Conflict fixing

This commit is contained in:
Menshin
2014-12-25 22:34:40 +01:00
313 changed files with 7783 additions and 6923 deletions
+2 -2
View File
@@ -22,12 +22,12 @@
F << "<small>[time2text(world.timeofday,"hh:mm")] \ref[src] ([x],[y],[z])</small> || [src] [message]<br>"
//ADMINVERBS
/client/proc/investigate_show( subject in list("hrefs","notes","ntsl","singulo","wires","telesci", "gravity", "records", "cargo") )
/client/proc/investigate_show( subject in list("hrefs","notes","ntsl","singulo","wires","telesci", "gravity", "records", "cargo", "supermatter") )
set name = "Investigate"
set category = "Admin"
if(!holder) return
switch(subject)
if("singulo", "ntsl", "wires", "telesci", "gravity", "records", "cargo") //general one-round-only stuff
if("singulo", "ntsl", "wires", "telesci", "gravity", "records", "cargo", "supermatter") //general one-round-only stuff
var/F = investigate_subject2file(subject)
if(!F)
src << "<font color='red'>Error: admin_investigate: [INVESTIGATE_DIR][subject] is an invalid path or cannot be accessed.</font>"
+2 -2
View File
@@ -847,7 +847,7 @@ var/global/list/g_fancy_list_of_types = null
if("centcom commander")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_commander(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/bulletproof(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_cent(M), slot_ears)
@@ -989,7 +989,7 @@ var/global/list/g_fancy_list_of_types = null
spawn(30)
for(var/obj/machinery/the_singularitygen/G in world)
if(G.anchored)
var/obj/machinery/singularity/S = new /obj/machinery/singularity(get_turf(G), 50)
var/obj/singularity/S = new /obj/singularity(get_turf(G), 50)
// qdel(G)
S.energy = 1750
S.current_size = 7
+1 -1
View File
@@ -2,7 +2,7 @@
set name = "Possess Obj"
set category = "Object"
if(istype(O,/obj/machinery/singularity))
if(istype(O,/obj/singularity))
if(config.forbid_singulo_possession)
usr << "It is forbidden to possess singularities."
return
+1 -1
View File
@@ -255,7 +255,7 @@
/obj/effect/landmark/corpse/commander
name = "Commander"
corpseuniform = /obj/item/clothing/under/rank/centcom_commander
corpsesuit = /obj/item/clothing/suit/armor/bulletproof
corpsesuit = /obj/item/clothing/suit/armor
corpseradio = /obj/item/device/radio/headset/heads/captain
corpseglasses = /obj/item/clothing/glasses/eyepatch
corpsemask = /obj/item/clothing/mask/cigarette/cigar/cohiba
+25 -42
View File
@@ -2,6 +2,9 @@
//SS13 Optimized Map loader
//////////////////////////////////////////////////////////////
//global datum that will preload variables on atoms instanciation
var/global/dmm_suite/preloader/_preloader = null
/**
* Construct the model map and control the loading process
@@ -163,7 +166,7 @@
//first instance the /area and remove it from the members list
index = members.len
var/atom/instance
var/dmm_suite/preloader/_preloader = new(members_attributes[index])//preloader for assigning set variables on atom creation
_preloader = new(members_attributes[index])//preloader for assigning set variables on atom creation
instance = locate(members[index])
instance.contents.Add(locate(xcrd,ycrd,zcrd))
@@ -191,34 +194,6 @@
T = UT
index++
//Replace the previous part of the code with this if it's unsafe to assume tiles have ALWAYS an /area AND a /turf
/*while(members.len > 0)
var/length = members.len
var/member = members[length]
if(ispath(member,/area))
var/atom/instance
var/dmm_suite/preloader/_preloader = new(members_attributes[length])
instance = locate(member)
instance.contents.Add(locate(xcrd,ycrd,zcrd))
if(_preloader && instance)
_preloader.load(instance)
members.Remove(member)
continue
else if(ispath(member,/turf))
instance_atom(member,members_attributes[length],xcrd,ycrd,zcrd)
members.Remove(member)
continue
else
break
*/
//finally instance all remainings objects/mobs
for(index=1,index < first_turf_index,index++)
instance_atom(members[index],members_attributes[index],xcrd,ycrd,zcrd)
@@ -230,11 +205,11 @@
//Instance an atom at (x,y,z) and gives it the variables in attributes
/dmm_suite/proc/instance_atom(var/path,var/list/attributes, var/x, var/y, var/z)
var/atom/instance
var/dmm_suite/preloader/_preloader = new(attributes)
_preloader = new(attributes, path)
instance = new path (locate(x,y,z), _preloader)//first preloader pass
instance = new path (locate(x,y,z))//first preloader pass
if(_preloader && instance)//second preloader pass, as some variables may have been reset/changed by New()
if(_preloader && instance)//second preloader pass, for those atoms that don't ..() in New()
_preloader.load(instance)
return instance
@@ -242,9 +217,9 @@
//text trimming (both directions) helper proc
//optionally removes quotes before and after the text (for variable name)
/dmm_suite/proc/trim_text(var/what as text,var/trim_quotes=0)
while(length(what) && (findtext(what," ",1,2)))// || findtext(what,quote,1,2)))
while(length(what) && (findtext(what," ",1,2)))
what=copytext(what,2,0)
while(length(what) && (findtext(what," ",length(what),0)))// || findtext(what,quote,length(what),0)))
while(length(what) && (findtext(what," ",length(what),0)))
what=copytext(what,1,length(what))
if(trim_quotes)
while(length(what) && (findtext(what,quote,1,2)))
@@ -298,14 +273,18 @@
else if(isnum(text2num(trim_right)))
trim_right = text2num(trim_right)
//Check for file
else if(copytext(trim_right,1,2) == "'")
trim_right = file(copytext(trim_right,2,length(trim_right)))
//Check for null
else if(trim_right == "null")
trim_right = null
//Check for list
else if(copytext(trim_right,1,5) == "list")
trim_right = text2list(copytext(trim_right,6,length(trim_right)))
//Check for file
else if(copytext(trim_right,1,2) == "'")
trim_right = file(copytext(trim_right,2,length(trim_right)))
to_return[trim_left] = trim_right
else//simple var
@@ -323,10 +302,11 @@
placed.opacity = 1
placed.underlays += turfs_underlays
//atom creation method that preloads variables before creation
/atom/New(atom/loc, dmm_suite/preloader/_dmm_preloader)
if(istype(_dmm_preloader, /dmm_suite/preloader))
_dmm_preloader.load(src)
//atom creation method that preloads variables at creation
/atom/New()
if(_preloader && (src.type == _preloader.target_path))//in case the instanciated atom is creating other atoms in New()
_preloader.load(src)
. = ..()
//////////////////
@@ -336,12 +316,15 @@
/dmm_suite/preloader
parent_type = /datum
var/list/attributes
var/target_path
/dmm_suite/preloader/New(list/the_attributes)
/dmm_suite/preloader/New(var/list/the_attributes, var/path)
.=..()
if(!the_attributes.len)
Del()
return
attributes = the_attributes
target_path = path
/dmm_suite/preloader/proc/load(atom/what)
for(var/attribute in attributes)
@@ -22,15 +22,15 @@
//Academy Items
/obj/machinery/singularity/academy
/obj/singularity/academy
dissipate = 0
move_self = 0
grav_pull = 1
/obj/machinery/singularity/academy/admin_investigate_setup()
/obj/singularity/academy/admin_investigate_setup()
return
/obj/machinery/singularity/academy/process()
/obj/singularity/academy/process()
eat()
if(prob(1))
mezzer()
@@ -159,21 +159,21 @@ var/sc_safecode5 = "[rand(0,9)]"
/*
* Modified Nar-Sie
*/
/obj/machinery/singularity/narsie/sc_Narsie
/obj/singularity/narsie/sc_Narsie
desc = "Your body becomes weak and your feel your mind slipping away as you try to comprehend what you know can't be possible."
move_self = 0 //Contianed narsie does not move!
grav_pull = 0 //Contained narsie does not pull stuff in!
var/uneatable = list(/turf/space, /obj/effect/overlay, /mob/living/simple_animal/construct)
//Override this to prevent no adminlog runtimes and admin warnings about a singularity without containment
/obj/machinery/singularity/narsie/sc_Narsie/admin_investigate_setup()
/obj/singularity/narsie/sc_Narsie/admin_investigate_setup()
return
/obj/machinery/singularity/narsie/sc_Narsie/process()
/obj/singularity/narsie/sc_Narsie/process()
eat()
if(prob(25))
mezzer()
/obj/machinery/singularity/narsie/sc_Narsie/consume(var/atom/A)
/obj/singularity/narsie/sc_Narsie/consume(var/atom/A)
if(is_type_in_list(A, uneatable))
return 0
if (istype(A,/mob/living))
@@ -194,5 +194,5 @@ var/sc_safecode5 = "[rand(0,9)]"
T.ChangeTurf(/turf/space)
return
/obj/machinery/singularity/narsie/sc_Narsie/ex_act()
/obj/singularity/narsie/sc_Narsie/ex_act()
return
+2 -2
View File
@@ -348,7 +348,7 @@ atom/proc/generate_female_clothing(index,t_color,icon)
flags |= (visor_flags)
flags_inv |= (visor_flags_inv)
icon_state = initial(icon_state)
usr << "You pull the [src] down."
usr << "You pull \the [src] down."
flash_protect = initial(flash_protect)
tint = initial(tint)
else
@@ -356,7 +356,7 @@ atom/proc/generate_female_clothing(index,t_color,icon)
flags &= ~(visor_flags)
flags_inv &= ~(visor_flags_inv)
icon_state = "[initial(icon_state)]up"
usr << "You push the [src] up."
usr << "You push \the [src] up."
flash_protect = 0
tint = 0
+1 -1
View File
@@ -11,7 +11,7 @@
H.add_hud_to(user)
/obj/item/clothing/glasses/hud/dropped(mob/living/carbon/human/user)
if(user.glasses == src)
if(istype(user) && user.glasses == src)
var/datum/atom_hud/H = huds[hud_type]
H.remove_hud_from(user)
+20 -34
View File
@@ -46,65 +46,39 @@
if(!proximity) // todo: you could add ninja stars or computer hacking here
return 0
// Move an AI into and out of things
if(istype(A,/mob/living/silicon/ai))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("AICORE", "NINJASUIT", A, H)
return 1
else
H << "<span class='userdanger'>ERROR</span>: \black Remote access channel disabled."
return 0
if(istype(A,/obj/structure/AIcore/deactivated))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("INACTIVE","NINJASUIT",A, H)
return 1
else
H << "<span class='userdanger'>ERROR</span>: \black Remote access channel disabled."
return 0
if(istype(A,/obj/machinery/computer/aifixer))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("AIFIXER","NINJASUIT",A, H)
return 1
else
H << "<span class='userdanger'>ERROR</span>: \black Remote access channel disabled."
return 0
A.add_fingerprint(H)
// steal energy from powered things
if(istype(A,/mob/living/silicon/robot))
A.add_fingerprint(H)
drain("CYBORG",A,suit)
return 1
if(istype(A,/obj/machinery/power/apc))
A.add_fingerprint(H)
drain("APC",A,suit)
return 1
if(istype(A,/obj/structure/cable))
A.add_fingerprint(H)
drain("WIRE",A,suit)
return 1
if(istype(A,/obj/structure/grille))
var/obj/structure/cable/C = locate() in A.loc
if(C)
drain("WIRE",C,suit)
return 1
if(istype(A,/obj/machinery/power/smes))
A.add_fingerprint(H)
drain("SMES",A,suit)
return 1
if(istype(A,/obj/mecha))
A.add_fingerprint(H)
drain("MECHA",A,suit)
return 1
// download research
if(istype(A,/obj/machinery/computer/rdconsole))
A.add_fingerprint(H)
if(istype(A,/obj/machinery/computer/rdconsole)) // download research
drain("RESEARCH",A,suit)
return 1
if(istype(A,/obj/machinery/r_n_d/server))
A.add_fingerprint(H)
var/obj/machinery/r_n_d/server/S = A
@@ -116,3 +90,15 @@
drain("RESEARCH",A,suit)
return 1
//do AI transfers
if(istype(A,/mob/living/silicon/ai))
suit.NAI.transfer_ai("AICORE", "AICARD", A, H)
return 1
if(istype(A,/obj/structure/AIcore/deactivated))
suit.NAI.transfer_ai("INACTIVE","AICARD",A, H)
return 1
if(istype(A,/obj/machinery/computer/aifixer))
suit.NAI.transfer_ai("AIFIXER","AICARD",A, H)
return 1
+9 -2
View File
@@ -32,14 +32,14 @@
flags |= (visor_flags)
flags_inv |= (visor_flags_inv)
icon_state = initial(icon_state)
usr << "You pull the [src] down."
usr << "You pull \the [src] down."
usr.update_inv_head(0)
else
up = !up
flags &= ~(visor_flags)
flags_inv &= ~(visor_flags_inv)
icon_state = "[initial(icon_state)]up"
usr << "You push the [src] up."
usr << "You push \the [src] up."
usr.update_inv_head(0)
/obj/item/clothing/head/helmet/swat
@@ -54,6 +54,13 @@
max_heat_protection_temperature = SPACE_HELM_MAX_TEMP_PROTECT
strip_delay = 80
/obj/item/clothing/head/helmet/bulletproof
name = "tactical helmet"
desc = "An advanced helmet designed to protect against traditional projectile weaponry and explosives."
icon_state = "bulletproof"
armor = list(melee = 25, bullet = 60, laser = 25, energy = 10, bomb = 40, bio = 0, rad = 0)
strip_delay = 70
/obj/item/clothing/head/helmet/swat/syndicate
name = "blood-red helmet"
desc = "An extremely robust, space-worthy helmet that lacks a visor to allow for goggle usage underneath. Property of Gorlex Marauders."
+4 -8
View File
@@ -44,7 +44,6 @@
name = "detective's fedora"
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
icon_state = "detective"
allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen)
armor = list(melee = 50, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
//Mime
@@ -74,16 +73,11 @@
armor = list(melee = 60, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
strip_delay = 60
/obj/item/clothing/head/warden/drill
name = "warden's drill hat"
desc = "A robust drill hat for the Warden. For keeping the officers and prisoners in line."
icon_state = "wardendrill"
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A robust beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficent protection."
icon_state = "beret_badge"
armor = list(melee = 30, bullet = 5, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyhos
@@ -95,6 +89,8 @@
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "wardenberet"
armor = list(melee = 60, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyofficer
desc = "A special beret with the security insignia emblazoned on it. For officers with class."
+8 -2
View File
@@ -90,5 +90,11 @@
desc = "It's a robust baseball hat in tasteful red colour."
icon_state = "secsoft"
item_color = "sec"
armor = list(melee = 30, bullet = 5, laser = 5, energy = 15, bomb = 0, bio = 0, rad = 0)
strip_delay = 60
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
strip_delay = 60
/obj/item/clothing/head/soft/emt
name = "EMT cap"
desc = "It's a baseball hat with a dark turquoise color and a reflective cross on the top."
icon_state = "emtsoft"
item_color = "emtsoft"
+6 -6
View File
@@ -235,12 +235,12 @@
temp_message[H] = ninjaspeak(temp_message[H])
pick_list -= H
message = list2text(temp_message, " ")
message = replacetext(message, "o", "¤")
message = replacetext(message, "p", "þ")
message = replacetext(message, "l", "£")
message = replacetext(message, "s", "§")
message = replacetext(message, "u", "µ")
message = replacetext(message, "b", "ß")
message = replacetext(message, "o", "?")
message = replacetext(message, "p", "?")
message = replacetext(message, "l", "?")
message = replacetext(message, "s", "?")
message = replacetext(message, "u", "?")
message = replacetext(message, "b", "?")
return message
+5 -3
View File
@@ -3,7 +3,6 @@
name = "ninja hood"
icon_state = "s-ninja"
item_state = "s-ninja_mask"
allowed = list(/obj/item/weapon/stock_parts/cell)
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25)
strip_delay = 12
unacidable = 1
@@ -56,8 +55,11 @@
var/a_boost = 3.0//Number of adrenaline boosters.
//Onboard AI related variables.
var/mob/living/silicon/ai/AI//If there is an AI inside the suit.
var/obj/item/device/aicard/NAI //Integrated intellicard.
var/obj/item/device/paicard/pai//A slot for a pAI device
var/obj/effect/overlay/hologram//Is the AI hologram on or off? Visible only to the wearer of the suit. This works by attaching an image to a blank overlay.
var/flush = 0//If an AI purge is in progress.
var/s_control = 1//If user in control of the suit.
+27 -19
View File
@@ -6,16 +6,24 @@
heat_protection = CHEST|GROIN
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
put_on_delay = 60
put_on_delay = 40
/obj/item/clothing/suit/armor/vest
name = "armor"
desc = "An armored vest that protects against some damage."
desc = "A slim armored vest that protects against most types of damage."
icon_state = "armor"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/vest/alt
name = "armor"
desc = "An armored vest that protects against most types of damage. This is a civilian variant."
icon_state = "armoralt"
item_state = "armoralt"
blood_overlay_type = "armor"
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/hos
name = "armored greatcoat"
desc = "A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence."
@@ -27,7 +35,6 @@
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
strip_delay = 80
put_on_delay = 40
/obj/item/clothing/suit/armor/hos/trenchcoat
name = "armored trenchoat"
@@ -36,16 +43,21 @@
item_state = "hostrench"
flags_inv = 0
strip_delay = 80
put_on_delay = 40
/obj/item/clothing/suit/armor/vest/warden
name = "warden's jacket"
desc = "An armored jacket with silver rank pips and livery."
desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets."
icon_state = "warden_jacket"
item_state = "armor"
body_parts_covered = CHEST|GROIN|ARMS
cold_protection = CHEST|GROIN|ARMS|HANDS
heat_protection = CHEST|GROIN|ARMS|HANDS
strip_delay = 70
/obj/item/clothing/suit/armor/vest/warden/alt
name = "warden's armored jacket"
desc = "A red jacket with silver rank pips and body armor strapped on top."
icon_state = "warden_alt"
/obj/item/clothing/suit/armor/vest/capcarapace
name = "captain's carapace"
@@ -61,36 +73,33 @@
desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement."
icon_state = "riot"
item_state = "swat_suit"
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 1
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
strip_delay = 80
put_on_delay = 80
put_on_delay = 60
/obj/item/clothing/suit/armor/bulletproof
name = "bulletproof vest"
desc = "A vest that excels in protecting the wearer against high-velocity solid projectiles."
name = "bulletproof armor"
desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
strip_delay = 40
put_on_delay = 40
armor = list(melee = 25, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
strip_delay = 70
put_on_delay = 50
/obj/item/clothing/suit/armor/laserproof
name = "ablative armor vest"
desc = "A vest that excels in protecting the wearer against energy projectiles."
desc = "A vest that excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them."
icon_state = "armor_reflec"
item_state = "armor_reflec"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
reflect_chance = 40
strip_delay = 40
put_on_delay = 40
/obj/item/clothing/suit/armor/laserproof/IsReflect(var/def_zone)
var/hit_reflect_chance = reflect_chance
@@ -99,7 +108,6 @@
if (prob(hit_reflect_chance))
return 1
/obj/item/clothing/suit/armor/vest/det_suit
name = "armor"
desc = "An armored vest with a detective's badge on it."
+12 -1
View File
@@ -38,6 +38,11 @@
icon_state = "magus"
item_state = "magus"
/obj/item/clothing/head/wizard/santa
name = "Santa's hat"
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
flags = BLOCKHAIR
/obj/item/clothing/suit/wizrobe
name = "wizard robe"
@@ -86,6 +91,12 @@
item_state = "magusred"
/obj/item/clothing/suit/wizrobe/santa
name = "Santa's suit"
desc = "Festive!"
icon_state = "santa"
item_state = "santa"
/obj/item/clothing/suit/wizrobe/fake
name = "wizard robe"
desc = "A rather dull blue robe meant to mimick real wizard robes."
@@ -113,4 +124,4 @@
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
unacidable = 0
+19 -20
View File
@@ -8,21 +8,22 @@
/*
* Security
*/
/obj/item/clothing/under/rank/warden
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. It has the word \"Warden\" written on the shoulders."
name = "warden's jumpsuit"
icon_state = "warden"
item_state = "r_suit"
item_color = "warden"
/obj/item/clothing/under/rank/security
name = "security suit"
desc = "A formal security suit for officers complete with nanotrasen belt buckle."
icon_state = "security"
item_state = "gy_suit"
item_color = "security"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
strip_delay = 50
/obj/item/clothing/under/rank/security
name = "security officer's jumpsuit"
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
icon_state = "security"
item_state = "r_suit"
item_color = "secred"
/obj/item/clothing/under/rank/warden
name = "warden's suit"
desc = "A formal security suit for the warden with blue desginations and '/Warden/' stiched into the shoulders."
icon_state = "warden"
item_state = "gy_suit"
item_color = "warden"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
strip_delay = 50
@@ -38,27 +39,25 @@
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
strip_delay = 50
/obj/item/clothing/under/det/grey
/obj/item/clothing/under/rank/det/grey
name = "noir suit"
desc = "A hard-boiled private investigator's grey suit, complete with tie clip."
icon_state = "greydet"
item_state = "greydet"
item_color = "greydet"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/*
* Head of Security
*/
/obj/item/clothing/under/rank/head_of_security
desc = "It's a jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
name = "head of security's jumpsuit"
name = "head of security's suit"
desc = "A security suit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "hos"
item_state = "r_suit"
item_color = "hosred"
item_state = "gy_suit"
item_color = "hos"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
strip_delay = 60
/*
* Navy uniforms
*/
@@ -82,4 +81,4 @@
name = "warden's uniform"
icon_state = "wardenblueclothes"
item_state = "wardenblueclothes"
item_color = "wardenblueclothes"
item_color = "wardenblueclothes"
+62 -15
View File
@@ -334,28 +334,28 @@
fitted = 0
can_adjust = 0
/obj/item/clothing/under/captainformal
name = "captain's formal uniform"
desc = "A captain's formal-wear, for special occasions."
icon_state = "captain_formal"
/obj/item/clothing/under/captainparade
name = "captain's parade uniform"
desc = "A captain's luxury-wear, for special occasions."
icon_state = "captain_parade"
item_state = "by_suit"
item_color = "captain_formal"
item_color = "captain_parade"
can_adjust = 0
/obj/item/clothing/under/hosformalmale
name = "head of security's formal uniform"
desc = "A male head of security's formal-wear, for special occasions."
icon_state = "hos_formal_male"
/obj/item/clothing/under/hosparademale
name = "head of security's parade uniform"
desc = "A male head of security's luxury-wear, for special occasions."
icon_state = "hos_parade_male"
item_state = "r_suit"
item_color = "hos_formal_male"
item_color = "hos_parade_male"
can_adjust = 0
/obj/item/clothing/under/hosformalfem
name = "head of security's formal uniform"
desc = "A female head of security's formal-wear, for special occasions."
icon_state = "hos_formal_fem"
/obj/item/clothing/under/hosparadefem
name = "head of security's parade uniform"
desc = "A female head of security's luxury-wear, for special occasions."
icon_state = "hos_parade_fem"
item_state = "r_suit"
item_color = "hos_formal_fem"
item_color = "hos_parade_fem"
fitted = 0
can_adjust = 0
@@ -375,3 +375,50 @@
item_color = "black_tango"
fitted = 0
can_adjust = 0
/obj/item/clothing/under/stripeddress
name = "striped dress"
desc = "Fashion in space."
icon_state = "striped_dress"
item_state = "stripeddress"
item_color = "striped_dress"
fitted = 0
can_adjust = 0
/obj/item/clothing/under/sailordress
name = "sailor dress"
desc = "Formal wear for a leading lady."
icon_state = "sailor_dress"
item_state = "sailordress"
item_color = "sailor_dress"
fitted = 0
can_adjust = 0
/obj/item/clothing/under/redeveninggown
name = "red evening gown"
desc = "Fancy dress for space bar singers."
icon_state = "red_evening_gown"
item_state = "redeveninggown"
item_color = "red_evening_gown"
fitted = 0
can_adjust = 0
/obj/item/clothing/under/maid
name = "maid costume"
desc = "Maid in China."
icon_state = "maid"
item_state = "maid"
item_color = "maid"
body_parts_covered = CHEST|GROIN
fitted = 0
can_adjust = 0
/obj/item/clothing/under/janimaid
name = "maid uniform"
desc = "A simple maid uniform for housekeeping."
icon_state = "janimaid"
item_state = "janimaid"
item_color = "janimaid"
body_parts_covered = CHEST|GROIN
fitted = 0
can_adjust = 0
+83
View File
@@ -0,0 +1,83 @@
/obj/item/clothing/under/pants
gender = PLURAL
body_parts_covered = GROIN|LEGS
fitted = 0
can_adjust = 0
/obj/item/clothing/under/pants/classicjeans
name = "classic jeans"
desc = "You feel cooler already."
icon_state = "jeansclassic"
item_color = "jeansclassic"
/obj/item/clothing/under/pants/mustangjeans
name = "Must Hang jeans"
desc = "Made in the finest space jeans factory this side of Alpha Centauri."
icon_state = "jeansmustang"
item_color = "jeansmustang"
/obj/item/clothing/under/pants/blackjeans
name = "black jeans"
desc = "Only for those who can pull it off."
icon_state = "jeansblack"
item_color = "jeansblack"
/obj/item/clothing/under/pants/youngfolksjeans
name = "Young Folks jeans"
desc = "For those tired of boring old jeans. Relive the passion of your youth!"
icon_state = "jeansyoungfolks"
item_color = "jeansyoungfolks"
/obj/item/clothing/under/pants/white
name = "white pants"
desc = "Plain white pants. Boring."
icon_state = "whitepants"
item_color = "whitepants"
/obj/item/clothing/under/pants/red
name = "red pants"
desc = "Bright red pants. Overflowing with personality."
icon_state = "redpants"
item_color = "redpants"
/obj/item/clothing/under/pants/black
name = "black pants"
desc = "These pants are dark, like your soul."
icon_state = "blackpants"
item_color = "blackpants"
/obj/item/clothing/under/pants/tan
name = "tan pants"
desc = "Some tan pants. You look like a white collar worker with these on."
icon_state = "tanpants"
item_color = "tanpants"
/obj/item/clothing/under/pants/blue
name = "blue pants"
desc = "Stylish blue pants. These go well with a lot of clothes."
icon_state = "bluepants"
item_color = "bluepants"
/obj/item/clothing/under/pants/track
name = "track pants"
desc = "A pair of track pants, for the athletic."
icon_state = "trackpants"
item_color = "trackpants"
/obj/item/clothing/under/pants/jeans
name = "jeans"
desc = "A nondescript pair of tough blue jeans."
icon_state = "jeans"
item_color = "jeans"
/obj/item/clothing/under/pants/khaki
name = "khaki pants"
desc = "A pair of dust beige khaki pants."
icon_state = "khaki"
item_color = "khaki"
/obj/item/clothing/under/pants/camo
name = "camo pants"
desc = "A pair of woodland camouflage pants. Probably not the best choice for a space station."
icon_state = "camopants"
item_color = "camopants"
+95 -14
View File
@@ -154,8 +154,8 @@
/obj/item/clothing/tie/armband
name = "red armband"
desc = "An fancy red armband!"
icon_state = "red"
item_color = "red"
icon_state = "redband"
item_color = "redband"
/obj/item/clothing/tie/armband/deputy
name = "security deputy armband"
@@ -164,35 +164,116 @@
/obj/item/clothing/tie/armband/cargo
name = "cargo bay guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is brown."
icon_state = "cargo"
item_color = "cargo"
icon_state = "cargoband"
item_color = "cargoband"
/obj/item/clothing/tie/armband/engine
name = "engineering guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is orange with a reflective strip!"
icon_state = "engie"
item_color = "engie"
icon_state = "engieband"
item_color = "engieband"
/obj/item/clothing/tie/armband/science
name = "science guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is purple."
icon_state = "rnd"
item_color = "rnd"
icon_state = "rndband"
item_color = "rndband"
/obj/item/clothing/tie/armband/hydro
name = "hydroponics guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is green and blue."
icon_state = "hydro"
item_color = "hydro"
icon_state = "hydroband"
item_color = "hydroband"
/obj/item/clothing/tie/armband/med
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white."
icon_state = "med"
item_color = "med"
icon_state = "medband"
item_color = "medband"
/obj/item/clothing/tie/armband/medblue
name = "medical guard armband"
desc = "An armband, worn by the station's security forces to display which department they're assigned to. This one is white and blue."
icon_state = "medblue"
item_color = "medblue"
icon_state = "medblueband"
item_color = "medblueband"
///////////
//SCARVES//
///////////
/obj/item/clothing/tie/scarf
name = "scarf"
desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
/obj/item/clothing/tie/scarf/red
name = "red scarf"
icon_state = "redscarf"
item_color = "redscarf"
/obj/item/clothing/tie/scarf/green
name = "green scarf"
icon_state = "greenscarf"
item_color = "greenscarf"
/obj/item/clothing/tie/scarf/darkblue
name = "dark blue scarf"
icon_state = "darkbluescarf"
item_color = "darkbluescarf"
/obj/item/clothing/tie/scarf/purple
name = "purple scarf"
icon_state = "purplescarf"
item_color = "purplescarf"
/obj/item/clothing/tie/scarf/yellow
name = "yellow scarf"
icon_state = "yellowscarf"
item_color = "yellowscarf"
/obj/item/clothing/tie/scarf/orange
name = "orange scarf"
icon_state = "orangescarf"
item_color = "orangescarf"
/obj/item/clothing/tie/scarf/lightblue
name = "light blue scarf"
icon_state = "lightbluescarf"
item_color = "lightbluescarf"
/obj/item/clothing/tie/scarf/white
name = "white scarf"
icon_state = "whitescarf"
item_color = "whitescarf"
/obj/item/clothing/tie/scarf/black
name = "black scarf"
icon_state = "blackscarf"
item_color = "blackscarf"
/obj/item/clothing/tie/scarf/zebra
name = "zebra scarf"
icon_state = "zebrascarf"
item_color = "zebrascarf"
/obj/item/clothing/tie/scarf/christmas
name = "christmas scarf"
icon_state = "christmasscarf"
item_color = "christmasscarf"
//The three following scarves don't have the scarf subtype
//This is because Ian can equip anything from that subtype
//However, these 3 don't have corgi versions of their sprites
/obj/item/clothing/tie/stripedredscarf
name = "striped red scarf"
icon_state = "stripedredscarf"
item_color = "stripedredscarf"
/obj/item/clothing/tie/stripedgreenscarf
name = "striped green scarf"
icon_state = "stripedgreenscarf"
item_color = "stripedgreenscarf"
/obj/item/clothing/tie/stripedbluescarf
name = "striped blue scarf"
icon_state = "stripedbluescarf"
item_color = "stripedbluescarf"
+11 -1
View File
@@ -38,7 +38,7 @@
/obj/item/robot_parts/r_leg = 1,
/obj/item/stack/sheet/metal = 5,
/obj/item/stack/cable_coil = 5,
/obj/item/weapon/gun/energy/taser = 1,
/obj/item/weapon/gun/energy/gun/advtaser = 1,
/obj/item/weapon/stock_parts/cell = 1,
/obj/item/device/assembly/prox_sensor = 1,
/obj/item/robot_parts/r_arm = 1)
@@ -117,6 +117,16 @@
tools = list(/obj/item/weapon/screwdriver)
time = 5
/datum/table_recipe/frag12
name = "FRAG-12 Shell"
result = /obj/item/ammo_casing/shotgun/frag12
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1,
/datum/reagent/glycerol = 5,
/datum/reagent/toxin/acid = 5,
/datum/reagent/toxin/acid/polyacid = 5,)
tools = list(/obj/item/weapon/screwdriver)
time = 5
/datum/table_recipe/ishotgun
name = "Improvised Shotgun"
result = /obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised
+72 -1
View File
@@ -77,4 +77,75 @@
icon_state = "xmashat"
desc = "A crappy paper hat that you are REQUIRED to wear."
flags_inv = 0
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/datum/round_event_control/santa
name = "Santa is coming to town! (Christmas)"
holidayID = "Xmas"
typepath = /datum/round_event/santa
weight = 150
max_occurrences = 1
earliest_start = 20000
/datum/round_event/santa
var/mob/living/carbon/human/santa //who is our santa?
/datum/round_event/santa/announce()
priority_announce("Santa is coming to town!", "Unknown Transmission")
/datum/round_event/santa/start()
for(var/mob/M in dead_mob_list)
spawn(0)
var/response = alert(M, "Santa is coming to town! Do you want to be santa?", "Ho ho ho!", "Yes", "No")
if(response == "Yes" && M && M.client && M.stat == DEAD && !santa)
santa = new /mob/living/carbon/human(pick(blobstart))
M.mind.transfer_to(santa)
santa.key = M.key
santa.real_name = "Santa Claus"
santa.name = "Santa Claus"
santa.mind.name = "Santa Claus"
santa.mind.assigned_role = "Santa"
santa.mind.special_role = "Santa"
santa.hair_style = "Long Hair"
santa.facial_hair_style = "Full Beard"
santa.hair_color = "FFF"
santa.facial_hair_color = "FFF"
santa.equip_to_slot_or_del(new /obj/item/clothing/under/color/red, slot_w_uniform)
santa.equip_to_slot_or_del(new /obj/item/clothing/suit/space/santa, slot_wear_suit)
santa.equip_to_slot_or_del(new /obj/item/clothing/head/santa, slot_head)
santa.equip_to_slot_or_del(new /obj/item/clothing/mask/breath, slot_wear_mask)
santa.equip_to_slot_or_del(new /obj/item/clothing/gloves/red, slot_gloves)
santa.equip_to_slot_or_del(new /obj/item/clothing/shoes/sneakers/red, slot_shoes)
santa.equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double, slot_belt)
santa.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain, slot_ears)
santa.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/santabag, slot_back)
santa.equip_to_slot_or_del(new /obj/item/device/flashlight, slot_r_store) //most blob spawn locations are really dark.
var/obj/item/weapon/card/id/gold/santacard = new(santa)
santacard.update_label("Santa Claus", "Santa")
var/datum/job/captain/J = new/datum/job/captain
santacard.access = J.get_access()
santa.equip_to_slot_or_del(santacard, slot_wear_id)
santa.update_icons()
var/obj/item/weapon/storage/backpack/bag = santa.back
var/obj/item/weapon/a_gift/gift = new(santa)
while(bag.can_be_inserted(gift, 1))
bag.handle_item_insertion(gift, 1)
gift = new(santa)
var/datum/objective/santa_objective = new()
santa_objective.explanation_text = "Bring joy and presents to the station!"
santa_objective.completed = 1 //lets cut our santas some slack.
santa_objective.owner = santa.mind
santa.mind.objectives += santa_objective
santa.mind.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/conjure/presents
var/obj/effect/proc_holder/spell/targeted/area_teleport/teleport/telespell = new(santa)
telespell.clothes_req = 0 //santa robes aren't actually magical.
santa.mind.spell_list += telespell //does the station have chimneys? WHO KNOWS!
M << "<span class='userdanger'>You are Santa! Your objective is to bring joy to the people on this station. You can conjure more presents using a spell, and there are several presents in your bag.</span>"
+70 -384
View File
@@ -172,7 +172,7 @@
Ninja.internals.icon_state = "internal1"
if(Ninja.mind != Mind) //something has gone wrong!
ERROR("The ninja wasn't assigned the right mind. ;ç;")
ERROR("The ninja wasn't assigned the right mind. ;ç;")
Ninja << sound('sound/effects/ninja_greeting.ogg') //so ninja you probably wouldn't even know if you were made one
@@ -404,17 +404,17 @@ ________________________________________________________________________________
U:gloves.item_state = "s-ninjan"
else
if(U.mind.special_role!="Space Ninja")
U << "\red <B>fÄTaL ÈÈRRoR</B>: 382200-*#00CÖDE <B>RED</B>\nUNAUHORIZED USÈ DETÈC†††eD\nCoMMÈNCING SUB-R0UIN3 13...\nTÈRMInATING U-U-USÈR..."
U << "\red <B>fÄTaL ÈÈRRoR</B>: 382200-*#00CÖDE <B>RED</B>\nUNAU†HORIZED USÈ DETÈC†††eD\nCoMMÈNCING SUB-R0U†IN3 13...\nTÈRMInATING U-U-USÈR..."
U.gib()
return 0
if(!istype(U:head, /obj/item/clothing/head/helmet/space/space_ninja))
U << "<span class='userdanger'>ERROR</span>: 100113 \black UNABLE TO LOCATE HEAD GEAR\nABORTING..."
U << "<span class='userdanger'>ERROR</span>: 100113 UNABLE TO LOCATE HEAD GEAR\nABORTING..."
return 0
if(!istype(U:shoes, /obj/item/clothing/shoes/space_ninja))
U << "<span class='userdanger'>ERROR</span>: 122011 \black UNABLE TO LOCATE FOOT GEAR\nABORTING..."
U << "<span class='userdanger'>ERROR</span>: 122011 UNABLE TO LOCATE FOOT GEAR\nABORTING..."
return 0
if(!istype(U:gloves, /obj/item/clothing/gloves/space_ninja))
U << "<span class='userdanger'>ERROR</span>: 110223 \black UNABLE TO LOCATE HAND GEAR\nABORTING..."
U << "<span class='userdanger'>ERROR</span>: 110223 UNABLE TO LOCATE HAND GEAR\nABORTING..."
return 0
affecting = U
@@ -570,7 +570,7 @@ ________________________________________________________________________________
U.incorporeal_move = 0
kamikaze = 0
k_unlock = 0
U << "<span class='notice'>Disengaging mode...</span>\n\black<b>CODE NAME</b>: <span class='userdanger'>KAMIKAZE</span>"
U << "<span class='notice'>Disengaging mode...</span>\n<b>CODE NAME</b>: <span class='userdanger'>KAMIKAZE</span>"
//=======//AI VERBS//=======//
@@ -587,295 +587,6 @@ ________________________________________________________________________________
s_control = 1
//=======//OLD & UNUSED//=======//
/*
Deprecated. get_dir() does the same thing. Still a nice proc.
Returns direction that the mob or whomever should be facing in relation to the target.
This proc does not grant absolute direction and is mostly useful for 8dir sprite positioning.
I personally used it with getline() to great effect.
/proc/get_dir_to(turf/start,turf/end)//N
var/xdiff = start.x - end.x//The sign is important.
var/ydiff = start.y - end.y
var/direction_x = xdiff<1 ? 4:8//East - west
var/direction_y = ydiff<1 ? 1:2//North - south
var/direction_xy = xdiff==0 ? -4:0//If x is the same, subtract 4.
var/direction_yx = ydiff==0 ? -1:0//If y is the same, subtract 1.
var/direction_f = direction_x+direction_y+direction_xy+direction_yx//Finally direction tally.
direction_f = direction_f==0 ? 1:direction_f//If direction is 0(same spot), return north. Otherwise, direction.
return direction_f
Alternative and inferior method of calculating spideros.
var/temp = num2text(spideros)
var/return_to = copytext(temp, 1, (length(temp)))//length has to be to the length of the thing because by default it's length+1
spideros = text2num(return_to)//Maximum length here is 6. Use (return_to, X) to specify larger strings if needed.
//Old way of draining from wire.
/obj/item/clothing/gloves/space_ninja/proc/drain_wire()
set name = "Drain From Wire"
set desc = "Drain energy directly from an exposed wire."
set category = "Ninja Equip"
var/obj/structure/cable/attached
var/mob/living/carbon/human/U = loc
if(candrain&&!draining)
var/turf/T = U.loc
if(isturf(T) && istype(T, /turf/simulated/floor/plating)
attached = locate() in T
if(!attached)
U << "\red Warning: no exposed cable available."
else
U << "\blue Connecting to wire, stand still..."
if(do_after(U,50)&&!isnull(attached))
drain("WIRE",attached,U:wear_suit,src)
else
U << "\red Procedure interrupted. Protocol terminated."
return
I've tried a lot of stuff but adding verbs to the AI while inside an object, inside another object, did not want to work properly.
This was the best work-around I could come up with at the time. Uses objects to then display to panel, based on the object spell system.
Can be added on to pretty easily.
BYOND fixed the verb bugs so this is no longer necessary. I prefer verb panels.
/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
var/obj/effect/proc_holder/ai_return_control/A_C = new(AI)
var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(AI)
var/obj/effect/proc_holder/ai_instruction/C_C = new(AI)
new/obj/effect/proc_holder/ai_holo_clear(AI)
AI.proc_holder_list += A_C
AI.proc_holder_list += B_C
AI.proc_holder_list += C_C
s_control = 0
/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
var/obj/effect/proc_holder/ai_return_control/A_C = locate() in AI
var/obj/effect/proc_holder/ai_hack_ninja/B_C = locate() in AI
var/obj/effect/proc_holder/ai_instruction/C_C = locate() in AI
var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in AI
qdel(A_C)
qdel(B_C)
qdel(C_C)
qdel(D_C)
AI.proc_holder_list = list()
verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
s_control = 1
//Workaround
/obj/effect/proc_holder/ai_holo_clear
name = "Clear Hologram"
desc = "Stops projecting the current holographic image."
panel = "AI Ninja Equip"
density = 0
opacity = 0
/obj/effect/proc_holder/ai_holo_clear/Click()
var/obj/item/clothing/suit/space/space_ninja/S = loc.loc//This is so stupid but makes sure certain things work. AI.SUIT
qdel(S.hologram.i_attached)
qdel(S.hologram)
var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in S.AI
S.AI.proc_holder_list -= D_C
return
/obj/effect/proc_holder/ai_instruction//Let's the AI know what they can do.
name = "Instructions"
desc = "Displays a list of helpful information."
panel = "AI Ninja Equip"
density = 0
opacity = 0
/obj/effect/proc_holder/ai_instruction/Click()
loc << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away."
/obj/effect/proc_holder/ai_hack_ninja//Generic proc holder to make sure the two verbs below work propely.
name = "Hack SpiderOS"
desc = "Hack directly into the Black Widow(tm) neuro-interface."
panel = "AI Ninja Equip"
density = 0
opacity = 0
/obj/effect/proc_holder/ai_hack_ninja/Click()//When you click on it.
var/obj/item/clothing/suit/space/space_ninja/S = loc.loc
S.hack_spideros()
return
/obj/effect/proc_holder/ai_return_control
name = "Relinquish Control"
desc = "Return control to the user."
panel = "AI Ninja Equip"
density = 0
opacity = 0
/obj/effect/proc_holder/ai_return_control/Click()
var/mob/living/silicon/ai/A = loc
var/obj/item/clothing/suit/space/space_ninja/S = A.loc
A << browse(null, "window=hack spideros")//Close window
A << "You have seized your hacking attempt. [S.affecting] has regained control."
S.affecting << "<b>UPDATE</b>: [A.real_name] has ceased hacking attempt. All systems clear."
S.remove_AI_verbs()
return
*/
//=======//DEBUG//=======//
/*
/obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs()
//DEBUG
//Does nothing at the moment. I am trying to see if it's possible to mess around with verbs as variables.
//for(var/P in verbs)
// if(P.set.name)
// usr << "[P.set.name], path: [P]"
return
Most of these are at various points of incomplete.
/mob/verb/grant_object_panel()
set name = "Grant AI Ninja Verbs Debug"
set category = "Ninja Debug"
var/obj/effect/proc_holder/ai_return_control/A_C = new(src)
var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(src)
usr:proc_holder_list += A_C
usr:proc_holder_list += B_C
mob/verb/remove_object_panel()
set name = "Remove AI Ninja Verbs Debug"
set category = "Ninja Debug"
var/obj/effect/proc_holder/ai_return_control/A = locate() in src
var/obj/effect/proc_holder/ai_hack_ninja/B = locate() in src
usr:proc_holder_list -= A
usr:proc_holder_list -= B
qdel(A)//First.
qdel(B)//Second, to keep the proc going.
return
/client/verb/grant_verb_ninja_debug1(var/mob/M in view())
set name = "Grant AI Ninja Verbs Debug"
set category = "Ninja Debug"
M.verbs += /mob/living/silicon/ai/verb/ninja_return_control
M.verbs += /mob/living/silicon/ai/verb/ninja_spideros
return
/client/verb/grant_verb_ninja_debug2(var/mob/living/carbon/human/M in view())
set name = "Grant Back Ninja Verbs"
set category = "Ninja Debug"
M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
return
/obj/proc/grant_verb_ninja_debug3(var/mob/living/silicon/ai/A as mob)
set name = "Grant AI Ninja Verbs"
set category = "null"
set hidden = 1
A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit
A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros
return
/mob/verb/get_dir_to_target(var/mob/M in oview())
set name = "Get Direction to Target"
set category = "Ninja Debug"
world << "DIR: [get_dir_to(src.loc,M.loc)]"
return
//
/mob/verb/kill_self_debug()
set name = "DEBUG Kill Self"
set category = "Ninja Debug"
src:death()
/client/verb/switch_client_debug()
set name = "DEBUG Switch Client"
set category = "Ninja Debug"
mob = mob:loc:loc
/mob/verb/possess_mob(var/mob/M in oview())
set name = "DEBUG Possess Mob"
set category = "Ninja Debug"
client.mob = M
/client/verb/switcharoo(var/mob/M in oview())
set name = "DEBUG Switch to AI"
set category = "Ninja Debug"
var/mob/last_mob = mob
mob = M
last_mob:wear_suit:AI:key = key
//
/client/verb/ninjaget(var/mob/M in oview())
set name = "DEBUG Ninja GET"
set category = "Ninja Debug"
mob = M
M.gib()
space_ninja()
/mob/verb/set_debug_ninja_target()
set name = "Set Debug Target"
set category = "Ninja Debug"
ninja_debug_target = src//The target is you, brohime.
world << "Target: [src]"
/mob/verb/hack_spideros_debug()
set name = "Debug Hack Spider OS"
set category = "Ninja Debug"
var/mob/living/silicon/ai/A = loc:AI
if(A)
if(!A.key)
A.client.mob = loc:affecting
else
loc:affecting:client:mob = A
return
//Tests the net and what it does.
/mob/verb/ninjanet_debug()
set name = "Energy Net Debug"
set category = "Ninja Debug"
var/obj/effect/energy_net/E = new /obj/effect/energy_net(loc)
E.layer = layer+1//To have it appear one layer above the mob.
stunned = 10//So they are stunned initially but conscious.
anchored = 1//Anchors them so they can't move.
E.affecting = src
spawn(0)//Parallel processing.
E.process(src)
return
I made this as a test for a possible ninja ability (or perhaps more) for a certain mob to see hallucinations.
The thing here is that these guys have to be coded to do stuff as they are simply images that you can't even click on.
That is why you attached them to objects.
/mob/verb/TestNinjaShadow()
set name = "Test Ninja Ability"
set category = "Ninja Debug"
if(client)
var/safety = 4
for(var/turf/T in oview(5))
if(prob(20))
var/current_clone = image('icons/mob/mob.dmi',T,"s-ninja")
safety--
spawn(0)
src << current_clone
spawn(300)
qdel(current_clone)
spawn while(!isnull(current_clone))
step_to(current_clone,src,1)
sleep(5)
if(safety<=0) break
return */
//Alternate ninja speech replacement.
/*This text is hilarious but also absolutely retarded.
@@ -1377,12 +1088,13 @@ ________________________________________________________________________________
reagent_id == "radium" ? reagents.add_reagent(reagent_id, r_maxamount+(a_boost*a_transfer)) : reagents.add_reagent(reagent_id, r_maxamount)//It will take into account radium used for adrenaline boosting.
cell = new/obj/item/weapon/stock_parts/cell/high//The suit should *always* have a battery because so many things rely on it.
cell.charge = 9000//Starting charge should not be higher than maximum charge. It leads to problems with recharging.
NAI = new(src) //ninja intellicard
/obj/item/clothing/suit/space/space_ninja/Destroy()
if(affecting)//To make sure the window is closed.
affecting << browse(null, "window=hack spideros")
if(AI)//If there are AIs present when the ninja kicks the bucket.
killai()
killai(NAI)
if(hologram)//If there is a hologram
qdel(hologram.i_attached)//Delete it and the attached image.
qdel(hologram)
@@ -1395,15 +1107,18 @@ ________________________________________________________________________________
qdel(n_shoes)
qdel(src)
/obj/item/clothing/suit/space/space_ninja/proc/killai(mob/living/silicon/ai/A = AI)
if(A.client)
A << "<span class='danger'>Self-erase protocol dete-- *bzzzzz*</span>"
A << browse(null, "window=hack spideros")
AI = null
A.death(1)//Kill, deleting mob.
qdel(A)
/obj/item/clothing/suit/space/space_ninja/proc/killai(var/obj/item/device/aicard/NAI)
for(var/mob/living/silicon/ai/A in src)
if(A.client)
A << "<span class='danger'>Self-erase protocol dete-- *bzzzzz*</span>"
A << browse(null, "window=hack spideros")
NAI.flush = 1
return
//=======//SUIT VERBS//=======//
//Verbs link to procs because verb-like procs have a bug which prevents their use if the arguments are not readily referenced.
@@ -1459,10 +1174,10 @@ ________________________________________________________________________________
//Let's check for some safeties.
if(s_initialized&&!affecting) terminate()//Kills the suit and attached objects.
if(!s_initialized) return//When turned off the proc stops.
if(AI&&AI.stat==2)//If there is an AI and it's ded. Shouldn't happen without purging, could happen.
if(!s_control)
ai_return_control()//Return control to ninja if the AI was previously in control.
killai()//Delete AI.
for(var/mob/living/silicon/ai/A in NAI)
if(A&&A.stat==2)//If there is an AI and it's ded. Shouldn't happen without purging, could happen.
if(!s_control)
ai_return_control()//Return control to ninja if the AI was previously in control.
//Now let's do the normal processing.
if(s_coold) s_coold--//Checks for ability s_cooldown first.
@@ -1504,7 +1219,7 @@ ________________________________________________________________________________
U << "<span class='notice'>Extending neural-net interface...\nNow monitoring brain wave pattern...</span>"
if(3)
if(U.stat==2||U.health<=0)
U << "<span class='danger'><B>FÄAL �Rr�R</B>: 344--93#�&&21 BR��N |/|/aV� PATT$RN <B>RED</B>\nA-A-aB�rT�NG...</span>"
U << "<span class='danger'><B>FĆAL �Rr�R</B>: 344--93#�&&21 BR��N |/|/aV� PATT$RN <B>RED</B>\nA-A-aB�rT�NG...</span>"
unlock_suit()
break
lock_suit(U,1)//Check for icons.
@@ -1525,9 +1240,9 @@ ________________________________________________________________________________
if(!U.mind||U.mind.assigned_role!="MODE")//Your run of the mill persons shouldn't know what it is. Or how to turn it on.
U << "You do not understand how this suit functions. Where the heck did it even come from?"
else if(s_initialized)
U << "<span class='danger'>The suit is already functioning.</span> \black <b>Please report this bug.</b>"
U << "<span class='danger'>The suit is already functioning.</span> Please report this bug."
else
U << "<span class='userdanger'>ERROR</span>: \black You cannot use this function at this time."
U << "<span class='userdanger'>ERROR</span>: You cannot use this function at this time."
return
//=======//DEINITIALIZE//=======//
@@ -1536,12 +1251,12 @@ ________________________________________________________________________________
if(affecting==loc&&!s_busy)
var/mob/living/carbon/human/U = affecting
if(!s_initialized)
U << "<span class='danger'>The suit is not initialized.</span> \black <b>Please report this bug.</b>"
U << "<span class='danger'>The suit is not initialized.</span> Please report this bug."
return
if(alert("Are you certain you wish to remove the suit? This will take time and remove all abilities.",,"Yes","No")=="No")
return
if(s_busy||flush)
U << "<span class='userdanger'>ERROR</span>: \black You cannot use this function at this time."
if(s_busy || NAI.flush)
U << "<span class='userdanger'>ERROR</span>: You cannot use this function at this time."
return
s_busy = 1
for(var/i = 0,i<7,i++)
@@ -1721,7 +1436,7 @@ ________________________________________________________________________________
<li><i>Voice masking</i> generates a random name the ninja can use over the radio and in-person. Although, the former use is recommended.</li>
<li><i>Toggling vision</i> cycles to one of the following: thermal, meson, or darkness vision. The starting mode allows one to scout the identity of those in view, revealing their role. Traitors, revolutionaries, wizards, and other such people will be made known to you.</li>
<li><i>Stealth</i>, when activated, drains more battery charge and works similarly to a syndicate cloak. The cloak will deactivate when most Abilities are utilized.</li>
<li><i>On-board AI</i>: The suit is able to download an AI much like an intelicard. Check with SpiderOS for details once downloaded.</li>
<li><i>On-board AI</i>: The suit is able to download an AI much like an intellicard. Check with SpiderOS for details once downloaded.</li>
<li><i>SpiderOS</i> is a specialized, PDA-like screen that allows for a small variety of functions, such as injecting healing chemicals directly from the suit. You are using it now, if that was not already obvious. You may also download AI modules directly to the OS.</li>
</ul>
<b>Abilities</b>:
@@ -1742,45 +1457,12 @@ ________________________________________________________________________________
</ul>
That is all you will need to know. The rest will come with practice and talent. Good luck!
<h4>Master /N</h4>
"}//This has always bothered me but not anymore!
"}
if(5)
var/laws
dat += "<h4><img src=sos_13.png> AI Control:</h4>"
//var/mob/living/silicon/ai/A = AI
if(AI)//If an AI exists.
dat += "Stored AI: <b>[A.name]</b><br>"
dat += "System integrity: [(A.health+100)/2]%<br>"
if(NAI)
NAI.attack_self(display_to) //Just accesses the integrated Intellicard. If an AI is in control of the suit then I guess it can interact with its own card. How meta.
//I personally think this makes things a little more fun. Ninjas can override all but law 0.
//if (A.laws.zeroth)
// laws += "<li>0: [A.laws.zeroth]</li>"
for (var/index = 1, index <= A.laws.ion.len, index++)
var/law = A.laws.ion[index]
if (length(law) > 0)
var/num = ionnum()
laws += "<li>[num]. [law]</li>"
var/number = 1
for (var/index = 1, index <= A.laws.inherent.len, index++)
var/law = A.laws.inherent[index]
if (length(law) > 0)
laws += "<li>[number]: [law]</li>"
number++
for (var/index = 1, index <= A.laws.supplied.len, index++)
var/law = A.laws.supplied[index]
if (length(law) > 0)
laws += "<li>[number]: [law]</li>"
number++
dat += "<h4>Laws:</h4><ul>[laws]<li><a href='byond://?src=\ref[src];choice=Override AI Laws'><i>*Override Laws*</i></a></li></ul>"
if (!flush)
dat += "<A href='byond://?src=\ref[src];choice=Purge AI'>Purge AI</A><br>"
else
dat += "<b>Purge in progress...</b><br>"
dat += " <A href='byond://?src=\ref[src];choice=Wireless AI'>[A.control_disabled ? "Enable" : "Disable"] Wireless Activity</A>"
if(6)
dat += {"
<h4><img src=sos_6.png> Activate Abilities:</h4>
@@ -1857,7 +1539,7 @@ ________________________________________________________________________________
U.electrocute_act(damage, src,0.1,1)//The last argument is a safety for the human proc that checks for gloves.
cell.charge -= damage
else
A << "<span class='userdanger'>ERROR</span>: \black Not enough energy remaining."
A << "<span class='userdanger'>ERROR</span>: Not enough energy remaining."
if("Message")
var/obj/item/device/pda/P = locate(href_list["target"])
@@ -1918,7 +1600,7 @@ ________________________________________________________________________________
for(var/i, i<4, i++)
switch(i)
if(0)
U << "<span class='notice'>Engaging mode...</span>\n\black<b>CODE NAME</b>: <span class='userdanger'>KAMIKAZE</span>"
U << "<span class='notice'>Engaging mode...</span>\n<b>CODE NAME</b>: <span class='userdanger'>KAMIKAZE</span>"
if(1)
U << "<span class='notice'>Re-routing power nodes... \nUnlocking limiter...</span>"
if(2)
@@ -1932,7 +1614,7 @@ ________________________________________________________________________________
return
sleep(s_delay)
else
U << "<span class='userdanger'>ERROR</span>: \black Unable to initiate mode."
U << "<span class='userdanger'>ERROR</span>: Unable to initiate mode."
else
U << browse(null, "window=spideros")
s_busy = 0
@@ -1954,7 +1636,7 @@ ________________________________________________________________________________
t_disk.loc = T
t_disk = null
else
U << "<span class='userdanger'>ERROR</span>: \black Could not eject disk."
U << "<span class='userdanger'>ERROR</span>: Could not eject disk."
if("Copy to Disk")
var/datum/tech/current_data = locate(href_list["target"])
@@ -1975,7 +1657,7 @@ ________________________________________________________________________________
pai.loc = T
pai = null
else
U << "<span class='userdanger'>ERROR</span>: \black Could not eject pAI card."
U << "<span class='userdanger'>ERROR</span>: Could not eject pAI card."
if("Override AI Laws")
var/law_zero = A.laws.zeroth//Remembers law zero, if there is one.
@@ -1996,25 +1678,25 @@ ________________________________________________________________________________
if(AI==A)
switch(i)
if(0)
A << "<span class='userdanger'>WARNING</span>: \black purge procedure detected. \nNow hacking host..."
U << "<span class='userdanger'>WARNING</span>: HACKING AT��TEMP� IN PR0GRESs!"
A << "<span class='userdanger'>WARNING</span>: purge procedure detected. \nNow hacking host..."
U << "<span class='userdanger'>WARNING</span>: HACKING AT��TEMP� IN PR0GRESs!"
spideros = 0
k_unlock = 0
U << browse(null, "window=spideros")
if(1)
A << "Disconnecting neural interface..."
U << "<span class='userdanger'>WAR�NING</span>: �R�O0�Gr�--S 2&3%"
U << "<span class='userdanger'>WAR�NING</span>: �R�O0�Gr�--S 2&3%"
if(2)
A << "Shutting down external protocol..."
U << "<span class='userdanger'>WARNING</span>: P����RÖGr�5S 677^%"
U << "<span class='userdanger'>WARNING</span>: P����RֆGr�5S 677^%"
cancel_stealth()
if(3)
A << "Connecting to kernel..."
U << "<span class='userdanger'>WARNING</span>: �R�r�R_404"
U << "<span class='userdanger'>WARNING</span>: �R�r�R_404"
A.control_disabled = 0
if(4)
A << "Connection established and secured. Menu updated."
U << "<span class='userdanger'>W�r#nING</span>: #%@!!WÈ|_4�54@ \nUn�B88l3 T� L�-�o-L�CaT2 ##$!�RN�0..%.."
U << "<span class='userdanger'>W�r#nING</span>: #%@!!WȆ|_4�54@ \nUn�B88l3 T� L�-�o-L�CaT2 ##$!�RN�0..%.."
grant_AI_verbs()
return
sleep(s_delay)
@@ -2022,7 +1704,7 @@ ________________________________________________________________________________
s_busy = 0
U << "<span class='notice'>Hacking attempt disconnected. Resuming normal operation.</span>"
else
flush = 1
NAI.flush = 1
A.suiciding = 1
A << "Your core files are being purged! This is the end..."
spawn(0)
@@ -2031,9 +1713,9 @@ ________________________________________________________________________________
A.adjustOxyLoss(2)
A.updatehealth()
sleep(10)
killai()
killai(NAI)
U << "Artificial Intelligence was terminated. Rebooting..."
flush = 0
NAI.flush = 0
if("Wireless AI")
A.control_disabled = !A.control_disabled
@@ -2058,19 +1740,21 @@ ________________________________________________________________________________
hologram.invisibility = 101//So that it doesn't show up, ever. This also means one could attach a number of images to a single obj and display them differently to differnet people.
hologram.anchored = 1//So it cannot be dragged by space wind and the like.
hologram.dir = get_dir(T,affecting.loc)
var/image/I = image(AI.holo_icon,hologram)//Attach an image to object.
hologram.i_attached = I//To attach the image in order to later reference.
AI << I
affecting << I
affecting << "<i>An image flicks to life nearby. It appears visible to you only.</i>"
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
for(var/mob/living/silicon/ai/A in NAI)
var/image/I = image(A.holo_icon,hologram)//Attach an image to object.
hologram.i_attached = I//To attach the image in order to later reference.
A << I
affecting << I
affecting << "<i>An image flicks to life nearby. It appears visible to you only.</i>"
ai_holo_process()//Move to initialize
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
ai_holo_process()//Move to initialize
else
AI << "<span class='danger'>ERROR:</span> \black Image feed in progress."
AI << "<span class='danger'>ERROR:</span> Image feed in progress."
else
AI << "<span class='danger'>ERROR:</span> \black Unable to project image."
AI << "<span class='danger'>ERROR:</span> Unable to project image."
return
/obj/item/clothing/suit/space/space_ninja/proc/ai_holo_process()
@@ -2120,11 +1804,13 @@ ________________________________________________________________________________
set category = "AI Ninja Equip"
set src = usr.loc
AI << browse(null, "window=spideros")//Close window
AI << "You have seized your hacking attempt. [affecting.real_name] has regained control."
affecting << "<b>UPDATE</b>: [AI.real_name] has ceased hacking attempt. All systems clear."
remove_AI_verbs()
for(var/mob/living/silicon/ai/A in NAI)
AI << browse(null, "window=spideros")//Close window
AI << "You have seized your hacking attempt. [affecting.real_name] has regained control."
affecting << "<b>UPDATE</b>: [A.real_name] has ceased hacking attempt. All systems clear."
remove_AI_verbs()
return
//=======//GENERAL SUIT PROCS//=======//
@@ -2135,7 +1821,7 @@ ________________________________________________________________________________
if(s_control)
I:transfer_ai("NINJASUIT","AICARD",src,U)
else
U << "<span class='userdanger'>ERROR</span>: \black Remote access channel disabled."
U << "<span class='userdanger'>ERROR</span>: Remote access channel disabled."
return//Return individually so that ..() can run properly at the end of the proc.
else if(istype(I, /obj/item/device/paicard) && !pai)//If it's a pai card.
U:drop_item()
@@ -2190,7 +1876,7 @@ ________________________________________________________________________________
TD.stored = null
U << "<span class='notice'>Data analyzed and updated. Disk erased.</span>"
else
U << "<span class='userdanger'>ERROR</span>: \black Procedure interrupted. Process terminated."
U << "<span class='userdanger'>ERROR</span>: Procedure interrupted. Process terminated."
else
I.loc = src
t_disk = I
@@ -2256,7 +1942,7 @@ ________________________________________________________________________________
user << "There are <B>[s_bombs]</B> smoke bomb\s remaining."
user << "There are <B>[a_boost]</B> adrenaline booster\s remaining."
else
user << "�rr�R �a��a�� No-�-� f��N� 3RR�r"
user << "�rr�R �a��a�� No-�-� f��N� 3RR�r"
/*
===================================================================================
@@ -2405,7 +2091,7 @@ ________________________________________________________________________________
for(var/datum/tech/analyzing_data in A:files.known_tech)
if(current_data.id==analyzing_data.id)
if(analyzing_data.level>current_data.level)
U << "<span class='notice'>Database:</span> \black <b>UPDATED</b>."
U << "<span class='notice'>Database:</span> <b>UPDATED</b>."
current_data.level = analyzing_data.level
break//Move on to next.
else break//Otherwise, quit processing.
@@ -2617,7 +2303,7 @@ It is possible to destroy the net by the occupant or someone else.
for(var/mob/O in viewers(src, 3))
O.show_message("[M.name] was recovered from the energy net!", 1, "You hear a grunt.", 2)
if(!isnull(master))//As long as they still exist.
master << "<span class='userdanger'>ERROR</span>: \black unable to initiate transport protocol. Procedure terminated."
master << "<span class='userdanger'>ERROR</span>: unable to initiate transport protocol. Procedure terminated."
qdel(src)
return
@@ -2631,7 +2317,7 @@ It is possible to destroy the net by the occupant or someone else.
if(isnull(M)||M.loc!=loc)//If mob is gone or not at the location.
if(!isnull(master))//As long as they still exist.
master << "<span class='userdanger'>ERROR</span>: \black unable to locate \the [mob_name]. Procedure terminated."
master << "<span class='userdanger'>ERROR</span>: unable to locate \the [mob_name]. Procedure terminated."
qdel(src)//Get rid of the net.
return
@@ -2667,7 +2353,7 @@ It is possible to destroy the net by the occupant or someone else.
O.show_message("[M] vanished!", 1, "You hear sparks flying!", 2)
if(!isnull(master))//As long as they still exist.
master << "<span class='notice'><b>SUCCESS</b>: \black transport procedure of \the [affecting] complete.</span>"
master << "<span class='notice'><b>SUCCESS</b>: transport procedure of \the [affecting] complete.</span>"
M.anchored = 0//Important.
@@ -28,6 +28,10 @@
return 0
if(M == user)
if(src.reagents.has_reagent("sugar") && M.satiety < -150 && M.nutrition > NUTRITION_LEVEL_STARVING + 50 )
M << "<span class='notice'>You don't feel like drinking any more sugary drink at the moment.</span>"
return 0
M << "<span class='notice'>You swallow a gulp of [src].</span>"
if(reagents.total_volume)
reagents.reaction(M, INGEST)
@@ -191,6 +195,7 @@
/obj/item/weapon/reagent_containers/food/drinks/h_chocolate/New()
..()
reagents.add_reagent("hot_coco", 30)
reagents.add_reagent("sugar", 5)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
@@ -101,7 +101,7 @@
//The reagents in the bottle splash all over the target, thanks for the idea Nodrak
if(src.reagents)
for(var/mob/O in viewers(user, null))
O.show_message(text("<span class='danger'>The contents of the [src] splashes all over [target]!</span>"), 1)
O.show_message(text("<span class='danger'>The contents of \the [src] splashes all over [target]!</span>"), 1)
src.reagents.reaction(target, TOUCH)
//Finally, smash the bottle. This kills (del) the bottle.
+4 -1
View File
@@ -42,7 +42,10 @@
return 0
if(M == user)
M << "<span class='notice'>You swallow some of contents of the [src].</span>"
if(src.reagents.has_reagent("sugar") && M.satiety < -150 && M.nutrition > NUTRITION_LEVEL_STARVING + 50 )
M << "<span class='notice'>You don't feel like drinking any more sugary food at the moment.</span>"
return 0
M << "<span class='notice'>You swallow some of contents of \the [src].</span>"
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
+17 -9
View File
@@ -49,8 +49,15 @@
if(!canconsume(M, user))
return 0
var/fullness = M.nutrition + 10
for(var/datum/reagent/consumable/C in M.reagents.reagent_list) //we add the nutrition value of what we're currently digesting
fullness += C.nutriment_factor * C.volume / C.metabolization_rate
if(M == user) //If you're eating it yourself.
var/fullness = M.nutrition + (M.reagents.get_reagent_amount("nutriment") * 25)
if(src.reagents.has_reagent("sugar") && M.satiety < -150 && M.nutrition > NUTRITION_LEVEL_STARVING + 50 )
M << "<span class='notice'>You don't feel like eating any more sugary food at the moment.</span>"
return 0
if(wrapped)
M << "<span class='notice'>You can't eat wrapped food!</span>"
return 0
@@ -58,19 +65,18 @@
M << "<span class='notice'>You hungrily [eatverb] some of \the [src] and gobble it down!</span>"
else if(fullness > 50 && fullness < 150)
M << "<span class='notice'>You hungrily begin to [eatverb] \the [src].</span>"
else if(fullness > 150 && fullness < 350)
else if(fullness > 150 && fullness < 500)
M << "<span class='notice'>You [eatverb] \the [src].</span>"
else if(fullness > 350 && fullness < 550)
else if(fullness > 500 && fullness < 600)
M << "<span class='notice'>You unwillingly [eatverb] a bit of \the [src].</span>"
else if(fullness > (550 * (1 + M.overeatduration / 2000))) // The more you eat - the more you can eat
else if(fullness > (600 * (1 + M.overeatduration / 2000))) // The more you eat - the more you can eat
M << "<span class='notice'>You cannot force any more of \the [src] to go down your throat.</span>"
return 0
else
if(! (isslime(M) || isbrain(M)) ) //If you're feeding it to someone else.
var/fullness = M.nutrition + (M.reagents.get_reagent_amount("nutriment") * 25)
if(wrapped)
return 0
if(fullness <= (550 * (1 + M.overeatduration / 1000)))
if(fullness <= (600 * (1 + M.overeatduration / 1000)))
M.visible_message("<span class='danger'>[user] attempts to feed [M] [src].</span>", \
"<span class='userdanger'>[user] attempts to feed [M] [src].</span>")
else
@@ -78,7 +84,8 @@
"<span class='userdanger'>[user] cannot force anymore of [src] down [M]'s throat!</span>")
return 0
if(!do_mob(user, M)) return
if(!do_mob(user, M))
return
add_logs(user, M, "fed", object="[reagentlist(src)]")
M.visible_message("<span class='danger'>[user] forces [M] to eat [src].</span>", \
"<span class='userdanger'>[user] feeds [M] to eat [src].</span>")
@@ -182,10 +189,10 @@
if(isanimal(M))
if(iscorgi(M))
if(bitecount == 0 || prob(50))
M.emote("me", 1, "nibbles away at the [src]")
M.emote("me", 1, "nibbles away at \the [src]")
bitecount++
if(bitecount >= 5)
var/sattisfaction_text = pick("burps from enjoyment", "yaps for more", "woofs twice", "looks at the area where the [src] was")
var/sattisfaction_text = pick("burps from enjoyment", "yaps for more", "woofs twice", "looks at the area where \the [src] was")
if(sattisfaction_text)
M.emote("me", 1, "[sattisfaction_text]")
qdel(src)
@@ -253,6 +260,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/cheesewheel/New()
..()
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge
@@ -9,6 +9,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/meatbread/New()
..()
reagents.add_reagent("nutriment", 30)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/meatbreadslice
@@ -28,6 +29,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/xenomeatbread/New()
..()
reagents.add_reagent("nutriment", 30)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/xenomeatbreadslice
@@ -48,6 +50,7 @@
..()
reagents.add_reagent("nutriment", 30)
reagents.add_reagent("toxin", 15)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/spidermeatbreadslice
@@ -91,6 +94,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/tofubread/New()
..()
reagents.add_reagent("nutriment", 30)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/tofubreadslice
@@ -130,6 +134,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/creamcheesebread/New()
..()
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/creamcheesebreadslice
@@ -149,4 +154,5 @@
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("blackpepper", 1)
reagents.add_reagent("sodiumchloride", 1)
reagents.add_reagent("vitamin", 1)
bitesize = 3
@@ -6,6 +6,7 @@
/obj/item/weapon/reagent_containers/food/snacks/burger/New()
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("vitamin", 1)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/burger/human
@@ -27,6 +28,7 @@
/obj/item/weapon/reagent_containers/food/snacks/burger/fish/New()
..()
reagents.add_reagent("carpotoxin", 3)
reagents.add_reagent("vitamin", 3)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/burger/tofu
@@ -42,6 +44,7 @@
/obj/item/weapon/reagent_containers/food/snacks/burger/roburger/New()
..()
reagents.add_reagent("nanites", 2)
reagents.add_reagent("vitamin", 5)
/obj/item/weapon/reagent_containers/food/snacks/burger/roburgerbig
name = "roburger"
@@ -52,6 +55,7 @@
/obj/item/weapon/reagent_containers/food/snacks/burger/roburgerbig/New()
..()
reagents.add_reagent("nanites", 100)
reagents.add_reagent("vitamin", 20)
bitesize = 0.1
/obj/item/weapon/reagent_containers/food/snacks/burger/xeno
@@ -81,6 +85,7 @@
/obj/item/weapon/reagent_containers/food/snacks/burger/brain/New()
..()
reagents.add_reagent("alkysine", 6)
reagents.add_reagent("vitamin", 3)
/obj/item/weapon/reagent_containers/food/snacks/burger/ghost
name = "ghost burger"
@@ -176,10 +181,12 @@
/obj/item/weapon/reagent_containers/food/snacks/burger/jelly/slime/New()
..()
reagents.add_reagent("slimejelly", 5)
reagents.add_reagent("vitamin", 3)
/obj/item/weapon/reagent_containers/food/snacks/burger/jelly/cherry/New()
..()
reagents.add_reagent("cherryjelly", 5)
reagents.add_reagent("vitamin", 3)
/obj/item/weapon/reagent_containers/food/snacks/burger/superbite
name = "super bite burger"
+14 -4
View File
@@ -8,8 +8,9 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/carrotcake/New()
..()
reagents.add_reagent("nutriment", 25)
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("imidazoline", 10)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/carrotcakeslice
@@ -28,8 +29,9 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/braincake/New()
..()
reagents.add_reagent("nutriment", 25)
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("alkysine", 10)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/braincakeslice
@@ -48,7 +50,8 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/cheesecake/New()
..()
reagents.add_reagent("nutriment", 25)
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/cheesecakeslice
@@ -68,6 +71,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/plaincake/New()
..()
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("vitamin", 5)
/obj/item/weapon/reagent_containers/food/snacks/plaincakeslice
name = "vanilla cake slice"
@@ -86,6 +90,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/orangecake/New()
..()
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("vitamin", 5)
/obj/item/weapon/reagent_containers/food/snacks/orangecakeslice
name = "orange cake slice"
@@ -104,6 +109,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/limecake/New()
..()
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("vitamin", 5)
/obj/item/weapon/reagent_containers/food/snacks/limecakeslice
name = "lime cake slice"
@@ -122,6 +128,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/lemoncake/New()
..()
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("vitamin", 5)
/obj/item/weapon/reagent_containers/food/snacks/lemoncakeslice
name = "lemon cake slice"
@@ -140,6 +147,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/chocolatecake/New()
..()
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("vitamin", 5)
/obj/item/weapon/reagent_containers/food/snacks/chocolatecakeslice
name = "chocolate cake slice"
@@ -159,6 +167,7 @@
..()
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("sprinkles", 10)
reagents.add_reagent("vitamin", 5)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/birthdaycakeslice
@@ -177,7 +186,8 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/store/applecake/New()
..()
reagents.add_reagent("nutriment", 15)
reagents.add_reagent("nutriment", 20)
reagents.add_reagent("vitamin", 5)
/obj/item/weapon/reagent_containers/food/snacks/applecakeslice
name = "apple cake slice"
@@ -21,6 +21,7 @@
/obj/item/weapon/reagent_containers/food/snacks/egg/New()
..()
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("vitamin", 1)
/obj/item/weapon/reagent_containers/food/snacks/egg/throw_impact(atom/hit_atom)
..()
@@ -120,6 +121,8 @@
reagents.remove_reagent("nutriment", 1)
if(reagents.total_volume <= 0)
qdel(src)
return
..()
/obj/item/weapon/reagent_containers/food/snacks/benedict
name = "eggs benedict"
@@ -129,4 +132,5 @@
/obj/item/weapon/reagent_containers/food/snacks/benedict/New()
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("vitamin", 4)
bitesize = 3
+10 -5
View File
@@ -12,7 +12,6 @@
/obj/item/weapon/reagent_containers/food/snacks/cubancarp/New()
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("carpotoxin", 3)
reagents.add_reagent("capsaicin", 3)
bitesize = 3
@@ -25,7 +24,8 @@
..()
eatverb = pick("bite","chew","choke down","gnaw","swallow","chomp")
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("carpotoxin", 3)
reagents.add_reagent("carpotoxin", 2)
reagents.add_reagent("vitamin", 2)
bitesize = 6
/obj/item/weapon/reagent_containers/food/snacks/carpmeat/imitation
@@ -40,7 +40,6 @@
/obj/item/weapon/reagent_containers/food/snacks/fishfingers/New()
..()
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("carpotoxin", 3)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/fishandchips
@@ -51,7 +50,6 @@
/obj/item/weapon/reagent_containers/food/snacks/fishandchips/New()
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("carpotoxin", 3)
bitesize = 3
////////////////////////////////////////////MEATS AND ALIKE////////////////////////////////////////////
@@ -86,6 +84,7 @@
..()
reagents.add_reagent("nutriment", 12)
reagents.add_reagent("hyperzine", 5)
reagents.add_reagent("vitamin", 2)
src.bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/xenomeat
@@ -96,6 +95,7 @@
/obj/item/weapon/reagent_containers/food/snacks/xenomeat/New()
..()
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("vitamin", 1)
src.bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/spidermeat
@@ -107,6 +107,7 @@
..()
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("toxin", 3)
reagents.add_reagent("vitamin", 1)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/spiderleg
@@ -139,6 +140,7 @@
/obj/item/weapon/reagent_containers/food/snacks/faggot/New()
..()
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("vitamin", 1)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/sausage
@@ -150,6 +152,7 @@
..()
eatverb = pick("bite","chew","nibble","deep throat","gobble","chomp")
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("vitamin", 1)
bitesize = 2
@@ -162,6 +165,7 @@
/obj/item/weapon/reagent_containers/food/snacks/wingfangchu/New()
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("vitamin", 2)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/human/kebab
@@ -205,9 +209,10 @@
/obj/item/weapon/reagent_containers/food/snacks/meatsteak/New()
..()
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("sodiumchloride", 1)
reagents.add_reagent("blackpepper", 1)
reagents.add_reagent("vitamin", 1)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/monkeycube
@@ -24,6 +24,7 @@
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("sugar", 2)
reagents.add_reagent("coco", 2)
reagents.add_reagent("vitamin", 1)
/obj/item/weapon/reagent_containers/food/snacks/chocolatebar/attack_self(mob/user)
if(wrapped)
@@ -51,6 +52,7 @@
/obj/item/weapon/reagent_containers/food/snacks/hugemushroomslice/New()
..()
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("vitamin", 1)
src.bitesize = 3
@@ -165,6 +167,7 @@
..()
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("imidazoline", 3)
reagents.add_reagent("vitamin", 2)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/candiedapple
@@ -175,6 +178,7 @@
/obj/item/weapon/reagent_containers/food/snacks/candiedapple/New()
..()
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("sugar", 3)
bitesize = 3
/*
+18 -16
View File
@@ -14,6 +14,7 @@
..()
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("sprinkles", 1)
reagents.add_reagent("sugar", 2)
src.bitesize = 3
if(prob(30))
src.icon_state = "donut2"
@@ -28,6 +29,7 @@
..()
reagents.add_reagent("nutriment", 2)
reagents.add_reagent("sprinkles", 1)
reagents.add_reagent("sugar", 1)
bitesize = 10
switch(rand(1,10))
if(1)
@@ -67,6 +69,7 @@
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("sprinkles", 1)
reagents.add_reagent("berryjuice", 5)
reagents.add_reagent("vitamin", 1)
if(prob(30))
icon_state = "jdonut2"
name = "Frosted Jelly Donut"
@@ -83,6 +86,7 @@
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("sprinkles", 1)
reagents.add_reagent("slimejelly", 5)
reagents.add_reagent("vitamin", 1)
bitesize = 5
if(prob(30))
icon_state = "jdonut2"
@@ -100,6 +104,7 @@
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("sprinkles", 1)
reagents.add_reagent("cherryjelly", 5)
reagents.add_reagent("vitamin", 1)
if(prob(30))
icon_state = "jdonut2"
name = "Frosted Jelly Donut"
@@ -150,6 +155,7 @@
/obj/item/weapon/reagent_containers/food/snacks/waffles/New()
..()
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("vitamin", 1)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/soylentgreen
@@ -161,6 +167,7 @@
/obj/item/weapon/reagent_containers/food/snacks/soylentgreen/New()
..()
reagents.add_reagent("nutriment", 10)
reagents.add_reagent("vitamin", 1)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/soylenviridians
@@ -172,6 +179,7 @@
/obj/item/weapon/reagent_containers/food/snacks/soylenviridians/New()
..()
reagents.add_reagent("nutriment", 10)
reagents.add_reagent("vitamin", 1)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/rofflewaffles
@@ -184,6 +192,7 @@
..()
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("mushroomhallucinogen", 8)
reagents.add_reagent("vitamin", 2)
bitesize = 4
////////////////////////////////////////////OTHER////////////////////////////////////////////
@@ -202,20 +211,11 @@
name = "\improper Donk-pocket"
desc = "The food of choice for the seasoned traitor."
icon_state = "donkpocket"
var/warm = 0
/obj/item/weapon/reagent_containers/food/snacks/donkpocket/New()
..()
reagents.add_reagent("nutriment", 4)
/obj/item/weapon/reagent_containers/food/snacks/donkpocket/proc/cooltime() //Not working, derp?
if(warm)
spawn(4200) //ew
warm = 0
reagents.del_reagent("tricordrazine")
name = initial(name)
return
/obj/item/weapon/reagent_containers/food/snacks/fortunecookie
name = "fortune cookie"
desc = "A true prophecy in each cookie!"
@@ -248,12 +248,11 @@
if(prob(10))
name = "exceptional plump helmet biscuit"
desc = "Microwave is taken by a fey mood! It has cooked an exceptional plump helmet biscuit!"
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("tricordrazine", 5)
bitesize = 2
else
reagents.add_reagent("nutriment", 5)
bitesize = 2
reagents.add_reagent("nutriment", 5)
reagents.add_reagent("vitamin", 1)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/appletart
name = "golden apple streusel tart"
@@ -265,6 +264,7 @@
..()
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("gold", 5)
reagents.add_reagent("vitamin", 4)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/cracker
@@ -285,6 +285,7 @@
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("ketchup", 3)
reagents.add_reagent("vitamin", 3)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/meatbun
@@ -295,6 +296,7 @@
/obj/item/weapon/reagent_containers/food/snacks/meatbun/New()
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("vitamin", 2)
bitesize = 6
/obj/item/weapon/reagent_containers/food/snacks/sugarcookie
@@ -304,6 +306,6 @@
/obj/item/weapon/reagent_containers/food/snacks/sugarcookie/New()
..()
reagents.add_reagent("nutriment", 2)
reagents.add_reagent("sugar", 5)
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("sugar", 3)
bitesize = 2
+14 -6
View File
@@ -9,6 +9,7 @@
..()
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("banana",5)
reagents.add_reagent("vitamin", 2)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/pie/throw_impact(atom/hit_atom)
@@ -27,6 +28,7 @@
..()
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("berryjuice", 5)
reagents.add_reagent("vitamin", 2)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/meatpie
@@ -38,6 +40,7 @@
/obj/item/weapon/reagent_containers/food/snacks/meatpie/New()
..()
reagents.add_reagent("nutriment", 10)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/tofupie
@@ -49,6 +52,7 @@
/obj/item/weapon/reagent_containers/food/snacks/tofupie/New()
..()
reagents.add_reagent("nutriment", 10)
reagents.add_reagent("vitamin", 2)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/amanita_pie
@@ -61,7 +65,8 @@
reagents.add_reagent("nutriment", 5)
reagents.add_reagent("amatoxin", 3)
reagents.add_reagent("mushroomhallucinogen", 1)
bitesize = 3
reagents.add_reagent("vitamin", 4)
bitesize = 4
/obj/item/weapon/reagent_containers/food/snacks/plump_pie
name = "plump pie"
@@ -73,12 +78,11 @@
if(prob(10))
name = "exceptional plump pie"
desc = "Microwave is taken by a fey mood! It has cooked an exceptional plump pie!"
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("tricordrazine", 5)
bitesize = 2
else
reagents.add_reagent("nutriment", 8)
bitesize = 2
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("vitamin", 4)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/xemeatpie
name = "xeno-pie"
@@ -89,6 +93,7 @@
/obj/item/weapon/reagent_containers/food/snacks/xemeatpie/New()
..()
reagents.add_reagent("nutriment", 10)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/applepie
@@ -99,6 +104,7 @@
/obj/item/weapon/reagent_containers/food/snacks/applepie/New()
..()
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("vitamin", 2)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/cherrypie
@@ -109,6 +115,7 @@
/obj/item/weapon/reagent_containers/food/snacks/cherrypie/New()
..()
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("vitamin", 2)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pumpkinpie
@@ -121,6 +128,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pumpkinpie/New()
..()
reagents.add_reagent("nutriment", 15)
reagents.add_reagent("vitamin", 3)
/obj/item/weapon/reagent_containers/food/snacks/pumpkinpieslice
name = "pumpkin pie slice"
+28 -4
View File
@@ -13,8 +13,9 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/margherita/New()
..()
reagents.add_reagent("nutriment", 40)
reagents.add_reagent("nutriment", 30)
reagents.add_reagent("tomatojuice", 6)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/margheritaslice
@@ -32,8 +33,9 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/meatpizza/New()
..()
reagents.add_reagent("nutriment", 50)
reagents.add_reagent("nutriment", 40)
reagents.add_reagent("tomatojuice", 6)
reagents.add_reagent("vitamin", 8)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/meatpizzaslice
@@ -51,7 +53,8 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/mushroompizza/New()
..()
reagents.add_reagent("nutriment", 35)
reagents.add_reagent("nutriment", 30)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/mushroompizzaslice
@@ -69,9 +72,10 @@
/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/vegetablepizza/New()
..()
reagents.add_reagent("nutriment", 30)
reagents.add_reagent("nutriment", 25)
reagents.add_reagent("tomatojuice", 6)
reagents.add_reagent("imidazoline", 12)
reagents.add_reagent("vitamin", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/vegetablepizzaslice
@@ -235,3 +239,23 @@
update_icon()
return
..()
/obj/item/pizzabox/margherita/New()
pizza = new /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/margherita(src)
boxtag = "Margherita Deluxe"
update_icon()
/obj/item/pizzabox/vegetable/New()
pizza = new /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/vegetablepizza(src)
boxtag = "Gourmet Vegatable"
update_icon()
/obj/item/pizzabox/mushroom/New()
pizza = new /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/mushroompizza(src)
boxtag = "Mushroom Special"
update_icon()
/obj/item/pizzabox/meat/New()
pizza = new /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/meatpizza(src)
boxtag = "Meatlover's Supreme"
update_icon()
@@ -12,6 +12,7 @@
eatverb = pick("crunch","devour","nibble","gnaw","gobble","chomp")
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("tricordrazine", 8)
reagents.add_reagent("vitamin", 6)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/herbsalad
@@ -23,6 +24,7 @@
/obj/item/weapon/reagent_containers/food/snacks/herbsalad/New()
..()
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("vitamin", 2)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/validsalad
@@ -35,4 +37,5 @@
..()
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("doctorsdelight", 5)
reagents.add_reagent("vitamin", 2)
bitesize = 3
@@ -8,6 +8,7 @@
/obj/item/weapon/reagent_containers/food/snacks/sandwich/New()
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("vitamin", 1)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/toastedsandwich
@@ -31,6 +32,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grilledcheese/New()
..()
reagents.add_reagent("nutriment", 7)
reagents.add_reagent("vitamin", 1)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/jellysandwich
@@ -47,10 +49,12 @@
/obj/item/weapon/reagent_containers/food/snacks/jellysandwich/slime/New()
..()
reagents.add_reagent("slimejelly", 5)
reagents.add_reagent("vitamin", 2)
/obj/item/weapon/reagent_containers/food/snacks/jellysandwich/cherry/New()
..()
reagents.add_reagent("cherryjelly", 5)
reagents.add_reagent("vitamin", 2)
/obj/item/weapon/reagent_containers/food/snacks/icecreamsandwich
name = "icecream sandwich"
@@ -72,6 +76,7 @@
/obj/item/weapon/reagent_containers/food/snacks/notasandwich/New()
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("vitamin", 6)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/jelliedtoast
@@ -88,10 +93,12 @@
/obj/item/weapon/reagent_containers/food/snacks/jelliedtoast/cherry/New()
..()
reagents.add_reagent("cherryjelly", 5)
reagents.add_reagent("vitamin", 2)
/obj/item/weapon/reagent_containers/food/snacks/jelliedtoast/slime/New()
..()
reagents.add_reagent("slimejelly", 5)
reagents.add_reagent("vitamin", 2)
/obj/item/weapon/reagent_containers/food/snacks/twobread
name = "two bread"
@@ -101,4 +108,5 @@
/obj/item/weapon/reagent_containers/food/snacks/twobread/New()
..()
reagents.add_reagent("nutriment", 2)
reagents.add_reagent("vitamin", 2)
bitesize = 3
+19 -5
View File
@@ -10,6 +10,7 @@
eatverb = pick("slurp","sip","suck","inhale","drink")
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("water", 5)
reagents.add_reagent("vitamin", 4)
bitesize = 5
/obj/item/weapon/reagent_containers/food/snacks/slimesoup
@@ -22,6 +23,7 @@
eatverb = pick("slurp","sip","suck","inhale","drink")
reagents.add_reagent("slimejelly", 5)
reagents.add_reagent("water", 10)
reagents.add_reagent("vitamin", 5)
bitesize = 5
/obj/item/weapon/reagent_containers/food/snacks/bloodsoup
@@ -35,6 +37,7 @@
reagents.add_reagent("nutriment", 2)
reagents.add_reagent("blood", 10)
reagents.add_reagent("water", 5)
reagents.add_reagent("vitamin", 5)
bitesize = 5
/obj/item/weapon/reagent_containers/food/snacks/clownstears
@@ -48,6 +51,7 @@
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("banana", 5)
reagents.add_reagent("water", 10)
reagents.add_reagent("vitamin", 8)
bitesize = 5
/obj/item/weapon/reagent_containers/food/snacks/vegetablesoup
@@ -61,6 +65,7 @@
eatverb = pick("slurp","sip","suck","inhale","drink")
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("water", 5)
reagents.add_reagent("vitamin", 5)
bitesize = 5
/obj/item/weapon/reagent_containers/food/snacks/nettlesoup
@@ -75,6 +80,7 @@
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("water", 5)
reagents.add_reagent("tricordrazine", 5)
reagents.add_reagent("vitamin", 5)
bitesize = 5
/obj/item/weapon/reagent_containers/food/snacks/mysterysoup
@@ -137,6 +143,7 @@
if(prob(25))
desc = "A wish come true!"
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("vitamin", 1)
/obj/item/weapon/reagent_containers/food/snacks/hotchili
name = "hot chili"
@@ -147,9 +154,10 @@
/obj/item/weapon/reagent_containers/food/snacks/hotchili/New()
..()
eatverb = pick("slurp","sip","suck","inhale","drink")
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("capsaicin", 3)
reagents.add_reagent("nutriment", 5)
reagents.add_reagent("capsaicin", 1)
reagents.add_reagent("tomatojuice", 2)
reagents.add_reagent("vitamin", 2)
bitesize = 5
@@ -162,9 +170,10 @@
/obj/item/weapon/reagent_containers/food/snacks/coldchili/New()
..()
eatverb = pick("slurp","sip","suck","inhale","drink")
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("frostoil", 3)
reagents.add_reagent("nutriment", 5)
reagents.add_reagent("frostoil", 1)
reagents.add_reagent("tomatojuice", 2)
reagents.add_reagent("vitamin", 2)
bitesize = 5
/obj/item/weapon/reagent_containers/food/snacks/monkeysdelight
@@ -179,7 +188,8 @@
reagents.add_reagent("banana", 5)
reagents.add_reagent("blackpepper", 1)
reagents.add_reagent("sodiumchloride", 1)
bitesize = 6
reagents.add_reagent("vitamin", 5)
bitesize = 4
/obj/item/weapon/reagent_containers/food/snacks/tomatosoup
name = "tomato soup"
@@ -192,6 +202,7 @@
eatverb = pick("slurp","sip","suck","inhale","drink")
reagents.add_reagent("nutriment", 5)
reagents.add_reagent("tomatojuice", 10)
reagents.add_reagent("vitamin", 3)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/milosoup
@@ -205,6 +216,7 @@
eatverb = pick("slurp","sip","suck","inhale","drink")
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("water", 5)
reagents.add_reagent("vitamin", 3)
bitesize = 4
/obj/item/weapon/reagent_containers/food/snacks/mushroomsoup
@@ -217,6 +229,7 @@
..()
eatverb = pick("slurp","sip","suck","inhale","drink")
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("vitamin", 4)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/beetsoup
@@ -230,4 +243,5 @@
eatverb = pick("slurp","sip","suck","inhale","drink")
name = pick("borsch","bortsch","borstch","borsh","borshch","borscht")
reagents.add_reagent("nutriment", 8)
reagents.add_reagent("vitamin", 4)
bitesize = 2
@@ -7,6 +7,7 @@
/obj/item/weapon/reagent_containers/food/snacks/spaghetti/New()
..()
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("vitamin", 1)
bitesize = 1
/obj/item/weapon/reagent_containers/food/snacks/boiledspaghetti
@@ -18,6 +19,7 @@
/obj/item/weapon/reagent_containers/food/snacks/boiledspaghetti/New()
..()
reagents.add_reagent("nutriment", 2)
reagents.add_reagent("vitamin", 1)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/pastatomato
@@ -30,6 +32,7 @@
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("tomatojuice", 10)
reagents.add_reagent("vitamin", 4)
bitesize = 4
/obj/item/weapon/reagent_containers/food/snacks/copypasta
@@ -42,7 +45,8 @@
..()
reagents.add_reagent("nutriment", 12)
reagents.add_reagent("tomatojuice", 20)
bitesize = 1
reagents.add_reagent("vitamin", 8)
bitesize = 4
/obj/item/weapon/reagent_containers/food/snacks/meatballspaghetti
name = "spaghetti and meatballs"
@@ -53,7 +57,8 @@
/obj/item/weapon/reagent_containers/food/snacks/meatballspaghetti/New()
..()
reagents.add_reagent("nutriment", 8)
bitesize = 2
reagents.add_reagent("vitamin", 4)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/spesslaw
name = "spesslaw"
@@ -63,7 +68,8 @@
/obj/item/weapon/reagent_containers/food/snacks/spesslaw/New()
..()
reagents.add_reagent("nutriment", 8)
bitesize = 2
reagents.add_reagent("vitamin", 6)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/eggplantparm
name = "eggplant parmigiana"
@@ -74,4 +80,5 @@
/obj/item/weapon/reagent_containers/food/snacks/eggplantparm/New()
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("vitamin", 2)
bitesize = 2
+8 -4
View File
@@ -22,7 +22,8 @@
/obj/item/weapon/reagent_containers/food/snacks/sosjerky/New()
..()
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("sugar", 3)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/chips
@@ -33,7 +34,8 @@
/obj/item/weapon/reagent_containers/food/snacks/chips/New()
..()
reagents.add_reagent("nutriment", 3)
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("sugar", 3)
bitesize = 1
/obj/item/weapon/reagent_containers/food/snacks/no_raisin
@@ -44,7 +46,8 @@
/obj/item/weapon/reagent_containers/food/snacks/no_raisin/New()
..()
reagents.add_reagent("nutriment", 6)
reagents.add_reagent("nutriment", 2)
reagents.add_reagent("sugar", 4)
/obj/item/weapon/reagent_containers/food/snacks/spacetwinkie
name = "space twinkie"
@@ -64,7 +67,8 @@
/obj/item/weapon/reagent_containers/food/snacks/cheesiehonkers/New()
..()
reagents.add_reagent("nutriment", 4)
reagents.add_reagent("nutriment", 1)
reagents.add_reagent("sugar", 3)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/syndicake
@@ -71,31 +71,10 @@
/datum/recipe/donkpocket
reagents = list("flour" = 5)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/faggot,
/obj/item/weapon/reagent_containers/food/snacks/faggot
)
result = /obj/item/weapon/reagent_containers/food/snacks/donkpocket //SPECIAL
proc/warm_up(var/obj/item/weapon/reagent_containers/food/snacks/donkpocket/being_cooked)
being_cooked.warm = 1
being_cooked.reagents.add_reagent("tricordrazine", 5)
being_cooked.bitesize = 6
being_cooked.name = "Warm " + being_cooked.name
being_cooked.cooltime()
make_food(var/obj/container as obj)
var/obj/item/weapon/reagent_containers/food/snacks/donkpocket/being_cooked = ..(container)
warm_up(being_cooked)
return being_cooked
result = /obj/item/weapon/reagent_containers/food/snacks/donkpocket
/datum/recipe/donkpocket/warm
reagents = list() //This is necessary since this is a child object of the above recipe and we don't want donk pockets to need flour
items = list(
/obj/item/weapon/reagent_containers/food/snacks/donkpocket
)
result = /obj/item/weapon/reagent_containers/food/snacks/donkpocket //SPECIAL
make_food(var/obj/container as obj)
var/obj/item/weapon/reagent_containers/food/snacks/donkpocket/being_cooked = locate() in container
if(being_cooked && !being_cooked.warm)
warm_up(being_cooked)
return being_cooked
////////////////////////////////////////////////MUFFINS////////////////////////////////////////////////
+28 -2
View File
@@ -103,6 +103,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/corn/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 10), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
@@ -116,7 +117,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/cherries/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 15), 1))
reagents.add_reagent("sugar", 1 + round((potency / 15), 1))
reagents.add_reagent("sugar", 1 + round((potency / 50), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
@@ -156,6 +157,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/potato/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 10), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = reagents.total_volume
/obj/item/weapon/reagent_containers/food/snacks/grown/potato/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -184,7 +186,8 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/grapes/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 10), 1))
reagents.add_reagent("sugar", 1 + round((potency / 5), 1))
reagents.add_reagent("sugar", 1 + round((potency / 40), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/grapes/green
@@ -208,6 +211,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/cabbage/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 10), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
@@ -221,6 +225,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/berries/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 10), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/berries/poison
@@ -318,6 +323,7 @@
reagents.add_reagent("kelotane", 1 + round(potency / 8, 1))
reagents.add_reagent("bicaridine", 1 + round(potency / 10, 1))
reagents.add_reagent("toxin", 1 + round(potency / 10, 1))
reagents.add_reagent("vitamin", 1 + round((potency / 20), 1))
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosia/deus
@@ -332,6 +338,7 @@
reagents.add_reagent("synaptizine", 1 + round(potency / 8, 1))
reagents.add_reagent("hyperzine", 1 + round(potency / 10, 1))
reagents.add_reagent("space_drugs", 1 + round(potency / 10, 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
/obj/item/weapon/reagent_containers/food/snacks/grown/apple
@@ -344,6 +351,7 @@
if(..())
reagents.maximum_volume = 20
reagents.add_reagent("nutriment", 1 + round((potency / 10), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 20), 1))
bitesize = reagents.maximum_volume // Always eat the apple in one
@@ -386,6 +394,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/watermelon/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 6), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/pumpkin
@@ -397,6 +406,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/pumpkin/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 6), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/pumpkin/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -417,6 +427,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/citrus/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 20), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/citrus/lime
@@ -447,6 +458,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/whitebeet/add_juice()
if(..())
reagents.add_reagent("nutriment", round((potency / 20), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 20), 1))
reagents.add_reagent("sugar", 1 + round((potency / 5), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
@@ -461,7 +473,9 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/banana/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 50), 1))
reagents.add_reagent("banana", 1 + round((potency / 10), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 20), 1))
bitesize = 5
/obj/item/weapon/reagent_containers/food/snacks/grown/chili
@@ -474,6 +488,7 @@
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 25), 1))
reagents.add_reagent("capsaicin", 3+round(potency / 5, 1))
reagents.add_reagent("vitamin", 1 + round((potency / 25), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/chili/attackby(var/obj/item/O as obj, var/mob/user as mob)
@@ -491,6 +506,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/icepepper/add_juice()
..()
reagents.add_reagent("nutriment", 1 + round((potency / 50), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 50), 1))
reagents.add_reagent("frostoil", 3+round(potency / 5, 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
@@ -546,6 +562,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/eggplant/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 10), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 20), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
@@ -581,6 +598,7 @@ obj/item/weapon/reagent_containers/food/snacks/grown/shell/eggy/add_juice()
/obj/item/weapon/reagent_containers/food/snacks/grown/soybeans/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 20), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/koibeans
@@ -593,6 +611,7 @@ obj/item/weapon/reagent_containers/food/snacks/grown/shell/eggy/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 30), 1))
reagents.add_reagent("carpotoxin", 1 + round((potency / 20), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/moonflower
@@ -606,6 +625,7 @@ obj/item/weapon/reagent_containers/food/snacks/grown/shell/eggy/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 50), 1))
reagents.add_reagent("moonshine", 1 + round((potency / 10), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 50), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
//tomaters
@@ -619,6 +639,7 @@ obj/item/weapon/reagent_containers/food/snacks/grown/shell/eggy/add_juice()
/obj/item/weapon/reagent_containers/food/snacks/grown/tomato/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 10), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/tomato/proc/squish(atom/target)
@@ -808,6 +829,7 @@ obj/item/weapon/reagent_containers/food/snacks/grown/shell/eggy/add_juice()
/obj/item/weapon/reagent_containers/food/snacks/grown/carrot/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 20), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 20), 1))
reagents.add_reagent("imidazoline", 3+round(potency / 5, 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
@@ -895,6 +917,7 @@ obj/item/weapon/reagent_containers/food/snacks/grown/shell/eggy/add_juice()
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/plumphelmet/add_juice()
..()
reagents.add_reagent("nutriment", 2+round((potency / 10), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 20), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
@@ -1040,6 +1063,7 @@ obj/item/weapon/reagent_containers/food/snacks/grown/shell/eggy/add_juice()
/obj/item/weapon/reagent_containers/food/snacks/grown/coffee/add_juice()
if(..())
reagents.add_reagent("coffeepowder", 1 + round((potency / 10), 2))
reagents.add_reagent("vitamin", 1 + round((potency / 10), 1))
bitesize = 1 + round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/coffee/arabica
@@ -1067,6 +1091,7 @@ obj/item/weapon/reagent_containers/food/snacks/grown/shell/eggy/add_juice()
/obj/item/weapon/reagent_containers/food/snacks/grown/tobacco/add_juice()
if(..())
reagents.add_reagent("nutriment", 1 + round((potency / 40), 1))
reagents.add_reagent("vitamin", 1 + round((potency / 40), 1))
/obj/item/weapon/reagent_containers/food/snacks/grown/tobacco_space
@@ -1089,6 +1114,7 @@ obj/item/weapon/reagent_containers/food/snacks/grown/shell/eggy/add_juice()
/obj/item/weapon/reagent_containers/food/snacks/grown/tea/add_juice()
if(..())
reagents.add_reagent("teapowder", 1 + round((potency / 10), 2))
reagents.add_reagent("vitamin", 1 + round((potency / 20), 1))
/obj/item/weapon/reagent_containers/food/snacks/grown/tea/aspera
+2 -2
View File
@@ -67,7 +67,7 @@
/obj/item/weapon/grown/log/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || (istype(W, /obj/item/weapon/twohanded/fireaxe) && W:wielded) || istype(W, /obj/item/weapon/melee/energy))
user.show_message("<span class='notice'>You make planks out of the [src]!</span>", 1)
user.show_message("<span class='notice'>You make planks out of \the [src]!</span>", 1)
for(var/i = 0,i < 2,i++)
var/obj/item/stack/sheet/mineral/wood/NG = new (user.loc)
for (var/obj/item/stack/sheet/mineral/wood/G in user.loc)
@@ -83,7 +83,7 @@
if(is_type_in_list(W,accepted))
var/obj/item/weapon/reagent_containers/food/snacks/grown/leaf = W
if(leaf.dry)
user.show_message("<span class='notice'>You wrap the [W] around the log, turning it into a torch!</span>")
user.show_message("<span class='notice'>You wrap \the [W] around the log, turning it into a torch!</span>")
var/obj/item/device/flashlight/flare/torch/T = new /obj/item/device/flashlight/flare/torch(user.loc)
usr.unEquip(W)
usr.put_in_active_hand(T)
+2 -2
View File
@@ -721,12 +721,12 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(anchored == 2)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
anchored = 1
user << "You unscrew the [src]'s hoses."
user << "You unscrew \the [src]'s hoses."
else if(anchored == 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
anchored = 2
user << "You screw in the [src]'s hoses."
user << "You screw in \the [src]'s hoses."
for(var/obj/machinery/hydroponics/h in range(1,src))
spawn()
+3 -1
View File
@@ -174,7 +174,9 @@
/obj/item/weapon/book/attack_self(mob/user)
if(is_blind(user))
return
if(ismonkey(user))
user << "<span class='notice'>You skim through the book but can't comprehend any of it.</span>"
return
if(dat)
user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
user.visible_message("[user] opens a book titled \"[title]\" and begins reading intently.")
+3 -3
View File
@@ -474,7 +474,7 @@
/obj/item/weapon/resonator/proc/CreateResonance(var/target, var/creator)
if(cooldown <= 0)
playsound(src,'sound/effects/stealthoff.ogg',50,1)
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
var/obj/effect/resonance/R = new /obj/effect/resonance(get_turf(target))
R.creator = creator
cooldown = 1
@@ -507,7 +507,7 @@
return
if(istype(proj_turf, /turf/simulated/mineral))
var/turf/simulated/mineral/M = proj_turf
playsound(src,'sound/effects/sparks4.ogg',50,1)
playsound(src,'sound/weapons/resonator_blast.ogg',50,1)
M.gets_drilled()
spawn(5)
qdel(src)
@@ -518,7 +518,7 @@
name = "strong resonance field"
resonance_damage = 45
spawn(50)
playsound(src,'sound/effects/sparks4.ogg',50,1)
playsound(src,'sound/weapons/resonator_blast.ogg',50,1)
if(creator)
for(var/mob/living/L in src.loc)
add_logs(creator, L, "used a resonator field on", object="resonator")
+23 -13
View File
@@ -69,9 +69,13 @@
w_class = 4.0
m_amt = 3750 //one sheet, but where can you make them?
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
var/list/digsound = list('sound/effects/picaxe1.ogg','sound/effects/picaxe2.ogg','sound/effects/picaxe3.ogg')
origin_tech = "materials=1;engineering=1"
attack_verb = list("hit", "pierced", "sliced", "attacked")
/obj/item/weapon/pickaxe/proc/playDigSound()
playsound(src, pick(digsound),20,1)
/obj/item/weapon/pickaxe/silver
name = "silver pickaxe"
icon_state = "spickaxe"
@@ -85,17 +89,32 @@
icon_state = "handdrill"
item_state = "jackhammer"
digspeed = 30
digsound = list('sound/weapons/drill.ogg')
hitsound = 'sound/weapons/drill.ogg'
origin_tech = "materials=2;powerstorage=3;engineering=2"
desc = "Yours is the drill that will pierce through the rock walls."
/obj/item/weapon/pickaxe/drill/diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME! making it a child of drill to stop copypasta
name = "diamond mining drill"
icon_state = "diamonddrill"
digspeed = 5 //Digs through walls, girders, and can dig up sand
origin_tech = "materials=6;powerstorage=4;engineering=5"
desc = "Yours is the drill that will pierce the heavens!"
/obj/item/weapon/pickaxe/jackhammer
name = "sonic jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 15 //faster than drill, but cannot dig
origin_tech = "materials=3;powerstorage=2;engineering=2"
digsound = list('sound/weapons/sonic_jackhammer.ogg')
hitsound = 'sound/weapons/sonic_jackhammer.ogg'
desc = "Cracks rocks with sonic blasts, perfect for clearing large areas of rock."
/obj/item/weapon/pickaxe/jackhammer/borgdrill // making it a parrent of jackhammer to prevent copypasta
name = "cyborg mining drill"
desc = ""
/obj/item/weapon/pickaxe/gold
name = "golden pickaxe"
icon_state = "gpickaxe"
@@ -111,6 +130,8 @@
w_class = 3.0 //it is smaller than the pickaxe
damtype = "fire"
digspeed = 20 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/ light thermite on fire
digsound = list('sound/weapons/plasma_cutter.ogg')
hitsound = 'sound/weapons/plasma_cutter.ogg'
origin_tech = "materials=4;plasmatech=3;engineering=3"
desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
@@ -122,20 +143,9 @@
origin_tech = "materials=6;engineering=4"
desc = "A pickaxe with a diamond pick head, this is just like minecraft."
/obj/item/weapon/pickaxe/diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
name = "diamond mining drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 5 //Digs through walls, girders, and can dig up sand
origin_tech = "materials=6;powerstorage=4;engineering=5"
desc = "Yours is the drill that will pierce the heavens!"
/obj/item/weapon/pickaxe/borgdrill
name = "cyborg mining drill"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 15
desc = ""
/*****************************Shovel********************************/
+12 -14
View File
@@ -371,13 +371,13 @@
new /mob/living/simple_animal/hostile/asteroid/hivelord(T)
return
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
/turf/simulated/mineral/attackby(var/obj/item/weapon/pickaxe/P as obj, mob/user as mob)
if (!user.IsAdvancedToolUser())
usr << "<span class='danger'>You don't have the dexterity to do this!</span>"
return
if (istype(W, /obj/item/weapon/pickaxe))
if (istype(P, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
@@ -388,13 +388,14 @@
return
*/
//Watch your tabbing, microwave. --NEO
if(last_act+W:digspeed > world.time)//prevents message spam
if(last_act+P.digspeed > world.time)//prevents message spam
return
last_act = world.time
user << "<span class='danger'>You start picking.</span>"
playsound(user, 'sound/weapons/Genhit.ogg', 20, 1)
//playsound(user, 'sound/weapons/Genhit.ogg', 20, 1)
P.playDigSound()
if(do_after(user,W:digspeed))
if(do_after(user,P.digspeed))
user << "<span class='notice'>You finish cutting into the rock.</span>"
gets_drilled()
else
@@ -420,6 +421,7 @@
if (src.mineralName == "Bananium")
new /obj/item/weapon/ore/bananium(src)
var/turf/simulated/floor/plating/asteroid/airless/N = ChangeTurf(/turf/simulated/floor/plating/asteroid/airless)
playsound(src, 'sound/effects/break_stone.ogg', 50, 1) //beautiful destruction
N.fullUpdateMineralOverlays()
return
@@ -507,7 +509,7 @@
return
/turf/simulated/floor/plating/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
//note that this proc does not call ..()
if(!W || !user)
return 0
@@ -521,7 +523,7 @@
return
user << "<span class='danger'>You start digging.</span>"
playsound(src, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE
sleep(40)
if ((user.loc == T && user.get_active_hand() == W))
@@ -539,14 +541,14 @@
return
user << "<span class='danger'>You start digging.</span>"
playsound(src, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE
sleep(30)
if ((user.loc == T && user.get_active_hand() == W))
user << "<span class='notice'>You dug a hole.</span>"
gets_dug()
if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)) || (istype(W,/obj/item/weapon/pickaxe/borgdrill)))
if ((istype(W,/obj/item/weapon/pickaxe/drill/diamonddrill)) || (istype(W,/obj/item/weapon/pickaxe/jackhammer/borgdrill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
@@ -556,7 +558,7 @@
return
user << "<span class='danger'>You start digging.</span>"
playsound(src, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE
sleep(0)
if ((user.loc == T && user.get_active_hand() == W))
@@ -570,10 +572,6 @@
O.attackby(W,user)
return
else
..(W,user)
return
/turf/simulated/floor/plating/asteroid/proc/gets_dug()
if(dug)
return
+1 -1
View File
@@ -152,7 +152,7 @@
if(triggered_by_explosive)
log_game("An explosion has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
else
user.visible_message("<span class='warning'>[user] strikes the [src], causing a chain reaction!</span>")
user.visible_message("<span class='warning'>[user] strikes \the [src], causing a chain reaction!</span>")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
spawn(det_time)
if(primed)
@@ -301,3 +301,13 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
return 0
usr.visible_message("<span class='deadsay'><b>[src]</b> points to [A]</span>")
return 1
/mob/dead/observer/verb/view_manfiest()
set name = "View Crew Manifest"
set category = "Ghost"
var/dat
dat += "<h4>Crew Manifest</h4>"
dat += data_core.get_manifest()
src << browse(dat, "window=manifest;size=370x420;can_close=1")
@@ -228,7 +228,7 @@ var/const/MAX_ACTIVE_TIME = 400
return
/proc/CanHug(var/mob/M)
if(!M)
if(!istype(M))
return 0
if(M.stat == DEAD)
return 0
@@ -222,10 +222,10 @@
msg += "[t_He] looks a little soaked.\n"
if(nutrition < 100)
if(nutrition < NUTRITION_LEVEL_STARVING - 50)
msg += "[t_He] [t_is] severely malnourished.\n"
else if(nutrition >= 500)
if(user.nutrition < 100)
else if(nutrition >= NUTRITION_LEVEL_FAT)
if(user.nutrition < NUTRITION_LEVEL_STARVING - 50)
msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else
msg += "[t_He] [t_is] quite chubby.\n"
+2 -2
View File
@@ -242,10 +242,10 @@
if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up.
nutrition -= 2
var/body_temperature_difference = 310.15 - bodytemperature
bodytemperature += max((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
bodytemperature += max((body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
if(260.15 to 360.15)
var/body_temperature_difference = 310.15 - bodytemperature
bodytemperature += body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR
bodytemperature += body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR
if(360.15 to INFINITY) //360.15 is 310.15 + 50, the temperature where you start to feel effects.
//We totally need a sweat system cause it totally makes sense...~
var/body_temperature_difference = 310.15 - bodytemperature
@@ -400,17 +400,42 @@
H.update_inv_w_uniform(0)
H.update_inv_wear_suit()
// nutrition decrease
// nutrition decrease and satiety
if (H.nutrition > 0 && H.stat != 2)
H.nutrition = max (0, H.nutrition - HUNGER_FACTOR)
var/hunger_rate = HUNGER_FACTOR
if(H.satiety > 0)
H.satiety--
if(H.satiety < 0)
H.satiety++
if(prob(round(-H.satiety/40)))
H.Jitter(5)
hunger_rate = 5 * HUNGER_FACTOR
H.nutrition = max (0, H.nutrition - hunger_rate)
if (H.nutrition > 450)
if (H.nutrition > NUTRITION_LEVEL_FULL)
if(H.overeatduration < 600) //capped so people don't take forever to unfat
H.overeatduration++
else
if(H.overeatduration > 1)
H.overeatduration -= 2 //doubled the unfat rate
//metabolism change
if(H.nutrition > NUTRITION_LEVEL_FAT)
H.metabolism_efficiency = 1
else if(H.nutrition > NUTRITION_LEVEL_FED && H.satiety > 80)
if(H.metabolism_efficiency != 1.25)
H << "<span class='notice'>You feel vigorous.</span>"
H.metabolism_efficiency = 1.25
else if(H.nutrition < NUTRITION_LEVEL_STARVING + 50)
if(H.metabolism_efficiency != 0.8)
H << "<span class='notice'>You feel sluggish.</span>"
H.metabolism_efficiency = 0.8
else
if(H.metabolism_efficiency == 1.25)
H << "<span class='notice'>You no longer feel vigorous.</span>"
H.metabolism_efficiency = 1
if (H.drowsyness)
H.drowsyness--
H.eye_blurry = max(2, H.eye_blurry)
@@ -536,11 +561,18 @@
if(H.nutrition_icon)
switch(H.nutrition)
if(450 to INFINITY) H.nutrition_icon.icon_state = "nutrition0"
if(350 to 450) H.nutrition_icon.icon_state = "nutrition1"
if(250 to 350) H.nutrition_icon.icon_state = "nutrition2"
if(150 to 250) H.nutrition_icon.icon_state = "nutrition3"
else H.nutrition_icon.icon_state = "nutrition4"
if(NUTRITION_LEVEL_FULL to INFINITY)
H.nutrition_icon.icon_state = "nutritionFAT"
if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
H.nutrition_icon.icon_state = "nutrition0"
if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
H.nutrition_icon.icon_state = "nutrition1"
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
H.nutrition_icon.icon_state = "nutrition2"
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
H.nutrition_icon.icon_state = "nutrition3"
else
H.nutrition_icon.icon_state = "nutrition4"
if(H.pressure)
H.pressure.icon_state = "pressure[H.pressure_alert]"
@@ -651,7 +683,7 @@
if(J.allow_thrust(0.01, H))
hasjetpack = 1
var/grav = has_gravity(H)
if(!grav && !hasjetpack)
mspeed += 1 //Slower space without jetpack
@@ -82,7 +82,7 @@
H.adjustFireLoss(rand(5,15))
H.show_message("<span class='danger'>The radiation beam singes you!</span>")
if(/obj/item/projectile/energy/florayield)
H.nutrition = min(H.nutrition+30, 500)
H.nutrition = min(H.nutrition+30, NUTRITION_LEVEL_FULL)
return
/*
@@ -103,14 +103,14 @@
if(A.lighting_use_dynamic) light_amount = min(10,T.lighting_lumcount) - 5
else light_amount = 5
H.nutrition += light_amount
if(H.nutrition > 500)
H.nutrition = 500
if(H.nutrition > NUTRITION_LEVEL_FULL)
H.nutrition = NUTRITION_LEVEL_FULL
if(light_amount > 2) //if there's enough light, heal
H.heal_overall_damage(1,1)
H.adjustToxLoss(-1)
H.adjustOxyLoss(-1)
if(H.nutrition < 200)
if(H.nutrition < NUTRITION_LEVEL_STARVING + 50)
H.take_overall_damage(2,0)
/*
+2 -2
View File
@@ -347,10 +347,10 @@
if(issilicon(L) && (rabid || attacked)) // They can't eat silicons, but they can glomp them in defence
targets += L // Possible target found!
if(istype(L, /mob/living/carbon/human) && dna) //Ignore slime(wo)men
if(istype(L, /mob/living/carbon/human)) //Ignore slime(wo)men
var/mob/living/carbon/human/H = L
if(H.dna)
if(/mob/living/carbon/slime in H.dna.species.ignored_by)
if(src.type in H.dna.species.ignored_by)
continue
if(!L.canmove) // Only one slime can latch on at a time.
+2 -1
View File
@@ -64,7 +64,7 @@
return 1
/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0)
/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/stamina = 0, var/blocked = 0)
if(blocked >= 100) return 0
if(stun) apply_effect(stun, STUN, blocked)
if(weaken) apply_effect(weaken, WEAKEN, blocked)
@@ -73,4 +73,5 @@
if(stutter) apply_effect(stutter, STUTTER, blocked)
if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
if(drowsy) apply_effect(drowsy, DROWSY, blocked)
if(stamina) apply_effect(stamina, STAMINA, blocked)
return 1
+13 -4
View File
@@ -378,7 +378,7 @@
SetStunned(0)
SetWeakened(0)
radiation = 0
nutrition = 400
nutrition = NUTRITION_LEVEL_FED + 50
bodytemperature = 310
sdisabilities = 0
disabilities = 0
@@ -540,6 +540,7 @@
if(C.handcuffed)
C.handcuffed = null
C.update_inv_handcuffed(0)
return
else
C.legcuffed = null
C.update_inv_legcuffed(0)
@@ -571,18 +572,19 @@
C.visible_message("<span class='warning'>[C] attempts to remove [I]!</span>")
C << "<span class='notice'>You attempt to remove [I]. (This will take around [displaytime] minutes and you need to stand still.)</span>"
spawn(0)
if(do_after(C, breakouttime))
if(do_after(C, breakouttime, 10))
if(!I || C.buckled)
return
C.visible_message("<span class='danger'>[C] manages to remove [I]!</span>")
C << "<span class='notice'>You successfully remove [I].</span>"
if(C.handcuffed)
C.handcuffed.loc = usr.loc
C.handcuffed.loc = C.loc
C.handcuffed = null
C.update_inv_handcuffed(0)
return
if(C.legcuffed)
C.legcuffed.loc = usr.loc
C.legcuffed.loc = C.loc
C.legcuffed = null
C.update_inv_legcuffed(0)
else
@@ -760,6 +762,13 @@
/mob/living/singularity_pull(S)
step_towards(src,S)
/mob/living/narsie_act()
if(client)
makeNewConstruct(/mob/living/simple_animal/construct/harvester, src, null, 1)
spawn_dust()
gib()
return
/mob/living/proc/do_attack_animation(atom/A)
var/pixel_x_diff = 0
var/pixel_y_diff = 0
@@ -41,3 +41,4 @@
var/floating = 0
var/nightvision = 0
var/mob_size = 1 //size of the mob. 0 is small, 1 is human sized, and 2 is large.
var/metabolism_efficiency = 1 //more or less efficiency to metabolize helpful/harmful reagents and regulate body temperature..
+2
View File
@@ -261,6 +261,8 @@ var/list/department_radio_keys = list(
if(stuttering)
message = stutter(message)
message = capitalize(message)
return message
/mob/living/proc/radio(message, message_mode, steps)
+1 -1
View File
@@ -548,7 +548,7 @@ var/list/ai_list = list()
cleared = 1
L -= I
if (cleared)
queueAlarm(text("--- [] alarm in [] has been cleared.", class, A.name), class, 0)
queueAlarm("--- [class] alarm in [A.name] has been cleared.", class, 0)
if (viewalerts) ai_alerts()
return !cleared
+1 -1
View File
@@ -33,7 +33,7 @@
return !config.silent_ai
/mob/living/silicon/ai/radio(message, message_mode)
if(!radio_enabled || aiRestorePowerRoutine || stat) //AI cannot speak if radio is disabled (via intelicard) or depowered.
if(!radio_enabled || aiRestorePowerRoutine || stat) //AI cannot speak if radio is disabled (via intellicard) or depowered.
src << "<span class='danger'>Your radio transmitter is offline!</span>"
return 0
..(message,message_mode)
@@ -385,7 +385,7 @@
cleared = 1
L -= I
if (cleared)
queueAlarm(text("--- [class] alarm in [A.name] has been cleared."), class, 0)
queueAlarm("--- [class] alarm in [A.name] has been cleared.", class, 0)
// if (viewalerts) robot_alerts()
return !cleared
@@ -161,7 +161,7 @@
modules += new /obj/item/device/flashlight/seclite(src)
modules += new /obj/item/weapon/restraints/handcuffs/cable/zipties/cyborg(src)
modules += new /obj/item/weapon/melee/baton/loaded(src)
modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
modules += new /obj/item/weapon/gun/energy/gun/advtaser/cyborg(src)
modules += new /obj/item/clothing/mask/gas/sechailer/cyborg(src)
emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
fix_modules()
@@ -223,9 +223,9 @@
emag = new /obj/item/borg/stun(src)
modules += new /obj/item/weapon/storage/bag/ore(src)
if(R.emagged)
modules += new /obj/item/weapon/pickaxe/diamonddrill(src)
modules += new /obj/item/weapon/pickaxe/drill/diamonddrill(src)
else
modules += new /obj/item/weapon/pickaxe/borgdrill(src)
modules += new /obj/item/weapon/pickaxe/jackhammer/borgdrill(src)
modules += new /obj/item/device/flashlight/lantern(src)
modules += new /obj/item/weapon/storage/bag/sheetsnatcher/borg(src)
modules += new /obj/item/device/t_scanner/adv_mining_scanner(src)
@@ -234,9 +234,9 @@
/obj/item/weapon/robot_module/miner/on_emag()
..()
for(var/obj/item/weapon/pickaxe/borgdrill/D in modules)
for(var/obj/item/weapon/pickaxe/jackhammer/borgdrill/D in modules)
qdel(D)
modules += new /obj/item/weapon/pickaxe/diamonddrill(src)
modules += new /obj/item/weapon/pickaxe/drill/diamonddrill(src)
rebuild()
@@ -70,7 +70,8 @@
Proj.on_hit(src, 0)
return 0
/mob/living/simple_animal/construct/narsie_act()
return
/////////////////Juggernaut///////////////
@@ -25,7 +25,15 @@
var/obj/item/inventory_back
var/facehugger
/mob/living/simple_animal/corgi/Life()
/mob/living/simple_animal/corgi/New()
..()
regenerate_icons()
/mob/living/simple_animal/corgi/Die()
..()
regenerate_icons()
/mob/living/simple_animal/corgi/revive()
..()
regenerate_icons()
@@ -141,7 +149,7 @@
//The objects that corgis can wear on their backs.
var/list/allowed_types = list(
/obj/item/clothing/suit/armor/vest,
/obj/item/clothing/suit/armor/vest/alt,
/obj/item/device/radio,
/obj/item/device/radio/off,
/obj/item/clothing/suit/cardborg,
@@ -192,134 +200,138 @@
var/valid = 0
//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a hat is removed.
switch(item_to_add.type)
if( /obj/item/clothing/glasses/sunglasses, /obj/item/clothing/head/that, /obj/item/clothing/head/collectable/paper,
/obj/item/clothing/head/hardhat, /obj/item/clothing/head/collectable/hardhat,/obj/item/clothing/head/hardhat/white, /obj/item/weapon/paper )
valid = 1
if(istype(item_to_add, /obj/item/clothing/tie/scarf))
valid = 1
else
switch(item_to_add.type)
if( /obj/item/clothing/glasses/sunglasses, /obj/item/clothing/head/that, /obj/item/clothing/head/collectable/paper,
/obj/item/clothing/head/hardhat, /obj/item/clothing/head/collectable/hardhat, /obj/item/clothing/head/hardhat/white,
/obj/item/weapon/paper)
valid = 1
if(/obj/item/clothing/head/helmet)
name = "Sergeant [real_name]"
desc = "The ever-loyal, the ever-vigilant."
valid = 1
if(/obj/item/clothing/head/helmet)
name = "Sergeant [real_name]"
desc = "The ever-loyal, the ever-vigilant."
valid = 1
if(/obj/item/clothing/head/chefhat, /obj/item/clothing/head/collectable/chef)
name = "Sous chef [real_name]"
desc = "Your food will be taste-tested. All of it."
valid = 1
if(/obj/item/clothing/head/chefhat, /obj/item/clothing/head/collectable/chef)
name = "Sous chef [real_name]"
desc = "Your food will be taste-tested. All of it."
valid = 1
if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
name = "Captain [real_name]"
desc = "Probably better than the last captain."
valid = 1
if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
name = "Captain [real_name]"
desc = "Probably better than the last captain."
valid = 1
if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
name = "Runtime"
emote_see = list("coughs up a furball", "stretches")
emote_hear = list("purrs")
speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
valid = 1
if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
name = "Runtime"
emote_see = list("coughs up a furball", "stretches")
emote_hear = list("purrs")
speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
valid = 1
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
name = "Hoppy"
emote_see = list("twitches its nose", "hops around a bit")
desc = "This is Hoppy. It's a corgi-...urmm... bunny rabbit"
valid = 1
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
name = "Hoppy"
emote_see = list("twitches its nose", "hops around a bit")
desc = "This is Hoppy. It's a corgi-...urmm... bunny rabbit"
valid = 1
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
name = "Yann"
desc = "Mon dieu! C'est un chien!"
speak = list("le woof!", "le bark!", "JAPPE!!")
emote_see = list("cowers in fear.", "surrenders.", "plays dead.","looks as though there is a wall in front of him.")
valid = 1
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
name = "Yann"
desc = "Mon dieu! C'est un chien!"
speak = list("le woof!", "le bark!", "JAPPE!!")
emote_see = list("cowers in fear.", "surrenders.", "plays dead.","looks as though there is a wall in front of him.")
valid = 1
if(/obj/item/clothing/head/det_hat)
name = "Detective [real_name]"
desc = "[name] sees through your lies..."
emote_see = list("investigates the area.","sniffs around for clues.","searches for scooby snacks.")
valid = 1
if(/obj/item/clothing/head/det_hat)
name = "Detective [real_name]"
desc = "[name] sees through your lies..."
emote_see = list("investigates the area.","sniffs around for clues.","searches for scooby snacks.")
valid = 1
if(/obj/item/clothing/head/nursehat)
name = "Nurse [real_name]"
desc = "[name] needs 100cc of beef jerky...STAT!"
valid = 1
if(/obj/item/clothing/head/nursehat)
name = "Nurse [real_name]"
desc = "[name] needs 100cc of beef jerky...STAT!"
valid = 1
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
name = "[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]"
desc = "Yaarghh!! Thar' be a scurvy dog!"
emote_see = list("hunts for treasure.","stares coldly...","gnashes his tiny corgi teeth!")
emote_hear = list("growls ferociously!", "snarls.")
speak = list("Arrrrgh!!","Grrrrrr!")
valid = 1
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
name = "[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]"
desc = "Yaarghh!! Thar' be a scurvy dog!"
emote_see = list("hunts for treasure.","stares coldly...","gnashes his tiny corgi teeth!")
emote_hear = list("growls ferociously!", "snarls.")
speak = list("Arrrrgh!!","Grrrrrr!")
valid = 1
if(/obj/item/clothing/head/ushanka)
name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
desc = "A follower of Karl Barx."
emote_see = list("contemplates the failings of the capitalist economic model.", "ponders the pros and cons of vangaurdism.")
valid = 1
if(/obj/item/clothing/head/ushanka)
name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
desc = "A follower of Karl Barx."
emote_see = list("contemplates the failings of the capitalist economic model.", "ponders the pros and cons of vangaurdism.")
valid = 1
if(/obj/item/clothing/head/collectable/police)
name = "Officer [real_name]"
emote_see = list("drools.","looks for donuts.")
desc = "Stop right there criminal scum!"
valid = 1
if(/obj/item/clothing/head/collectable/police)
name = "Officer [real_name]"
emote_see = list("drools.","looks for donuts.")
desc = "Stop right there criminal scum!"
valid = 1
if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
name = "Grandwizard [real_name]"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
valid = 1
if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
name = "Grandwizard [real_name]"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
valid = 1
if(/obj/item/clothing/head/cardborg)
name = "Borgi"
speak = list("Ping!","Beep!","Woof!")
emote_see = list("goes rogue.", "sniffs out non-humans.")
desc = "Result of robotics budget cuts."
valid = 1
if(/obj/item/clothing/head/cardborg)
name = "Borgi"
speak = list("Ping!","Beep!","Woof!")
emote_see = list("goes rogue.", "sniffs out non-humans.")
desc = "Result of robotics budget cuts."
valid = 1
if(/obj/item/weapon/bedsheet)
name = "\improper Ghost"
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
emote_see = list("stumbles around.", "shivers.")
emote_hear = list("howls!","groans.")
desc = "Spooky!"
valid = 1
if(/obj/item/weapon/bedsheet)
name = "\improper Ghost"
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
emote_see = list("stumbles around.", "shivers.")
emote_hear = list("howls!","groans.")
desc = "Spooky!"
valid = 1
if(/obj/item/clothing/head/helmet/space/santahat)
name = "Santa's Corgi Helper"
emote_hear = list("barks christmas songs.", "yaps merrily!")
emote_see = list("looks for presents.", "checks his list.")
desc = "He's very fond of milk and cookies."
valid = 1
if(/obj/item/clothing/head/helmet/space/santahat)
name = "Santa's Corgi Helper"
emote_hear = list("barks christmas songs.", "yaps merrily!")
emote_see = list("looks for presents.", "checks his list.")
desc = "He's very fond of milk and cookies."
valid = 1
if(/obj/item/clothing/head/soft)
name = "Corgi Tech [real_name]"
desc = "The reason your yellow gloves have chew-marks."
valid = 1
if(/obj/item/clothing/head/soft)
name = "Corgi Tech [real_name]"
desc = "The reason your yellow gloves have chew-marks."
valid = 1
if(/obj/item/clothing/head/hardhat/reindeer)
name = "[real_name] the red-nosed Corgi"
emote_hear = list("lights the way!", "illuminates.", "yaps!")
desc = "He has a very shiny nose."
SetLuminosity(1)
valid = 1
if(/obj/item/clothing/head/hardhat/reindeer)
name = "[real_name] the red-nosed Corgi"
emote_hear = list("lights the way!", "illuminates.", "yaps!")
desc = "He has a very shiny nose."
SetLuminosity(1)
valid = 1
if(/obj/item/clothing/head/sombrero)
name = "Segnor [real_name]"
desc = "You must respect elder [real_name]"
valid = 1
if(/obj/item/clothing/head/sombrero)
name = "Segnor [real_name]"
desc = "You must respect elder [real_name]"
valid = 1
if(/obj/item/clothing/head/hopcap)
name = "Lieutenant [real_name]"
desc = "Can actually be trusted to not run off on his own."
valid = 1
if(/obj/item/clothing/head/hopcap)
name = "Lieutenant [real_name]"
desc = "Can actually be trusted to not run off on his own."
valid = 1
if(valid)
if(!usr.drop_item())
usr << "<span class='notice'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s head!</span>"
return 0
if(health <= 0)
usr << "<span class ='notice'>There is merely a dull, lifeless look in [real_name]'s eyes as you put the [item_to_add] on \him.</span>"
else if(usr)
if(!usr.drop_item())
usr << "<span class='notice'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s head!</span>"
return 0
usr.visible_message("[usr] puts [item_to_add] on [real_name]'s head. [src] looks at [usr] and barks once.",
"You put [item_to_add] on [real_name]'s head. [src] gives you a peculiar look, then wags \his tail once and barks.",
"You hear a friendly-sounding bark.")
@@ -411,25 +423,27 @@
/mob/living/simple_animal/corgi/regenerate_icons()
overlays = list()
overlays.Cut()
if(inventory_head)
var/head_icon_state = inventory_head.icon_state
var/image/head_icon
if(health <= 0)
head_icon_state += "2"
var/icon/head_icon = image('icons/mob/corgi_head.dmi',head_icon_state)
if(head_icon)
overlays += head_icon
head_icon = image('icons/mob/corgi_head.dmi', icon_state = inventory_head.icon_state, dir = EAST)
head_icon.pixel_y = -8
head_icon.transform = turn(head_icon.transform, 180)
else
head_icon = image('icons/mob/corgi_head.dmi', icon_state = inventory_head.icon_state)
overlays += head_icon
if(inventory_back)
var/back_icon_state = inventory_back.icon_state
var/image/back_icon
if(health <= 0)
back_icon_state += "2"
var/icon/back_icon = image('icons/mob/corgi_back.dmi',back_icon_state)
if(back_icon)
overlays += back_icon
back_icon = image('icons/mob/corgi_back.dmi', icon_state = inventory_back.icon_state, dir = EAST)
back_icon.pixel_y = -11
back_icon.transform = turn(back_icon.transform, 180)
else
back_icon = image('icons/mob/corgi_back.dmi', icon_state = inventory_back.icon_state)
overlays += back_icon
if(facehugger)
if(istype(src, /mob/living/simple_animal/corgi/puppy))
+1 -1
View File
@@ -518,7 +518,7 @@ var/list/slot_equipment_priority = list( \
namecounts[name] = 1
creatures[name] = O
if(istype(O, /obj/machinery/singularity))
if(istype(O, /obj/singularity))
var/name = "Singularity"
if (names.Find(name))
namecounts[name]++
+2 -1
View File
@@ -78,7 +78,8 @@
var/drowsyness = 0//Carbon
var/dizziness = 0//Carbon
var/jitteriness = 0//Carbon
var/nutrition = 400//Carbon
var/nutrition = NUTRITION_LEVEL_FED + 50//Carbon
var/satiety = 0//Carbon
var/overeatduration = 0 // How long this guy is overeating //Carbon
var/paralysis = 0
+18 -3
View File
@@ -25,10 +25,13 @@
var/output = "<center><p><a href='byond://?src=\ref[src];show_preferences=1'>Setup Character</A></p>"
if(!ticker || ticker.current_state <= GAME_STATE_PREGAME)
if(!ready) output += "<p><a href='byond://?src=\ref[src];ready=1'>Declare Ready</A></p>"
else output += "<p><b>You are ready</b> <a href='byond://?src=\ref[src];ready=0'>Cancel</A></p>"
if(ready)
output += "<p>\[ <b>Ready</b> | <a href='byond://?src=\ref[src];ready=0'>Not Ready</a> \]</p>"
else
output += "<p>\[ <a href='byond://?src=\ref[src];ready=1'>Ready</a> | <b>Not Ready</b> \]</p>"
else
output += "<a href='byond://?src=\ref[src];manifest=1'>View the Crew Manifest</A><br><br>"
output += "<p><a href='byond://?src=\ref[src];late_join=1'>Join Game!</A></p>"
output += "<p><a href='byond://?src=\ref[src];observe=1'>Observe</A></p>"
@@ -98,7 +101,10 @@
return 1
if(href_list["ready"])
ready = text2num(href_list["ready"])
if(!ticker || ticker.current_state <= GAME_STATE_PREGAME) // Make sure we don't ready up after the round has started
ready = !ready
else
ready = 0
if(href_list["refresh"])
src << browse(null, "window=playersetup") //closes the player setup window
@@ -136,6 +142,9 @@
return
LateChoices()
if(href_list["manifest"])
ViewManifest()
if(href_list["SelectedJob"])
if(!enter_allowed)
@@ -364,6 +373,12 @@
return new_character
/mob/new_player/proc/ViewManifest()
var/dat = "<html><body>"
dat += "<h4>Crew Manifest</h4>"
dat += data_core.get_manifest(OOC = 1)
src << browse(dat, "window=manifest;size=370x420;can_close=1")
/mob/new_player/Move()
return 0
@@ -81,7 +81,7 @@
if(BARTENDER)
clothes_s = new /icon('icons/mob/uniform.dmi', "ba_suit_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armoralt"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "backpack"), ICON_OVERLAY)
else if(backbag == 3)
@@ -260,12 +260,12 @@
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-cap"), ICON_OVERLAY)
if(HOS)
clothes_s = new /icon('icons/mob/uniform.dmi', "hosred_s")
clothes_s = new /icon('icons/mob/uniform.dmi', "hos_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hoscap"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hosberetblack"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "sunhud"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "hos"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "hostrench"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
if(backbag == 3)
@@ -293,9 +293,10 @@
if(backbag == 3)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel-norm"), ICON_OVERLAY)
if(OFFICER)
clothes_s = new /icon('icons/mob/uniform.dmi', "secred_s")
clothes_s = new /icon('icons/mob/uniform.dmi', "security_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret_badge"), ICON_OVERLAY)
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
if(backbag == 2)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "securitypack"), ICON_OVERLAY)
@@ -720,12 +720,12 @@
gender = NEUTER
/datum/sprite_accessory/undershirt/tank_white
name = "White Tank-Top"
name = "White Tank Top"
icon_state = "tank_white"
gender = NEUTER
/datum/sprite_accessory/undershirt/tank_black
name = "Black Tank-Top"
name = "Black Tank Top"
icon_state = "tank_black"
gender = NEUTER
@@ -738,3 +738,208 @@
name = "Midriff Tank Top"
icon_state = "tank_midriff"
gender = FEMALE
/datum/sprite_accessory/undershirt/lover
name = "Lover shirt"
icon_state = "lover"
gender = NEUTER
/datum/sprite_accessory/undershirt/ian
name = "Blue Ian Shirt"
icon_state = "ian"
gender = NEUTER
/datum/sprite_accessory/undershirt/uk
name = "UK Shirt"
icon_state = "uk"
gender = NEUTER
/datum/sprite_accessory/undershirt/ilovent
name = "I Love NT Shirt"
icon_state = "ilovent"
gender = NEUTER
/datum/sprite_accessory/undershirt/peace
name = "Peace Shirt"
icon_state = "peace"
gender = NEUTER
/datum/sprite_accessory/undershirt/mondmondjaja
name = "Band Shirt"
icon_state = "band"
gender = NEUTER
/datum/sprite_accessory/undershirt/pacman
name = "Pogoman Shirt"
icon_state = "pogoman"
gender = NEUTER
/datum/sprite_accessory/undershirt/matroska
name = "Matroska Shirt"
icon_state = "matroska"
gender = NEUTER
/datum/sprite_accessory/undershirt/whiteshortsleeve
name = "White Short-sleeved Shirt"
icon_state = "whiteshortsleeve"
gender = NEUTER
/datum/sprite_accessory/undershirt/purpleshortsleeve
name = "Purple Short-sleeved Shirt"
icon_state = "purpleshortsleeve"
gender = NEUTER
/datum/sprite_accessory/undershirt/blueshortsleeve
name = "Blue Short-sleeved Shirt"
icon_state = "blueshortsleeve"
gender = NEUTER
/datum/sprite_accessory/undershirt/greenshortsleeve
name = "Green Short-sleeved Shirt"
icon_state = "greenshortsleeve"
gender = NEUTER
/datum/sprite_accessory/undershirt/blackshortsleeve
name = "Black Short-sleeved Shirt"
icon_state = "blackshortsleeve"
gender = NEUTER
/datum/sprite_accessory/undershirt/blueshirt
name = "Blue T-Shirt"
icon_state = "blueshirt"
gender = NEUTER
/datum/sprite_accessory/undershirt/redshirt
name = "Red T-Shirt"
icon_state = "redshirt"
gender = NEUTER
/datum/sprite_accessory/undershirt/yellowshirt
name = "Yellow T-Shirt"
icon_state = "yellowshirt"
gender = NEUTER
/datum/sprite_accessory/undershirt/greenshirt
name = "Green T-Shirt"
icon_state = "greenshirt"
gender = NEUTER
/datum/sprite_accessory/undershirt/bluepolo
name = "Blue Polo Shirt"
icon_state = "bluepolo"
gender = NEUTER
/datum/sprite_accessory/undershirt/redpolo
name = "Red Polo Shirt"
icon_state = "redpolo"
gender = NEUTER
/datum/sprite_accessory/undershirt/whitepolo
name = "White Polo Shirt"
icon_state = "whitepolo"
gender = NEUTER
/datum/sprite_accessory/undershirt/grayyellowpolo
name = "Gray-Yellow Polo Shirt"
icon_state = "grayyellowpolo"
gender = NEUTER
/datum/sprite_accessory/undershirt/redtop
name = "Red Top"
icon_state = "redtop"
gender = FEMALE
/datum/sprite_accessory/undershirt/whitetop
name = "White Top"
icon_state = "whitetop"
gender = FEMALE
/datum/sprite_accessory/undershirt/greenshirtsport
name = "Green Sports Shirt"
icon_state = "greenshirtsport"
gender = NEUTER
/datum/sprite_accessory/undershirt/redshirtsport
name = "Red Sports Shirt"
icon_state = "redshirtsport"
gender = NEUTER
/datum/sprite_accessory/undershirt/blueshirtsport
name = "Blue Sports Shirt"
icon_state = "blueshirtsport"
gender = NEUTER
/datum/sprite_accessory/undershirt/ss13
name = "SS13 Shirt"
icon_state = "shirt_ss13"
gender = NEUTER
/datum/sprite_accessory/undershirt/tankfire
name = "Fire Tank Top"
icon_state = "tank_fire"
gender = NEUTER
/datum/sprite_accessory/undershirt/question
name = "Question Shirt"
icon_state = "shirt_question"
gender = NEUTER
/datum/sprite_accessory/undershirt/skull
name = "Skull Shirt"
icon_state = "shirt_skull"
gender = NEUTER
/datum/sprite_accessory/undershirt/commie
name = "Commie Shirt"
icon_state = "shirt_commie"
gender = NEUTER
/datum/sprite_accessory/undershirt/nano
name = "Nanotransen Shirt"
icon_state = "shirt_nano"
gender = NEUTER
/datum/sprite_accessory/undershirt/stripe
name = "Striped Shirt"
icon_state = "shirt_stripes"
gender = NEUTER
/datum/sprite_accessory/undershirt/blueshirt
name = "Blue Shirt"
icon_state = "shirt_blue"
gender = NEUTER
/datum/sprite_accessory/undershirt/redshirt
name = "Red Shirt"
icon_state = "shirt_red"
gender = NEUTER
/datum/sprite_accessory/undershirt/greenshirt
name = "Green Shirt"
icon_state = "shirt_green"
gender = NEUTER
/datum/sprite_accessory/undershirt/meat
name = "Meat Shirt"
icon_state = "shirt_meat"
gender = NEUTER
/datum/sprite_accessory/undershirt/tiedye
name = "Tie-dye Shirt"
icon_state = "shirt_tiedye"
gender = NEUTER
/datum/sprite_accessory/undershirt/redjersey
name = "Red Jersey"
icon_state = "shirt_redjersey"
gender = NEUTER
/datum/sprite_accessory/undershirt/bluejersey
name = "Blue Jersey"
icon_state = "shirt_bluejersey"
gender = NEUTER
/datum/sprite_accessory/undershirt/tankstripe
name = "Striped Tank Top"
icon_state = "tank_stripes"
gender = FEMALE
+1 -1
View File
@@ -55,7 +55,7 @@
P.loc = user.loc
user.put_in_hands(P)
user << "<span class='notice'>You take [P] out of the [src].</span>"
user << "<span class='notice'>You take [P] out of \the [src].</span>"
else
user << "<span class='notice'>[src] is empty!</span>"
+1 -1
View File
@@ -679,7 +679,7 @@
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = I
user << "You inject the solution into the [src]."
user << "You inject the solution into \the [src]."
if(S.reagents.has_reagent("plasma", 5))
+1 -1
View File
@@ -97,7 +97,7 @@ var/global/list/rad_collectors = list()
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
src.locked = 0 //just in case it somehow gets locked
user << "<span class='danger'>The controls can only be locked when the [src] is active.</span>"
user << "<span class='danger'>The controls can only be locked when \the [src] is active.</span>"
else
user << "<span class='danger'>Access denied!</span>"
return 1
@@ -74,7 +74,7 @@
return ..()
/obj/machinery/field/CanPass(obj/mover as obj, turf/target, height=0)
if((istype(mover, /obj/machinery) && !istype(mover, /obj/machinery/singularity)) || \
if((istype(mover, /obj/machinery) && !istype(mover, /obj/singularity)) || \
istype(mover, /obj/structure) || \
istype(mover, /obj/mecha))
bump(mover)
+10 -10
View File
@@ -63,13 +63,13 @@
if(!src.locked)
if(src.active==1)
src.active = 0
user << "You turn off the [src]."
user << "You turn off \the [src]."
message_admins("Emitter turned off 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("Emitter turned off by [user.ckey]([user]) in ([x],[y],[z])")
investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
else
src.active = 1
user << "You turn on the [src]."
user << "You turn on \the [src]."
src.shot_number = 0
src.fire_delay = 100
investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
@@ -152,7 +152,7 @@
if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off the [src] first."
user << "Turn off \the [src] first."
return
switch(state)
if(0 && !isinspace())
@@ -176,7 +176,7 @@
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(active)
user << "Turn off the [src] first."
user << "Turn off \the [src] first."
return
switch(state)
if(0)
@@ -185,23 +185,23 @@
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You start to weld \the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 2
user << "You weld the [src] to the floor."
user << "You weld \the [src] to the floor."
connect_to_network()
if(2)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You start to cut \the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
user << "You cut \the [src] free from the floor."
disconnect_from_network()
return
@@ -215,7 +215,7 @@
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
src.locked = 0 //just in case it somehow gets locked
user << "<span class='danger'>The controls can only be locked when the [src] is online.</span>"
user << "<span class='danger'>The controls can only be locked when \the [src] is online.</span>"
else
user << "<span class='danger'>Access denied.</span>"
return
@@ -227,4 +227,4 @@
if(!emagged)
locked = 0
emagged = 1
user.visible_message("[user.name] emags the [src.name].","<span class='danger'>You short out the lock.</span>")
user.visible_message("[user.name] emags the [src.name].","<span class='danger'>You short out the lock.</span>")
@@ -127,7 +127,7 @@ field_generator power level display
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You start to weld \the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
@@ -139,12 +139,12 @@ field_generator power level display
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You start to cut \the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
user << "You cut \the [src] free from the floor."
else
return
else
@@ -344,7 +344,7 @@ field_generator power level display
//I want to avoid using global variables.
spawn(1)
var/temp = 1 //stops spam
for(var/obj/machinery/singularity/O in world)
for(var/obj/singularity/O in world)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = 0
+1 -1
View File
@@ -12,7 +12,7 @@
/obj/machinery/the_singularitygen/process()
var/turf/T = get_turf(src)
if(src.energy >= 200)
new /obj/machinery/singularity/(T, 50)
new /obj/singularity/(T, 50)
if(src) qdel(src)
/obj/machinery/the_singularitygen/attackby(obj/item/W, mob/user)
+17 -36
View File
@@ -1,4 +1,4 @@
/obj/machinery/singularity/narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
/obj/singularity/narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
name = "Nar-sie's Avatar"
desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
icon = 'icons/obj/magic_terror.dmi'
@@ -10,9 +10,8 @@
move_self = 1 //Do we move on our own?
grav_pull = 5 //How many tiles out do we pull?
consume_range = 6 //How many tiles out do we eat
var/uneatable = list(/turf/space, /obj/effect/overlay, /mob/living/simple_animal/construct)
/obj/machinery/singularity/narsie/large
/obj/singularity/narsie/large
name = "Nar-Sie"
icon = 'icons/obj/narsie.dmi'
// Pixel stuff centers Narsie.
@@ -23,7 +22,7 @@
grav_pull = 10
consume_range = 12 //How many tiles out do we eat
/obj/machinery/singularity/narsie/large/New()
/obj/singularity/narsie/large/New()
..()
world << "<font size='15' color='red'><b>NAR-SIE HAS RISEN</b></font>"
world << pick(sound('sound/hallucinations/im_here1.ogg'), sound('sound/hallucinations/im_here2.ogg'))
@@ -39,7 +38,7 @@
emergency_shuttle.incall(0.3) // Cannot recall
/obj/machinery/singularity/narsie/large/attack_ghost(mob/dead/observer/user as mob)
/obj/singularity/narsie/large/attack_ghost(mob/dead/observer/user as mob)
if(!(src in view()))
user << "Your soul is too far away."
return
@@ -47,7 +46,7 @@
new /obj/effect/effect/sleep_smoke(user.loc)
/obj/machinery/singularity/narsie/process()
/obj/singularity/narsie/process()
eat()
if(!target || prob(5))
pickcultist()
@@ -56,15 +55,15 @@
mezzer()
/obj/machinery/singularity/narsie/Bump(atom/A)//you dare stand before a god?!
/obj/singularity/narsie/Bump(atom/A)//you dare stand before a god?!
godsmack(A)
return
/obj/machinery/singularity/narsie/Bumped(atom/A)
/obj/singularity/narsie/Bumped(atom/A)
godsmack(A)
return
/obj/machinery/singularity/narsie/proc/godsmack(var/atom/A)
/obj/singularity/narsie/proc/godsmack(var/atom/A)
if(istype(A,/obj/))
var/obj/O = A
O.ex_act(1.0)
@@ -75,7 +74,7 @@
T.ChangeTurf(/turf/simulated/floor/engine/cult)
/obj/machinery/singularity/narsie/mezzer()
/obj/singularity/narsie/mezzer()
for(var/mob/living/carbon/M in oviewers(8, src))
if(M.stat == CONSCIOUS)
if(!iscultist(M))
@@ -83,33 +82,15 @@
M.apply_effect(3, STUN)
/obj/machinery/singularity/narsie/consume(var/atom/A)
if(is_type_in_list(A, uneatable))
return 0
/obj/singularity/narsie/consume(var/atom/A)
A.narsie_act()
if(istype(A,/mob/living/))
var/mob/living/C = A
if(C.client)
makeNewConstruct(/mob/living/simple_animal/construct/harvester, C, null, 1)
C.spawn_dust()
C.gib()
return
if(isturf(A))
var/turf/T = A
if(istype(T, /turf/simulated/floor) && !istype(T, /turf/simulated/floor/engine/cult))
if(prob(20)) T.ChangeTurf(/turf/simulated/floor/engine/cult)
else if(istype(T,/turf/simulated/wall) && !istype(T, /turf/simulated/wall/cult))
if(prob(20)) T.ChangeTurf(/turf/simulated/wall/cult)
/obj/singularity/narsie/ex_act() //No throwing bombs at it either. --NEO
return
/obj/machinery/singularity/narsie/ex_act() //No throwing bombs at it either. --NEO
return
/obj/machinery/singularity/narsie/proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
/obj/singularity/narsie/proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
var/list/cultists = list()
var/list/noncultists = list()
for(var/mob/living/carbon/food in living_mob_list) //we don't care about constructs or cult-Ians or whatever. cult-monkeys are fair game i guess
@@ -143,7 +124,7 @@
return
/obj/machinery/singularity/narsie/proc/acquire(var/mob/food)
/obj/singularity/narsie/proc/acquire(var/mob/food)
target << "<span class='notice'>NAR-SIE HAS LOST INTEREST IN YOU</span>"
target = food
if(ishuman(target))
@@ -152,10 +133,10 @@
target << "<span class ='userdanger'>NAR-SIE HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL</span>"
//Wizard narsie
/obj/machinery/singularity/narsie/wizard
/obj/singularity/narsie/wizard
grav_pull = 0
/obj/machinery/singularity/narsie/wizard/eat()
/obj/singularity/narsie/wizard/eat()
set background = BACKGROUND_ENABLED
// if(defer_powernet_rebuild != 2)
// defer_powernet_rebuild = 1
@@ -167,7 +148,7 @@
return
/obj/machinery/singularity/narsie/proc/narsie_spawn_animation()
/obj/singularity/narsie/proc/narsie_spawn_animation()
icon = 'icons/obj/narsie_spawn_anim.dmi'
dir = SOUTH
move_self = 0
@@ -38,7 +38,7 @@
if (A)
if(ismob(A))
toxmob(A)
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/machinery/singularity/)))
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/singularity/)))
A:energy += energy
return
+32 -29
View File
@@ -1,6 +1,6 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/machinery/singularity
/obj/singularity
name = "gravitational singularity"
desc = "A gravitational singularity."
icon = 'icons/obj/singularity.dmi'
@@ -10,7 +10,6 @@
layer = 6
luminosity = 6
unacidable = 1 //Don't comment this out.
use_power = 0
var/current_size = 1
var/allowed_size = 1
var/contained = 1 //Are we going to move around?
@@ -27,20 +26,24 @@
var/last_failed_movement = 0//Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing
var/last_warning
/obj/machinery/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
/obj/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
//CARN: admin-alert for chuckle-fuckery.
admin_investigate_setup()
src.energy = starting_energy
..()
processing_objects.Add(src)
for(var/obj/machinery/power/singularity_beacon/singubeacon in world)
if(singubeacon.active)
target = singubeacon
break
return
/obj/singularity/Destroy()
processing_objects.Remove(src)
..()
/obj/machinery/singularity/Move(atom/newloc, direct)
/obj/singularity/Move(atom/newloc, direct)
if(current_size >= STAGE_FIVE || check_turfs_in(direct))
last_failed_movement = 0//Reset this because we moved
return ..()
@@ -49,17 +52,17 @@
return 0
/obj/machinery/singularity/attack_hand(mob/user as mob)
/obj/singularity/attack_hand(mob/user as mob)
consume(user)
return 1
/obj/machinery/singularity/Process_Spacemove() //The singularity stops drifting for no man!
/obj/singularity/Process_Spacemove() //The singularity stops drifting for no man!
return 0
/obj/machinery/singularity/blob_act(severity)
/obj/singularity/blob_act(severity)
return
/obj/machinery/singularity/ex_act(severity, target)
/obj/singularity/ex_act(severity, target)
switch(severity)
if(1.0)
if(current_size <= STAGE_TWO)
@@ -75,21 +78,21 @@
return
/obj/machinery/singularity/bullet_act(obj/item/projectile/P)
/obj/singularity/bullet_act(obj/item/projectile/P)
return 0 //Will there be an impact? Who knows. Will we see it? No.
/obj/machinery/singularity/Bump(atom/A)
/obj/singularity/Bump(atom/A)
consume(A)
return
/obj/machinery/singularity/Bumped(atom/A)
/obj/singularity/Bumped(atom/A)
consume(A)
return
/obj/machinery/singularity/process()
/obj/singularity/process()
if(current_size >= STAGE_TWO)
move()
pulse()
@@ -102,17 +105,17 @@
return
/obj/machinery/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
/obj/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
return
/obj/machinery/singularity/proc/admin_investigate_setup()
/obj/singularity/proc/admin_investigate_setup()
last_warning = world.time
var/count = locate(/obj/machinery/field/containment) in orange(30, src)
if(!count) message_admins("A singulo has been created without containment fields active ([x],[y],[z])",1)
investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
/obj/machinery/singularity/proc/dissipate()
/obj/singularity/proc/dissipate()
if(!dissipate)
return
if(dissipate_track >= dissipate_delay)
@@ -122,7 +125,7 @@
dissipate_track++
/obj/machinery/singularity/proc/expand(var/force_size = 0)
/obj/singularity/proc/expand(var/force_size = 0)
var/temp_allowed_size = src.allowed_size
if(force_size)
temp_allowed_size = force_size
@@ -191,7 +194,7 @@
return 0
/obj/machinery/singularity/proc/check_energy()
/obj/singularity/proc/check_energy()
if(energy <= 0)
investigate_log("collapsed.","singulo")
qdel(src)
@@ -212,11 +215,11 @@
return 1
/obj/machinery/singularity/proc/eat()
/obj/singularity/proc/eat()
set background = BACKGROUND_ENABLED
for(var/atom/X in orange(grav_pull,src))
var/dist = get_dist(X, src)
var/obj/machinery/singularity/S = src
var/obj/singularity/S = src
if(dist > consume_range)
X.singularity_pull(S, current_size)
else if(dist <= consume_range)
@@ -224,13 +227,13 @@
return
/obj/machinery/singularity/proc/consume(var/atom/A)
/obj/singularity/proc/consume(var/atom/A)
var/gain = A.singularity_act(current_size)
src.energy += gain
return
/obj/machinery/singularity/proc/move(var/force_move = 0)
/obj/singularity/proc/move(var/force_move = 0)
if(!move_self)
return 0
@@ -245,7 +248,7 @@
step(src, movement_dir)
/obj/machinery/singularity/proc/check_turfs_in(var/direction = 0, var/step = 0)
/obj/singularity/proc/check_turfs_in(var/direction = 0, var/step = 0)
if(!direction)
return 0
var/steps = 0
@@ -298,7 +301,7 @@
return 1
/obj/machinery/singularity/proc/can_move(var/turf/T)
/obj/singularity/proc/can_move(var/turf/T)
if(!T)
return 0
if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
@@ -314,7 +317,7 @@
return 1
/obj/machinery/singularity/proc/event()
/obj/singularity/proc/event()
var/numb = pick(1,2,3,4,5,6)
switch(numb)
if(1)//EMP
@@ -328,7 +331,7 @@
return 1
/obj/machinery/singularity/proc/toxmob()
/obj/singularity/proc/toxmob()
var/toxrange = 10
var/toxdamage = 4
var/radiation = 15
@@ -344,7 +347,7 @@
return
/obj/machinery/singularity/proc/mezzer()
/obj/singularity/proc/mezzer()
for(var/mob/living/carbon/M in oviewers(8, src))
if(istype(M, /mob/living/carbon/brain)) //Ignore brains
continue
@@ -361,19 +364,19 @@
return
/obj/machinery/singularity/proc/emp_area()
/obj/singularity/proc/emp_area()
empulse(src, 8, 10)
return
/obj/machinery/singularity/proc/pulse()
/obj/singularity/proc/pulse()
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
if(get_dist(R, src) <= 15) // Better than using orange() every process
R.receive_pulse(energy)
return
/obj/machinery/singularity/singularity_act()
/obj/singularity/singularity_act()
var/gain = (energy/2)
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
+4 -5
View File
@@ -33,9 +33,10 @@ var/list/solars_list = list()
//set the control of the panel to a given computer if closer than SOLAR_MAX_DIST
/obj/machinery/power/solar/proc/set_control(var/obj/machinery/power/solar_control/SC)
if(SC && (get_dist(src, SC) > SOLAR_MAX_DIST))
if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
return 0
control = SC
SC.connected_panels |= src
return 1
//set the control of the panel to null and removes it from the control list of the previous control computer if needed
@@ -323,12 +324,10 @@ var/list/solars_list = list()
var/obj/machinery/power/solar/S = M
if(!S.control) //i.e unconnected
S.set_control(src)
connected_panels |= S
else if(istype(M, /obj/machinery/power/tracker))
if(!connected_tracker) //if there's already a tracker connected to the computer don't add another
var/obj/machinery/power/tracker/T = M
if(!T.control) //i.e unconnected
connected_tracker = T
T.set_control(src)
//called by the sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly
@@ -484,10 +483,10 @@ var/list/solars_list = list()
set_panels(targetdir)
if(href_list["search_connected"])
src.search_for_connected()
search_for_connected()
if(connected_tracker && track == 2)
connected_tracker.set_angle(sun.angle)
src.set_panels(cdir)
set_panels(cdir)
src.updateUsrDialog()
return
@@ -0,0 +1,286 @@
//Ported from /vg/station13, which was in turn forked from baystation12;
//Please do not bother them with bugs from this port, however, as it has been modified quite a bit.
//Modifications include removing the world-ending full supermatter variation, and leaving only the shard.
#define NITROGEN_RETARDATION_FACTOR 2 //Higher == N2 slows reaction more
#define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction
#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
#define REACTION_POWER_MODIFIER 0.55 //Higher == more overall power
//These would be what you would get at point blank, decreases with distance
#define DETONATION_RADS 200
#define DETONATION_HALLUCINATION 600
#define WARNING_DELAY 30 //seconds between warnings.
/obj/machinery/power/supermatter_shard
name = "supermatter shard"
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. <span class='danger'> You get headaches just from looking at it.</span>"
icon = 'icons/obj/supermatter.dmi'
icon_state = "darkmatter_shard"
density = 1
anchored = 0
luminosity = 4
var/gasefficency = 0.125
var/base_icon_state = "darkmatter_shard"
var/damage = 0
var/damage_archived = 0
var/safe_alert = "Crystalline hyperstructure returning to safe operating levels."
var/warning_point = 50
var/warning_alert = "Danger! Crystal hyperstructure instability!"
var/emergency_point = 500
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 900
var/emergency_issued = 0
var/explosion_power = 8
var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
var/power = 0
var/oxygen = 0 // Moving this up here for easier debugging.
//Temporary values so that we can optimize this
//How much the bullets damage should be multiplied by when it is added to the internal variables
var/config_bullet_energy = 2
//How much of the power is left after processing is finished?
// var/config_power_reduction_per_tick = 0.5
//How much hallucination should it produce per unit of power?
var/config_hallucination_power = 0.1
var/obj/item/device/radio/radio
//for logging
var/has_been_powered = 0
var/has_reached_emergency = 0
/obj/machinery/power/supermatter_shard/New()
. = ..()
radio = new(src)
radio.listening = 0
investigate_log("has been created.", "supermatter")
/obj/machinery/power/supermatter_shard/Destroy()
investigate_log("has been destroyed.", "supermatter")
qdel(radio)
. = ..()
/obj/machinery/power/supermatter_shard/proc/explode()
investigate_log("has exploded.", "supermatter")
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1, 1)
qdel(src)
return
/obj/machinery/power/supermatter_shard/process()
var/turf/L = loc
if(isnull(L)) // We have a null turf...something is wrong, stop processing this entity.
return PROCESS_KILL
if(!istype(L)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
return //Yeah just stop.
if(istype(L, /turf/space)) // Stop processing this stuff if we've been ejected.
return
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
var/stability = num2text(round((damage / explosion_point) * 100))
if(damage > emergency_point)
radio.talk_into(src, "[emergency_alert] Instability: [stability]%")
lastwarning = world.timeofday
if(!has_reached_emergency)
investigate_log("has reached the emergency point for the first time.", "supermatter")
message_admins("[src] has reached the emergency point <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>(JMP)</a>.")
has_reached_emergency = 1
else if(damage >= damage_archived) // The damage is still going up
radio.talk_into(src, "[warning_alert] Instability: [stability]%")
lastwarning = world.timeofday - 150
else // Phew, we're safe
radio.talk_into(src, "[safe_alert]")
lastwarning = world.timeofday
if(damage > explosion_point)
for(var/mob/living/mob in living_mob_list)
if(istype(mob, /mob/living/carbon/human))
//Hilariously enough, running into a closet should make you get hit the hardest.
var/mob/living/carbon/human/H = mob
H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
mob.apply_effect(rads, IRRADIATE)
explode()
//Ok, get the air from the turf
var/datum/gas_mixture/env = L.return_air()
//Remove gas from surrounding area
var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles())
if(!removed || !removed.total_moles())
damage += max((power-1600)/10, 0)
power = min(power, 1600)
return 1
damage_archived = damage
damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
//Ok, 100% oxygen atmosphere = best reaction
//Maxes out at 100% oxygen pressure
oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
var/temp_factor = 50
if(oxygen > 0.8)
// with a perfect gas mix, make the power less based on heat
icon_state = "[base_icon_state]_glow"
else
// in normal mode, base the produced energy around the heat
temp_factor = 30
icon_state = base_icon_state
power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
//We've generated power, now let's transfer it to the collectors for storing/usage
transfer_energy()
var/device_energy = power * REACTION_POWER_MODIFIER
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
//Since the core is effectively "cold"
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
removed.temperature += (device_energy / THERMAL_RELEASE_MODIFIER)
removed.temperature = max(0, min(removed.temperature, 2500))
//Calculate how much gas to release
removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
env.merge(removed)
for(var/mob/living/carbon/human/l in view(src, min(7, round(power ** 0.25)))) // If they can see it without mesons on. Bad on them.
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / min(1, get_dist(l, src)) ) ) )
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
var/rads = (power / 10) * sqrt( 1 / min(get_dist(l, src),1) )
l.apply_effect(rads, IRRADIATE)
power -= (power/500)**3
return 1
/obj/machinery/power/supermatter_shard/bullet_act(var/obj/item/projectile/Proj)
var/turf/L = loc
if(!istype(L)) // We don't run process() when we are in space
return 0 // This stops people from being able to really power up the supermatter
// Then bring it inside to explode instantly upon landing on a valid turf.
if(Proj.flag != "bullet")
power += Proj.damage * config_bullet_energy
if(!has_been_powered)
investigate_log("has been powered for the first time.", "supermatter")
message_admins("[src] has been powered for the first time <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>(JMP)</a>.")
has_been_powered = 1
else
damage += Proj.damage * config_bullet_energy
return 0
/obj/machinery/power/supermatter_shard/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/power/supermatter_shard/attack_robot(mob/user as mob)
if(Adjacent(user))
return attack_hand(user)
else
user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
return
/obj/machinery/power/supermatter_shard/attack_ai(mob/user as mob)
user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
/obj/machinery/power/supermatter_shard/attack_hand(mob/user as mob)
user.visible_message("<span class=\"warning\">\The [user] reaches out and touches \the [src], inducing a resonance... \his body starts to glow and bursts into flames before flashing into ash.</span>",\
"<span class=\"danger\">You reach out and touch \the [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>",\
"<span class=\"warning\">You hear an unearthly noise as a wave of heat washes over you.</span>")
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
Consume(user)
/obj/machinery/power/supermatter_shard/proc/transfer_energy()
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
if(get_dist(R, src) <= 15) // Better than using orange() every process
R.receive_pulse(power/10)
return
/obj/machinery/power/supermatter_shard/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
if(user.drop_item(W))
Consume(W)
user.visible_message("<span class=\"warning\">As [user] touches \the [src] with \a [W], silence fills the room...</span>",\
"<span class=\"danger\">You touch \the [src] with \the [W], and everything suddenly goes silent.\"</span>\n<span class=\"notice\">\The [W] flashes into dust as you flinch away from \the [src].</span>",\
"<span class=\"warning\">Everything suddenly goes silent.</span>")
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
user.apply_effect(150, IRRADIATE)
/obj/machinery/power/supermatter_shard/Bumped(atom/AM as mob|obj)
if(istype(AM, /mob/living))
AM.visible_message("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
"<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
"<span class=\"warning\">You hear an unearthly noise as a wave of heat washes over you.</span>")
else
AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
Consume(AM)
/obj/machinery/power/supermatter_shard/proc/Consume(atom/movable/AM)
if(istype(AM, /mob/living))
var/mob/living/user = AM
user.dust()
power += 200
message_admins("[src] has consumed [key_name(user)]<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A> <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>(JMP)</a>.")
else
qdel(AM)
investigate_log("has consumed [AM].", "supermatter")
power += 200
//Some poor sod got eaten, go ahead and irradiate people nearby.
for(var/mob/living/L in range(10))
var/rads = 500 * sqrt( 1 / (get_dist(L, src) + 1) )
L.apply_effect(rads, IRRADIATE)
investigate_log("has irradiated [L] after consuming [AM].", "supermatter")
if(L in view())
L.show_message("<span class=\"warning\">As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
"<span class=\"warning\">The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
else
L.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
@@ -0,0 +1,7 @@
/datum/supply_packs/engineering/engine/supermatter_shard
name = "Supermatter Shard Crate"
contains = list(/obj/machinery/power/supermatter_shard)
cost = 100 //So cargo thinks twice before killing themselves with it
containertype = /obj/structure/closet/crate/secure
containername = "supermatter shard crate"
access = access_ce
+2 -1
View File
@@ -27,9 +27,10 @@
//set the control of the tracker to a given computer if closer than SOLAR_MAX_DIST
/obj/machinery/power/tracker/proc/set_control(var/obj/machinery/power/solar_control/SC)
if(SC && (get_dist(src, SC) > SOLAR_MAX_DIST))
if(!SC || (get_dist(src, SC) > SOLAR_MAX_DIST))
return 0
control = SC
SC.connected_tracker = src
return 1
//set the control of the tracker to null and removes it from the previous control computer if needed
+26 -12
View File
@@ -73,21 +73,34 @@
stored_ammo.Insert(1,b)
return b
/obj/item/ammo_box/proc/give_round(var/obj/item/ammo_casing/r)
var/obj/item/ammo_casing/rb = r
if (rb)
if (stored_ammo.len < max_ammo && rb.caliber == caliber)
stored_ammo += rb
rb.loc = src
return 1
/obj/item/ammo_box/proc/give_round(var/obj/item/ammo_casing/R, var/replace_spent = 0)
if(!R || (R.caliber != caliber))
return 0
if (stored_ammo.len < max_ammo)
stored_ammo += R
R.loc = src
return 1
//for accessibles magazines (e.g internal ones) when full, start replacing spent ammo
else if(replace_spent)
for(var/obj/item/ammo_casing/AC in stored_ammo)
if(!AC.BB)//found a spent ammo
stored_ammo -= AC
AC.loc = get_turf(src.loc)
stored_ammo += R
R.loc = src
return 1
return 0
/obj/item/ammo_box/attackby(var/obj/item/A as obj, mob/user as mob, var/silent = 0)
/obj/item/ammo_box/attackby(var/obj/item/A as obj, mob/user as mob, var/silent = 0, var/replace_spent = 0)
var/num_loaded = 0
if(istype(A, /obj/item/ammo_box))
var/obj/item/ammo_box/AM = A
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
var/did_load = give_round(AC)
var/did_load = give_round(AC, replace_spent)
if(did_load)
AM.stored_ammo -= AC
num_loaded++
@@ -95,17 +108,18 @@
break
if(istype(A, /obj/item/ammo_casing))
var/obj/item/ammo_casing/AC = A
if(give_round(AC))
if(give_round(AC, replace_spent))
user.drop_item()
AC.loc = src
num_loaded++
if(num_loaded)
if(!silent)
user << "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>"
A.update_icon()
update_icon()
return num_loaded
return 0
return num_loaded
/obj/item/ammo_box/attack_self(mob/user as mob)
var/obj/item/ammo_casing/A = get_round()
@@ -96,6 +96,12 @@
icon_state = "ishell"
projectile_type = /obj/item/projectile/bullet/incendiary/shell
/obj/item/ammo_casing/shotgun/frag12
name = "FRAG-12 slug"
desc = "A high explosive breaching round for a 12 gauge shotgun."
icon_state = "heshell"
projectile_type = /obj/item/projectile/bullet/frag12
/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
name = "dragonsbreath shell"
desc = "A shotgun shell which fires a spread of incendiary pellets."
@@ -157,4 +163,4 @@
desc = "A cased high explosive grenade that can only be activated once fired out of a grenade launcher."
caliber = "40mm"
icon_state = "40mmHE"
projectile_type = /obj/item/projectile/bullet/a40mm
projectile_type = /obj/item/projectile/bullet/a40mm
@@ -71,7 +71,7 @@
/obj/item/ammo_casing/energy/ion
projectile_type = /obj/item/projectile/ion
select_name = "ion"
fire_sound = 'sound/weapons/Laser.ogg'
fire_sound = 'sound/weapons/IonRifle.ogg'
/obj/item/ammo_casing/energy/declone
projectile_type = /obj/item/projectile/energy/declone
@@ -114,10 +114,10 @@
projectile_type = /obj/item/projectile/kinetic
select_name = "kinetic"
e_cost = 500
fire_sound = 'sound/weapons/Gunshot4.ogg'
fire_sound = 'sound/weapons/Kenetic_accel.ogg'
/obj/item/ammo_casing/energy/disabler
projectile_type = /obj/item/projectile/energy/disabler
projectile_type = /obj/item/projectile/beam/disabler
select_name = "disable"
e_cost = 50
fire_sound = "sound/weapons/taser.ogg"
@@ -1,4 +1,9 @@
////////////////INTERNAL MAGAZINES//////////////////////
//internals magazines are accessible, so replace spent ammo if full when trying to put a live one in
/obj/item/ammo_box/magazine/internal/give_round(var/obj/item/ammo_casing/R)
return ..(R,1)
/obj/item/ammo_box/magazine/internal/cylinder
name = "revolver cylinder"
desc = "Oh god, this shouldn't be here"
@@ -126,7 +131,7 @@
caliber = ".45"
max_ammo = 20
/obj/item/ammo_box/magazine/smgm/update_icon()
/obj/item/ammo_box/magazine/smgm45/update_icon()
..()
icon_state = "[initial(icon_state)]-[round(ammo_count(),2)]"
+1 -1
View File
@@ -34,7 +34,7 @@
return 0
if(targloc == curloc) //Fire the projectile
user.bullet_act(BB)
qdel(BB)
del(BB)
return 1
BB.loc = get_turf(user)
BB.starting = get_turf(user)
+37 -15
View File
@@ -1,3 +1,7 @@
#define SAWN_INTACT 0
#define SAWN_OFF 1
#define SAWN_SAWING -1
/obj/item/weapon/gun
name = "gun"
desc = "It's a gun. It's pretty terrible, though."
@@ -23,6 +27,7 @@
var/obj/item/ammo_casing/chambered = null
var/trigger_guard = 1
var/sawn_desc = null
var/sawn_state = SAWN_INTACT
/obj/item/weapon/gun/proc/process_chamber()
return 0
@@ -30,12 +35,17 @@
/obj/item/weapon/gun/proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
return 1
//check if there's enough ammo/energy/whatever to shoot one time
//i.e if clicking would make it shoot
/obj/item/weapon/gun/proc/can_shoot()
return 1
/obj/item/weapon/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
user << "<span class='danger'>*click*</span>"
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
return
/obj/item/weapon/gun/proc/shoot_live_shot(mob/living/user as mob|obj, var/pointblank = 0, var/mob/pbtarget = null)
/obj/item/weapon/gun/proc/shoot_live_shot(mob/living/user as mob|obj, var/pointblank = 0, var/mob/pbtarget = null, var/message = 1)
if(recoil)
spawn()
shake_camera(user, recoil + 1, recoil)
@@ -44,6 +54,8 @@
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if(!message)
return
if(pointblank)
user.visible_message("<span class='danger'>[user] fires [src] point blank at [pbtarget]!</span>", "<span class='danger'>You fire [src] point blank at [pbtarget]!</span>", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!")
else
@@ -62,43 +74,53 @@
return
//Exclude lasertag guns from the CLUMSY check.
if(clumsy_check)
if(clumsy_check && can_shoot())
if(istype(user, /mob/living))
var/mob/living/M = user
if ((CLUMSY in M.mutations) && prob(40))
M << "<span class='danger'>You shoot yourself in the foot with \the [src]!</span>"
afterattack(user, user)
user << "<span class='danger'>You shoot yourself in the foot with \the [src]!</span>"
process_fire(user,user,0,params)
M.drop_item()
return
if(isliving(user))
var/mob/living/L = user
if(!can_trigger_gun(L))
return
process_fire(target,user,flag,params)
/obj/item/weapon/gun/proc/can_trigger_gun(mob/living/user)
if (!user.IsAdvancedToolUser())
user << "<span class='notice'>You don't have the dexterity to do this!</span>"
return
return 0
if(trigger_guard)
if(istype(user, /mob/living))
var/mob/living/M = user
if (HULK in M.mutations)
M << "<span class='notice'>Your meaty finger is much too large for the trigger guard!</span>"
return
if (HULK in user.mutations)
user << "<span class='notice'>Your meaty finger is much too large for the trigger guard!</span>"
return 0
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna && NOGUNS in H.dna.species.specflags)
user << "<span class='notice'>Your fingers don't fit in the trigger guard!</span>"
return
return 0
return 1
/obj/item/weapon/gun/proc/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, var/message = 1, params)
add_fingerprint(user)
if(!special_check(user))
return
if(chambered)
if(!chambered.fire(target, user, params, , suppressed))
shoot_with_empty_chamber(user)
else
if(!special_check(user))
return
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
shoot_live_shot(user, 1, target)
shoot_live_shot(user, 1, target,message)
else
shoot_live_shot(user)
shoot_live_shot(user,message)
else
shoot_with_empty_chamber(user)
process_chamber()
+3 -1
View File
@@ -35,7 +35,9 @@
/obj/item/weapon/gun/energy/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, params)
newshot() //prepare a new shot
..()
/obj/item/weapon/gun/energy/can_shoot()
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
return power_supply.charge >= shot.e_cost
/obj/item/weapon/gun/energy/proc/newshot()
if (!ammo_type || !power_supply)
@@ -125,9 +125,11 @@ obj/item/weapon/gun/energy/laser/retro
/obj/item/weapon/gun/energy/laser/bluetag/process()
charge_tick++
if(charge_tick < 4) return 0
if(charge_tick < 4)
return 0
charge_tick = 0
if(!power_supply) return 0
if(!power_supply)
return 0
power_supply.give(100)
update_icon()
return 1
@@ -162,9 +164,11 @@ obj/item/weapon/gun/energy/laser/retro
/obj/item/weapon/gun/energy/laser/redtag/process()
charge_tick++
if(charge_tick < 4) return 0
if(charge_tick < 4)
return 0
charge_tick = 0
if(!power_supply) return 0
if(!power_supply)
return 0
power_supply.give(100)
update_icon()
return 1
@@ -3,7 +3,7 @@
desc = "A basic hybrid energy gun with two settings: Stun and kill."
icon_state = "energy"
item_state = null //so the human update icon uses the icon_state instead.
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
origin_tech = "combat=3;magnets=2"
modifystate = 2
@@ -12,7 +12,6 @@
select_fire(user)
update_icon()
/obj/item/weapon/gun/energy/gun/nuclear
name = "advanced energy gun"
desc = "An energy gun with an experimental miniaturized nuclear reactor that automatically charges the internal power cell."
@@ -21,6 +20,7 @@
var/lightfail = 0
var/charge_tick = 0
modifystate = 0
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
/obj/item/weapon/gun/energy/gun/nuclear/New()
..()
@@ -123,7 +123,7 @@
if(overheat || recent_reload)
return
power_supply.give(500)
playsound(src.loc, 'sound/weapons/shotgunpump.ogg', 60, 1)
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
recent_reload = 1
update_icon()
return
+21 -19
View File
@@ -7,25 +7,37 @@
ammo_type = list(/obj/item/ammo_casing/energy/electrode)
cell_type = "/obj/item/weapon/stock_parts/cell/crap"
/obj/item/weapon/gun/energy/taser/cyborg
name = "taser gun"
desc = "An integrated taser that draws directly from a cyborg's power cell. The weapon contains a limiter to prevent the cyborg's power cell from overheating."
icon_state = "taser"
fire_sound = 'sound/weapons/Taser.ogg'
/obj/item/weapon/gun/energy/stunrevolver
name = "stun revolver"
desc = "A high-tech revolver that fires internal, reusable stun cartidges in a revolving cylinder."
icon_state = "stunrevolver"
origin_tech = "combat=3;materials=3;powerstorage=2"
ammo_type = list(/obj/item/ammo_casing/energy/electrode/gun)
cell_type = "/obj/item/weapon/stock_parts/cell"
/obj/item/weapon/gun/energy/gun/advtaser
name = "advanced taser"
desc = "A hybrid taser designed to fire both short-range high-power electrodes and long-range disabler beams."
icon_state = "advtaser"
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler)
/obj/item/weapon/gun/energy/gun/advtaser/cyborg
name = "advanced taser"
desc = "An integrated advanced taser that draws directly from a cyborg's power cell. The weapon contains a limiter to prevent the cyborg's power cell from overheating."
cell_type = "/obj/item/weapon/stock_parts/cell/secborg"
var/charge_tick = 0
var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
var/recharge_time = 10
/obj/item/weapon/gun/energy/taser/cyborg/New()
/obj/item/weapon/gun/energy/gun/advtaser/cyborg/New()
..()
processing_objects.Add(src)
/obj/item/weapon/gun/energy/taser/cyborg/Destroy()
/obj/item/weapon/gun/energy/gun/advtaser/cyborg/Destroy()
processing_objects.Remove(src)
..()
/obj/item/weapon/gun/energy/taser/cyborg/process() //Every [recharge_time] ticks, recharge a shot for the cyborg
/obj/item/weapon/gun/energy/gun/advtaser/cyborg/process() //Every [recharge_time] ticks, recharge a shot for the cyborg
charge_tick++
if(charge_tick < recharge_time) return 0
charge_tick = 0
@@ -42,16 +54,6 @@
return 1
/obj/item/weapon/gun/energy/stunrevolver
name = "stun revolver"
desc = "A high-tech revolver that fires internal, reusable stun cartidges in a revolving cylinder."
icon_state = "stunrevolver"
origin_tech = "combat=3;materials=3;powerstorage=2"
ammo_type = list(/obj/item/ammo_casing/energy/electrode/gun)
cell_type = "/obj/item/weapon/stock_parts/cell"
/obj/item/weapon/gun/energy/crossbow
name = "mini energy crossbow"
desc = "A weapon favored by syndicate stealth specialists."
+3
View File
@@ -29,6 +29,9 @@
no_den_usage = 0
..()
/obj/item/weapon/gun/magic/can_shoot()
return charges
/obj/item/weapon/gun/magic/proc/newshot()
if (charges && chambered)
chambered.newshot()
@@ -40,6 +40,11 @@
chambered.loc = src
return
/obj/item/weapon/gun/projectile/can_shoot()
if(!magazine || !magazine.ammo_count(0))
return 0
return 1
/obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob)
..()
if (istype(A, /obj/item/ammo_box/magazine))

Some files were not shown because too many files have changed in this diff Show More