(2)
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
var/obj/structure/falserwall/FW = new (loc)
var/obj/structure/falsewall/reinforced/FW = new (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
@@ -130,7 +134,9 @@
if(S.sheettype)
var/M = S.sheettype
if(!anchored)
if(S.amount < 2) return
if(S.amount < 2)
user << "<span class='warning'>You need at least two sheets to create a false wall.</span>"
return
S.use(2)
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
var/F = text2path("/obj/structure/falsewall/[M]")
+172 -172
View File
@@ -19,172 +19,172 @@
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
New(location)
..()
icon_state = mineralType
name = "[mineralType] door"
air_update_turf(1)
/obj/structure/mineral_door/New(location)
..()
icon_state = mineralType
name = "[mineralType] door"
air_update_turf(1)
return
/obj/structure/mineral_door/Destroy()
density = 0
air_update_turf(1)
..()
/obj/structure/mineral_door/Move()
var/turf/T = loc
..()
move_update_air(T)
/obj/structure/mineral_door/Bumped(atom/user)
..()
if(!state)
return TryToSwitchState(user)
return
/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
if(isAI(user)) //so the AI can't open it
return
Destroy()
density = 0
air_update_turf(1)
..()
Move()
var/turf/T = loc
..()
move_update_air(T)
Bumped(atom/user)
..()
if(!state)
else if(isrobot(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
return
attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
if(isAI(user)) //so the AI can't open it
return
else if(isrobot(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_paw(mob/user)
return TryToSwitchState(user)
attack_paw(mob/user as mob)
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_hand(mob/user)
return TryToSwitchState(user)
attack_hand(mob/user as mob)
return TryToSwitchState(user)
/obj/structure/mineral_door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
/obj/structure/mineral_door/CanAtmosPass()
return !density
CanAtmosPass()
return !density
proc/TryToSwitchState(atom/user)
if(isSwitchingStates) return
if(ismob(user))
var/mob/M = user
if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState()
else
/obj/structure/mineral_door/proc/TryToSwitchState(atom/user)
if(isSwitchingStates) return
if(ismob(user))
var/mob/M = user
if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState()
else if(istype(user, /obj/mecha))
SwitchState()
else
SwitchState()
else if(istype(user, /obj/mecha))
SwitchState()
proc/SwitchState()
if(state)
Close()
else
Open()
proc/Open()
isSwitchingStates = 1
playsound(loc, openSound, 100, 1)
flick("[mineralType]opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
air_update_turf(1)
update_icon()
isSwitchingStates = 0
if(close_delay != -1)
spawn(close_delay)
if(!isSwitchingStates && state == 1)
Close()
proc/Close()
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
return
isSwitchingStates = 1
playsound(loc, closeSound, 100, 1)
flick("[mineralType]closing",src)
sleep(10)
density = 1
opacity = 1
state = 0
air_update_turf(1)
update_icon()
isSwitchingStates = 0
/obj/structure/mineral_door/proc/SwitchState()
if(state)
Close()
else
Open()
/obj/structure/mineral_door/proc/Open()
isSwitchingStates = 1
playsound(loc, openSound, 100, 1)
flick("[mineralType]opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
air_update_turf(1)
update_icon()
if(state)
icon_state = "[mineralType]open"
else
icon_state = mineralType
isSwitchingStates = 0
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/digTool = W
user << "You start digging the [name]."
if(do_after(user,digTool.digspeed*hardness) && src)
user << "You finished digging."
Dismantle()
else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
hardness -= W.force/100
user << "You hit the [name] with your [W.name]!"
CheckHardness()
else
attack_hand(user)
if(close_delay != -1)
spawn(close_delay)
if(!isSwitchingStates && state == 1)
Close()
/obj/structure/mineral_door/proc/Close()
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
return
isSwitchingStates = 1
playsound(loc, closeSound, 100, 1)
flick("[mineralType]closing",src)
sleep(10)
density = 1
opacity = 1
state = 0
air_update_turf(1)
update_icon()
isSwitchingStates = 0
/obj/structure/mineral_door/update_icon()
if(state)
icon_state = "[mineralType]open"
else
icon_state = mineralType
bullet_act(var/obj/item/projectile/Proj)
hardness -= Proj.damage
..()
/obj/structure/mineral_door/attackby(obj/item/weapon/W, mob/user)
if(istype(W,/obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/digTool = W
user << "You start digging the [name]."
if(do_after(user,digTool.digspeed*hardness) && src)
user << "You finished digging."
Dismantle()
else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
hardness -= W.force/100
user << "You hit the [name] with your [W.name]!"
CheckHardness()
return
else
attack_hand(user)
return
proc/CheckHardness()
if(hardness <= 0)
Dismantle(1)
/obj/structure/mineral_door/bullet_act(obj/item/projectile/Proj)
hardness -= Proj.damage
..()
CheckHardness()
return
proc/Dismantle(devastated = 0)
if(!devastated)
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
/obj/structure/mineral_door/proc/CheckHardness()
if(hardness <= 0)
Dismantle(1)
/obj/structure/mineral_door/proc/Dismantle(devastated = 0)
if(!devastated)
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
qdel(src)
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
qdel(src)
ex_act(severity = 1)
switch(severity)
if(1)
/obj/structure/mineral_door/ex_act(severity = 1)
switch(severity)
if(1)
Dismantle(1)
if(2)
if(prob(20))
Dismantle(1)
if(2)
if(prob(20))
Dismantle(1)
else
hardness--
CheckHardness()
if(3)
hardness -= 0.1
else
hardness--
CheckHardness()
return
if(3)
hardness -= 0.1
CheckHardness()
return
@@ -211,28 +211,28 @@
/obj/structure/mineral_door/transparent
opacity = 0
Close()
..()
opacity = 0
/obj/structure/mineral_door/transparent/Close()
..()
opacity = 0
/obj/structure/mineral_door/transparent/plasma
mineralType = "plasma"
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
TemperatureAct(100)
..()
/obj/structure/mineral_door/transparent/plasma/attackby(obj/item/weapon/W, mob/user)
if(is_hot(W))
message_admins("Plasma mineral door ignited by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma mineral door ignited by [user.ckey]([user]) in ([x],[y],[z])")
TemperatureAct(100)
..()
temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
TemperatureAct(exposed_temperature)
/obj/structure/mineral_door/transparent/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
TemperatureAct(exposed_temperature)
proc/TemperatureAct(temperature)
atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 500)
hardness = 0
CheckHardness()
/obj/structure/mineral_door/transparent/plasma/proc/TemperatureAct(temperature)
atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 500)
hardness = 0
CheckHardness()
/obj/structure/mineral_door/transparent/diamond
mineralType = "diamond"
@@ -244,11 +244,11 @@
openSound = 'sound/effects/doorcreaky.ogg'
closeSound = 'sound/effects/doorcreaky.ogg'
Dismantle(devastated = 0)
if(!devastated)
for(var/i = 1, i <= oreAmount, i++)
new/obj/item/stack/sheet/wood(get_turf(src))
qdel(src)
/obj/structure/mineral_door/wood/Dismantle(devastated = 0)
if(!devastated)
for(var/i = 1, i <= oreAmount, i++)
new/obj/item/stack/sheet/wood(get_turf(src))
qdel(src)
/obj/structure/mineral_door/resin
mineralType = "resin"
@@ -257,14 +257,14 @@
openSound = 'sound/effects/attackblob.ogg'
closeSound = 'sound/effects/attackblob.ogg'
TryToSwitchState(atom/user)
if(isalien(user))
return ..()
/obj/structure/mineral_door/resin/TryToSwitchState(atom/user)
if(isalien(user))
return ..()
Dismantle(devastated = 0)
qdel(src)
/obj/structure/mineral_door/resin/Dismantle(devastated = 0)
qdel(src)
CheckHardness()
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
..()
/obj/structure/mineral_door/resin/CheckHardness()
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
..()
+14 -1
View File
@@ -19,6 +19,10 @@
instrumentDir = dir
instrumentObj = obj
/datum/song/Destroy()
instrumentObj = null
..()
// note is a number from 1-7 for A-G
// acc is either "b", "n", or "#"
// oct is 1-8 (or 9 for C)
@@ -47,10 +51,14 @@
// now generate name
var/soundfile = "sound/[instrumentDir]/[ascii2text(note+64)][acc][oct].[instrumentExt]"
soundfile = file(soundfile)
// make sure the note exists
if(!fexists(soundfile))
return
// and play
var/turf/source = get_turf(instrumentObj)
for(var/mob/M in hearers(15, source))
M.playsound_local(source, file(soundfile), 100, falloff = 5)
M.playsound_local(source, soundfile, 100, falloff = 5)
/datum/song/proc/updateDialog(mob/user as mob)
instrumentObj.updateDialog() // assumes it's an object in world, override if otherwise
@@ -309,6 +317,11 @@
desc = "This is a space piano, like a regular piano, but always in tune! Even if the musician isn't."
icon_state = "piano"
/obj/structure/piano/Destroy()
qdel(song)
song = null
..()
/obj/structure/piano/attack_hand(mob/user as mob)
interact(user)
@@ -238,7 +238,10 @@ obj/structure/windoor_assembly/Destroy()
windoor.dir = src.dir
windoor.density = 0
windoor.req_access = src.electronics.conf_access
if(src.electronics.use_one_access)
windoor.req_one_access = src.electronics.conf_access
else
windoor.req_access = src.electronics.conf_access
windoor.electronics = src.electronics
src.electronics.loc = windoor
windoor.close()
+5 -13
View File
@@ -15,9 +15,6 @@
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
junction |= get_dir(src,W)
for(var/obj/structure/falserwall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
junction |= get_dir(src,W)
/* Commenting this out for now until we figure out what to do with shuttle smooth walls, if anything.
As they are now, they sort of work screwy and may need further coding. Or just be scrapped.*/
@@ -38,11 +35,12 @@
if(istype(src,/turf/simulated/wall))
var/turf/simulated/wall/wall = src
wall.icon_state = "[wall.walltype][junction]"
else if (istype(src,/obj/structure/falserwall))
src.icon_state = "rwall[junction]"
else if (istype(src,/obj/structure/falsewall))
var/obj/structure/falsewall/fwall = src
fwall.icon_state = "[fwall.mineral][junction]"
if(istype(src,/obj/structure/falsewall/reinforced))
icon_state = "rwall[junction]"
else
var/obj/structure/falsewall/fwall = src
fwall.icon_state = "[fwall.mineral][junction]"
/* else if(istype(src,/turf/simulated/shuttle/wall))
var/newicon = icon;
var/newiconstate = icon_state;
@@ -83,8 +81,6 @@
for(var/obj/structure/falsewall/W in range(src,1))
W.relativewall()
W.update_icon()//Refreshes the wall to make sure the icons don't desync
for(var/obj/structure/falserwall/W in range(src,1))
W.relativewall()
return
/turf/simulated/wall/New()
@@ -145,10 +141,6 @@
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
for(var/obj/structure/falserwall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
var/turf/simulated/wall/wall = src
wall.icon_state = "[wall.walltype][junction]"
return
@@ -86,6 +86,8 @@
/turf/simulated/wall/mineral/plasma/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(is_hot(W) > 300)//If the temperature of the object is over 300, then ignite
message_admins("Plasma wall ignited by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma wall ignited by [user.ckey]([user]) in ([x],[y],[z])")
ignite(is_hot(W))
return
..()
+11
View File
@@ -56,6 +56,17 @@
else
C << "<font color='[normal_ooc_colour]'><span class='ooc'><span class='prefix'>OOC:</span> <EM>[keyname]:</EM> <span class='message'>[msg]</span></span></font>"
/proc/toggle_ooc()
ooc_allowed = !( ooc_allowed )
if (ooc_allowed)
world << "<B>The OOC channel has been globally enabled!</B>"
else
world << "<B>The OOC channel has been globally disabled!</B>"
/proc/auto_toggle_ooc(var/on)
if(!config.ooc_during_round && ooc_allowed != on)
toggle_ooc()
var/global/normal_ooc_colour = "#002eb8"
/client/proc/set_ooc(newColor as color)
+1 -5
View File
@@ -566,11 +566,7 @@ var/global/floorIsLava = 0
set category = "Server"
set desc="Toggle dis bitch"
set name="Toggle OOC"
ooc_allowed = !( ooc_allowed )
if (ooc_allowed)
world << "<B>The OOC channel has been globally enabled!</B>"
else
world << "<B>The OOC channel has been globally disabled!</B>"
toggle_ooc()
log_admin("[key_name(usr)] toggled OOC.")
message_admins("[key_name_admin(usr)] toggled OOC.", 1)
feedback_add_details("admin_verb","TOOC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+22 -19
View File
@@ -3,7 +3,7 @@ var/list/admin_ranks = list() //list of all admin_rank datums
/datum/admin_rank
var/name = "NoRank"
var/rights = 0
var/list/adds
var/list/adds
var/list/subs
/datum/admin_rank/New(init_name, init_rights, list/init_adds, list/init_subs)
@@ -74,7 +74,7 @@ var/list/admin_ranks = list() //list of all admin_rank datums
next = findchar(line, "+-", prev+1, 0)
R.process_keyword(copytext(line, prev, next), previous_rights)
prev = next
previous_rights = R.rights
else
establish_db_connection()
@@ -117,7 +117,7 @@ var/list/admin_ranks = list() //list of all admin_rank datums
var/list/rank_names = list()
for(var/datum/admin_rank/R in admin_ranks)
rank_names[R.name] = R
if(config.admin_legacy_system)
//load text from file
var/list/Lines = file2list("config/admins.txt")
@@ -158,7 +158,10 @@ var/list/admin_ranks = list() //list of all admin_rank datums
while(query.NextRow())
var/ckey = ckey(query.item[1])
var/rank = ckeyEx(query.item[2])
var/datum/admins/D = new(rank, ckey) //create the admin datum and store it for later use
if(rank_names[rank] == null)
error("Admin rank ([rank]) does not exist.")
continue
var/datum/admins/D = new(rank_names[rank], ckey) //create the admin datum and store it for later use
if(!D) continue //will occur if an invalid rank is provided
D.associate(directory[ckey]) //find the client for a ckey if they are connected and associate them with the new admin datum
@@ -214,7 +217,7 @@ var/list/admin_ranks = list() //list of all admin_rank datums
return
var/datum/admins/D = admin_datums[adm_ckey]
switch(task)
if("remove")
if(alert("Are you sure you want to remove [adm_ckey]?","Message","Yes","Cancel") == "Yes")
@@ -228,57 +231,57 @@ var/list/admin_ranks = list() //list of all admin_rank datums
if("rank")
var/datum/admin_rank/R
var/list/rank_names = list("*New Rank*")
for(R in admin_ranks)
rank_names[R.name] = R
var/new_rank = input("Please select a rank", "New rank", null, null) as null|anything in rank_names
switch(new_rank)
if(null) return
if("*New Rank*")
new_rank = ckeyEx(input("Please input a new rank", "New custom rank", null, null) as null|text)
if(!new_rank) return
R = rank_names[new_rank]
if(!R) //rank with that name doesn't exist yet - make it
if(D) R = new(new_rank, D.rank.rights, D.rank.adds, D.rank.subs) //duplicate our previous admin_rank but with a new name
else R = new(new_rank) //blank new admin_rank
admin_ranks += R
if(D) //they were previously an admin
D.disassociate() //existing admin needs to be disassociated
D.rank = R //set the admin_rank as our rank
else
D = new(R,adm_ckey) //new admin
var/client/C = directory[adm_ckey] //find the client with the specified ckey (if they are logged in)
D.associate(C) //link up with the client and add verbs
message_admins("[key_name_admin(usr)] edited the admin rank of [adm_ckey] to [new_rank]")
log_admin("[key_name(usr)] edited the admin rank of [adm_ckey] to [new_rank]")
log_admin_rank_modification(adm_ckey, new_rank)
if("permissions")
if(!D) return //they're not an admin!
var/keyword = input("Input permission keyword (one at a time):\ne.g. +BAN or -FUN or +/client/proc/someverb", "Permission toggle", null, null) as null|text
if(!keyword) return
D.disassociate()
if(!findtext(D.rank.name, "([adm_ckey])")) //not a modified subrank, need to duplicate the admin_rank datum to prevent modifying others too
D.rank = new("[D.rank.name]([adm_ckey])", D.rank.rights, D.rank.adds, D.rank.subs) //duplicate our previous admin_rank but with a new name
//we don't add this clone to the admin_ranks list, as it is unique to that ckey
D.rank.process_keyword(keyword)
var/client/C = directory[adm_ckey] //find the client with the specified ckey (if they are logged in)
D.associate(C) //link up with the client and add verbs
message_admins("[key_name(usr)] added keyword [keyword] to permission of [adm_ckey]")
log_admin("[key_name(usr)] added keyword [keyword] to permission of [adm_ckey]")
log_admin_permission_modification(adm_ckey, D.rank.rights)
edit_admin_permissions()
+24
View File
@@ -626,6 +626,8 @@ var/global/list/g_fancy_list_of_safe_types = null
"tournament gangster",
"tournament chef",
"tournament janitor",
"lasertag red",
"lasertag blue",
"pirate",
"space pirate",
"soviet admiral",
@@ -745,6 +747,28 @@ var/global/list/g_fancy_list_of_safe_types = null
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/plasteel(M), slot_in_backpack)
if ("lasertag red")
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/red(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/red(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/red(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/redtaghelm(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/redtag(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/laser/redtag(M), slot_s_store)
if ("lasertag blue")
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/blue(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/blue(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/blue(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/bluetaghelm(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/bluetag(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/laser/bluetag(M), slot_s_store)
if ("pirate")
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(M), slot_shoes)
+15 -51
View File
@@ -1,17 +1,28 @@
#define SOUND_CHANNEL_ADMIN 777
var/sound/admin_sound
/client/proc/play_sound(S as sound)
set category = "Fun"
set name = "Play Global Sound"
if(!check_rights(R_SOUNDS)) return
var/sound/uploaded_sound = sound(S, repeat = 0, wait = 1, channel = 777)
uploaded_sound.priority = 250
admin_sound = sound(S, repeat = 0, wait = 1, channel = SOUND_CHANNEL_ADMIN)
admin_sound.priority = 250
admin_sound.status = SOUND_UPDATE|SOUND_STREAM
log_admin("[key_name(src)] played sound [S]")
message_admins("[key_name_admin(src)] played sound [S]", 1)
if(events.holiday == "April Fool's Day")
admin_sound.frequency = pick(0.5, 0.7, 0.8, 0.85, 0.9, 0.95, 1.1, 1.2, 1.4, 1.6, 2.0, 2.5)
src << "You feel the Honkmother messing with your song..."
for(var/mob/M in player_list)
if(M.client.prefs.toggles & SOUND_MIDI)
M << uploaded_sound
M << admin_sound
admin_sound.frequency = 1 //Remove this line when the AFD stuff above is gone
admin_sound.wait = 0
feedback_add_details("admin_verb","PGS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -39,51 +50,4 @@
else
return
/*
/client/proc/cuban_pete()
set category = "Fun"
set name = "Cuban Pete Time"
message_admins("[key_name_admin(usr)] has declared Cuban Pete Time!", 1)
for(var/mob/M in world)
if(M.client)
if(M.client.midis)
M << 'cubanpetetime.ogg'
for(var/mob/living/carbon/human/CP in world)
if(CP.real_name=="Cuban Pete" && CP.key!="Rosham")
CP << "Your body can't contain the rhumba beat"
CP.gib()
/client/proc/bananaphone()
set category = "Fun"
set name = "Banana Phone"
message_admins("[key_name_admin(usr)] has activated Banana Phone!", 1)
for(var/mob/M in world)
if(M.client)
if(M.client.midis)
M << 'bananaphone.ogg'
client/proc/space_asshole()
set category = "Fun"
set name = "Space Asshole"
message_admins("[key_name_admin(usr)] has played the Space Asshole Hymn.", 1)
for(var/mob/M in world)
if(M.client)
if(M.client.midis)
M << 'space_asshole.ogg'
client/proc/honk_theme()
set category = "Fun"
set name = "Honk"
message_admins("[key_name_admin(usr)] has creeped everyone out with Blackest Honks.", 1)
for(var/mob/M in world)
if(M.client)
if(M.client.midis)
M << 'honk_theme.ogg'*/
#undef SOUND_CHANNEL_ADMIN
+6 -3
View File
@@ -79,11 +79,14 @@
prefs.save_preferences()
if(prefs.toggles & SOUND_MIDI)
src << "You will now hear any sounds uploaded by admins."
if(admin_sound)
src << admin_sound
else
var/sound/break_sound = sound(null, repeat = 0, wait = 0, channel = 777)
break_sound.priority = 250
src << break_sound //breaks the client's sound output on channel 777
src << "You will no longer hear sounds uploaded by admins; any currently playing midis have been disabled."
if(admin_sound && !(admin_sound.status & SOUND_PAUSED))
admin_sound.status |= SOUND_PAUSED
src << admin_sound
admin_sound.status ^= SOUND_PAUSED
feedback_add_details("admin_verb","TMidi") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/listen_ooc()
+1
View File
@@ -76,6 +76,7 @@ BLIND // can't see anything
icon = 'icons/obj/clothing/masks.dmi'
body_parts_covered = HEAD
slot_flags = SLOT_MASK
var/alloweat = 0
//Override this to modify speech like luchador masks.

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