Merge branch 'dev' into ofBeesAndHoney

Conflicts:
	code/modules/materials/material_recipes.dm
This commit is contained in:
Kelenius
2015-08-14 16:55:21 +03:00
132 changed files with 1981 additions and 1371 deletions

View File

@@ -1401,7 +1401,7 @@ datum/preferences
backbag = backbaglist.Find(new_backbag)
if("nt_relation")
var/new_relation = input(user, "Choose your relation to NT. Note that this represents what others can find out about your character by researching your background, not what your character actually thinks.", "Character Preference") as null|anything in list("Loyal", "Supportive", "Neutral", "Skeptical", "Opposed")
var/new_relation = input(user, "Choose your relation to NT. Note that this represents what others can find out about your character by researching your background, not what your character actually thinks.", "Character Preference") as null|anything in COMPANY_ALIGNMENTS
if(new_relation)
nanotrasen_relation = new_relation

View File

@@ -275,6 +275,41 @@ BLIND // can't see anything
update_icon(user)
user.update_action_buttons()
/obj/item/clothing/head/attack_ai(var/mob/user)
if(!mob_wear_hat(user))
return ..()
/obj/item/clothing/head/attack_generic(var/mob/user)
if(!mob_wear_hat(user))
return ..()
/obj/item/clothing/head/proc/mob_wear_hat(var/mob/user)
if(!Adjacent(user))
return 0
var/success
if(istype(user, /mob/living/silicon/robot/drone))
var/mob/living/silicon/robot/drone/D = user
if(D.hat)
success = 2
else
D.wear_hat(src)
success = 1
else if(istype(user, /mob/living/carbon/alien/diona))
var/mob/living/carbon/alien/diona/D = user
if(D.hat)
success = 2
else
D.wear_hat(src)
success = 1
if(!success)
return 0
else if(success == 2)
user << "<span class='warning'>You are already wearing a hat.</span>"
else if(success == 1)
user << "<span class='notice'>You crawl under \the [src].</span>"
return 1
/obj/item/clothing/head/update_icon(var/mob/user)
overlays.Cut()

View File

@@ -21,7 +21,7 @@
name = "mounted grenade launcher"
desc = "A shoulder-mounted micro-explosive dispenser."
selectable = 1
icon_state = "grenadelauncher"
icon_state = "grenade"
interface_name = "integrated grenade launcher"
interface_desc = "Discharges loaded grenades against the wearer's location."

View File

@@ -14,33 +14,207 @@
var/track_blood = 0
/obj/item/weapon/reagent_containers/glass/rag
name = "damp rag"
name = "rag"
desc = "For cleaning up messes, you suppose."
w_class = 1
icon = 'icons/obj/toy.dmi'
icon_state = "rag"
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(5)
volume = 5
volume = 10
can_be_placed_into = null
flags = OPENCONTAINER | NOBLUDGEON
var/on_fire = 0
var/burn_time = 20 //if the rag burns for too long it turns to ashes
/obj/item/weapon/reagent_containers/glass/rag/New()
..()
update_name()
/obj/item/weapon/reagent_containers/glass/rag/Destroy()
processing_objects -= src //so we don't continue turning to ash while gc'd
..()
/obj/item/weapon/reagent_containers/glass/rag/attack_self(mob/user as mob)
return
if(on_fire)
user.visible_message("<span class='warning'>\The [user] stamps out [src].</span>", "<span class='warning'>You stamp out [src].</span>")
user.unEquip(src)
extinguish()
else
remove_contents(user)
/obj/item/weapon/reagent_containers/glass/rag/attackby(obj/item/W, mob/user)
if(!on_fire && istype(W, /obj/item/weapon/flame))
var/obj/item/weapon/flame/F = W
if(F.lit)
ignite()
if(on_fire)
visible_message("<span class='warning'>\The [user] lights [src] with [W].</span>")
else
user << "<span class='warning'>You manage to singe [src], but fail to light it.</span>"
. = ..()
update_name()
/obj/item/weapon/reagent_containers/glass/rag/proc/update_name()
if(on_fire)
name = "burning [initial(name)]"
else if(reagents.total_volume)
name = "damp [initial(name)]"
else
name = "dry [initial(name)]"
/obj/item/weapon/reagent_containers/glass/rag/update_icon()
if(on_fire)
icon_state = "raglit"
else
icon_state = "rag"
var/obj/item/weapon/reagent_containers/food/drinks/bottle/B = loc
if(istype(B))
B.update_icon()
/obj/item/weapon/reagent_containers/glass/rag/proc/remove_contents(mob/user, atom/trans_dest = null)
if(!trans_dest && !user.loc)
return
if(reagents.total_volume)
var/target_text = trans_dest? "\the [trans_dest]" : "\the [user.loc]"
user.visible_message("<span class='danger'>\The [user] begins to wring out [src] over [target_text].</span>", "<span class='notice'>You begin to wring out [src] over [target_text].</span>")
if(do_after(user, reagents.total_volume*5)) //50 for a fully soaked rag
if(trans_dest)
reagents.trans_to(trans_dest, reagents.total_volume)
else
reagents.splash(user.loc, reagents.total_volume)
user.visible_message("<span class='danger'>\The [user] wrings out [src] over [target_text].</span>", "<span class='notice'>You finish to wringing out [src].</span>")
update_name()
/obj/item/weapon/reagent_containers/glass/rag/proc/wipe_down(atom/A, mob/user)
if(!reagents.total_volume)
user << "<span class='warning'>The [initial(name)] is dry!</span>"
else
user.visible_message("\The [user] starts to wipe down [A] with [src]!")
reagents.splash(A, 1) //get a small amount of liquid on the thing we're wiping.
update_name()
if(do_after(user,30))
user.visible_message("\The [user] finishes wiping off the [A]!")
A.clean_blood()
/obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
if(ismob(target) && target.reagents && reagents.total_volume)
user.visible_message("\red \The [target] has been smothered with \the [src] by \the [user]!", "\red You smother \the [target] with \the [src]!", "You hear some struggling and muffled cries of surprise")
reagents.trans_to_mob(target, reagents.total_volume, CHEM_INGEST)
if(isliving(target))
var/mob/living/M = target
if(on_fire)
user.visible_message("<span class='danger'>\The [user] hits [target] with [src]!</span>",)
user.do_attack_animation(src)
M.IgniteMob()
else if(reagents.total_volume)
if(user.zone_sel.selecting == "mouth")
user.do_attack_animation(src)
user.visible_message(
"<span class='danger'>\The [user] smothers [target] with [src]!</span>",
"<span class='warning'>You smother [target] with [src]!</span>",
"You hear some struggling and muffled cries of surprise"
)
//it's inhaled, so... maybe CHEM_BLOOD doesn't make a whole lot of sense but it's the best we can do for now
reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD)
update_name()
else
wipe_down(target, user)
return
else
..()
return ..()
/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
if(istype(A) && src in user)
user.visible_message("[user] starts to wipe down [A] with [src]!")
if(do_after(user,30))
user.visible_message("[user] finishes wiping off the [A]!")
A.clean_blood()
return
if(!proximity)
return
if(istype(A, /obj/structure/reagent_dispensers))
if(!reagents.get_free_space())
user << "<span class='warning'>\The [src] is already soaked.</span>"
return
if(A.reagents && A.reagents.trans_to_obj(src, reagents.maximum_volume))
user.visible_message("<span class='notice'>\The [user] soaks [src] using [A].</span>", "<span class='notice'>You soak [src] using [A].</span>")
update_name()
return
if(!on_fire && istype(A) && (src in user))
if(A.is_open_container())
remove_contents(user, A)
else if(!ismob(A)) //mobs are handled in attack() - this prevents us from wiping down people while smothering them.
wipe_down(A, user)
return
/obj/item/weapon/reagent_containers/glass/rag/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature >= 50 + T0C)
ignite()
if(exposed_temperature >= 900 + T0C)
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
//rag must have a minimum of 2 units welder fuel and at least 80% of the reagents must be welder fuel.
//maybe generalize flammable reagents someday
/obj/item/weapon/reagent_containers/glass/rag/proc/can_ignite()
var/fuel = reagents.get_reagent_amount("fuel")
return (fuel >= 2 && fuel >= reagents.total_volume*0.8)
/obj/item/weapon/reagent_containers/glass/rag/proc/ignite()
if(on_fire)
return
if(!can_ignite())
return
//also copied from matches
if(reagents.get_reagent_amount("phoron")) // the phoron explodes when exposed to fire
visible_message("<span class='danger'>\The [src] conflagrates violently!</span>")
var/datum/effect/effect/system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount("phoron") / 2.5, 1), get_turf(src), 0, 0)
e.start()
qdel(src)
return
processing_objects += src
set_light(2, null, "#E38F46")
on_fire = 1
update_name()
update_icon()
/obj/item/weapon/reagent_containers/glass/rag/proc/extinguish()
processing_objects -= src
set_light(0)
on_fire = 0
//rags sitting around with 1 second of burn time left is dumb.
//ensures players always have a few seconds of burn time left when they light their rag
if(burn_time <= 5)
visible_message("<span class='warning'>\The [src] falls apart!</span>")
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
update_name()
update_icon()
/obj/item/weapon/reagent_containers/glass/rag/process()
if(!can_ignite())
visible_message("<span class='warning'>\The [src] burns out.</span>")
extinguish()
//copied from matches
if(isliving(loc))
var/mob/living/M = loc
M.IgniteMob()
var/turf/location = get_turf(src)
if(location)
location.hotspot_expose(700, 5)
if(burn_time <= 0)
processing_objects -= src
new /obj/effect/decal/cleanable/ash(location)
qdel(src)
return
reagents.remove_reagent("fuel", reagents.maximum_volume/25)
update_name()
burn_time--

View File

@@ -46,6 +46,15 @@
#define GEAR_EVA 15
/var/list/economic_species_modifier = list(
/datum/species/human = 10,
/datum/species/skrell = 12,
/datum/species/tajaran = 7,
/datum/species/unathi = 7,
/datum/species/vox = 1
)
//---- The following corporations are friendly with NanoTrasen and loosely enable trade and travel:
//Corporation NanoTrasen - Generalised / high tech research and phoron exploitation.
//Corporation Vessel Contracting - Ship and station construction, materials research.

View File

@@ -36,6 +36,20 @@
return
else
name = ("bookcase ([newname])")
else if(istype(O,/obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << (anchored ? "<span class='notice'>You unfasten \the [src] from the floor.</span>" : "<span class='notice'>You secure \the [src] to the floor.</span>")
anchored = !anchored
else if(istype(O,/obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << "<span class='notice'>You begin dismantling \the [src].</span>"
if(do_after(user,25))
user << "<span class='notice'>You dismantle \the [src].</span>"
new /obj/item/stack/material/wood(get_turf(src), amount = 3)
for(var/obj/item/weapon/book/b in contents)
b.loc = (get_turf(src))
qdel(src)
else
..()
@@ -81,6 +95,7 @@
icon_state = "book-5"
/obj/structure/bookcase/manuals/medical
name = "Medical Manuals bookcase"

View File

@@ -122,6 +122,7 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
density = 1
var/arcanecheckout = 0
var/screenstate = 0 // 0 - Main Menu, 1 - Inventory, 2 - Checked Out, 3 - Check Out a Book
var/sortby = "author"
var/buffer_book
var/buffer_mob
var/upload_category = "Fiction"
@@ -195,9 +196,8 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
else
dat += {"<A href='?src=\ref[src];orderbyid=1'>(Order book by SS<sup>13</sup>BN)</A><BR><BR>
<table>
<tr><td>AUTHOR</td><td>TITLE</td><td>CATEGORY</td><td></td></tr>"}
var/DBQuery/query = dbcon_old.NewQuery("SELECT id, author, title, category FROM library")
<tr><td><A href='?src=\ref[src];sort=author>AUTHOR</A></td><td><A href='?src=\ref[src];sort=title>TITLE</A></td><td><A href='?src=\ref[src];sort=category>CATEGORY</A></td><td></td></tr>"}
var/DBQuery/query = dbcon_old.NewQuery("SELECT id, author, title, category FROM library ORDER BY [sortby]")
query.Execute()
while(query.NextRow())
@@ -236,7 +236,7 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
//dat += "<A HREF='?src=\ref[user];mach_close=library'>Close</A><br><br>"
user << browse(dat, "window=library")
onclose(user, "library")
/obj/machinery/librarycomp/emag_act(var/remaining_charges, var/mob/user)
if (src.density && !src.emagged)
src.emagged = 1
@@ -389,6 +389,8 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
if(isnum(orderid))
var/nhref = "src=\ref[src];targetid=[orderid]"
spawn() src.Topic(nhref, params2list(nhref), src)
if(href_list["sort"] in list("author", "title", "category"))
sortby = href_list["sort"]
src.add_fingerprint(usr)
src.updateUsrDialog()
return

View File

@@ -21,6 +21,9 @@
if(.) update_light()
/atom/proc/copy_light(atom/A)
set_light(A.light_range, A.light_power, A.light_color)
/atom/proc/update_light()
if(!light_power || !light_range)
if(light)

View File

@@ -28,7 +28,7 @@
recipes += new/datum/stack_recipe_list("office chairs",list( \
new/datum/stack_recipe("dark office chair", /obj/structure/bed/chair/office/dark, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("light office chair", /obj/structure/bed/chair/office/light, 5, one_per_turf = 1, on_floor = 1) \
), 5)
))
recipes += new/datum/stack_recipe_list("comfy chairs", list( \
new/datum/stack_recipe("beige comfy chair", /obj/structure/bed/chair/comfy/beige, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("black comfy chair", /obj/structure/bed/chair/comfy/black, 2, one_per_turf = 1, on_floor = 1), \
@@ -39,7 +39,7 @@
new/datum/stack_recipe("blue comfy chair", /obj/structure/bed/chair/comfy/blue, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("purple comfy chair", /obj/structure/bed/chair/comfy/purp, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("green comfy chair", /obj/structure/bed/chair/comfy/green, 2, one_per_turf = 1, on_floor = 1), \
), 2)
))
recipes += new/datum/stack_recipe("table frame", /obj/structure/table, 1, time = 10, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("rack", /obj/structure/table/rack, 1, time = 5, one_per_turf = 1, on_floor = 1)
@@ -69,7 +69,7 @@
new/datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("emergency shutter", /obj/structure/firedoor_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("multi-tile airlock assembly", /obj/structure/door_assembly/multi_tile, 4, time = 50, one_per_turf = 1, on_floor = 1), \
), 4)
))
recipes += new/datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade)
recipes += new/datum/stack_recipe("light fixture frame", /obj/item/frame/light, 2)
@@ -86,7 +86,7 @@
/material/sandstone/generate_recipes()
..()
recipes += new/datum/stack_recipe("pile of dirt", /obj/machinery/portable_atmospherics/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("planting bed", /obj/machinery/portable_atmospherics/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1)
/material/plastic/generate_recipes()
..()
@@ -103,9 +103,10 @@
recipes += new/datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20)
recipes += new/datum/stack_recipe("wooden chair", /obj/structure/bed/chair/wood, 3, time = 10, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("crossbow frame", /obj/item/weapon/crossbowframe, 5, time = 25, one_per_turf = 0, on_floor = 0)
recipes += new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("beehive assembly", /obj/item/beehive_assembly, 4)
recipes += new/datum/stack_recipe("beehive frame", /obj/item/honey_frame, 1)
recipes += new/datum/stack_recipe("beehive frame", /obj/item/honey_frame, 1)
recipes += new/datum/stack_recipe("book shelf", /obj/structure/bookcase, 5, time = 15, one_per_turf = 1, on_floor = 1)
/material/cardboard/generate_recipes()
..()
@@ -124,4 +125,4 @@
new/datum/stack_recipe("red folder", /obj/item/weapon/folder/red), \
new/datum/stack_recipe("white folder", /obj/item/weapon/folder/white), \
new/datum/stack_recipe("yellow folder", /obj/item/weapon/folder/yellow), \
), 3)
))

View File

@@ -359,7 +359,7 @@ var/list/name_to_material
weight = 15
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction", "Full Window")
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/basic
wire_product = /obj/item/stack/light_w
rod_product = /obj/item/stack/material/glass/reinforced
@@ -417,9 +417,8 @@ var/list/name_to_material
return 1
var/build_path = /obj/structure/windoor_assembly
var/sheets_needed = 4
var/sheets_needed = window_options[choice]
if(choice == "Windoor")
sheets_needed = 5
build_dir = user.dir
else
build_path = created_window
@@ -450,7 +449,7 @@ var/list/name_to_material
weight = 30
stack_origin_tech = "materials=2"
composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
window_options = list("One Direction", "Full Window", "Windoor")
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5)
created_window = /obj/structure/window/reinforced
wire_product = null
rod_product = null

View File

@@ -318,16 +318,56 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
if(following && following == target)
return
following = target
src << "\blue Now following [target]"
spawn(0)
while(target && following == target && client)
var/turf/T = get_turf(target)
if(!T)
break
// To stop the ghost flickering.
if(loc != T)
loc = T
sleep(15)
src << "<span class='notice'>Now following [target]</span>"
if(ismob(target))
loc = get_turf(target)
var/mob/M = target
M.following_mobs += src
else
spawn(0)
while(target && following == target && client)
var/turf/T = get_turf(target)
if(!T)
break
// To stop the ghost flickering.
if(loc != T)
loc = T
sleep(15)
/mob/proc/update_following()
. = get_turf(src)
for(var/mob/dead/observer/M in following_mobs)
if(M.following != src)
following_mobs -= M
else
if(M.loc != .)
M.loc = .
/mob
var/list/following_mobs = list()
/mob/Destroy()
for(var/mob/dead/observer/M in following_mobs)
M.following = null
following_mobs = null
return ..()
/mob/dead/observer/Destroy()
if(ismob(following))
var/mob/M = following
M.following_mobs -= src
following = null
return ..()
/mob/Move()
. = ..()
if(.)
update_following()
/mob/Life()
// to catch teleports etc which directly set loc
update_following()
return ..()
/mob/proc/check_holy(var/turf/T)
return 0

View File

@@ -0,0 +1,56 @@
/var/list/gender_datums = list()
/hook/startup/proc/populate_gender_datum_list()
for(var/type in typesof(/datum/gender))
var/datum/gender/G = new type
gender_datums[G.key] = G
return 1
/datum/gender
var/key = "plural"
var/He = "They"
var/he = "they"
var/His = "Their"
var/his = "their"
var/him = "them"
var/has = "have"
var/is = "are"
var/does = "do"
/datum/gender/male
key = "male"
He = "He"
he = "he"
His = "His"
his = "his"
him = "him"
has = "has"
is = "is"
does = "does"
/datum/gender/female
key = "female"
He = "She"
he = "she"
His = "Her"
his = "her"
him = "her"
has = "has"
is = "is"
does = "does"
/datum/gender/neuter
key = "neuter"
He = "It"
he = "it"
His = "Its"
his = "its"
him = "it"
has = "has"
is = "is"
does = "does"

View File

@@ -5,10 +5,12 @@
icon = 'icons/obj/objects.dmi'
slot_flags = SLOT_HEAD
sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
origin_tech = null
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_holder.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_holder.dmi',
)
pixel_y = 8
/obj/item/weapon/holder/New()
..()
@@ -31,6 +33,38 @@
qdel(src)
/obj/item/weapon/holder/proc/sync(var/mob/living/M)
dir = 2
overlays.Cut()
icon = M.icon
icon_state = M.icon_state
color = M.color
name = M.name
desc = M.desc
overlays |= M.overlays
var/mob/living/carbon/human/H = loc
if(istype(H))
if(H.l_hand == src)
H.update_inv_l_hand()
else if(H.r_hand == src)
H.update_inv_r_hand()
else
H.regenerate_icons()
//Mob specific holders.
/obj/item/weapon/holder/diona
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
slot_flags = SLOT_HEAD | SLOT_OCLOTHING
/obj/item/weapon/holder/drone
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINERING = 5)
/obj/item/weapon/holder/mouse
w_class = 1
/obj/item/weapon/holder/borer
origin_tech = list(TECH_BIO = 6)
/obj/item/weapon/holder/attackby(obj/item/weapon/W as obj, mob/user as mob)
for(var/mob/M in src.contents)
M.attackby(W,user)
@@ -50,72 +84,5 @@
grabber << "You scoop up [src]."
src << "[grabber] scoops you up."
grabber.status_flags |= PASSEMOTES
H.sync(src)
return H
//Mob specific holders.
/obj/item/weapon/holder/diona
name = "diona nymph"
desc = "It's a tiny plant critter."
icon_state = "nymph"
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
slot_flags = SLOT_HEAD | SLOT_OCLOTHING
/obj/item/weapon/holder/drone
name = "maintenance drone"
desc = "It's a small maintenance robot."
icon_state = "drone"
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINERING = 5)
/obj/item/weapon/holder/cat
name = "cat"
desc = "It's a cat. Meow."
icon_state = "cat"
origin_tech = null
/obj/item/weapon/holder/mouse
name = "mouse"
desc = "It's a small rodent."
icon_state = "mouse_gray"
origin_tech = null
w_class = 1
/obj/item/weapon/holder/mouse/gray
icon_state = "mouse_gray"
/obj/item/weapon/holder/mouse/white
icon_state = "mouse_white"
/obj/item/weapon/holder/mouse/brown
icon_state = "mouse_brown"
/obj/item/weapon/holder/borer
name = "cortical borer"
desc = "It's a slimy brain slug. Gross."
icon_state = "borer"
origin_tech = list(TECH_BIO = 6)
/obj/item/weapon/holder/monkey
name = "monkey"
desc = "It's a monkey. Ook."
icon_state = "monkey"
/obj/item/weapon/holder/monkey/farwa
name = "farwa"
desc = "It's a farwa."
icon_state = "farwa"
/obj/item/weapon/holder/monkey/stok
name = "stok"
desc = "It's a stok. stok."
icon_state = "stok"
/obj/item/weapon/holder/monkey/neaera
name = "neaera"
desc = "It's a neaera."
icon_state = "neara"
/obj/item/weapon/holder/pai
name = "pAI"
desc = "It's a little robot."
icon_state = "pai"

View File

@@ -9,6 +9,7 @@
universal_understand = 1
universal_speak = 0 // Dionaea do not need to speak to people other than other dionaea.
holder_type = /obj/item/weapon/holder/diona
var/obj/item/hat
/mob/living/carbon/alien/diona/New()
@@ -32,3 +33,10 @@
/mob/living/carbon/alien/diona/put_in_hands(var/obj/item/W) // No hands.
W.loc = get_turf(src)
return 1
/mob/living/carbon/alien/diona/proc/wear_hat(var/obj/item/new_hat)
if(hat)
return
hat = new_hat
new_hat.loc = src
update_icons()

View File

@@ -6,5 +6,22 @@
return
get_scooped(H)
return
else if(H.a_intent == "grab" && hat && !(H.l_hand && H.r_hand))
hat.loc = get_turf(src)
H.put_in_hands(hat)
H.visible_message("<span class='danger'>\The [H] removes \the [src]'s [hat].</span>")
hat = null
update_icons()
else
return ..()
/mob/living/carbon/alien/diona/attackby(var/obj/item/weapon/W, var/mob/user)
if(user.a_intent == "help" && istype(W, /obj/item/clothing/head))
if(hat)
user << "<span class='warning'>\The [src] is already wearing \the [hat].</span>"
return
user.unEquip(W)
wear_hat(W)
user.visible_message("<span class='notice'>\The [user] puts \the [W] on \the [src].</span>")
return
return ..()

View File

@@ -6,3 +6,7 @@
icon_state = "[initial(icon_state)]_sleep"
else
icon_state = "[initial(icon_state)]"
overlays.Cut()
if(hat)
overlays |= get_hat_icon(hat, 0, -8)

View File

@@ -17,6 +17,9 @@
germ_level++
/mob/living/carbon/Destroy()
qdel(ingested)
qdel(touching)
// We don't qdel(bloodstr) because it's the same as qdel(reagents)
for(var/guts in internal_organs)
qdel(guts)
for(var/food in stomach_contents)

View File

@@ -24,46 +24,18 @@
if(wear_mask)
skipface |= wear_mask.flags_inv & HIDEFACE
// crappy hacks because you can't do \his[src] etc. I'm sorry this proc is so unreadable, blame the text macros :<
var/t_He = "They" //capitalised for use at the start of each line.
var/t_he = "they"
var/t_his = "their"
var/t_him = "them"
var/t_has = "have"
var/t_is = "are"
var/t_does = "do"
var/msg = "<span class='info'>*---------*\nThis is "
//big suits/masks/helmets make it hard to tell their gender
if(!skipjumpsuit || !skipface)
var/datum/gender/T = gender_datums[gender]
if(skipjumpsuit && skipface) //big suits/masks/helmets make it hard to tell their gender
T = gender_datums[PLURAL]
else
if(icon)
msg += "\icon[icon] " //fucking BYOND: this should stop dreamseeker crashing if we -somehow- examine somebody before their icon is generated
switch(gender)
if(MALE)
t_He = "He"
t_he = "he"
t_his = "his"
t_him = "him"
t_has = "has"
t_is = "is"
t_does = "does"
if(FEMALE)
t_He = "She"
t_he = "she"
t_his = "her"
t_him = "her"
t_has = "has"
t_is = "is"
t_does = "does"
if(NEUTER)
t_He = "It"
t_he = "it"
t_his = "its"
t_him = "it"
t_has = "has"
t_is = "is"
t_does = "does"
if(!T)
// Just in case someone VVs the gender to something strange. It'll runtime anyway when it hits usages, better to CRASH() now with a helpful message.
CRASH("Gender datum was null; key was '[(skipjumpsuit && skipface) ? PLURAL : gender]'")
msg += "<EM>[src.name]</EM>"
if(species.name != "Human")
@@ -80,111 +52,111 @@
tie_msg += ". Attached to it is [lowertext(english_list(U.accessories))]"
if(w_uniform.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != "#030303") ? "blood" : "oil"]-stained [w_uniform.name][tie_msg]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != "#030303") ? "blood" : "oil"]-stained [w_uniform.name][tie_msg]!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[w_uniform] \a [w_uniform][tie_msg].\n"
msg += "[T.He] [T.is] wearing \icon[w_uniform] \a [w_uniform][tie_msg].\n"
//head
if(head)
if(head.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] [(head.blood_color != "#030303") ? "blood" : "oil"]-stained [head.name] on [t_his] head!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] [(head.blood_color != "#030303") ? "blood" : "oil"]-stained [head.name] on [T.his] head!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[head] \a [head] on [t_his] head.\n"
msg += "[T.He] [T.is] wearing \icon[head] \a [head] on [T.his] head.\n"
//suit/armour
if(wear_suit)
if(wear_suit.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] [(wear_suit.blood_color != "#030303") ? "blood" : "oil"]-stained [wear_suit.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] [(wear_suit.blood_color != "#030303") ? "blood" : "oil"]-stained [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[wear_suit] \a [wear_suit].\n"
msg += "[T.He] [T.is] wearing \icon[wear_suit] \a [wear_suit].\n"
//suit/armour storage
if(s_store && !skipsuitstorage)
if(s_store.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [(s_store.blood_color != "#030303") ? "blood" : "oil"]-stained [s_store.name] on [t_his] [wear_suit.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [(s_store.blood_color != "#030303") ? "blood" : "oil"]-stained [s_store.name] on [T.his] [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] carrying \icon[s_store] \a [s_store] on [t_his] [wear_suit.name].\n"
msg += "[T.He] [T.is] carrying \icon[s_store] \a [s_store] on [T.his] [wear_suit.name].\n"
//back
if(back)
if(back.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[back] [back.gender==PLURAL?"some":"a"] [(back.blood_color != "#030303") ? "blood" : "oil"]-stained [back] on [t_his] back.</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[back] [back.gender==PLURAL?"some":"a"] [(back.blood_color != "#030303") ? "blood" : "oil"]-stained [back] on [T.his] back.</span>\n"
else
msg += "[t_He] [t_has] \icon[back] \a [back] on [t_his] back.\n"
msg += "[T.He] [T.has] \icon[back] \a [back] on [T.his] back.\n"
//left hand
if(l_hand)
if(l_hand.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] [(l_hand.blood_color != "#030303") ? "blood" : "oil"]-stained [l_hand.name] in [t_his] left hand!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] [(l_hand.blood_color != "#030303") ? "blood" : "oil"]-stained [l_hand.name] in [T.his] left hand!</span>\n"
else
msg += "[t_He] [t_is] holding \icon[l_hand] \a [l_hand] in [t_his] left hand.\n"
msg += "[T.He] [T.is] holding \icon[l_hand] \a [l_hand] in [T.his] left hand.\n"
//right hand
if(r_hand)
if(r_hand.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] [(r_hand.blood_color != "#030303") ? "blood" : "oil"]-stained [r_hand.name] in [t_his] right hand!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] [(r_hand.blood_color != "#030303") ? "blood" : "oil"]-stained [r_hand.name] in [T.his] right hand!</span>\n"
else
msg += "[t_He] [t_is] holding \icon[r_hand] \a [r_hand] in [t_his] right hand.\n"
msg += "[T.He] [T.is] holding \icon[r_hand] \a [r_hand] in [T.his] right hand.\n"
//gloves
if(gloves && !skipgloves)
if(gloves.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] [(gloves.blood_color != "#030303") ? "blood" : "oil"]-stained [gloves.name] on [t_his] hands!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] [(gloves.blood_color != "#030303") ? "blood" : "oil"]-stained [gloves.name] on [T.his] hands!</span>\n"
else
msg += "[t_He] [t_has] \icon[gloves] \a [gloves] on [t_his] hands.\n"
msg += "[T.He] [T.has] \icon[gloves] \a [gloves] on [T.his] hands.\n"
else if(blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [(hand_blood_color != "#030303") ? "blood" : "oil"]-stained hands!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] [(hand_blood_color != "#030303") ? "blood" : "oil"]-stained hands!</span>\n"
//handcuffed?
//handcuffed?
if(handcuffed)
if(istype(handcuffed, /obj/item/weapon/handcuffs/cable))
msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] restrained with cable!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] restrained with cable!</span>\n"
else
msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] handcuffed!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] handcuffed!</span>\n"
//buckled
if(buckled)
msg += "<span class='warning'>[t_He] [t_is] \icon[buckled] buckled to [buckled]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[buckled] buckled to [buckled]!</span>\n"
//belt
if(belt)
if(belt.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[belt] [belt.gender==PLURAL?"some":"a"] [(belt.blood_color != "#030303") ? "blood" : "oil"]-stained [belt.name] about [t_his] waist!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[belt] [belt.gender==PLURAL?"some":"a"] [(belt.blood_color != "#030303") ? "blood" : "oil"]-stained [belt.name] about [T.his] waist!</span>\n"
else
msg += "[t_He] [t_has] \icon[belt] \a [belt] about [t_his] waist.\n"
msg += "[T.He] [T.has] \icon[belt] \a [belt] about [T.his] waist.\n"
//shoes
if(shoes && !skipshoes)
if(shoes.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] [(shoes.blood_color != "#030303") ? "blood" : "oil"]-stained [shoes.name] on [t_his] feet!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] [(shoes.blood_color != "#030303") ? "blood" : "oil"]-stained [shoes.name] on [T.his] feet!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[shoes] \a [shoes] on [t_his] feet.\n"
msg += "[T.He] [T.is] wearing \icon[shoes] \a [shoes] on [T.his] feet.\n"
else if(feet_blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [(feet_blood_color != "#030303") ? "blood" : "oil"]-stained feet!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] [(feet_blood_color != "#030303") ? "blood" : "oil"]-stained feet!</span>\n"
//mask
if(wear_mask && !skipmask)
if(wear_mask.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[wear_mask] [wear_mask.gender==PLURAL?"some":"a"] [(wear_mask.blood_color != "#030303") ? "blood" : "oil"]-stained [wear_mask.name] on [t_his] face!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[wear_mask] [wear_mask.gender==PLURAL?"some":"a"] [(wear_mask.blood_color != "#030303") ? "blood" : "oil"]-stained [wear_mask.name] on [T.his] face!</span>\n"
else
msg += "[t_He] [t_has] \icon[wear_mask] \a [wear_mask] on [t_his] face.\n"
msg += "[T.He] [T.has] \icon[wear_mask] \a [wear_mask] on [T.his] face.\n"
//eyes
if(glasses && !skipeyes)
if(glasses.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] [(glasses.blood_color != "#030303") ? "blood" : "oil"]-stained [glasses] covering [t_his] eyes!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] [(glasses.blood_color != "#030303") ? "blood" : "oil"]-stained [glasses] covering [T.his] eyes!</span>\n"
else
msg += "[t_He] [t_has] \icon[glasses] \a [glasses] covering [t_his] eyes.\n"
msg += "[T.He] [T.has] \icon[glasses] \a [glasses] covering [T.his] eyes.\n"
//left ear
if(l_ear && !skipears)
msg += "[t_He] [t_has] \icon[l_ear] \a [l_ear] on [t_his] left ear.\n"
msg += "[T.He] [T.has] \icon[l_ear] \a [l_ear] on [T.his] left ear.\n"
//right ear
if(r_ear && !skipears)
msg += "[t_He] [t_has] \icon[r_ear] \a [r_ear] on [t_his] right ear.\n"
msg += "[T.He] [T.has] \icon[r_ear] \a [r_ear] on [T.his] right ear.\n"
//ID
if(wear_id)
@@ -196,70 +168,71 @@
var/obj/item/weapon/card/id/idcard = wear_id
id = idcard.registered_name
if(id && (id != real_name) && (get_dist(src, usr) <= 1) && prob(10))
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[wear_id] \a [wear_id] yet something doesn't seem right...</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_id] \a [wear_id] yet something doesn't seem right...</span>\n"
else*/
msg += "[t_He] [t_is] wearing \icon[wear_id] \a [wear_id].\n"
msg += "[T.He] [T.is] wearing \icon[wear_id] \a [wear_id].\n"
//Jitters
if(is_jittery)
if(jitteriness >= 300)
msg += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>\n"
msg += "<span class='warning'><B>[T.He] [T.is] convulsing violently!</B></span>\n"
else if(jitteriness >= 200)
msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
msg += "<span class='warning'>[T.He] [T.is] extremely jittery.</span>\n"
else if(jitteriness >= 100)
msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
msg += "<span class='warning'>[T.He] [T.is] twitching ever so slightly.</span>\n"
//splints
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
var/obj/item/organ/external/o = get_organ(organ)
if(o && o.status & ORGAN_SPLINTED)
msg += "<span class='warning'>[t_He] [t_has] a splint on [t_his] [o.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] a splint on [T.his] [o.name]!</span>\n"
if(suiciding)
msg += "<span class='warning'>[t_He] appears to have commited suicide... there is no hope of recovery.</span>\n"
msg += "<span class='warning'>[T.He] appears to have commited suicide... there is no hope of recovery.</span>\n"
if(mSmallsize in mutations)
msg += "[t_He] [t_is] small halfling!\n"
msg += "[T.He] [T.is] small halfling!\n"
var/distance = get_dist(usr,src)
if(istype(usr, /mob/dead/observer) || usr.stat == 2) // ghosts can see anything
distance = 1
if (src.stat)
msg += "<span class='warning'>[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.</span>\n"
msg += "<span class='warning'>[T.He] [T.is]n't responding to anything around [T.him] and seems to be asleep.</span>\n"
if((stat == 2 || src.losebreath) && distance <= 3)
msg += "<span class='warning'>[t_He] [t_does] not appear to be breathing.</span>\n"
msg += "<span class='warning'>[T.He] [T.does] not appear to be breathing.</span>\n"
if(istype(usr, /mob/living/carbon/human) && !usr.stat && Adjacent(usr))
usr.visible_message("<b>[usr]</b> checks [src]'s pulse.", "You check [src]'s pulse.")
spawn(15)
if(distance <= 1 && usr.stat != 1)
if(pulse == PULSE_NONE)
usr << "<span class='deadsay'>[t_He] [t_has] no pulse[src.client ? "" : " and [t_his] soul has departed"]...</span>"
usr << "<span class='deadsay'>[T.He] [T.has] no pulse[src.client ? "" : " and [T.his] soul has departed"]...</span>"
else
usr << "<span class='deadsay'>[t_He] [t_has] a pulse!</span>"
usr << "<span class='deadsay'>[T.He] [T.has] a pulse!</span>"
if(fire_stacks)
msg += "[t_He] [t_is] covered in some liquid.\n"
msg += "[T.He] [T.is] covered in some liquid.\n"
if(on_fire)
msg += "<span class='warning'>[t_He] [t_is] on fire!.</span>\n"
msg += "<span class='warning'>[T.He] [T.is] on fire!.</span>\n"
msg += "<span class='warning'>"
if(nutrition < 100)
msg += "[t_He] [t_is] severely malnourished.\n"
msg += "[T.He] [T.is] severely malnourished.\n"
else if(nutrition >= 500)
/*if(usr.nutrition < 100)
msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
msg += "[T.He] [T.is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else*/
msg += "[t_He] [t_is] quite chubby.\n"
msg += "[T.He] [T.is] quite chubby.\n"
msg += "</span>"
if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
msg += "[T.He] [T.has] a stupid expression on [T.his] face.\n"
if(species.show_ssd && (!species.has_organ["brain"] || has_brain()) && stat != DEAD)
if(!key)
msg += "<span class='deadsay'>[t_He] [t_is] fast asleep. It doesn't look like [t_he] [t_is] waking up anytime soon.</span>\n"
msg += "<span class='deadsay'>[T.He] [T.is] [species.show_ssd]. It doesn't look like [T.he] [T.is] waking up anytime soon.</span>\n"
else if(!client)
msg += "<span class='deadsay'>[t_He] [t_is] [species.show_ssd].</span>\n"
msg += "<span class='deadsay'>[T.He] [T.is] [species.show_ssd].</span>\n"
var/list/wound_flavor_text = list()
var/list/is_destroyed = list()
@@ -273,9 +246,9 @@
var/obj/item/organ/external/E = organs_by_name[organ_tag]
if(!E)
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[t_He] is missing [t_his] [organ_descriptor].</b></span>\n"
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [organ_descriptor].</b></span>\n"
else if(E.is_stump())
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[t_He] has a stump where [t_his] [organ_descriptor] should be.</b></span>\n"
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.has] a stump where [T.his] [organ_descriptor] should be.</b></span>\n"
else
is_destroyed["organ_descriptor"] = 0
continue
@@ -284,24 +257,24 @@
if(temp)
if(temp.status & ORGAN_DESTROYED)
is_destroyed["[temp.name]"] = 1
wound_flavor_text["[temp.name]"] = "<span class='warning'><b>[t_He] [t_is] missing [t_his] [temp.name].</b></span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [temp.name].</b></span>\n"
continue
if(temp.status & ORGAN_ROBOT)
if(!(temp.brute_dam + temp.burn_dam))
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has a robot [temp.name]!</span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'>[T.He] [T.has] a robot [temp.name]!</span>\n"
continue
else
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has a robot [temp.name]. It has[temp.get_wounds_desc()]!</span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'>[T.He] [T.has] a robot [temp.name]. It has[temp.get_wounds_desc()]!</span>\n"
else if(temp.wounds.len > 0 || temp.open)
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has [temp.get_wounds_desc()] on [t_his] [temp.name].</span><br>"
wound_flavor_text["[temp.name]"] = "<span class='warning'>[T.He] [T.has] [temp.get_wounds_desc()] on [T.his] [temp.name].</span><br>"
if(temp.status & ORGAN_BLEEDING)
is_bleeding["[temp.name]"] = "<span class='danger'>[capitalize(t_his)] [temp.name] is bleeding!</span><br>"
is_bleeding["[temp.name]"] = "<span class='danger'>[T.His] [temp.name] is bleeding!</span><br>"
else
wound_flavor_text["[temp.name]"] = ""
if(temp.dislocated == 2)
wound_flavor_text["[temp.name]"] += "<span class='warning'>[capitalize(t_his)] [temp.joint] is dislocated!</span><br>"
wound_flavor_text["[temp.name]"] += "<span class='warning'>[T.His] [temp.joint] is dislocated!</span><br>"
if(((temp.status & ORGAN_BROKEN) && temp.brute_dam > temp.min_broken_damage) || (temp.status & ORGAN_MUTATED))
wound_flavor_text["[temp.name]"] += "<span class='warning'>[capitalize(t_his)] [temp.name] is dented and swollen!</span><br>"
wound_flavor_text["[temp.name]"] += "<span class='warning'>[T.His] [temp.name] is dented and swollen!</span><br>"
//Handles the text strings being added to the actual description.
//If they have something that covers the limb, and it is not missing, put flavortext. If it is covered but bleeding, add other flavortext.
@@ -318,7 +291,7 @@
if(wound_flavor_text["head"] && (is_destroyed["head"] || (!skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))))
msg += wound_flavor_text["head"]
else if(is_bleeding["head"])
msg += "<span class='warning'>[src] [t_has] blood running down [t_his] face!</span>\n"
msg += "<span class='warning'>[src] [T.has] blood running down [T.his] face!</span>\n"
if(wound_flavor_text["upper body"] && !w_uniform && !skipjumpsuit) //No need. A missing chest gibs you.
msg += wound_flavor_text["upper body"]
@@ -369,11 +342,11 @@
display_shoes = 1
if(display_chest)
msg += "<span class='danger'>[src] [t_has] blood soaking through from under [t_his] clothing!</span>\n"
msg += "<span class='danger'>[src] [T.has] blood soaking through from under [T.his] clothing!</span>\n"
if(display_shoes)
msg += "<span class='danger'>[src] [t_has] blood running from [t_his] shoes!</span>\n"
msg += "<span class='danger'>[src] [T.has] blood running from [T.his] shoes!</span>\n"
if(display_gloves)
msg += "<span class='danger'>[src] [t_has] blood running from under [t_his] gloves!</span>\n"
msg += "<span class='danger'>[src] [T.has] blood running from under [T.his] gloves!</span>\n"
*/
for(var/limb in wound_flavor_text)
@@ -382,9 +355,9 @@
for(var/limb in is_bleeding)
msg += is_bleeding[limb]
for(var/implant in get_visible_implants(0))
msg += "<span class='danger'>[src] [t_has] \a [implant] sticking out of [t_his] flesh!</span>\n"
msg += "<span class='danger'>[src] [T.has] \a [implant] sticking out of [T.his] flesh!</span>\n"
if(digitalcamo)
msg += "[t_He] [t_is] repulsively uncanny!\n"
msg += "[T.He] [T.is] repulsively uncanny!\n"
if(hasHUD(usr,"security"))
var/perpname = "wot"
@@ -438,7 +411,7 @@
if (pose)
if( findtext(pose,".",lentext(pose)) == 0 && findtext(pose,"!",lentext(pose)) == 0 && findtext(pose,"?",lentext(pose)) == 0 )
pose = addtext(pose,".") //Makes sure all emotes end with a period.
msg += "\n[t_He] [t_is] [pose]"
msg += "\n[T.He] [T.is] [pose]"
user << msg

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@@ -207,8 +207,7 @@
/mob/living/carbon/human/show_inv(mob/user as mob)
// TODO : Change to incapacitated() on merge.
if(user.stat || user.lying || user.resting || user.buckled)
if(user.incapacitated())
return
var/obj/item/clothing/under/suit = null
@@ -1023,23 +1022,29 @@
return(visible_implants)
/mob/living/carbon/human/embedded_needs_process()
for(var/obj/item/organ/external/organ in src.organs)
for(var/obj/item/O in organ.implants)
if(!istype(O, /obj/item/weapon/implant)) //implant type items do not cause embedding effects, see handle_embedded_objects()
return 1
return 0
/mob/living/carbon/human/proc/handle_embedded_objects()
for(var/obj/item/organ/external/organ in src.organs)
if(organ.status & ORGAN_SPLINTED) //Splints prevent movement.
continue
for(var/obj/item/weapon/O in organ.implants)
for(var/obj/item/O in organ.implants)
if(!istype(O,/obj/item/weapon/implant) && prob(5)) //Moving with things stuck in you could be bad.
// All kinds of embedded objects cause bleeding.
var/msg = null
switch(rand(1,3))
if(1)
msg ="<span class='warning'>A spike of pain jolts your [organ.name] as you bump [O] inside.</span>"
if(2)
msg ="<span class='warning'>Your movement jostles [O] in your [organ.name] painfully.</span>"
if(3)
msg ="<span class='warning'>[O] in your [organ.name] twists painfully as you move.</span>"
src << msg
if(species.flags & NO_PAIN)
src << "<span class='warning'>You feel [O] moving inside your [organ.name].</span>"
else
var/msg = pick( \
"<span class='warning'>A spike of pain jolts your [organ.name] as you bump [O] inside.</span>", \
"<span class='warning'>Your movement jostles [O] in your [organ.name] painfully.</span>", \
"<span class='warning'>Your movement jostles [O] in your [organ.name] painfully.</span>")
src << msg
organ.take_damage(rand(1,3), 0, 0)
if(!(organ.status & ORGAN_ROBOT) && !(species.flags & NO_BLOOD)) //There is no blood in protheses.

View File

@@ -134,28 +134,29 @@
continue
if(E.is_broken() || E.is_dislocated())
if(E.body_part == HAND_LEFT)
if(!l_hand)
continue
drop_from_inventory(l_hand)
else
if(!r_hand)
continue
drop_from_inventory(r_hand)
switch(E.body_part)
if(HAND_LEFT, ARM_LEFT)
if(!l_hand)
continue
drop_from_inventory(l_hand)
if(HAND_RIGHT, ARM_RIGHT)
if(!r_hand)
continue
drop_from_inventory(r_hand)
var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
emote("me", 1, "[(species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [E.name]!")
else if(E.is_malfunctioning())
if(E.body_part == HAND_LEFT)
if(!l_hand)
continue
drop_from_inventory(l_hand)
else
if(!r_hand)
continue
drop_from_inventory(r_hand)
switch(E.body_part)
if(HAND_LEFT, ARM_LEFT)
if(!l_hand)
continue
drop_from_inventory(l_hand)
if(HAND_RIGHT, ARM_RIGHT)
if(!r_hand)
continue
drop_from_inventory(r_hand)
emote("me", 1, "drops what they were holding, their [E.name] malfunctioning!")
@@ -176,4 +177,4 @@
/mob/living/carbon/human/proc/sync_organ_dna()
var/list/all_bits = internal_organs|organs
for(var/obj/item/organ/O in all_bits)
O.set_dna(dna)
O.set_dna(dna)

View File

@@ -1015,6 +1015,10 @@
// Check everything else.
//Periodically double-check embedded_flag
if(embedded_flag && !(life_tick % 10))
if(!embedded_needs_process())
embedded_flag = 0
//Vision
var/obj/item/organ/vision
if(species.vision_organ)

View File

@@ -37,7 +37,6 @@
bump_flag = MONKEY
swap_flags = MONKEY|SLIME|SIMPLE_ANIMAL
push_flags = MONKEY|SLIME|SIMPLE_ANIMAL|ALIEN
var/holder_type = /obj/item/weapon/holder/monkey
/datum/species/monkey/handle_npc(var/mob/living/carbon/human/H)
if(H.stat != CONSCIOUS)
@@ -47,10 +46,6 @@
if(prob(1))
H.emote(pick("scratch","jump","roll","tail"))
/datum/species/monkey/handle_post_spawn(var/mob/living/carbon/human/H)
..()
H.holder_type = holder_type
/datum/species/monkey/get_random_name()
return "[lowertext(name)] ([rand(100,999)])"
@@ -66,7 +61,6 @@
flesh_color = "#AFA59E"
base_color = "#333333"
tail = "farwatail"
holder_type = /obj/item/weapon/holder/monkey/farwa
/datum/species/monkey/skrell
name = "Neara"
@@ -81,7 +75,6 @@
blood_color = "#1D2CBF"
reagent_tag = IS_SKRELL
tail = null
holder_type = /obj/item/weapon/holder/monkey/neaera
/datum/species/monkey/unathi
name = "Stok"
@@ -96,4 +89,3 @@
flesh_color = "#34AF10"
base_color = "#066000"
reagent_tag = IS_UNATHI
holder_type = /obj/item/weapon/holder/monkey/stok

View File

@@ -3,8 +3,7 @@
if(!slot_to_strip || !istype(user))
return
// TODO : Change to incapacitated() on merge.
if(user.stat || user.lying || user.resting || user.buckled)
if(user.incapacitated())
user << browse(null, text("window=mob[src.name]"))
return

View File

@@ -2,6 +2,8 @@
set invisibility = 0
set background = BACKGROUND_ENABLED
..()
if (transforming)
return
if(!loc)
@@ -125,7 +127,8 @@
//this handles hud updates. Calls update_vision() and handle_hud_icons()
/mob/living/handle_regular_hud_updates()
if(!client) return 0
if(!client)
return 0
..()
handle_vision()

View File

@@ -378,7 +378,3 @@
src.attack_log += "\[[time_stamp()]\]<font color='orange'> Got knifed by [user.name] ([user.ckey]) with [W.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(W.damtype)])</font>"
msg_admin_attack("[key_name(user)] knifed [key_name(src)] with [W.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(W.damtype)])" )
return
/mob/living/incapacitated()
if(stat || paralysis || stunned || weakened || restrained())
return 1

View File

@@ -6,7 +6,6 @@
emote_type = 2 // pAIs emotes are heard, not seen, so they can be seen through a container (eg. person)
small = 1
pass_flags = 1
holder_type = /obj/item/weapon/holder/pai
var/network = "SS13"
var/obj/machinery/camera/current = null
@@ -430,4 +429,4 @@
get_scooped(H)
return
else
return ..()
return ..()

View File

@@ -1,3 +1,23 @@
var/list/mob_hat_cache = list()
/proc/get_hat_icon(var/obj/item/hat, var/offset_x = 0, var/offset_y = 0)
var/t_state = hat.icon_state
if(hat.item_state_slots && hat.item_state_slots[slot_head_str])
t_state = hat.item_state_slots[slot_head_str]
else if(hat.item_state)
t_state = hat.item_state
var/key = "[t_state]_[offset_x]_[offset_y]"
if(!mob_hat_cache[key]) // Not ideal as there's no guarantee all hat icon_states
var/t_icon = INV_HEAD_DEF_ICON // are unique across multiple dmis, but whatever.
if(hat.icon_override)
t_icon = hat.icon_override
else if(hat.item_icons && (slot_head_str in hat.item_icons))
t_icon = hat.item_icons[slot_head_str]
var/image/I = image(icon = t_icon, icon_state = t_state)
I.pixel_x = offset_x
I.pixel_y = offset_y
mob_hat_cache[key] = I
return mob_hat_cache[key]
/mob/living/silicon/robot/drone
name = "drone"
real_name = "drone"
@@ -29,9 +49,26 @@
var/module_type = /obj/item/weapon/robot_module/drone
var/can_pull_size = 2
var/can_pull_mobs
var/obj/item/hat
var/hat_x_offset = 0
var/hat_y_offset = -13
holder_type = /obj/item/weapon/holder/drone
/mob/living/silicon/robot/drone/Destroy()
if(hat)
hat.loc = get_turf(src)
..()
/mob/living/silicon/robot/drone/construction
icon_state = "constructiondrone"
law_type = /datum/ai_laws/construction_drone
module_type = /obj/item/weapon/robot_module/drone/construction
can_pull_size = 5
can_pull_mobs = 1
hat_x_offset = 1
hat_y_offset = -12
/mob/living/silicon/robot/drone/New()
..()
@@ -82,6 +119,8 @@
overlays += "eyes-[icon_state]"
else
overlays -= "eyes"
if(hat) // Let the drones wear hats.
overlays |= get_hat_icon(hat, hat_x_offset, hat_y_offset)
/mob/living/silicon/robot/drone/choose_icon()
return
@@ -89,10 +128,25 @@
/mob/living/silicon/robot/drone/pick_module()
return
//Drones cannot be upgraded with borg modules so we need to catch some items before they get used in ..().
/mob/living/silicon/robot/drone/attackby(obj/item/weapon/W as obj, mob/user as mob)
/mob/living/silicon/robot/drone/proc/wear_hat(var/obj/item/new_hat)
if(hat)
return
hat = new_hat
new_hat.loc = src
updateicon()
if(istype(W, /obj/item/borg/upgrade/))
//Drones cannot be upgraded with borg modules so we need to catch some items before they get used in ..().
/mob/living/silicon/robot/drone/attackby(var/obj/item/weapon/W, var/mob/user)
if(user.a_intent == "help" && istype(W, /obj/item/clothing/head))
if(hat)
user << "<span class='warning'>\The [src] is already wearing \the [hat].</span>"
return
user.unEquip(W)
wear_hat(W)
user.visible_message("<span class='notice'>\The [user] puts \the [W] on \the [src].</span>")
return
else if(istype(W, /obj/item/borg/upgrade/))
user << "<span class='danger'>\The [src] is not compatible with \the [W].</span>"
return
@@ -135,7 +189,7 @@
return
..()
/mob/living/silicon/robot/drone/emag_act(var/remaining_charges, var/mob/user)
if(!client || stat == 2)
user << "<span class='danger'>There's not much point subverting this heap of junk.</span>"
@@ -279,13 +333,6 @@
/mob/living/silicon/robot/drone/remove_robot_verbs()
src.verbs -= silicon_subsystems
/mob/living/silicon/robot/drone/construction
icon_state = "constructiondrone"
law_type = /datum/ai_laws/construction_drone
module_type = /obj/item/weapon/robot_module/drone/construction
can_pull_size = 5
can_pull_mobs = 1
/mob/living/silicon/robot/drone/construction/welcome_drone()
src << "<b>You are a construction drone, an autonomous engineering and fabrication system.</b>."
src << "You are assigned to a Sol Central construction project. The name is irrelevant. Your task is to complete construction and subsystem integration as soon as possible."

View File

@@ -10,13 +10,13 @@
mail_destination = ""
return
src << "\blue You configure your internal beacon, tagging yourself for delivery to '[new_tag]'."
src << "<span class='notice'>You configure your internal beacon, tagging yourself for delivery to '[new_tag]'.</span>"
mail_destination = new_tag
//Auto flush if we use this verb inside a disposal chute.
var/obj/machinery/disposal/D = src.loc
if(istype(D))
src << "\blue \The [D] acknowledges your signal."
src << "<span class='notice'>\The [D] acknowledges your signal.</span>"
D.flush_count = D.flush_every_ticks
return
@@ -27,5 +27,11 @@
if(H.a_intent == "help")
get_scooped(H)
return
else if(H.a_intent == "grab" && hat && !(H.l_hand && H.r_hand))
hat.loc = get_turf(src)
H.put_in_hands(hat)
H.visible_message("<span class='danger'>\The [H] removes \the [src]'s [hat].</span>")
hat = null
updateicon()
else
return ..()

View File

@@ -14,6 +14,7 @@
/obj/item/weapon/firealarm_electronics,
/obj/item/weapon/airalarm_electronics,
/obj/item/weapon/airlock_electronics,
/obj/item/weapon/tracker_electronics,
/obj/item/weapon/module/power_control,
/obj/item/weapon/stock_parts,
/obj/item/frame,

View File

@@ -78,7 +78,8 @@
flick("h_lathe_leave",src)
time_last_drone = world.time
var/mob/living/silicon/robot/drone/new_drone = new drone_type(get_turf(src))
if(player.mob && player.mob.mind) player.mob.mind.reset()
var/mob/living/silicon/robot/drone/new_drone = PoolOrNew(drone_type, get_turf(src))
new_drone.transfer_personality(player)
new_drone.master_fabricator = src
@@ -90,7 +91,6 @@
set name = "Join As Drone"
set desc = "If there is a powered, enabled fabricator in the game world with a prepared chassis, join as a maintenance drone."
if(ticker.current_state < GAME_STATE_PLAYING)
src << "<span class='danger'>The game hasn't started yet!</span>"
return
@@ -108,17 +108,11 @@
if(jobban_isbanned(src,"Cyborg"))
usr << "<span class='danger'>You are banned from playing synthetics and cannot spawn as a drone.</span>"
return
if(!MayRespawn(1))
return
var/deathtime = world.time - src.timeofdeath
if(istype(src,/mob/dead/observer))
var/mob/dead/observer/G = src
if(G.has_enabled_antagHUD == 1 && config.antag_hud_restricted)
usr << "<span class='notice'>Upon using the antagHUD you forfeighted the ability to join the round.</span>"
return
var/deathtimeminutes = round(deathtime / 600)
var/pluralcheck = "minute"
if(deathtimeminutes == 0)

View File

@@ -996,7 +996,7 @@
if(ROBOT_NOTIFICATION_NEW_MODULE) //New Module
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module change detected: [name] has loaded the [first_arg].</span><br>"
if(ROBOT_NOTIFICATION_MODULE_RESET)
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module reset detected: [name] has unladed the [first_arg].</span><br>"
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module reset detected: [name] has unloaded the [first_arg].</span><br>"
if(ROBOT_NOTIFICATION_NEW_NAME) //New Name
if(first_arg != second_arg)
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [first_arg] is now designated as [second_arg].</span><br>"

View File

@@ -507,7 +507,7 @@ var/global/list/robot_modules = list(
src.modules += new /obj/item/weapon/tray/robotray(src)
src.modules += new /obj/item/weapon/reagent_containers/borghypo/service(src)
src.emag = new /obj/item/weapon/reagent_containers/food/drinks/cans/beer(src)
src.emag = new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer(src)
var/datum/reagents/R = new/datum/reagents(50)
src.emag.reagents = R
@@ -540,7 +540,7 @@ var/global/list/robot_modules = list(
var/obj/item/weapon/reagent_containers/food/condiment/enzyme/E = locate() in src.modules
E.reagents.add_reagent("enzyme", 2 * amount)
if(src.emag)
var/obj/item/weapon/reagent_containers/food/drinks/cans/beer/B = src.emag
var/obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer/B = src.emag
B.reagents.add_reagent("beer2", 2 * amount)
/obj/item/weapon/robot_module/miner

View File

@@ -59,8 +59,13 @@
var/mob/dead/observer/spook = locate() in range(src,5)
if(spook)
var/turf/T = spook.loc
var/obj/O = pick(T.contents)
visible_emote("suddenly stops and stares at something unseen[istype(O) ? " near [O]":""].")
var/list/visible = list()
for(var/obj/O in T.contents)
if(!O.invisibility && O.name)
visible += O
if(visible.len)
var/atom/A = pick(visible)
visible_emote("suddenly stops and stares at something unseen[istype(A) ? " near [A]":""].")
/mob/living/simple_animal/cat/proc/handle_movement_target()
//if our target is neither inside a turf or inside a human(???), stop

View File

@@ -63,13 +63,6 @@
if(!body_color)
body_color = pick( list("brown","gray","white") )
switch(body_color)
if("brown")
holder_type = /obj/item/weapon/holder/mouse/brown
if("gray")
holder_type = /obj/item/weapon/holder/mouse/gray
if("white")
holder_type = /obj/item/weapon/holder/mouse/white
icon_state = "mouse_[body_color]"
icon_living = "mouse_[body_color]"
icon_dead = "mouse_[body_color]_dead"
@@ -125,17 +118,14 @@
/mob/living/simple_animal/mouse/white
body_color = "white"
icon_state = "mouse_white"
holder_type = /obj/item/weapon/holder/mouse/white
/mob/living/simple_animal/mouse/gray
body_color = "gray"
icon_state = "mouse_gray"
holder_type = /obj/item/weapon/holder/mouse/gray
/mob/living/simple_animal/mouse/brown
body_color = "brown"
icon_state = "mouse_brown"
holder_type = /obj/item/weapon/holder/mouse/brown
//TOM IS ALIVE! SQUEEEEEEEE~K :)
/mob/living/simple_animal/mouse/brown/Tom

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@@ -107,7 +107,7 @@
rapid = 1
icon_state = "syndicateranged"
icon_living = "syndicateranged"
casingtype = /obj/item/ammo_casing/a12mm
casingtype = /obj/item/ammo_casing/a10mm
projectilesound = 'sound/weapons/Gunshot_light.ogg'
projectiletype = /obj/item/projectile/bullet/pistol/medium

View File

@@ -153,7 +153,7 @@
return
/mob/proc/incapacitated()
return
return (stat || paralysis || stunned || weakened || restrained())
/mob/proc/restrained()
return
@@ -872,6 +872,9 @@
visible_implants += O
return visible_implants
/mob/proc/embedded_needs_process()
return (embedded.len > 0)
mob/proc/yank_out_object()
set category = "Object"
set name = "Yank out object"

View File

@@ -53,7 +53,7 @@
var/joint = "joint" // Descriptive string used in dislocation.
var/amputation_point // Descriptive string used in amputation.
var/dislocated = 0 // If you target a joint, you can dislocate the limb, causing temporary damage to the organ.
var/can_grasp
var/can_grasp //It would be more appropriate if these two were named "affects_grasp" and "affects_stand" at this point
var/can_stand
/obj/item/organ/external/Destroy()

View File

@@ -107,6 +107,15 @@
return
/obj/item/weapon/paper/attack_self(mob/living/user as mob)
if(user.a_intent == I_HURT)
if(icon_state == "scrap")
user.show_message("<span class='warning'>\The [src] is already crumpled.</span>")
return
//crumple dat paper
info = stars(info,85)
user.visible_message("\The [user] crumples \the [src] into a ball!")
icon_state = "scrap"
return
user.examinate(src)
if(rigged && (Holiday == "April Fool's Day"))
if(spam_flag == 0)
@@ -442,6 +451,10 @@
B.update_icon()
else if(istype(P, /obj/item/weapon/pen))
if(icon_state == "scrap")
usr << "<span class='warning'>\The [src] is too crumpled to write on.</span>"
return
var/obj/item/weapon/pen/robopen/RP = P
if ( istype(RP) && RP.mode == 2 )
RP.RenamePaper(user,src)

View File

@@ -17,7 +17,17 @@
if((user == usr && (!( usr.restrained() ) && (!( usr.stat ) && (usr.contents.Find(src) || in_range(src, usr))))))
if(!istype(usr, /mob/living/carbon/slime) && !istype(usr, /mob/living/simple_animal))
if( !usr.get_active_hand() ) //if active hand is empty
attack_hand(usr, 1, 1)
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (H.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
user << "<span class='notice'>You try to move your [temp.name], but cannot!</span>"
return
user << "<span class='notice'>You pick up the [src].</span>"
user.put_in_hands(src)
return

View File

@@ -110,18 +110,18 @@
/obj/item/ammo_magazine/c9mm/empty
initial_ammo = 0
/obj/item/ammo_magazine/a12mm
name = "magazine (12mm)"
/obj/item/ammo_magazine/a10mm
name = "magazine (10mm)"
icon_state = "12mm"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = "12mm"
caliber = "10mm"
matter = list(DEFAULT_WALL_MATERIAL = 1500)
ammo_type = "/obj/item/ammo_casing/a12mm"
ammo_type = /obj/item/ammo_casing/a10mm
max_ammo = 20
multiple_sprites = 1
/obj/item/ammo_magazine/a12mm/empty
/obj/item/ammo_magazine/a10mm/empty
initial_ammo = 0
/obj/item/ammo_magazine/a556

View File

@@ -64,9 +64,9 @@
caliber = ".45"
projectile_type = /obj/item/projectile/energy/flash
/obj/item/ammo_casing/a12mm
desc = "A 12mm bullet casing."
caliber = "12mm"
/obj/item/ammo_casing/a10mm
desc = "A 10mm bullet casing."
caliber = "10mm"
projectile_type = /obj/item/projectile/bullet/pistol/medium

View File

@@ -1,14 +1,14 @@
/obj/item/weapon/gun/energy/laser
name = "laser carbine"
desc = "A common laser weapon, designed to kill with concentrated energy blasts."
desc = "An Hesphaistos Industries G40E carbine, designed to kill with concentrated energy blasts."
icon_state = "laser"
item_state = "laser"
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT|SLOT_BACK
w_class = 3
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam
fire_delay = 1 //rapid fire
@@ -17,15 +17,15 @@
use_external_power = 1
/obj/item/weapon/gun/energy/laser/practice
name = "practice laser gun"
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
name = "practice laser carbine"
desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
projectile_type = /obj/item/projectile/beam/practice
obj/item/weapon/gun/energy/retro
name = "retro laser"
icon_state = "retro"
item_state = "retro"
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT
w_class = 3
@@ -36,7 +36,7 @@ obj/item/weapon/gun/energy/retro
name = "antique laser gun"
icon_state = "caplaser"
item_state = "caplaser"
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well"
force = 5
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT
@@ -78,8 +78,8 @@ obj/item/weapon/gun/energy/retro
fire_delay = 1
/obj/item/weapon/gun/energy/sniperrifle
name = "\improper L.W.A.P. sniper rifle"
desc = "A high-power laser rifle fitted with a SMART aiming-system scope."
name = "marksman energy rifle"
desc = "The HI DMR 9E is an older design of Hesphaistos Industries. A designated marksman rifle capable of shooting powerful ionized beams, this is a weapon to kill from a distance."
icon_state = "sniper"
item_state = "laser"
fire_sound = 'sound/weapons/marauder.ogg'

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/energy/gun
name = "energy gun"
desc = "An energy-based gun with two settings: Stun and kill."
desc = "Another bestseller of Lawson Arms and the FTU, the LAEP90 Perun is a versatile energy based sidearm, capable of switching between low and high capacity projectile settings. In other words: Stun or Kill."
icon_state = "energystun100"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
@@ -24,9 +24,9 @@
name = "advanced energy gun"
desc = "An energy gun with an experimental miniaturized reactor."
icon_state = "nucgun"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
slot_flags = SLOT_BELT
force = 8 //looks heavier than a pistol
force = 8 //looks heavier than a pistol
self_recharge = 1
modifystate = null
@@ -34,7 +34,7 @@
list(name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
list(name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg'),
)
var/lightfail = 0
//override for failcheck behaviour

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/energy/ionrifle
name = "ion rifle"
desc = "A man portable anti-armor weapon designed to disable mechanical threats"
desc = "The NT Mk60 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by NT. Not the best of its type."
icon_state = "ionrifle"
item_state = "ionrifle"
fire_sound = 'sound/weapons/Laser.ogg'
@@ -28,9 +28,9 @@
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
icon_state = "decloner"
item_state = "decloner"
fire_sound = 'sound/weapons/pulse3.ogg'
fire_sound = 'sound/weapons/pulse3.ogg'
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_POWER = 3)
max_shots = 10
max_shots = 10
projectile_type = /obj/item/projectile/energy/declone
/obj/item/weapon/gun/energy/floragun

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/energy/taser
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
desc = "The NT Mk30 NL is a small, low capacity gun used for non-lethal takedowns. Produced by NT, it's actually a licensed version of a W-T design."
icon_state = "taser"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
@@ -20,11 +20,11 @@
/obj/item/weapon/gun/energy/stunrevolver
name = "stun revolver"
desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
desc = "A LAEP20 Zeus. Designed by Lawson Arms and produced under the wing of the FTU, several TSCs have been trying to get a hold of the blueprints for half a decade."
icon_state = "stunrevolver"
item_state = "stunrevolver"
fire_sound = 'sound/weapons/Gunshot.ogg'
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
fire_sound = 'sound/weapons/Gunshot.ogg'
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
projectile_type = /obj/item/projectile/energy/electrode
max_shots = 8
@@ -35,8 +35,8 @@
icon_state = "crossbow"
w_class = 2.0
item_state = "crossbow"
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
slot_flags = SLOT_BELT
silenced = 1
fire_sound = 'sound/weapons/Genhit.ogg'

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/projectile/automatic //Hopefully someone will find a way to make these fire in bursts or something. --Superxpdude
name = "submachine gun"
desc = "A lightweight, fast firing gun. Uses 9mm rounds."
name = "prototype SMG"
desc = "A protoype lightweight, fast firing gun. Uses 9mm rounds."
icon_state = "saber" //ugly
w_class = 3
load_method = SPEEDLOADER //yup. until someone sprites a magazine for it.
@@ -20,7 +20,7 @@
/obj/item/weapon/gun/projectile/automatic/mini_uzi
name = "\improper Uzi"
desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
desc = "The UZI is a lightweight, fast firing gun. For when you want someone dead. Uses .45 rounds."
icon_state = "mini-uzi"
w_class = 3
load_method = SPEEDLOADER //yup. until someone sprites a magazine for it.
@@ -30,18 +30,18 @@
ammo_type = /obj/item/ammo_casing/c45
/obj/item/weapon/gun/projectile/automatic/c20r
name = "\improper C-20r SMG"
desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses 12mm pistol rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp"
name = "submachine gun"
desc = "The C-20r is a lightweight and rapid firing SMG, for when you REALLY need someone dead. Uses 10mm rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp."
icon_state = "c20r"
item_state = "c20r"
w_class = 3
force = 10
caliber = "12mm"
caliber = "10mm"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
slot_flags = SLOT_BELT|SLOT_BACK
fire_sound = 'sound/weapons/Gunshot_light.ogg'
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/a12mm
magazine_type = /obj/item/ammo_magazine/a10mm
auto_eject = 1
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
@@ -54,8 +54,8 @@
return
/obj/item/weapon/gun/projectile/automatic/sts35
name = "\improper STS-35 automatic rifle"
desc = "A durable, rugged looking automatic weapon of a make popular on the frontier worlds. Uses 7.62mm rounds. It is unmarked."
name = "assault rifle"
desc = "The rugged STS-35 is a durable automatic weapon of a make popular on the frontier worlds. Uses 7.62mm rounds. This one is unmarked."
icon_state = "arifle"
item_state = null
w_class = 4
@@ -78,8 +78,8 @@
update_held_icon()
/obj/item/weapon/gun/projectile/automatic/wt550
name = "\improper W-T 550 Saber"
desc = "A cheap, mass produced Ward-Takahashi PDW. Uses 9mm rounds."
name = "machine pistol"
desc = "The W-T 550 Saber is a cheap self-defense weapon, mass-produced by Ward-Takahashi for paramilitary and private use. Uses 9mm rounds."
icon_state = "wt550"
item_state = "wt550"
w_class = 3
@@ -100,8 +100,8 @@
return
/obj/item/weapon/gun/projectile/automatic/z8
name = "\improper Z8 Bulldog"
desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds. Makes you feel like a space marine when you hold it."
name = "bullpup assault rifle"
desc = "The Z8 Bulldog is an older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds. Makes you feel like a space marine when you hold it."
icon_state = "carbine"
item_state = "z8carbine"
w_class = 4
@@ -166,8 +166,8 @@
user << "\The [launcher] is empty."
/obj/item/weapon/gun/projectile/automatic/l6_saw
name = "\improper L6 SAW"
desc = "A rather traditionally made light machine gun with a pleasantly lacquered wooden pistol grip. Has 'Aussec Armoury- 2531' engraved on the reciever"
name = "light machine gun"
desc = "A rather traditionally made L6 SAW with a pleasantly lacquered wooden pistol grip. Has 'Aussec Armoury- 2531' engraved on the reciever"
icon_state = "l6closed100"
item_state = "l6closedmag"
w_class = 4

View File

@@ -43,7 +43,7 @@
/obj/item/weapon/gun/projectile/dartgun
name = "dart gun"
desc = "A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances."
desc = "Zeng-Hu Pharmaceutical's entry into the arms market, the Z-H P Artemis is a gas-powered dart gun capable of delivering chemical cocktails swiftly across short distances."
icon_state = "dartgun-empty"
item_state = null
@@ -203,4 +203,4 @@
starting_chems = list("kelotane","bicaridine","anti_toxin")
/obj/item/weapon/gun/projectile/dartgun/vox/raider
starting_chems = list("space_drugs","stoxin","impedrezene")
starting_chems = list("space_drugs","stoxin","impedrezene")

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/projectile/colt
name = "\improper Colt M1911"
desc = "A cheap Martian knock-off of a Colt M1911."
name = "vintage .45 pistol"
desc = "A cheap Martian knock-off of a Colt M1911. Uses .45 rounds."
magazine_type = /obj/item/ammo_magazine/c45m
icon_state = "colt"
caliber = ".45"
@@ -9,7 +9,6 @@
load_method = MAGAZINE
/obj/item/weapon/gun/projectile/colt/detective
desc = "A cheap Martian knock-off of a Colt M1911. Uses .45 rounds."
magazine_type = /obj/item/ammo_magazine/c45m/rubber
/obj/item/weapon/gun/projectile/colt/detective/verb/rename_gun()
@@ -31,8 +30,8 @@
return 1
/obj/item/weapon/gun/projectile/sec
desc = "A NanoTrasen designed sidearm, found pretty much everywhere humans are. Uses .45 rounds."
name = "\improper NT Mk58"
name = ".45 pistol"
desc = "The NT Mk58 is a cheap, ubiquitous sidearm, produced by a Nanotrasen subsidiary. Found pretty much everywhere humans are. Uses .45 rounds."
icon_state = "secguncomp"
magazine_type = /obj/item/ammo_magazine/c45m/rubber
caliber = ".45"
@@ -41,12 +40,12 @@
load_method = MAGAZINE
/obj/item/weapon/gun/projectile/sec/flash
name = "\improper NT Mk58 signal pistol"
name = ".45 signal pistol"
magazine_type = /obj/item/ammo_magazine/c45m/flash
/obj/item/weapon/gun/projectile/sec/wood
desc = "A Nanotrasen designed sidearm, this one has a sweet wooden grip. Uses .45 rounds."
name = "\improper Custom NT Mk58"
desc = "The NT Mk58 is a cheap, ubiquitous sidearm, produced by a Nanotrasen subsidiary. This one has a sweet wooden grip. Uses .45 rounds."
name = "custom .45 Pistol"
icon_state = "secgundark"
/obj/item/weapon/gun/projectile/silenced
@@ -106,8 +105,8 @@
icon_state = "gyropistol"
/obj/item/weapon/gun/projectile/pistol
name = "\improper Stechtkin pistol"
desc = "A small, easily concealable gun. Uses 9mm rounds."
name = "holdout pistol"
desc = "The Lumoco Arms P3 Whisper. A small, easily concealable gun. Uses 9mm rounds."
icon_state = "pistol"
item_state = null
w_class = 2
@@ -119,8 +118,7 @@
magazine_type = /obj/item/ammo_magazine/mc9mm
/obj/item/weapon/gun/projectile/pistol/flash
name = "\improper Stechtkin signal pistol"
desc = "A small, easily concealable gun. Uses 9mm rounds."
name = "holdout signal pistol"
magazine_type = /obj/item/ammo_magazine/mc9mm/flash
/obj/item/weapon/gun/projectile/pistol/attack_hand(mob/user as mob)
@@ -166,19 +164,19 @@
w_class = 2
/obj/item/weapon/gun/projectile/pirate
name = "zipgun"
name = "zip gun"
desc = "Little more than a barrel, handle, and firing mechanism, cheap makeshift firearms like this one are not uncommon in frontier systems."
icon_state = "sawnshotgun"
item_state = "sawnshotgun"
handle_casings = CYCLE_CASINGS //player has to take the old casing out manually before reloading
load_method = SINGLE_CASING
max_shells = 1 //literally just a barrel
var/global/list/ammo_types = list(
/obj/item/ammo_casing/a357 = ".357",
/obj/item/ammo_casing/c9mmf = "9mm",
/obj/item/ammo_casing/c45f = ".45",
/obj/item/ammo_casing/a12mm = "12mm",
/obj/item/ammo_casing/a10mm = "10mm",
/obj/item/ammo_casing/shotgun = "12 gauge",
/obj/item/ammo_casing/shotgun = "12 gauge",
/obj/item/ammo_casing/shotgun/pellet = "12 gauge",
@@ -194,7 +192,7 @@
/obj/item/weapon/gun/projectile/pirate/New()
ammo_type = pick(ammo_types)
desc += " Uses [ammo_types[ammo_type]] rounds."
var/obj/item/ammo_casing/ammo = ammo_type
caliber = initial(ammo.caliber)
..()

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/projectile/revolver
name = "revolver"
desc = "A classic revolver. Uses .357 ammo"
desc = "The Lumoco Arms HE Colt is a choice revolver for when you absolutely, positively need to put a hole in the other guy. Uses .357 ammo."
icon_state = "revolver"
item_state = "revolver"
caliber = "357"
@@ -11,7 +11,6 @@
/obj/item/weapon/gun/projectile/revolver/mateba
name = "mateba"
desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo." //>10mm hole >.357
icon_state = "mateba"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/projectile/shotgun/pump
name = "shotgun"
desc = "Useful for sweeping alleys."
desc = "The mass-produced W-T Remmington 29x shotgun is a favourite of police and security forces on many worlds. Useful for sweeping alleys."
icon_state = "shotgun"
item_state = "shotgun"
max_shells = 4
@@ -41,6 +41,7 @@
/obj/item/weapon/gun/projectile/shotgun/pump/combat
name = "combat shotgun"
desc = "Built for close quarters combat, the Hesphaistos Industries KS-40 is widely regarded as a weapon of choice for repelling boarders."
icon_state = "cshotgun"
item_state = "cshotgun"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/projectile/heavysniper
name = "\improper PTR-7 rifle"
desc = "A portable anti-armour rifle fitted with a scope. Originally designed to used against armoured exosuits, it is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
name = "anti-materiel rifle"
desc = "A portable anti-armour rifle fitted with a scope, the HI PTR-7 Rifle was originally designed to used against armoured exosuits. It is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
icon_state = "heavysniper"
item_state = "l6closednomag" //placeholder
w_class = 4

View File

@@ -292,9 +292,15 @@
return trans_to_obj(target, amount, multiplier, copy)
return 0
//Using this in case we want to differentiate splashing an atom from transferring reagents to it later down the road.
//For now it just calls trans_to.
/datum/reagents/proc/splash(var/atom/target, var/amount = 1, var/multiplier = 1, var/copy = 0)
//Splashing reagents is messier than trans_to, the target's loc gets some of the reagents as well.
/datum/reagents/proc/splash(var/atom/target, var/amount = 1, var/multiplier = 1, var/copy = 0, var/min_spill=0, var/max_spill=60)
var/spill = 0
if(!isturf(target) && target.loc)
spill = amount*(rand(min_spill, max_spill)/100)
amount -= spill
if(spill)
splash(target.loc, spill, multiplier, copy, min_spill, max_spill)
trans_to(target, amount, multiplier, copy)
/datum/reagents/proc/trans_id_to(var/atom/target, var/id, var/amount = 1)

View File

@@ -112,6 +112,19 @@
M.resistances += data
return
// pure concentrated antibodies
/datum/reagent/antibodies
data = list("antibodies"=list())
name = "Antibodies"
id = "antibodies"
reagent_state = LIQUID
color = "#0050F0"
/datum/reagent/antibodies/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
if(src.data)
M.antibodies |= src.data["antibodies"]
..()
#define WATER_LATENT_HEAT 19000 // How much heat is removed when applied to a hot turf, in J/unit (19000 makes 120 u of water roughly equivalent to 4L)
/datum/reagent/water
name = "Water"
@@ -145,7 +158,7 @@
environment.add_thermal_energy(-removed_heat)
if (prob(5))
T.visible_message("<span class='warning'>The water sizzles as it lands on \the [T]!</span>")
else if(volume >= 10)
if(T.wet >= 1)
return

View File

@@ -65,7 +65,7 @@
return
else
trans = reagents.splash(target, amount_per_transfer_from_this) //sprinkling reagents on generic non-mobs
trans = reagents.trans_to(target, amount_per_transfer_from_this) //sprinkling reagents on generic non-mobs
user << "<span class='notice'>You transfer [trans] units of the solution.</span>"
else // Taking from something

View File

@@ -1,43 +1,12 @@
/obj/item/weapon/reagent_containers/food/drinks/cans
volume = 40 //just over one and a half cups
amount_per_transfer_from_this = 5
flags = 0
attack_self(mob/user as mob)
if (!is_open_container())
playsound(loc,'sound/effects/canopen.ogg', rand(10,50), 1)
user << "<span class='notice'>You open the drink with an audible pop!</span>"
flags |= OPENCONTAINER
else
return
attack(mob/M as mob, mob/user as mob, def_zone)
if(!is_open_container())
user << "<span class='notice'>You need to open the drink!</span>"
return
return ..()
afterattack(obj/target, mob/user, proximity)
if(!proximity) return
if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!is_open_container())
user << "<span class='notice'>You need to open the drink!</span>"
return
else if(target.is_open_container()) //Something like a glass. Player probably wants to transfer TO it.
if(!is_open_container())
user << "<span class='notice'>You need to open the drink!</span>"
return
return ..()
flags = 0 //starts closed
//DRINKS
/obj/item/weapon/reagent_containers/food/drinks/cans/cola
name = "Space Cola"
name = "\improper Space Cola"
desc = "Cola. in space."
icon_state = "cola"
center_of_mass = list("x"=16, "y"=10)
@@ -46,7 +15,7 @@
reagents.add_reagent("cola", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/waterbottle
name = "Bottled Water"
name = "bottled water"
desc = "Introduced to the vending machines by Skrellian request, this water comes straight from the Martian poles."
icon_state = "waterbottle"
center_of_mass = list("x"=15, "y"=8)
@@ -54,28 +23,8 @@
..()
reagents.add_reagent("water", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/beer
name = "Space Beer"
desc = "Contains only water, malt and hops."
icon_state = "beer"
center_of_mass = list("x"=16, "y"=12)
New()
..()
reagents.add_reagent("beer", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/ale
name = "Magm-Ale"
desc = "A true dorf's drink of choice."
icon_state = "alebottle"
item_state = "beer"
center_of_mass = list("x"=16, "y"=10)
New()
..()
reagents.add_reagent("ale", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/space_mountain_wind
name = "Space Mountain Wind"
name = "\improper Space Mountain Wind"
desc = "Blows right through you like a space wind."
icon_state = "space_mountain_wind"
center_of_mass = list("x"=16, "y"=10)
@@ -84,7 +33,7 @@
reagents.add_reagent("spacemountainwind", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/thirteenloko
name = "Thirteen Loko"
name = "\improper Thirteen Loko"
desc = "The CMO has advised crew members that consumption of Thirteen Loko may result in seizures, blindness, drunkeness, or even death. Please Drink Responsibly."
icon_state = "thirteen_loko"
center_of_mass = list("x"=16, "y"=8)
@@ -93,7 +42,7 @@
reagents.add_reagent("thirteenloko", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/dr_gibb
name = "Dr. Gibb"
name = "\improper Dr. Gibb"
desc = "A delicious mixture of 42 different flavors."
icon_state = "dr_gibb"
center_of_mass = list("x"=16, "y"=10)
@@ -102,7 +51,7 @@
reagents.add_reagent("dr_gibb", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/starkist
name = "Star-kist"
name = "\improper Star-kist"
desc = "The taste of a star in liquid form. And, a bit of tuna...?"
icon_state = "starkist"
center_of_mass = list("x"=16, "y"=10)
@@ -111,7 +60,7 @@
reagents.add_reagent("brownstar", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/space_up
name = "Space-Up"
name = "\improper Space-Up"
desc = "Tastes like a hull breach in your mouth."
icon_state = "space-up"
center_of_mass = list("x"=16, "y"=10)
@@ -120,7 +69,7 @@
reagents.add_reagent("space_up", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/lemon_lime
name = "Lemon-Lime"
name = "\improper Lemon-Lime"
desc = "You wanted ORANGE. It gave you Lemon Lime."
icon_state = "lemon-lime"
center_of_mass = list("x"=16, "y"=10)
@@ -129,7 +78,7 @@
reagents.add_reagent("lemon_lime", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/iced_tea
name = "Vrisk Serket Iced Tea"
name = "\improper Vrisk Serket Iced Tea"
desc = "That sweet, refreshing southern earthy flavor. That's where it's from, right? South Earth?"
icon_state = "ice_tea_can"
center_of_mass = list("x"=16, "y"=10)
@@ -138,7 +87,7 @@
reagents.add_reagent("icetea", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/grape_juice
name = "Grapel Juice"
name = "\improper Grapel Juice"
desc = "500 pages of rules of how to appropriately enter into a combat with this juice!"
icon_state = "purple_can"
center_of_mass = list("x"=16, "y"=10)
@@ -147,7 +96,7 @@
reagents.add_reagent("grapejuice", 30)
/obj/item/weapon/reagent_containers/food/drinks/cans/tonic
name = "T-Borg's Tonic Water"
name = "\improper T-Borg's Tonic Water"
desc = "Quinine tastes funny, but at least it'll keep that Space Malaria away."
icon_state = "tonic"
center_of_mass = list("x"=16, "y"=10)
@@ -156,7 +105,7 @@
reagents.add_reagent("tonic", 50)
/obj/item/weapon/reagent_containers/food/drinks/cans/sodawater
name = "Soda Water"
name = "soda water"
desc = "A can of soda water. Still water's more refreshing cousin."
icon_state = "sodawater"
center_of_mass = list("x"=16, "y"=10)

View File

@@ -14,12 +14,18 @@
return
attack_self(mob/user as mob)
return
if(!is_open_container())
open(user)
attack(mob/M as mob, mob/user as mob, def_zone)
if(standard_feed_mob(user, M))
proc/open(mob/user)
playsound(loc,'sound/effects/canopen.ogg', rand(10,50), 1)
user << "<span class='notice'>You open [src] with an audible pop!</span>"
flags |= OPENCONTAINER
attack(mob/M as mob, mob/user as mob, def_zone)
if(standard_feed_mob(user, M))
return
return 0
afterattack(obj/target, mob/user, proximity)
@@ -29,7 +35,24 @@
return
if(standard_pour_into(user, target))
return
return ..()
standard_feed_mob(var/mob/user, var/mob/target)
if(!is_open_container())
user << "<span class='notice'>You need to open [src]!</span>"
return 1
return ..()
standard_dispenser_refill(var/mob/user, var/obj/structure/reagent_dispensers/target)
if(!is_open_container())
user << "<span class='notice'>You need to open [src]!</span>"
return 1
return ..()
standard_pour_into(var/mob/user, var/atom/target)
if(!is_open_container())
user << "<span class='notice'>You need to open [src]!</span>"
return 1
return ..()
self_feed_message(var/mob/user)

View File

@@ -4,19 +4,51 @@
/obj/item/weapon/reagent_containers/food/drinks/bottle
amount_per_transfer_from_this = 10
volume = 120
volume = 100
item_state = "broken_beer" //Generic held-item sprite until unique ones are made.
var/const/duration = 13 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets)
force = 5
var/smash_duration = 5 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets)
var/isGlass = 1 //Whether the 'bottle' is made of glass or not so that milk cartons dont shatter when someone gets hit by it
var/obj/item/weapon/reagent_containers/glass/rag/rag = null
var/rag_underlay = "rag"
/obj/item/weapon/reagent_containers/food/drinks/bottle/proc/smash(mob/living/target as mob, mob/living/user as mob)
/obj/item/weapon/reagent_containers/food/drinks/bottle/Destroy()
rag = null
..()
//when thrown on impact, bottles smash and spill their contents
/obj/item/weapon/reagent_containers/food/drinks/bottle/throw_impact(atom/hit_atom, var/speed)
..()
var/mob/M = thrower
if(isGlass && istype(M) && M.a_intent == I_HURT)
var/throw_dist = get_dist(throw_source, loc)
if(speed >= throw_speed && smash_check(throw_dist)) //not as reliable as smashing directly
if(reagents)
hit_atom.visible_message("<span class='notice'>The contents of the [src] splash all over [hit_atom]!</span>")
reagents.splash(hit_atom, reagents.total_volume)
src.smash(loc, hit_atom)
/obj/item/weapon/reagent_containers/food/drinks/bottle/proc/smash_check(var/distance)
if(!isGlass || !smash_duration)
return 0
var/list/chance_table = list(90, 90, 85, 85, 60, 35, 15) //starting from distance 0
var/idx = max(distance + 1, 1) //since list indices start at 1
if(idx > chance_table.len)
return 0
return prob(chance_table[idx])
/obj/item/weapon/reagent_containers/food/drinks/bottle/proc/smash(var/newloc, atom/against = null)
if(ismob(loc))
var/mob/M = loc
M.drop_from_inventory(src)
//Creates a shattering noise and replaces the bottle with a broken_bottle
user.drop_item()
var/obj/item/weapon/broken_bottle/B = new /obj/item/weapon/broken_bottle(user.loc)
user.put_in_active_hand(B)
var/obj/item/weapon/broken_bottle/B = new /obj/item/weapon/broken_bottle(newloc)
if(prob(33))
new/obj/item/weapon/material/shard(target.loc) // Create a glass shard at the target's location!
new/obj/item/weapon/material/shard(newloc) // Create a glass shard at the target's location!
B.icon_state = src.icon_state
var/icon/I = new('icons/obj/drinks.dmi', src.icon_state)
@@ -24,23 +56,68 @@
I.SwapColor(rgb(255, 0, 220, 255), rgb(0, 0, 0, 0))
B.icon = I
if(rag && rag.on_fire && isliving(against))
rag.forceMove(loc)
var/mob/living/L = against
L.IgniteMob()
playsound(src, "shatter", 70, 1)
user.put_in_active_hand(B)
src.transfer_fingerprints_to(B)
qdel(src)
return B
/obj/item/weapon/reagent_containers/food/drinks/bottle/attackby(obj/item/W, mob/user)
if(!rag && istype(W, /obj/item/weapon/reagent_containers/glass/rag))
insert_rag(W, user)
return
if(rag && istype(W, /obj/item/weapon/flame))
rag.attackby(W, user)
return
..()
/obj/item/weapon/reagent_containers/food/drinks/bottle/attack_self(mob/user)
if(rag)
remove_rag(user)
else
..()
/obj/item/weapon/reagent_containers/food/drinks/bottle/proc/insert_rag(obj/item/weapon/reagent_containers/glass/rag/R, mob/user)
if(!isGlass || rag) return
if(user.unEquip(R))
user << "<span class='notice'>You stuff [R] into [src].</span>"
rag = R
rag.forceMove(src)
flags &= ~OPENCONTAINER
update_icon()
/obj/item/weapon/reagent_containers/food/drinks/bottle/proc/remove_rag(mob/user)
if(!rag) return
user.put_in_hands(rag)
rag = null
flags |= (initial(flags) & OPENCONTAINER)
update_icon()
/obj/item/weapon/reagent_containers/food/drinks/bottle/open(mob/user)
if(rag) return
..()
/obj/item/weapon/reagent_containers/food/drinks/bottle/update_icon()
underlays.Cut()
if(rag)
var/underlay_image = image(icon='icons/obj/drinks.dmi', icon_state=rag.on_fire? "[rag_underlay]_lit" : rag_underlay)
underlays += underlay_image
copy_light(rag)
else
set_light(0)
/obj/item/weapon/reagent_containers/food/drinks/bottle/attack(mob/living/target as mob, mob/living/user as mob)
if(!target)
return
if(user.a_intent != I_HURT || !isGlass)
return ..()
force = 15 //Smashing bottles over someoen's head hurts.
var/obj/item/organ/external/affecting = user.zone_sel.selecting //Find what the player is aiming at
var/armor_block = 0 //Get the target's armour values for normal attack damage.
@@ -48,13 +125,16 @@
//Calculating duration and calculating damage.
armor_block = target.run_armor_check(affecting, "melee")
armor_duration = duration + force - target.getarmor(affecting, "melee")
//force will counteract armour, but will never increase duration
armor_duration = smash_duration + min(0, force - target.getarmor(affecting, "melee") + 10)
//Apply the damage!
target.apply_damage(force, BRUTE, affecting, armor_block, sharp=0)
// You are going to knock someone out for longer if they are not wearing a helmet.
if(affecting == "head" && istype(target, /mob/living/carbon/))
var/do_smash = smash_check(1) //won't always break on the first hit
if(affecting == "head" && istype(target, /mob/living/carbon/) && do_smash)
//Display an attack message.
for(var/mob/O in viewers(user, null))
@@ -62,8 +142,7 @@
else O.show_message(text("\red <B>[target] hit \himself with a bottle of [src.name] on the head!</B>"), 1)
//Weaken the target for the duration that we calculated and divide it by 5.
if(armor_duration)
target.apply_effect(min(armor_duration, 10) , WEAKEN, armor_block) // Never weaken more than a flash!
target.apply_effect(min(armor_duration, 5) , WEAKEN, armor_block) // Never weaken more than a flash!
else
//Default attack message and don't weaken the target.
for(var/mob/O in viewers(user, null))
@@ -75,13 +154,15 @@
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been smashed with a bottle by [user.name] ([user.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) attacked [target.name] ([target.ckey]) with a bottle. (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
//The reagents in the bottle splash all over the target, thanks for the idea Nodrak
if(reagents)
user.visible_message("<span class='notice'>The contents of the [src] splash all over [target]!</span>")
reagents.splash(target, reagents.total_volume)
if(do_smash)
//The reagents in the bottle splash all over the target, thanks for the idea Nodrak
if(reagents)
user.visible_message("<span class='notice'>The contents of the [src] splash all over [target]!</span>")
reagents.splash(target, reagents.total_volume)
//Finally, smash the bottle. This kills (qdel) the bottle.
src.smash(target, user)
//Finally, smash the bottle. This kills (qdel) the bottle.
var/obj/item/weapon/broken_bottle/B = src.smash(target.loc, target)
user.put_in_active_hand(B)
return
@@ -92,8 +173,8 @@
desc = "A bottle with a sharp broken bottom."
icon = 'icons/obj/drinks.dmi'
icon_state = "broken_bottle"
force = 9.0
throwforce = 5.0
force = 9
throwforce = 5
throw_speed = 3
throw_range = 5
item_state = "beer"
@@ -314,3 +395,31 @@
New()
..()
reagents.add_reagent("limejuice", 100)
//Small bottles
/obj/item/weapon/reagent_containers/food/drinks/bottle/small
volume = 50
smash_duration = 1
flags = 0 //starts closed
rag_underlay = "rag_small"
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer
name = "space beer"
desc = "Contains only water, malt and hops."
icon_state = "beer"
center_of_mass = list("x"=16, "y"=12)
New()
..()
reagents.add_reagent("beer", 30)
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/ale
name = "\improper Magm-Ale"
desc = "A true dorf's drink of choice."
icon_state = "alebottle"
item_state = "beer"
center_of_mass = list("x"=16, "y"=10)
New()
..()
reagents.add_reagent("ale", 30)

View File

@@ -463,6 +463,7 @@
desc = "An egg!"
icon_state = "egg"
filling_color = "#FDFFD1"
volume = 10
/obj/item/weapon/reagent_containers/food/snacks/egg/New()
..()

View File

@@ -58,8 +58,6 @@
<I>This spell opens nearby doors and does not require wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=horseman'>Curse of the Horseman</A> (15)<BR>
<I>This spell will curse a person to wear an unremovable horse mask (it has glue on the inside) and speak like a horse. It does not require wizard garb.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=fleshtostone'>Flesh to Stone</A> (60)<BR>
<I>This spell will curse a person to immediately turn into an unmoving statue. The effect will eventually wear off if the statue is not destroyed.</I><BR>
<A href='byond://?src=\ref[src];spell_choice=noclothes'>Remove Clothes Requirement</A> <b>Warning: this takes away 2 spell choices.</b><BR>
<HR>
<B>Artefacts:</B><BR>
@@ -123,7 +121,7 @@
uses--
/*
*/
var/list/available_spells = list(magicmissile = "Magic Missile", fireball = "Fireball", disabletech = "Disable Tech", smoke = "Smoke", blind = "Blind", subjugation = "Subjugation", mindswap = "Mind Transfer", forcewall = "Forcewall", blink = "Blink", teleport = "Teleport", mutate = "Mutate", etherealjaunt = "Ethereal Jaunt", knock = "Knock", horseman = "Curse of the Horseman", staffchange = "Staff of Change", mentalfocus = "Mental Focus", soulstone = "Six Soul Stone Shards and the spell Artificer", armor = "Mastercrafted Armor Set", staffanimate = "Staff of Animation", noclothes = "No Clothes",fleshtostone = "Flesh to Stone")
var/list/available_spells = list(magicmissile = "Magic Missile", fireball = "Fireball", disabletech = "Disable Tech", smoke = "Smoke", blind = "Blind", subjugation = "Subjugation", mindswap = "Mind Transfer", forcewall = "Forcewall", blink = "Blink", teleport = "Teleport", mutate = "Mutate", etherealjaunt = "Ethereal Jaunt", knock = "Knock", horseman = "Curse of the Horseman", staffchange = "Staff of Change", mentalfocus = "Mental Focus", soulstone = "Six Soul Stone Shards and the spell Artificer", armor = "Mastercrafted Armor Set", staffanimate = "Staff of Animation", noclothes = "No Clothes")
var/already_knows = 0
for(var/spell/aspell in H.spell_list)
if(available_spells[href_list["spell_choice"]] == initial(aspell.name))

View File

@@ -0,0 +1,22 @@
// Mostly for debugging table connections
// This file is not #included in the .dme.
/obj/structure/table/debug
New()
material = get_material_by_name("debugium")
..()
/material/debug
name = "debugium"
stack_type = /obj/item/stack/material/debug
icon_base = "debug"
icon_reinf = "rdebug"
icon_colour = "#FFFFFF"
/obj/item/stack/material/debug
name = "debugium"
icon = 'icons/obj/tables.dmi'
icon_state = "debugium"
default_type = "debugium"

View File

@@ -296,29 +296,33 @@
icon_state = "blank"
overlays.Cut()
var/image/I
// Base frame shape. Mostly done for glass/diamond tables, where this is visible.
for(var/n in connections)
overlays += n
for(var/i = 1 to 4)
I = image(icon, dir = 1<<(i-1), icon_state = connections[i])
overlays += I
// Standard table image
if(material)
for(var/n in connections)
var/image/I = image(icon, "[material.icon_base]_[n]")
for(var/i = 1 to 4)
I = image(icon, "[material.icon_base]_[connections[i]]", dir = 1<<(i-1))
I.color = material.icon_colour
I.alpha = 255 * material.opacity
overlays += I
// Reinforcements
if(reinforced)
for(var/n in connections)
var/image/I = image(icon, "[reinforced.icon_reinf]_[n]")
for(var/i = 1 to 4)
I = image(icon, "[reinforced.icon_reinf]_[connections[i]]", dir = 1<<(i-1))
I.color = reinforced.icon_colour
I.alpha = 255 * reinforced.opacity
overlays += I
if(carpeted)
for(var/n in connections)
overlays += "carpet_[n]"
for(var/i = 1 to 4)
I = image(icon, "carpet_[connections[i]]", dir = 1<<(i-1))
overlays += I
else
overlays.Cut()
var/type = 0
@@ -353,13 +357,12 @@
overlays += I
if(carpeted)
for(var/n in connections)
overlays += "carpet_flip[type]"
overlays += "carpet_flip[type]"
// set propagate if you're updating a table that should update tables around it too, for example if it's a new table or something important has changed (like material).
/obj/structure/table/proc/update_connections(propagate=0)
if(!material)
connections = list("nw0", "ne0", "sw0", "se0")
connections = list("0", "0", "0", "0")
if(propagate)
for(var/obj/structure/table/T in oview(src, 1))
@@ -369,7 +372,7 @@
var/list/blocked_dirs = list()
for(var/obj/structure/window/W in get_turf(src))
if(W.is_fulltile())
connections = list("nw0", "ne0", "sw0", "se0")
connections = list("0", "0", "0", "0")
return
blocked_dirs |= W.dir
@@ -412,40 +415,27 @@
connections = dirs_to_corner_states(connection_dirs)
#define CORNER_NONE 0
#define CORNER_EASTWEST 1
#define CORNER_CLOCKWISE 1
#define CORNER_DIAGONAL 2
#define CORNER_NORTHSOUTH 4
#define CORNER_COUNTERCLOCKWISE 4
/proc/dirs_to_corner_states(list/dirs)
if(!istype(dirs)) return
var/NE = CORNER_NONE
var/NW = CORNER_NONE
var/SE = CORNER_NONE
var/SW = CORNER_NONE
var/list/ret = list(NORTHWEST, SOUTHEAST, NORTHEAST, SOUTHWEST)
if(NORTH in dirs)
NE |= CORNER_NORTHSOUTH
NW |= CORNER_NORTHSOUTH
if(SOUTH in dirs)
SW |= CORNER_NORTHSOUTH
SE |= CORNER_NORTHSOUTH
if(EAST in dirs)
SE |= CORNER_EASTWEST
NE |= CORNER_EASTWEST
if(WEST in dirs)
NW |= CORNER_EASTWEST
SW |= CORNER_EASTWEST
if(NORTHWEST in dirs)
NW |= CORNER_DIAGONAL
if(NORTHEAST in dirs)
NE |= CORNER_DIAGONAL
if(SOUTHEAST in dirs)
SE |= CORNER_DIAGONAL
if(SOUTHWEST in dirs)
SW |= CORNER_DIAGONAL
for(var/i = 1 to ret.len)
var/dir = ret[i]
. = CORNER_NONE
if(dir in dirs)
. |= CORNER_DIAGONAL
if(turn(dir,45) in dirs)
. |= CORNER_CLOCKWISE
if(turn(dir,-45) in dirs)
. |= CORNER_COUNTERCLOCKWISE
ret[i] = "[.]"
return list("ne[NE]", "se[SE]", "sw[SW]", "nw[NW]")
return ret
#undef CORNER_NONE
#undef CORNER_EASTWEST

View File

@@ -1,44 +1,5 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/*
// reserving some numbers for later special antigens
var/global/const/ANTIGEN_A = 1
var/global/const/ANTIGEN_B = 2
var/global/const/ANTIGEN_C = 4
var/global/const/ANTIGEN_D = 8
var/global/const/ANTIGEN_E = 16
var/global/const/ANTIGEN_M = 32
var/global/const/ANTIGEN_N = 64
var/global/const/ANTIGEN_O = 128
var/global/const/ANTIGEN_P = 256
var/global/const/ANTIGEN_Q = 512
var/global/const/ANTIGEN_U = 1024
var/global/const/ANTIGEN_V = 2048
var/global/const/ANTIGEN_W = 4096
var/global/const/ANTIGEN_X = 8192
var/global/const/ANTIGEN_Y = 16384
var/global/const/ANTIGEN_Z = 32768
var/global/list/ANTIGENS = list(
"[ANTIGEN_A]" = "A",
"[ANTIGEN_B]" = "B",
"[ANTIGEN_C]" = "C",
"[ANTIGEN_E]" = "E",
"[ANTIGEN_D]" = "D",
"[ANTIGEN_M]" = "M",
"[ANTIGEN_N]" = "N",
"[ANTIGEN_O]" = "O",
"[ANTIGEN_P]" = "P",
"[ANTIGEN_Q]" = "Q",
"[ANTIGEN_U]" = "U",
"[ANTIGEN_V]" = "V",
"[ANTIGEN_W]" = "W",
"[ANTIGEN_X]" = "X",
"[ANTIGEN_Y]" = "Y",
"[ANTIGEN_Z]" = "Z"
)
*/
var/global/list/ALL_ANTIGENS = list(
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"
)
@@ -47,23 +8,6 @@ var/global/list/ALL_ANTIGENS = list(
ALL_ANTIGENS = shuffle(ALL_ANTIGENS)
return 1
// pure concentrated antibodies
datum/reagent/antibodies
data = list("antibodies"=list())
name = "Antibodies"
id = "antibodies"
reagent_state = LIQUID
color = "#0050F0"
reaction_mob(var/mob/M, var/method=CHEM_TOUCH, var/volume)
if(istype(M,/mob/living/carbon))
var/mob/living/carbon/C = M
if(src.data && method == CHEM_INGEST)
//if(C.virus2) if(src.data["antibodies"] & C.virus2.antigen)
// C.virus2.dead = 1
C.antibodies |= src.data["antibodies"]
return
// iterate over the list of antigens and see what matches
/proc/antigens2string(list/antigens, none="None")
if(!istype(antigens))

View File

@@ -50,9 +50,12 @@
if(meat.len)
var/num = rand(1,meat.len)
for(var/i=0,i<num,i++)
var/picked = pick(meat)
meat -= picked
res += picked
var/datum/species/picked = pick_n_take(meat)
res |= picked.name
if(picked.greater_form)
res |= picked.greater_form
if(picked.primitive_form)
res |= picked.primitive_form
return res
/datum/disease2/disease/proc/activate(var/mob/living/carbon/mob)