Conflicts:
	code/game/objects/items/devices/transfer_valve.dm
This commit is contained in:
Whitellama
2014-08-17 17:50:07 -07:00
672 changed files with 505 additions and 543 deletions

View File

@@ -548,6 +548,7 @@
#include "code\game\objects\items\weapons\RCD.dm" #include "code\game\objects\items\weapons\RCD.dm"
#include "code\game\objects\items\weapons\RSF.dm" #include "code\game\objects\items\weapons\RSF.dm"
#include "code\game\objects\items\weapons\scrolls.dm" #include "code\game\objects\items\weapons\scrolls.dm"
#include "code\game\objects\items\weapons\shards.dm"
#include "code\game\objects\items\weapons\shields.dm" #include "code\game\objects\items\weapons\shields.dm"
#include "code\game\objects\items\weapons\stunbaton.dm" #include "code\game\objects\items\weapons\stunbaton.dm"
#include "code\game\objects\items\weapons\surgery_tools.dm" #include "code\game\objects\items\weapons\surgery_tools.dm"

View File

@@ -34,13 +34,15 @@
user << "\blue The tank scoffs at your insolence. It only provides services to welders." user << "\blue The tank scoffs at your insolence. It only provides services to welders."
return return
/obj/item/weapon/weldpack/afterattack(obj/O as obj, mob/user as mob) /obj/item/weapon/weldpack/afterattack(obj/O as obj, mob/user as mob, proximity)
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.reagents.total_volume < max_fuel) if(!proximity) // this replaces and improves the get_dist(src,O) <= 1 checks used previously
return
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && src.reagents.total_volume < max_fuel)
O.reagents.trans_to(src, max_fuel) O.reagents.trans_to(src, max_fuel)
user << "\blue You crack the cap off the top of the pack and fill it back up again from the tank." user << "\blue You crack the cap off the top of the pack and fill it back up again from the tank."
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6) playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
return return
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.reagents.total_volume == max_fuel) else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && src.reagents.total_volume == max_fuel)
user << "\blue The pack is already full!" user << "\blue The pack is already full!"
return return

View File

@@ -47,7 +47,7 @@
log += "<td width='20%'>[life_status] [damage_report]</td><td width='40%'>Not Available</td></tr>" log += "<td width='20%'>[life_status] [damage_report]</td><td width='40%'>Not Available</td></tr>"
if(3) if(3)
var/area/player_area = get_area(H) var/area/player_area = get_area(H)
log += "<td width='20%'>[life_status] [damage_report]</td><td width='40%'>[player_area.name] ([pos.x], [pos.y])</td></tr>" log += "<td width='20%'>[life_status] [damage_report]</td><td width='40%'>[sanitize(player_area.name)] ([pos.x], [pos.y])</td></tr>"
logs += log logs += log
logs = sortList(logs) logs = sortList(logs)
for(var/log in logs) for(var/log in logs)

View File

@@ -55,7 +55,8 @@
del src del src
return return
if(!stored_computer.manipulating)
stored_computer.manipulating = 1
stored_computer.loc = loc stored_computer.loc = loc
stored_computer.stat &= ~MAINT stored_computer.stat &= ~MAINT
stored_computer.update_icon() stored_computer.update_icon()
@@ -63,7 +64,11 @@
usr << "You open \the [src]." usr << "You open \the [src]."
spawn(5) spawn(5)
stored_computer.manipulating = 0
del src del src
else
usr << "\red You are already opening the computer!"
AltClick() AltClick()
if(Adjacent(usr)) if(Adjacent(usr))
@@ -112,6 +117,7 @@
pixel_y = -3 pixel_y = -3
show_keyboard = 0 show_keyboard = 0
var/manipulating = 0 // To prevent disappearing bug
var/obj/item/device/laptop/portable = null var/obj/item/device/laptop/portable = null
New(var/L, var/built = 0) New(var/L, var/built = 0)
@@ -147,6 +153,7 @@
portable=new portable=new
portable.stored_computer = src portable.stored_computer = src
if(!manipulating)
portable.loc = loc portable.loc = loc
loc = portable loc = portable
stat |= MAINT stat |= MAINT

View File

@@ -212,29 +212,6 @@
flags = FPRINT | TABLEPASS| CONDUCT flags = FPRINT | TABLEPASS| CONDUCT
matter = list("metal" = 3750) matter = list("metal" = 3750)
/obj/item/weapon/shard
name = "shard"
icon = 'icons/obj/shards.dmi'
icon_state = "large"
sharp = 1
edge = 1
desc = "Could probably be used as ... a throwing weapon?"
w_class = 2.0
force = 5.0
throwforce = 8.0
item_state = "shard-glass"
matter = list("glass" = 3750)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is slitting \his wrists with the shard of glass! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his throat with the shard of glass! It looks like \he's trying to commit suicide.</b>")
return (BRUTELOSS)
/obj/item/weapon/shard/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/*/obj/item/weapon/syndicate_uplink /*/obj/item/weapon/syndicate_uplink
name = "station bounced radio" name = "station bounced radio"
desc = "Remain silent about this..." desc = "Remain silent about this..."
@@ -254,28 +231,6 @@
matter = list("metal" = 100 matter = list("metal" = 100
origin_tech = "magnets=2;syndicate=3"*/ origin_tech = "magnets=2;syndicate=3"*/
/obj/item/weapon/shard/shrapnel
name = "shrapnel"
icon = 'icons/obj/shards.dmi'
icon_state = "shrapnellarge"
desc = "A bunch of tiny bits of shattered metal."
/obj/item/weapon/shard/shrapnel/New()
src.icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
switch(src.icon_state)
if("shrapnelsmall")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("shrapnelmedium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("shrapnellarge")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return
/obj/item/weapon/SWF_uplink /obj/item/weapon/SWF_uplink
name = "station-bounced radio" name = "station-bounced radio"
desc = "used to comunicate it appears." desc = "used to comunicate it appears."

View File

@@ -20,7 +20,7 @@
/datum/game_mode/cult /datum/game_mode/cult
name = "cult" name = "cult"
config_tag = "cult" config_tag = "cult"
restricted_jobs = list("Chaplain","AI", "Cyborg", "Lawyer", "Head of Security", "Captain") restricted_jobs = list("Chaplain","AI", "Cyborg", "Internal Affairs Agent", "Head of Security", "Captain")
protected_jobs = list("Security Officer", "Warden", "Detective") protected_jobs = list("Security Officer", "Warden", "Detective")
required_players = 5 required_players = 5
required_players_secret = 15 required_players_secret = 15

View File

@@ -775,6 +775,7 @@ var/list/sacrificed = list()
for(var/mob/living/carbon/C in orange(1,src)) for(var/mob/living/carbon/C in orange(1,src))
if(iscultist(C) && !C.stat) if(iscultist(C) && !C.stat)
users+=C users+=C
var/dam = round(15 / users.len)
if(users.len>=3) if(users.len>=3)
var/mob/living/carbon/cultist = input("Choose the one who you want to free", "Followers of Geometer") as null|anything in (cultists - users) var/mob/living/carbon/cultist = input("Choose the one who you want to free", "Followers of Geometer") as null|anything in (cultists - users)
if(!cultist) if(!cultist)
@@ -804,7 +805,7 @@ var/list/sacrificed = list()
if(istype(cultist.loc, /obj/machinery/dna_scannernew)&&cultist.loc:locked) if(istype(cultist.loc, /obj/machinery/dna_scannernew)&&cultist.loc:locked)
cultist.loc:locked = 0 cultist.loc:locked = 0
for(var/mob/living/carbon/C in users) for(var/mob/living/carbon/C in users)
user.take_overall_damage(15, 0) user.take_overall_damage(dam, 0)
C.say("Khari[pick("'","`")]d! Gual'te nikka!") C.say("Khari[pick("'","`")]d! Gual'te nikka!")
del(src) del(src)
return fizzle() return fizzle()
@@ -833,10 +834,16 @@ var/list/sacrificed = list()
cultist.loc = src.loc cultist.loc = src.loc
cultist.lying = 1 cultist.lying = 1
cultist.regenerate_icons() cultist.regenerate_icons()
for(var/mob/living/carbon/human/C in orange(1,src))
var/dam = round(25 / (users.len/2)) //More people around the rune less damage everyone takes. Minimum is 3 cultists
for(var/mob/living/carbon/human/C in users)
if(iscultist(C) && !C.stat) if(iscultist(C) && !C.stat)
C.say("N'ath reth sh'yro eth d[pick("'","`")]rekkathnor!") C.say("N'ath reth sh'yro eth d[pick("'","`")]rekkathnor!")
C.take_overall_damage(25, 0) C.take_overall_damage(dam, 0)
if(users.len <= 4) // You did the minimum, this is going to hurt more and we're going to stun you.
C.apply_effect(rand(3,6), STUN)
C.apply_effect(1, WEAKEN)
user.visible_message("\red Rune disappears with a flash of red light, and in its place now a body lies.", \ user.visible_message("\red Rune disappears with a flash of red light, and in its place now a body lies.", \
"\red You are blinded by the flash of red light! After you're able to see again, you see that now instead of the rune there's a body.", \ "\red You are blinded by the flash of red light! After you're able to see again, you see that now instead of the rune there's a body.", \
"\red You hear a pop and smell ozone.") "\red You hear a pop and smell ozone.")

View File

@@ -14,7 +14,7 @@
/datum/game_mode/revolution /datum/game_mode/revolution
name = "revolution" name = "revolution"
config_tag = "revolution" config_tag = "revolution"
restricted_jobs = list("Lawyer", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer") restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
protected_jobs = list("Security Officer", "Warden", "Detective") protected_jobs = list("Security Officer", "Warden", "Detective")
required_players = 4 required_players = 4
required_players_secret = 15 required_players_secret = 15

View File

@@ -6,7 +6,7 @@
name = "traitor" name = "traitor"
config_tag = "traitor" config_tag = "traitor"
restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")//AI", Currently out of the list as malf does not work for shit protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Captain")//AI", Currently out of the list as malf does not work for shit
required_players = 0 required_players = 0
required_enemies = 1 required_enemies = 1
recommended_enemies = 4 recommended_enemies = 4

View File

@@ -17,7 +17,7 @@
access_tox_storage, access_teleporter, access_sec_doors, access_tox_storage, access_teleporter, access_sec_doors,
access_research, access_robotics, access_xenobiology, access_ai_upload, access_research, access_robotics, access_xenobiology, access_ai_upload,
access_RC_announce, access_keycard_auth, access_tcomsat, access_gateway, access_xenoarch) access_RC_announce, access_keycard_auth, access_tcomsat, access_gateway, access_xenoarch)
minimal_player_age = 7 minimal_player_age = 14
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
@@ -50,6 +50,8 @@
minimal_access = list(access_tox, access_tox_storage, access_research, access_xenoarch) minimal_access = list(access_tox, access_tox_storage, access_research, access_xenoarch)
alt_titles = list("Xenoarcheologist", "Anomalist", "Phoron Researcher", "Xenobotanist") alt_titles = list("Xenoarcheologist", "Anomalist", "Phoron Researcher", "Xenobotanist")
minimal_player_age = 14
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear)
@@ -79,6 +81,8 @@
access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology) access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology)
minimal_access = list(access_research, access_xenobiology) minimal_access = list(access_research, access_xenobiology)
minimal_player_age = 14
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear)
@@ -108,6 +112,8 @@
minimal_access = list(access_robotics, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access. minimal_access = list(access_robotics, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
alt_titles = list("Biomechanical Engineer","Mechatronic Engineer") alt_titles = list("Biomechanical Engineer","Mechatronic Engineer")
minimal_player_age = 7
equip(var/mob/living/carbon/human/H) equip(var/mob/living/carbon/human/H)
if(!H) return 0 if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear) H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear)

View File

@@ -68,9 +68,16 @@
) )
radio_connection.post_signal(src, signal) radio_connection.post_signal(src, signal)
/obj/machinery/meter/proc/status() /obj/machinery/meter/examine()
var/t = "" var/t = "A gas flow meter. "
if (src.target)
if(get_dist(usr, src) > 3 && !(istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/dead)))
t += "\blue <B>You are too far away to read it.</B>"
else if(stat & (NOPOWER|BROKEN))
t += "\red <B>The display is off.</B>"
else if(src.target)
var/datum/gas_mixture/environment = target.return_air() var/datum/gas_mixture/environment = target.return_air()
if(environment) if(environment)
t += "The pressure gauge reads [round(environment.return_pressure(), 0.01)] kPa; [round(environment.temperature,0.01)]&deg;K ([round(environment.temperature-T0C,0.01)]&deg;C)" t += "The pressure gauge reads [round(environment.return_pressure(), 0.01)] kPa; [round(environment.temperature,0.01)]&deg;K ([round(environment.temperature-T0C,0.01)]&deg;C)"
@@ -78,31 +85,16 @@
t += "The sensor error light is blinking." t += "The sensor error light is blinking."
else else
t += "The connect error light is blinking." t += "The connect error light is blinking."
return t
/obj/machinery/meter/examine()
set src in view(3)
var/t = "A gas flow meter. "
t += status()
usr << t usr << t
/obj/machinery/meter/Click() /obj/machinery/meter/Click()
if(stat & (NOPOWER|BROKEN)) if(istype(usr, /mob/living/silicon/ai)) // ghosts can call ..() for examine
examine()
return 1 return 1
var/t = null return ..()
if (get_dist(usr, src) <= 3 || istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/dead))
t += status()
else
usr << "\blue <B>You are too far away.</B>"
return 1
usr << t
return 1
/obj/machinery/meter/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob) /obj/machinery/meter/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if (!istype(W, /obj/item/weapon/wrench)) if (!istype(W, /obj/item/weapon/wrench))

View File

@@ -19,7 +19,7 @@
var/noserver = "<span class='alert'>ALERT: No server detected.</span>" var/noserver = "<span class='alert'>ALERT: No server detected.</span>"
var/incorrectkey = "<span class='warning'>ALERT: Incorrect decryption key!</span>" var/incorrectkey = "<span class='warning'>ALERT: Incorrect decryption key!</span>"
var/defaultmsg = "<span class='notice'>Welcome. Please select an option.</span>" var/defaultmsg = "<span class='notice'>Welcome. Please select an option.</span>"
var/rebootmsg = "<span class='warning'>%$&(<EFBFBD>: Critical %$$@ Error // !RestArting! <lOadiNg backUp iNput ouTput> - ?pLeaSe wAit!</span>" var/rebootmsg = "<span class='warning'>%$&(£: Critical %$$@ Error // !RestArting! <lOadiNg backUp iNput ouTput> - ?pLeaSe wAit!</span>"
//Computer properties //Computer properties
var/screen = 0 // 0 = Main menu, 1 = Message Logs, 2 = Hacked screen, 3 = Custom Message var/screen = 0 // 0 = Main menu, 1 = Message Logs, 2 = Hacked screen, 3 = Custom Message
var/hacking = 0 // Is it being hacked into by the AI/Cyborg var/hacking = 0 // Is it being hacked into by the AI/Cyborg
@@ -36,6 +36,7 @@
/obj/machinery/computer/message_monitor/attackby(obj/item/weapon/O as obj, mob/living/user as mob) /obj/machinery/computer/message_monitor/attackby(obj/item/weapon/O as obj, mob/living/user as mob)
if(stat & (NOPOWER|BROKEN)) if(stat & (NOPOWER|BROKEN))
..()
return return
if(!istype(user)) if(!istype(user))
return return
@@ -52,7 +53,7 @@
var/obj/item/weapon/paper/monitorkey/MK = new/obj/item/weapon/paper/monitorkey var/obj/item/weapon/paper/monitorkey/MK = new/obj/item/weapon/paper/monitorkey
MK.loc = src.loc MK.loc = src.loc
// Will help make emagging the console not so easy to get away with. // Will help make emagging the console not so easy to get away with.
MK.info += "<br><br><font color='red'><EFBFBD>%@%(*$%&(<EFBFBD>&?*(%&<EFBFBD>/{}</font>" MK.info += "<br><br><font color='red'>£%@%(*$%&(£&?*(%&£/{}</font>"
spawn(100*length(src.linkedServer.decryptkey)) UnmagConsole() spawn(100*length(src.linkedServer.decryptkey)) UnmagConsole()
message = rebootmsg message = rebootmsg
else else

View File

@@ -325,7 +325,8 @@ var/global/list/frozen_items = list()
time_entered = world.time time_entered = world.time
// Book keeping! // Book keeping!
log_admin("[key_name_admin(M)] has entered a stasis pod.") var/turf/location = get_turf(src)
log_admin("[key_name_admin(M)] has entered a stasis pod. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
message_admins("\blue [key_name_admin(M)] has entered a stasis pod.") message_admins("\blue [key_name_admin(M)] has entered a stasis pod.")
//Despawning occurs when process() is called with an occupant without a client. //Despawning occurs when process() is called with an occupant without a client.

View File

@@ -538,23 +538,26 @@ About the new airlock wires panel:
return ((src.wires & wireFlag) == 0) return ((src.wires & wireFlag) == 0)
/obj/machinery/door/airlock/proc/canAIControl() /obj/machinery/door/airlock/proc/canAIControl()
return ((src.aiControlDisabled!=1) && (!src.isAllPowerCut())); return ((src.aiControlDisabled!=1) && (!src.isAllPowerLoss()));
/obj/machinery/door/airlock/proc/canAIHack() /obj/machinery/door/airlock/proc/canAIHack()
return ((src.aiControlDisabled==1) && (!hackProof) && (!src.isAllPowerCut())); return ((src.aiControlDisabled==1) && (!hackProof) && (!src.isAllPowerLoss()));
/obj/machinery/door/airlock/proc/arePowerSystemsOn() /obj/machinery/door/airlock/proc/arePowerSystemsOn()
if (stat & NOPOWER)
return 0
return (src.secondsMainPowerLost==0 || src.secondsBackupPowerLost==0) return (src.secondsMainPowerLost==0 || src.secondsBackupPowerLost==0)
/obj/machinery/door/airlock/requiresID() /obj/machinery/door/airlock/requiresID()
return !(src.isWireCut(AIRLOCK_WIRE_IDSCAN) || aiDisabledIdScanner) return !(src.isWireCut(AIRLOCK_WIRE_IDSCAN) || aiDisabledIdScanner)
/obj/machinery/door/airlock/proc/isAllPowerCut() /obj/machinery/door/airlock/proc/isAllPowerLoss()
var/retval=0 if(stat & NOPOWER)
return 1
if(src.isWireCut(AIRLOCK_WIRE_MAIN_POWER1) || src.isWireCut(AIRLOCK_WIRE_MAIN_POWER2)) if(src.isWireCut(AIRLOCK_WIRE_MAIN_POWER1) || src.isWireCut(AIRLOCK_WIRE_MAIN_POWER2))
if(src.isWireCut(AIRLOCK_WIRE_BACKUP_POWER1) || src.isWireCut(AIRLOCK_WIRE_BACKUP_POWER2)) if(src.isWireCut(AIRLOCK_WIRE_BACKUP_POWER1) || src.isWireCut(AIRLOCK_WIRE_BACKUP_POWER2))
retval=1 return 1
return retval return 0
/obj/machinery/door/airlock/proc/regainMainPower() /obj/machinery/door/airlock/proc/regainMainPower()
if(src.secondsMainPowerLost > 0) if(src.secondsMainPowerLost > 0)
@@ -645,8 +648,10 @@ About the new airlock wires panel:
else else
flick("door_closing", src) flick("door_closing", src)
if("spark") if("spark")
if(density)
flick("door_spark", src) flick("door_spark", src)
if("deny") if("deny")
if(density)
flick("door_deny", src) flick("door_deny", src)
return return
@@ -878,7 +883,7 @@ About the new airlock wires panel:
t1 += "<a href='?src=\ref[src];signaler=[wires[wiredesc]]'>Attach signaler</a>" t1 += "<a href='?src=\ref[src];signaler=[wires[wiredesc]]'>Attach signaler</a>"
t1 += "<br>" t1 += "<br>"
t1 += text("<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]", (src.locked ? "The door bolts have fallen!" : "The door bolts look up."), (src.lights ? "The door bolt lights are on." : "The door bolt lights are off!"), ((src.arePowerSystemsOn() && !(stat & NOPOWER)) ? "The test light is on." : "The test light is off!"), (src.aiControlDisabled==0 ? "The 'AI control allowed' light is on." : "The 'AI control allowed' light is off."), (src.safe==0 ? "The 'Check Wiring' light is on." : "The 'Check Wiring' light is off."), (src.normalspeed==0 ? "The 'Check Timing Mechanism' light is on." : "The 'Check Timing Mechanism' light is off.")) t1 += text("<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]", (src.locked ? "The door bolts have fallen!" : "The door bolts look up."), (src.lights ? "The door bolt lights are on." : "The door bolt lights are off!"), ((src.arePowerSystemsOn()) ? "The test light is on." : "The test light is off!"), (src.aiControlDisabled==0 ? "The 'AI control allowed' light is on." : "The 'AI control allowed' light is off."), (src.safe==0 ? "The 'Check Wiring' light is on." : "The 'Check Wiring' light is off."), (src.normalspeed==0 ? "The 'Check Timing Mechanism' light is on." : "The 'Check Timing Mechanism' light is off."))
t1 += text("<p><a href='?src=\ref[];close=1'>Close</a></p>\n", src) t1 += text("<p><a href='?src=\ref[];close=1'>Close</a></p>\n", src)
@@ -1173,7 +1178,7 @@ About the new airlock wires panel:
beingcrowbarred = 1 //derp, Agouri beingcrowbarred = 1 //derp, Agouri
else else
beingcrowbarred = 0 beingcrowbarred = 0
if( beingcrowbarred && (operating == -1 || density && welded && operating != 1 && src.p_open && (!src.arePowerSystemsOn() || stat & NOPOWER) && !src.locked) ) if( beingcrowbarred && src.p_open && (operating == -1 || (density && welded && operating != 1 && !src.arePowerSystemsOn() && !src.locked)) )
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1) playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly.") user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly.")
if(do_after(user,40)) if(do_after(user,40))
@@ -1213,7 +1218,7 @@ About the new airlock wires panel:
del(src) del(src)
return return
else if(arePowerSystemsOn() && !(stat & NOPOWER)) else if(arePowerSystemsOn())
user << "\blue The airlock's motors resist your efforts to force it." user << "\blue The airlock's motors resist your efforts to force it."
else if(locked) else if(locked)
user << "\blue The airlock's bolts prevent it from being forced." user << "\blue The airlock's bolts prevent it from being forced."
@@ -1250,7 +1255,7 @@ About the new airlock wires panel:
if( operating || welded || locked ) if( operating || welded || locked )
return 0 return 0
if(!forced) if(!forced)
if( !arePowerSystemsOn() || (stat & NOPOWER) || isWireCut(AIRLOCK_WIRE_OPEN_DOOR) ) if( !arePowerSystemsOn() || isWireCut(AIRLOCK_WIRE_OPEN_DOOR) )
return 0 return 0
use_power(50) use_power(50)
if(istype(src, /obj/machinery/door/airlock/glass)) if(istype(src, /obj/machinery/door/airlock/glass))
@@ -1265,7 +1270,7 @@ About the new airlock wires panel:
if(operating || welded || locked) if(operating || welded || locked)
return return
if(!forced) if(!forced)
if( !arePowerSystemsOn() || (stat & NOPOWER) || isWireCut(AIRLOCK_WIRE_DOOR_BOLTS) ) if( !arePowerSystemsOn() || isWireCut(AIRLOCK_WIRE_DOOR_BOLTS) )
return return
if(safe) if(safe)
for(var/turf/turf in locs) for(var/turf/turf in locs)
@@ -1307,7 +1312,7 @@ About the new airlock wires panel:
return return
/obj/machinery/door/airlock/proc/lock(var/forced=0) /obj/machinery/door/airlock/proc/lock(var/forced=0)
if (src.locked) return if (operating || src.locked) return
src.locked = 1 src.locked = 1
for(var/mob/M in range(1,src)) for(var/mob/M in range(1,src))
@@ -1315,9 +1320,9 @@ About the new airlock wires panel:
update_icon() update_icon()
/obj/machinery/door/airlock/proc/unlock(var/forced=0) /obj/machinery/door/airlock/proc/unlock(var/forced=0)
if (!src.locked) return if (operating || !src.locked) return
if(forced || src.arePowerSystemsOn()) //only can raise bolts if power's on if (forced || (src.arePowerSystemsOn())) //only can raise bolts if power's on
src.locked = 0 src.locked = 0
for(var/mob/M in range(1,src)) for(var/mob/M in range(1,src))
M.show_message("You hear a click from the bottom of the door.", 2) M.show_message("You hear a click from the bottom of the door.", 2)

View File

@@ -9,16 +9,19 @@ obj/machinery/door/airlock
var/cur_command = null //the command the door is currently attempting to complete var/cur_command = null //the command the door is currently attempting to complete
obj/machinery/door/airlock/proc/can_radio() obj/machinery/door/airlock/proc/can_radio()
if( !arePowerSystemsOn() || (stat & NOPOWER) || isWireCut(AIRLOCK_WIRE_AI_CONTROL) ) if(!arePowerSystemsOn())
return 0 return 0
return 1 return 1
obj/machinery/door/airlock/process() obj/machinery/door/airlock/process()
..() ..()
if (arePowerSystemsOn())
execute_current_command() execute_current_command()
obj/machinery/door/airlock/receive_signal(datum/signal/signal) obj/machinery/door/airlock/receive_signal(datum/signal/signal)
if (!can_radio()) return if (!arePowerSystemsOn()) return //no power
if (!can_radio()) return //no radio
if(!signal || signal.encryption) return if(!signal || signal.encryption) return
@@ -28,6 +31,9 @@ obj/machinery/door/airlock/receive_signal(datum/signal/signal)
execute_current_command() execute_current_command()
obj/machinery/door/airlock/proc/execute_current_command() obj/machinery/door/airlock/proc/execute_current_command()
if(operating)
return //emagged or busy doing something else
if (!cur_command) if (!cur_command)
return return

View File

@@ -197,7 +197,9 @@
//checks if we are ready for undocking //checks if we are ready for undocking
/datum/computer/file/embedded_program/airlock/multi_docking/proc/ready_for_undocking() /datum/computer/file/embedded_program/airlock/multi_docking/proc/ready_for_undocking()
return check_doors_secured() var/ext_closed = check_exterior_door_secured()
var/int_closed = check_interior_door_secured()
return (ext_closed || int_closed)
/datum/computer/file/embedded_program/airlock/multi_docking/proc/open_doors() /datum/computer/file/embedded_program/airlock/multi_docking/proc/open_doors()
toggleDoor(memory["interior_status"], tag_interior_door, memory["secure"], "open") toggleDoor(memory["interior_status"], tag_interior_door, memory["secure"], "open")

View File

@@ -17,6 +17,7 @@
return return
/obj/machinery/computer/teleporter/initialize() /obj/machinery/computer/teleporter/initialize()
..()
var/obj/machinery/teleport/station/station = locate(/obj/machinery/teleport/station, get_step(src, dir)) var/obj/machinery/teleport/station/station = locate(/obj/machinery/teleport/station, get_step(src, dir))
var/obj/machinery/teleport/hub/hub var/obj/machinery/teleport/hub/hub
if(station) if(station)

View File

@@ -14,7 +14,10 @@
/obj/item/clothing/suit/space/rig /obj/item/clothing/suit/space/rig
) )
/obj/item/device/modkit/afterattack(obj/O, mob/user as mob) /obj/item/device/modkit/afterattack(obj/O, mob/user as mob, proximity)
if(!proximity)
return
if (!target_species) if (!target_species)
return //it shouldn't be null, okay? return //it shouldn't be null, okay?
@@ -38,6 +41,7 @@
var/in_list = (target_species in I.species_restricted) var/in_list = (target_species in I.species_restricted)
if (excluding ^ in_list) if (excluding ^ in_list)
user << "<span class='notice'>[I] is already modified.</span>" user << "<span class='notice'>[I] is already modified.</span>"
return
if(!isturf(O.loc)) if(!isturf(O.loc))
user << "<span class='warning'>[O] must be safely placed on the ground for modification.</span>" user << "<span class='warning'>[O] must be safely placed on the ground for modification.</span>"

View File

@@ -6,7 +6,10 @@
var/list/modes = list("grey","red","blue","cyan","green","yellow","purple") var/list/modes = list("grey","red","blue","cyan","green","yellow","purple")
var/mode = "grey" var/mode = "grey"
/obj/item/device/pipe_painter/afterattack(atom/A, mob/user as mob) /obj/item/device/pipe_painter/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if(!istype(A,/obj/machinery/atmospherics/pipe) || istype(A,/obj/machinery/atmospherics/pipe/tank) || istype(A,/obj/machinery/atmospherics/pipe/vent) || istype(A,/obj/machinery/atmospherics/pipe/simple/heat_exchanging) || istype(A,/obj/machinery/atmospherics/pipe/simple/insulated) || !in_range(user, A)) if(!istype(A,/obj/machinery/atmospherics/pipe) || istype(A,/obj/machinery/atmospherics/pipe/tank) || istype(A,/obj/machinery/atmospherics/pipe/vent) || istype(A,/obj/machinery/atmospherics/pipe/simple/heat_exchanging) || istype(A,/obj/machinery/atmospherics/pipe/simple/insulated) || !in_range(user, A))
return return
var/obj/machinery/atmospherics/pipe/P = A var/obj/machinery/atmospherics/pipe/P = A

View File

@@ -386,7 +386,9 @@ REAGENT SCANNER
var/details = 0 var/details = 0
var/recent_fail = 0 var/recent_fail = 0
/obj/item/device/reagent_scanner/afterattack(obj/O, mob/user as mob) /obj/item/device/reagent_scanner/afterattack(obj/O, mob/user as mob, proximity)
if(!proximity)
return
if (user.stat) if (user.stat)
return return
if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")

View File

@@ -16,6 +16,7 @@
return 1 return 1
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user) /obj/item/device/transfer_valve/attackby(obj/item/item, mob/user)
var/turf/location = get_turf(src) // For admin logs
if(istype(item, /obj/item/weapon/tank)) if(istype(item, /obj/item/weapon/tank))
if(tank_one && tank_two) if(tank_one && tank_two)
user << "<span class='warning'>There are already two tanks attached, remove one first.</span>" user << "<span class='warning'>There are already two tanks attached, remove one first.</span>"
@@ -31,6 +32,8 @@
user.drop_item() user.drop_item()
item.loc = src item.loc = src
user << "<span class='notice'>You attach the tank to the transfer valve.</span>" user << "<span class='notice'>You attach the tank to the transfer valve.</span>"
message_admins("[key_name_admin(user)] attached both tanks to a transfer valve. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
log_game("[key_name_admin(user)] attached both tanks to a transfer valve.")
update_icon() update_icon()
nanomanager.update_uis(src) // update all UIs attached to src nanomanager.update_uis(src) // update all UIs attached to src
@@ -51,7 +54,7 @@
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb). A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
bombers += "[key_name(user)] attached a [item] to a transfer valve." bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.loc.x];Y=[user.loc.y];Z=[user.loc.z]'>JMP</a>)") message_admins("[key_name_admin(user)] attached a [item] to a transfer valve. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.") log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
attacher = user attacher = user
nanomanager.update_uis(src) // update all UIs attached to src nanomanager.update_uis(src) // update all UIs attached to src

View File

@@ -52,15 +52,19 @@
use(1) use(1)
else else
return 1 return 1
else
else if(!in_use)
if(amount < 2) if(amount < 2)
user << "\blue You need at least two rods to do this." user << "\blue You need at least two rods to do this."
return return
usr << "\blue Assembling grille..." usr << "\blue Assembling grille..."
in_use = 1
if (!do_after(usr, 10)) if (!do_after(usr, 10))
in_use = 0
return return
var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc ) var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc )
usr << "\blue You assemble a grille" usr << "\blue You assemble a grille"
in_use = 0
F.add_fingerprint(usr) F.add_fingerprint(usr)
use(2) use(2)
return return

View File

@@ -236,77 +236,6 @@
return 0 return 0
/*
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/obj/item/weapon/shard/Bump()
spawn( 0 )
if (prob(20))
src.force = 15
else
src.force = 4
..()
return
return
/obj/item/weapon/shard/New()
src.icon_state = pick("large", "medium", "small")
switch(src.icon_state)
if("small")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("medium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("large")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return
/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ( istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
var/obj/item/stack/sheet/glass/NG = new (user.loc)
for (var/obj/item/stack/sheet/glass/G in user.loc)
if(G==NG)
continue
if(G.amount>=G.max_amount)
continue
G.attackby(NG, user)
usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
//SN src = null
del(src)
return
return ..()
/obj/item/weapon/shard/HasEntered(AM as mob|obj)
if(ismob(AM))
var/mob/M = AM
M << "\red <B>You step in the broken glass!</B>"
playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
return
if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
var/datum/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
if(affecting.status & ORGAN_ROBOT)
return
H.Weaken(3)
if(affecting.take_damage(5, 0))
H.UpdateDamageIcon()
H.updatehealth()
..()
/* /*
* Phoron Glass sheets * Phoron Glass sheets

View File

@@ -114,7 +114,9 @@
return return
..() ..()
/obj/item/weapon/implanter/compressed/afterattack(atom/A, mob/user as mob) /obj/item/weapon/implanter/compressed/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if(istype(A,/obj/item) && imp) if(istype(A,/obj/item) && imp)
var/obj/item/weapon/implant/compressed/c = imp var/obj/item/weapon/implant/compressed/c = imp
if (c.scanned) if (c.scanned)

View File

@@ -0,0 +1,114 @@
// Glass shards
/obj/item/weapon/shard
name = "glass shard"
icon = 'icons/obj/shards.dmi'
icon_state = "large"
sharp = 1
edge = 1
desc = "Could probably be used as ... a throwing weapon?"
w_class = 2.0
force = 5.0
throwforce = 8.0
item_state = "shard-glass"
matter = list("glass" = 3750)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
/obj/item/weapon/shard/suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is slitting \his wrists with \the [src]! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his throat with \the [src]! It looks like \he's trying to commit suicide.</b>")
return (BRUTELOSS)
/obj/item/weapon/shard/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/obj/item/weapon/shard/Bump()
spawn( 0 )
if (prob(20))
src.force = 15
else
src.force = 4
..()
return
return
/obj/item/weapon/shard/New()
src.icon_state = pick("large", "medium", "small")
switch(src.icon_state)
if("small")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("medium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("large")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return
/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ( istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
var/obj/item/stack/sheet/glass/NG = new (user.loc)
for (var/obj/item/stack/sheet/glass/G in user.loc)
if(G==NG)
continue
if(G.amount>=G.max_amount)
continue
G.attackby(NG, user)
usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
//SN src = null
del(src)
return
return ..()
/obj/item/weapon/shard/HasEntered(AM as mob|obj)
if(ismob(AM))
var/mob/M = AM
M << "\red <B>You step on \the [src]!</B>"
playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
return
if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
var/datum/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
if(affecting.status & ORGAN_ROBOT)
return
H.Weaken(3)
if(affecting.take_damage(5, 0))
H.UpdateDamageIcon()
H.updatehealth()
..()
// Shrapnel
/obj/item/weapon/shard/shrapnel
name = "shrapnel"
icon = 'icons/obj/shards.dmi'
icon_state = "shrapnellarge"
desc = "A bunch of tiny bits of shattered metal."
/obj/item/weapon/shard/shrapnel/New()
src.icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
switch(src.icon_state)
if("shrapnelsmall")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("shrapnelmedium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("shrapnellarge")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return

View File

@@ -65,7 +65,9 @@
O.show_message(text("\red [] waves [] over []'s head.", user, src, M), 1) O.show_message(text("\red [] waves [] over []'s head.", user, src, M), 1)
return return
/obj/item/weapon/nullrod/afterattack(atom/A, mob/user as mob) /obj/item/weapon/nullrod/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if (istype(A, /turf/simulated/floor)) if (istype(A, /turf/simulated/floor))
user << "\blue You hit the floor with the [src]." user << "\blue You hit the floor with the [src]."
call(/obj/effect/rune/proc/revealrunes)(src) call(/obj/effect/rune/proc/revealrunes)(src)
@@ -231,7 +233,7 @@
update_icon(user) update_icon(user)
/obj/item/weapon/butterfly/switchblade /obj/item/weapon/butterfly/switchblade
name = "/proper switchblade" name = "switchblade"
desc = "A classic switchblade with gold engraving. Just holding it makes you feel like a gangster." desc = "A classic switchblade with gold engraving. Just holding it makes you feel like a gangster."
icon_state = "switchblade" icon_state = "switchblade"

View File

@@ -18,12 +18,17 @@
buckled_mob.dir = dir buckled_mob.dir = dir
/obj/structure/stool/bed/chair/wheelchair/relaymove(mob/user, direction) /obj/structure/stool/bed/chair/wheelchair/relaymove(mob/user, direction)
// Redundant check?
if(user.stat || user.stunned || user.weakened || user.paralysis || user.lying || user.restrained()) if(user.stat || user.stunned || user.weakened || user.paralysis || user.lying || user.restrained())
if(user==pulling) if(user==pulling)
pulling = null pulling = null
user.pulledby = null user.pulledby = null
user << "\red You lost your grip!" user << "\red You lost your grip!"
return return
if(buckled_mob && pulling && user == buckled_mob)
if(pulling.stat || pulling.stunned || pulling.weakened || pulling.paralysis || pulling.lying || pulling.restrained())
pulling.pulledby = null
pulling = null
if(user.pulling && (user == pulling)) if(user.pulling && (user == pulling))
pulling = null pulling = null
user.pulledby = null user.pulledby = null

View File

@@ -254,7 +254,6 @@
//send resources to the client. It's here in its own proc so we can move it around easiliy if need be //send resources to the client. It's here in its own proc so we can move it around easiliy if need be
/client/proc/send_resources() /client/proc/send_resources()
// preload_vox() //Causes long delays with initial start window and subsequent windows when first logged in.
getFiles( getFiles(
'html/search.js', 'html/search.js',

18
code/modules/client/preferences.dm Normal file → Executable file
View File

@@ -277,7 +277,7 @@ datum/preferences
if(gear_datums[gear_name]) if(gear_datums[gear_name])
var/datum/gear/G = gear_datums[gear_name] var/datum/gear/G = gear_datums[gear_name]
total_cost += G.cost total_cost += G.cost
dat += "[gear_name] <a href='byond://?src=\ref[user];preference=loadout;task=remove;gear=[gear_name]'>\[remove\]</a><br>" dat += "[G.display_name]<br>"
dat += "<b>Used:</b> [total_cost] points." dat += "<b>Used:</b> [total_cost] points."
else else
@@ -285,6 +285,8 @@ datum/preferences
if(total_cost < MAX_GEAR_COST) if(total_cost < MAX_GEAR_COST)
dat += " <a href='byond://?src=\ref[user];preference=loadout;task=input'>\[add\]</a>" dat += " <a href='byond://?src=\ref[user];preference=loadout;task=input'>\[add\]</a>"
if(gear && gear.len)
dat += " <a href='byond://?src=\ref[user];preference=loadout;task=remove'>\[remove\]</a>"
dat += "<br><br><b>Occupation Choices</b><br>" dat += "<br><br><b>Occupation Choices</b><br>"
dat += "\t<a href='?_src_=prefs;preference=job;task=menu'><b>Set Preferences</b></a><br>" dat += "\t<a href='?_src_=prefs;preference=job;task=menu'><b>Set Preferences</b></a><br>"
@@ -892,10 +894,18 @@ datum/preferences
user << "\red That item will exceed the maximum loadout cost of [MAX_GEAR_COST] points." user << "\red That item will exceed the maximum loadout cost of [MAX_GEAR_COST] points."
else if(href_list["task"] == "remove") else if(href_list["task"] == "remove")
var/to_remove = href_list["gear"]
if(!to_remove) return if(isnull(gear) || !islist(gear))
gear = list()
if(!gear.len)
return
var/choice = input(user, "Select gear to remove: ") as null|anything in gear
if(!choice)
return
for(var/gear_name in gear) for(var/gear_name in gear)
if(gear_name == to_remove) if(gear_name == choice)
gear -= gear_name gear -= gear_name
break break

View File

@@ -170,6 +170,9 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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") 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 if(response != "Ghost") return //didn't want to ghost after-all
resting = 1 resting = 1
var/turf/location = get_turf(src)
message_admins("[key_name_admin(usr)] has ghosted. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
log_game("[key_name_admin(usr)] has ghosted.")
var/mob/dead/observer/ghost = 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. 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 return

View File

@@ -212,7 +212,7 @@
var/mob/living/carbon/human/H = src var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M) H.w_uniform.add_fingerprint(M)
if(lying) if(lying || src.sleeping)
src.sleeping = max(0,src.sleeping-5) src.sleeping = max(0,src.sleeping-5)
if(src.sleeping == 0) if(src.sleeping == 0)
src.resting = 0 src.resting = 0

View File

@@ -280,6 +280,7 @@
for(var/datum/wound/W in temp.wounds) for(var/datum/wound/W in temp.wounds)
if(W.internal && !temp.open) continue // can't see internal wounds if(W.internal && !temp.open) continue // can't see internal wounds
var/this_wound_desc = W.desc var/this_wound_desc = W.desc
if(W.damage_type == BURN && W.salved) this_wound_desc = "salved [this_wound_desc]"
if(W.bleeding()) this_wound_desc = "bleeding [this_wound_desc]" if(W.bleeding()) this_wound_desc = "bleeding [this_wound_desc]"
else if(W.bandaged) this_wound_desc = "bandaged [this_wound_desc]" else if(W.bandaged) this_wound_desc = "bandaged [this_wound_desc]"
if(W.germ_level > 600) this_wound_desc = "badly infected [this_wound_desc]" if(W.germ_level > 600) this_wound_desc = "badly infected [this_wound_desc]"

View File

@@ -2,7 +2,7 @@
//NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick! //NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick!
#define HUMAN_MAX_OXYLOSS 1 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it. #define HUMAN_MAX_OXYLOSS 1 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
#define HUMAN_CRIT_MAX_OXYLOSS ( (last_tick_duration) /5) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 100HP to get through, so (1/3)*last_tick_duration per second. Breaths however only happen every 4 ticks. #define HUMAN_CRIT_MAX_OXYLOSS ( (last_tick_duration) /6) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 50HP to get through, so (1/6)*last_tick_duration per second. Breaths however only happen every 4 ticks.
#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point #define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
#define HEAT_DAMAGE_LEVEL_2 4 //Amount of damage applied when your body temperature passes the 400K point #define HEAT_DAMAGE_LEVEL_2 4 //Amount of damage applied when your body temperature passes the 400K point
@@ -71,7 +71,7 @@
//No need to update all of these procs if the guy is dead. //No need to update all of these procs if the guy is dead.
if(stat != DEAD && !in_stasis) if(stat != DEAD && !in_stasis)
if(air_master.current_cycle%4==2 || failed_last_breath) //First, resolve location and get a breath if(air_master.current_cycle%4==2 || failed_last_breath || (health < config.health_threshold_crit)) //First, resolve location and get a breath
breathe() //Only try to take a breath every 4 ticks, unless suffocating breathe() //Only try to take a breath every 4 ticks, unless suffocating
else //Still give containing object the chance to interact else //Still give containing object the chance to interact
@@ -550,7 +550,7 @@
breath.nitrogen += inhaled_gas_used breath.nitrogen += inhaled_gas_used
if("phoron") if("phoron")
breath.phoron += inhaled_gas_used breath.phoron += inhaled_gas_used
if("CO2") if("carbon_dioxide")
breath.carbon_dioxide += inhaled_gas_used breath.carbon_dioxide += inhaled_gas_used
// Too much exhaled gas in the air // Too much exhaled gas in the air

View File

@@ -108,7 +108,7 @@
var/list/trays = list() var/list/trays = list()
for(var/obj/machinery/hydroponics/tray in range(1)) for(var/obj/machinery/hydroponics/tray in range(1))
if(tray.nutrilevel < 10) if(tray.nutrilevel < 10 && src.Adjacent(tray))
trays += tray trays += tray
var/obj/machinery/hydroponics/target = input("Select a tray:") as null|anything in trays var/obj/machinery/hydroponics/target = input("Select a tray:") as null|anything in trays
@@ -127,7 +127,7 @@
var/list/trays = list() var/list/trays = list()
for(var/obj/machinery/hydroponics/tray in range(1)) for(var/obj/machinery/hydroponics/tray in range(1))
if(tray.weedlevel > 0) if(tray.weedlevel > 0 && src.Adjacent(tray))
trays += tray trays += tray
var/obj/machinery/hydroponics/target = input("Select a tray:") as null|anything in trays var/obj/machinery/hydroponics/target = input("Select a tray:") as null|anything in trays
@@ -186,6 +186,7 @@
var/list/choices = list() var/list/choices = list()
for(var/mob/living/carbon/human/H in oview(1,src)) for(var/mob/living/carbon/human/H in oview(1,src))
if(src.Adjacent(H))
choices += H choices += H
var/mob/living/carbon/human/M = input(src,"Who do you wish to take a sample from?") in null|choices var/mob/living/carbon/human/M = input(src,"Who do you wish to take a sample from?") in null|choices

View File

@@ -309,6 +309,7 @@
dead_mob_list -= src dead_mob_list -= src
living_mob_list += src living_mob_list += src
tod = null tod = null
timeofdeath = 0
// restore us to conciousness // restore us to conciousness
stat = CONSCIOUS stat = CONSCIOUS

View File

@@ -386,13 +386,6 @@ var/list/ai_list = list()
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1]) // src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
checklaws() checklaws()
//Uncomment this line of code if you are enabling the AI Vocal (VOX) announcements.
/*
if(href_list["say_word"])
play_vox_word(href_list["say_word"], null, src)
return
*/
if (href_list["lawi"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite if (href_list["lawi"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawi"]) var/L = text2num(href_list["lawi"])
switch(ioncheck[L]) switch(ioncheck[L])

View File

@@ -4,126 +4,3 @@
return return
//If there is a defined "parent" AI, it is actually an AI, and it is alive, anything the AI tries to say is said by the parent instead. //If there is a defined "parent" AI, it is actually an AI, and it is alive, anything the AI tries to say is said by the parent instead.
..(message) ..(message)
// These Verbs are commented out since we've disabled the AI vocal (VOX) announcements.
// If you re-enable them there is 3 lines in ai.dm Topic() that you need to uncomment as well.
// just search for VOX in there.
/*
var/announcing_vox = 0 // Stores the time of the last announcement
var/const/VOX_CHANNEL = 200
var/const/VOX_DELAY = 100 // 10 seconds
var/const/VOX_PATH = "sound/vox/"
/mob/living/silicon/ai/verb/announcement_help()
set name = "Announcement Help"
set desc = "Display a list of vocal words to announce to the crew."
set category = "AI Commands"
var/dat = "Here is a list of words you can type into the 'Announcement' button to create sentences to vocally announce to everyone on the same level at you.<BR> \
<UL><LI>You can also click on the word to preview it.</LI>\
<LI>You can only say 30 words for every announcement.</LI>\
<LI>Do not use punctuation as you would normally, if you want a pause you can use the full stop and comma characters by separating them with spaces, like so: 'Alpha . Test , Bravo'.</LI></UL>\
<font class='bad'>WARNING:</font><BR>Misuse of the announcement system will get you job banned.<HR>"
var/index = 0
var/list/vox_words = flist(VOX_PATH) // flist will return a list of strings with all the files in the path
for(var/word in vox_words)
index++
var/stripped_word = copytext(word, 1, length(word) - 3) // Remove the .wav
dat += "<A href='?src=\ref[src];say_word=[stripped_word]'>[capitalize(stripped_word)]</A>"
if(index != vox_words.len)
dat += " / "
src << browse(dat, "window=announce_help;size=500x400")
/mob/living/silicon/ai/verb/announcement()
set name = "Announcement"
set desc = "Create a vocal announcement by typing in the available words to create a sentence."
set category = "AI Commands"
if(announcing_vox > world.time)
src << "<span class='notice'>Please wait [round((announcing_vox - world.time) / 10)] seconds.</span>"
return
var/message = input(src, "WARNING: Misuse of this verb can result in you being job banned. More help is available in 'Announcement Help'", "Announcement", src.last_announcement) as text
last_announcement = message
if(!message || announcing_vox > world.time)
return
var/list/words = text2list(trim(message), " ")
var/list/incorrect_words = list()
if(words.len > 30)
words.len = 30
// Detect incorrect words which aren't .wav files.
for(var/word in words)
word = trim(word)
if(!word)
words -= word
continue
if(!vox_word_exists(word))
incorrect_words += word
if(incorrect_words.len)
src << "<span class='notice'>These words are not available on the announcement system: [english_list(incorrect_words)].</span>"
return
announcing_vox = world.time + VOX_DELAY
log_game("[key_name_admin(src)] made a vocal announcement with the following message: [message].")
for(var/word in words)
play_vox_word(word, src.z, null)
/proc/play_vox_word(var/word, var/z_level, var/mob/only_listener)
word = lowertext(word)
if(vox_word_exists(word))
var/sound_file = get_vox_file(word)
var/sound/voice = sound(sound_file, wait = 1, channel = VOX_CHANNEL)
voice.status = SOUND_STREAM
// If there is no single listener, broadcast to everyone in the same z level
if(!only_listener)
// Play voice for all mobs in the z level
for(var/mob/M in player_list)
if(M.client)
var/turf/T = get_turf(M)
if(T.z == z_level)
M << voice
else
only_listener << voice
return 1
return 0
/proc/vox_word_exists(var/word)
return fexists("[VOX_PATH][word].wav")
/proc/get_vox_file(var/word)
if(vox_word_exists(word))
return file("[VOX_PATH][word].wav")
// Dynamically loading it has bad results with sounds overtaking each other, even with the wait variable.
// We send the file to the user when they login.
/client/proc/preload_vox()
var/list/vox_files = flist(VOX_PATH)
for(var/file in vox_files)
// src << "Downloading [file]"
var/sound/S = sound("[VOX_PATH][file]")
src << browse_rsc(S)
*/

View File

@@ -19,6 +19,7 @@ var/datum/paiController/paiController // Global handler for pAI candidates
/datum/paiController /datum/paiController
var/inquirer = null
var/list/pai_candidates = list() var/list/pai_candidates = list()
var/list/asked = list() var/list/asked = list()
@@ -224,6 +225,7 @@ var/datum/paiController/paiController // Global handler for pAI candidates
M << browse(dat, "window=paiRecruit;size=580x580;") M << browse(dat, "window=paiRecruit;size=580x580;")
proc/findPAI(var/obj/item/device/paicard/p, var/mob/user) proc/findPAI(var/obj/item/device/paicard/p, var/mob/user)
inquirer = user
requestRecruits() requestRecruits()
var/list/available = list() var/list/available = list()
for(var/datum/paiCandidate/c in paiController.pai_candidates) for(var/datum/paiCandidate/c in paiController.pai_candidates)
@@ -363,7 +365,7 @@ var/datum/paiController/paiController // Global handler for pAI candidates
if(!C) return if(!C) return
asked.Add(C.key) asked.Add(C.key)
asked[C.key] = world.time asked[C.key] = world.time
var/response = alert(C, "Someone is requesting a pAI personality. Would you like to play as a personal AI?", "pAI Request", "Yes", "No", "Never for this round") var/response = alert(C, "[inquirer] is requesting a pAI personality. Would you like to play as a personal AI?", "pAI Request", "Yes", "No", "Never for this round")
if(!C) return //handle logouts that happen whilst the alert is waiting for a response. if(!C) return //handle logouts that happen whilst the alert is waiting for a response.
if(response == "Yes") if(response == "Yes")
recruitWindow(C.mob) recruitWindow(C.mob)

View File

@@ -69,9 +69,9 @@
/obj/item/weapon/gripper/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob) /obj/item/weapon/gripper/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
return return
/obj/item/weapon/gripper/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params) /obj/item/weapon/gripper/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity, params)
if(!target || !flag) //Target is invalid or we are not adjacent. if(!target || !proximity) //Target is invalid or we are not adjacent.
return return
//There's some weirdness with items being lost inside the arm. Trying to fix all cases. ~Z //There's some weirdness with items being lost inside the arm. Trying to fix all cases. ~Z
@@ -82,23 +82,20 @@
if(wrapped) //Already have an item. if(wrapped) //Already have an item.
//Temporary put wrapped into user so target's attackby() checks pass.
wrapped.loc = user wrapped.loc = user
//Pass the attack on to the target.
//Pass the attack on to the target. This might delete/relocate wrapped.
target.attackby(wrapped,user) target.attackby(wrapped,user)
if(wrapped && src && wrapped.loc == user) //If wrapped did neither get deleted nor put into target, put it back into the gripper.
if(wrapped && user && (wrapped.loc == user))
wrapped.loc = src wrapped.loc = src
else
//Sanity/item use checks.
if(!wrapped || !user)
return
if(wrapped.loc != src.loc)
wrapped = null wrapped = null
return return
if(istype(target,/obj/item)) //Check that we're not pocketing a mob. else if(istype(target,/obj/item)) //Check that we're not pocketing a mob.
//...and that the item is not in a container. //...and that the item is not in a container.
if(!isturf(target.loc)) if(!isturf(target.loc))
@@ -158,9 +155,9 @@
/obj/item/weapon/matter_decompiler/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob) /obj/item/weapon/matter_decompiler/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
return return
/obj/item/weapon/matter_decompiler/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params) /obj/item/weapon/matter_decompiler/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity, params)
if(!flag) return //Not adjacent. if(!proximity) return //Not adjacent.
//We only want to deal with using this on turfs. Specific items aren't important. //We only want to deal with using this on turfs. Specific items aren't important.
var/turf/T = get_turf(target) var/turf/T = get_turf(target)

View File

@@ -1,9 +1,9 @@
/mob/living/silicon/robot/updatehealth() /mob/living/silicon/robot/updatehealth()
if(status_flags & GODMODE) if(status_flags & GODMODE)
health = 200 health = maxHealth
stat = CONSCIOUS stat = CONSCIOUS
return return
health = 200 - (getBruteLoss() + getFireLoss()) health = maxHealth - (getBruteLoss() + getFireLoss())
return return
/mob/living/silicon/robot/getBruteLoss() /mob/living/silicon/robot/getBruteLoss()

View File

@@ -6,7 +6,9 @@
name = "RoboTray" name = "RoboTray"
desc = "An autoloading tray specialized for carrying refreshments." desc = "An autoloading tray specialized for carrying refreshments."
/obj/item/weapon/tray/robotray/afterattack(atom/target, mob/user as mob) /obj/item/weapon/tray/robotray/afterattack(atom/target, mob/user as mob, proximity)
if(!proximity)
return
if ( !target ) if ( !target )
return return
// pick up items, mostly copied from base tray pickup proc // pick up items, mostly copied from base tray pickup proc

View File

@@ -430,6 +430,9 @@
// And uncomment this, too. // And uncomment this, too.
//new_character.dna.UpdateSE() //new_character.dna.UpdateSE()
// Do the initial caching of the player's body icons.
new_character.regenerate_icons()
new_character.key = key //Manually transfer the key to log them in new_character.key = key //Manually transfer the key to log them in
return new_character return new_character

View File

@@ -206,6 +206,9 @@ This function completely restores a damaged organ to perfect condition.
perma_injury = 0 perma_injury = 0
brute_dam = 0 brute_dam = 0
burn_dam = 0 burn_dam = 0
germ_level = 0
wounds.Cut()
number_wounds = 0
// handle internal organs // handle internal organs
for(var/datum/organ/internal/current_organ in internal_organs) for(var/datum/organ/internal/current_organ in internal_organs)
@@ -265,25 +268,6 @@ This function completely restores a damaged organ to perfect condition.
if(W) if(W)
wounds += W wounds += W
/datum/organ/external/proc/get_wound_type(var/type = CUT, var/damage)
//if you look a the names in the wound's stages list for each wound type you will see the logic behind these values
switch(type)
if(CUT)
if (damage <= 5) return /datum/wound/cut/small
if (damage <= 15) return /datum/wound/cut/deep
if (damage <= 25) return /datum/wound/cut/flesh
if (damage <= 50) return /datum/wound/cut/gaping
if (damage <= 60) return /datum/wound/cut/gaping_big
return /datum/wound/cut/massive
if(BRUISE)
return /datum/wound/bruise
if(BURN)
if (damage <= 5) return /datum/wound/burn/moderate
if (damage <= 15) return /datum/wound/burn/large
if (damage <= 30) return /datum/wound/burn/severe
if (damage <= 40) return /datum/wound/burn/deep
return /datum/wound/burn/carbonised
/**************************************************** /****************************************************
PROCESSING & UPDATING PROCESSING & UPDATING
****************************************************/ ****************************************************/
@@ -394,10 +378,9 @@ Note that amputating the affected organ does in fact remove the infection from t
if(germ_level >= INFECTION_LEVEL_ONE) if(germ_level >= INFECTION_LEVEL_ONE)
//having an infection raises your body temperature //having an infection raises your body temperature
var/fever_temperature = (owner.species.heat_level_1 - owner.species.body_temperature - 1)* min(germ_level/INFECTION_LEVEL_TWO, 1) + owner.species.body_temperature var/fever_temperature = (owner.species.heat_level_1 - owner.species.body_temperature - 5)* min(germ_level/INFECTION_LEVEL_TWO, 1) + owner.species.body_temperature
if (fever_temperature > owner.bodytemperature)
//need to make sure we raise temperature fast enough to get around environmental cooling preventing us from reaching fever_temperature //need to make sure we raise temperature fast enough to get around environmental cooling preventing us from reaching fever_temperature
owner.bodytemperature += (fever_temperature - T20C)/BODYTEMP_COLD_DIVISOR + 1 owner.bodytemperature += between(0, (fever_temperature - T20C)/BODYTEMP_COLD_DIVISOR + 1, fever_temperature - owner.bodytemperature)
if(prob(round(germ_level/10))) if(prob(round(germ_level/10)))
if (antibiotics < 5) if (antibiotics < 5)

View File

@@ -7,7 +7,7 @@
var/current_stage = 0 var/current_stage = 0
// description of the wound // description of the wound
var/desc = "" var/desc = "wound" //default in case something borks
// amount of damage this wound causes // amount of damage this wound causes
var/damage = 0 var/damage = 0
@@ -207,6 +207,44 @@
return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5) return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5)
/** WOUND DEFINITIONS **/
//Note that the MINIMUM damage before a wound can be applied should correspond to
//the damage amount for the stage with the same name as the wound.
//e.g. /datum/wound/cut/deep should only be applied for 15 damage and up,
//because in it's stages list, "deep cut" = 15.
/proc/get_wound_type(var/type = CUT, var/damage)
switch(type)
if(CUT)
switch(damage)
if(70 to INFINITY)
return /datum/wound/cut/massive
if(60 to 70)
return /datum/wound/cut/gaping_big
if(50 to 60)
return /datum/wound/cut/gaping
if(25 to 50)
return /datum/wound/cut/flesh
if(15 to 25)
return /datum/wound/cut/deep
if(0 to 15)
return /datum/wound/cut/small
if(BRUISE)
return /datum/wound/bruise
if(BURN)
switch(damage)
if(50 to INFINITY)
return /datum/wound/burn/carbonised
if(40 to 50)
return /datum/wound/burn/deep
if(30 to 40)
return /datum/wound/burn/severe
if(15 to 30)
return /datum/wound/burn/large
if(0 to 15)
return /datum/wound/burn/moderate
return null //no wound
/** CUTS **/ /** CUTS **/
/datum/wound/cut/small /datum/wound/cut/small
// link wound descriptions to amounts of damage // link wound descriptions to amounts of damage
@@ -220,7 +258,7 @@
damage_type = CUT damage_type = CUT
/datum/wound/cut/flesh /datum/wound/cut/flesh
max_bleeding_stage = 3 max_bleeding_stage = 4
stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0) stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
damage_type = CUT damage_type = CUT
@@ -249,25 +287,26 @@ datum/wound/cut/massive
/** BURNS **/ /** BURNS **/
/datum/wound/burn/moderate /datum/wound/burn/moderate
stages = list("ripped burn" = 10, "moderate burn" = 5, "moderate salved burn" = 2, "fresh skin" = 0) stages = list("ripped burn" = 10, "moderate burn" = 5, "healing moderate burn" = 2, "fresh skin" = 0)
damage_type = BURN damage_type = BURN
/datum/wound/burn/large /datum/wound/burn/large
stages = list("ripped large burn" = 20, "large burn" = 15, "large salved burn" = 5, "fresh skin" = 0) stages = list("ripped large burn" = 20, "large burn" = 15, "healing large burn" = 5, "fresh skin" = 0)
damage_type = BURN damage_type = BURN
/datum/wound/burn/severe /datum/wound/burn/severe
stages = list("ripped severe burn" = 35, "severe burn" = 30, "severe salved burn" = 10, "burn scar" = 0) stages = list("ripped severe burn" = 35, "severe burn" = 30, "healing severe burn" = 10, "burn scar" = 0)
damage_type = BURN damage_type = BURN
/datum/wound/burn/deep /datum/wound/burn/deep
stages = list("ripped deep burn" = 45, "deep burn" = 40, "deep salved burn" = 15, "large burn scar" = 0) stages = list("ripped deep burn" = 45, "deep burn" = 40, "healing deep burn" = 15, "large burn scar" = 0)
damage_type = BURN damage_type = BURN
/datum/wound/burn/carbonised /datum/wound/burn/carbonised
stages = list("carbonised area" = 50, "treated carbonised area" = 20, "massive burn scar" = 0) stages = list("carbonised area" = 50, "healing carbonised area" = 20, "massive burn scar" = 0)
damage_type = BURN damage_type = BURN
/** INTERNAL BLEEDING **/
/datum/wound/internal_bleeding /datum/wound/internal_bleeding
internal = 1 internal = 1
stages = list("severed vein" = 30, "cut vein" = 20, "damaged vein" = 10, "bruised vein" = 5) stages = list("severed vein" = 30, "cut vein" = 20, "damaged vein" = 10, "bruised vein" = 5)

View File

@@ -35,6 +35,9 @@
/obj/machinery/power/smes/New() /obj/machinery/power/smes/New()
..() ..()
spawn(5) spawn(5)
if(!powernet)
connect_to_network()
dir_loop: dir_loop:
for(var/d in cardinal) for(var/d in cardinal)
var/turf/T = get_step(src, d) var/turf/T = get_step(src, d)
@@ -46,6 +49,8 @@
stat |= BROKEN stat |= BROKEN
return return
terminal.master = src terminal.master = src
if(!terminal.powernet)
terminal.connect_to_network()
updateicon() updateicon()
return return

View File

@@ -1099,7 +1099,6 @@ datum
else if(!alien || alien != IS_DIONA) else if(!alien || alien != IS_DIONA)
M.adjustOxyLoss(-2*REM) M.adjustOxyLoss(-2*REM)
if(holder.has_reagent("lexorin"))
holder.remove_reagent("lexorin", 2*REM) holder.remove_reagent("lexorin", 2*REM)
..() ..()
return return
@@ -1123,7 +1122,6 @@ datum
else if(!alien || alien != IS_DIONA) else if(!alien || alien != IS_DIONA)
M.adjustOxyLoss(-M.getOxyLoss()) M.adjustOxyLoss(-M.getOxyLoss())
if(holder.has_reagent("lexorin"))
holder.remove_reagent("lexorin", 2*REM) holder.remove_reagent("lexorin", 2*REM)
..() ..()
return return
@@ -1221,7 +1219,6 @@ datum
M.AdjustParalysis(-1) M.AdjustParalysis(-1)
M.AdjustStunned(-1) M.AdjustStunned(-1)
M.AdjustWeakened(-1) M.AdjustWeakened(-1)
if(holder.has_reagent("mindbreaker"))
holder.remove_reagent("mindbreaker", 5) holder.remove_reagent("mindbreaker", 5)
M.hallucination = max(0, M.hallucination - 10) M.hallucination = max(0, M.hallucination - 10)
if(prob(60)) M.adjustToxLoss(1) if(prob(60)) M.adjustToxLoss(1)
@@ -1315,7 +1312,7 @@ datum
var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"] var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
if(istype(E)) if(istype(E))
if(E.damage > 0) if(E.damage > 0)
E.damage -= 1 E.damage = max(E.damage - 1, 0)
..() ..()
return return
@@ -1336,7 +1333,7 @@ datum
//Peridaxon is hard enough to get, it's probably fair to make this all internal organs //Peridaxon is hard enough to get, it's probably fair to make this all internal organs
for(var/datum/organ/internal/I in H.internal_organs) for(var/datum/organ/internal/I in H.internal_organs)
if(I.damage > 0) if(I.damage > 0)
I.damage -= 0.20 I.damage = max(I.damage - 0.20, 0)
..() ..()
return return
@@ -1600,7 +1597,6 @@ datum
on_mob_life(var/mob/living/M as mob) on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom if(!M) M = holder.my_atom
if(holder.has_reagent("inaprovaline"))
holder.remove_reagent("inaprovaline", 2*REM) holder.remove_reagent("inaprovaline", 2*REM)
..() ..()
return return
@@ -2039,7 +2035,7 @@ datum
on_mob_life(var/mob/living/M as mob) on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom if(!M) M = holder.my_atom
M.nutrition -= nutriment_factor M.nutrition = max(M.nutrition - nutriment_factor, 0)
M.overeatduration = 0 M.overeatduration = 0
if(M.nutrition < 0)//Prevent from going into negatives. if(M.nutrition < 0)//Prevent from going into negatives.
M.nutrition = 0 M.nutrition = 0
@@ -2070,23 +2066,27 @@ datum
color = "#B31008" // rgb: 179, 16, 8 color = "#B31008" // rgb: 179, 16, 8
on_mob_life(var/mob/living/M as mob) on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom if(!M)
if(!data) data = 1 M = holder.my_atom
if(!data)
data = 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species && !(H.species.flags & (NO_PAIN | IS_SYNTHETIC)) )
switch(data) switch(data)
if(1 to 15) if(1 to 2)
M.bodytemperature += 5 * TEMPERATURE_DAMAGE_COEFFICIENT H << "\red <b>Your insides feel uncomfortably hot !</b>"
if(holder.has_reagent("frostoil")) if(2 to 20)
if(prob(5))
H << "\red <b>Your insides feel uncomfortably hot !</b>"
if(20 to INFINITY)
H.apply_effect(2,AGONY,0)
if(prob(5))
H.visible_message("<span class='warning'>[H] [pick("dry heaves!","coughs!","splutters!")]</span>")
H << "\red <b>You feel like your insides are burning !</b>"
else if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(10,25)
holder.remove_reagent("frostoil", 5) holder.remove_reagent("frostoil", 5)
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(5,20)
if(15 to 25)
M.bodytemperature += 10 * TEMPERATURE_DAMAGE_COEFFICIENT
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(10,20)
if(25 to INFINITY)
M.bodytemperature += 15 * TEMPERATURE_DAMAGE_COEFFICIENT
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(15,20)
holder.remove_reagent(src.id, FOOD_METABOLISM) holder.remove_reagent(src.id, FOOD_METABOLISM)
data++ data++
..() ..()
@@ -2152,10 +2152,29 @@ datum
victim.Weaken(5) victim.Weaken(5)
//victim.Paralyse(10) //victim.Paralyse(10)
//victim.drop_item() //victim.drop_item()
on_mob_life(var/mob/living/M as mob) on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom if(!M)
M = holder.my_atom
if(!data)
data = 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species && !(H.species.flags & (NO_PAIN | IS_SYNTHETIC)) )
switch(data)
if(1)
H << "\red <b>You feel like your insides are burning !</b>"
if(2 to INFINITY)
H.apply_effect(4,AGONY,0)
if(prob(5)) if(prob(5))
M.visible_message("<span class='warning'>[M] [pick("dry heaves!","coughs!","splutters!")]</span>") H.visible_message("<span class='warning'>[H] [pick("dry heaves!","coughs!","splutters!")]</span>")
H << "\red <b>You feel like your insides are burning !</b>"
else if(istype(M, /mob/living/carbon/slime))
M.bodytemperature += rand(15,30)
holder.remove_reagent("frostoil", 5)
holder.remove_reagent(src.id, FOOD_METABOLISM)
data++
..()
return return
frostoil frostoil
@@ -2166,25 +2185,14 @@ datum
color = "#B31008" // rgb: 139, 166, 233 color = "#B31008" // rgb: 139, 166, 233
on_mob_life(var/mob/living/M as mob) on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom if(!M)
if(!data) data = 1 M = holder.my_atom
switch(data) M.bodytemperature = max(M.bodytemperature - 10 * TEMPERATURE_DAMAGE_COEFFICIENT, 0)
if(1 to 15) if(prob(1))
M.bodytemperature -= 5 * TEMPERATURE_DAMAGE_COEFFICIENT M.emote("shiver")
if(holder.has_reagent("capsaicin")) if(istype(M, /mob/living/carbon/slime))
M.bodytemperature = max(M.bodytemperature - rand(10,20), 0)
holder.remove_reagent("capsaicin", 5) holder.remove_reagent("capsaicin", 5)
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(5,20)
if(15 to 25)
M.bodytemperature -= 10 * TEMPERATURE_DAMAGE_COEFFICIENT
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(10,20)
if(25 to INFINITY)
M.bodytemperature -= 15 * TEMPERATURE_DAMAGE_COEFFICIENT
if(prob(1)) M.emote("shiver")
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(15,20)
data++
holder.remove_reagent(src.id, FOOD_METABOLISM) holder.remove_reagent(src.id, FOOD_METABOLISM)
..() ..()
return return
@@ -2593,7 +2601,6 @@ datum
on_mob_life(var/mob/living/M as mob) on_mob_life(var/mob/living/M as mob)
if(M.getBruteLoss() && prob(20)) M.heal_organ_damage(1,0) if(M.getBruteLoss() && prob(20)) M.heal_organ_damage(1,0)
if(holder.has_reagent("capsaicin"))
holder.remove_reagent("capsaicin", 10*REAGENTS_METABOLISM) holder.remove_reagent("capsaicin", 10*REAGENTS_METABOLISM)
..() ..()
return return
@@ -2637,7 +2644,7 @@ datum
on_mob_life(var/mob/living/M as mob) on_mob_life(var/mob/living/M as mob)
..() ..()
M.make_jittery(5) M.make_jittery(5)
if(adj_temp > 0 && holder.has_reagent("frostoil")) if(adj_temp > 0)
holder.remove_reagent("frostoil", 10*REAGENTS_METABOLISM) holder.remove_reagent("frostoil", 10*REAGENTS_METABOLISM)
holder.remove_reagent(src.id, 0.1) holder.remove_reagent(src.id, 0.1)
@@ -2807,25 +2814,14 @@ datum
adj_temp = -9 adj_temp = -9
on_mob_life(var/mob/living/M as mob) on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom if(!M)
if(!data) data = 1 M = holder.my_atom
switch(data) if(prob(1))
if(1 to 15) M.emote("shiver")
M.bodytemperature -= 5 * TEMPERATURE_DAMAGE_COEFFICIENT M.bodytemperature = max(M.bodytemperature - 10 * TEMPERATURE_DAMAGE_COEFFICIENT, 0)
if(holder.has_reagent("capsaicin")) if(istype(M, /mob/living/carbon/slime))
M.bodytemperature = max(M.bodytemperature - rand(10,20), 0)
holder.remove_reagent("capsaicin", 5) holder.remove_reagent("capsaicin", 5)
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(5,20)
if(15 to 25)
M.bodytemperature -= 10 * TEMPERATURE_DAMAGE_COEFFICIENT
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(10,20)
if(25 to INFINITY)
M.bodytemperature -= 15 * TEMPERATURE_DAMAGE_COEFFICIENT
if(prob(1)) M.emote("shiver")
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(15,20)
data++
holder.remove_reagent(src.id, FOOD_METABOLISM) holder.remove_reagent(src.id, FOOD_METABOLISM)
..() ..()
return return

View File

@@ -137,10 +137,3 @@
/datum/computer/file/embedded_program/docking/simple/escape_pod/prepare_for_undocking() /datum/computer/file/embedded_program/docking/simple/escape_pod/prepare_for_undocking()
eject_time = world.time + eject_delay*10 eject_time = world.time + eject_delay*10
/*
/datum/computer/file/embedded_program/docking/simple/escape_pod/ready_for_undocking()
if (world.time < eject_time)
return 0
return ..()
*/

View File

@@ -34,15 +34,14 @@
if (moving_status == SHUTTLE_IDLE) if (moving_status == SHUTTLE_IDLE)
return //someone cancelled the launch return //someone cancelled the launch
moving_status = SHUTTLE_INTRANSIT
move(departing, interim, direction) move(departing, interim, direction)
moving_status = SHUTTLE_INTRANSIT
arrive_time = world.time + travel_time*10 arrive_time = world.time + travel_time*10
while (world.time < arrive_time) while (world.time < arrive_time)
sleep(5) sleep(5)
move(interim, destination, direction) move(interim, destination, direction)
moving_status = SHUTTLE_IDLE moving_status = SHUTTLE_IDLE
/datum/shuttle/proc/dock() /datum/shuttle/proc/dock()
@@ -69,6 +68,8 @@
return 0 return 0
//just moves the shuttle from A to B, if it can be moved //just moves the shuttle from A to B, if it can be moved
//A note to anyone overriding move in a subtype. move() must absolutely not, under any circumstances, fail to move the shuttle.
//If you want to conditionally cancel shuttle launches, that logic must go in short_jump() or long_jump()
/datum/shuttle/proc/move(var/area/origin, var/area/destination, var/direction=null) /datum/shuttle/proc/move(var/area/origin, var/area/destination, var/direction=null)
//world << "move_shuttle() called for [shuttle_tag] leaving [origin] en route to [destination]." //world << "move_shuttle() called for [shuttle_tag] leaving [origin] en route to [destination]."

View File

@@ -244,7 +244,7 @@
if(I && I.damage > 0) if(I && I.damage > 0)
if(I.robotic < 2) if(I.robotic < 2)
user.visible_message("\blue [user] treats damage to [target]'s [I.name] with [tool_name].", \ user.visible_message("\blue [user] treats damage to [target]'s [I.name] with [tool_name].", \
"You treat damage to [target]'s [I.name] with [tool_name]." ) "\blue You treat damage to [target]'s [I.name] with [tool_name]." )
else else
user.visible_message("\blue [user] pokes [target]'s mechanical [I.name] with [tool_name]...", \ user.visible_message("\blue [user] pokes [target]'s mechanical [I.name] with [tool_name]...", \
"\blue You poke [target]'s mechanical [I.name] with [tool_name]... \red For no effect, since it's robotic.") "\blue You poke [target]'s mechanical [I.name] with [tool_name]... \red For no effect, since it's robotic.")

View File

@@ -89,7 +89,7 @@ proc/do_surgery(mob/living/M, mob/living/user, obj/item/tool)
//We had proper tools! (or RNG smiled.) and User did not move or change hands. //We had proper tools! (or RNG smiled.) and User did not move or change hands.
if( prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration))) if( prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration)))
S.end_step(user, M, user.zone_sel.selecting, tool) //finish successfully S.end_step(user, M, user.zone_sel.selecting, tool) //finish successfully
else //or else if (tool in user.contents && user.Adjacent(M)) //or
S.fail_step(user, M, user.zone_sel.selecting, tool) //malpractice~ S.fail_step(user, M, user.zone_sel.selecting, tool) //malpractice~
return 1 //don't want to do weapony things after surgery return 1 //don't want to do weapony things after surgery
return 0 return 0

View File

@@ -48,7 +48,7 @@
turn_off() //so engine verbs are correctly set turn_off() //so engine verbs are correctly set
/obj/vehicle/train/cargo/engine/Move() /obj/vehicle/train/cargo/engine/Move()
if(on && cell.charge < power_use) if(on && cell.charge < charge_use)
turn_off() turn_off()
update_stats() update_stats()
if(load && is_train_head()) if(load && is_train_head())
@@ -183,20 +183,7 @@
if(get_dist(usr,src) <= 1) if(get_dist(usr,src) <= 1)
usr << "The power light is [on ? "on" : "off"].\nThere are[key ? "" : " no"] keys in the ignition." usr << "The power light is [on ? "on" : "off"].\nThere are[key ? "" : " no"] keys in the ignition."
usr << "The charge meter reads [cell? round(cell.percent(), 0.01) : 0]%"
/obj/vehicle/train/cargo/engine/verb/check_power()
set name = "Check power level"
set category = "Object"
set src in view(1)
if(!istype(usr, /mob/living/carbon/human))
return
if(!cell)
usr << "There is no power cell installed in [src]."
return
usr << "The power meter reads [round(cell.percent(), 0.01)]%"
/obj/vehicle/train/cargo/engine/verb/start_engine() /obj/vehicle/train/cargo/engine/verb/start_engine()
set name = "Start engine" set name = "Start engine"
@@ -214,7 +201,7 @@
if (on) if (on)
usr << "You start [src]'s engine." usr << "You start [src]'s engine."
else else
if(cell.charge < power_use) if(cell.charge < charge_use)
usr << "[src] is out of power." usr << "[src] is out of power."
else else
usr << "[src]'s engine won't start." usr << "[src]'s engine won't start."
@@ -288,13 +275,22 @@
// more engines increases this limit by car_limit per // more engines increases this limit by car_limit per
// engine. // engine.
//------------------------------------------------------- //-------------------------------------------------------
/obj/vehicle/train/cargo/engine/update_train_stats() /obj/vehicle/train/cargo/engine/update_car(var/train_length, var/active_engines)
..() src.train_length = train_length
src.active_engines = active_engines
update_move_delay() //Update move delay
if(!is_train_head() || !on)
move_delay = initial(move_delay) //so that engines that have been turned off don't lag behind
else
move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains
move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines)
move_delay += config.run_speed //base reference speed
move_delay *= 1.1 //makes cargo trains 10% slower than running when not overweight
/obj/vehicle/train/cargo/trolley/update_train_stats() /obj/vehicle/train/cargo/trolley/update_car(var/train_length, var/active_engines)
..() src.train_length = train_length
src.active_engines = active_engines
if(!lead && !tow) if(!lead && !tow)
anchored = 0 anchored = 0
@@ -305,12 +301,3 @@
else else
anchored = 1 anchored = 1
verbs -= /atom/movable/verb/pull verbs -= /atom/movable/verb/pull
/obj/vehicle/train/cargo/engine/proc/update_move_delay()
if(!is_train_head() || !on)
move_delay = initial(move_delay) //so that engines that have been turned off don't lag behind
else
move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains
move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines)
move_delay += config.run_speed //base reference speed
move_delay *= 1.1 //makes cargo trains 10% slower than running when not overweight

View File

@@ -62,6 +62,7 @@
// Vehicle procs // Vehicle procs
//------------------------------------------- //-------------------------------------------
/obj/vehicle/train/explode() /obj/vehicle/train/explode()
if (tow)
tow.unattach() tow.unattach()
unattach() unattach()
..() ..()
@@ -142,6 +143,15 @@
if (T.tow) if (T.tow)
user << "\red [T] is already towing something." user << "\red [T] is already towing something."
return return
//check for cycles.
var/obj/vehicle/train/next_car = T
while (next_car)
if (next_car == src)
user << "\red That seems very silly."
return
next_car = next_car.lead
//latch with src as the follower //latch with src as the follower
lead = T lead = T
T.tow = src T.tow = src
@@ -192,23 +202,28 @@
// size of the train, to limit super long trains. // size of the train, to limit super long trains.
//------------------------------------------------------- //-------------------------------------------------------
/obj/vehicle/train/update_stats() /obj/vehicle/train/update_stats()
if(tow) //first, seek to the end of the train
return tow.update_stats() //take us to the very end var/obj/vehicle/train/T = src
else while(T.tow)
update_train_stats() //we're at the end //check for cyclic train.
if (T.tow == src)
lead.tow = null
lead.update_stats()
/obj/vehicle/train/proc/update_train_stats() lead = null
update_stats()
return
T = T.tow
//now walk back to the front.
var/active_engines = 0
var/train_length = 0
while(T)
train_length++
if (powered && on) if (powered && on)
active_engines = 1 //increment active engine count if this is a running engine active_engines++
else T.update_car(train_length, active_engines)
active_engines = 0 T = T.lead
train_length = 1 /obj/vehicle/train/proc/update_car(var/train_length, var/active_engines)
return
if(istype(tow))
active_engines += tow.active_engines
train_length += tow.train_length
//update the next section of train ahead of us
if(istype(lead))
lead.update_train_stats()

View File

@@ -22,7 +22,7 @@
var/movable = 1 var/movable = 1
var/obj/item/weapon/cell/cell var/obj/item/weapon/cell/cell
var/power_use = 5 //set this to adjust the amount of power the vehicle uses per move var/charge_use = 5 //set this to adjust the amount of power the vehicle uses per move
var/atom/movable/load //all vehicles can take a load, since they should all be a least drivable var/atom/movable/load //all vehicles can take a load, since they should all be a least drivable
var/load_item_visible = 1 //set if the loaded item should be overlayed on the vehicle sprite var/load_item_visible = 1 //set if the loaded item should be overlayed on the vehicle sprite
@@ -39,7 +39,7 @@
/obj/vehicle/Move() /obj/vehicle/Move()
if(world.time > l_move_time + move_delay) if(world.time > l_move_time + move_delay)
if(on && powered && cell.charge < power_use) if(on && powered && cell.charge < charge_use)
turn_off() turn_off()
var/init_anc = anchored var/init_anc = anchored
@@ -51,7 +51,7 @@
anchored = init_anc anchored = init_anc
if(on && powered) if(on && powered)
cell.use(power_use) cell.use(charge_use)
if(load) if(load)
load.forceMove(loc)// = loc load.forceMove(loc)// = loc
@@ -172,7 +172,7 @@
/obj/vehicle/proc/turn_on() /obj/vehicle/proc/turn_on()
if(stat) if(stat)
return 0 return 0
if(powered && cell.charge < power_use) if(powered && cell.charge < charge_use)
return 0 return 0
on = 1 on = 1
luminosity = initial(luminosity) luminosity = initial(luminosity)
@@ -228,7 +228,7 @@
turn_off() turn_off()
return return
if(cell.charge < power_use) if(cell.charge < charge_use)
turn_off() turn_off()
return return

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More