mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-24 05:38:15 +01:00
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into 9/6/2015_baymerge
Conflicts: .travis.yml code/game/gamemodes/cult/cult.dm code/game/gamemodes/heist/heist.dm code/game/gamemodes/ninja/ninja.dm code/game/gamemodes/nuclear/nuclear.dm code/game/gamemodes/traitor/traitor.dm code/game/gamemodes/wizard/wizard.dm code/game/jobs/job/civilian.dm code/game/jobs/job/medical.dm code/game/jobs/job/security.dm code/game/objects/structures/lattice.dm code/global.dm code/modules/projectiles/ammunition/boxes.dm code/modules/reagents/Chemistry-Recipes.dm config/example/config.txt polaris.dme
This commit is contained in:
@@ -4,6 +4,7 @@
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icon_state = "x2"
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anchored = 1.0
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unacidable = 1
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simulated = 0
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/obj/effect/landmark/New()
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..()
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@@ -1,8 +1,6 @@
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//TODO: Flash range does nothing currently
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///// Z-Level Stuff
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proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = 1)
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///// Z-Level Stuff
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proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = UP|DOWN)
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src = null //so we don't abort once src is deleted
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spawn(0)
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if(config.use_recursive_explosions)
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@@ -14,23 +12,19 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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///// Z-Level Stuff
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if(z_transfer && (devastation_range > 0 || heavy_impact_range > 0))
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//transfer the explosion in both directions
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explosion_z_transfer(epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range)
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///// Z-Level Stuff
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// Handles recursive propagation of explosions.
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if(devastation_range > 2 || heavy_impact_range > 2)
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if(HasAbove(epicenter.z) && z_transfer & UP)
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explosion(GetAbove(epicenter), max(0, devastation_range - 2), max(0, heavy_impact_range - 2), max(0, light_impact_range - 2), max(0, flash_range - 2), 0, UP)
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if(HasBelow(epicenter.z) && z_transfer & DOWN)
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explosion(GetAbove(epicenter), max(0, devastation_range - 2), max(0, heavy_impact_range - 2), max(0, light_impact_range - 2), max(0, flash_range - 2), 0, DOWN)
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
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//playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(devastation_range*2,1) )
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//playsound(epicenter, "explosion", 100, 1, round(devastation_range,1) )
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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var/far_dist = 0
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far_dist += heavy_impact_range * 5
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far_dist += devastation_range * 20
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@@ -62,10 +56,6 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
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// var/lighting_controller_was_processing = lighting_controller.processing //Pause the lighting updates for a bit
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// lighting_controller.processing = 0
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var/approximate_intensity = (devastation_range * 3) + (heavy_impact_range * 2) + light_impact_range
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var/powernet_rebuild_was_deferred_already = defer_powernet_rebuild
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// Large enough explosion. For performance reasons, powernets will be rebuilt manually
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@@ -107,7 +97,6 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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sleep(8)
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// if(!lighting_controller.processing) lighting_controller.processing = lighting_controller_was_processing
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if(!powernet_rebuild_was_deferred_already && defer_powernet_rebuild)
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makepowernets()
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defer_powernet_rebuild = 0
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@@ -119,20 +108,3 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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proc/secondaryexplosion(turf/epicenter, range)
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for(var/turf/tile in range(range, epicenter))
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tile.ex_act(2)
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///// Z-Level Stuff
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proc/explosion_z_transfer(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, up = 1, down = 1)
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var/turf/controllerlocation = locate(1, 1, epicenter.z)
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for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
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if(controller.down)
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//start the child explosion, no admin log and no additional transfers
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explosion(locate(epicenter.x, epicenter.y, controller.down_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 0, 0)
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if(devastation_range - 2 > 0 || heavy_impact_range - 2 > 0) //only transfer further if the explosion is still big enough
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explosion(locate(epicenter.x, epicenter.y, controller.down_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 0, 1)
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if(controller.up)
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//start the child explosion, no admin log and no additional transfers
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explosion(locate(epicenter.x, epicenter.y, controller.up_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 0, 0)
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if(devastation_range - 2 > 0 || heavy_impact_range - 2 > 0) //only transfer further if the explosion is still big enough
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explosion(locate(epicenter.x, epicenter.y, controller.up_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 1, 0)
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///// Z-Level Stuff
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@@ -409,7 +409,12 @@ var/list/global/slot_flags_enumeration = list(
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/obj/item/proc/ui_action_click()
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attack_self(usr)
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/obj/item/proc/IsShield()
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//RETURN VALUES
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//handle_shield should return a positive value to indicate that the attack is blocked and should be prevented.
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//If a negative value is returned, it should be treated as a special return value for bullet_act() and handled appropriately.
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//For non-projectile attacks this usually means the attack is blocked.
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//Otherwise should return 0 to indicate that the attack is not affected in any way.
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/obj/item/proc/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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return 0
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/obj/item/proc/get_loc_turf()
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@@ -11,6 +11,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
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item_state = "electronic"
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w_class = 2.0
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slot_flags = SLOT_ID | SLOT_BELT
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sprite_sheets = list("Resomi" = 'icons/mob/species/resomi/id.dmi')
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//Main variables
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var/owner = null
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@@ -1142,21 +1143,22 @@ var/global/list/obj/item/device/pda/PDAs = list()
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if(choice == 1)
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if (id)
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remove_id()
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return 1
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else
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var/obj/item/I = user.get_active_hand()
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if (istype(I, /obj/item/weapon/card/id))
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user.drop_item()
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if (istype(I, /obj/item/weapon/card/id) && user.unEquip(I))
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I.loc = src
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id = I
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return 1
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else
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var/obj/item/weapon/card/I = user.get_active_hand()
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if (istype(I, /obj/item/weapon/card/id) && I:registered_name)
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if (istype(I, /obj/item/weapon/card/id) && I:registered_name && user.unEquip(I))
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var/obj/old_id = id
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user.drop_item()
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I.loc = src
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id = I
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user.put_in_hands(old_id)
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return
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return 1
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return 0
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// access to status display signals
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/obj/item/device/pda/attackby(obj/item/C as obj, mob/user as mob)
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@@ -1184,9 +1186,9 @@ var/global/list/obj/item/device/pda/PDAs = list()
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else
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//Basic safety check. If either both objects are held by user or PDA is on ground and card is in hand.
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if(((src in user.contents) && (C in user.contents)) || (istype(loc, /turf) && in_range(src, user) && (C in user.contents)) )
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id_check(user, 2)
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user << "<span class='notice'>You put the ID into \the [src]'s slot.</span>"
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updateSelfDialog()//Update self dialog on success.
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if(id_check(user, 2))
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user << "<span class='notice'>You put the ID into \the [src]'s slot.</span>"
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updateSelfDialog()//Update self dialog on success.
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return //Return in case of failed check or when successful.
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updateSelfDialog()//For the non-input related code.
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else if(istype(C, /obj/item/device/paicard) && !src.pai)
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@@ -221,7 +221,7 @@
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if(!radio_controller)
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return
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if (src.frequency < 1441 || src.frequency > 1489)
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if (src.frequency < PUBLIC_LOW_FREQ || src.frequency > PUBLIC_HIGH_FREQ)
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src.frequency = sanitize_frequency(src.frequency)
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set_frequency(frequency)
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@@ -105,12 +105,13 @@
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if(istype(ai.loc, /turf/))
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new /obj/structure/AIcore/deactivated(get_turf(ai))
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ai.carded = 1
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admin_attack_log(user, ai, "Carded with [src.name]", "Was carded with [src.name]", "used the [src.name] to card")
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src.name = "[initial(name)] - [ai.name]"
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ai.loc = src
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ai.cancel_camera()
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ai.destroy_eyeobj(src)
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ai.cancel_camera()
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ai.control_disabled = 1
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ai.aiRestorePowerRoutine = 0
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carded_ai = ai
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@@ -120,10 +121,14 @@
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if(user.client)
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user << "<span class='notice'><b>Transfer successful:</b></span> [ai.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
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ai.canmove = 1
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update_icon()
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return 1
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/obj/item/device/aicard/proc/clear()
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if(carded_ai && istype(carded_ai.loc, /turf))
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carded_ai.canmove = 0
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carded_ai.carded = 0
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name = initial(name)
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carded_ai = null
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update_icon()
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@@ -140,10 +145,9 @@
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carded_ai.show_message(rendered, type)
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..()
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/*
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/obj/item/device/aicard/relaymove(var/mob/user, var/direction)
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if(src.loc && istype(src.loc.loc, /obj/item/rig_module))
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var/obj/item/rig_module/module = src.loc.loc
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if(!module.holder || !direction)
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return
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module.holder.forced_move(direction)*/
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if(user.stat || user.stunned)
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return
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var/obj/item/weapon/rig/rig = src.get_rig()
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if(istype(rig))
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rig.forced_move(direction, user)
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@@ -64,30 +64,18 @@
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var/flashfail = 0
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if(iscarbon(M))
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var/safety = M:eyecheck()
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if(safety <= 0)
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M.Weaken(10)
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flick("e_flash", M.flash)
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if(ishuman(M) && ishuman(user) && M.stat!=DEAD)
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if(user.mind && user.mind in revs.head_revolutionaries)
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var/revsafe = 0
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for(var/obj/item/weapon/implant/loyalty/L in M)
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if(L && L.implanted)
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revsafe = 1
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break
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M.mind_initialize() //give them a mind datum if they don't have one.
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if(M.mind.has_been_rev)
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revsafe = 2
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if(!revsafe)
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M.mind.has_been_rev = 1
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revs.add_antagonist(M.mind)
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else if(revsafe == 1)
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user << "<span class='warning'>Something seems to be blocking the flash!</span>"
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else
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user << "<span class='warning'>This mind seems resistant to the flash!</span>"
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else
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flashfail = 1
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if(M.stat!=DEAD)
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var/safety = M:eyecheck()
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if(safety <= 0)
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var/flash_strength = 10
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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flash_strength *= H.species.flash_mod
|
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if(flash_strength > 0)
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M.Weaken(flash_strength)
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flick("e_flash", M.flash)
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else
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flashfail = 1
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else if(issilicon(M))
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M.Weaken(rand(5,10))
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@@ -194,8 +182,6 @@
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desc = "When a problem arises, SCIENCE is the solution."
|
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icon_state = "sflash"
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origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
|
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var/construction_cost = list(DEFAULT_WALL_MATERIAL=750,"glass"=750)
|
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var/construction_time=100
|
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|
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/obj/item/device/flash/synthetic/attack(mob/living/M as mob, mob/user as mob)
|
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..()
|
||||
|
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@@ -16,14 +16,9 @@
|
||||
|
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/obj/item/device/flashlight/initialize()
|
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..()
|
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if(on)
|
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icon_state = "[initial(icon_state)]-on"
|
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set_light(brightness_on)
|
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else
|
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icon_state = initial(icon_state)
|
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set_light(0)
|
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update_icon()
|
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|
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/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
|
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/obj/item/device/flashlight/update_icon()
|
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if(on)
|
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icon_state = "[initial(icon_state)]-on"
|
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set_light(brightness_on)
|
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@@ -36,7 +31,7 @@
|
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user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
|
||||
return 0
|
||||
on = !on
|
||||
update_brightness(user)
|
||||
update_icon()
|
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user.update_action_buttons()
|
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return 1
|
||||
|
||||
@@ -171,11 +166,7 @@
|
||||
on = 0
|
||||
src.force = initial(src.force)
|
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src.damtype = initial(src.damtype)
|
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if(ismob(loc))
|
||||
var/mob/U = loc
|
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update_brightness(U)
|
||||
else
|
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update_brightness(null)
|
||||
update_icon()
|
||||
|
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/obj/item/device/flashlight/flare/attack_self(mob/user)
|
||||
|
||||
@@ -206,10 +197,11 @@
|
||||
on = 1 //Bio-luminesence has one setting, on.
|
||||
|
||||
/obj/item/device/flashlight/slime/New()
|
||||
..()
|
||||
set_light(brightness_on)
|
||||
spawn(1) //Might be sloppy, but seems to be necessary to prevent further runtimes and make these work as intended... don't judge me!
|
||||
update_brightness()
|
||||
icon_state = initial(icon_state)
|
||||
|
||||
/obj/item/device/flashlight/slime/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/device/flashlight/slime/attack_self(mob/user)
|
||||
return //Bio-luminescence does not toggle.
|
||||
|
||||
@@ -10,12 +10,12 @@
|
||||
var/looking_for_personality = 0
|
||||
var/mob/living/silicon/pai/pai
|
||||
|
||||
/*/obj/item/device/paicard/relaymove(var/mob/user, var/direction)
|
||||
if(src.loc && istype(src.loc.loc, /obj/item/rig_module))
|
||||
var/obj/item/rig_module/module = src.loc.loc
|
||||
if(!module.holder || !direction)
|
||||
return
|
||||
module.holder.forced_move(direction)*/
|
||||
/obj/item/device/paicard/relaymove(var/mob/user, var/direction)
|
||||
if(user.stat || user.stunned)
|
||||
return
|
||||
var/obj/item/weapon/rig/rig = src.get_rig()
|
||||
if(istype(rig))
|
||||
rig.forced_move(direction, user)
|
||||
|
||||
/obj/item/device/paicard/New()
|
||||
..()
|
||||
|
||||
@@ -13,13 +13,15 @@
|
||||
var/translate_hive = 0
|
||||
var/obj/item/device/encryptionkey/keyslot1 = null
|
||||
var/obj/item/device/encryptionkey/keyslot2 = null
|
||||
maxf = 1489
|
||||
|
||||
var/ks1type = /obj/item/device/encryptionkey
|
||||
var/ks2type = null
|
||||
|
||||
sprite_sheets = list("Resomi" = 'icons/mob/species/resomi/ears.dmi')
|
||||
|
||||
/obj/item/device/radio/headset/New()
|
||||
..()
|
||||
internal_channels.Cut()
|
||||
if(ks1type)
|
||||
keyslot1 = new ks1type(src)
|
||||
if(ks2type)
|
||||
@@ -33,11 +35,14 @@
|
||||
keyslot2 = null
|
||||
..()
|
||||
|
||||
/obj/item/device/radio/headset/list_channels(var/mob/user)
|
||||
return list_secure_channels()
|
||||
|
||||
/obj/item/device/radio/headset/examine(mob/user)
|
||||
if(!(..(user, 1) && radio_desc))
|
||||
return
|
||||
|
||||
user << "The following channels are built-in:"
|
||||
user << "The following channels are available:"
|
||||
user << radio_desc
|
||||
|
||||
/obj/item/device/radio/headset/handle_message_mode(mob/living/M as mob, message, channel)
|
||||
@@ -175,21 +180,7 @@
|
||||
icon_state = "com_headset"
|
||||
item_state = "headset"
|
||||
ks2type = /obj/item/device/encryptionkey/heads/hop
|
||||
/*
|
||||
/obj/item/device/radio/headset/headset_mine
|
||||
name = "mining radio headset"
|
||||
desc = "Headset used by miners. How useless. To access the mining channel, use :d."
|
||||
icon_state = "mine_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/headset_mine
|
||||
|
||||
/obj/item/device/radio/headset/heads/qm
|
||||
name = "quartermaster's headset"
|
||||
desc = "The headset of the man who control your toiletpaper supply. To access the cargo channel, use :q. For mining, use :d."
|
||||
icon_state = "cargo_headset"
|
||||
item_state = "headset"
|
||||
keyslot2 = new /obj/item/device/encryptionkey/heads/qm
|
||||
*/
|
||||
/obj/item/device/radio/headset/headset_cargo
|
||||
name = "supply radio headset"
|
||||
desc = "A headset used by the QM and their slaves."
|
||||
@@ -209,7 +200,6 @@
|
||||
desc = "The headset of the boss's boss."
|
||||
icon_state = "com_headset"
|
||||
item_state = "headset"
|
||||
freerange = 1
|
||||
ks2type = /obj/item/device/encryptionkey/ert
|
||||
|
||||
/obj/item/device/radio/headset/ia
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/device/radio/intercom
|
||||
name = "station intercom"
|
||||
name = "station intercom (General)"
|
||||
desc = "Talk through this."
|
||||
icon_state = "intercom"
|
||||
anchored = 1
|
||||
@@ -7,14 +7,64 @@
|
||||
canhear_range = 2
|
||||
flags = CONDUCT | NOBLOODY
|
||||
var/number = 0
|
||||
var/anyai = 1
|
||||
var/mob/living/silicon/ai/ai = list()
|
||||
var/last_tick //used to delay the powercheck
|
||||
|
||||
/obj/item/device/radio/intercom/custom
|
||||
name = "station intercom (Custom)"
|
||||
broadcasting = 0
|
||||
listening = 0
|
||||
|
||||
/obj/item/device/radio/intercom/interrogation
|
||||
name = "station intercom (Interrogation)"
|
||||
frequency = 1449
|
||||
|
||||
/obj/item/device/radio/intercom/private
|
||||
name = "station intercom (Private)"
|
||||
frequency = AI_FREQ
|
||||
|
||||
/obj/item/device/radio/intercom/specops
|
||||
name = "\improper Spec Ops intercom"
|
||||
frequency = ERT_FREQ
|
||||
|
||||
/obj/item/device/radio/intercom/department
|
||||
canhear_range = 5
|
||||
broadcasting = 0
|
||||
listening = 1
|
||||
|
||||
/obj/item/device/radio/intercom/department/medbay
|
||||
name = "station intercom (Medbay)"
|
||||
frequency = MED_I_FREQ
|
||||
|
||||
/obj/item/device/radio/intercom/department/security
|
||||
name = "station intercom (Security)"
|
||||
frequency = SEC_I_FREQ
|
||||
|
||||
/obj/item/device/radio/intercom/New()
|
||||
..()
|
||||
processing_objects += src
|
||||
|
||||
/obj/item/device/radio/intercom/department/medbay/New()
|
||||
..()
|
||||
internal_channels = default_medbay_channels.Copy()
|
||||
|
||||
/obj/item/device/radio/intercom/department/security/New()
|
||||
..()
|
||||
internal_channels = list(
|
||||
num2text(PUB_FREQ) = list(),
|
||||
num2text(SEC_I_FREQ) = list(access_security)
|
||||
)
|
||||
|
||||
/obj/item/device/radio/intercom/syndicate
|
||||
name = "illicit intercom"
|
||||
desc = "Talk through this. Evilly"
|
||||
frequency = SYND_FREQ
|
||||
subspace_transmission = 1
|
||||
syndie = 1
|
||||
|
||||
/obj/item/device/radio/intercom/syndicate/New()
|
||||
..()
|
||||
internal_channels[num2text(SYND_FREQ)] = list(access_syndicate)
|
||||
|
||||
/obj/item/device/radio/intercom/Destroy()
|
||||
processing_objects -= src
|
||||
..()
|
||||
@@ -44,12 +94,6 @@
|
||||
|
||||
return canhear_range
|
||||
|
||||
|
||||
/obj/item/device/radio/intercom/hear_talk(mob/M as mob, msg)
|
||||
if(!src.anyai && !(M in src.ai))
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/device/radio/intercom/process()
|
||||
if(((world.timeofday - last_tick) > 30) || ((world.timeofday - last_tick) < 0))
|
||||
last_tick = world.timeofday
|
||||
@@ -57,8 +101,8 @@
|
||||
if(!src.loc)
|
||||
on = 0
|
||||
else
|
||||
var/area/A = src.loc.loc
|
||||
if(!A || !isarea(A))
|
||||
var/area/A = get_area(src)
|
||||
if(!A)
|
||||
on = 0
|
||||
else
|
||||
on = A.powered(EQUIP) // set "on" to the power status
|
||||
@@ -69,8 +113,19 @@
|
||||
icon_state = "intercom"
|
||||
|
||||
/obj/item/device/radio/intercom/locked
|
||||
freerange = 1
|
||||
var/locked_frequency
|
||||
|
||||
/obj/item/device/radio/intercom/locked/set_frequency()
|
||||
..(locked_frequency)
|
||||
|
||||
/obj/item/device/radio/intercom/locked/set_frequency(var/frequency)
|
||||
if(frequency == locked_frequency)
|
||||
..(locked_frequency)
|
||||
|
||||
/obj/item/device/radio/intercom/locked/list_channels()
|
||||
return ""
|
||||
|
||||
/obj/item/device/radio/intercom/locked/ai_private
|
||||
name = "\improper AI intercom"
|
||||
frequency = AI_FREQ
|
||||
|
||||
/obj/item/device/radio/intercom/locked/confessional
|
||||
name = "confessional intercom"
|
||||
frequency = 1480
|
||||
|
||||
@@ -1,9 +1,32 @@
|
||||
// Access check is of the type requires one. These have been carefully selected to avoid allowing the janitor to see channels he shouldn't
|
||||
var/global/list/default_internal_channels = list(
|
||||
num2text(PUB_FREQ) = list(),
|
||||
num2text(AI_FREQ) = list(access_synth),
|
||||
num2text(ERT_FREQ) = list(access_cent_specops),
|
||||
num2text(COMM_FREQ)= list(access_heads),
|
||||
num2text(ENG_FREQ) = list(access_engine_equip, access_atmospherics),
|
||||
num2text(MED_FREQ) = list(access_medical_equip),
|
||||
num2text(MED_I_FREQ)=list(access_medical_equip),
|
||||
num2text(SEC_FREQ) = list(access_security),
|
||||
num2text(SEC_I_FREQ)=list(access_security),
|
||||
num2text(SCI_FREQ) = list(access_tox,access_robotics,access_xenobiology),
|
||||
num2text(SUP_FREQ) = list(access_cargo),
|
||||
num2text(SRV_FREQ) = list(access_janitor, access_hydroponics)
|
||||
)
|
||||
|
||||
var/global/list/default_medbay_channels = list(
|
||||
num2text(PUB_FREQ) = list(),
|
||||
num2text(MED_FREQ) = list(access_medical_equip),
|
||||
num2text(MED_I_FREQ) = list(access_medical_equip)
|
||||
)
|
||||
|
||||
/obj/item/device/radio
|
||||
icon = 'icons/obj/radio.dmi'
|
||||
name = "station bounced radio"
|
||||
suffix = "\[3\]"
|
||||
icon_state = "walkietalkie"
|
||||
item_state = "walkietalkie"
|
||||
|
||||
var/on = 1 // 0 for off
|
||||
var/last_transmission
|
||||
var/frequency = PUB_FREQ //common chat
|
||||
@@ -14,12 +37,9 @@
|
||||
var/b_stat = 0
|
||||
var/broadcasting = 0
|
||||
var/listening = 1
|
||||
var/freerange = 0 // 0 - Sanitize frequencies, 1 - Full range
|
||||
var/list/channels = list() //see communications.dm for full list. First channes is a "default" for :h
|
||||
var/list/channels = list() //see communications.dm for full list. First channel is a "default" for :h
|
||||
var/subspace_transmission = 0
|
||||
var/syndie = 0//Holder to see if it's a syndicate encrpyed radio
|
||||
var/maxf = 1499
|
||||
// "Example" = FREQ_LISTENING|FREQ_BROADCASTING
|
||||
var/syndie = 0//Holder to see if it's a syndicate encrypted radio
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
throw_speed = 2
|
||||
@@ -28,7 +48,7 @@
|
||||
|
||||
matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75)
|
||||
var/const/FREQ_LISTENING = 1
|
||||
|
||||
var/list/internal_channels
|
||||
|
||||
/obj/item/device/radio
|
||||
var/datum/radio_frequency/radio_connection
|
||||
@@ -42,6 +62,7 @@
|
||||
/obj/item/device/radio/New()
|
||||
..()
|
||||
wires = new(src)
|
||||
internal_channels = default_internal_channels.Copy()
|
||||
|
||||
/obj/item/device/radio/Destroy()
|
||||
qdel(wires)
|
||||
@@ -55,19 +76,15 @@
|
||||
|
||||
/obj/item/device/radio/initialize()
|
||||
|
||||
if(freerange)
|
||||
if(frequency < 1200 || frequency > 1600)
|
||||
frequency = sanitize_frequency(frequency, maxf)
|
||||
// The max freq is higher than a regular headset to decrease the chance of people listening in, if you use the higher channels.
|
||||
else if (frequency < 1441 || frequency > maxf)
|
||||
//world.log << "[src] ([type]) has a frequency of [frequency], sanitizing."
|
||||
frequency = sanitize_frequency(frequency, maxf)
|
||||
|
||||
if(frequency < RADIO_LOW_FREQ || frequency > RADIO_HIGH_FREQ)
|
||||
frequency = sanitize_frequency(frequency, RADIO_LOW_FREQ, RADIO_HIGH_FREQ)
|
||||
set_frequency(frequency)
|
||||
|
||||
for (var/ch_name in channels)
|
||||
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
|
||||
|
||||
/obj/item/device/radio/attack_ghost(mob/user)
|
||||
interact(user)
|
||||
|
||||
/obj/item/device/radio/attack_self(mob/user as mob)
|
||||
user.set_machine(src)
|
||||
@@ -95,13 +112,48 @@
|
||||
<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
|
||||
"}
|
||||
|
||||
for (var/ch_name in channels)
|
||||
dat+=text_sec_channel(ch_name, channels[ch_name])
|
||||
dat+=list_channels(user)
|
||||
|
||||
dat+={"[text_wires()]</TT></body></html>"}
|
||||
user << browse(dat, "window=radio")
|
||||
onclose(user, "radio")
|
||||
return
|
||||
|
||||
/obj/item/device/radio/proc/list_channels(var/mob/user)
|
||||
return list_internal_channels(user)
|
||||
|
||||
/obj/item/device/radio/proc/list_secure_channels(var/mob/user)
|
||||
var/dat = ""
|
||||
for (var/ch_name in channels)
|
||||
dat+=text_sec_channel(ch_name, channels[ch_name])
|
||||
return dat
|
||||
|
||||
/obj/item/device/radio/proc/list_internal_channels(var/mob/user)
|
||||
var/dat = ""
|
||||
for (var/internal_chan in internal_channels)
|
||||
if(has_channel_access(user, internal_chan))
|
||||
dat+="<A href='byond://?src=\ref[src];spec_freq=[internal_chan]'>[get_frequency_name(text2num(internal_chan))]</A><br>"
|
||||
|
||||
if(dat)
|
||||
dat = "<br><b>Internal Channels</b><br>" + dat
|
||||
return dat
|
||||
|
||||
/obj/item/device/radio/proc/has_channel_access(var/mob/user, var/freq)
|
||||
if(!user)
|
||||
return 0
|
||||
|
||||
if(!(freq in internal_channels))
|
||||
return 0
|
||||
|
||||
return user.has_internal_radio_channel_access(internal_channels[freq])
|
||||
|
||||
/mob/proc/has_internal_radio_channel_access(var/list/req_one_accesses)
|
||||
var/obj/item/weapon/card/id/I = GetIdCard()
|
||||
return has_access(list(), req_one_accesses, I ? I.GetAccess() : list())
|
||||
|
||||
/mob/dead/observer/has_internal_radio_channel_access(var/list/req_one_accesses)
|
||||
return can_admin_interact()
|
||||
|
||||
/obj/item/device/radio/proc/text_wires()
|
||||
if (b_stat)
|
||||
return wires.GetInteractWindow()
|
||||
@@ -124,7 +176,7 @@
|
||||
/obj/item/device/radio/Topic(href, href_list)
|
||||
if(..() || !on)
|
||||
usr << browse(null, "window=radio")
|
||||
return
|
||||
return 1
|
||||
|
||||
usr.set_machine(src)
|
||||
if (href_list["track"])
|
||||
@@ -132,20 +184,20 @@
|
||||
var/mob/living/silicon/ai/A = locate(href_list["track2"])
|
||||
if(A && target)
|
||||
A.ai_actual_track(target)
|
||||
return
|
||||
. = 1
|
||||
|
||||
else if (href_list["freq"])
|
||||
var/new_frequency = (frequency + text2num(href_list["freq"]))
|
||||
if (!freerange || (frequency < 1200 || frequency > 1600))
|
||||
new_frequency = sanitize_frequency(new_frequency, maxf)
|
||||
if ((new_frequency < PUBLIC_LOW_FREQ || new_frequency > PUBLIC_HIGH_FREQ))
|
||||
new_frequency = sanitize_frequency(new_frequency)
|
||||
set_frequency(new_frequency)
|
||||
if(hidden_uplink)
|
||||
if(hidden_uplink.check_trigger(usr, frequency, traitor_frequency))
|
||||
usr << browse(null, "window=radio")
|
||||
return
|
||||
|
||||
. = 1
|
||||
else if (href_list["talk"])
|
||||
ToggleBroadcast()
|
||||
. = 1
|
||||
else if (href_list["listen"])
|
||||
var/chan_name = href_list["ch_name"]
|
||||
if (!chan_name)
|
||||
@@ -155,11 +207,17 @@
|
||||
channels[chan_name] &= ~FREQ_LISTENING
|
||||
else
|
||||
channels[chan_name] |= FREQ_LISTENING
|
||||
|
||||
. = 1
|
||||
else if(href_list["spec_freq"])
|
||||
var freq = href_list["spec_freq"]
|
||||
if(has_channel_access(usr, freq))
|
||||
set_frequency(text2num(freq))
|
||||
. = 1
|
||||
if(href_list["nowindow"]) // here for pAIs, maybe others will want it, idk
|
||||
return
|
||||
return 1
|
||||
|
||||
interact(usr)
|
||||
if(.)
|
||||
interact(usr)
|
||||
|
||||
/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel) //BS12 EDIT
|
||||
var/datum/radio_frequency/connection = null
|
||||
@@ -503,12 +561,19 @@
|
||||
/obj/item/device/radio/borg
|
||||
var/mob/living/silicon/robot/myborg = null // Cyborg which owns this radio. Used for power checks
|
||||
var/obj/item/device/encryptionkey/keyslot = null//Borg radios can handle a single encryption key
|
||||
var/shut_up = 0
|
||||
var/shut_up = 1
|
||||
icon = 'icons/obj/robot_component.dmi' // Cyborgs radio icons should look like the component.
|
||||
icon_state = "radio"
|
||||
canhear_range = 3
|
||||
canhear_range = 0
|
||||
subspace_transmission = 1
|
||||
|
||||
/obj/item/device/radio/borg/Destroy()
|
||||
myborg = null
|
||||
return ..()
|
||||
|
||||
/obj/item/device/radio/borg/list_channels(var/mob/user)
|
||||
return list_secure_channels(user)
|
||||
|
||||
/obj/item/device/radio/borg/talk_into()
|
||||
. = ..()
|
||||
if (isrobot(src.loc))
|
||||
@@ -590,27 +655,36 @@
|
||||
return
|
||||
|
||||
/obj/item/device/radio/borg/Topic(href, href_list)
|
||||
if(usr.stat || !on)
|
||||
return
|
||||
if(..())
|
||||
return 1
|
||||
if (href_list["mode"])
|
||||
if(subspace_transmission != 1)
|
||||
subspace_transmission = 1
|
||||
usr << "Subspace Transmission is enabled"
|
||||
else
|
||||
subspace_transmission = 0
|
||||
usr << "Subspace Transmission is disabled"
|
||||
if(subspace_transmission == 0)//Simple as fuck, clears the channel list to prevent talking/listening over them if subspace transmission is disabled
|
||||
channels = list()
|
||||
else
|
||||
recalculateChannels()
|
||||
if (href_list["shutup"]) // Toggle loudspeaker mode, AKA everyone around you hearing your radio.
|
||||
shut_up = !shut_up
|
||||
if(shut_up)
|
||||
canhear_range = 0
|
||||
else
|
||||
canhear_range = 3
|
||||
var/enable_subspace_transmission = text2num(href_list["mode"])
|
||||
if(enable_subspace_transmission != subspace_transmission)
|
||||
subspace_transmission = !subspace_transmission
|
||||
if(subspace_transmission)
|
||||
usr << "<span class='notice'>Subspace Transmission is enabled</span>"
|
||||
else
|
||||
usr << "<span class='notice'>Subspace Transmission is disabled</span>"
|
||||
|
||||
..()
|
||||
if(subspace_transmission == 0)//Simple as fuck, clears the channel list to prevent talking/listening over them if subspace transmission is disabled
|
||||
channels = list()
|
||||
else
|
||||
recalculateChannels()
|
||||
. = 1
|
||||
if (href_list["shutup"]) // Toggle loudspeaker mode, AKA everyone around you hearing your radio.
|
||||
var/do_shut_up = text2num(href_list["shutup"])
|
||||
if(do_shut_up != shut_up)
|
||||
shut_up = !shut_up
|
||||
if(shut_up)
|
||||
canhear_range = 0
|
||||
usr << "<span class='notice'>Loadspeaker disabled.</span>"
|
||||
else
|
||||
canhear_range = 3
|
||||
usr << "<span class='notice'>Loadspeaker enabled.</span>"
|
||||
. = 1
|
||||
|
||||
if(.)
|
||||
interact(usr)
|
||||
|
||||
/obj/item/device/radio/borg/interact(mob/user as mob)
|
||||
if(!on)
|
||||
@@ -625,13 +699,12 @@
|
||||
[format_frequency(frequency)]
|
||||
<A href='byond://?src=\ref[src];freq=2'>+</A>
|
||||
<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
|
||||
<A href='byond://?src=\ref[src];mode=1'>Toggle Broadcast Mode</A><BR>
|
||||
Loudspeaker: [shut_up ? "<A href='byond://?src=\ref[src];shutup=0'>Disengaged</A>" : "<A href='byond://?src=\ref[src];shutup=1'>Engaged</A>"]<BR>
|
||||
Broadcasting: [subspace_transmission ? "<A href='byond://?src=\ref[src];mode=0'>Disable</A>" : "<A href='byond://?src=\ref[src];mode=1'>Enable</A>"]<BR>
|
||||
Loudspeaker: [shut_up ? "<A href='byond://?src=\ref[src];shutup=0'>Enable</A>" : "<A href='byond://?src=\ref[src];shutup=1'>Disable</A>"]<BR>
|
||||
"}
|
||||
|
||||
if(subspace_transmission)//Don't even bother if subspace isn't turned on
|
||||
for (var/ch_name in channels)
|
||||
dat+=text_sec_channel(ch_name, channels[ch_name])
|
||||
dat+=list_channels(user)
|
||||
dat+={"[text_wires()]</TT></body></html>"}
|
||||
user << browse(dat, "window=radio")
|
||||
onclose(user, "radio")
|
||||
@@ -650,3 +723,17 @@
|
||||
|
||||
/obj/item/device/radio/off
|
||||
listening = 0
|
||||
|
||||
/obj/item/device/radio/phone
|
||||
broadcasting = 0
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "red_phone"
|
||||
listening = 1
|
||||
name = "phone"
|
||||
|
||||
/obj/item/device/radio/phone/medbay
|
||||
frequency = MED_I_FREQ
|
||||
|
||||
/obj/item/device/radio/phone/medbay/New()
|
||||
..()
|
||||
internal_channels = default_medbay_channels.Copy()
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
w_class = 2
|
||||
item_state = "electronic"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 150)
|
||||
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
|
||||
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
|
||||
|
||||
var/scan_range = 1
|
||||
|
||||
|
||||
@@ -365,10 +365,10 @@ datum/uplink_item/dd_SortValue()
|
||||
item_cost = 7
|
||||
path = /obj/item/weapon/aiModule/syndicate
|
||||
|
||||
/datum/uplink_item/item/tools/singularity_beacon
|
||||
name = "Singularity Beacon (DANGER!)"
|
||||
/datum/uplink_item/item/tools/supply_beacon
|
||||
name = "Hacked Supply Beacon (DANGER!)"
|
||||
item_cost = 7
|
||||
path = /obj/item/device/radio/beacon/syndicate
|
||||
path = /obj/item/supply_beacon
|
||||
|
||||
/datum/uplink_item/item/tools/teleporter
|
||||
name = "Teleporter Circuit Board"
|
||||
@@ -622,7 +622,7 @@ var/image/default_abstract_uplink_icon
|
||||
if(!user)
|
||||
return 0
|
||||
|
||||
var/obj/item/weapon/card/id/I = GetIdCard(user)
|
||||
var/obj/item/weapon/card/id/I = user.GetIdCard()
|
||||
var/datum/data/record/random_general_record
|
||||
var/datum/data/record/random_medical_record
|
||||
if(data_core.general.len)
|
||||
|
||||
@@ -33,12 +33,12 @@ obj/item/device/hailer/attack_self(mob/living/carbon/user as mob)
|
||||
|
||||
if(isnull(insults))
|
||||
playsound(get_turf(src), 'sound/voice/halt.ogg', 100, 1, vary = 0)
|
||||
user.show_message("<span class='warning'>[user]'s [name] rasps, \"[use_message]\"</span>",1)
|
||||
user.audible_message("<span class='warning'>[user]'s [name] rasps, \"[use_message]\"</span>", "<span class='warning'>\The [user] holds up \the [name].</span>")
|
||||
else
|
||||
if(insults > 0)
|
||||
playsound(get_turf(src), 'sound/voice/binsult.ogg', 100, 1, vary = 0)
|
||||
// Yes, it used to show the transcription of the sound clip. That was a) inaccurate b) immature as shit.
|
||||
user.show_message("<span class='warning'>[user]'s [name] gurgles something indecipherable and deeply offensive.</span>")
|
||||
user.audible_message("<span class='warning'>[user]'s [name] gurgles something indecipherable and deeply offensive.</span>", "<span class='warning'>\The [user] holds up \the [name].</span>")
|
||||
insults--
|
||||
else
|
||||
user << "<span class='danger'>*BZZZZZZZZT*</span>"
|
||||
|
||||
@@ -5,8 +5,6 @@
|
||||
icon_state = "blank"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
var/construction_time = 100
|
||||
var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"glass"=5000)
|
||||
var/list/part = null // Order of args is important for installing robolimbs.
|
||||
var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
|
||||
var/model_info
|
||||
@@ -32,8 +30,6 @@
|
||||
name = "left arm"
|
||||
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
|
||||
icon_state = "l_arm"
|
||||
construction_time = 200
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=18000)
|
||||
part = list("l_arm","l_hand")
|
||||
model_info = 1
|
||||
|
||||
@@ -41,8 +37,6 @@
|
||||
name = "right arm"
|
||||
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
|
||||
icon_state = "r_arm"
|
||||
construction_time = 200
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=18000)
|
||||
part = list("r_arm","r_hand")
|
||||
model_info = 1
|
||||
|
||||
@@ -50,8 +44,6 @@
|
||||
name = "left leg"
|
||||
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
|
||||
icon_state = "l_leg"
|
||||
construction_time = 200
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)
|
||||
part = list("l_leg","l_foot")
|
||||
model_info = 1
|
||||
|
||||
@@ -59,8 +51,6 @@
|
||||
name = "right leg"
|
||||
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
|
||||
icon_state = "r_leg"
|
||||
construction_time = 200
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)
|
||||
part = list("r_leg","r_foot")
|
||||
model_info = 1
|
||||
|
||||
@@ -69,8 +59,6 @@
|
||||
desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
|
||||
icon_state = "chest"
|
||||
part = list("groin","chest")
|
||||
construction_time = 350
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=40000)
|
||||
var/wires = 0.0
|
||||
var/obj/item/weapon/cell/cell = null
|
||||
|
||||
@@ -79,8 +67,6 @@
|
||||
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
|
||||
icon_state = "head"
|
||||
part = list("head")
|
||||
construction_time = 350
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=25000)
|
||||
var/obj/item/device/flash/flash1 = null
|
||||
var/obj/item/device/flash/flash2 = null
|
||||
|
||||
@@ -88,8 +74,6 @@
|
||||
name = "endoskeleton"
|
||||
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
|
||||
icon_state = "robo_suit"
|
||||
construction_time = 500
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=50000)
|
||||
var/obj/item/robot_parts/l_arm/l_arm = null
|
||||
var/obj/item/robot_parts/r_arm/r_arm = null
|
||||
var/obj/item/robot_parts/l_leg/l_leg = null
|
||||
@@ -213,10 +197,6 @@
|
||||
user << "<span class='warning'>Sticking a dead [W] into the frame would sort of defeat the purpose.</span>"
|
||||
return
|
||||
|
||||
if(M.brainmob.mind in revs.head_revolutionaries)
|
||||
user << "<span class='warning'>The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept the [W].</span>"
|
||||
return
|
||||
|
||||
if(jobban_isbanned(M.brainmob, "Cyborg"))
|
||||
user << "<span class='warning'>This [W] does not seem to fit.</span>"
|
||||
return
|
||||
|
||||
@@ -6,8 +6,6 @@
|
||||
desc = "Protected by FRM."
|
||||
icon = 'icons/obj/module.dmi'
|
||||
icon_state = "cyborg_upgrade"
|
||||
var/construction_time = 120
|
||||
var/construction_cost = list(DEFAULT_WALL_MATERIAL=10000)
|
||||
var/locked = 0
|
||||
var/require_module = 0
|
||||
var/installed = 0
|
||||
@@ -31,10 +29,10 @@
|
||||
R.modtype = initial(R.modtype)
|
||||
R.hands.icon_state = initial(R.hands.icon_state)
|
||||
|
||||
R.choose_icon(1, R.set_module_sprites(list("Default" = "robot")))
|
||||
|
||||
R.notify_ai(ROBOT_NOTIFICATION_MODULE_RESET, R.module.name)
|
||||
R.module.Reset(R)
|
||||
qdel(R.module)
|
||||
R.module = null
|
||||
R.updatename("Default")
|
||||
|
||||
return 1
|
||||
@@ -43,7 +41,6 @@
|
||||
name = "robot reclassification board"
|
||||
desc = "Used to rename a cyborg."
|
||||
icon_state = "cyborg_upgrade1"
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=35000)
|
||||
var/heldname = "default name"
|
||||
|
||||
/obj/item/borg/upgrade/rename/attack_self(mob/user as mob)
|
||||
@@ -61,7 +58,6 @@
|
||||
/obj/item/borg/upgrade/restart
|
||||
name = "robot emergency restart module"
|
||||
desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online."
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=60000 , "glass"=5000)
|
||||
icon_state = "cyborg_upgrade1"
|
||||
|
||||
|
||||
@@ -85,7 +81,6 @@
|
||||
/obj/item/borg/upgrade/vtec
|
||||
name = "robotic VTEC Module"
|
||||
desc = "Used to kick in a robot's VTEC systems, increasing their speed."
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=80000 , "glass"=6000 , "gold"= 5000)
|
||||
icon_state = "cyborg_upgrade2"
|
||||
require_module = 1
|
||||
|
||||
@@ -102,7 +97,6 @@
|
||||
/obj/item/borg/upgrade/tasercooler
|
||||
name = "robotic Rapid Taser Cooling Module"
|
||||
desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate."
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=80000 , "glass"=6000 , "gold"= 2000, "diamond" = 500)
|
||||
icon_state = "cyborg_upgrade3"
|
||||
require_module = 1
|
||||
|
||||
@@ -137,7 +131,6 @@
|
||||
/obj/item/borg/upgrade/jetpack
|
||||
name = "mining robot jetpack"
|
||||
desc = "A carbon dioxide jetpack suitable for low-gravity mining operations."
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"phoron"=15000,"uranium" = 20000)
|
||||
icon_state = "cyborg_upgrade3"
|
||||
require_module = 1
|
||||
|
||||
@@ -159,7 +152,6 @@
|
||||
/obj/item/borg/upgrade/syndicate/
|
||||
name = "illegal equipment module"
|
||||
desc = "Unlocks the hidden, deadlier functions of a robot"
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=15000,"diamond" = 10000)
|
||||
icon_state = "cyborg_upgrade3"
|
||||
require_module = 1
|
||||
|
||||
|
||||
@@ -184,11 +184,9 @@
|
||||
if(!uses_charge)
|
||||
amount -= used
|
||||
if (amount <= 0)
|
||||
spawn(0) //delete the empty stack once the current context yields
|
||||
if (amount <= 0) //check again in case someone transferred stuff to us
|
||||
if(usr)
|
||||
usr.remove_from_mob(src)
|
||||
qdel(src)
|
||||
if(usr)
|
||||
usr.remove_from_mob(src)
|
||||
qdel(src) //should be safe to qdel immediately since if someone is still using this stack it will persist for a little while longer
|
||||
return 1
|
||||
else
|
||||
if(get_amount() < used)
|
||||
|
||||
@@ -133,87 +133,6 @@
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "singularity_s1"
|
||||
|
||||
/*
|
||||
* Toy gun: Why isnt this an /obj/item/weapon/gun?
|
||||
*/
|
||||
/obj/item/toy/gun
|
||||
name = "cap gun"
|
||||
desc = "There are 0 caps left. Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps!"
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "revolver"
|
||||
item_state = "revolver"
|
||||
item_icons = list(
|
||||
icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
|
||||
icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
|
||||
)
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
w_class = 3.0
|
||||
|
||||
matter = list("glass" = 10,DEFAULT_WALL_MATERIAL = 10)
|
||||
|
||||
attack_verb = list("struck", "pistol whipped", "hit", "bashed")
|
||||
var/bullets = 7.0
|
||||
|
||||
examine(mob/user)
|
||||
if(..(user, 0))
|
||||
src.desc = text("There are [] caps\s left. Looks almost like the real thing! Ages 8 and up.", src.bullets)
|
||||
return
|
||||
|
||||
attackby(obj/item/toy/ammo/gun/A as obj, mob/user as mob)
|
||||
|
||||
if (istype(A, /obj/item/toy/ammo/gun))
|
||||
if (src.bullets >= 7)
|
||||
user << "<span class='notice'>It's already fully loaded!</span>"
|
||||
return 1
|
||||
if (A.amount_left <= 0)
|
||||
user << "<span class='warning'>There is no more caps!</span>"
|
||||
return 1
|
||||
if (A.amount_left < (7 - src.bullets))
|
||||
src.bullets += A.amount_left
|
||||
user << text("<span class='warning'>You reload [] caps\s!</span>", A.amount_left)
|
||||
A.amount_left = 0
|
||||
else
|
||||
user << text("<span class='warning'>You reload [] caps\s!</span>", 7 - src.bullets)
|
||||
A.amount_left -= 7 - src.bullets
|
||||
src.bullets = 7
|
||||
A.update_icon()
|
||||
return 1
|
||||
return
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
|
||||
if (flag)
|
||||
return
|
||||
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
|
||||
usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
|
||||
return
|
||||
src.add_fingerprint(user)
|
||||
if (src.bullets < 1)
|
||||
user.show_message("<span class='warning'>*click* *click*</span>", 2)
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
return
|
||||
playsound(user, 'sound/weapons/Gunshot.ogg', 100, 1)
|
||||
src.bullets--
|
||||
for(var/mob/O in viewers(user, null))
|
||||
O.show_message(text("<span class='danger'>\The [] fires a cap gun at []!</span>", user, target), 1, "<span class='warning'>You hear a gunshot!</span>", 2)
|
||||
|
||||
/obj/item/toy/ammo/gun
|
||||
name = "ammo-caps"
|
||||
desc = "There are 7 caps left! Make sure to recyle the box in an autolathe when it gets empty."
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "357-7"
|
||||
flags = CONDUCT
|
||||
w_class = 1.0
|
||||
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 10)
|
||||
|
||||
var/amount_left = 7.0
|
||||
|
||||
update_icon()
|
||||
src.icon_state = text("357-[]", src.amount_left)
|
||||
src.desc = text("There are [] caps\s left! Make sure to recycle the box in an autolathe when it gets empty.", src.amount_left)
|
||||
return
|
||||
|
||||
/*
|
||||
* Toy crossbow
|
||||
*/
|
||||
|
||||
@@ -93,6 +93,11 @@
|
||||
desc = "A card used to provide ID and determine access across the station."
|
||||
icon_state = "id"
|
||||
item_state = "card-id"
|
||||
|
||||
sprite_sheets = list(
|
||||
"Resomi" = 'icons/mob/species/resomi/id.dmi'
|
||||
)
|
||||
|
||||
var/access = list()
|
||||
var/registered_name = "Unknown" // The name registered_name on the card
|
||||
slot_flags = SLOT_ID
|
||||
@@ -122,8 +127,9 @@
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/card/id/proc/show(mob/user as mob)
|
||||
user << browse_rsc(front, "front.png")
|
||||
user << browse_rsc(side, "side.png")
|
||||
if(front && side)
|
||||
user << browse_rsc(front, "front.png")
|
||||
user << browse_rsc(side, "side.png")
|
||||
var/datum/browser/popup = new(user, "idcard", name, 600, 250)
|
||||
popup.set_content(dat())
|
||||
popup.set_title_image(usr.browse_rsc_icon(src.icon, src.icon_state))
|
||||
@@ -137,17 +143,21 @@
|
||||
front = getFlatIcon(M, SOUTH, always_use_defdir = 1)
|
||||
side = getFlatIcon(M, WEST, always_use_defdir = 1)
|
||||
|
||||
/obj/item/weapon/card/id/proc/set_owner_info(var/mob/living/carbon/human/H)
|
||||
if(!H || !H.dna)
|
||||
return
|
||||
age = H.age
|
||||
blood_type = H.dna.b_type
|
||||
dna_hash = H.dna.unique_enzymes
|
||||
fingerprint_hash = md5(H.dna.uni_identity)
|
||||
registered_name = H.real_name
|
||||
sex = capitalize(H.gender)
|
||||
set_id_photo(H)
|
||||
update_name()
|
||||
/mob/proc/set_id_info(var/obj/item/weapon/card/id/id_card)
|
||||
id_card.age = 0
|
||||
id_card.registered_name = real_name
|
||||
id_card.sex = capitalize(gender)
|
||||
id_card.set_id_photo(src)
|
||||
|
||||
if(dna)
|
||||
id_card.blood_type = dna.b_type
|
||||
id_card.dna_hash = dna.unique_enzymes
|
||||
id_card.fingerprint_hash= md5(dna.uni_identity)
|
||||
id_card.update_name()
|
||||
|
||||
/mob/living/carbon/human/set_id_info(var/obj/item/weapon/card/id/id_card)
|
||||
..()
|
||||
id_card.age = age
|
||||
|
||||
/obj/item/weapon/card/id/proc/dat()
|
||||
var/dat = ("<table><tr><td>")
|
||||
@@ -213,9 +223,20 @@
|
||||
item_state = "gold_id"
|
||||
registered_name = "Captain"
|
||||
assignment = "Captain"
|
||||
New()
|
||||
access = get_all_station_access()
|
||||
..()
|
||||
/obj/item/weapon/card/id/captains_spare/New()
|
||||
access = get_all_station_access()
|
||||
..()
|
||||
|
||||
/obj/item/weapon/card/id/synthetic
|
||||
name = "\improper Synthetic ID"
|
||||
desc = "Access module for NanoTrasen Synthetics"
|
||||
icon_state = "id-robot"
|
||||
item_state = "tdgreen"
|
||||
assignment = "Synthetic"
|
||||
|
||||
/obj/item/weapon/card/id/synthetic/New()
|
||||
access = get_all_station_access() + access_synth
|
||||
..()
|
||||
|
||||
/obj/item/weapon/card/id/centcom
|
||||
name = "\improper CentCom. ID"
|
||||
|
||||
@@ -6,12 +6,11 @@ var/global/list/syndicate_ids = list()
|
||||
origin_tech = list(TECH_ILLEGAL = 3)
|
||||
var/electronic_warfare = 1
|
||||
var/registered_user = null
|
||||
var/list/initial_access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
|
||||
|
||||
/obj/item/weapon/card/id/syndicate/New(mob/user as mob)
|
||||
syndicate_ids += src
|
||||
..()
|
||||
access = initial_access.Copy()
|
||||
access = syndicate_access.Copy()
|
||||
|
||||
/obj/item/weapon/card/id/syndicate/Destroy()
|
||||
syndicate_ids -= src
|
||||
@@ -39,8 +38,8 @@ var/global/list/syndicate_ids = list()
|
||||
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
|
||||
if(!registered_user)
|
||||
registered_user = user
|
||||
set_owner_info(user)
|
||||
user << "<span class='notice'>The microscanner marks you as its owner, preventing others some accessing its internals.</span>"
|
||||
user.set_id_info(src)
|
||||
user << "<span class='notice'>The microscanner marks you as its owner, preventing others from accessing its internals.</span>"
|
||||
if(registered_user == user)
|
||||
switch(alert("Would you like edit the ID, or show it?","Show or Edit?", "Edit","Show"))
|
||||
if("Edit")
|
||||
@@ -163,7 +162,7 @@ var/global/list/syndicate_ids = list()
|
||||
if("Factory Reset")
|
||||
if(alert("This will factory reset the card, including access and owner. Continue?", "Factory Reset", "No", "Yes") == "Yes" && CanUseTopic(user, state))
|
||||
age = initial(age)
|
||||
access = initial_access.Copy()
|
||||
access = syndicate_access.Copy()
|
||||
assignment = initial(assignment)
|
||||
blood_type = initial(blood_type)
|
||||
dna_hash = initial(dna_hash)
|
||||
|
||||
@@ -84,7 +84,7 @@
|
||||
/obj/item/toy/balloon,
|
||||
/obj/item/toy/blink,
|
||||
/obj/item/toy/crossbow,
|
||||
/obj/item/toy/gun,
|
||||
/obj/item/weapon/gun/projectile/revolver/capgun,
|
||||
/obj/item/toy/katana,
|
||||
/obj/item/toy/prize/deathripley,
|
||||
/obj/item/toy/prize/durand,
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
var/breakouttime = 1200 //Deciseconds = 120s = 2 minutes
|
||||
var/cuff_sound = 'sound/weapons/handcuffs.ogg'
|
||||
var/cuff_type = "handcuffs"
|
||||
sprite_sheets = list("Resomi" = 'icons/mob/species/resomi/handcuffs.dmi')
|
||||
|
||||
/obj/item/weapon/handcuffs/attack(var/mob/living/carbon/C, var/mob/living/user)
|
||||
|
||||
|
||||
@@ -62,8 +62,7 @@
|
||||
|
||||
/obj/item/weapon/material/shard/Crossed(AM as mob|obj)
|
||||
..()
|
||||
|
||||
if(ismob(AM))
|
||||
if(isliving(AM))
|
||||
var/mob/M = AM
|
||||
|
||||
if(M.buckled) //wheelchairs, office chairs, rollerbeds
|
||||
|
||||
@@ -11,8 +11,13 @@
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
|
||||
/obj/item/weapon/material/sword/IsShield()
|
||||
return 1
|
||||
/obj/item/weapon/material/sword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
|
||||
|
||||
if(default_parry_check(user, attacker, damage_source) && prob(50))
|
||||
user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
|
||||
playsound(user.loc, 'sound/weapons/punchmiss.ogg', 50, 1)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/material/sword/suicide_act(mob/user)
|
||||
viewers(user) << "<span class='danger'>[user] is falling on the [src.name]! It looks like \he's trying to commit suicide.</span>"
|
||||
|
||||
@@ -71,6 +71,14 @@
|
||||
O.unwield()
|
||||
return unwield()
|
||||
|
||||
//Allow a small chance of parrying melee attacks when wielded - maybe generalize this to other weapons someday
|
||||
/obj/item/weapon/material/twohanded/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
|
||||
if(wielded && default_parry_check(user, attacker, damage_source) && prob(15))
|
||||
user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
|
||||
playsound(user.loc, 'sound/weapons/punchmiss.ogg', 50, 1)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/material/twohanded/update_icon()
|
||||
icon_state = "[base_icon][wielded]"
|
||||
item_state = icon_state
|
||||
@@ -167,51 +175,7 @@
|
||||
else if(istype(A,/obj/effect/plant))
|
||||
var/obj/effect/plant/P = A
|
||||
P.die_off()
|
||||
|
||||
/*
|
||||
/*
|
||||
* Double-Bladed Energy Swords - Cheridan
|
||||
*/
|
||||
// Not sure what to do with this one, it won't work nicely with the material system,
|
||||
// but I don't want to copypaste all the twohanded procs..
|
||||
/obj/item/weapon/material/twohanded/dualsaber
|
||||
icon_state = "dualsaber0"
|
||||
base_icon = "dualsaber"
|
||||
name = "double-bladed energy sword"
|
||||
desc = "Handle with care."
|
||||
force = 3
|
||||
throwforce = 5.0
|
||||
throw_speed = 1
|
||||
throw_range = 5
|
||||
w_class = 2.0
|
||||
force_wielded = 30
|
||||
wieldsound = 'sound/weapons/saberon.ogg'
|
||||
unwieldsound = 'sound/weapons/saberoff.ogg'
|
||||
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
sharp = 1
|
||||
edge = 1
|
||||
applies_material_colour = 0
|
||||
|
||||
/obj/item/weapon/material/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
|
||||
..()
|
||||
if((CLUMSY in user.mutations) && (wielded) &&prob(40))
|
||||
user << "<span class='danger'>You twirl around a bit before losing your balance and impaling yourself on \the [src].</span>"
|
||||
user.take_organ_damage(20,25)
|
||||
return
|
||||
if((wielded) && prob(50))
|
||||
spawn(0)
|
||||
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
|
||||
user.set_dir(i)
|
||||
sleep(1)
|
||||
|
||||
/obj/item/weapon/material/twohanded/dualsaber/IsShield()
|
||||
if(wielded)
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
*/
|
||||
|
||||
|
||||
//spears, bay edition
|
||||
/obj/item/weapon/material/twohanded/spear
|
||||
icon_state = "spearglass0"
|
||||
|
||||
@@ -151,8 +151,14 @@
|
||||
attack_verb = list()
|
||||
icon_state = initial(icon_state)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/IsShield()
|
||||
if(active)
|
||||
/obj/item/weapon/melee/energy/sword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
|
||||
if(active && default_parry_check(user, attacker, damage_source) && prob(50))
|
||||
user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
|
||||
|
||||
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
|
||||
spark_system.set_up(5, 0, user.loc)
|
||||
spark_system.start()
|
||||
playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
@@ -14,8 +14,6 @@
|
||||
var/maxcharge = 1000
|
||||
var/rigged = 0 // true if rigged to explode
|
||||
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
|
||||
var/construction_cost = list(DEFAULT_WALL_MATERIAL=750,"glass"=75)
|
||||
var/construction_time=100
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
|
||||
|
||||
suicide_act(mob/user)
|
||||
@@ -83,7 +81,6 @@
|
||||
icon_state = "scell"
|
||||
maxcharge = 20000
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=750,"glass"=100)
|
||||
|
||||
/obj/item/weapon/cell/super/empty/New()
|
||||
..()
|
||||
@@ -95,7 +92,6 @@
|
||||
icon_state = "hpcell"
|
||||
maxcharge = 30000
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=500,"glass"=150,"gold"=200,"silver"=200)
|
||||
|
||||
/obj/item/weapon/cell/hyper/empty/New()
|
||||
..()
|
||||
|
||||
@@ -1,5 +1,52 @@
|
||||
//** Shield Helpers
|
||||
//These are shared by various items that have shield-like behaviour
|
||||
|
||||
//bad_arc is the ABSOLUTE arc of directions from which we cannot block. If you want to fix it to e.g. the user's facing you will need to rotate the dirs yourself.
|
||||
/proc/check_shield_arc(mob/user, var/bad_arc, atom/damage_source = null, mob/attacker = null)
|
||||
//check attack direction
|
||||
var/attack_dir = 0 //direction from the user to the source of the attack
|
||||
if(istype(damage_source, /obj/item/projectile))
|
||||
var/obj/item/projectile/P = damage_source
|
||||
attack_dir = get_dir(get_turf(user), P.starting)
|
||||
else if(attacker)
|
||||
attack_dir = get_dir(get_turf(user), get_turf(attacker))
|
||||
else if(damage_source)
|
||||
attack_dir = get_dir(get_turf(user), get_turf(damage_source))
|
||||
|
||||
if(!(attack_dir && (attack_dir & bad_arc)))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/proc/default_parry_check(mob/user, mob/attacker, atom/damage_source)
|
||||
//parry only melee attacks
|
||||
if(istype(damage_source, /obj/item/projectile) || (attacker && get_dist(user, attacker) > 1) || user.incapacitated())
|
||||
return 0
|
||||
|
||||
//block as long as they are not directly behind us
|
||||
var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
|
||||
if(!check_shield_arc(user, bad_arc, damage_source, attacker))
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/shield
|
||||
name = "shield"
|
||||
var/base_block_chance = 50
|
||||
|
||||
/obj/item/weapon/shield/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
|
||||
if(user.incapacitated())
|
||||
return 0
|
||||
|
||||
//block as long as they are not directly behind us
|
||||
var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
|
||||
if(check_shield_arc(user, bad_arc, damage_source, attacker))
|
||||
if(prob(get_block_chance(user, damage, damage_source, attacker)))
|
||||
user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/shield/proc/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
|
||||
return base_block_chance
|
||||
|
||||
/obj/item/weapon/shield/riot
|
||||
name = "riot shield"
|
||||
@@ -18,17 +65,26 @@
|
||||
attack_verb = list("shoved", "bashed")
|
||||
var/cooldown = 0 //shield bash cooldown. based on world.time
|
||||
|
||||
IsShield()
|
||||
return 1
|
||||
/obj/item/weapon/shield/riot/handle_shield(mob/user)
|
||||
. = ..()
|
||||
if(.) playsound(user.loc, 'sound/weapons/Genhit.ogg', 50, 1)
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/melee/baton))
|
||||
if(cooldown < world.time - 25)
|
||||
user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
|
||||
playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
|
||||
cooldown = world.time
|
||||
else
|
||||
..()
|
||||
/obj/item/weapon/shield/riot/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
|
||||
if(istype(damage_source, /obj/item/projectile))
|
||||
var/obj/item/projectile/P = damage_source
|
||||
//plastic shields do not stop bullets or lasers, even in space. Will block beanbags, rubber bullets, and stunshots just fine though.
|
||||
if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
|
||||
return 0
|
||||
return base_block_chance
|
||||
|
||||
/obj/item/weapon/shield/riot/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/melee/baton))
|
||||
if(cooldown < world.time - 25)
|
||||
user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
|
||||
playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
|
||||
cooldown = world.time
|
||||
else
|
||||
..()
|
||||
|
||||
/*
|
||||
* Energy Shield
|
||||
@@ -49,11 +105,23 @@
|
||||
attack_verb = list("shoved", "bashed")
|
||||
var/active = 0
|
||||
|
||||
/obj/item/weapon/shield/energy/IsShield()
|
||||
if(active)
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
/obj/item/weapon/shield/energy/handle_shield(mob/user)
|
||||
if(!active)
|
||||
return 0 //turn it on first!
|
||||
. = ..()
|
||||
|
||||
if(.)
|
||||
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
|
||||
spark_system.set_up(5, 0, user.loc)
|
||||
spark_system.start()
|
||||
playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
|
||||
|
||||
/obj/item/weapon/shield/energy/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
|
||||
if(istype(damage_source, /obj/item/projectile))
|
||||
var/obj/item/projectile/P = damage_source
|
||||
if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
|
||||
return (base_block_chance - round(damage / 3)) //block bullets and beams using the old block chance
|
||||
return base_block_chance
|
||||
|
||||
/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
|
||||
if ((CLUMSY in user.mutations) && prob(50))
|
||||
@@ -82,9 +150,10 @@
|
||||
add_fingerprint(user)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/cloaking_device
|
||||
name = "cloaking device"
|
||||
desc = "Use this to become invisible to the human eyesocket."
|
||||
desc = "Use this to become invisible to the human eye."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "shield0"
|
||||
var/active = 0.0
|
||||
@@ -114,3 +183,4 @@
|
||||
if(ismob(loc))
|
||||
loc:update_icons()
|
||||
..()
|
||||
|
||||
|
||||
@@ -17,6 +17,9 @@
|
||||
slot_l_hand_str = "backpack",
|
||||
slot_r_hand_str = "backpack",
|
||||
)
|
||||
sprite_sheets = list(
|
||||
"Resomi" = 'icons/mob/species/resomi/back.dmi'
|
||||
)
|
||||
w_class = 4
|
||||
slot_flags = SLOT_BACK
|
||||
max_w_class = 3
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
item_state = "utility"
|
||||
slot_flags = SLOT_BELT
|
||||
attack_verb = list("whipped", "lashed", "disciplined")
|
||||
|
||||
sprite_sheets = list("Resomi" = 'icons/mob/species/resomi/belt.dmi')
|
||||
|
||||
/obj/item/weapon/storage/update_icon()
|
||||
if (ismob(src.loc))
|
||||
|
||||
@@ -224,6 +224,9 @@
|
||||
//Set the stop_messages to stop it from printing messages
|
||||
/obj/item/weapon/storage/proc/can_be_inserted(obj/item/W as obj, stop_messages = 0)
|
||||
if(!istype(W)) return //Not an item
|
||||
|
||||
if(!usr.canUnEquip(W))
|
||||
return 0
|
||||
|
||||
if(src.loc == W)
|
||||
return 0 //Means the item is already in the storage item
|
||||
|
||||
@@ -15,6 +15,10 @@
|
||||
throw_speed = 1
|
||||
throw_range = 4
|
||||
|
||||
sprite_sheets = list(
|
||||
"Resomi" = 'icons/mob/species/resomi/back.dmi'
|
||||
)
|
||||
|
||||
var/datum/gas_mixture/air_contents = null
|
||||
var/distribute_pressure = ONE_ATMOSPHERE
|
||||
var/integrity = 3
|
||||
|
||||
@@ -33,9 +33,21 @@
|
||||
CouldNotUseTopic(usr)
|
||||
return 1
|
||||
|
||||
/obj/CanUseTopic(var/mob/user, var/datum/topic_state/state)
|
||||
if(user.CanUseObjTopic(src))
|
||||
return ..()
|
||||
user << "<span class='danger'>\icon[src]Access Denied!</span>"
|
||||
return STATUS_CLOSE
|
||||
|
||||
/mob/living/silicon/CanUseObjTopic(var/obj/O)
|
||||
return O.allowed(src)
|
||||
|
||||
/mob/proc/CanUseObjTopic()
|
||||
return 1
|
||||
|
||||
/obj/proc/CouldUseTopic(var/mob/user)
|
||||
var/atom/host = nano_host()
|
||||
host.add_fingerprint(user)
|
||||
host.add_hiddenprint(user)
|
||||
|
||||
/obj/proc/CouldNotUseTopic(var/mob/user)
|
||||
// Nada
|
||||
|
||||
@@ -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/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_trench)
|
||||
|
||||
/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]")
|
||||
@@ -48,5 +48,5 @@
|
||||
overlays += image(icon, icon_state = "coat_lab")
|
||||
if (istype(coat, /obj/item/clothing/suit/storage/toggle/labcoat/cmo))
|
||||
overlays += image(icon, icon_state = "coat_cmo")
|
||||
if (istype(coat, /obj/item/clothing/suit/storage/det_suit))
|
||||
if (istype(coat, /obj/item/clothing/suit/storage/det_trench))
|
||||
overlays += image(icon, icon_state = "coat_det")
|
||||
|
||||
@@ -210,6 +210,7 @@
|
||||
if(istype(W, /obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = W
|
||||
src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
|
||||
return 0
|
||||
if(istype(W,/obj/item/tk_grab))
|
||||
return 0
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
@@ -257,11 +258,9 @@
|
||||
return
|
||||
if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis)
|
||||
return
|
||||
if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
|
||||
if((!( istype(O, /atom/movable) ) || O.anchored || !Adjacent(user) || !Adjacent(O) || !user.Adjacent(O) || user.contents.Find(src)))
|
||||
return
|
||||
if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
|
||||
return
|
||||
if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc?
|
||||
if(!isturf(user.loc)) // are you in a container/closet/pod/etc?
|
||||
return
|
||||
if(!src.opened)
|
||||
return
|
||||
|
||||
@@ -246,16 +246,16 @@
|
||||
New()
|
||||
..()
|
||||
new /obj/item/clothing/under/det(src)
|
||||
new /obj/item/clothing/under/det/grey(src)
|
||||
new /obj/item/clothing/under/det/black(src)
|
||||
new /obj/item/clothing/under/det/slob(src)
|
||||
new /obj/item/clothing/suit/storage/det_suit(src)
|
||||
new /obj/item/clothing/suit/storage/det_suit/black(src)
|
||||
new /obj/item/clothing/suit/storage/det_trench(src)
|
||||
new /obj/item/clothing/suit/storage/det_trench/grey(src)
|
||||
new /obj/item/clothing/suit/storage/forensics/blue(src)
|
||||
new /obj/item/clothing/suit/storage/forensics/red(src)
|
||||
new /obj/item/clothing/gloves/black(src)
|
||||
new /obj/item/clothing/head/det_hat(src)
|
||||
new /obj/item/clothing/head/det_hat/black(src)
|
||||
new /obj/item/clothing/shoes/brown(src)
|
||||
new /obj/item/clothing/head/det(src)
|
||||
new /obj/item/clothing/head/det/grey(src)
|
||||
new /obj/item/clothing/shoes/laceup(src)
|
||||
new /obj/item/weapon/storage/box/evidence(src)
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/device/detective_scanner(src)
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
var/health = 200
|
||||
var/cover = 50 //how much cover the girder provides against projectiles.
|
||||
var/material/reinf_material
|
||||
var/reinforcing = 0
|
||||
|
||||
/obj/structure/girder/displaced
|
||||
icon_state = "displaced"
|
||||
@@ -48,6 +49,7 @@
|
||||
health = min(health,initial(health))
|
||||
state = 0
|
||||
icon_state = initial(icon_state)
|
||||
reinforcing = 0
|
||||
if(reinf_material)
|
||||
reinforce_girder()
|
||||
|
||||
@@ -78,13 +80,18 @@
|
||||
user << "<span class='notice'>You drill through the girder!</span>"
|
||||
dismantle()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2)
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
||||
user << "<span class='notice'>Now unsecuring support struts...</span>"
|
||||
if(do_after(user,40))
|
||||
if(!src) return
|
||||
user << "<span class='notice'>You unsecured the support struts!</span>"
|
||||
state = 1
|
||||
else if(istype(W, /obj/item/weapon/screwdriver))
|
||||
if(state == 2)
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
||||
user << "<span class='notice'>Now unsecuring support struts...</span>"
|
||||
if(do_after(user,40))
|
||||
if(!src) return
|
||||
user << "<span class='notice'>You unsecured the support struts!</span>"
|
||||
state = 1
|
||||
else if(anchored && !reinf_material)
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
||||
reinforcing = !reinforcing
|
||||
user << "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>"
|
||||
|
||||
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1)
|
||||
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
|
||||
@@ -108,95 +115,82 @@
|
||||
cover = 25
|
||||
|
||||
else if(istype(W, /obj/item/stack/material))
|
||||
|
||||
var/obj/item/stack/S = W
|
||||
if(S.get_amount() < 2)
|
||||
return ..()
|
||||
|
||||
var/material/M = S.get_material()
|
||||
if(!istype(M))
|
||||
return ..()
|
||||
|
||||
var/wall_fake
|
||||
add_hiddenprint(usr)
|
||||
|
||||
if(M.integrity < 50)
|
||||
user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
|
||||
return
|
||||
|
||||
user << "<span class='notice'>You begin adding the plating...</span>"
|
||||
|
||||
if(!do_after(user,40) || !S.use(2))
|
||||
return
|
||||
|
||||
if(anchored)
|
||||
user << "<span class='notice'>You added the plating!</span>"
|
||||
if(reinforcing && !reinf_material)
|
||||
if(!reinforce_with_material(W, user))
|
||||
return ..()
|
||||
else
|
||||
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
|
||||
wall_fake = 1
|
||||
if(!construct_wall(W, user))
|
||||
return ..()
|
||||
|
||||
var/turf/Tsrc = get_turf(src)
|
||||
Tsrc.ChangeTurf(/turf/simulated/wall)
|
||||
var/turf/simulated/wall/T = get_turf(src)
|
||||
T.set_material(M, reinf_material)
|
||||
if(wall_fake)
|
||||
T.can_open = 1
|
||||
T.add_hiddenprint(usr)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
else if(istype(W, /obj/item/pipe))
|
||||
var/obj/item/pipe/P = W
|
||||
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
|
||||
user.drop_item()
|
||||
P.loc = src.loc
|
||||
user << "<span class='notice'>You fit the pipe into the [src]!</span>"
|
||||
else
|
||||
..()
|
||||
return ..()
|
||||
|
||||
/obj/structure/girder/proc/construct_wall(obj/item/stack/material/S, mob/user)
|
||||
if(S.get_amount() < 2)
|
||||
user << "<span class='notice'>There isn't enough material here to construct a wall.</span>"
|
||||
return 0
|
||||
|
||||
var/material/M = name_to_material[S.default_type]
|
||||
if(!istype(M))
|
||||
return 0
|
||||
|
||||
var/wall_fake
|
||||
add_hiddenprint(usr)
|
||||
|
||||
if(M.integrity < 50)
|
||||
user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
|
||||
return 0
|
||||
|
||||
user << "<span class='notice'>You begin adding the plating...</span>"
|
||||
|
||||
if(!do_after(user,40) || !S.use(2))
|
||||
return 1 //once we've gotten this far don't call parent attackby()
|
||||
|
||||
if(anchored)
|
||||
user << "<span class='notice'>You added the plating!</span>"
|
||||
else
|
||||
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
|
||||
wall_fake = 1
|
||||
|
||||
var/turf/Tsrc = get_turf(src)
|
||||
Tsrc.ChangeTurf(/turf/simulated/wall)
|
||||
var/turf/simulated/wall/T = get_turf(src)
|
||||
T.set_material(M, reinf_material)
|
||||
if(wall_fake)
|
||||
T.can_open = 1
|
||||
T.add_hiddenprint(usr)
|
||||
qdel(src)
|
||||
return 1
|
||||
|
||||
/obj/structure/girder/proc/reinforce_with_material(obj/item/stack/material/S, mob/user) //if the verb is removed this can be renamed.
|
||||
if(reinf_material)
|
||||
user << "<span class='notice'>\The [src] is already reinforced.</span>"
|
||||
return 0
|
||||
|
||||
if(S.get_amount() < 2)
|
||||
user << "<span class='notice'>There isn't enough material here to reinforce the girder.</span>"
|
||||
return 0
|
||||
|
||||
var/material/M = name_to_material[S.default_type]
|
||||
if(!istype(M) || M.integrity < 50)
|
||||
user << "You cannot reinforce \the [src] with that; it is too soft."
|
||||
return 0
|
||||
|
||||
user << "<span class='notice'>Now reinforcing...</span>"
|
||||
if (!do_after(user,40) || !S.use(2))
|
||||
return 1 //don't call parent attackby() past this point
|
||||
user << "<span class='notice'>You added reinforcement!</span>"
|
||||
|
||||
reinf_material = M
|
||||
reinforce_girder()
|
||||
return 1
|
||||
|
||||
/obj/structure/girder/proc/reinforce_girder()
|
||||
cover = reinf_material.hardness
|
||||
health = 500
|
||||
state = 2
|
||||
icon_state = "reinforced"
|
||||
|
||||
/obj/structure/girder/verb/reinforce_with_material()
|
||||
set name = "Reinforce girder"
|
||||
set desc = "Reinforce a girder with metal."
|
||||
set src in view(1)
|
||||
|
||||
var/mob/living/user = usr
|
||||
if(!istype(user) || !(user.l_hand || user.r_hand))
|
||||
return
|
||||
|
||||
if(reinf_material)
|
||||
user << "\The [src] is already reinforced."
|
||||
return
|
||||
|
||||
var/obj/item/stack/material/S = user.l_hand
|
||||
if(!istype(S))
|
||||
S = user.r_hand
|
||||
if(!istype(S))
|
||||
user << "You cannot plate \the [src] with that."
|
||||
return
|
||||
|
||||
if(S.get_amount() < 2)
|
||||
user << "There is not enough material here to reinforce the girder."
|
||||
return
|
||||
|
||||
var/material/M = S.get_material()
|
||||
if(!istype(M) || M.integrity < 50)
|
||||
user << "You cannot reinforce \the [src] with that; it is too soft."
|
||||
return
|
||||
|
||||
user << "<span class='notice'>Now reinforcing...</span>"
|
||||
if (!do_after(user,40) || !S.use(2))
|
||||
return
|
||||
user << "<span class='notice'>You added reinforcement!</span>"
|
||||
|
||||
reinf_material = M
|
||||
reinforce_girder()
|
||||
|
||||
reinforcing = 0
|
||||
|
||||
/obj/structure/girder/proc/dismantle()
|
||||
new /obj/item/stack/material/steel(get_turf(src))
|
||||
|
||||
@@ -11,8 +11,7 @@
|
||||
/obj/structure/lattice/New()
|
||||
..()
|
||||
///// Z-Level Stuff
|
||||
if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/floor/open) || istype(src.loc, /turf/simulated/floor/asteroid)))
|
||||
///// Z-Level Stuff
|
||||
if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/floor/open) || istype(src.loc, /turf/simulated/floor/asteroid)))///// Z-Level Stuff
|
||||
qdel(src)
|
||||
for(var/obj/structure/lattice/LAT in src.loc)
|
||||
if(LAT != src)
|
||||
|
||||
@@ -129,6 +129,7 @@
|
||||
var/watertemp = "normal" //freezing, normal, or boiling
|
||||
var/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process()
|
||||
var/is_washing = 0
|
||||
var/list/temperature_settings = list("normal" = 310, "boiling" = T0C+100, "freezing" = T0C)
|
||||
|
||||
/obj/machinery/shower/New()
|
||||
..()
|
||||
@@ -150,7 +151,7 @@
|
||||
if(on)
|
||||
if (M.loc == loc)
|
||||
wash(M)
|
||||
check_heat(M)
|
||||
process_heat(M)
|
||||
for (var/atom/movable/G in src.loc)
|
||||
G.clean_blood()
|
||||
|
||||
@@ -158,15 +159,11 @@
|
||||
if(I.type == /obj/item/device/analyzer)
|
||||
user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
|
||||
if(istype(I, /obj/item/weapon/wrench))
|
||||
var/newtemp = input(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve") in temperature_settings
|
||||
user << "<span class='notice'>You begin to adjust the temperature valve with \the [I].</span>"
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
if(do_after(user, 50))
|
||||
switch(watertemp)
|
||||
if("normal")
|
||||
watertemp = "freezing"
|
||||
if("freezing")
|
||||
watertemp = "boiling"
|
||||
if("boiling")
|
||||
watertemp = "normal"
|
||||
watertemp = newtemp
|
||||
user.visible_message("<span class='notice'>[user] adjusts the shower with \the [I].</span>", "<span class='notice'>You adjust the shower with \the [I].</span>")
|
||||
add_fingerprint(user)
|
||||
|
||||
@@ -177,8 +174,8 @@
|
||||
|
||||
if(on)
|
||||
overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
|
||||
if(watertemp == "freezing")
|
||||
return
|
||||
if(temperature_settings[watertemp] < T20C)
|
||||
return //no mist for cold water
|
||||
if(!ismist)
|
||||
spawn(50)
|
||||
if(src && on)
|
||||
@@ -200,7 +197,7 @@
|
||||
wash(O)
|
||||
if(ismob(O))
|
||||
mobpresent += 1
|
||||
check_heat(O)
|
||||
process_heat(O)
|
||||
|
||||
/obj/machinery/shower/Uncrossed(atom/movable/O)
|
||||
if(ismob(O))
|
||||
@@ -304,8 +301,8 @@
|
||||
if(!on) return
|
||||
wash_floor()
|
||||
if(!mobpresent) return
|
||||
for(var/mob/living/carbon/C in loc)
|
||||
check_heat(C)
|
||||
for(var/mob/living/L in loc)
|
||||
process_heat(L)
|
||||
|
||||
/obj/machinery/shower/proc/wash_floor()
|
||||
if(!ismist && is_washing)
|
||||
@@ -317,22 +314,19 @@
|
||||
spawn(100)
|
||||
is_washing = 0
|
||||
|
||||
/obj/machinery/shower/proc/check_heat(mob/M as mob)
|
||||
if(!on || watertemp == "normal") return
|
||||
if(iscarbon(M))
|
||||
var/mob/living/carbon/C = M
|
||||
|
||||
if(watertemp == "freezing")
|
||||
C.bodytemperature = max(80, C.bodytemperature - 80)
|
||||
C << "<span class='warning'>The water is freezing!</span>"
|
||||
return
|
||||
if(watertemp == "boiling")
|
||||
C.bodytemperature = min(500, C.bodytemperature + 35)
|
||||
C.adjustFireLoss(5)
|
||||
C << "<span class='danger'>The water is searing!</span>"
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/shower/proc/process_heat(mob/living/M)
|
||||
if(!on || !istype(M)) return
|
||||
|
||||
var/temperature = temperature_settings[watertemp]
|
||||
var/temp_adj = between(BODYTEMP_COOLING_MAX, temperature - M.bodytemperature, BODYTEMP_HEATING_MAX)
|
||||
M.bodytemperature += temp_adj
|
||||
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(temperature >= H.species.heat_level_1)
|
||||
H << "<span class='danger'>The water is searing hot!</span>"
|
||||
else if(temperature <= H.species.cold_level_1)
|
||||
H << "<span class='warning'>The water is freezing cold!</span>"
|
||||
|
||||
/obj/item/weapon/bikehorn/rubberducky
|
||||
name = "rubber ducky"
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
anchored = 1.0
|
||||
flags = ON_BORDER
|
||||
var/maxhealth = 14.0
|
||||
var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire
|
||||
var/damage_per_fire_tick = 2.0 // Amount of damage per fire tick. Regular windows are not fireproof so they might as well break quickly.
|
||||
var/health
|
||||
var/ini_dir = null
|
||||
var/state = 2
|
||||
@@ -398,8 +400,8 @@
|
||||
return
|
||||
|
||||
/obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > T0C + 800)
|
||||
hit(round(exposed_volume / 100), 0)
|
||||
if(exposed_temperature > maximal_heat)
|
||||
hit(damage_per_fire_tick, 0)
|
||||
..()
|
||||
|
||||
|
||||
@@ -409,44 +411,46 @@
|
||||
icon_state = "window"
|
||||
basestate = "window"
|
||||
glasstype = /obj/item/stack/material/glass
|
||||
|
||||
maximal_heat = T0C + 100
|
||||
damage_per_fire_tick = 2.0
|
||||
maxhealth = 12.0
|
||||
|
||||
/obj/structure/window/phoronbasic
|
||||
name = "phoron window"
|
||||
desc = "A phoron-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
|
||||
desc = "A borosilicate alloy window. It seems to be quite strong."
|
||||
basestate = "phoronwindow"
|
||||
icon_state = "phoronwindow"
|
||||
shardtype = /obj/item/weapon/material/shard/phoron
|
||||
glasstype = /obj/item/stack/material/glass/phoronglass
|
||||
maxhealth = 120
|
||||
|
||||
/obj/structure/window/phoronbasic/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > T0C + 32000)
|
||||
hit(round(exposed_volume / 1000), 0)
|
||||
..()
|
||||
maximal_heat = T0C + 2000
|
||||
damage_per_fire_tick = 1.0
|
||||
maxhealth = 40.0
|
||||
|
||||
/obj/structure/window/phoronreinforced
|
||||
name = "reinforced phoron window"
|
||||
desc = "A phoron-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic phoron windows are insanely fireproof."
|
||||
name = "reinforced borosilicate window"
|
||||
desc = "A borosilicate alloy window, with rods supporting it. It seems to be very strong."
|
||||
basestate = "phoronrwindow"
|
||||
icon_state = "phoronrwindow"
|
||||
shardtype = /obj/item/weapon/material/shard/phoron
|
||||
glasstype = /obj/item/stack/material/glass/phoronrglass
|
||||
reinf = 1
|
||||
maxhealth = 160
|
||||
maximal_heat = T0C + 4000
|
||||
damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while.
|
||||
maxhealth = 80.0
|
||||
|
||||
/obj/structure/window/phoronreinforced/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
return
|
||||
|
||||
/obj/structure/window/reinforced
|
||||
name = "reinforced window"
|
||||
desc = "It looks rather strong. Might take a few good hits to shatter it."
|
||||
icon_state = "rwindow"
|
||||
basestate = "rwindow"
|
||||
maxhealth = 40
|
||||
maxhealth = 40.0
|
||||
reinf = 1
|
||||
maximal_heat = T0C + 750
|
||||
damage_per_fire_tick = 2.0
|
||||
glasstype = /obj/item/stack/material/glass/reinforced
|
||||
|
||||
|
||||
/obj/structure/window/New(Loc, constructed=0)
|
||||
..()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user