Merge branch 'master' of https://github.com/PolarisSS13/Polaris into radiation_tweaks

# Conflicts:
#	code/game/objects/items/devices/defib.dm
This commit is contained in:
Anewbe
2017-11-26 17:53:00 -06:00
441 changed files with 21654 additions and 16696 deletions
+1 -16
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@@ -1223,21 +1223,6 @@ proc/admin_notice(var/message, var/rights)
if(istype(H))
H.regenerate_icons()
/*
helper proc to test if someone is an event manager or not. Got tired of writing this same check all over the place.
*/
/proc/is_eventM(client/C)
if(!istype(C))
return 0
if(!C.holder)
return 0
if(C.holder.rights == R_EVENT)
return 1
return 0
/proc/get_options_bar(whom, detail = 2, name = 0, link = 1, highlight_special = 1)
if(!whom)
return "<b>(*null*)</b>"
@@ -1482,7 +1467,7 @@ datum/admins/var/obj/item/weapon/paper/admin/faxreply // var to hold fax replies
if(destination.recievefax(P))
if(destination.receivefax(P))
src.owner << "<span class='notice'>Message reply to transmitted successfully.</span>"
if(P.sender) // sent as a reply
log_admin("[key_name(src.owner)] replied to a fax message from [key_name(P.sender)]")
+4 -4
View File
@@ -100,18 +100,18 @@ var/datum/admin_secrets/admin_secrets = new()
/datum/admin_secret_item/admin_secret
category = /datum/admin_secret_category/admin_secrets
log = 0
permissions = R_ADMIN
permissions = R_ADMIN|R_EVENT
/datum/admin_secret_item/random_event
category = /datum/admin_secret_category/random_events
permissions = R_FUN
permissions = R_FUN|R_EVENT
warn_before_use = 1
/datum/admin_secret_item/fun_secret
category = /datum/admin_secret_category/fun_secrets
permissions = R_FUN
permissions = R_FUN|R_EVENT
warn_before_use = 1
/datum/admin_secret_item/final_solution
category = /datum/admin_secret_category/final_solutions
permissions = R_FUN|R_SERVER|R_ADMIN
permissions = R_FUN|R_SERVER|R_ADMIN|R_EVENT
+3 -7
View File
@@ -8,7 +8,6 @@ var/list/admin_verbs_default = list(
/client/proc/debug_variables, //allows us to -see- the variables of any instance in the game. +VAREDIT needed to modify,
// /client/proc/check_antagonists, //shows all antags,
// /client/proc/cmd_mod_say,
/client/proc/cmd_eventM_check_new_players,
// /client/proc/deadchat //toggles deadchat on/off,
// /client/proc/toggle_ahelp_sound,
)
@@ -330,11 +329,11 @@ var/list/admin_verbs_mod = list(
)
var/list/admin_verbs_event_manager = list(
/client/proc/cmd_event_say,
/client/proc/cmd_admin_pm_context,
/client/proc/cmd_admin_pm_panel,
/datum/admins/proc/PlayerNotes,
/client/proc/admin_ghost,
/client/proc/cmd_mod_say,
/datum/admins/proc/show_player_info,
/client/proc/dsay,
/client/proc/cmd_admin_subtle_message,
@@ -448,9 +447,6 @@ var/list/admin_verbs_event_manager = list(
feedback_add_details("admin_verb","TAVVS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/admin_ghost()
set category = "Admin"
set name = "Aghost"
@@ -461,7 +457,7 @@ var/list/admin_verbs_event_manager = list(
if(ghost.can_reenter_corpse)
ghost.reenter_corpse()
else
ghost << "<font color='red'>Error: Aghost: Can't reenter corpse, event managers that use adminHUD while aghosting are not permitted to enter their corpse again</font>"
to_chat(ghost, "<font color='red'>Error: Aghost: Can't reenter corpse.</font>")
return
feedback_add_details("admin_verb","P") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -777,7 +773,7 @@ var/list/admin_verbs_event_manager = list(
set category = "Admin"
if(holder)
if(alert("Confirm self-deadmin for the round? You can't re-admin yourself without someont promoting you.",,"Yes","No") == "Yes")
if(alert("Confirm self-deadmin for the round? You can't re-admin yourself without someone promoting you.",,"Yes","No") == "Yes")
log_admin("[src] deadmined themself.")
message_admins("[src] deadmined themself.", 1)
deadmin()
+7 -13
View File
@@ -363,20 +363,14 @@
<td align=center><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>
"}
if(usr.client)
var/client/C = usr.client
if(is_eventM(C))
dat += {"<td align=center> N/A </td>"}
else
switch(is_special_character(M))
if(0)
dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'>Traitor?</A></td>"}
if(1)
dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'><font color=red>Traitor?</font></A></td>"}
if(2)
dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'><font color=red><b>Traitor?</b></font></A></td>"}
switch(is_special_character(M))
if(0)
dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'>Traitor?</A></td>"}
if(1)
dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'><font color=red>Traitor?</font></A></td>"}
if(2)
dat += {"<td align=center><A HREF='?src=\ref[src];traitor=\ref[M]'><font color=red><b>Traitor?</b></font></A></td>"}
else
dat += {"<td align=center> N/A </td>"}
+3 -2
View File
@@ -36,7 +36,8 @@
if(check_rights(R_ADMIN, 0))
sender_name = "<span class='admin'>[sender_name]</span>"
for(var/client/C in admins)
C << "<span class='mod_channel'>" + create_text_tag("mod", "MOD:", C) + " <span class='name'>[sender_name]</span>([admin_jump_link(mob, C.holder)]): <span class='message'>[msg]</span></span>"
if(check_rights(R_ADMIN|R_MOD|R_SERVER))
C << "<span class='mod_channel'>" + create_text_tag("mod", "MOD:", C) + " <span class='name'>[sender_name]</span>([admin_jump_link(mob, C.holder)]): <span class='message'>[msg]</span></span>"
feedback_add_details("admin_verb","MS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -45,7 +46,7 @@
set name = "Esay"
set hidden = 1
if(!check_rights(R_ADMIN|R_MOD|R_EVENT|R_SERVER))
if(!check_rights(R_ADMIN|R_MOD|R_EVENT|R_SERVER|R_EVENT))
return
msg = sanitize(msg)
-36
View File
@@ -65,42 +65,6 @@
message_admins("<font color='blue'><B>SubtleMessage: [key_name_admin(usr)] -> [key_name_admin(M)] : [msg]</B></font>", 1)
feedback_add_details("admin_verb","SMS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_eventM_check_new_players() //Allows event managers / admins to determine who the newer players are.
set category = "Admin"
set name = "Check new Players"
if(!holder)
src << "Only staff members may use this command."
var/age = alert(src, "Age check", "Show accounts yonger then _____ days","7", "30" , "All")
if(age == "All")
age = 9999999
else
age = text2num(age)
var/missing_ages = 0
var/msg = ""
var/highlight_special_characters = 1
if(is_eventM(usr.client))
highlight_special_characters = 0
for(var/client/C in clients)
if(C.player_age == "Requires database")
missing_ages = 1
continue
if(C.player_age < age)
msg += "[key_name(C, 1, 1, highlight_special_characters)]: account is [C.player_age] days old<br>"
if(missing_ages)
src << "Some accounts did not have proper ages set in their clients. This function requires database to be present"
if(msg != "")
src << browse(msg, "window=Player_age_check")
else
src << "No matches for that age range found."
/client/proc/cmd_admin_world_narrate() // Allows administrators to fluff events a little easier -- TLE
set category = "Special Verbs"
set name = "Global Narrate"
+1 -1
View File
@@ -104,7 +104,7 @@
// Note that the current station being used will be pruned from this list upon being instantiated
destination_names = list(
"NSS Exodus in Nyx",
"NCS Northern Star in Vir",
//"NCS Northern Star in Vir",
"NLS Southern Cross in Vir",
"NAS Vir Central Command",
"a dockyard orbiting Sif",
@@ -3,6 +3,9 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
/datum/preferences
var/equip_preview_mob = EQUIP_PREVIEW_ALL
var/icon/bgstate = "000"
var/list/bgstate_options = list("000", "fff", "steel", "white")
/datum/category_item/player_setup_item/general/body
name = "Body"
sort_order = 3
@@ -34,6 +37,7 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
S["synth_green"] >> pref.g_synth
S["synth_blue"] >> pref.b_synth
pref.preview_icon = null
S["bgstate"] >> pref.bgstate
/datum/category_item/player_setup_item/general/body/save_character(var/savefile/S)
S["species"] << pref.species
@@ -61,6 +65,7 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
S["synth_red"] << pref.r_synth
S["synth_green"] << pref.g_synth
S["synth_blue"] << pref.b_synth
S["bgstate"] << pref.bgstate
/datum/category_item/player_setup_item/general/body/sanitize_character(var/savefile/S)
if(!pref.species || !(pref.species in playable_species))
@@ -87,6 +92,8 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
if(!pref.rlimb_data) pref.rlimb_data = list()
if(!pref.body_markings) pref.body_markings = list()
else pref.body_markings &= body_marking_styles_list
if(!pref.bgstate || !(pref.bgstate in pref.bgstate_options))
pref.bgstate = "000"
// Moved from /datum/preferences/proc/copy_to()
/datum/category_item/player_setup_item/general/body/copy_to_mob(var/mob/living/carbon/human/character)
@@ -268,6 +275,7 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
. += "</td><td><b>Preview</b><br>"
. += "<div class='statusDisplay'><center><img src=previewicon.png width=[pref.preview_icon.Width()] height=[pref.preview_icon.Height()]></center></div>"
. += "<br><a href='?src=\ref[src];cycle_bg=1'>Cycle background</a>"
. += "<br><a href='?src=\ref[src];toggle_preview_value=[EQUIP_PREVIEW_LOADOUT]'>[pref.equip_preview_mob & EQUIP_PREVIEW_LOADOUT ? "Hide loadout" : "Show loadout"]</a>"
. += "<br><a href='?src=\ref[src];toggle_preview_value=[EQUIP_PREVIEW_JOB]'>[pref.equip_preview_mob & EQUIP_PREVIEW_JOB ? "Hide job gear" : "Show job gear"]</a>"
. += "</td></tr></table>"
@@ -694,6 +702,10 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
pref.b_synth = hex2num(copytext(new_color, 6, 8))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["cycle_bg"])
pref.bgstate = next_in_list(pref.bgstate, pref.bgstate_options)
return TOPIC_REFRESH_UPDATE_PREVIEW
return ..()
/datum/category_item/player_setup_item/general/body/proc/reset_limbs()
@@ -209,3 +209,26 @@
var/obj/item/clothing/suit/sweater_type = sweater
sweaters[initial(sweater_type.name)] = sweater_type
gear_tweaks += new/datum/gear_tweak/path(sortAssoc(sweaters))
/datum/gear/accessory/bracelet/material
display_name = "bracelet selection"
description = "Choose from a number of bracelets."
path = /obj/item/clothing/accessory/bracelet
cost = 1
/datum/gear/accessory/bracelet/material/New()
..()
var/bracelettype = list()
bracelettype["bracelet, steel"] = /obj/item/clothing/accessory/bracelet/material/steel
bracelettype["bracelet, iron"] = /obj/item/clothing/accessory/bracelet/material/iron
bracelettype["bracelet, silver"] = /obj/item/clothing/accessory/bracelet/material/silver
bracelettype["bracelet, gold"] = /obj/item/clothing/accessory/bracelet/material/gold
bracelettype["bracelet, platinum"] = /obj/item/clothing/accessory/bracelet/material/platinum
bracelettype["bracelet, glass"] = /obj/item/clothing/accessory/bracelet/material/glass
bracelettype["bracelet, wood"] = /obj/item/clothing/accessory/bracelet/material/wood
bracelettype["bracelet, plastic"] = /obj/item/clothing/accessory/bracelet/material/plastic
gear_tweaks += new/datum/gear_tweak/path(bracelettype)
/datum/gear/accessory/bracelet/friendship
display_name = "friendship bracelet"
path = /obj/item/clothing/accessory/bracelet/friendship
@@ -34,6 +34,18 @@
display_name = "Spaceball booster pack"
path = /obj/item/weapon/pack/spaceball
/datum/gear/plushie
display_name = "plushie selection"
path = /obj/item/toy/plushie/
/datum/gear/plushie/New()
..()
var/list/plushies = list()
for(var/plushie in subtypesof(/obj/item/toy/plushie/) - /obj/item/toy/plushie/therapy)
var/obj/item/toy/plushie/plushie_type = plushie
plushies[initial(plushie_type.name)] = plushie_type
gear_tweaks += new/datum/gear_tweak/path(sortAssoc(plushies))
/datum/gear/flask
display_name = "flask"
path = /obj/item/weapon/reagent_containers/food/drinks/flask/barflask
@@ -154,34 +154,10 @@
path = /obj/item/clothing/head/fedora/grey
/datum/gear/head/hairflower
display_name = "hair flower pin, red"
path = /obj/item/clothing/head/hairflower
/datum/gear/head/hairflower/yellow
display_name = "hair flower pin, yellow"
path = /obj/item/clothing/head/hairflower/yellow
/datum/gear/head/hairflower/pink
display_name = "hair flower pin, pink"
path = /obj/item/clothing/head/hairflower/pink
/datum/gear/head/hairflower/blue
display_name = "hair flower pin, blue"
path = /obj/item/clothing/head/hairflower/blue
/datum/gear/head/hairflower/violet
display_name = "hair flower pin, violet"
path = /obj/item/clothing/head/hairflower/violet
/datum/gear/head/hairflower/orange
display_name = "hair flower pin, orange"
path = /obj/item/clothing/head/hairflower/orange
/datum/gear/head/hairflower/white
display_name = "hair flower pin"
path = /obj/item/clothing/head/hairflower/white
/datum/gear/head/hairflower/white/New()
/datum/gear/head/hairflower/New()
..()
gear_tweaks = list(gear_tweak_free_color_choice)
@@ -372,4 +348,4 @@
/datum/gear/head/surgical/purple
display_name = "surgical cap, purple"
path = /obj/item/clothing/head/surgery/purple
path = /obj/item/clothing/head/surgery/purple
@@ -73,10 +73,6 @@
display_name = "shoes, yellow"
path = /obj/item/clothing/shoes/yellow
/datum/gear/shoes/flats
display_name = "flats, black"
path = /obj/item/clothing/shoes/flats
/datum/gear/shoes/hitops/
display_name = "high-top, white"
path = /obj/item/clothing/shoes/hitops/
@@ -109,30 +105,6 @@
display_name = "high-top, yellow"
path = /obj/item/clothing/shoes/hitops/yellow
/datum/gear/shoes/flats/blue
display_name = "flats, blue"
path = /obj/item/clothing/shoes/flats/blue
/datum/gear/shoes/flats/brown
display_name = "flats, brown"
path = /obj/item/clothing/shoes/flats/brown
/datum/gear/shoes/flats/orange
display_name = "flats, orange"
path = /obj/item/clothing/shoes/flats/orange
/datum/gear/shoes/flats/purple
display_name = "flats, purple"
path = /obj/item/clothing/shoes/flats/purple
/datum/gear/shoes/flats/red
display_name = "flats, red"
path = /obj/item/clothing/shoes/flats/red
/datum/gear/shoes/flats/white
display_name = "flats, white"
path = /obj/item/clothing/shoes/flats/white
/datum/gear/shoes/flipflops
display_name = "flip flops"
path = /obj/item/clothing/shoes/flipflop
@@ -157,11 +129,11 @@
..()
gear_tweaks = list(gear_tweak_free_color_choice)
/datum/gear/shoes/flats/color
/datum/gear/shoes/flats
display_name = "flats"
path = /obj/item/clothing/shoes/flats/white/color
/datum/gear/shoes/flats/color/New()
/datum/gear/shoes/flats/New()
..()
gear_tweaks = list(gear_tweak_free_color_choice)
@@ -246,4 +218,4 @@
/datum/gear/shoes/boots/winter/hydro
display_name = "hydroponics winter boots"
path = /obj/item/clothing/shoes/boots/winter/hydro
allowed_roles = list("Botanist", "Xenobiologist")
allowed_roles = list("Botanist", "Xenobiologist")
@@ -72,6 +72,25 @@
Regardless, you find it quite difficult to land shots where you wanted them to go."
modifier_type = /datum/modifier/trait/inaccurate
/datum/trait/modifier/physical/smaller
name = "Smaller"
modifier_type = /datum/modifier/trait/smaller
mutually_exclusive = list(/datum/trait/modifier/physical/small, /datum/trait/modifier/physical/large, /datum/trait/modifier/physical/larger)
/datum/trait/modifier/physical/small
name = "Small"
modifier_type = /datum/modifier/trait/small
mutually_exclusive = list(/datum/trait/modifier/physical/smaller, /datum/trait/modifier/physical/large, /datum/trait/modifier/physical/larger)
/datum/trait/modifier/physical/large
name = "Large"
modifier_type = /datum/modifier/trait/large
mutually_exclusive = list(/datum/trait/modifier/physical/smaller, /datum/trait/modifier/physical/small, /datum/trait/modifier/physical/larger)
/datum/trait/modifier/physical/larger
name = "Larger"
modifier_type = /datum/modifier/trait/larger
mutually_exclusive = list(/datum/trait/modifier/physical/smaller, /datum/trait/modifier/physical/small, /datum/trait/modifier/physical/large)
// These two traits might be borderline, feel free to remove if they get abused.
/datum/trait/modifier/physical/high_metabolism
+1
View File
@@ -77,6 +77,7 @@
desc = "A pair of gloves that reach past the elbow. Fancy!"
name = "evening gloves"
icon_state = "evening_gloves"
addblends = "evening_gloves_a"
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
+11
View File
@@ -109,6 +109,17 @@
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.5
/obj/item/clothing/head/helmet/alien
name = "alien helmet"
desc = "It's quite larger than your head, but it might still protect it."
icon_state = "alienhelmet"
siemens_coefficient = 0.4
armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 0, rad = 40)
/obj/item/clothing/head/helmet/alien/tank
name = "alien warhelm"
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 70, bio = 0, rad = 40)
/obj/item/clothing/head/helmet/thunderdome
name = "\improper Thunderdome helmet"
desc = "<i>'Let the battle commence!'</i>"
+10
View File
@@ -34,9 +34,11 @@
/obj/item/clothing/head/hairflower/white
icon_state = "hairflower_white"
addblends = "hairflower_white_a"
/obj/item/clothing/head/hairflower/bow
icon_state = "bow"
addblends = "bow_a"
name = "hair bow"
desc = "A ribbon tied into a bow with a clip on the back to attach to hair."
item_state_slots = list(slot_r_hand_str = "pill", slot_l_hand_str = "pill")
@@ -155,6 +157,7 @@
/obj/item/clothing/head/flatcap/grey
icon_state = "flat_capw"
addblends = "flat_capw_a"
item_state_slots = list(slot_r_hand_str = "greysoft", slot_l_hand_str = "greysoft")
/obj/item/clothing/head/pirate
@@ -300,6 +303,7 @@
name = "hijab"
desc = "A veil that is wrapped to cover the head and chest"
icon_state = "hijab"
addblends = "hijab_a"
item_state_slots = list(slot_r_hand_str = "beret_white", slot_l_hand_str = "beret_white")
body_parts_covered = 0
flags_inv = BLOCKHAIR
@@ -308,12 +312,14 @@
name = "kippa"
desc = "A small, brimless cap."
icon_state = "kippa"
addblends = "kippa_a"
body_parts_covered = 0
/obj/item/clothing/head/turban
name = "turban"
desc = "A cloth used to wind around the head"
icon_state = "turban"
addblends = "turban_a"
item_state_slots = list(slot_r_hand_str = "beret_white", slot_l_hand_str = "beret_white")
body_parts_covered = 0
flags_inv = BLOCKHEADHAIR
@@ -322,24 +328,28 @@
name = "taqiyah"
desc = "A short, rounded skullcap usually worn for religious purposes."
icon_state = "taqiyah"
addblends = "taqiyah_a"
item_state_slots = list(slot_r_hand_str = "taq", slot_l_hand_str = "taq")
/obj/item/clothing/head/beanie
name = "beanie"
desc = "A head-hugging brimless winter cap. This one is tight."
icon_state = "beanie"
addblends = "beanie_a"
body_parts_covered = 0
/obj/item/clothing/head/beanie_loose
name = "loose beanie"
desc = "A head-hugging brimless winter cap. This one is loose."
icon_state = "beanie_hang"
addblends = "beanie_hang_a"
body_parts_covered = 0
/obj/item/clothing/head/beretg
name = "beret"
desc = "A beret, an artists favorite headwear."
icon_state = "beret_g"
addblends = "beret_g_a"
body_parts_covered = 0
/obj/item/clothing/head/sombrero
+9
View File
@@ -67,6 +67,15 @@
icon_state = "swat"
siemens_coefficient = 0.7
/obj/item/clothing/mask/gas/explorer
name = "explorer gas mask"
desc = "A military-grade gas mask that can be connected to an air supply."
icon_state = "explorer"
item_state_slots = list(slot_r_hand_str = "gas", slot_l_hand_str = "gas")
armor = list(melee = 10, bullet = 5, laser = 5,energy = 5, bomb = 0, bio = 50, rad = 0)
body_parts_covered = HEAD|FACE|EYES
siemens_coefficient = 0.9
/obj/item/clothing/mask/gas/clown_hat
name = "clown wig and mask"
desc = "A true prankster's facial attire. A clown is incomplete without their wig and mask."
+6
View File
@@ -96,6 +96,12 @@
desc = "A pair of winter boots. These ones are lined with brown fur, and their trim is ambrosia green"
icon_state = "winterboots_hydro"
/obj/item/clothing/shoes/boots/winter/explorer
name = "explorer winter boots"
desc = "Steel-toed winter boots for mining or exploration in hazardous environments. Very good at keeping toes warm and uncrushed."
icon_state = "explorer"
armor = list(melee = 30, bullet = 10, laser = 10, energy = 15, bomb = 20, bio = 0, rad = 0)
/obj/item/clothing/shoes/boots/tactical
name = "tactical boots"
desc = "Tan boots with extra padding and armor."
+1
View File
@@ -54,6 +54,7 @@
name = "white flats"
desc = "Shiny white flats."
icon_state = "flatswhite"
addblends = "flatswhite_a"
item_state_slots = list(slot_r_hand_str = "white", slot_l_hand_str = "white")
/obj/item/clothing/shoes/flats/white/color
@@ -124,23 +124,27 @@
name = "flip flops"
desc = "A pair of foam flip flops. For those not afraid to show a little ankle."
icon_state = "thongsandal"
addblends = "thongsandal_a"
/obj/item/clothing/shoes/athletic
name = "athletic shoes"
desc = "A pair of sleek atheletic shoes. Made by and for the sporty types."
icon_state = "sportshoe"
addblends = "sportshoe_a"
item_state_slots = list(slot_r_hand_str = "sportheld", slot_l_hand_str = "sportheld")
/obj/item/clothing/shoes/skater
name = "skater shoes"
desc = "A pair of wide shoes with thick soles. Designed for skating."
icon_state = "skatershoe"
addblends = "skatershoe_a"
item_state_slots = list(slot_r_hand_str = "skaterheld", slot_l_hand_str = "skaterheld")
/obj/item/clothing/shoes/heels
name = "high heels"
desc = "A pair of high-heeled shoes. Fancy!"
icon_state = "heels"
addblends = "heels_a"
/obj/item/clothing/shoes/footwraps
name = "cloth footwraps"
@@ -37,8 +37,8 @@
var/mob/living/carbon/human/H = holder.wearer
H << "<font color='blue'><b>You are now invisible to normal detection.</b></font>"
H.invisibility = INVISIBILITY_LEVEL_TWO
to_chat(H, "<font color='blue'><b>You are now nearly invisible to normal detection.</b></font>")
H.alpha = 5
anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null)
@@ -51,11 +51,11 @@
var/mob/living/carbon/human/H = holder.wearer
H << "<span class='danger'>You are now visible.</span>"
H.invisibility = 0
to_chat(H, "<span class='danger'>You are now visible.</span>")
anim(get_turf(H), H,'icons/mob/mob.dmi',,"uncloak",,H.dir)
anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null)
H.alpha = initial(H.alpha)
for(var/mob/O in oviewers(H))
O.show_message("[H.name] appears from thin air!",1)
@@ -150,20 +150,20 @@
item_state_slots = list(slot_r_hand_str = "medical_voidsuit_bio", slot_l_hand_str = "medical_voidsuit_bio")
armor = list(melee = 45, bullet = 5, laser = 20, energy = 5, bomb = 15, bio = 100, rad = 75)
//Medical Surplus Voidsuit
//Medical Streamlined Voidsuit
/obj/item/clothing/head/helmet/space/void/medical/alt
name = "streamlined medical voidsuit helmet"
desc = "A trendy, lightly radiation-shielded voidsuit helmet trimmed in a fetching green."
icon_state = "rig0-medicalalt"
armor = list(melee = 30, bullet = 5, laser = 10,energy = 5, bomb = 5, bio = 100, rad = 60)
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 80)
light_overlay = "helmet_light_dual_green"
/obj/item/clothing/suit/space/void/medical/alt
icon_state = "rig-medicalalt"
name = "streamlined medical voidsuit"
desc = "A more recent model of Vey-Med voidsuit, featuring the latest in radiation shielding technology, without sacrificing comfort or style."
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)
armor = list(melee = 30, bullet = 5, laser = 10,energy = 5, bomb = 5, bio = 100, rad = 60)
slowdown = 0
armor = list(melee = 30, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 80)
//Security
/obj/item/clothing/head/helmet/space/void/security
@@ -54,7 +54,7 @@
//Breach thresholds, should ideally be inherited by most (if not all) voidsuits.
//With 0.2 resiliance, will reach 10 breach damage after 3 laser carbine blasts or 8 smg hits.
breach_threshold = 18
breach_threshold = 12
can_breach = 1
//Inbuilt devices.
+5 -5
View File
@@ -49,7 +49,7 @@
item_state = "tesh_cloak_by"
/obj/item/clothing/suit/storage/seromi/cloak/black_green
name = "black and Green cloak"
name = "black and green cloak"
icon_state = "tesh_cloak_bgr"
item_state = "tesh_cloak_bgr"
@@ -115,8 +115,8 @@
/obj/item/clothing/suit/storage/seromi/cloak/blue_grey
name = "blue and grey cloak"
icon_state = "tesh_cloak_blg"
item_state = "tesh_cloak_blg"
icon_state = "tesh_cloak_blug"
item_state = "tesh_cloak_blug"
/obj/item/clothing/suit/storage/seromi/cloak/purple_grey
name = "purple and grey cloak"
@@ -124,11 +124,11 @@
item_state = "tesh_cloak_pg"
/obj/item/clothing/suit/storage/seromi/cloak/pink_grey
name = "black and orange cloak"
name = "pink and grey cloak"
icon_state = "tesh_cloak_pig"
item_state = "tesh_cloak_pig"
/obj/item/clothing/suit/storage/seromi/cloak/brown_grey
name = "purple and grey cloak"
name = "brown and grey cloak"
icon_state = "tesh_cloak_brg"
item_state = "tesh_cloak_brg"
+30
View File
@@ -210,6 +210,36 @@
icon_state = "reactiveoff"
..()
// Alien armor has a chance to completely block attacks.
/obj/item/clothing/suit/armor/alien
name = "alien enhancement vest"
desc = "It's a strange piece of what appears to be armor. It looks very light and agile. Strangely enough it seems to have been designed for a humanoid shape."
description_info = "It has a 20% chance to completely nullify an incoming attack, and the wearer moves slightly faster."
icon_state = "alien_speed"
blood_overlay_type = "armor"
item_state_slots = list(slot_r_hand_str = "armor", slot_l_hand_str = "armor")
slowdown = -1
body_parts_covered = UPPER_TORSO|LOWER_TORSO
armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 0, rad = 40)
siemens_coefficient = 0.4
var/block_chance = 20
/obj/item/clothing/suit/armor/alien/tank
name = "alien protection suit"
desc = "It's really resilient yet lightweight, so it's probably meant to be armor. Strangely enough it seems to have been designed for a humanoid shape."
description_info = "It has a 40% chance to completely nullify an incoming attack."
icon_state = "alien_tank"
slowdown = 0
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 70, bio = 0, rad = 40)
block_chance = 40
/obj/item/clothing/suit/armor/alien/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(prob(block_chance))
user.visible_message("<span class='danger'>\The [src] completely absorbs [attack_text]!</span>")
return TRUE
return FALSE
//Non-hardsuit ERT armor.
/obj/item/clothing/suit/armor/vest/ert
name = "emergency response team armor"
@@ -277,6 +277,7 @@ obj/item/clothing/suit/kimono
name = "kimono"
desc = "A traditional Japanese kimono."
icon_state = "kimono"
addblends = "kimono_a"
/*
* coats
@@ -344,6 +345,7 @@ obj/item/clothing/suit/storage/toggle/peacoat
name = "peacoat"
desc = "A well-tailored, stylish peacoat."
icon_state = "peacoat"
addblends = "peacoat_a"
item_state_slots = list(slot_r_hand_str = "peacoat", slot_l_hand_str = "peacoat")
flags_inv = HIDEHOLSTER
/*
@@ -768,6 +770,42 @@ obj/item/clothing/suit/storage/toggle/peacoat
name = "mining winter hood"
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/suit/storage/hooded/explorer
name = "explorer suit"
desc = "An armoured suit for exploring harsh environments."
icon_state = "explorer"
item_state = "explorer"
flags = THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
hooded = TRUE
hoodtype = /obj/item/clothing/head/explorer
siemens_coefficient = 0.9
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50) // Inferior to sec vests in bullet/laser but better for environmental protection.
allowed = list(
/obj/item/device/flashlight,
/obj/item/weapon/gun,
/obj/item/ammo_magazine,
/obj/item/weapon/melee,
/obj/item/weapon/material/knife,
/obj/item/weapon/tank,
/obj/item/device/radio,
/obj/item/weapon/pickaxe
)
/obj/item/clothing/head/explorer
name = "explorer hood"
desc = "An armoured hood for exploring harsh environments."
icon_state = "explorer"
body_parts_covered = HEAD
cold_protection = HEAD
flags = THICKMATERIAL
flags_inv = HIDEEARS | BLOCKHAIR
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.9
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50)
/obj/item/clothing/suit/varsity
name = "black varsity jacket"
desc = "A favorite of jocks everywhere from Sol to Nyx."
+2
View File
@@ -31,6 +31,7 @@
/obj/item/clothing/suit/storage/hooded/proc/RemoveHood()
icon_state = "[initial(icon_state)]"
suittoggled = 0
hood.canremove = TRUE // This shouldn't matter anyways but just incase.
if(ishuman(hood.loc))
var/mob/living/carbon/H = hood.loc
H.unEquip(hood, 1)
@@ -53,6 +54,7 @@
else
H.equip_to_slot_if_possible(hood,slot_head,0,0,1)
suittoggled = 1
hood.canremove = FALSE
icon_state = "[initial(icon_state)]_t"
H.update_inv_wear_suit()
else
@@ -45,6 +45,16 @@
mob_overlay = image("icon" = sprite_sheets[wearer.species.get_bodytype(wearer)], "icon_state" = "[tmp_icon_state]")
else
mob_overlay = image("icon" = INV_ACCESSORIES_DEF_ICON, "icon_state" = "[tmp_icon_state]")
if(addblends)
var/icon/base = new/icon("icon" = mob_overlay.icon, "icon_state" = mob_overlay.icon_state)
var/addblend_icon = new/icon("icon" = mob_overlay.icon, "icon_state" = src.addblends)
if(color)
base.Blend(src.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
mob_overlay = image(base)
else
mob_overlay.color = src.color
return mob_overlay
//when user attached an accessory to S
@@ -234,6 +244,14 @@
name = "medal of exceptional heroism"
desc = "An extremely rare golden medal awarded only by high ranking officials. To recieve such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but distinguished veteran staff."
// Base type for 'medals' found in a "dungeon" submap, as a sort of trophy to celebrate the player's conquest.
/obj/item/clothing/accessory/medal/dungeon
/obj/item/clothing/accessory/medal/dungeon/alien_ufo
name = "alien captain's medal"
desc = "It vaguely like a star. It looks like something an alien captain might've worn. Probably."
icon_state = "alien_medal"
//Scarves
/obj/item/clothing/accessory/scarf
@@ -292,3 +310,81 @@
/obj/item/clothing/accessory/scarf/stripedblue
name = "striped blue scarf"
icon_state = "stripedbluescarf"
//bracelets
/obj/item/clothing/accessory/bracelet
name = "bracelet"
desc = "A simple silver bracelet with a clasp."
icon = 'icons/obj/clothing/ties.dmi'
icon_state = "bracelet"
w_class = ITEMSIZE_TINY
slot_flags = SLOT_TIE
/obj/item/clothing/accessory/bracelet/friendship
name = "friendship bracelet"
desc = "A beautiful friendship bracelet in all the colors of the rainbow."
icon_state = "friendbracelet"
/obj/item/clothing/accessory/bracelet/friendship/verb/dedicate_bracelet()
set name = "Dedicate Bracelet"
set category = "Object"
set desc = "Dedicate your friendship bracelet to a special someone."
var/mob/M = usr
if(!M.mind)
return 0
var/input = sanitizeSafe(input("Who do you want to dedicate the bracelet to?", ,""), MAX_NAME_LEN)
if(src && input && !M.stat && in_range(M,src))
desc = "A beautiful friendship bracelet in all the colors of the rainbow. It's dedicated to [input]."
to_chat(M, "You dedicate the bracelet to [input], remembering the times you've had together.")
return 1
/obj/item/clothing/accessory/bracelet/material
icon_state = "materialbracelet"
/obj/item/clothing/accessory/bracelet/material/New(var/newloc, var/new_material)
..(newloc)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)
return
name = "[material.display_name] bracelet"
desc = "A bracelet made from [material.display_name]."
color = material.icon_colour
/obj/item/clothing/accessory/bracelet/material/get_material()
return material
/obj/item/clothing/accessory/bracelet/material/wood/New(var/newloc)
..(newloc, "wood")
/obj/item/clothing/accessory/bracelet/material/plastic/New(var/newloc)
..(newloc, "plastic")
/obj/item/clothing/accessory/bracelet/material/iron/New(var/newloc)
..(newloc, "iron")
/obj/item/clothing/accessory/bracelet/material/steel/New(var/newloc)
..(newloc, "steel")
/obj/item/clothing/accessory/bracelet/material/silver/New(var/newloc)
..(newloc, "silver")
/obj/item/clothing/accessory/bracelet/material/gold/New(var/newloc)
..(newloc, "gold")
/obj/item/clothing/accessory/bracelet/material/platinum/New(var/newloc)
..(newloc, "platinum")
/obj/item/clothing/accessory/bracelet/material/phoron/New(var/newloc)
..(newloc, "phoron")
/obj/item/clothing/accessory/bracelet/material/glass/New(var/newloc)
..(newloc, "glass")
..()
@@ -37,6 +37,7 @@
/obj/item/clothing/accessory/armband/med/color
name = "armband"
desc = "A fancy armband."
addblends = "med_a"
/obj/item/clothing/accessory/armband/medblue
name = "EMT armband"
@@ -627,17 +627,20 @@
name = "long dress"
desc = "A long dress."
icon_state = "whitedress2"
addblends = "whitedress2_a"
flags_inv = HIDESHOES
/obj/item/clothing/under/dress/white3
name = "short dress"
desc = "A short, plain dress."
icon_state = "whitedress3"
addblends = "whitedress3_a"
/obj/item/clothing/under/dress/white4
name = "long flared dress"
desc = "A long white dress that flares out at the bottom."
icon_state = "whitedress4"
addblends = "whitedress4_a"
flags_inv = HIDESHOES
/obj/item/clothing/under/dress/darkred
@@ -809,3 +812,8 @@
desc = "A fluffy robe to keep you from showing off to the world."
icon_state = "bathrobe"
worn_state = "bathrobe"
/obj/item/clothing/under/explorer
desc = "A green uniform for operating in hazardous environments."
name = "explorer's jumpsuit"
icon_state = "explorer"
+1
View File
@@ -121,6 +121,7 @@
name = "yoga pants"
desc = "A pair of tight-fitting yoga pants for those lazy days."
icon_state = "yogapants"
addblends = "yogapants_a"
/*
* Baggy Pants
+5 -5
View File
@@ -82,7 +82,7 @@
item_state = "tesh_uniform_by"
/obj/item/clothing/under/seromi/undercoat/black_green
name = "black and Green undercoat"
name = "black and green undercoat"
icon_state = "tesh_uniform_bgr"
item_state = "tesh_uniform_bgr"
@@ -148,8 +148,8 @@
/obj/item/clothing/under/seromi/undercoat/blue_grey
name = "blue and grey undercoat"
icon_state = "tesh_uniform_blg"
item_state = "tesh_uniform_blg"
icon_state = "tesh_uniform_blug"
item_state = "tesh_uniform_blug"
/obj/item/clothing/under/seromi/undercoat/purple_grey
name = "purple and grey undercoat"
@@ -157,11 +157,11 @@
item_state = "tesh_uniform_pg"
/obj/item/clothing/under/seromi/undercoat/pink_grey
name = "black and orange undercoat"
name = "pink and grey undercoat"
icon_state = "tesh_uniform_pig"
item_state = "tesh_uniform_pig"
/obj/item/clothing/under/seromi/undercoat/brown_grey
name = "purple and grey undercoat"
name = "brown and grey undercoat"
icon_state = "tesh_uniform_brg"
item_state = "tesh_uniform_brg"
+1
View File
@@ -49,6 +49,7 @@
/var/list/economic_species_modifier = list(
/datum/species/human = 10,
/datum/species/human/vatgrown = 10,
/datum/species/skrell = 12,
/datum/species/unathi = 7,
/datum/species/tajaran = 7,
@@ -18,7 +18,9 @@
else
io_list.Add(new io_type(src, io_entry, default_data))
/obj/item/integrated_circuit/proc/set_pin_data(var/pin_type, var/pin_number, var/new_data)
/obj/item/integrated_circuit/proc/set_pin_data(var/pin_type, var/pin_number, datum/new_data)
if (istype(new_data) && !isweakref(new_data))
new_data = weakref(new_data)
var/datum/integrated_io/pin = get_pin_ref(pin_type, pin_number)
return pin.write_data_to_pin(new_data)
@@ -112,6 +112,8 @@ list[](
/datum/integrated_io/proc/write_data_to_pin(var/new_data)
if(isnull(new_data) || isnum(new_data) || istext(new_data) || isweakref(new_data)) // Anything else is a type we don't want.
if(istext(new_data))
new_data = sanitizeSafe(new_data, MAX_MESSAGE_LEN, 0, 0)
data = new_data
holder.on_data_written()
@@ -4,11 +4,14 @@
/datum/integrated_io/string/ask_for_pin_data(mob/user)
var/new_data = input("Please type in a string.","[src] string writing") as null|text
if(holder.check_interactivity(user) )
new_data = sanitizeSafe(new_data, MAX_MESSAGE_LEN, 0, 0)
if(new_data && holder.check_interactivity(user) )
to_chat(user, "<span class='notice'>You input [new_data ? "new_data" : "NULL"] into the pin.</span>")
write_data_to_pin(new_data)
/datum/integrated_io/string/write_data_to_pin(var/new_data)
new_data = sanitizeSafe(new_data, MAX_MESSAGE_LEN, 0, 0)
if(isnull(new_data) || istext(new_data))
data = new_data
holder.on_data_written()
@@ -125,6 +125,7 @@
if("string")
accepting_refs = 0
new_data = input("Now type in a string.","[src] string writing") as null|text
new_data = sanitizeSafe(new_data, MAX_MESSAGE_LEN, 0, 0)
if(istext(new_data) && CanInteract(user, physical_state))
data_to_write = new_data
to_chat(user, "<span class='notice'>You set \the [src]'s memory to \"[new_data]\".</span>")
@@ -29,6 +29,28 @@
if(assembly)
assembly.give_power(adjusted_power)
/obj/item/integrated_circuit/passive/power/starter
name = "starter"
desc = "This tiny circuit will send a pulse right after device is turned on, or when power is restored."
icon_state = "led"
complexity = 1
activators = list("pulse out" = IC_PINTYPE_PULSE_OUT)
origin_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3, TECH_DATA = 2)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
var/is_charge=0
/obj/item/integrated_circuit/passive/power/starter/make_energy()
if(assembly.battery)
if(assembly.battery.charge)
if(!is_charge)
activate_pin(1)
is_charge=1
else
is_charge=0
else
is_charge=0
return FALSE
// For implants.
/obj/item/integrated_circuit/passive/power/metabolic_siphon
name = "metabolic siphon"
@@ -82,6 +104,44 @@
origin_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3, TECH_DATA = 2)
spawn_flags = IC_SPAWN_RESEARCH
var/power_amount = 250
//fuel cell
/obj/item/integrated_circuit/passive/power/chemical_cell
name = "fuel cell"
desc = "Produces electricity from chemicals."
icon_state = "chemical_cell"
extended_desc = "This is effectively an internal beaker. It will consume and produce power from phoron, slime jelly, welding fuel, carbon,\
ethanol, nutriments and blood, in order of decreasing efficiency. It will consume fuel only if the battery can take more energy."
flags = OPENCONTAINER
complexity = 4
inputs = list()
outputs = list("volume used" = IC_PINTYPE_NUMBER,"self reference" = IC_PINTYPE_REF)
activators = list()
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
var/volume = 60
var/list/fuel = list("phoron" = 50000, "slimejelly" = 25000, "fuel" = 15000, "carbon" = 10000, "ethanol"= 10000, "nutriment" =8000, "blood" = 5000)
/obj/item/integrated_circuit/passive/power/chemical_cell/New()
..()
create_reagents(volume)
/obj/item/integrated_circuit/passive/power/chemical_cell/interact(mob/user)
set_pin_data(IC_OUTPUT, 2, weakref(src))
push_data()
..()
/obj/item/integrated_circuit/passive/power/chemical_cell/on_reagent_change()
set_pin_data(IC_OUTPUT, 1, reagents.total_volume)
push_data()
/obj/item/integrated_circuit/passive/power/chemical_cell/make_energy()
if(assembly)
for(var/I in fuel)
if((assembly.battery.maxcharge-assembly.battery.charge) / CELLRATE > fuel[I])
if(reagents.remove_reagent(I, 1))
assembly.give_power(fuel[I])
// For really fat machines.
/obj/item/integrated_circuit/passive/power/relay/large
@@ -27,13 +27,10 @@
/obj/item/integrated_circuit/transfer/multiplexer/do_work()
var/input_index = get_pin_data(IC_INPUT, 1)
var/output = null
if(!isnull(input_index) && (input_index >= 1 && input_index < inputs.len))
output = get_pin_data(IC_INPUT, input_index + 1)
set_pin_data(IC_OUTPUT, 1, output)
push_data()
set_pin_data(IC_OUTPUT, 1,get_pin_data(IC_INPUT, input_index + 1))
push_data()
activate_pin(2)
/obj/item/integrated_circuit/transfer/multiplexer/medium
@@ -79,10 +76,8 @@
/obj/item/integrated_circuit/transfer/demultiplexer/do_work()
var/output_index = get_pin_data(IC_INPUT, 1)
var/output = get_pin_data(IC_INPUT, 2)
for(var/i = 1 to outputs.len)
set_pin_data(IC_OUTPUT, i, i == output_index ? output : null)
set_pin_data(IC_OUTPUT, i, i == output_index ? get_pin_data(IC_INPUT, 2) : null)
activate_pin(2)
@@ -101,4 +96,51 @@
name = "sixteen demultiplexer"
icon_state = "dmux16"
w_class = ITEMSIZE_SMALL
number_of_outputs = 16
/obj/item/integrated_circuit/transfer/pulsedemultiplexer
name = "two pulse demultiplexer"
desc = "Selector switch to choose the pin to be activated by number."
extended_desc = "The first input pin is used to select which of the pulse out pins will be activated after activation of the circuit. \
If the output selection is outside the valid range then no output is given."
complexity = 2
icon_state = "dmux2"
inputs = list("output selection" = IC_PINTYPE_NUMBER)
outputs = list()
activators = list("select" = IC_PINTYPE_PULSE_IN)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
power_draw_per_use = 4
var/number_of_outputs = 2
/obj/item/integrated_circuit/transfer/pulsedemultiplexer/New()
for(var/i = 1 to number_of_outputs)
// outputs += "output [i]"
activators["output [i]"] = IC_PINTYPE_PULSE_OUT
complexity = number_of_outputs
..()
desc += " It has [number_of_outputs] output pins."
extended_desc += " This pulse demultiplexer has a range from 1 to [activators.len - 1]."
/obj/item/integrated_circuit/transfer/pulsedemultiplexer/do_work()
var/output_index = get_pin_data(IC_INPUT, 1)
if(output_index == Clamp(output_index, 1, number_of_outputs))
activate_pin(round(output_index + 1 ,1))
/obj/item/integrated_circuit/transfer/pulsedemultiplexer/medium
name = "four pulse demultiplexer"
icon_state = "dmux4"
number_of_outputs = 4
/obj/item/integrated_circuit/transfer/pulsedemultiplexer/large
name = "eight pulse demultiplexer"
icon_state = "dmux8"
w_class = ITEMSIZE_SMALL
number_of_outputs = 8
/obj/item/integrated_circuit/transfer/pulsedemultiplexer/huge
name = "sixteen pulse demultiplexer"
icon_state = "dmux16"
w_class = ITEMSIZE_SMALL
number_of_outputs = 16
@@ -110,8 +110,10 @@
/obj/item/integrated_circuit/input/adv_med_scanner
name = "integrated advanced medical analyser"
desc = "A very small version of the medbot's medical analyser. This allows the machine to know how healthy someone is. \
name = "integrated advanced medical analyzer"
desc = "A very small version of the medibot's medical analyzer. This allows the machine to know how healthy someone is. \
This type is much more precise, allowing the machine to know much more about the target than a normal analyzer."
icon_state = "medscan_adv"
complexity = 12
@@ -134,7 +136,9 @@
var/mob/living/carbon/human/H = get_pin_data_as_type(IC_INPUT, 1, /mob/living/carbon/human)
if(!istype(H)) //Invalid input
return
if(H in view(get_turf(H))) // Like medbot's analyzer it can be used in range..
var/total_health = round(H.health/H.getMaxHealth(), 0.01)*100
var/missing_health = H.getMaxHealth() - H.health
@@ -336,6 +340,7 @@
// Set the pins so when someone sees them, they won't show as null
set_pin_data(IC_INPUT, 1, frequency)
set_pin_data(IC_INPUT, 2, code)
push_data()
/obj/item/integrated_circuit/input/signaler/Destroy()
if(radio_controller)
@@ -464,6 +469,7 @@
set_pin_data(IC_OUTPUT, 1, null)
set_pin_data(IC_OUTPUT, 2, null)
if(!T)
push_data()
return
set_pin_data(IC_OUTPUT, 1, T.x)
@@ -486,7 +492,7 @@
"speaker" = IC_PINTYPE_STRING,
"message" = IC_PINTYPE_STRING
)
activators = list("on message received" = IC_PINTYPE_PULSE_IN, "on translation" = IC_PINTYPE_PULSE_OUT)
activators = list("on message received" = IC_PINTYPE_PULSE_OUT, "on translation" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
power_draw_per_use = 15
@@ -618,4 +624,235 @@
push_data()
activate_pin(2)
/obj/item/integrated_circuit/input/atmo_scanner
name = "integrated atmospheric analyser"
desc = "The same atmospheric analysis module that is integrated into every PDA. \
This allows the machine to know the composition, temperature and pressure of the surrounding atmosphere."
icon_state = "medscan_adv"
complexity = 9
inputs = list()
outputs = list(
"pressure" = IC_PINTYPE_NUMBER,
"temperature" = IC_PINTYPE_NUMBER,
"oxygen" = IC_PINTYPE_NUMBER,
"nitrogen" = IC_PINTYPE_NUMBER,
"carbon dioxide" = IC_PINTYPE_NUMBER,
"phoron" = IC_PINTYPE_NUMBER,
"other" = IC_PINTYPE_NUMBER
)
activators = list("scan" = IC_PINTYPE_PULSE_IN, "on scanned" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3)
power_draw_per_use = 60
/obj/item/integrated_circuit/input/atmo_scanner/do_work()
var/turf/T = get_turf(src)
if(!istype(T)) //Invalid input
return
var/datum/gas_mixture/environment = T.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles
if (total_moles)
var/o2_level = environment.gas["oxygen"]/total_moles
var/n2_level = environment.gas["nitrogen"]/total_moles
var/co2_level = environment.gas["carbon_dioxide"]/total_moles
var/phoron_level = environment.gas["phoron"]/total_moles
var/unknown_level = 1-(o2_level+n2_level+co2_level+phoron_level)
set_pin_data(IC_OUTPUT, 1, pressure)
set_pin_data(IC_OUTPUT, 2, round(environment.temperature-T0C,0.1))
set_pin_data(IC_OUTPUT, 3, round(o2_level*100,0.1))
set_pin_data(IC_OUTPUT, 4, round(n2_level*100,0.1))
set_pin_data(IC_OUTPUT, 5, round(co2_level*100,0.1))
set_pin_data(IC_OUTPUT, 6, round(phoron_level*100,0.01))
set_pin_data(IC_OUTPUT, 7, round(unknown_level, 0.01))
else
set_pin_data(IC_OUTPUT, 1, 0)
set_pin_data(IC_OUTPUT, 2, -273.15)
set_pin_data(IC_OUTPUT, 3, 0)
set_pin_data(IC_OUTPUT, 4, 0)
set_pin_data(IC_OUTPUT, 5, 0)
set_pin_data(IC_OUTPUT, 6, 0)
set_pin_data(IC_OUTPUT, 7, 0)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/input/pressure_sensor
name = "integrated pressure sensor"
desc = "A tiny pressure sensor module similar to that found in a PDA atmosphere analyser."
icon_state = "medscan_adv"
complexity = 3
inputs = list()
outputs = list(
"pressure" = IC_PINTYPE_NUMBER
)
activators = list("scan" = IC_PINTYPE_PULSE_IN, "on scanned" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3)
power_draw_per_use = 20
/obj/item/integrated_circuit/input/pressure_sensor/do_work()
var/turf/T = get_turf(src)
if(!istype(T)) //Invalid input
return
var/datum/gas_mixture/environment = T.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles
if (total_moles)
set_pin_data(IC_OUTPUT, 1, pressure)
else
set_pin_data(IC_OUTPUT, 1, 0)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/input/temperature_sensor
name = "integrated temperature sensor"
desc = "A tiny temperature sensor module similar to that found in a PDA atmosphere analyser."
icon_state = "medscan_adv"
complexity = 3
inputs = list()
outputs = list(
"temperature" = IC_PINTYPE_NUMBER
)
activators = list("scan" = IC_PINTYPE_PULSE_IN, "on scanned" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3)
power_draw_per_use = 20
/obj/item/integrated_circuit/input/temperature_sensor/do_work()
var/turf/T = get_turf(src)
if(!istype(T)) //Invalid input
return
var/datum/gas_mixture/environment = T.return_air()
var/total_moles = environment.total_moles
if (total_moles)
set_pin_data(IC_OUTPUT, 1, round(environment.temperature-T0C,0.1))
else
set_pin_data(IC_OUTPUT, 1, -273.15)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/input/oxygen_sensor
name = "integrated oxygen sensor"
desc = "A tiny oxygen sensor module similar to that found in a PDA atmosphere analyser."
icon_state = "medscan_adv"
complexity = 3
inputs = list()
outputs = list(
"oxygen" = IC_PINTYPE_NUMBER
)
activators = list("scan" = IC_PINTYPE_PULSE_IN, "on scanned" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3)
power_draw_per_use = 20
/obj/item/integrated_circuit/input/oxygen_sensor/do_work()
var/turf/T = get_turf(src)
if(!istype(T)) //Invalid input
return
var/datum/gas_mixture/environment = T.return_air()
var/total_moles = environment.total_moles
if (total_moles)
var/o2_level = environment.gas["oxygen"]/total_moles
set_pin_data(IC_OUTPUT, 1, round(o2_level*100,0.1))
else
set_pin_data(IC_OUTPUT, 1, 0)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/input/co2_sensor
name = "integrated co2 sensor"
desc = "A tiny carbon dioxide sensor module similar to that found in a PDA atmosphere analyser."
icon_state = "medscan_adv"
complexity = 3
inputs = list()
outputs = list(
"co2" = IC_PINTYPE_NUMBER
)
activators = list("scan" = IC_PINTYPE_PULSE_IN, "on scanned" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3)
power_draw_per_use = 20
/obj/item/integrated_circuit/input/co2_sensor/do_work()
var/turf/T = get_turf(src)
if(!istype(T)) //Invalid input
return
var/datum/gas_mixture/environment = T.return_air()
var/total_moles = environment.total_moles
if (total_moles)
var/co2_level = environment.gas["carbon_dioxide"]/total_moles
set_pin_data(IC_OUTPUT, 1, round(co2_level*100,0.1))
else
set_pin_data(IC_OUTPUT, 1, 0)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/input/nitrogen_sensor
name = "integrated nitrogen sensor"
desc = "A tiny nitrogen sensor module similar to that found in a PDA atmosphere analyser."
icon_state = "medscan_adv"
complexity = 3
inputs = list()
outputs = list(
"nitrogen" = IC_PINTYPE_NUMBER
)
activators = list("scan" = IC_PINTYPE_PULSE_IN, "on scanned" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3)
power_draw_per_use = 20
/obj/item/integrated_circuit/input/nitrogen_sensor/do_work()
var/turf/T = get_turf(src)
if(!istype(T)) //Invalid input
return
var/datum/gas_mixture/environment = T.return_air()
var/total_moles = environment.total_moles
if (total_moles)
var/n2_level = environment.gas["nitrogen"]/total_moles
set_pin_data(IC_OUTPUT, 1, round(n2_level*100,0.1))
else
set_pin_data(IC_OUTPUT, 1, 0)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/input/phoron_sensor
name = "integrated phoron sensor"
desc = "A tiny phoron gas sensor module similar to that found in a PDA atmosphere analyser."
icon_state = "medscan_adv"
complexity = 3
inputs = list()
outputs = list(
"phoron" = IC_PINTYPE_NUMBER
)
activators = list("scan" = IC_PINTYPE_PULSE_IN, "on scanned" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3)
power_draw_per_use = 20
/obj/item/integrated_circuit/input/phoron_sensor/do_work()
var/turf/T = get_turf(src)
if(!istype(T)) //Invalid input
return
var/datum/gas_mixture/environment = T.return_air()
var/total_moles = environment.total_moles
if (total_moles)
var/phoron_level = environment.gas["phoron"]/total_moles
set_pin_data(IC_OUTPUT, 1, round(phoron_level*100,0.1))
else
set_pin_data(IC_OUTPUT, 1, 0)
push_data()
activate_pin(2)
@@ -52,12 +52,123 @@
push_data()
activate_pin(2)
/obj/item/integrated_circuit/list/search
name = "search circuit"
desc = "This circuit will give index of desired element in the list."
extended_desc = "Search will start at 1 position and will return first matching position."
inputs = list(
"list" = IC_PINTYPE_LIST,
"item" = IC_PINTYPE_ANY
)
outputs = list(
"index" = IC_PINTYPE_NUMBER
)
icon_state = "addition"
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/list/search/do_work()
var/list/input_list = get_pin_data(IC_INPUT, 1)
var/item = get_pin_data(IC_INPUT, 2)
set_pin_data(IC_OUTPUT, 1, input_list.Find(item))
push_data()
activate_pin(2)
/obj/item/integrated_circuit/list/at
name = "at circuit"
desc = "This circuit will pick an element from a list by index."
extended_desc = "If there is no element with such index, result will be null."
inputs = list(
"list" = IC_PINTYPE_LIST,
"index" = IC_PINTYPE_NUMBER
)
outputs = list("item" = IC_PINTYPE_ANY)
icon_state = "addition"
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/list/at/do_work()
var/list/input_list = get_pin_data(IC_INPUT, 1)
var/index = get_pin_data(IC_INPUT, 2)
var/item = input_list[index]
set_pin_data(IC_OUTPUT, 1, item)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/list/delete
name = "delete circuit"
desc = "This circuit will delete the element from a list by index."
extended_desc = "If there is no element with such index, result list will be unchanged."
inputs = list(
"list" = IC_PINTYPE_LIST,
"index" = IC_PINTYPE_NUMBER
)
outputs = list(
"item" = IC_PINTYPE_LIST
)
icon_state = "addition"
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/list/delete/do_work()
var/list/input_list = get_pin_data(IC_INPUT, 1)
var/list/red_list = list()
var/index = get_pin_data(IC_INPUT, 2)
var/j = 0
for(var/I in input_list)
j = j + 1
if(j != index)
red_list.Add(I)
set_pin_data(IC_OUTPUT, 1, red_list)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/list/write
name = "write circuit"
desc = "This circuit will write element in list with given index."
extended_desc = "If there is no element with such index, it will give the same list, as before."
inputs = list(
"list" = IC_PINTYPE_LIST,
"index" = IC_PINTYPE_NUMBER,
"item" = IC_PINTYPE_ANY
)
outputs = list(
"redacted list" = IC_PINTYPE_LIST
)
icon_state = "addition"
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/list/write/do_work()
var/list/input_list = get_pin_data(IC_INPUT, 1)
var/index = get_pin_data(IC_INPUT, 2)
var/item = get_pin_data(IC_INPUT, 3)
input_list[index] = item
set_pin_data(IC_OUTPUT, 1, input_list)
push_data()
activate_pin(2)
obj/item/integrated_circuit/list/len
name = "len circuit"
desc = "This circuit will give length of the list."
inputs = list(
"list" = IC_PINTYPE_LIST,
)
outputs = list(
"item" = IC_PINTYPE_NUMBER
)
icon_state = "addition"
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/list/len/do_work()
var/list/input_list = get_pin_data(IC_INPUT, 1)
set_pin_data(IC_OUTPUT, 1, input_list.len)
push_data()
activate_pin(2)
/obj/item/integrated_circuit/list/jointext
name = "join text circuit"
desc = "This circuit will add all elements of a list into one string, seperated by a character."
extended_desc = "Default settings will encode the entire list into a string."
inputs = list(
"list to join" = IC_PINTYPE_LIST,
"list to join" = IC_PINTYPE_LIST,//
"delimiter" = IC_PINTYPE_CHAR,
"start" = IC_PINTYPE_NUMBER,
"end" = IC_PINTYPE_NUMBER
@@ -40,8 +40,15 @@
O.push_data()
activate_pin(2)
/obj/item/integrated_circuit/memory/tiny
name = "small memory circuit"
desc = "This circuit can store two pieces of data."
icon_state = "memory2"
power_draw_per_use = 2
number_of_pins = 2
/obj/item/integrated_circuit/memory/medium
name = "memory circuit"
name = "medium memory circuit"
desc = "This circuit can store four pieces of data."
icon_state = "memory4"
power_draw_per_use = 2
@@ -37,9 +37,7 @@
amount_to_move = 20000
/obj/item/integrated_circuit/power/transmitter/do_work()
set_pin_data(IC_OUTPUT, 1, null)
set_pin_data(IC_OUTPUT, 2, null)
set_pin_data(IC_OUTPUT, 3, null)
var/atom/movable/AM = get_pin_data_as_type(IC_INPUT, 1, /atom/movable)
if(AM)
if(!assembly)
@@ -72,7 +70,15 @@
set_pin_data(IC_OUTPUT, 2, cell.maxcharge)
set_pin_data(IC_OUTPUT, 3, cell.percent())
activate_pin(2)
push_data()
return TRUE
else
set_pin_data(IC_OUTPUT, 1, null)
set_pin_data(IC_OUTPUT, 2, null)
set_pin_data(IC_OUTPUT, 3, null)
activate_pin(2)
push_data()
return FALSE
return FALSE
/obj/item/integrated_circuit/power/transmitter/large/do_work()
@@ -1,6 +1,8 @@
/obj/item/integrated_circuit/reagent
category_text = "Reagent"
var/volume = 0
unacidable = 1
phoronproof = 1
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
/obj/item/integrated_circuit/reagent/New()
@@ -18,13 +20,23 @@
complexity = 20
cooldown_per_use = 30 SECONDS
inputs = list()
outputs = list()
activators = list("create smoke" = IC_PINTYPE_PULSE_IN)
outputs = list("volume used" = IC_PINTYPE_NUMBER,"self reference" = IC_PINTYPE_REF)
activators = list("create smoke" = IC_PINTYPE_PULSE_IN,"on smoked" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3, TECH_BIO = 3)
volume = 100
power_draw_per_use = 20
/obj/item/integrated_circuit/reagent/smoke/on_reagent_change()
set_pin_data(IC_OUTPUT, 1, reagents.total_volume)
push_data()
/obj/item/integrated_circuit/reagent/smoke/interact(mob/user)
set_pin_data(IC_OUTPUT, 2, weakref(src))
push_data()
..()
/obj/item/integrated_circuit/reagent/smoke/do_work()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
var/datum/effect/effect/system/smoke_spread/chem/smoke_system = new()
@@ -33,52 +45,141 @@
for(var/i = 1 to 8)
smoke_system.start()
reagents.clear_reagents()
activate_pin(2)
/obj/item/integrated_circuit/reagent/injector
name = "integrated hypo-injector"
desc = "This scary looking thing is able to pump liquids into whatever it's pointed at."
icon_state = "injector"
extended_desc = "This autoinjector can push reagents into another container or someone else outside of the machine. The target \
must be adjacent to the machine, and if it is a person, they cannot be wearing thick clothing."
must be adjacent to the machine, and if it is a person, they cannot be wearing thick clothing. A negative amount makes the injector draw out reagents."
flags = OPENCONTAINER
complexity = 20
cooldown_per_use = 6 SECONDS
inputs = list("target" = IC_PINTYPE_REF, "injection amount" = IC_PINTYPE_NUMBER)
inputs_default = list("2" = 5)
outputs = list()
activators = list("inject" = IC_PINTYPE_PULSE_IN)
outputs = list("volume used" = IC_PINTYPE_NUMBER,"self reference" = IC_PINTYPE_REF)
activators = list("inject" = IC_PINTYPE_PULSE_IN, "on injected" = IC_PINTYPE_PULSE_OUT, "on fail" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
volume = 30
power_draw_per_use = 15
var/direc = 1
var/transfer_amount = 10
/obj/item/integrated_circuit/reagent/injector/interact(mob/user)
set_pin_data(IC_OUTPUT, 2, weakref(src))
push_data()
..()
/obj/item/integrated_circuit/reagent/injector/on_reagent_change()
set_pin_data(IC_OUTPUT, 1, reagents.total_volume)
push_data()
/obj/item/integrated_circuit/reagent/injector/on_data_written()
var/new_amount = get_pin_data(IC_INPUT, 2)
if(new_amount < 0)
new_amount = -new_amount
direc = 0
else
direc = 1
if(isnum(new_amount))
new_amount = Clamp(new_amount, 0, volume)
transfer_amount = new_amount
/obj/item/integrated_circuit/reagent/injector/proc/inject_amount()
var/amount = get_pin_data(IC_INPUT, 2)
if(isnum(amount))
return Clamp(amount, 0, 30)
/obj/item/integrated_circuit/reagent/injector/do_work()
set waitfor = 0 // Don't sleep in a proc that is called by a processor without this set, otherwise it'll delay the entire thing
var/atom/movable/AM = get_pin_data_as_type(IC_INPUT, 1, /atom/movable)
if(!istype(AM)) //Invalid input
activate_pin(3)
return
if(!reagents.total_volume) // Empty
return
if(AM.can_be_injected_by(src))
if(isliving(AM))
var/mob/living/L = AM
var/turf/T = get_turf(AM)
T.visible_message("<span class='warning'>[src] is trying to inject [L]!</span>")
sleep(3 SECONDS)
if(!L.can_be_injected_by(src))
if(direc == 1)
if(!istype(AM)) //Invalid input
activate_pin(3)
return
if(!reagents.total_volume) // Empty
activate_pin(3)
return
if(AM.can_be_injected_by(src))
if(isliving(AM))
var/mob/living/L = AM
var/turf/T = get_turf(AM)
T.visible_message("<span class='warning'>[src] is trying to inject [L]!</span>")
sleep(3 SECONDS)
if(!L.can_be_injected_by(src))
activate_pin(3)
return
var/contained = reagents.get_reagents()
var/trans = reagents.trans_to_mob(L, transfer_amount, CHEM_BLOOD)
message_admins("[src] injected \the [L] with [trans]u of [contained].")
to_chat(AM, "<span class='notice'>You feel a tiny prick!</span>")
visible_message("<span class='warning'>[src] injects [L]!</span>")
else
reagents.trans_to(AM, transfer_amount)
else
if(reagents.total_volume >= volume) // Full
activate_pin(3)
return
var/obj/target = AM
if(!target.reagents)
activate_pin(3)
return
var/turf/TS = get_turf(src)
var/turf/TT = get_turf(AM)
if(!TS.Adjacent(TT))
activate_pin(3)
return
var/tramount = Clamp(min(transfer_amount, reagents.maximum_volume - reagents.total_volume), 0, reagents.maximum_volume)
if(ismob(target))//Blood!
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/T = target
if(!T.dna)
if(T.reagents.trans_to_obj(src, tramount))
activate_pin(2)
else
activate_pin(3)
return
if(NOCLONE in T.mutations) //target done been et, no more blood in him
if(T.reagents.trans_to_obj(src, tramount))
activate_pin(2)
else
activate_pin(3)
return
return
var/datum/reagent/B
if(istype(T, /mob/living/carbon/human))
var/mob/living/carbon/human/H = T
if(H.species && !H.should_have_organ(O_HEART))
H.reagents.trans_to_obj(src, tramount)
else
B = T.take_blood(src, tramount)
else
B = T.take_blood(src,tramount)
if (B)
reagents.reagent_list |= B
reagents.update_total()
on_reagent_change()
reagents.handle_reactions()
B = null
visible_message( "<span class='notice'>Machine takes a blood sample from [target].</span>")
else
activate_pin(3)
return
var/contained = reagents.get_reagents()
var/trans = reagents.trans_to_mob(L, inject_amount(), CHEM_BLOOD)
message_admins("[src] injected \the [L] with [trans]u of [contained].")
to_chat(AM, "<span class='notice'>You feel a tiny prick!</span>")
visible_message("<span class='warning'>[src] injects [L]!</span>")
else
reagents.trans_to(AM, inject_amount())
else //if not mob
if(!target.reagents.total_volume)
visible_message( "<span class='notice'>[target] is empty.</span>")
activate_pin(3)
return
target.reagents.trans_to_obj(src, tramount)
activate_pin(2)
/obj/item/integrated_circuit/reagent/pump
name = "reagent pump"
@@ -96,11 +197,17 @@
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
var/transfer_amount = 10
var/direc = 1
power_draw_per_use = 10
/obj/item/integrated_circuit/reagent/pump/on_data_written()
var/new_amount = get_pin_data(IC_INPUT, 3)
if(!isnull(new_amount))
if(new_amount < 0)
new_amount = -new_amount
direc = 0
else
direc = 1
if(isnum(new_amount))
new_amount = Clamp(new_amount, 0, 50)
transfer_amount = new_amount
@@ -111,17 +218,23 @@
if(!istype(source) || !istype(target)) //Invalid input
return
var/turf/T = get_turf(src)
if(source.Adjacent(T) && target.Adjacent(T))
var/turf/TS = get_turf(source)
var/turf/TT = get_turf(target)
if(TS.Adjacent(T) && TT.Adjacent(T))
if(!source.reagents || !target.reagents)
return
if(ismob(source) || ismob(target))
return
if(!source.is_open_container() || !target.is_open_container())
return
if(!target.reagents.get_free_space())
return
source.reagents.trans_to(target, transfer_amount)
if(direc)
if(!target.reagents.get_free_space())
return
source.reagents.trans_to(target, transfer_amount)
else
if(!source.reagents.get_free_space())
return
target.reagents.trans_to(source, transfer_amount)
activate_pin(2)
/obj/item/integrated_circuit/reagent/storage
@@ -132,12 +245,18 @@
flags = OPENCONTAINER
complexity = 4
inputs = list()
outputs = list("volume used" = IC_PINTYPE_NUMBER)
outputs = list("volume used" = IC_PINTYPE_NUMBER,"self reference" = IC_PINTYPE_REF)
activators = list()
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
volume = 60
/obj/item/integrated_circuit/reagent/storage/interact(mob/user)
set_pin_data(IC_OUTPUT, 2, weakref(src))
push_data()
..()
/obj/item/integrated_circuit/reagent/storage/on_reagent_change()
set_pin_data(IC_OUTPUT, 1, reagents.total_volume)
push_data()
@@ -150,4 +269,95 @@
flags = OPENCONTAINER | NOREACT
complexity = 8
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
origin_tech = list(TECH_MATERIALS = 4, TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
/obj/item/integrated_circuit/reagent/storage/big
name = "big reagent storage"
desc = "Stores liquid inside, and away from electrical components. Can store up to 180u."
icon_state = "reagent_storage_big"
extended_desc = "This is effectively an internal beaker."
flags = OPENCONTAINER
complexity = 16
volume = 180
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_MATERIALS = 3, TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
/obj/item/integrated_circuit/reagent/storage/scan
name = "reagent scanner"
desc = "Stores liquid inside, and away from electrical components. Can store up to 60u. On pulse this beaker will send list of contained reagents."
icon_state = "reagent_scan"
extended_desc = "Mostly useful for reagent filter."
flags = OPENCONTAINER
complexity = 8
outputs = list("volume used" = IC_PINTYPE_NUMBER,"self reference" = IC_PINTYPE_REF,"list of reagents" = IC_PINTYPE_LIST)
activators = list("scan" = IC_PINTYPE_PULSE_IN)
spawn_flags = IC_SPAWN_RESEARCH
origin_tech = list(TECH_MATERIALS = 3, TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
/obj/item/integrated_circuit/reagent/storage/scan/do_work()
var/cont[0]
for(var/datum/reagent/RE in reagents.reagent_list)
cont += RE.id
set_pin_data(IC_OUTPUT, 3, cont)
push_data()
/obj/item/integrated_circuit/reagent/filter
name = "reagent filter"
desc = "Filtering liquids by list of desired or unwanted reagents."
icon_state = "reagent_filter"
extended_desc = "This is a filter which will move liquids from the source ref to the target ref. \
It will move all reagents, except list, given in fourth pin if amount value is positive.\
Or it will move only desired reagents if amount is negative, The third pin determines \
how much reagent is moved per pulse, between 0 and 50. Amount is given for each separate reagent."
flags = OPENCONTAINER
complexity = 8
inputs = list("source" = IC_PINTYPE_REF, "target" = IC_PINTYPE_REF, "injection amount" = IC_PINTYPE_NUMBER, "list of reagents" = IC_PINTYPE_LIST)
inputs_default = list("3" = 5)
outputs = list()
activators = list("transfer reagents" = IC_PINTYPE_PULSE_IN, "on transfer" = IC_PINTYPE_PULSE_OUT)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
var/transfer_amount = 10
var/direc = 1
power_draw_per_use = 10
/obj/item/integrated_circuit/reagent/filter/on_data_written()
var/new_amount = get_pin_data(IC_INPUT, 3)
if(new_amount < 0)
new_amount = -new_amount
direc = 0
else
direc = 1
if(isnum(new_amount))
new_amount = Clamp(new_amount, 0, 50)
transfer_amount = new_amount
/obj/item/integrated_circuit/reagent/filter/do_work()
var/atom/movable/source = get_pin_data_as_type(IC_INPUT, 1, /atom/movable)
var/atom/movable/target = get_pin_data_as_type(IC_INPUT, 2, /atom/movable)
var/list/demand = get_pin_data(IC_INPUT, 4)
if(!istype(source) || !istype(target)) //Invalid input
return
var/turf/T = get_turf(src)
if(source.Adjacent(T) && target.Adjacent(T))
if(!source.reagents || !target.reagents)
return
if(ismob(source) || ismob(target))
return
if(!source.is_open_container() || !target.is_open_container())
return
if(!target.reagents.get_free_space())
return
for(var/datum/reagent/G in source.reagents.reagent_list)
if (!direc)
if(G.id in demand)
source.reagents.trans_id_to(target, G.id, transfer_amount)
else
if(!(G.id in demand))
source.reagents.trans_id_to(target, G.id, transfer_amount)
activate_pin(2)
push_data()
+124 -3
View File
@@ -18,6 +18,12 @@ var/list/global/map_templates = list()
var/mappath = null
var/loaded = 0 // Times loaded this round
var/annihilate = FALSE // If true, all (movable) atoms at the location where the map is loaded will be deleted before the map is loaded in.
var/cost = null // The map generator has a set 'budget' it spends to place down different submaps. It will pick available submaps randomly until \
it runs out. The cost of a submap should roughly corrispond with several factors such as size, loot, difficulty, desired scarcity, etc. \
Set to -1 to force the submap to always be made.
var/allow_duplicates = FALSE // If false, only one map template will be spawned by the game. Doesn't affect admins spawning then manually.
var/static/dmm_suite/maploader = new
/datum/map_template/New(path = null, rename = null)
@@ -111,7 +117,7 @@ var/list/global/map_templates = list()
log_game("Z-level [name] loaded at at [x],[y],[world.maxz]")
return TRUE
/datum/map_template/proc/load(turf/T, centered = FALSE)
/datum/map_template/proc/load(turf/T, centered = FALSE, dont_init = FALSE)
var/old_T = T
if(centered)
T = locate(T.x - round(width/2) , T.y - round(height/2) , T.z)
@@ -133,7 +139,8 @@ var/list/global/map_templates = list()
// repopulate_sorted_areas()
//initialize things that are normally initialized after map load
initTemplateBounds(bounds)
if(!dont_init)
initTemplateBounds(bounds)
log_game("[name] loaded at at [T.x],[T.y],[T.z]")
loaded++
@@ -163,4 +170,118 @@ var/list/global/map_templates = list()
//❤ - Cyberboss
/proc/load_new_z_level(var/file, var/name)
var/datum/map_template/template = new(file, name)
template.load_new_z()
template.load_new_z()
// Very similar to the /tg/ version.
/proc/seed_submaps(var/list/z_levels, var/budget = 0, var/whitelist = /area/space, var/desired_map_template_type = null)
set background = TRUE
if(!z_levels || !z_levels.len)
admin_notice("seed_submaps() was not given any Z-levels.", R_DEBUG)
return
for(var/zl in z_levels)
var/turf/T = locate(1, 1, zl)
if(!T)
admin_notice("Z level [zl] does not exist - Not generating submaps", R_DEBUG)
return
var/overall_sanity = 100 // If the proc fails to place a submap more than this, the whole thing aborts.
var/list/potential_submaps = list() // Submaps we may or may not place.
var/list/priority_submaps = list() // Submaps that will always be placed.
// Lets go find some submaps to make.
for(var/map in map_templates)
var/datum/map_template/MT = map_templates[map]
if(!MT.allow_duplicates && MT.loaded > 0) // This probably won't be an issue but we might as well.
continue
if(!istype(MT, desired_map_template_type)) // Not the type wanted.
continue
if(MT.cost && MT.cost < 0) // Negative costs always get spawned.
priority_submaps += MT
else
potential_submaps += MT
CHECK_TICK
var/list/loaded_submap_names = list()
// Now lets start choosing some.
while(budget > 0 && overall_sanity > 0)
overall_sanity--
var/datum/map_template/chosen_template = null
if(potential_submaps.len)
if(priority_submaps.len) // Do these first.
chosen_template = pick(priority_submaps)
else
chosen_template = pick(potential_submaps)
else // We're out of submaps.
admin_notice("Submap loader had no submaps to pick from with [budget] left to spend.", R_DEBUG)
break
CHECK_TICK
// Can we afford it?
if(chosen_template.cost > budget)
continue
// If so, try to place it.
var/specific_sanity = 100 // A hundred chances to place the chosen submap.
while(specific_sanity > 0)
specific_sanity--
var/width_border = TRANSITIONEDGE + SUBMAP_MAP_EDGE_PAD + round(chosen_template.width / 2)
var/height_border = TRANSITIONEDGE + SUBMAP_MAP_EDGE_PAD + round(chosen_template.height / 2)
var/z_level = pick(z_levels)
var/turf/T = locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z_level)
var/valid = TRUE
for(var/turf/check in chosen_template.get_affected_turfs(T,1))
var/area/new_area = get_area(check)
if(!(istype(new_area, whitelist)))
valid = FALSE // Probably overlapping something important.
// world << "Invalid due to overlapping with area [new_area.type], when wanting area [whitelist]."
break
CHECK_TICK
CHECK_TICK
if(!valid)
continue
admin_notice("Submap \"[chosen_template.name]\" placed at ([T.x], [T.y], [T.z])", R_DEBUG)
// Do loading here.
chosen_template.load(T, centered = TRUE, dont_init = TRUE) // This is run before the main map's initialization routine, so that can initilize our submaps for us instead.
CHECK_TICK
if(loaded_submap_names[chosen_template.name])
loaded_submap_names[chosen_template.name] += 1
else
loaded_submap_names[chosen_template.name] = 1
if(chosen_template.cost >= 0)
budget -= chosen_template.cost
if(chosen_template in priority_submaps) // Always remove priority submaps.
priority_submaps -= chosen_template
else if(!chosen_template.allow_duplicates)
potential_submaps -= chosen_template
break // Load the next submap.
var/list/pretty_submap_list = list()
for(var/submap_name in loaded_submap_names)
var/count = loaded_submap_names[submap_name]
if(count > 1)
pretty_submap_list += "[count] <b>[submap_name]</b>"
else
pretty_submap_list += "<b>[submap_name]</b>"
if(!overall_sanity)
admin_notice("Submap loader gave up with [budget] left to spend.", R_DEBUG)
else
admin_notice("Submaps loaded.", R_DEBUG)
admin_notice("Loaded: [english_list(pretty_submap_list)]", R_DEBUG)
+1 -1
View File
@@ -13,7 +13,7 @@
recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] grave marker", /obj/item/weapon/material/gravemarker, 5, time = 50, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] ring", /obj/item/clothing/gloves/ring/material, 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] bracelet", /obj/item/clothing/accessory/bracelet/material, 1, on_floor = 1, supplied_material = "[name]")
if(integrity>=50)
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
+13
View File
@@ -642,6 +642,19 @@ var/list/name_to_material
display_name = "elevator panelling"
icon_colour = "#666666"
// Ditto.
/material/alienalloy/dungeonium
name = "dungeonium"
display_name = "ultra-durable"
icon_base = "dungeon"
icon_colour = "#FFFFFF"
/material/alienalloy/alium
name = "alium"
display_name = "alien"
icon_base = "alien"
icon_colour = "#FFFFFF"
/material/resin
name = "resin"
icon_colour = "#35343a"
+7
View File
@@ -41,6 +41,7 @@
var/accuracy // Positive numbers makes hitting things with guns easier, negatives make it harder. Each point makes it 15% easier or harder, just like evasion.
var/accuracy_dispersion // Positive numbers make gun firing cover a wider tile range, and therefore more inaccurate. Negatives help negate dispersion penalties.
var/metabolism_percent // Adjusts the mob's metabolic rate, which affects reagent processing. Won't affect mobs without reagent processing.
var/icon_scale_percent // Makes the holder's icon get scaled up or down.
/datum/modifier/New(var/new_holder, var/new_origin)
holder = new_holder
@@ -62,6 +63,8 @@
holder.modifiers.Remove(src)
if(mob_overlay_state) // We do this after removing ourselves from the list so that the overlay won't remain.
holder.update_modifier_visuals()
if(icon_scale_percent) // Correct the scaling.
holder.update_transform()
qdel(src)
// Override this for special effects when it gets removed.
@@ -117,6 +120,8 @@
modifiers.Add(mod)
if(mod.mob_overlay_state)
update_modifier_visuals()
if(mod.icon_scale_percent)
update_transform()
return mod
@@ -198,6 +203,8 @@
effects += "Your metabolism is [metabolism_percent > 1.0 ? "faster" : "slower"], \
causing reagents in your body to process, and hunger to occur [multipler_to_percentage(metabolism_percent, TRUE)] [metabolism_percent > 1.0 ? "faster" : "slower"]."
if(!isnull(icon_scale_percent))
effects += "Your appearance is [multipler_to_percentage(icon_scale_percent, TRUE)] [icon_scale_percent > 1 ? "larger" : "smaller"]."
return jointext(effects, "<br>")
+25 -1
View File
@@ -58,4 +58,28 @@
desc = "Your body's metabolism is slower than average."
metabolism_percent = 0.5
incoming_healing_percent = 0.6
incoming_healing_percent = 0.6
/datum/modifier/trait/larger
name = "Larger"
desc = "Your body is larger than average."
icon_scale_percent = 1.2
/datum/modifier/trait/large
name = "Large"
desc = "Your body is a bit larger than average."
icon_scale_percent = 1.1
/datum/modifier/trait/small
name = "Small"
desc = "Your body is a bit smaller than average."
icon_scale_percent = 0.95
/datum/modifier/trait/smaller
name = "Smaller"
desc = "Your body is smaller than average."
icon_scale_percent = 0.9
+12 -7
View File
@@ -201,6 +201,11 @@ Works together with spawning an observer, noted above.
/mob/proc/ghostize(var/can_reenter_corpse = 1)
if(key)
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(H.vr_holder && !can_reenter_corpse)
H.exit_vr()
return 0
var/mob/observer/dead/ghost = new(src) //Transfer safety to observer spawning proc.
ghost.can_reenter_corpse = can_reenter_corpse
ghost.timeofdeath = src.timeofdeath //BS12 EDIT
@@ -243,9 +248,10 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
var/turf/location = get_turf(src)
message_admins("[key_name_admin(usr)] has ghosted. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
log_game("[key_name_admin(usr)] has ghosted.")
var/mob/observer/dead/ghost = ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
ghost.timeofdeath = world.time // Because the living mob won't have a time of death and we want the respawn timer to work properly.
announce_ghost_joinleave(ghost)
var/mob/observer/dead/ghost = ghostize(0) // 0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
if(ghost)
ghost.timeofdeath = world.time // Because the living mob won't have a time of death and we want the respawn timer to work properly.
announce_ghost_joinleave(ghost)
/mob/observer/dead/can_use_hands() return 0
/mob/observer/dead/is_active() return 0
@@ -310,19 +316,18 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
if(!client)
return
var/mentor = is_eventM(usr.client)
if(!config.antag_hud_allowed && (!client.holder || mentor))
if(!config.antag_hud_allowed && !client.holder)
src << "<font color='red'>Admins have disabled this for this round.</font>"
return
var/mob/observer/dead/M = src
if(jobban_isbanned(M, "AntagHUD"))
src << "<font color='red'><B>You have been banned from using this feature</B></font>"
return
if(config.antag_hud_restricted && !M.has_enabled_antagHUD && (!client.holder || mentor))
if(config.antag_hud_restricted && !M.has_enabled_antagHUD && !client.holder)
var/response = alert(src, "If you turn this on, you will not be able to take any part in the round.","Are you sure you want to turn this feature on?","Yes","No")
if(response == "No") return
M.can_reenter_corpse = 0
if(!M.has_enabled_antagHUD && (!client.holder || mentor))
if(!M.has_enabled_antagHUD && !client.holder)
M.has_enabled_antagHUD = 1
if(M.antagHUD)
M.antagHUD = 0
@@ -15,7 +15,7 @@
if (I_GRAB)
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, src )
M.put_in_active_hand(G)
@@ -56,4 +56,4 @@
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("<font color='red'><B>[] has attempted to punch []!</B></font>", M, src), 1)
return
return
@@ -37,4 +37,12 @@
return
hat = new_hat
new_hat.loc = src
update_icons()
update_icons()
/mob/living/carbon/alien/diona/proc/handle_npc(var/mob/living/carbon/alien/diona/D)
if(D.stat != CONSCIOUS)
return
if(prob(33) && D.canmove && isturf(D.loc) && !D.pulledby) //won't move if being pulled
step(D, pick(cardinal))
if(prob(1))
D.emote(pick("scratch","jump","chirp","roll"))
@@ -14,10 +14,10 @@
/mob/living/carbon/alien/diona/attackby(var/obj/item/weapon/W, var/mob/user)
if(user.a_intent == "help" && istype(W, /obj/item/clothing/head))
if(hat)
user << "<span class='warning'>\The [src] is already wearing \the [hat].</span>"
to_chat(user, "<span class='warning'>\The [src] is already wearing \the [hat].</span>")
return
user.unEquip(W)
wear_hat(W)
user.visible_message("<span class='notice'>\The [user] puts \the [W] on \the [src].</span>")
return
return ..()
return ..()
@@ -14,4 +14,8 @@
adjustBruteLoss(-1)
adjustFireLoss(-1)
adjustToxLoss(-1)
adjustOxyLoss(-1)
adjustOxyLoss(-1)
if(!client)
handle_npc(src)
+17 -9
View File
@@ -109,20 +109,28 @@
playsound(loc, "sparks", 50, 1, -1)
if (shock_damage > 15)
src.visible_message(
"<font color='red'>[src] was shocked by \the [source]!</font>", \
"<font color='red'><B>You feel a powerful shock course through your body!</B></font>", \
"<font color='red'>You hear a heavy electrical crack.</font>" \
"<span class='warning'>[src] was electrocuted[source ? " by the [source]" : ""]!</span>", \
"<span class='danger'>You feel a powerful shock course through your body!</span>", \
"<span class='warning'>You hear a heavy electrical crack.</span>" \
)
if(stun)
Stun(10)//This should work for now, more is really silly and makes you lay there forever
Weaken(10)
else
src.visible_message(
"<font color='red'>[src] was mildly shocked by \the [source].</font>", \
"<font color='red'>You feel a mild shock course through your body.</font>", \
"<font color='red'>You hear a light zapping.</font>" \
"<span class='warning'>[src] was shocked[source ? " by the [source]" : ""].</span>", \
"<span class='warning'>You feel a shock course through your body.</span>", \
"<span class='warning'>You hear a zapping sound.</span>" \
)
if(stun)
switch(shock_damage)
if(16 to 20)
Stun(2)
if(21 to 25)
Weaken(2)
if(26 to 30)
Weaken(5)
if(31 to INFINITY)
Weaken(10) //This should work for now, more is really silly and makes you lay there forever
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, loc)
s.start()
@@ -25,7 +25,7 @@
weapon_edge = 0
hit_embed_chance = I.force/(I.w_class*3)
apply_damage(effective_force, I.damtype, hit_zone, blocked, sharp=weapon_sharp, edge=weapon_edge, used_weapon=I)
apply_damage(effective_force, I.damtype, hit_zone, blocked, soaked, sharp=weapon_sharp, edge=weapon_edge, used_weapon=I)
//Melee weapon embedded object code.
if (I && I.damtype == BRUTE && !I.anchored && !is_robot_module(I) && I.embed_chance > 0)
@@ -95,7 +95,7 @@
return 1
/mob/living/carbon/human/proc/change_hair_color(var/red, var/green, var/blue)
if(red == r_eyes && green == g_eyes && blue == b_eyes)
if(red == r_hair && green == g_hair && blue == b_hair)
return
r_hair = red
+25 -1
View File
@@ -1,5 +1,15 @@
/mob/living/carbon/human/gib()
if(vr_holder)
exit_vr()
// Delete the link, because this mob won't be around much longer
vr_holder.vr_link = null
if(vr_link)
vr_link.exit_vr()
vr_link.vr_holder = null
vr_link = null
for(var/obj/item/organ/I in internal_organs)
I.removed()
if(istype(loc,/turf))
@@ -80,6 +90,20 @@
if(wearing_rig)
wearing_rig.notify_ai("<span class='danger'>Warning: user death event. Mobility control passed to integrated intelligence system.</span>")
// If the body is in VR, move the mind back to the real world
if(vr_holder)
src.exit_vr()
src.vr_holder.vr_link = null
for(var/obj/item/W in src)
src.drop_from_inventory(W)
// If our mind is in VR, bring it back to the real world so it can die with its body
if(vr_link)
vr_link.exit_vr()
vr_link.vr_holder = null
vr_link = null
to_chat(src, "<span class='danger'>Everything abruptly stops.</span>")
return ..(gibbed,species.get_death_message(src))
/mob/living/carbon/human/proc/ChangeToHusk()
@@ -113,4 +137,4 @@
mutations.Add(SKELETON)
status_flags |= DISFIGURED
update_body(1)
return
return
@@ -18,17 +18,9 @@
var/skiparms = 0
var/skipfeet = 0
var/cloaked = 0 // 0 for normal, 1 for cloaked close
if(mind && mind.changeling && mind.changeling.cloaked && !istype(user, /mob/observer))
var/distance = get_dist(user, src)
if(distance > 2)
src.loc.examine(user)
return
else
cloaked = 1
if(alpha <= 50)
src.loc.examine(user)
return
var/looks_synth = looksSynthetic()
@@ -97,8 +89,6 @@
if(skipjumpsuit && skipface) //big suits/masks/helmets make it hard to tell their gender
T = gender_datums[PLURAL]
if(cloaked)
T = gender_datums[NEUTER]
else if(species && species.ambiguous_genders)
var/can_detect_gender = FALSE
@@ -458,25 +448,18 @@
msg += "<span class = 'deptradio'>Medical records:</span> <a href='?src=\ref[src];medrecord=`'>\[View\]</a> <a href='?src=\ref[src];medrecordadd=`'>\[Add comment\]</a>\n"
if(print_flavor_text() && !cloaked)
if(print_flavor_text())
msg += "[print_flavor_text()]\n"
msg += "*---------*</span><br>"
msg += applying_pressure
if (pose && !cloaked)
if (pose)
if( findtext(pose,".",lentext(pose)) == 0 && findtext(pose,"!",lentext(pose)) == 0 && findtext(pose,"?",lentext(pose)) == 0 )
pose = addtext(pose,".") //Makes sure all emotes end with a period.
msg += "[T.He] [pose]"
user << jointext(msg, null)
/mob/living/carbon/human/get_description_fluff()
if(mind && mind.changeling && mind.changeling.cloaked)
return ""
else
return ..()
//Helper procedure. Called by /mob/living/carbon/human/examine() and /mob/living/carbon/human/Topic() to determine HUD access to security and medical records.
/proc/hasHUD(mob/M as mob, hudtype)
if(istype(M, /mob/living/carbon/human))
+64 -6
View File
@@ -15,6 +15,8 @@
var/spit_name = null //String
var/last_spit = 0 //Timestamp.
var/can_defib = 1 //Horrible damage (like beheadings) will prevent defibbing organics.
/mob/living/carbon/human/New(var/new_loc, var/new_species = null)
if(!dna)
@@ -36,8 +38,12 @@
nutrition = rand(200,400)
hud_list[HEALTH_HUD] = new /image/hud_overlay('icons/mob/hud_med.dmi', src, "100")
hud_list[STATUS_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudhealthy")
hud_list[LIFE_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudhealthy")
if(isSynthetic())
hud_list[STATUS_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudrobo")
hud_list[LIFE_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudrobo")
else
hud_list[STATUS_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudhealthy")
hud_list[LIFE_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudhealthy")
hud_list[ID_HUD] = new /image/hud_overlay(using_map.id_hud_icons, src, "hudunknown")
hud_list[WANTED_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudblank")
hud_list[IMPLOYAL_HUD] = new /image/hud_overlay('icons/mob/hud.dmi', src, "hudblank")
@@ -318,15 +324,13 @@
//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
/mob/living/carbon/human/proc/get_visible_name()
if( mind && mind.changeling && mind.changeling.cloaked)
return "Unknown"
if( wear_mask && (wear_mask.flags_inv&HIDEFACE) ) //Wearing a mask which hides our face, use id-name if possible
return get_id_name("Unknown")
if( head && (head.flags_inv&HIDEFACE) )
return get_id_name("Unknown") //Likewise for hats
var/face_name = get_face_name()
var/id_name = get_id_name("")
if(id_name && (id_name != face_name))
if((face_name == "Unknown") && id_name && (id_name != face_name))
return "[face_name] (as [id_name])"
return face_name
@@ -1136,6 +1140,9 @@
if(species.default_language)
add_language(species.default_language)
if(species.icon_scale != 1)
update_transform()
if(species.base_color && default_colour)
//Apply colour.
r_skin = hex2num(copytext(species.base_color,2,4))
@@ -1523,4 +1530,55 @@
var/turf/T = get_turf(src)
var/obj/item/clothing/accessory/permit/drone/permit = new(T)
permit.set_name(real_name)
equip_to_appropriate_slot(permit) // If for some reason it can't find room, it'll still be on the floor.
equip_to_appropriate_slot(permit) // If for some reason it can't find room, it'll still be on the floor.
// enter_vr is called on the original mob, and puts the mind into the supplied vr mob
/mob/living/carbon/human/proc/enter_vr(var/mob/living/carbon/human/avatar) // Avatar is currently a human, because we have preexisting setup code for appearance manipulation, etc.
if(!istype(avatar))
return
// Link the two mobs for client transfer
avatar.vr_holder = src
src.teleop = avatar
src.vr_link = avatar // Can't reuse vr_holder so that death can automatically eject users from VR
// Move the mind
avatar.Sleeping(1)
src.mind.transfer_to(avatar)
to_chat(avatar, "<b>You have enterred Virtual Reality!\nAll normal gameplay rules still apply.\nWounds you suffer here won't persist when you leave VR, but some of the pain will.\nYou can leave VR at any time by using the \"Exit Virtual Reality\" verb in the Abilities tab, or by ghosting.\nYou can modify your appearance by using various \"Change \[X\]\" verbs in the Abilities tab.</b>")
to_chat(avatar, "<span class='notice'> You black out for a moment, and wake to find yourself in a new body in virtual reality.</span>") // So this is what VR feels like?
// exit_vr is called on the vr mob, and puts the mind back into the original mob
/mob/living/carbon/human/verb/exit_vr()
set name = "Exit Virtual Reality"
set category = "Abilities"
if(!vr_holder)
return
if(!mind)
return
var/total_damage
// Tally human damage
if(ishuman(src))
var/mob/living/carbon/human/H = src
total_damage = H.getBruteLoss() + H.getFireLoss() + H.getOxyLoss() + H.getToxLoss()
// Move the mind back to the original mob
// vr_holder.Sleeping(1)
src.mind.transfer_to(vr_holder)
to_chat(vr_holder, "<span class='notice'>You black out for a moment, and wake to find yourself back in your own body.</span>")
// Two-thirds damage is transferred as agony for /humans
// Getting hurt in VR doesn't damage the physical body, but you still got hurt.
if(ishuman(vr_holder) && total_damage)
var/mob/living/carbon/human/V = vr_holder
V.stun_effect_act(0, total_damage*2/3, null) // 200 damage leaves the user in paincrit for several seconds, agony reaches 0 after around 2m.
to_chat(vr_holder, "<span class='warning'>Pain from your time in VR lingers.</span>") // 250 damage leaves the user unconscious for several seconds in addition to paincrit
// Maintain a link with the mob, but don't use teleop
vr_holder.vr_link = src
vr_holder.teleop = null
if(istype(vr_holder.loc, /obj/machinery/vr_sleeper))
var/obj/machinery/vr_sleeper/V = vr_holder.loc
V.go_out()
@@ -425,9 +425,9 @@ This function restores all organs.
zone = BP_HEAD
return organs_by_name[zone]
/mob/living/carbon/human/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/edge = 0, var/obj/used_weapon = null)
/mob/living/carbon/human/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/sharp = 0, var/edge = 0, var/obj/used_weapon = null)
if(Debug2)
world.log << "## DEBUG: human/apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked]."
world.log << "## DEBUG: human/apply_damage() was called on [src], with [damage] damage, an armor value of [blocked], and a soak value of [soaked]."
var/obj/item/organ/external/organ = null
if(isorgan(def_zone))
@@ -442,7 +442,7 @@ This function restores all organs.
if((damage > 25 && prob(20)) || (damage > 50 && prob(60)))
if(organ && organ.organ_can_feel_pain())
emote("scream")
..(damage, damagetype, def_zone, blocked)
..(damage, damagetype, def_zone, blocked, soaked)
return 1
//Handle BRUTE and BURN damage
@@ -451,12 +451,18 @@ This function restores all organs.
if(blocked >= 100)
return 0
if(soaked >= damage)
return 0
if(!organ) return 0
if(blocked)
blocked = (100-blocked)/100
damage = (damage * blocked)
if(soaked)
damage -= soaked
if(Debug2)
world.log << "## DEBUG: [src] was hit for [damage]."
@@ -29,7 +29,6 @@
var/g_synth //Same as above
var/b_synth //Same as above
var/size_multiplier = 1 //multiplier for the mob's icon size
var/damage_multiplier = 1 //multiplies melee combat damage
var/icon_update = 1 //whether icon updating shall take place
@@ -103,3 +102,8 @@
var/step_count = 0 // Track how many footsteps have been taken to know when to play footstep sounds
can_be_antagged = TRUE
// Used by mobs in virtual reality to point back to the "real" mob the client belongs to.
var/mob/living/carbon/human/vr_holder = null
// Used by "real" mobs after they leave a VR session
var/mob/living/carbon/human/vr_link = null
+6 -2
View File
@@ -1582,7 +1582,9 @@
if (BITTEST(hud_updateflag, LIFE_HUD))
var/image/holder = hud_list[LIFE_HUD]
if(stat == DEAD)
if(isSynthetic())
holder.icon_state = "hudrobo"
else if(stat == DEAD)
holder.icon_state = "huddead"
else
holder.icon_state = "hudhealthy"
@@ -1597,7 +1599,9 @@
var/image/holder = hud_list[STATUS_HUD]
var/image/holder2 = hud_list[STATUS_HUD_OOC]
if(stat == DEAD)
if (isSynthetic())
holder.icon_state = "hudrobo"
else if(stat == DEAD)
holder.icon_state = "huddead"
holder2.icon_state = "huddead"
else if(foundVirus)
@@ -30,6 +30,8 @@
var/tail_animation // If set, the icon to obtain tail animation states from.
var/tail_hair
var/icon_scale = 1 // Makes the icon larger/smaller.
var/race_key = 0 // Used for mob icon cache string.
var/icon/icon_template // Used for mob icon generation for non-32x32 species.
var/mob_size = MOB_MEDIUM
@@ -275,11 +277,14 @@
var/t_him = "them"
if(ishuman(target))
var/mob/living/carbon/human/T = target
switch(T.identifying_gender)
if(MALE)
t_him = "him"
if(FEMALE)
t_him = "her"
if(!T.species.ambiguous_genders || (T.species.ambiguous_genders && H.species == T.species))
switch(T.identifying_gender)
if(MALE)
t_him = "him"
if(FEMALE)
t_him = "her"
else
t_him = "them"
else
switch(target.gender)
if(MALE)
@@ -148,9 +148,16 @@ var/list/wrapped_species_by_ref = list()
last_special = world.time + 50
var/new_species = input("Please select a species to emulate.", "Shapeshifter Body") as null|anything in species.get_valid_shapeshifter_forms(src)
var/new_species = null
new_species = input("Please select a species to emulate.", "Shapeshifter Body") as null|anything in species.get_valid_shapeshifter_forms(src)
if(!new_species || !all_species[new_species] || wrapped_species_by_ref["\ref[src]"] == new_species)
return
shapeshifter_change_shape(new_species)
/mob/living/carbon/human/proc/shapeshifter_change_shape(var/new_species = null)
if(!new_species)
return
wrapped_species_by_ref["\ref[src]"] = new_species
visible_message("<span class='notice'>\The [src] shifts and contorts, taking the form of \a [new_species]!</span>")
@@ -190,3 +197,30 @@ var/list/wrapped_species_by_ref = list()
E.sync_colour_to_human(src)
regenerate_icons()
/mob/living/carbon/human/proc/shapeshifter_select_hair_colors()
set name = "Select Hair Colors"
set category = "Abilities"
if(stat || world.time < last_special)
return
last_special = world.time + 50
var/new_hair = input("Please select a new hair color.", "Hair Colour") as color
if(!new_hair)
return
shapeshifter_set_hair_color(new_hair)
var/new_fhair = input("Please select a new facial hair color.", "Facial Hair Color") as color
if(!new_fhair)
return
shapeshifter_set_facial_color(new_fhair)
/mob/living/carbon/human/proc/shapeshifter_set_hair_color(var/new_hair)
change_hair_color(hex2num(copytext(new_hair, 2, 4)), hex2num(copytext(new_hair, 4, 6)), hex2num(copytext(new_hair, 6, 8)))
/mob/living/carbon/human/proc/shapeshifter_set_facial_color(var/new_fhair)
change_facial_hair_color(hex2num(copytext(new_fhair, 2, 4)), hex2num(copytext(new_fhair, 4, 6)), hex2num(copytext(new_fhair, 6, 8)))
@@ -81,12 +81,12 @@ var/datum/species/shapeshifter/promethean/prometheans
/mob/living/carbon/human/proc/shapeshifter_select_shape,
/mob/living/carbon/human/proc/shapeshifter_select_colour,
/mob/living/carbon/human/proc/shapeshifter_select_hair,
/mob/living/carbon/human/proc/shapeshifter_select_hair_colors,
/mob/living/carbon/human/proc/shapeshifter_select_gender,
/mob/living/carbon/human/proc/regenerate
)
valid_transform_species = list("Human", "Unathi", "Tajara", "Skrell", "Diona", "Teshari", "Monkey")
monochromatic = 1
valid_transform_species = list("Human", "Vatborn", "Unathi", "Tajara", "Skrell", "Diona", "Teshari", "Monkey")
var/heal_rate = 0.5 // Temp. Regen per tick.
@@ -39,6 +39,8 @@
burn_mod = 0.85
metabolic_rate = 0.85
item_slowdown_mod = 0.5
mob_size = MOB_LARGE
blood_volume = 840
num_alternate_languages = 3
secondary_langs = list(LANGUAGE_UNATHI)
name_language = LANGUAGE_UNATHI
@@ -0,0 +1,32 @@
// ### Wooo, inheritance. Basically copying everything I don't need to edit from prometheans, because they mostly work already.
// ### Any and all of this is open to change for balance or whatever.
// ###
// ###
// Species definition follows.
/datum/species/shapeshifter/promethean/avatar
name = "Virtual Reality Avatar"
name_plural = "Virtual Reality Avatars"
blurb = "A 3-dimensional representation of some sort of animate object used to display the presence and actions of some-one or -thing using a virtual reality program."
show_ssd = "eerily still"
death_message = "flickers briefly, their gear falling in a heap on the floor around their motionless body."
knockout_message = "has been knocked unconscious!"
spawn_flags = SPECIES_IS_RESTRICTED
speech_bubble_appearance = "cyber"
male_cough_sounds = list('sound/effects/mob_effects/m_cougha.ogg','sound/effects/mob_effects/m_coughb.ogg', 'sound/effects/mob_effects/m_coughc.ogg')
female_cough_sounds = list('sound/effects/mob_effects/f_cougha.ogg','sound/effects/mob_effects/f_coughb.ogg')
male_sneeze_sound = 'sound/effects/mob_effects/sneeze.ogg'
female_sneeze_sound = 'sound/effects/mob_effects/f_sneeze.ogg'
unarmed_types = list(/datum/unarmed_attack/stomp, /datum/unarmed_attack/kick, /datum/unarmed_attack/punch, /datum/unarmed_attack/bite)
has_organ = list(O_BRAIN = /obj/item/organ/internal/brain/slime, O_EYES = /obj/item/organ/internal/eyes) // Slime core.
heal_rate = 0 // Avatars don't naturally heal like prometheans, at least not for now
/datum/species/shapeshifter/promethean/avatar/handle_death(var/mob/living/carbon/human/H)
return
/datum/species/shapeshifter/promethean/avatar/handle_environment_special(var/mob/living/carbon/human/H)
return
@@ -159,16 +159,29 @@ Please contact me on #coderbus IRC. ~Carn x
for(var/inner_entry in entry)
overlays += inner_entry
update_transform()
/mob/living/carbon/human/update_transform()
// First, get the correct size.
var/desired_scale = icon_scale
desired_scale *= species.icon_scale
for(var/datum/modifier/M in modifiers)
if(!isnull(M.icon_scale_percent))
desired_scale *= M.icon_scale_percent
// Regular stuff again.
if(lying && !species.prone_icon) //Only rotate them if we're not drawing a specific icon for being prone.
var/matrix/M = matrix()
M.Turn(90)
M.Scale(size_multiplier)
M.Scale(desired_scale)
M.Translate(1,-6)
src.transform = M
else
var/matrix/M = matrix()
M.Scale(size_multiplier)
M.Translate(0, 16*(size_multiplier-1))
M.Scale(desired_scale)
M.Translate(0, 16*(desired_scale-1))
src.transform = M
var/global/list/damage_icon_parts = list()
@@ -293,6 +306,8 @@ var/global/list/damage_icon_parts = list()
base_icon = chest.get_icon()
for(var/obj/item/organ/external/part in organs)
if(isnull(part) || part.is_stump())
continue
var/icon/temp = part.get_icon(skeleton)
//That part makes left and right legs drawn topmost and lowermost when human looks WEST or EAST
//And no change in rendering for other parts (they icon_position is 0, so goes to 'else' part)
@@ -381,11 +396,13 @@ var/global/list/damage_icon_parts = list()
face_standing.Blend(facial_s, ICON_OVERLAY)
if(h_style && !(head && (head.flags_inv & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
var/datum/sprite_accessory/hair/hair_style = hair_styles_list[h_style]
if(hair_style && (src.species.get_bodytype(src) in hair_style.species_allowed))
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
var/icon/hair_s_add = new/icon("icon" = hair_style.icon_add, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration)
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_MULTIPLY)
hair_s.Blend(hair_s_add, ICON_ADD)
face_standing.Blend(hair_s, ICON_OVERLAY)
@@ -503,7 +520,16 @@ var/global/list/damage_icon_parts = list()
//need to append _s to the icon state for legacy compatibility
var/image/standing = image(icon = under_icon, icon_state = "[under_state]_s")
standing.color = w_uniform.color
if(w_uniform.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = w_uniform.addblends)
if(w_uniform.color)
base.Blend(w_uniform.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = w_uniform.color
//apply blood overlay
if(w_uniform.blood_DNA)
@@ -567,7 +593,15 @@ var/global/list/damage_icon_parts = list()
bloodsies.color = gloves.blood_color
standing.overlays += bloodsies
gloves.screen_loc = ui_gloves
standing.color = gloves.color
if(gloves.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = gloves.addblends)
if(gloves.color)
base.Blend(gloves.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = gloves.color
overlays_standing[GLOVES_LAYER] = standing
else
if(blood_DNA)
@@ -588,7 +622,15 @@ var/global/list/damage_icon_parts = list()
standing = image("icon" = glasses.sprite_sheets[species.get_bodytype(src)], "icon_state" = "[glasses.icon_state]")
else
standing = image("icon" = 'icons/mob/eyes.dmi', "icon_state" = "[glasses.icon_state]")
standing.color = glasses.color
if(glasses.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = glasses.addblends)
if(glasses.color)
base.Blend(glasses.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = glasses.color
overlays_standing[GLASSES_LAYER] = standing
else
@@ -616,7 +658,15 @@ var/global/list/damage_icon_parts = list()
standing = image("icon" = l_ear.sprite_sheets[species.get_bodytype(src)], "icon_state" = "[t_type]")
else
standing = image("icon" = 'icons/mob/ears.dmi', "icon_state" = "[t_type]")
standing.color = l_ear.color
if(l_ear.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = l_ear.addblends)
if(l_ear.color)
base.Blend(l_ear.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = l_ear.color
both.overlays += standing
if(r_ear)
@@ -630,7 +680,15 @@ var/global/list/damage_icon_parts = list()
standing = image("icon" = r_ear.sprite_sheets[species.get_bodytype(src)], "icon_state" = "[t_type]")
else
standing = image("icon" = 'icons/mob/ears.dmi', "icon_state" = "[t_type]")
standing.color = r_ear.color
if(r_ear.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = r_ear.addblends)
if(r_ear.color)
base.Blend(r_ear.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = r_ear.color
both.overlays += standing
overlays_standing[EARS_LAYER] = both
@@ -664,8 +722,18 @@ var/global/list/damage_icon_parts = list()
var/image/bloodsies = image("icon" = species.get_blood_mask(src), "icon_state" = "shoeblood")
bloodsies.color = shoes.blood_color
standing.overlays += bloodsies
standing.color = shoes.color
if(shoes.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = shoes.addblends)
if(shoes.color)
base.Blend(shoes.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = shoes.color
overlays_standing[shoe_layer] = standing
else
if(feet_blood_DNA)
var/image/bloodsies = image("icon" = species.get_blood_mask(src), "icon_state" = "shoeblood")
@@ -731,7 +799,15 @@ var/global/list/damage_icon_parts = list()
if(hat.on && light_overlay_cache[cache_key])
standing.overlays |= light_overlay_cache[cache_key]
standing.color = head.color
if(head.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = head.addblends)
if(head.color)
base.Blend(head.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = head.color
overlays_standing[HEAD_LAYER] = standing
else
@@ -766,7 +842,15 @@ var/global/list/damage_icon_parts = list()
if(!i_state) i_state = i.icon_state
standing.overlays += image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[i_state]")
standing.color = belt.color
if(belt.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = belt.addblends)
if(belt.color)
base.Blend(belt.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = belt.color
overlays_standing[belt_layer] = standing
else
@@ -791,7 +875,16 @@ var/global/list/damage_icon_parts = list()
t_icon = wear_suit.item_icons[slot_wear_suit_str]
standing = image("icon" = t_icon, "icon_state" = "[wear_suit.icon_state]")
standing.color = wear_suit.color
if(wear_suit.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = wear_suit.addblends)
if(wear_suit.color)
base.Blend(wear_suit.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = wear_suit.color
if( istype(wear_suit, /obj/item/clothing/suit/straight_jacket) )
drop_from_inventory(handcuffed)
@@ -841,7 +934,15 @@ var/global/list/damage_icon_parts = list()
standing = image("icon" = wear_mask.sprite_sheets[species.get_bodytype(src)], "icon_state" = "[wear_mask.icon_state]")
else
standing = image("icon" = 'icons/mob/mask.dmi', "icon_state" = "[wear_mask.icon_state]")
standing.color = wear_mask.color
if(wear_mask.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = wear_mask.addblends)
if(wear_mask.color)
base.Blend(wear_mask.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = wear_mask.color
if( !istype(wear_mask, /obj/item/clothing/mask/smokable/cigarette) && wear_mask.blood_DNA )
var/image/bloodsies = image("icon" = species.get_blood_mask(src), "icon_state" = "maskblood")
@@ -883,7 +984,15 @@ var/global/list/damage_icon_parts = list()
//apply color
var/image/standing = image(icon = overlay_icon, icon_state = overlay_state)
standing.color = back.color
if(back.addblends)
var/icon/base = new/icon("icon" = standing.icon, "icon_state" = standing.icon_state)
var/addblend_icon = new/icon("icon" = standing.icon, "icon_state" = back.addblends)
if(back.color)
base.Blend(back.color, ICON_MULTIPLY)
base.Blend(addblend_icon, ICON_ADD)
standing = image(base)
else
standing.color = back.color
//create the image
overlays_standing[BACK_LAYER] = standing
+2
View File
@@ -34,6 +34,8 @@
adjustCloneLoss(damage * blocked)
if(HALLOSS)
adjustHalLoss(damage * blocked)
if(ELECTROCUTE)
electrocute_act(damage, used_weapon, 1.0, def_zone)
flash_weak_pain()
updatehealth()
return 1
+14
View File
@@ -1002,3 +1002,17 @@ default behaviour is:
// Called by job_controller.
/mob/living/proc/equip_post_job()
return
/mob/living/update_transform()
// First, get the correct size.
var/desired_scale = icon_scale
for(var/datum/modifier/M in modifiers)
if(!isnull(M.icon_scale_percent))
desired_scale *= M.icon_scale_percent
// Now for the regular stuff.
var/matrix/M = matrix()
M.Scale(desired_scale)
M.Translate(0, 16*(desired_scale-1))
src.transform = M
+1 -15
View File
@@ -17,10 +17,6 @@ var/list/ai_verbs_default = list(
/mob/living/silicon/ai/proc/show_laws_verb,
/mob/living/silicon/ai/proc/toggle_acceleration,
/mob/living/silicon/ai/proc/toggle_hologram_movement,
/mob/living/silicon/ai/proc/toggle_hidden_verbs,
)
var/list/ai_verbs_hidden = list( // For why this exists, refer to https://xkcd.com/1172/,
/mob/living/silicon/ai/proc/ai_announcement,
/mob/living/silicon/ai/proc/ai_call_shuttle,
/mob/living/silicon/ai/proc/ai_camera_track,
@@ -160,6 +156,7 @@ var/list/ai_verbs_hidden = list( // For why this exists, refer to https://xkcd.c
add_language(LANGUAGE_EAL, 1)
add_language(LANGUAGE_SCHECHI, 1)
add_language(LANGUAGE_SIGN, 1)
add_language(LANGUAGE_ROOTLOCAL, 1)
if(!safety)//Only used by AIize() to successfully spawn an AI.
if (!B)//If there is no player/brain inside.
@@ -794,16 +791,5 @@ var/list/ai_verbs_hidden = list( // For why this exists, refer to https://xkcd.c
if(rig)
rig.force_rest(src)
/mob/living/silicon/ai/proc/toggle_hidden_verbs()
set name = "Toggle Hidden Verbs"
set category = "AI Settings"
if(/mob/living/silicon/ai/proc/ai_announcement in verbs)
src << "Extra verbs toggled off."
verbs -= ai_verbs_hidden
else
src << "Extra verbs toggled on."
verbs |= ai_verbs_hidden
#undef AI_CHECK_WIRELESS
#undef AI_CHECK_RADIO
+2 -2
View File
@@ -430,7 +430,7 @@
user << "<span class='notice'>You add the access from the [W] to [src].</span>"
return
if("Remove Access")
idcard.access = null
idcard.access = list()
user << "<span class='notice'>You remove the access from [src].</span>"
return
if("Cancel")
@@ -442,7 +442,7 @@
/mob/living/silicon/pai/verb/allowmodification()
set name = "Change Access Modifcation Permission"
set category = "pAI Commands"
desc = "Allows people to modify your access or block people from modifying your access."
set desc = "Allows people to modify your access or block people from modifying your access."
if(idaccessible == 0)
idaccessible = 1
@@ -9,7 +9,7 @@
health = 200
mob_bump_flag = ROBOT
mob_swap_flags = ROBOT|MONKEY|SLIME|SIMPLE_ANIMAL
mob_swap_flags = ~HEAVY
mob_push_flags = ~HEAVY //trundle trundle
var/lights_on = 0 // Is our integrated light on?
@@ -394,6 +394,11 @@
C.toggled = 1
src << "<font color='red'>You enable [C.name].</font>"
/mob/living/silicon/robot/verb/spark_plug() //So you can still sparkle on demand without violence.
set category = "Robot Commands"
set name = "Emit Sparks"
spark_system.start()
// this function displays jetpack pressure in the stat panel
/mob/living/silicon/robot/proc/show_jetpack_pressure()
// if you have a jetpack, show the internal tank pressure
@@ -637,7 +642,8 @@
else
if( !(istype(W, /obj/item/device/robotanalyzer) || istype(W, /obj/item/device/healthanalyzer)) )
spark_system.start()
if(W.force > 0)
spark_system.start()
return ..()
/mob/living/silicon/robot/attack_hand(mob/user)
@@ -55,6 +55,10 @@
/mob/living/simple_animal/hostile/giant_spider/proc/remove_eyes()
overlays -= eye_layer
/*
Nurse Family
*/
//nursemaids - these create webs and eggs
/mob/living/simple_animal/hostile/giant_spider/nurse
desc = "Furry and beige, it makes you shudder to look at it. This one has brilliant green eyes."
@@ -95,7 +99,105 @@
old_x = -16
old_y = -16
/mob/living/simple_animal/hostile/giant_spider/webslinger
desc = "Furry and green, it makes you shudder to look at it. This one has brilliant green eyes, and a cloak of web."
icon_state = "webslinger"
icon_living = "webslinger"
icon_dead = "webslinger_dead"
maxHealth = 90
health = 90
projectilesound = 'sound/weapons/thudswoosh.ogg'
projectiletype = /obj/item/projectile/bola
ranged = 1
firing_lines = 1
cooperative = 1
shoot_range = 5
melee_damage_lower = 5
melee_damage_upper = 10
poison_per_bite = 2
poison_type = "psilocybin"
spattack_prob = 15
spattack_min_range = 0
spattack_max_range = 5
/mob/living/simple_animal/hostile/giant_spider/webslinger/AttackTarget() //One day.
var/mob/living/carbon/human/victim = null //Webslinger needs to know if its target is human later.
if(ishuman(target_mob))
victim = target_mob
if(!victim.legcuffed)
projectiletype = /obj/item/projectile/bola
shoot_range = 7
else
projectiletype = /obj/item/projectile/webball
shoot_range = 5
else
projectiletype = /obj/item/projectile/webball
shoot_range = 5
return ..()
/mob/living/simple_animal/hostile/giant_spider/carrier
desc = "Furry, beige, and red, it makes you shudder to look at it. This one has luminous green eyes."
icon_state = "carrier"
icon_living = "carrier"
icon_dead = "carrier_dead"
maxHealth = 100
health = 100
melee_damage_lower = 5
melee_damage_upper = 20
poison_per_bite = 3
poison_type = "chloralhydrate"
var/spiderling_count = 0
var/spiderling_type = /obj/effect/spider/spiderling
var/swarmling_type = /mob/living/simple_animal/hostile/giant_spider/hunter
var/swarmling_faction = "spiders"
/mob/living/simple_animal/hostile/giant_spider/carrier/New()
spiderling_count = rand(5,10)
adjust_scale(1.2)
..()
/mob/living/simple_animal/hostile/giant_spider/carrier/death()
visible_message("<span class='notice'>\The [src]'s abdomen splits as it rolls over, spiderlings crawling from the wound.</span>")
spawn(1)
for(var/I = 1 to spiderling_count)
if(prob(10) && src)
var/mob/living/simple_animal/hostile/giant_spider/swarmling = new swarmling_type(src.loc)
var/swarm_health = Floor(swarmling.maxHealth * 0.4)
var/swarm_dam_lower = Floor(melee_damage_lower * 0.4)
var/swarm_dam_upper = Floor(melee_damage_upper * 0.4)
swarmling.name = "spiderling"
swarmling.maxHealth = swarm_health
swarmling.health = swarm_health
swarmling.melee_damage_lower = swarm_dam_lower
swarmling.melee_damage_upper = swarm_dam_upper
swarmling.faction = swarmling_faction
swarmling.adjust_scale(0.75)
else if(src)
var/obj/effect/spider/spiderling/child = new spiderling_type(src.loc)
child.skitter()
else
break
return ..()
/mob/living/simple_animal/hostile/giant_spider/carrier/recursive
desc = "Furry, beige, and red, it makes you shudder to look at it. This one has luminous green eyes. You have a distinctly <font face='comic sans ms'>bad</font> feeling about this."
swarmling_type = /mob/living/simple_animal/hostile/giant_spider/carrier/recursive
/*
Hunter Family
*/
//hunters have the most poison and move the fastest, so they can find prey
/mob/living/simple_animal/hostile/giant_spider/hunter
desc = "Furry and black, it makes you shudder to look at it. This one has sparkling purple eyes."
icon_state = "hunter"
@@ -111,6 +213,150 @@
poison_per_bite = 5
/mob/living/simple_animal/hostile/giant_spider/lurker
desc = "Translucent and white, it makes you shudder to look at it. This one has incandescent red eyes."
icon_state = "lurker"
icon_living = "lurker"
icon_dead = "lurker_dead"
alpha = 45
maxHealth = 100
health = 100
move_to_delay = 4
melee_damage_lower = 5
melee_damage_upper = 20
poison_chance = 20
poison_type = "cryptobiolin"
poison_per_bite = 2
/mob/living/simple_animal/hostile/giant_spider/lurker/death()
alpha = 255
return ..()
/mob/living/simple_animal/hostile/giant_spider/tunneler
desc = "Sandy and brown, it makes you shudder to look at it. This one has glittering yellow eyes."
icon_state = "tunneler"
icon_living = "tunneler"
icon_dead = "tunneler_dead"
maxHealth = 120
health = 120
move_to_delay = 4
melee_damage_lower = 10
melee_damage_upper = 20
poison_chance = 15
poison_per_bite = 3
poison_type = "serotrotium_v"
/mob/living/simple_animal/hostile/giant_spider/tunneler/death()
spawn(1)
for(var/I = 1 to rand(3,6))
if(src)
new/obj/item/weapon/ore/glass(src.loc)
else
break
return ..()
/*
Guard Family
*/
/mob/living/simple_animal/hostile/giant_spider/pepper
desc = "Red and brown, it makes you shudder to look at it. This one has glinting red eyes."
icon_state = "pepper"
icon_living = "pepper"
icon_dead = "pepper_dead"
maxHealth = 210
health = 210
melee_damage_lower = 5
melee_damage_upper = 10
poison_chance = 20
poison_per_bite = 5
poison_type = "condensedcapsaicin_v"
/mob/living/simple_animal/hostile/giant_spider/pepper/New()
adjust_scale(1.1)
..()
/mob/living/simple_animal/hostile/giant_spider/thermic
desc = "Mirage-cloaked and orange, it makes you shudder to look at it. This one has simmering orange eyes."
icon_state = "pit"
icon_living = "pit"
icon_dead = "pit_dead"
maxHealth = 175
health = 175
melee_damage_lower = 5
melee_damage_upper = 15
poison_chance = 30
poison_per_bite = 1
poison_type = "thermite_v"
/mob/living/simple_animal/hostile/giant_spider/electric
desc = "Spined and yellow, it makes you shudder to look at it. This one has flickering gold eyes."
icon_state = "spark"
icon_living = "spark"
icon_dead = "spark_dead"
maxHealth = 210
health = 210
taser_kill = 0 //It -is- the taser.
melee_damage_lower = 5
melee_damage_upper = 10
ranged = 1
projectilesound = 'sound/weapons/taser2.ogg'
projectiletype = /obj/item/projectile/beam/stun/weak
firing_lines = 1
cooperative = 1
poison_chance = 15
poison_per_bite = 3
poison_type = "stimm"
/mob/living/simple_animal/hostile/giant_spider/phorogenic
desc = "Crystalline and purple, it makes you shudder to look at it. This one has haunting purple eyes."
icon_state = "phoron"
icon_living = "phoron"
icon_dead = "phoron_dead"
maxHealth = 225
health = 225
taser_kill = 0 //You will need more than a peashooter to kill the juggernaut.
melee_damage_lower = 10
melee_damage_upper = 20
poison_chance = 30
poison_per_bite = 0.5
poison_type = "phoron"
var/exploded = 0
/mob/living/simple_animal/hostile/giant_spider/phorogenic/New()
adjust_scale(1.25)
return ..()
/mob/living/simple_animal/hostile/giant_spider/phorogenic/death()
visible_message("<span class='danger'>\The [src]'s body begins to rupture!</span>")
spawn(rand(1,5))
if(src && !exploded)
visible_message("<span class='critical'>\The [src]'s body detonates!</span>")
exploded = 1
explosion(src.loc, 1, 2, 4, 6)
return ..()
/mob/living/simple_animal/hostile/giant_spider/frost
desc = "Icy and blue, it makes you shudder to look at it. This one has brilliant blue eyes."
icon_state = "frost"
@@ -126,6 +372,9 @@
poison_per_bite = 5
poison_type = "cryotoxin"
/*
Spider Procs
*/
/mob/living/simple_animal/hostile/giant_spider/New(var/location, var/atom/parent)
get_light_and_color(parent)
@@ -167,6 +416,16 @@
O.implants += eggs
to_chat(H, "<font size='3'><span class='warning'>\The [src] injects something into your [O.name]!</span></font>")
/mob/living/simple_animal/hostile/giant_spider/webslinger/DoPunch(var/atom/A)
. = ..()
if(.) // If we succeeded in hitting.
if(isliving(A))
var/mob/living/L = A
var/obj/effect/spider/stickyweb/W = locate() in get_turf(L)
if(!W && prob(75))
visible_message("<span class='danger'>\The [src] throws a layer of web at \the [L]!</span>")
new /obj/effect/spider/stickyweb(L.loc)
/mob/living/simple_animal/hostile/giant_spider/handle_stance()
. = ..()
if(ai_inactive) return
@@ -79,7 +79,7 @@
icon_living = "mouse_[body_color]"
icon_dead = "mouse_[body_color]_dead"
icon_rest = "mouse_[body_color]_sleep"
desc = "It's a small [body_color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
desc = "A small [body_color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
/mob/living/simple_animal/mouse/proc/splat()
src.health = 0
@@ -95,13 +95,13 @@
if( ishuman(AM) )
if(!stat)
var/mob/M = AM
M << "<font color='blue'>\icon[src] Squeek!</font>"
M.visible_message("<font color='blue'>\icon[src] Squeek!</font>")
M << 'sound/effects/mouse_squeak.ogg'
..()
/mob/living/simple_animal/mouse/death()
layer = MOB_LAYER
playsound(src, 'sound/effects/mouse_squeak_loud.ogg', 50, 1)
playsound(src, 'sound/effects/mouse_squeak_loud.ogg', 35, 1)
if(client)
client.time_died_as_mouse = world.time
..()
@@ -90,6 +90,7 @@
var/assist_distance = 25 // Radius in which I'll ask my comrades for help.
var/supernatural = 0 // If the mob is supernatural (used in null-rod stuff for banishing?)
var/grab_resist = 75 // Chance of me resisting a grab attempt.
var/taser_kill = 1 // Is the mob weak to tasers
//Attack ranged settings
var/ranged = 0 // Do I attack at range?
@@ -107,7 +108,9 @@
var/friendly = "nuzzles" // What mobs do to people when they aren't really hostile
var/attack_sound = null // Sound to play when I attack
var/environment_smash = 0 // How much environment damage do I do when I hit stuff?
var/melee_miss_chance = 25 // percent chance to miss a melee attack.
var/melee_miss_chance = 15 // percent chance to miss a melee attack.
var/melee_attack_minDelay = 5 // How long between attacks at least
var/melee_attack_maxDelay = 10 // How long between attacks at most
//Special attacks
var/spattack_prob = 0 // Chance of the mob doing a special attack (0 for never)
@@ -501,7 +504,10 @@
stun_effect_act(0, Proj.agony)
if(!Proj.nodamage)
adjustBruteLoss(Proj.damage)
var/true_damage = Proj.damage
if(!Proj.SA_vulnerability || Proj.SA_vulnerability == intelligence_level)
true_damage += Proj.SA_bonus_damage
adjustBruteLoss(true_damage)
if(Proj.firer)
react_to_attack(Proj.firer)
@@ -1168,7 +1174,7 @@
if(!Adjacent(target_mob))
return
if(!client)
sleep(rand(8) + 8)
sleep(rand(melee_attack_minDelay, melee_attack_maxDelay))
if(isliving(target_mob))
var/mob/living/L = target_mob
@@ -1437,16 +1443,30 @@
//Shot with taser/stunvolver
/mob/living/simple_animal/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon=null)
var/stunDam = 0
var/agonyDam = 0
if(taser_kill)
var/stunDam = 0
var/agonyDam = 0
if(stun_amount)
stunDam += stun_amount * 0.5
adjustFireLoss(stunDam)
if(stun_amount)
stunDam += stun_amount * 0.5
adjustFireLoss(stunDam)
if(agony_amount)
agonyDam += agony_amount * 0.5
adjustFireLoss(agonyDam)
if(agony_amount)
agonyDam += agony_amount * 0.5
adjustFireLoss(agonyDam)
/mob/living/simple_animal/emp_act(severity)
if(!isSynthetic())
return
switch(severity)
if(1)
adjustFireLoss(rand(15, 25))
if(2)
adjustFireLoss(rand(10, 18))
if(3)
adjustFireLoss(rand(5, 12))
if(4)
adjustFireLoss(rand(1, 6))
// Force it to target something
/mob/living/simple_animal/proc/taunt(var/mob/living/new_target, var/forced = FALSE)
+1
View File
@@ -534,6 +534,7 @@
if(M != usr) return
if(usr == src) return
if(!Adjacent(usr)) return
if(usr.incapacitated(INCAPACITATION_STUNNED | INCAPACITATION_FORCELYING | INCAPACITATION_KNOCKOUT | INCAPACITATION_RESTRAINED)) return //Incapacitated.
if(istype(M,/mob/living/silicon/ai)) return
show_inv(usr)
+1 -1
View File
@@ -400,7 +400,7 @@ proc/is_blind(A)
return // Can't talk in deadchat if you can't see it.
for(var/mob/M in player_list)
if(M.client && ((!istype(M, /mob/new_player) && M.stat == DEAD) || (M.client.holder && !is_eventM(M.client))) && M.is_preference_enabled(/datum/client_preference/show_dsay))
if(M.client && (!istype(M, /mob/new_player) && M.stat == DEAD) && M.is_preference_enabled(/datum/client_preference/show_dsay))
var/follow
var/lname
if(M.forbid_seeing_deadchat && !M.client.holder)
@@ -258,7 +258,7 @@
mannequin.delete_inventory(TRUE)
dress_preview_mob(mannequin)
preview_icon = icon('icons/effects/effects.dmi', "nothing")
preview_icon = icon('icons/effects/128x48.dmi', bgstate)
preview_icon.Scale(48+32, 16+32)
mannequin.dir = NORTH
@@ -45,7 +45,8 @@
/datum/sprite_accessory/hair
icon = 'icons/mob/Human_face.dmi' // default icon for all hairs
icon = 'icons/mob/Human_face_m.dmi' // default icon for all hairs
var/icon_add = 'icons/mob/human_face.dmi'
bald
name = "Bald"
@@ -323,7 +324,7 @@
name = "Overeye Long"
icon_state = "hair_longovereye"
fag
flowhair
name = "Flow Hair"
icon_state = "hair_f"
+2
View File
@@ -18,6 +18,8 @@
return 0
/obj/item/organ/internal/appendix/process()
..()
if(!inflamed || !owner)
return
+15 -15
View File
@@ -44,21 +44,6 @@
tmp_owner.internal_organs_by_name[organ_tag] = new replace_path(tmp_owner, 1)
tmp_owner = null
/obj/item/organ/internal/pariah_brain
name = "brain remnants"
desc = "Did someone tread on this? It looks useless for cloning or cyborgification."
organ_tag = "brain"
parent_organ = BP_HEAD
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
vital = 1
/obj/item/organ/internal/brain/xeno
name = "thinkpan"
desc = "It looks kind of like an enormous wad of purple bubblegum."
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
/obj/item/organ/internal/brain/New()
..()
health = config.default_brain_health
@@ -127,6 +112,21 @@
target.key = brainmob.key
..()
/obj/item/organ/internal/pariah_brain
name = "brain remnants"
desc = "Did someone tread on this? It looks useless for cloning or cyborgification."
organ_tag = "brain"
parent_organ = BP_HEAD
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
vital = 1
/obj/item/organ/internal/brain/xeno
name = "thinkpan"
desc = "It looks kind of like an enormous wad of purple bubblegum."
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
/obj/item/organ/internal/brain/slime
name = "slime core"
desc = "A complex, organic knot of jelly and crystalline particles."
+1
View File
@@ -9,6 +9,7 @@
/obj/item/organ/internal/kidneys/process()
..()
if(!owner) return
// Coffee is really bad for you with busted kidneys.
@@ -58,5 +58,7 @@
if (prob(3))
take_damage(1,silent=prob(30))
//if(. >= 3 && antibiotics < 30) //INFECTION_LEVEL_THREE, others are handled on each specific organ
//Nothing that generic internal organs do for this
if(. >= 3 && antibiotics < 30) //INFECTION_LEVEL_THREE
if (prob(50))
take_damage(1,silent=prob(15))
+16 -11
View File
@@ -91,6 +91,9 @@ var/list/organ_cache = list()
if(owner && vital)
owner.death()
/obj/item/organ/proc/adjust_germ_level(var/amount) // Unless you're setting germ level directly to 0, use this proc instead
germ_level = Clamp(germ_level + amount, 0, INFECTION_LEVEL_MAX)
/obj/item/organ/process()
if(loc != owner)
@@ -117,9 +120,9 @@ var/list/organ_cache = list()
if(config.organs_decay) damage += rand(1,3)
if(damage >= max_damage)
damage = max_damage
germ_level += rand(2,6)
adjust_germ_level(rand(2,6))
if(germ_level >= INFECTION_LEVEL_TWO)
germ_level += rand(2,6)
adjust_germ_level(rand(2,6))
if(germ_level >= INFECTION_LEVEL_THREE)
die()
@@ -158,12 +161,12 @@ var/list/organ_cache = list()
owner.adjustToxLoss(infection_damage)
if (germ_level > 0 && germ_level < INFECTION_LEVEL_ONE/2 && prob(30))
germ_level--
adjust_germ_level(-1)
if (germ_level >= INFECTION_LEVEL_ONE/2)
//aiming for germ level to go from ambient to INFECTION_LEVEL_TWO in an average of 15 minutes
if(antibiotics < 5 && prob(round(germ_level/6)))
germ_level++
adjust_germ_level(1)
if(germ_level >= INFECTION_LEVEL_ONE)
. = 1 //Organ qualifies for effect-specific processing
@@ -179,7 +182,7 @@ var/list/organ_cache = list()
if (germ_level >= INFECTION_LEVEL_THREE && antibiotics < 30)
. = 3 //Organ qualifies for effect-specific processing
germ_level++ //Germ_level increases without overdose of antibiotics
adjust_germ_level(rand(5,10)) //Germ_level increases without overdose of antibiotics
/obj/item/organ/proc/handle_rejection()
// Process unsuitable transplants. TODO: consider some kind of
@@ -193,13 +196,13 @@ var/list/organ_cache = list()
if(rejecting % 10 == 0) //Only fire every ten rejection ticks.
switch(rejecting)
if(1 to 50)
germ_level++
adjust_germ_level(1)
if(51 to 200)
germ_level += rand(1,2)
adjust_germ_level(rand(1,2))
if(201 to 500)
germ_level += rand(2,3)
adjust_germ_level(rand(2,3))
if(501 to INFINITY)
germ_level += rand(3,5)
adjust_germ_level(rand(3,5))
owner.reagents.add_reagent("toxin", rand(1,2))
/obj/item/organ/proc/receive_chem(chemical as obj)
@@ -238,9 +241,11 @@ var/list/organ_cache = list()
if (germ_level < INFECTION_LEVEL_ONE)
germ_level = 0 //cure instantly
else if (germ_level < INFECTION_LEVEL_TWO)
germ_level -= 6 //at germ_level == 500, this should cure the infection in a minute
adjust_germ_level(-6) //at germ_level < 500, this should cure the infection in a minute
else if (germ_level < INFECTION_LEVEL_THREE)
adjust_germ_level(-2) //at germ_level < 1000, this will cure the infection in 5 minutes
else
germ_level -= 2 //at germ_level == 1000, this will cure the infection in 5 minutes
adjust_germ_level(-1) // You waited this long to get treated, you don't really deserve this organ
//Adds autopsy data for used_weapon.
/obj/item/organ/proc/add_autopsy_data(var/used_weapon, var/damage)
+14 -11
View File
@@ -71,7 +71,7 @@ var/global/list/limb_icon_cache = list()
overlays |= lip_icon
mob_icon.Blend(lip_icon, ICON_OVERLAY)
//Head markings, duplicated (sadly) below.
//Head markings.
for(var/M in markings)
var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
@@ -89,11 +89,13 @@ var/global/list/limb_icon_cache = list()
overlays |= facial_s
if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
var/datum/sprite_accessory/hair/hair_style = hair_styles_list[owner.h_style]
if(hair_style && (species.get_bodytype(owner) in hair_style.species_allowed))
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
var/icon/hair_s_add = new/icon("icon" = hair_style.icon_add, "icon_state" = "[hair_style.icon_state]_s")
if(hair_style.do_colouration && islist(h_col) && h_col.len >= 3)
hair_s.Blend(rgb(h_col[1], h_col[2], h_col[3]), ICON_ADD)
hair_s.Blend(rgb(h_col[1], h_col[2], h_col[3]), ICON_MULTIPLY)
hair_s.Blend(hair_s_add, ICON_ADD)
overlays |= hair_s
return mob_icon
@@ -130,14 +132,15 @@ var/global/list/limb_icon_cache = list()
mob_icon = new /icon(species.get_icobase(owner, (status & ORGAN_MUTATED)), "[icon_name][gender ? "_[gender]" : ""]")
apply_colouration(mob_icon)
//Body markings, does not include head, duplicated (sadly) above.
for(var/M in markings)
var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
mark_s.Blend(markings[M]["color"], ICON_ADD)
overlays |= mark_s //So when it's not on your body, it has icons
mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
icon_cache_key += "[M][markings[M]["color"]]"
//Body markings, actually does not include head this time. Done separately above.
if(!istype(src,/obj/item/organ/external/head))
for(var/M in markings)
var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
mark_s.Blend(markings[M]["color"], ICON_ADD)
overlays |= mark_s //So when it's not on your body, it has icons
mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
icon_cache_key += "[M][markings[M]["color"]]"
if(body_hair && islist(h_col) && h_col.len >= 3)
var/cache_key = "[body_hair]-[icon_name]-[h_col[1]][h_col[2]][h_col[3]]"
+2
View File
@@ -279,6 +279,8 @@
spawn(1)
owner.update_hair()
get_icon()
if(vital) //This is just in case we ever add something that both a) Doesn't need a head to live, and b) Can be defibbed
owner.can_defib = 0
..()
/obj/item/organ/external/head/take_damage(brute, burn, sharp, edge, used_weapon = null, list/forbidden_limbs = list())
@@ -19,7 +19,7 @@
shuttle.area_offsite = shuttle.area_station
shuttle_controller.shuttles[shuttle_tag] = shuttle
shuttle_controller.process_shuttles += shuttle
testing("Exploration shuttle '[shuttle_tag]' at zlevel [z] successfully added.")
testing("Exploration shuttle '[shuttle_tag]' at z-level [z] successfully added.")
//Sets destination to new sector. Can be null.
/obj/machinery/computer/shuttle_control/explore/proc/update_destination(var/obj/effect/map/D)
@@ -84,7 +84,7 @@
else
shuttle_status = "Standing-by at offsite location."
if(WAIT_LAUNCH, FORCE_LAUNCH)
shuttle_status = "Shuttle has recieved command and will depart shortly."
shuttle_status = "Shuttle has received command and will depart shortly."
if(WAIT_ARRIVE)
shuttle_status = "Proceeding to destination."
if(WAIT_FINISH)
+1 -1
View File
@@ -58,7 +58,7 @@
text = "<hr><font size= \"1\">"
text += "This transmission is intended only for the addressee and may contain confidential information. Any unauthorized disclosure is strictly prohibited. <br><br>"
text += "If this transmission is recieved in error, please notify both the sender and the office of [using_map.boss_name] Internal Affairs immediately so that corrective action may be taken."
text += "If this transmission is received in error, please notify both the sender and the office of [using_map.boss_name] Internal Affairs immediately so that corrective action may be taken."
text += "Failure to comply is a breach of regulation and may be prosecuted to the fullest extent of the law, where applicable."
text += "</font>"
+4 -4
View File
@@ -80,7 +80,7 @@ var/list/adminfaxes = list() //cache for faxes that have been sent to admins
if(copyitem)
copyitem.loc = usr.loc
usr.put_in_hands(copyitem)
usr << "<span class='notice'>You take \the [copyitem] out of \the [src].</span>"
to_chat(usr, "<span class='notice'>You take \the [copyitem] out of \the [src].</span>")
copyitem = null
if(href_list["scan"])
@@ -124,7 +124,7 @@ var/list/adminfaxes = list() //cache for faxes that have been sent to admins
var/success = 0
for(var/obj/machinery/photocopier/faxmachine/F in allfaxes)
if( F.department == destination )
success = F.recievefax(copyitem)
success = F.receivefax(copyitem)
if (success)
visible_message("[src] beeps, \"Message transmitted successfully.\"")
@@ -132,7 +132,7 @@ var/list/adminfaxes = list() //cache for faxes that have been sent to admins
else
visible_message("[src] beeps, \"Error transmitting message.\"")
/obj/machinery/photocopier/faxmachine/proc/recievefax(var/obj/item/incoming)
/obj/machinery/photocopier/faxmachine/proc/receivefax(var/obj/item/incoming)
if(stat & (BROKEN|NOPOWER))
return 0
@@ -164,7 +164,7 @@ var/list/adminfaxes = list() //cache for faxes that have been sent to admins
use_power(200)
//recieved copies should not use toner since it's being used by admins only.
//received copies should not use toner since it's being used by admins only.
var/obj/item/rcvdcopy
if (istype(copyitem, /obj/item/weapon/paper))
rcvdcopy = copy(copyitem, 0)
+18
View File
@@ -35,6 +35,24 @@
var/const/signfont = "Times New Roman"
var/const/crayonfont = "Comic Sans MS"
/obj/item/weapon/paper/alien
name = "alien tablet"
desc = "It looks highly advanced"
icon = 'icons/obj/abductor.dmi'
icon_state = "alienpaper"
/obj/item/weapon/paper/alien/update_icon()
if(info)
icon_state = "alienpaper_words"
else
icon_state = "alienpaper"
/obj/item/weapon/paper/alien/burnpaper()
return
/obj/item/weapon/paper/alien/AltClick() // No airplanes for me.
return
//lipstick wiping is in code/game/objects/items/weapons/cosmetics.dm!
/obj/item/weapon/paper/New()
+2 -2
View File
@@ -119,8 +119,8 @@
/obj/item/weapon/pen/reagent/paralysis/New()
..()
reagents.add_reagent("zombiepowder", 10)
reagents.add_reagent("cryptobiolin", 15)
reagents.add_reagent("zombiepowder", 5)
reagents.add_reagent("cryptobiolin", 10)
/*
* Chameleon pen
+3 -3
View File
@@ -195,8 +195,8 @@ datum/weather/sif
/datum/weather/sif/blizzard
name = "blizzard"
icon_state = "snowfall_heavy"
temp_high = 233.15 // -40c
temp_low = 213.15 // -60c
temp_high = 243.15 // -30c
temp_low = 233.15 // -40c
light_modifier = 0.3
flight_falure_modifier = 10
transition_chances = list(
@@ -241,7 +241,7 @@ datum/weather/sif
name = "storm"
icon_state = "storm"
temp_high = 243.15 // -30c
temp_low = 233.15 // -50c
temp_low = 233.15 // -40c
light_modifier = 0.3
flight_falure_modifier = 10
transition_chances = list(
+4 -7
View File
@@ -681,13 +681,10 @@
else
flick("apc-spark", src)
if (do_after(user,6))
if(prob(50))
emagged = 1
locked = 0
to_chat(user,"<span class='notice'>You emag the APC interface.</span>")
update_icon()
else
to_chat(user,"<span class='warning'>The APC interface refused to unlock.</span>")
emagged = 1
locked = 0
to_chat(user,"<span class='notice'>You emag the APC interface.</span>")
update_icon()
return 1
/obj/machinery/power/apc/attack_hand(mob/user)
+31 -2
View File
@@ -2,6 +2,28 @@
// charge from 0 to 100%
// fits in APC to provide backup power
/obj/item/weapon/cell
name = "power cell"
desc = "A rechargable electrochemical power cell."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
item_state = "cell"
origin_tech = list(TECH_POWER = 1)
force = 5.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
w_class = ITEMSIZE_NORMAL
var/charge = 0 // note %age conveted to actual charge in New
var/maxcharge = 1000
var/rigged = 0 // true if rigged to explode
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
var/self_recharge = FALSE // If true, the cell will recharge itself.
var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later.
var/last_use = 0 // A tracker for use in self-charging
var/charge_delay = 0 // How long it takes for the cell to start recharging after last use
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
/obj/item/weapon/cell/New()
..()
charge = maxcharge
@@ -16,7 +38,8 @@
/obj/item/weapon/cell/process()
if(self_recharge)
give(charge_amount)
if(world.time >= last_use + charge_delay)
give(charge_amount)
else
return PROCESS_KILL
@@ -59,6 +82,7 @@
return 0
var/used = min(charge, amount)
charge -= used
last_use = world.time
update_icon()
return used
@@ -80,6 +104,8 @@
var/amount_used = min(maxcharge-charge,amount)
charge += amount_used
update_icon()
if(loc)
loc.update_icon()
return amount_used
@@ -112,7 +138,6 @@
S.reagents.clear_reagents()
/obj/item/weapon/cell/proc/explode()
var/turf/T = get_turf(src.loc)
/*
@@ -207,3 +232,7 @@
return min(rand(10,20),rand(10,20))
else
return 0
/obj/item/weapon/cell/suicide_act(mob/user)
viewers(user) << "<span class='danger'>\The [user] is licking the electrodes of \the [src]! It looks like \he's trying to commit suicide.</span>"
return (FIRELOSS)
+50
View File
@@ -0,0 +1,50 @@
//currently only used by energy-type guns, that may change in the future.
/obj/item/weapon/cell/device
name = "device power cell"
desc = "A small power cell designed to power handheld devices."
icon_state = "dcell"
item_state = "egg6"
w_class = ITEMSIZE_SMALL
force = 0
throw_speed = 5
throw_range = 7
maxcharge = 480
charge_amount = 5
matter = list("metal" = 350, "glass" = 50)
preserve_item = 1
/obj/item/weapon/cell/device/weapon
name = "weapon power cell"
desc = "A small power cell designed to power handheld weaponry."
icon_state = "wcell"
maxcharge = 2400
charge_amount = 20
/obj/item/weapon/cell/device/weapon/empty/initialize()
..()
charge = 0
update_icon()
/obj/item/weapon/cell/device/weapon/recharge
name = "self-charging weapon power cell"
desc = "A small power cell designed to power handheld weaponry. This one recharges itself."
// icon_state = "wcell" //TODO: Different sprite
self_recharge = TRUE
charge_amount = 120
charge_delay = 75
/obj/item/weapon/cell/device/weapon/recharge/captain
charge_amount = 160 //Recharges a lot more quickly...
charge_delay = 100 //... but it takes a while to get started
/obj/item/weapon/cell/device/weapon/recharge/alien
name = "void cell"
desc = "An alien technology that produces energy seemingly out of nowhere. Its small, cylinderal shape means it might be able to be used with human technology, perhaps?"
icon = 'icons/obj/abductor.dmi'
icon_state = "cell"
charge_amount = 120 // 5%.
charge_delay = 50 // Every five seconds, bit faster than the default.
origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6)
/obj/item/weapon/cell/device/weapon/recharge/alien/update_icon()
return // No overlays please.
+93
View File
@@ -0,0 +1,93 @@
/obj/item/weapon/cell/crap
name = "\improper rechargable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = list(TECH_POWER = 0)
maxcharge = 500
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
/obj/item/weapon/cell/crap/empty/New()
..()
charge = 0
/obj/item/weapon/cell/secborg
name = "security borg rechargable D battery"
origin_tech = list(TECH_POWER = 0)
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
/obj/item/weapon/cell/secborg/empty/New()
..()
charge = 0
/obj/item/weapon/cell/apc
name = "heavy-duty power cell"
origin_tech = list(TECH_POWER = 1)
maxcharge = 5000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
/obj/item/weapon/cell/high
name = "high-capacity power cell"
origin_tech = list(TECH_POWER = 2)
icon_state = "hcell"
maxcharge = 10000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
/obj/item/weapon/cell/high/empty/New()
..()
charge = 0
/obj/item/weapon/cell/super
name = "super-capacity power cell"
origin_tech = list(TECH_POWER = 5)
icon_state = "scell"
maxcharge = 20000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
/obj/item/weapon/cell/super/empty/New()
..()
charge = 0
/obj/item/weapon/cell/hyper
name = "hyper-capacity power cell"
origin_tech = list(TECH_POWER = 6)
icon_state = "hpcell"
maxcharge = 30000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
/obj/item/weapon/cell/hyper/empty/New()
..()
charge = 0
/obj/item/weapon/cell/infinite
name = "infinite-capacity power cell!"
icon_state = "icell"
origin_tech = null
maxcharge = 30000 //determines how badly mobs get shocked
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
/obj/item/weapon/cell/infinite/check_charge()
return 1
/obj/item/weapon/cell/infinite/use()
return 1
/obj/item/weapon/cell/potato
name = "potato battery"
desc = "A rechargable starch based power cell."
origin_tech = list(TECH_POWER = 1)
icon = 'icons/obj/power.dmi' //'icons/obj/harvest.dmi'
icon_state = "potato_cell" //"potato_battery"
charge = 100
maxcharge = 300
minor_fault = 1
/obj/item/weapon/cell/slime
name = "charged slime core"
desc = "A yellow slime core infused with phoron, it crackles with power."
origin_tech = list(TECH_POWER = 4, TECH_BIO = 5)
icon = 'icons/mob/slimes.dmi' //'icons/obj/harvest.dmi'
icon_state = "yellow slime extract" //"potato_battery"
description_info = "This 'cell' holds a max charge of 10k and self recharges over time."
maxcharge = 10000
matter = null
self_recharge = TRUE
+2
View File
@@ -4,6 +4,8 @@
than the alternative."
icon_state = "gridchecker_on"
circuit = /obj/item/weapon/circuitboard/grid_checker
density = 1
anchored = 1
var/power_failing = FALSE // Turns to TRUE when the grid check event is fired by the Game Master, or perhaps a cheeky antag.
// Wire stuff below.
var/datum/wires/grid_checker/wires
@@ -159,6 +159,34 @@
name = "ammo clip (.45 flash)"
ammo_type = /obj/item/ammo_casing/a45f
/obj/item/ammo_magazine/s45
name = "speedloader (.45)"
icon_state = "45s"
ammo_type = /obj/item/ammo_casing/a45
matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
caliber = ".45"
max_ammo = 7
multiple_sprites = 1
/obj/item/ammo_magazine/s45/empty
initial_ammo = 0
/obj/item/ammo_magazine/s45/rubber
name = "speedloader (.45 rubber)"
ammo_type = /obj/item/ammo_casing/a45r
/obj/item/ammo_magazine/s45/practice
name = "speedloader (.45 practice)"
ammo_type = /obj/item/ammo_casing/a45p
/obj/item/ammo_magazine/s45/flash
name = "speedloader (.45 flash)"
ammo_type = /obj/item/ammo_casing/a45f
/obj/item/ammo_magazine/s45/ap
name = "speedloader (.45 AP)"
ammo_type = /obj/item/ammo_casing/a45ap
///////// 9mm /////////
/obj/item/ammo_magazine/m9mm
@@ -328,6 +356,14 @@
name = "extended magazine (5.45mm armor-piercing)"
max_ammo = 30
/obj/item/ammo_magazine/m545/hunter
name = "magazine (5.45mm hunting)"
ammo_type = /obj/item/ammo_casing/a545/hunter
/obj/item/ammo_magazine/m545/hunter/ext
name = "extended magazine (5.45mm hunting)"
max_ammo = 30
/obj/item/ammo_magazine/m545/small
name = "reduced magazine (5.45mm)"
icon_state = "m545-small"
@@ -345,6 +381,10 @@
name = "magazine (5.45mm armor-piercing)"
ammo_type = /obj/item/ammo_casing/a545/ap
/obj/item/ammo_magazine/m545/small/hunter
name = "magazine (5.45mm hunting)"
ammo_type = /obj/item/ammo_casing/a545/hunter
/obj/item/ammo_magazine/clip/c545
name = "ammo clip (5.45mm)"
icon_state = "clip_rifle"
@@ -358,6 +398,10 @@
name = "rifle clip (5.45mm armor-piercing)"
ammo_type = /obj/item/ammo_casing/a545/ap
/obj/item/ammo_magazine/clip/c545/hunter
name = "rifle clip (5.45mm hunting)"
ammo_type = /obj/item/ammo_casing/a545/hunter
/obj/item/ammo_magazine/clip/c545/practice
name = "rifle clip (5.45mm practice)"
ammo_type = /obj/item/ammo_casing/a545
@@ -378,6 +422,10 @@
name = "magazine box (5.45mm armor-piercing)"
ammo_type = /obj/item/ammo_casing/a545/ap
/obj/item/ammo_magazine/m545saw/hunter
name = "magazine box (5.45mm hunting)"
ammo_type = /obj/item/ammo_casing/a545/hunter
/obj/item/ammo_magazine/m545saw/empty
initial_ammo = 0
@@ -477,6 +525,10 @@
name = "rifle clip (7.62mm practice)"
ammo_type = /obj/item/ammo_casing/a762p
/obj/item/ammo_magazine/clip/c762/hunter
name = "rifle clip (7.62mm hunting)"
ammo_type = /obj/item/ammo_casing/a762/hunter
/obj/item/ammo_magazine/m762svd
name = "\improper SVD magazine (7.62mm)"
icon_state = "SVD"
@@ -523,12 +575,12 @@
/obj/item/ammo_magazine/clip/c12g
name = "ammo clip (12g slug)"
icon_state = "12gclipslug" //largely a codersprite, looks good enough. feel free to make a better one.
icon_state = "12gclipslug" // Still a placeholder sprite. Feel free to make a better one.
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with slugs."
caliber = "12g"
ammo_type = /obj/item/ammo_casing/a12g
matter = list(DEFAULT_WALL_MATERIAL = 1790) // slugs shells x4 + 350 metal for the clip itself.
max_ammo = 4
matter = list(DEFAULT_WALL_MATERIAL = 1070) // slugs shells x2 + 350 metal for the clip itself.
max_ammo = 2
multiple_sprites = 1
/obj/item/ammo_magazine/clip/c12g/pellet
@@ -536,14 +588,14 @@
icon_state = "12gclipshell"
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with buckshot."
ammo_type = /obj/item/ammo_casing/a12g/pellet
matter = list(DEFAULT_WALL_MATERIAL = 1790) // buckshot and slugs cost the same
matter = list(DEFAULT_WALL_MATERIAL = 1070) // buckshot and slugs cost the same
/obj/item/ammo_magazine/clip/c12g/beanbag
name = "ammo clip (12g beanbag)"
icon_state = "12gclipbean"
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with beanbags."
ammo_type = /obj/item/ammo_casing/a12g/beanbag
matter = list(DEFAULT_WALL_MATERIAL = 1070) //beanbags x4 + 350 metal
matter = list(DEFAULT_WALL_MATERIAL = 710) //beanbags x2 + 350 metal
///////// .75 Gyrojet /////////

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