mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-07-12 16:53:35 +01:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris into dice_thing
This commit is contained in:
@@ -74,7 +74,12 @@
|
||||
add_fingerprint(user)
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unbuckle_mob()
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if(buckle_mob(M))
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||||
//can't buckle unless you share locs so try to move M to the obj.
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if(M.loc != src.loc)
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step_towards(M, src)
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. = buckle_mob(M)
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if(.)
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if(M == user)
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M.visible_message(\
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"<span class='notice'>[M.name] buckles themselves to [src].</span>",\
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@@ -77,14 +77,20 @@
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/obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location)
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..()
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if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
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if(!ishuman(usr)) return
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if(!ishuman(usr)) return 0
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if(opened) return 0
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if(contents.len) return 0
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visible_message("[usr] folds up the [src.name]")
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new item_path(get_turf(src))
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var/folded = new item_path(get_turf(src))
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spawn(0)
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qdel(src)
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return
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return folded
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/obj/structure/closet/body_bag/relaymove(mob/user,direction)
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if(src.loc != get_turf(src))
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src.loc.relaymove(user,direction)
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else
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..()
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/obj/structure/closet/body_bag/proc/get_occupants()
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var/list/occupants = list()
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@@ -109,34 +115,43 @@
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/obj/item/bodybag/cryobag
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name = "stasis bag"
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desc = "A folded, non-reusable bag designed to prevent additional damage to an occupant, especially useful if short on time or in \
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a hostile enviroment."
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desc = "A non-reusable plastic bag designed to slow down bodily functions such as circulation and breathing, \
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especially useful if short on time or in a hostile enviroment."
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icon = 'icons/obj/cryobag.dmi'
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icon_state = "bodybag_folded"
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item_state = "bodybag_cryo_folded"
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origin_tech = list(TECH_BIO = 4)
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var/obj/item/weapon/reagent_containers/syringe/syringe
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/obj/item/bodybag/cryobag/attack_self(mob/user)
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var/obj/structure/closet/body_bag/cryobag/R = new /obj/structure/closet/body_bag/cryobag(user.loc)
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R.add_fingerprint(user)
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if(syringe)
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R.syringe = syringe
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syringe = null
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qdel(src)
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/obj/structure/closet/body_bag/cryobag
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name = "stasis bag"
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desc = "A non-reusable plastic bag designed to prevent additional damage to an occupant, especially useful if short on time or in \
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a hostile enviroment."
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desc = "A non-reusable plastic bag designed to slow down bodily functions such as circulation and breathing, \
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especially useful if short on time or in a hostile enviroment."
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icon = 'icons/obj/cryobag.dmi'
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item_path = /obj/item/bodybag/cryobag
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store_misc = 0
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store_items = 0
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var/used = 0
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var/obj/item/weapon/tank/tank = null
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var/stasis_level = 3 //Every 'this' life ticks are applied to the mob (when life_ticks%stasis_level == 1)
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var/obj/item/weapon/reagent_containers/syringe/syringe
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/obj/structure/closet/body_bag/cryobag/New()
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tank = new /obj/item/weapon/tank/emergency/oxygen(null) //It's in nullspace to prevent ejection when the bag is opened.
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..()
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/obj/structure/closet/body_bag/cryobag/Destroy()
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if(syringe)
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qdel(syringe)
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syringe = null
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qdel(tank)
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tank = null
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..()
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@@ -151,11 +166,19 @@
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O.desc = "Pretty useless now.."
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qdel(src)
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/obj/structure/closet/body_bag/cryobag/MouseDrop(over_object, src_location, over_location)
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. = ..()
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if(. && syringe)
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var/obj/item/bodybag/cryobag/folded = .
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folded.syringe = syringe
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syringe = null
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/obj/structure/closet/body_bag/cryobag/Entered(atom/movable/AM)
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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H.in_stasis = 1
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H.Stasis(stasis_level)
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src.used = 1
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inject_occupant(H)
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if(istype(AM, /obj/item/organ))
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var/obj/item/organ/O = AM
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@@ -167,7 +190,7 @@
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/obj/structure/closet/body_bag/cryobag/Exited(atom/movable/AM)
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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H.in_stasis = 0
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H.Stasis(0)
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if(istype(AM, /obj/item/organ))
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var/obj/item/organ/O = AM
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@@ -181,10 +204,19 @@
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return tank.air_contents
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..()
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/obj/structure/closet/body_bag/cryobag/proc/inject_occupant(var/mob/living/carbon/human/H)
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if(!syringe)
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return
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if(H.reagents)
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syringe.reagents.trans_to_mob(H, 30, CHEM_BLOOD)
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/obj/structure/closet/body_bag/cryobag/examine(mob/user)
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..()
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if(Adjacent(user)) //The bag's rather thick and opaque from a distance.
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user << "<span class='info'>You peer into \the [src].</span>"
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if(syringe)
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user << "<span class='info'>It has a syringe added to it.</span>"
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for(var/mob/living/L in contents)
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L.examine(user)
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@@ -196,5 +228,28 @@
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var/obj/item/device/healthanalyzer/analyzer = W
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for(var/mob/living/L in contents)
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analyzer.attack(L,user)
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else if(istype(W,/obj/item/weapon/reagent_containers/syringe))
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if(syringe)
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to_chat(user,"<span class='warning'>\The [src] already has an injector! Remove it first.</span>")
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else
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var/obj/item/weapon/reagent_containers/syringe/syringe = W
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to_chat(user,"<span class='info'>You insert \the [syringe] into \the [src], and it locks into place.</span>")
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user.unEquip(syringe)
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src.syringe = syringe
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syringe.loc = null
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for(var/mob/living/carbon/human/H in contents)
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inject_occupant(H)
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break
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else if(istype(W,/obj/item/weapon/screwdriver))
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if(syringe)
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if(used)
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to_chat(user,"<span class='warning'>The injector cannot be removed now that the stasis bag has been used!</span>")
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else
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syringe.forceMove(src.loc)
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to_chat(user,"<span class='info'>You pry \the [syringe] out of \the [src].</span>")
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syringe = null
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else
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..()
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@@ -1105,6 +1105,8 @@ var/global/list/obj/item/device/pda/PDAs = list()
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if(M.stat == DEAD && M.client && (M.is_preference_enabled(/datum/client_preference/ghost_ears))) // src.client is so that ghosts don't have to listen to mice
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if(istype(M, /mob/new_player))
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continue
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if(M.forbid_seeing_deadchat)
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continue
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M.show_message("<span class='game say'>PDA Message - <span class='name'>[owner]</span> -> <span class='name'>[P.owner]</span>: <span class='message'>[t]</span></span>")
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if(!conversations.Find("\ref[P]"))
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@@ -212,6 +212,8 @@ var/global/list/obj/item/device/communicator/all_communicators = list()
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alert_called = 0
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update_icon()
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ui_interact(user)
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if(video_source)
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watch_video(user)
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// Proc: MouseDrop()
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//Same thing PDAs do
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@@ -1032,7 +1034,8 @@ var/global/list/obj/item/device/communicator/all_communicators = list()
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if(!Adjacent(user) || !video_source) return
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user.set_machine(video_source)
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user.reset_view(video_source)
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user << "<span class='notice'>Now viewing video session. To leave camera view: OOC -> Cancel Camera View</span>"
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to_chat(user,"<span class='notice'>Now viewing video session. To leave camera view, close the communicator window OR: OOC -> Cancel Camera View</span>")
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to_chat(user,"<span class='notice'>To return to an active video session, use the communicator in your hand.</span>")
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spawn(0)
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while(user.machine == video_source && Adjacent(user))
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var/turf/T = get_turf(video_source)
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@@ -92,8 +92,8 @@
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flash_strength *= H.species.flash_mod
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if(flash_strength > 0)
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H.confused = max(H.confused, flash_strength + 5)
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H.eye_blind = max(H.eye_blind, flash_strength)
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H.Confuse(flash_strength + 5)
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H.Blind(flash_strength)
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H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
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H.flash_eyes()
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H.adjustHalLoss(halloss_per_flash * (flash_strength / 5)) // Should take four flashes to stun.
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@@ -65,10 +65,12 @@ var/global/list/default_medbay_channels = list(
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..()
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wires = new(src)
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internal_channels = default_internal_channels.Copy()
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listening_objects += src
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/obj/item/device/radio/Destroy()
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qdel(wires)
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wires = null
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listening_objects -= src
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if(radio_controller)
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radio_controller.remove_object(src, frequency)
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for (var/ch_name in channels)
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@@ -474,7 +476,6 @@ var/global/list/default_medbay_channels = list(
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||||
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/obj/item/device/radio/hear_talk(mob/M as mob, msg, var/verb = "says", var/datum/language/speaking = null)
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if (broadcasting)
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if(get_dist(src, M) <= canhear_range)
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||||
talk_into(M, msg,null,verb,speaking)
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@@ -69,7 +69,7 @@ REAGENT SCANNER
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||||
user.show_message("<span class='notice'>Analyzing Results for [M]:</span>")
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||||
user.show_message("<span class='notice'>Overall Status: dead</span>")
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||||
else
|
||||
user.show_message("<span class='notice'>Analyzing Results for [M]:\n\t Overall Status: [M.stat > 1 ? "dead" : "[round((M.health/M.maxHealth)*100) ]% healthy"]</span>")
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||||
user.show_message("<span class='notice'>Analyzing Results for [M]:\n\t Overall Status: [M.stat > 1 ? "dead" : "[round((M.health/M.getMaxHealth())*100) ]% healthy"]</span>")
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||||
user.show_message("<span class='notice'> Key: <font color='cyan'>Suffocation</font>/<font color='green'>Toxin</font>/<font color='#FFA500'>Burns</font>/<font color='red'>Brute</font></span>", 1)
|
||||
user.show_message("<span class='notice'> Damage Specifics: <font color='cyan'>[OX]</font> - <font color='green'>[TX]</font> - <font color='#FFA500'>[BU]</font> - <font color='red'>[BR]</font></span>")
|
||||
user.show_message("<span class='notice'>Body Temperature: [M.bodytemperature-T0C]°C ([M.bodytemperature*1.8-459.67]°F)</span>", 1)
|
||||
|
||||
@@ -47,6 +47,9 @@
|
||||
|
||||
var/mob/living/L = loc
|
||||
|
||||
if(!language)
|
||||
return //Borgs were causing runtimes when passing language=null
|
||||
|
||||
if (language && (language.flags & NONVERBAL))
|
||||
return //Not gonna translate sign language
|
||||
|
||||
|
||||
@@ -155,7 +155,7 @@
|
||||
singular_name = "advanced trauma kit"
|
||||
desc = "An advanced trauma kit for severe injuries."
|
||||
icon_state = "traumakit"
|
||||
heal_brute = 0
|
||||
heal_brute = 5
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
|
||||
/obj/item/stack/medical/advanced/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
|
||||
@@ -213,7 +213,7 @@
|
||||
singular_name = "advanced burn kit"
|
||||
desc = "An advanced treatment kit for severe burns."
|
||||
icon_state = "burnkit"
|
||||
heal_burn = 0
|
||||
heal_burn = 5
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@ RSF
|
||||
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
|
||||
if (mode == 1)
|
||||
mode = 2
|
||||
user << "Changed dispensing mode to 'Drinking Glass'"
|
||||
user << "Changed dispensing mode to 'Drinking Glass:Pint'"
|
||||
return
|
||||
if (mode == 2)
|
||||
mode = 3
|
||||
@@ -82,7 +82,7 @@ RSF
|
||||
product = new /obj/item/clothing/mask/smokable/cigarette()
|
||||
used_energy = 10
|
||||
if(2)
|
||||
product = new /obj/item/weapon/reagent_containers/food/drinks/glass2()
|
||||
product = new /obj/item/weapon/reagent_containers/food/drinks/glass2/pint()
|
||||
used_energy = 50
|
||||
if(3)
|
||||
product = new /obj/item/weapon/paper()
|
||||
|
||||
@@ -399,21 +399,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
|
||||
..()
|
||||
name = "empty [initial(name)]"
|
||||
|
||||
/obj/item/clothing/mask/smokable/pipe/light(var/flavor_text = "[usr] lights the [name].")
|
||||
if(!src.lit && src.smoketime)
|
||||
src.lit = 1
|
||||
damtype = "fire"
|
||||
icon_state = icon_on
|
||||
item_state = icon_on
|
||||
var/turf/T = get_turf(src)
|
||||
T.visible_message(flavor_text)
|
||||
processing_objects.Add(src)
|
||||
if(ismob(loc))
|
||||
var/mob/living/M = loc
|
||||
M.update_inv_wear_mask(0)
|
||||
M.update_inv_l_hand(0)
|
||||
M.update_inv_r_hand(1)
|
||||
|
||||
/obj/item/clothing/mask/smokable/pipe/attack_self(mob/user as mob)
|
||||
if(lit == 1)
|
||||
if(user.a_intent == I_HURT)
|
||||
|
||||
@@ -41,6 +41,8 @@
|
||||
user << "<span class='danger'>You need to have a firm grip on [C] before you can put \the [src] on!</span>"
|
||||
|
||||
/obj/item/weapon/handcuffs/proc/can_place(var/mob/target, var/mob/user)
|
||||
if(user == target)
|
||||
return 1
|
||||
if(istype(user, /mob/living/silicon/robot))
|
||||
if(user.Adjacent(target))
|
||||
return 1
|
||||
|
||||
@@ -38,7 +38,10 @@
|
||||
IC.examine(user)
|
||||
|
||||
/obj/item/weapon/implant/integrated_circuit/attackby(var/obj/item/O, var/mob/user)
|
||||
if(istype(O, /obj/item/weapon/crowbar) || istype(O, /obj/item/device/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || istype(O, /obj/item/weapon/screwdriver) )
|
||||
if(istype(O, /obj/item/weapon/crowbar) || istype(O, /obj/item/device/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || istype(O, /obj/item/weapon/screwdriver) || istype(O, /obj/item/weapon/cell/device) )
|
||||
IC.attackby(O, user)
|
||||
else
|
||||
..()
|
||||
..()
|
||||
|
||||
/obj/item/weapon/implant/integrated_circuit/attack_self(mob/user)
|
||||
IC.attack_self(user)
|
||||
@@ -7,7 +7,7 @@
|
||||
/obj/item/weapon/material/kitchen/utensil
|
||||
w_class = ITEMSIZE_TINY
|
||||
thrown_force_divisor = 1
|
||||
origin_tech = "materials=1"
|
||||
origin_tech = list(TECH_MATERIAL = 1)
|
||||
attack_verb = list("attacked", "stabbed", "poked")
|
||||
sharp = 1
|
||||
edge = 1
|
||||
|
||||
@@ -64,7 +64,7 @@
|
||||
edge = 1
|
||||
force_divisor = 0.15 // 9 when wielded with hardness 60 (steel)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 12000)
|
||||
origin_tech = "materials=1"
|
||||
origin_tech = list(TECH_MATERIAL = 1)
|
||||
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
|
||||
/obj/item/weapon/material/knife/suicide_act(mob/user)
|
||||
|
||||
@@ -0,0 +1,263 @@
|
||||
#define MATERIAL_ARMOR_COEFFICENT 0.05
|
||||
/*
|
||||
SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
|
||||
This class of armor takes armor and appearance data from a material "datum".
|
||||
They are also fragile based on material data and many can break/smash apart when hit.
|
||||
|
||||
Materials has a var called protectiveness which plays a major factor in how good it is for armor.
|
||||
With the coefficent being 0.05, this is how strong different levels of protectiveness are (for melee)
|
||||
For bullets and lasers, material hardness and reflectivity also play a major role, respectively.
|
||||
|
||||
|
||||
Protectiveness | Armor %
|
||||
0 = 0%
|
||||
5 = 20%
|
||||
10 = 33%
|
||||
15 = 42%
|
||||
20 = 50%
|
||||
25 = 55%
|
||||
30 = 60%
|
||||
40 = 66%
|
||||
50 = 71%
|
||||
60 = 75%
|
||||
70 = 77%
|
||||
80 = 80%
|
||||
*/
|
||||
|
||||
|
||||
// Putting these at /clothing/ level saves a lot of code duplication in armor/helmets/gauntlets/etc
|
||||
/obj/item/clothing
|
||||
var/material/material = null // Why isn't this a datum?
|
||||
var/applies_material_color = TRUE
|
||||
var/unbreakable = FALSE
|
||||
var/default_material = null // Set this to something else if you want material attributes on init.
|
||||
var/material_armor_modifer = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor)
|
||||
|
||||
/obj/item/clothing/New(var/newloc, var/material_key)
|
||||
..(newloc)
|
||||
if(!material_key)
|
||||
material_key = default_material
|
||||
if(material_key) // May still be null if a material was not specified as a default.
|
||||
set_material(material_key)
|
||||
|
||||
/obj/item/clothing/Destroy()
|
||||
processing_objects -= src
|
||||
..()
|
||||
|
||||
/obj/item/clothing/get_material()
|
||||
return material
|
||||
|
||||
// Debating if this should be made an /obj/item/ proc.
|
||||
/obj/item/clothing/proc/set_material(var/new_material)
|
||||
material = get_material_by_name(new_material)
|
||||
if(!material)
|
||||
qdel(src)
|
||||
else
|
||||
name = "[material.display_name] [initial(name)]"
|
||||
health = round(material.integrity/10)
|
||||
if(applies_material_color)
|
||||
color = material.icon_colour
|
||||
if(material.products_need_process())
|
||||
processing_objects |= src
|
||||
update_armor()
|
||||
|
||||
// This is called when someone wearing the object gets hit in some form (melee, bullet_act(), etc).
|
||||
// Note that this cannot change if someone gets hurt, as it merely reacts to being hit.
|
||||
/obj/item/clothing/proc/clothing_impact(var/obj/source, var/damage)
|
||||
if(material && damage)
|
||||
material_impact(source, damage)
|
||||
|
||||
/obj/item/clothing/proc/material_impact(var/obj/source, var/damage)
|
||||
if(!material || unbreakable)
|
||||
return
|
||||
|
||||
if(istype(source, /obj/item/projectile))
|
||||
var/obj/item/projectile/P = source
|
||||
if(P.pass_flags & PASSGLASS)
|
||||
if(material.opacity - 0.3 <= 0)
|
||||
return // Lasers ignore 'fully' transparent material.
|
||||
|
||||
if(material.is_brittle())
|
||||
health = 0
|
||||
else if(!prob(material.hardness))
|
||||
health--
|
||||
|
||||
if(health <= 0)
|
||||
shatter()
|
||||
|
||||
/obj/item/clothing/proc/shatter()
|
||||
if(!material)
|
||||
return
|
||||
var/turf/T = get_turf(src)
|
||||
T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
|
||||
if(istype(loc, /mob/living))
|
||||
var/mob/living/M = loc
|
||||
M.drop_from_inventory(src)
|
||||
if(material.shard_type == SHARD_SHARD) // Wearing glass armor is a bad idea.
|
||||
var/obj/item/weapon/material/shard/S = material.place_shard(T)
|
||||
M.embed(S)
|
||||
|
||||
playsound(src, "shatter", 70, 1)
|
||||
qdel(src)
|
||||
|
||||
// Might be best to make ablative vests a material armor using a new material to cut down on this copypaste.
|
||||
/obj/item/clothing/suit/armor/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
|
||||
if(!material) // No point checking for reflection.
|
||||
return ..()
|
||||
|
||||
if(material.reflectivity)
|
||||
if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
|
||||
var/obj/item/projectile/P = damage_source
|
||||
|
||||
if(P.reflected) // Can't reflect twice
|
||||
return ..()
|
||||
|
||||
var/reflectchance = (40 * material.reflectivity) - round(damage/3)
|
||||
reflectchance *= material_armor_modifer
|
||||
if(!(def_zone in list(BP_TORSO, BP_GROIN)))
|
||||
reflectchance /= 2
|
||||
if(P.starting && prob(reflectchance))
|
||||
visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
|
||||
|
||||
// Find a turf near or on the original location to bounce to
|
||||
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
||||
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
||||
var/turf/curloc = get_turf(user)
|
||||
|
||||
// redirect the projectile
|
||||
P.redirect(new_x, new_y, curloc, user)
|
||||
P.reflected = 1
|
||||
|
||||
return PROJECTILE_CONTINUE // complete projectile permutation
|
||||
|
||||
/proc/calculate_material_armor(amount)
|
||||
var/result = 1 - MATERIAL_ARMOR_COEFFICENT * amount / (1 + MATERIAL_ARMOR_COEFFICENT * abs(amount))
|
||||
result = result * 100
|
||||
result = abs(result - 100)
|
||||
return round(result)
|
||||
|
||||
|
||||
/obj/item/clothing/proc/update_armor()
|
||||
if(material)
|
||||
var/melee_armor = 0, bullet_armor = 0, laser_armor = 0, energy_armor = 0, bomb_armor = 0
|
||||
|
||||
melee_armor = calculate_material_armor(material.protectiveness * material_armor_modifer)
|
||||
|
||||
bullet_armor = calculate_material_armor((material.protectiveness * (material.hardness / 100) * material_armor_modifer) * 0.7)
|
||||
|
||||
laser_armor = calculate_material_armor((material.protectiveness * (material.reflectivity + 1) * material_armor_modifer) * 0.7)
|
||||
if(material.opacity != 1)
|
||||
laser_armor *= max(material.opacity - 0.3, 0) // Glass and such has an opacity of 0.3, but lasers should go through glass armor entirely.
|
||||
|
||||
energy_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.4)
|
||||
|
||||
bomb_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.5)
|
||||
|
||||
// Makes sure the numbers stay capped.
|
||||
for(var/number in list(melee_armor, bullet_armor, laser_armor, energy_armor, bomb_armor))
|
||||
number = between(0, number, 100)
|
||||
|
||||
armor["melee"] = melee_armor
|
||||
armor["bullet"] = bullet_armor
|
||||
armor["laser"] = laser_armor
|
||||
armor["energy"] = energy_armor
|
||||
armor["bomb"] = bomb_armor
|
||||
|
||||
if(!isnull(material.conductivity))
|
||||
siemens_coefficient = between(0, material.conductivity / 10, 10)
|
||||
slowdown = between(0, round(material.weight / 10, 0.1), 6)
|
||||
|
||||
/obj/item/clothing/suit/armor/material
|
||||
name = "armor"
|
||||
default_material = DEFAULT_WALL_MATERIAL
|
||||
|
||||
/obj/item/clothing/suit/armor/material/makeshift
|
||||
name = "sheet armor"
|
||||
desc = "This appears to be two 'sheets' of a material held together by cable. If the sheets are strong, this could be rather protective."
|
||||
icon_state = "material_armor_makeshift"
|
||||
|
||||
/obj/item/clothing/suit/armor/material/makeshift/durasteel
|
||||
default_material = "durasteel"
|
||||
|
||||
/obj/item/clothing/suit/armor/material/makeshift/glass
|
||||
default_material = "glass"
|
||||
|
||||
// Used to craft sheet armor, and possibly other things in the Future(tm).
|
||||
/obj/item/weapon/material/armor_plating
|
||||
name = "armor plating"
|
||||
desc = "A sheet designed to protect something."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "armor_plate"
|
||||
unbreakable = TRUE
|
||||
force_divisor = 0.05 // Really bad as a weapon.
|
||||
thrown_force_divisor = 0.2
|
||||
var/wired = FALSE
|
||||
|
||||
/obj/item/weapon/material/armor_plating/attackby(var/obj/O, mob/user)
|
||||
if(istype(O, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/S = O
|
||||
if(wired)
|
||||
to_chat(user, "<span class='warning'>This already has enough wires on it.</span>")
|
||||
return
|
||||
if(S.use(20))
|
||||
to_chat(user, "<span class='notice'>You attach several wires to \the [src]. Now it needs another plate.</span>")
|
||||
wired = TRUE
|
||||
icon_state = "[initial(icon_state)]_wired"
|
||||
return
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You need more wire for that.</span>")
|
||||
return
|
||||
if(istype(O, /obj/item/weapon/material/armor_plating))
|
||||
var/obj/item/weapon/material/armor_plating/second_plate = O
|
||||
if(!wired && !second_plate.wired)
|
||||
to_chat(user, "<span class='warning'>You need something to hold the two pieces of plating together.</span>")
|
||||
return
|
||||
if(second_plate.material != src.material)
|
||||
to_chat(user, "<span class='warning'>Both plates need to be the same type of material.</span>")
|
||||
return
|
||||
user.drop_from_inventory(src)
|
||||
user.drop_from_inventory(second_plate)
|
||||
var/obj/item/clothing/suit/armor/material/makeshift/new_armor = new(null, src.material.name)
|
||||
user.put_in_hands(new_armor)
|
||||
qdel(second_plate)
|
||||
qdel(src)
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
// Used to craft the makeshift helmet
|
||||
/obj/item/clothing/head/helmet/bucket
|
||||
name = "bucket"
|
||||
desc = "It's a bucket with a large hole cut into it. You could wear it on your head and look really stupid."
|
||||
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
|
||||
icon_state = "bucket"
|
||||
armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/helmet/bucket/attackby(var/obj/O, mob/user)
|
||||
if(istype(O, /obj/item/stack/material))
|
||||
var/obj/item/stack/material/S = O
|
||||
if(S.use(2))
|
||||
to_chat(user, "<span class='notice'>You apply some [S.material.use_name] to \the [src]. Hopefully it'll make the makeshift helmet stronger.</span>")
|
||||
var/obj/item/clothing/head/helmet/material/makeshift/helmet = new(null, S.material.name)
|
||||
user.put_in_hands(helmet)
|
||||
user.drop_from_inventory(src)
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You don't have enough material to build a helmet!</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/helmet/material
|
||||
name = "helmet"
|
||||
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
|
||||
default_material = DEFAULT_WALL_MATERIAL
|
||||
|
||||
/obj/item/clothing/head/helmet/material/makeshift
|
||||
name = "bucket"
|
||||
desc = "A bucket with plating applied to the outside. Very crude, but could potentially be rather protective, if \
|
||||
it was plated with something strong."
|
||||
icon_state = "material_armor_makeshift"
|
||||
|
||||
/obj/item/clothing/head/helmet/material/makeshift/durasteel
|
||||
default_material = "durasteel"
|
||||
@@ -29,7 +29,7 @@
|
||||
w_class = ITEMSIZE_SMALL
|
||||
sharp = 1
|
||||
edge = 1
|
||||
origin_tech = "materials=2;combat=1"
|
||||
origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1)
|
||||
attack_verb = list("chopped", "torn", "cut")
|
||||
applies_material_colour = 0
|
||||
|
||||
@@ -99,5 +99,5 @@
|
||||
throw_range = 3
|
||||
w_class = ITEMSIZE_LARGE
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = "materials=2;combat=2"
|
||||
origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 2)
|
||||
attack_verb = list("chopped", "sliced", "cut", "reaped")
|
||||
|
||||
@@ -32,4 +32,9 @@
|
||||
|
||||
/obj/item/weapon/permit/gun/bar
|
||||
name = "bar shotgun permit"
|
||||
desc = "A card indicating that the owner is allowed to carry a shotgun in the bar."
|
||||
desc = "A card indicating that the owner is allowed to carry a shotgun in the bar."
|
||||
|
||||
/obj/item/weapon/permit/drone
|
||||
name = "drone identification card"
|
||||
desc = "A card issued by the EIO, indicating that the owner is a Drone Intelligence. Drones are mandated to carry this card within SolGov space, by law."
|
||||
icon_state = "drone"
|
||||
@@ -2,12 +2,12 @@
|
||||
/obj/item/taperoll
|
||||
name = "tape roll"
|
||||
icon = 'icons/policetape.dmi'
|
||||
icon_state = "rollstart"
|
||||
icon_state = "tape"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/turf/start
|
||||
var/turf/end
|
||||
var/tape_type = /obj/item/tape
|
||||
var/icon_base
|
||||
var/icon_base = "tape"
|
||||
|
||||
var/apply_tape = FALSE
|
||||
|
||||
@@ -33,7 +33,7 @@ var/list/tape_roll_applications = list()
|
||||
var/lifted = 0
|
||||
var/crumpled = 0
|
||||
var/tape_dir = 0
|
||||
var/icon_base
|
||||
var/icon_base = "tape"
|
||||
|
||||
/obj/item/tape/update_icon()
|
||||
//Possible directional bitflags: 0 (AIRLOCK), 1 (NORTH), 2 (SOUTH), 4 (EAST), 8 (WEST), 3 (VERTICAL), 12 (HORIZONTAL)
|
||||
@@ -60,22 +60,20 @@ var/list/tape_roll_applications = list()
|
||||
/obj/item/taperoll/police
|
||||
name = "police tape"
|
||||
desc = "A roll of police tape used to block off crime scenes from the public."
|
||||
icon_state = "police"
|
||||
tape_type = /obj/item/tape/police
|
||||
icon_base = "police"
|
||||
color = COLOR_RED_LIGHT
|
||||
|
||||
/obj/item/tape/police
|
||||
name = "police tape"
|
||||
desc = "A length of police tape. Do not cross."
|
||||
req_access = list(access_security)
|
||||
icon_base = "police"
|
||||
color = COLOR_RED_LIGHT
|
||||
|
||||
/obj/item/taperoll/engineering
|
||||
name = "engineering tape"
|
||||
desc = "A roll of engineering tape used to block off working areas from the public."
|
||||
icon_state = "engineering"
|
||||
tape_type = /obj/item/tape/engineering
|
||||
icon_base = "engineering"
|
||||
color = COLOR_YELLOW
|
||||
|
||||
/obj/item/taperoll/engineering/applied
|
||||
apply_tape = TRUE
|
||||
@@ -84,28 +82,31 @@ var/list/tape_roll_applications = list()
|
||||
name = "engineering tape"
|
||||
desc = "A length of engineering tape. Better not cross it."
|
||||
req_one_access = list(access_engine,access_atmospherics)
|
||||
icon_base = "engineering"
|
||||
color = COLOR_YELLOW
|
||||
|
||||
/obj/item/taperoll/atmos
|
||||
name = "atmospherics tape"
|
||||
desc = "A roll of atmospherics tape used to block off working areas from the public."
|
||||
icon_state = "atmos"
|
||||
tape_type = /obj/item/tape/atmos
|
||||
icon_base = "atmos"
|
||||
color = COLOR_DEEP_SKY_BLUE
|
||||
|
||||
/obj/item/tape/atmos
|
||||
name = "atmospherics tape"
|
||||
desc = "A length of atmospherics tape. Better not cross it."
|
||||
req_one_access = list(access_engine,access_atmospherics)
|
||||
icon_base = "atmos"
|
||||
color = COLOR_DEEP_SKY_BLUE
|
||||
|
||||
/obj/item/taperoll/update_icon()
|
||||
overlays.Cut()
|
||||
var/image/overlay = image(icon = src.icon)
|
||||
overlay.appearance_flags = RESET_COLOR
|
||||
if(ismob(loc))
|
||||
if(!start)
|
||||
overlays += "start"
|
||||
overlay.icon_state = "start"
|
||||
else
|
||||
overlays += "stop"
|
||||
overlay.icon_state = "stop"
|
||||
overlays += overlay
|
||||
|
||||
|
||||
/obj/item/taperoll/dropped(mob/user)
|
||||
update_icon()
|
||||
|
||||
@@ -163,6 +163,15 @@
|
||||
overlays = null
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/ducttape/attackby(var/obj/item/I, var/mob/user)
|
||||
if(!(istype(src, /obj/item/weapon/handcuffs/cable/tape) || istype(src, /obj/item/clothing/mask/muzzle/tape)))
|
||||
return ..()
|
||||
else
|
||||
user.drop_from_inventory(I)
|
||||
I.loc = src
|
||||
qdel(I)
|
||||
to_chat(user, "<span-class='notice'>You place \the [I] back into \the [src].</span>")
|
||||
|
||||
/obj/item/weapon/ducttape/afterattack(var/A, mob/user, flag, params)
|
||||
|
||||
if(!in_range(user, A) || istype(A, /obj/machinery/door) || !stuck)
|
||||
|
||||
@@ -401,7 +401,7 @@
|
||||
user.sdisabilities |= BLIND
|
||||
else if (E.damage >= E.min_bruised_damage)
|
||||
user << "<span class='danger'>You go blind!</span>"
|
||||
user.eye_blind = 5
|
||||
user.Blind(5)
|
||||
user.eye_blurry = 5
|
||||
user.disabilities |= NEARSIGHTED
|
||||
spawn(100)
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
desc = "A mechanically activated leg trap. Low-tech, but reliable. Looks like it could really hurt if you set it off."
|
||||
throwforce = 0
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
origin_tech = "materials=1"
|
||||
origin_tech = list(TECH_MATERIAL = 1)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 18750)
|
||||
var/deployed = 0
|
||||
|
||||
|
||||
@@ -77,34 +77,44 @@
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/morgue/attack_hand(mob/user as mob)
|
||||
if (src.connected)
|
||||
for(var/atom/movable/A as mob|obj in src.connected.loc)
|
||||
if (!( A.anchored ))
|
||||
A.forceMove(src)
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
qdel(src.connected)
|
||||
src.connected = null
|
||||
close()
|
||||
else
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
src.connected = new /obj/structure/m_tray( src.loc )
|
||||
step(src.connected, src.dir)
|
||||
src.connected.layer = OBJ_LAYER
|
||||
var/turf/T = get_step(src, src.dir)
|
||||
if (T.contents.Find(src.connected))
|
||||
src.connected.connected = src
|
||||
src.icon_state = "morgue0"
|
||||
for(var/atom/movable/A as mob|obj in src)
|
||||
A.forceMove(src.connected.loc)
|
||||
src.connected.icon_state = "morguet"
|
||||
src.connected.set_dir(src.dir)
|
||||
else
|
||||
qdel(src.connected)
|
||||
src.connected = null
|
||||
open()
|
||||
src.add_fingerprint(user)
|
||||
update()
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/morgue/proc/close()
|
||||
for(var/atom/movable/A as mob|obj in src.connected.loc)
|
||||
if (!( A.anchored ))
|
||||
A.forceMove(src)
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
qdel(src.connected)
|
||||
src.connected = null
|
||||
|
||||
|
||||
/obj/structure/morgue/proc/open()
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
src.connected = new /obj/structure/m_tray( src.loc )
|
||||
step(src.connected, src.dir)
|
||||
src.connected.layer = OBJ_LAYER
|
||||
var/turf/T = get_step(src, src.dir)
|
||||
if (T.contents.Find(src.connected))
|
||||
src.connected.connected = src
|
||||
src.icon_state = "morgue0"
|
||||
for(var/atom/movable/A as mob|obj in src)
|
||||
A.forceMove(src.connected.loc)
|
||||
src.connected.icon_state = "morguet"
|
||||
src.connected.set_dir(src.dir)
|
||||
else
|
||||
qdel(src.connected)
|
||||
src.connected = null
|
||||
|
||||
|
||||
/obj/structure/morgue/attackby(P as obj, mob/user as mob)
|
||||
if (istype(P, /obj/item/weapon/pen))
|
||||
var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
|
||||
@@ -123,21 +133,8 @@
|
||||
/obj/structure/morgue/relaymove(mob/user as mob)
|
||||
if (user.stat)
|
||||
return
|
||||
src.connected = new /obj/structure/m_tray( src.loc )
|
||||
step(src.connected, EAST)
|
||||
src.connected.layer = OBJ_LAYER
|
||||
var/turf/T = get_step(src, EAST)
|
||||
if (T.contents.Find(src.connected))
|
||||
src.connected.connected = src
|
||||
src.icon_state = "morgue0"
|
||||
for(var/atom/movable/A as mob|obj in src)
|
||||
A.forceMove(src.connected.loc)
|
||||
src.connected.icon_state = "morguet"
|
||||
else
|
||||
qdel(src.connected)
|
||||
src.connected = null
|
||||
return
|
||||
|
||||
if (user in src.occupants)
|
||||
open()
|
||||
|
||||
/*
|
||||
* Morgue tray
|
||||
|
||||
Reference in New Issue
Block a user