mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
various mergefixes
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -97,9 +97,6 @@
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// del(src)
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// return
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if ("Retired Admin")
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holder.level = -3
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else
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del(holder)
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return
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@@ -107,26 +104,22 @@
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if (holder) //THE BELOW handles granting powers. The above is for special cases only!
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holder.owner = src
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//---- Special Admin Ranks
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//Retired admin
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//---- Special Admin Ranks //Retired admin
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if (holder.level == -3)
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verbs += /client/proc/cmd_admin_say
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verbs += /client/proc/cmd_mod_say
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return
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//Admin Observer
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if (holder.level == -1)
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if (holder.level >= -1)
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verbs += /client/proc/investigate_show
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verbs += /client/proc/cmd_admin_say
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verbs += /client/proc/cmd_mod_say
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verbs += /client/proc/cmd_admin_gib_self
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verbs += /client/proc/update_mob_sprite
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verbs += /client/proc/deadmin_self
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return
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else return
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//Moderator
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if (holder.level == 0)
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if (holder.level >= 0)
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verbs += /client/proc/cmd_admin_pm_context
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verbs += /client/proc/cmd_admin_pm_panel
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verbs += /client/proc/hide_verbs
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@@ -136,13 +129,7 @@
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verbs += /datum/admins/proc/show_skills
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verbs += /client/proc/mod_panel
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verbs += /client/proc/admin_ghost
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return
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//---- Full Admin Ranks
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if (holder.level > 0)
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verbs += /client/proc/cmd_admin_say
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verbs += /client/proc/cmd_mod_say
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verbs += /client/proc/admin_ghost
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else return
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//Temporary Admin
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if (holder.level >= 1)
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@@ -154,7 +141,8 @@
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verbs += /client/proc/toggle_hear_deadcast
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verbs += /client/proc/toggle_hear_radio
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verbs += /client/proc/deadmin_self
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verbs += /client/proc/playernotes
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//verbs += /client/proc/cmd_admin_attack_log --Merged with view variables
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else return
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//Admin Candidate
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if (holder.level >= 2)
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@@ -189,9 +177,12 @@
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verbs += /proc/possess
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verbs += /proc/release
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verbs += /client/proc/one_click_antag
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//BS12 Commands
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//bs12 specific
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verbs += /client/proc/admin_deny_shuttle
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verbs += /client/proc/editappear
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else return
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//Badmin
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@@ -265,6 +256,7 @@
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//Game Master
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if (holder.level >= 6)
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world << "game master applied successfuly"
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verbs += /datum/admins/proc/toggle_aliens //toggle aliens
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verbs += /datum/admins/proc/toggle_space_ninja //toggle ninjas
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verbs += /datum/admins/proc/adjump
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@@ -411,7 +403,19 @@
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/client/proc/cmd_debug_mob_lists,
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/datum/admins/proc/access_news_network,
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/client/proc/one_click_antag,
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/client/proc/invisimin
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/client/proc/invisimin,
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//bs12 verbs
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/client/proc/update_mob_sprite,
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/client/proc/mod_panel,
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/client/proc/admin_deny_shuttle,
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/client/proc/playernotes,
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/datum/admins/proc/show_skills,
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/client/proc/Report,
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/client/proc/display_admin_reports,
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/client/proc/editappear,
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/client/proc/cmd_mod_say,
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/client/proc/playernotes
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)
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//verbs -= /client/proc/mapload
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//verbs -= /client/proc/cmd_admin_drop_everything --merged with view variables
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@@ -433,17 +437,6 @@
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//verbs -= /client/proc/warn
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//verbs -= /client/proc/cmd_admin_mute --was never used (according to stats trackind) - use show player panel --erro
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//verbs -= /client/proc/cmd_admin_remove_plasma --This proc is outdated, does not do anything
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//BS12 Admin Verbs
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verbs -= /client/proc/update_mob_sprite
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verbs -= /client/proc/mod_panel
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verbs -= /client/proc/admin_deny_shuttle
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verbs -= /client/proc/playernotes
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verbs -= /datum/admins/proc/show_skills
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verbs -= /client/proc/Report
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verbs -= /client/proc/display_admin_reports
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verbs -= /client/proc/editappear
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verbs -= /client/proc/cmd_mod_say
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verbs -= /client/proc/playernotes
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return
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/client/proc/admin_ghost()
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@@ -508,14 +501,6 @@
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feedback_add_details("admin_verb","PPN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return
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/client/proc/mod_panel()
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set name = "Moderator Panel"
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set category = "Admin"
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if(holder)
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holder.mod_panel()
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feedback_add_details("admin_verb","MDRP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return
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/client/proc/check_antagonists()
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set name = "Check Antagonists"
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set category = "Admin"
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@@ -582,13 +567,6 @@
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message_admins("[key_name_admin(usr)] has turned stealth mode [holder.fakekey ? "ON" : "OFF"]", 1)
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feedback_add_details("admin_verb","SM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/playernotes()
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set name = "Show Player Info"
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set category = "Admin"
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if(holder)
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holder.PlayerNotes()
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return
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#define AUTOBATIME 10
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/client/proc/warn(var/mob/M in player_list)
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/*set category = "Special Verbs"
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@@ -833,86 +811,106 @@
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config.log_hrefs = 1
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src << "<b>Started logging hrefs</b>"
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/client/proc/check_ai_laws()
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set name = "Check AI Laws"
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set category = "Admin"
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if(holder)
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src.holder.output_ai_laws()
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//---- bs12 verbs ----
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/client/proc/mod_panel()
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set name = "Moderator Panel"
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set category = "Admin"
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if(holder)
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holder.mod_panel()
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// feedback_add_details("admin_verb","MP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return
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/client/proc/editappear(mob/living/carbon/human/M as mob in world)
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set name = "Edit Appearance"
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set category = "Fun"
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if(!istype(M, /mob/living/carbon/human))
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usr << "\red This proc has been temporarily disabled."
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return
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//some random errors here, cbb fixing them right now
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//todo
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/*if(!istype(M, /mob/living/carbon/human))
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usr << "\red You can only do this to humans!"
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return
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switch(alert("You sure you wish to edit this mob's appearance?",,"Yes","No"))
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switch(alert("Are you sure you wish to edit this mob's appearance? Skrell, Soghun and Tajaran can result in unintended consequences.",,"Yes","No"))
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if("No")
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return
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if(!ishuman(M))
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usr << "\red Non-humans are not editable yet!"
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else
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var/new_facial = input("Please select facial hair color.", "Character Generation") as color
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if(new_facial)
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M.r_facial = hex2num(copytext(new_facial, 2, 4))
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M.g_facial = hex2num(copytext(new_facial, 4, 6))
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M.b_facial = hex2num(copytext(new_facial, 6, 8))
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var/new_facial = input("Please select facial hair color.", "Character Generation") as color
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if(new_facial)
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M.r_facial = hex2num(copytext(new_facial, 2, 4))
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M.g_facial = hex2num(copytext(new_facial, 4, 6))
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M.b_facial = hex2num(copytext(new_facial, 6, 8))
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var/new_hair = input("Please select hair color.", "Character Generation") as color
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if(new_facial)
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M.r_hair = hex2num(copytext(new_hair, 2, 4))
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M.g_hair = hex2num(copytext(new_hair, 4, 6))
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M.b_hair = hex2num(copytext(new_hair, 6, 8))
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var/new_hair = input("Please select hair color.", "Character Generation") as color
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if(new_facial)
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M.r_hair = hex2num(copytext(new_hair, 2, 4))
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M.g_hair = hex2num(copytext(new_hair, 4, 6))
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M.b_hair = hex2num(copytext(new_hair, 6, 8))
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var/new_eyes = input("Please select eye color.", "Character Generation") as color
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if(new_eyes)
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M.r_eyes = hex2num(copytext(new_eyes, 2, 4))
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M.g_eyes = hex2num(copytext(new_eyes, 4, 6))
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M.b_eyes = hex2num(copytext(new_eyes, 6, 8))
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var/new_eyes = input("Please select eye color.", "Character Generation") as color
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if(new_eyes)
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M.r_eyes = hex2num(copytext(new_eyes, 2, 4))
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M.g_eyes = hex2num(copytext(new_eyes, 4, 6))
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M.b_eyes = hex2num(copytext(new_eyes, 6, 8))
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var/new_tone = input("Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as text
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var/new_tone = input("Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as text
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if (new_tone)
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M.s_tone = max(min(round(text2num(new_tone)), 220), 1)
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M.s_tone = -M.s_tone + 35
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if (new_tone)
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M.s_tone = max(min(round(text2num(new_tone)), 220), 1)
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M.s_tone = -M.s_tone + 35
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// hair
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var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair
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var/list/hairs = list()
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// hair
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var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair
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var/list/hairs = list()
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// loop through potential hairs
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for(var/x in all_hairs)
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var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x
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hairs.Add(H.name) // add hair name to hairs
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del(H) // delete the hair after it's all done
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// loop through potential hairs
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for(var/x in all_hairs)
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var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x
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hairs.Add(H.name) // add hair name to hairs
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del(H) // delete the hair after it's all done
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var/new_style = input("Please select hair style", "Character Generation") as null|anything in hairs
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var/new_style = input("Please select hair style", "Character Generation") as null|anything in hairs
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// if new style selected (not cancel)
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if (new_style)
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M.h_style = new_style
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// if new style selected (not cancel)
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if (new_style)
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M.h_style = new_style
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for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly.
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var/datum/sprite_accessory/hair/H = new x // create new hair datum
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if(H.name == new_style)
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M.h_style = H // assign the hair_style variable a new hair datum
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break
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else
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del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry
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for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly.
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var/datum/sprite_accessory/hair/H = new x // create new hair datum
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if(H.name == new_style)
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M.hair_style = H // assign the hair_style variable a new hair datum
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break
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else
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del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry
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// facial hair
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var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair
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var/list/fhairs = list()
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// facial hair
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var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair
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var/list/fhairs = list()
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for(var/x in all_fhairs)
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var/datum/sprite_accessory/facial_hair/H = new x
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fhairs.Add(H.name)
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del(H)
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new_style = input("Please select facial style", "Character Generation") as null|anything in fhairs
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if(new_style)
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M.f_style = new_style
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for(var/x in all_fhairs)
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var/datum/sprite_accessory/facial_hair/H = new x
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fhairs.Add(H.name)
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del(H)
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new_style = input("Please select facial style", "Character Generation") as null|anything in fhairs
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if(new_style)
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M.f_style = new_style
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for(var/x in all_fhairs)
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var/datum/sprite_accessory/facial_hair/H = new x
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if(H.name == new_style)
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M.f_style = H
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break
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else
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del(H)
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if(H.name == new_style)
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M.facial_hair_style = H
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break
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else
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del(H)
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var/new_gender = alert(usr, "Please select gender.", "Character Generation", "Male", "Female")
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if (new_gender)
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@@ -920,14 +918,14 @@
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M.gender = MALE
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else
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M.gender = FEMALE
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M.regenerate_icons()
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M.rebuild_appearance()
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M.update_body()
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M.check_dna(M)
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*/
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/client/proc/check_ai_laws()
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set name = "Check AI Laws"
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/client/proc/playernotes()
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set name = "Show Player Info"
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set category = "Admin"
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if(holder)
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src.holder.output_ai_laws()
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holder.PlayerNotes()
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return
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@@ -116,11 +116,17 @@
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//Admin Authorisation
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var/datum/admins/Admin_Obj = admins[ckey]
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var/adminlist = ""
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for(var/adminkey in admins)
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adminlist += adminkey + ", "
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world << adminlist
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if(istype(Admin_Obj))
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admin_list += src
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holder = Admin_Obj
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holder.owner = src
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holder.state = null
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world << ckey + " set as admin correctly"
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..() //calls mob.Login()
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@@ -149,4 +149,57 @@
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desc = "Gentleman, elite aboard!"
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icon_state = "bowler"
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item_state = "bowler"
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flags = FPRINT | TABLEPASS//stylish new hats/obj/item/clothing/head/bowlerhat name = "bowler hat" icon_state = "bowler_hat" item_state = "bowler_hat" desc = "For the gentleman of distinction." flags = FPRINT|TABLEPASS/obj/item/clothing/head/beaverhat name = "beaver hat" icon_state = "beaver_hat" item_state = "beaver_hat" desc = "Soft felt makes this hat both comfortable and elegant." flags = FPRINT|TABLEPASS/obj/item/clothing/head/boaterhat name = "boater hat" icon_state = "boater_hat" item_state = "boater_hat" desc = "The ultimate in summer fashion." flags = FPRINT|TABLEPASS/obj/item/clothing/head/fedora name = "\improper fedora" icon_state = "fedora" item_state = "fedora" desc = "A sharp, stylish hat." flags = FPRINT|TABLEPASS/obj/item/clothing/head/feathertrilby name = "\improper feather trilby" icon_state = "feather_trilby" item_state = "feather_trilby" desc = "A sharp, stylish hat with a feather." flags = FPRINT|TABLEPASS/obj/item/clothing/head/fez name = "\improper fez" icon_state = "fez" item_state = "fez" desc = "You should wear a fez. Fezzes are cool." flags = FPRINT|TABLEPASS/obj/item/clothing/head/witchwig name = "witch costume wig" desc = "Eeeee~heheheheheheh!" icon_state = "witch" item_state = "witch" flags = FPRINT | TABLEPASS | BLOCKHAIR
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flags = FPRINT | TABLEPASS
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//stylish bs12 hats
|
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/obj/item/clothing/head/bowlerhat
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name = "bowler hat"
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icon_state = "bowler_hat"
|
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item_state = "bowler_hat"
|
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desc = "For the gentleman of distinction."
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flags = FPRINT|TABLEPASS
|
||||
|
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/obj/item/clothing/head/beaverhat
|
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name = "beaver hat"
|
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icon_state = "beaver_hat"
|
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item_state = "beaver_hat"
|
||||
desc = "Soft felt makes this hat both comfortable and elegant."
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||||
flags = FPRINT|TABLEPASS
|
||||
|
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/obj/item/clothing/head/boaterhat
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name = "boater hat"
|
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icon_state = "boater_hat"
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item_state = "boater_hat"
|
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desc = "The ultimate in summer fashion."
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flags = FPRINT|TABLEPASS
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|
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/obj/item/clothing/head/fedora
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name = "\improper fedora"
|
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icon_state = "fedora"
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item_state = "fedora"
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desc = "A sharp, stylish hat."
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flags = FPRINT|TABLEPASS
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||||
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/obj/item/clothing/head/feathertrilby
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name = "\improper feather trilby"
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||||
icon_state = "feather_trilby"
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item_state = "feather_trilby"
|
||||
desc = "A sharp, stylish hat with a feather."
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||||
flags = FPRINT|TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/fez
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||||
name = "\improper fez"
|
||||
icon_state = "fez"
|
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item_state = "fez"
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||||
desc = "You should wear a fez. Fezzes are cool."
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||||
flags = FPRINT|TABLEPASS
|
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|
||||
//end bs12 hats
|
||||
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||||
/obj/item/clothing/head/witchwig
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name = "witch costume wig"
|
||||
desc = "Eeeee~heheheheheheh!"
|
||||
icon_state = "witch"
|
||||
item_state = "witch"
|
||||
flags = FPRINT | TABLEPASS | BLOCKHAIR
|
||||
@@ -86,4 +86,38 @@
|
||||
w_class = 3
|
||||
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
//Security rig/obj/item/clothing/head/helmet/space/rig/security name = "security hardsuit helmet" icon_state = "rig0-security" color = "security" armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)/obj/item/clothing/suit/space/rig/security name = "security hardsuit" desc = "A suit specially designed for security to offer minor protection from environmental hazards, and greater protection from human hazards" icon_state = "rig-security" item_state = "rig-security" slowdown = 1 armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10) allowed = list(/obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency_oxygen, /obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton)//Wizard Rig/obj/item/clothing/head/helmet/space/rig/wizard name = "gem-encrusted hardsuit helmet" icon_state = "rig0-wiz" item_state = "wiz_helm" color = "wiz" unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles! armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)/obj/item/clothing/suit/space/rig/wizard icon_state = "rig-wiz" name = "gem-encrusted hardsuit" item_state = "wiz_hardsuit" slowdown = 1 w_class = 3 unacidable = 1 armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60) allowed = list(/obj/item/weapon/teleportation_scroll,/obj/item/weapon/tank/emergency_oxygen)
|
||||
|
||||
//Security rig
|
||||
/obj/item/clothing/head/helmet/space/rig/security
|
||||
name = "security hardsuit helmet"
|
||||
icon_state = "rig0-security"
|
||||
color = "security"
|
||||
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/security
|
||||
name = "security hardsuit"
|
||||
desc = "A suit specially designed for security to offer minor protection from environmental hazards, and greater protection from human hazards"
|
||||
icon_state = "rig-security"
|
||||
item_state = "rig-security"
|
||||
slowdown = 1
|
||||
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
|
||||
allowed = list(/obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, /obj/item/device/flashlight, /obj/item/weapon/tank/emergency_oxygen, /obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton)
|
||||
|
||||
//Wizard Rig
|
||||
/obj/item/clothing/head/helmet/space/rig/wizard
|
||||
name = "gem-encrusted hardsuit helmet"
|
||||
icon_state = "rig0-wiz"
|
||||
item_state = "wiz_helm"
|
||||
color = "wiz"
|
||||
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
|
||||
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/wizard
|
||||
icon_state = "rig-wiz"
|
||||
name = "gem-encrusted hardsuit"
|
||||
item_state = "wiz_hardsuit"
|
||||
slowdown = 1
|
||||
w_class = 3
|
||||
unacidable = 1
|
||||
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
|
||||
allowed = list(/obj/item/weapon/teleportation_scroll,/obj/item/weapon/tank/emergency_oxygen)
|
||||
@@ -230,4 +230,77 @@
|
||||
icon_state = "gladiator"
|
||||
item_state = "gladiator"
|
||||
color = "gladiator"
|
||||
//wedding stuff/obj/item/clothing/under/wedding/bride_orange name = "orange wedding dress" desc = "A big and puffy orange dress." icon_state = "bride_orange" item_state = "creamsuit" color = "bride_orange" flags_inv = HIDESHOES/obj/item/clothing/under/wedding/suit_white name = "white suit" desc = "A fabulous white suit with orange shirt." icon_state = "white_suit" item_state = "creamsuit" color = "white_suit"/obj/item/clothing/under/wedding/bridesmaid name = "yellow dress" desc = "A big and puffy orange dress." icon_state = "bridesmaid" item_state = "creamsuit" color = "bridesmaid"/obj/item/clothing/under/wedding/firedress name = "flaming hot black dress" desc = "A small black dress with blue flames print on it." icon_state = "dress_fire" item_state = "creamsuit" color = "dress_fire"/obj/item/clothing/under/wedding/dress_orange name = "orange dress" icon_state = "d_orange" color = "d_orange"/obj/item/clothing/under/wedding/dress_green name = "green dress" icon_state = "d_green" color = "d_green"/obj/item/clothing/under/wedding/dress_purple name = "purple dress" icon_state = "d_purple" color = "d_purple"/obj/item/clothing/under/wedding/dress_red name = "red dress" icon_state = "d_red" color = "d_red"/obj/item/clothing/under/wedding/dress_blue name = "blue dress" icon_state = "d_blue" color = "d_blue"/obj/item/clothing/under/wedding/officer_blue name = "blue officer dress" icon_state = "officer_blue" color = "officer_blue"/obj/item/clothing/under/wedding/dress_vampire name = "vampire dress" icon_state = "d_vampire" color = "d_vampire"/obj/item/clothing/under/sundress name = "sundress" desc = "Makes you want to frolic in a field of daisies." icon_state = "sundress" item_state = "sundress" color = "sundress" body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
//wedding stuff
|
||||
/obj/item/clothing/under/wedding/bride_orange
|
||||
name = "orange wedding dress"
|
||||
desc = "A big and puffy orange dress."
|
||||
icon_state = "bride_orange"
|
||||
item_state = "creamsuit"
|
||||
color = "bride_orange"
|
||||
flags_inv = HIDESHOES
|
||||
|
||||
/obj/item/clothing/under/wedding/suit_white
|
||||
name = "white suit"
|
||||
desc = "A fabulous white suit with orange shirt."
|
||||
icon_state = "white_suit"
|
||||
item_state = "creamsuit"
|
||||
color = "white_suit"
|
||||
|
||||
/obj/item/clothing/under/wedding/bridesmaid
|
||||
name = "yellow dress"
|
||||
desc = "A big and puffy orange dress."
|
||||
icon_state = "bridesmaid"
|
||||
item_state = "creamsuit"
|
||||
color = "bridesmaid"
|
||||
|
||||
/obj/item/clothing/under/wedding/firedress
|
||||
name = "flaming hot black dress"
|
||||
desc = "A small black dress with blue flames print on it."
|
||||
icon_state = "dress_fire"
|
||||
item_state = "creamsuit"
|
||||
color = "dress_fire"
|
||||
|
||||
/obj/item/clothing/under/wedding/dress_orange
|
||||
name = "orange dress"
|
||||
icon_state = "d_orange"
|
||||
color = "d_orange"
|
||||
|
||||
/obj/item/clothing/under/wedding/dress_green
|
||||
name = "green dress"
|
||||
icon_state = "d_green"
|
||||
color = "d_green"
|
||||
|
||||
/obj/item/clothing/under/wedding/dress_purple
|
||||
name = "purple dress"
|
||||
icon_state = "d_purple"
|
||||
color = "d_purple"
|
||||
|
||||
/obj/item/clothing/under/wedding/dress_red
|
||||
name = "red dress"
|
||||
icon_state = "d_red"
|
||||
color = "d_red"
|
||||
|
||||
/obj/item/clothing/under/wedding/dress_blue
|
||||
name = "blue dress"
|
||||
icon_state = "d_blue"
|
||||
color = "d_blue"
|
||||
|
||||
/obj/item/clothing/under/wedding/officer_blue
|
||||
name = "blue officer dress"
|
||||
icon_state = "officer_blue"
|
||||
color = "officer_blue"
|
||||
|
||||
/obj/item/clothing/under/wedding/dress_vampire
|
||||
name = "vampire dress"
|
||||
icon_state = "d_vampire"
|
||||
color = "d_vampire"
|
||||
|
||||
/obj/item/clothing/under/sundress
|
||||
name = "sundress"
|
||||
desc = "Makes you want to frolic in a field of daisies."
|
||||
icon_state = "sundress"
|
||||
item_state = "sundress"
|
||||
color = "sundress"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
@@ -22,15 +22,15 @@ Contains the procs that control attacking critters
|
||||
if (user.a_intent == "hurt")
|
||||
TakeDamage(rand(1,2) * brutevuln)
|
||||
|
||||
if(istajaran(user))
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[user] has slashed at [src]!</B>", 1)
|
||||
playsound(src.loc, 'slice.ogg', 25, 1, -1)
|
||||
|
||||
else if(istype(user, /mob/living/carbon/human))
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[user] has punched [src]!</B>", 1)
|
||||
playsound(src.loc, pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'), 100, 1)
|
||||
if(istype(user, /mob/living/carbon/human))
|
||||
if(user.get_species() == "Tajaran")
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[user] has slashed at [src]!</B>", 1)
|
||||
playsound(src.loc, 'sound/weapons/slice.ogg', 25, 1, -1)
|
||||
else
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[user] has punched [src]!</B>", 1)
|
||||
playsound(src.loc, pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'), 100, 1)
|
||||
|
||||
else if(istype(user, /mob/living/carbon/alien/humanoid))
|
||||
for(var/mob/O in viewers(src, null))
|
||||
|
||||
@@ -431,4 +431,4 @@
|
||||
|
||||
|
||||
|
||||
item.throw_at(target, item.throw_range, item.throw_speed)
|
||||
item.throw_at(target, item.throw_range, item.throw_speed)
|
||||
|
||||
@@ -661,3 +661,12 @@
|
||||
return "Animated Construct"
|
||||
else
|
||||
return "Human"
|
||||
|
||||
/mob/living/carbon/get_species()
|
||||
if(src.dna)
|
||||
if(src.dna.mutantrace == "lizard")
|
||||
return "Soghun"
|
||||
else if(src.dna.mutantrace == "skrell")
|
||||
return "Skrell"
|
||||
else if(src.dna.mutantrace == "tajaran")
|
||||
return "Tajaran"
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
/mob/proc/update_Login_details()
|
||||
//trigger admin holder updates. This is hear as all Login() calls this proc.
|
||||
if(client.holder)
|
||||
world << "calling update admin..."
|
||||
client.update_admins(client.holder.rank)
|
||||
|
||||
//Multikey checks and logging
|
||||
@@ -28,6 +29,7 @@
|
||||
log_access("Notice: [key_name(src)] has the same [matches] as [key_name(M)] (no longer logged in).")
|
||||
|
||||
/mob/Login()
|
||||
world << "/mob/Login()"
|
||||
player_list |= src
|
||||
update_Login_details()
|
||||
world.update_status()
|
||||
|
||||
@@ -865,5 +865,8 @@ note dizziness decrements automatically in the mob's Life() proc.
|
||||
return 1
|
||||
return 0
|
||||
|
||||
mob/proc/flash_weak_pain()
|
||||
/mob/proc/get_species()
|
||||
return ""
|
||||
|
||||
/mob/proc/flash_weak_pain()
|
||||
flick("weak_pain",pain)
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
<<<<<<< HEAD
|
||||
/mob
|
||||
density = 1
|
||||
layer = 4.0
|
||||
@@ -15,9 +14,6 @@
|
||||
var/obj/screen/flash = null
|
||||
var/obj/screen/blind = null
|
||||
var/obj/screen/hands = null
|
||||
var/obj/screen/mach = null
|
||||
var/obj/screen/sleep = null
|
||||
var/obj/screen/rest = null
|
||||
var/obj/screen/pullin = null
|
||||
var/obj/screen/internals = null
|
||||
var/obj/screen/oxygen = null
|
||||
@@ -64,227 +60,7 @@
|
||||
var/ear_deaf = null //Carbon
|
||||
var/ear_damage = null //Carbon
|
||||
var/stuttering = null //Carbon
|
||||
var/slurring = null
|
||||
var/real_name = null
|
||||
// var/original_name = null //Original name is only used in ghost chat! Depracated, now used bb
|
||||
var/blinded = null
|
||||
var/bhunger = 0 //Carbon
|
||||
var/ajourn = 0
|
||||
// var/rejuv = null
|
||||
var/druggy = 0 //Carbon
|
||||
var/confused = 0 //Carbon
|
||||
var/antitoxs = null
|
||||
var/plasma = null
|
||||
var/sleeping = 0 //Carbon
|
||||
var/resting = 0 //Carbon
|
||||
var/lying = 0
|
||||
var/lying_prev = 0
|
||||
var/canmove = 1
|
||||
var/eye_stat = null//Living, potentially Carbon
|
||||
var/lastpuke = 0
|
||||
var/unacidable = 0
|
||||
|
||||
var/name_archive //For admin things like possession
|
||||
|
||||
var/timeofdeath = 0.0//Living
|
||||
var/cpr_time = 1.0//Carbon
|
||||
|
||||
|
||||
var/bodytemperature = 310.055 //98.7 F
|
||||
var/drowsyness = 0.0//Carbon
|
||||
var/dizziness = 0//Carbon
|
||||
var/is_dizzy = 0
|
||||
var/is_jittery = 0
|
||||
var/jitteriness = 0//Carbon
|
||||
var/charges = 0.0
|
||||
var/nutrition = 400.0//Carbon
|
||||
|
||||
var/overeatduration = 0 // How long this guy is overeating //Carbon
|
||||
var/paralysis = 0.0
|
||||
var/stunned = 0.0
|
||||
var/weakened = 0.0
|
||||
var/losebreath = 0.0//Carbon
|
||||
var/intent = null//Living
|
||||
var/shakecamera = 0
|
||||
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/handcuffed = null//Living
|
||||
var/obj/item/legcuffed = null//Living
|
||||
var/obj/item/l_hand = null//Living
|
||||
var/obj/item/r_hand = null//Living
|
||||
var/obj/item/weapon/back = null//Human/Monkey
|
||||
var/obj/item/weapon/tank/internal = null//Human/Monkey
|
||||
var/obj/item/weapon/storage/s_active = null//Carbon
|
||||
var/obj/item/clothing/mask/wear_mask = null//Carbon
|
||||
|
||||
var/seer = 0 //for cult//Carbon, probably Human
|
||||
|
||||
var/obj/hud/hud_used = null
|
||||
|
||||
//var/list/organs = list( ) //moved to human.
|
||||
var/list/grabbed_by = list( )
|
||||
var/list/requests = list( )
|
||||
|
||||
var/list/mapobjs = list()
|
||||
|
||||
var/in_throw_mode = 0
|
||||
|
||||
var/coughedtime = null
|
||||
|
||||
var/inertia_dir = 0
|
||||
var/footstep = 1
|
||||
|
||||
var/music_lastplayed = "null"
|
||||
|
||||
var/job = null//Living
|
||||
|
||||
var/nodamage = 0
|
||||
|
||||
var/be_syndicate = 0//This really should be a client variable.
|
||||
var/be_random_name = 0
|
||||
var/const/blindness = 1//Carbon
|
||||
var/const/deafness = 2//Carbon
|
||||
var/const/muteness = 4//Carbon
|
||||
|
||||
|
||||
var/datum/dna/dna = null//Carbon
|
||||
var/radiation = 0.0//Carbon
|
||||
|
||||
var/list/mutations = list() //Carbon -- Doohl
|
||||
//see: setup.dm for list of mutations
|
||||
|
||||
var/list/augmentations = list() //Carbon -- Doohl
|
||||
//see: setup.dm for list of augmentations
|
||||
|
||||
var/voice_name = "unidentifiable voice"
|
||||
var/voice_message = null // When you are not understood by others (replaced with just screeches, hisses, chimpers etc.)
|
||||
var/say_message = null // When you are understood by others. Currently only used by aliens and monkeys in their say_quote procs
|
||||
|
||||
//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
|
||||
var/proc_holder_list[] = list()//Right now unused.
|
||||
//Also unlike the spell list, this would only store the object in contents, not an object in itself.
|
||||
|
||||
/* Add this line to whatever stat module you need in order to use the proc holder list.
|
||||
Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
|
||||
This requires creating a verb for the object proc holder.
|
||||
|
||||
if (proc_holder_list.len)//Generic list for proc_holder objects.
|
||||
for(var/obj/effect/proc_holder/P in proc_holder_list)
|
||||
statpanel("[P.panel]","",P)
|
||||
*/
|
||||
|
||||
//The last mob/living/carbon to push/drag/grab this mob (mostly used by Metroids friend recognition)
|
||||
var/mob/living/carbon/LAssailant = null
|
||||
|
||||
//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
|
||||
var/obj/effect/proc_holder/spell/list/spell_list = list()
|
||||
|
||||
//Changlings, but can be used in other modes
|
||||
var/obj/effect/proc_holder/changpower/list/power_list = list()
|
||||
|
||||
//List of active diseases
|
||||
|
||||
var/viruses = list() // replaces var/datum/disease/virus
|
||||
|
||||
//Monkey/infected mode
|
||||
var/list/resistances = list()
|
||||
var/datum/disease/virus = null
|
||||
|
||||
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
|
||||
|
||||
var/update_icon = 1 //Set to 1 to trigger update_icons() at the next life() call
|
||||
|
||||
var/UI = 'icons/mob/screen1_Midnight.dmi' // For changing the UI from preferences
|
||||
|
||||
var/status_flags = 255 //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
|
||||
var/nopush = 0 //Can they be shoved?
|
||||
|
||||
var/area/lastarea = null
|
||||
|
||||
var/digitalcamo = 0 // Can they be tracked by the AI?
|
||||
|
||||
var/datum/preferences/storedpreferences = null
|
||||
|
||||
|
||||
var/list/radar_blips = list() // list of screen objects, radar blips
|
||||
var/radar_open = 0 // nonzero is radar is open
|
||||
|
||||
|
||||
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
|
||||
|
||||
//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
|
||||
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
|
||||
var/robot_talk_understand = 0
|
||||
var/alien_talk_understand = 0
|
||||
var/tajaran_talk_understand = 0
|
||||
var/soghun_talk_understand = 0
|
||||
var/skrell_talk_understand = 0
|
||||
=======
|
||||
/mob
|
||||
density = 1
|
||||
layer = 4.0
|
||||
animate_movement = 2
|
||||
flags = NOREACT
|
||||
var/datum/mind/mind
|
||||
|
||||
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
|
||||
|
||||
//Not in use yet
|
||||
var/obj/effect/organstructure/organStructure = null
|
||||
|
||||
// var/uses_hud = 0
|
||||
var/obj/screen/flash = null
|
||||
var/obj/screen/blind = null
|
||||
var/obj/screen/hands = null
|
||||
var/obj/screen/pullin = null
|
||||
var/obj/screen/internals = null
|
||||
var/obj/screen/oxygen = null
|
||||
var/obj/screen/i_select = null
|
||||
var/obj/screen/m_select = null
|
||||
var/obj/screen/toxin = null
|
||||
var/obj/screen/fire = null
|
||||
var/obj/screen/bodytemp = null
|
||||
var/obj/screen/healths = null
|
||||
var/obj/screen/throw_icon = null
|
||||
var/obj/screen/nutrition_icon = null
|
||||
var/obj/screen/pressure = null
|
||||
var/obj/screen/damageoverlay = null
|
||||
|
||||
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
|
||||
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
|
||||
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
|
||||
I'll make some notes on where certain variable defines should probably go.
|
||||
Changing this around would probably require a good look-over the pre-existing code.
|
||||
*/
|
||||
var/obj/screen/zone_sel/zone_sel = null
|
||||
|
||||
var/emote_allowed = 1
|
||||
var/computer_id = null
|
||||
var/lastattacker = null
|
||||
var/lastattacked = null
|
||||
var/attack_log = list( )
|
||||
var/already_placed = 0.0
|
||||
var/obj/machinery/machine = null
|
||||
var/other_mobs = null
|
||||
var/memory = ""
|
||||
var/poll_answer = 0.0
|
||||
var/sdisabilities = 0 //Carbon
|
||||
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
|
||||
var/eye_blind = null //Carbon
|
||||
var/eye_blurry = null //Carbon
|
||||
var/ear_deaf = null //Carbon
|
||||
var/ear_damage = null //Carbon
|
||||
var/stuttering = null //Carbon
|
||||
var/slurring = null //Carbon
|
||||
var/real_name = null
|
||||
// var/original_name = null //Original name is only used in ghost chat! Depracated, now used bb
|
||||
var/blinded = null
|
||||
@@ -440,4 +216,7 @@
|
||||
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
|
||||
var/robot_talk_understand = 0
|
||||
var/alien_talk_understand = 0
|
||||
>>>>>>> remotes/git-svn
|
||||
var/tajaran_talk_understand = 0
|
||||
var/soghun_talk_understand = 0
|
||||
var/skrell_talk_understand = 0
|
||||
|
||||
|
||||
Reference in New Issue
Block a user