More file structure stuff!

Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.

There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.

Next up: Finish the files in the weapon folder, then start moving defines down.


My god I hope I havent broken everything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-08-26 03:32:58 +00:00
parent d36387607f
commit 28aabc9810
41 changed files with 1752 additions and 1833 deletions

View File

@@ -142,199 +142,6 @@
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
var/locked[] = list()
/obj/effect/sign/map
desc = "A framed picture of the station."
name = "station map"
icon = 'icons/obj/decals.dmi'
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/map/left
icon_state = "map-left"
/obj/effect/sign/map/right
icon_state = "map-right"
/obj/effect/sign/securearea
desc = "A warning sign which reads 'SECURE AREA'. This obviously applies to a nun-Clown."
name = "SECURE AREA"
icon = 'icons/obj/decals.dmi'
icon_state = "securearea"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/biohazard
desc = "A warning sign which reads 'BIOHAZARD'"
name = "BIOHAZARD"
icon = 'icons/obj/decals.dmi'
icon_state = "bio"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/electricshock
desc = "A warning sign which reads 'HIGH VOLTAGE'"
name = "HIGH VOLTAGE"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/examroom
desc = "A guidance sign which reads 'EXAM ROOM'"
name = "EXAM"
icon = 'icons/obj/decals.dmi'
icon_state = "examroom"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/vacuum
desc = "A warning sign which reads 'HARD VACUUM AHEAD'"
name = "HARD VACUUM AHEAD"
icon = 'icons/obj/decals.dmi'
icon_state = "space"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/deathsposal
desc = "A warning sign which reads 'DISPOSAL LEADS TO SPACE'"
name = "DISPOSAL LEADS TO SPACE"
icon = 'icons/obj/decals.dmi'
icon_state = "deathsposal"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/pods
desc = "A warning sign which reads 'ESCAPE PODS'"
name = "ESCAPE PODS"
icon = 'icons/obj/decals.dmi'
icon_state = "pods"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/fire
desc = "A warning sign which reads 'DANGER: FIRE'"
name = "DANGER: FIRE"
icon = 'icons/obj/decals.dmi'
icon_state = "fire"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/nosmoking_1
desc = "A warning sign which reads 'NO SMOKING'"
name = "NO SMOKING"
icon = 'icons/obj/decals.dmi'
icon_state = "nosmoking"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/nosmoking_2
desc = "A warning sign which reads 'NO SMOKING'"
name = "NO SMOKING"
icon = 'icons/obj/decals.dmi'
icon_state = "nosmoking2"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/redcross
desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here.'"
name = "Med-Bay"
icon = 'icons/obj/decals.dmi'
icon_state = "redcross"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/goldenplaque
desc = "To be Robust is not an action or a way of life, but a mental state. Only those with the force of Will strong enough to act during a crisis, saving friend from foe, are truly Robust. Stay Robust my friends."
name = "The Most Robust Men Award for Robustness"
icon = 'icons/obj/decals.dmi'
icon_state = "goldenplaque"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/atmosplaque
desc = "This plaque commemorates the fall of the Atmos FEA division. For all the charred, dizzy, and brittle men who have died in its hands."
name = "FEA Atmospherics Division"
icon = 'icons/obj/decals.dmi'
icon_state = "atmosplaque"
anchored = 1.0
opacity = 0
density = 0
/*/obj/item/weapon/plaque_assembly //commenting this out until there's a better rework
desc = "Put this on a wall and engrave an epitaph"
name = "Plaque Assembly"
icon = 'icons/obj/decals.dmi'
icon_state = "goldenplaque"
/obj/item/weapon/plaque_assembly/afterattack(atom/A as mob|obj|turf|area, mob/user as mob)
if(istype(A,/turf/simulated/wall) || istype(A,/turf/simulated/shuttle/wall) || istype(A,/turf/unsimulated/wall))
var/epitaph = input("What would you like to engrave", null)
if(epitaph)
var/obj/effect/sign/goldenplaque/gp = new/obj/effect/sign/goldenplaque(A)
gp.name = epitaph
gp.layer = 2.9
del(src)*/
/obj/effect/sign/maltesefalcon1 //The sign is 64x32, so it needs two tiles. ;3
desc = "The Maltese Falcon, Space Bar and Grill."
name = "The Maltese Falcon"
icon = 'icons/obj/decals.dmi'
icon_state = "maltesefalcon1"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/maltesefalcon2
desc = "The Maltese Falcon, Space Bar and Grill."
name = "The Maltese Falcon"
icon = 'icons/obj/decals.dmi'
icon_state = "maltesefalcon2"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/science//These 3 have multiple types, just var-edit the icon_state to whatever one you want on the map
desc = "A warning sign which reads 'SCIENCE!'"
name = "SCIENCE!"
icon = 'icons/obj/decals.dmi'
icon_state = "science1"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/chemistry
desc = "A warning sign which reads 'CHEMISTY'"
name = "CHEMISTRY"
icon = 'icons/obj/decals.dmi'
icon_state = "chemistry1"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/botany
desc = "A warning sign which reads 'HYDROPONICS'"
name = "HYDROPONICS"
icon = 'icons/obj/decals.dmi'
icon_state = "hydro1"
anchored = 1.0
opacity = 0
density = 0
/obj/hud
name = "hud"
unacidable = 1
@@ -357,263 +164,7 @@
var/h_type = /obj/screen //this is like...the most pointless thing ever. Use a god damn define!
/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/abstract = 0
var/force = 0
var/item_state = null
var/damtype = "brute"
var/r_speed = 1.0
var/health = null
var/burn_point = null
var/burning = null
var/hitsound = null
var/w_class = 3.0
flags = FPRINT | TABLEPASS
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
pass_flags = PASSTABLE
pressure_resistance = 50
// causeerrorheresoifixthis
var/obj/item/master = null
var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags
var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags
var/icon_action_button //If this is set, The item will make an action button on the player's HUD when picked up. The button will have the icon_action_button sprite from the screen1_action.dmi file.
var/action_button_name //This is the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. Note that icon_action_button needs to be set in order for the action button to appear.
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
var/color = null
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
var/permeability_coefficient = 1 // for chemicals/diseases
var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/list/allowed = null //suit storage stuff.
var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
//the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
//Set disable_warning to 1 if you wish it to not give you outputs.
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)
if(!slot) return 0
if(!M) return 0
if(ishuman(M))
//START HUMAN
var/mob/living/carbon/human/H = M
if(FAT in H.mutations)
if(!(flags & ONESIZEFITSALL))
if(!disable_warning)
H << "\red You're too fat to wear the [name]."
return 0
switch(slot)
if(slot_l_hand)
if(H.l_hand)
return 0
return 1
if(slot_r_hand)
if(H.r_hand)
return 0
return 1
if(slot_wear_mask)
if(H.wear_mask)
return 0
if( !(slot_flags & SLOT_MASK) )
return 0
return 1
if(slot_back)
if(H.back)
return 0
if( !(slot_flags & SLOT_BACK) )
return 0
return 1
if(slot_wear_suit)
if(H.wear_suit)
return 0
if( !(slot_flags & SLOT_OCLOTHING) )
return 0
return 1
if(slot_gloves)
if(H.gloves)
return 0
if( !(slot_flags & SLOT_GLOVES) )
return 0
return 1
if(slot_shoes)
if(H.shoes)
return 0
if( !(slot_flags & SLOT_FEET) )
return 0
return 1
if(slot_belt)
if(H.belt)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if( !(slot_flags & SLOT_BELT) )
return
return 1
if(slot_glasses)
if(H.glasses)
return 0
if( !(slot_flags & SLOT_EYES) )
return 0
return 1
if(slot_head)
if(H.head)
return 0
if( !(slot_flags & SLOT_HEAD) )
return 0
return 1
if(slot_ears)
if(H.ears)
return 0
if( !(slot_flags & SLOT_EARS) )
return 0
return 1
if(slot_w_uniform)
if(H.w_uniform)
return 0
if( !(slot_flags & SLOT_ICLOTHING) )
return 0
return 1
if(slot_wear_id)
if(H.wear_id)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if( !(slot_flags & SLOT_ID) )
return 0
return 1
if(slot_l_store)
if(H.l_store)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if(slot_flags & SLOT_DENYPOCKET)
return
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
return 1
if(slot_r_store)
if(H.r_store)
return 0
if(!H.w_uniform)
if(!disable_warning)
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if(slot_flags & SLOT_DENYPOCKET)
return 0
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
return 1
return 0
if(slot_s_store)
if(H.s_store)
return 0
if(!H.wear_suit)
if(!disable_warning)
H << "\red You need a suit before you can attach this [name]."
return 0
if(!H.wear_suit.allowed)
if(!disable_warning)
usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
return 0
if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) )
return 1
return 0
if(slot_handcuffed)
if(H.handcuffed)
return 0
if(!istype(src, /obj/item/weapon/handcuffs))
return 0
return 1
if(slot_legcuffed)
if(H.legcuffed)
return 0
if(!istype(src, /obj/item/weapon/legcuffs))
return 0
return 1
if(slot_in_backpack)
if (H.back && istype(H.back, /obj/item/weapon/storage/backpack))
var/obj/item/weapon/storage/backpack/B = H.back
if(B.contents.len < B.storage_slots && w_class <= B.max_w_class)
return 1
return 0
return 0 //Unsupported slot
//END HUMAN
else if(ismonkey(M))
//START MONKEY
var/mob/living/carbon/monkey/MO = M
switch(slot)
if(slot_l_hand)
if(MO.l_hand)
return 0
return 1
if(slot_r_hand)
if(MO.r_hand)
return 0
return 1
if(slot_wear_mask)
if(MO.wear_mask)
return 0
if( !(slot_flags & SLOT_MASK) )
return 0
return 1
if(slot_back)
if(MO.back)
return 0
if( !(slot_flags & SLOT_BACK) )
return 0
return 1
return 0 //Unsupported slot
//END MONKEY
/obj/item/verb/verb_pickup()
set src in oview(1)
set category = "Object"
set name = "Pick up"
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(src, usr))
return
if(ishuman(usr))
if(usr.get_active_hand() == null)
src.Click() // Let me know if this has any problems -Giacom
/*
if(usr.get_active_hand() == null)
src.attack_hand(usr)
else
usr << "\red You already have something in your hand."
*/
else
usr << "\red This mob type can't use this verb."
//This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi
//The default action is attack_self().
//Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob.
/obj/item/proc/ui_action_click()
if( src in usr )
attack_self(usr)
/obj/item/device
icon = 'icons/obj/device.dmi'

View File

@@ -664,41 +664,18 @@
item_state = "card-id"
w_class = 1.0
//TODO: Figure out wtf this is and possibly remove it -Nodrak
/obj/item/weapon/dummy
name = "dummy"
invisibility = 101.0
anchored = 1.0
flags = TABLEPASS
/obj/item/weapon/extinguisher
name = "fire extinguisher"
desc = "A traditional red fire extinguisher."
icon = 'icons/obj/items.dmi'
icon_state = "fire_extinguisher0"
var/last_use = 1.0
var/safety = 1
hitsound = 'sound/weapons/smash.ogg'
flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
throwforce = 10
w_class = 3.0
throw_speed = 2
throw_range = 10
force = 10.0
item_state = "fire_extinguisher"
m_amt = 90
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
/obj/item/weapon/dummy/ex_act()
return
/obj/item/weapon/extinguisher/mini
name = "fire extinguisher"
desc = "A light and compact fibreglass-framed model fire extinguisher."
icon_state = "miniFE0"
hitsound = null //it is much lighter, after all.
flags = FPRINT | USEDELAY | TABLEPASS
throwforce = 2
w_class = 2.0
force = 3.0
item_state = "miniFE"
m_amt = 0
/obj/item/weapon/dummy/blob_act()
return
/obj/item/weapon/f_card
name = "finger print card"

View File

@@ -57,6 +57,13 @@ proc/isemptylist(list/list)
return 1
return 0
//Checks for specific types in a list
/proc/is_type_in_list(var/atom/A, var/list/L)
for(var/type in L)
if(istype(A, type))
return 1
return 0
//Empties the list by setting the length to 0. Hopefully the elements get garbage collected
proc/clearlist(list/list)
if(istype(list))

View File

@@ -199,6 +199,50 @@ proc/tg_list2text(list/list, glue=",")
file = file(file_path)
return dd_text2list(file2text(file), separator)
//Turns a direction into text
/proc/dir2text(direction)
switch(direction)
if(1.0)
return "north"
if(2.0)
return "south"
if(4.0)
return "east"
if(8.0)
return "west"
if(5.0)
return "northeast"
if(6.0)
return "southeast"
if(9.0)
return "northwest"
if(10.0)
return "southwest"
else
return
//Turns text into proper directions
/proc/text2dir(direction)
switch(uppertext(direction))
if("NORTH")
return 1
if("SOUTH")
return 2
if("EAST")
return 4
if("WEST")
return 8
if("NORTHEAST")
return 5
if("NORTHWEST")
return 9
if("SOUTHEAST")
return 6
if("SOUTHWEST")
return 10
else
return
//Converts an angle (degrees) into an ss13 direction
/proc/angle2dir(var/degree)
degree = ((degree+22.5)%365)

View File

@@ -1160,11 +1160,133 @@ proc/get_mob_with_client_list()
mobs += M
return mobs
/atom/proc/transfer_fingerprints_to(var/atom/A)
if(!istype(A.fingerprints,/list))
A.fingerprints = list()
if(!istype(A.fingerprintshidden,/list))
A.fingerprintshidden = list()
A.fingerprints |= fingerprints //detective
A.fingerprintshidden |= fingerprintshidden //admin
A.fingerprintslast = fingerprintslast
/proc/parse_zone(zone)
if(zone == "r_hand") return "right hand"
else if (zone == "l_hand") return "left hand"
else if (zone == "l_arm") return "left arm"
else if (zone == "r_arm") return "right arm"
else if (zone == "l_leg") return "left leg"
else if (zone == "r_leg") return "right leg"
else if (zone == "l_foot") return "left foot"
else if (zone == "r_foot") return "right foot"
else return zone
/proc/get_turf(turf/location)
while(location)
if(isturf(location))
return location
location = location.loc
return null
/proc/get_turf_or_move(turf/location)
return get_turf(location)
//Quick type checks for some tools
var/global/list/common_tools = list(
/obj/item/weapon/cable_coil,
/obj/item/weapon/wrench,
/obj/item/weapon/weldingtool,
/obj/item/weapon/screwdriver,
/obj/item/weapon/wirecutters,
/obj/item/device/multitool,
/obj/item/weapon/crowbar)
/proc/istool(O)
if(O && is_type_in_list(O, common_tools))
return 1
return 0
/proc/iswrench(O)
if(istype(O, /obj/item/weapon/wrench))
return 1
return 0
/proc/iswelder(O)
if(istype(O, /obj/item/weapon/weldingtool))
return 1
return 0
/proc/iscoil(O)
if(istype(O, /obj/item/weapon/cable_coil))
return 1
return 0
/proc/iswirecutter(O)
if(istype(O, /obj/item/weapon/wirecutters))
return 1
return 0
/proc/isscrewdriver(O)
if(istype(O, /obj/item/weapon/screwdriver))
return 1
return 0
/proc/ismultitool(O)
if(istype(O, /obj/item/device/multitool))
return 1
return 0
/proc/iscrowbar(O)
if(istype(O, /obj/item/weapon/crowbar))
return 1
return 0
proc/is_hot(obj/item/W as obj)
switch(W.type)
if(/obj/item/weapon/weldingtool)
var/obj/item/weapon/weldingtool/WT = W
if(WT.isOn())
return 3800
else
return 0
if(/obj/item/weapon/lighter)
if(W:lit)
return 1500
else
return 0
if(/obj/item/weapon/match)
if(W:lit)
return 1000
else
return 0
if(/obj/item/clothing/mask/cigarette)
if(W:lit)
return 1000
else
return 0
if(/obj/item/weapon/pickaxe/plasmacutter)
return 3800
if(/obj/item/weapon/melee/energy)
return 3500
else
return 0
return 0
//Is this even used for anything besides balloons? Yes I took out the W:lit stuff because : really shouldnt be used.
/proc/is_sharp(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT?
return ( \
istype(W, /obj/item/weapon/screwdriver) || \
istype(W, /obj/item/weapon/pen) || \
istype(W, /obj/item/weapon/weldingtool) || \
istype(W, /obj/item/weapon/lighter/zippo) || \
istype(W, /obj/item/weapon/match) || \
istype(W, /obj/item/clothing/mask/cigarette) || \
istype(W, /obj/item/weapon/wirecutters) || \
istype(W, /obj/item/weapon/circular_saw) || \
istype(W, /obj/item/weapon/melee/energy/sword) || \
istype(W, /obj/item/weapon/melee/energy/blade) || \
istype(W, /obj/item/weapon/shovel) || \
istype(W, /obj/item/weapon/kitchenknife) || \
istype(W, /obj/item/weapon/butch) || \
istype(W, /obj/item/weapon/scalpel) || \
istype(W, /obj/item/weapon/kitchen/utensil/knife) || \
istype(W, /obj/item/weapon/shard) || \
istype(W, /obj/item/weapon/broken_bottle) || \
istype(W, /obj/item/weapon/reagent_containers/syringe) || \
istype(W, /obj/item/weapon/kitchen/utensil/fork) && W.icon_state != "forkloaded" || \
istype(W, /obj/item/weapon/twohanded/fireaxe) \
)

View File

@@ -38,6 +38,16 @@
proc/return_siding_icon_state() //used for grass floors, which have siding.
return 0
/turf/Entered(atom/A as mob|obj)
..()
if ((A && A.density && !( istype(A, /obj/effect/beam) )))
for(var/obj/effect/beam/i_beam/I in src)
spawn( 0 )
if (I)
I.hit()
return
return
/turf/space
icon = 'icons/turf/space.dmi'
name = "\proper space"

View File

@@ -1,6 +1,41 @@
//Movable atoms
/atom/movable
var/mob/pulledby = null
/atom/movable/verb/pull()
set name = "Pull"
set category = "IC"
set src in oview(1)
usr.start_pulling(src)
return
//All atoms
/atom/verb/examine()
set name = "Examine"
set category = "IC"
set src in oview(12) //make it work from farther away
if (!( usr ))
return
usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
usr << desc
// *****RM
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
return
/atom/proc/MouseDrop_T()
return
/atom/proc/relaymove()
return
/atom/proc/ex_act()
return
/atom/proc/blob_act()
return
/atom/proc/attack_hand(mob/user as mob)
return
@@ -32,7 +67,6 @@
src.attack_paw(user)
return
// for metroids
/atom/proc/attack_metroid(mob/user as mob)
return
@@ -166,6 +200,17 @@
del(fingerprints)
return
/atom/proc/transfer_fingerprints_to(var/atom/A)
if(!istype(A.fingerprints,/list))
A.fingerprints = list()
if(!istype(A.fingerprintshidden,/list))
A.fingerprintshidden = list()
A.fingerprints |= fingerprints //detective
A.fingerprintshidden |= fingerprintshidden //admin
A.fingerprintslast = fingerprintslast
//returns 1 if made bloody, returns 0 otherwise
/atom/proc/add_blood(mob/living/carbon/human/M as mob)
if (!( istype(M, /mob/living/carbon/human) ))

View File

@@ -63,40 +63,3 @@
gib.streak(directions)
del(src)
/obj/effect/gibspawner
generic
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(2,2,1)
New()
gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
..()
human
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up,/obj/effect/decal/cleanable/blood/gibs/down,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs/body,/obj/effect/decal/cleanable/blood/gibs/limb,/obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(1,1,1,1,1,1,1)
New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
gibamounts[6] = pick(0,1,2)
..()
xeno
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/up,/obj/effect/decal/cleanable/xenoblood/xgibs/down,/obj/effect/decal/cleanable/xenoblood/xgibs,/obj/effect/decal/cleanable/xenoblood/xgibs,/obj/effect/decal/cleanable/xenoblood/xgibs/body,/obj/effect/decal/cleanable/xenoblood/xgibs/limb,/obj/effect/decal/cleanable/xenoblood/xgibs/core)
gibamounts = list(1,1,1,1,1,1,1)
New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
gibamounts[6] = pick(0,1,2)
..()
robot
sparks = 1
gibtypes = list(/obj/effect/decal/cleanable/robot_debris/up,/obj/effect/decal/cleanable/robot_debris/down,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris/limb)
gibamounts = list(1,1,1,1,1,1)
New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs)
gibamounts[6] = pick(0,1,2)
..()

View File

@@ -0,0 +1,17 @@
/obj/effect/manifest/New()
src.invisibility = 101
return
/obj/effect/manifest/proc/manifest()
var/dat = "<B>Crew Manifest</B>:<BR>"
for(var/mob/living/carbon/human/M in mob_list)
dat += text(" <B>[]</B> - []<BR>", M.name, M.get_assignment())
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( src.loc )
P.info = dat
P.name = "paper- 'Crew Manifest'"
//SN src = null
del(src)
return

View File

@@ -34,3 +34,182 @@
/obj/effect/sign/blob_act()
del(src)
return
/obj/effect/sign/map
desc = "A framed picture of the station."
name = "station map"
icon = 'icons/obj/decals.dmi'
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/map/left
icon_state = "map-left"
/obj/effect/sign/map/right
icon_state = "map-right"
/obj/effect/sign/securearea
desc = "A warning sign which reads 'SECURE AREA'. This obviously applies to a nun-Clown."
name = "SECURE AREA"
icon = 'icons/obj/decals.dmi'
icon_state = "securearea"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/biohazard
desc = "A warning sign which reads 'BIOHAZARD'"
name = "BIOHAZARD"
icon = 'icons/obj/decals.dmi'
icon_state = "bio"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/electricshock
desc = "A warning sign which reads 'HIGH VOLTAGE'"
name = "HIGH VOLTAGE"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/examroom
desc = "A guidance sign which reads 'EXAM ROOM'"
name = "EXAM"
icon = 'icons/obj/decals.dmi'
icon_state = "examroom"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/vacuum
desc = "A warning sign which reads 'HARD VACUUM AHEAD'"
name = "HARD VACUUM AHEAD"
icon = 'icons/obj/decals.dmi'
icon_state = "space"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/deathsposal
desc = "A warning sign which reads 'DISPOSAL LEADS TO SPACE'"
name = "DISPOSAL LEADS TO SPACE"
icon = 'icons/obj/decals.dmi'
icon_state = "deathsposal"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/pods
desc = "A warning sign which reads 'ESCAPE PODS'"
name = "ESCAPE PODS"
icon = 'icons/obj/decals.dmi'
icon_state = "pods"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/fire
desc = "A warning sign which reads 'DANGER: FIRE'"
name = "DANGER: FIRE"
icon = 'icons/obj/decals.dmi'
icon_state = "fire"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/nosmoking_1
desc = "A warning sign which reads 'NO SMOKING'"
name = "NO SMOKING"
icon = 'icons/obj/decals.dmi'
icon_state = "nosmoking"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/nosmoking_2
desc = "A warning sign which reads 'NO SMOKING'"
name = "NO SMOKING"
icon = 'icons/obj/decals.dmi'
icon_state = "nosmoking2"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/redcross
desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here.'"
name = "Med-Bay"
icon = 'icons/obj/decals.dmi'
icon_state = "redcross"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/goldenplaque
desc = "To be Robust is not an action or a way of life, but a mental state. Only those with the force of Will strong enough to act during a crisis, saving friend from foe, are truly Robust. Stay Robust my friends."
name = "The Most Robust Men Award for Robustness"
icon = 'icons/obj/decals.dmi'
icon_state = "goldenplaque"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/atmosplaque
desc = "This plaque commemorates the fall of the Atmos FEA division. For all the charred, dizzy, and brittle men who have died in its hands."
name = "FEA Atmospherics Division"
icon = 'icons/obj/decals.dmi'
icon_state = "atmosplaque"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/maltesefalcon1 //The sign is 64x32, so it needs two tiles. ;3
desc = "The Maltese Falcon, Space Bar and Grill."
name = "The Maltese Falcon"
icon = 'icons/obj/decals.dmi'
icon_state = "maltesefalcon1"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/maltesefalcon2
desc = "The Maltese Falcon, Space Bar and Grill."
name = "The Maltese Falcon"
icon = 'icons/obj/decals.dmi'
icon_state = "maltesefalcon2"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/science//These 3 have multiple types, just var-edit the icon_state to whatever one you want on the map
desc = "A warning sign which reads 'SCIENCE!'"
name = "SCIENCE!"
icon = 'icons/obj/decals.dmi'
icon_state = "science1"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/chemistry
desc = "A warning sign which reads 'CHEMISTY'"
name = "CHEMISTRY"
icon = 'icons/obj/decals.dmi'
icon_state = "chemistry1"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/botany
desc = "A warning sign which reads 'HYDROPONICS'"
name = "HYDROPONICS"
icon = 'icons/obj/decals.dmi'
icon_state = "hydro1"
anchored = 1.0
opacity = 0
density = 0

View File

@@ -0,0 +1,36 @@
/obj/effect/gibspawner
generic
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(2,2,1)
New()
gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
..()
human
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up,/obj/effect/decal/cleanable/blood/gibs/down,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs/body,/obj/effect/decal/cleanable/blood/gibs/limb,/obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(1,1,1,1,1,1,1)
New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
gibamounts[6] = pick(0,1,2)
..()
xeno
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/up,/obj/effect/decal/cleanable/xenoblood/xgibs/down,/obj/effect/decal/cleanable/xenoblood/xgibs,/obj/effect/decal/cleanable/xenoblood/xgibs,/obj/effect/decal/cleanable/xenoblood/xgibs/body,/obj/effect/decal/cleanable/xenoblood/xgibs/limb,/obj/effect/decal/cleanable/xenoblood/xgibs/core)
gibamounts = list(1,1,1,1,1,1,1)
New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
gibamounts[6] = pick(0,1,2)
..()
robot
sparks = 1
gibtypes = list(/obj/effect/decal/cleanable/robot_debris/up,/obj/effect/decal/cleanable/robot_debris/down,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris/limb)
gibamounts = list(1,1,1,1,1,1)
New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs)
gibamounts[6] = pick(0,1,2)
..()

File diff suppressed because it is too large Load Diff

View File

@@ -236,32 +236,3 @@ move an amendment</a> to the drawing.</p>
return ROOM_ERR_SPACE
found+=T
return found
/*
/proc/check_apc(var/area/A)
for(var/area/RA in A.related)
for(var/obj/machinery/power/apc/FINDME in RA)
return 1
return 0
/proc/fuckingfreemachinery()
for(var/obj/machinery/machine in machines)
if (istype(machine,/obj/machinery/power/solar))
continue
var/area/A = machine.loc.loc // make sure it's in an area
if (istype(A,/area/tdome))
continue
if (istype(A,/area/shuttle))
continue
if(!A || !isarea(A))
world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) hasnt area!"
continue
A = A.master
if (A.name=="Space")
world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) work in space!"
continue
if (!check_apc(A))
world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) work without APC!"
world << "\red END ====="
*/

View File

@@ -1,3 +1,5 @@
//Also contains /obj/structure/closet/body_bag because I doubt anyone would think to look for bodybags in /object/structures
/obj/item/bodybag
name = "body bag"
desc = "A folded bag designed to contain dead things."

View File

@@ -1,7 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
#define CANDLE_LUM 3
/obj/item/candle
name = "red candle"
desc = "a candle"

View File

@@ -1,46 +1,3 @@
/obj/effect/dummy/chameleon
name = ""
desc = ""
density = 0
anchored = 1
var/can_move = 1
var/obj/item/device/chameleon/master = null
attackby()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
attack_hand()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
ex_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
bullet_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
..()
master.disrupt()
relaymove(var/mob/user, direction)
if(istype(loc, /turf/space)) return //No magical space movement!
if(can_move)
can_move = 0
switch(usr.bodytemperature)
if(300 to INFINITY)
spawn(10) can_move = 1
if(295 to 300)
spawn(13) can_move = 1
if(280 to 295)
spawn(16) can_move = 1
if(260 to 280)
spawn(20) can_move = 1
else
spawn(25) can_move = 1
step(src,direction)
return
/obj/item/device/chameleon
name = "chameleon-projector"
icon_state = "shield0"
@@ -119,3 +76,47 @@
active_dummy = null
can_use = 0
spawn(100) can_use = 1
/obj/effect/dummy/chameleon
name = ""
desc = ""
density = 0
anchored = 1
var/can_move = 1
var/obj/item/device/chameleon/master = null
attackby()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
attack_hand()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
ex_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
bullet_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
..()
master.disrupt()
relaymove(var/mob/user, direction)
if(istype(loc, /turf/space)) return //No magical space movement!
if(can_move)
can_move = 0
switch(usr.bodytemperature)
if(300 to INFINITY)
spawn(10) can_move = 1
if(295 to 300)
spawn(13) can_move = 1
if(280 to 295)
spawn(16) can_move = 1
if(260 to 280)
spawn(20) can_move = 1
else
spawn(25) can_move = 1
step(src,direction)
return

View File

@@ -1,29 +1,3 @@
/*/obj/item/device/shield I have not see this thing used in quite some time and it just clutters up some of the mob code, also I am fairly sure it makes you invis with the newer cloaking icons
name = "shield"
desc = "This is an item which is specially crafted to shield you. It is much like a visible version of the outdated cloaking device."
icon_state = "shield0"
var/active = 0.0
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
/obj/item/device/shield/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue The shield is now active."
src.icon_state = "shield1"
else
user << "\blue The shield is now inactive."
src.icon_state = "shield0"
src.add_fingerprint(user)
return
*/
/obj/item/weapon/cloaking_device
name = "cloaking device"
desc = "Use this to become invisible to the human eyesocket."

View File

@@ -1,120 +0,0 @@
/proc/parse_zone(zone)
if(zone == "r_hand") return "right hand"
else if (zone == "l_hand") return "left hand"
else if (zone == "l_arm") return "left arm"
else if (zone == "r_arm") return "right arm"
else if (zone == "l_leg") return "left leg"
else if (zone == "r_leg") return "right leg"
else if (zone == "l_foot") return "left foot"
else if (zone == "r_foot") return "right foot"
else return zone
/proc/text2dir(direction)
switch(uppertext(direction))
if("NORTH")
return 1
if("SOUTH")
return 2
if("EAST")
return 4
if("WEST")
return 8
if("NORTHEAST")
return 5
if("NORTHWEST")
return 9
if("SOUTHEAST")
return 6
if("SOUTHWEST")
return 10
else
return
/proc/get_turf(turf/location)
while(location)
if(isturf(location))
return location
location = location.loc
return null
/proc/get_turf_or_move(turf/location)
return get_turf(location)
/proc/dir2text(direction)
switch(direction)
if(1.0)
return "north"
if(2.0)
return "south"
if(4.0)
return "east"
if(8.0)
return "west"
if(5.0)
return "northeast"
if(6.0)
return "southeast"
if(9.0)
return "northwest"
if(10.0)
return "southwest"
else
return
/proc/is_type_in_list(var/atom/A, var/list/L)
for(var/type in L)
if(istype(A, type))
return 1
return 0
//Quick type checks for some tools
var/global/list/common_tools = list(
/obj/item/weapon/cable_coil,
/obj/item/weapon/wrench,
/obj/item/weapon/weldingtool,
/obj/item/weapon/screwdriver,
/obj/item/weapon/wirecutters,
/obj/item/device/multitool,
/obj/item/weapon/crowbar)
/proc/istool(O)
if(O && is_type_in_list(O, common_tools))
return 1
return 0
/proc/iswrench(O)
if(istype(O, /obj/item/weapon/wrench))
return 1
return 0
/proc/iswelder(O)
if(istype(O, /obj/item/weapon/weldingtool))
return 1
return 0
/proc/iscoil(O)
if(istype(O, /obj/item/weapon/cable_coil))
return 1
return 0
/proc/iswirecutter(O)
if(istype(O, /obj/item/weapon/wirecutters))
return 1
return 0
/proc/isscrewdriver(O)
if(istype(O, /obj/item/weapon/screwdriver))
return 1
return 0
/proc/ismultitool(O)
if(istype(O, /obj/item/device/multitool))
return 1
return 0
/proc/iscrowbar(O)
if(istype(O, /obj/item/weapon/crowbar))
return 1
return 0

View File

@@ -1,392 +0,0 @@
/obj/item/proc/attack_self()
return
/obj/item/proc/talk_into(mob/M as mob, text)
return
/obj/item/proc/moved(mob/user as mob, old_loc as turf)
return
/obj/item/proc/dropped(mob/user as mob)
..()
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
return
// called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S as obj)
return
// called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item.
/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S as obj)
return
// called after an item is placed in an equipment slot
// user is mob that equipped it
// slot uses the slot_X defines found in setup.dm
// for items that can be placed in multiple slots
// note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(var/mob/user, var/slot)
return
/obj/item/proc/afterattack()
return
/obj/item/weapon/dummy/ex_act()
return
/obj/item/weapon/dummy/blob_act()
return
/obj/item/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if(3.0)
if (prob(5))
del(src)
return
else
return
/obj/item/blob_act()
return
/obj/item/verb/move_to_top()
set name = "Move To Top"
set category = "Object"
set src in oview(1)
if(!istype(src.loc, /turf) || usr.stat || usr.restrained() )
return
var/turf/T = src.loc
src.loc = null
src.loc = T
/obj/item/examine()
set src in view()
var/t
switch(src.w_class)
if(1.0)
t = "tiny"
if(2.0)
t = "small"
if(3.0)
t = "normal-sized"
if(4.0)
t = "bulky"
if(5.0)
t = "huge"
else
if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
usr << text("This is a []\icon[][]. It is a [] item.", !src.blood_DNA ? "" : "bloody ",src, src.name, t)
if(src.desc)
usr << src.desc
return
/obj/item/attack_hand(mob/user as mob)
if (!user) return
if (istype(src.loc, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = src.loc
S.remove_from_storage(src)
src.throwing = 0
if (src.loc == user)
//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
if(!src.canremove)
return
else
user.u_equip(src)
else
if(isliving(src.loc))
return
src.pickup(user)
user.lastDblClick = world.time + 2
user.next_move = world.time + 2
add_fingerprint(user)
user.put_in_active_hand(src)
return
/obj/item/attack_paw(mob/user as mob)
if(isalien(user)) // -- TLE
var/mob/living/carbon/alien/A = user
if(!A.has_fine_manipulation || w_class >= 4)
if(src in A.contents) // To stop Aliens having items stuck in their pockets
A.drop_from_inventory(src)
user << "Your claws aren't capable of such fine manipulation."
return
if (istype(src.loc, /obj/item/weapon/storage))
for(var/mob/M in range(1, src.loc))
if (M.s_active == src.loc)
if (M.client)
M.client.screen -= src
src.throwing = 0
if (src.loc == user)
//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
if(istype(src, /obj/item/clothing) && !src:canremove)
return
else
user.u_equip(src)
else
if(istype(src.loc, /mob/living))
return
src.pickup(user)
user.lastDblClick = world.time + 2
user.next_move = world.time + 2
user.put_in_active_hand(src)
return
/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/storage))
var/obj/item/weapon/storage/S = W
if(S.use_to_pickup)
if(!S.can_be_inserted(src))
return
if(S.collection_mode) //Mode is set to collect all items on a tile and we clicked on a valid one.
if(isturf(src.loc))
for(var/obj/item/I in src.loc)
if(I != src) //We'll do the one we clicked on last.
if(!S.can_be_inserted(src))
continue
S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
S.handle_item_insertion(src)
return
/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (!istype(M)) // not sure if this is the right thing...
return
var/messagesource = M
if (istype(M,/mob/living/carbon/brain))
messagesource = M:container
if (src.hitsound)
playsound(src.loc, hitsound, 50, 1, -1)
/////////////////////////
user.lastattacked = M
M.lastattacker = user
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>"
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>"
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>" )
//spawn(1800) // this wont work right
// M.lastattacker = null
/////////////////////////
var/power = src.force
if((HULK in user.mutations) || (SUPRSTR in user.augmentations))
power *= 2
if(!istype(M, /mob/living/carbon/human))
if(istype(M, /mob/living/carbon/metroid))
var/mob/living/carbon/metroid/Metroid = M
if(prob(25))
user << "\red [src] passes right through [M]!"
return
if(power > 0)
Metroid.attacked += 10
if(Metroid.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
Metroid.Discipline = 0
if(power >= 3)
if(istype(Metroid, /mob/living/carbon/metroid/adult))
if(prob(5 + round(power/2)))
if(Metroid.Victim)
if(prob(80) && !Metroid.client)
Metroid.Discipline++
Metroid.Victim = null
Metroid.anchored = 0
spawn()
if(Metroid)
Metroid.SStun = 1
sleep(rand(5,20))
if(Metroid)
Metroid.SStun = 0
spawn(0)
if(Metroid)
Metroid.canmove = 0
step_away(Metroid, user)
if(prob(25 + power))
sleep(2)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 1
else
if(prob(10 + power*2))
if(Metroid)
if(Metroid.Victim)
if(prob(80) && !Metroid.client)
Metroid.Discipline++
if(Metroid.Discipline == 1)
Metroid.attacked = 0
spawn()
if(Metroid)
Metroid.SStun = 1
sleep(rand(5,20))
if(Metroid)
Metroid.SStun = 0
Metroid.Victim = null
Metroid.anchored = 0
spawn(0)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 0
if(prob(25 + power*4))
sleep(2)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 1
var/showname = "."
if(user)
showname = " by [user]."
if(!(user in viewers(M, null)))
showname = "."
for(var/mob/O in viewers(messagesource, null))
if(src.attack_verb.len)
O.show_message("\red <B>[M] has been [pick(src.attack_verb)] with [src][showname] </B>", 1)
else
O.show_message("\red <B>[M] has been attacked with [src][showname] </B>", 1)
if(!showname && user)
if(user.client)
user << "\red <B>You attack [M] with [src]. </B>"
if(istype(M, /mob/living/carbon/human))
M:attacked_by(src, user, def_zone)
else
switch(src.damtype)
if("brute")
if(istype(src, /mob/living/carbon/metroid))
M.adjustBrainLoss(power)
else
M.take_organ_damage(power)
if (prob(33)) // Added blood for whacking non-humans too
var/turf/location = M.loc
if (istype(location, /turf/simulated))
location.add_blood_floor(M)
if("fire")
if (!(COLD_RESISTANCE in M.mutations))
M.take_organ_damage(0, power)
M << "Aargh it burns!"
M.updatehealth()
src.add_fingerprint(user)
return 1
/obj/item/proc/IsShield()
return 0
/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
// you can't stab someone in the eyes wearing a mask!
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
// you can't stab someone in the eyes wearing a mask!
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/metroid))//Aliens don't have eyes./N Metroids also don't have eyes!
user << "\red You cannot locate any eyes on this creature!"
return
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
log_attack("<font color='red'> [user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
src.add_fingerprint(user)
//if((CLUMSY in user.mutations) && prob(50))
// M = user
/*
M << "\red You stab yourself in the eye."
M.sdisabilities |= BLIND
M.weakened += 4
M.adjustBruteLoss(10)
*/
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] has been stabbed in the eye with [src] by [user].", 1)
M << "\red [user] stabs you in the eye with [src]!"
user << "\red You stab [M] in the eye with [src]!"
else
user.visible_message( \
"\red [user] has stabbed themself with [src]!", \
"\red You stab yourself in the eyes with [src]!" \
)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(7))
M:UpdateDamageIcon()
else
M.take_organ_damage(7)
M.eye_blurry += rand(3,4)
M.eye_stat += rand(2,4)
if (M.eye_stat >= 10)
M.eye_blurry += 15+(0.1*M.eye_blurry)
M.disabilities |= NEARSIGHTED
if(M.stat != 2)
M << "\red Your eyes start to bleed profusely!"
if(prob(50))
if(M.stat != 2)
M << "\red You drop what you're holding and clutch at your eyes!"
M.drop_item()
M.eye_blurry += 10
M.Paralyse(1)
M.Weaken(4)
if (prob(M.eye_stat - 10 + 1))
if(M.stat != 2)
M << "\red You go blind!"
M.sdisabilities |= BLIND
return

View File

@@ -0,0 +1,48 @@
/obj/item/latexballon
name = "Latex glove"
desc = "" //todo
icon_state = "latexballon"
item_state = "lgloves"
force = 0
throwforce = 0
w_class = 1.0
throw_speed = 1
throw_range = 15
var/state
var/datum/gas_mixture/air_contents = null
/obj/item/latexballon/proc/blow(obj/item/weapon/tank/tank)
if (icon_state == "latexballon_bursted")
return
src.air_contents = tank.remove_air_volume(3)
icon_state = "latexballon_blow"
item_state = "latexballon"
/obj/item/latexballon/proc/burst()
if (!air_contents)
return
playsound(src, 'sound/weapons/Gunshot.ogg', 100, 1)
icon_state = "latexballon_bursted"
item_state = "lgloves"
loc.assume_air(air_contents)
/obj/item/latexballon/ex_act(severity)
burst()
switch(severity)
if (1)
del(src)
if (2)
if (prob(50))
del(src)
/obj/item/latexballon/bullet_act()
burst()
/obj/item/latexballon/temperature_expose(datum/gas_mixture/air, temperature, volume)
if(temperature > T0C+100)
burst()
return
/obj/item/latexballon/attackby(obj/item/W as obj, mob/user as mob)
if (is_sharp(W))
burst()

View File

@@ -1,3 +1,6 @@
//Items labled as 'trash' for the trash bag.
//TODO: Make this an item var or something...
//Added by Jack Rost
/obj/item/trash
icon = 'icons/obj/trash.dmi'
@@ -49,79 +52,3 @@
/obj/item/trash/attack(mob/M as mob, mob/living/user as mob)
return
/obj/item/weapon/trashbag
icon = 'icons/obj/trash.dmi'
icon_state = "trashbag0"
item_state = "trashbag"
name = "Trash bag"
desc = "A heavy-duty, no fun allowed trash bag."
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 25; //the number of trash it can carry.
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
w_class = 2.0
/obj/item/weapon/trashbag/update_icon()
if(contents.len == 0)
icon_state = "trashbag0"
else if(contents.len < 12)
icon_state = "trashbag1"
else if(contents.len < 25)
icon_state = "trashbag2"
else icon_state = "trashbag3"
/obj/item/weapon/trashbag/attackby(obj/item/W as obj, mob/living/user as mob)
..()
if (contents.len < capacity)
if (istype(W, /obj/item))
if (W.w_class <= 2)
var/obj/item/O = W
src.contents += O
else
user << "\blue The bag is full!"
/obj/item/weapon/trashbag/attack_self(mob/living/user as mob)
if(contents.len > 0)
for(var/obj/item/I in src.contents)
I.loc = user.loc
update_icon()
user << "\blue You drop all the trash onto the floor."
/obj/item/weapon/trashbag/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
if(istype(target, /obj/item))
var/obj/item/W = target
if(W.w_class <= 2)
if(mode == 1)
if(contents.len < capacity) //slightly redundant, but it makes it prettier in the chatbox. -Pete
user << "\blue You pick up all the trash."
for(var/obj/item/O in get_turf(W))
if(istype(O, /obj/item/weapon/disk/nuclear)) continue //No nuke disks - Nodrak
if(contents.len < capacity)
if(O.w_class <= 2)
contents += O;
else
user << "\blue The bag is full!"
break
else
user << "\blue The bag is full!"
else
if(istype(W, /obj/item/weapon/disk/nuclear)) return //No nuke disks - Nodrak
if(contents.len < capacity)
contents += W;
else
user << "\blue The bag is full!"
update_icon()
return
/obj/item/weapon/trashbag/verb/toggle_mode()
set name = "Switch Bag Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The bag now picks up all trash in a tile at once."
else
usr << "The bag now picks up one piece of trash at a time."

View File

@@ -0,0 +1,14 @@
/obj/item/weapon/bedsheet/ex_act(severity)
if (severity <= 2)
del(src)
return
return
/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
user.drop_item()
if(layer == initial(layer))
layer = 5
else
layer = initial(layer)
add_fingerprint(user)
return

View File

@@ -0,0 +1,22 @@
/obj/item/weapon/dice/attack_self(mob/user as mob) // Roll the dice -- TLE
var/temp_sides
if(src.sides < 1)
temp_sides = 2
else
temp_sides = src.sides
var/result = rand(1,temp_sides)
var/comment = ""
if(temp_sides == 20 && result == 20)
comment = "Nat 20!"
else if(temp_sides == 20 && result == 1)
comment = "Ouch, bad luck."
user << text("\red You throw a [src]. It lands on a [result]. [comment]")
icon_state = "[name][result]"
for(var/mob/O in viewers(user, null))
if(O == (user))
continue
else
O.show_message(text("\red [user] has thrown a [src]. It lands on [result]. [comment]"), 1)

View File

@@ -0,0 +1,132 @@
/obj/item/weapon/extinguisher
name = "fire extinguisher"
desc = "A traditional red fire extinguisher."
icon = 'icons/obj/items.dmi'
icon_state = "fire_extinguisher0"
item_state = "fire_extinguisher"
hitsound = 'sound/weapons/smash.ogg'
flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT
throwforce = 10
w_class = 3.0
throw_speed = 2
throw_range = 10
force = 10.0
m_amt = 90
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
var/max_water = 50
var/last_use = 1.0
var/safety = 1
var/sprite_name = "fire_extinguisher"
/obj/item/weapon/extinguisher/mini
name = "fire extinguisher"
desc = "A light and compact fibreglass-framed model fire extinguisher."
icon_state = "miniFE0"
item_state = "miniFE"
hitsound = null //it is much lighter, after all.
flags = FPRINT | USEDELAY | TABLEPASS
throwforce = 2
w_class = 2.0
force = 3.0
m_amt = 0
max_water = 30
sprite_name = "mini_FE"
/obj/item/weapon/extinguisher/New()
var/datum/reagents/R = new/datum/reagents(max_water)
reagents = R
R.my_atom = src
R.add_reagent("water", max_water)
/obj/item/weapon/extinguisher/examine()
set src in usr
usr << text("\icon[] [] contains [] units of water left!", src, src.name, src.reagents.total_volume)
..()
return
/obj/item/weapon/extinguisher/attack_self(mob/user as mob)
safety = !safety
src.icon_state = "[sprite_name][safety]"
src.desc = "The safety is [safety ? "on" : "off"]."
user << "The safety is [safety ? "on" : "off"]."
return
/obj/item/weapon/extinguisher/afterattack(atom/target, mob/user , flag)
//TODO; Add support for reagents in water.
if( istype(target, /obj/structure/reagent_dispensers/watertank) && get_dist(src,target) <= 1)
var/obj/o = target
o.reagents.trans_to(src, 50)
user << "\blue \The [src] is now refilled"
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
return
if (!safety)
if (src.reagents.total_volume < 1)
usr << "\red \The [src] is empty."
return
if (world.time < src.last_use + 20)
return
src.last_use = world.time
playsound(src.loc, 'sound/effects/extinguish.ogg', 75, 1, -3)
var/direction = get_dir(src,target)
if(usr.buckled && isobj(usr.buckled) && !usr.buckled.anchored )
spawn(0)
var/obj/B = usr.buckled
var/movementdirection = turn(direction,180)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(2)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(2)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(3)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(3)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(3)
B.Move(get_step(usr,movementdirection), movementdirection)
var/turf/T = get_turf(target)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
var/list/the_targets = list(T,T1,T2)
for(var/a=0, a<5, a++)
spawn(0)
var/obj/effect/effect/water/W = new /obj/effect/effect/water( get_turf(src) )
var/turf/my_target = pick(the_targets)
var/datum/reagents/R = new/datum/reagents(5)
if(!W) return
W.reagents = R
R.my_atom = W
if(!W || !src) return
src.reagents.trans_to(W,1)
for(var/b=0, b<5, b++)
step_towards(W,my_target)
if(!W) return
W.reagents.reaction(get_turf(W))
for(var/atom/atm in get_turf(W))
if(!W) return
W.reagents.reaction(atm)
if(W.loc == my_target) break
sleep(2)
if((istype(usr.loc, /turf/space)) || (usr.lastarea.has_gravity == 0))
user.inertia_dir = get_dir(target, user)
step(user, user.inertia_dir)
else
return ..()
return

View File

@@ -0,0 +1,76 @@
/obj/item/weapon/handcuffs/attack(mob/M as mob, mob/user as mob)
if(istype(src, /obj/item/weapon/handcuffs/cyborg) && isrobot(user))
if(!M.handcuffed)
var/turf/p_loc = user.loc
var/turf/p_loc_m = M.loc
playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
for(var/mob/O in viewers(user, null))
O.show_message("\red <B>[user] is trying to put handcuffs on [M]!</B>", 1)
spawn(30)
if(!M) return
if(p_loc == user.loc && p_loc_m == M.loc)
M.handcuffed = new /obj/item/weapon/handcuffs(M)
M.update_inv_handcuffed()
else
if ((CLUMSY in usr.mutations) && prob(50))
usr << "\red Uh ... how do those things work?!"
if (istype(M, /mob/living/carbon/human))
if(!M.handcuffed)
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
O.source = user
O.target = user
O.item = user.get_active_hand()
O.s_loc = user.loc
O.t_loc = user.loc
O.place = "handcuff"
M.requests += O
spawn( 0 )
O.process()
return
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(M, /mob/living/carbon/human))
if(!M.handcuffed)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been handcuffed (attempt) by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to handcuff [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) Attempted to handcuff [M.name] ([M.ckey])</font>")
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
O.source = user
O.target = M
O.item = user.get_active_hand()
O.s_loc = user.loc
O.t_loc = M.loc
O.place = "handcuff"
M.requests += O
spawn( 0 )
if(istype(src, /obj/item/weapon/handcuffs/cable))
feedback_add_details("handcuffs","C")
playsound(src.loc, 'sound/weapons/cablecuff.ogg', 30, 1, -2)
else
feedback_add_details("handcuffs","H")
playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
O.process()
return
else
if(!M.handcuffed)
var/obj/effect/equip_e/monkey/O = new /obj/effect/equip_e/monkey( )
O.source = user
O.target = M
O.item = user.get_active_hand()
O.s_loc = user.loc
O.t_loc = M.loc
O.place = "handcuff"
M.requests += O
spawn( 0 )
if(istype(src, /obj/item/weapon/handcuffs/cable))
playsound(src.loc, 'sound/weapons/cablecuff.ogg', 30, 1, -2)
else
playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
O.process()
return
return

View File

@@ -0,0 +1,32 @@
/obj/item/weapon/teleportation_scroll/attack_self(mob/user as mob)
user.machine = src
var/dat = "<B>Teleportation Scroll:</B><BR>"
dat += "Number of uses: [src.uses]<BR>"
dat += "<HR>"
dat += "<B>Four uses use them wisely:</B><BR>"
dat += "<A href='byond://?src=\ref[src];spell_teleport=1'>Teleport</A><BR>"
dat += "Kind regards,<br>Wizards Federation<br><br>P.S. Don't forget to bring your gear, you'll need it to cast most spells.<HR>"
user << browse(dat, "window=scroll")
onclose(user, "scroll")
return
/obj/item/weapon/teleportation_scroll/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
var/mob/living/carbon/human/H = usr
if (!( istype(H, /mob/living/carbon/human)))
return 1
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
usr.machine = src
if (href_list["spell_teleport"])
if (src.uses >= 1)
src.uses -= 1
usr.teleportscroll()
if (istype(src.loc, /mob))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
return

View File

@@ -0,0 +1,75 @@
/obj/item/weapon/trashbag
icon = 'icons/obj/trash.dmi'
icon_state = "trashbag0"
item_state = "trashbag"
name = "Trash bag"
desc = "A heavy-duty, no fun allowed trash bag."
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 25; //the number of trash it can carry.
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
w_class = 2.0
/obj/item/weapon/trashbag/update_icon()
if(contents.len == 0)
icon_state = "trashbag0"
else if(contents.len < 12)
icon_state = "trashbag1"
else if(contents.len < 25)
icon_state = "trashbag2"
else icon_state = "trashbag3"
/obj/item/weapon/trashbag/attackby(obj/item/W as obj, mob/living/user as mob)
..()
if (contents.len < capacity)
if (istype(W, /obj/item))
if (W.w_class <= 2)
var/obj/item/O = W
src.contents += O
else
user << "\blue The bag is full!"
/obj/item/weapon/trashbag/attack_self(mob/living/user as mob)
if(contents.len > 0)
for(var/obj/item/I in src.contents)
I.loc = user.loc
update_icon()
user << "\blue You drop all the trash onto the floor."
/obj/item/weapon/trashbag/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
if(istype(target, /obj/item))
var/obj/item/W = target
if(W.w_class <= 2)
if(mode == 1)
if(contents.len < capacity) //slightly redundant, but it makes it prettier in the chatbox. -Pete
user << "\blue You pick up all the trash."
for(var/obj/item/O in get_turf(W))
if(istype(O, /obj/item/weapon/disk/nuclear)) continue //No nuke disks - Nodrak
if(contents.len < capacity)
if(O.w_class <= 2)
contents += O;
else
user << "\blue The bag is full!"
break
else
user << "\blue The bag is full!"
else
if(istype(W, /obj/item/weapon/disk/nuclear)) return //No nuke disks - Nodrak
if(contents.len < capacity)
contents += W;
else
user << "\blue The bag is full!"
update_icon()
return
/obj/item/weapon/trashbag/verb/toggle_mode()
set name = "Switch Bag Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The bag now picks up all trash in a tile at once."
else
usr << "The bag now picks up one piece of trash at a time."

View File

View File

@@ -1,26 +1,4 @@
//TODO: Move these into atom_procs.dm after carn's finished with it, otherwise it'll conflict - Nodrak
/atom/proc/ex_act()
return
/atom/proc/blob_act()
return
// bullet_act called when anything is hit buy a projectile (bullet, tazer shot, laser, etc.)
// flag is projectile type, can be:
//PROJECTILE_TASER = 1 taser gun
//PROJECTILE_LASER = 2 laser gun
//PROJECTILE_BULLET = 3 traitor pistol
//PROJECTILE_PULSE = 4 pulse rifle
//PROJECTILE_BOLT = 5 crossbow
//PROJECTILE_WEAKBULLET = 6 detective's revolver
/turf/Entered(atom/A as mob|obj)
..()
if ((A && A.density && !( istype(A, /obj/effect/beam) )))
for(var/obj/effect/beam/i_beam/I in src)
/obj/item/weapon/Bump(mob/M as mob)
spawn(0)
if (I)
I.hit()
return
..()
return

View File

@@ -1,6 +1,6 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
//Moving this here for now.. it might end up in modules/mob/ later
//TODO: Make these simple_animals
var/const/MIN_IMPREGNATION_TIME = 100 //time it takes to impregnate someone
var/const/MAX_IMPREGNATION_TIME = 150

View File

@@ -0,0 +1,61 @@
/obj/item/brain/examine() // -- TLE
set src in oview(12)
if (!( usr ))
return
usr << "This is \icon[src] \an [name]."
if(brainmob)//if thar be a brain inside... the brain.
usr << "You can feel the small spark of life still left in this one."
else
usr << "This one seems particularly lifeless. Perhaps it will regain some of its luster later. Probably not."
/obj/item/brain/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
add_fingerprint(user)
if(!(user.zone_sel.selecting == ("head")) || !istype(M, /mob/living/carbon/human))
return ..()
if( !(locate(/obj/machinery/optable, M.loc) && M.resting) && ( !(locate(/obj/structure/table/, M.loc) && M.lying) && prob(50) ) )
return ..()
var/mob/living/carbon/human/H = M
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
// you can't stab someone in the eyes wearing a mask!
user << "\blue You're going to need to remove their head cover first."
return
//since these people will be dead M != usr
if(M:brain_op_stage == 4.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] inserts [src] into his head!"), 1)
else
O.show_message(text("\red [M] has [src] inserted into his head by [user]."), 1)
if(M != user)
M << "\red [user] inserts [src] into your head!"
user << "\red You insert [src] into [M]'s head!"
else
user << "\red You insert [src] into your head!"
//this might actually be outdated since barring badminnery, a debrain'd body will have any client sucked out to the brain's internal mob. Leaving it anyway to be safe. --NEO
if(M.key)//Revised. /N
M.ghostize()
if(brainmob.mind)
brainmob.mind.transfer_to(M)
else
M.key = brainmob.key
M:brain_op_stage = 3.0
del(src)
else
..()
return

View File

@@ -26,9 +26,6 @@
usr.show_message(t, 1)
/atom/proc/relaymove()
return
/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client) return
if (type)
@@ -75,6 +72,33 @@
M.show_message( message, 1, blind_message, 2)
//What the fuck is this code
/mob/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (user.intent != "harm")
if (istype(src.l_hand,/obj/item/latexballon) && src.l_hand:air_contents && is_sharp(W))
return src.l_hand.attackby(W)
if (istype(src.r_hand,/obj/item/latexballon) && src.r_hand:air_contents && is_sharp(W))
return src.r_hand.attackby(W)
var/shielded = 0
if (locate(/obj/item/weapon/grab, src))
var/mob/safe = null
if (istype(src.l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = src.l_hand
if ((G.state == 3 && get_dir(src, user) == src.dir))
safe = G.affecting
if (istype(src.r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = src.r_hand
if ((G.state == 3 && get_dir(src, user) == src.dir))
safe = G.affecting
if (safe)
return safe.attackby(W, user)
if ((!( shielded ) || !( W.flags ) & 32))
spawn( 0 )
if (W)
W.attack(src, user)
return
return
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[]", msg))
@@ -515,16 +539,6 @@ var/list/slot_equipment_priority = list( \
if(LinkBlocked(usr.loc,loc)) return
show_inv(usr)
/atom/movable
var/mob/pulledby = null
/atom/movable/verb/pull()
set name = "Pull"
set category = "IC"
set src in oview(1)
usr.start_pulling(src)
return
/mob/proc/stop_pulling()
if(pulling)
@@ -548,18 +562,6 @@ var/list/slot_equipment_priority = list( \
else
M.LAssailant = usr
/atom/verb/examine()
set name = "Examine"
set category = "IC"
set src in oview(12) //make it work from farther away
if (!( usr ))
return
usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
usr << desc
// *****RM
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
return
/mob/proc/can_use_hands()
if(handcuffed)

View File

@@ -1,3 +1,14 @@
/* Pens!
* Contains:
* Pens
* Sleepy Pens
* Parapens
*/
/*
* Pens
*/
/obj/item/weapon/pen
desc = "It's a normal black ink pen."
name = "pen"
@@ -33,3 +44,68 @@
desc = "It's an invisble pen marker."
icon_state = "pen"
colour = "white"
/obj/item/weapon/pen/attack(mob/M as mob, mob/user as mob)
if(!ismob(M))
return
user << "\red You stab [M] with the pen."
M << "\red You feel a tiny prick!"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been stabbed with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to stab [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) Used the [src.name] to stab [M.name] ([M.ckey])</font>")
return
/*
* Sleepy Pens
*/
/obj/item/weapon/pen/sleepypen
origin_tech = "syndicate=5"
/obj/item/weapon/pen/sleepypen/attack_paw(mob/user as mob)
return src.attack_hand(user)
return
/obj/item/weapon/pen/sleepypen/New()
var/datum/reagents/R = new/datum/reagents(30) //Used to be 300
reagents = R
R.my_atom = src
R.add_reagent("chloralhydrate", 22) //Used to be 100 sleep toxin//30 Chloral seems to be fatal, reducing it to 22./N
..()
return
/obj/item/weapon/pen/sleepypen/attack(mob/M as mob, mob/user as mob)
if(!(istype(M,/mob)))
return
..()
if(reagents.total_volume)
if(M.reagents) reagents.trans_to(M, 50) //used to be 150
return
/*
* Parapens
*/
/obj/item/weapon/pen/paralysis/attack_paw(mob/user as mob)
return src.attack_hand(user)
return
/obj/item/weapon/pen/paralysis/attack(mob/M as mob, mob/user as mob)
if(!(istype(M,/mob)))
return
..()
if(reagents.total_volume)
if(M.reagents) reagents.trans_to(M, 50)
return
/obj/item/weapon/pen/paralysis/New()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
R.add_reagent("zombiepowder", 10)
R.add_reagent("impedrezene", 25)
R.add_reagent("cryptobiolin", 15)
..()
return

View File

@@ -53,3 +53,7 @@
name = "clown's rubber stamp"
icon_state = "stamp-clown"
color = "clown"
/obj/item/weapon/stamp/attack_paw(mob/user as mob)
return src.attack_hand(user)

View File

@@ -485,6 +485,10 @@ var/list/liftable_structures = list(\
#define INVISIBILITY_MAXIMUM 100
//Object specific defines
#define CANDLE_LUM 3 //For how bright candles are
//Some mob defines below
#define AI_CAMERA_LUMINOSITY 6

View File

@@ -67,6 +67,7 @@
#define FILE_DIR "code/game/objects/items/devices"
#define FILE_DIR "code/game/objects/items/devices/PDA"
#define FILE_DIR "code/game/objects/items/devices/radio"
#define FILE_DIR "code/game/objects/items/robot"
#define FILE_DIR "code/game/objects/items/stacks"
#define FILE_DIR "code/game/objects/items/weapons"
#define FILE_DIR "code/game/objects/items/weapons/grenades"
@@ -117,6 +118,7 @@
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid"
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste"
#define FILE_DIR "code/modules/mob/living/carbon/alien/larva"
#define FILE_DIR "code/modules/mob/living/carbon/alien/special"
#define FILE_DIR "code/modules/mob/living/carbon/brain"
#define FILE_DIR "code/modules/mob/living/carbon/human"
#define FILE_DIR "code/modules/mob/living/carbon/metroid"
@@ -579,15 +581,16 @@
#include "code\game\objects\empulse.dm"
#include "code\game\objects\explosion.dm"
#include "code\game\objects\explosion_recursive.dm"
#include "code\game\objects\facehugger.dm"
#include "code\game\objects\items.dm"
#include "code\game\objects\objs.dm"
#include "code\game\objects\structures.dm"
#include "code\game\objects\weapons.dm"
#include "code\game\objects\effects\aliens.dm"
#include "code\game\objects\effects\biomass.dm"
#include "code\game\objects\effects\biomass_rift.dm"
#include "code\game\objects\effects\effect_system.dm"
#include "code\game\objects\effects\gibs.dm"
#include "code\game\objects\effects\glowshroom.dm"
#include "code\game\objects\effects\manifest.dm"
#include "code\game\objects\effects\mines.dm"
#include "code\game\objects\effects\portals.dm"
#include "code\game\objects\effects\signs.dm"
@@ -595,17 +598,13 @@
#include "code\game\objects\effects\decals\contraband.dm"
#include "code\game\objects\effects\decals\crayon.dm"
#include "code\game\objects\effects\spawners\bombspawner.dm"
#include "code\game\objects\effects\spawners\gibspawner.dm"
#include "code\game\objects\items\apc_frame.dm"
#include "code\game\objects\items\blueprints.dm"
#include "code\game\objects\items\bodybag.dm"
#include "code\game\objects\items\candle.dm"
#include "code\game\objects\items\crayons.dm"
#include "code\game\objects\items\helper_procs.dm"
#include "code\game\objects\items\item.dm"
#include "code\game\objects\items\robot_items.dm"
#include "code\game\objects\items\robot_parts.dm"
#include "code\game\objects\items\robot_upgrades.dm"
#include "code\game\objects\items\shock_kit.dm"
#include "code\game\objects\items\latexballoon.dm"
#include "code\game\objects\items\shooting_range.dm"
#include "code\game\objects\items\tk_grab.dm"
#include "code\game\objects\items\trash.dm"
@@ -634,19 +633,26 @@
#include "code\game\objects\items\devices\radio\headset.dm"
#include "code\game\objects\items\devices\radio\intercom.dm"
#include "code\game\objects\items\devices\radio\radio.dm"
#include "code\game\objects\items\robot\robot_items.dm"
#include "code\game\objects\items\robot\robot_parts.dm"
#include "code\game\objects\items\robot\robot_upgrades.dm"
#include "code\game\objects\items\stacks\glass.dm"
#include "code\game\objects\items\stacks\metal.dm"
#include "code\game\objects\items\stacks\minerals.dm"
#include "code\game\objects\items\stacks\stack.dm"
#include "code\game\objects\items\stacks\wood.dm"
#include "code\game\objects\items\weapons\AI_modules.dm"
#include "code\game\objects\items\weapons\Bedsheets.dm"
#include "code\game\objects\items\weapons\cameras.dm"
#include "code\game\objects\items\weapons\cards_ids.dm"
#include "code\game\objects\items\weapons\cigs_lighters.dm"
#include "code\game\objects\items\weapons\clown_items.dm"
#include "code\game\objects\items\weapons\dice.dm"
#include "code\game\objects\items\weapons\dna_injector.dm"
#include "code\game\objects\items\weapons\explosives.dm"
#include "code\game\objects\items\weapons\extinguisher.dm"
#include "code\game\objects\items\weapons\flamethrower.dm"
#include "code\game\objects\items\weapons\handcuffs.dm"
#include "code\game\objects\items\weapons\hydroponics.dm"
#include "code\game\objects\items\weapons\kitchen.dm"
#include "code\game\objects\items\weapons\manuals.dm"
@@ -658,6 +664,8 @@
#include "code\game\objects\items\weapons\plant_bag.dm"
#include "code\game\objects\items\weapons\RCD.dm"
#include "code\game\objects\items\weapons\RSF.dm"
#include "code\game\objects\items\weapons\scrolls.dm"
#include "code\game\objects\items\weapons\spray.dm"
#include "code\game\objects\items\weapons\stunbaton.dm"
#include "code\game\objects\items\weapons\stungloves.dm"
#include "code\game\objects\items\weapons\surgery_tools.dm"
@@ -667,6 +675,7 @@
#include "code\game\objects\items\weapons\tiles_wires.dm"
#include "code\game\objects\items\weapons\toilets.dm"
#include "code\game\objects\items\weapons\tools.dm"
#include "code\game\objects\items\weapons\trashbag.dm"
#include "code\game\objects\items\weapons\twohanded.dm"
#include "code\game\objects\items\weapons\wrappingpaper.dm"
#include "code\game\objects\items\weapons\grenades\chem_grenade.dm"
@@ -806,6 +815,7 @@
#include "code\modules\assembly\igniter.dm"
#include "code\modules\assembly\infrared.dm"
#include "code\modules\assembly\proximity.dm"
#include "code\modules\assembly\shock_kit.dm"
#include "code\modules\assembly\signaler.dm"
#include "code\modules\assembly\timer.dm"
#include "code\modules\client\client defines.dm"
@@ -937,7 +947,9 @@
#include "code\modules\mob\living\carbon\alien\larva\life.dm"
#include "code\modules\mob\living\carbon\alien\larva\powers.dm"
#include "code\modules\mob\living\carbon\alien\larva\update_icons.dm"
#include "code\modules\mob\living\carbon\alien\special\facehugger.dm"
#include "code\modules\mob\living\carbon\brain\brain.dm"
#include "code\modules\mob\living\carbon\brain\brain_item.dm"
#include "code\modules\mob\living\carbon\brain\death.dm"
#include "code\modules\mob\living\carbon\brain\emote.dm"
#include "code\modules\mob\living\carbon\brain\hud.dm"