Merge remote-tracking branch 'remotes/Baystation12/Baystation12/master' into work_in_progress

This commit is contained in:
Cael_Aislinn
2012-12-11 12:38:58 +10:00
32 changed files with 538 additions and 204 deletions

View File

@@ -1150,6 +1150,7 @@
#include "code\modules\mob\living\silicon\robot\life.dm" #include "code\modules\mob\living\silicon\robot\life.dm"
#include "code\modules\mob\living\silicon\robot\login.dm" #include "code\modules\mob\living\silicon\robot\login.dm"
#include "code\modules\mob\living\silicon\robot\robot.dm" #include "code\modules\mob\living\silicon\robot\robot.dm"
#include "code\modules\mob\living\silicon\robot\robot_items.dm"
#include "code\modules\mob\living\silicon\robot\robot_modules.dm" #include "code\modules\mob\living\silicon\robot\robot_modules.dm"
#include "code\modules\mob\living\silicon\robot\robot_movement.dm" #include "code\modules\mob\living\silicon\robot\robot_movement.dm"
#include "code\modules\mob\living\silicon\robot\say.dm" #include "code\modules\mob\living\silicon\robot\say.dm"

View File

@@ -294,6 +294,73 @@ area
//show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly. //show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly.
SetLightLevel(4) SetLightLevel(4)
atom
var/light_on = 0 //Am I emitting light?
var/brightness_on = 0 //Luminosity when the above: light_on = 1
//Called when turning off or dropping a flashlight for ex.
//It checks the users slots for another source of light, and return the appropriate brightness. 0 if no other source is found
proc/search_light(mob/M, obj/item/W as obj)
var/list/slots
var/obj/item/I
var brightness = 0 //the new brightness to be returned
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
slots = list (
"l_hand",
"r_hand",
"belt",
"head",
"l_pocket",
"r_pocket",
"s_store")
for (var/slot in slots)
switch(slot)
if("belt")
I = H.belt
if("head")
I = H.head
if("l_hand")
I = H.l_hand
if("r_hand")
I = H.r_hand
if("l_pocket")
I = H.l_store
if("r_pocket")
I = H.r_store
if("s_store")
I = H.s_store
if (I)
if ((I.light_on) && (I != W)) //an item emitting light other than itself
if (I.brightness_on > brightness)
brightness = I.brightness_on
else if (istype(M, /mob/living/carbon/monkey))
slots = list (
"l_hand",
"r_hand")
for (var/slot in slots)
switch(slot)
if("l_hand")
I = M.l_hand
if("r_hand")
I = M.r_hand
if (I)
if ((I.light_on) && (I != W)) //an item emitting light other than itself
if (I.brightness_on > brightness)
brightness = I.brightness_on
else
for (I in M.contents) //Justin Case
if (I)
if ((I.light_on) && (I != W)) //an item emitting light other than itself
if (I.brightness_on > brightness)
brightness = I.brightness_on
return brightness
#undef LIGHTING_MAX_LUMINOSITY #undef LIGHTING_MAX_LUMINOSITY
#undef LIGHTING_MAX_LUMINOSITY_MOB #undef LIGHTING_MAX_LUMINOSITY_MOB

View File

@@ -356,7 +356,7 @@
H = new /obj/item/weapon/organ/head(owner.loc, owner) H = new /obj/item/weapon/organ/head(owner.loc, owner)
if(ishuman(owner)) if(ishuman(owner))
if(owner.gender == FEMALE) if(owner.gender == FEMALE)
H.icon_state = "head_f_l" H.icon_state = "head_f"
H.overlays += owner.generate_head_icon() H.overlays += owner.generate_head_icon()
H:transfer_identity(owner) H:transfer_identity(owner)
H.pixel_x = -10 H.pixel_x = -10
@@ -682,7 +682,7 @@ obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
obj/item/weapon/organ/head obj/item/weapon/organ/head
name = "head" name = "head"
icon_state = "head_m_l" icon_state = "head_m"
var/mob/living/carbon/brain/brainmob var/mob/living/carbon/brain/brainmob
var/brain_op_stage = 0 var/brain_op_stage = 0

View File

@@ -9,7 +9,7 @@
blobevent = 1 blobevent = 1
spawn(0) spawn(0)
dotheblobbaby() dotheblobbaby()
spawn(3000) spawn(12000) // blob event can last up to 20 minutes
blobevent = 0 blobevent = 0
spawn(rand(1000, 2000)) //Delayed announcements to keep the crew on their toes. spawn(rand(1000, 2000)) //Delayed announcements to keep the crew on their toes.
command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert") command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
@@ -25,5 +25,5 @@
if(B.z != 1) if(B.z != 1)
continue continue
B.Life() B.Life()
spawn(70) spawn(280) // advance 1 tile every 30 seconds
dotheblobbaby() dotheblobbaby()

View File

@@ -12,4 +12,8 @@
if(!H) return 0 if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(H), slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1

View File

@@ -57,6 +57,10 @@
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/head/chefhat(H), slot_head) H.equip_to_slot_or_del(new /obj/item/clothing/head/chefhat(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/device/pda/chef(H), slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/chef(H), slot_belt)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1
@@ -80,6 +84,10 @@
H.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(H), slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/device/analyzer/plant_analyzer(H), slot_s_store) H.equip_to_slot_or_del(new /obj/item/device/analyzer/plant_analyzer(H), slot_s_store)
H.equip_to_slot_or_del(new /obj/item/device/pda/botanist(H), slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/botanist(H), slot_belt)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1
@@ -105,6 +113,10 @@
H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(H), slot_glasses) H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(H), slot_glasses)
H.equip_to_slot_or_del(new /obj/item/weapon/clipboard(H), slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/clipboard(H), slot_l_hand)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1
@@ -127,6 +139,10 @@
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/cargo(H), slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/cargo(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves) H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1
@@ -251,6 +267,10 @@
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/janitor(H), slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/janitor(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/janitor(H), slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/janitor(H), slot_belt)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1
@@ -273,6 +293,10 @@
H.equip_to_slot_or_del(new /obj/item/device/pda/librarian(H), slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/librarian(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/weapon/barcodescanner(H), slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/barcodescanner(H), slot_l_hand)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1

View File

@@ -18,6 +18,10 @@
H.equip_to_slot_or_del(new /obj/item/device/pda/chaplain(H), slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/chaplain(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chaplain(H), slot_w_uniform) H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/chaplain(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
spawn(0) spawn(0)
var/religion_name = "Christianity" var/religion_name = "Christianity"
var/new_religion = copytext(sanitize(input(H, "You are the Chaplain. Would you like to change your religion? Default is Christianity, in SPACE.", "Name change", religion_name)),1,MAX_NAME_LEN) var/new_religion = copytext(sanitize(input(H, "You are the Chaplain. Would you like to change your religion? Default is Christianity, in SPACE.", "Name change", religion_name)),1,MAX_NAME_LEN)

View File

@@ -99,6 +99,10 @@
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/chemist(H), slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/chemist(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/chemist(H), slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/chemist(H), slot_wear_suit)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1
@@ -122,6 +126,10 @@
H.equip_to_slot_or_del(new /obj/item/device/pda/geneticist(H), slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/geneticist(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/genetics(H), slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/genetics(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store) H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1
/* /*

View File

@@ -18,6 +18,10 @@
H.equip_to_slot_or_del(new /obj/item/device/pda/heads/rd(H), slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/heads/rd(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat(H), slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/weapon/clipboard(H), slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/clipboard(H), slot_l_hand)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1
@@ -41,6 +45,8 @@
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes) H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/toxins(H), slot_belt) H.equip_to_slot_or_del(new /obj/item/device/pda/toxins(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/science(H), slot_wear_suit) H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/science(H), slot_wear_suit)
// H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(H), slot_wear_mask) if(H.backbag == 1)
// H.equip_to_slot_or_del(new /obj/item/weapon/tank/oxygen(H), slot_l_hand) H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1 return 1

View File

@@ -5,9 +5,11 @@
icon_state = "candle1" icon_state = "candle1"
item_state = "candle1" item_state = "candle1"
w_class = 1 w_class = 1
light_on = 0
brightness_on = 3 //luminosity when on
var/wax = 200 var/wax = 200
var/lit = 0
proc proc
light(var/flavor_text = "\red [usr] lights the [name].") light(var/flavor_text = "\red [usr] lights the [name].")
@@ -19,7 +21,7 @@
else if(wax>80) else if(wax>80)
i = 2 i = 2
else i = 3 else i = 3
icon_state = "candle[i][lit ? "_lit" : ""]" icon_state = "candle[i][light_on ? "_lit" : ""]"
attackby(obj/item/weapon/W as obj, mob/user as mob) attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -30,30 +32,30 @@
light("\red [user] casually lights the [name] with [W], what a badass.") light("\red [user] casually lights the [name] with [W], what a badass.")
else if(istype(W, /obj/item/weapon/lighter)) else if(istype(W, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = W var/obj/item/weapon/lighter/L = W
if(L.lit) if(L.light_on)
light() light()
else if(istype(W, /obj/item/weapon/match)) else if(istype(W, /obj/item/weapon/match))
var/obj/item/weapon/match/M = W var/obj/item/weapon/match/M = W
if(M.lit) if(M.light_on)
light() light()
else if(istype(W, /obj/item/candle)) else if(istype(W, /obj/item/candle))
var/obj/item/candle/C = W var/obj/item/candle/C = W
if(C.lit) if(C.light_on)
light() light()
light(var/flavor_text = "\red [usr] lights the [name].") light(var/flavor_text = "\red [usr] lights the [name].")
if(!src.lit) if(!src.light_on)
src.lit = 1 src.light_on = 1
//src.damtype = "fire" //src.damtype = "fire"
for(var/mob/O in viewers(usr, null)) for(var/mob/O in viewers(usr, null))
O.show_message(flavor_text, 1) O.show_message(flavor_text, 1)
SetLuminosity(CANDLE_LUM) SetLuminosity(brightness_on)
processing_objects.Add(src) processing_objects.Add(src)
process() process()
if(!lit) if(!light_on)
return return
wax-- wax--
if(!wax) if(!wax)
@@ -68,20 +70,29 @@
attack_self(mob/user as mob) attack_self(mob/user as mob)
if(lit) if(light_on)
lit = 0 light_on = 0
update_icon() update_icon()
SetLuminosity(0) SetLuminosity(0)
user.SetLuminosity(user.luminosity - CANDLE_LUM) user.SetLuminosity(search_light(user, src))
pickup(mob/user) pickup(mob/user)
if(lit) if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0) SetLuminosity(0)
user.SetLuminosity(user.luminosity + CANDLE_LUM)
dropped(mob/user) dropped(mob/user)
if(lit) if(light_on)
user.SetLuminosity(user.luminosity - CANDLE_LUM) if ((layer <= 3) || (loc != user.loc))
SetLuminosity(CANDLE_LUM) user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)

View File

@@ -13,6 +13,8 @@ var/global/list/obj/item/device/pda/PDAs = list()
w_class = 1.0 w_class = 1.0
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
slot_flags = SLOT_ID | SLOT_BELT slot_flags = SLOT_ID | SLOT_BELT
light_on = 0 //Is the flashlight function on?
brightness_on = 4 //Luminosity for the flashlight function
//Main variables //Main variables
var/owner = null var/owner = null
@@ -22,8 +24,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
//Secondary variables //Secondary variables
var/scanmode = 0 //1 is medical scanner, 2 is forensics, 3 is reagent scanner. var/scanmode = 0 //1 is medical scanner, 2 is forensics, 3 is reagent scanner.
var/fon = 0 //Is the flashlight function on?
var/f_lum = 4 //Luminosity for the flashlight function
var/silent = 0 //To beep or not to beep, that is the question var/silent = 0 //To beep or not to beep, that is the question
var/toff = 0 //If 1, messenger disabled var/toff = 0 //If 1, messenger disabled
var/tnote = null //Current Texts var/tnote = null //Current Texts
@@ -192,14 +192,22 @@ var/global/list/obj/item/device/pda/PDAs = list()
* The Actual PDA * The Actual PDA
*/ */
/obj/item/device/pda/pickup(mob/user) /obj/item/device/pda/pickup(mob/user)
if(fon) if(light_on)
if(user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0) SetLuminosity(0)
user.SetLuminosity(user.luminosity + f_lum)
/obj/item/device/pda/dropped(mob/user) /obj/item/device/pda/dropped(mob/user)
if(fon) if(light_on)
user.SetLuminosity(user.luminosity - f_lum) if ((layer <= 3) || (loc != user.loc))
SetLuminosity(f_lum) user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
/obj/item/device/pda/equipped(mob/user, slot)
if(light_on)
if(user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
/obj/item/device/pda/New() /obj/item/device/pda/New()
..() ..()
@@ -320,7 +328,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
if (cartridge.access_remote_door) if (cartridge.access_remote_door)
dat += "<li><a href='byond://?src=\ref[src];choice=Toggle Door'><img src=pda_rdoor.png> Toggle Remote Door</a></li>" dat += "<li><a href='byond://?src=\ref[src];choice=Toggle Door'><img src=pda_rdoor.png> Toggle Remote Door</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=3'><img src=pda_atmos.png> Atmospheric Scan</a></li>" dat += "<li><a href='byond://?src=\ref[src];choice=3'><img src=pda_atmos.png> Atmospheric Scan</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=Light'><img src=pda_flashlight.png> [fon ? "Disable" : "Enable"] Flashlight</a></li>" dat += "<li><a href='byond://?src=\ref[src];choice=Light'><img src=pda_flashlight.png> [light_on ? "Disable" : "Enable"] Flashlight</a></li>"
if (pai) if (pai)
if(pai.loc != src) if(pai.loc != src)
pai = null pai = null
@@ -495,14 +503,18 @@ var/global/list/obj/item/device/pda/PDAs = list()
//MAIN FUNCTIONS=================================== //MAIN FUNCTIONS===================================
if("Light") if("Light")
if(fon) if(light_on)
fon = 0 light_on = 0
if(src in U.contents) U.SetLuminosity(U.luminosity - f_lum) if(src in U.contents)
else SetLuminosity(0) U.SetLuminosity(search_light(U, src))
else
SetLuminosity(0)
else else
fon = 1 light_on = 1
if(src in U.contents) U.SetLuminosity(U.luminosity + f_lum) if((src in U.contents) && (U.luminosity < brightness_on))
else SetLuminosity(f_lum) U.SetLuminosity(brightness_on)
else
SetLuminosity(brightness_on)
if("Medical Scan") if("Medical Scan")
if(scanmode == 1) if(scanmode == 1)
scanmode = 0 scanmode = 0

View File

@@ -10,12 +10,13 @@
m_amt = 50 m_amt = 50
g_amt = 20 g_amt = 20
icon_action_button = "action_flashlight" icon_action_button = "action_flashlight"
var/on = 0 light_on = 0
var/brightness_on = 4 //luminosity when on brightness_on = 4 //luminosity when on
var brightness = 0
/obj/item/device/flashlight/initialize() /obj/item/device/flashlight/initialize()
..() ..()
if(on) if(light_on)
icon_state = "[initial(icon_state)]-on" icon_state = "[initial(icon_state)]-on"
SetLuminosity(brightness_on) SetLuminosity(brightness_on)
else else
@@ -23,16 +24,16 @@
SetLuminosity(0) SetLuminosity(0)
/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null) /obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
if(on) if(light_on)
icon_state = "[initial(icon_state)]-on" icon_state = "[initial(icon_state)]-on"
if(loc == user) if((loc == user) && (user.luminosity < brightness_on))
user.SetLuminosity(user.luminosity + brightness_on) user.SetLuminosity(brightness_on)
else if(isturf(loc)) else if(isturf(loc))
SetLuminosity(brightness_on) SetLuminosity(brightness_on)
else else
icon_state = initial(icon_state) icon_state = initial(icon_state)
if(loc == user) if(loc == user)
user.SetLuminosity(user.luminosity - brightness_on) user.SetLuminosity(search_light(user, src))
else if(isturf(loc)) else if(isturf(loc))
SetLuminosity(0) SetLuminosity(0)
@@ -40,14 +41,14 @@
if(!isturf(user.loc)) if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities. user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
return return
on = !on light_on = !light_on
update_brightness(user) update_brightness(user)
return return
/obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob) /obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
add_fingerprint(user) add_fingerprint(user)
if(on && user.zone_sel.selecting == "eyes") if(light_on && user.zone_sel.selecting == "eyes")
if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head return ..() //just hit them in the head
@@ -88,15 +89,24 @@
/obj/item/device/flashlight/pickup(mob/user) /obj/item/device/flashlight/pickup(mob/user)
if(on) if(light_on)
user.SetLuminosity(user.luminosity + brightness_on) if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0) SetLuminosity(0)
/obj/item/device/flashlight/dropped(mob/user) /obj/item/device/flashlight/dropped(mob/user)
if(on) if(light_on)
user.SetLuminosity(user.luminosity - brightness_on) if ((layer <= 3) || (loc != user.loc))
SetLuminosity(brightness_on) user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
/obj/item/device/flashlight/equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
/obj/item/device/flashlight/pen /obj/item/device/flashlight/pen
@@ -119,7 +129,7 @@
flags = FPRINT | TABLEPASS | CONDUCT flags = FPRINT | TABLEPASS | CONDUCT
m_amt = 0 m_amt = 0
g_amt = 0 g_amt = 0
on = 1 light_on = 1
// green-shaded desk lamp // green-shaded desk lamp
@@ -159,14 +169,14 @@
var/turf/pos = get_turf(src) var/turf/pos = get_turf(src)
pos.hotspot_expose(produce_heat, 5) pos.hotspot_expose(produce_heat, 5)
fuel = max(fuel - 1, 0) fuel = max(fuel - 1, 0)
if(!fuel || !on) if(!fuel || !light_on)
turn_off() turn_off()
if(!fuel) if(!fuel)
src.icon_state = "[initial(icon_state)]-empty" src.icon_state = "[initial(icon_state)]-empty"
processing_objects -= src processing_objects -= src
/obj/item/device/flashlight/flare/proc/turn_off() /obj/item/device/flashlight/flare/proc/turn_off()
on = 0 light_on = 0
src.force = initial(src.force) src.force = initial(src.force)
src.damtype = initial(src.damtype) src.damtype = initial(src.damtype)
if(ismob(loc)) if(ismob(loc))
@@ -182,12 +192,12 @@
if(!fuel) if(!fuel)
user << "<span class='notice'>It's out of fuel.</span>" user << "<span class='notice'>It's out of fuel.</span>"
return return
if(!on) if(!light_on)
user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>") user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
else else
return return
// All good, turn it on. // All good, turn it on.
on = 1 light_on = 1
update_brightness(user) update_brightness(user)
src.force = on_damage src.force = on_damage
src.damtype = "fire" src.damtype = "fire"

View File

@@ -23,70 +23,34 @@
if (istype(M, /mob/living/carbon/human)) if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M var/mob/living/carbon/human/H = M
var/datum/organ/external/affecting = H.get_organ("chest") var/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.status & ORGAN_ROBOT) if(affecting.status & ORGAN_ROBOT)
user << "\red This isn't useful at all on a robotic limb.." user << "\red This isn't useful at all on a robotic limb.."
return 1 return 1
if(istype(user, /mob/living/carbon/human)) if(src.heal_brute)
var/mob/living/carbon/human/user2 = user if(!affecting.bandage())
affecting = H.get_organ(check_zone(user2.zone_sel.selecting)) user << "\red The wounds on [M]'s [affecting.display_name] have already been bandaged."
else return 1
if(!istype(affecting, /datum/organ/external) || affecting:burn_dam <= 0) else
affecting = H.get_organ("head") user.visible_message( "\blue [user] bandages wounds on [M]'s [affecting.display_name].", \
"\blue You bandage wounds on [M]'s [affecting.display_name]." )
// If we're targetting arms or legs, also heal the respective hand/foot else if(src.heal_burn)
if(affecting.name in list("l_arm","r_arm","l_leg","r_leg")) if(!affecting.salve())
var/datum/organ/external/child user << "\red The wounds on [M]'s [affecting.display_name] have already been salved."
if(affecting.name == "l_arm") return 1
child = H.get_organ("l_hand") else
else if(affecting.name == "r_arm") user.visible_message( "\blue [user] salves wounds on [M]'s [affecting.display_name].", \
child = H.get_organ("r_hand") "\blue You salve wounds on [M]'s [affecting.display_name]." )
else if(affecting.name == "r_leg")
child = H.get_organ("r_foot")
else if(affecting.name == "l_leg")
child = H.get_organ("l_foot")
if(src.heal_brute)
if(!affecting.bandage() && !child.bandage())
user << "\red The wounds on this limb have already been bandaged."
return 1
else if(src.heal_burn)
if(!affecting.salve() && !child.salve())
user << "\red The wounds on this limb have already been salved."
return 1
else
if(src.heal_brute)
if(!affecting.bandage())
user << "\red The wounds on this limb have already been bandaged."
return 1
else if(src.heal_burn)
if(!affecting.salve())
user << "\red The wounds on this limb have already been salved."
return 1
H.UpdateDamageIcon() H.UpdateDamageIcon()
M.updatehealth()
else else
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2)) M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
user.visible_message( \
"\blue [M] has been applied with [src] by [user].", \
"\blue You apply \the [src] to [M]." \
)
use(1) use(1)
M.updatehealth()
if (user)
if (M != user)
user.visible_message( \
"\blue [M] has been applied with [src] by [user].", \
"\blue You apply \the [src] to [M]." \
)
else
var/t_himself = "itself"
if (user.gender == MALE)
t_himself = "himself"
else if (user.gender == FEMALE)
t_himself = "herself"
user.visible_message( \
"\blue [M] applied [src] on [t_himself].", \
"\blue You apply \the [src] on yourself." \
)

View File

@@ -85,12 +85,12 @@ ZIPPO
else if(istype(W, /obj/item/weapon/lighter/zippo)) else if(istype(W, /obj/item/weapon/lighter/zippo))
var/obj/item/weapon/lighter/zippo/Z = W var/obj/item/weapon/lighter/zippo/Z = W
if(Z.lit) if(Z.light_on)
light("<span class='rose'>With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.</span>") light("<span class='rose'>With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.</span>")
else if(istype(W, /obj/item/weapon/lighter)) else if(istype(W, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = W var/obj/item/weapon/lighter/L = W
if(L.lit) if(L.light_on)
light("<span class='notice'>After some fiddling, [user] manages to light their [name] with [W].</span>") light("<span class='notice'>After some fiddling, [user] manages to light their [name] with [W].</span>")
else if(istype(W, /obj/item/weapon/match)) else if(istype(W, /obj/item/weapon/match))
@@ -375,7 +375,8 @@ ZIPPO
flags = TABLEPASS | CONDUCT flags = TABLEPASS | CONDUCT
slot_flags = SLOT_BELT slot_flags = SLOT_BELT
attack_verb = list("burnt", "singed") attack_verb = list("burnt", "singed")
var/lit = 0 light_on = 0
brightness_on = 2 //luminosity when on
/obj/item/weapon/lighter/zippo /obj/item/weapon/lighter/zippo
name = "Zippo lighter" name = "Zippo lighter"
@@ -394,8 +395,8 @@ ZIPPO
/obj/item/weapon/lighter/attack_self(mob/living/user) /obj/item/weapon/lighter/attack_self(mob/living/user)
if(user.r_hand == src || user.l_hand == src) if(user.r_hand == src || user.l_hand == src)
if(!lit) if(!light_on)
lit = 1 light_on = 1
icon_state = icon_on icon_state = icon_on
item_state = icon_on item_state = icon_on
if(istype(src, /obj/item/weapon/lighter/zippo) ) if(istype(src, /obj/item/weapon/lighter/zippo) )
@@ -411,10 +412,11 @@ ZIPPO
user.apply_damage(2,BURN,"r_hand") user.apply_damage(2,BURN,"r_hand")
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>") user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>")
user.SetLuminosity(user.luminosity + 2) if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
processing_objects.Add(src) processing_objects.Add(src)
else else
lit = 0 light_on = 0
icon_state = icon_off icon_state = icon_off
item_state = icon_off item_state = icon_off
if(istype(src, /obj/item/weapon/lighter/zippo) ) if(istype(src, /obj/item/weapon/lighter/zippo) )
@@ -422,7 +424,7 @@ ZIPPO
else else
user.visible_message("<span class='notice'>[user] quietly shuts off the [src].") user.visible_message("<span class='notice'>[user] quietly shuts off the [src].")
user.SetLuminosity(user.luminosity - 2) user.SetLuminosity(search_light(user, src))
processing_objects.Remove(src) processing_objects.Remove(src)
else else
return ..() return ..()
@@ -433,7 +435,7 @@ ZIPPO
if(!istype(M, /mob)) if(!istype(M, /mob))
return return
if(istype(M.wear_mask, /obj/item/clothing/mask/cigarette) && user.zone_sel.selecting == "mouth" && lit) if(istype(M.wear_mask, /obj/item/clothing/mask/cigarette) && user.zone_sel.selecting == "mouth" && light_on)
var/obj/item/clothing/mask/cigarette/cig = M.wear_mask var/obj/item/clothing/mask/cigarette/cig = M.wear_mask
if(M == user) if(M == user)
cig.attackby(src, user) cig.attackby(src, user)
@@ -453,14 +455,24 @@ ZIPPO
/obj/item/weapon/lighter/pickup(mob/user) /obj/item/weapon/lighter/pickup(mob/user)
if(lit) if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0) SetLuminosity(0)
user.SetLuminosity(user.luminosity+2)
return return
/obj/item/weapon/lighter/dropped(mob/user) /obj/item/weapon/lighter/dropped(mob/user)
if(lit) if(light_on)
user.SetLuminosity(user.luminosity-2) if ((layer <= 3) || (loc != user.loc))
SetLuminosity(2) user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
return
/obj/item/weapon/lighter/equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
return return

View File

@@ -134,7 +134,7 @@
w_class = 2.0 w_class = 2.0
force = 4.0 force = 4.0
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
volume = 3 //Tiny. Real life equivalents only have 21 breaths of oxygen in them. They're EMERGENCY tanks anyway -errorage (dangercon 2011) volume = 2 //Tiny. Real life equivalents only have 21 breaths of oxygen in them. They're EMERGENCY tanks anyway -errorage (dangercon 2011)
New() New()

View File

@@ -173,26 +173,54 @@ var/global/floorIsLava = 0
/datum/player_info/var/content // text content of the information /datum/player_info/var/content // text content of the information
/datum/player_info/var/timestamp // Because this is bloody annoying /datum/player_info/var/timestamp // Because this is bloody annoying
#define PLAYER_NOTES_ENTRIES_PER_PAGE 50
/datum/admins/proc/PlayerNotes() /datum/admins/proc/PlayerNotes()
set category = "Admin" set category = "Admin"
set name = "Player Notes" set name = "Player Notes"
var/dat = "<B>Player notes</B><HR><table>"
if (!istype(src,/datum/admins)) if (!istype(src,/datum/admins))
src = usr.client.holder src = usr.client.holder
if (!istype(src,/datum/admins)) if (!istype(src,/datum/admins))
usr << "Error: you are not an admin!" usr << "Error: you are not an admin!"
return return
PlayerNotesPage(1)
/datum/admins/proc/PlayerNotesPage(page)
var/dat = "<B>Player notes</B><HR>"
var/savefile/S=new("data/player_notes.sav") var/savefile/S=new("data/player_notes.sav")
var/list/note_keys var/list/note_keys
S >> note_keys S >> note_keys
if(!note_keys) if(!note_keys)
dat += "No notes found." dat += "No notes found."
else else
dat += "<table>"
sortList(note_keys) sortList(note_keys)
for(var/t in note_keys)
// Display the notes on the current page
var/number_pages = note_keys.len / PLAYER_NOTES_ENTRIES_PER_PAGE
// Emulate ceil(why does BYOND not have ceil)
if(number_pages != round(number_pages))
number_pages = round(number_pages) + 1
var/page_index = page - 1
if(page_index < 0 || page_index >= number_pages)
return
var/lower_bound = page_index * PLAYER_NOTES_ENTRIES_PER_PAGE + 1
var/upper_bound = (page_index + 1) * PLAYER_NOTES_ENTRIES_PER_PAGE
upper_bound = min(upper_bound, note_keys.len)
for(var/index = lower_bound, index <= upper_bound, index++)
var/t = note_keys[index]
dat += "<tr><td><a href='?src=\ref[src];notes=show;ckey=[t]'>[t]</a></td></tr>" dat += "<tr><td><a href='?src=\ref[src];notes=show;ckey=[t]'>[t]</a></td></tr>"
dat += "</table>"
dat += "</table><br>"
// Display a footer to select different pages
for(var/index = 1, index <= number_pages, index++)
if(index == page)
dat += "<b>"
dat += "<a href='?src=\ref[src];notes=list;index='[index]'>[index]</a> "
if(index == page)
dat += "</b>"
usr << browse(dat, "window=player_notes;size=400x400") usr << browse(dat, "window=player_notes;size=400x400")
@@ -1123,4 +1151,4 @@ proc/move_alien_ship()
alien_ship_location = 0 alien_ship_location = 0
else else
alien_ship_location = 1 alien_ship_location = 1
return return

View File

@@ -2706,4 +2706,6 @@ var/list/admin_datums = list()
switch(href_list["notes"]) switch(href_list["notes"])
if("show") if("show")
show_player_info(ckey) show_player_info(ckey)
if("list")
PlayerNotesPage(href_list["index"])
return return

View File

@@ -4,8 +4,8 @@
icon_state = "hardhat0_yellow" icon_state = "hardhat0_yellow"
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
item_state = "hardhat0_yellow" item_state = "hardhat0_yellow"
var/brightness_on = 4 //luminosity when on brightness_on = 4 //luminosity when on
var/on = 0 light_on = 0
color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite) color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20) armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
flags_inv = 0 flags_inv = 0
@@ -15,24 +15,35 @@
if(!isturf(user.loc)) if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities. user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return return
on = !on light_on = !light_on
icon_state = "hardhat[on]_[color]" icon_state = "hardhat[light_on]_[color]"
item_state = "hardhat[on]_[color]" item_state = "hardhat[light_on]_[color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on) if((light_on) && (user.luminosity < brightness_on))
else user.SetLuminosity(user.luminosity - brightness_on) user.SetLuminosity(brightness_on)
else
user.SetLuminosity(search_light(user, src))
pickup(mob/user) pickup(mob/user)
if(on) if(light_on)
user.SetLuminosity(user.luminosity + brightness_on) if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn // user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0) SetLuminosity(0)
dropped(mob/user) dropped(mob/user)
if(on) if(light_on)
user.SetLuminosity(user.luminosity - brightness_on) if ((layer <= 3) || (loc != user.loc))
// user.UpdateLuminosity() user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on) SetLuminosity(brightness_on)
// user.UpdateLuminosity()
equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
/obj/item/clothing/head/hardhat/orange /obj/item/clothing/head/hardhat/orange

View File

@@ -122,32 +122,42 @@
color = "pumpkin" color = "pumpkin"
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR flags = FPRINT | TABLEPASS | HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
var/brightness_on = 2 //luminosity when on brightness_on = 2 //luminosity when on
var/on = 0 light_on = 0
attack_self(mob/user) attack_self(mob/user)
if(!isturf(user.loc)) if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities. user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return return
on = !on light_on = !light_on
icon_state = "hardhat[on]_[color]" icon_state = "hardhat[light_on]_[color]"
item_state = "hardhat[on]_[color]" item_state = "hardhat[light_on]_[color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on) if((light_on) && (user.luminosity < brightness_on))
else user.SetLuminosity(user.luminosity - brightness_on) user.SetLuminosity(brightness_on)
else
user.SetLuminosity(search_light(user, src))
pickup(mob/user) pickup(mob/user)
if(on) if(light_on)
user.SetLuminosity(user.luminosity + brightness_on) if (user.luminosity < brightness_on)
// user.UpdateLuminosity() user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0) SetLuminosity(0)
dropped(mob/user) dropped(mob/user)
if(on) if(light_on)
user.SetLuminosity(user.luminosity - brightness_on) if ((layer <= 3) || (loc != user.loc))
// user.UpdateLuminosity() user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on) SetLuminosity(brightness_on)
// user.UpdateLuminosity()
equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
/* /*
* Kitty ears * Kitty ears
*/ */

View File

@@ -6,8 +6,8 @@
item_state = "eng_helm" item_state = "eng_helm"
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 100) armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 100)
allowed = list(/obj/item/device/flashlight) allowed = list(/obj/item/device/flashlight)
var/brightness_on = 4 //luminosity when on brightness_on = 4 //luminosity when on
var/on = 0 light_on = 0
color = "engineering" //Determines used sprites: rig[on]-[color] and rig[on]-[color]2 (lying down sprite) color = "engineering" //Determines used sprites: rig[on]-[color] and rig[on]-[color]2 (lying down sprite)
icon_action_button = "action_hardhat" icon_action_button = "action_hardhat"
heat_protection = HEAD heat_protection = HEAD
@@ -17,24 +17,35 @@
if(!isturf(user.loc)) if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities. user << "You cannot turn the light on while in this [user.loc]" //To prevent some lighting anomalities.
return return
on = !on light_on = !light_on
icon_state = "rig[on]-[color]" icon_state = "rig[light_on]-[color]"
// item_state = "rig[on]-[color]" // item_state = "rig[on]-[color]"
if(on) user.SetLuminosity(user.luminosity + brightness_on) if((light_on) && (user.luminosity < brightness_on))
else user.SetLuminosity(user.luminosity - brightness_on) user.SetLuminosity(brightness_on)
else
user.SetLuminosity(search_light(user, src))
pickup(mob/user) pickup(mob/user)
if(on) if(light_on)
user.SetLuminosity(user.luminosity + brightness_on) if (user.luminosity < brightness_on)
// user.UpdateLuminosity() user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0) SetLuminosity(0)
dropped(mob/user) dropped(mob/user)
if(on) if(light_on)
user.SetLuminosity(user.luminosity - brightness_on) if ((layer <= 3) || (loc != user.loc))
// user.UpdateLuminosity() user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on) SetLuminosity(brightness_on)
// user.UpdateLuminosity()
equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
/obj/item/clothing/suit/space/rig /obj/item/clothing/suit/space/rig
name = "engineering hardsuit" name = "engineering hardsuit"

View File

@@ -421,19 +421,19 @@
if(!item) return //Grab processing has a chance of returning null if(!item) return //Grab processing has a chance of returning null
item.layer = initial(item.layer)
u_equip(item) u_equip(item)
update_icons() update_icons()
if(src.client) //if(src.client)
src.client.screen -= item //src.client.screen -= item
item.loc = src.loc //item.loc = src.loc
if(istype(item, /obj/item)) //if(istype(item, /obj/item))
item:dropped(src) // let it know it's been dropped //item:dropped(src) // let it know it's been dropped
//actually throw it! //actually throw it!
if (item) if (item)
item.layer = initial(item.layer)
src.visible_message("\red [src] has thrown [item].") src.visible_message("\red [src] has thrown [item].")
if(!src.lastarea) if(!src.lastarea)

View File

@@ -159,9 +159,8 @@
client.screen -= W client.screen -= W
W.loc = loc W.loc = loc
W.dropped(src) W.dropped(src)
if(W) //if(W)
W.layer = initial(W.layer) //W.layer = initial(W.layer)
update_action_buttons() update_action_buttons()
return 1 return 1
@@ -592,7 +591,15 @@ It can still be worn/put on as normal.
target.internals.icon_state = "internal1" target.internals.icon_state = "internal1"
if(slot_to_process) if(slot_to_process)
if(strip_item) //Stripping an item from the mob if(strip_item) //Stripping an item from the mob
target.u_equip(strip_item) var/obj/item/W = strip_item
target.u_equip(W)
if (target.client)
target.client.screen -= W
if (W)
W.loc = target.loc
W.layer = initial(W.layer)
W.dropped(target)
W.add_fingerprint(source)
if(slot_to_process == slot_l_store) //pockets! Needs to process the other one too. Snowflake code, wooo! It's not like anyone will rewrite this anytime soon. If I'm wrong then... CONGRATULATIONS! ;) if(slot_to_process == slot_l_store) //pockets! Needs to process the other one too. Snowflake code, wooo! It's not like anyone will rewrite this anytime soon. If I'm wrong then... CONGRATULATIONS! ;)
if(target.r_store) if(target.r_store)
target.u_equip(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store. target.u_equip(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store.
@@ -601,6 +608,7 @@ It can still be worn/put on as normal.
if(item.mob_can_equip(target, slot_to_process, 0)) if(item.mob_can_equip(target, slot_to_process, 0))
source.u_equip(item) source.u_equip(item)
target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1) target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1)
item.dropped(source)
source.update_icons() source.update_icons()
target.update_icons() target.update_icons()

View File

@@ -140,7 +140,7 @@
if(D.data["donor"] == src) if(D.data["donor"] == src)
B = D B = D
break break
var/datum/reagent/nutriment/F = locate() in vessel.reagent_list var/datum/reagent/nutriment/F = locate() in reagents.reagent_list
if(F != null) if(F != null)
if(F.volume >= 1) if(F.volume >= 1)
// nutriment speeds it up quite a bit // nutriment speeds it up quite a bit

View File

@@ -102,8 +102,8 @@
target.client.screen -= W target.client.screen -= W
if (W) if (W)
W.loc = target.loc W.loc = target.loc
W.dropped(target)
W.layer = initial(W.layer) W.layer = initial(W.layer)
W.dropped(target)
W.add_fingerprint(source) W.add_fingerprint(source)
else else
if (istype(item, /obj/item)) if (istype(item, /obj/item))
@@ -112,6 +112,8 @@
item.layer = 20 item.layer = 20
target.l_hand = item target.l_hand = item
item.loc = target item.loc = target
item.dropped(source)
item.equipped(target,target.l_hand)
if("r_hand") if("r_hand")
if (target.r_hand) if (target.r_hand)
var/obj/item/W = target.r_hand var/obj/item/W = target.r_hand
@@ -120,8 +122,8 @@
target.client.screen -= W target.client.screen -= W
if (W) if (W)
W.loc = target.loc W.loc = target.loc
W.dropped(target)
W.layer = initial(W.layer) W.layer = initial(W.layer)
W.dropped(target)
W.add_fingerprint(source) W.add_fingerprint(source)
else else
if (istype(item, /obj/item)) if (istype(item, /obj/item))
@@ -130,6 +132,8 @@
item.layer = 20 item.layer = 20
target.r_hand = item target.r_hand = item
item.loc = target item.loc = target
item.dropped(source)
item.equipped(target,target.r_hand)
if("back") if("back")
if (target.back) if (target.back)
var/obj/item/W = target.back var/obj/item/W = target.back

View File

@@ -0,0 +1,122 @@
// A special tray for the service droid. Allow droid to pick up and drop items as if they were using the tray normally
// Click on table to unload, click on item to load. Otherwise works identically to a tray.
// Unlike the base item "tray", robotrays ONLY pick up food, drinks and condiments.
/obj/item/weapon/tray/robotray
name = "RoboTray"
desc = "An autoloading tray specialized for carrying refreshments."
/obj/item/weapon/tray/robotray/afterattack(atom/target, mob/user as mob)
if ( !target )
return
// pick up items, mostly copied from base tray pickup proc
// see code\game\objects\items\weapons\kitchen.dm line 241
if ( istype(target,/obj/item))
if ( !isturf(target.loc) ) // Don't load up stuff if it's inside a container or mob!
return
var turf/pickup = target.loc
var addedSomething = 0
for(var/obj/item/weapon/reagent_containers/food/I in pickup)
if( I != src && !I.anchored && !istype(I, /obj/item/clothing/under) && !istype(I, /obj/item/clothing/suit) && !istype(I, /obj/item/projectile) )
var/add = 0
if(I.w_class == 1.0)
add = 1
else if(I.w_class == 2.0)
add = 3
else
add = 5
if(calc_carry() + add >= max_carry)
break
I.loc = src
carrying.Add(I)
overlays += image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = 30 + I.layer)
addedSomething = 1
if ( addedSomething )
user.visible_message("\blue [user] load some items onto their service tray.")
return
// Unloads the tray, copied from base item's proc dropped() and altered
// see code\game\objects\items\weapons\kitchen.dm line 263
if ( isturf(target) || istype(target,/obj/structure/table) )
var foundtable = istype(target,/obj/structure/table/)
if ( !foundtable ) //it must be a turf!
for(var/obj/structure/table/T in target)
foundtable = 1
break
var turf/dropspot
if ( !foundtable ) // don't unload things onto walls or other silly places.
dropspot = user.loc
else if ( isturf(target) ) // they clicked on a turf with a table in it
dropspot = target
else // they clicked on a table
dropspot = target.loc
overlays = null
var droppedSomething = 0
for(var/obj/item/I in carrying)
I.loc = dropspot
carrying.Remove(I)
droppedSomething = 1
if(!foundtable && isturf(dropspot))
// if no table, presume that the person just shittily dropped the tray on the ground and made a mess everywhere!
spawn()
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
if ( droppedSomething )
if ( foundtable )
user.visible_message("\blue [user] unloads their service tray.")
else
user.visible_message("\blue [user] drops all the items on their tray.")
return ..()
// A special pen for service droids. Can be toggled to switch between normal writting mode, and paper rename mode
// Allows service droids to rename paper items.
/obj/item/weapon/pen/robopen
desc = "A black ink printing attachment with a paper naming mode."
name = "Printing Pen"
var/mode = 1
/obj/item/weapon/pen/robopen/attack_self(mob/user as mob)
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
if (mode == 1)
mode = 2
user << "Changed printing mode to 'Rename Paper'"
return
if (mode == 2)
mode = 1
user << "Changed printing mode to 'Write Paper'"
// Copied over from paper's rename verb
// see code\modules\paperwork\paper.dm line 62
/obj/item/weapon/pen/robopen/proc/RenamePaper(mob/user as mob,obj/paper as obj)
if ( !user || !paper )
return
var/n_name = input(user, "What would you like to label the paper?", "Paper Labelling", null) as text
if ( !user || !paper )
return
n_name = copytext(n_name, 1, 32)
if(( get_dist(user,paper) <= 1 && user.stat == 0))
paper.name = "paper[(n_name ? text("- '[n_name]'") : null)]"
add_fingerprint(user)
return

View File

@@ -170,7 +170,7 @@
..() ..()
src.modules += new /obj/item/weapon/reagent_containers/food/drinks/beer(src) src.modules += new /obj/item/weapon/reagent_containers/food/drinks/beer(src)
src.modules += new /obj/item/weapon/reagent_containers/food/condiment/enzyme(src) src.modules += new /obj/item/weapon/reagent_containers/food/condiment/enzyme(src)
src.modules += new /obj/item/weapon/pen(src) src.modules += new /obj/item/weapon/pen/robopen(src)
var/obj/item/weapon/rsf/M = new /obj/item/weapon/rsf(src) var/obj/item/weapon/rsf/M = new /obj/item/weapon/rsf(src)
M.matter = 30 M.matter = 30
@@ -179,10 +179,10 @@
src.modules += new /obj/item/weapon/reagent_containers/robodropper(src) src.modules += new /obj/item/weapon/reagent_containers/robodropper(src)
var/obj/item/weapon/lighter/zippo/L = new /obj/item/weapon/lighter/zippo(src) var/obj/item/weapon/lighter/zippo/L = new /obj/item/weapon/lighter/zippo(src)
L.lit = 1 L.light_on = 1
src.modules += L src.modules += L
src.modules += new /obj/item/weapon/tray(src) src.modules += new /obj/item/weapon/tray/robotray(src)
src.modules += new /obj/item/weapon/reagent_containers/food/drinks/shaker(src) src.modules += new /obj/item/weapon/reagent_containers/food/drinks/shaker(src)
src.emag = new /obj/item/weapon/reagent_containers/food/drinks/beer(src) src.emag = new /obj/item/weapon/reagent_containers/food/drinks/beer(src)

View File

@@ -264,7 +264,10 @@
clown = 1 clown = 1
if(istype(P, /obj/item/weapon/pen) || istype(P, /obj/item/toy/crayon)) if(istype(P, /obj/item/weapon/pen) || istype(P, /obj/item/toy/crayon))
user << browse("<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[info_links][stamps]</BODY></HTML>", "window=[name]") if ( istype(P, /obj/item/weapon/pen/robopen) && P:mode == 2 )
P:RenamePaper(user,src)
else
user << browse("<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[info_links][stamps]</BODY></HTML>", "window=[name]")
//openhelp(user) //openhelp(user)
return return
else if(istype(P, /obj/item/weapon/stamp)) else if(istype(P, /obj/item/weapon/stamp))

View File

@@ -87,19 +87,19 @@
visible_message("\red [A.name] is hit by the [src.name] in the [def_zone]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter visible_message("\red [A.name] is hit by the [src.name] in the [def_zone]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
if(istype(firer, /mob)) if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>" M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>" firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>") log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]</font>")
log_admin("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") log_admin("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]")
msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG msg_admin_attack("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src.type]") //BS12 EDIT ALG
else else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>" M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>") log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src.type]</font>")
log_admin("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") log_admin("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]")
msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src.type]") //BS12 EDIT ALG
spawn(0) spawn(0)
if(A) if(A)

View File

@@ -93,15 +93,27 @@
user << "\red [target] is full." user << "\red [target] is full."
return return
var/datum/reagent/refill
var/datum/reagent/refillName
if(isrobot(user))
refill = reagents.get_master_reagent_id()
refillName = reagents.get_master_reagent_name()
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this) var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]." user << "\blue You transfer [trans] units of the solution to [target]."
if(isrobot(user)) //Cyborg modules that include drinks automatically refill themselves, but drain the borg's cell if(isrobot(user)) //Cyborg modules that include drinks automatically refill themselves, but drain the borg's cell
var/mob/living/silicon/robot/bro = user var/mob/living/silicon/robot/bro = user
bro.cell.use(30) var/chargeAmount = max(30,4*trans)
var/refill = reagents.get_master_reagent_id() bro.cell.use(chargeAmount)
spawn(600) user << "Now synthesizing [trans] units of [refillName]..."
spawn(300)
reagents.add_reagent(refill, trans) reagents.add_reagent(refill, trans)
user << "Cyborg [src] refilled."
return return

View File

@@ -216,8 +216,8 @@
seed = "/obj/item/seeds/glowberryseed" seed = "/obj/item/seeds/glowberryseed"
name = "bunch of glow-berries" name = "bunch of glow-berries"
desc = "Nutritious!" desc = "Nutritious!"
var/on = 1 light_on = 1
var/brightness_on = 2 //luminosity when on brightness_on = 2 //luminosity when on
icon_state = "glowberrypile" icon_state = "glowberrypile"
New() New()
..() ..()

View File

@@ -534,7 +534,7 @@ var/list/liftable_structures = list(\
#define INVISIBILITY_MAXIMUM 100 #define INVISIBILITY_MAXIMUM 100
//Object specific defines //Object specific defines
#define CANDLE_LUM 3 //For how bright candles are //#define CANDLE_LUM 3 //For how bright candles are //Why is this here? Moved to candle.dm (brightness_on) -SweeperM
//Some mob defines below //Some mob defines below

View File

@@ -784,7 +784,7 @@
"apd" = (/turf/simulated/floor/carpet,/area/security/detectives_office) "apd" = (/turf/simulated/floor/carpet,/area/security/detectives_office)
"ape" = (/obj/structure/table/woodentable,/obj/item/weapon/cigpacket,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/item/clothing/glasses/sunglasses,/turf/simulated/floor/carpet,/area/security/detectives_office) "ape" = (/obj/structure/table/woodentable,/obj/item/weapon/cigpacket,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/item/clothing/glasses/sunglasses,/turf/simulated/floor/carpet,/area/security/detectives_office)
"apf" = (/obj/structure/table/woodentable,/obj/item/weapon/paper_bin{pixel_x = -3; pixel_y = 7},/obj/item/weapon/pen,/turf/simulated/floor/carpet,/area/security/detectives_office) "apf" = (/obj/structure/table/woodentable,/obj/item/weapon/paper_bin{pixel_x = -3; pixel_y = 7},/obj/item/weapon/pen,/turf/simulated/floor/carpet,/area/security/detectives_office)
"apg" = (/obj/structure/table/woodentable,/obj/item/device/flashlight/lamp/green{on = 0; pixel_x = -3; pixel_y = 8},/obj/item/weapon/book/manual/security_space_law,/turf/simulated/floor{icon_state = "grimy"},/area/security/detectives_office) "apg" = (/obj/structure/table/woodentable,/obj/item/device/flashlight/lamp/green{light_on = 0; pixel_x = -3; pixel_y = 8},/obj/item/weapon/book/manual/security_space_law,/turf/simulated/floor{icon_state = "grimy"},/area/security/detectives_office)
"aph" = (/obj/machinery/light{icon_state = "tube1"; dir = 8},/obj/machinery/requests_console{department = "Law office"; pixel_x = -32; pixel_y = 0},/turf/simulated/floor/wood,/area/lawoffice) "aph" = (/obj/machinery/light{icon_state = "tube1"; dir = 8},/obj/machinery/requests_console{department = "Law office"; pixel_x = -32; pixel_y = 0},/turf/simulated/floor/wood,/area/lawoffice)
"api" = (/obj/structure/stool/bed/chair{dir = 4},/turf/simulated/floor/wood,/area/lawoffice) "api" = (/obj/structure/stool/bed/chair{dir = 4},/turf/simulated/floor/wood,/area/lawoffice)
"apj" = (/obj/structure/table/woodentable,/obj/item/weapon/book/manual/security_space_law,/obj/item/weapon/book/manual/security_space_law,/obj/item/weapon/pen/red,/turf/simulated/floor/wood,/area/lawoffice) "apj" = (/obj/structure/table/woodentable,/obj/item/weapon/book/manual/security_space_law,/obj/item/weapon/book/manual/security_space_law,/obj/item/weapon/pen/red,/turf/simulated/floor/wood,/area/lawoffice)