Merge remote-tracking branch 'upstream/dev-freeze' into dev

Conflicts:
	code/modules/clothing/spacesuits/rig/suits/light.dm
This commit is contained in:
PsiOmega
2015-03-01 21:15:47 +01:00
51 changed files with 330 additions and 184 deletions

View File

@@ -2,17 +2,18 @@
Contains helper procs for airflow, handled in /connection_group.
*/
mob/var/tmp/last_airflow_stun = 0
mob/proc/airflow_stun()
if(stat == 2)
return 0
if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
src << "\blue You stay upright as the air rushes past you."
src << "<span class='notice'>You stay upright as the air rushes past you.</span>"
return 0
if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
weakened = max(weakened,5)
if(!lying)
src << "<span class='warning'>The sudden rush of air knocks you over!</span>"
Weaken(5)
last_airflow_stun = world.time
mob/living/silicon/airflow_stun()
@@ -22,16 +23,9 @@ mob/living/carbon/metroid/airflow_stun()
return
mob/living/carbon/human/airflow_stun()
if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
if(buckled) return 0
if(shoes)
if(shoes.flags & NOSLIP) return 0
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
src << "\blue You stay upright as the air rushes past you."
return 0
if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
weakened = max(weakened,rand(1,5))
last_airflow_stun = world.time
..()
atom/movable/proc/check_airflow_movable(n)
@@ -84,10 +78,8 @@ obj/item/check_airflow_movable(n)
if(istype(src, /mob/living/carbon/human))
if(src:buckled)
return
if(src:shoes)
if(istype(src:shoes, /obj/item/clothing/shoes/magboots))
if(src:shoes:magpulse)
return
if(src:shoes && src:shoes.flags & NOSLIP)
return
src << "\red You are sucked away by airflow!"
var/airflow_falloff = 9 - sqrt((x - airflow_dest.x) ** 2 + (y - airflow_dest.y) ** 2)
if(airflow_falloff < 1)
@@ -207,7 +199,8 @@ mob/airflow_hit(atom/A)
for(var/mob/M in hearers(src))
M.show_message("\red <B>\The [src] slams into \a [A]!</B>",1,"\red You hear a loud slam!",2)
playsound(src.loc, "smash.ogg", 25, 1, -1)
weakened = max(weakened, (istype(A,/obj/item) ? A:w_class : rand(1,5))) //Heheheh
var/weak_amt = istype(A,/obj/item) ? A:w_class : rand(1,5) //Heheheh
Weaken(weak_amt)
. = ..()
obj/airflow_hit(atom/A)
@@ -239,10 +232,10 @@ mob/living/carbon/human/airflow_hit(atom/A)
apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow")
if(airflow_speed > 10)
paralysis += round(airflow_speed * vsc.airflow_stun)
stunned = max(stunned,paralysis + 3)
Paralyse(round(airflow_speed * vsc.airflow_stun))
Stun(paralysis + 3)
else
stunned += round(airflow_speed * vsc.airflow_stun/2)
Stun(round(airflow_speed * vsc.airflow_stun/2))
. = ..()
zone/proc/movables()

View File

@@ -45,7 +45,7 @@ var/global/list/skin_styles_female_list = list() //unused
var/global/list/underwear_m = list("White" = "m1", "Grey" = "m2", "Green" = "m3", "Blue" = "m4", "Black" = "m5", "Mankini" = "m6", "None") //Curse whoever made male/female underwear diffrent colours
var/global/list/underwear_f = list("Red" = "f1", "White" = "f2", "Yellow" = "f3", "Blue" = "f4", "Black" = "f5", "Thong" = "f6", "Black Sports" = "f7","White Sports" = "f8","None")
//undershirt
var/global/list/undershirt_t = list("Black Tank top" = "u1", "White Tank top" = "u2", "Black shirt" = "u3", "White shirt" = "u4", "None")
var/global/list/undershirt_t = list("White Tank top" = "u1", "Black Tank top" = "u2", "Black shirt" = "u3", "White shirt" = "u4", "None")
//Backpacks
var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Alt")
var/global/list/exclude_jobs = list(/datum/job/ai,/datum/job/cyborg)

View File

@@ -72,7 +72,8 @@ var/list/medical_positions = list(
"Medical Doctor",
"Geneticist",
"Psychiatrist",
"Chemist"
"Chemist",
"Paramedic"
)

View File

@@ -349,7 +349,12 @@ Auto Patrol: []"},
if(istype(src.target,/mob/living/carbon))
var/mob/living/carbon/C = target
if(!C.handcuffed && !src.arrest_type)
var/wearing_hardsuit
if(istype(C,/mob/living/carbon/human))
var/mob/living/carbon/human/H = C
if(istype(H.back, /obj/item/weapon/rig) && istype(H.gloves,/obj/item/clothing/gloves/rig))
wearing_hardsuit = 1
if(!wearing_hardsuit && !C.handcuffed && !src.arrest_type)
playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
mode = SECBOT_ARREST
visible_message("\red <B>[src] is trying to put handcuffs on [src.target]!</B>")

View File

@@ -31,13 +31,13 @@
var/alarm_on = 0
var/busy = 0
var/on_open_network = 0
/obj/machinery/camera/New()
wires = new(src)
assembly = new(src)
assembly.state = 4
invalidateCameraCache()
/* // Use this to look for cameras that have the same c_tag.
for(var/obj/machinery/camera/C in cameranet.cameras)
var/list/tempnetwork = C.network&src.network
@@ -56,18 +56,18 @@
/obj/machinery/camera/emp_act(severity)
if(!isEmpProof())
if(prob(100/severity))
invalidateCameraCache()
stat |= EMPED
SetLuminosity(0)
kick_viewers()
triggerCameraAlarm(10 * severity)
triggerCameraAlarm(30 / severity)
update_icon()
update_coverage()
spawn(900)
stat &= ~EMPED
cancelCameraAlarm()
update_icon()
invalidateCameraCache()
update_coverage()
..()
/obj/machinery/camera/bullet_act(var/obj/item/projectile/P)
@@ -114,7 +114,7 @@
destroy()
/obj/machinery/camera/attackby(obj/W as obj, mob/living/user as mob)
invalidateCameraCache()
update_coverage()
// DECONSTRUCTION
if(isscrewdriver(W))
//user << "<span class='notice'>You start to [panel_open ? "close" : "open"] the camera's panel.</span>"
@@ -195,7 +195,7 @@
//legacy support, if choice is != 1 then just kick viewers without changing status
kick_viewers()
else
invalidateCameraCache()
update_coverage()
set_status( !src.status )
if (!(src.status))
visible_message("\red [user] has deactivated [src]!")
@@ -215,11 +215,11 @@
//Used when someone breaks a camera
/obj/machinery/camera/proc/destroy()
invalidateCameraCache()
stat |= BROKEN
kick_viewers()
triggerCameraAlarm()
update_icon()
update_coverage()
//sparks
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
@@ -364,7 +364,7 @@
network_added = 1
if(network_added)
invalidateCameraCache()
update_coverage(1)
/obj/machinery/camera/proc/remove_networks(var/list/networks)
var/network_removed
@@ -375,24 +375,24 @@
network_removed = 1
if(network_removed)
invalidateCameraCache()
update_coverage(1)
/obj/machinery/camera/proc/replace_networks(var/list/networks)
if(networks.len != network.len)
network = networks
invalidateCameraCache()
update_coverage(1)
return
for(var/new_network in networks)
if(!(new_network in network))
network = networks
invalidateCameraCache()
update_coverage(1)
return
/obj/machinery/camera/proc/clear_all_networks()
if(network.len)
network.Cut()
invalidateCameraCache()
update_coverage(1)
/obj/machinery/camera/proc/nano_structure()
var/cam[0]
@@ -403,3 +403,17 @@
cam["y"] = y
cam["z"] = z
return cam
/obj/machinery/camera/proc/update_coverage(var/network_change = 0)
if(network_change)
var/list/open_networks = difflist(network, restricted_camera_networks)
// Add or remove camera from the camera net as necessary
if(on_open_network && !open_networks.len)
cameranet.removeCamera(src)
else if(!on_open_network && open_networks.len)
on_open_network = 1
cameranet.addCamera(src)
else
cameranet.updateVisibility(src, 0)
invalidateCameraCache()

View File

@@ -78,7 +78,7 @@
if(isscrewdriver(W))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
var/input = strip_html(input(usr, "Which networks would you like to connect this camera to? Seperate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Set Network", "SS13"))
var/input = strip_html(input(usr, "Which networks would you like to connect this camera to? Separate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Set Network", "SS13"))
if(!input)
usr << "No input found please hang up and try your call again."
return
@@ -100,9 +100,6 @@
C.auto_turn()
C.replace_networks(uniquelist(tempnetwork))
tempnetwork = difflist(C.network,restricted_camera_networks)
if(!tempnetwork.len)//Camera isn't on any open network - remove its chunk from AI visibility.
cameranet.removeCamera(C)
C.c_tag = input

View File

@@ -24,6 +24,7 @@
return 0
M.buckled = src
M.facing_dir = null
M.set_dir(dir)
M.update_canmove()
buckled_mob = M

View File

@@ -140,7 +140,6 @@
..()
name = "DV-136ZB #[rand(1000,9999)]"
c_tag = name
cameranet.removeCamera(src) // Sorry, no AI spying.
/obj/machinery/camera/spy/check_eye(var/mob/user as mob)
return 1

View File

@@ -43,7 +43,11 @@
var/mob/living/carbon/human/H = target
if (!H.has_organ_for_slot(slot_handcuffed))
user << "\red \The [H] needs at least two wrists before you can cuff them together!"
user << "<span class='danger'>\The [H] needs at least two wrists before you can cuff them together!</span>"
return
if(istype(H.gloves,/obj/item/clothing/gloves/rig)) // Can't cuff someone who's in a deployed hardsuit.
user << "<span class='danger'>The cuffs won't fit around \the [H.gloves]!</span>"
return
H.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been handcuffed (attempt) by [user.name] ([user.ckey])</font>")

View File

@@ -248,6 +248,10 @@
glass = 1
else if(istype(S, /obj/item/stack/sheet/mineral) && S.sheettype)
var/M = S.sheettype
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
if(M in list("mhydrogen","osmium","tritium","platinum","iron"))
user << "You cannot make an airlock out of that material."
return
if(S.get_amount() >= 2)
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")

View File

@@ -144,6 +144,10 @@
if(S.sheettype)
var/M = S.sheettype
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
if(M in list("mhydrogen","osmium","tritium","platinum","iron"))
user << "You cannot plate the girder in that material."
return
if(!anchored)
if(S.amount < 2) return
S.use(2)

View File

@@ -138,8 +138,8 @@
density = 1
icon_state = "up"
else
buckled_mob.pixel_y = 0
buckled_mob.old_y = 0
M.pixel_y = 0
M.old_y = 0
density = 0
icon_state = "down"

View File

@@ -10,7 +10,7 @@ var/global/list/med_hud_users = list() // List of all entities using
var/global/list/sec_hud_users = list() // List of all entities using a security HUD.
// Those networks can only be accessed by pre-existing terminals. AIs and new terminals can't use them.
var/list/restricted_camera_networks = list("thunder","ERT","NUKE")
var/list/restricted_camera_networks = list("thunder","ERT","NUKE","Secret")
var/global/list/global_mutations = list() // List of hidden mutation things.
var/global/defer_powernet_rebuild = 0 // True if net rebuild will be called manually after an event.

View File

@@ -151,7 +151,7 @@
selectable = 1
toggleable = 1
use_power_cost = 50
active_power_cost = 5
active_power_cost = 10
passive_power_cost = 0
gun_type = /obj/item/weapon/gun/energy/crossbow/ninja

View File

@@ -442,3 +442,31 @@
drain_loc = null
interfaced_with = null
total_power_drained = 0
/*
//Maybe make this use power when active or something
/obj/item/rig_module/emp_shielding
name = "\improper EMP dissipation module"
desc = "A bewilderingly complex bundle of fiber optics and chips."
toggleable = 1
usable = 0
activate_string = "Enable active EMP shielding"
deactivate_string = "Disable active EMP shielding"
interface_name = "active EMP shielding system"
interface_desc = "A highly experimental system that augments the hardsuit's existing EM shielding."
var/protection_amount = 20
/obj/item/rig_module/emp_shielding/activate()
if(!..())
return
holder.emp_protection += protection_amount
/obj/item/rig_module/emp_shielding/deactivate()
if(!..())
return
holder.emp_protection = max(0,(holder.emp_protection - protection_amount))
*/

View File

@@ -138,6 +138,7 @@
if(damage >= 2)
usr << "<span class='warning'>The [interface_name] is damaged beyond use!</span>"
return 0
if(world.time < next_use)
usr << "<span class='warning'>You cannot use the [interface_name] again so soon.</span>"
@@ -147,7 +148,7 @@
usr << "<span class='warning'>The suit is not initialized.</span>"
return 0
if(usr.lying || usr.stat || usr.stunned || usr.paralysis)
if(usr.lying || usr.stat || usr.stunned || usr.paralysis || usr.weakened)
usr << "<span class='warning'>You cannot use the suit in this state.</span>"
return 0
@@ -157,7 +158,7 @@
if(holder.security_check_enabled && !holder.check_suit_access(usr))
usr << "<span class='danger'>Access denied.</span>"
return
return 0
if(!holder.check_power_cost(usr, use_power_cost, 0, src, (istype(usr,/mob/living/silicon ? 1 : 0) ) ) )
return 0

View File

@@ -68,10 +68,12 @@
var/sealing // Keeps track of seal status independantly of canremove.
var/offline = 1 // Should we be applying suit maluses?
var/offline_slowdown = 10 // If the suit is deployed and unpowered, it sets slowdown to this.
var/offline_slowdown = 3 // If the suit is deployed and unpowered, it sets slowdown to this.
var/vision_restriction
var/offline_vision_restriction = 1 // 0 - none, 1 - welder vision, 2 - blind. Maybe move this to helmets.
var/emp_protection = 0
// Wiring! How exciting.
var/datum/wires/rig/wires
var/datum/effect/effect/system/spark_spread/spark_system
@@ -311,7 +313,7 @@
if(!istype(wearer) || loc != wearer || wearer.back != src || canremove || !cell || cell.charge <= 0)
if(!cell || cell.charge <= 0)
if(electrified >0)
if(electrified > 0)
electrified = 0
if(!offline)
if(istype(wearer))
@@ -319,7 +321,7 @@
if (offline_slowdown < 3)
wearer << "<span class='danger'>Your suit beeps stridently, and suddenly goes dead.</span>"
else
wearer << "<span class='danger'>Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic instead of a powered suit.</span>"
wearer << "<span class='danger'>Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic composites instead of a powered suit.</span>"
if(offline_vision_restriction == 1)
wearer << "<span class='danger'>The suit optics flicker and die, leaving you with restricted vision.</span>"
else if(offline_vision_restriction == 2)
@@ -406,7 +408,7 @@
data["boots"] = (boots ? "[boots.name]" : "None.")
data["chest"] = (chest ? "[chest.name]" : "None.")
data["charge"] = cell ? cell.charge : 0
data["charge"] = cell ? round(cell.charge,1) : 0
data["maxcharge"] = cell ? cell.maxcharge : 0
data["chargestatus"] = cell ? Floor((cell.charge/cell.maxcharge)*50) : 0
@@ -416,7 +418,7 @@
data["aicontrol"] = control_overridden
data["aioverride"] = ai_override_enabled
data["securitycheck"] = security_check_enabled
data["malf"] = malfunctioning
data["malf"] = malfunction_delay
var/list/module_list = list()
@@ -493,6 +495,8 @@
return 1
if(istype(user))
if(malfunction_check(user))
return 0
if(user.back != src)
return 0
if(locked_dna)
@@ -509,10 +513,10 @@
return 1
//TODO: Fix Topic vulnerabilities for malfunction and AI override.
/obj/item/weapon/rig/Topic(href,href_list)
if(!check_suit_access(usr))
return
return 0
if(href_list["toggle_piece"])
if(ishuman(usr) && (usr.stat || usr.stunned || usr.lying))
@@ -545,7 +549,7 @@
usr.set_machine(src)
src.add_fingerprint(usr)
return 1
return 0
/obj/item/weapon/rig/proc/notify_ai(var/message)
if(!message || !installed_modules || !installed_modules.len)
@@ -687,11 +691,17 @@
return 0
/obj/item/weapon/rig/emp_act(severity_class)
//class 1 severity is the most severe, not least.
malfunctioning += round(30/severity_class)
if(malfunction_delay <= 0)
malfunction_delay = 20
take_hit(round(30/severity_class),"electrical pulse")
//set malfunctioning
if(emp_protection < 30) //for ninjas, really.
malfunctioning += 10
if(malfunction_delay <= 0)
malfunction_delay = max(malfunction_delay, round(30/severity_class))
//drain some charge
if(cell) cell.emp_act(severity_class + 15)
//possibly damage some modules
take_hit((100/severity_class), "electrical pulse", 1)
/obj/item/weapon/rig/proc/shock(mob/user)
if (electrocute_mob(user, cell, src))
@@ -699,34 +709,61 @@
return 1
return 0
/obj/item/weapon/rig/proc/take_hit(damage,source)
/obj/item/weapon/rig/proc/take_hit(damage, source, is_emp=0)
if(!installed_modules.len)
return
//given that module damage is spread out across all modules, even this is probably not enough for emp to affect rigs much.
if(source != "electrical pulse")
var/protection = chest? chest.breach_threshold : 0
if(!prob(max(0, damage - protection)))
return
var/chance
if(!is_emp)
chance = 2*max(0, damage - (chest? chest.breach_threshold : 0))
else
//Want this to be roughly independant of the number of modules, meaning that X emp hits will disable Y% of the suit's modules on average.
//that way people designing hardsuits don't have to worry (as much) about how adding that extra module will affect emp resiliance by 'soaking' hits for other modules
chance = max(0, damage - emp_protection)*min(installed_modules.len/15, 1)
if(!prob(chance))
return
//deal addition damage to already damaged module first.
//This way the chances of a module being disabled aren't so remote.
var/list/valid_modules = list()
var/list/damaged_modules = list()
for(var/obj/item/rig_module/module in installed_modules)
if(module.damage < 2)
valid_modules |= module
if(module.damage > 0)
damaged_modules |= module
if(!valid_modules.len)
return
var/obj/item/rig_module/dam_module = null
if(damaged_modules.len)
dam_module = pick(damaged_modules)
else if(valid_modules.len)
dam_module = pick(valid_modules)
if(!dam_module) return
var/obj/item/rig_module/dam_module = pick(valid_modules)
dam_module.damage++
if(!source)
source = "hit"
if(wearer)
wearer << "<span class='danger'>The [source] has [dam_module.damage >= 2 ? "destroyed" : "damaged"] your [dam_module.interface_name]!"
if(dam_module.damage >= 2)
wearer << "<span class='danger'>The [source] has disabled your [dam_module.interface_name]!"
else
wearer << "<span class='warning'>The [source] has damaged your [dam_module.interface_name]!"
dam_module.deactivate()
/obj/item/weapon/rig/proc/malfunction_check(var/mob/living/carbon/human/user)
if(malfunction_delay)
if(offline)
user << "<span class='danger'>The suit is completely unresponsive.</span>"
else
user << "<span class='danger'>ERROR: Hardware fault. Rebooting interface...</span>"
return 1
return 0
/*/obj/item/weapon/rig/proc/forced_move(dir)
if(locked_down)
return 0

View File

@@ -39,9 +39,9 @@
flags_inv = HIDEJUMPSUIT|HIDETAIL
flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
slowdown = 0
//With 0.2 resiliance, will reach 10 breach damage after 9 laser carbine blasts. Completely immune to smg hits.
//will reach 10 breach damage after 18 laser carbine blasts, or 7 revolver hits. Completely immune to smg hits.
breach_threshold = 28
resilience = 0.1
resilience = 0.05
can_breach = 1
sprite_sheets = list("Tajara" = 'icons/mob/species/tajaran/suit.dmi',"Unathi" = 'icons/mob/species/unathi/suit.dmi')
supporting_limbs = list()

View File

@@ -141,6 +141,9 @@
set category = "Hardsuit"
set src = usr.contents
if(malfunction_check(usr))
return
if(!check_power_cost(usr, 0, 0, 0, 0))
return
@@ -168,6 +171,9 @@
set category = "Hardsuit"
set src = usr.contents
if(malfunction_check(usr))
return
if(canremove)
usr << "<span class='warning'>The suit is not active.</span>"
return
@@ -189,6 +195,9 @@
set category = "Hardsuit"
set src = usr.contents
if(malfunction_check(usr))
return
if(!check_power_cost(usr, 0, 0, 0, 0))
return
@@ -222,6 +231,9 @@
set category = "Hardsuit"
set src = usr.contents
if(malfunction_check(usr))
return
if(!check_power_cost(usr, 0, 0, 0, 0))
return
@@ -257,6 +269,9 @@
set category = "Hardsuit"
set src = usr.contents
if(malfunction_check(usr))
return
if(canremove)
usr << "<span class='warning'>The suit is not active.</span>"
return

View File

@@ -4,6 +4,7 @@
suit_type = "NT breacher"
icon_state = "breacher_rig_cheap"
armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 70, bio = 100, rad = 50)
emp_protection = -20
slowdown = 6
offline_slowdown = 10
vision_restriction = 1

View File

@@ -8,7 +8,6 @@
suit_type = "combat hardsuit"
armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60)
slowdown = 1
offline_slowdown = 3
offline_vision_restriction = 1
helm_type = /obj/item/clothing/head/helmet/space/rig/combat

View File

@@ -7,13 +7,12 @@
desc = "A suit worn by the commander of a NanoTrasen Emergency Response Team. Has blue highlights. Armoured and space ready."
suit_type = "ERT commander"
icon_state = "ert_commander_rig"
offline_slowdown = 3
helm_type = /obj/item/clothing/head/helmet/space/rig/ert
req_access = list(access_cent_specops)
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100)
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, \
@@ -30,6 +29,9 @@
desc = "A suit worn by the engineering division of a NanoTrasen Emergency Response Team. Has orange highlights. Armoured and space ready."
suit_type = "ERT engineer"
icon_state = "ert_engineer_rig"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100)
glove_type = /obj/item/clothing/gloves/rig/ert_engineer
initial_modules = list(
/obj/item/rig_module/ai_container,
@@ -38,6 +40,10 @@
/obj/item/rig_module/device/rcd
)
/obj/item/clothing/gloves/rig/ert_engineer
name = "insulated gauntlets"
siemens_coefficient = 0
/obj/item/weapon/rig/ert/medical
name = "ERT-M suit control module"
desc = "A suit worn by the medical division of a NanoTrasen Emergency Response Team. Has white highlights. Armoured and space ready."

View File

@@ -6,6 +6,7 @@
suit_type = "light suit"
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/cell)
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
emp_protection = 10
slowdown = 0
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
offline_slowdown = 0
@@ -18,6 +19,8 @@
/obj/item/clothing/suit/space/rig/light
name = "suit"
breach_threshold = 18 //comparable to voidsuits
resilience = 0.2
/obj/item/clothing/gloves/rig/light
name = "gloves"
@@ -54,8 +57,11 @@
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
icon_state = "ninja_rig"
armor = list(melee = 50, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 30)
emp_protection = 40 //change this to 30 if too high.
slowdown = 0
chest_type = /obj/item/clothing/suit/space/rig/light/ninja
req_access = list(access_syndicate)
initial_modules = list(
@@ -75,6 +81,10 @@
..()
/obj/item/clothing/suit/space/rig/light/ninja
breach_threshold = 28 //comparable to regular hardsuits
resilience = 0.05
/obj/item/weapon/rig/light/stealth
name = "stealth suit control module"
suit_type = "stealth"

View File

@@ -9,7 +9,6 @@
suit_type = "crimson hardsuit"
armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60)
slowdown = 1
offline_slowdown = 3
offline_vision_restriction = 1
helm_type = /obj/item/clothing/head/helmet/space/rig/merc

View File

@@ -7,6 +7,7 @@
slowdown = 3
offline_slowdown = 10
offline_vision_restriction = 2
emp_protection = -20
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
@@ -56,7 +57,6 @@
icon_state = "science_rig"
armor = list(melee = 15, bullet = 15, laser = 80, energy = 80, bomb = 60, bio = 100, rad = 100)
slowdown = 1
offline_slowdown = 3
offline_vision_restriction = 1
helm_type = /obj/item/clothing/head/helmet/space/rig/ert
@@ -79,7 +79,6 @@
icon_state = "medical_rig"
armor = list(melee = 30, bullet = 15, laser = 20, energy = 60, bomb = 30, bio = 100, rad = 100)
slowdown = 1
offline_slowdown = 3
offline_vision_restriction = 1
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical,/obj/item/roller )
@@ -100,7 +99,6 @@
icon_state = "hazard_rig"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
slowdown = 1
offline_slowdown = 3
offline_vision_restriction = 1
helm_type = /obj/item/clothing/head/helmet/space/rig/ert

View File

@@ -33,7 +33,6 @@
camera = new /obj/machinery/camera(src)
camera.replace_networks(camera_networks)
cameranet.removeCamera(camera)
camera.c_tag = user.name
user << "\blue User scanned as [camera.c_tag]. Camera activated."
return 1

View File

@@ -2,7 +2,7 @@
// Processes vines/spreading plants.
#define PLANTS_PER_TICK 500 // Cap on number of plant segments processed.
#define PLANT_TICK_TIME 25 // Number of ticks between the plant processor cycling.
#define PLANT_TICK_TIME 75 // Number of ticks between the plant processor cycling.
// Debug for testing seed genes.
/client/proc/show_plant_genes()

View File

@@ -685,7 +685,7 @@
name = "wheat"
seed_name = "wheat"
display_name = "wheat stalks"
chems = list("nutriment" = list(1,25))
chems = list("nutriment" = list(1,25), "flour" = list(1,25))
kitchen_tag = "wheat"
/datum/seed/wheat/New()
@@ -916,7 +916,7 @@
set_trait(TRAIT_PRODUCTION,5)
set_trait(TRAIT_YIELD,3)
set_trait(TRAIT_POTENCY,10)
set_trait(TRAIT_PRODUCT_ICON,"treefruit")
set_trait(TRAIT_PRODUCT_ICON,"cherry")
set_trait(TRAIT_PRODUCT_COLOUR,"#8C0101")
set_trait(TRAIT_PLANT_ICON,"tree2")

View File

@@ -1,9 +1,17 @@
#define NEIGHBOR_REFRESH_TIME 100
/obj/effect/plant/proc/get_cardinal_neighbors()
var/list/cardinal_neighbors = list()
for(var/check_dir in cardinal)
var/turf/simulated/T = get_step(get_turf(src), check_dir)
if(istype(T))
cardinal_neighbors |= T
return cardinal_neighbors
/obj/effect/plant/proc/update_neighbors()
// Update our list of valid neighboring turfs.
neighbors = list()
for(var/turf/simulated/floor/floor in range(1,src))
for(var/turf/simulated/floor in get_cardinal_neighbors())
if(get_dist(parent, floor) > spread_distance)
continue
if((locate(/obj/effect/plant) in floor.contents) || (locate(/obj/effect/dead_plant) in floor.contents) )
@@ -80,10 +88,12 @@
// Kill off our plant.
if(plant) plant.die()
// This turf is clear now, let our buddies know.
var/turf/T = get_turf(src)
for(var/obj/effect/plant/neighbor in range(1,src))
neighbor.neighbors |= T
plant_controller.add_plant(neighbor)
for(var/turf/simulated/check_turf in get_cardinal_neighbors())
if(!istype(check_turf))
continue
for(var/obj/effect/plant/neighbor in check_turf.contents)
neighbor.neighbors |= check_turf
plant_controller.add_plant(neighbor)
spawn(1) if(src) del(src)
#undef NEIGHBOR_REFRESH_TIME

View File

@@ -63,8 +63,8 @@
victim.buckled = src
victim.update_canmove()
buckled_mob = victim
if(victim.loc != src.loc)
var/turf/T = get_turf(src)
if(victim.loc != T && T.Enter(victim, get_turf(victim)))
src.visible_message("<span class='danger'>Tendrils lash out from \the [src] and drag \the [victim] in!</span>")
victim.loc = src.loc
victim << "<span class='danger'>Tendrils [pick("wind", "tangle", "tighten")] around you!</span>"

View File

@@ -592,15 +592,20 @@
if(!environment) //We're in a crate or nullspace, bail out.
return
var/area/A = T.loc
var/light_available
if(A)
if(A.lighting_use_dynamic)
light_available = max(0,min(10,T.lighting_lumcount)-5)
else
light_available = 5
var/light_string
if(closed_system && mechanical)
light_string = "that the internal lights are set to [tray_light] lumens"
else
var/area/A = T.loc
var/light_available
if(A)
if(A.lighting_use_dynamic)
light_available = max(0,min(10,T.lighting_lumcount)-5)
else
light_available = 5
light_string = "a light level of [light_available] lumens"
usr << "The tray's sensor suite is reporting a light level of [light_available] lumens and a temperature of [environment.temperature]K."
usr << "The tray's sensor suite is reporting [light_string] and a temperature of [environment.temperature]K."
/obj/machinery/portable_atmospherics/hydroponics/verb/close_lid_verb()
set name = "Toggle Tray Lid"

View File

@@ -198,10 +198,10 @@
if(grown_seed.get_trait(TRAIT_TELEPORTING))
dat += "<br>The fruit is temporal/spatially unstable."
dat += "<br><br>\[<a href='?src=\ref[src];print=1'>print report</a>\]"
if(dat)
user << browse(dat,"window=plant_analyzer")
last_data = dat
dat += "<br><br>\[<a href='?src=\ref[src];print=1'>print report</a>\]"
user << browse(dat,"window=plant_analyzer")
return

View File

@@ -199,6 +199,9 @@
/mob/proc/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
src << "[part_a][speaker_name][part_b][formatted]</span></span>"
/mob/dead/observer/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
src << "[part_a][track][part_b][formatted]</span></span>"
/mob/living/silicon/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
var/time = say_timestamp()
src << "[time][part_a][speaker_name][part_b][formatted]</span></span>"

View File

@@ -35,8 +35,8 @@
/datum/unarmed_attack/bite
)
var/list/unarmed_attacks = null // For empty hand harm-intent attack
var/brute_mod = null // Physical damage reduction/malus.
var/burn_mod = null // Burn damage reduction/malus.
var/brute_mod = 1 // Physical damage multiplier.
var/burn_mod = 1 // Burn damage multiplier.
// Death vars.
var/gibber_type = /obj/effect/gibspawner/human

View File

@@ -120,12 +120,14 @@ var/datum/cameranet/cameranet = new()
for(var/y = y1; y <= y2; y += 16)
if(chunkGenerated(x, y, T.z))
var/datum/camerachunk/chunk = getCameraChunk(x, y, T.z)
if(choice == 0)
// Remove the camera.
chunk.cameras -= c
else if(choice == 1)
// You can't have the same camera in the list twice.
chunk.cameras |= c
// Only add actual cameras to the list of cameras
if(istype(c, /obj/machinery/camera))
if(choice == 0)
// Remove the camera.
chunk.cameras -= c
else if(choice == 1)
// You can't have the same camera in the list twice.
chunk.cameras |= c
chunk.hasChanged()
// Will check if a mob is on a viewable turf. Returns 1 if it is, otherwise returns 0.

View File

@@ -64,7 +64,7 @@
else
changed = 1
// The actual updating. It gathers the visible turfs from cameras and puts them into the appropiate lists.
// The actual updating. It gathers the visible turfs from cameras and puts them into the appropriate lists.
/datum/camerachunk/proc/update()
@@ -76,14 +76,14 @@
var/obj/machinery/camera/c = camera
if(!c)
continue
cameras -= c
if(!c.can_use())
continue
var/turf/point = locate(src.x + 8, src.y + 8, src.z)
if(get_dist(point, c) > 24)
continue
cameras -= c
for(var/turf/t in c.can_see())
newVisibleTurfs[t] = t
@@ -143,14 +143,8 @@
if(t.x >= x && t.y >= y && t.x < x + 16 && t.y < y + 16)
turfs[t] = t
for(var/camera in cameras)
var/obj/machinery/camera/c = camera
if(!c)
continue
if(!c.can_use())
continue
// At this point we only have functional cameras
for(var/obj/machinery/camera/c in cameras)
for(var/turf/t in c.can_see())
visibleTurfs[t] = t

View File

@@ -84,6 +84,7 @@
/obj/machinery/camera/deactivate(user as mob, var/choice = 1)
..(user, choice)
invalidateCameraCache()
if(src.can_use())
cameranet.addCamera(src)
else
@@ -98,16 +99,11 @@
cameranet.cameras_unsorted = 1
else
dd_insertObjectList(cameranet.cameras, src)
var/list/open_networks = difflist(network,restricted_camera_networks) //...but if all of camera's networks are restricted, it only works for specific camera consoles.
if(open_networks.len) //If there is at least one open network, chunk is available for AI usage.
cameranet.addCamera(src)
update_coverage(1)
/obj/machinery/camera/Del()
cameranet.cameras -= src
var/list/open_networks = difflist(network,restricted_camera_networks)
if(open_networks.len)
cameranet.removeCamera(src)
clear_all_networks()
..()
#undef BORG_CAMERA_BUFFER

View File

@@ -69,7 +69,7 @@
wrapped = null
return
src.loc << "\red You drop \the [wrapped]."
src.loc << "<span class='danger'>You drop \the [wrapped].</span>"
wrapped.loc = get_turf(src)
wrapped = null
//update_icon()
@@ -79,6 +79,9 @@
/obj/item/weapon/gripper/afterattack(var/atom/target, var/mob/living/user, proximity, params)
if(!proximity)
return // This will prevent them using guns at range but adminbuse can add them directly to modules, so eh.
//There's some weirdness with items being lost inside the arm. Trying to fix all cases. ~Z
if(!wrapped)
for(var/obj/item/thing in src.contents)
@@ -123,7 +126,7 @@
wrapped = I
return
else
user << "\red Your gripper cannot hold \the [target]."
user << "<span class='danger'>Your gripper cannot hold \the [target].</span>"
else if(istype(target,/obj/machinery/power/apc))
var/obj/machinery/power/apc/A = target
@@ -140,7 +143,7 @@
A.charging = 0
A.update_icon()
user.visible_message("\red [user] removes the power cell from [A]!", "You remove the power cell.")
user.visible_message("<span class='danger'>[user] removes the power cell from [A]!</span>", "You remove the power cell.")
//TODO: Matter decompiler.
/obj/item/weapon/matter_decompiler
@@ -173,7 +176,7 @@
for(var/mob/M in T)
if(istype(M,/mob/living/simple_animal/lizard) || istype(M,/mob/living/simple_animal/mouse))
src.loc.visible_message("\red [src.loc] sucks [M] into its decompiler. There's a horrible crunching noise.","\red It's a bit of a struggle, but you manage to suck [M] into your decompiler. It makes a series of visceral crunching noises.")
src.loc.visible_message("<span class='danger'>[src.loc] sucks [M] into its decompiler. There's a horrible crunching noise.</span>","<span class='danger'>It's a bit of a struggle, but you manage to suck [M] into your decompiler. It makes a series of visceral crunching noises.</span>")
new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
del(M)
if(wood)
@@ -270,16 +273,16 @@
grabbed_something = 1
if(grabbed_something)
user << "\blue You deploy your decompiler and clear out the contents of \the [T]."
user << "<span class='notice'>You deploy your decompiler and clear out the contents of \the [T].</span>"
else
user << "\red Nothing on \the [T] is useful to you."
user << "<span class='danger'>Nothing on \the [T] is useful to you.</span>"
return
//PRETTIER TOOL LIST.
/mob/living/silicon/robot/drone/installed_modules()
if(weapon_lock)
src << "\red Weapon lock active, unable to use modules! Count:[weaponlock_time]"
src << "<span class='danger'>Weapon lock active, unable to use modules! Count:[weaponlock_time]</span>"
return
if(!module)

View File

@@ -1143,7 +1143,6 @@ var/list/robot_verbs_default = list(
//Disconnect it's camera so it's not so easily tracked.
if(src.camera)
src.camera.clear_all_networks()
cameranet.removeCamera(src.camera)
/mob/living/silicon/robot/proc/ResetSecurityCodes()

View File

@@ -797,7 +797,7 @@ note dizziness decrements automatically in the mob's Life() proc.
stat(null,"Location:\t([x], [y], [z])")
stat(null,"CPU:\t[world.cpu]")
stat(null,"Instances:\t[world.contents.len]")
if(statpanel("MC") && master_controller)
if(statpanel("Status") && master_controller)
stat(null,"MasterController-[last_tick_duration] ([master_controller.processing?"On":"Off"]-[controller_iteration])")
stat(null,"Air-[master_controller.air_cost]\tSun-[master_controller.sun_cost]")
stat(null,"Mob-[master_controller.mobs_cost]\t#[mob_list.len]")
@@ -1180,7 +1180,9 @@ mob/proc/yank_out_object()
usr << "You are now facing [dir2text(facing_dir)]."
/mob/proc/set_face_dir(var/newdir)
if(newdir)
if(newdir == facing_dir)
facing_dir = null
else if(newdir)
set_dir(newdir)
facing_dir = newdir
else if(facing_dir)
@@ -1200,20 +1202,16 @@ mob/proc/yank_out_object()
/mob/verb/northfaceperm()
set hidden = 1
facing_dir = null
set_face_dir(NORTH)
/mob/verb/southfaceperm()
set hidden = 1
facing_dir = null
set_face_dir(SOUTH)
/mob/verb/eastfaceperm()
set hidden = 1
facing_dir = null
set_face_dir(EAST)
/mob/verb/westfaceperm()
set hidden = 1
facing_dir = null
set_face_dir(WEST)

View File

@@ -28,8 +28,10 @@
return STATUS_CLOSE
if(lockcharge || stunned || weakened)
return STATUS_DISABLED
if(custom_state.flags & NANO_IGNORE_DISTANCE)
return STATUS_INTERACTIVE
// robots can interact with things they can see within their view range
if(!(custom_state.flags & NANO_IGNORE_DISTANCE) && (src_object in view(src)))
if((src_object in view(src)) && get_dist(src_object, src) <= src.client.view)
return STATUS_INTERACTIVE // interactive (green visibility)
return STATUS_DISABLED // no updates, completely disabled (red visibility)

View File

@@ -59,7 +59,7 @@ obj/item/weapon/gun/energy/retro
/obj/item/weapon/gun/energy/lasercannon/mounted
self_recharge = 1
use_external_power = 1
recharge_time = 25
recharge_time = 10
/obj/item/weapon/gun/energy/xray
name = "xray laser gun"

View File

@@ -13,9 +13,7 @@
projectile_type = /obj/item/projectile/ion
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
if(severity > 2)
return //so it doesn't EMP itself, I guess
..()
..(max(severity, 2)) //so it doesn't EMP itself, I guess
/obj/item/weapon/gun/energy/ionrifle/update_icon()
..()

View File

@@ -3329,7 +3329,7 @@ datum
// make all the beverages work together
for(var/datum/reagent/ethanol/A in holder.reagent_list)
if(isnum(A.data)) d += A.data
if(A != src && isnum(A.data)) d += A.data
if(alien && alien == IS_SKRELL) //Skrell get very drunk very quickly.
d*=5

View File

@@ -1,3 +1,6 @@
#define CELLS 4
#define CELLSIZE (32/CELLS)
////////////////////////////////////////////////////////////////////////////////
/// Food.
////////////////////////////////////////////////////////////////////////////////
@@ -6,7 +9,7 @@
volume = 50 //Sets the default container amount for all food items.
var/filling_color = "#FFFFFF" //Used by sandwiches.
var/list/center_of_mass = newlist() //Center of mass
var/list/center_of_mass = list() // Used for table placement
/obj/item/weapon/reagent_containers/food/New()
..()
@@ -18,17 +21,18 @@
if(proximity && params && istype(A, /obj/structure/table) && center_of_mass.len)
//Places the item on a grid
var/list/mouse_control = params2list(params)
var/cellnumber = 4
var/mouse_x = text2num(mouse_control["icon-x"])
var/mouse_y = text2num(mouse_control["icon-y"])
var/grid_x = round(mouse_x, 32/cellnumber)
var/grid_y = round(mouse_y, 32/cellnumber)
if(!isnum(mouse_x) || !isnum(mouse_y))
return
if(mouse_control["icon-x"])
var/sign = mouse_x - grid_x != 0 ? sign(mouse_x - grid_x) : -1 //positive if rounded down, else negative
pixel_x = grid_x - center_of_mass["x"] + sign*16/cellnumber //center of the cell
if(mouse_control["icon-y"])
var/sign = mouse_y - grid_y != 0 ? sign(mouse_y - grid_y) : -1
pixel_y = grid_y - center_of_mass["y"] + sign*16/cellnumber
var/cell_x = max(0, min(CELLS-1, round(mouse_x/CELLSIZE)))
var/cell_y = max(0, min(CELLS-1, round(mouse_y/CELLSIZE)))
pixel_x = (CELLSIZE * (0.5 + cell_x)) - center_of_mass["x"]
pixel_y = (CELLSIZE * (0.5 + cell_y)) - center_of_mass["y"]
#undef CELLS
#undef CELLSIZE

View File

@@ -257,7 +257,7 @@
desc = "A metal shaker to mix drinks in."
icon_state = "shaker"
amount_per_transfer_from_this = 10
volume = 100
volume = 120
center_of_mass = list("x"=17, "y"=10)
/obj/item/weapon/reagent_containers/food/drinks/flask

View File

@@ -6,7 +6,7 @@
/obj/item/weapon/reagent_containers/food/drinks/bottle
amount_per_transfer_from_this = 10
volume = 100
volume = 120
item_state = "broken_beer" //Generic held-item sprite until unique ones are made.
var/const/duration = 13 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets)
var/isGlass = 1 //Whether the 'bottle' is made of glass or not so that milk cartons dont shatter when someone gets hit by it

View File

@@ -4,8 +4,8 @@
name = "glass"
desc = "Your standard drinking glass."
icon_state = "glass_empty"
amount_per_transfer_from_this = 10
volume = 50
amount_per_transfer_from_this = 5
volume = 30
center_of_mass = list("x"=16, "y"=10)
on_reagent_change()

View File

@@ -481,14 +481,14 @@
user.drop_from_inventory(src)
del(src)
/obj/item/weapon/reagent_containers/food/snacks/throw_impact(atom/hit_atom)
/obj/item/weapon/reagent_containers/food/snacks/egg/throw_impact(atom/hit_atom)
..()
new/obj/effect/decal/cleanable/egg_smudge(src.loc)
src.reagents.reaction(hit_atom, TOUCH)
src.visible_message("\red [src.name] has been squashed.","\red You hear a smack.")
del(src)
/obj/item/weapon/reagent_containers/food/snacks/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/item/weapon/reagent_containers/food/snacks/egg/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype( W, /obj/item/toy/crayon ))
var/obj/item/toy/crayon/C = W
var/clr = C.colourName

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@@ -249,6 +249,23 @@ macro "hotkeymode"
name = "SOUTH+REP"
command = ".south"
is-disabled = false
elem
name = "ALT+WEST"
command = "westfaceperm"
is-disabled = false
is-disabled = false
elem
name = "ALT+NORTH"
command = "northfaceperm"
is-disabled = false
elem
name = "ALT+EAST"
command = "eastfaceperm"
is-disabled = false
elem
name = "ALT+SOUTH"
command = "southfaceperm"
is-disabled = false
elem
name = "INSERT"
command = "a-intent right"
@@ -1828,7 +1845,7 @@ window "infowindow"
elem "info"
type = INFO
pos = 0,0
size = 636x451
size = 638x477
anchor1 = 0,0
anchor2 = 100,100
font-family = ""