mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-03 22:13:50 +00:00
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into uguu
This commit is contained in:
@@ -233,8 +233,10 @@ var/list/admin_verbs_mod = list(
|
||||
/client/proc/cmd_mod_say,
|
||||
/datum/admins/proc/show_player_info,
|
||||
/client/proc/player_panel_new,
|
||||
/client/proc/dsay,
|
||||
/datum/admins/proc/show_skills,
|
||||
/client/proc/dsay
|
||||
/client/proc/jobbans,
|
||||
/client/proc/cmd_admin_subtle_message /*send an message to somebody as a 'voice in their head'*/
|
||||
)
|
||||
/client/proc/add_admin_verbs()
|
||||
if(holder)
|
||||
@@ -591,15 +593,6 @@ var/list/admin_verbs_mod = list(
|
||||
log_admin("[key_name(usr)] used 'kill air'.")
|
||||
message_admins("\blue [key_name_admin(usr)] used 'kill air'.", 1)
|
||||
|
||||
/client/proc/toggle_clickproc() //TODO ERRORAGE (This is a temporary verb here while I test the new clicking proc)
|
||||
set name = "Toggle NewClickProc"
|
||||
set category = "Debug"
|
||||
|
||||
if(!holder) return
|
||||
using_new_click_proc = !using_new_click_proc
|
||||
world << "Testing of new click proc [using_new_click_proc ? "enabled" : "disabled"]"
|
||||
feedback_add_details("admin_verb","TNCP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/deadmin_self()
|
||||
set name = "De-admin self"
|
||||
set category = "Admin"
|
||||
|
||||
@@ -12,8 +12,8 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Permissions Panel</title>
|
||||
<script type='text/javascript' src='html/search.js'></script>
|
||||
<link rel='stylesheet' type='text/css' href='html/panels.css'>
|
||||
<script type='text/javascript' src='search.js'></script>
|
||||
<link rel='stylesheet' type='text/css' href='panels.css'>
|
||||
</head>
|
||||
<body onload='selectTextField();updateSearch();'>
|
||||
<div id='main'><table id='searchable' cellspacing='0'>
|
||||
|
||||
@@ -610,7 +610,7 @@
|
||||
|
||||
//JOBBAN'S INNARDS
|
||||
else if(href_list["jobban3"])
|
||||
if(!check_rights(R_BAN)) return
|
||||
if(!check_rights(R_MOD,0) && !check_rights(R_ADMIN)) return
|
||||
|
||||
var/mob/M = locate(href_list["jobban4"])
|
||||
if(!ismob(M))
|
||||
@@ -715,6 +715,7 @@
|
||||
href_list["jobban2"] = 1 // lets it fall through and refresh
|
||||
return 1
|
||||
if("No")
|
||||
if(!check_rights(R_BAN)) return
|
||||
var/reason = input(usr,"Reason?","Please State Reason","") as text|null
|
||||
if(reason)
|
||||
var/msg
|
||||
@@ -812,7 +813,7 @@
|
||||
DB_ban_unban(ckey(key), BANTYPE_JOB_PERMA, job)
|
||||
|
||||
else if(href_list["newban"])
|
||||
if(!check_rights(R_BAN)) return
|
||||
if(!check_rights(R_MOD,0) && !check_rights(R_BAN)) return
|
||||
|
||||
var/mob/M = locate(href_list["newban"])
|
||||
if(!ismob(M)) return
|
||||
@@ -845,6 +846,7 @@
|
||||
del(M.client)
|
||||
//del(M) // See no reason why to delete mob. Important stuff can be lost. And ban can be lifted before round ends.
|
||||
if("No")
|
||||
if(check_rights(R_BAN)) return
|
||||
var/reason = input(usr,"Reason?","reason","Griefer") as text|null
|
||||
if(!reason)
|
||||
return
|
||||
@@ -885,7 +887,7 @@
|
||||
unjobbanpanel()
|
||||
|
||||
else if(href_list["mute"])
|
||||
if(!check_rights(R_ADMIN)) return
|
||||
if(!check_rights(R_MOD,0) && !check_rights(R_ADMIN)) return
|
||||
|
||||
var/mob/M = locate(href_list["mute"])
|
||||
if(!ismob(M)) return
|
||||
@@ -1501,7 +1503,7 @@
|
||||
usr.client.cmd_admin_direct_narrate(M)
|
||||
|
||||
else if(href_list["subtlemessage"])
|
||||
if(!check_rights(R_ADMIN)) return
|
||||
if(!check_rights(R_MOD,0) && !check_rights(R_ADMIN)) return
|
||||
|
||||
var/mob/M = locate(href_list["subtlemessage"])
|
||||
usr.client.cmd_admin_subtle_message(M)
|
||||
@@ -2591,4 +2593,4 @@
|
||||
show_player_info(ckey)
|
||||
if("list")
|
||||
PlayerNotesPage(text2num(href_list["index"]))
|
||||
return
|
||||
return
|
||||
@@ -78,15 +78,15 @@
|
||||
largest_move_time = M.next_move - world.time
|
||||
else
|
||||
largest_move_time = 1
|
||||
if(M.lastDblClick >= largest_click_time)
|
||||
if(M.next_click >= largest_click_time)
|
||||
largest_click_mob = M
|
||||
if(M.lastDblClick > world.time)
|
||||
largest_click_time = M.lastDblClick - world.time
|
||||
if(M.next_click > world.time)
|
||||
largest_click_time = M.next_click - world.time
|
||||
else
|
||||
largest_click_time = 0
|
||||
log_admin("DEBUG: [key_name(M)] next_move = [M.next_move] lastDblClick = [M.lastDblClick] world.time = [world.time]")
|
||||
log_admin("DEBUG: [key_name(M)] next_move = [M.next_move] next_click = [M.next_click] world.time = [world.time]")
|
||||
M.next_move = 1
|
||||
M.lastDblClick = 0
|
||||
M.next_click = 0
|
||||
message_admins("[key_name_admin(largest_move_mob)] had the largest move delay with [largest_move_time] frames / [largest_move_time/10] seconds!", 1)
|
||||
message_admins("[key_name_admin(largest_click_mob)] had the largest click delay with [largest_click_time] frames / [largest_click_time/10] seconds!", 1)
|
||||
message_admins("world.time = [world.time]", 1)
|
||||
|
||||
@@ -132,7 +132,7 @@ proc/cmd_admin_mute(mob/M as mob, mute_type, automute = 0)
|
||||
if(!M.client)
|
||||
usr << "<font color='red'>Error: cmd_admin_mute: This mob doesn't have a client tied to it.</font>"
|
||||
if(M.client.holder)
|
||||
usr << "<font color='red'>Error: cmd_admin_mute: You cannot mute an admin.</font>"
|
||||
usr << "<font color='red'>Error: cmd_admin_mute: You cannot mute an admin/mod.</font>"
|
||||
if(!M.client) return
|
||||
if(M.client.holder) return
|
||||
|
||||
|
||||
@@ -69,6 +69,7 @@ datum/preferences
|
||||
var/language = "None" //Secondary language
|
||||
|
||||
//Mob preview
|
||||
var/icon/preview_icon = null
|
||||
var/icon/preview_icon_front = null
|
||||
var/icon/preview_icon_side = null
|
||||
|
||||
|
||||
@@ -141,6 +141,9 @@ BLIND // can't see anything
|
||||
cell.reliability -= 10 / severity
|
||||
..()
|
||||
|
||||
// Called just before an attack_hand(), in mob/UnarmedAttack()
|
||||
/obj/item/clothing/gloves/proc/Touch(var/atom/A, var/proximity)
|
||||
return 0 // return 1 to cancel attack_hand()
|
||||
|
||||
//Head
|
||||
/obj/item/clothing/head
|
||||
@@ -310,9 +313,6 @@ BLIND // can't see anything
|
||||
if(usr.stat) return
|
||||
|
||||
if(hastie)
|
||||
usr.put_in_hands(hastie)
|
||||
hastie = null
|
||||
|
||||
if (istype(hastie,/obj/item/clothing/tie/holster))
|
||||
verbs -= /obj/item/clothing/under/proc/holster
|
||||
|
||||
@@ -320,7 +320,10 @@ BLIND // can't see anything
|
||||
verbs -= /obj/item/clothing/under/proc/storage
|
||||
var/obj/item/clothing/tie/storage/W = hastie
|
||||
if (W.hold)
|
||||
W.hold.loc = hastie
|
||||
W.hold.close(usr)
|
||||
|
||||
usr.put_in_hands(hastie)
|
||||
hastie = null
|
||||
|
||||
if(istype(loc, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = loc
|
||||
|
||||
@@ -1,14 +1,3 @@
|
||||
/obj/item/clothing/gloves/space_ninja
|
||||
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
|
||||
name = "ninja gloves"
|
||||
icon_state = "s-ninja"
|
||||
item_state = "s-ninja"
|
||||
siemens_coefficient = 0.2
|
||||
var/draining = 0
|
||||
var/candrain = 0
|
||||
var/mindrain = 200
|
||||
var/maxdrain = 400
|
||||
|
||||
/obj/item/clothing/gloves/captain
|
||||
desc = "Regal blue gloves, with a nice gold trim. Swanky."
|
||||
name = "captain's gloves"
|
||||
|
||||
113
code/modules/clothing/gloves/ninja.dm
Normal file
113
code/modules/clothing/gloves/ninja.dm
Normal file
@@ -0,0 +1,113 @@
|
||||
/*
|
||||
Dear ninja gloves
|
||||
|
||||
This isn't because I like you
|
||||
this is because your father is a bastard
|
||||
|
||||
...
|
||||
I guess you're a little cool.
|
||||
-Sayu
|
||||
*/
|
||||
|
||||
/obj/item/clothing/gloves/space_ninja
|
||||
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
|
||||
name = "ninja gloves"
|
||||
icon_state = "s-ninja"
|
||||
item_state = "s-ninja"
|
||||
siemens_coefficient = 0
|
||||
var/draining = 0
|
||||
var/candrain = 0
|
||||
var/mindrain = 200
|
||||
var/maxdrain = 400
|
||||
|
||||
/*
|
||||
This runs the gamut of what ninja gloves can do
|
||||
The other option would be a dedicated ninja touch bullshit proc on everything
|
||||
which would probably more efficient, but ninjas are pretty rare.
|
||||
This was mostly introduced to keep ninja code from contaminating other code;
|
||||
with this in place it would be easier to untangle the rest of it.
|
||||
|
||||
For the drain proc, see events/ninja.dm
|
||||
*/
|
||||
/obj/item/clothing/gloves/space_ninja/Touch(var/atom/A,var/proximity)
|
||||
if(!candrain || draining) return 0
|
||||
|
||||
var/mob/living/carbon/human/H = loc
|
||||
if(!istype(H)) return 0 // what
|
||||
var/obj/item/clothing/suit/space/space_ninja/suit = H.wear_suit
|
||||
if(!istype(suit)) return 0
|
||||
if(isturf(A)) return 0
|
||||
|
||||
if(!proximity) // todo: you could add ninja stars or computer hacking here
|
||||
return 0
|
||||
|
||||
// Move an AI into and out of things
|
||||
if(istype(A,/mob/living/silicon/ai))
|
||||
if(suit.s_control)
|
||||
A.add_fingerprint(H)
|
||||
suit.transfer_ai("AICORE", "NINJASUIT", A, H)
|
||||
return 1
|
||||
else
|
||||
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
|
||||
return 0
|
||||
|
||||
if(istype(A,/obj/structure/AIcore/deactivated))
|
||||
if(suit.s_control)
|
||||
A.add_fingerprint(H)
|
||||
suit.transfer_ai("INACTIVE","NINJASUIT",A, H)
|
||||
return 1
|
||||
else
|
||||
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
|
||||
return 0
|
||||
if(istype(A,/obj/machinery/computer/aifixer))
|
||||
if(suit.s_control)
|
||||
A.add_fingerprint(H)
|
||||
suit.transfer_ai("AIFIXER","NINJASUIT",A, H)
|
||||
return 1
|
||||
else
|
||||
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
|
||||
return 0
|
||||
|
||||
// steal energy from powered things
|
||||
if(istype(A,/mob/living/silicon/robot))
|
||||
A.add_fingerprint(H)
|
||||
drain("CYBORG",A,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/machinery/power/apc))
|
||||
A.add_fingerprint(H)
|
||||
drain("APC",A,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/structure/cable))
|
||||
A.add_fingerprint(H)
|
||||
drain("WIRE",A,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/structure/grille))
|
||||
var/obj/structure/cable/C = locate() in A.loc
|
||||
if(C)
|
||||
drain("WIRE",C,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/machinery/power/smes))
|
||||
A.add_fingerprint(H)
|
||||
drain("SMES",A,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/mecha))
|
||||
A.add_fingerprint(H)
|
||||
drain("MECHA",A,suit)
|
||||
return 1
|
||||
|
||||
// download research
|
||||
if(istype(A,/obj/machinery/computer/rdconsole))
|
||||
A.add_fingerprint(H)
|
||||
drain("RESEARCH",A,suit)
|
||||
return 1
|
||||
if(istype(A,/obj/machinery/r_n_d/server))
|
||||
A.add_fingerprint(H)
|
||||
var/obj/machinery/r_n_d/server/S = A
|
||||
if(S.disabled)
|
||||
return 1
|
||||
if(S.shocked)
|
||||
S.shock(H,50)
|
||||
return 1
|
||||
drain("RESEARCH",A,suit)
|
||||
return 1
|
||||
|
||||
@@ -18,14 +18,14 @@
|
||||
if(!src.hanging)
|
||||
src.hanging = !src.hanging
|
||||
gas_transfer_coefficient = 1 //gas is now escaping to the turf and vice versa
|
||||
flags_inv |= MASKCOVERSMOUTH | MASKINTERNALS
|
||||
flags &= ~(MASKCOVERSMOUTH | MASKINTERNALS)
|
||||
icon_state = "breathdown"
|
||||
usr << "Your mask is now hanging on your neck."
|
||||
|
||||
else
|
||||
src.hanging = !src.hanging
|
||||
gas_transfer_coefficient = 0.10
|
||||
flags_inv &= ~(MASKCOVERSMOUTH | MASKINTERNALS)
|
||||
flags |= MASKCOVERSMOUTH | MASKINTERNALS
|
||||
icon_state = "breath"
|
||||
usr << "You pull the mask up to cover your face."
|
||||
usr.update_inv_wear_mask()
|
||||
|
||||
@@ -34,6 +34,13 @@
|
||||
flags = FPRINT|TABLEPASS
|
||||
flags_inv = HIDEFACE
|
||||
|
||||
/obj/item/clothing/mask/snorkel
|
||||
name = "Snorkel"
|
||||
desc = "For the Swimming Savant."
|
||||
icon_state = "snorkel"
|
||||
flags = FPRINT|TABLEPASS
|
||||
flags_inv = HIDEFACE
|
||||
|
||||
//scarves (fit in in mask slot)
|
||||
|
||||
/obj/item/clothing/mask/bluescarf
|
||||
|
||||
@@ -125,3 +125,11 @@
|
||||
name = "laceup shoes"
|
||||
desc = "The height of fashion, and they're pre-polished!"
|
||||
icon_state = "laceups"
|
||||
|
||||
/obj/item/clothing/shoes/swimmingfins
|
||||
desc = "Help you swim good."
|
||||
name = "swimming fins"
|
||||
icon_state = "flippers"
|
||||
flags = NOSLIP
|
||||
slowdown = SHOES_SLOWDOWN+1
|
||||
species_restricted = null
|
||||
|
||||
@@ -8,16 +8,14 @@
|
||||
item_state = ""
|
||||
w_class = 1
|
||||
|
||||
/obj/item/weapon/evidencebag/afterattack(obj/item/I, mob/user as mob)
|
||||
/obj/item/weapon/evidencebag/afterattack(obj/item/I, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
if(!in_range(I, user))
|
||||
return
|
||||
|
||||
if(!istype(I) || I.anchored == 1)
|
||||
return ..()
|
||||
|
||||
if(istype(I, /obj/item/weapon/storage))
|
||||
return ..()
|
||||
|
||||
if(istype(I, /obj/item/weapon/evidencebag))
|
||||
user << "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>"
|
||||
return
|
||||
|
||||
@@ -35,7 +35,8 @@
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob)
|
||||
/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
if(istype(A) && src in user)
|
||||
user.visible_message("[user] starts to wipe down [A] with [src]!")
|
||||
if(do_after(user,30))
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
var/list/stored = list()
|
||||
w_class = 3.0
|
||||
item_state = "electronic"
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | NOBLUDGEON
|
||||
slot_flags = SLOT_BELT
|
||||
|
||||
attackby(obj/item/weapon/f_card/W as obj, mob/user as mob)
|
||||
@@ -64,9 +64,8 @@
|
||||
user << "\blue Blood type: [M.blood_DNA[blood]]\nDNA: [blood]"
|
||||
return
|
||||
|
||||
afterattack(atom/A as obj|turf|area, mob/user as mob)
|
||||
if(!in_range(A,user))
|
||||
return
|
||||
afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
if(loc != user)
|
||||
return
|
||||
if(istype(A,/obj/machinery/computer/forensic_scanning)) //breaks shit.
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
|
||||
/datum/hud/proc/ghost_hud()
|
||||
return
|
||||
@@ -30,6 +30,17 @@
|
||||
T = get_turf(body) //Where is the body located?
|
||||
attack_log = body.attack_log //preserve our attack logs by copying them to our ghost
|
||||
|
||||
if (ishuman(body))
|
||||
var/mob/living/carbon/human/H = body
|
||||
icon = H.stand_icon
|
||||
overlays = H.overlays_standing
|
||||
else
|
||||
icon = body.icon
|
||||
icon_state = body.icon_state
|
||||
overlays = body.overlays
|
||||
|
||||
alpha = 127
|
||||
|
||||
gender = body.gender
|
||||
if(body.mind && body.mind.name)
|
||||
name = body.mind.name
|
||||
@@ -63,7 +74,7 @@ Works together with spawning an observer, noted above.
|
||||
if(key)
|
||||
var/mob/dead/observer/ghost = new(src) //Transfer safety to observer spawning proc.
|
||||
ghost.can_reenter_corpse = can_reenter_corpse
|
||||
ghost.timeofdeath = timeofdeath //BS12 EDIT
|
||||
ghost.timeofdeath = src.timeofdeath //BS12 EDIT
|
||||
ghost.key = key
|
||||
return ghost
|
||||
|
||||
@@ -78,14 +89,16 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
if(stat == DEAD)
|
||||
ghostize(1)
|
||||
else
|
||||
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst still alive you may not play again this round! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body")
|
||||
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost, you won't be able to play this round for another 30 minutes! You can't change your mind so choose wisely!)","Are you sure you want to ghost?","Ghost","Stay in body")
|
||||
if(response != "Ghost") return //didn't want to ghost after-all
|
||||
resting = 1
|
||||
ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
|
||||
var/mob/dead/observer/ghost = ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
|
||||
ghost.timeofdeath = world.time // Because the living mob won't have a time of death and we want the respawn timer to work properly.
|
||||
return
|
||||
|
||||
|
||||
/mob/dead/observer/Move(NewLoc, direct)
|
||||
dir = direct
|
||||
if(NewLoc)
|
||||
loc = NewLoc
|
||||
for(var/obj/effect/step_trigger/S in NewLoc)
|
||||
|
||||
@@ -89,6 +89,7 @@
|
||||
if(W)
|
||||
if(client) client.screen -= W
|
||||
u_equip(W)
|
||||
if(!W) return 1 // self destroying objects (tk, grabs)
|
||||
W.layer = initial(W.layer)
|
||||
W.loc = loc
|
||||
|
||||
|
||||
@@ -1,242 +0,0 @@
|
||||
/datum/hud/proc/alien_hud()
|
||||
|
||||
src.adding = list( )
|
||||
src.other = list( )
|
||||
|
||||
var/obj/screen/using
|
||||
var/obj/screen/inventory/inv_box
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "act_intent"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = 'icons/mob/screen1_alien.dmi'
|
||||
using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
action_intent = using
|
||||
|
||||
//intent small hud objects
|
||||
var/icon/ico
|
||||
|
||||
ico = new('icons/mob/screen1_alien.dmi', "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),1,ico.Height()/2,ico.Width()/2,ico.Height())
|
||||
using = new /obj/screen( src )
|
||||
using.name = "help"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
help_intent = using
|
||||
|
||||
ico = new('icons/mob/screen1_alien.dmi', "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,ico.Height()/2,ico.Width(),ico.Height())
|
||||
using = new /obj/screen( src )
|
||||
using.name = "disarm"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
disarm_intent = using
|
||||
|
||||
ico = new('icons/mob/screen1_alien.dmi', "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,1,ico.Width(),ico.Height()/2)
|
||||
using = new /obj/screen( src )
|
||||
using.name = "grab"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
grab_intent = using
|
||||
|
||||
ico = new('icons/mob/screen1_alien.dmi', "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),1,1,ico.Width()/2,ico.Height()/2)
|
||||
using = new /obj/screen( src )
|
||||
using.name = "harm"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
hurt_intent = using
|
||||
|
||||
//end intent small hud objects
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "mov_intent"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = 'icons/mob/screen1_alien.dmi'
|
||||
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
|
||||
using.screen_loc = ui_movi
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
move_intent = using
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "drop"
|
||||
using.icon = 'icons/mob/screen1_alien.dmi'
|
||||
using.icon_state = "act_drop"
|
||||
using.screen_loc = ui_drop_throw
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
|
||||
//equippable shit
|
||||
//suit
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "o_clothing"
|
||||
inv_box.dir = SOUTH
|
||||
inv_box.icon = 'icons/mob/screen1_alien.dmi'
|
||||
inv_box.icon_state = "equip"
|
||||
inv_box.screen_loc = ui_alien_oclothing
|
||||
inv_box.slot_id = slot_wear_suit
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "r_hand"
|
||||
inv_box.dir = WEST
|
||||
inv_box.icon = 'icons/mob/screen1_alien.dmi'
|
||||
inv_box.icon_state = "hand_inactive"
|
||||
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
|
||||
using.icon_state = "hand_active"
|
||||
inv_box.screen_loc = ui_rhand
|
||||
inv_box.layer = 19
|
||||
src.r_hand_hud_object = inv_box
|
||||
inv_box.slot_id = slot_r_hand
|
||||
src.adding += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "l_hand"
|
||||
inv_box.dir = EAST
|
||||
inv_box.icon = 'icons/mob/screen1_alien.dmi'
|
||||
inv_box.icon_state = "hand_inactive"
|
||||
if(mymob && mymob.hand) //This being 1 means the left hand is in use
|
||||
inv_box.icon_state = "hand_active"
|
||||
inv_box.screen_loc = ui_lhand
|
||||
inv_box.layer = 19
|
||||
inv_box.slot_id = slot_l_hand
|
||||
src.l_hand_hud_object = inv_box
|
||||
src.adding += inv_box
|
||||
|
||||
using = new /obj/screen/inventory()
|
||||
using.name = "hand"
|
||||
using.dir = SOUTH
|
||||
using.icon = 'icons/mob/screen1_alien.dmi'
|
||||
using.icon_state = "hand1"
|
||||
using.screen_loc = ui_swaphand1
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
|
||||
using = new /obj/screen/inventory()
|
||||
using.name = "hand"
|
||||
using.dir = SOUTH
|
||||
using.icon = 'icons/mob/screen1_alien.dmi'
|
||||
using.icon_state = "hand2"
|
||||
using.screen_loc = ui_swaphand2
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
|
||||
//pocket 1
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "storage1"
|
||||
inv_box.icon = 'icons/mob/screen1_alien.dmi'
|
||||
inv_box.icon_state = "pocket"
|
||||
inv_box.screen_loc = ui_storage1
|
||||
inv_box.slot_id = slot_l_store
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
//pocket 2
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "storage2"
|
||||
inv_box.icon = 'icons/mob/screen1_alien.dmi'
|
||||
inv_box.icon_state = "pocket"
|
||||
inv_box.screen_loc = ui_storage2
|
||||
inv_box.slot_id = slot_r_store
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
//head
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "head"
|
||||
inv_box.icon = 'icons/mob/screen1_alien.dmi'
|
||||
inv_box.icon_state = "hair"
|
||||
inv_box.screen_loc = ui_alien_head
|
||||
inv_box.slot_id = slot_head
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
//end of equippable shit
|
||||
|
||||
/*
|
||||
using = new /obj/screen()
|
||||
using.name = "resist"
|
||||
using.icon = 'icons/mob/screen1_alien.dmi'
|
||||
using.icon_state = "act_resist"
|
||||
using.screen_loc = ui_resist
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
*/
|
||||
|
||||
mymob.throw_icon = new /obj/screen()
|
||||
mymob.throw_icon.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.throw_icon.icon_state = "act_throw_off"
|
||||
mymob.throw_icon.name = "throw"
|
||||
mymob.throw_icon.screen_loc = ui_drop_throw
|
||||
|
||||
mymob.oxygen = new /obj/screen()
|
||||
mymob.oxygen.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.oxygen.icon_state = "oxy0"
|
||||
mymob.oxygen.name = "oxygen"
|
||||
mymob.oxygen.screen_loc = ui_alien_oxygen
|
||||
|
||||
mymob.toxin = new /obj/screen()
|
||||
mymob.toxin.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.toxin.icon_state = "tox0"
|
||||
mymob.toxin.name = "toxin"
|
||||
mymob.toxin.screen_loc = ui_alien_toxin
|
||||
|
||||
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_alien_fire
|
||||
|
||||
mymob.healths = new /obj/screen()
|
||||
mymob.healths.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.healths.icon_state = "health0"
|
||||
mymob.healths.name = "health"
|
||||
mymob.healths.screen_loc = ui_alien_health
|
||||
|
||||
mymob.pullin = new /obj/screen()
|
||||
mymob.pullin.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.pullin.icon_state = "pull0"
|
||||
mymob.pullin.name = "pull"
|
||||
mymob.pullin.screen_loc = ui_pull_resist
|
||||
|
||||
mymob.blind = new /obj/screen()
|
||||
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
|
||||
mymob.blind.icon_state = "blackimageoverlay"
|
||||
mymob.blind.name = " "
|
||||
mymob.blind.screen_loc = "1,1"
|
||||
mymob.blind.layer = 0
|
||||
|
||||
mymob.flash = new /obj/screen()
|
||||
mymob.flash.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.flash.icon_state = "blank"
|
||||
mymob.flash.name = "flash"
|
||||
mymob.flash.screen_loc = "1,1 to 15,15"
|
||||
mymob.flash.layer = 17
|
||||
|
||||
mymob.zone_sel = new /obj/screen/zone_sel()
|
||||
mymob.zone_sel.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.zone_sel.overlays.Cut()
|
||||
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
|
||||
|
||||
mymob.client.screen = null
|
||||
|
||||
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach )
|
||||
mymob.client.screen += src.adding + src.other
|
||||
|
||||
@@ -133,24 +133,6 @@
|
||||
updatehealth()
|
||||
return
|
||||
|
||||
|
||||
/mob/living/carbon/alien/humanoid/hand_p(mob/M as mob)
|
||||
if (!ticker)
|
||||
M << "You cannot attack people before the game has started."
|
||||
return
|
||||
|
||||
if (M.a_intent == "hurt")
|
||||
if (istype(M.wear_mask, /obj/item/clothing/mask/muzzle))
|
||||
return
|
||||
if (health > 0)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message(text("\red <B>[M.name] has bit []!</B>", src), 1)
|
||||
adjustBruteLoss(rand(1, 3))
|
||||
|
||||
updatehealth()
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/humanoid/attack_paw(mob/living/carbon/monkey/M as mob)
|
||||
if(!ismonkey(M)) return//Fix for aliens receiving double messages when attacking other aliens.
|
||||
|
||||
@@ -305,9 +287,9 @@
|
||||
return
|
||||
|
||||
if ("grab")
|
||||
if (M == src)
|
||||
if (M == src || anchored)
|
||||
return
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, M, src)
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src)
|
||||
|
||||
M.put_in_active_hand(G)
|
||||
|
||||
|
||||
@@ -1,85 +0,0 @@
|
||||
|
||||
/datum/hud/proc/larva_hud()
|
||||
|
||||
src.adding = list()
|
||||
src.other = list()
|
||||
|
||||
var/obj/screen/using
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "act_intent"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = 'icons/mob/screen1_alien.dmi'
|
||||
using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
action_intent = using
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "mov_intent"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = 'icons/mob/screen1_alien.dmi'
|
||||
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
|
||||
using.screen_loc = ui_movi
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
move_intent = using
|
||||
|
||||
mymob.oxygen = new /obj/screen()
|
||||
mymob.oxygen.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.oxygen.icon_state = "oxy0"
|
||||
mymob.oxygen.name = "oxygen"
|
||||
mymob.oxygen.screen_loc = ui_alien_oxygen
|
||||
|
||||
mymob.toxin = new /obj/screen()
|
||||
mymob.toxin.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.toxin.icon_state = "tox0"
|
||||
mymob.toxin.name = "toxin"
|
||||
mymob.toxin.screen_loc = ui_alien_toxin
|
||||
|
||||
|
||||
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_alien_fire
|
||||
|
||||
|
||||
mymob.healths = new /obj/screen()
|
||||
mymob.healths.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.healths.icon_state = "health0"
|
||||
mymob.healths.name = "health"
|
||||
mymob.healths.screen_loc = ui_alien_health
|
||||
|
||||
mymob.pullin = new /obj/screen()
|
||||
mymob.pullin.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.pullin.icon_state = "pull0"
|
||||
mymob.pullin.name = "pull"
|
||||
mymob.pullin.screen_loc = ui_pull_resist
|
||||
|
||||
mymob.blind = new /obj/screen()
|
||||
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
|
||||
mymob.blind.icon_state = "blackimageoverlay"
|
||||
mymob.blind.name = " "
|
||||
mymob.blind.screen_loc = "1,1"
|
||||
mymob.blind.layer = 0
|
||||
|
||||
mymob.flash = new /obj/screen()
|
||||
mymob.flash.icon = 'icons/mob/screen1_alien.dmi'
|
||||
mymob.flash.icon_state = "blank"
|
||||
mymob.flash.name = "flash"
|
||||
mymob.flash.screen_loc = "1,1 to 15,15"
|
||||
mymob.flash.layer = 17
|
||||
|
||||
mymob.zone_sel = new /obj/screen/zone_sel()
|
||||
mymob.zone_sel.overlays.Cut()
|
||||
mymob.zone_sel.overlays += image("icon" = 'icons/mob/zone_sel.dmi', "icon_state" = text("[]", mymob.zone_sel.selecting))
|
||||
|
||||
mymob.client.screen = null
|
||||
|
||||
mymob.client.screen += list( mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash) //, mymob.rest, mymob.sleep, mymob.mach )
|
||||
mymob.client.screen += src.adding + src.other
|
||||
|
||||
|
||||
|
||||
@@ -140,28 +140,6 @@
|
||||
return
|
||||
|
||||
|
||||
/mob/living/carbon/alien/larva/hand_p(mob/M as mob)
|
||||
if (!ticker)
|
||||
M << "You cannot attack people before the game has started."
|
||||
return
|
||||
|
||||
if (M.a_intent == "hurt")
|
||||
if (istype(M.wear_mask, /obj/item/clothing/mask/muzzle))
|
||||
return
|
||||
if (health > 0)
|
||||
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message(text("\red <B>[M.name] has bit []!</B>", src), 1)
|
||||
var/damage = rand(1, 3)
|
||||
|
||||
adjustBruteLoss(damage)
|
||||
|
||||
updatehealth()
|
||||
|
||||
return
|
||||
|
||||
|
||||
/mob/living/carbon/alien/larva/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if(M.melee_damage_upper == 0)
|
||||
M.emote("[M.friendly] [src]")
|
||||
|
||||
@@ -6,6 +6,8 @@
|
||||
var/emp_damage = 0//Handles a type of MMI damage
|
||||
var/alert = null
|
||||
use_me = 0 //Can't use the me verb, it's a freaking immobile brain
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "brain1"
|
||||
|
||||
New()
|
||||
var/datum/reagents/R = new/datum/reagents(1000)
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
/datum/hud/proc/brain_hud(var/ui_style='icons/mob/screen1_old.dmi')
|
||||
|
||||
//ui_style='icons/mob/screen1_old.dmi' //Overriding the parameter. Only this UI style is acceptable with the 'sleek' layout.
|
||||
|
||||
mymob.blind = new /obj/screen()
|
||||
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
|
||||
mymob.blind.icon_state = "blackimageoverlay"
|
||||
mymob.blind.name = " "
|
||||
mymob.blind.screen_loc = "1,1"
|
||||
mymob.blind.layer = 0
|
||||
@@ -135,10 +135,10 @@
|
||||
if(istext(selhand))
|
||||
selhand = lowertext(selhand)
|
||||
|
||||
if(selhand == "right" || selhand == "r")
|
||||
selhand = 0
|
||||
if(selhand == "left" || selhand == "l")
|
||||
selhand = 1
|
||||
if(selhand == "right" || selhand == "r")
|
||||
selhand = 0
|
||||
if(selhand == "left" || selhand == "l")
|
||||
selhand = 1
|
||||
|
||||
if(selhand != src.hand)
|
||||
swap_hand()
|
||||
@@ -221,95 +221,97 @@
|
||||
|
||||
// ++++ROCKDTBEN++++ MOB PROCS //END
|
||||
|
||||
/mob/living/carbon/proc/handle_ventcrawl() // -- TLE -- Merged by Carn
|
||||
|
||||
if(!stat)
|
||||
if(!lying)
|
||||
|
||||
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
|
||||
if(!v.welded)
|
||||
vent_found = v
|
||||
else
|
||||
src << "\red That vent is welded."
|
||||
|
||||
if(vent_found)
|
||||
if(vent_found.network&&vent_found.network.normal_members.len)
|
||||
var/list/vents[0]
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in vent_found.network.normal_members)
|
||||
if(temp_vent.loc == loc)
|
||||
continue
|
||||
if(temp_vent.welded)
|
||||
continue
|
||||
var/turf/T = get_turf(temp_vent)
|
||||
|
||||
if(!T || T.z != loc.z)
|
||||
continue
|
||||
|
||||
var/i = 1
|
||||
var/index = "[T.loc.name]\[[i]\]"
|
||||
while(index in vents)
|
||||
i++
|
||||
index = "[T.loc.name]\[[i]\]"
|
||||
vents[index] = temp_vent
|
||||
|
||||
var/turf/startloc = loc
|
||||
var/obj/selection = input("Select a destination.", "Duct System") as null|anything in sortList(vents)
|
||||
|
||||
if(!selection)
|
||||
return
|
||||
|
||||
if(!do_after(src, 45))
|
||||
return
|
||||
|
||||
if(!src||!selection)
|
||||
return
|
||||
|
||||
if(loc==startloc)
|
||||
if(contents.len)
|
||||
for(var/obj/item/carried_item in contents)//If the monkey got on objects.
|
||||
if( !istype(carried_item, /obj/item/weapon/implant) && !istype(carried_item, /obj/item/clothing/mask/facehugger) )//If it's not an implant or a facehugger
|
||||
src << "\red You can't be carrying items or have items equipped when vent crawling!"
|
||||
return
|
||||
var/obj/machinery/atmospherics/unary/vent_pump/target_vent = vents[selection]
|
||||
if(target_vent)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
|
||||
loc = target_vent
|
||||
|
||||
var/travel_time = round(get_dist(loc, target_vent.loc) / 2)
|
||||
|
||||
spawn(travel_time)
|
||||
|
||||
if(!target_vent) return
|
||||
for(var/mob/O in hearers(target_vent,null))
|
||||
O.show_message("You hear something squeezing through the ventilation ducts.",2)
|
||||
|
||||
sleep(travel_time)
|
||||
|
||||
if(!target_vent) return
|
||||
if(target_vent.welded) //the vent can be welded while alien scrolled through the list or travelled.
|
||||
target_vent = vent_found //travel back. No additional time required.
|
||||
src << "\red The vent you were heading to appears to be welded."
|
||||
loc = target_vent.loc
|
||||
var/area/new_area = get_area(loc)
|
||||
if(new_area)
|
||||
new_area.Entered(src)
|
||||
|
||||
else
|
||||
src << "You need to remain still while entering a vent."
|
||||
else
|
||||
src << "This vent is not connected to anything."
|
||||
|
||||
else
|
||||
src << "You must be standing on or beside an air vent to enter it."
|
||||
|
||||
else
|
||||
src << "You can't vent crawl while you're stunned!"
|
||||
|
||||
else
|
||||
/mob/living/carbon/proc/handle_ventcrawl(var/obj/machinery/atmospherics/unary/vent_pump/vent_found = null) // -- TLE -- Merged by Carn
|
||||
if(stat)
|
||||
src << "You must be conscious to do this!"
|
||||
return
|
||||
return
|
||||
if(lying)
|
||||
src << "You can't vent crawl while you're stunned!"
|
||||
return
|
||||
|
||||
if(vent_found) // one was passed in, probably from vent/AltClick()
|
||||
if(vent_found.welded)
|
||||
src << "That vent is welded shut."
|
||||
return
|
||||
if(!vent_found.Adjacent(src))
|
||||
return // don't even acknowledge that
|
||||
else
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
|
||||
if(!v.welded)
|
||||
if(v.Adjacent(src))
|
||||
vent_found = v
|
||||
if(!vent_found)
|
||||
src << "You'll need a non-welded vent to crawl into!"
|
||||
return
|
||||
|
||||
if(!vent_found.network || !vent_found.network.normal_members.len)
|
||||
src << "This vent is not connected to anything."
|
||||
return
|
||||
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in vent_found.network.normal_members)
|
||||
if(temp_vent.welded)
|
||||
continue
|
||||
if(temp_vent in loc)
|
||||
continue
|
||||
var/turf/T = get_turf(temp_vent)
|
||||
|
||||
if(!T || T.z != loc.z)
|
||||
continue
|
||||
|
||||
var/i = 1
|
||||
var/index = "[T.loc.name]\[[i]\]"
|
||||
while(index in vents)
|
||||
i++
|
||||
index = "[T.loc.name]\[[i]\]"
|
||||
vents[index] = temp_vent
|
||||
if(!vents.len)
|
||||
src << "\red There are no available vents to travel to, they could be welded."
|
||||
return
|
||||
|
||||
var/obj/selection = input("Select a destination.", "Duct System") as null|anything in sortAssoc(vents)
|
||||
if(!selection) return
|
||||
|
||||
if(!vent_found.Adjacent(src))
|
||||
src << "Never mind, you left."
|
||||
return
|
||||
|
||||
for(var/obj/item/carried_item in contents)//If the monkey got on objects.
|
||||
if( !istype(carried_item, /obj/item/weapon/implant) && !istype(carried_item, /obj/item/clothing/mask/facehugger) )//If it's not an implant or a facehugger
|
||||
src << "\red You can't be carrying items or have items equipped when vent crawling!"
|
||||
return
|
||||
if(isslime(src))
|
||||
var/mob/living/carbon/slime/S = src
|
||||
if(S.Victim)
|
||||
src << "\red You'll have to let [S.Victim] go or finish eating \him first."
|
||||
return
|
||||
|
||||
var/obj/machinery/atmospherics/unary/vent_pump/target_vent = vents[selection]
|
||||
if(!target_vent)
|
||||
return
|
||||
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
|
||||
loc = target_vent
|
||||
|
||||
var/travel_time = round(get_dist(loc, target_vent.loc) / 2)
|
||||
|
||||
spawn(travel_time)
|
||||
|
||||
if(!target_vent) return
|
||||
for(var/mob/O in hearers(target_vent,null))
|
||||
O.show_message("You hear something squeezing through the ventilation ducts.",2)
|
||||
|
||||
sleep(travel_time)
|
||||
|
||||
if(!target_vent) return
|
||||
if(target_vent.welded) //the vent can be welded while alien scrolled through the list or travelled.
|
||||
target_vent = vent_found //travel back. No additional time required.
|
||||
src << "\red The vent you were heading to appears to be welded."
|
||||
loc = target_vent.loc
|
||||
var/area/new_area = get_area(loc)
|
||||
if(new_area)
|
||||
new_area.Entered(src)
|
||||
|
||||
|
||||
/mob/living/carbon/clean_blood()
|
||||
@@ -331,19 +333,6 @@
|
||||
//Throwing stuff
|
||||
|
||||
/mob/living/carbon/proc/toggle_throw_mode()
|
||||
var/obj/item/W = get_active_hand()
|
||||
if( !W )//Not holding anything
|
||||
if( client && (TK in mutations) )
|
||||
var/obj/item/tk_grab/O = new(src)
|
||||
put_in_active_hand(O)
|
||||
O.host = src
|
||||
return
|
||||
|
||||
if( istype(W,/obj/item/tk_grab) )
|
||||
if(hand) del(l_hand)
|
||||
else del(r_hand)
|
||||
return
|
||||
|
||||
if (src.in_throw_mode)
|
||||
throw_mode_off()
|
||||
else
|
||||
@@ -357,7 +346,10 @@
|
||||
src.in_throw_mode = 1
|
||||
src.throw_icon.icon_state = "act_throw_on"
|
||||
|
||||
/mob/living/carbon/proc/throw_item(atom/target)
|
||||
/mob/proc/throw_item(atom/target)
|
||||
return
|
||||
|
||||
/mob/living/carbon/throw_item(atom/target)
|
||||
src.throw_mode_off()
|
||||
if(usr.stat || !target)
|
||||
return
|
||||
@@ -487,6 +479,15 @@
|
||||
return method ? ">250" : "extremely weak and fast, patient's artery feels like a thread"
|
||||
// output for machines^ ^^^^^^^output for people^^^^^^^^^
|
||||
|
||||
/mob/living/carbon/verb/mob_sleep()
|
||||
set name = "Sleep"
|
||||
set category = "IC"
|
||||
|
||||
if(usr.sleeping)
|
||||
usr << "\red You are already sleeping"
|
||||
return
|
||||
if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
|
||||
usr.sleeping = 20 //Short nap
|
||||
|
||||
//Brain slug proc for voluntary removal of control.
|
||||
/mob/living/carbon/proc/release_control()
|
||||
@@ -560,4 +561,4 @@
|
||||
|
||||
else
|
||||
src << "You do not have enough chemicals stored to reproduce."
|
||||
return
|
||||
return
|
||||
@@ -1,18 +1,18 @@
|
||||
mob/living/carbon/verb/give()
|
||||
/mob/living/carbon/verb/give()
|
||||
set category = "IC"
|
||||
set name = "Give"
|
||||
set src in view(1)
|
||||
if(src.stat == 2 || usr.stat == 2|| src.client == null)
|
||||
if(src.stat == 2 || usr.stat == 2 || src.client == null)
|
||||
return
|
||||
if(src == usr)
|
||||
usr << "I feel stupider, suddenly."
|
||||
usr << "\red I feel stupider, suddenly."
|
||||
return
|
||||
var/obj/item/I
|
||||
if(!usr.hand && usr.r_hand == null)
|
||||
usr << "You don't have anything in your right hand to give to [src.name]"
|
||||
usr << "\red You don't have anything in your right hand to give to [src.name]"
|
||||
return
|
||||
if(usr.hand && usr.l_hand == null)
|
||||
usr << "You don't have anything in your left hand to give to [src.name]"
|
||||
usr << "\red You don't have anything in your left hand to give to [src.name]"
|
||||
return
|
||||
if(usr.hand)
|
||||
I = usr.l_hand
|
||||
@@ -20,64 +20,29 @@ mob/living/carbon/verb/give()
|
||||
I = usr.r_hand
|
||||
if(!I)
|
||||
return
|
||||
if(src.r_hand == null)
|
||||
if(src.r_hand == null || src.l_hand == null)
|
||||
switch(alert(src,"[usr] wants to give you \a [I]?",,"Yes","No"))
|
||||
if("Yes")
|
||||
if(!I)
|
||||
return
|
||||
if(!check_can_reach(usr,src))
|
||||
usr << "You need to keep in reaching distance."
|
||||
src << "[usr.name] moved too far away."
|
||||
if(!Adjacent(usr))
|
||||
usr << "\red You need to stay in reaching distance while giving an object."
|
||||
src << "\red [usr.name] moved too far away."
|
||||
return
|
||||
if((usr.hand && usr.l_hand != I) || (!usr.hand && usr.r_hand != I))
|
||||
usr << "You need to keep the item in your active hand."
|
||||
src << "[usr.name] seem to have given up on giving \the [I.name] to you."
|
||||
usr << "\red You need to keep the item in your active hand."
|
||||
src << "\red [usr.name] seem to have given up on giving \the [I.name] to you."
|
||||
return
|
||||
if(src.r_hand != null && src.l_hand != null)
|
||||
src << "\red Your hands are full."
|
||||
usr << "\red Their hands are full."
|
||||
return
|
||||
if(src.r_hand != null)
|
||||
if(src.l_hand == null)
|
||||
usr.drop_item()
|
||||
src.l_hand = I
|
||||
else
|
||||
src << "Your hands are full."
|
||||
usr << "Their hands are full."
|
||||
return
|
||||
else
|
||||
usr.drop_item()
|
||||
src.r_hand = I
|
||||
I.loc = src
|
||||
I.layer = 20
|
||||
I.add_fingerprint(src)
|
||||
src.update_inv_l_hand()
|
||||
src.update_inv_r_hand()
|
||||
usr.update_inv_l_hand()
|
||||
usr.update_inv_r_hand()
|
||||
src.visible_message("[usr.name] handed \the [I.name] to [src.name].")
|
||||
if("No")
|
||||
src.visible_message("[usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
|
||||
else if(src.l_hand == null)
|
||||
switch(alert(src,"[usr] wants to give you \a [I]?",,"Yes","No"))
|
||||
if("Yes")
|
||||
if(!I)
|
||||
return
|
||||
if(!check_can_reach(usr,src))
|
||||
usr << "You need to keep in reaching distance."
|
||||
src << "[usr.name] moved too far away."
|
||||
return
|
||||
if((usr.hand && usr.l_hand != I) || (!usr.hand && usr.r_hand != I))
|
||||
usr << "You need to keep the item in your active hand."
|
||||
src << "[usr.name] seem to have given up on giving \the [I.name] to you."
|
||||
return
|
||||
if(src.l_hand != null)
|
||||
if(src.r_hand == null)
|
||||
usr.drop_item()
|
||||
src.r_hand = I
|
||||
else
|
||||
src << "Your hands are full."
|
||||
usr << "Their hands are full."
|
||||
return
|
||||
else
|
||||
usr.drop_item()
|
||||
src.l_hand = I
|
||||
src.l_hand = I
|
||||
I.loc = src
|
||||
I.layer = 20
|
||||
I.add_fingerprint(src)
|
||||
@@ -85,8 +50,8 @@ mob/living/carbon/verb/give()
|
||||
src.update_inv_r_hand()
|
||||
usr.update_inv_l_hand()
|
||||
usr.update_inv_r_hand()
|
||||
src.visible_message("[usr.name] handed \the [I.name] to [src.name].")
|
||||
src.visible_message("\blue [usr.name] handed \the [I.name] to [src.name].")
|
||||
if("No")
|
||||
src.visible_message("[usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
|
||||
src.visible_message("\red [usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
|
||||
else
|
||||
usr << "[src.name]'s hands are full."
|
||||
usr << "\red [src.name]'s hands are full."
|
||||
|
||||
@@ -1,576 +0,0 @@
|
||||
/datum/hud/proc/human_hud(var/ui_style='icons/mob/screen1_old.dmi')
|
||||
|
||||
src.adding = list()
|
||||
src.other = list()
|
||||
src.hotkeybuttons = list() //These can be disabled for hotkey usersx
|
||||
|
||||
var/obj/screen/using
|
||||
var/obj/screen/inventory/inv_box
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "act_intent"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = ui_style
|
||||
using.icon_state = "intent_"+mymob.a_intent
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
action_intent = using
|
||||
|
||||
//intent small hud objects
|
||||
var/icon/ico
|
||||
|
||||
ico = new(ui_style, "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),1,ico.Height()/2,ico.Width()/2,ico.Height())
|
||||
using = new /obj/screen( src )
|
||||
using.name = "help"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
help_intent = using
|
||||
|
||||
ico = new(ui_style, "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,ico.Height()/2,ico.Width(),ico.Height())
|
||||
using = new /obj/screen( src )
|
||||
using.name = "disarm"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
disarm_intent = using
|
||||
|
||||
ico = new(ui_style, "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,1,ico.Width(),ico.Height()/2)
|
||||
using = new /obj/screen( src )
|
||||
using.name = "grab"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
grab_intent = using
|
||||
|
||||
ico = new(ui_style, "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),1,1,ico.Width()/2,ico.Height()/2)
|
||||
using = new /obj/screen( src )
|
||||
using.name = "harm"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
hurt_intent = using
|
||||
|
||||
//end intent small hud objects
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "mov_intent"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = ui_style
|
||||
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
|
||||
using.screen_loc = ui_movi
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
move_intent = using
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "drop"
|
||||
using.icon = ui_style
|
||||
using.icon_state = "act_drop"
|
||||
using.screen_loc = ui_drop_throw
|
||||
using.layer = 19
|
||||
src.hotkeybuttons += using
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "i_clothing"
|
||||
inv_box.dir = SOUTH
|
||||
inv_box.icon = ui_style
|
||||
inv_box.slot_id = slot_w_uniform
|
||||
inv_box.icon_state = "center"
|
||||
inv_box.screen_loc = ui_iclothing
|
||||
inv_box.layer = 19
|
||||
src.other += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "o_clothing"
|
||||
inv_box.dir = SOUTH
|
||||
inv_box.icon = ui_style
|
||||
inv_box.slot_id = slot_wear_suit
|
||||
inv_box.icon_state = "equip"
|
||||
inv_box.screen_loc = ui_oclothing
|
||||
inv_box.layer = 19
|
||||
src.other += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "r_hand"
|
||||
inv_box.dir = WEST
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "hand_inactive"
|
||||
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
|
||||
inv_box.icon_state = "hand_active"
|
||||
inv_box.screen_loc = ui_rhand
|
||||
inv_box.slot_id = slot_r_hand
|
||||
inv_box.layer = 19
|
||||
src.r_hand_hud_object = inv_box
|
||||
src.adding += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "l_hand"
|
||||
inv_box.dir = EAST
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "hand_inactive"
|
||||
if(mymob && mymob.hand) //This being 1 means the left hand is in use
|
||||
inv_box.icon_state = "hand_active"
|
||||
inv_box.screen_loc = ui_lhand
|
||||
inv_box.slot_id = slot_l_hand
|
||||
inv_box.layer = 19
|
||||
src.l_hand_hud_object = inv_box
|
||||
src.adding += inv_box
|
||||
|
||||
using = new /obj/screen/inventory()
|
||||
using.name = "hand"
|
||||
using.dir = SOUTH
|
||||
using.icon = ui_style
|
||||
using.icon_state = "hand1"
|
||||
using.screen_loc = ui_swaphand1
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
|
||||
using = new /obj/screen/inventory()
|
||||
using.name = "hand"
|
||||
using.dir = SOUTH
|
||||
using.icon = ui_style
|
||||
using.icon_state = "hand2"
|
||||
using.screen_loc = ui_swaphand2
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "id"
|
||||
inv_box.dir = NORTH
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "id"
|
||||
inv_box.screen_loc = ui_id
|
||||
inv_box.slot_id = slot_wear_id
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "mask"
|
||||
inv_box.dir = NORTH
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "equip"
|
||||
inv_box.screen_loc = ui_mask
|
||||
inv_box.slot_id = slot_wear_mask
|
||||
inv_box.layer = 19
|
||||
src.other += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "back"
|
||||
inv_box.dir = NORTH
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "back"
|
||||
inv_box.screen_loc = ui_back
|
||||
inv_box.slot_id = slot_back
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "storage1"
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "pocket"
|
||||
inv_box.screen_loc = ui_storage1
|
||||
inv_box.slot_id = slot_l_store
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "storage2"
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "pocket"
|
||||
inv_box.screen_loc = ui_storage2
|
||||
inv_box.slot_id = slot_r_store
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "suit storage"
|
||||
inv_box.icon = ui_style
|
||||
inv_box.dir = 8 //The sprite at dir=8 has the background whereas the others don't.
|
||||
inv_box.icon_state = "belt"
|
||||
inv_box.screen_loc = ui_sstore1
|
||||
inv_box.slot_id = slot_s_store
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "resist"
|
||||
using.icon = ui_style
|
||||
using.icon_state = "act_resist"
|
||||
using.screen_loc = ui_pull_resist
|
||||
using.layer = 19
|
||||
src.hotkeybuttons += using
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "other"
|
||||
using.icon = ui_style
|
||||
using.icon_state = "other"
|
||||
using.screen_loc = ui_inventory
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "equip"
|
||||
using.icon = ui_style
|
||||
using.icon_state = "act_equip"
|
||||
using.screen_loc = ui_equip
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "gloves"
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "gloves"
|
||||
inv_box.screen_loc = ui_gloves
|
||||
inv_box.slot_id = slot_gloves
|
||||
inv_box.layer = 19
|
||||
src.other += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "eyes"
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "glasses"
|
||||
inv_box.screen_loc = ui_glasses
|
||||
inv_box.slot_id = slot_glasses
|
||||
inv_box.layer = 19
|
||||
src.other += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "l_ear"
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "ears"
|
||||
inv_box.screen_loc = ui_l_ear
|
||||
inv_box.slot_id = slot_l_ear
|
||||
inv_box.layer = 19
|
||||
src.other += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "r_ear"
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "ears"
|
||||
inv_box.screen_loc = ui_r_ear
|
||||
inv_box.slot_id = slot_r_ear
|
||||
inv_box.layer = 19
|
||||
src.other += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "head"
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "hair"
|
||||
inv_box.screen_loc = ui_head
|
||||
inv_box.slot_id = slot_head
|
||||
inv_box.layer = 19
|
||||
src.other += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "shoes"
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "shoes"
|
||||
inv_box.screen_loc = ui_shoes
|
||||
inv_box.slot_id = slot_shoes
|
||||
inv_box.layer = 19
|
||||
src.other += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "belt"
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "belt"
|
||||
inv_box.screen_loc = ui_belt
|
||||
inv_box.slot_id = slot_belt
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
mymob.throw_icon = new /obj/screen()
|
||||
mymob.throw_icon.icon = ui_style
|
||||
mymob.throw_icon.icon_state = "act_throw_off"
|
||||
mymob.throw_icon.name = "throw"
|
||||
mymob.throw_icon.screen_loc = ui_drop_throw
|
||||
src.hotkeybuttons += mymob.throw_icon
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
mymob.internals = new /obj/screen()
|
||||
mymob.internals.icon = ui_style
|
||||
mymob.internals.icon_state = "internal0"
|
||||
mymob.internals.name = "internal"
|
||||
mymob.internals.screen_loc = ui_internal
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
mymob.healths = new /obj/screen()
|
||||
mymob.healths.icon = ui_style
|
||||
mymob.healths.icon_state = "health0"
|
||||
mymob.healths.name = "health"
|
||||
mymob.healths.screen_loc = ui_health
|
||||
|
||||
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
|
||||
|
||||
mymob.pullin = new /obj/screen()
|
||||
mymob.pullin.icon = ui_style
|
||||
mymob.pullin.icon_state = "pull0"
|
||||
mymob.pullin.name = "pull"
|
||||
mymob.pullin.screen_loc = ui_pull_resist
|
||||
src.hotkeybuttons += mymob.pullin
|
||||
|
||||
mymob.blind = new /obj/screen()
|
||||
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
|
||||
mymob.blind.icon_state = "blackimageoverlay"
|
||||
mymob.blind.name = " "
|
||||
mymob.blind.screen_loc = "1,1"
|
||||
mymob.blind.mouse_opacity = 0
|
||||
mymob.blind.layer = 0
|
||||
|
||||
mymob.damageoverlay = new /obj/screen()
|
||||
mymob.damageoverlay.icon = 'icons/mob/screen1_full.dmi'
|
||||
mymob.damageoverlay.icon_state = "oxydamageoverlay0"
|
||||
mymob.damageoverlay.name = "dmg"
|
||||
mymob.damageoverlay.screen_loc = "1,1"
|
||||
mymob.damageoverlay.mouse_opacity = 0
|
||||
mymob.damageoverlay.layer = 18.1 //The black screen overlay sets layer to 18 to display it, this one has to be just on top.
|
||||
|
||||
mymob.flash = new /obj/screen()
|
||||
mymob.flash.icon = ui_style
|
||||
mymob.flash.icon_state = "blank"
|
||||
mymob.flash.name = "flash"
|
||||
mymob.flash.screen_loc = "1,1 to 15,15"
|
||||
mymob.flash.layer = 17
|
||||
|
||||
mymob.pain = new /obj/screen( null )
|
||||
|
||||
/*
|
||||
mymob.hands = new /obj/screen( null )
|
||||
mymob.hands.icon = ui_style
|
||||
mymob.hands.icon_state = "hand"
|
||||
mymob.hands.name = "hand"
|
||||
mymob.hands.screen_loc = ui_hand
|
||||
mymob.hands.dir = NORTH
|
||||
|
||||
mymob.sleep = new /obj/screen( null )
|
||||
mymob.sleep.icon = ui_style
|
||||
mymob.sleep.icon_state = "sleep0"
|
||||
mymob.sleep.name = "sleep"
|
||||
mymob.sleep.screen_loc = ui_sleep
|
||||
|
||||
mymob.rest = new /obj/screen( null )
|
||||
mymob.rest.icon = ui_style
|
||||
mymob.rest.icon_state = "rest0"
|
||||
mymob.rest.name = "rest"
|
||||
mymob.rest.screen_loc = ui_rest
|
||||
*/
|
||||
|
||||
/*/Monkey blockers
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_ears
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_belt
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_shoes
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_storage2
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_glasses
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_gloves
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_storage1
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_headset
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_oclothing
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_iclothing
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_id
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
|
||||
using = new /obj/screen( src )
|
||||
using.name = "blocked"
|
||||
using.icon_state = "blocked"
|
||||
using.screen_loc = ui_head
|
||||
using.layer = 20
|
||||
src.mon_blo += using
|
||||
//Monkey blockers
|
||||
*/
|
||||
|
||||
mymob.zone_sel = new /obj/screen/zone_sel( null )
|
||||
mymob.zone_sel.icon = ui_style
|
||||
mymob.zone_sel.overlays.Cut()
|
||||
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
|
||||
|
||||
//Handle the gun settings buttons
|
||||
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
|
||||
if (mymob.client)
|
||||
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
|
||||
mymob.gun_setting_icon.dir = 2
|
||||
for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
|
||||
if (G.target)
|
||||
mymob.item_use_icon = new /obj/screen/gun/item(null)
|
||||
if (mymob.client.target_can_click)
|
||||
mymob.item_use_icon.dir = 1
|
||||
src.adding += mymob.item_use_icon
|
||||
mymob.gun_move_icon = new /obj/screen/gun/move(null)
|
||||
if (mymob.client.target_can_move)
|
||||
mymob.gun_move_icon.dir = 1
|
||||
mymob.gun_run_icon = new /obj/screen/gun/run(null)
|
||||
if (mymob.client.target_can_run)
|
||||
mymob.gun_run_icon.dir = 1
|
||||
src.adding += mymob.gun_run_icon
|
||||
src.adding += mymob.gun_move_icon
|
||||
|
||||
|
||||
mymob.client.screen = null
|
||||
|
||||
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.nutrition_icon, mymob.pullin, mymob.blind, mymob.flash, mymob.damageoverlay, mymob.gun_setting_icon) //, mymob.hands, mymob.rest, mymob.sleep) //, mymob.mach )
|
||||
mymob.client.screen += src.adding + src.hotkeybuttons
|
||||
inventory_shown = 0;
|
||||
|
||||
return
|
||||
|
||||
|
||||
/mob/living/carbon/human/verb/toggle_hotkey_verbs()
|
||||
set category = "OOC"
|
||||
set name = "Toggle hotkey buttons"
|
||||
set desc = "This disables or enables the user interface buttons which can be used with hotkeys."
|
||||
|
||||
if(hud_used.hotkey_ui_hidden)
|
||||
client.screen += src.hud_used.hotkeybuttons
|
||||
src.hud_used.hotkey_ui_hidden = 0
|
||||
else
|
||||
client.screen -= src.hud_used.hotkeybuttons
|
||||
src.hud_used.hotkey_ui_hidden = 1
|
||||
|
||||
|
||||
/mob/living/carbon/human/update_action_buttons()
|
||||
var/num = 1
|
||||
if(!src.hud_used) return
|
||||
if(!src.client) return
|
||||
|
||||
if(!hud_used.hud_shown) //Hud toggled to minimal
|
||||
return
|
||||
|
||||
src.client.screen -= src.hud_used.item_action_list
|
||||
hud_used.item_action_list = list()
|
||||
|
||||
for(var/obj/item/I in src)
|
||||
if(I.icon_action_button)
|
||||
var/obj/screen/item_action/A = new(src.hud_used)
|
||||
A.icon = 'icons/mob/screen1_action.dmi'
|
||||
A.icon_state = I.icon_action_button
|
||||
if(I.action_button_name)
|
||||
A.name = I.action_button_name
|
||||
else
|
||||
A.name = "Use [I.name]"
|
||||
A.owner = I
|
||||
hud_used.item_action_list += A
|
||||
switch(num)
|
||||
if(1)
|
||||
A.screen_loc = ui_action_slot1
|
||||
if(2)
|
||||
A.screen_loc = ui_action_slot2
|
||||
if(3)
|
||||
A.screen_loc = ui_action_slot3
|
||||
if(4)
|
||||
A.screen_loc = ui_action_slot4
|
||||
if(5)
|
||||
A.screen_loc = ui_action_slot5
|
||||
break //5 slots available, so no more can be added.
|
||||
num++
|
||||
|
||||
src.client.screen += src.hud_used.item_action_list
|
||||
@@ -71,6 +71,8 @@
|
||||
if (ismob(AM))
|
||||
var/mob/tmob = AM
|
||||
|
||||
if( istype(tmob, /mob/living/carbon) && prob(10) )
|
||||
src.spread_disease_to(AM, "Contact")
|
||||
//BubbleWrap - Should stop you pushing a restrained person out of the way
|
||||
|
||||
if(istype(tmob, /mob/living/carbon/human))
|
||||
@@ -276,23 +278,6 @@
|
||||
return
|
||||
|
||||
|
||||
/mob/living/carbon/human/hand_p(mob/M as mob)
|
||||
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
|
||||
var/datum/organ/external/affecting = get_organ(ran_zone(dam_zone))
|
||||
var/armor = run_armor_check(affecting, "melee")
|
||||
apply_damage(rand(1,2), BRUTE, affecting, armor)
|
||||
if(armor >= 2) return
|
||||
|
||||
for(var/datum/disease/D in M.viruses)
|
||||
if(istype(D, /datum/disease/jungle_fever))
|
||||
var/mob/living/carbon/human/H = src
|
||||
src = null
|
||||
src = H.monkeyize()
|
||||
contract_disease(D,1,0)
|
||||
return
|
||||
|
||||
|
||||
|
||||
/mob/living/carbon/human/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if(M.melee_damage_upper == 0)
|
||||
M.emote("[M.friendly] [src]")
|
||||
|
||||
@@ -7,10 +7,11 @@
|
||||
if ("help")
|
||||
visible_message(text("\blue [M] caresses [src] with its scythe like arm."))
|
||||
if ("grab")
|
||||
if(M == src) return
|
||||
if(M == src || anchored)
|
||||
return
|
||||
if (w_uniform)
|
||||
w_uniform.add_fingerprint(M)
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, M, src)
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src)
|
||||
|
||||
M.put_in_active_hand(G)
|
||||
|
||||
|
||||
@@ -59,6 +59,10 @@
|
||||
apply_effect(4, WEAKEN, armor_block)
|
||||
|
||||
return
|
||||
else
|
||||
if(istype(M,/mob/living/carbon))
|
||||
// log_debug("No gloves, [M] is truing to infect [src]")
|
||||
M.spread_disease_to(src, "Contact")
|
||||
|
||||
|
||||
switch(M.a_intent)
|
||||
@@ -87,18 +91,23 @@
|
||||
return 1
|
||||
|
||||
if("grab")
|
||||
if(M == src) return 0
|
||||
if(w_uniform) w_uniform.add_fingerprint(M)
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, M, src)
|
||||
if(M == src || anchored)
|
||||
return 0
|
||||
if(w_uniform)
|
||||
w_uniform.add_fingerprint(M)
|
||||
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src)
|
||||
if(buckled)
|
||||
M << "<span class='notice'>You cannot grab [src], \he is buckled in!</span>"
|
||||
if(!G) //the grab will delete itself in New if affecting is anchored
|
||||
return
|
||||
M.put_in_active_hand(G)
|
||||
|
||||
grabbed_by += G
|
||||
G.synch()
|
||||
LAssailant = M
|
||||
|
||||
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
|
||||
visible_message("\red [M] has grabbed [src] passively!")
|
||||
visible_message("<span class='warning'>[M] has grabbed [src] passively!</span>")
|
||||
return 1
|
||||
|
||||
if("hurt")
|
||||
|
||||
@@ -174,6 +174,21 @@
|
||||
|
||||
////////////////////////////////////////////
|
||||
|
||||
/*
|
||||
This function restores the subjects blood to max.
|
||||
*/
|
||||
/mob/living/carbon/human/proc/restore_blood()
|
||||
var/blood_volume = vessel.get_reagent_amount("blood")
|
||||
vessel.add_reagent("blood",560.0-blood_volume)
|
||||
|
||||
|
||||
/*
|
||||
This function restores all organs.
|
||||
*/
|
||||
/mob/living/carbon/human/restore_all_organs()
|
||||
for(var/datum/organ/external/current_organ in organs)
|
||||
current_organ.rejuvenate()
|
||||
|
||||
/mob/living/carbon/human/proc/HealDamage(zone, brute, burn)
|
||||
var/datum/organ/external/E = get_organ(zone)
|
||||
if(istype(E, /datum/organ/external))
|
||||
|
||||
@@ -1,3 +1,21 @@
|
||||
/mob/living/carbon/human/verb/quick_equip()
|
||||
set name = "quick-equip"
|
||||
set hidden = 1
|
||||
|
||||
if(ishuman(src))
|
||||
var/mob/living/carbon/human/H = src
|
||||
var/obj/item/I = H.get_active_hand()
|
||||
if(!I)
|
||||
H << "<span class='notice'>You are not holding anything to equip.</span>"
|
||||
return
|
||||
if(H.equip_to_appropriate_slot(I))
|
||||
if(hand)
|
||||
update_inv_l_hand(0)
|
||||
else
|
||||
update_inv_r_hand(0)
|
||||
else
|
||||
H << "\red You are unable to equip that."
|
||||
|
||||
/mob/living/carbon/human/proc/equip_in_one_of_slots(obj/item/W, list/slots, del_on_fail = 1)
|
||||
for (var/slot in slots)
|
||||
if (equip_to_slot_if_possible(W, slots[slot], del_on_fail = 0))
|
||||
|
||||
@@ -97,7 +97,7 @@
|
||||
|
||||
handle_pain()
|
||||
|
||||
// handle_medical_side_effects()
|
||||
handle_medical_side_effects()
|
||||
|
||||
handle_stasis_bag()
|
||||
|
||||
@@ -377,6 +377,13 @@
|
||||
if(breath)
|
||||
loc.assume_air(breath)
|
||||
|
||||
//spread some viruses while we are at it
|
||||
if (virus2.len > 0)
|
||||
if (get_infection_chance(src) && prob(20))
|
||||
// log_debug("[src] : Exhaling some viruses")
|
||||
for(var/mob/living/carbon/M in view(1,src))
|
||||
src.spread_disease_to(M)
|
||||
|
||||
|
||||
proc/get_breath_from_internal(volume_needed)
|
||||
if(internal)
|
||||
@@ -511,7 +518,7 @@
|
||||
if(SA_pp > SA_para_min) // Enough to make us paralysed for a bit
|
||||
Paralyse(3) // 3 gives them one second to wake up and run away a bit!
|
||||
if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
|
||||
sleeping = max(sleeping+2, 10)
|
||||
sleeping = min(sleeping+2, 10)
|
||||
else if(SA_pp > 0.15) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
|
||||
if(prob(20))
|
||||
spawn(0) emote(pick("giggle", "laugh"))
|
||||
@@ -1377,14 +1384,15 @@
|
||||
V.cure(src)
|
||||
|
||||
for(var/obj/effect/decal/cleanable/blood/B in view(1,src))
|
||||
if(B.virus2.len && get_infection_chance(src))
|
||||
if(B.virus2.len)
|
||||
for (var/ID in B.virus2)
|
||||
var/datum/disease2/disease/V = virus2[ID]
|
||||
var/datum/disease2/disease/V = B.virus2[ID]
|
||||
infect_virus2(src,V)
|
||||
|
||||
for(var/obj/effect/decal/cleanable/mucus/M in view(1,src))
|
||||
if(M.virus2.len && get_infection_chance(src))
|
||||
if(M.virus2.len)
|
||||
for (var/ID in M.virus2)
|
||||
var/datum/disease2/disease/V = virus2[ID]
|
||||
var/datum/disease2/disease/V = M.virus2[ID]
|
||||
infect_virus2(src,V)
|
||||
|
||||
for (var/ID in virus2)
|
||||
|
||||
@@ -103,7 +103,7 @@
|
||||
sleep(15)
|
||||
Atkcool = 0
|
||||
|
||||
if(get_obstacle_ok(Target))
|
||||
if(Target.Adjacent(src))
|
||||
Target.attack_slime(src)
|
||||
//world << "retrun 1"
|
||||
return
|
||||
@@ -116,7 +116,7 @@
|
||||
sleep(25)
|
||||
Atkcool = 0
|
||||
|
||||
if(get_obstacle_ok(Target))
|
||||
if(Target.Adjacent(src))
|
||||
Target.attack_slime(src)
|
||||
|
||||
|
||||
@@ -124,16 +124,16 @@
|
||||
step_to(src, Target)
|
||||
|
||||
else
|
||||
if(!Atkcool && get_obstacle_ok(Target))
|
||||
if(!Atkcool && Target.Adjacent(src))
|
||||
Feedon(Target)
|
||||
|
||||
else
|
||||
if(!Atkcool && get_obstacle_ok(Target))
|
||||
if(!Atkcool && Target.Adjacent(src))
|
||||
Feedon(Target)
|
||||
|
||||
else
|
||||
if(Target in view(7, src))
|
||||
if(get_obstacle_ok(Target))
|
||||
if(Target.Adjacent(src))
|
||||
step_to(src, Target)
|
||||
|
||||
else
|
||||
|
||||
@@ -457,7 +457,7 @@
|
||||
if ("grab")
|
||||
if (M == src)
|
||||
return
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, src )
|
||||
|
||||
M.put_in_active_hand(G)
|
||||
|
||||
@@ -636,88 +636,6 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
|
||||
health = 150 - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
|
||||
|
||||
|
||||
/mob/living/carbon/slime/proc/get_obstacle_ok(atom/A)
|
||||
var/direct = get_dir(src, A)
|
||||
var/obj/item/weapon/dummy/D = new /obj/item/weapon/dummy( src.loc )
|
||||
var/ok = 0
|
||||
if ( (direct - 1) & direct)
|
||||
var/turf/Step_1
|
||||
var/turf/Step_2
|
||||
switch(direct)
|
||||
if(5.0)
|
||||
Step_1 = get_step(src, NORTH)
|
||||
Step_2 = get_step(src, EAST)
|
||||
|
||||
if(6.0)
|
||||
Step_1 = get_step(src, SOUTH)
|
||||
Step_2 = get_step(src, EAST)
|
||||
|
||||
if(9.0)
|
||||
Step_1 = get_step(src, NORTH)
|
||||
Step_2 = get_step(src, WEST)
|
||||
|
||||
if(10.0)
|
||||
Step_1 = get_step(src, SOUTH)
|
||||
Step_2 = get_step(src, WEST)
|
||||
|
||||
else
|
||||
if(Step_1 && Step_2)
|
||||
var/check_1 = 0
|
||||
var/check_2 = 0
|
||||
if(step_to(D, Step_1))
|
||||
check_1 = 1
|
||||
for(var/obj/border_obstacle in Step_1)
|
||||
if(border_obstacle.flags & ON_BORDER)
|
||||
if(!border_obstacle.CheckExit(D, A))
|
||||
check_1 = 0
|
||||
for(var/obj/border_obstacle in get_turf(A))
|
||||
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
|
||||
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
|
||||
check_1 = 0
|
||||
|
||||
D.loc = src.loc
|
||||
if(step_to(D, Step_2))
|
||||
check_2 = 1
|
||||
|
||||
for(var/obj/border_obstacle in Step_2)
|
||||
if(border_obstacle.flags & ON_BORDER)
|
||||
if(!border_obstacle.CheckExit(D, A))
|
||||
check_2 = 0
|
||||
for(var/obj/border_obstacle in get_turf(A))
|
||||
if((border_obstacle.flags & ON_BORDER) && (src != border_obstacle))
|
||||
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
|
||||
check_2 = 0
|
||||
if(check_1 || check_2)
|
||||
ok = 1
|
||||
else
|
||||
if(loc == src.loc)
|
||||
ok = 1
|
||||
else
|
||||
ok = 1
|
||||
|
||||
//Now, check objects to block exit that are on the border
|
||||
for(var/obj/border_obstacle in src.loc)
|
||||
if(border_obstacle.flags & ON_BORDER)
|
||||
if(!border_obstacle.CheckExit(D, A))
|
||||
ok = 0
|
||||
|
||||
//Next, check objects to block entry that are on the border
|
||||
for(var/obj/border_obstacle in get_turf(A))
|
||||
if((border_obstacle.flags & ON_BORDER) && (A != border_obstacle))
|
||||
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
|
||||
ok = 0
|
||||
|
||||
//del(D)
|
||||
//Garbage Collect Dummy
|
||||
D.loc = null
|
||||
D = null
|
||||
if (!( ok ))
|
||||
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/slime_extract
|
||||
name = "slime extract"
|
||||
desc = "Goo extracted from a slime. Legends claim these to have \"magical powers\"."
|
||||
|
||||
@@ -82,6 +82,9 @@
|
||||
adult.name = src.name
|
||||
adult.real_name = src.real_name
|
||||
adult.ckey = src.ckey
|
||||
|
||||
for (var/obj/item/W in src.contents)
|
||||
src.drop_from_inventory(W)
|
||||
del(src)
|
||||
|
||||
/mob/living/carbon/monkey/diona/verb/steal_blood()
|
||||
@@ -90,7 +93,7 @@
|
||||
set desc = "Take a blood sample from a suitable donor."
|
||||
|
||||
var/list/choices = list()
|
||||
for(var/mob/living/C in view(1,src))
|
||||
for(var/mob/living/carbon/C in view(1,src))
|
||||
if(C.real_name != real_name)
|
||||
choices += C
|
||||
|
||||
|
||||
@@ -1,249 +0,0 @@
|
||||
/datum/hud/proc/monkey_hud(var/ui_style='icons/mob/screen1_old.dmi')
|
||||
|
||||
src.adding = list()
|
||||
src.other = list()
|
||||
|
||||
var/obj/screen/using
|
||||
var/obj/screen/inventory/inv_box
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "act_intent"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = ui_style
|
||||
using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
action_intent = using
|
||||
|
||||
//intent small hud objects
|
||||
var/icon/ico
|
||||
|
||||
ico = new(ui_style, "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),1,ico.Height()/2,ico.Width()/2,ico.Height())
|
||||
using = new /obj/screen( src )
|
||||
using.name = "help"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
help_intent = using
|
||||
|
||||
ico = new(ui_style, "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,ico.Height()/2,ico.Width(),ico.Height())
|
||||
using = new /obj/screen( src )
|
||||
using.name = "disarm"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
disarm_intent = using
|
||||
|
||||
ico = new(ui_style, "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,1,ico.Width(),ico.Height()/2)
|
||||
using = new /obj/screen( src )
|
||||
using.name = "grab"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
grab_intent = using
|
||||
|
||||
ico = new(ui_style, "black")
|
||||
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
|
||||
ico.DrawBox(rgb(255,255,255,1),1,1,ico.Width()/2,ico.Height()/2)
|
||||
using = new /obj/screen( src )
|
||||
using.name = "harm"
|
||||
using.icon = ico
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 21
|
||||
src.adding += using
|
||||
hurt_intent = using
|
||||
|
||||
//end intent small hud objects
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "mov_intent"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = ui_style
|
||||
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
|
||||
using.screen_loc = ui_movi
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
move_intent = using
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "drop"
|
||||
using.icon = ui_style
|
||||
using.icon_state = "act_drop"
|
||||
using.screen_loc = ui_drop_throw
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "r_hand"
|
||||
inv_box.dir = WEST
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "hand_inactive"
|
||||
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
|
||||
inv_box.icon_state = "hand_active"
|
||||
inv_box.screen_loc = ui_rhand
|
||||
inv_box.slot_id = slot_r_hand
|
||||
inv_box.layer = 19
|
||||
src.r_hand_hud_object = inv_box
|
||||
src.adding += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "l_hand"
|
||||
inv_box.dir = EAST
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "hand_inactive"
|
||||
if(mymob && mymob.hand) //This being 1 means the left hand is in use
|
||||
inv_box.icon_state = "hand_active"
|
||||
inv_box.screen_loc = ui_lhand
|
||||
inv_box.slot_id = slot_l_hand
|
||||
inv_box.layer = 19
|
||||
src.l_hand_hud_object = inv_box
|
||||
src.adding += inv_box
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "hand"
|
||||
using.dir = SOUTH
|
||||
using.icon = ui_style
|
||||
using.icon_state = "hand1"
|
||||
using.screen_loc = ui_swaphand1
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "hand"
|
||||
using.dir = SOUTH
|
||||
using.icon = ui_style
|
||||
using.icon_state = "hand2"
|
||||
using.screen_loc = ui_swaphand2
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "mask"
|
||||
inv_box.dir = NORTH
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "equip"
|
||||
inv_box.screen_loc = ui_monkey_mask
|
||||
inv_box.slot_id = slot_wear_mask
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
inv_box = new /obj/screen/inventory()
|
||||
inv_box.name = "back"
|
||||
inv_box.dir = NORTHEAST
|
||||
inv_box.icon = ui_style
|
||||
inv_box.icon_state = "equip"
|
||||
inv_box.screen_loc = ui_back
|
||||
inv_box.slot_id = slot_back
|
||||
inv_box.layer = 19
|
||||
src.adding += inv_box
|
||||
|
||||
mymob.throw_icon = new /obj/screen()
|
||||
mymob.throw_icon.icon = ui_style
|
||||
mymob.throw_icon.icon_state = "act_throw_off"
|
||||
mymob.throw_icon.name = "throw"
|
||||
mymob.throw_icon.screen_loc = ui_drop_throw
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
mymob.internals = new /obj/screen()
|
||||
mymob.internals.icon = ui_style
|
||||
mymob.internals.icon_state = "internal0"
|
||||
mymob.internals.name = "internal"
|
||||
mymob.internals.screen_loc = ui_internal
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
mymob.healths = new /obj/screen()
|
||||
mymob.healths.icon = ui_style
|
||||
mymob.healths.icon_state = "health0"
|
||||
mymob.healths.name = "health"
|
||||
mymob.healths.screen_loc = ui_health
|
||||
|
||||
mymob.pullin = new /obj/screen()
|
||||
mymob.pullin.icon = ui_style
|
||||
mymob.pullin.icon_state = "pull0"
|
||||
mymob.pullin.name = "pull"
|
||||
mymob.pullin.screen_loc = ui_pull_resist
|
||||
|
||||
mymob.blind = new /obj/screen()
|
||||
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
|
||||
mymob.blind.icon_state = "blackimageoverlay"
|
||||
mymob.blind.name = " "
|
||||
mymob.blind.screen_loc = "1,1"
|
||||
mymob.blind.layer = 0
|
||||
|
||||
mymob.flash = new /obj/screen()
|
||||
mymob.flash.icon = ui_style
|
||||
mymob.flash.icon_state = "blank"
|
||||
mymob.flash.name = "flash"
|
||||
mymob.flash.screen_loc = "1,1 to 15,15"
|
||||
mymob.flash.layer = 17
|
||||
|
||||
mymob.zone_sel = new /obj/screen/zone_sel()
|
||||
mymob.zone_sel.icon = ui_style
|
||||
mymob.zone_sel.overlays.Cut()
|
||||
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
|
||||
|
||||
//Handle the gun settings buttons
|
||||
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
|
||||
if (mymob.client)
|
||||
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
|
||||
mymob.gun_setting_icon.dir = 2
|
||||
for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
|
||||
if (G.target)
|
||||
mymob.item_use_icon = new /obj/screen/gun/item(null)
|
||||
if (mymob.client.target_can_click)
|
||||
mymob.item_use_icon.dir = 1
|
||||
src.adding += mymob.item_use_icon
|
||||
mymob.gun_move_icon = new /obj/screen/gun/move(null)
|
||||
if (mymob.client.target_can_move)
|
||||
mymob.gun_move_icon.dir = 1
|
||||
mymob.gun_run_icon = new /obj/screen/gun/run(null)
|
||||
if (mymob.client.target_can_run)
|
||||
mymob.gun_run_icon.dir = 1
|
||||
src.adding += mymob.gun_run_icon
|
||||
src.adding += mymob.gun_move_icon
|
||||
|
||||
mymob.client.screen = null
|
||||
|
||||
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.pressure, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.hands, mymob.rest, mymob.sleep, mymob.mach )
|
||||
mymob.client.screen += src.adding + src.other
|
||||
|
||||
return
|
||||
|
||||
@@ -171,14 +171,14 @@
|
||||
V.cure(src)
|
||||
|
||||
for(var/obj/effect/decal/cleanable/blood/B in view(1,src))
|
||||
if(B.virus2.len && get_infection_chance(src))
|
||||
if(B.virus2.len)
|
||||
for (var/ID in B.virus2)
|
||||
var/datum/disease2/disease/V = virus2[ID]
|
||||
var/datum/disease2/disease/V = B.virus2[ID]
|
||||
infect_virus2(src,V)
|
||||
for(var/obj/effect/decal/cleanable/mucus/M in view(1,src))
|
||||
if(M.virus2.len && get_infection_chance(src))
|
||||
if(M.virus2.len)
|
||||
for (var/ID in M.virus2)
|
||||
var/datum/disease2/disease/V = virus2[ID]
|
||||
var/datum/disease2/disease/V = M.virus2[ID]
|
||||
infect_virus2(src,V)
|
||||
|
||||
for (var/ID in virus2)
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
reagents = R
|
||||
R.my_atom = src
|
||||
|
||||
if(name == "monkey" || name == "farwa" || name == "stok" || name == "neara" || name == "diona nymph") //Hideous but necessary to stop Pun-Pun becoming generic.
|
||||
if(name == initial(name)) //To stop Pun-Pun becoming generic.
|
||||
name = "[name] ([rand(1, 1000)])"
|
||||
real_name = name
|
||||
|
||||
@@ -175,23 +175,6 @@
|
||||
|
||||
//mob/living/carbon/monkey/bullet_act(var/obj/item/projectile/Proj)taken care of in living
|
||||
|
||||
/mob/living/carbon/monkey/hand_p(mob/M as mob)
|
||||
if ((M.a_intent == "hurt" && !( istype(wear_mask, /obj/item/clothing/mask/muzzle) )))
|
||||
if ((prob(75) && health > 0))
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("\red <B>[M.name] has bit []!</B>", src), 1)
|
||||
var/damage = rand(1, 5)
|
||||
if (HULK in mutations) damage += 10
|
||||
adjustBruteLoss(damage)
|
||||
updatehealth()
|
||||
|
||||
for(var/datum/disease/D in M.viruses)
|
||||
if(istype(D, /datum/disease/jungle_fever))
|
||||
contract_disease(D,1,0)
|
||||
else
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("\red <B>[M.name] has attempted to bite []!</B>", src), 1)
|
||||
return
|
||||
|
||||
/mob/living/carbon/monkey/attack_paw(mob/M as mob)
|
||||
..()
|
||||
@@ -272,10 +255,10 @@
|
||||
O.show_message(text("\red <B>[] has attempted to punch [name]!</B>", M), 1)
|
||||
else
|
||||
if (M.a_intent == "grab")
|
||||
if (M == src)
|
||||
if (M == src || anchored)
|
||||
return
|
||||
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src )
|
||||
|
||||
M.put_in_active_hand(G)
|
||||
|
||||
|
||||
@@ -39,6 +39,7 @@
|
||||
|
||||
/datum/species/human
|
||||
name = "Human"
|
||||
language = "Sol Common"
|
||||
primitive = /mob/living/carbon/monkey
|
||||
|
||||
flags = HAS_SKIN_TONE | HAS_LIPS | HAS_UNDERWEAR
|
||||
|
||||
@@ -246,7 +246,21 @@
|
||||
adjustFireLoss(burn)
|
||||
src.updatehealth()
|
||||
|
||||
/mob/living/proc/restore_all_organs()
|
||||
return
|
||||
|
||||
|
||||
|
||||
/mob/living/proc/revive()
|
||||
rejuvenate()
|
||||
buckled = initial(src.buckled)
|
||||
if(iscarbon(src))
|
||||
var/mob/living/carbon/C = src
|
||||
C.handcuffed = initial(C.handcuffed)
|
||||
|
||||
/mob/living/proc/rejuvenate()
|
||||
|
||||
// shut down various types of badness
|
||||
setToxLoss(0)
|
||||
setOxyLoss(0)
|
||||
setCloneLoss(0)
|
||||
@@ -254,30 +268,43 @@
|
||||
SetParalysis(0)
|
||||
SetStunned(0)
|
||||
SetWeakened(0)
|
||||
|
||||
// shut down ongoing problems
|
||||
radiation = 0
|
||||
nutrition = 400
|
||||
bodytemperature = 310
|
||||
bodytemperature = T20C
|
||||
sdisabilities = 0
|
||||
disabilities = 0
|
||||
|
||||
// fix blindness and deafness
|
||||
blinded = 0
|
||||
eye_blind = 0
|
||||
eye_blurry = 0
|
||||
eye_stat = 0
|
||||
ear_deaf = 0
|
||||
ear_damage = 0
|
||||
heal_overall_damage(1000, 1000)
|
||||
buckled = initial(src.buckled)
|
||||
if(iscarbon(src))
|
||||
var/mob/living/carbon/C = src
|
||||
C.handcuffed = initial(C.handcuffed)
|
||||
for(var/datum/disease/D in viruses)
|
||||
D.cure(0)
|
||||
heal_overall_damage(getBruteLoss(), getFireLoss())
|
||||
|
||||
// restore all of a human's blood
|
||||
if(ishuman(src))
|
||||
var/mob/living/carbon/human/human_mob = src
|
||||
human_mob.restore_blood()
|
||||
|
||||
// fix all of our organs
|
||||
restore_all_organs()
|
||||
|
||||
// remove the character from the list of the dead
|
||||
if(stat == 2)
|
||||
dead_mob_list -= src
|
||||
living_mob_list += src
|
||||
tod = null
|
||||
|
||||
// restore us to conciousness
|
||||
stat = CONSCIOUS
|
||||
|
||||
// make the icons look correct
|
||||
regenerate_icons()
|
||||
..()
|
||||
|
||||
return
|
||||
|
||||
/mob/living/proc/UpdateDamageIcon()
|
||||
@@ -397,3 +424,247 @@
|
||||
if(update_slimes)
|
||||
for(var/mob/living/carbon/slime/M in view(1,src))
|
||||
M.UpdateFeed(src)
|
||||
|
||||
/mob/living/verb/resist()
|
||||
set name = "Resist"
|
||||
set category = "IC"
|
||||
|
||||
if(!isliving(usr) || usr.next_move > world.time)
|
||||
return
|
||||
usr.next_move = world.time + 20
|
||||
|
||||
var/mob/living/L = usr
|
||||
|
||||
//Resisting control by an alien mind.
|
||||
if(istype(src.loc,/mob/living/simple_animal/borer))
|
||||
var/mob/living/simple_animal/borer/B = src.loc
|
||||
var/mob/living/captive_brain/H = src
|
||||
|
||||
H << "\red <B>You begin doggedly resisting the parasite's control (this will take approximately sixty seconds).</B>"
|
||||
B.host << "\red <B>You feel the captive mind of [src] begin to resist your control.</B>"
|
||||
|
||||
spawn(rand(350,450)+B.host.brainloss)
|
||||
|
||||
if(!B || !B.controlling)
|
||||
return
|
||||
|
||||
B.host.adjustBrainLoss(rand(5,10))
|
||||
H << "\red <B>With an immense exertion of will, you regain control of your body!</B>"
|
||||
B.host << "\red <B>You feel control of the host brain ripped from your grasp, and retract your probosci before the wild neural impulses can damage you.</b>"
|
||||
B.controlling = 0
|
||||
|
||||
B.ckey = B.host.ckey
|
||||
B.host.ckey = H.ckey
|
||||
|
||||
H.ckey = null
|
||||
H.name = "host brain"
|
||||
H.real_name = "host brain"
|
||||
|
||||
verbs -= /mob/living/carbon/proc/release_control
|
||||
verbs -= /mob/living/carbon/proc/punish_host
|
||||
verbs -= /mob/living/carbon/proc/spawn_larvae
|
||||
|
||||
return
|
||||
|
||||
//resisting grabs (as if it helps anyone...)
|
||||
if ((!( L.stat ) && L.canmove && !( L.restrained() )))
|
||||
var/resisting = 0
|
||||
for(var/obj/O in L.requests)
|
||||
L.requests.Remove(O)
|
||||
del(O)
|
||||
resisting++
|
||||
for(var/obj/item/weapon/grab/G in usr.grabbed_by)
|
||||
resisting++
|
||||
if (G.state == 1)
|
||||
del(G)
|
||||
else
|
||||
if (G.state == 2)
|
||||
if (prob(25))
|
||||
for(var/mob/O in viewers(L, null))
|
||||
O.show_message(text("\red [] has broken free of []'s grip!", L, G.assailant), 1)
|
||||
del(G)
|
||||
else
|
||||
if (G.state == 3)
|
||||
if (prob(5))
|
||||
for(var/mob/O in viewers(usr, null))
|
||||
O.show_message(text("\red [] has broken free of []'s headlock!", L, G.assailant), 1)
|
||||
del(G)
|
||||
if(resisting)
|
||||
for(var/mob/O in viewers(usr, null))
|
||||
O.show_message(text("\red <B>[] resists!</B>", L), 1)
|
||||
|
||||
|
||||
//unbuckling yourself
|
||||
if(L.buckled && (L.last_special <= world.time) )
|
||||
if(iscarbon(L))
|
||||
var/mob/living/carbon/C = L
|
||||
if( C.handcuffed )
|
||||
C.next_move = world.time + 100
|
||||
C.last_special = world.time + 100
|
||||
C << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
|
||||
for(var/mob/O in viewers(L))
|
||||
O.show_message("\red <B>[usr] attempts to unbuckle themself!</B>", 1)
|
||||
spawn(0)
|
||||
if(do_after(usr, 1200))
|
||||
if(!C.buckled)
|
||||
return
|
||||
for(var/mob/O in viewers(C))
|
||||
O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
|
||||
C << "\blue You successfully unbuckle yourself."
|
||||
C.buckled.manual_unbuckle(C)
|
||||
else
|
||||
L.buckled.manual_unbuckle(L)
|
||||
|
||||
//Breaking out of a locker?
|
||||
else if( src.loc && (istype(src.loc, /obj/structure/closet)) )
|
||||
var/breakout_time = 2 //2 minutes by default
|
||||
|
||||
var/obj/structure/closet/C = L.loc
|
||||
if(C.opened)
|
||||
return //Door's open... wait, why are you in it's contents then?
|
||||
if(istype(L.loc, /obj/structure/closet/secure_closet))
|
||||
var/obj/structure/closet/secure_closet/SC = L.loc
|
||||
if(!SC.locked && !SC.welded)
|
||||
return //It's a secure closet, but isn't locked. Easily escapable from, no need to 'resist'
|
||||
else
|
||||
if(!C.welded)
|
||||
return //closed but not welded...
|
||||
// else Meh, lets just keep it at 2 minutes for now
|
||||
// breakout_time++ //Harder to get out of welded lockers than locked lockers
|
||||
|
||||
//okay, so the closet is either welded or locked... resist!!!
|
||||
usr.next_move = world.time + 100
|
||||
L.last_special = world.time + 100
|
||||
L << "\red You lean on the back of \the [C] and start pushing the door open. (this will take about [breakout_time] minutes)"
|
||||
for(var/mob/O in viewers(usr.loc))
|
||||
O.show_message("\red <B>The [L.loc] begins to shake violently!</B>", 1)
|
||||
|
||||
|
||||
spawn(0)
|
||||
if(do_after(usr,(breakout_time*60*10))) //minutes * 60seconds * 10deciseconds
|
||||
if(!C || !L || L.stat != CONSCIOUS || L.loc != C || C.opened) //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
|
||||
return
|
||||
|
||||
//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(istype(L.loc, /obj/structure/closet/secure_closet))
|
||||
var/obj/structure/closet/secure_closet/SC = L.loc
|
||||
if(!SC.locked && !SC.welded)
|
||||
return
|
||||
else
|
||||
if(!C.welded)
|
||||
return
|
||||
|
||||
//Well then break it!
|
||||
if(istype(usr.loc, /obj/structure/closet/secure_closet))
|
||||
var/obj/structure/closet/secure_closet/SC = L.loc
|
||||
SC.desc = "It appears to be broken."
|
||||
SC.icon_state = SC.icon_off
|
||||
flick(SC.icon_broken, SC)
|
||||
sleep(10)
|
||||
flick(SC.icon_broken, SC)
|
||||
sleep(10)
|
||||
SC.broken = 1
|
||||
SC.locked = 0
|
||||
usr << "\red You successfully break out!"
|
||||
for(var/mob/O in viewers(L.loc))
|
||||
O.show_message("\red <B>\the [usr] successfully broke out of \the [SC]!</B>", 1)
|
||||
if(istype(SC.loc, /obj/structure/bigDelivery)) //Do this to prevent contents from being opened into nullspace (read: bluespace)
|
||||
var/obj/structure/bigDelivery/BD = SC.loc
|
||||
BD.attack_hand(usr)
|
||||
SC.open()
|
||||
else
|
||||
C.welded = 0
|
||||
usr << "\red You successfully break out!"
|
||||
for(var/mob/O in viewers(L.loc))
|
||||
O.show_message("\red <B>\the [usr] successfully broke out of \the [C]!</B>", 1)
|
||||
if(istype(C.loc, /obj/structure/bigDelivery)) //nullspace ect.. read the comment above
|
||||
var/obj/structure/bigDelivery/BD = C.loc
|
||||
BD.attack_hand(usr)
|
||||
C.open()
|
||||
|
||||
//breaking out of handcuffs
|
||||
else if(iscarbon(L))
|
||||
var/mob/living/carbon/CM = L
|
||||
if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
|
||||
CM.next_move = world.time + 100
|
||||
CM.last_special = world.time + 100
|
||||
if(isalienadult(CM) || (HULK in usr.mutations))//Don't want to do a lot of logic gating here.
|
||||
usr << "\red You attempt to break your handcuffs. (This will take around 5 seconds and you need to stand still)"
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message(text("\red <B>[] is trying to break the handcuffs!</B>", CM), 1)
|
||||
spawn(0)
|
||||
if(do_after(CM, 50))
|
||||
if(!CM.handcuffed || CM.buckled)
|
||||
return
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message(text("\red <B>[] manages to break the handcuffs!</B>", CM), 1)
|
||||
CM << "\red You successfully break your handcuffs."
|
||||
CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
del(CM.handcuffed)
|
||||
CM.handcuffed = null
|
||||
CM.update_inv_handcuffed()
|
||||
else
|
||||
var/obj/item/weapon/handcuffs/HC = CM.handcuffed
|
||||
var/breakouttime = 1200 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
|
||||
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
|
||||
if(istype(HC)) //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...
|
||||
breakouttime = HC.breakouttime
|
||||
displaytime = breakouttime / 600 //Minutes
|
||||
CM << "\red You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)"
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message( "\red <B>[usr] attempts to remove \the [HC]!</B>", 1)
|
||||
spawn(0)
|
||||
if(do_after(CM, breakouttime))
|
||||
if(!CM.handcuffed || CM.buckled)
|
||||
return // time leniency for lag which also might make this whole thing pointless but the server
|
||||
for(var/mob/O in viewers(CM))// lags so hard that 40s isn't lenient enough - Quarxink
|
||||
O.show_message("\red <B>[CM] manages to remove the handcuffs!</B>", 1)
|
||||
CM << "\blue You successfully remove \the [CM.handcuffed]."
|
||||
CM.handcuffed.loc = usr.loc
|
||||
CM.handcuffed = null
|
||||
CM.update_inv_handcuffed()
|
||||
else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time))
|
||||
CM.next_move = world.time + 100
|
||||
CM.last_special = world.time + 100
|
||||
if(isalienadult(CM) || (HULK in usr.mutations))//Don't want to do a lot of logic gating here.
|
||||
usr << "\red You attempt to break your legcuffs. (This will take around 5 seconds and you need to stand still)"
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message(text("\red <B>[] is trying to break the legcuffs!</B>", CM), 1)
|
||||
spawn(0)
|
||||
if(do_after(CM, 50))
|
||||
if(!CM.legcuffed || CM.buckled)
|
||||
return
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message(text("\red <B>[] manages to break the legcuffs!</B>", CM), 1)
|
||||
CM << "\red You successfully break your legcuffs."
|
||||
CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
del(CM.legcuffed)
|
||||
CM.legcuffed = null
|
||||
CM.update_inv_legcuffed()
|
||||
else
|
||||
var/obj/item/weapon/legcuffs/HC = CM.legcuffed
|
||||
var/breakouttime = 1200 //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
|
||||
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
|
||||
if(istype(HC)) //If you are legcuffed with actual legcuffs... Well what do I know, maybe someone will want to legcuff you with toilet paper in the future...
|
||||
breakouttime = HC.breakouttime
|
||||
displaytime = breakouttime / 600 //Minutes
|
||||
CM << "\red You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)"
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message( "\red <B>[usr] attempts to remove \the [HC]!</B>", 1)
|
||||
spawn(0)
|
||||
if(do_after(CM, breakouttime))
|
||||
if(!CM.legcuffed || CM.buckled)
|
||||
return // time leniency for lag which also might make this whole thing pointless but the server
|
||||
for(var/mob/O in viewers(CM))// lags so hard that 40s isn't lenient enough - Quarxink
|
||||
O.show_message("\red <B>[CM] manages to remove the legcuffs!</B>", 1)
|
||||
CM << "\blue You successfully remove \the [CM.legcuffed]."
|
||||
CM.legcuffed.loc = usr.loc
|
||||
CM.legcuffed = null
|
||||
CM.update_inv_legcuffed()
|
||||
|
||||
/mob/living/verb/lay_down()
|
||||
set name = "Rest"
|
||||
set category = "IC"
|
||||
|
||||
resting = !resting
|
||||
src << "\blue You are now [resting ? "resting" : "getting up"]"
|
||||
@@ -88,7 +88,6 @@ var/list/department_radio_keys = list(
|
||||
*/
|
||||
|
||||
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
|
||||
message = capitalize(message)
|
||||
|
||||
/*
|
||||
Sanity checking and speech failure.
|
||||
@@ -174,6 +173,8 @@ var/list/department_radio_keys = list(
|
||||
if(src.stunned > 2 || (traumatic_shock > 61 && prob(50)))
|
||||
message_mode = null //Stunned people shouldn't be able to physically turn on their radio/hold down the button to speak into it
|
||||
|
||||
message = capitalize(message)
|
||||
|
||||
if (!message)
|
||||
return
|
||||
|
||||
|
||||
@@ -134,7 +134,7 @@ var/list/ai_list = list()
|
||||
|
||||
for(var/line in lines)
|
||||
// split & clean up
|
||||
var/list/Entry = text2list(line, "-")
|
||||
var/list/Entry = text2list(line, ":")
|
||||
for(var/i = 1 to Entry.len)
|
||||
Entry[i] = trim(Entry[i])
|
||||
|
||||
@@ -429,16 +429,6 @@ var/list/ai_list = list()
|
||||
O.show_message(text("\red <B>[] took a swipe at []!</B>", M, src), 1)
|
||||
return
|
||||
|
||||
/mob/living/silicon/ai/attack_hand(mob/living/carbon/M as mob)
|
||||
if(ishuman(M))//Checks to see if they are ninja
|
||||
if(istype(M:gloves, /obj/item/clothing/gloves/space_ninja)&&M:gloves:candrain&&!M:gloves:draining)
|
||||
if(M:wear_suit:s_control)
|
||||
M:wear_suit:transfer_ai("AICORE", "NINJASUIT", src, M)
|
||||
else
|
||||
M << "\red <b>ERROR</b>: \black Remote access channel disabled."
|
||||
return
|
||||
|
||||
|
||||
/mob/living/silicon/ai/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if(M.melee_damage_upper == 0)
|
||||
M.emote("[M.friendly] [src]")
|
||||
|
||||
@@ -83,18 +83,6 @@
|
||||
AI.cameraFollow = null
|
||||
AI.eyeobj.setLoc(src)
|
||||
|
||||
/mob/living/Click()
|
||||
if(isAI(usr))
|
||||
return
|
||||
..()
|
||||
|
||||
/mob/living/DblClick()
|
||||
if(isAI(usr) && usr != src)
|
||||
var/mob/living/silicon/ai/A = usr
|
||||
A.ai_actual_track(src)
|
||||
return
|
||||
..()
|
||||
|
||||
// This will move the AIEye. It will also cause lights near the eye to light up, if toggled.
|
||||
// This is handled in the proc below this one.
|
||||
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
/datum/hud/proc/ai_hud()
|
||||
return
|
||||
@@ -1,171 +0,0 @@
|
||||
|
||||
/datum/hud/proc/robot_hud()
|
||||
|
||||
src.adding = list()
|
||||
src.other = list()
|
||||
|
||||
var/obj/screen/using
|
||||
|
||||
|
||||
//Radio
|
||||
using = new /obj/screen()
|
||||
using.name = "radio"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = 'icons/mob/screen1_robot.dmi'
|
||||
using.icon_state = "radio"
|
||||
using.screen_loc = ui_movi
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
|
||||
//Module select
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "module1"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = 'icons/mob/screen1_robot.dmi'
|
||||
using.icon_state = "inv1"
|
||||
using.screen_loc = ui_inv1
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
mymob:inv1 = using
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "module2"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = 'icons/mob/screen1_robot.dmi'
|
||||
using.icon_state = "inv2"
|
||||
using.screen_loc = ui_inv2
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
mymob:inv2 = using
|
||||
|
||||
using = new /obj/screen()
|
||||
using.name = "module3"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = 'icons/mob/screen1_robot.dmi'
|
||||
using.icon_state = "inv3"
|
||||
using.screen_loc = ui_inv3
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
mymob:inv3 = using
|
||||
|
||||
//End of module select
|
||||
|
||||
//Intent
|
||||
using = new /obj/screen()
|
||||
using.name = "act_intent"
|
||||
using.dir = SOUTHWEST
|
||||
using.icon = 'icons/mob/screen1_robot.dmi'
|
||||
using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
|
||||
using.screen_loc = ui_acti
|
||||
using.layer = 20
|
||||
src.adding += using
|
||||
action_intent = using
|
||||
|
||||
//Cell
|
||||
mymob:cells = new /obj/screen()
|
||||
mymob:cells.icon = 'icons/mob/screen1_robot.dmi'
|
||||
mymob:cells.icon_state = "charge-empty"
|
||||
mymob:cells.name = "cell"
|
||||
mymob:cells.screen_loc = ui_toxin
|
||||
|
||||
//Health
|
||||
mymob.healths = new /obj/screen()
|
||||
mymob.healths.icon = 'icons/mob/screen1_robot.dmi'
|
||||
mymob.healths.icon_state = "health0"
|
||||
mymob.healths.name = "health"
|
||||
mymob.healths.screen_loc = ui_borg_health
|
||||
|
||||
//Installed Module
|
||||
mymob.hands = new /obj/screen()
|
||||
mymob.hands.icon = 'icons/mob/screen1_robot.dmi'
|
||||
mymob.hands.icon_state = "nomod"
|
||||
mymob.hands.name = "module"
|
||||
mymob.hands.screen_loc = ui_borg_module
|
||||
|
||||
//Module Panel
|
||||
using = new /obj/screen()
|
||||
using.name = "panel"
|
||||
using.icon = 'icons/mob/screen1_robot.dmi'
|
||||
using.icon_state = "panel"
|
||||
using.screen_loc = ui_borg_panel
|
||||
using.layer = 19
|
||||
src.adding += using
|
||||
|
||||
//Store
|
||||
mymob.throw_icon = new /obj/screen()
|
||||
mymob.throw_icon.icon = 'icons/mob/screen1_robot.dmi'
|
||||
mymob.throw_icon.icon_state = "store"
|
||||
mymob.throw_icon.name = "store"
|
||||
mymob.throw_icon.screen_loc = ui_borg_store
|
||||
|
||||
//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 = 'icons/mob/screen1_robot.dmi'
|
||||
mymob.oxygen.icon_state = "oxy0"
|
||||
mymob.oxygen.name = "oxygen"
|
||||
mymob.oxygen.screen_loc = ui_oxygen
|
||||
|
||||
mymob.fire = new /obj/screen()
|
||||
mymob.fire.icon = 'icons/mob/screen1_robot.dmi'
|
||||
mymob.fire.icon_state = "fire0"
|
||||
mymob.fire.name = "fire"
|
||||
mymob.fire.screen_loc = ui_fire
|
||||
|
||||
mymob.pullin = new /obj/screen()
|
||||
mymob.pullin.icon = 'icons/mob/screen1_robot.dmi'
|
||||
mymob.pullin.icon_state = "pull0"
|
||||
mymob.pullin.name = "pull"
|
||||
mymob.pullin.screen_loc = ui_borg_pull
|
||||
|
||||
mymob.blind = new /obj/screen()
|
||||
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
|
||||
mymob.blind.icon_state = "blackimageoverlay"
|
||||
mymob.blind.name = " "
|
||||
mymob.blind.screen_loc = "1,1"
|
||||
mymob.blind.layer = 0
|
||||
|
||||
mymob.flash = new /obj/screen()
|
||||
mymob.flash.icon = 'icons/mob/screen1_robot.dmi'
|
||||
mymob.flash.icon_state = "blank"
|
||||
mymob.flash.name = "flash"
|
||||
mymob.flash.screen_loc = "1,1 to 15,15"
|
||||
mymob.flash.layer = 17
|
||||
|
||||
mymob.zone_sel = new /obj/screen/zone_sel()
|
||||
mymob.zone_sel.icon = 'icons/mob/screen1_robot.dmi'
|
||||
mymob.zone_sel.overlays.Cut()
|
||||
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
|
||||
|
||||
//Handle the gun settings buttons
|
||||
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
|
||||
if (mymob.client)
|
||||
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
|
||||
mymob.gun_setting_icon.dir = 2
|
||||
for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
|
||||
if (G.target)
|
||||
mymob.item_use_icon = new /obj/screen/gun/item(null)
|
||||
if (mymob.client.target_can_click)
|
||||
mymob.item_use_icon.dir = 1
|
||||
src.adding += mymob.item_use_icon
|
||||
mymob.gun_move_icon = new /obj/screen/gun/move(null)
|
||||
if (mymob.client.target_can_move)
|
||||
mymob.gun_move_icon.dir = 1
|
||||
mymob.gun_run_icon = new /obj/screen/gun/run(null)
|
||||
if (mymob.client.target_can_run)
|
||||
mymob.gun_run_icon.dir = 1
|
||||
src.adding += mymob.gun_run_icon
|
||||
src.adding += mymob.gun_move_icon
|
||||
|
||||
mymob.client.screen = null
|
||||
|
||||
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.rest, mymob.sleep, mymob.mach )
|
||||
mymob.client.screen += src.adding + src.other
|
||||
|
||||
return
|
||||
@@ -76,4 +76,124 @@
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
updateicon()
|
||||
updateicon()
|
||||
|
||||
//Helper procs for cyborg modules on the UI.
|
||||
//These are hackish but they help clean up code elsewhere.
|
||||
|
||||
//module_selected(module) - Checks whether the module slot specified by "module" is currently selected.
|
||||
/mob/living/silicon/robot/proc/module_selected(var/module) //Module is 1-3
|
||||
return module == get_selected_module()
|
||||
|
||||
//module_active(module) - Checks whether there is a module active in the slot specified by "module".
|
||||
/mob/living/silicon/robot/proc/module_active(var/module) //Module is 1-3
|
||||
if(module < 1 || module > 3) return 0
|
||||
|
||||
switch(module)
|
||||
if(1)
|
||||
if(module_state_1)
|
||||
return 1
|
||||
if(2)
|
||||
if(module_state_2)
|
||||
return 1
|
||||
if(3)
|
||||
if(module_state_3)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
//get_selected_module() - Returns the slot number of the currently selected module. Returns 0 if no modules are selected.
|
||||
/mob/living/silicon/robot/proc/get_selected_module()
|
||||
if(module_state_1 && module_active == module_state_1)
|
||||
return 1
|
||||
else if(module_state_2 && module_active == module_state_2)
|
||||
return 2
|
||||
else if(module_state_3 && module_active == module_state_3)
|
||||
return 3
|
||||
|
||||
return 0
|
||||
|
||||
//select_module(module) - Selects the module slot specified by "module"
|
||||
/mob/living/silicon/robot/proc/select_module(var/module) //Module is 1-3
|
||||
if(module < 1 || module > 3) return
|
||||
|
||||
if(!module_active(module)) return
|
||||
|
||||
switch(module)
|
||||
if(1)
|
||||
if(module_active != module_state_1)
|
||||
inv1.icon_state = "inv1 +a"
|
||||
inv2.icon_state = "inv2"
|
||||
inv3.icon_state = "inv3"
|
||||
module_active = module_state_1
|
||||
return
|
||||
if(2)
|
||||
if(module_active != module_state_2)
|
||||
inv1.icon_state = "inv1"
|
||||
inv2.icon_state = "inv2 +a"
|
||||
inv3.icon_state = "inv3"
|
||||
module_active = module_state_2
|
||||
return
|
||||
if(3)
|
||||
if(module_active != module_state_3)
|
||||
inv1.icon_state = "inv1"
|
||||
inv2.icon_state = "inv2"
|
||||
inv3.icon_state = "inv3 +a"
|
||||
module_active = module_state_3
|
||||
return
|
||||
return
|
||||
|
||||
//deselect_module(module) - Deselects the module slot specified by "module"
|
||||
/mob/living/silicon/robot/proc/deselect_module(var/module) //Module is 1-3
|
||||
if(module < 1 || module > 3) return
|
||||
|
||||
switch(module)
|
||||
if(1)
|
||||
if(module_active == module_state_1)
|
||||
inv1.icon_state = "inv1"
|
||||
module_active = null
|
||||
return
|
||||
if(2)
|
||||
if(module_active == module_state_2)
|
||||
inv2.icon_state = "inv2"
|
||||
module_active = null
|
||||
return
|
||||
if(3)
|
||||
if(module_active == module_state_3)
|
||||
inv3.icon_state = "inv3"
|
||||
module_active = null
|
||||
return
|
||||
return
|
||||
|
||||
//toggle_module(module) - Toggles the selection of the module slot specified by "module".
|
||||
/mob/living/silicon/robot/proc/toggle_module(var/module) //Module is 1-3
|
||||
if(module < 1 || module > 3) return
|
||||
|
||||
if(module_selected(module))
|
||||
deselect_module(module)
|
||||
else
|
||||
if(module_active(module))
|
||||
select_module(module)
|
||||
else
|
||||
deselect_module(get_selected_module()) //If we can't do select anything, at least deselect the current module.
|
||||
return
|
||||
|
||||
//cycle_modules() - Cycles through the list of selected modules.
|
||||
/mob/living/silicon/robot/proc/cycle_modules()
|
||||
var/slot_start = get_selected_module()
|
||||
if(slot_start) deselect_module(slot_start) //Only deselect if we have a selected slot.
|
||||
|
||||
var/slot_num
|
||||
if(slot_start == 0)
|
||||
slot_num = 1
|
||||
slot_start = 2
|
||||
else
|
||||
slot_num = slot_start + 1
|
||||
|
||||
while(slot_start != slot_num) //If we wrap around without finding any free slots, just give up.
|
||||
if(module_active(slot_num))
|
||||
select_module(slot_num)
|
||||
return
|
||||
slot_num++
|
||||
if(slot_num > 3) slot_num = 1 //Wrap around.
|
||||
|
||||
return
|
||||
|
||||
@@ -948,11 +948,6 @@
|
||||
user << "You remove \the [broken_device]."
|
||||
user.put_in_active_hand(broken_device)
|
||||
|
||||
if(ishuman(user))
|
||||
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
|
||||
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CYBORG",src,user:wear_suit)
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/proc/allowed(mob/M)
|
||||
//check if it doesn't require any access at all
|
||||
if(check_access(null))
|
||||
|
||||
@@ -68,7 +68,7 @@
|
||||
|
||||
//Removing from inventory
|
||||
if(href_list["remove_inv"])
|
||||
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
|
||||
if(!Adjacent(usr) || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
|
||||
return
|
||||
var/remove_from = href_list["remove_inv"]
|
||||
switch(remove_from)
|
||||
@@ -99,7 +99,7 @@
|
||||
|
||||
//Adding things to inventory
|
||||
else if(href_list["add_inv"])
|
||||
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
|
||||
if(!Adjacent(usr) || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
|
||||
return
|
||||
var/add_to = href_list["add_inv"]
|
||||
if(!usr.get_active_hand())
|
||||
|
||||
@@ -80,39 +80,6 @@
|
||||
M.show_message( message, 1, blind_message, 2)
|
||||
|
||||
|
||||
//This is awful
|
||||
/mob/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
|
||||
//Holding a balloon will shield you from an item that is_sharp() ... cause that makes sense
|
||||
if (user.intent != "harm")
|
||||
if (istype(src.l_hand,/obj/item/latexballon) && src.l_hand:air_contents && is_sharp(W))
|
||||
return src.l_hand.attackby(W)
|
||||
if (istype(src.r_hand,/obj/item/latexballon) && src.r_hand:air_contents && is_sharp(W))
|
||||
return src.r_hand.attackby(W)
|
||||
|
||||
//If src is grabbing someone and facing the attacker, the src will use the grabbed person as a shield
|
||||
var/shielded = 0
|
||||
if (locate(/obj/item/weapon/grab, src))
|
||||
var/mob/safe = null
|
||||
if (istype(src.l_hand, /obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = src.l_hand
|
||||
if ((G.state == 3 && get_dir(src, user) == src.dir))
|
||||
safe = G.affecting
|
||||
if (istype(src.r_hand, /obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = src.r_hand
|
||||
if ((G.state == 3 && get_dir(src, user) == src.dir))
|
||||
safe = G.affecting
|
||||
if (safe)
|
||||
return safe.attackby(W, user)
|
||||
|
||||
//If the mob is not wearing a shield or otherwise is not shielded
|
||||
if ((!( shielded ) || !( W.flags ) & NOSHIELD))
|
||||
spawn( 0 )
|
||||
if (W && istype(W, /obj/item)) //The istype is necessary for things like bodybags which are structures that do not have an attack() proc.
|
||||
W.attack(src, user)
|
||||
return
|
||||
return
|
||||
|
||||
/mob/proc/findname(msg)
|
||||
for(var/mob/M in mob_list)
|
||||
if (M.real_name == text("[]", msg))
|
||||
@@ -134,7 +101,6 @@
|
||||
//This proc is called whenever someone clicks an inventory ui slot.
|
||||
/mob/proc/attack_ui(slot)
|
||||
var/obj/item/W = get_active_hand()
|
||||
|
||||
if(istype(W))
|
||||
equip_to_slot_if_possible(W, slot)
|
||||
|
||||
@@ -271,7 +237,7 @@ var/list/slot_equipment_priority = list( \
|
||||
|
||||
/mob/verb/mode()
|
||||
set name = "Activate Held Object"
|
||||
set category = "IC"
|
||||
set category = "Object"
|
||||
set src = usr
|
||||
|
||||
if(hand)
|
||||
@@ -284,6 +250,8 @@ var/list/slot_equipment_priority = list( \
|
||||
if (W)
|
||||
W.attack_self(src)
|
||||
update_inv_r_hand()
|
||||
if(next_move < world.time)
|
||||
next_move = world.time + 2
|
||||
return
|
||||
|
||||
/*
|
||||
@@ -569,9 +537,8 @@ var/list/slot_equipment_priority = list( \
|
||||
..()
|
||||
if(M != usr) return
|
||||
if(usr == src) return
|
||||
if(get_dist(usr,src) > 1) return
|
||||
if(!Adjacent(usr)) return
|
||||
if(istype(M,/mob/living/silicon/ai)) return
|
||||
if(LinkBlocked(usr.loc,loc)) return
|
||||
show_inv(usr)
|
||||
|
||||
|
||||
@@ -731,6 +698,15 @@ note dizziness decrements automatically in the mob's Life() proc.
|
||||
else
|
||||
stat(null,"MasterController-ERROR")
|
||||
|
||||
if(listed_turf && client)
|
||||
if(get_dist(listed_turf,src) > 1)
|
||||
listed_turf = null
|
||||
else
|
||||
statpanel(listed_turf.name, null, listed_turf)
|
||||
for(var/atom/A in listed_turf)
|
||||
if(A.invisibility > see_invisible)
|
||||
continue
|
||||
statpanel(listed_turf.name, null, A)
|
||||
|
||||
if(spell_list && spell_list.len)
|
||||
for(var/obj/effect/proc_holder/spell/S in spell_list)
|
||||
|
||||
@@ -55,7 +55,6 @@
|
||||
var/disabilities = 0 //Carbon
|
||||
var/atom/movable/pulling = null
|
||||
var/next_move = null
|
||||
var/prev_move = null
|
||||
var/monkeyizing = null //Carbon
|
||||
var/other = 0.0
|
||||
var/hand = null
|
||||
@@ -116,7 +115,6 @@
|
||||
var/a_intent = "help"//Living
|
||||
var/m_int = null//Living
|
||||
var/m_intent = "run"//Living
|
||||
var/lastDblClick = 0
|
||||
var/lastKnownIP = null
|
||||
var/obj/structure/stool/bed/buckled = null//Living
|
||||
var/obj/item/l_hand = null//Living
|
||||
@@ -216,3 +214,5 @@
|
||||
var/can_stand = 1 //Whether this mob have ability to stand
|
||||
|
||||
var/immune_to_ssd = 0
|
||||
|
||||
var/turf/listed_turf = null //the current turf being examined in the stat panel
|
||||
|
||||
@@ -1,94 +1,79 @@
|
||||
#define UPGRADE_COOLDOWN 40
|
||||
#define UPGRADE_KILL_TIMER 100
|
||||
|
||||
/obj/item/weapon/grab
|
||||
name = "grab"
|
||||
icon = 'icons/mob/screen1.dmi'
|
||||
icon_state = "grabbed"
|
||||
var/obj/screen/grab/hud1 = null
|
||||
flags = NOBLUDGEON
|
||||
var/obj/screen/grab/hud = null
|
||||
var/mob/affecting = null
|
||||
var/atom/movable/structure = null // if the grab is not grabbing a mob
|
||||
var/mob/assailant = null
|
||||
var/state = 1.0
|
||||
var/state = GRAB_PASSIVE
|
||||
|
||||
var/killing = 0.0 // 1 = about to kill, 2 = killing
|
||||
var/kill_loc = null
|
||||
|
||||
var/allow_upgrade = 1.0
|
||||
var/last_suffocate = 1.0
|
||||
var/allow_upgrade = 1
|
||||
var/last_upgrade = 0
|
||||
|
||||
layer = 21
|
||||
abstract = 1.0
|
||||
abstract = 1
|
||||
item_state = "nothing"
|
||||
w_class = 5.0
|
||||
|
||||
|
||||
/obj/item/weapon/grab/proc/throw()
|
||||
/obj/item/weapon/grab/New(mob/user, mob/victim)
|
||||
..()
|
||||
loc = user
|
||||
assailant = user
|
||||
affecting = victim
|
||||
|
||||
if(affecting)
|
||||
if(state >= 2)
|
||||
var/grabee = affecting
|
||||
spawn(1)
|
||||
del(src)
|
||||
return grabee
|
||||
else
|
||||
spawn(1)
|
||||
del(src)
|
||||
return null
|
||||
|
||||
else if(structure)
|
||||
var/grabee = structure
|
||||
spawn(1)
|
||||
del(src)
|
||||
return grabee
|
||||
|
||||
return null
|
||||
|
||||
|
||||
/obj/item/weapon/grab/proc/synch()
|
||||
if(affecting)
|
||||
if(affecting.anchored)//This will prevent from grabbing people that are anchored.
|
||||
del(src)
|
||||
if (assailant.r_hand == src)
|
||||
hud1.screen_loc = ui_rhand
|
||||
else
|
||||
hud1.screen_loc = ui_lhand
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/grab/process()
|
||||
if(!assailant || (!affecting && !structure))
|
||||
if(affecting.anchored)
|
||||
del(src)
|
||||
return
|
||||
|
||||
if(affecting && !structure)
|
||||
if ((!( isturf(assailant.loc) ) || (!( isturf(affecting.loc) ) || (assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1))))
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
else if(!affecting && structure)
|
||||
if (!isturf(structure.loc) || !isturf(structure.loc) || (assailant.loc != structure.loc && get_dist(assailant, structure) > 1))
|
||||
del(src)
|
||||
return
|
||||
hud = new /obj/screen/grab(src)
|
||||
hud.icon_state = "reinforce"
|
||||
hud.name = "reinforce grab"
|
||||
hud.master = src
|
||||
|
||||
if (assailant.client)
|
||||
assailant.client.screen -= hud1
|
||||
assailant.client.screen += hud1
|
||||
if (assailant.pulling == affecting || assailant.pulling == structure)
|
||||
|
||||
//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
|
||||
/obj/item/weapon/grab/proc/throw()
|
||||
if(affecting)
|
||||
if(affecting.buckled)
|
||||
return null
|
||||
if(state >= GRAB_AGGRESSIVE)
|
||||
return affecting
|
||||
return null
|
||||
|
||||
|
||||
//This makes sure that the grab screen object is displayed in the correct hand.
|
||||
/obj/item/weapon/grab/proc/synch()
|
||||
if(affecting)
|
||||
if(assailant.r_hand == src)
|
||||
hud.screen_loc = ui_rhand
|
||||
else
|
||||
hud.screen_loc = ui_lhand
|
||||
|
||||
|
||||
/obj/item/weapon/grab/process()
|
||||
confirm()
|
||||
|
||||
if(assailant.client)
|
||||
assailant.client.screen -= hud
|
||||
assailant.client.screen += hud
|
||||
|
||||
if(assailant.pulling == affecting)
|
||||
assailant.stop_pulling()
|
||||
|
||||
if (structure)
|
||||
structure.loc = assailant.loc
|
||||
structure.layer = assailant.layer + 1
|
||||
|
||||
if (state <= 2)
|
||||
if(state <= GRAB_AGGRESSIVE)
|
||||
allow_upgrade = 1
|
||||
if ((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/weapon/grab)))
|
||||
if((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/weapon/grab)))
|
||||
var/obj/item/weapon/grab/G = assailant.l_hand
|
||||
if (G.affecting != affecting)
|
||||
if(G.affecting != affecting)
|
||||
allow_upgrade = 0
|
||||
if ((assailant.r_hand && assailant.r_hand != src && istype(assailant.r_hand, /obj/item/weapon/grab)))
|
||||
if((assailant.r_hand && assailant.r_hand != src && istype(assailant.r_hand, /obj/item/weapon/grab)))
|
||||
var/obj/item/weapon/grab/G = assailant.r_hand
|
||||
if (G.affecting != affecting)
|
||||
if(G.affecting != affecting)
|
||||
allow_upgrade = 0
|
||||
if (state == 2)
|
||||
if(state == GRAB_AGGRESSIVE)
|
||||
var/h = affecting.hand
|
||||
affecting.hand = 0
|
||||
affecting.drop_item()
|
||||
@@ -96,185 +81,124 @@
|
||||
affecting.drop_item()
|
||||
affecting.hand = h
|
||||
for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
|
||||
if (G.state == 2)
|
||||
if(G == src) continue
|
||||
if(G.state == GRAB_AGGRESSIVE)
|
||||
allow_upgrade = 0
|
||||
if (allow_upgrade)
|
||||
hud1.icon_state = "reinforce"
|
||||
if(allow_upgrade)
|
||||
hud.icon_state = "reinforce"
|
||||
else
|
||||
hud1.icon_state = "!reinforce"
|
||||
hud.icon_state = "!reinforce"
|
||||
else
|
||||
if (!( affecting.buckled ))
|
||||
if(!affecting.buckled)
|
||||
affecting.loc = assailant.loc
|
||||
if ((killing == 2 && state == 3))
|
||||
if(assailant.loc != kill_loc)
|
||||
assailant.visible_message("\red [assailant] lost \his tightened grip on [affecting]'s neck!")
|
||||
killing = 0
|
||||
hud1.icon_state = "disarm/kill"
|
||||
return
|
||||
|
||||
if(ishuman(affecting))
|
||||
var/mob/living/carbon/human/H = affecting
|
||||
var/datum/organ/external/head = H.get_organ("head")
|
||||
head.add_autopsy_data("Strangulation", 0)
|
||||
if(state >= GRAB_NECK)
|
||||
affecting.Stun(5) //It will hamper your voice, being choked and all.
|
||||
if(isliving(affecting))
|
||||
var/mob/living/L = affecting
|
||||
L.adjustOxyLoss(1)
|
||||
|
||||
affecting.Weaken(5) // Should keep you down unless you get help.
|
||||
affecting.Stun(5) // It will hamper your voice, being choked and all.
|
||||
if(state >= GRAB_KILL)
|
||||
affecting.Weaken(5) //Should keep you down unless you get help.
|
||||
affecting.losebreath = min(affecting.losebreath + 2, 3)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/grab/proc/s_click(obj/screen/S as obj)
|
||||
if (!affecting)
|
||||
/obj/item/weapon/grab/proc/s_click(obj/screen/S)
|
||||
if(!affecting)
|
||||
return
|
||||
if(killing)
|
||||
if(state == GRAB_UPGRADING)
|
||||
return
|
||||
if (assailant.next_move > world.time)
|
||||
if(assailant.next_move > world.time)
|
||||
return
|
||||
if ((!( assailant.canmove ) || assailant.lying))
|
||||
//SN src = null
|
||||
if(world.time < (last_upgrade + UPGRADE_COOLDOWN))
|
||||
return
|
||||
if(!assailant.canmove || assailant.lying)
|
||||
del(src)
|
||||
return
|
||||
switch(S.id)
|
||||
if(1.0)
|
||||
if (state >= 3)
|
||||
if (!( killing ))
|
||||
assailant.visible_message("\red [assailant] has temporarily tightened \his grip on [affecting]!")
|
||||
//Foreach goto(97)
|
||||
assailant.next_move = world.time + 10
|
||||
//affecting.stunned = max(2, affecting.stunned)
|
||||
//affecting.paralysis = max(1, affecting.paralysis)
|
||||
affecting.losebreath = min(affecting.losebreath + 1, 3)
|
||||
last_suffocate = world.time
|
||||
flick("disarm/killf", S)
|
||||
|
||||
last_upgrade = world.time
|
||||
|
||||
if(state < GRAB_AGGRESSIVE)
|
||||
if(!allow_upgrade)
|
||||
return
|
||||
assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
|
||||
state = GRAB_AGGRESSIVE
|
||||
icon_state = "grabbed1"
|
||||
else
|
||||
if(state < GRAB_NECK)
|
||||
if(isslime(affecting))
|
||||
assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
|
||||
return
|
||||
|
||||
assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
|
||||
state = GRAB_NECK
|
||||
icon_state = "grabbed+1"
|
||||
if(!affecting.buckled)
|
||||
affecting.loc = assailant.loc
|
||||
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
|
||||
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
|
||||
log_attack("<font color='red'>[assailant.name] ([assailant.ckey]) grabbed the neck of [affecting.name] ([affecting.ckey])</font>")
|
||||
hud.icon_state = "disarm/kill"
|
||||
hud.name = "disarm/kill"
|
||||
else
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/grab/proc/s_dbclick(obj/screen/S as obj)
|
||||
//if ((assailant.next_move > world.time && !( last_suffocate < world.time + 2 )))
|
||||
// return
|
||||
|
||||
if (!affecting)
|
||||
return
|
||||
if ((!( assailant.canmove ) || assailant.lying))
|
||||
del(src)
|
||||
return
|
||||
if(killing)
|
||||
return
|
||||
|
||||
switch(S.id)
|
||||
if(1.0)
|
||||
if (state < 2)
|
||||
if (!( allow_upgrade ))
|
||||
return
|
||||
assailant.visible_message("\red [assailant] has grabbed [affecting] aggressively (now hands)!")
|
||||
state = 2
|
||||
icon_state = "grabbed1"
|
||||
/*if (prob(75))
|
||||
for(var/mob/O in viewers(assailant, null))
|
||||
O.show_message(text("\red [] has grabbed [] aggressively (now hands)!", assailant, affecting), 1)
|
||||
state = 2
|
||||
icon_state = "grabbed1"
|
||||
else
|
||||
for(var/mob/O in viewers(assailant, null))
|
||||
O.show_message(text("\red [] has failed to grab [] aggressively!", assailant, affecting), 1)
|
||||
del(src)
|
||||
return*/
|
||||
else
|
||||
if (state < 3)
|
||||
if(istype(affecting, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = affecting
|
||||
if(FAT in H.mutations)
|
||||
assailant << "\blue You can't strangle [affecting] through all that fat!"
|
||||
return
|
||||
|
||||
/*Hrm might want to add this back in
|
||||
//we should be able to strangle the Captain if he is wearing a hat
|
||||
for(var/obj/item/clothing/C in list(H.head, H.wear_suit, H.wear_mask, H.w_uniform))
|
||||
if(C.body_parts_covered & HEAD)
|
||||
assailant << "\blue You have to take off [affecting]'s [C.name] first!"
|
||||
return
|
||||
|
||||
if(istype(H.wear_suit, /obj/item/clothing/suit/space) || istype(H.wear_suit, /obj/item/clothing/suit/armor) || istype(H.wear_suit, /obj/item/clothing/suit/bio_suit) || istype(H.wear_suit, /obj/item/clothing/suit/swat_suit))
|
||||
assailant << "\blue You can't strangle [affecting] through their suit collar!"
|
||||
return
|
||||
*/
|
||||
|
||||
if(istype(affecting, /mob/living/carbon/slime))
|
||||
assailant << "\blue You squeeze [affecting], but nothing interesting happens."
|
||||
if(state < GRAB_UPGRADING)
|
||||
assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
|
||||
hud.icon_state = "disarm/kill1"
|
||||
state = GRAB_UPGRADING
|
||||
if(do_after(assailant, UPGRADE_KILL_TIMER))
|
||||
if(state == GRAB_KILL)
|
||||
return
|
||||
if(!affecting)
|
||||
del(src)
|
||||
return
|
||||
if(!assailant.canmove || assailant.lying)
|
||||
del(src)
|
||||
return
|
||||
state = GRAB_KILL
|
||||
assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
|
||||
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
|
||||
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
|
||||
log_attack("<font color='red'>[assailant.name] ([assailant.ckey]) Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>")
|
||||
|
||||
assailant.visible_message("\red [assailant] has reinforced \his grip on [affecting] (now neck)!")
|
||||
state = 3
|
||||
icon_state = "grabbed+1"
|
||||
if (!( affecting.buckled ))
|
||||
affecting.loc = assailant.loc
|
||||
affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>")
|
||||
assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>")
|
||||
msg_admin_attack("[assailant.name] ([assailant.ckey]) grabbed the neck of [affecting.name] ([affecting.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[assailant.x];Y=[assailant.y];Z=[assailant.z]'>JMP</a>)")
|
||||
hud1.icon_state = "disarm/kill"
|
||||
hud1.name = "disarm/kill"
|
||||
assailant.next_move = world.time + 10
|
||||
affecting.losebreath += 1
|
||||
else
|
||||
if (state >= 3 && !killing)
|
||||
assailant.visible_message("\red [assailant] starts to tighten \his grip on [affecting]'s neck!")
|
||||
hud1.icon_state = "disarm/kill1"
|
||||
killing = 1
|
||||
if(do_after(assailant, 40))
|
||||
if(killing == 2)
|
||||
return
|
||||
if(!affecting)
|
||||
del(src)
|
||||
return
|
||||
if ((!( assailant.canmove ) || assailant.lying))
|
||||
del(src)
|
||||
return
|
||||
killing = 2
|
||||
kill_loc = assailant.loc
|
||||
assailant.visible_message("\red [assailant] has tightened \his grip on [affecting]'s neck!")
|
||||
affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>")
|
||||
assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>")
|
||||
msg_admin_attack("[assailant.name] ([assailant.ckey]) Strangled (kill intent) [affecting.name] ([affecting.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[assailant.x];Y=[assailant.y];Z=[assailant.z]'>JMP</a>)")
|
||||
|
||||
assailant.next_move = world.time + 10
|
||||
affecting.losebreath += 1
|
||||
else
|
||||
assailant.visible_message("\red [assailant] was unable to tighten \his grip on [affecting]'s neck!")
|
||||
killing = 0
|
||||
hud1.icon_state = "disarm/kill"
|
||||
return
|
||||
assailant.visible_message("<span class='warning'>[assailant] was unable to tighten \his grip on [affecting]'s neck!</span>")
|
||||
hud.icon_state = "disarm/kill"
|
||||
state = GRAB_NECK
|
||||
|
||||
|
||||
/obj/item/weapon/grab/New(var/location, mob/user as mob, mob/affected as mob)
|
||||
..()
|
||||
src.loc = location
|
||||
src.assailant = user
|
||||
src.affecting = affected
|
||||
// HUD
|
||||
hud1 = new /obj/screen/grab( src )
|
||||
hud1.icon_state = "reinforce"
|
||||
hud1.name = "Reinforce Grab"
|
||||
hud1.id = 1
|
||||
hud1.master = src
|
||||
return
|
||||
//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
|
||||
/obj/item/weapon/grab/proc/confirm()
|
||||
if(!assailant || !affecting)
|
||||
del(src)
|
||||
return 0
|
||||
|
||||
if(affecting)
|
||||
if(!isturf(assailant.loc) || ( !isturf(affecting.loc) || assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1) )
|
||||
del(src)
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/weapon/grab/attack(mob/M as mob, mob/user as mob)
|
||||
if(!affecting) return
|
||||
if (M == affecting)
|
||||
if (state < 3)
|
||||
s_dbclick(hud1)
|
||||
else
|
||||
s_click(hud1)
|
||||
/obj/item/weapon/grab/attack(mob/M, mob/user)
|
||||
if(!affecting)
|
||||
return
|
||||
if(M == assailant && state >= 2)
|
||||
if( ( ishuman(user) && (FAT in user.mutations) && ismonkey(affecting) ) || ( isalien(user) && iscarbon(affecting) ) )
|
||||
|
||||
if(M == affecting)
|
||||
s_click(hud)
|
||||
return
|
||||
|
||||
if(M == assailant && state >= GRAB_AGGRESSIVE)
|
||||
if( (ishuman(user) && (FAT in user.mutations) && ismonkey(affecting) ) || ( isalien(user) && iscarbon(affecting) ) )
|
||||
var/mob/living/carbon/attacker = user
|
||||
user.visible_message("\red <B>[user] is attempting to devour [affecting]!</B>")
|
||||
user.visible_message("<span class='danger'>[user] is attempting to devour [affecting]!</span>")
|
||||
if(istype(user, /mob/living/carbon/alien/humanoid/hunter))
|
||||
if(!do_mob(user, affecting)||!do_after(user, 30)) return
|
||||
else
|
||||
if(!do_mob(user, affecting)||!do_after(user, 100)) return
|
||||
user.visible_message("\red <B>[user] devours [affecting]!</B>")
|
||||
user.visible_message("<span class='danger'>[user] devours [affecting]!</span>")
|
||||
affecting.loc = user
|
||||
attacker.stomach_contents.Add(affecting)
|
||||
del(src)
|
||||
@@ -282,10 +206,7 @@
|
||||
|
||||
/obj/item/weapon/grab/dropped()
|
||||
del(src)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/grab/Del()
|
||||
del(hud1)
|
||||
del(hud)
|
||||
..()
|
||||
return
|
||||
|
||||
@@ -358,57 +358,6 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
|
||||
|
||||
return 0
|
||||
|
||||
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
|
||||
/mob/verb/button_pressed_F12()
|
||||
set name = "F12"
|
||||
set hidden = 1
|
||||
|
||||
if(hud_used)
|
||||
if(ishuman(src))
|
||||
if(!src.client) return
|
||||
|
||||
if(hud_used.hud_shown)
|
||||
hud_used.hud_shown = 0
|
||||
if(src.hud_used.adding)
|
||||
src.client.screen -= src.hud_used.adding
|
||||
if(src.hud_used.other)
|
||||
src.client.screen -= src.hud_used.other
|
||||
if(src.hud_used.hotkeybuttons)
|
||||
src.client.screen -= src.hud_used.hotkeybuttons
|
||||
if(src.hud_used.item_action_list)
|
||||
src.client.screen -= src.hud_used.item_action_list
|
||||
|
||||
//Due to some poor coding some things need special treatment:
|
||||
//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
|
||||
src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
|
||||
src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
|
||||
src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
|
||||
src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
|
||||
|
||||
//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
|
||||
src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
|
||||
|
||||
else
|
||||
hud_used.hud_shown = 1
|
||||
if(src.hud_used.adding)
|
||||
src.client.screen += src.hud_used.adding
|
||||
if(src.hud_used.other && src.hud_used.inventory_shown)
|
||||
src.client.screen += src.hud_used.other
|
||||
if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
|
||||
src.client.screen += src.hud_used.hotkeybuttons
|
||||
|
||||
|
||||
src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
|
||||
src.client.screen += src.zone_sel //This one is a special snowflake
|
||||
|
||||
hud_used.hidden_inventory_update()
|
||||
hud_used.persistant_inventory_update()
|
||||
update_action_buttons()
|
||||
else
|
||||
usr << "\red Inventory hiding is currently only supported for human mobs, sorry."
|
||||
else
|
||||
usr << "\red This mob type does not use a HUD."
|
||||
|
||||
//converts intent-strings into numbers and back
|
||||
var/list/intents = list("help","disarm","grab","hurt")
|
||||
/proc/intent_numeric(argument)
|
||||
|
||||
@@ -70,73 +70,9 @@
|
||||
set hidden = 1
|
||||
if(istype(mob, /mob/living/carbon))
|
||||
mob:swap_hand()
|
||||
if(istype(mob,/mob/living/silicon/robot))//Oh nested logic loops, is there anything you can't do? -Sieve
|
||||
if(istype(mob,/mob/living/silicon/robot))
|
||||
var/mob/living/silicon/robot/R = mob
|
||||
if(!R.module_active)
|
||||
if(!R.module_state_1)
|
||||
if(!R.module_state_2)
|
||||
if(!R.module_state_3)
|
||||
return
|
||||
else
|
||||
R:inv1.icon_state = "inv1"
|
||||
R:inv2.icon_state = "inv2"
|
||||
R:inv3.icon_state = "inv3 +a"
|
||||
R:module_active = R:module_state_3
|
||||
else
|
||||
R:inv1.icon_state = "inv1"
|
||||
R:inv2.icon_state = "inv2 +a"
|
||||
R:inv3.icon_state = "inv3"
|
||||
R:module_active = R:module_state_2
|
||||
else
|
||||
R:inv1.icon_state = "inv1 +a"
|
||||
R:inv2.icon_state = "inv2"
|
||||
R:inv3.icon_state = "inv3"
|
||||
R:module_active = R:module_state_1
|
||||
else
|
||||
if(R.module_active == R.module_state_1)
|
||||
if(!R.module_state_2)
|
||||
if(!R.module_state_3)
|
||||
return
|
||||
else
|
||||
R:inv1.icon_state = "inv1"
|
||||
R:inv2.icon_state = "inv2"
|
||||
R:inv3.icon_state = "inv3 +a"
|
||||
R:module_active = R:module_state_3
|
||||
else
|
||||
R:inv1.icon_state = "inv1"
|
||||
R:inv2.icon_state = "inv2 +a"
|
||||
R:inv3.icon_state = "inv3"
|
||||
R:module_active = R:module_state_2
|
||||
else if(R.module_active == R.module_state_2)
|
||||
if(!R.module_state_3)
|
||||
if(!R.module_state_1)
|
||||
return
|
||||
else
|
||||
R:inv1.icon_state = "inv1 +a"
|
||||
R:inv2.icon_state = "inv2"
|
||||
R:inv3.icon_state = "inv3"
|
||||
R:module_active = R:module_state_1
|
||||
else
|
||||
R:inv1.icon_state = "inv1"
|
||||
R:inv2.icon_state = "inv2"
|
||||
R:inv3.icon_state = "inv3 +a"
|
||||
R:module_active = R:module_state_3
|
||||
else if(R.module_active == R.module_state_3)
|
||||
if(!R.module_state_1)
|
||||
if(!R.module_state_2)
|
||||
return
|
||||
else
|
||||
R:inv1.icon_state = "inv1"
|
||||
R:inv2.icon_state = "inv2 +a"
|
||||
R:inv3.icon_state = "inv3"
|
||||
R:module_active = R:module_state_2
|
||||
else
|
||||
R:inv1.icon_state = "inv1 +a"
|
||||
R:inv2.icon_state = "inv2"
|
||||
R:inv3.icon_state = "inv3"
|
||||
R:module_active = R:module_state_1
|
||||
else
|
||||
return
|
||||
R.cycle_modules()
|
||||
return
|
||||
|
||||
|
||||
@@ -176,7 +112,7 @@
|
||||
|
||||
|
||||
/atom/movable/Move(NewLoc, direct)
|
||||
if (direct & direct - 1)
|
||||
if (direct & (direct - 1))
|
||||
if (direct & 1)
|
||||
if (direct & 4)
|
||||
if (step(src, NORTH))
|
||||
@@ -276,9 +212,12 @@
|
||||
|
||||
if(mob.restrained())//Why being pulled while cuffed prevents you from moving
|
||||
for(var/mob/M in range(mob, 1))
|
||||
if(M.pulling == mob && !M.restrained() && M.stat == 0 && M.canmove)
|
||||
src << "\blue You're restrained! You can't move!"
|
||||
return 0
|
||||
if(M.pulling == mob)
|
||||
if(!M.restrained() && M.stat == 0 && M.canmove && mob.Adjacent(M))
|
||||
src << "\blue You're restrained! You can't move!"
|
||||
return 0
|
||||
else
|
||||
M.stop_pulling()
|
||||
|
||||
if(mob.pinned.len)
|
||||
src << "\blue You're pinned to a wall by [mob.pinned[1]]!"
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
|
||||
/datum/hud/proc/unplayer_hud()
|
||||
return
|
||||
@@ -119,12 +119,17 @@
|
||||
var/obj/O = locate("landmark*Observer-Start")
|
||||
src << "\blue Now teleporting."
|
||||
observer.loc = O.loc
|
||||
observer.timeofdeath = world.time // Set the time of death so that the respawn timer works correctly.
|
||||
|
||||
client.prefs.update_preview_icon()
|
||||
observer.icon = client.prefs.preview_icon
|
||||
observer.alpha = 127
|
||||
|
||||
if(client.prefs.be_random_name)
|
||||
client.prefs.real_name = random_name(client.prefs.gender)
|
||||
observer.real_name = client.prefs.real_name
|
||||
observer.name = observer.real_name
|
||||
observer.key = key
|
||||
|
||||
del(src)
|
||||
return 1
|
||||
|
||||
|
||||
@@ -131,7 +131,7 @@ datum/preferences
|
||||
proc/update_preview_icon() //seriously. This is horrendous.
|
||||
del(preview_icon_front)
|
||||
del(preview_icon_side)
|
||||
var/icon/preview_icon = null
|
||||
del(preview_icon)
|
||||
|
||||
var/g = "m"
|
||||
if(gender == FEMALE) g = "f"
|
||||
@@ -566,6 +566,5 @@ datum/preferences
|
||||
preview_icon_front = new(preview_icon, dir = SOUTH)
|
||||
preview_icon_side = new(preview_icon, dir = WEST)
|
||||
|
||||
del(preview_icon)
|
||||
del(eyes_s)
|
||||
del(clothes_s)
|
||||
@@ -1,834 +0,0 @@
|
||||
/obj/screen
|
||||
name = ""
|
||||
icon = 'icons/mob/screen1.dmi'
|
||||
layer = 20.0
|
||||
unacidable = 1
|
||||
var/id = 0.0
|
||||
var/obj/master
|
||||
var/gun_click_time = -100 //I'm lazy.
|
||||
|
||||
/obj/screen/text
|
||||
icon = null
|
||||
icon_state = null
|
||||
mouse_opacity = 0
|
||||
screen_loc = "CENTER-7,CENTER-7"
|
||||
maptext_height = 480
|
||||
maptext_width = 480
|
||||
|
||||
/obj/screen/inventory
|
||||
var/slot_id
|
||||
|
||||
/obj/screen/close
|
||||
name = "close"
|
||||
master = null
|
||||
|
||||
/obj/screen/close/DblClick()
|
||||
if (src.master)
|
||||
src.master:close(usr)
|
||||
return
|
||||
|
||||
/obj/screen/item_action
|
||||
var/obj/item/owner
|
||||
|
||||
/obj/screen/item_action/DblClick()
|
||||
if(!usr || !owner)
|
||||
return
|
||||
|
||||
if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
|
||||
return
|
||||
|
||||
if(!(owner in usr))
|
||||
return
|
||||
|
||||
spawn()
|
||||
owner.ui_action_click()
|
||||
switch(owner.icon_action_button)
|
||||
if("action_hardhat", "action_welding")
|
||||
usr.update_inv_head()
|
||||
if("action_welding_g")
|
||||
usr.update_inv_glasses()
|
||||
if("action_jetpack")
|
||||
usr.update_inv_back()
|
||||
|
||||
//This is the proc used to update all the action buttons. It just returns for all mob types except humans.
|
||||
/mob/proc/update_action_buttons()
|
||||
return
|
||||
|
||||
/obj/screen/grab
|
||||
name = "grab"
|
||||
master = null
|
||||
|
||||
/obj/screen/storage
|
||||
name = "storage"
|
||||
master = null
|
||||
|
||||
/obj/screen/storage/attack_hand(mob/user)
|
||||
if(master)
|
||||
var/obj/item/I = user.get_active_hand()
|
||||
if(I)
|
||||
master.attackby(I, user)
|
||||
|
||||
/obj/screen/zone_sel
|
||||
name = "Damage Zone"
|
||||
icon = 'icons/mob/screen1.dmi'
|
||||
icon_state = "zone_sel"
|
||||
var/selecting = "chest"
|
||||
screen_loc = ui_zonesel
|
||||
|
||||
/obj/screen/gun
|
||||
name = "gun"
|
||||
icon = 'icons/mob/screen1.dmi'
|
||||
master = null
|
||||
dir = 2
|
||||
|
||||
move
|
||||
name = "Allow Walking"
|
||||
icon_state = "no_walk0"
|
||||
screen_loc = ui_gun2
|
||||
|
||||
run
|
||||
name = "Allow Running"
|
||||
icon_state = "no_run0"
|
||||
screen_loc = ui_gun3
|
||||
|
||||
item
|
||||
name = "Allow Item Use"
|
||||
icon_state = "no_item0"
|
||||
screen_loc = ui_gun1
|
||||
|
||||
mode
|
||||
name = "Toggle Gun Mode"
|
||||
icon_state = "gun0"
|
||||
screen_loc = ui_gun_select
|
||||
//dir = 1
|
||||
|
||||
|
||||
/obj/screen/zone_sel/MouseDown(location, control,params)
|
||||
// Changes because of 4.0
|
||||
var/list/PL = params2list(params)
|
||||
var/icon_x = text2num(PL["icon-x"])
|
||||
var/icon_y = text2num(PL["icon-y"])
|
||||
|
||||
if (icon_y < 2)
|
||||
return
|
||||
else if (icon_y < 5)
|
||||
if ((icon_x > 9 && icon_x < 23))
|
||||
if (icon_x < 16)
|
||||
selecting = "r_foot"
|
||||
else
|
||||
selecting = "l_foot"
|
||||
else if (icon_y < 11)
|
||||
if ((icon_x > 11 && icon_x < 21))
|
||||
if (icon_x < 16)
|
||||
selecting = "r_leg"
|
||||
else
|
||||
selecting = "l_leg"
|
||||
else if (icon_y < 12)
|
||||
if ((icon_x > 11 && icon_x < 21))
|
||||
if (icon_x < 14)
|
||||
selecting = "r_leg"
|
||||
else if (icon_x < 19)
|
||||
selecting = "groin"
|
||||
else
|
||||
selecting = "l_leg"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 13)
|
||||
if ((icon_x > 7 && icon_x < 25))
|
||||
if (icon_x < 12)
|
||||
selecting = "r_hand"
|
||||
else if (icon_x < 13)
|
||||
selecting = "r_leg"
|
||||
else if (icon_x < 20)
|
||||
selecting = "groin"
|
||||
else if (icon_x < 21)
|
||||
selecting = "l_leg"
|
||||
else
|
||||
selecting = "l_hand"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 14)
|
||||
if ((icon_x > 7 && icon_x < 25))
|
||||
if (icon_x < 12)
|
||||
selecting = "r_hand"
|
||||
else if (icon_x < 21)
|
||||
selecting = "groin"
|
||||
else
|
||||
selecting = "l_hand"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 16)
|
||||
if ((icon_x > 7 && icon_x < 25))
|
||||
if (icon_x < 13)
|
||||
selecting = "r_hand"
|
||||
else if (icon_x < 20)
|
||||
selecting = "chest"
|
||||
else
|
||||
selecting = "l_hand"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 23)
|
||||
if ((icon_x > 7 && icon_x < 25))
|
||||
if (icon_x < 12)
|
||||
selecting = "r_arm"
|
||||
else if (icon_x < 21)
|
||||
selecting = "chest"
|
||||
else
|
||||
selecting = "l_arm"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 24)
|
||||
if ((icon_x > 11 && icon_x < 21))
|
||||
selecting = "chest"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 25)
|
||||
if ((icon_x > 11 && icon_x < 21))
|
||||
if (icon_x < 16)
|
||||
selecting = "head"
|
||||
else if (icon_x < 17)
|
||||
selecting = "mouth"
|
||||
else
|
||||
selecting = "head"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 26)
|
||||
if ((icon_x > 11 && icon_x < 21))
|
||||
if (icon_x < 15)
|
||||
selecting = "head"
|
||||
else if (icon_x < 18)
|
||||
selecting = "mouth"
|
||||
else
|
||||
selecting = "head"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 27)
|
||||
if ((icon_x > 11 && icon_x < 21))
|
||||
if (icon_x < 15)
|
||||
selecting = "head"
|
||||
else if (icon_x < 16)
|
||||
selecting = "eyes"
|
||||
else if (icon_x < 17)
|
||||
selecting = "mouth"
|
||||
else if (icon_x < 18)
|
||||
selecting = "eyes"
|
||||
else
|
||||
selecting = "head"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 28)
|
||||
if ((icon_x > 11 && icon_x < 21))
|
||||
if (icon_x < 14)
|
||||
selecting = "head"
|
||||
else if (icon_x < 19)
|
||||
selecting = "eyes"
|
||||
else
|
||||
selecting = "head"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 29)
|
||||
if ((icon_x > 11 && icon_x < 21))
|
||||
if (icon_x < 15)
|
||||
selecting = "head"
|
||||
else if (icon_x < 16)
|
||||
selecting = "eyes"
|
||||
else if (icon_x < 17)
|
||||
selecting = "head"
|
||||
else if (icon_x < 18)
|
||||
selecting = "eyes"
|
||||
else
|
||||
selecting = "head"
|
||||
else
|
||||
return
|
||||
else if (icon_y < 31)
|
||||
if ((icon_x > 11 && icon_x < 21))
|
||||
selecting = "head"
|
||||
else
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
overlays.Cut()
|
||||
overlays += image('icons/mob/zone_sel.dmi', "[selecting]")
|
||||
|
||||
return
|
||||
|
||||
/obj/screen/grab/Click()
|
||||
master:s_click(src)
|
||||
return
|
||||
|
||||
/obj/screen/grab/DblClick()
|
||||
master:s_dbclick(src)
|
||||
return
|
||||
|
||||
/obj/screen/grab/attack_hand()
|
||||
return
|
||||
|
||||
/obj/screen/grab/attackby()
|
||||
return
|
||||
|
||||
/*
|
||||
/obj/screen/MouseEntered(object,location,control,params)
|
||||
if(!ishuman(usr) && !istype(usr,/mob/living/carbon/alien/humanoid) && !islarva(usr) && !ismonkey(usr))
|
||||
return
|
||||
switch(name)
|
||||
if("act_intent")
|
||||
if(ishuman(usr) || istype(usr,/mob/living/carbon/alien/humanoid) || islarva(usr))
|
||||
usr.hud_used.action_intent.icon_state = "intent_[usr.a_intent]"
|
||||
|
||||
/obj/screen/MouseExited(object,location,control,params)
|
||||
if(!ishuman(usr) && !istype(usr,/mob/living/carbon/alien/humanoid) && !islarva(usr) && !ismonkey(usr))
|
||||
return
|
||||
switch(name)
|
||||
if("act_intent")
|
||||
if(ishuman(usr) || istype(usr,/mob/living/carbon/alien/humanoid) || islarva(usr))
|
||||
var/intent = usr.a_intent
|
||||
if(intent == "hurt")
|
||||
intent = "harm" //hurt and harm have different sprite names for some reason.
|
||||
usr.hud_used.action_intent.icon_state = "[intent]"
|
||||
*/
|
||||
|
||||
/obj/screen/Click(location, control, params)
|
||||
if(!usr) return
|
||||
switch(name)
|
||||
if("map")
|
||||
usr.clearmap()
|
||||
|
||||
if("other")
|
||||
if (usr.hud_used.inventory_shown)
|
||||
usr.hud_used.inventory_shown = 0
|
||||
usr.client.screen -= usr.hud_used.other
|
||||
else
|
||||
usr.hud_used.inventory_shown = 1
|
||||
usr.client.screen += usr.hud_used.other
|
||||
|
||||
usr.hud_used.hidden_inventory_update()
|
||||
|
||||
if("equip")
|
||||
usr.quick_equip()
|
||||
|
||||
if("resist")
|
||||
if(isliving(usr))
|
||||
var/mob/living/L = usr
|
||||
L.resist()
|
||||
|
||||
if("maprefresh")
|
||||
var/obj/machinery/computer/security/seccomp = usr.machine
|
||||
|
||||
if(seccomp!=null)
|
||||
seccomp.drawmap(usr)
|
||||
else
|
||||
usr.clearmap()
|
||||
|
||||
if("mov_intent")
|
||||
if(iscarbon(usr))
|
||||
var/mob/living/carbon/C = usr
|
||||
if(C.legcuffed)
|
||||
C << "\red You are legcuffed! You cannot run until you get your cuffs removed!"
|
||||
C.m_intent = "walk" //Just incase
|
||||
C.hud_used.move_intent.icon_state = "walking"
|
||||
return
|
||||
switch(usr.m_intent)
|
||||
if("run")
|
||||
usr.m_intent = "walk"
|
||||
usr.hud_used.move_intent.icon_state = "walking"
|
||||
if("walk")
|
||||
usr.m_intent = "run"
|
||||
usr.hud_used.move_intent.icon_state = "running"
|
||||
if(istype(usr,/mob/living/carbon/alien/humanoid)) usr.update_icons()
|
||||
if("m_intent")
|
||||
if (!( usr.m_int ))
|
||||
switch(usr.m_intent)
|
||||
if("run")
|
||||
usr.m_int = "13,14"
|
||||
if("walk")
|
||||
usr.m_int = "14,14"
|
||||
if("face")
|
||||
usr.m_int = "15,14"
|
||||
else
|
||||
usr.m_int = null
|
||||
if("walk")
|
||||
usr.m_intent = "walk"
|
||||
usr.m_int = "14,14"
|
||||
if("face")
|
||||
usr.m_intent = "face"
|
||||
usr.m_int = "15,14"
|
||||
if("run")
|
||||
usr.m_intent = "run"
|
||||
usr.m_int = "13,14"
|
||||
if("Reset Machine")
|
||||
usr.unset_machine()
|
||||
if("internal")
|
||||
if (( !usr.stat && !usr.stunned && !usr.paralysis && !usr.restrained() ))
|
||||
if (usr.internal)
|
||||
usr.internal = null
|
||||
usr << "\blue No longer running on internals."
|
||||
if (usr.internals)
|
||||
usr.internals.icon_state = "internal0"
|
||||
else
|
||||
if(ishuman(usr))
|
||||
if (!( istype(usr.wear_mask, /obj/item/clothing/mask) ))
|
||||
usr << "\red You are not wearing a mask"
|
||||
return
|
||||
else
|
||||
if (ishuman(usr) && istype(usr:s_store, /obj/item/weapon/tank))
|
||||
usr << "\blue You are now running on internals from the [usr:s_store] on your [usr:wear_suit]."
|
||||
usr.internal = usr:s_store
|
||||
else if (ishuman(usr) && istype(usr:belt, /obj/item/weapon/tank))
|
||||
usr << "\blue You are now running on internals from the [usr:belt] on your belt."
|
||||
usr.internal = usr:belt
|
||||
else if (istype(usr:l_store, /obj/item/weapon/tank))
|
||||
usr << "\blue You are now running on internals from the [usr:l_store] in your left pocket."
|
||||
usr.internal = usr:l_store
|
||||
else if (istype(usr:r_store, /obj/item/weapon/tank))
|
||||
usr << "\blue You are now running on internals from the [usr:r_store] in your right pocket."
|
||||
usr.internal = usr:r_store
|
||||
else if (istype(usr.back, /obj/item/weapon/tank))
|
||||
usr << "\blue You are now running on internals from the [usr.back] on your back."
|
||||
usr.internal = usr.back
|
||||
else if (istype(usr.l_hand, /obj/item/weapon/tank))
|
||||
usr << "\blue You are now running on internals from the [usr.l_hand] on your left hand."
|
||||
usr.internal = usr.l_hand
|
||||
else if (istype(usr.r_hand, /obj/item/weapon/tank))
|
||||
usr << "\blue You are now running on internals from the [usr.r_hand] on your right hand."
|
||||
usr.internal = usr.r_hand
|
||||
if (usr.internal)
|
||||
//for(var/mob/M in viewers(usr, 1))
|
||||
// M.show_message(text("[] is now running on internals.", usr), 1)
|
||||
if (usr.internals)
|
||||
usr.internals.icon_state = "internal1"
|
||||
else
|
||||
usr << "\blue You don't have an oxygen tank."
|
||||
if("act_intent")
|
||||
if(issilicon(usr))
|
||||
if(usr.a_intent == "help")
|
||||
usr.a_intent = "hurt"
|
||||
usr.hud_used.action_intent.icon_state = "harm"
|
||||
else
|
||||
usr.a_intent = "help"
|
||||
usr.hud_used.action_intent.icon_state = "help"
|
||||
else
|
||||
usr.a_intent_change("right")
|
||||
if("help")
|
||||
usr.a_intent = "help"
|
||||
usr.hud_used.action_intent.icon_state = "intent_help"
|
||||
if("harm")
|
||||
usr.a_intent = "hurt"
|
||||
usr.hud_used.action_intent.icon_state = "intent_hurt"
|
||||
if("grab")
|
||||
usr.a_intent = "grab"
|
||||
usr.hud_used.action_intent.icon_state = "intent_grab"
|
||||
if("disarm")
|
||||
usr.a_intent = "disarm"
|
||||
usr.hud_used.action_intent.icon_state = "intent_disarm"
|
||||
if("pull")
|
||||
usr.stop_pulling()
|
||||
if("throw")
|
||||
if (!usr.stat && isturf(usr.loc) && !usr.restrained())
|
||||
usr:toggle_throw_mode()
|
||||
if("drop")
|
||||
usr.drop_item_v()
|
||||
if("swap")
|
||||
usr:swap_hand()
|
||||
if("hand")
|
||||
usr:swap_hand()
|
||||
if("r_hand")
|
||||
if(iscarbon(usr))
|
||||
var/mob/living/carbon/C = usr
|
||||
C.activate_hand("r")
|
||||
if("l_hand")
|
||||
if(iscarbon(usr))
|
||||
var/mob/living/carbon/C = usr
|
||||
C.activate_hand("l")
|
||||
if("module")
|
||||
if(issilicon(usr))
|
||||
if(usr:module)
|
||||
return
|
||||
usr:pick_module()
|
||||
|
||||
if("radio")
|
||||
if(issilicon(usr))
|
||||
usr:radio_menu()
|
||||
if("panel")
|
||||
if(issilicon(usr))
|
||||
usr:installed_modules()
|
||||
|
||||
if("store")
|
||||
if(issilicon(usr))
|
||||
usr:uneq_active()
|
||||
|
||||
if("module1")
|
||||
if(usr:module_state_1)
|
||||
if(usr:module_active != usr:module_state_1)
|
||||
usr:inv1.icon_state = "inv1 +a"
|
||||
usr:inv2.icon_state = "inv2"
|
||||
usr:inv3.icon_state = "inv3"
|
||||
usr:module_active = usr:module_state_1
|
||||
else
|
||||
usr:inv1.icon_state = "inv1"
|
||||
usr:module_active = null
|
||||
|
||||
if("module2")
|
||||
if(usr:module_state_2)
|
||||
if(usr:module_active != usr:module_state_2)
|
||||
usr:inv1.icon_state = "inv1"
|
||||
usr:inv2.icon_state = "inv2 +a"
|
||||
usr:inv3.icon_state = "inv3"
|
||||
usr:module_active = usr:module_state_2
|
||||
else
|
||||
usr:inv2.icon_state = "inv2"
|
||||
usr:module_active = null
|
||||
|
||||
if("module3")
|
||||
if(usr:module_state_3)
|
||||
if(usr:module_active != usr:module_state_3)
|
||||
usr:inv1.icon_state = "inv1"
|
||||
usr:inv2.icon_state = "inv2"
|
||||
usr:inv3.icon_state = "inv3 +a"
|
||||
usr:module_active = usr:module_state_3
|
||||
else
|
||||
usr:inv3.icon_state = "inv3"
|
||||
usr:module_active = null
|
||||
|
||||
if("Allow Walking")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetMove()
|
||||
gun_click_time = world.time
|
||||
|
||||
if("Disallow Walking")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetMove()
|
||||
gun_click_time = world.time
|
||||
|
||||
if("Allow Running")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetRun()
|
||||
gun_click_time = world.time
|
||||
|
||||
if("Disallow Running")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetRun()
|
||||
gun_click_time = world.time
|
||||
|
||||
if("Allow Item Use")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetClick()
|
||||
gun_click_time = world.time
|
||||
|
||||
|
||||
if("Disallow Item Use")
|
||||
if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
|
||||
return
|
||||
if(!istype(usr.equipped(),/obj/item/weapon/gun))
|
||||
usr << "You need your gun in your active hand to do that!"
|
||||
return
|
||||
usr.client.AllowTargetClick()
|
||||
gun_click_time = world.time
|
||||
|
||||
if("Toggle Gun Mode")
|
||||
usr.client.ToggleGunMode()
|
||||
|
||||
else
|
||||
DblClick()
|
||||
return
|
||||
|
||||
/obj/screen/inventory/attack_hand(mob/user as mob)
|
||||
user.attack_ui(slot_id)
|
||||
user.update_inv_l_hand(0)
|
||||
user.update_inv_r_hand()
|
||||
return
|
||||
|
||||
/obj/screen/inventory/attack_paw(mob/user as mob)
|
||||
user.attack_ui(slot_id)
|
||||
user.update_inv_l_hand(0)
|
||||
user.update_inv_r_hand()
|
||||
return
|
||||
|
||||
|
||||
/mob/living/carbon/verb/mob_sleep()
|
||||
set name = "Sleep"
|
||||
set category = "IC"
|
||||
|
||||
if(usr.sleeping)
|
||||
usr << "\red You are already sleeping"
|
||||
return
|
||||
else
|
||||
if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
|
||||
usr.sleeping = 20 //Short nap
|
||||
|
||||
/mob/living/verb/lay_down()
|
||||
set name = "Rest"
|
||||
set category = "IC"
|
||||
|
||||
resting = !resting
|
||||
src << "\blue You are now [resting ? "resting" : "getting up"]"
|
||||
|
||||
/mob/verb/quick_equip()
|
||||
set name = "quick-equip"
|
||||
set hidden = 1
|
||||
var/obj/item/I = usr.get_active_hand()
|
||||
if(!I)
|
||||
usr << "\blue You are not holding anything to equip."
|
||||
return
|
||||
if(ishuman(usr))
|
||||
var/mob/living/carbon/human/H = usr
|
||||
H.equip_to_appropriate_slot(I)
|
||||
H.update_inv_l_hand(0)
|
||||
H.update_inv_r_hand()
|
||||
|
||||
/mob/living/verb/resist()
|
||||
set name = "Resist"
|
||||
set category = "IC"
|
||||
|
||||
if(!isliving(usr) || usr.next_move > world.time)
|
||||
return
|
||||
usr.next_move = world.time + 20
|
||||
|
||||
var/mob/living/L = usr
|
||||
|
||||
//Resisting control by an alien mind.
|
||||
if(istype(src.loc,/mob/living/simple_animal/borer))
|
||||
var/mob/living/simple_animal/borer/B = src.loc
|
||||
var/mob/living/captive_brain/H = src
|
||||
|
||||
H << "\red <B>You begin doggedly resisting the parasite's control (this will take approximately sixty seconds).</B>"
|
||||
B.host << "\red <B>You feel the captive mind of [src] begin to resist your control.</B>"
|
||||
|
||||
spawn(rand(350,450)+B.host.brainloss)
|
||||
|
||||
if(!B || !B.controlling)
|
||||
return
|
||||
|
||||
B.host.adjustBrainLoss(rand(5,10))
|
||||
H << "\red <B>With an immense exertion of will, you regain control of your body!</B>"
|
||||
B.host << "\red <B>You feel control of the host brain ripped from your grasp, and retract your probosci before the wild neural impulses can damage you.</b>"
|
||||
B.controlling = 0
|
||||
|
||||
B.ckey = B.host.ckey
|
||||
B.host.ckey = H.ckey
|
||||
|
||||
H.ckey = null
|
||||
H.name = "host brain"
|
||||
H.real_name = "host brain"
|
||||
|
||||
verbs -= /mob/living/carbon/proc/release_control
|
||||
verbs -= /mob/living/carbon/proc/punish_host
|
||||
verbs -= /mob/living/carbon/proc/spawn_larvae
|
||||
|
||||
return
|
||||
|
||||
//resisting grabs (as if it helps anyone...)
|
||||
if ((!( L.stat ) && L.canmove && !( L.restrained() )))
|
||||
var/resisting = 0
|
||||
for(var/obj/O in L.requests)
|
||||
L.requests.Remove(O)
|
||||
del(O)
|
||||
resisting++
|
||||
for(var/obj/item/weapon/grab/G in usr.grabbed_by)
|
||||
resisting++
|
||||
if (G.state == 1)
|
||||
del(G)
|
||||
else
|
||||
if (G.state == 2)
|
||||
if (prob(25))
|
||||
for(var/mob/O in viewers(L, null))
|
||||
O.show_message(text("\red [] has broken free of []'s grip!", L, G.assailant), 1)
|
||||
del(G)
|
||||
else
|
||||
if (G.state == 3)
|
||||
if (prob(5))
|
||||
for(var/mob/O in viewers(usr, null))
|
||||
O.show_message(text("\red [] has broken free of []'s headlock!", L, G.assailant), 1)
|
||||
del(G)
|
||||
if(resisting)
|
||||
for(var/mob/O in viewers(usr, null))
|
||||
O.show_message(text("\red <B>[] resists!</B>", L), 1)
|
||||
|
||||
|
||||
//unbuckling yourself
|
||||
if(L.buckled && (L.last_special <= world.time) )
|
||||
if(iscarbon(L))
|
||||
var/mob/living/carbon/C = L
|
||||
if( C.handcuffed )
|
||||
C.next_move = world.time + 100
|
||||
C.last_special = world.time + 100
|
||||
C << "\red You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)"
|
||||
for(var/mob/O in viewers(L))
|
||||
O.show_message("\red <B>[usr] attempts to unbuckle themself!</B>", 1)
|
||||
spawn(0)
|
||||
if(do_after(usr, 1200))
|
||||
if(!C.buckled)
|
||||
return
|
||||
for(var/mob/O in viewers(C))
|
||||
O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
|
||||
C << "\blue You successfully unbuckle yourself."
|
||||
C.buckled.manual_unbuckle(C)
|
||||
else
|
||||
L.buckled.manual_unbuckle(L)
|
||||
|
||||
//Breaking out of a locker?
|
||||
else if( src.loc && (istype(src.loc, /obj/structure/closet)) )
|
||||
var/breakout_time = 2 //2 minutes by default
|
||||
|
||||
var/obj/structure/closet/C = L.loc
|
||||
if(C.opened)
|
||||
return //Door's open... wait, why are you in it's contents then?
|
||||
if(istype(L.loc, /obj/structure/closet/secure_closet))
|
||||
var/obj/structure/closet/secure_closet/SC = L.loc
|
||||
if(!SC.locked && !SC.welded)
|
||||
return //It's a secure closet, but isn't locked. Easily escapable from, no need to 'resist'
|
||||
else
|
||||
if(!C.welded)
|
||||
return //closed but not welded...
|
||||
// else Meh, lets just keep it at 2 minutes for now
|
||||
// breakout_time++ //Harder to get out of welded lockers than locked lockers
|
||||
|
||||
//okay, so the closet is either welded or locked... resist!!!
|
||||
usr.next_move = world.time + 100
|
||||
L.last_special = world.time + 100
|
||||
L << "\red You lean on the back of \the [C] and start pushing the door open. (this will take about [breakout_time] minutes)"
|
||||
for(var/mob/O in viewers(usr.loc))
|
||||
O.show_message("\red <B>The [L.loc] begins to shake violently!</B>", 1)
|
||||
|
||||
|
||||
spawn(0)
|
||||
if(do_after(usr,(breakout_time*60*10))) //minutes * 60seconds * 10deciseconds
|
||||
if(!C || !L || L.stat != CONSCIOUS || L.loc != C || C.opened) //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
|
||||
return
|
||||
|
||||
//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(istype(L.loc, /obj/structure/closet/secure_closet))
|
||||
var/obj/structure/closet/secure_closet/SC = L.loc
|
||||
if(!SC.locked && !SC.welded)
|
||||
return
|
||||
else
|
||||
if(!C.welded)
|
||||
return
|
||||
|
||||
//Well then break it!
|
||||
if(istype(usr.loc, /obj/structure/closet/secure_closet))
|
||||
var/obj/structure/closet/secure_closet/SC = L.loc
|
||||
SC.desc = "It appears to be broken."
|
||||
SC.icon_state = SC.icon_off
|
||||
flick(SC.icon_broken, SC)
|
||||
sleep(10)
|
||||
flick(SC.icon_broken, SC)
|
||||
sleep(10)
|
||||
SC.broken = 1
|
||||
SC.locked = 0
|
||||
usr << "\red You successfully break out!"
|
||||
for(var/mob/O in viewers(L.loc))
|
||||
O.show_message("\red <B>\the [usr] successfully broke out of \the [SC]!</B>", 1)
|
||||
if(istype(SC.loc, /obj/structure/bigDelivery)) //Do this to prevent contents from being opened into nullspace (read: bluespace)
|
||||
var/obj/structure/bigDelivery/BD = SC.loc
|
||||
BD.attack_hand(usr)
|
||||
SC.open()
|
||||
else
|
||||
C.welded = 0
|
||||
usr << "\red You successfully break out!"
|
||||
for(var/mob/O in viewers(L.loc))
|
||||
O.show_message("\red <B>\the [usr] successfully broke out of \the [C]!</B>", 1)
|
||||
if(istype(C.loc, /obj/structure/bigDelivery)) //nullspace ect.. read the comment above
|
||||
var/obj/structure/bigDelivery/BD = C.loc
|
||||
BD.attack_hand(usr)
|
||||
C.open()
|
||||
|
||||
//breaking out of handcuffs
|
||||
else if(iscarbon(L))
|
||||
var/mob/living/carbon/CM = L
|
||||
if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
|
||||
CM.next_move = world.time + 100
|
||||
CM.last_special = world.time + 100
|
||||
if(isalienadult(CM) || (HULK in usr.mutations))//Don't want to do a lot of logic gating here.
|
||||
usr << "\red You attempt to break your handcuffs. (This will take around 5 seconds and you need to stand still)"
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message(text("\red <B>[] is trying to break the handcuffs!</B>", CM), 1)
|
||||
spawn(0)
|
||||
if(do_after(CM, 50))
|
||||
if(!CM.handcuffed || CM.buckled)
|
||||
return
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message(text("\red <B>[] manages to break the handcuffs!</B>", CM), 1)
|
||||
CM << "\red You successfully break your handcuffs."
|
||||
CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
del(CM.handcuffed)
|
||||
CM.handcuffed = null
|
||||
CM.update_inv_handcuffed()
|
||||
else
|
||||
var/obj/item/weapon/handcuffs/HC = CM.handcuffed
|
||||
var/breakouttime = 1200 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
|
||||
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
|
||||
if(istype(HC)) //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...
|
||||
breakouttime = HC.breakouttime
|
||||
displaytime = breakouttime / 600 //Minutes
|
||||
CM << "\red You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)"
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message( "\red <B>[usr] attempts to remove \the [HC]!</B>", 1)
|
||||
spawn(0)
|
||||
if(do_after(CM, breakouttime))
|
||||
if(!CM.handcuffed || CM.buckled)
|
||||
return // time leniency for lag which also might make this whole thing pointless but the server
|
||||
for(var/mob/O in viewers(CM))// lags so hard that 40s isn't lenient enough - Quarxink
|
||||
O.show_message("\red <B>[CM] manages to remove the handcuffs!</B>", 1)
|
||||
CM << "\blue You successfully remove \the [CM.handcuffed]."
|
||||
CM.handcuffed.loc = usr.loc
|
||||
CM.handcuffed = null
|
||||
CM.update_inv_handcuffed()
|
||||
else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time))
|
||||
CM.next_move = world.time + 100
|
||||
CM.last_special = world.time + 100
|
||||
if(isalienadult(CM) || (HULK in usr.mutations))//Don't want to do a lot of logic gating here.
|
||||
usr << "\red You attempt to break your legcuffs. (This will take around 5 seconds and you need to stand still)"
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message(text("\red <B>[] is trying to break the legcuffs!</B>", CM), 1)
|
||||
spawn(0)
|
||||
if(do_after(CM, 50))
|
||||
if(!CM.legcuffed || CM.buckled)
|
||||
return
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message(text("\red <B>[] manages to break the legcuffs!</B>", CM), 1)
|
||||
CM << "\red You successfully break your legcuffs."
|
||||
CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
del(CM.legcuffed)
|
||||
CM.legcuffed = null
|
||||
CM.update_inv_legcuffed()
|
||||
else
|
||||
var/obj/item/weapon/legcuffs/HC = CM.legcuffed
|
||||
var/breakouttime = 1200 //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
|
||||
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
|
||||
if(istype(HC)) //If you are legcuffed with actual legcuffs... Well what do I know, maybe someone will want to legcuff you with toilet paper in the future...
|
||||
breakouttime = HC.breakouttime
|
||||
displaytime = breakouttime / 600 //Minutes
|
||||
CM << "\red You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)"
|
||||
for(var/mob/O in viewers(CM))
|
||||
O.show_message( "\red <B>[usr] attempts to remove \the [HC]!</B>", 1)
|
||||
spawn(0)
|
||||
if(do_after(CM, breakouttime))
|
||||
if(!CM.legcuffed || CM.buckled)
|
||||
return // time leniency for lag which also might make this whole thing pointless but the server
|
||||
for(var/mob/O in viewers(CM))// lags so hard that 40s isn't lenient enough - Quarxink
|
||||
O.show_message("\red <B>[CM] manages to remove the legcuffs!</B>", 1)
|
||||
CM << "\blue You successfully remove \the [CM.legcuffed]."
|
||||
CM.legcuffed.loc = usr.loc
|
||||
CM.legcuffed = null
|
||||
CM.update_inv_legcuffed()
|
||||
@@ -181,8 +181,31 @@
|
||||
|
||||
var/result = update_icon()
|
||||
return result
|
||||
|
||||
|
||||
|
||||
/*
|
||||
This function completely restores a damaged organ to perfect condition.
|
||||
*/
|
||||
/datum/organ/external/proc/rejuvenate()
|
||||
damage_state = "00"
|
||||
status = 0
|
||||
perma_injury = 0
|
||||
brute_dam = 0
|
||||
burn_dam = 0
|
||||
|
||||
// handle internal organs
|
||||
for(var/datum/organ/internal/current_organ in internal_organs)
|
||||
current_organ.rejuvenate()
|
||||
|
||||
// remove embedded objects and drop them on the floor
|
||||
for(var/obj/implanted_object in implants)
|
||||
if(!istype(implanted_object,/obj/item/weapon/implant)) // We don't want to remove REAL implants. Just shrapnel etc.
|
||||
implanted_object.loc = owner.loc
|
||||
implants -= implanted_object
|
||||
|
||||
owner.updatehealth()
|
||||
update_icon()
|
||||
|
||||
|
||||
/datum/organ/external/proc/createwound(var/type = CUT, var/damage)
|
||||
if(damage == 0) return
|
||||
|
||||
|
||||
@@ -11,6 +11,9 @@
|
||||
var/min_broken_damage = 30
|
||||
var/parent_organ = "chest"
|
||||
|
||||
/datum/organ/internal/proc/rejuvenate()
|
||||
damage=0
|
||||
|
||||
/datum/organ/internal/proc/is_bruised()
|
||||
return damage >= min_bruised_damage
|
||||
|
||||
|
||||
@@ -83,7 +83,7 @@ mob/living/carbon/human/proc/handle_pain()
|
||||
for(var/datum/organ/external/E in organs)
|
||||
// amputated limbs don't cause pain
|
||||
if(E.amputated) continue
|
||||
|
||||
if(E.status & ORGAN_DEAD) continue
|
||||
var/dam = E.get_damage()
|
||||
// make the choice of the organ depend on damage,
|
||||
// but also sometimes use one of the less damaged ones
|
||||
|
||||
@@ -66,6 +66,22 @@
|
||||
|
||||
return
|
||||
|
||||
/obj/structure/filingcabinet/attack_tk(mob/user)
|
||||
if(anchored)
|
||||
attack_self_tk(user)
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/structure/filingcabinet/attack_self_tk(mob/user)
|
||||
if(contents.len)
|
||||
if(prob(40 + contents.len * 5))
|
||||
var/obj/item/I = pick(contents)
|
||||
I.loc = loc
|
||||
if(prob(25))
|
||||
step_rand(I)
|
||||
user << "<span class='notice'>You pull \a [I] out of [src] at random.</span>"
|
||||
return
|
||||
user << "<span class='notice'>You find nothing in [src].</span>"
|
||||
|
||||
/obj/structure/filingcabinet/Topic(href, href_list)
|
||||
if(href_list["retrieve"])
|
||||
@@ -88,7 +104,7 @@
|
||||
var/virgin = 1
|
||||
|
||||
|
||||
/obj/structure/filingcabinet/security/attack_hand(mob/user as mob)
|
||||
/obj/structure/filingcabinet/security/proc/populate()
|
||||
if(virgin)
|
||||
for(var/datum/data/record/G in data_core.general)
|
||||
var/datum/data/record/S
|
||||
@@ -110,6 +126,13 @@
|
||||
//before the records have been generated, so we do this inside the loop.
|
||||
..()
|
||||
|
||||
/obj/structure/filingcabinet/security/attack_hand()
|
||||
populate()
|
||||
..()
|
||||
|
||||
/obj/structure/filingcabinet/security/attack_tk()
|
||||
populate()
|
||||
..()
|
||||
|
||||
/*
|
||||
* Medical Record Cabinets
|
||||
@@ -117,7 +140,7 @@
|
||||
/obj/structure/filingcabinet/medical
|
||||
var/virgin = 1
|
||||
|
||||
/obj/structure/filingcabinet/medical/attack_hand(mob/user as mob)
|
||||
/obj/structure/filingcabinet/medical/proc/populate()
|
||||
if(virgin)
|
||||
for(var/datum/data/record/G in data_core.general)
|
||||
var/datum/data/record/M
|
||||
@@ -138,3 +161,11 @@
|
||||
virgin = 0 //tabbing here is correct- it's possible for people to try and use it
|
||||
//before the records have been generated, so we do this inside the loop.
|
||||
..()
|
||||
|
||||
/obj/structure/filingcabinet/medical/attack_hand()
|
||||
populate()
|
||||
..()
|
||||
|
||||
/obj/structure/filingcabinet/medical/attack_tk()
|
||||
populate()
|
||||
..()
|
||||
|
||||
@@ -7,7 +7,8 @@
|
||||
var/labels_left = 30
|
||||
var/mode = 0 //off or on.
|
||||
|
||||
/obj/item/weapon/hand_labeler/afterattack(atom/A, mob/user as mob)
|
||||
/obj/item/weapon/hand_labeler/afterattack(atom/A, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
if(!mode) //if it's off, give up.
|
||||
return
|
||||
if(A == loc) // if placing the labeller into something (e.g. backpack)
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
pressure_resistance = 1
|
||||
slot_flags = SLOT_HEAD
|
||||
body_parts_covered = HEAD
|
||||
attack_verb = list("")
|
||||
attack_verb = list("bapped")
|
||||
|
||||
var/info //What's actually written on the paper.
|
||||
var/info_links //A different version of the paper which includes html links at fields and EOF
|
||||
|
||||
@@ -116,7 +116,7 @@
|
||||
icon_state = "camera"
|
||||
item_state = "electropack"
|
||||
w_class = 2.0
|
||||
flags = FPRINT | CONDUCT | USEDELAY | TABLEPASS
|
||||
flags = FPRINT | CONDUCT | TABLEPASS
|
||||
slot_flags = SLOT_BELT
|
||||
m_amt = 2000
|
||||
var/pictures_max = 10
|
||||
|
||||
@@ -468,10 +468,6 @@
|
||||
if(stat & (BROKEN|MAINT))
|
||||
return
|
||||
|
||||
if(ishuman(user))
|
||||
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
|
||||
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("APC",src,user:wear_suit)
|
||||
return
|
||||
// do APC interaction
|
||||
user.set_machine(src)
|
||||
src.interact(user)
|
||||
|
||||
@@ -67,10 +67,7 @@
|
||||
/obj/structure/cable/proc/get_powernet() //TODO: remove this as it is obsolete
|
||||
return powernet
|
||||
|
||||
/obj/structure/cable/attack_hand(mob/user)
|
||||
if(ishuman(user))
|
||||
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
|
||||
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("WIRE",src,user:wear_suit)
|
||||
/obj/structure/cable/attack_tk(mob/user)
|
||||
return
|
||||
|
||||
/obj/structure/cable/attackby(obj/item/W, mob/user)
|
||||
@@ -167,7 +164,7 @@
|
||||
throw_range = 5
|
||||
m_amt = 50
|
||||
g_amt = 20
|
||||
flags = TABLEPASS | USEDELAY | FPRINT | CONDUCT
|
||||
flags = TABLEPASS | FPRINT | CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
item_state = "coil_red"
|
||||
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
|
||||
|
||||
@@ -63,8 +63,11 @@
|
||||
/obj/item/weapon/cell/attack_self(mob/user as mob)
|
||||
src.add_fingerprint(user)
|
||||
if(ishuman(user))
|
||||
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
|
||||
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CELL",src,user:wear_suit)
|
||||
var/mob/living/carbon/human/H = user
|
||||
var/obj/item/clothing/gloves/space_ninja/SNG = H.gloves
|
||||
if(!istype(SNG) || !SNG.candrain || !SNG.draining) return
|
||||
|
||||
SNG.drain("CELL",src,H.wear_suit)
|
||||
return
|
||||
|
||||
/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
|
||||
|
||||
@@ -501,9 +501,13 @@
|
||||
|
||||
if(prot > 0 || (COLD_RESISTANCE in user.mutations))
|
||||
user << "You remove the light [fitting]"
|
||||
else if(TK in user.mutations)
|
||||
user << "You telekinetically remove the light [fitting]."
|
||||
else
|
||||
user << "You try to remove the light [fitting], but it's too hot and you don't want to burn your hand."
|
||||
return // if burned, don't remove the light
|
||||
else
|
||||
user << "You remove the light [fitting]."
|
||||
|
||||
// create a light tube/bulb item and put it in the user's hand
|
||||
var/obj/item/weapon/light/L = new light_type()
|
||||
@@ -523,6 +527,30 @@
|
||||
status = LIGHT_EMPTY
|
||||
update()
|
||||
|
||||
|
||||
/obj/machinery/light/attack_tk(mob/user)
|
||||
if(status == LIGHT_EMPTY)
|
||||
user << "There is no [fitting] in this light."
|
||||
return
|
||||
|
||||
user << "You telekinetically remove the light [fitting]."
|
||||
// create a light tube/bulb item and put it in the user's hand
|
||||
var/obj/item/weapon/light/L = new light_type()
|
||||
L.status = status
|
||||
L.rigged = rigged
|
||||
L.brightness = brightness
|
||||
|
||||
// light item inherits the switchcount, then zero it
|
||||
L.switchcount = switchcount
|
||||
switchcount = 0
|
||||
|
||||
L.update()
|
||||
L.add_fingerprint(user)
|
||||
L.loc = loc
|
||||
|
||||
status = LIGHT_EMPTY
|
||||
update()
|
||||
|
||||
// break the light and make sparks if was on
|
||||
|
||||
/obj/machinery/light/proc/broken(var/skip_sound_and_sparks = 0)
|
||||
@@ -706,7 +734,8 @@
|
||||
// shatter light, unless it was an attempt to put it in a light socket
|
||||
// now only shatter if the intent was harm
|
||||
|
||||
/obj/item/weapon/light/afterattack(atom/target, mob/user)
|
||||
/obj/item/weapon/light/afterattack(atom/target, mob/user, proximity)
|
||||
if(!proximity) return
|
||||
if(istype(target, /obj/machinery/light))
|
||||
return
|
||||
if(user.a_intent != "hurt")
|
||||
|
||||
@@ -168,11 +168,6 @@
|
||||
/obj/machinery/power/smes/attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
if(stat & BROKEN) return
|
||||
|
||||
if(ishuman(user))
|
||||
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
|
||||
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("SMES",src,user:wear_suit)
|
||||
return
|
||||
interact(user)
|
||||
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "detective"
|
||||
item_state = "gun"
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
m_amt = 2000
|
||||
w_class = 3.0
|
||||
@@ -51,7 +51,7 @@
|
||||
O.emp_act(severity)
|
||||
|
||||
/obj/item/weapon/gun/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
|
||||
if(flag) return //we're placing gun on a table or in backpack
|
||||
if(flag) return //It's adjacent, is the user, or is on the user's person
|
||||
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
|
||||
if(user && user.client && user.client.gun_mode && !(A in target))
|
||||
PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
origin_tech = "combat=2;magnets=4"
|
||||
w_class = 4.0
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/ion"
|
||||
@@ -33,7 +33,7 @@ obj/item/weapon/gun/energy/staff
|
||||
icon_state = "staffofchange"
|
||||
item_state = "staffofchange"
|
||||
fire_sound = 'sound/weapons/emitter.ogg'
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
w_class = 4.0
|
||||
charge_cost = 200
|
||||
|
||||
@@ -43,7 +43,7 @@
|
||||
icon_state = "crossbow"
|
||||
item_state = "crossbow-solid"
|
||||
w_class = 5.0
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
slot_flags = SLOT_BELT | SLOT_BACK
|
||||
|
||||
w_class = 3.0
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "pneumatic"
|
||||
item_state = "pneumatic"
|
||||
w_class = 5.0
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
max_w_class = 3
|
||||
max_combined_w_class = 20
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
max_shells = 4
|
||||
w_class = 4.0
|
||||
force = 10
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
caliber = "shotgun"
|
||||
origin_tech = "combat=4;materials=2"
|
||||
@@ -66,7 +66,7 @@
|
||||
max_shells = 2
|
||||
w_class = 4.0
|
||||
force = 10
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
caliber = "shotgun"
|
||||
origin_tech = "combat=3;materials=1"
|
||||
|
||||
@@ -71,13 +71,13 @@ var/list/beam_master = list()
|
||||
..()
|
||||
|
||||
proc/cleanup(reference) //Waits .3 seconds then removes the overlay.
|
||||
src = null
|
||||
sleep(3)
|
||||
var/list/turf_master = beam_master[reference]
|
||||
for(var/laser_state in turf_master)
|
||||
var/list/turfs = turf_master[laser_state]
|
||||
for(var/turf/T in turfs)
|
||||
T.overlays -= beam_master[laser_state]
|
||||
src = null //we're getting deleted! this will keep the code running
|
||||
spawn(3)
|
||||
var/list/turf_master = beam_master[reference]
|
||||
for(var/laser_state in turf_master)
|
||||
var/list/turfs = turf_master[laser_state]
|
||||
for(var/turf/T in turfs)
|
||||
T.overlays -= beam_master[laser_state]
|
||||
return
|
||||
|
||||
/obj/item/projectile/beam/practice
|
||||
|
||||
@@ -116,7 +116,7 @@ datum
|
||||
if(method == TOUCH)
|
||||
infect_virus2(M,self.data["virus2"])
|
||||
else
|
||||
infect_virus2(M,self.data["virus2"],1)
|
||||
infect_virus2(M,self.data["virus2"],1) //injected, force infection!
|
||||
if(self.data && self.data["antibodies"] && istype(M, /mob/living/carbon))//... and curing
|
||||
var/mob/living/carbon/C = M
|
||||
C.antibodies |= self.data["antibodies"]
|
||||
@@ -3476,4 +3476,4 @@ datum
|
||||
return
|
||||
|
||||
// Undefine the alias for REAGENTS_EFFECT_MULTIPLER
|
||||
#undef REM
|
||||
#undef REM
|
||||
|
||||
@@ -65,7 +65,8 @@
|
||||
return 0
|
||||
|
||||
|
||||
afterattack(obj/target, mob/user , flag)
|
||||
afterattack(obj/target, mob/user, proximity)
|
||||
if(!proximity) return
|
||||
|
||||
if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
|
||||
|
||||
|
||||
@@ -96,15 +96,9 @@
|
||||
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/afterattack(obj/target, mob/user , flag)
|
||||
/obj/item/weapon/reagent_containers/food/snacks/afterattack(obj/target, mob/user, proximity)
|
||||
return
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/examine()
|
||||
set src in view()
|
||||
..()
|
||||
@@ -1339,7 +1333,8 @@
|
||||
..()
|
||||
reagents.add_reagent("nutriment",10)
|
||||
|
||||
afterattack(obj/O as obj, mob/user as mob)
|
||||
afterattack(obj/O as obj, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
if(istype(O,/obj/structure/sink) && !wrapped)
|
||||
user << "You place \the [name] under a stream of water..."
|
||||
loc = get_turf(O)
|
||||
|
||||
@@ -886,7 +886,7 @@
|
||||
user.SetLuminosity(round(user.luminosity + (potency/10),1))
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/dropped(mob/user)
|
||||
user.SetLuminosity(round(user.luminosity + (potency/10),1))
|
||||
user.SetLuminosity(round(user.luminosity - (potency/10),1))
|
||||
SetLuminosity(round(potency/10,1))
|
||||
|
||||
|
||||
|
||||
@@ -64,7 +64,8 @@
|
||||
flags |= OPENCONTAINER
|
||||
update_icon()
|
||||
|
||||
afterattack(obj/target, mob/user , flag)
|
||||
afterattack(obj/target, mob/user, proximity)
|
||||
if(!proximity) return
|
||||
if (!is_open_container())
|
||||
return
|
||||
|
||||
|
||||
@@ -57,7 +57,8 @@
|
||||
|
||||
return 0
|
||||
|
||||
afterattack(obj/target, mob/user , flag)
|
||||
afterattack(obj/target, mob/user, proximity)
|
||||
if(!proximity) return
|
||||
|
||||
if(target.is_open_container() != 0 && target.reagents)
|
||||
if(!target.reagents.total_volume)
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon = 'icons/obj/janitor.dmi'
|
||||
icon_state = "cleaner"
|
||||
item_state = "cleaner"
|
||||
flags = TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
|
||||
flags = TABLEPASS|OPENCONTAINER|FPRINT|NOBLUDGEON
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 3
|
||||
w_class = 2.0
|
||||
@@ -243,7 +243,9 @@
|
||||
reagents.add_reagent("plantbgone", 100)
|
||||
|
||||
|
||||
/obj/item/weapon/reagent_containers/spray/plantbgone/afterattack(atom/A as mob|obj, mob/user as mob)
|
||||
/obj/item/weapon/reagent_containers/spray/plantbgone/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
|
||||
if (istype(A, /obj/machinery/hydroponics)) // We are targeting hydrotray
|
||||
return
|
||||
|
||||
|
||||
@@ -50,7 +50,8 @@
|
||||
|
||||
return
|
||||
|
||||
afterattack(obj/target, mob/user , flag)
|
||||
afterattack(obj/target, mob/user, proximity)
|
||||
if(!proximity) return
|
||||
if(!target.reagents) return
|
||||
|
||||
if(mode == SYRINGE_BROKEN)
|
||||
|
||||
@@ -456,7 +456,7 @@
|
||||
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if (istype(mover,/obj/item) && mover.throwing)
|
||||
var/obj/item/I = mover
|
||||
if(istype(I, /obj/item/weapon/dummy) || istype(I, /obj/item/projectile))
|
||||
if(istype(I, /obj/item/projectile))
|
||||
return
|
||||
if(prob(75))
|
||||
I.loc = src
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
var/obj/wrapped = null
|
||||
density = 1
|
||||
var/sortTag = 0
|
||||
flags = FPRINT
|
||||
flags = FPRINT | NOBLUDGEON
|
||||
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
|
||||
|
||||
attack_hand(mob/user as mob)
|
||||
@@ -88,11 +88,11 @@
|
||||
var/amount = 25.0
|
||||
|
||||
|
||||
afterattack(var/obj/target as obj, mob/user as mob)
|
||||
afterattack(var/obj/target as obj, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
if(!istype(target)) //this really shouldn't be necessary (but it is). -Pete
|
||||
return
|
||||
if(istype(target, /obj/structure/table) || istype(target, /obj/structure/rack) \
|
||||
|| istype(target, /obj/item/smallDelivery) || istype(target,/obj/structure/bigDelivery) \
|
||||
if(istype(target, /obj/item/smallDelivery) || istype(target,/obj/structure/bigDelivery) \
|
||||
|| istype(target, /obj/item/weapon/gift) || istype(target, /obj/item/weapon/evidencebag))
|
||||
return
|
||||
if(target.anchored)
|
||||
@@ -218,7 +218,7 @@
|
||||
return
|
||||
|
||||
Bumped(var/atom/movable/AM) //Go straight into the chute
|
||||
if(istype(AM, /obj/item/projectile) || istype(AM, /obj/item/weapon/dummy)) return
|
||||
if(istype(AM, /obj/item/projectile)) return
|
||||
switch(dir)
|
||||
if(NORTH)
|
||||
if(AM.loc.y != src.loc.y+1) return
|
||||
|
||||
@@ -550,11 +550,6 @@ won't update every console in existence) but it's more of a hassle to do. Also,
|
||||
if(stat & (BROKEN|NOPOWER))
|
||||
return
|
||||
|
||||
if(ishuman(user))
|
||||
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
|
||||
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("RESEARCH",src,user:wear_suit)
|
||||
return
|
||||
|
||||
user.set_machine(src)
|
||||
var/dat = ""
|
||||
files.RefreshResearch()
|
||||
|
||||
@@ -154,9 +154,6 @@
|
||||
return
|
||||
if (shocked)
|
||||
shock(user,50)
|
||||
if(ishuman(user))
|
||||
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
|
||||
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("RESEARCH",src,user:wear_suit)
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -122,8 +122,8 @@
|
||||
return ..() && target.brain_op_stage == 2
|
||||
|
||||
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
|
||||
user.visible_message("[user] starts taking out bone chips and out of [target]'s brain with \the [tool].", \
|
||||
"You start taking out bone chips and out of [target]'s brain with \the [tool].")
|
||||
user.visible_message("[user] starts taking out bone chips out of [target]'s brain with \the [tool].", \
|
||||
"You start taking out bone chips out of [target]'s brain with \the [tool].")
|
||||
..()
|
||||
|
||||
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/datum/disease2/disease
|
||||
var/infectionchance = 10
|
||||
var/infectionchance = 70
|
||||
var/speed = 1
|
||||
var/spreadtype = "Blood" // Can also be "Airborne"
|
||||
var/spreadtype = "Contact" // Can also be "Airborne"
|
||||
var/stage = 1
|
||||
var/stageprob = 10
|
||||
var/dead = 0
|
||||
@@ -25,10 +25,10 @@
|
||||
holder.getrandomeffect()
|
||||
effects += holder
|
||||
uniqueID = rand(0,10000)
|
||||
infectionchance = rand(1,10)
|
||||
infectionchance = rand(60,90)
|
||||
antigen |= text2num(pick(ANTIGENS))
|
||||
antigen |= text2num(pick(ANTIGENS))
|
||||
spreadtype = "Airborne"
|
||||
spreadtype = prob(70) ? "Airborne" : "Contact"
|
||||
|
||||
/datum/disease2/disease/proc/activate(var/mob/living/carbon/mob)
|
||||
if(dead)
|
||||
@@ -38,9 +38,9 @@
|
||||
if(mob.stat == 2)
|
||||
return
|
||||
if(stage <= 1 && clicks == 0) // with a certain chance, the mob may become immune to the disease before it starts properly
|
||||
if(prob(20))
|
||||
if(prob(5))
|
||||
mob.antibodies |= antigen // 20% immunity is a good chance IMO, because it allows finding an immune person easily
|
||||
else
|
||||
|
||||
if(mob.radiation > 50)
|
||||
if(prob(1))
|
||||
majormutate()
|
||||
@@ -65,6 +65,12 @@
|
||||
for(var/datum/disease2/effectholder/e in effects)
|
||||
e.runeffect(mob,stage)
|
||||
|
||||
//Short airborne spread
|
||||
if(src.spreadtype == "Airborne")
|
||||
for(var/mob/living/carbon/M in oview(1,mob))
|
||||
if(airborne_can_reach(get_turf(mob), get_turf(M)))
|
||||
infect_virus2(M,src)
|
||||
|
||||
//fever
|
||||
mob.bodytemperature = max(mob.bodytemperature, min(310+5*stage ,mob.bodytemperature+5*stage))
|
||||
clicks+=speed
|
||||
@@ -75,10 +81,10 @@
|
||||
mob.virus2.Remove("[uniqueID]")
|
||||
|
||||
/datum/disease2/disease/proc/minormutate()
|
||||
uniqueID = rand(0,10000)
|
||||
//uniqueID = rand(0,10000)
|
||||
var/datum/disease2/effectholder/holder = pick(effects)
|
||||
holder.minormutate()
|
||||
infectionchance = min(10,infectionchance + rand(0,1))
|
||||
infectionchance = min(50,infectionchance + rand(0,10))
|
||||
|
||||
/datum/disease2/disease/proc/majormutate()
|
||||
uniqueID = rand(0,10000)
|
||||
|
||||
@@ -134,10 +134,13 @@
|
||||
activate(var/mob/living/carbon/mob,var/multiplier)
|
||||
if(istype(mob, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = mob
|
||||
var/datum/organ/external/E = pick(H.organs)
|
||||
var/organ = pick(list("r_arm","l_arm","r_leg","r_leg"))
|
||||
var/datum/organ/external/E = H.organs_by_name[organ]
|
||||
if (!(E.status & ORGAN_DEAD))
|
||||
E.status |= ORGAN_DEAD
|
||||
H << "<span class='notice'>You can't feel your [E.display_name] anymore...</span>"
|
||||
for (var/datum/organ/external/C in E.children)
|
||||
C.status |= ORGAN_DEAD
|
||||
mob.adjustToxLoss(15*multiplier)
|
||||
|
||||
deactivate(var/mob/living/carbon/mob,var/multiplier)
|
||||
@@ -145,6 +148,8 @@
|
||||
var/mob/living/carbon/human/H = mob
|
||||
for (var/datum/organ/external/E in H.organs)
|
||||
E.status &= ~ORGAN_DEAD
|
||||
for (var/datum/organ/external/C in E.children)
|
||||
C.status &= ~ORGAN_DEAD
|
||||
|
||||
/datum/disease2/effect/immortal
|
||||
name = "Longevity Syndrome"
|
||||
@@ -285,11 +290,8 @@
|
||||
stage = 2
|
||||
activate(var/mob/living/carbon/mob,var/multiplier)
|
||||
mob.say("*cough")
|
||||
for(var/mob/living/carbon/M in view(1,mob))
|
||||
if(airborne_can_reach(get_turf(mob), get_turf(M)))
|
||||
for (var/datum/disease2/disease/V in mob.virus2)
|
||||
if(V.spreadtype == "Airborne")
|
||||
infect_virus2(M,V)
|
||||
for(var/mob/living/carbon/M in oview(2,mob))
|
||||
mob.spread_disease_to(M)
|
||||
|
||||
/datum/disease2/effect/hungry
|
||||
name = "Appetiser Effect"
|
||||
@@ -320,8 +322,8 @@
|
||||
stage = 2
|
||||
activate(var/mob/living/carbon/mob,var/multiplier)
|
||||
mob << "<span class='notice'>You feel a rush of energy inside you!</span>"
|
||||
if (mob.reagents.get_reagent_amount("hyperzine") < 30)
|
||||
mob.reagents.add_reagent("hyperzine", 10)
|
||||
if (mob.reagents.get_reagent_amount("hyperzine") < 10)
|
||||
mob.reagents.add_reagent("hyperzine", 4)
|
||||
if (prob(30))
|
||||
mob.jitteriness += 10
|
||||
|
||||
|
||||
@@ -1,21 +1,28 @@
|
||||
//Returns 1 if mob can be infected, 0 otherwise. Checks his clothing.
|
||||
proc/get_infection_chance(var/mob/living/carbon/M)
|
||||
proc/get_infection_chance(var/mob/living/carbon/M, var/vector = "Airborne")
|
||||
var/score = 0
|
||||
if (!istype(M))
|
||||
return 0
|
||||
|
||||
if(istype(M, /mob/living/carbon/human))
|
||||
if(M:gloves)
|
||||
score += 5
|
||||
if(istype(M:wear_suit, /obj/item/clothing/suit/space)) score += 10
|
||||
if(istype(M:wear_suit, /obj/item/clothing/suit/bio_suit)) score += 10
|
||||
if(istype(M:head, /obj/item/clothing/head/helmet/space)) score += 5
|
||||
if(istype(M:head, /obj/item/clothing/head/bio_hood)) score += 5
|
||||
if(M.wear_mask)
|
||||
score += 5
|
||||
if(istype(M:wear_mask, /obj/item/clothing/mask/surgical) && !M.internal)
|
||||
score += 10
|
||||
if(M.internal)
|
||||
score += 10
|
||||
|
||||
if (vector == "Airborne")
|
||||
if(M.internal) //not breathing infected air helps greatly
|
||||
score = 30
|
||||
if(M.wear_mask)
|
||||
score += 5
|
||||
if(istype(M:wear_mask, /obj/item/clothing/mask/surgical) && !M.internal)
|
||||
score += 10
|
||||
if(istype(M:wear_suit, /obj/item/clothing/suit/space) && istype(M:head, /obj/item/clothing/head/helmet/space)) score += 15
|
||||
if(istype(M:wear_suit, /obj/item/clothing/suit/bio_suit) && istype(M:head, /obj/item/clothing/head/bio_hood)) score += 15
|
||||
|
||||
|
||||
if (vector == "Contact")
|
||||
if(M:gloves) score += 15
|
||||
if(istype(M:wear_suit, /obj/item/clothing/suit/space)) score += 10
|
||||
if(istype(M:wear_suit, /obj/item/clothing/suit/bio_suit)) score += 10
|
||||
|
||||
// log_debug("[M]'s resistance to [vector] viruses: [score]")
|
||||
|
||||
if(score >= 30)
|
||||
return 0
|
||||
@@ -29,6 +36,7 @@ proc/get_infection_chance(var/mob/living/carbon/M)
|
||||
return 0
|
||||
else if(score == 5 && prob(35))
|
||||
return 0
|
||||
// log_debug("Infection got through")
|
||||
return 1
|
||||
|
||||
//Checks if table-passing table can reach target (5 tile radius)
|
||||
@@ -46,8 +54,10 @@ proc/airborne_can_reach(turf/source, turf/target)
|
||||
//Attemptes to infect mob M with virus. Set forced to 1 to ignore protective clothnig
|
||||
/proc/infect_virus2(var/mob/living/carbon/M,var/datum/disease2/disease/disease,var/forced = 0)
|
||||
if(!istype(disease))
|
||||
// log_debug("Bad virus")
|
||||
return
|
||||
if(!istype(M))
|
||||
// log_debug("Bad mob")
|
||||
return
|
||||
if ("[disease.uniqueID]" in M.virus2)
|
||||
return
|
||||
@@ -55,13 +65,16 @@ proc/airborne_can_reach(turf/source, turf/target)
|
||||
if(M.antibodies & disease.antigen != 0)
|
||||
return
|
||||
|
||||
// log_debug("Infecting [M]")
|
||||
|
||||
if(prob(disease.infectionchance) || forced)
|
||||
// certain clothes can prevent an infection
|
||||
if(!forced && !get_infection_chance(M))
|
||||
if(!forced && !get_infection_chance(M, disease.spreadtype))
|
||||
return
|
||||
|
||||
var/datum/disease2/disease/D = disease.getcopy()
|
||||
D.minormutate()
|
||||
// log_debug("Adding virus")
|
||||
M.virus2["[D.uniqueID]"] = D
|
||||
|
||||
//Infects mob M with random lesser disease, if he doesn't have one
|
||||
@@ -80,3 +93,45 @@ proc/airborne_can_reach(turf/source, turf/target)
|
||||
//Fancy prob() function.
|
||||
/proc/dprob(var/p)
|
||||
return(prob(sqrt(p)) && prob(sqrt(p)))
|
||||
|
||||
/mob/living/carbon/proc/spread_disease_to(var/mob/living/carbon/victim, var/vector = "Airborne")
|
||||
if (src == victim)
|
||||
return "retardation"
|
||||
|
||||
// log_debug("Spreading [vector] diseases from [src] to [victim]")
|
||||
if (virus2.len > 0)
|
||||
for (var/ID in virus2)
|
||||
log_debug("Attempting virus [ID]")
|
||||
var/datum/disease2/disease/V = virus2[ID]
|
||||
if(V.spreadtype != vector) continue
|
||||
|
||||
if (vector == "Airborne")
|
||||
if(airborne_can_reach(get_turf(src), get_turf(victim)))
|
||||
// log_debug("In range, infecting")
|
||||
infect_virus2(victim,V)
|
||||
else
|
||||
// log_debug("Could not reach target")
|
||||
|
||||
if (vector == "Contact")
|
||||
if (in_range(src, victim))
|
||||
// log_debug("In range, infecting")
|
||||
infect_virus2(victim,V)
|
||||
|
||||
//contact goes both ways
|
||||
if (victim.virus2.len > 0 && vector == "Contact")
|
||||
// log_debug("Spreading [vector] diseases from [victim] to [src]")
|
||||
var/nudity = 1
|
||||
|
||||
if (ishuman(victim))
|
||||
var/mob/living/carbon/human/H = victim
|
||||
var/datum/organ/external/select_area = H.get_organ(src.zone_sel.selecting)
|
||||
var/list/clothes = list(H.head, H.wear_mask, H.wear_suit, H.w_uniform, H.gloves, H.shoes)
|
||||
for(var/obj/item/clothing/C in clothes )
|
||||
if(C && istype(C))
|
||||
if(C.body_parts_covered & select_area.body_part)
|
||||
nudity = 0
|
||||
if (nudity)
|
||||
for (var/ID in victim.virus2)
|
||||
var/datum/disease2/disease/V = victim.virus2[ID]
|
||||
if(V && V.spreadtype != vector) continue
|
||||
infect_virus2(src,V)
|
||||
@@ -10,7 +10,7 @@
|
||||
icon_state = "health"
|
||||
w_class = 2.0
|
||||
item_state = "electronic"
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
|
||||
|
||||
/obj/item/device/antibody_scanner/attack(mob/living/carbon/M as mob, mob/user as mob)
|
||||
@@ -53,8 +53,8 @@
|
||||
if(prob(50))
|
||||
user << "The dish shatters"
|
||||
if(virus2.infectionchance > 0)
|
||||
for(var/mob/living/carbon/target in view(null, src))
|
||||
if(airborne_can_reach(src.loc, target.loc))
|
||||
for(var/mob/living/carbon/target in view(1, get_turf(src)))
|
||||
if(airborne_can_reach(get_turf(src), get_turf(target)))
|
||||
if(get_infection_chance(target))
|
||||
infect_virus2(target,src.virus2)
|
||||
del src
|
||||
|
||||
Reference in New Issue
Block a user