Merge pull request #9202 from Zuhayr/customitems

Custom items refactor.
This commit is contained in:
Chinsky
2015-05-14 21:47:04 +03:00
64 changed files with 845 additions and 1805 deletions

View File

@@ -546,6 +546,7 @@
#include "code\game\objects\items\crayons.dm"
#include "code\game\objects\items\glassjar.dm"
#include "code\game\objects\items\latexballoon.dm"
#include "code\game\objects\items\paintkit.dm"
#include "code\game\objects\items\shooting_range.dm"
#include "code\game\objects\items\toys.dm"
#include "code\game\objects\items\trash.dm"
@@ -925,13 +926,14 @@
#include "code\modules\clothing\under\syndicate.dm"
#include "code\modules\clothing\under\accessories\accessory.dm"
#include "code\modules\clothing\under\accessories\armband.dm"
#include "code\modules\clothing\under\accessories\badges.dm"
#include "code\modules\clothing\under\accessories\holster.dm"
#include "code\modules\clothing\under\accessories\lockets.dm"
#include "code\modules\clothing\under\accessories\storage.dm"
#include "code\modules\clothing\under\jobs\civilian.dm"
#include "code\modules\clothing\under\jobs\engineering.dm"
#include "code\modules\clothing\under\jobs\medsci.dm"
#include "code\modules\clothing\under\jobs\security.dm"
#include "code\modules\customitems\item_defines.dm"
#include "code\modules\customitems\item_spawning.dm"
#include "code\modules\detectivework\evidence.dm"
#include "code\modules\detectivework\footprints_and_rag.dm"

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@@ -72,7 +72,7 @@ Radio:
1355 - Medical
1357 - Engineering
1359 - Security
1341 - death squad
1341 - deathsquad
1443 - Confession Intercom
1347 - Cargo techs
1349 - Service people

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@@ -259,7 +259,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
name = "Corgi Crate"
contains = list()
cost = 50
containertype = /obj/structure/largecrate/lisa
containertype = /obj/structure/largecrate/animal/corgi
containername = "Corgi Crate"
group = "Hydroponics"
@@ -289,7 +289,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/cow
name = "Cow crate"
cost = 30
containertype = /obj/structure/largecrate/cow
containertype = /obj/structure/largecrate/animal/cow
containername = "Cow crate"
access = access_hydroponics
group = "Hydroponics"
@@ -297,7 +297,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/goat
name = "Goat crate"
cost = 25
containertype = /obj/structure/largecrate/goat
containertype = /obj/structure/largecrate/animal/goat
containername = "Goat crate"
access = access_hydroponics
group = "Hydroponics"
@@ -305,19 +305,11 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/chicken
name = "Chicken crate"
cost = 20
containertype = /obj/structure/largecrate/chick
containertype = /obj/structure/largecrate/animal/chick
containername = "Chicken crate"
access = access_hydroponics
group = "Hydroponics"
/datum/supply_packs/lisa
name = "Corgi crate"
contains = list()
cost = 50
containertype = /obj/structure/largecrate/lisa
containername = "Corgi crate"
group = "Hydroponics"
/datum/supply_packs/seeds
name = "Seeds crate"
contains = list(/obj/item/seeds/chiliseed,
@@ -1525,7 +1517,32 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/weapon/stock_parts/subspace/crystal,
/obj/item/weapon/storage/toolbox/electrical)
/datum/supply_packs/randomised/exosuit_mod
num_contained = 1
contains = list(
/obj/item/device/kit/paint/ripley,
/obj/item/device/kit/paint/ripley/death,
/obj/item/device/kit/paint/ripley/flames_red,
/obj/item/device/kit/paint/ripley/flames_blue
)
name = "Random APLU modkit"
cost = 200
containertype = /obj/structure/closet/crate
containername = "heavy crate"
group = "Miscellaneous"
/datum/supply_packs/randomised/exosuit_mod/durand
contains = list(
/obj/item/device/kit/paint/durand,
/obj/item/device/kit/paint/durand/seraph,
/obj/item/device/kit/paint/durand/phazon
)
name = "Random Durand exosuit modkit"
/datum/supply_packs/randomised/exosuit_mod/gygax
contains = list(
/obj/item/device/kit/paint/gygax,
/obj/item/device/kit/paint/gygax/darkgygax,
/obj/item/device/kit/paint/gygax/recitence
)
name = "Random Gygax exosuit modkit"

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@@ -292,7 +292,7 @@ var/global/datum/controller/gameticker/ticker
if(player.mind.assigned_role != "MODE")
job_master.EquipRank(player, player.mind.assigned_role, 0)
UpdateFactionList(player)
EquipCustomItems(player)
equip_custom_items(player)
if(captainless)
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player))

View File

@@ -214,7 +214,7 @@
if (H.mind.role_alt_title)
switch(H.mind.role_alt_title)
if("Emergency Medical Technician")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical/fluff/short(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical/paramedic(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/fr_jacket(H), slot_wear_suit)
if("Paramedic")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical/black(H), slot_w_uniform)

View File

@@ -736,6 +736,10 @@
user << "<span class='danger'>The cycler already contains a helmet.</span>"
return
if(I.icon_override == CUSTOM_ITEM_MOB)
user << "You cannot refit a customised voidsuit."
return
user << "You fit \the [I] into the suit cycler."
user.drop_item()
I.loc = src
@@ -755,6 +759,10 @@
user << "<span class='danger'>The cycler already contains a voidsuit.</span>"
return
if(I.icon_override == CUSTOM_ITEM_MOB)
user << "You cannot refit a customised voidsuit."
return
user << "You fit \the [I] into the suit cycler."
user.drop_item()
I.loc = src

View File

@@ -17,7 +17,7 @@
max_equip = 3
/obj/mecha/combat/gygax/dark
desc = "A lightweight exosuit used by Nanotrasen Death Squads. A significantly upgraded Gygax security mech."
desc = "A lightweight exosuit used by NanoTrasen Heavy Asset Protection. A significantly upgraded Gygax security mech."
name = "Dark Gygax"
icon_state = "darkgygax"
initial_icon = "darkgygax"

View File

@@ -1076,18 +1076,6 @@
do_after_cooldown()
return 1
/obj/item/weapon/paintkit //Please don't use this for anything, it's a base type for custom mech paintjobs.
name = "mecha customisation kit"
desc = "A generic kit containing all the needed tools and parts to turn a mech into another mech."
icon = 'icons/obj/custom_items.dmi'
icon_state = "royce_kit"
var/new_name = "mech" //What is the variant called?
var/new_desc = "A mech." //How is the new mech described?
var/new_icon = "ripley" //What base icon will the new mech use?
var/removable = null //Can the kit be removed?
var/list/allowed_types = list() //Types of mech that the kit will work on.
/obj/item/mecha_parts/mecha_equipment/tool/passenger
name = "passenger compartment"
desc = "A mountable passenger compartment for exo-suits. Rather cramped."

View File

@@ -815,34 +815,6 @@
user.visible_message("[user] attaches [W] to [src].", "You attach [W] to [src]")
return
else if(istype(W, /obj/item/weapon/paintkit))
if(occupant)
user << "You can't customize a mech while someone is piloting it - that would be unsafe!"
return
var/obj/item/weapon/paintkit/P = W
var/found = null
for(var/type in P.allowed_types)
if(type==src.initial_icon)
found = 1
break
if(!found)
user << "That kit isn't meant for use on this class of exosuit."
return
user.visible_message("[user] opens [P] and spends some quality time customising [src].")
src.name = P.new_name
src.desc = P.new_desc
src.initial_icon = P.new_icon
src.reset_icon()
user.drop_item()
qdel(P)
else
call((proc_res["dynattackby"]||src), "dynattackby")(W,user)
/*

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@@ -0,0 +1,178 @@
/obj/item/device/kit
icon_state = "modkit"
icon = 'icons/obj/device.dmi'
var/new_name = "mech" //What is the variant called?
var/new_desc = "A mech." //How is the new mech described?
var/new_icon = "ripley" //What base icon will the new mech use?
var/new_icon_file
var/uses = 1 // Uses before the kit deletes itself.
/obj/item/device/kit/examine()
..()
usr << "It has [uses] [uses>1?"uses":"use"] left."
/obj/item/device/kit/proc/use(var/amt, var/mob/user)
uses -= amt
playsound(get_turf(user), 'sound/items/Screwdriver.ogg', 50, 1)
if(uses<1)
user.drop_item()
qdel(src)
// Root hardsuit kit defines.
// Icons for modified hardsuits need to be in the proper .dmis because suit cyclers may cock them up.
/obj/item/device/kit/suit
name = "voidsuit modification kit"
desc = "A kit for modifying a voidsuit."
uses = 2
var/new_light_overlay
var/new_mob_icon_file
/obj/item/clothing/head/helmet/space/void/attackby(var/obj/item/O, var/mob/user)
if(istype(O,/obj/item/device/kit/suit))
var/obj/item/device/kit/suit/kit = O
name = "[kit.new_name] suit helmet"
desc = kit.new_desc
icon_state = "[kit.new_icon]_helmet"
item_state = "[kit.new_icon]_helmet"
if(kit.new_icon_file)
icon = kit.new_icon_file
if(kit.new_mob_icon_file)
icon_override = kit.new_mob_icon_file
if(kit.new_light_overlay)
light_overlay = kit.new_light_overlay
user << "You set about modifying the helmet into [src]."
var/mob/living/carbon/human/H = user
if(istype(H))
species_restricted = list(H.species.name)
kit.use(1,user)
return 1
return ..()
/obj/item/clothing/suit/space/void/attackby(var/obj/item/O, var/mob/user)
if(istype(O,/obj/item/device/kit/suit))
var/obj/item/device/kit/suit/kit = O
name = "[kit.new_name] voidsuit"
desc = kit.new_desc
icon_state = "[kit.new_icon]_suit"
item_state = "[kit.new_icon]_suit"
if(kit.new_icon_file)
icon = kit.new_icon_file
if(kit.new_mob_icon_file)
icon_override = kit.new_mob_icon_file
user << "You set about modifying the suit into [src]."
var/mob/living/carbon/human/H = user
if(istype(H))
species_restricted = list(H.species.name)
kit.use(1,user)
return 1
return ..()
/obj/item/device/kit/paint
name = "mecha customisation kit"
desc = "A kit containing all the needed tools and parts to repaint a mech."
var/removable = null
var/list/allowed_types = list()
/obj/item/device/kit/paint/examine()
..()
usr << "This kit will convert an exosuit into: [new_name]."
usr << "This kit can be used on the following exosuit models:"
for(var/exotype in allowed_types)
usr << "- [capitalize(exotype)]"
/obj/mecha/attackby(var/obj/item/weapon/W, var/mob/user)
if(istype(W, /obj/item/device/kit/paint))
if(occupant)
user << "You can't customize a mech while someone is piloting it - that would be unsafe!"
return
var/obj/item/device/kit/paint/P = W
var/found = null
for(var/type in P.allowed_types)
if(type==src.initial_icon)
found = 1
break
if(!found)
user << "That kit isn't meant for use on this class of exosuit."
return
user.visible_message("[user] opens [P] and spends some quality time customising [src].")
src.name = P.new_name
src.desc = P.new_desc
src.initial_icon = P.new_icon
if(P.new_icon_file)
src.icon = P.new_icon_file
src.reset_icon()
P.use(1, user)
return 1
else
return ..()
//Ripley APLU kits.
/obj/item/device/kit/paint/ripley
name = "\"Classic\" APLU customisation kit"
new_name = "APLU \"Classic\""
new_desc = "A very retro APLU unit; didn't they retire these back in 2543?"
new_icon = "ripley-old"
allowed_types = list("ripley")
/obj/item/device/kit/paint/ripley/death
name = "\"Reaper\" APLU customisation kit"
new_name = "APLU \"Reaper\""
new_desc = "A terrifying, grim power loader. Why do those clamps have spikes?"
new_icon = "deathripley"
allowed_types = list("ripley","firefighter")
/obj/item/device/kit/paint/ripley/flames_red
name = "\"Firestarter\" APLU customisation kit"
new_name = "APLU \"Firestarter\""
new_desc = "A standard APLU exosuit with stylish orange flame decals."
new_icon = "ripley_flames_red"
/obj/item/device/kit/paint/ripley/flames_blue
name = "\"Burning Chrome\" APLU customisation kit"
new_name = "APLU \"Burning Chrome\""
new_desc = "A standard APLU exosuit with stylish blue flame decals."
new_icon = "ripley_flames_blue"
// Durand kits.
/obj/item/device/kit/paint/durand
name = "\"Classic\" Durand customisation kit"
new_name = "Durand \"Classic\""
new_desc = "An older model of Durand combat exosuit. This model was retired for rotating a pilot's torso 180 degrees."
new_icon = "old_durand"
allowed_types = list("durand")
/obj/item/device/kit/paint/durand/seraph
name = "\"Cherubim\" Durand customisation kit"
new_name = "Durand \"Cherubim\""
new_desc = "A Durand combat exosuit modelled after ancient Earth entertainment. Your heart goes doki-doki just looking at it."
new_icon = "old_durand"
/obj/item/device/kit/paint/durand/phazon
name = "\"Sypher\" Durand customisation kit"
new_name = "Durand \"Sypher\""
new_desc = "A Durand combat exosuit with some very stylish neons and decals. Seems to blur slightly at the edges; probably an optical illusion."
new_icon = "phazon"
// Gygax kits.
/obj/item/device/kit/paint/gygax
name = "\"Jester\" Gygax customisation kit"
new_name = "Gygax \"Jester\""
new_desc = "A Gygax exosuit modelled after the infamous combat-troubadors of Earth's distant past. Terrifying to behold."
new_icon = "honker"
allowed_types = list("gygax")
/obj/item/device/kit/paint/gygax/darkgygax
name = "\"Silhouette\" Gygax customisation kit"
new_name = "Gygax \"Silhouette\""
new_desc = "An ominous Gygax exosuit modelled after the fictional corporate 'death squads' that were popular in pulp action-thrillers back in 2554."
new_icon = "darkgygax"
/obj/item/device/kit/paint/gygax/recitence
name = "\"Gaoler\" Gygax customisation kit"
new_name = "Durand \"Gaoler\""
new_desc = "A bulky silver Gygax exosuit. The extra armour appears to be painted on, but it's very shiny."
new_icon = "recitence"

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@@ -923,6 +923,11 @@
desc = "A plushie of a fuzzy spider! It has eight legs - all the better to hug you with."
icon_state = "spiderplushie"
/obj/item/toy/plushie/farwa
name = "farwa plush"
desc = "A farwa plush doll. It's soft and comforting!"
icon_state = "farwaplushie"
//Toy cult sword
/obj/item/toy/cultsword
name = "foam sword"

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@@ -81,7 +81,7 @@
/obj/item/device/taperecorder,
/obj/item/device/hailer,
/obj/item/device/megaphone,
/obj/item/clothing/accessory/holobadge,
/obj/item/clothing/accessory/badge/holo,
/obj/structure/closet/crate/secure,
/obj/structure/closet/secure_closet,
/obj/machinery/librarycomp,
@@ -162,17 +162,6 @@
/obj/item/weapon/card/id/GetID()
return src
/obj/item/weapon/card/id/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W,/obj/item/weapon/id_wallet))
user << "You slip [src] into [W]."
src.name = "[src.registered_name]'s [W.name] ([src.assignment])"
src.desc = W.desc
src.icon = W.icon
src.icon_state = W.icon_state
qdel(W)
return
/obj/item/weapon/card/id/verb/read()
set name = "Read ID Card"
set category = "Object"
@@ -297,7 +286,7 @@
/obj/item/weapon/card/id/centcom/ERT
name = "\improper Emergency Response Team ID"
assignment = "Emergency Response Team"
/obj/item/weapon/card/id/centcom/ERT/New()
..()
access += get_all_accesses()

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@@ -416,35 +416,33 @@ CIGARETTE PACKETS ARE IN FANCY.DM
icon = 'icons/obj/items.dmi'
icon_state = "lighter-g"
item_state = "lighter-g"
var/icon_on = "lighter-g-on"
var/icon_off = "lighter-g"
w_class = 1
throwforce = 4
flags = CONDUCT
slot_flags = SLOT_BELT
attack_verb = list("burnt", "singed")
var/base_state
/obj/item/weapon/flame/lighter/zippo
name = "\improper Zippo lighter"
desc = "The zippo."
icon_state = "zippo"
item_state = "zippo"
icon_on = "zippoon"
icon_off = "zippo"
/obj/item/weapon/flame/lighter/random
New()
var/color = pick("r","c","y","g")
icon_on = "lighter-[color]-on"
icon_off = "lighter-[color]"
icon_state = icon_off
icon_state = "lighter-[pick("r","c","y","g")]"
item_state = icon_state
base_state = icon_state
/obj/item/weapon/flame/lighter/attack_self(mob/living/user)
if(!base_state)
base_state = icon_state
if(user.r_hand == src || user.l_hand == src)
if(!lit)
lit = 1
icon_state = icon_on
item_state = icon_on
icon_state = "[base_state]on"
item_state = "[base_state]on"
if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
user.visible_message("<span class='rose'>Without even breaking stride, [user] flips open and lights [src] in one smooth movement.</span>")
else
@@ -462,8 +460,8 @@ CIGARETTE PACKETS ARE IN FANCY.DM
processing_objects.Add(src)
else
lit = 0
icon_state = icon_off
item_state = icon_off
icon_state = "[base_state]"
item_state = "[base_state]"
if(istype(src, /obj/item/weapon/flame/lighter/zippo) )
user.visible_message("<span class='rose'>You hear a quiet click, as [user] shuts off [src] without even looking at what they're doing.")
else

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@@ -155,6 +155,12 @@
"\red <b>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</b>")
return (BRUTELOSS)
/obj/item/weapon/kitchenknife/hook
name = "meat hook"
desc = "A sharp, metal hook what sticks into things."
icon_state = "hook_knife"
item_state = "hook_knife"
/obj/item/weapon/kitchenknife/ritual
name = "ritual knife"
desc = "The unearthly energies that once powered this blade are now dormant."

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@@ -92,12 +92,9 @@
/obj/item/weapon/storage/belt/medical/emt
name = "EMT utility belt"
desc = "A sturdy black webbing belt with attached pouches."
icon = 'icons/obj/custom_items.dmi'
icon_state = "emsbelt"
item_state = "emsbelt"
/obj/item/weapon/storage/belt/security
name = "security belt"
desc = "Can hold security gear like handcuffs and flashes."

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@@ -289,3 +289,17 @@
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
/obj/item/weapon/storage/pill_bottle/citalopram
name = "bottle of Citalopram pills"
desc = "Contains pills used to stabilize a patient's mood."
New()
..()
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )
new /obj/item/weapon/reagent_containers/pill/citalopram( src )

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@@ -158,7 +158,7 @@
spawn_nothing_percentage = 50
item_to_spawn()
return pick(prob(3);/obj/item/weapon/storage/pill_bottle/tramadol,\
prob(4);/obj/item/weapon/haircomb/fluff/cado_keppel_1,\
prob(4);/obj/item/weapon/haircomb,\
prob(2);/obj/item/weapon/storage/pill_bottle/happy,\
prob(2);/obj/item/weapon/storage/pill_bottle/zoom,\
prob(5);/obj/item/weapon/contraband/poster,\

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@@ -4,7 +4,7 @@
icon = 'icons/obj/coatrack.dmi'
icon_state = "coatrack0"
var/obj/item/clothing/suit/coat
var/list/allowed = list(/obj/item/clothing/suit/storage/labcoat, /obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/det_suit)
var/list/allowed = list(/obj/item/clothing/suit/storage/toggle/labcoat, /obj/item/clothing/suit/storage/det_suit)
/obj/structure/coatrack/attack_hand(mob/user as mob)
user.visible_message("[user] takes [coat] off \the [src].", "You take [coat] off the \the [src]")

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@@ -23,44 +23,7 @@
return attack_hand(user)
/obj/structure/largecrate/mule
icon_state = "mulecrate"
/obj/structure/largecrate/lisa
icon_state = "lisacrate"
/obj/structure/largecrate/lisa/attackby(obj/item/weapon/W as obj, mob/user as mob) //ugly but oh well
if(istype(W, /obj/item/weapon/crowbar))
new /mob/living/simple_animal/corgi/Lisa(loc)
..()
/obj/structure/largecrate/cow
name = "cow crate"
icon_state = "lisacrate"
/obj/structure/largecrate/cow/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/crowbar))
new /mob/living/simple_animal/cow(loc)
..()
/obj/structure/largecrate/goat
name = "goat crate"
icon_state = "lisacrate"
/obj/structure/largecrate/goat/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/crowbar))
new /mob/living/simple_animal/hostile/retaliate/goat(loc)
..()
/obj/structure/largecrate/chick
name = "chicken crate"
icon_state = "lisacrate"
/obj/structure/largecrate/chick/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/crowbar))
var/num = rand(4, 6)
for(var/i = 0, i < num, i++)
new /mob/living/simple_animal/chick(loc)
..()
name = "MULE crate"
/obj/structure/largecrate/hoverpod
name = "\improper Hoverpod assembly crate"
@@ -71,9 +34,43 @@
if(istype(W, /obj/item/weapon/crowbar))
var/obj/item/mecha_parts/mecha_equipment/ME
var/obj/mecha/working/hoverpod/H = new (loc)
ME = new /obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp
ME.attach(H)
ME = new /obj/item/mecha_parts/mecha_equipment/tool/passenger
ME.attach(H)
..()
/obj/structure/largecrate/animal
icon_state = "mulecrate"
var/held_count = 1
var/held_type
/obj/structure/largecrate/animal/New()
..()
for(var/i = 1;i<=held_count;i++)
new held_type(src)
/obj/structure/largecrate/animal/corgi
name = "corgi carrier"
held_type = /mob/living/simple_animal/corgi
/obj/structure/largecrate/animal/cow
name = "cow crate"
held_type = /mob/living/simple_animal/cow
/obj/structure/largecrate/animal/goat
name = "goat crate"
held_type = /mob/living/simple_animal/hostile/retaliate/goat
/obj/structure/largecrate/animal/cat
name = "cat carrier"
held_type = /mob/living/simple_animal/cat
/obj/structure/largecrate/animal/cat/bones
held_type = /mob/living/simple_animal/cat/fluff/bones
/obj/structure/largecrate/animal/chick
name = "chicken crate"
held_count = 5
held_type = /mob/living/simple_animal/chick

View File

@@ -268,4 +268,4 @@ var/global/obj/item/device/radio/intercom/global_announcer = new(null)
var/list/station_departments = list("Command", "Medical", "Engineering", "Science", "Security", "Cargo", "Civilian")
var/global/const/TICKS_IN_DAY = 864000
var/global/const/TICKS_IN_SECOND = 10
var/global/const/TICKS_IN_SECOND = 10

View File

@@ -1010,6 +1010,46 @@ var/global/floorIsLava = 0
var/datum/seed/S = plant_controller.seeds[seedtype]
S.harvest(usr,0,0,1)
/datum/admins/proc/spawn_custom_item()
set category = "Debug"
set desc = "Spawn a custom item."
set name = "Spawn Custom Item"
if(!check_rights(R_SPAWN)) return
var/owner = input("Select a ckey.", "Spawn Custom Item") as null|anything in custom_items
if(!owner|| !custom_items[owner])
return
var/list/possible_items = custom_items[owner]
var/datum/custom_item/item_to_spawn = input("Select an item to spawn.", "Spawn Custom Item") as null|anything in possible_items
if(!item_to_spawn)
return
item_to_spawn.spawn_item(get_turf(usr))
/datum/admins/proc/check_custom_items()
set category = "Debug"
set desc = "Check the custom item list."
set name = "Check Custom Items"
if(!check_rights(R_SPAWN)) return
if(!custom_items)
usr << "Custom item list is null."
return
if(!custom_items.len)
usr << "Custom item list not populated."
return
for(var/assoc_key in custom_items)
usr << "[assoc_key] has:"
var/list/current_items = custom_items[assoc_key]
for(var/datum/custom_item/item in current_items)
usr << "- name: [item.name] icon: [item.item_icon] path: [item.item_path] desc: [item.item_desc]"
/datum/admins/proc/spawn_plant()
set category = "Debug"
set desc = "Spawn a spreading plant effect."

View File

@@ -115,6 +115,8 @@ var/list/admin_verbs_fun = list(
)
var/list/admin_verbs_spawn = list(
/datum/admins/proc/spawn_fruit,
/datum/admins/proc/spawn_custom_item,
/datum/admins/proc/check_custom_items,
/datum/admins/proc/spawn_plant,
/datum/admins/proc/spawn_atom, /*allows us to spawn instances*/
/client/proc/respawn_character,

View File

@@ -4,7 +4,7 @@ var/const/commandos_possible = 6 //if more Commandos are needed in the future
/client/proc/strike_team()
set category = "Fun"
set name = "Spawn Strike Team"
set desc = "Spawns a death squad if you want to run an admin event."
set desc = "Spawns a strike team if you want to run an admin event."
if(!src.holder)
src << "Only administrators may use this command."
@@ -20,12 +20,12 @@ var/const/commandos_possible = 6 //if more Commandos are needed in the future
var/datum/antagonist/deathsquad/team
var/choice = input(usr, "Select type of strike team:") as null|anything in list("Death Squad", "Mercenaries")
var/choice = input(usr, "Select type of strike team:") as null|anything in list("Heavy Asset Protection", "Mercenaries")
if(!choice)
return
switch(choice)
if("Death Squad")
if("Heavy Asset Protection")
team = deathsquad
if("Mercenaries")
team = commandos

View File

@@ -279,7 +279,7 @@ var/global/list/gear_datums = list()
/datum/gear/scanning_goggles
display_name = "scanning goggles"
path = /obj/item/clothing/glasses/fluff/uzenwa_sissra_1
path = /obj/item/clothing/glasses/science/scanners
cost = 1
slot = slot_glasses
@@ -893,7 +893,7 @@ var/global/list/gear_datums = list()
/datum/gear/toeless_jackboots
display_name = "toe-less jackboots"
path = /obj/item/clothing/shoes/jackboots/fluff/kecer_eldraran
path = /obj/item/clothing/shoes/jackboots/unathi
cost = 1
slot = slot_shoes

View File

@@ -62,6 +62,11 @@
..()
overlay = global_hud.science
/obj/item/clothing/glasses/science/scanners
name = "Scanning Goggles"
desc = "A very oddly shaped pair of goggles with bits of wire poking out the sides. A soft humming sound emanates from it."
icon_state = "uzenwa_sissra_1"
/obj/item/clothing/glasses/night
name = "Night Vision Goggles"
desc = "You can totally see in the dark now!"

View File

@@ -89,6 +89,13 @@
force = 3
siemens_coefficient = 0.7
/obj/item/clothing/shoes/jackboots/unathi
name = "toe-less jackboots"
desc = "Modified pair of jackboots, particularly friendly to those species whose toes hold claws."
item_state = "digiboots"
icon_state = "digiboots"
species_restricted = null
/obj/item/clothing/shoes/cult
name = "boots"
desc = "A pair of boots worn by the followers of Nar-Sie."

View File

@@ -185,6 +185,14 @@
/obj/item/device/healthanalyzer, /obj/item/device/flashlight, /obj/item/device/radio, /obj/item/weapon/tank/emergency_oxygen)
body_parts_covered = UPPER_TORSO|ARMS
/obj/item/clothing/suit/storage/toggle/fr_jacket/ems
name = "\improper EMS jacket"
desc = "A dark blue, martian-pattern, EMS jacket. It sports high-visibility reflective stripes and a star of life on the back."
icon_state = "ems_jacket_closed"
item_state = "ems_jacket_closed"
icon_open = "ems_jacket_open"
icon_closed = "ems_jacket_closed"
//Mime
/obj/item/clothing/suit/suspenders
name = "suspenders"

View File

@@ -140,78 +140,3 @@
/obj/item/clothing/accessory/medal/gold/heroism
name = "medal of exceptional heroism"
desc = "An extremely rare golden medal awarded only by CentComm. To recieve such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but commanders."
/*
Holobadges are worn on the belt or neck, and can be used to show that the holder is an authorized
Security agent - the user details can be imprinted on the badge with a Security-access ID card,
or they can be emagged to accept any ID for use in disguises.
*/
/obj/item/clothing/accessory/holobadge
name = "holobadge"
desc = "This glowing blue badge marks the holder as THE LAW."
icon_state = "holobadge"
slot_flags = SLOT_BELT | SLOT_TIE
var/emagged = 0 //Emagging removes Sec check.
var/stored_name = null
/obj/item/clothing/accessory/holobadge/cord
icon_state = "holobadge-cord"
slot_flags = SLOT_MASK | SLOT_TIE
/obj/item/clothing/accessory/holobadge/attack_self(mob/user as mob)
if(!stored_name)
user << "Waving around a badge before swiping an ID would be pretty pointless."
return
if(isliving(user))
user.visible_message("\red [user] displays their NanoTrasen Internal Security Legal Authorization Badge.\nIt reads: [stored_name], NT Security.","\red You display your NanoTrasen Internal Security Legal Authorization Badge.\nIt reads: [stored_name], NT Security.")
/obj/item/clothing/accessory/holobadge/attackby(var/obj/item/O as obj, var/mob/user as mob)
if (istype(O, /obj/item/weapon/card/emag))
if (emagged)
user << "\red [src] is already cracked."
return
else
emagged = 1
user << "\red You swipe [O] and crack the holobadge security checks."
return
else if(istype(O, /obj/item/weapon/card/id) || istype(O, /obj/item/device/pda))
var/obj/item/weapon/card/id/id_card = null
if(istype(O, /obj/item/weapon/card/id))
id_card = O
else
var/obj/item/device/pda/pda = O
id_card = pda.id
if(access_security in id_card.access || emagged)
user << "You imprint your ID details onto the badge."
stored_name = id_card.registered_name
name = "holobadge ([stored_name])"
desc = "This glowing blue badge marks [stored_name] as THE LAW."
else
user << "[src] rejects your insufficient access rights."
return
..()
/obj/item/clothing/accessory/holobadge/attack(mob/living/carbon/human/M, mob/living/user)
if(isliving(user))
user.visible_message("\red [user] invades [M]'s personal space, thrusting [src] into their face insistently.","\red You invade [M]'s personal space, thrusting [src] into their face insistently. You are the law.")
/obj/item/weapon/storage/box/holobadge
name = "holobadge box"
desc = "A box claiming to contain holobadges."
New()
new /obj/item/clothing/accessory/holobadge(src)
new /obj/item/clothing/accessory/holobadge(src)
new /obj/item/clothing/accessory/holobadge(src)
new /obj/item/clothing/accessory/holobadge(src)
new /obj/item/clothing/accessory/holobadge/cord(src)
new /obj/item/clothing/accessory/holobadge/cord(src)
..()
return

View File

@@ -0,0 +1,98 @@
/*
Badges are worn on the belt or neck, and can be used to show that the holder is an authorized
Security agent - the user details can be imprinted on holobadges with a Security-access ID card,
or they can be emagged to accept any ID for use in disguises.
*/
/obj/item/clothing/accessory/badge
name = "detective's badge"
desc = "NanoTrasen Security Department detective's badge, made from gold."
icon_state = "badge"
slot_flags = SLOT_BELT | SLOT_TIE
var/stored_name
var/badge_string = "NanoTrasen Security Department"
/obj/item/clothing/accessory/badge/old
name = "faded badge"
desc = "A faded badge, backed with leather. It bears the emblem of the Forensic division."
icon_state = "badge_round"
/obj/item/clothing/accessory/badge/proc/set_name(var/new_name)
stored_name = new_name
name = "[initial(name)] ([stored_name])"
/obj/item/clothing/accessory/badge/attack_self(mob/user as mob)
if(!stored_name)
user << "You polish your old badge fondly, shining up the surface."
set_name(user.real_name)
return
if(isliving(user))
if(stored_name)
user.visible_message("<span class='notice'>[user] displays their [src.name].\nIt reads: [stored_name], [badge_string].</span>","<span class='notice'>You display your [src.name].\nIt reads: [stored_name], [badge_string].</span>")
else
user.visible_message("<span class='notice'>[user] displays their [src.name].\nIt reads: [badge_string].</span>","<span class='notice'>You display your [src.name]. It reads: [badge_string].</span>")
/obj/item/clothing/accessory/badge/attack(mob/living/carbon/human/M, mob/living/user)
if(isliving(user))
user.visible_message("<span class='danger'>[user] invades [M]'s personal space, thrusting [src] into their face insistently.</span>","<span class='danger'>You invade [M]'s personal space, thrusting [src] into their face insistently.</span>")
//.Holobadges.
/obj/item/clothing/accessory/badge/holo
name = "holobadge"
desc = "This glowing blue badge marks the holder as THE LAW."
var/emagged = 0 //Emagging removes Sec check.
/obj/item/clothing/accessory/badge/holo/cord
icon_state = "holobadge-cord"
slot_flags = SLOT_MASK | SLOT_TIE
/obj/item/clothing/accessory/badge/holo/attack_self(mob/user as mob)
if(!stored_name)
user << "Waving around a holobadge before swiping an ID would be pretty pointless."
return
return ..()
/obj/item/clothing/accessory/badge/holo/attackby(var/obj/item/O as obj, var/mob/user as mob)
if (istype(O, /obj/item/weapon/card/emag))
if (emagged)
user << "<span class='danger'>[src] is already cracked.</span>"
return
else
emagged = 1
user << "<span class='danger'>You swipe [O] and crack the holobadge security checks.</span>"
return
else if(istype(O, /obj/item/weapon/card/id) || istype(O, /obj/item/device/pda))
var/obj/item/weapon/card/id/id_card = null
if(istype(O, /obj/item/weapon/card/id))
id_card = O
else
var/obj/item/device/pda/pda = O
id_card = pda.id
if(access_security in id_card.access || emagged)
user << "You imprint your ID details onto the badge."
set_name(user.real_name)
else
user << "[src] rejects your insufficient access rights."
return
..()
/obj/item/weapon/storage/box/holobadge
name = "holobadge box"
desc = "A box claiming to contain holobadges."
New()
new /obj/item/clothing/accessory/badge/holo(src)
new /obj/item/clothing/accessory/badge/holo(src)
new /obj/item/clothing/accessory/badge/holo(src)
new /obj/item/clothing/accessory/badge/holo(src)
new /obj/item/clothing/accessory/badge/holo/cord(src)
new /obj/item/clothing/accessory/badge/holo/cord(src)
..()
return

View File

@@ -0,0 +1,46 @@
/obj/item/clothing/accessory/locket
name = "silver locket"
desc = "This oval shaped, argentium sterling silver locket hangs on an incredibly fine, refractive string, almost thin as hair and microweaved from links to a deceptive strength, of similar material. The edges are engraved very delicately with an elegant curving design, but overall the main is unmarked and smooth to the touch, leaving room for either remaining as a stolid piece or future alterations. There is an obvious internal place for a picture or lock of some sort, but even behind that is a very thin compartment unhinged with the pinch of a thumb and forefinger."
icon_state = "locket"
item_state = "locket"
slot_flags = 0
w_class = 2
slot_flags = SLOT_MASK | SLOT_TIE
var/base_icon
var/open
var/obj/item/held //Item inside locket.
/obj/item/clothing/accessory/locket/heart
name = "heart-shaped locket"
desc = " A silver, heart-shaped locket. It flips open to reveal two pictures, one of a young red-headed woman and one of a brunette of similar age. Small writing is etched onto the back, reading 'M+L'. Some may regard it as cheesy."
icon_state = "heartlocket"
/obj/item/clothing/accessory/locket/attack_self(mob/user as mob)
if(!base_icon)
base_icon = icon_state
open = !open
user << "You flip \the [src] [open?"open":"closed"]."
if(open)
icon_state = "[base_icon]_open"
if(held)
user << "\The [held] falls out!"
held.loc = get_turf(user)
src.held = null
else
icon_state = "[base_icon]"
/obj/item/clothing/accessory/locket/attackby(var/obj/item/O as obj, mob/user as mob)
if(!open)
user << "You have to open it first."
return
if(istype(O,/obj/item/weapon/paper) || istype(O, /obj/item/weapon/photo))
if(held)
usr << "[src] already has something inside it."
else
usr << "You slip [O] into [src]."
user.drop_item()
O.loc = src
src.held = O
return
..()

View File

@@ -113,6 +113,13 @@
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/medical/paramedic
name = "short sleeve medical jumpsuit"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one has a cross on the chest denoting that the wearer is trained medical personnel."
icon_state = "medical_short"
item_state = "medical_short"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
/obj/item/clothing/under/rank/medical/blue
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."

File diff suppressed because it is too large Load Diff

View File

@@ -1,95 +1,190 @@
//switch this out to use a database at some point
//list of ckey/ real_name and item paths
//gives item to specific people when they join if it can
//for multiple items just add mutliple entries, unless i change it to be a listlistlist
//yes, it has to be an item, you can't pick up nonitems
// Switch this out to use a database at some point. Each ckey is
// associated with a list of custom item datums. When the character
// spawns, the list is checked and all appropriate datums are spawned.
// See config/example/custom_items.txt for a more detailed overview
// of how the config system works.
// CUSTOM ITEM ICONS:
// Inventory icons must be in CUSTOM_ITEM_OBJ with state name [item_icon].
// On-mob icons must be in CUSTOM_ITEM_MOB with state name [item_icon].
// Inhands must be in CUSTOM_ITEM_MOB as [icon_state]_l and [icon_state]_r.
// Kits must have mech icons in CUSTOM_ITEM_OBJ under [kit_icon].
// Broken must be [kit_icon]-broken and open must be [kit_icon]-open.
// Kits must also have hardsuit icons in CUSTOM_ITEM_MOB as [kit_icon]_suit
// and [kit_icon]_helmet, and in CUSTOM_ITEM_OBJ as [kit_icon].
/var/list/custom_items = list()
/hook/startup/proc/loadCustomItems()
var/custom_items_file = file2text("config/custom_items.txt")
custom_items = text2list(custom_items_file, "\n")
/datum/custom_item
var/assoc_key
var/character_name
var/item_icon
var/item_desc
var/name
var/item_path = /obj/item
var/req_access = 0
var/list/req_titles = list()
var/kit_name
var/kit_desc
var/kit_icon
var/additional_data
/datum/custom_item/proc/spawn_item(var/newloc)
var/obj/item/citem = new item_path(newloc)
apply_to_item(citem)
return citem
/datum/custom_item/proc/apply_to_item(var/obj/item/item)
if(!item)
return
if(name)
item.name = name
if(item_desc)
item.desc = item_desc
if(item_icon)
item.icon = CUSTOM_ITEM_OBJ
item.icon_state = item_icon
if(istype(item, /obj/item))
item.icon_override = CUSTOM_ITEM_MOB
// Kits are dumb so this is going to have to be hardcoded/snowflake.
if(istype(item, /obj/item/device/kit))
var/obj/item/device/kit/K = item
K.new_name = kit_name
K.new_desc = kit_desc
K.new_icon = kit_icon
K.new_icon_file = CUSTOM_ITEM_OBJ
if(istype(item, /obj/item/device/kit/paint))
var/obj/item/device/kit/paint/kit = item
kit.allowed_types = text2list(additional_data, ", ")
else if(istype(item, /obj/item/device/kit/suit))
var/obj/item/device/kit/suit/kit = item
kit.new_light_overlay = additional_data
kit.new_mob_icon_file = CUSTOM_ITEM_MOB
return item
// Parses the config file into the custom_items list.
/hook/startup/proc/load_custom_items()
var/datum/custom_item/current_data
for(var/line in text2list(file2text("config/custom_items.txt"), "\n"))
line = trim(line)
if(line == "" || !line || findtext(line, "#", 1, 2))
continue
if(findtext(line, "{", 1, 2) || findtext(line, "}", 1, 2)) // New block!
if(current_data && current_data.assoc_key)
if(!custom_items[current_data.assoc_key])
custom_items[current_data.assoc_key] = list()
var/list/L = custom_items[current_data.assoc_key]
L |= current_data
current_data = null
var/split = findtext(line,":")
if(!split)
continue
var/field = trim(copytext(line,1,split))
var/field_data = trim(copytext(line,(split+1)))
if(!field || !field_data)
continue
if(!current_data)
current_data = new()
switch(field)
if("ckey")
current_data.assoc_key = lowertext(field_data)
if("character_name")
current_data.character_name = lowertext(field_data)
if("item_path")
current_data.item_path = text2path(field_data)
if("item_name")
current_data.name = field_data
if("item_icon")
if(field_data in icon_states(CUSTOM_ITEM_OBJ))
current_data.item_icon = field_data
if("item_desc")
current_data.item_desc = field_data
if("req_access")
current_data.req_access = text2num(field_data)
if("req_titles")
current_data.req_titles = text2list(field_data,", ")
if("kit_name")
current_data.kit_name = field_data
if("kit_desc")
current_data.kit_desc = field_data
if("kit_icon")
current_data.kit_icon = field_data
if("additional_data")
current_data.additional_data = field_data
return 1
/proc/EquipCustomItems(mob/living/carbon/human/M)
for(var/line in custom_items)
// split & clean up
var/list/Entry = text2list(line, ":")
for(var/i = 1 to Entry.len)
Entry[i] = trim(Entry[i])
//gets the relevant list for the key from the listlist if it exists, check to make sure they are meant to have it and then calls the giving function
/proc/equip_custom_items(mob/living/carbon/human/M)
var/list/key_list = custom_items[M.ckey]
if(!key_list || key_list.len < 1)
return
if(Entry.len < 3)
continue;
for(var/datum/custom_item/citem in key_list)
if(Entry[1] == M.ckey && Entry[2] == M.real_name)
var/list/Paths = text2list(Entry[3], ",")
for(var/P in Paths)
var/ok = 0 // 1 if the item was placed successfully
P = trim(P)
var/path = text2path(P)
if(!path) continue
// Check for requisite ckey and character name.
if((lowertext(citem.assoc_key) != lowertext(M.ckey)) || (lowertext(citem.character_name) != lowertext(M.real_name)))
continue
var/obj/item/Item = new path()
if(istype(Item,/obj/item/weapon/card/id))
//id card needs to replace the original ID
if(M.ckey == "nerezza" && M.real_name == "Asher Spock" && M.mind.role_alt_title && M.mind.role_alt_title != "Emergency Physician")
//only spawn ID if asher is joining as an emergency physician
ok = 1
qdel(Item)
goto skip
var/obj/item/weapon/card/id/I = Item
for(var/obj/item/weapon/card/id/C in M)
//default settings
I.name = "[M.real_name]'s ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
I.registered_name = M.real_name
I.access = C.access
I.assignment = C.assignment
I.blood_type = C.blood_type
I.dna_hash = C.dna_hash
I.fingerprint_hash = C.fingerprint_hash
//I.pin = C.pin
// Check for required access.
var/obj/item/weapon/card/id/current_id = M.wear_id
if(citem.req_access && citem.req_access > 0)
if(!(istype(current_id) && (citem.req_access in current_id.access)))
continue
//custom stuff
if(M.ckey == "fastler" && M.real_name == "Fastler Greay") //This is a Lifetime ID
I.name = "[M.real_name]'s Lifetime ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
else if(M.ckey == "nerezza" && M.real_name == "Asher Spock") //This is an Odysseus Specialist ID
I.name = "[M.real_name]'s Odysseus Specialist ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
I.access += list(access_robotics) //Station-based mecha pilots need this to access the recharge bay.
else if(M.ckey == "roaper" && M.real_name == "Ian Colm") //This is a Technician ID
I.name = "[M.real_name]'s Technician ID ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
// Check for required job title.
if(citem.req_titles && citem.req_titles.len > 0)
var/has_title
var/current_title = M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role
for(var/title in citem.req_titles)
if(title == current_title)
has_title = 1
break
if(!has_title)
continue
//replace old ID
qdel(C)
ok = M.equip_to_slot_if_possible(I, slot_wear_id, 0) //if 1, last argument deletes on fail
break
else if(istype(Item,/obj/item/weapon/storage/belt))
if(M.ckey == "jakksergal" && M.real_name == "Nashi Ra'hal" && M.mind.role_alt_title && M.mind.role_alt_title != "Nurse" && M.mind.role_alt_title != "Chemist")
ok = 1
qdel(Item)
goto skip
var/obj/item/weapon/storage/belt/medical/fluff/nashi_belt/I = Item
if(istype(M.belt,/obj/item/weapon/storage/belt))
for(var/obj/item/weapon/storage/belt/B in M)
qdel(B)
M.belt=null
ok = M.equip_to_slot_if_possible(I, slot_belt, 0)
break
if(istype(M.belt,/obj/item/device/pda))
for(var/obj/item/device/pda/Pda in M)
M.belt=null
M.equip_to_slot_if_possible(Pda, slot_l_store, 0)
ok = M.equip_to_slot_if_possible(I, slot_belt, 0)
else if(istype(M.back,/obj/item/weapon/storage) && M.back:contents.len < M.back:storage_slots) // Try to place it in something on the mob's back
Item.loc = M.back
ok = 1
// ID cards and PDAs are applied directly to the existing object rather than spawned fresh.
var/obj/item/existing_item
if(citem.item_path == /obj/item/weapon/card/id && istype(current_id)) //Set earlier.
existing_item = M.wear_id
else if(citem.item_path == /obj/item/device/pda)
existing_item = locate(/obj/item/device/pda) in M.contents
else
for(var/obj/item/weapon/storage/S in M.contents) // Try to place it in any item that can store stuff, on the mob.
if (S.contents.len < S.storage_slots)
Item.loc = S
ok = 1
break
// Spawn and equip the item.
if(existing_item)
citem.apply_to_item(existing_item)
else
place_custom_item(M,citem)
skip:
if (ok == 0) // Finally, since everything else failed, place it on the ground
Item.loc = get_turf(M.loc)
// Places the item on the target mob.
/proc/place_custom_item(mob/living/carbon/human/M, var/datum/custom_item/citem)
if(!citem) return
var/obj/item/newitem = citem.spawn_item()
if(M.equip_to_appropriate_slot(newitem))
return newitem
if(istype(M.back,/obj/item/weapon/storage))
var/obj/item/weapon/storage/backpack = M.back
if(backpack.contents.len < backpack.storage_slots)
newitem.loc = M.back
return newitem
// Try to place it in any item that can store stuff, on the mob.
for(var/obj/item/weapon/storage/S in M.contents)
if (S.contents.len < S.storage_slots)
newitem.loc = S
return newitem
newitem.loc = get_turf(M.loc)
return newitem

View File

@@ -116,7 +116,7 @@ This saves us from having to call add_fingerprint() any time something is put in
update_inv_glasses()
else if (W == head)
head = null
var/update_hair = 0
if((W.flags & BLOCKHAIR) || (W.flags & BLOCKHEADHAIR))
update_hair = 1
@@ -128,7 +128,7 @@ This saves us from having to call add_fingerprint() any time something is put in
update_hair(0) //rebuild hair
update_inv_ears(0)
update_inv_wear_mask(0)
update_inv_head()
else if (W == l_ear)
l_ear = null
@@ -168,9 +168,9 @@ This saves us from having to call add_fingerprint() any time something is put in
back = null
update_inv_back()
else if (W == handcuffed)
handcuffed = null
handcuffed = null
if(buckled && buckled.buckle_require_restraints)
buckled.unbuckle_mob()
buckled.unbuckle_mob()
update_inv_handcuffed()
else if (W == legcuffed)
legcuffed = null
@@ -183,7 +183,7 @@ This saves us from having to call add_fingerprint() any time something is put in
update_inv_l_hand()
else
return 0
update_action_buttons()
return 1
@@ -321,7 +321,7 @@ This saves us from having to call add_fingerprint() any time something is put in
/mob/living/carbon/human/slot_is_accessible(var/slot, var/obj/item/I, mob/user=null)
var/obj/item/covering = null
var/check_flags = 0
switch(slot)
if(slot_wear_mask)
covering = src.head
@@ -331,7 +331,7 @@ This saves us from having to call add_fingerprint() any time something is put in
check_flags = HEADCOVERSEYES
if(slot_gloves, slot_w_uniform)
covering = src.wear_suit
if(covering)
if((covering.body_parts_covered & I.body_parts_covered) || (covering.flags & check_flags))
user << "<span class='warning'>\The [covering] is in the way.</span>"
@@ -534,7 +534,7 @@ This saves us from having to call add_fingerprint() any time something is put in
var/obj/item/clothing/accessory/A = suit.accessories[1]
target.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their accessory ([A]) removed by [source.name] ([source.ckey])</font>"
source.attack_log += "\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) accessory ([A])</font>"
if(istype(A, /obj/item/clothing/accessory/holobadge) || istype(A, /obj/item/clothing/accessory/medal))
if(istype(A, /obj/item/clothing/accessory/badge) || istype(A, /obj/item/clothing/accessory/medal))
for(var/mob/M in viewers(target, null))
M.show_message("\red <B>[source] tears off \the [A] from [target]'s [suit]!</B>" , 1)
done()
@@ -799,7 +799,7 @@ It can still be worn/put on as normal.
target.drop_from_inventory(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store.
else
source << "<span class='warning'>You fail to remove \the [strip_item] from [target]!</span>"
else if(item)
else if(item)
if(target.has_organ_for_slot(slot_to_process) && item.mob_can_equip(target, slot_to_process, 0)) //Placing an item on the mob
source.drop_from_inventory(item)
target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1)

View File

@@ -468,7 +468,7 @@ var/global/list/damage_icon_parts = list()
under_icon = w_uniform.item_icons[slot_w_uniform_str]
else
under_icon = INV_W_UNIFORM_DEF_ICON
//determine state to use
var/under_state
if(w_uniform.item_state_slots && w_uniform.item_state_slots[slot_w_uniform_str])
@@ -480,7 +480,7 @@ var/global/list/damage_icon_parts = list()
//need to append _s to the icon state for legacy compatibility
var/image/standing = image(icon = under_icon, icon_state = "[under_state]_s")
//apply blood overlay
if(w_uniform.blood_DNA)
var/image/bloodsies = image(icon = species.blood_mask, icon_state = "uniformblood")
@@ -499,7 +499,7 @@ var/global/list/damage_icon_parts = list()
overlays_standing[UNIFORM_LAYER] = null
if(update_icons)
update_icons()
update_icons()
/mob/living/carbon/human/update_inv_wear_id(var/update_icons=1)
if(wear_id)
@@ -754,7 +754,7 @@ var/global/list/damage_icon_parts = list()
/mob/living/carbon/human/update_inv_back(var/update_icons=1)
if(back)
back.screen_loc = ui_back //TODO
//determine the icon to use
var/icon/overlay_icon
if(back.icon_override)
@@ -769,7 +769,7 @@ var/global/list/damage_icon_parts = list()
overlay_icon = back.item_icons[slot_back_str]
else
overlay_icon = INV_BACK_DEF_ICON
//determine state to use
var/overlay_state
if(back.item_state_slots && back.item_state_slots[slot_back_str])
@@ -778,13 +778,13 @@ var/global/list/damage_icon_parts = list()
overlay_state = back.item_state
else
overlay_state = back.icon_state
//create the image
overlays_standing[BACK_LAYER] = image(icon = overlay_icon, icon_state = overlay_state)
else
overlays_standing[BACK_LAYER] = null
if(update_icons)
if(update_icons)
update_icons()
@@ -822,15 +822,6 @@ var/global/list/damage_icon_parts = list()
if(r_hand)
r_hand.screen_loc = ui_rhand //TODO
//determine icon to use
var/icon/t_icon
if(r_hand.icon_override)
t_icon = r_hand.icon_override
else if(r_hand.item_icons && (slot_r_hand_str in r_hand.item_icons))
t_icon = r_hand.item_icons[slot_r_hand_str]
else
t_icon = INV_R_HAND_DEF_ICON
//determine icon state to use
var/t_state
if(r_hand.item_state_slots && r_hand.item_state_slots[slot_r_hand_str])
@@ -839,7 +830,17 @@ var/global/list/damage_icon_parts = list()
t_state = r_hand.item_state
else
t_state = r_hand.icon_state
//determine icon to use
var/icon/t_icon
if(r_hand.icon_override)
t_state += "_r"
t_icon = r_hand.icon_override
else if(r_hand.item_icons && (slot_r_hand_str in r_hand.item_icons))
t_icon = r_hand.item_icons[slot_r_hand_str]
else
t_icon = INV_R_HAND_DEF_ICON
overlays_standing[R_HAND_LAYER] = image(icon = t_icon, icon_state = t_state)
if (handcuffed) drop_r_hand() //this should be moved out of icon code
@@ -853,15 +854,6 @@ var/global/list/damage_icon_parts = list()
if(l_hand)
l_hand.screen_loc = ui_lhand //TODO
//determine icon to use
var/icon/t_icon
if(l_hand.icon_override)
t_icon = l_hand.icon_override
else if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
t_icon = l_hand.item_icons[slot_l_hand_str]
else
t_icon = INV_L_HAND_DEF_ICON
//determine icon state to use
var/t_state
if(l_hand.item_state_slots && l_hand.item_state_slots[slot_l_hand_str])
@@ -870,7 +862,17 @@ var/global/list/damage_icon_parts = list()
t_state = l_hand.item_state
else
t_state = l_hand.icon_state
//determine icon to use
var/icon/t_icon
if(l_hand.icon_override)
t_state += "_l"
t_icon = l_hand.icon_override
else if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
t_icon = l_hand.item_icons[slot_l_hand_str]
else
t_icon = INV_L_HAND_DEF_ICON
overlays_standing[L_HAND_LAYER] = image(icon = t_icon, icon_state = t_state)
if (handcuffed) drop_l_hand() //This probably should not be here

View File

@@ -228,6 +228,23 @@
icon_dead = "kitten_dead"
gender = NEUTER
// Leaving this here for now.
/obj/item/weapon/holder/cat/fluff/bones
name = "Bones"
desc = "It's Bones! Meow."
gender = MALE
icon_state = "cat3"
/mob/living/simple_animal/cat/fluff/bones
name = "Bones"
desc = "That's Bones the cat. He's a laid back, black cat. Meow."
gender = MALE
icon_state = "cat3"
icon_living = "cat3"
icon_dead = "cat3_dead"
holder_type = /obj/item/weapon/holder/cat/fluff/bones
var/friend_name = "Erstatz Vryroxes"
/mob/living/simple_animal/cat/kitten/New()
gender = pick(MALE, FEMALE)
..()

View File

@@ -314,7 +314,7 @@
var/mob/living/character = create_character() //creates the human and transfers vars and mind
character = job_master.EquipRank(character, rank, 1) //equips the human
UpdateFactionList(character)
EquipCustomItems(character)
equip_custom_items(character)
// AIs don't need a spawnpoint, they must spawn at an empty core
if(character.mind.assigned_role == "AI")

View File

@@ -41,3 +41,24 @@
name = input
M << "You name the gun [input]. Say hello to your new friend."
return 1
// Blade Runner pistol.
/obj/item/weapon/gun/projectile/revolver/deckard
name = "Deckard .44"
desc = "A custom-built revolver, based off the semi-popular Detective Special model."
icon_state = "deckard-empty"
ammo_type = /obj/item/ammo_magazine/c38/rubber
/obj/item/weapon/gun/projectile/revolver/deckard/update_icon()
..()
if(loaded.len)
icon_state = "deckard-loaded"
else
icon_state = "deckard-empty"
/obj/item/weapon/gun/projectile/revolver/deckard/load_ammo(var/obj/item/A, mob/user)
if(istype(A, /obj/item/ammo_magazine))
flick("deckard-reload",src)
..()

View File

@@ -268,6 +268,15 @@
volume = 120
center_of_mass = list("x"=17, "y"=10)
/obj/item/weapon/reagent_containers/food/drinks/teapot
name = "teapot"
desc = "An elegant teapot. It simply oozes class."
icon_state = "teapot"
item_state = "teapot"
amount_per_transfer_from_this = 10
volume = 120
center_of_mass = list("x"=17, "y"=7)
/obj/item/weapon/reagent_containers/food/drinks/flask
name = "Captain's Flask"
desc = "A metal flask belonging to the captain"
@@ -275,6 +284,16 @@
volume = 60
center_of_mass = list("x"=17, "y"=7)
/obj/item/weapon/reagent_containers/food/drinks/flask/shiny
name = "shiny flask"
desc = "A shiny metal flask. It appears to have a Greek symbol inscribed on it."
icon_state = "shinyflask"
/obj/item/weapon/reagent_containers/food/drinks/flask/lithium
name = "lithium flask"
desc = "A flask with a Lithium Atom symbol on it."
icon_state = "lithiumflask"
/obj/item/weapon/reagent_containers/food/drinks/flask/detflask
name = "Detective's Flask"
desc = "A metal flask with a leather band and golden badge belonging to the detective."

View File

@@ -73,7 +73,7 @@
..()
sleep(2)
new /obj/item/clothing/under/rank/scientist(src)
new /obj/item/clothing/suit/storage/labcoat(src)
new /obj/item/clothing/suit/storage/toggle/labcoat(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/glasses/science(src)
new /obj/item/device/radio/headset/headset_sci(src)

View File

@@ -960,4 +960,13 @@ var/list/be_special_flags = list(
#define CLAMP01(x) max(0, min(1, x))
#define DEFAULT_WALL_MATERIAL "steel"
#define DEFAULT_WALL_MATERIAL "steel"
// Convoluted setup so defines can be supplied by Bay12 main server compile script.
// Should still work fine for people jamming the icons into their repo.
#ifndef CUSTOM_ITEM_OBJ
#define CUSTOM_ITEM_OBJ 'icons/obj/custom_items_obj.dmi'
#endif
#ifndef CUSTOM_ITEM_MOB
#define CUSTOM_ITEM_MOB 'icons/mob/custom_items_mob.dmi'
#endif

View File

@@ -1 +1,41 @@
ckey: name: /path/to/obj
##
# Custom items go here. They are modifications of existing paths; look at the example for details.
# Item will spawn if the target has one of the req_titles and if their on-spawn ID has the required access level.
# req_access is going to be a shit to maintain since the config file can't grab constants and has to use integers, use it minimally.
# Separate titles with a single comma and a space (', ') or they'll bork.
#
# EX:
# {
# ckey: zuhayr
# character_name: Jane Doe
# item_path: /obj/item/toy/plushie
# item_name: ugly plush toy
# item_icon: flagmask
# item_desc: It's truly hideous.
# req_titles: Assistant, Security Officer
# req_access: 1
# }
#
# {
# ckey: zuhayr
# character_name: Jane Doe
# item_path: /obj/item/device/kit/paint
# item_name: APLU customisation kit
# item_desc: A customisation kit with all the parts needed to turn an APLU into a "Titan's Fist" model.
# kit_name: APLU "Titan's Fist"
# kit_desc: Looks like an overworked, under-maintained Ripley with some horrific damage.
# kit_icon: titan
# additional_data: ripley, firefighter
# }
#
# {
# ckey: zuhayr
# character_name: Jane Doe
# item_path: /obj/item/device/kit/suit
# item_name: salvage suit customisation kit
# item_desc: A customisation kit with all the parts needed to convert a suit.
# kit_name: salvage
# kit_desc: An orange voidsuit. Reinforced!
# kit_icon: salvage
# }
##

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@@ -548,7 +548,7 @@
"akB" = (/obj/item/device/radio/intercom{name = "Station Intercom (General)"; pixel_y = -29},/obj/structure/cable/green{d1 = 4; d2 = 8; icon_state = "4-8"},/turf/simulated/floor,/area/security/brig)
"akC" = (/obj/machinery/light,/obj/structure/cable/green{d1 = 4; d2 = 8; icon_state = "4-8"},/obj/structure/cable/green{d1 = 2; d2 = 4; icon_state = "2-4"},/obj/structure/cable/green{d1 = 1; d2 = 4; icon_state = "1-4"},/turf/simulated/floor,/area/security/brig)
"akD" = (/obj/structure/cable/green{d1 = 4; d2 = 8; icon_state = "4-8"},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/machinery/atmospherics/pipe/simple/hidden/supply,/obj/structure/cable/green{d1 = 2; d2 = 4; icon_state = "2-4"},/turf/simulated/floor,/area/security/brig)
"akE" = (/obj/structure/table,/obj/machinery/recharger/wallcharger{pixel_x = 4; pixel_y = -28},/obj/item/clothing/accessory/holobadge,/obj/item/clothing/accessory/holobadge,/obj/item/clothing/accessory/holobadge/cord,/obj/machinery/atmospherics/unary/vent_pump/on{dir = 8},/turf/simulated/floor{dir = 2; icon_state = "redcorner"},/area/security/main)
"akE" = (/obj/structure/table,/obj/machinery/recharger/wallcharger{pixel_x = 4; pixel_y = -28},/obj/item/clothing/accessory/badge/holo,/obj/item/clothing/accessory/badge/holo,/obj/item/clothing/accessory/badge/holo/cord,/obj/machinery/atmospherics/unary/vent_pump/on{dir = 8},/turf/simulated/floor{dir = 2; icon_state = "redcorner"},/area/security/main)
"akF" = (/obj/machinery/door/firedoor/border_only{dir = 2},/obj/machinery/door/airlock/glass_security{name = "Security Processing"; req_access = list(1)},/obj/structure/cable/green{d1 = 4; d2 = 8; icon_state = "4-8"},/turf/simulated/floor,/area/security/brig)
"akG" = (/obj/structure/cable/green{d1 = 4; d2 = 8; icon_state = "4-8"},/obj/structure/cable/green{d1 = 2; d2 = 4; icon_state = "2-4"},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/machinery/atmospherics/pipe/simple/hidden/supply,/turf/simulated/floor,/area/security/brig)
"akH" = (/obj/structure/cable/green{d1 = 4; d2 = 8; icon_state = "4-8"},/obj/machinery/atmospherics/unary/vent_pump/on{dir = 4},/obj/machinery/power/apc{dir = 2; name = "south bump"; pixel_y = -24},/obj/structure/cable/green{d2 = 4; icon_state = "0-4"},/turf/simulated/floor,/area/security/brig)