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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #7843 from ShadowLarkens/screenalerts
Ported /tg/ style screen alerts, replacing the hunger icon with them
This commit is contained in:
@@ -78,6 +78,13 @@
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#define ui_ai_multicam "SOUTH+1:6,WEST+12:16"
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#define ui_ai_add_multicam "SOUTH+1:6,WEST+13:16"
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//Upper-middle right (alerts)
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#define ui_alert1 "EAST-1:28,CENTER+5:27"
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#define ui_alert2 "EAST-1:28,CENTER+4:25"
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#define ui_alert3 "EAST-1:28,CENTER+3:23"
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#define ui_alert4 "EAST-1:28,CENTER+2:21"
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#define ui_alert5 "EAST-1:28,CENTER+1:19"
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//Gun buttons
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#define ui_gun1 "EAST-2:26,SOUTH+2:7"
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#define ui_gun2 "EAST-1:28, SOUTH+3:7"
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@@ -96,13 +103,12 @@
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#define ui_alien_oxygen "EAST-1:28,NORTH-4:25"
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//Middle right (status indicators)
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#define ui_nutrition "EAST-1:28,CENTER-2:11"
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#define ui_temp "EAST-1:28,CENTER-1:13"
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#define ui_health "EAST-1:28,CENTER:15"
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#define ui_internal "EAST-1:28,CENTER+1:17"
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#define ui_temp "EAST-1:28,CENTER-2:13"
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#define ui_health "EAST-1:28,CENTER-1:15"
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#define ui_internal "EAST-1:28,CENTER:17"
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//borgs
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#define ui_borg_health "EAST-1:28,CENTER-1:13" //borgs have the health display where humans have the pressure damage indicator.
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#define ui_alien_health "EAST-1:28,CENTER-1:13" //aliens have the health display where humans have the pressure damage indicator.
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#define ui_borg_health "EAST-1:28,CENTER-2:13" //borgs have the health display where humans have the pressure damage indicator.
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#define ui_alien_health "EAST-1:28,CENTER-2:13" //aliens have the health display where humans have the pressure damage indicator.
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#define ui_ling_chemical_display "EAST-1:28,CENTER-3:15"
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#define ui_wiz_energy_display "EAST-1:28,CENTER-3:15"
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443
code/_onclick/hud/alert.dm
Normal file
443
code/_onclick/hud/alert.dm
Normal file
@@ -0,0 +1,443 @@
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//A system to manage and display alerts on screen without needing you to do it yourself
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//PUBLIC - call these wherever you want
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/mob/proc/throw_alert(category, type, severity, obj/new_master)
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/* Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already
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category is a text string. Each mob may only have one alert per category; the previous one will be replaced
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path is a type path of the actual alert type to throw
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severity is an optional number that will be placed at the end of the icon_state for this alert
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For example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2"
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new_master is optional and sets the alert's icon state to "template" in the ui_style icons with the master as an overlay.
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Clicks are forwarded to master */
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if(!category)
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return
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var/obj/screen/alert/alert
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if(alerts[category])
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alert = alerts[category]
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if(new_master && new_master != alert.master)
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WARNING("[src] threw alert [category] with new_master [new_master] while already having that alert with master [alert.master]")
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clear_alert(category)
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return .()
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else if(alert.type != type)
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clear_alert(category)
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return .()
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else if(!severity || severity == alert.severity)
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if(alert.timeout)
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clear_alert(category)
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return .()
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else //no need to update
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return 0
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else
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alert = new type
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if(new_master)
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var/old_layer = new_master.layer
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var/old_plane = new_master.plane
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new_master.layer = LAYER_HUD_ABOVE
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new_master.plane = PLANE_PLAYER_HUD_ABOVE
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alert.overlays += new_master
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new_master.layer = old_layer
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new_master.plane = old_plane
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alert.icon_state = "template" // We'll set the icon to the client's ui pref in reorganize_alerts()
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alert.master = new_master
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else
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alert.icon_state = "[initial(alert.icon_state)][severity]"
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alert.severity = severity
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alerts[category] = alert
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if(client && hud_used)
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hud_used.reorganize_alerts()
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alert.transform = matrix(32, 6, MATRIX_TRANSLATE)
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animate(alert, transform = matrix(), time = 2.5, easing = CUBIC_EASING)
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if(alert.timeout)
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spawn(alert.timeout)
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if(alert.timeout && alerts[category] == alert && world.time >= alert.timeout)
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clear_alert(category)
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alert.timeout = world.time + alert.timeout - world.tick_lag
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return alert
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// Proc to clear an existing alert.
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/mob/proc/clear_alert(category)
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var/obj/screen/alert/alert = alerts[category]
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if(!alert)
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return 0
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alerts -= category
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if(client && hud_used)
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hud_used.reorganize_alerts()
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client.screen -= alert
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qdel(alert)
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/obj/screen/alert
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icon = 'icons/mob/screen_alert.dmi'
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icon_state = "default"
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name = "Alert"
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desc = "Something seems to have gone wrong with this alert, so report this bug please"
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mouse_opacity = 1
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var/timeout = 0 //If set to a number, this alert will clear itself after that many deciseconds
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var/severity = 0
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var/alerttooltipstyle = ""
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/obj/screen/alert/MouseEntered(location,control,params)
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openToolTip(usr, src, params, title = name, content = desc, theme = alerttooltipstyle)
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/obj/screen/alert/MouseExited()
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closeToolTip(usr)
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//Gas alerts
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/obj/screen/alert/not_enough_oxy
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name = "Choking (No O2)"
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desc = "You're not getting enough oxygen. Find some good air before you pass out! \
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The box in your backpack has an oxygen tank and breath mask in it."
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icon_state = "not_enough_oxy"
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/obj/screen/alert/too_much_oxy
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name = "Choking (O2)"
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desc = "There's too much oxygen in the air, and you're breathing it in! Find some good air before you pass out!"
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icon_state = "too_much_oxy"
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/obj/screen/alert/not_enough_nitro
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name = "Choking (No N)"
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desc = "You're not getting enough nitrogen. Find some good air before you pass out!"
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icon_state = "not_enough_nitro"
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/obj/screen/alert/too_much_nitro
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name = "Choking (N)"
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desc = "There's too much nitrogen in the air, and you're breathing it in! Find some good air before you pass out!"
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icon_state = "too_much_nitro"
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/obj/screen/alert/not_enough_co2
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name = "Choking (No CO2)"
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desc = "You're not getting enough carbon dioxide. Find some good air before you pass out!"
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icon_state = "not_enough_co2"
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/obj/screen/alert/too_much_co2
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name = "Choking (CO2)"
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desc = "There's too much carbon dioxide in the air, and you're breathing it in! Find some good air before you pass out!"
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icon_state = "too_much_co2"
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/obj/screen/alert/too_much_co2/plant
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name = "Livin' the good life"
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desc = "There's so much carbon dioxide in the air, you're in fucking heaven. Watch out for passed out fleshies, though."
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icon_state = "too_much_co2"
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/obj/screen/alert/not_enough_tox
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name = "Choking (No Phoron)"
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desc = "You're not getting enough phoron. Find some good air before you pass out!"
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icon_state = "not_enough_tox"
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/obj/screen/alert/tox_in_air
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name = "Choking (Phoron)"
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desc = "There's highly flammable, toxic phoron in the air and you're breathing it in. Find some fresh air. \
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The box in your backpack has an oxygen tank and gas mask in it."
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icon_state = "too_much_tox"
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/obj/screen/alert/not_enough_fuel
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name = "Choking (No Volatile fuel)"
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desc = "You're not getting enough volatile fuel. Find some good air before you pass out!"
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icon_state = "not_enough_tox"
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/obj/screen/alert/not_enough_n2o
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name = "Choking (No Sleeping Gas)"
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desc = "You're not getting enough sleeping gas. Find some good air before you pass out!"
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icon_state = "not_enough_tox"
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//End gas alerts
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/obj/screen/alert/fat
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name = "Fat"
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desc = "You ate too much food, lardass. Run around the station and lose some weight."
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icon_state = "fat"
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/obj/screen/alert/fat/vampire
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desc = "You drank too much blood, lardass. Run around the station and lose some weight."
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icon_state = "v_fat"
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/obj/screen/alert/fat/synth
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desc = "Your battery is full! Don't overvolt it."
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icon_state = "c_fat"
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/obj/screen/alert/hungry
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name = "Hungry"
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desc = "Some food would be good right about now."
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icon_state = "hungry"
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/obj/screen/alert/hungry/vampire
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desc = "You could use a bloodsnack or two."
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icon_state = "v_hungry"
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/obj/screen/alert/hungry/synth
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desc = "Battery's running a bit low, could use a topoff."
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icon_state = "c_hungry"
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/obj/screen/alert/starving
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name = "Starving"
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desc = "You're severely malnourished. The hunger pains make moving around a chore."
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icon_state = "starving"
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/obj/screen/alert/starving/vampire
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desc = "You *need* blood; go rip out someone's throat already!"
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icon_state = "v_starving"
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/obj/screen/alert/starving/synth
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desc = "Your battery is about to die! Charge it ASAP!"
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icon_state = "c_starving"
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/obj/screen/alert/hot
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name = "Too Hot"
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desc = "You're flaming hot! Get somewhere cooler and take off any insulating clothing like a fire suit."
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icon_state = "hot"
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/obj/screen/alert/hot/robot
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desc = "The air around you is too hot for a humanoid. Be careful to avoid exposing them to this enviroment."
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/obj/screen/alert/cold
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name = "Too Cold"
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desc = "You're freezing cold! Get somewhere warmer and take off any insulating clothing like a space suit."
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icon_state = "cold"
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/obj/screen/alert/cold/robot
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desc = "The air around you is too cold for a humanoid. Be careful to avoid exposing them to this enviroment."
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/obj/screen/alert/lowpressure
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name = "Low Pressure"
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desc = "The air around you is hazardously thin. A space suit would protect you."
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icon_state = "lowpressure"
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/obj/screen/alert/highpressure
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name = "High Pressure"
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desc = "The air around you is hazardously thick. A fire suit would protect you."
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icon_state = "highpressure"
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/obj/screen/alert/blind
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name = "Blind"
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desc = "You can't see! This may be caused by a genetic defect, eye trauma, being unconscious, \
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or something covering your eyes."
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icon_state = "blind"
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/obj/screen/alert/high
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name = "High"
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desc = "Whoa man, you're tripping balls! Careful you don't get addicted... if you aren't already."
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icon_state = "high"
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/obj/screen/alert/embeddedobject
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name = "Embedded Object"
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desc = "Something got lodged into your flesh and is causing major bleeding. It might fall out with time, but surgery is the safest way. \
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If you're feeling frisky, right click on yourself and select \"Remove embedded object\" to pull the object out."
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icon_state = "embeddedobject"
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/obj/screen/alert/embeddedobject/Click()
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if(isliving(usr))
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var/mob/living/carbon/human/M = usr
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return M.help_shake_act(M)
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/obj/screen/alert/asleep
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name = "Asleep"
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desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
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icon_state = "asleep"
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/obj/screen/alert/weightless
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name = "Weightless"
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desc = "Gravity has ceased affecting you, and you're floating around aimlessly. You'll need something large and heavy, like a \
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wall or lattice, to push yourself off if you want to move. A jetpack would enable free range of motion. A pair of \
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magboots would let you walk around normally on the floor. Barring those, you can throw things, use a fire extinguisher, \
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or shoot a gun to move around via Newton's 3rd Law of Motion."
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icon_state = "weightless"
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/obj/screen/alert/fire
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name = "On Fire"
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desc = "You're on fire. Stop, drop and roll to put the fire out or move to a vacuum area."
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icon_state = "fire"
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/obj/screen/alert/fire/Click()
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if(isliving(usr))
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var/mob/living/L = usr
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return L.resist()
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//ALIENS
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/obj/screen/alert/alien_tox
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name = "Plasma"
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desc = "There's flammable plasma in the air. If it lights up, you'll be toast."
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icon_state = "alien_tox"
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alerttooltipstyle = "alien"
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/obj/screen/alert/alien_fire
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// This alert is temporarily gonna be thrown for all hot air but one day it will be used for literally being on fire
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name = "Too Hot"
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desc = "It's too hot! Flee to space or at least away from the flames. Standing on weeds will heal you."
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icon_state = "alien_fire"
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alerttooltipstyle = "alien"
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/obj/screen/alert/alien_vulnerable
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name = "Severed Matriarchy"
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desc = "Your queen has been killed, you will suffer movement penalties and loss of hivemind. A new queen cannot be made until you recover."
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icon_state = "alien_noqueen"
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alerttooltipstyle = "alien"
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//BLOBS
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/obj/screen/alert/nofactory
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name = "No Factory"
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desc = "You have no factory, and are slowly dying!"
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icon_state = "blobbernaut_nofactory"
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alerttooltipstyle = "blob"
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//SILICONS
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/obj/screen/alert/nocell
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name = "Missing Power Cell"
|
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desc = "Unit has no power cell. No modules available until a power cell is reinstalled. Robotics may provide assistance."
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icon_state = "nocell"
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/obj/screen/alert/emptycell
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name = "Out of Power"
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desc = "Unit's power cell has no charge remaining. No modules available until power cell is recharged. \
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Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite."
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icon_state = "emptycell"
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/obj/screen/alert/lowcell
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name = "Low Charge"
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desc = "Unit's power cell is running low. Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite."
|
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icon_state = "lowcell"
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|
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//Need to cover all use cases - emag, illegal upgrade module, malf AI hack, traitor cyborg
|
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/obj/screen/alert/hacked
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name = "Hacked"
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desc = "Hazardous non-standard equipment detected. Please ensure any usage of this equipment is in line with unit's laws, if any."
|
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icon_state = "hacked"
|
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/obj/screen/alert/locked
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name = "Locked Down"
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desc = "Unit has been remotely locked down. Usage of a Robotics Control Console like the one in the Research Director's \
|
||||
office by your AI master or any qualified human may resolve this matter. Robotics may provide further assistance if necessary."
|
||||
icon_state = "locked"
|
||||
|
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/obj/screen/alert/newlaw
|
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name = "Law Update"
|
||||
desc = "Laws have potentially been uploaded to or removed from this unit. Please be aware of any changes \
|
||||
so as to remain in compliance with the most up-to-date laws."
|
||||
icon_state = "newlaw"
|
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timeout = 300
|
||||
|
||||
//MECHS
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||||
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/obj/screen/alert/low_mech_integrity
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name = "Mech Damaged"
|
||||
desc = "Mech integrity is low."
|
||||
icon_state = "low_mech_integrity"
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||||
|
||||
|
||||
//GHOSTS
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||||
//TODO: expand this system to replace the pollCandidates/CheckAntagonist/"choose quickly"/etc Yes/No messages
|
||||
/obj/screen/alert/notify_cloning
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||||
name = "Revival"
|
||||
desc = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!"
|
||||
icon_state = "template"
|
||||
timeout = 300
|
||||
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||||
/obj/screen/alert/notify_cloning/Click()
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if(!usr || !usr.client) return
|
||||
var/mob/observer/dead/G = usr
|
||||
G.reenter_corpse()
|
||||
|
||||
// /obj/screen/alert/notify_jump
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||||
// name = "Body created"
|
||||
// desc = "A body was created. You can enter it."
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||||
// icon_state = "template"
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||||
// timeout = 300
|
||||
// var/atom/jump_target = null
|
||||
// var/attack_not_jump = null
|
||||
|
||||
// /obj/screen/alert/notify_jump/Click()
|
||||
// if(!usr || !usr.client) return
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||||
// if(!jump_target) return
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||||
// var/mob/dead/observer/G = usr
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// if(!istype(G)) return
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||||
// if(attack_not_jump)
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||||
// jump_target.attack_ghost(G)
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||||
// else
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||||
// var/turf/T = get_turf(jump_target)
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||||
// if(T && isturf(T))
|
||||
// G.loc = T
|
||||
|
||||
//OBJECT-BASED
|
||||
|
||||
/obj/screen/alert/restrained/buckled
|
||||
name = "Buckled"
|
||||
desc = "You've been buckled to something. Click the alert to unbuckle unless you're handcuffed."
|
||||
|
||||
/obj/screen/alert/restrained/handcuffed
|
||||
name = "Handcuffed"
|
||||
desc = "You're handcuffed and can't act. If anyone drags you, you won't be able to move. Click the alert to free yourself."
|
||||
|
||||
/obj/screen/alert/restrained/legcuffed
|
||||
name = "Legcuffed"
|
||||
desc = "You're legcuffed, which slows you down considerably. Click the alert to free yourself."
|
||||
|
||||
/obj/screen/alert/restrained/Click()
|
||||
if(isliving(usr))
|
||||
var/mob/living/L = usr
|
||||
return L.resist()
|
||||
// PRIVATE = only edit, use, or override these if you're editing the system as a whole
|
||||
|
||||
// Re-render all alerts - also called in /datum/hud/show_hud() because it's needed there
|
||||
/datum/hud/proc/reorganize_alerts()
|
||||
var/list/alerts = mymob.alerts
|
||||
var/icon_pref
|
||||
if(!hud_shown)
|
||||
for(var/i = 1, i <= alerts.len, i++)
|
||||
mymob.client.screen -= alerts[alerts[i]]
|
||||
return 1
|
||||
for(var/i = 1, i <= alerts.len, i++)
|
||||
var/obj/screen/alert/alert = alerts[alerts[i]]
|
||||
if(alert.icon_state == "template")
|
||||
if(!icon_pref)
|
||||
icon_pref = ui_style2icon(mymob.client.prefs.UI_style)
|
||||
alert.icon = icon_pref
|
||||
switch(i)
|
||||
if(1)
|
||||
. = ui_alert1
|
||||
if(2)
|
||||
. = ui_alert2
|
||||
if(3)
|
||||
. = ui_alert3
|
||||
if(4)
|
||||
. = ui_alert4
|
||||
if(5)
|
||||
. = ui_alert5 // Right now there's 5 slots
|
||||
else
|
||||
. = ""
|
||||
alert.screen_loc = .
|
||||
mymob.client.screen |= alert
|
||||
return 1
|
||||
|
||||
/mob
|
||||
var/list/alerts = list() // contains /obj/screen/alert only // On /mob so clientless mobs will throw alerts properly
|
||||
|
||||
/obj/screen/alert/Click(location, control, params)
|
||||
if(!usr || !usr.client)
|
||||
return
|
||||
var/paramslist = params2list(params)
|
||||
if(paramslist["shift"]) // screen objects don't do the normal Click() stuff so we'll cheat
|
||||
usr << "<span class='boldnotice'>[name]</span> - <span class='info'>[desc]</span>"
|
||||
return
|
||||
if(master)
|
||||
return usr.client.Click(master, location, control, params)
|
||||
|
||||
/obj/screen/alert/Destroy()
|
||||
..()
|
||||
severity = 0
|
||||
master = null
|
||||
screen_loc = ""
|
||||
return QDEL_HINT_QUEUE
|
||||
@@ -21,13 +21,7 @@
|
||||
mymob.healths.name = "health"
|
||||
mymob.healths.screen_loc = ui_alien_health
|
||||
|
||||
mymob.fire = new /obj/screen()
|
||||
mymob.fire.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.fire.icon_state = "fire0"
|
||||
mymob.fire.name = "fire"
|
||||
mymob.fire.screen_loc = ui_fire
|
||||
|
||||
mymob.client.screen = list()
|
||||
mymob.client.screen += list( mymob.healths, mymob.fire) //, mymob.rest, mymob.sleep, mymob.mach )
|
||||
mymob.client.screen += list( mymob.healths) //, mymob.rest, mymob.sleep, mymob.mach )
|
||||
mymob.client.screen += src.adding + src.other
|
||||
mymob.client.screen += mymob.client.void
|
||||
@@ -324,6 +324,11 @@ datum/hud/New(mob/owner)
|
||||
else
|
||||
mymob.instantiate_hud(src)
|
||||
|
||||
persistant_inventory_update()
|
||||
mymob.reload_fullscreen() // Reload any fullscreen overlays this mob has.
|
||||
mymob.update_action_buttons()
|
||||
reorganize_alerts()
|
||||
|
||||
/mob/proc/instantiate_hud(var/datum/hud/HUD)
|
||||
return
|
||||
|
||||
@@ -388,6 +393,7 @@ datum/hud/New(mob/owner)
|
||||
hud_used.hidden_inventory_update()
|
||||
hud_used.persistant_inventory_update()
|
||||
update_action_buttons()
|
||||
hud_used.reorganize_alerts()
|
||||
|
||||
//Similar to button_pressed_F12() but keeps zone_sel, gun_setting_icon, and healths.
|
||||
/mob/proc/toggle_zoom_hud()
|
||||
|
||||
@@ -246,27 +246,6 @@
|
||||
hud_elements |= mymob.internals
|
||||
|
||||
if(hud_data.has_warnings)
|
||||
mymob.oxygen = new /obj/screen()
|
||||
mymob.oxygen.icon = ui_style
|
||||
mymob.oxygen.icon_state = "oxy0"
|
||||
mymob.oxygen.name = "oxygen"
|
||||
mymob.oxygen.screen_loc = ui_oxygen
|
||||
hud_elements |= mymob.oxygen
|
||||
|
||||
mymob.toxin = new /obj/screen()
|
||||
mymob.toxin.icon = ui_style
|
||||
mymob.toxin.icon_state = "tox0"
|
||||
mymob.toxin.name = "toxin"
|
||||
mymob.toxin.screen_loc = ui_toxin
|
||||
hud_elements |= mymob.toxin
|
||||
|
||||
mymob.fire = new /obj/screen()
|
||||
mymob.fire.icon = ui_style
|
||||
mymob.fire.icon_state = "fire0"
|
||||
mymob.fire.name = "fire"
|
||||
mymob.fire.screen_loc = ui_fire
|
||||
hud_elements |= mymob.fire
|
||||
|
||||
mymob.healths = new /obj/screen()
|
||||
mymob.healths.icon = ui_style
|
||||
mymob.healths.icon_state = "health0"
|
||||
@@ -274,30 +253,6 @@
|
||||
mymob.healths.screen_loc = ui_health
|
||||
hud_elements |= mymob.healths
|
||||
|
||||
if(hud_data.has_pressure)
|
||||
mymob.pressure = new /obj/screen()
|
||||
mymob.pressure.icon = ui_style
|
||||
mymob.pressure.icon_state = "pressure0"
|
||||
mymob.pressure.name = "pressure"
|
||||
mymob.pressure.screen_loc = ui_pressure
|
||||
hud_elements |= mymob.pressure
|
||||
|
||||
if(hud_data.has_bodytemp)
|
||||
mymob.bodytemp = new /obj/screen()
|
||||
mymob.bodytemp.icon = ui_style
|
||||
mymob.bodytemp.icon_state = "temp1"
|
||||
mymob.bodytemp.name = "body temperature"
|
||||
mymob.bodytemp.screen_loc = ui_temp
|
||||
hud_elements |= mymob.bodytemp
|
||||
|
||||
if(hud_data.has_nutrition)
|
||||
mymob.nutrition_icon = new /obj/screen()
|
||||
mymob.nutrition_icon.icon = ui_style
|
||||
mymob.nutrition_icon.icon_state = "nutrition0"
|
||||
mymob.nutrition_icon.name = "nutrition"
|
||||
mymob.nutrition_icon.screen_loc = ui_nutrition
|
||||
hud_elements |= mymob.nutrition_icon
|
||||
|
||||
//VOREStation Addition begin
|
||||
mymob.shadekin_dark_display = new /obj/screen/shadekin/darkness()
|
||||
mymob.shadekin_dark_display.screen_loc = ui_shadekin_dark_display
|
||||
|
||||
@@ -85,15 +85,6 @@ var/obj/screen/robot_inventory
|
||||
src.adding += using
|
||||
action_intent = using
|
||||
|
||||
//Cell
|
||||
mymob:cells = new /obj/screen()
|
||||
mymob:cells.icon = ui_style
|
||||
mymob:cells.icon_state = "charge-empty"
|
||||
mymob:cells.alpha = ui_alpha
|
||||
mymob:cells.name = "cell"
|
||||
mymob:cells.screen_loc = ui_toxin
|
||||
src.other += mymob:cells
|
||||
|
||||
//Health
|
||||
mymob.healths = new /obj/screen()
|
||||
mymob.healths.icon = ui_style
|
||||
@@ -142,28 +133,6 @@ var/obj/screen/robot_inventory
|
||||
robot_inventory.screen_loc = ui_borg_inventory
|
||||
src.other += robot_inventory
|
||||
|
||||
//Temp
|
||||
mymob.bodytemp = new /obj/screen()
|
||||
mymob.bodytemp.icon_state = "temp0"
|
||||
mymob.bodytemp.name = "body temperature"
|
||||
mymob.bodytemp.screen_loc = ui_temp
|
||||
|
||||
mymob.oxygen = new /obj/screen()
|
||||
mymob.oxygen.icon = ui_style
|
||||
mymob.oxygen.icon_state = "oxy0"
|
||||
mymob.oxygen.alpha = ui_alpha
|
||||
mymob.oxygen.name = "oxygen"
|
||||
mymob.oxygen.screen_loc = ui_oxygen
|
||||
src.other += mymob.oxygen
|
||||
|
||||
mymob.fire = new /obj/screen()
|
||||
mymob.fire.icon = ui_style
|
||||
mymob.fire.icon_state = "fire0"
|
||||
mymob.fire.alpha = ui_alpha
|
||||
mymob.fire.name = "fire"
|
||||
mymob.fire.screen_loc = ui_fire
|
||||
src.other += mymob.fire
|
||||
|
||||
mymob.pullin = new /obj/screen()
|
||||
mymob.pullin.icon = ui_style
|
||||
mymob.pullin.icon_state = "pull0"
|
||||
@@ -195,7 +164,7 @@ var/obj/screen/robot_inventory
|
||||
|
||||
mymob.client.screen = list()
|
||||
|
||||
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, robot_inventory, mymob.gun_setting_icon)
|
||||
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.hands, mymob.healths, mymob.pullin, robot_inventory, mymob.gun_setting_icon)
|
||||
mymob.client.screen += src.adding + src.other
|
||||
mymob.client.screen += mymob.client.void
|
||||
|
||||
|
||||
@@ -480,6 +480,19 @@
|
||||
else
|
||||
return 0
|
||||
|
||||
/datum/mind/proc/get_ghost(even_if_they_cant_reenter)
|
||||
for(var/mob/observer/dead/G in player_list)
|
||||
if(G.mind == src)
|
||||
if(G.can_reenter_corpse || even_if_they_cant_reenter)
|
||||
return G
|
||||
break
|
||||
|
||||
/datum/mind/proc/grab_ghost(force)
|
||||
var/mob/observer/dead/G = get_ghost(even_if_they_cant_reenter = force)
|
||||
. = G
|
||||
if(G)
|
||||
G.reenter_corpse()
|
||||
|
||||
//Initialisation procs
|
||||
/mob/living/proc/mind_initialize()
|
||||
if(mind)
|
||||
|
||||
@@ -400,6 +400,7 @@ var/list/mob/living/forced_ambiance_list = new
|
||||
if(has_gravity)
|
||||
thunk(M)
|
||||
M.update_floating( M.Check_Dense_Object() )
|
||||
M.update_gravity(has_gravity)
|
||||
|
||||
/area/proc/thunk(mob)
|
||||
if(istype(get_turf(mob), /turf/space)) // Can't fall onto nothing.
|
||||
|
||||
@@ -34,7 +34,7 @@
|
||||
C.handcuffed = null
|
||||
if(C.buckled && C.buckled.buckle_require_restraints)
|
||||
C.buckled.unbuckle_mob()
|
||||
C.update_inv_handcuffed()
|
||||
C.update_handcuffed()
|
||||
if (C.client)
|
||||
C.client.screen -= W
|
||||
W.forceMove(C.loc)
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
H.handcuffed = null
|
||||
if(H.buckled && H.buckled.buckle_require_restraints)
|
||||
H.buckled.unbuckle_mob()
|
||||
H.update_inv_handcuffed()
|
||||
H.update_handcuffed()
|
||||
if (H.client)
|
||||
H.client.screen -= W
|
||||
W.forceMove(H.loc)
|
||||
|
||||
@@ -44,7 +44,7 @@
|
||||
for(var/mob/observer/dead/ghost in player_list)
|
||||
if(ghost.mind == H.mind)
|
||||
ghost.notify_revive("The Technomancer [user.real_name] is trying to revive you. \
|
||||
Re-enter your body if you want to be revived!", 'sound/effects/genetics.ogg')
|
||||
Re-enter your body if you want to be revived!", 'sound/effects/genetics.ogg', source = user)
|
||||
break
|
||||
|
||||
H.adjustBruteLoss(-40)
|
||||
|
||||
@@ -672,10 +672,10 @@
|
||||
src.visible_message("The machine states, 'YOU ARE UNDER ARREST, RAIDER!' and shoots handcuffs onto [usr]!", "You hear something say 'YOU ARE UNDER ARREST, RAIDER!' and a clinking sound")
|
||||
var/obj/item/weapon/handcuffs/C = new(src.loc)
|
||||
var/mob/living/carbon/human/H = usr
|
||||
if(istype(usr))
|
||||
if(istype(H))
|
||||
C.forceMove(H)
|
||||
H.handcuffed = C
|
||||
H.update_inv_handcuffed()
|
||||
H.update_handcuffed()
|
||||
else
|
||||
C.throw_at(usr,16,3,src)
|
||||
|
||||
|
||||
@@ -323,10 +323,9 @@
|
||||
if ((!subject.ckey) || (!subject.client))
|
||||
scantemp = "Error: Mental interface failure."
|
||||
if(subject.stat == DEAD && subject.mind && subject.mind.key) // If they're dead and not in their body, tell them to get in it.
|
||||
for(var/mob/observer/dead/ghost in player_list)
|
||||
if(ghost.ckey == ckey(subject.mind.key))
|
||||
ghost.notify_revive("Someone is trying to scan your body in the cloner. Re-enter your body if you want to be revived!", 'sound/effects/genetics.ogg')
|
||||
break
|
||||
var/mob/observer/dead/ghost = subject.get_ghost()
|
||||
if(ghost)
|
||||
ghost.notify_revive("Someone is trying to scan your body in the cloner. Re-enter your body if you want to be revived!", 'sound/effects/genetics.ogg', source = src)
|
||||
return
|
||||
if (!isnull(find_record(subject.ckey)))
|
||||
scantemp = "Subject already in database."
|
||||
|
||||
@@ -629,6 +629,7 @@
|
||||
////////////////////////////////////////
|
||||
|
||||
/obj/mecha/take_damage(amount, type="brute")
|
||||
update_damage_alerts()
|
||||
if(amount)
|
||||
var/damage = absorbDamage(amount,type)
|
||||
health -= damage
|
||||
@@ -969,6 +970,7 @@
|
||||
if(src.health<initial(src.health))
|
||||
to_chat(user, "<span class='notice'>You repair some damage to [src.name].</span>")
|
||||
src.health += min(10, initial(src.health)-src.health)
|
||||
update_damage_alerts()
|
||||
else
|
||||
to_chat(user, "The [src.name] is at full integrity")
|
||||
return
|
||||
@@ -1319,6 +1321,8 @@
|
||||
src.verbs += /obj/mecha/verb/eject
|
||||
src.log_append_to_last("[H] moved in as pilot.")
|
||||
src.icon_state = src.reset_icon()
|
||||
update_cell_alerts()
|
||||
update_damage_alerts()
|
||||
set_dir(dir_in)
|
||||
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
|
||||
if(occupant.client && cloaked_selfimage)
|
||||
@@ -1401,6 +1405,8 @@
|
||||
occupant.loc = mmi
|
||||
mmi.mecha = null
|
||||
occupant.canmove = 0
|
||||
occupant.clear_alert("charge")
|
||||
occupant.clear_alert("mech damage")
|
||||
occupant = null
|
||||
icon_state = src.reset_icon()+"-open"
|
||||
set_dir(dir_in)
|
||||
@@ -1975,12 +1981,14 @@
|
||||
return call((proc_res["dynusepower"]||src), "dynusepower")(amount)
|
||||
|
||||
/obj/mecha/proc/dynusepower(amount)
|
||||
update_cell_alerts()
|
||||
if(get_charge())
|
||||
cell.use(amount)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/mecha/proc/give_power(amount)
|
||||
update_cell_alerts()
|
||||
if(!isnull(get_charge()))
|
||||
cell.give(amount)
|
||||
return 1
|
||||
@@ -2158,3 +2166,31 @@
|
||||
//src.check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
|
||||
return
|
||||
*/
|
||||
|
||||
/obj/mecha/proc/update_cell_alerts()
|
||||
if(occupant && cell)
|
||||
var/cellcharge = cell.charge/cell.maxcharge
|
||||
switch(cellcharge)
|
||||
if(0.75 to INFINITY)
|
||||
occupant.clear_alert("charge")
|
||||
if(0.5 to 0.75)
|
||||
occupant.throw_alert("charge", /obj/screen/alert/lowcell, 1)
|
||||
if(0.25 to 0.5)
|
||||
occupant.throw_alert("charge", /obj/screen/alert/lowcell, 2)
|
||||
if(0.01 to 0.25)
|
||||
occupant.throw_alert("charge", /obj/screen/alert/lowcell, 3)
|
||||
else
|
||||
occupant.throw_alert("charge", /obj/screen/alert/emptycell)
|
||||
|
||||
/obj/mecha/proc/update_damage_alerts()
|
||||
if(occupant)
|
||||
var/integrity = health/initial(health)*100
|
||||
switch(integrity)
|
||||
if(30 to 45)
|
||||
occupant.throw_alert("mech damage", /obj/screen/alert/low_mech_integrity, 1)
|
||||
if(15 to 35)
|
||||
occupant.throw_alert("mech damage", /obj/screen/alert/low_mech_integrity, 2)
|
||||
if(-INFINITY to 15)
|
||||
occupant.throw_alert("mech damage", /obj/screen/alert/low_mech_integrity, 3)
|
||||
else
|
||||
occupant.clear_alert("mech damage")
|
||||
@@ -73,6 +73,7 @@
|
||||
//VOREStation Add End
|
||||
|
||||
post_buckle_mob(M)
|
||||
M.throw_alert("buckled", /obj/screen/alert/restrained/buckled, new_master = src)
|
||||
return TRUE
|
||||
|
||||
/atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force = FALSE)
|
||||
@@ -88,6 +89,7 @@
|
||||
buckled_mob.anchored = initial(buckled_mob.anchored)
|
||||
buckled_mob.update_canmove()
|
||||
buckled_mob.update_floating( buckled_mob.Check_Dense_Object() )
|
||||
buckled_mob.clear_alert("buckled")
|
||||
// buckled_mob = null
|
||||
buckled_mobs -= buckled_mob
|
||||
|
||||
|
||||
@@ -386,11 +386,9 @@
|
||||
|
||||
// This proc is used so that we can return out of the revive process while ensuring that busy and update_icon() are handled
|
||||
/obj/item/weapon/shockpaddles/proc/do_revive(mob/living/carbon/human/H, mob/user)
|
||||
if(!H.client && !H.teleop)
|
||||
for(var/mob/observer/dead/ghost in player_list)
|
||||
if(ghost.mind == H.mind)
|
||||
ghost.notify_revive("Someone is trying to resuscitate you. Re-enter your body if you want to be revived!", 'sound/effects/genetics.ogg')
|
||||
break
|
||||
var/mob/observer/dead/ghost = H.get_ghost()
|
||||
if(ghost)
|
||||
ghost.notify_revive("Someone is trying to resuscitate you. Re-enter your body if you want to be revived!", 'sound/effects/genetics.ogg', source = src)
|
||||
|
||||
//beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
|
||||
user.visible_message("<span class='warning'>\The [user] begins to place [src] on [H]'s chest.</span>", "<span class='warning'>You begin to place [src] on [H]'s chest...</span>")
|
||||
|
||||
@@ -98,7 +98,7 @@
|
||||
user.drop_from_inventory(cuffs)
|
||||
cuffs.loc = target
|
||||
target.handcuffed = cuffs
|
||||
target.update_inv_handcuffed()
|
||||
target.update_handcuffed()
|
||||
target.drop_r_hand()
|
||||
target.drop_l_hand()
|
||||
target.stop_pulling()
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
source.handcuffed = null
|
||||
if(source.buckled && source.buckled.buckle_require_restraints)
|
||||
source.buckled.unbuckle_mob()
|
||||
source.update_inv_handcuffed()
|
||||
source.update_handcuffed()
|
||||
if (source.client)
|
||||
source.client.screen -= W
|
||||
if (W)
|
||||
|
||||
@@ -37,7 +37,7 @@
|
||||
C.handcuffed = null
|
||||
if(C.buckled && C.buckled.buckle_require_restraints)
|
||||
C.buckled.unbuckle_mob()
|
||||
C.update_inv_handcuffed()
|
||||
C.update_handcuffed()
|
||||
return
|
||||
else
|
||||
..()
|
||||
|
||||
@@ -199,4 +199,7 @@
|
||||
|
||||
// Test for if stepping on a tile containing this obj is safe to do, used for things like landmines and cliffs.
|
||||
/obj/proc/is_safe_to_step(mob/living/L)
|
||||
return TRUE
|
||||
return TRUE
|
||||
|
||||
/obj/proc/container_resist(var/mob/living)
|
||||
return
|
||||
|
||||
@@ -403,8 +403,7 @@
|
||||
return 0 //closed but not sealed...
|
||||
return 1
|
||||
|
||||
/obj/structure/closet/proc/mob_breakout(var/mob/living/escapee)
|
||||
|
||||
/obj/structure/closet/container_resist(var/mob/living/escapee)
|
||||
if(breakout || !req_breakout())
|
||||
return
|
||||
|
||||
@@ -415,30 +414,31 @@
|
||||
|
||||
visible_message("<span class='danger'>\The [src] begins to shake violently!</span>")
|
||||
|
||||
breakout = 1 //can't think of a better way to do this right now.
|
||||
for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2
|
||||
if(!do_after(escapee, 50)) //5 seconds
|
||||
breakout = 0
|
||||
return
|
||||
if(!escapee || escapee.incapacitated() || escapee.loc != src)
|
||||
breakout = 0
|
||||
return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
|
||||
//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
|
||||
if(!req_breakout())
|
||||
breakout = 0
|
||||
return
|
||||
spawn(0)
|
||||
breakout = 1 //can't think of a better way to do this right now.
|
||||
for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2
|
||||
if(!do_after(escapee, 50)) //5 seconds
|
||||
breakout = 0
|
||||
return
|
||||
if(!escapee || escapee.incapacitated() || escapee.loc != src)
|
||||
breakout = 0
|
||||
return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
|
||||
//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
|
||||
if(!req_breakout())
|
||||
breakout = 0
|
||||
return
|
||||
|
||||
playsound(src.loc, breakout_sound, 100, 1)
|
||||
animate_shake()
|
||||
add_fingerprint(escapee)
|
||||
|
||||
//Well then break it!
|
||||
breakout = 0
|
||||
to_chat(escapee, "<span class='warning'>You successfully break out!</span>")
|
||||
visible_message("<span class='danger'>\The [escapee] successfully broke out of \the [src]!</span>")
|
||||
playsound(src.loc, breakout_sound, 100, 1)
|
||||
break_open()
|
||||
animate_shake()
|
||||
add_fingerprint(escapee)
|
||||
|
||||
//Well then break it!
|
||||
breakout = 0
|
||||
to_chat(escapee, "<span class='warning'>You successfully break out!</span>")
|
||||
visible_message("<span class='danger'>\The [escapee] successfully broke out of \the [src]!</span>")
|
||||
playsound(src.loc, breakout_sound, 100, 1)
|
||||
break_open()
|
||||
animate_shake()
|
||||
|
||||
/obj/structure/closet/proc/break_open()
|
||||
sealed = 0
|
||||
|
||||
@@ -55,6 +55,34 @@
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/clothing/shoes/container_resist(mob/living/micro)
|
||||
var/mob/living/carbon/human/macro = loc
|
||||
if(!istype(macro))
|
||||
to_chat(micro, "<span class='notice'>You start to climb out of [src]!</span>")
|
||||
if(do_after(micro, 50, src))
|
||||
to_chat(micro, "<span class='notice'>You climb out of [src]!</span>")
|
||||
micro.forceMove(loc)
|
||||
return
|
||||
|
||||
var/escape_message_micro = "You start to climb out of [src]!"
|
||||
var/escape_message_macro = "Something is trying to climb out of your [src]!"
|
||||
var/escape_time = 60
|
||||
|
||||
if(macro.shoes == src)
|
||||
escape_message_micro = "You start to climb around the larger creature's feet and ankles!"
|
||||
escape_time = 100
|
||||
|
||||
to_chat(micro, "<span class='notice'>[escape_message_micro]</span>")
|
||||
to_chat(macro, "<span class='danger'>[escape_message_macro]</span>")
|
||||
if(!do_after(micro, escape_time, macro))
|
||||
to_chat(micro, "<span class='danger'>You're pinned underfoot!</span>")
|
||||
to_chat(macro, "<span class='danger'>You pin the escapee underfoot!</span>")
|
||||
return
|
||||
|
||||
to_chat(micro, "<span class='notice'>You manage to escape [src]!</span>")
|
||||
to_chat(macro, "<span class='danger'>Someone has climbed out of your [src]!</span>")
|
||||
micro.forceMove(macro.loc)
|
||||
|
||||
/obj/item/clothing/gloves
|
||||
sprite_sheets = list(
|
||||
SPECIES_TESHARI = 'icons/mob/species/seromi/gloves.dmi',
|
||||
|
||||
@@ -827,7 +827,7 @@ mob/observer/dead/MayRespawn(var/feedback = 0)
|
||||
|
||||
// Lets a ghost know someone's trying to bring them back, and for them to get into their body.
|
||||
// Mostly the same as TG's sans the hud element, since we don't have TG huds.
|
||||
/mob/observer/dead/proc/notify_revive(var/message, var/sound, flashwindow = TRUE)
|
||||
/mob/observer/dead/proc/notify_revive(var/message, var/sound, flashwindow = TRUE, var/atom/source)
|
||||
if((last_revive_notification + 2 MINUTES) > world.time)
|
||||
return
|
||||
last_revive_notification = world.time
|
||||
@@ -836,6 +836,16 @@ mob/observer/dead/MayRespawn(var/feedback = 0)
|
||||
window_flash(client)
|
||||
if(message)
|
||||
to_chat(src, "<span class='ghostalert'><font size=4>[message]</font></span>")
|
||||
if(source)
|
||||
var/obj/screen/alert/A = throw_alert("\ref[source]_notify_revive", /obj/screen/alert/notify_cloning)
|
||||
if(A)
|
||||
if(client && client.prefs && client.prefs.UI_style)
|
||||
A.icon = ui_style2icon(client.prefs.UI_style)
|
||||
A.desc = message
|
||||
var/old_layer = source.layer
|
||||
source.layer = FLOAT_LAYER
|
||||
A.overlays += source
|
||||
source.layer = old_layer
|
||||
to_chat(src, "<span class='ghostalert'><a href=?src=[REF(src)];reenter=1>(Click to re-enter)</a></span>")
|
||||
if(sound)
|
||||
SEND_SOUND(src, sound(sound))
|
||||
|
||||
@@ -89,6 +89,22 @@ var/list/holder_mob_icon_cache = list()
|
||||
else if(H.r_hand == src)
|
||||
H.update_inv_r_hand()
|
||||
|
||||
/obj/item/weapon/holder/container_resist(mob/living/held)
|
||||
var/mob/M = loc
|
||||
if(istype(M))
|
||||
M.drop_from_inventory(src)
|
||||
to_chat(M, "<span class='warning'>\The [held] wriggles out of your grip!</span>")
|
||||
to_chat(held, "<span class='warning'>You wiggle out of [M]'s grip!</span>")
|
||||
else if(istype(loc, /obj/item/clothing/accessory/holster))
|
||||
var/obj/item/clothing/accessory/holster/holster = loc
|
||||
if(holster.holstered == src)
|
||||
holster.clear_holster()
|
||||
to_chat(held, "<span class='warning'>You extricate yourself from [holster].</span>")
|
||||
held.forceMove(get_turf(held))
|
||||
else if(isitem(loc))
|
||||
to_chat(held, "<span class='warning'>You struggle free of [loc].</span>")
|
||||
held.forceMove(get_turf(held))
|
||||
|
||||
//Mob specific holders.
|
||||
/obj/item/weapon/holder/diona
|
||||
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
|
||||
|
||||
@@ -311,7 +311,7 @@
|
||||
H.handcuffed = new /obj/item/weapon/handcuffs/cable(H) // Better to be cable cuffed than stun-locked
|
||||
else
|
||||
H.handcuffed = new /obj/item/weapon/handcuffs(H)
|
||||
H.update_inv_handcuffed()
|
||||
H.update_handcuffed()
|
||||
busy = FALSE
|
||||
else if(istype(M, /mob/living))
|
||||
var/mob/living/L = M
|
||||
|
||||
@@ -148,11 +148,11 @@
|
||||
|
||||
if(environment.temperature > (T0C+66))
|
||||
adjustFireLoss((environment.temperature - (T0C+66))/5) // Might be too high, check in testing.
|
||||
if (fire) fire.icon_state = "fire2"
|
||||
throw_alert("alien_fire", /obj/screen/alert/alien_fire)
|
||||
if(prob(20))
|
||||
to_chat(src, "<font color='red'>You feel a searing heat!</font>")
|
||||
else
|
||||
if (fire) fire.icon_state = "fire0"
|
||||
clear_alert("alien_fire")
|
||||
|
||||
/mob/living/carbon/alien/handle_fire()
|
||||
if(..())
|
||||
|
||||
@@ -310,7 +310,7 @@
|
||||
|
||||
else if (W == handcuffed)
|
||||
handcuffed = null
|
||||
update_inv_handcuffed()
|
||||
update_handcuffed()
|
||||
if(buckled && buckled.buckle_require_restraints)
|
||||
buckled.unbuckle_mob()
|
||||
|
||||
@@ -318,9 +318,8 @@
|
||||
legcuffed = null
|
||||
update_inv_legcuffed()
|
||||
else
|
||||
..()
|
||||
..()
|
||||
|
||||
return
|
||||
|
||||
//generates realistic-ish pulse output based on preset levels
|
||||
/mob/living/carbon/proc/get_pulse(var/method) //method 0 is for hands, 1 is for machines, more accurate
|
||||
@@ -403,3 +402,14 @@
|
||||
if(does_not_breathe)
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/proc/update_handcuffed()
|
||||
if(handcuffed)
|
||||
drop_l_hand()
|
||||
drop_r_hand()
|
||||
stop_pulling()
|
||||
throw_alert("handcuffed", /obj/screen/alert/restrained/handcuffed, new_master = handcuffed)
|
||||
else
|
||||
clear_alert("handcuffed")
|
||||
update_action_buttons() //some of our action buttons might be unusable when we're handcuffed.
|
||||
update_inv_handcuffed()
|
||||
@@ -1679,4 +1679,9 @@
|
||||
if(istype(loc, /turf/simulated))
|
||||
var/turf/T = loc
|
||||
T.add_blood(src)
|
||||
. = ..()
|
||||
. = ..()
|
||||
|
||||
/mob/living/carbon/human/reduce_cuff_time()
|
||||
if(istype(gloves, /obj/item/clothing/gloves/gauntlets/rig))
|
||||
return 2
|
||||
return ..()
|
||||
|
||||
@@ -1,30 +1,7 @@
|
||||
/mob/living/carbon/human/process_resist()
|
||||
//drop && roll
|
||||
if((on_fire || has_modifier_of_type(/datum/modifier/fire)) && !buckled)
|
||||
adjust_fire_stacks(-1.2)
|
||||
Weaken(3)
|
||||
spin(32,2)
|
||||
visible_message(
|
||||
"<span class='danger'>[src] rolls on the floor, trying to put themselves out!</span>",
|
||||
"<span class='notice'>You stop, drop, and roll!</span>"
|
||||
)
|
||||
sleep(30)
|
||||
if(fire_stacks <= 0 && !(has_modifier_of_type(/datum/modifier/fire)))
|
||||
visible_message(
|
||||
"<span class='danger'>[src] has successfully extinguished themselves!</span>",
|
||||
"<span class='notice'>You extinguish yourself.</span>"
|
||||
)
|
||||
ExtinguishMob()
|
||||
return TRUE
|
||||
|
||||
if(handcuffed)
|
||||
spawn() escape_handcuffs()
|
||||
else if(legcuffed)
|
||||
spawn() escape_legcuffs()
|
||||
else if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
|
||||
spawn() escape_straight_jacket()
|
||||
else
|
||||
..()
|
||||
/mob/living/carbon/human/resist_restraints()
|
||||
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
|
||||
return escape_straight_jacket()
|
||||
return ..()
|
||||
|
||||
#define RESIST_ATTACK_DEFAULT 0
|
||||
#define RESIST_ATTACK_CLAWS 1
|
||||
|
||||
@@ -172,7 +172,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
handcuffed = null
|
||||
if(buckled && buckled.buckle_require_restraints)
|
||||
buckled.unbuckle_mob()
|
||||
update_inv_handcuffed()
|
||||
update_handcuffed()
|
||||
else if (W == legcuffed)
|
||||
legcuffed = null
|
||||
update_inv_legcuffed()
|
||||
|
||||
@@ -25,12 +25,6 @@
|
||||
#define HUMAN_COMBUSTION_TEMP 524 //524k is the sustained combustion temperature of human fat
|
||||
|
||||
/mob/living/carbon/human
|
||||
var/oxygen_alert = 0
|
||||
var/phoron_alert = 0
|
||||
var/co2_alert = 0
|
||||
var/fire_alert = 0
|
||||
var/pressure_alert = 0
|
||||
var/temperature_alert = 0
|
||||
var/in_stasis = 0
|
||||
var/heartbeat = 0
|
||||
|
||||
@@ -46,7 +40,6 @@
|
||||
//code. Very ugly. I dont care. Moving this stuff here so its easy
|
||||
//to find it.
|
||||
blinded = 0
|
||||
fire_alert = 0 //Reset this here, because both breathe() and handle_environment() have a chance to set it.
|
||||
|
||||
//TODO: seperate this out
|
||||
// update the current life tick, can be used to e.g. only do something every 4 ticks
|
||||
@@ -384,8 +377,7 @@
|
||||
if(suiciding)
|
||||
failed_last_breath = 1
|
||||
adjustOxyLoss(2)//If you are suiciding, you should die a little bit faster
|
||||
oxygen_alert = max(oxygen_alert, 1)
|
||||
suiciding --
|
||||
suiciding--
|
||||
return 0
|
||||
|
||||
if(does_not_breathe)
|
||||
@@ -405,9 +397,10 @@
|
||||
if(!L.is_bruised() && prob(8))
|
||||
rupture_lung()
|
||||
|
||||
oxygen_alert = max(oxygen_alert, 1)
|
||||
|
||||
throw_alert("pressure", /obj/screen/alert/lowpressure)
|
||||
return 0
|
||||
else
|
||||
clear_alert("pressure")
|
||||
|
||||
var/safe_pressure_min = species.minimum_breath_pressure // Minimum safe partial pressure of breathable gas in kPa
|
||||
|
||||
@@ -466,6 +459,7 @@
|
||||
|
||||
var/inhale_pp = (inhaling/breath.total_moles)*breath_pressure
|
||||
var/toxins_pp = (poison/breath.total_moles)*breath_pressure
|
||||
// To be clear, this isn't how much they're exhaling -- it's the amount of the species exhale_gas that they just
|
||||
var/exhaled_pp = (exhaling/breath.total_moles)*breath_pressure
|
||||
|
||||
// Not enough to breathe
|
||||
@@ -478,10 +472,23 @@
|
||||
adjustOxyLoss(max(HUMAN_MAX_OXYLOSS*(1-ratio), 0))
|
||||
failed_inhale = 1
|
||||
|
||||
oxygen_alert = max(oxygen_alert, 1)
|
||||
switch(breath_type)
|
||||
if("oxygen")
|
||||
throw_alert("oxy", /obj/screen/alert/not_enough_oxy)
|
||||
if("phoron")
|
||||
throw_alert("oxy", /obj/screen/alert/not_enough_tox)
|
||||
if("nitrogen")
|
||||
throw_alert("oxy", /obj/screen/alert/not_enough_nitro)
|
||||
if("carbon_dioxide")
|
||||
throw_alert("oxy", /obj/screen/alert/not_enough_co2)
|
||||
if("volatile_fuel")
|
||||
throw_alert("oxy", /obj/screen/alert/not_enough_fuel)
|
||||
if("sleeping_agent")
|
||||
throw_alert("oxy", /obj/screen/alert/not_enough_n2o)
|
||||
|
||||
else
|
||||
// We're in safe limits
|
||||
oxygen_alert = 0
|
||||
clear_alert("oxy")
|
||||
|
||||
inhaled_gas_used = inhaling/6
|
||||
|
||||
@@ -492,16 +499,15 @@
|
||||
|
||||
// Too much exhaled gas in the air
|
||||
if(exhaled_pp > safe_exhaled_max)
|
||||
if (!co2_alert|| prob(15))
|
||||
if (prob(15))
|
||||
var/word = pick("extremely dizzy","short of breath","faint","confused")
|
||||
to_chat(src, "<span class='danger'>You feel [word].</span>")
|
||||
|
||||
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
|
||||
co2_alert = 1
|
||||
failed_exhale = 1
|
||||
|
||||
else if(exhaled_pp > safe_exhaled_max * 0.7)
|
||||
if (!co2_alert || prob(1))
|
||||
if (!prob(1))
|
||||
var/word = pick("dizzy","short of breath","faint","momentarily confused")
|
||||
to_chat(src, "<span class='warning'>You feel [word].</span>")
|
||||
|
||||
@@ -511,26 +517,22 @@
|
||||
//give them some oxyloss, up to the limit - we don't want people falling unconcious due to CO2 alone until they're pretty close to safe_exhaled_max.
|
||||
if (getOxyLoss() < 50*ratio)
|
||||
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
|
||||
co2_alert = 1
|
||||
failed_exhale = 1
|
||||
|
||||
else if(exhaled_pp > safe_exhaled_max * 0.6)
|
||||
if (prob(0.3))
|
||||
if(prob(0.3))
|
||||
var/word = pick("a little dizzy","short of breath")
|
||||
to_chat(src, "<span class='warning'>You feel [word].</span>")
|
||||
|
||||
else
|
||||
co2_alert = 0
|
||||
|
||||
// Too much poison in the air.
|
||||
if(toxins_pp > safe_toxins_max)
|
||||
var/ratio = (poison/safe_toxins_max) * 10
|
||||
if(reagents)
|
||||
reagents.add_reagent("toxin", CLAMP(ratio, MIN_TOXIN_DAMAGE, MAX_TOXIN_DAMAGE))
|
||||
breath.adjust_gas(poison_type, -poison/6, update = 0) //update after
|
||||
phoron_alert = max(phoron_alert, 1)
|
||||
throw_alert("tox_in_air", /obj/screen/alert/tox_in_air)
|
||||
else
|
||||
phoron_alert = 0
|
||||
clear_alert("tox_in_air")
|
||||
|
||||
// If there's some other shit in the air lets deal with it here.
|
||||
if(breath.gas["sleeping_agent"])
|
||||
@@ -573,25 +575,24 @@
|
||||
if(breath.temperature >= species.breath_heat_level_1)
|
||||
if(breath.temperature < species.breath_heat_level_2)
|
||||
apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, BP_HEAD, used_weapon = "Excessive Heat")
|
||||
fire_alert = max(fire_alert, 2)
|
||||
throw_alert("temp", /obj/screen/alert/hot, 1)
|
||||
else if(breath.temperature < species.breath_heat_level_3)
|
||||
apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, BP_HEAD, used_weapon = "Excessive Heat")
|
||||
fire_alert = max(fire_alert, 2)
|
||||
throw_alert("temp", /obj/screen/alert/hot, 2)
|
||||
else
|
||||
apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, BP_HEAD, used_weapon = "Excessive Heat")
|
||||
fire_alert = max(fire_alert, 2)
|
||||
throw_alert("temp", /obj/screen/alert/hot, 3)
|
||||
|
||||
else if(breath.temperature <= species.breath_cold_level_1)
|
||||
if(breath.temperature > species.breath_cold_level_2)
|
||||
apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, BP_HEAD, used_weapon = "Excessive Cold")
|
||||
fire_alert = max(fire_alert, 1)
|
||||
throw_alert("temp", /obj/screen/alert/cold, 1)
|
||||
else if(breath.temperature > species.breath_cold_level_3)
|
||||
apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, BP_HEAD, used_weapon = "Excessive Cold")
|
||||
fire_alert = max(fire_alert, 1)
|
||||
throw_alert("temp", /obj/screen/alert/cold, 2)
|
||||
else
|
||||
apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, BP_HEAD, used_weapon = "Excessive Cold")
|
||||
fire_alert = max(fire_alert, 1)
|
||||
|
||||
throw_alert("temp", /obj/screen/alert/cold, 3)
|
||||
|
||||
//breathing in hot/cold air also heats/cools you a bit
|
||||
var/temp_adj = breath.temperature - bodytemperature
|
||||
@@ -613,6 +614,9 @@
|
||||
else if(breath.temperature <= species.cold_discomfort_level)
|
||||
species.get_environment_discomfort(src,"cold")
|
||||
|
||||
else
|
||||
clear_alert("temp")
|
||||
|
||||
breath.update_values()
|
||||
return 1
|
||||
|
||||
@@ -653,7 +657,7 @@
|
||||
loc_temp = environment.temperature
|
||||
|
||||
if(adjusted_pressure < species.warning_high_pressure && adjusted_pressure > species.warning_low_pressure && abs(loc_temp - bodytemperature) < 20 && bodytemperature < species.heat_level_1 && bodytemperature > species.cold_level_1)
|
||||
pressure_alert = 0
|
||||
clear_alert("pressure")
|
||||
return // Temperatures are within normal ranges, fuck all this processing. ~Ccomp
|
||||
|
||||
//Body temperature adjusts depending on surrounding atmosphere based on your thermal protection (convection)
|
||||
@@ -674,7 +678,6 @@
|
||||
// +/- 50 degrees from 310.15K is the 'safe' zone, where no damage is dealt.
|
||||
if(bodytemperature >= species.heat_level_1)
|
||||
//Body temperature is too hot.
|
||||
fire_alert = max(fire_alert, 1)
|
||||
if(status_flags & GODMODE)
|
||||
return 1 //godmode
|
||||
|
||||
@@ -691,11 +694,9 @@
|
||||
burn_dam = HEAT_DAMAGE_LEVEL_1
|
||||
|
||||
take_overall_damage(burn=burn_dam, used_weapon = "High Body Temperature")
|
||||
fire_alert = max(fire_alert, 2)
|
||||
|
||||
else if(bodytemperature <= species.cold_level_1)
|
||||
//Body temperature is too cold.
|
||||
fire_alert = max(fire_alert, 1)
|
||||
|
||||
if(status_flags & GODMODE)
|
||||
return 1 //godmode
|
||||
@@ -713,7 +714,6 @@
|
||||
cold_dam = COLD_DAMAGE_LEVEL_1
|
||||
|
||||
take_overall_damage(burn=cold_dam, used_weapon = "Low Body Temperature")
|
||||
fire_alert = max(fire_alert, 1)
|
||||
|
||||
// Account for massive pressure differences. Done by Polymorph
|
||||
// Made it possible to actually have something that can protect against high pressure... Done by Errorage. Polymorph now has an axe sticking from his head for his previous hardcoded nonsense!
|
||||
@@ -723,13 +723,13 @@
|
||||
if(adjusted_pressure >= species.hazard_high_pressure)
|
||||
var/pressure_damage = min( ( (adjusted_pressure / species.hazard_high_pressure) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE)
|
||||
take_overall_damage(brute=pressure_damage, used_weapon = "High Pressure")
|
||||
pressure_alert = 2
|
||||
throw_alert("pressure", /obj/screen/alert/highpressure, 2)
|
||||
else if(adjusted_pressure >= species.warning_high_pressure)
|
||||
pressure_alert = 1
|
||||
throw_alert("pressure", /obj/screen/alert/highpressure, 1)
|
||||
else if(adjusted_pressure >= species.warning_low_pressure)
|
||||
pressure_alert = 0
|
||||
clear_alert("pressure")
|
||||
else if(adjusted_pressure >= species.hazard_low_pressure)
|
||||
pressure_alert = -1
|
||||
throw_alert("pressure", /obj/screen/alert/lowpressure, 1)
|
||||
else
|
||||
if( !(COLD_RESISTANCE in mutations))
|
||||
if(!isSynthetic() || !nif || !nif.flag_check(NIF_O_PRESSURESEAL,NIF_FLAGS_OTHER)) //VOREStation Edit - NIF pressure seals
|
||||
@@ -747,9 +747,9 @@
|
||||
// Firesuits (Min protection = 0.2 atmospheres) decrease oxyloss to 1/5
|
||||
|
||||
adjustOxyLoss(pressure_dam)
|
||||
pressure_alert = -2
|
||||
throw_alert("pressure", /obj/screen/alert/lowpressure, 2)
|
||||
else
|
||||
pressure_alert = -1
|
||||
clear_alert("pressure")
|
||||
|
||||
return
|
||||
|
||||
@@ -1009,12 +1009,14 @@
|
||||
//Are they SSD? If so we'll keep them asleep but work off some of that sleep var in case of stoxin or similar.
|
||||
if(client || sleeping > 3)
|
||||
AdjustSleeping(-1)
|
||||
throw_alert("asleep", /obj/screen/alert/asleep)
|
||||
if( prob(2) && health && !hal_crit )
|
||||
spawn(0)
|
||||
emote("snore")
|
||||
//CONSCIOUS
|
||||
else
|
||||
set_stat(CONSCIOUS)
|
||||
clear_alert("asleep")
|
||||
|
||||
//Periodically double-check embedded_flag
|
||||
if(embedded_flag && !(life_tick % 10))
|
||||
@@ -1046,19 +1048,24 @@
|
||||
SetBlinded(0)
|
||||
blinded = 0
|
||||
eye_blurry = 0
|
||||
clear_alert("blind")
|
||||
else if(!vision || vision.is_broken()) // Vision organs cut out or broken? Permablind.
|
||||
SetBlinded(1)
|
||||
blinded = 1
|
||||
eye_blurry = 1
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
else //You have the requisite organs
|
||||
if(sdisabilities & BLIND) // Disabled-blind, doesn't get better on its own
|
||||
blinded = 1
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
else if(eye_blind) // Blindness, heals slowly over time
|
||||
AdjustBlinded(-1)
|
||||
blinded = 1
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
else if(istype(glasses, /obj/item/clothing/glasses/sunglasses/blindfold)) //resting your eyes with a blindfold heals blurry eyes faster
|
||||
eye_blurry = max(eye_blurry-3, 0)
|
||||
blinded = 1
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
|
||||
//blurry sight
|
||||
if(vision.is_bruised()) // Vision organs impaired? Permablurry.
|
||||
@@ -1213,83 +1220,41 @@
|
||||
healths_ma.overlays += health_images
|
||||
healths.appearance = healths_ma
|
||||
|
||||
if(nutrition_icon)
|
||||
var/prefix = isSynthetic() ? "c" : null
|
||||
switch(nutrition)
|
||||
if(450 to INFINITY) nutrition_icon.icon_state = "[prefix]nutrition0"
|
||||
if(350 to 450) nutrition_icon.icon_state = "[prefix]nutrition1"
|
||||
if(250 to 350) nutrition_icon.icon_state = "[prefix]nutrition2"
|
||||
if(150 to 250) nutrition_icon.icon_state = "[prefix]nutrition3"
|
||||
else nutrition_icon.icon_state = "[prefix]nutrition4"
|
||||
|
||||
if(pressure)
|
||||
pressure.icon_state = "pressure[pressure_alert]"
|
||||
var/fat_alert = /obj/screen/alert/fat
|
||||
var/hungry_alert = /obj/screen/alert/hungry
|
||||
var/starving_alert = /obj/screen/alert/starving
|
||||
|
||||
// if(rest) //Not used with new UI
|
||||
// if(resting || lying || sleeping) rest.icon_state = "rest1"
|
||||
// else rest.icon_state = "rest0"
|
||||
if(toxin)
|
||||
if(hal_screwyhud == 4 || (phoron_alert && !does_not_breathe)) toxin.icon_state = "tox1"
|
||||
else toxin.icon_state = "tox0"
|
||||
if(oxygen)
|
||||
if(hal_screwyhud == 3 || (oxygen_alert && !does_not_breathe)) oxygen.icon_state = "oxy1"
|
||||
else oxygen.icon_state = "oxy0"
|
||||
if(fire)
|
||||
if(fire_alert) fire.icon_state = "fire[fire_alert]" //fire_alert is either 0 if no alert, 1 for cold and 2 for heat.
|
||||
else fire.icon_state = "fire0"
|
||||
if(get_species() == SPECIES_CUSTOM)
|
||||
var/datum/species/custom/C = species
|
||||
if(/datum/trait/bloodsucker in C.traits)
|
||||
fat_alert = /obj/screen/alert/fat/vampire
|
||||
hungry_alert = /obj/screen/alert/hungry/vampire
|
||||
starving_alert = /obj/screen/alert/starving/vampire
|
||||
else if(isSynthetic())
|
||||
fat_alert = /obj/screen/alert/fat/synth
|
||||
hungry_alert = /obj/screen/alert/hungry/synth
|
||||
starving_alert = /obj/screen/alert/starving/synth
|
||||
|
||||
if(bodytemp)
|
||||
if (!species)
|
||||
switch(bodytemperature) //310.055 optimal body temp
|
||||
if(370 to INFINITY) bodytemp.icon_state = "temp4"
|
||||
if(350 to 370) bodytemp.icon_state = "temp3"
|
||||
if(335 to 350) bodytemp.icon_state = "temp2"
|
||||
if(320 to 335) bodytemp.icon_state = "temp1"
|
||||
if(300 to 320) bodytemp.icon_state = "temp0"
|
||||
if(295 to 300) bodytemp.icon_state = "temp-1"
|
||||
if(280 to 295) bodytemp.icon_state = "temp-2"
|
||||
if(260 to 280) bodytemp.icon_state = "temp-3"
|
||||
else bodytemp.icon_state = "temp-4"
|
||||
switch(nutrition)
|
||||
if(450 to INFINITY)
|
||||
throw_alert("nutrition", fat_alert)
|
||||
// if(350 to 450)
|
||||
// if(250 to 350) // Alternative more-detailed tiers, not used.
|
||||
if(250 to 450)
|
||||
clear_alert("nutrition")
|
||||
if(150 to 250)
|
||||
throw_alert("nutrition", hungry_alert)
|
||||
else
|
||||
//TODO: precalculate all of this stuff when the species datum is created
|
||||
var/base_temperature = species.body_temperature
|
||||
if(base_temperature == null) //some species don't have a set metabolic temperature
|
||||
base_temperature = (species.heat_level_1 + species.cold_level_1)/2
|
||||
|
||||
var/temp_step
|
||||
if (bodytemperature >= base_temperature)
|
||||
temp_step = (species.heat_level_1 - base_temperature)/4
|
||||
|
||||
if (bodytemperature >= species.heat_level_1)
|
||||
bodytemp.icon_state = "temp4"
|
||||
else if (bodytemperature >= base_temperature + temp_step*3)
|
||||
bodytemp.icon_state = "temp3"
|
||||
else if (bodytemperature >= base_temperature + temp_step*2)
|
||||
bodytemp.icon_state = "temp2"
|
||||
else if (bodytemperature >= base_temperature + temp_step*1)
|
||||
bodytemp.icon_state = "temp1"
|
||||
else
|
||||
bodytemp.icon_state = "temp0"
|
||||
|
||||
else if (bodytemperature < base_temperature)
|
||||
temp_step = (base_temperature - species.cold_level_1)/4
|
||||
|
||||
if (bodytemperature <= species.cold_level_1)
|
||||
bodytemp.icon_state = "temp-4"
|
||||
else if (bodytemperature <= base_temperature - temp_step*3)
|
||||
bodytemp.icon_state = "temp-3"
|
||||
else if (bodytemperature <= base_temperature - temp_step*2)
|
||||
bodytemp.icon_state = "temp-2"
|
||||
else if (bodytemperature <= base_temperature - temp_step*1)
|
||||
bodytemp.icon_state = "temp-1"
|
||||
else
|
||||
bodytemp.icon_state = "temp0"
|
||||
throw_alert("nutrition", starving_alert)
|
||||
|
||||
if(blinded)
|
||||
overlay_fullscreen("blind", /obj/screen/fullscreen/blind)
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
|
||||
else if(!machine)
|
||||
clear_fullscreens()
|
||||
clear_alert("blind")
|
||||
|
||||
if(disabilities & NEARSIGHTED) //this looks meh but saves a lot of memory by not requiring to add var/prescription
|
||||
if(glasses) //to every /obj/item
|
||||
@@ -1301,6 +1266,10 @@
|
||||
|
||||
set_fullscreen(eye_blurry, "blurry", /obj/screen/fullscreen/blurry)
|
||||
set_fullscreen(druggy, "high", /obj/screen/fullscreen/high)
|
||||
if(druggy)
|
||||
throw_alert("high", /obj/screen/alert/high)
|
||||
else
|
||||
clear_alert("high")
|
||||
|
||||
if(config.welder_vision)
|
||||
var/found_welder
|
||||
|
||||
@@ -146,9 +146,11 @@
|
||||
else
|
||||
H.adjustOxyLoss(ALRAUNE_CRIT_MAX_OXYLOSS)
|
||||
|
||||
H.oxygen_alert = max(H.oxygen_alert, 1)
|
||||
H.throw_alert("pressure", /obj/screen/alert/lowpressure)
|
||||
|
||||
return // skip air processing if there's no air
|
||||
else
|
||||
H.clear_alert("pressure")
|
||||
|
||||
// now into the good stuff
|
||||
|
||||
@@ -188,10 +190,10 @@
|
||||
H.adjustOxyLoss(max(ALRAUNE_MAX_OXYLOSS*(1-ratio), 0))
|
||||
failed_inhale = 1
|
||||
|
||||
H.oxygen_alert = max(H.oxygen_alert, 1)
|
||||
H.throw_alert("oxy", /obj/screen/alert/not_enough_co2)
|
||||
else
|
||||
// We're in safe limits
|
||||
H.oxygen_alert = 0
|
||||
H.clear_alert("oxy")
|
||||
|
||||
inhaled_gas_used = inhaling/6
|
||||
breath.adjust_gas("carbon_dioxide", -inhaled_gas_used, update = 0) //update afterwards
|
||||
@@ -199,10 +201,9 @@
|
||||
|
||||
//Now we handle CO2.
|
||||
if(inhale_pp > safe_exhaled_max * 0.7) // For a human, this would be too much exhaled gas in the air. But plants don't care.
|
||||
H.co2_alert = 1 // Give them the alert on the HUD. They'll be aware when the good stuff is present.
|
||||
|
||||
H.throw_alert("co2", /obj/screen/alert/too_much_co2/plant) // Give them the alert on the HUD. They'll be aware when the good stuff is present.
|
||||
else
|
||||
H.co2_alert = 0
|
||||
H.clear_alert("co2")
|
||||
|
||||
//do the CO2 buff stuff here
|
||||
|
||||
@@ -225,9 +226,9 @@
|
||||
if(H.reagents)
|
||||
H.reagents.add_reagent("toxin", CLAMP(ratio, MIN_TOXIN_DAMAGE, MAX_TOXIN_DAMAGE))
|
||||
breath.adjust_gas(poison_type, -poison/6, update = 0) //update after
|
||||
H.phoron_alert = max(H.phoron_alert, 1)
|
||||
H.throw_alert("tox_in_air", /obj/screen/alert/tox_in_air)
|
||||
else
|
||||
H.phoron_alert = 0
|
||||
H.clear_alert("tox_in_air")
|
||||
|
||||
// If there's some other shit in the air lets deal with it here.
|
||||
if(breath.gas["sleeping_agent"])
|
||||
@@ -271,24 +272,18 @@
|
||||
if(breath.temperature >= breath_heat_level_1)
|
||||
if(breath.temperature < breath_heat_level_2)
|
||||
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_1, BURN, bodypart, used_weapon = "Excessive Heat")
|
||||
H.fire_alert = max(H.fire_alert, 2)
|
||||
else if(breath.temperature < breath_heat_level_3)
|
||||
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_2, BURN, bodypart, used_weapon = "Excessive Heat")
|
||||
H.fire_alert = max(H.fire_alert, 2)
|
||||
else
|
||||
H.apply_damage(HEAT_GAS_DAMAGE_LEVEL_3, BURN, bodypart, used_weapon = "Excessive Heat")
|
||||
H.fire_alert = max(H.fire_alert, 2)
|
||||
|
||||
else if(breath.temperature <= breath_cold_level_1)
|
||||
if(breath.temperature > breath_cold_level_2)
|
||||
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_1, BURN, bodypart, used_weapon = "Excessive Cold")
|
||||
H.fire_alert = max(H.fire_alert, 1)
|
||||
else if(breath.temperature > breath_cold_level_3)
|
||||
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_2, BURN, bodypart, used_weapon = "Excessive Cold")
|
||||
H.fire_alert = max(H.fire_alert, 1)
|
||||
else
|
||||
H.apply_damage(COLD_GAS_DAMAGE_LEVEL_3, BURN, bodypart, used_weapon = "Excessive Cold")
|
||||
H.fire_alert = max(H.fire_alert, 1)
|
||||
|
||||
|
||||
//breathing in hot/cold air also heats/cools you a bit
|
||||
|
||||
@@ -68,9 +68,6 @@
|
||||
/datum/trait/bloodsucker/apply(var/datum/species/S,var/mob/living/carbon/human/H)
|
||||
..(S,H)
|
||||
H.verbs |= /mob/living/carbon/human/proc/bloodsuck
|
||||
spawn(10 SECONDS) // Ugh!
|
||||
if(H?.nutrition_icon)
|
||||
H.nutrition_icon.icon = 'icons/mob/screen/vamp_hunger_vr.dmi'
|
||||
|
||||
/datum/trait/succubus_drain
|
||||
name = "Succubus Drain"
|
||||
|
||||
@@ -855,11 +855,14 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
|
||||
if(QDESTROYING(src))
|
||||
return
|
||||
|
||||
clear_alert("legcuffed")
|
||||
remove_layer(LEGCUFF_LAYER)
|
||||
|
||||
if(!legcuffed)
|
||||
return //Not legcuffed, why bother.
|
||||
|
||||
throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed)
|
||||
|
||||
overlays_standing[LEGCUFF_LAYER] = legcuffed.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_legcuffed_str, default_icon = INV_LCUFF_DEF_ICON, default_layer = LEGCUFF_LAYER)
|
||||
|
||||
apply_layer(LEGCUFF_LAYER)
|
||||
|
||||
@@ -1,173 +1,99 @@
|
||||
/mob/living/carbon/process_resist()
|
||||
|
||||
//drop && roll
|
||||
if(on_fire && !buckled)
|
||||
adjust_fire_stacks(-1.2)
|
||||
Weaken(3)
|
||||
spin(32,2)
|
||||
/mob/living/carbon/resist_fire()
|
||||
adjust_fire_stacks(-1.2)
|
||||
Weaken(3)
|
||||
spin(32,2)
|
||||
visible_message(
|
||||
"<span class='danger'>[src] rolls on the floor, trying to put themselves out!</span>",
|
||||
"<span class='notice'>You stop, drop, and roll!</span>"
|
||||
)
|
||||
sleep(30)
|
||||
if(fire_stacks <= 0)
|
||||
visible_message(
|
||||
"<span class='danger'>[src] rolls on the floor, trying to put themselves out!</span>",
|
||||
"<span class='notice'>You stop, drop, and roll!</span>"
|
||||
"<span class='danger'>[src] has successfully extinguished themselves!</span>",
|
||||
"<span class='notice'>You extinguish yourself.</span>"
|
||||
)
|
||||
sleep(30)
|
||||
if(fire_stacks <= 0)
|
||||
visible_message(
|
||||
"<span class='danger'>[src] has successfully extinguished themselves!</span>",
|
||||
"<span class='notice'>You extinguish yourself.</span>"
|
||||
)
|
||||
ExtinguishMob()
|
||||
return TRUE
|
||||
ExtinguishMob()
|
||||
return TRUE
|
||||
|
||||
/mob/living/carbon/resist_restraints()
|
||||
var/obj/item/I = null
|
||||
if(handcuffed)
|
||||
spawn() escape_handcuffs()
|
||||
I = handcuffed
|
||||
else if(legcuffed)
|
||||
spawn() escape_legcuffs()
|
||||
else
|
||||
..()
|
||||
I = legcuffed
|
||||
|
||||
if(I)
|
||||
setClickCooldown(100)
|
||||
cuff_resist(I, cuff_break = can_break_cuffs())
|
||||
|
||||
/mob/living/carbon/proc/escape_handcuffs()
|
||||
//if(!(last_special <= world.time)) return
|
||||
/mob/living/carbon/proc/reduce_cuff_time()
|
||||
return FALSE
|
||||
|
||||
//This line represent a significant buff to grabs...
|
||||
// We don't have to check the click cooldown because /mob/living/verb/resist() has done it for us, we can simply set the delay
|
||||
setClickCooldown(100)
|
||||
/mob/living/carbon/proc/cuff_resist(obj/item/weapon/handcuffs/I, breakouttime = 1200, cuff_break = 0)
|
||||
|
||||
if(istype(I))
|
||||
breakouttime = I.breakouttime
|
||||
|
||||
if(can_break_cuffs()) //Don't want to do a lot of logic gating here.
|
||||
break_handcuffs()
|
||||
var/displaytime = breakouttime / 10
|
||||
|
||||
var/reduceCuffTime = reduce_cuff_time()
|
||||
if(reduceCuffTime)
|
||||
breakouttime /= reduceCuffTime
|
||||
displaytime /= reduceCuffTime
|
||||
|
||||
if(cuff_break)
|
||||
visible_message("<span class='danger'>[src] is trying to break [I]!</span>",
|
||||
"<span class='warning'>You attempt to break your [I]. (This will take around 5 seconds and you need to stand still)</span>")
|
||||
|
||||
if(do_after(src, 5 SECONDS, target = src, incapacitation_flags = INCAPACITATION_DEFAULT & ~INCAPACITATION_RESTRAINED))
|
||||
if(!I || buckled)
|
||||
return
|
||||
visible_message("<span class='danger'>[src] manages to break [I]!</span>",
|
||||
"<span class='warning'>You successfully break your [I].</span>")
|
||||
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
|
||||
if(I == handcuffed)
|
||||
handcuffed = null
|
||||
update_handcuffed()
|
||||
else if(I == legcuffed)
|
||||
legcuffed = null
|
||||
update_inv_legcuffed()
|
||||
|
||||
if(buckled && buckled.buckle_require_restraints)
|
||||
buckled.unbuckle_mob()
|
||||
|
||||
qdel(I)
|
||||
else
|
||||
to_chat(src, "<span class='warning'>You fail to break [I].</span>")
|
||||
return
|
||||
|
||||
visible_message("<span class='danger'>[src] attempts to remove [I]!</span>",
|
||||
"<span class='warning'>You attempt to remove [I]. (This will take around [displaytime] seconds and you need to stand still)</span>")
|
||||
if(do_after(src, breakouttime, target = src, incapacitation_flags = INCAPACITATION_DISABLED & INCAPACITATION_KNOCKDOWN))
|
||||
visible_message("<span class='danger'>[src] manages to remove [I]!</span>",
|
||||
"<span class='notice'>You successfully remove [I].</span>")
|
||||
drop_from_inventory(I)
|
||||
|
||||
/mob/living/carbon/resist_buckle()
|
||||
if(!buckled)
|
||||
return
|
||||
|
||||
var/obj/item/weapon/handcuffs/HC = handcuffed
|
||||
if(!restrained())
|
||||
return ..()
|
||||
|
||||
//A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
|
||||
var/breakouttime = 1200
|
||||
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
|
||||
//If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future...
|
||||
if(istype(HC))
|
||||
breakouttime = HC.breakouttime
|
||||
displaytime = breakouttime / 600 //Minutes
|
||||
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(istype(H) && H.gloves && istype(H.gloves,/obj/item/clothing/gloves/gauntlets/rig))
|
||||
breakouttime /= 2
|
||||
displaytime /= 2
|
||||
|
||||
visible_message(
|
||||
"<span class='danger'>\The [src] attempts to remove \the [HC]!</span>",
|
||||
"<span class='warning'>You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)</span>"
|
||||
)
|
||||
|
||||
if(do_after(src, breakouttime, incapacitation_flags = INCAPACITATION_DISABLED & INCAPACITATION_KNOCKDOWN))
|
||||
if(!handcuffed)
|
||||
return
|
||||
visible_message(
|
||||
"<span class='danger'>\The [src] manages to remove \the [handcuffed]!</span>",
|
||||
"<span class='notice'>You successfully remove \the [handcuffed].</span>"
|
||||
)
|
||||
drop_from_inventory(handcuffed)
|
||||
|
||||
/mob/living/carbon/proc/escape_legcuffs()
|
||||
//if(!(last_special <= world.time)) return
|
||||
|
||||
//This line represent a significant buff to grabs...
|
||||
// We don't have to check the click cooldown because /mob/living/verb/resist() has done it for us, we can simply set the delay
|
||||
setClickCooldown(100)
|
||||
|
||||
if(can_break_cuffs()) //Don't want to do a lot of logic gating here.
|
||||
break_legcuffs()
|
||||
return
|
||||
|
||||
var/obj/item/weapon/handcuffs/legcuffs/LC = legcuffed
|
||||
|
||||
//A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/handcuffs/legcuffs type
|
||||
var/breakouttime = 1200
|
||||
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
|
||||
//If you are legcuffed with actual legcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future...
|
||||
if(istype(LC))
|
||||
breakouttime = LC.breakouttime
|
||||
displaytime = breakouttime / 600 //Minutes
|
||||
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(istype(H) && H.shoes && istype(H.shoes,/obj/item/clothing/shoes/magboots/rig))
|
||||
breakouttime /= 2
|
||||
displaytime /= 2
|
||||
|
||||
visible_message(
|
||||
"<span class='danger'>\The [src] attempts to remove \the [LC]!</span>",
|
||||
"<span class='warning'>You attempt to remove \the [LC]. (This will take around [displaytime] minutes and you need to stand still)</span>"
|
||||
"<span class='danger'>[src] attempts to unbuckle themself!</span>",
|
||||
"<span class='warning'>You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)</span>"
|
||||
)
|
||||
|
||||
if(do_after(src, breakouttime, incapacitation_flags = INCAPACITATION_DISABLED & INCAPACITATION_KNOCKDOWN))
|
||||
if(!legcuffed)
|
||||
if(do_after(src, 2 MINUTES, incapacitation_flags = INCAPACITATION_DEFAULT & ~(INCAPACITATION_RESTRAINED | INCAPACITATION_BUCKLED_FULLY)))
|
||||
if(!buckled)
|
||||
return
|
||||
visible_message(
|
||||
"<span class='danger'>\The [src] manages to remove \the [legcuffed]!</span>",
|
||||
"<span class='notice'>You successfully remove \the [legcuffed].</span>"
|
||||
)
|
||||
drop_from_inventory(legcuffed)
|
||||
legcuffed = null
|
||||
update_inv_legcuffed()
|
||||
visible_message("<span class='danger'>[src] manages to unbuckle themself!</span>",
|
||||
"<span class='notice'>You successfully unbuckle yourself.</span>")
|
||||
buckled.user_unbuckle_mob(src, src)
|
||||
|
||||
/mob/living/carbon/proc/can_break_cuffs()
|
||||
if(HULK in mutations)
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/proc/break_handcuffs()
|
||||
visible_message(
|
||||
"<span class='danger'>[src] is trying to break \the [handcuffed]!</span>",
|
||||
"<span class='warning'>You attempt to break your [handcuffed.name]. (This will take around 5 seconds and you need to stand still)</span>"
|
||||
)
|
||||
|
||||
if(do_after(src, 5 SECONDS, incapacitation_flags = INCAPACITATION_DEFAULT & ~INCAPACITATION_RESTRAINED))
|
||||
if(!handcuffed || buckled)
|
||||
return
|
||||
|
||||
visible_message(
|
||||
"<span class='danger'>[src] manages to break \the [handcuffed]!</span>",
|
||||
"<span class='warning'>You successfully break your [handcuffed.name].</span>"
|
||||
)
|
||||
|
||||
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
|
||||
qdel(handcuffed)
|
||||
handcuffed = null
|
||||
if(buckled && buckled.buckle_require_restraints)
|
||||
buckled.unbuckle_mob()
|
||||
update_inv_handcuffed()
|
||||
|
||||
/mob/living/carbon/proc/break_legcuffs()
|
||||
to_chat(src, "<span class='warning'>You attempt to break your legcuffs. (This will take around 5 seconds and you need to stand still)</span>")
|
||||
visible_message("<span class='danger'>[src] is trying to break the legcuffs!</span>")
|
||||
|
||||
if(do_after(src, 5 SECONDS, incapacitation_flags = INCAPACITATION_DEFAULT & ~INCAPACITATION_RESTRAINED))
|
||||
if(!legcuffed || buckled)
|
||||
return
|
||||
|
||||
visible_message(
|
||||
"<span class='danger'>[src] manages to break the legcuffs!</span>",
|
||||
"<span class='warning'>You successfully break your legcuffs.</span>"
|
||||
)
|
||||
|
||||
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
|
||||
qdel(legcuffed)
|
||||
legcuffed = null
|
||||
update_inv_legcuffed()
|
||||
|
||||
/mob/living/carbon/escape_buckle()
|
||||
if(!buckled) return
|
||||
|
||||
if(!restrained())
|
||||
..()
|
||||
else
|
||||
setClickCooldown(100)
|
||||
visible_message(
|
||||
"<span class='danger'>[usr] attempts to unbuckle themself!</span>",
|
||||
"<span class='warning'>You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)</span>"
|
||||
)
|
||||
|
||||
if(do_after(usr, 2 MINUTES, incapacitation_flags = INCAPACITATION_DEFAULT & ~(INCAPACITATION_RESTRAINED | INCAPACITATION_BUCKLED_FULLY)))
|
||||
if(!buckled)
|
||||
return
|
||||
visible_message("<span class='danger'>[usr] manages to unbuckle themself!</span>",
|
||||
"<span class='notice'>You successfully unbuckle yourself.</span>")
|
||||
buckled.user_unbuckle_mob(src, src)
|
||||
|
||||
@@ -160,9 +160,14 @@
|
||||
//Eyes
|
||||
if(sdisabilities & BLIND || stat) //blindness from disability or unconsciousness doesn't get better on its own
|
||||
SetBlinded(1)
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
else if(eye_blind) //blindness, heals slowly over time
|
||||
AdjustBlinded(-1)
|
||||
else if(eye_blurry) //blurry eyes heal slowly
|
||||
throw_alert("blind", /obj/screen/alert/blind)
|
||||
else
|
||||
clear_alert("blind")
|
||||
|
||||
if(eye_blurry) //blurry eyes heal slowly
|
||||
eye_blurry = max(eye_blurry-1, 0)
|
||||
|
||||
//Ears
|
||||
|
||||
@@ -860,53 +860,25 @@ default behaviour is:
|
||||
process_resist()
|
||||
|
||||
/mob/living/proc/process_resist()
|
||||
//Getting out of someone's inventory.
|
||||
if(istype(src.loc, /obj/item/weapon/holder))
|
||||
escape_inventory(src.loc)
|
||||
return
|
||||
|
||||
//unbuckling yourself
|
||||
if(buckled)
|
||||
spawn() escape_buckle()
|
||||
resist_buckle()
|
||||
return TRUE
|
||||
|
||||
//Breaking out of a locker?
|
||||
if( src.loc && (istype(src.loc, /obj/structure/closet)) )
|
||||
var/obj/structure/closet/C = loc
|
||||
spawn() C.mob_breakout(src)
|
||||
if(isobj(loc))
|
||||
var/obj/C = loc
|
||||
C.container_resist(src)
|
||||
return TRUE
|
||||
|
||||
if(istype(loc,/obj/item/clothing))
|
||||
spawn() escape_clothes(loc)
|
||||
else if(canmove)
|
||||
if(on_fire)
|
||||
resist_fire() //stop, drop, and roll
|
||||
else
|
||||
resist_restraints()
|
||||
|
||||
if(attempt_vr(src,"vore_process_resist",args)) return TRUE //VOREStation Code
|
||||
|
||||
/mob/living/proc/escape_inventory(obj/item/weapon/holder/H)
|
||||
if(H != src.loc) return
|
||||
|
||||
var/mob/M = H.loc //Get our mob holder (if any).
|
||||
|
||||
if(istype(M))
|
||||
M.drop_from_inventory(H)
|
||||
to_chat(M, "<span class='warning'>\The [H] wriggles out of your grip!</span>")
|
||||
to_chat(src, "<span class='warning'>You wriggle out of \the [M]'s grip!</span>")
|
||||
|
||||
// Update whether or not this mob needs to pass emotes to contents.
|
||||
for(var/atom/A in M.contents)
|
||||
if(istype(A,/mob/living/simple_mob/animal/borer) || istype(A,/obj/item/weapon/holder))
|
||||
return
|
||||
|
||||
else if(istype(H.loc,/obj/item/clothing/accessory/holster))
|
||||
var/obj/item/clothing/accessory/holster/holster = H.loc
|
||||
if(holster.holstered == H)
|
||||
holster.clear_holster()
|
||||
to_chat(src, "<span class='warning'>You extricate yourself from \the [holster].</span>")
|
||||
H.forceMove(get_turf(H))
|
||||
else if(istype(H.loc,/obj/item))
|
||||
to_chat(src, "<span class='warning'>You struggle free of \the [H.loc].</span>")
|
||||
H.forceMove(get_turf(H))
|
||||
|
||||
/mob/living/proc/escape_buckle()
|
||||
/mob/living/proc/resist_buckle()
|
||||
if(buckled)
|
||||
if(istype(buckled, /obj/vehicle))
|
||||
var/obj/vehicle/vehicle = buckled
|
||||
@@ -922,6 +894,12 @@ default behaviour is:
|
||||
if(resisting)
|
||||
visible_message("<span class='danger'>[src] resists!</span>")
|
||||
|
||||
/mob/living/proc/resist_fire()
|
||||
return
|
||||
|
||||
/mob/living/proc/resist_restraints()
|
||||
return
|
||||
|
||||
/mob/living/verb/lay_down()
|
||||
set name = "Rest"
|
||||
set category = "IC"
|
||||
@@ -1335,3 +1313,11 @@ default behaviour is:
|
||||
BRAIN:<a href='?_src_=vars;mobToDamage=\ref[src];adjustDamage=brain'>[getBrainLoss()]</a>
|
||||
</font>
|
||||
"}
|
||||
|
||||
/mob/living/update_gravity(has_gravity)
|
||||
if(!ticker)
|
||||
return
|
||||
if(has_gravity)
|
||||
clear_alert("weightless")
|
||||
else
|
||||
throw_alert("weightless", /obj/screen/alert/weightless)
|
||||
|
||||
@@ -328,6 +328,7 @@
|
||||
O.loc = src
|
||||
src.embedded += O
|
||||
src.verbs += /mob/proc/yank_out_object
|
||||
throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
|
||||
|
||||
//This is called when the mob is thrown into a dense turf
|
||||
/mob/living/proc/turf_collision(var/turf/T, var/speed)
|
||||
@@ -366,6 +367,7 @@
|
||||
if(fire_stacks > 0 && !on_fire)
|
||||
on_fire = 1
|
||||
handle_light()
|
||||
throw_alert("fire", /obj/screen/alert/fire)
|
||||
update_fire()
|
||||
|
||||
/mob/living/proc/ExtinguishMob()
|
||||
@@ -373,6 +375,7 @@
|
||||
on_fire = 0
|
||||
fire_stacks = 0
|
||||
handle_light()
|
||||
clear_alert("fire")
|
||||
update_fire()
|
||||
|
||||
if(has_modifier_of_type(/datum/modifier/fire))
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
return laws.zeroth_law != null
|
||||
|
||||
/mob/living/silicon/proc/set_zeroth_law(var/law, var/law_borg, notify = TRUE)
|
||||
throw_alert("newlaw", /obj/screen/alert/newlaw)
|
||||
laws_sanity_check()
|
||||
laws.set_zeroth_law(law, law_borg)
|
||||
if(notify)
|
||||
@@ -76,6 +77,7 @@
|
||||
log_and_message_admins("cleared the supplied laws of [src]")
|
||||
|
||||
/mob/living/silicon/proc/notify_of_law_change(message)
|
||||
throw_alert("newlaw", /obj/screen/alert/newlaw)
|
||||
if((last_law_notification + 1 SECOND) > world.time)
|
||||
return
|
||||
last_law_notification = world.time
|
||||
|
||||
@@ -248,35 +248,22 @@
|
||||
src.mind.special_role = "traitor"
|
||||
traitors.current_antagonists |= src.mind
|
||||
|
||||
if (src.cells)
|
||||
if (src.cell)
|
||||
var/cellcharge = src.cell.charge/src.cell.maxcharge
|
||||
switch(cellcharge)
|
||||
if(0.75 to INFINITY)
|
||||
src.cells.icon_state = "charge4"
|
||||
if(0.5 to 0.75)
|
||||
src.cells.icon_state = "charge3"
|
||||
if(0.25 to 0.5)
|
||||
src.cells.icon_state = "charge2"
|
||||
if(0 to 0.25)
|
||||
src.cells.icon_state = "charge1"
|
||||
else
|
||||
src.cells.icon_state = "charge0"
|
||||
else
|
||||
src.cells.icon_state = "charge-empty"
|
||||
update_cell()
|
||||
|
||||
if(bodytemp)
|
||||
switch(src.bodytemperature) //310.055 optimal body temp
|
||||
if(335 to INFINITY)
|
||||
src.bodytemp.icon_state = "temp2"
|
||||
if(320 to 335)
|
||||
src.bodytemp.icon_state = "temp1"
|
||||
if(300 to 320)
|
||||
src.bodytemp.icon_state = "temp0"
|
||||
if(260 to 300)
|
||||
src.bodytemp.icon_state = "temp-1"
|
||||
var/turf/T = get_turf(src)
|
||||
var/datum/gas_mixture/environment = T.return_air()
|
||||
if(environment)
|
||||
switch(environment.temperature) //310.055 optimal body temp
|
||||
if(400 to INFINITY)
|
||||
throw_alert("temp", /obj/screen/alert/hot/robot, 2)
|
||||
if(360 to 400)
|
||||
throw_alert("temp", /obj/screen/alert/hot/robot, 1)
|
||||
if(260 to 360)
|
||||
clear_alert("temp")
|
||||
if(200 to 260)
|
||||
throw_alert("temp", /obj/screen/alert/cold/robot, 1)
|
||||
else
|
||||
src.bodytemp.icon_state = "temp-2"
|
||||
throw_alert("temp", /obj/screen/alert/cold/robot, 2)
|
||||
|
||||
//Oxygen and fire does nothing yet!!
|
||||
// if (src.oxygen) src.oxygen.icon_state = "oxy[src.oxygen_alert ? 1 : 0]"
|
||||
@@ -298,20 +285,43 @@
|
||||
if(client && !client.adminobs)
|
||||
reset_view(null)
|
||||
|
||||
if(emagged)
|
||||
throw_alert("hacked", /obj/screen/alert/hacked)
|
||||
else
|
||||
clear_alert("hacked")
|
||||
|
||||
return 1
|
||||
|
||||
/mob/living/silicon/robot/proc/update_cell()
|
||||
if(cell)
|
||||
var/cellcharge = cell.charge/cell.maxcharge
|
||||
switch(cellcharge)
|
||||
if(0.75 to INFINITY)
|
||||
clear_alert("charge")
|
||||
if(0.5 to 0.75)
|
||||
throw_alert("charge", /obj/screen/alert/lowcell, 1)
|
||||
if(0.25 to 0.5)
|
||||
throw_alert("charge", /obj/screen/alert/lowcell, 2)
|
||||
if(0.01 to 0.25)
|
||||
throw_alert("charge", /obj/screen/alert/lowcell, 3)
|
||||
else
|
||||
throw_alert("charge", /obj/screen/alert/emptycell)
|
||||
else
|
||||
throw_alert("charge", /obj/screen/alert/nocell)
|
||||
|
||||
|
||||
/mob/living/silicon/robot/proc/update_items()
|
||||
if (src.client)
|
||||
src.client.screen -= src.contents
|
||||
for(var/obj/I in src.contents)
|
||||
if(client)
|
||||
client.screen -= contents
|
||||
for(var/obj/I in contents)
|
||||
if(I && !(istype(I,/obj/item/weapon/cell) || istype(I,/obj/item/device/radio) || istype(I,/obj/machinery/camera) || istype(I,/obj/item/device/mmi)))
|
||||
src.client.screen += I
|
||||
if(src.module_state_1)
|
||||
src.module_state_1:screen_loc = ui_inv1
|
||||
if(src.module_state_2)
|
||||
src.module_state_2:screen_loc = ui_inv2
|
||||
if(src.module_state_3)
|
||||
src.module_state_3:screen_loc = ui_inv3
|
||||
client.screen += I
|
||||
if(module_state_1)
|
||||
module_state_1:screen_loc = ui_inv1
|
||||
if(module_state_2)
|
||||
module_state_2:screen_loc = ui_inv2
|
||||
if(module_state_3)
|
||||
module_state_3:screen_loc = ui_inv3
|
||||
updateicon()
|
||||
|
||||
/mob/living/silicon/robot/proc/process_killswitch()
|
||||
|
||||
@@ -34,7 +34,6 @@
|
||||
|
||||
//Hud stuff
|
||||
|
||||
var/obj/screen/cells = null
|
||||
var/obj/screen/inv1 = null
|
||||
var/obj/screen/inv2 = null
|
||||
var/obj/screen/inv3 = null
|
||||
@@ -935,6 +934,10 @@
|
||||
// They stay locked down if their wire is cut.
|
||||
if(wires.LockedCut())
|
||||
state = 1
|
||||
if(state)
|
||||
throw_alert("locked", /obj/screen/alert/locked)
|
||||
else
|
||||
clear_alert("locked")
|
||||
lockdown = state
|
||||
lockcharge = state
|
||||
update_canmove()
|
||||
|
||||
@@ -52,19 +52,14 @@
|
||||
healths.icon_state = "health7"
|
||||
|
||||
//Updates the nutrition while we're here
|
||||
if(nutrition_icon)
|
||||
var/food_per = (nutrition / initial(nutrition)) * 100
|
||||
switch(food_per)
|
||||
if(90 to INFINITY)
|
||||
nutrition_icon.icon_state = "nutrition0"
|
||||
if(75 to 90)
|
||||
nutrition_icon.icon_state = "nutrition1"
|
||||
if(50 to 75)
|
||||
nutrition_icon.icon_state = "nutrition2"
|
||||
if(25 to 50)
|
||||
nutrition_icon.icon_state = "nutrition3"
|
||||
if(0 to 25)
|
||||
nutrition_icon.icon_state = "nutrition4"
|
||||
var/food_per = (nutrition / initial(nutrition)) * 100
|
||||
switch(food_per)
|
||||
if(90 to INFINITY)
|
||||
clear_alert("nutrition")
|
||||
if(50 to 90)
|
||||
throw_alert("nutrition", /obj/screen/alert/hungry)
|
||||
if(-INFINITY to 50)
|
||||
throw_alert("nutrition", /obj/screen/alert/starving)
|
||||
|
||||
// Override for special bullshit.
|
||||
/mob/living/simple_mob/proc/handle_special()
|
||||
@@ -91,54 +86,55 @@
|
||||
if( abs(Environment.temperature - bodytemperature) > temperature_range ) //VOREStation Edit: heating adjustments
|
||||
bodytemperature += ((Environment.temperature - bodytemperature) / 5)
|
||||
|
||||
if(min_oxy)
|
||||
if(Environment.gas["oxygen"] < min_oxy)
|
||||
atmos_unsuitable = 1
|
||||
if(max_oxy)
|
||||
if(Environment.gas["oxygen"] > max_oxy)
|
||||
atmos_unsuitable = 1
|
||||
if(min_tox)
|
||||
if(Environment.gas["phoron"] < min_tox)
|
||||
atmos_unsuitable = 2
|
||||
if(max_tox)
|
||||
if(Environment.gas["phoron"] > max_tox)
|
||||
atmos_unsuitable = 2
|
||||
if(min_n2)
|
||||
if(Environment.gas["nitrogen"] < min_n2)
|
||||
atmos_unsuitable = 1
|
||||
if(max_n2)
|
||||
if(Environment.gas["nitrogen"] > max_n2)
|
||||
atmos_unsuitable = 1
|
||||
if(min_co2)
|
||||
if(Environment.gas["carbon_dioxide"] < min_co2)
|
||||
atmos_unsuitable = 1
|
||||
if(max_co2)
|
||||
if(Environment.gas["carbon_dioxide"] > max_co2)
|
||||
atmos_unsuitable = 1
|
||||
if(min_oxy && Environment.gas["oxygen"] < min_oxy)
|
||||
atmos_unsuitable = 1
|
||||
throw_alert("oxy", /obj/screen/alert/not_enough_oxy)
|
||||
else if(max_oxy && Environment.gas["oxygen"] > max_oxy)
|
||||
atmos_unsuitable = 1
|
||||
throw_alert("oxy", /obj/screen/alert/too_much_oxy)
|
||||
else
|
||||
clear_alert("oxy")
|
||||
|
||||
if(min_tox && Environment.gas["phoron"] < min_tox)
|
||||
atmos_unsuitable = 2
|
||||
throw_alert("tox_in_air", /obj/screen/alert/not_enough_tox)
|
||||
else if(max_tox && Environment.gas["phoron"] > max_tox)
|
||||
atmos_unsuitable = 2
|
||||
throw_alert("tox_in_air", /obj/screen/alert/tox_in_air)
|
||||
else
|
||||
clear_alert("tox_in_air")
|
||||
|
||||
if(min_n2 && Environment.gas["nitrogen"] < min_n2)
|
||||
atmos_unsuitable = 1
|
||||
throw_alert("n2o", /obj/screen/alert/not_enough_nitro)
|
||||
else if(max_n2 && Environment.gas["nitrogen"] > max_n2)
|
||||
atmos_unsuitable = 1
|
||||
throw_alert("n2o", /obj/screen/alert/too_much_nitro)
|
||||
else
|
||||
clear_alert("n2o")
|
||||
|
||||
if(min_co2 && Environment.gas["carbon_dioxide"] < min_co2)
|
||||
atmos_unsuitable = 1
|
||||
throw_alert("co2", /obj/screen/alert/not_enough_co2)
|
||||
else if(max_co2 && Environment.gas["carbon_dioxide"] > max_co2)
|
||||
atmos_unsuitable = 1
|
||||
throw_alert("co2", /obj/screen/alert/too_much_co2)
|
||||
else
|
||||
clear_alert("co2")
|
||||
|
||||
//Atmos effect
|
||||
if(bodytemperature < minbodytemp)
|
||||
fire_alert = 2
|
||||
adjustFireLoss(cold_damage_per_tick)
|
||||
if(fire)
|
||||
fire.icon_state = "fire1"
|
||||
throw_alert("temp", /obj/screen/alert/cold, 3)
|
||||
else if(bodytemperature > maxbodytemp)
|
||||
fire_alert = 1
|
||||
adjustFireLoss(heat_damage_per_tick)
|
||||
if(fire)
|
||||
fire.icon_state = "fire2"
|
||||
throw_alert("temp", /obj/screen/alert/hot, 3)
|
||||
else
|
||||
fire_alert = 0
|
||||
if(fire)
|
||||
fire.icon_state = "fire0"
|
||||
clear_alert("temp")
|
||||
|
||||
if(atmos_unsuitable)
|
||||
adjustOxyLoss(unsuitable_atoms_damage)
|
||||
if(oxygen)
|
||||
oxygen.icon_state = "oxy1"
|
||||
else if(oxygen)
|
||||
if(oxygen)
|
||||
oxygen.icon_state = "oxy0"
|
||||
else
|
||||
adjustOxyLoss(-unsuitable_atoms_damage)
|
||||
|
||||
|
||||
|
||||
@@ -159,53 +159,7 @@
|
||||
healths.screen_loc = ui_health
|
||||
hud_elements |= healths
|
||||
|
||||
//Oxygen dep icon
|
||||
oxygen = new /obj/screen()
|
||||
oxygen.icon = ui_style
|
||||
oxygen.icon_state = "oxy0"
|
||||
oxygen.name = "oxygen"
|
||||
oxygen.screen_loc = ui_oxygen
|
||||
hud_elements |= oxygen
|
||||
|
||||
//Toxins present icon
|
||||
toxin = new /obj/screen()
|
||||
toxin.icon = ui_style
|
||||
toxin.icon_state = "tox0"
|
||||
toxin.name = "toxin"
|
||||
toxin.screen_loc = ui_toxin
|
||||
hud_elements |= toxin
|
||||
|
||||
//Fire warning
|
||||
fire = new /obj/screen()
|
||||
fire.icon = ui_style
|
||||
fire.icon_state = "fire0"
|
||||
fire.name = "fire"
|
||||
fire.screen_loc = ui_fire
|
||||
hud_elements |= fire
|
||||
|
||||
//Pressure warning
|
||||
pressure = new /obj/screen()
|
||||
pressure.icon = ui_style
|
||||
pressure.icon_state = "pressure0"
|
||||
pressure.name = "pressure"
|
||||
pressure.screen_loc = ui_pressure
|
||||
hud_elements |= pressure
|
||||
|
||||
//Body temp warning
|
||||
bodytemp = new /obj/screen()
|
||||
bodytemp.icon = ui_style
|
||||
bodytemp.icon_state = "temp0"
|
||||
bodytemp.name = "body temperature"
|
||||
bodytemp.screen_loc = ui_temp
|
||||
hud_elements |= bodytemp
|
||||
|
||||
//Nutrition status
|
||||
nutrition_icon = new /obj/screen()
|
||||
nutrition_icon.icon = ui_style
|
||||
nutrition_icon.icon_state = "nutrition0"
|
||||
nutrition_icon.name = "nutrition"
|
||||
nutrition_icon.screen_loc = ui_nutrition
|
||||
hud_elements |= nutrition_icon
|
||||
|
||||
pain = new /obj/screen( null )
|
||||
|
||||
|
||||
@@ -67,7 +67,6 @@
|
||||
var/maxbodytemp = 350 // Maximum of above
|
||||
var/heat_damage_per_tick = 3 // Amount of damage applied if animal's body temperature is higher than maxbodytemp
|
||||
var/cold_damage_per_tick = 2 // Same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
|
||||
var/fire_alert = 0 // 0 = fine, 1 = hot, 2 = cold
|
||||
|
||||
var/min_oxy = 5 // Oxygen in moles, minimum, 0 is 'no minimum'
|
||||
var/max_oxy = 0 // Oxygen in moles, maximum, 0 is 'no maximum'
|
||||
|
||||
@@ -51,7 +51,6 @@
|
||||
else
|
||||
client.eye = src
|
||||
client.perspective = MOB_PERSPECTIVE
|
||||
reload_fullscreen() // Reload any fullscreen overlays this mob has.
|
||||
add_click_catcher()
|
||||
update_client_color()
|
||||
|
||||
|
||||
@@ -22,16 +22,10 @@
|
||||
pullin = null
|
||||
purged = null
|
||||
internals = null
|
||||
oxygen = null
|
||||
i_select = null
|
||||
m_select = null
|
||||
toxin = null
|
||||
fire = null
|
||||
bodytemp = null
|
||||
healths = null
|
||||
throw_icon = null
|
||||
nutrition_icon = null
|
||||
pressure = null
|
||||
pain = null
|
||||
item_use_icon = null
|
||||
gun_move_icon = null
|
||||
@@ -962,6 +956,7 @@ mob/proc/yank_out_object()
|
||||
valid_objects = get_visible_implants(0)
|
||||
if(valid_objects.len == 1) //Yanking out last object - removing verb.
|
||||
src.verbs -= /mob/proc/yank_out_object
|
||||
clear_alert("embeddedobject")
|
||||
|
||||
if(ishuman(src))
|
||||
var/mob/living/carbon/human/H = src
|
||||
@@ -1233,3 +1228,11 @@ mob/proc/yank_out_object()
|
||||
|
||||
/mob/proc/GetAltName()
|
||||
return ""
|
||||
|
||||
/mob/proc/get_ghost(even_if_they_cant_reenter = 0)
|
||||
if(mind)
|
||||
return mind.get_ghost(even_if_they_cant_reenter)
|
||||
|
||||
/mob/proc/grab_ghost(force)
|
||||
if(mind)
|
||||
return mind.grab_ghost(force = force)
|
||||
@@ -16,16 +16,10 @@
|
||||
var/obj/screen/pullin = null
|
||||
var/obj/screen/purged = null
|
||||
var/obj/screen/internals = null
|
||||
var/obj/screen/oxygen = null
|
||||
var/obj/screen/i_select = null
|
||||
var/obj/screen/m_select = null
|
||||
var/obj/screen/toxin = null
|
||||
var/obj/screen/fire = null
|
||||
var/obj/screen/bodytemp = null
|
||||
var/obj/screen/healths = null
|
||||
var/obj/screen/throw_icon = null
|
||||
var/obj/screen/nutrition_icon = null
|
||||
var/obj/screen/pressure = null
|
||||
var/obj/screen/pain = null
|
||||
var/obj/screen/gun/item/item_use_icon = null
|
||||
var/obj/screen/gun/radio/radio_use_icon = null
|
||||
|
||||
@@ -469,6 +469,8 @@ This function completely restores a damaged organ to perfect condition.
|
||||
if(!istype(implanted_object,/obj/item/weapon/implant) && !istype(implanted_object,/obj/item/device/nif)) // We don't want to remove REAL implants. Just shrapnel etc. //VOREStation Edit - NIFs pls
|
||||
implanted_object.loc = get_turf(src)
|
||||
implants -= implanted_object
|
||||
if(!owner.has_embedded_objects())
|
||||
owner.clear_alert("embeddedobject")
|
||||
|
||||
if(owner && !ignore_prosthetic_prefs)
|
||||
if(owner.client && owner.client.prefs && owner.client.prefs.real_name == owner.real_name)
|
||||
@@ -1184,6 +1186,7 @@ Note that amputating the affected organ does in fact remove the infection from t
|
||||
implants += W
|
||||
owner.embedded_flag = 1
|
||||
owner.verbs += /mob/proc/yank_out_object
|
||||
owner.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
|
||||
W.add_blood(owner)
|
||||
if(ismob(W.loc))
|
||||
var/mob/living/H = W.loc
|
||||
@@ -1372,4 +1375,11 @@ Note that amputating the affected organ does in fact remove the infection from t
|
||||
if(bling.body_parts_covered & src.body_part)
|
||||
covering_clothing |= bling
|
||||
|
||||
return covering_clothing
|
||||
return covering_clothing
|
||||
|
||||
/mob/living/carbon/human/proc/has_embedded_objects()
|
||||
. = 0
|
||||
for(var/obj/item/organ/external/L in organs)
|
||||
for(var/obj/item/I in L.implants)
|
||||
if(!istype(I,/obj/item/weapon/implant) && !istype(I,/obj/item/device/nif))
|
||||
return 1
|
||||
@@ -206,6 +206,8 @@
|
||||
user.visible_message("<span class='notice'>[user] takes something out of incision on [target]'s [affected.name] with \the [tool]!</span>", \
|
||||
"<span class='notice'>You take [obj] out of incision on [target]'s [affected.name]s with \the [tool]!</span>" )
|
||||
affected.implants -= obj
|
||||
if(!target.has_embedded_objects())
|
||||
target.clear_alert("embeddedobject")
|
||||
|
||||
BITSET(target.hud_updateflag, IMPLOYAL_HUD)
|
||||
|
||||
|
||||
@@ -720,3 +720,6 @@
|
||||
dupe.emote_lists[K] += I
|
||||
|
||||
return dupe
|
||||
|
||||
/obj/belly/container_resist(mob/M)
|
||||
return relay_resist(M)
|
||||
@@ -185,10 +185,11 @@
|
||||
//
|
||||
/mob/living/proc/vore_process_resist()
|
||||
//Are we resisting from inside a belly?
|
||||
if(isbelly(loc))
|
||||
var/obj/belly/B = loc
|
||||
B.relay_resist(src)
|
||||
return TRUE //resist() on living does this TRUE thing.
|
||||
// if(isbelly(loc))
|
||||
// var/obj/belly/B = loc
|
||||
// B.relay_resist(src)
|
||||
// return TRUE //resist() on living does this TRUE thing.
|
||||
// Note: This is no longer required, as the refactors to resisting allow bellies to just define container_resist
|
||||
|
||||
//Other overridden resists go here
|
||||
return FALSE
|
||||
@@ -509,51 +510,6 @@
|
||||
"oxygen" = 21,
|
||||
"nitrogen" = 79)
|
||||
|
||||
// Procs for micros stuffed into boots and the like to escape from them
|
||||
/mob/living/proc/escape_clothes(obj/item/clothing/C)
|
||||
ASSERT(loc == C)
|
||||
|
||||
if(ishuman(C.loc)) //In a /mob/living/carbon/human
|
||||
var/mob/living/carbon/human/H = C.loc
|
||||
if(H.shoes == C) //Being worn
|
||||
to_chat(src,"<font color='blue'> You start to climb around the larger creature's feet and ankles!</font>")
|
||||
to_chat(H,"<font color='red'>Something is trying to climb out of your [C]!</font>")
|
||||
var/original_loc = H.loc
|
||||
for(var/escape_time = 100,escape_time > 0,escape_time--)
|
||||
if(H.loc != original_loc)
|
||||
to_chat(src,"<font color='red'>You're pinned back underfoot!</font>")
|
||||
to_chat(H,"<font color='blue'>You pin the escapee back underfoot!</font>")
|
||||
return
|
||||
if(loc != C)
|
||||
return
|
||||
sleep(1)
|
||||
|
||||
to_chat(src,"<font color='blue'>You manage to escape \the [C]!</font>")
|
||||
to_chat(H,"<font color='red'>Somone has climbed out of your [C]!</font>")
|
||||
forceMove(H.loc)
|
||||
|
||||
else //Being held by a human
|
||||
to_chat(src,"<font color='blue'>You start to climb out of \the [C]!</font>")
|
||||
to_chat(H,"<font color='red'>Something is trying to climb out of your [C]!</font>")
|
||||
for(var/escape_time = 60,escape_time > 0,escape_time--)
|
||||
if(H.shoes == C)
|
||||
to_chat(src,"<font color='red'>You're pinned underfoot!</font>")
|
||||
to_chat(H,"<font color='blue'>You pin the escapee underfoot!</font>")
|
||||
return
|
||||
if(loc != C)
|
||||
return
|
||||
sleep(1)
|
||||
to_chat(src,"<font color='blue'>You manage to escape \the [C]!</font>")
|
||||
to_chat(H,"<font color='red'>Somone has climbed out of your [C]!</font>")
|
||||
forceMove(H.loc)
|
||||
|
||||
to_chat(src,"<font color='blue'>You start to climb out of \the [C]!</font>")
|
||||
sleep(50)
|
||||
if(loc == C)
|
||||
to_chat(src,"<font color='blue'>You climb out of \the [C]!</font>")
|
||||
forceMove(C.loc)
|
||||
return
|
||||
|
||||
/mob/living/proc/feed_grabbed_to_self_falling_nom(var/mob/living/user, var/mob/living/prey)
|
||||
var/belly = user.vore_selected
|
||||
return perform_the_nom(user, prey, user, belly, delay = 1) //1/10th of a second is probably fine.
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 36 KiB After Width: | Height: | Size: 34 KiB |
BIN
icons/mob/screen_alert.dmi
Normal file
BIN
icons/mob/screen_alert.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 117 KiB |
@@ -149,6 +149,7 @@
|
||||
#include "code\_onclick\hud\ability_screen_objects.dm"
|
||||
#include "code\_onclick\hud\action.dm"
|
||||
#include "code\_onclick\hud\ai.dm"
|
||||
#include "code\_onclick\hud\alert.dm"
|
||||
#include "code\_onclick\hud\alien_larva.dm"
|
||||
#include "code\_onclick\hud\fullscreen.dm"
|
||||
#include "code\_onclick\hud\gun_mode.dm"
|
||||
|
||||
Reference in New Issue
Block a user