[MIRROR] up ports misc gripper, gargoyle, petrification, some message fixes (#9566)

Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2024-11-30 11:07:33 -07:00
committed by GitHub
parent b4c7c534a9
commit 03e4547819
24 changed files with 164 additions and 224 deletions

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@@ -1,8 +1,11 @@
//CHOMPEDIT Start: edit the file human/update_icons.dm in the modular_chomp folder as well, if you update these (and clothing/clothing.dm line 789, the hardcoded layer there in /obj/item/clothing/suit/make_worn_icon)
// These are used as the layers for the icons, as well as indexes in a list that holds onto them.
// Technically the layers used are all -100+layer to make them FLOAT_LAYER overlays.
//Human Overlays Indexes/////////
//CHOMPEDIT edit the file human/update_icons.dm in the modular_chomp folder as well, if you update these (and clothing/clothing.dm line 789, the hardcoded layer there in /obj/item/clothing/suit/make_worn_icon)
#define MUTATIONS_LAYER 1 //Mutations like fat, and lasereyes
#define TAIL_LOWER_LAYER 2 //Tail as viewed from the south //CHOMPStation edit - underneath bodyparts
#define WING_LOWER_LAYER 3 //Wings as viewed from the south //CHOMPStation edit - underneath bodyparts
#define BODYPARTS_LAYER 4 //Bodyparts layer - CHOMPStation edit
#define BODYPARTS_LAYER 4 //Bodyparts layer
#define SKIN_LAYER 5 //Skin things added by a call on species
#define BLOOD_LAYER 6 //Bloodied hands/feet/anything else
#define MOB_DAM_LAYER 7 //Injury overlay sprites like open wounds
@@ -15,13 +18,13 @@
#define GLOVES_LAYER 14 //Glove-slot item
#define BELT_LAYER 15 //Belt-slot item
#define SUIT_LAYER 16 //Suit-slot item
#define TAIL_UPPER_LAYER 17 //Some species have tails to render (As viewed from the N, E, or W)
#define TAIL_UPPER_LAYER 17 //Some species have tails to render (As viewed from the N, E, or W)
#define GLASSES_LAYER 18 //Eye-slot item
#define BELT_LAYER_ALT 19 //Belt-slot item (when set to be above suit via verb)
#define SUIT_STORE_LAYER 20 //Suit storage-slot item
#define BACK_LAYER 21 //Back-slot item
#define HAIR_LAYER 22 //The human's hair
#define HAIR_ACCESSORY_LAYER 23 //VOREStation edit. Simply move this up a number if things are added.
#define HAIR_ACCESSORY_LAYER 23 //Simply move this up a number if things are added.
#define EARS_LAYER 24 //Both ear-slot items (combined image)
#define EYES_LAYER 25 //Mob's eyes (used for glowing eyes)
#define FACEMASK_LAYER 26 //Mask-slot item
@@ -39,5 +42,8 @@
#define FIRE_LAYER 38 //'Mob on fire' overlay layer
#define MOB_WATER_LAYER 39 //'Mob submerged' overlay layer
#define TARGETED_LAYER 40 //'Aimed at' overlay layer
#define TOTAL_LAYERS 40 //CHOMPStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
//CHOMPEdit End
#define TOTAL_LAYERS 40 // <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
//These two are only used for gargoyles currently
#define HUMAN_BODY_LAYERS list(MUTATIONS_LAYER, TAIL_LOWER_LAYER, WING_LOWER_LAYER, BODYPARTS_LAYER, SKIN_LAYER, BLOOD_LAYER, MOB_DAM_LAYER, TAIL_UPPER_LAYER, HAIR_LAYER, HAIR_ACCESSORY_LAYER, EYES_LAYER, WING_LAYER, VORE_BELLY_LAYER, VORE_TAIL_LAYER, TAIL_UPPER_LAYER_ALT)
#define HUMAN_OTHER_LAYERS list(MODIFIER_EFFECTS_LAYER, FIRE_LAYER, MOB_WATER_LAYER, TARGETED_LAYER)

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@@ -0,0 +1,101 @@
/datum/component/gargoyle
var/energy = 100
var/transformed = FALSE
var/paused = FALSE
var/paused_loc
var/cooldown
var/mob/living/carbon/human/gargoyle //easy reference
var/obj/structure/gargoyle/statue //another easy ref
//Adjustable mod
var/identifier = "statue"
var/adjective = "hardens"
var/material = "stone"
var/tint = "#FFFFFF"
/datum/component/gargoyle/Initialize()
if (!ishuman(parent))
return COMPONENT_INCOMPATIBLE
gargoyle = parent
add_verb(gargoyle,/mob/living/carbon/human/proc/gargoyle_transformation)
add_verb(gargoyle,/mob/living/carbon/human/proc/gargoyle_pause)
add_verb(gargoyle,/mob/living/carbon/human/proc/gargoyle_checkenergy)
START_PROCESSING(SSprocessing, src)
/datum/component/gargoyle/process()
if (QDELETED(gargoyle))
return
if (paused && gargoyle.loc != paused_loc)
unpause()
if (energy > 0)
if (!transformed && !paused)
energy = max(0,energy-0.05)
else if (!transformed && isturf(gargoyle.loc))
gargoyle.gargoyle_transformation()
if (transformed)
if (!statue)
transformed = FALSE
statue.damage(-0.5)
energy = min(energy+0.3, 100)
/datum/component/gargoyle/proc/unpause()
if (!paused || transformed)
paused = FALSE
paused_loc = null
UnregisterSignal(gargoyle, COMSIG_ATOM_ENTERING)
return
if (gargoyle?.loc != paused_loc)
paused = FALSE
paused_loc = null
energy = max(energy - 5, 0)
if (energy == 0)
gargoyle.gargoyle_transformation()
UnregisterSignal(gargoyle, COMSIG_ATOM_ENTERING)
//verbs or action buttons...?
/mob/living/carbon/human/proc/gargoyle_transformation()
set name = "Gargoyle - Petrification"
set category = "Abilities.Gargoyle"
set desc = "Turn yourself into (or back from) being a gargoyle."
if (stat == DEAD)
return
var/datum/component/gargoyle/comp = GetComponent(/datum/component/gargoyle)
if (comp)
if (comp.energy <= 0 && isturf(loc))
to_chat(src, span_danger("You suddenly turn into a [comp.identifier] as you run out of energy!"))
else if (comp.cooldown > world.time)
var/time_to_wait = (comp.cooldown - world.time) / (1 SECONDS)
to_chat(src, span_warning("You can't transform just yet again! Wait for another [round(time_to_wait,0.1)] seconds!"))
return
if (istype(loc, /obj/structure/gargoyle))
qdel(loc)
else if (isturf(loc))
new /obj/structure/gargoyle(loc, src)
/mob/living/carbon/human/proc/gargoyle_pause()
set name = "Gargoyle - Pause"
set category = "Abilities.Gargoyle"
set desc = "Pause your energy while standing still, so you don't use up any more, though you will lose a small amount upon moving again."
if (stat)
return
var/datum/component/gargoyle/comp = GetComponent(/datum/component/gargoyle)
if (comp && !comp.transformed && !comp.paused)
comp.paused = TRUE
comp.paused_loc = loc
comp.RegisterSignal(src, COMSIG_ATOM_ENTERING, /datum/component/gargoyle/proc/unpause)
to_chat(src, span_notice("You start conserving your energy."))
/mob/living/carbon/human/proc/gargoyle_checkenergy()
set name = "Gargoyle - Check Energy"
set category = "Abilities.Gargoyle"
set desc = "Check how much energy you have remaining as a gargoyle."
var/datum/component/gargoyle/comp = GetComponent(/datum/component/gargoyle)
if (comp)
to_chat(src, span_notice("You have [round(comp.energy,0.01)] energy remaining. It is currently [comp.paused ? "stable" : (comp.transformed ? "increasing" : "decreasing")]."))

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@@ -0,0 +1,254 @@
/obj/machinery/petrification
name = "odd interface"
desc = "An odd looking machine with an interface, some buttons and a tiny keyboard on the side."
icon = 'icons/obj/machines/petrification.dmi'
icon_state = "petrification"
idle_power_usage = 100
active_power_usage = 1000
use_power = USE_POWER_IDLE
anchored = TRUE
unacidable = TRUE
dir = EAST
var/material = "stone"
var/identifier = "statue"
var/adjective = "hardens"
var/tint = "#ffffff"
var/able_to_unpetrify = TRUE
var/discard_clothes = TRUE
var/mob/living/carbon/human/target
var/list/remotes = list()
/obj/machinery/petrification/New()
. = ..()
if(!pixel_x && !pixel_y)
pixel_x = (dir & 3) ? 0 : (dir == 4 ? 26 : -26)
pixel_y = (dir & 3) ? (dir == 1 ? 26 : -26) : 0
/obj/machinery/petrification/proc/get_viable_targets()
var/list/targets = list()
//dir is the opposite of whichever direction we want to scan
var/turf/center
center = get_step(src, turn(dir, 180))
if (!center)
return
//square of 3x3 in front of the device
for (var/n = center.x-1; n <= center.x+1; n++)
for (var/m = center.y-1; m <= center.y+1; m++)
var/turf/T = locate(n,m,z)
if (!isturf(T))
continue
for (var/mob/living/carbon/human/H in T)
if (H.stat == DEAD)
continue
var/option = "[H]["[H]" != H.real_name ? " ([H.real_name])" : ""]"
var/r = 1
if (option in targets)
while ("[option] ([r])" in targets)
r += 1
option = "[option] ([r])"
targets[option] = H
return targets
/obj/machinery/petrification/proc/is_valid_target(var/mob/living/carbon/human/H)
if (QDELETED(H) || !istype(H) || !H.client)
return FALSE
var/turf/T = H.loc
if (!isturf(T))
return FALSE
var/turf/center
center = get_step(get_turf(src), turn(dir, 180))
if (!center)
return
if (T.z != z || T.x > center.x + 1 || T.x < center.x - 1 || T.y > center.y + 1 || T.y < center.y - 1)
return FALSE
return TRUE
/obj/machinery/petrification/proc/popup_msg(var/mob/user, var/message, var/notice = TRUE)
if (notice)
message = "A notice pops up on the interface: \"[message]\""
if (target)
to_chat(user, span_notice("[message]"))
/obj/machinery/petrification/proc/petrify(var/mob/user, var/obj/item/petrifier/petrifier = null)
. = FALSE
var/mat = material
var/idt = identifier
var/adj = adjective
var/tnt = tint
var/can_unpetrify = able_to_unpetrify
var/no_clothes = discard_clothes
var/mob/living/carbon/human/statue = target
if (petrifier && istype(petrifier))
mat = petrifier.material
idt = petrifier.identifier
adj = petrifier.adjective
tnt = petrifier.tint
can_unpetrify = petrifier.able_to_unpetrify
no_clothes = petrifier.discard_clothes
statue = petrifier.target
if (QDELETED(statue) || !istype(statue))
popup_msg(user, "Invalid target.")
return
if (statue.stat == DEAD)
popup_msg(user, "The target must be alive.")
return
if (!statue.client)
popup_msg(user, "The target must be capable of conscious thought.")
return
if (!istext(mat) || !istext(idt) || !istext(adj) || !istext(tnt))
popup_msg(user, "Invalid options.")
var/turf/T = statue.loc
if (!istype(T))
popup_msg(user, "They must be visible to the [petrifier ? "device" : "machine"].")
if (!petrifier)
var/turf/center = get_step(get_turf(src), turn(dir, 180))
if (!center)
return
if (T.z != z || T.x > center.x + 1 || T.x < center.x - 1 || T.y > center.y + 1 || T.y < center.y - 1)
popup_msg(user, "They are out of range. They must be standing within a 3x3 square in front of the machine.")
return
else
var/turf/center = get_turf(petrifier)
if (!center)
return
if (T.z != center.z || get_dist(center, T) > 4)
popup_msg(user, "They are out of range. They must be standing within 4 tiles of the device.")
return
var/datum/component/gargoyle/comp = statue.GetComponent(/datum/component/gargoyle)
if (no_clothes)
for(var/obj/item/W in statue)
if(istype(W, /obj/item/implant/backup) || istype(W, /obj/item/nif))
continue
statue.drop_from_inventory(W)
var/obj/structure/gargoyle/G = new(T, statue, idt, mat, adj, tnt, can_unpetrify, no_clothes)
G.was_rayed = TRUE
if (can_unpetrify)
add_verb(statue,/mob/living/carbon/human/proc/gargoyle_transformation)
comp?.cooldown = 0
else
remove_verb(statue,/mob/living/carbon/human/proc/gargoyle_transformation)
remove_verb(statue,/mob/living/carbon/human/proc/gargoyle_pause)
remove_verb(statue,/mob/living/carbon/human/proc/gargoyle_checkenergy)
comp?.cooldown = INFINITY
if (!petrifier)
visible_message(span_notice("A ray of purple light streams out of \the [src], aimed directly at [statue]. Everywhere the light touches on them quickly [adj] into [mat]."))
SStgui.update_uis(src)
return TRUE
/obj/machinery/petrification/attack_hand(var/mob/user as mob)
if(..())
return
user.set_machine(src)
tgui_interact(user)
/obj/machinery/petrification/tgui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "PetrificationInterface", name)
ui.open()
/obj/machinery/petrification/tgui_data(mob/user)
var/list/data = list()
data["material"] = material
data["identifier"] = identifier
data["adjective"] = adjective
data["tint"] = tint
var/list/h = rgb2num(tint)
data["t"] = ((h[1]*0.299)+(h[2]*0.587)+(h[3]*0.114)) > 102 //0.4 luminance
data["target"] = "[target ? target : "None"]"
data["able_to_unpetrify"] = able_to_unpetrify
data["discard_clothes"] = discard_clothes
data["can_remote"] = is_valid_target(target) && istext(material) && istext(identifier) && istext(adjective) && istext(tint)
return data
/obj/machinery/petrification/proc/set_input(var/option, mob/user)
var/list/only_these = list("tint","material","identifier","adjective","able_to_unpetrify","discard_clothes","target")
if (!(option in only_these))
return
switch(option)
if("tint")
var/new_color = input(user, "Choose the color for the [identifier] to be:", "Statue color", tint) as color|null
if (new_color)
tint = new_color
if("material","identifier","adjective")
var/input = tgui_input_text(user, "What should the [option] be?", "Statue [option]", vars[option], MAX_NAME_LEN)
input = sanitizeSafe(input, 25)
if (length(input) <= 0)
return
if (option == "adjective")
if (copytext_char(input, -1) != "s")
switch(copytext_char(input, -2))
if ("ss")
input += "es"
if ("sh")
input += "es"
if ("ch")
input += "es"
else
switch(copytext_char(input, -1))
if("s", "x", "z")
input += "es"
else
input += "s"
vars[option] = input
if("able_to_unpetrify", "discard_clothes")
vars[option] = !vars[option]
if("target")
var/list/targets = get_viable_targets()
if (!length(targets))
popup_msg(user, "No targets within range. Make sure there is a humanoid being within a 3x3 metre square in front of the interface.")
return
var/selected = input(user, "Choose the target.", "Petrification Target") as null|anything in targets
if (selected && ishuman(targets[selected]) && is_valid_target(targets[selected]))
var/confirmation = tgui_alert(targets[selected], "You have been selected as a petrification target. If you press confirm, you will possibly be turned into a statue, and if the option is selected, possibly one that cannot be reverted back from a statue at all.","Petrification Target",list("Confirm", "Cancel"))
if (confirmation != "Confirm")
popup_msg(user, "They declined the request.", FALSE)
return
var/double = tgui_alert(targets[selected], "This is your last warning, are you -certain-?","Petrification Target",list("Confirm", "Cancel"))
if (confirmation == "Confirm" && double == "Confirm")
target = targets[selected]
else
popup_msg(user, "They declined the request.", FALSE)
/obj/machinery/petrification/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state)
if(..())
return TRUE
if (ui.user)
add_fingerprint(ui.user)
switch(action)
if("set_option")
if (params["option"])
set_input(params["option"], ui.user)
SStgui.update_uis(src)
return TRUE
if("petrify")
petrify(ui.user)
return TRUE
if("remote")
if (is_valid_target(target) && istext(material) && istext(identifier) && istext(adjective) && istext(tint))
var/obj/item/petrifier/PE = remotes[target]
if (!QDELETED(PE))
PE.visible_message(span_warning("\The [PE] disappears!"))
qdel(PE)
var/obj/item/petrifier/P = new(loc, src)
P.material = material
P.identifier = identifier
P.adjective = adjective
P.tint = tint
P.able_to_unpetrify = able_to_unpetrify
P.discard_clothes = discard_clothes
P.target = target
remotes[target] = P
ui.user.put_in_hands(P)
return TRUE
return TRUE
/obj/item/paper/petrification_notes
name = "written notes"
info = "<font face=\"Times New Roman\">" + span_italics("Found this buried in the machine over there after digging through it a bit- I hooked it up to one of our displays so it was a bit more usable- seems to be a spare part, it was right next to another one that actually " + span_bold("was") + " hooked up. Turns things into other materials, probably one of the components that makes that machine work.") + "</font>"

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@@ -0,0 +1,28 @@
/obj/item/petrifier
name = "odd button"
desc = "A metal device with a single, purple button on it, and a tiny interface."
icon = 'icons/obj/machines/petrification.dmi'
icon_state = "petrifier"
var/mob/living/carbon/human/target
var/identifier = "statue"
var/material = "stone"
var/adjective = "hardens"
var/tint = "#FFFFFF"
var/discard_clothes = TRUE
var/able_to_unpetrify = TRUE
var/obj/machinery/petrification/linked
/obj/item/petrifier/Initialize(mapload, var/to_link)
. = ..()
linked = to_link
/obj/item/petrifier/attack_self(var/mob/user)
. = ..()
if (!isturf(user.loc) && user.get_ultimate_mob() != target)
to_chat(user, span_warning("The device beeps but does nothing."))
return
if (linked?.petrify(user, src))
visible_message(span_notice("A ray of purple light streams out of \the [src], aimed directly at [target]. Everywhere the light touches on them quickly [adjective] into [material]."))
to_chat(user, span_warning("The device fizzles and crumbles into dust."))
qdel(src)

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@@ -0,0 +1,293 @@
/obj/structure/gargoyle
name = "statue"
desc = "A very lifelike carving."
density = TRUE
anchored = TRUE
var/mob/living/carbon/human/gargoyle
var/initial_sleep
var/initial_blind
var/initial_is_shifted
var/initial_lying
var/initial_lying_prev
var/wagging
var/flapping
var/obj_integrity = 100
var/original_int = 100
var/max_integrity = 100
var/stored_examine
var/identifier = "statue"
var/material = "stone"
var/adjective = "hardens"
var/list/tail_lower_dirs = list(SOUTH, EAST, WEST)
var/image/tail_image
var/tail_alt = TAIL_UPPER_LAYER
var/can_revert = TRUE
var/was_rayed = FALSE
/obj/structure/gargoyle/Initialize(mapload, var/mob/living/carbon/human/H, var/ident_ovr, var/mat_ovr, var/adj_ovr, var/tint_ovr, var/revert = TRUE, var/discard_clothes)
. = ..()
if (isspace(loc) || isopenspace(loc))
anchored = FALSE
if (!istype(H) || !isturf(H.loc))
return
var/datum/component/gargoyle/comp = H.GetComponent(/datum/component/gargoyle)
var/tint = "#FFFFFF"
if (comp)
comp.cooldown = world.time + (15 SECONDS)
comp.statue = src
comp.transformed = TRUE
comp.paused = FALSE
identifier = length(comp.identifier) > 0 ? comp.identifier : initial(identifier)
material = length(comp.material) > 0 ? comp.material : initial(material)
tint = length(comp.tint) > 0 ? comp.tint : initial(tint)
adjective = length(comp.adjective) > 0 ? comp.adjective : initial(adjective)
if (copytext_char(adjective, -1) != "s")
adjective += "s"
gargoyle = H
if (H.get_effective_size(TRUE) < 0.5) // "So small! I can step over it!"
density = FALSE
if (ident_ovr)
identifier = ident_ovr
if (mat_ovr)
material = mat_ovr
if (adj_ovr)
adjective = adj_ovr
if (tint_ovr)
tint = tint_ovr
if (H.tail_style?.clip_mask_state)
tail_lower_dirs.Cut()
else if (H.tail_style)
tail_lower_dirs = H.tail_style.lower_layer_dirs.Copy()
tail_alt = H.tail_alt ? TAIL_UPPER_LAYER_ALT : TAIL_UPPER_LAYER
max_integrity = H.getMaxHealth() + 100
obj_integrity = H.health + 100
original_int = obj_integrity
name = "[identifier] of [H.name]"
desc = "A very lifelike [identifier] made of [material]."
stored_examine = H.examine(H)
description_fluff = H.get_description_fluff()
if (H.buckled)
H.buckled.unbuckle_mob(H, TRUE)
//icon = H.icon
//copy_overlays(H)
//calculate our tints
var/list/RGB = rgb2num(tint)
var/colorr = rgb(RGB[1]*0.299, RGB[2]*0.299, RGB[3]*0.299)
var/colorg = rgb(RGB[1]*0.587, RGB[2]*0.587, RGB[3]*0.587)
var/colorb = rgb(RGB[1]*0.114, RGB[2]*0.114, RGB[3]*0.114)
var/tint_color = list(colorr, colorg, colorb, "#000000")
var/list/body_layers = HUMAN_BODY_LAYERS
var/list/other_layers = HUMAN_OTHER_LAYERS
for (var/i = 1; i <= length(H.overlays_standing); i++)
if (i in other_layers)
continue
if (discard_clothes && !(i in body_layers))
continue
if (istype(H.overlays_standing[i], /image) && (i in body_layers))
var/image/old_image = H.overlays_standing[i]
var/image/new_image = image(old_image)
if (i == TAIL_LOWER_LAYER || i == TAIL_UPPER_LAYER || i == TAIL_UPPER_LAYER_ALT)
tail_image = new_image
new_image.color = tint_color
new_image.layer = old_image.layer
add_overlay(new_image)
else
if (!isnull(H.overlays_standing[i]))
add_overlay(H.overlays_standing[i])
initial_sleep = H.sleeping
initial_blind = H.eye_blind
initial_is_shifted = H.is_shifted
transform = H.transform
layer = H.layer
pixel_x = H.pixel_x
pixel_y = H.pixel_y
dir = H.dir
initial_lying = H.lying
initial_lying_prev = H.lying_prev
H.sdisabilities |= MUTE
if (H.appearance_flags & PIXEL_SCALE)
appearance_flags |= PIXEL_SCALE
wagging = H.wagging
H.transforming = TRUE
flapping = H.flapping
H.toggle_tail(FALSE, FALSE)
H.toggle_wing(FALSE, FALSE)
H.visible_message(span_warning("[H]'s skin rapidly [adjective] as they turn to [material]!"), span_warning("Your skin abruptly [adjective] as you turn to [material]!"))
H.forceMove(src)
H.SetBlinded(0)
H.SetSleeping(0)
H.status_flags |= GODMODE
H.updatehealth()
H.canmove = 0
can_revert = revert
START_PROCESSING(SSprocessing, src)
/obj/structure/gargoyle/Destroy()
STOP_PROCESSING(SSprocessing, src)
if (!gargoyle)
return ..()
if (can_revert)
unpetrify(deleting = FALSE) //don't delete if we're already deleting!
else
visible_message(span_warning("The [identifier] loses shape and crumbles into a pile of [material]!"))
. = ..()
/obj/structure/gargoyle/process()
if (!gargoyle)
qdel(src)
if (gargoyle.loc != src)
can_revert = TRUE //something's gone wrong, they escaped, lets not qdel them
unpetrify(deal_damage = FALSE, deleting = TRUE)
/obj/structure/gargoyle/examine_icon()
var/icon/examine_icon = icon(icon=src.icon, icon_state=src.icon_state, dir=SOUTH, frame=1, moving=0)
examine_icon.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
return examine_icon
/obj/structure/gargoyle/get_description_info()
if (gargoyle)
if (isspace(loc) || isopenspace(loc))
return
return "It can be [anchored ? "un" : ""]anchored with a wrench."
/obj/structure/gargoyle/examine(mob/user)
. = ..()
if (gargoyle && stored_examine)
. += "The [identifier] seems to have a bit more to them..."
. += stored_examine
return
/obj/structure/gargoyle/proc/unpetrify(var/deal_damage = TRUE, var/deleting = FALSE)
if (!gargoyle)
return
var/datum/component/gargoyle/comp = gargoyle.GetComponent(/datum/component/gargoyle)
if (comp)
comp.cooldown = world.time + (15 SECONDS)
comp.statue = null
comp.transformed = FALSE
else
if (was_rayed)
remove_verb(gargoyle,/mob/living/carbon/human/proc/gargoyle_transformation)
if (gargoyle.loc == src)
gargoyle.forceMove(loc)
gargoyle.transform = transform
gargoyle.pixel_x = pixel_x
gargoyle.pixel_y = pixel_y
gargoyle.is_shifted = initial_is_shifted
gargoyle.dir = dir
gargoyle.lying = initial_lying
gargoyle.lying_prev = initial_lying_prev
gargoyle.toggle_tail(wagging, FALSE)
gargoyle.toggle_wing(flapping, FALSE)
gargoyle.sdisabilities &= ~MUTE //why is there no ADD_TRAIT etc here that's actually ussssed
gargoyle.status_flags &= ~GODMODE
gargoyle.SetBlinded(initial_blind)
gargoyle.SetSleeping(initial_sleep)
gargoyle.transforming = FALSE
gargoyle.canmove = 1
gargoyle.update_canmove()
var/hurtmessage = ""
if (deal_damage)
if (obj_integrity < original_int)
var/f = (original_int - obj_integrity) / 10
for (var/x in 1 to 10)
gargoyle.adjustBruteLoss(f)
hurtmessage = " " + span_bold("You feel your body take the damage that was dealt while being [material]!")
gargoyle.updatehealth()
alpha = 0
gargoyle.visible_message(span_warning("[gargoyle]'s skin rapidly reverts, returning them to normal!"), span_warning("Your skin reverts, freeing your movement once more![hurtmessage]"))
gargoyle = null
if (deleting)
qdel(src)
/obj/structure/gargoyle/return_air()
return return_air_for_internal_lifeform()
/obj/structure/gargoyle/return_air_for_internal_lifeform(var/mob/living/lifeform)
var/air_type = /datum/gas_mixture/belly_air
if(istype(lifeform))
air_type = lifeform.get_perfect_belly_air_type()
var/air = new air_type(1000)
return air
/obj/structure/gargoyle/proc/damage(var/damage)
if (was_rayed)
return //gargoyle quick regenerates, the others don't, so let's not have them getting too damaged
obj_integrity = min(obj_integrity-damage, max_integrity)
if(obj_integrity <= 0)
qdel(src)
/obj/structure/gargoyle/take_damage(var/damage)
damage(damage)
/obj/structure/gargoyle/attack_generic(var/mob/user, var/damage, var/attack_message = "hits")
user.do_attack_animation(src)
visible_message(span_danger("[user] [attack_message] the [src]!"))
damage(damage)
/obj/structure/gargoyle/attackby(var/obj/item/W as obj, var/mob/living/user as mob)
if(W.is_wrench())
if (isspace(loc) || isopenspace(loc))
to_chat(user, span_warning("You can't anchor that here!"))
anchored = FALSE
return ..()
playsound(src, W.usesound, 50, 1)
if (do_after(user, (2 SECONDS) * W.toolspeed, target = src))
to_chat(user, span_notice("You [anchored ? "un" : ""]anchor the [src]."))
anchored = !anchored
else if(!isrobot(user) && gargoyle && gargoyle.vore_selected && gargoyle.trash_catching)
if(istype(W,/obj/item/grab || /obj/item/holder))
gargoyle.vore_attackby(W, user)
return
if(gargoyle.adminbus_trash || is_type_in_list(W,edible_trash) && W.trash_eatable && !is_type_in_list(W,item_vore_blacklist))
to_chat(user, span_warning("You slip [W] into [gargoyle]'s [lowertext(gargoyle.vore_selected.name)] ."))
user.drop_item()
W.forceMove(gargoyle.vore_selected)
return
else if (!(W.flags & NOBLUDGEON))
user.setClickCooldown(user.get_attack_speed(W))
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
playsound(src, W.hitsound, 50, 1)
damage(W.force)
else
return ..()
/obj/structure/gargoyle/set_dir(var/new_dir)
. = ..()
if(. && tail_image)
cut_overlay(tail_image)
tail_image.layer = BODY_LAYER + ((dir in tail_lower_dirs) ? TAIL_LOWER_LAYER : tail_alt)
add_overlay(tail_image)
/obj/structure/gargoyle/hitby(atom/movable/AM as mob|obj,var/speed = THROWFORCE_SPEED_DIVISOR)
if(istype(AM,/obj/item) && gargoyle && gargoyle.vore_selected && gargoyle.trash_catching)
var/obj/item/I = AM
if(gargoyle.adminbus_trash || is_type_in_list(I,edible_trash) && I.trash_eatable && !is_type_in_list(I,item_vore_blacklist))
gargoyle.hitby(AM, speed)
return
else if(istype(AM,/mob/living) && gargoyle)
var/mob/living/L = AM
if(gargoyle.throw_vore && L.throw_vore && gargoyle.can_be_drop_pred && L.can_be_drop_prey)
var/drop_prey_temp = FALSE
if(gargoyle.can_be_drop_prey)
drop_prey_temp = TRUE
gargoyle.can_be_drop_prey = FALSE //Making sure the original gargoyle body is not the one getting throwvored instead.
gargoyle.hitby(L, speed)
if(drop_prey_temp)
gargoyle.can_be_drop_prey = TRUE
return
return ..()

View File

@@ -573,6 +573,9 @@
H.l_hand.clean_blood()
H.bloody_hands = 0
H.germ_level = 0
H.hand_blood_color = null
LAZYCLEARLIST(H.blood_DNA)
H.update_bloodied()
else
user.clean_blood()
for(var/mob/V in viewers(src, null))

View File

@@ -63,7 +63,7 @@ var/global/list/valid_bloodreagents = list("default","iron","copper","phoron","s
. += link + (trait_prefs[identifier] ? "Enabled" : "Disabled")
if (2) //TRAIT_PREF_TYPE_COLOR
. += " " + color_square(hex = trait_prefs[identifier]) + link + "Change"
if (3) //TRAIT_PREF_TYPE_STRING - CHOMPEdit
if (3) //TRAIT_PREF_TYPE_STRING
var/string = trait_prefs[identifier]
. += link + (length(string) > 0 ? string : "\[Empty\]")
. += "</a></li>"
@@ -104,7 +104,7 @@ var/global/list/valid_bloodreagents = list("default","iron","copper","phoron","s
var/new_color = input(user, "Choose the color for this trait preference:", "Trait Preference", trait_prefs[preference]) as color|null
if (new_color)
trait_prefs[preference] = new_color
if (3) //TRAIT_PREF_TYPE_STRING - CHOMPEdit
if (3) //TRAIT_PREF_TYPE_STRING
var/new_string = instance.apply_sanitization_to_string(preference, tgui_input_text(user, "What should the new value be?", instance.has_preferences[preference][2], trait_prefs[preference], MAX_NAME_LEN))
trait_prefs[preference] = new_string

View File

@@ -83,7 +83,7 @@
var/decl/emote/use_emote = get_emote_by_key(act)
if(!istype(use_emote))
to_chat(src, span_warning("Unknown emote '[act]'. Type <b>say *help</b> for a list of usable emotes. ([act] [message])")) //CHOMPEdit - Add full message in the event you used * instead of ! or something like that
to_chat(src, span_warning("Unknown emote '[act]'. Type " + span_bold("say *help") + " for a list of usable emotes. ([act] [message])")) // Add full message in the event you used * instead of ! or something like that
return
if(!use_emote.mob_can_use(src))
@@ -226,12 +226,11 @@
message = span_emote(span_bold("[src]") + " ([ghost_follow_link(src, M)]) [input]")
if(usr && usr.client && M && !(get_z(usr) == get_z(M)))
message = span_multizsay("[message]")
//CHOMPEdit Start - If you are in the same tile, right next to, or being held by a person doing an emote, you should be able to see it while blind
// If you are in the same tile, right next to, or being held by a person doing an emote, you should be able to see it while blind
if(m_type != AUDIBLE_MESSAGE && (src.Adjacent(M) || (istype(src.loc, /obj/item/holder) && src.loc.loc == M)))
M.show_message(message)
else
M.show_message(message, m_type)
//CHOMPEdit End
M.create_chat_message(src, "[runemessage]", FALSE, list("emote"), (m_type == AUDIBLE_MESSAGE))
for(var/obj/O as anything in o_viewers)

View File

@@ -1180,3 +1180,48 @@
/datum/trait/neutral/agraviaphobia/apply(var/datum/species/S,var/mob/living/carbon/human/H, var/trait_prefs = null)
..()
H.phobias |= AGRAVIAPHOBIA
/datum/trait/neutral/gargoyle
name = "Gargoyle (Adjustable)"
desc = "You turn into a statue (or similar) at will, but also whenever you run out of energy. Being a statue replenishes your energy slowly."
cost = 0
custom_only = FALSE //slimes, xenochimera, diona, proteans, etc, basically anything but custom doesn't make sense (as much as I wanna play a petrifying slime)
//Nah makes perfect sense, they could just be gene modded, not to mention we can expand this to have the statue and description of it renameable as well as color adjustable, to support general petrification
has_preferences = list("identifier" = list(TRAIT_PREF_TYPE_STRING, "Identifier", TRAIT_NO_VAREDIT_TARGET, "statue"),
"material" = list(TRAIT_PREF_TYPE_STRING, "Material", TRAIT_NO_VAREDIT_TARGET, "stone"),
"tint" = list(TRAIT_PREF_TYPE_COLOR, "Statue color", TRAIT_NO_VAREDIT_TARGET, "#FFFFFF"),
"adjective" = list(TRAIT_PREF_TYPE_STRING, "Adjective", TRAIT_NO_VAREDIT_TARGET, "hardens")/*,
"pickupable" = list(TRAIT_PREF_TYPE_BOOLEAN, "Can be picked up", TRAIT_NO_VAREDIT_TARGET, FALSE)*/)
/datum/trait/neutral/gargoyle/apply(var/datum/species/S,var/mob/living/carbon/human/H, var/list/trait_prefs)
..()
var/datum/component/gargoyle/G = H.LoadComponent(/datum/component/gargoyle)
if (trait_prefs)
G.tint = trait_prefs["tint"]
G.material = lowertext(trait_prefs["material"])
G.identifier = lowertext(trait_prefs["identifier"])
G.adjective = lowertext(trait_prefs["adjective"])
/datum/trait/neutral/gargoyle/apply_sanitization_to_string(var/pref, var/input)
if (has_preferences[pref][1] != TRAIT_PREF_TYPE_STRING || length(input) <= 0)
return
input = sanitizeSafe(input, 25)
if (length(input) <= 0)
return default_value_for_pref(pref)
input = lowertext(input)
if (pref == "adjective")
if (copytext_char(input, -1) != "s")
switch(copytext_char(input, -2))
if ("ss")
input += "es"
if ("sh")
input += "es"
if ("ch")
input += "es"
else
switch(copytext_char(input, -1))
if("s", "x", "z")
input += "es"
else
input += "s"
return input

View File

@@ -102,51 +102,6 @@
autohiss_exempt = list("Vespinae"))
excludes = list(/datum/trait/neutral/autohiss_tajaran, /datum/trait/neutral/autohiss_unathi)
/datum/trait/neutral/gargoyle
name = "Gargoyle (Adjustable)"
desc = "You turn into a statue (or similar) at will, but also whenever you run out of energy. Being a statue replenishes your energy slowly."
cost = 0
custom_only = FALSE //slimes, xenochimera, diona, proteans, etc, basically anything but custom doesn't make sense (as much as I wanna play a petrifying slime)
//Nah makes perfect sense, they could just be gene modded, not to mention we can expand this to have the statue and description of it renameable as well as color adjustable, to support general petrification
has_preferences = list("identifier" = list(TRAIT_PREF_TYPE_STRING, "Identifier", TRAIT_NO_VAREDIT_TARGET, "statue"),
"material" = list(TRAIT_PREF_TYPE_STRING, "Material", TRAIT_NO_VAREDIT_TARGET, "stone"),
"tint" = list(TRAIT_PREF_TYPE_COLOR, "Statue color", TRAIT_NO_VAREDIT_TARGET, "#FFFFFF"),
"adjective" = list(TRAIT_PREF_TYPE_STRING, "Adjective", TRAIT_NO_VAREDIT_TARGET, "hardens")/*,
"pickupable" = list(TRAIT_PREF_TYPE_BOOLEAN, "Can be picked up", TRAIT_NO_VAREDIT_TARGET, FALSE)*/)
/datum/trait/neutral/gargoyle/apply(var/datum/species/S,var/mob/living/carbon/human/H, var/list/trait_prefs)
..()
var/datum/component/gargoyle/G = H.LoadComponent(/datum/component/gargoyle)
if (trait_prefs)
G.tint = trait_prefs["tint"]
G.material = lowertext(trait_prefs["material"])
G.identifier = lowertext(trait_prefs["identifier"])
G.adjective = lowertext(trait_prefs["adjective"])
/datum/trait/neutral/gargoyle/apply_sanitization_to_string(var/pref, var/input)
if (has_preferences[pref][1] != TRAIT_PREF_TYPE_STRING || length(input) <= 0)
return
input = sanitizeSafe(input, 25)
if (length(input) <= 0)
return default_value_for_pref(pref)
input = lowertext(input)
if (pref == "adjective")
if (copytext_char(input, -1) != "s")
switch(copytext_char(input, -2))
if ("ss")
input += "es"
if ("sh")
input += "es"
if ("ch")
input += "es"
else
switch(copytext_char(input, -1))
if("s", "x", "z")
input += "es"
else
input += "s"
return input
/datum/trait/neutral/slip_reflex
name ="Slippery Reflexes"
desc = "Your reflexes are quick enough to react to slippery surfaces. You are not immune though."

View File

@@ -76,11 +76,11 @@
return TRUE
if(TRAIT_PREF_TYPE_COLOR) //color
return "#ffffff"
if(TRAIT_PREF_TYPE_STRING) //CHOMPEdit - string
if(TRAIT_PREF_TYPE_STRING) //string
return ""
return
/datum/trait/proc/apply_sanitization_to_string(var/pref, var/input) //CHOMPEdit addition
/datum/trait/proc/apply_sanitization_to_string(var/pref, var/input)
if (has_preferences[pref][1] != TRAIT_PREF_TYPE_STRING || length(input) <= 0)
return default_value_for_pref(pref)
input = sanitizeSafe(input, MAX_NAME_LEN)

View File

@@ -59,59 +59,6 @@ GLOBAL_LIST_EMPTY(damage_icon_parts) //see UpdateDamageIcon()
cut_overlay(I)
overlays_standing[cache_index] = null
// These are used as the layers for the icons, as well as indexes in a list that holds onto them.
// Technically the layers used are all -100+layer to make them FLOAT_LAYER overlays.
//CHOMPEDIT: edit the file human/update_icons.dm in the modular_chomp folder as well, if you update these (and clothing/clothing.dm line 789, the hardcoded layer there in /obj/item/clothing/suit/make_worn_icon)
/*CHOMPRemove Start: Global here!
//Human Overlays Indexes/////////
#define MUTATIONS_LAYER 1 //Mutations like fat, and lasereyes
#define TAIL_LOWER_LAYER 2 //Tail as viewed from the south //CHOMPStation edit - underneath bodyparts
#define WING_LOWER_LAYER 3 //Wings as viewed from the south //CHOMPStation edit - underneath bodyparts
#define BODYPARTS_LAYER 4 //Bodyparts layer - CHOMPStation edit
#define SKIN_LAYER 5 //Skin things added by a call on species
#define BLOOD_LAYER 6 //Bloodied hands/feet/anything else
#define MOB_DAM_LAYER 7 //Injury overlay sprites like open wounds
#define SURGERY_LAYER 8 //Overlays for open surgical sites
#define UNDERWEAR_LAYER 9 //Underwear/bras/etc
#define SHOES_LAYER_ALT 10 //Shoe-slot item (when set to be under uniform via verb)
#define UNIFORM_LAYER 11 //Uniform-slot item
#define ID_LAYER 12 //ID-slot item
#define SHOES_LAYER 13 //Shoe-slot item
#define GLOVES_LAYER 14 //Glove-slot item
#define BELT_LAYER 15 //Belt-slot item
#define SUIT_LAYER 16 //Suit-slot item
#define TAIL_UPPER_LAYER 17 //Some species have tails to render (As viewed from the N, E, or W)
#define GLASSES_LAYER 18 //Eye-slot item
#define BELT_LAYER_ALT 19 //Belt-slot item (when set to be above suit via verb)
#define SUIT_STORE_LAYER 20 //Suit storage-slot item
#define BACK_LAYER 21 //Back-slot item
#define HAIR_LAYER 22 //The human's hair
#define HAIR_ACCESSORY_LAYER 23 //VOREStation edit. Simply move this up a number if things are added.
#define EARS_LAYER 24 //Both ear-slot items (combined image)
#define EYES_LAYER 25 //Mob's eyes (used for glowing eyes)
#define FACEMASK_LAYER 26 //Mask-slot item
#define GLASSES_LAYER_ALT 27 //So some glasses can appear on top of hair and things
#define HEAD_LAYER 28 //Head-slot item
#define HANDCUFF_LAYER 29 //Handcuffs, if the human is handcuffed, in a secret inv slot
#define LEGCUFF_LAYER 30 //Same as handcuffs, for legcuffs
#define L_HAND_LAYER 31 //Left-hand item
#define R_HAND_LAYER 32 //Right-hand item
#define WING_LAYER 33 //Wings or protrusions over the suit.
#define VORE_BELLY_LAYER 34 //CHOMPStation edit - Move this and everything after up if things are added.
#define VORE_TAIL_LAYER 35 //CHOMPStation edit - Move this and everything after up if things are added.
#define TAIL_UPPER_LAYER_ALT 36 //Modified tail-sprite layer. Tend to be larger.
#define MODIFIER_EFFECTS_LAYER 37 //Effects drawn by modifiers
#define FIRE_LAYER 38 //'Mob on fire' overlay layer
#define MOB_WATER_LAYER 39 //'Mob submerged' overlay layer
#define TARGETED_LAYER 40 //'Aimed at' overlay layer
#define TOTAL_LAYERS 40 //CHOMPStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
//////////////////////////////////
*///CHOMPRemove End
//These two are only used for gargoyles currently
#define HUMAN_BODY_LAYERS list(MUTATIONS_LAYER, TAIL_LOWER_LAYER, WING_LOWER_LAYER, BODYPARTS_LAYER, SKIN_LAYER, BLOOD_LAYER, MOB_DAM_LAYER, TAIL_UPPER_LAYER, HAIR_LAYER, HAIR_ACCESSORY_LAYER, EYES_LAYER, WING_LAYER, VORE_BELLY_LAYER, VORE_TAIL_LAYER, TAIL_UPPER_LAYER_ALT)
#define HUMAN_OTHER_LAYERS list(MODIFIER_EFFECTS_LAYER, FIRE_LAYER, MOB_WATER_LAYER, TARGETED_LAYER)
/mob/living/carbon/human
var/list/overlays_standing[TOTAL_LAYERS]
var/previous_damage_appearance // store what the body last looked like, so we only have to update it if something changed

View File

@@ -376,7 +376,7 @@ var/list/channel_to_radio_key = new
if(M && src) //If we still exist, when the spawn processes
//VOREStation Add - Ghosts don't hear whispers
if(whispering && isobserver(M) && (!M.client?.prefs?.read_preference(/datum/preference/toggle/ghost_see_whisubtle) || \
(!(client?.prefs?.read_preference(/datum/preference/toggle/whisubtle_vis) || (isbelly(M.loc) && src == M.loc:owner)) && !M.client?.holder))) // CHOMPedit
(!(client?.prefs?.read_preference(/datum/preference/toggle/whisubtle_vis) || (isbelly(M.loc) && src == M.loc:owner)) && !M.client?.holder)))
M.show_message(span_game(span_say(span_name(src.name) + " [w_not_heard].")), 2)
return
//VOREStation Add End
@@ -439,7 +439,7 @@ var/list/channel_to_radio_key = new
/mob/living/proc/say_signlang(var/message, var/verb="gestures", var/verb_understood="gestures", var/datum/language/language, var/type = 1)
var/turf/T = get_turf(src)
//We're in something, gesture to people inside the same thing
if(loc != T && !istype(loc, /obj/item/holder)) //CHOMPEdit - Partially fixes sign language while being held.
if(loc != T && !istype(loc, /obj/item/holder)) // Partially fixes sign language while being held.
for(var/mob/M in loc)
M.hear_signlang(message, verb, verb_understood, language, src, type)

View File

@@ -178,6 +178,23 @@
/obj/item/material/gravemarker
)
/obj/item/gripper/scene
name = "misc gripper"
desc = "A simple grasping tool that can hold a variety of 'general' objects..."
can_hold = list(
/obj/item/capture_crystal,
/obj/item/clothing,
/obj/item/implanter,
/obj/item/disk/nifsoft/compliance,
/obj/item/handcuffs,
/obj/item/toy,
/obj/item/petrifier,
/obj/item/dice,
/obj/item/casino_platinum_chip,
/obj/item/spacecasinocash
)
/obj/item/gripper/no_use/organ
name = "organ gripper"
icon_state = "gripper-flesh"

View File

@@ -218,8 +218,8 @@ var/global/list/robot_modules = list(
src.modules += new /obj/item/boop_module(src)
src.modules += new /obj/item/flash/robot(src)
src.modules += new /obj/item/extinguisher(src)
src.modules += new /obj/item/gripper/scene(src) //CHOMPEdit - Give all borgs a scene gripper
src.modules += new /obj/item/tool/crowbar/cyborg(src)
src.modules += new /obj/item/gripper/scene(src)
/obj/item/robot_module/robot/standard
name = "standard robot module"

View File

@@ -123,6 +123,17 @@
/atom/proc/drain_power(var/drain_check,var/surge, var/amount = 0)
return -1
// used for petrification machines
/atom/proc/get_ultimate_mob()
var/mob/ultimate_mob
var/atom/to_check = loc
var/n = 0
while (to_check && !isturf(to_check) && n++ < 16)
if (ismob(to_check))
ultimate_mob = to_check
to_check = to_check.loc
return ultimate_mob
// Show a message to all mobs and objects in earshot of this one
// This would be for audible actions by the src mob
// message is the message output to anyone who can hear.

View File

@@ -1,9 +1,8 @@
/mob/proc/say(var/message, var/datum/language/speaking = null, var/whispering = 0)
return
/mob/verb/whisper(message as text) //CHOMPEdit
/mob/verb/whisper(message as text)
set name = "Whisper"
// set category = "IC.Subtle" //CHOMPEdit
set hidden = 1
//VOREStation Addition Start
if(forced_psay)
@@ -13,10 +12,8 @@
usr.say(message,whispering=1)
/mob/verb/say_verb(message as text) //CHOMPEdit
/mob/verb/say_verb(message as text)
set name = "Say"
// set category = "IC.Chat" //CHOMPEdit
set instant = TRUE // CHOMPEdit
set hidden = 1
set instant = TRUE
@@ -32,9 +29,8 @@
if(message)
QUEUE_OR_CALL_VERB_FOR(VERB_CALLBACK(src, TYPE_PROC_REF(/mob, say), message), SSspeech_controller)
/mob/verb/me_verb(message as message) //CHOMPEdit
/mob/verb/me_verb(message as message)
set name = "Me"
// set category = "IC.Chat" //CHOMPEdit
set desc = "Emote to nearby people (and your pred/prey)"
set hidden = 1
@@ -118,9 +114,9 @@
if(speaking.flags & NONVERBAL)
if(sdisabilities & BLIND || blinded)
return FALSE
if(!other) //CHOMPEdit - Fixes seeing non-verbal languages while being held
if(!other)
return FALSE
//CHOMPEdit Start - Fixes seeing non-verbal languages while being held
// Fixes seeing non-verbal languages while being held
if(istype(other.loc, /obj/item/holder))
if(istype(src.loc, /obj/item/holder))
if(!(other.loc in view(src.loc.loc)))
@@ -132,7 +128,6 @@
return FALSE
else if((!other) in view(src))
return FALSE
//CHOMPEdit End
//Language check.
for(var/datum/language/L in languages)

View File

@@ -1,15 +1,6 @@
/atom/proc/get_ultimate_mob() //seems like the wrong place for it, but other stuff uses this
var/mob/ultimate_mob
var/atom/to_check = loc
var/n = 0
while (to_check && !isturf(to_check) && n++ < 16)
if (ismob(to_check))
ultimate_mob = to_check
to_check = to_check.loc
return ultimate_mob
/mob/verb/say_verb_ch()
set name = "Say CH"
// Allows the usage of old style chat inputs even with TG Say enabled
/mob/verb/say_verb_old()
set name = "Say Old"
set category = "IC.Chat"
client?.start_thinking()
@@ -20,8 +11,8 @@
if(message)
say_verb(message)
/mob/verb/me_verb_ch()
set name = "Me CH"
/mob/verb/me_verb_old()
set name = "Me Old"
set category = "IC.Chat"
set desc = "Emote to nearby people (and your pred/prey)"
@@ -33,8 +24,8 @@
if(message)
me_verb(message)
/mob/verb/whisper_ch()
set name = "Whisper CH"
/mob/verb/whisper_old()
set name = "Whisper Old"
set category = "IC.Subtle"
var/message = tgui_input_text(usr, "Speak to nearby people.\nType your message:", "Whisper")
@@ -43,8 +34,8 @@
whisper(message)
/mob/verb/me_verb_subtle_ch()
set name = "Subtle CH"
/mob/verb/me_verb_subtle_old()
set name = "Subtle Old"
set category = "IC.Subtle"
set desc = "Emote to nearby people (and your pred/prey)"
@@ -53,8 +44,8 @@
if(message)
me_verb_subtle(message)
/mob/verb/me_verb_subtle_custom_ch()
set name = "Subtle (Custom) CH"
/mob/verb/me_verb_subtle_custom_old()
set name = "Subtle (Custom) Old"
set category = "IC.Subtle"
set desc = "Emote to nearby people, with ability to choose which specific portion of people you wish to target."
@@ -63,8 +54,8 @@
if(message)
me_verb_subtle_custom(message)
/mob/verb/psay_ch()
set name = "Psay CH"
/mob/verb/psay_old()
set name = "Psay Old"
set category = "IC.Subtle"
var/message = tgui_input_text(usr, "Talk to people affected by complete absorbed or dominate predator/prey.\nType your message:", "Psay")
@@ -72,8 +63,8 @@
if(message)
psay(message)
/mob/verb/pme_ch()
set name = "Pme CH"
/mob/verb/pme_old()
set name = "Pme Old"
set category = "IC.Subtle"
var/message = tgui_input_text(usr, "Emote to people affected by complete absorbed or dominate predator/prey.\nType your message:", "Pme")
@@ -82,7 +73,7 @@
pme(message)
/mob/living/verb/player_narrate_ch()
set name = "Narrate (Player) CH"
set name = "Narrate (Player) Old"
set category = "IC.Chat"
var/message = tgui_input_text(usr, "Narrate an action or event! An alternative to emoting, for when your emote shouldn't start with your name!\nType your message:", "Narrate (Player)")

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@@ -4,7 +4,6 @@
/mob/verb/me_verb_subtle(message as message) //This would normally go in say.dm //CHOMPEdit
set name = "Subtle"
// set category = "IC.Subtle" //CHOMPEdit
set desc = "Emote to nearby people (and your pred/prey)"
set hidden = 1
@@ -27,7 +26,6 @@
/mob/verb/me_verb_subtle_custom(message as message) // Literally same as above but with mode_selection set to true //CHOMPEdit
set name = "Subtle (Custom)"
// set category = "IC.Subtle" //CHOMPEdit
set desc = "Emote to nearby people, with ability to choose which specific portion of people you wish to target."
if(say_disabled) //This is here to try to identify lag problems
@@ -204,7 +202,7 @@
if(src.client && M && !(get_z(src) == get_z(M)))
message = span_multizsay("[message]")
if(isobserver(M) && (!(M.client?.prefs?.read_preference(/datum/preference/toggle/ghost_see_whisubtle) || (isbelly(M.loc) && src == M.loc:owner)) || \
!client?.prefs?.read_preference(/datum/preference/toggle/whisubtle_vis) && !M.client?.holder)) //CHOMPEdit - Added the belly check so that ghosts in bellies can still see their pred's messages.
!client?.prefs?.read_preference(/datum/preference/toggle/whisubtle_vis) && !M.client?.holder))
spawn(0)
M.show_message(undisplayed_message, 2)
else
@@ -260,8 +258,7 @@
///// PSAY /////
/mob/verb/psay(message as text) //CHOMPEdit
// set category = "IC.Subtle" //CHOMPEdit
/mob/verb/psay(message as text)
set name = "Psay"
set desc = "Talk to people affected by complete absorbed or dominate predator/prey."
@@ -366,8 +363,7 @@
///// PME /////
/mob/verb/pme(message as message) //CHOMPEdit
// set category = "IC.Subtle" //CHOMPEdit
/mob/verb/pme(message as message)
set name = "Pme"
set desc = "Emote to people affected by complete absorbed or dominate predator/prey."
@@ -470,8 +466,7 @@
M.forced_psay = FALSE
M.me_verb(message)
/mob/living/verb/player_narrate(message as message) //CHOMPEdit
// set category = "IC.Chat" //CHOMPEdit
/mob/living/verb/player_narrate(message as message)
set name = "Narrate (Player)"
set desc = "Narrate an action or event! An alternative to emoting, for when your emote shouldn't start with your name!"

View File

@@ -697,7 +697,6 @@
forceMove(get_turf(src))
log_and_message_admins("[key_name(src)] used the OOC escape button to get out of a microwave.")
//CHOMPEdit - petrification (again not vore but hey- ooc escape)
else if(istype(loc, /obj/structure/gargoyle) && loc:was_rayed)
var/obj/structure/gargoyle/G = loc
G.can_revert = TRUE
@@ -710,10 +709,6 @@
forceMove(get_turf(src))
log_and_message_admins("[key_name(src)] used the OOC escape button to escape from of a pair of shoes. [ADMIN_FLW(src)] - Shoes [ADMIN_VV(S)]")
else if(istype(loc, /obj/item/holder/micro) && (istype(loc.loc, /obj/machinery/microwave)))
forceMove(get_turf(src))
log_and_message_admins("[key_name(src)] used the OOC escape button to get out of a microwave.")
//You are in food and for some reason can't resist out
else if(istype(loc, /obj/item/reagent_containers/food))
var/obj/item/reagent_containers/food/F = src.loc