Merge remote-tracking branch 'upstream/master' into morepreferences

This commit is contained in:
Yoshax
2016-03-27 00:17:24 +00:00
229 changed files with 3262 additions and 2386 deletions

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@@ -1,28 +1,39 @@
#pretending we're C because otherwise ruby will initialize, even with "language: dm".
language: c
sudo: false
env:
BYOND_MAJOR="508"
BYOND_MINOR="1287"
BYOND_MAJOR="509"
BYOND_MINOR="1318"
MACRO_COUNT=1004
before_install:
- sudo apt-get update -qq
- sudo apt-get install libc6:i386 libgcc1:i386 libstdc++6:i386 -qq
- sudo apt-get install python -qq
- sudo apt-get install python-pip -qq
- sudo pip install PyYaml -q
- sudo pip install beautifulsoup4 -q
cache:
directories:
- $HOME/BYOND-${BYOND_MAJOR}.${BYOND_MINOR}
addons:
apt:
packages:
- libc6-i386
- libgcc1:i386
- libstdc++6:i386
before_script:
- chmod +x ./install-byond.sh
- ./install-byond.sh
install:
- curl "http://www.byond.com/download/build/${BYOND_MAJOR}/${BYOND_MAJOR}.${BYOND_MINOR}_byond_linux.zip" -o byond.zip
- unzip byond.zip
- cd byond
- sudo make install
- cd ..
- pip install --user PyYaml -q
- pip install --user beautifulsoup4 -q
script:
- shopt -s globstar
- (! grep 'step_[xy]' maps/**/*.dmm)
- (! find nano/templates/ -type f -exec md5sum {} + | sort | uniq -D -w 32 | grep nano)
- (num=`grep -E '\\\\(red|blue|green|black|b|i[^mc])' **/*.dm | wc -l`; [ $num -le 1355 ])
- (! grep -En "<\s*span\s+class\s*=\s*('[^'>]+|[^'>]+')\s*>" **/*.dm)
- awk -f tools/indentation.awk **/*.dm
- md5sum -c - <<< "88490b460c26947f5ec1ab1bb9fa9f17 *html/changelogs/example.yml"
- (num=`grep -E '\\\\(red|blue|green|black|b|i[^mc])' **/*.dm | wc -l`; echo "$num escapes (expecting ${MACRO_COUNT} or less)"; [ $num -le ${MACRO_COUNT} ])
- source $HOME/BYOND-${BYOND_MAJOR}.${BYOND_MINOR}/byond/bin/byondsetup
- python tools/TagMatcher/tag-matcher.py ../..
- DreamMaker polaris.dme

View File

@@ -10,6 +10,7 @@
anchored = 1
use_power = 0
idle_power_usage = 5 // 5 Watts for thermostat related circuitry
circuit = /obj/item/weapon/circuitboard/unary_atmos/cooler
var/heatsink_temperature = T20C // The constant temperature reservoir into which the freezer pumps heat. Probably the hull of the station or something.
var/internal_volume = 600 // L
@@ -24,7 +25,6 @@
..()
initialize_directions = dir
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/unary_atmos/cooler(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)

View File

@@ -10,6 +10,7 @@
anchored = 1
use_power = 0
idle_power_usage = 5 //5 Watts for thermostat related circuitry
circuit = /obj/item/weapon/circuitboard/unary_atmos/heater
var/max_temperature = T20C + 680
var/internal_volume = 600 //L
@@ -25,7 +26,6 @@
initialize_directions = dir
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/unary_atmos/heater(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)

View File

@@ -406,7 +406,7 @@ datum/gas_mixture/proc/check_recombustability(list/fuel_objs)
//Get heat transfer coefficients for clothing.
for(var/obj/item/clothing/C in src)
if(l_hand == C || r_hand == C)
if(item_is_in_hands(C))
continue
if( C.max_heat_protection_temperature >= last_temperature )

View File

@@ -161,7 +161,7 @@ var/syndicate_code_response//Code response for traitors.
Obviously, some people will be better at this than others but in theory, everyone should be able to do it and it only enhances roleplay.
Can probably be done through "{ }" but I don't really see the practical benefit.
One example of an earlier system is commented below.
/N
-N
*/
/proc/generate_code_phrase()//Proc is used for phrase and response in master_controller.dm

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@@ -94,10 +94,7 @@
if(W == A) // Handle attack_self
W.attack_self(src)
if(hand)
update_inv_l_hand(0)
else
update_inv_r_hand(0)
update_inv_active_hand(0)
return 1
//Atoms on your person

View File

@@ -162,7 +162,7 @@
inv_box.name = "r_hand"
inv_box.icon = ui_style
inv_box.icon_state = "r_hand_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
if(!target.hand) //This being 0 or null means the right hand is in use
inv_box.icon_state = "r_hand_active"
inv_box.screen_loc = ui_rhand
inv_box.slot_id = slot_r_hand
@@ -177,7 +177,7 @@
inv_box.name = "l_hand"
inv_box.icon = ui_style
inv_box.icon_state = "l_hand_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
if(target.hand) //This being 1 means the left hand is in use
inv_box.icon_state = "l_hand_active"
inv_box.screen_loc = ui_lhand
inv_box.slot_id = slot_l_hand

View File

@@ -9,7 +9,7 @@
*
* To add some code to be called by the hook, define a proc under the type, as so:
* @code
/hook/foo/proc/bar()
/hook/foo/proc/bar()
if(1)
return 1 //Sucessful
else

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@@ -0,0 +1,34 @@
var/global/datum/repository/cameras/camera_repository = new()
/proc/invalidateCameraCache()
camera_repository.networks.Cut()
camera_repository.invalidated = 1
camera_repository.camera_cache_id = (++camera_repository.camera_cache_id % 999999)
/datum/repository/cameras
var/list/networks
var/invalidated = 1
var/camera_cache_id = 1
/datum/repository/cameras/New()
networks = list()
..()
/datum/repository/cameras/proc/cameras_in_network(var/network)
setup_cache()
var/list/network_list = networks[network]
return network_list
/datum/repository/cameras/proc/setup_cache()
if(!invalidated)
return
invalidated = 0
cameranet.process_sort()
for(var/obj/machinery/camera/C in cameranet.cameras)
var/cam = C.nano_structure()
for(var/network in C.network)
if(!networks[network])
networks[network] = list()
var/list/netlist = networks[network]
netlist[++netlist.len] = cam

View File

@@ -1,9 +1,5 @@
var/global/datum/repository/crew/crew_repository = new()
/datum/cache_entry
var/timestamp
var/data
/datum/repository/crew
var/list/cache_data

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@@ -0,0 +1,4 @@
/datum/cache_entry
var/timestamp
var/data

View File

@@ -609,7 +609,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly,
/obj/item/solar_assembly, // 21 Solar Assemblies. 1 Extra for the controller
/obj/item/solar_assembly, // 21 Solar Assemblies. 1 Extra for the controller,
/obj/item/weapon/circuitboard/solar_control,
/obj/item/weapon/tracker_electronics,
/obj/item/weapon/paper/solar)
@@ -671,8 +671,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/mecha_ripley
name = "Circuit Crate (\"Ripley\" APLU)"
contains = list(/obj/item/weapon/book/manual/ripley_build_and_repair,
/obj/item/weapon/circuitboard/mecha/ripley/main, //TEMPORARY due to lack of circuitboard printer
/obj/item/weapon/circuitboard/mecha/ripley/peripherals) //TEMPORARY due to lack of circuitboard printer
/obj/item/weapon/circuitboard/mecha/ripley/main,
/obj/item/weapon/circuitboard/mecha/ripley/peripherals)
cost = 30
containertype = /obj/structure/closet/crate/secure
containername = "APLU \"Ripley\" Circuit Crate"
@@ -681,8 +681,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/datum/supply_packs/mecha_odysseus
name = "Circuit Crate (\"Odysseus\")"
contains = list(/obj/item/weapon/circuitboard/mecha/odysseus/peripherals, //TEMPORARY due to lack of circuitboard printer
/obj/item/weapon/circuitboard/mecha/odysseus/main) //TEMPORARY due to lack of circuitboard printer
contains = list(/obj/item/weapon/circuitboard/mecha/odysseus/peripherals,
/obj/item/weapon/circuitboard/mecha/odysseus/main)
cost = 25
containertype = /obj/structure/closet/crate/secure
containername = "\"Odysseus\" Circuit Crate"
@@ -1001,7 +1001,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
containername = "Security barrier crate"
group = "Security"
/datum/supply_packs/securitybarriers
/datum/supply_packs/securityshieldgen
name = "Wall shield Generators"
contains = list(/obj/machinery/shieldwallgen,
/obj/machinery/shieldwallgen,
@@ -1729,7 +1729,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/device/camera_film,
/obj/item/device/camera_film,
/obj/item/weapon/storage/photo_album,
/obj/item/device/reagent_scanner)
/obj/item/device/reagent_scanner,
/obj/item/device/flashlight/maglight)
cost = 35
containertype = "/obj/structure/closet/crate/secure"
containername = "Forensic equipment"
@@ -1785,7 +1786,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/clothing/accessory/storage/black_vest,
/obj/item/clothing/head/soft/sec/corp,
/obj/item/clothing/under/rank/security/corp,
/obj/item/weapon/gun/energy/taser)
/obj/item/weapon/gun/energy/taser,
/obj/item/device/flashlight/maglight)
cost = 30
containertype = "/obj/structure/closet/crate/secure"
containername = "Officer equipment"
@@ -1811,7 +1813,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/weapon/reagent_containers/spray/pepper,
/obj/item/weapon/melee/baton/loaded,
/obj/item/weapon/storage/box/holobadge,
/obj/item/clothing/head/beret/sec/corporate/warden)
/obj/item/clothing/head/beret/sec/corporate/warden,
/obj/item/device/flashlight/maglight)
cost = 45
containertype = "/obj/structure/closet/crate/secure"
containername = "Warden equipment"
@@ -1835,7 +1838,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/clothing/accessory/holster/waist,
/obj/item/weapon/melee/telebaton,
/obj/item/weapon/shield/riot/tele,
/obj/item/clothing/head/beret/sec/corporate/hos)
/obj/item/clothing/head/beret/sec/corporate/hos,
/obj/item/device/flashlight/maglight)
cost = 65
containertype = "/obj/structure/closet/crate/secure"
containername = "Head of security equipment"

View File

@@ -11,7 +11,7 @@ var/const/AALARM_WIRE_AALARM = 16
/datum/wires/alarm/CanUse(var/mob/living/L)
var/obj/machinery/alarm/A = holder
if(A.wiresexposed && A.buildstage == 2)
if(A.wiresexposed)
return 1
return 0

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@@ -62,9 +62,8 @@ using /datum/datacore/proc/manifest_inject( ), or manifest_insert( )
*/
var/global/list/PDA_Manifest = list()
var/global/ManifestJSON
/datum/datacore/proc/get_manifest_json()
/datum/datacore/proc/get_manifest_list()
if(PDA_Manifest.len)
return
var/heads[0]
@@ -146,7 +145,6 @@ var/global/ManifestJSON
"bot" = bot,\
"misc" = misc\
)
ManifestJSON = json_encode(PDA_Manifest)
return

View File

@@ -269,21 +269,6 @@
throw_range = 5
w_class = 2.0
/obj/item/weapon/wire
desc = "This is just a simple piece of regular insulated wire."
name = "wire"
icon = 'icons/obj/power.dmi'
icon_state = "item_wire"
var/amount = 1.0
var/laying = 0.0
var/old_lay = null
matter = list(DEFAULT_WALL_MATERIAL = 40)
attack_verb = list("whipped", "lashed", "disciplined", "tickled")
suicide_act(mob/user)
viewers(user) << "<span class='warning'><b>[user] is strangling \himself with \the [src]! It looks like \he's trying to commit suicide.</b></span>"
return (OXYLOSS)
/obj/item/weapon/module
icon = 'icons/obj/module.dmi'
icon_state = "std_module"
@@ -599,3 +584,29 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "smes_coil"
origin_tech = list(TECH_MATERIAL = 19, TECH_ENGINEERING = 19, TECH_PHORON = 19, TECH_POWER = 19, TECH_BLUESPACE = 19, TECH_BIO = 19, TECH_COMBAT = 19, TECH_MAGNET = 19, TECH_DATA = 19, TECH_ILLEGAL = 19, TECH_ARCANE = 19)
// Additional construction stock parts
/obj/item/weapon/stock_parts/gear
name = "gear"
desc = "A gear used for construction."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "gear"
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
/obj/item/weapon/stock_parts/motor
name = "motor"
desc = "A motor used for construction."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "motor"
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 60, "glass" = 10)
/obj/item/weapon/stock_parts/spring
name = "spring"
desc = "A spring used for construction."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "spring"
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 40)

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@@ -76,7 +76,7 @@
P.info = "The nuclear authorization code is: <b>[code]</b>"
P.name = "nuclear bomb code"
if(leader && leader.current)
if(get_turf(P) == get_turf(leader.current) && !(leader.current.l_hand && leader.current.r_hand))
if(get_turf(P) == get_turf(leader.current))
leader.current.put_in_hands(P)
if(!code_owner && leader)

View File

@@ -74,3 +74,13 @@
return 0
return 1
return 0
/datum/antagonist/changeling/print_player_full(var/datum/mind/ply)
var/text = print_player_lite(ply)
if(ply.changeling)
var/datum/changeling/ling_datum = ply.changeling
text += " (had [ling_datum.max_geneticpoints] genomes)"
text += "<br>Bought [english_list(ling_datum.purchased_powers_history)]."
return text

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@@ -50,7 +50,6 @@ var/datum/antagonist/renegade/renegades
var/gun_type = pick(spawn_guns)
var/obj/item/gun = new gun_type(get_turf(player))
if(!(player.l_hand && player.r_hand))
player.put_in_hands(gun)

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@@ -77,7 +77,7 @@ var/list/ghostteleportlocs = list()
/hook/startup/proc/setupGhostTeleportLocs()
for(var/area/AR in world)
if(ghostteleportlocs.Find(AR.name)) continue
if(istype(AR, /area/turret_protected/aisat) || istype(AR, /area/derelict) || istype(AR, /area/tdome) || istype(AR, /area/shuttle/specops/centcom))
if(istype(AR, /area/aisat) || istype(AR, /area/derelict) || istype(AR, /area/tdome) || istype(AR, /area/shuttle/specops/centcom))
ghostteleportlocs += AR.name
ghostteleportlocs[AR.name] = AR
var/turf/picked = pick(get_area_turfs(AR.type))
@@ -122,8 +122,6 @@ area/space/atmosalert()
/area/space/partyalert()
return
/area/turret_protected/
/area/arrival
requires_power = 0
@@ -2422,65 +2420,65 @@ area/space/atmosalert()
name = "Emergency Storage"
icon_state = "storage"
/area/turret_protected/ai_upload
/area/ai_upload
name = "\improper AI Upload Chamber"
icon_state = "ai_upload"
ambience = list('sound/ambience/ambimalf.ogg')
/area/turret_protected/ai_upload_foyer
/area/ai_upload_foyer
name = "AI Upload Access"
icon_state = "ai_foyer"
ambience = list('sound/ambience/ambimalf.ogg')
sound_env = SMALL_ENCLOSED
/area/turret_protected/ai_server_room
/area/ai_server_room
name = "Messaging Server Room"
icon_state = "ai_server"
sound_env = SMALL_ENCLOSED
/area/turret_protected/ai
/area/ai
name = "\improper AI Chamber"
icon_state = "ai_chamber"
ambience = list('sound/ambience/ambimalf.ogg')
/area/turret_protected/ai_cyborg_station
/area/ai_cyborg_station
name = "\improper Cyborg Station"
icon_state = "ai_cyborg"
sound_env = SMALL_ENCLOSED
/area/turret_protected/aisat
/area/aisat
name = "\improper AI Satellite"
icon_state = "ai"
/area/turret_protected/aisat_interior
/area/aisat_interior
name = "\improper AI Satellite"
icon_state = "ai"
/area/turret_protected/AIsatextFP
/area/AIsatextFP
name = "\improper AI Sat Ext"
icon_state = "storage"
luminosity = 1
lighting_use_dynamic = 0
/area/turret_protected/AIsatextFS
/area/AIsatextFS
name = "\improper AI Sat Ext"
icon_state = "storage"
luminosity = 1
lighting_use_dynamic = 0
/area/turret_protected/AIsatextAS
/area/AIsatextAS
name = "\improper AI Sat Ext"
icon_state = "storage"
luminosity = 1
lighting_use_dynamic = 0
/area/turret_protected/AIsatextAP
/area/AIsatextAP
name = "\improper AI Sat Ext"
icon_state = "storage"
luminosity = 1
lighting_use_dynamic = 0
/area/turret_protected/NewAIMain
/area/NewAIMain
name = "\improper AI Main New"
icon_state = "storage"
@@ -2524,22 +2522,22 @@ area/space/atmosalert()
name = "\improper Telecoms Central Compartment"
icon_state = "tcomsatcham"
/area/turret_protected/tcomsat
/area/tcomsat
name = "\improper Telecoms Satellite"
icon_state = "tcomsatlob"
ambience = list('sound/ambience/ambisin2.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/ambigen10.ogg')
/area/turret_protected/tcomfoyer
/area/tcomfoyer
name = "\improper Telecoms Foyer"
icon_state = "tcomsatentrance"
ambience = list('sound/ambience/ambisin2.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/ambigen10.ogg')
/area/turret_protected/tcomwest
/area/tcomwest
name = "\improper Telecommunications Satellite West Wing"
icon_state = "tcomsatwest"
ambience = list('sound/ambience/ambisin2.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/ambigen10.ogg')
/area/turret_protected/tcomeast
/area/tcomeast
name = "\improper Telecommunications Satellite East Wing"
icon_state = "tcomsateast"
ambience = list('sound/ambience/ambisin2.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/ambigen10.ogg')
@@ -2759,12 +2757,12 @@ var/list/the_station_areas = list (
/area/rnd,
/area/storage,
/area/construction,
/area/ai_monitored/storage/eva, //do not try to simplify to "/area/ai_monitored" --rastaf0
/area/ai_monitored/storage/eva,
/area/ai_monitored/storage/secure,
/area/ai_monitored/storage/emergency,
/area/turret_protected/ai_upload, //do not try to simplify to "/area/turret_protected" --rastaf0
/area/turret_protected/ai_upload_foyer,
/area/turret_protected/ai,
/area/ai_upload,
/area/ai_upload_foyer,
/area/ai
)

View File

@@ -292,6 +292,8 @@ var/list/mob/living/forced_ambiance_list = new
mob << "<span class='notice'>The sudden appearance of gravity makes you fall to the floor!</span>"
/area/proc/prison_break()
var/obj/machinery/power/apc/theAPC = get_apc()
if(theAPC.operating)
for(var/obj/machinery/power/apc/temp_apc in src)
temp_apc.overload_lighting(70)
for(var/obj/machinery/door/airlock/temp_airlock in src)

View File

@@ -47,6 +47,7 @@
idle_power_usage = 50
active_power_usage = 300
interact_offline = 1
circuit = /obj/item/weapon/circuitboard/clonescanner
var/locked = 0
var/mob/living/carbon/occupant = null
var/obj/item/weapon/reagent_containers/glass/beaker = null
@@ -55,7 +56,6 @@
/obj/machinery/dna_scannernew/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/clonescanner(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)

View File

@@ -14,11 +14,12 @@ var/global/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","E
var/isabsorbing = 0
var/geneticpoints = 5
var/max_geneticpoints = 5
var/purchasedpowers = list()
var/list/purchased_powers = list()
var/mimicing = ""
var/cloaked = 0
var/armor_deployed = 0 //This is only used for changeling_generic_equip_all_slots() at the moment.
var/recursive_enhancement = 0 //Used to power up other abilities from the ling power with the same name.
var/list/purchased_powers_history = list() //Used for round-end report, includes respec uses too.
/datum/changeling/New(var/gender=FEMALE)
..()
@@ -60,10 +61,10 @@ var/global/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","E
// Code to auto-purchase free powers.
for(var/datum/power/changeling/P in powerinstances)
if(!P.genomecost) // Is it free?
if(!(P in mind.changeling.purchasedpowers)) // Do we not have it already?
if(!(P in mind.changeling.purchased_powers)) // Do we not have it already?
mind.changeling.purchasePower(mind, P.name, 0)// Purchase it. Don't remake our verbs, we're doing it after this.
for(var/datum/power/changeling/P in mind.changeling.purchasedpowers)
for(var/datum/power/changeling/P in mind.changeling.purchased_powers)
if(P.isVerb)
if(lesser_form && !P.allowduringlesserform) continue
if(!(P in src.verbs))
@@ -83,7 +84,7 @@ var/global/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","E
//removes our changeling verbs
/mob/proc/remove_changeling_powers()
if(!mind || !mind.changeling) return
for(var/datum/power/changeling/P in mind.changeling.purchasedpowers)
for(var/datum/power/changeling/P in mind.changeling.purchased_powers)
if(P.isVerb)
verbs -= P.verbpath

View File

@@ -244,7 +244,7 @@
var/mob/living/carbon/human/M = src
if(M.l_hand && M.r_hand) //Make sure our hands aren't full.
if(M.hands_are_full()) //Make sure our hands aren't full.
src << "<span class='warning'>Our hands are full. Drop something first.</span>"
return 0

View File

@@ -249,7 +249,7 @@ var/list/datum/power/changeling/powerinstances = list()
for(var/datum/power/changeling/P in powerinstances)
var/ownsthis = 0
if(P in purchasedpowers)
if(P in purchased_powers)
ownsthis = 1
@@ -324,7 +324,7 @@ var/list/datum/power/changeling/powerinstances = list()
M.current << "This is awkward. Changeling power purchase failed, please report this bug to a coder!"
return
if(Thepower in purchasedpowers)
if(Thepower in purchased_powers)
M.current << "We have already evolved this ability!"
return
@@ -335,7 +335,10 @@ var/list/datum/power/changeling/powerinstances = list()
geneticpoints -= Thepower.genomecost
purchasedpowers += Thepower
purchased_powers += Thepower
if(Thepower.genomecost > 0)
purchased_powers_history.Add("[Pname] ([Thepower.genomecost] points)")
if(!Thepower.isVerb && Thepower.verbpath)
call(M.current, Thepower.verbpath)()

View File

@@ -1,10 +1,10 @@
/datum/power/changeling/absorb_dna
name = "Absorb DNA"
desc = "Permits us to syphon the DNA from a human. They become one with us, and we become stronger."
desc = "Permits us to syphon the DNA from a human. They become one with us, and we become stronger if they were of our kind."
genomecost = 0
verbpath = /mob/proc/changeling_absorb_dna
//Absorbs the victim's DNA making them uncloneable. Requires a strong grip on the victim.
//Absorbs the victim's DNA. Requires a strong grip on the victim.
//Doesn't cost anything as it's the most basic ability.
/mob/proc/changeling_absorb_dna()
set category = "Changeling"
@@ -27,7 +27,8 @@
src << "<span class='warning'>We do not know how to parse this creature's DNA!</span>"
return
if(HUSK in T.mutations)
if(HUSK in T.mutations) //Lings can always absorb other lings, unless someone beat them to it first.
if(!T.mind.changeling || T.mind.changeling && T.mind.changeling.geneticpoints < 0)
src << "<span class='warning'>This creature's DNA is ruined beyond useability!</span>"
return

View File

@@ -2,6 +2,7 @@
name = "Arm Blade"
desc = "We reform one of our arms into a deadly blade."
helptext = "We may retract our armblade by dropping it. It can deflect projectiles."
enhancedtext = "The blade will have armor peneratration."
genomecost = 2
verbpath = /mob/proc/changeling_arm_blade
@@ -10,6 +11,13 @@
set category = "Changeling"
set name = "Arm Blade (20)"
if(src.mind.changeling.recursive_enhancement)
if(changeling_generic_weapon(/obj/item/weapon/melee/arm_blade/greater))
src << "<span class='notice'>We prepare an extra sharp blade.</span>"
src.mind.changeling.recursive_enhancement = 0
return 1
else
if(changeling_generic_weapon(/obj/item/weapon/melee/arm_blade))
return 1
return 0
@@ -31,6 +39,11 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/mob/living/creator //This is just like ninja swords, needed to make sure dumb shit that removes the sword doesn't make it stay around.
/obj/item/weapon/melee/arm_blade/greater
name = "arm greatblade"
desc = "A grotesque blade made out of bone and flesh that cleaves through people and armor as a hot knife through butter."
armor_penetration = 30
/obj/item/weapon/melee/arm_blade/New(location)
..()
processing_objects |= src
@@ -43,7 +56,7 @@
/obj/item/weapon/melee/arm_blade/dropped(mob/user)
visible_message("<span class='warning'>With a sickening crunch, [creator] reforms their arm blade into an arm!</span>",
"<span class='notice'>We assimilate the weapon back into our body.</span>",
"<span class='italics>You hear organic matter ripping and tearing!</span>")
"<span class='italics'>You hear organic matter ripping and tearing!</span>")
playsound(src, 'sound/effects/blobattack.ogg', 30, 1)
spawn(1)
if(src)
@@ -55,7 +68,7 @@
..()
/obj/item/weapon/melee/arm_blade/process() //Stolen from ninja swords.
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
if(!creator || loc != creator || !creator.item_is_in_hands(src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc

View File

@@ -4,6 +4,7 @@
On demand, we can attempt to recharge anything in our active hand, or we can touch someone with an electrified hand, shocking them."
helptext = "We can shock someone by grabbing them and using this ability, or using the ability with an empty hand and touching them. \
Shocking someone costs ten chemicals per use."
enhancedtext = "Shocking biologicals without grabbing only requires five chemicals, and has more disabling power."
genomecost = 2
verbpath = /mob/proc/changeling_bioelectrogenesis
@@ -21,6 +22,12 @@
return 0
if(held_item == null)
if(src.mind.changeling.recursive_enhancement)
if(changeling_generic_weapon(/obj/item/weapon/electric_hand/efficent))
src << "<span class='notice'>We will shock others more efficently.</span>"
src.mind.changeling.recursive_enhancement = 0
return 1
else
if(changeling_generic_weapon(/obj/item/weapon/electric_hand,0)) //Chemical cost is handled in the equip proc.
return 1
return 0
@@ -30,12 +37,11 @@
if(istype(held_item,/obj/item/weapon/grab))
var/obj/item/weapon/grab/G = held_item
if(G.affecting)
G.affecting.electrocute_act(5,src,1.0,BP_TORSO)
var/agony = 60 //The same as a stunbaton.
var/stun = 0
G.affecting.stun_effect_act(stun, agony, BP_TORSO, src)
G.affecting.electrocute_act(10,src,1.0,BP_TORSO)
var/agony = 80 //Does more than if hit with an electric hand, since grabbing is slower.
G.affecting.stun_effect_act(0, agony, BP_TORSO, src)
msg_admin_attack("[key_name(src)] stunned [key_name(G.affecting)] with the [src].")
msg_admin_attack("[key_name(src)] shocked [key_name(G.affecting)] with the [src].")
visible_message("<span class='warning'>Arcs of electricity strike [G.affecting]!</span>",
"<span class='warning'>Our hand channels raw electricity into [G.affecting].</span>",
@@ -72,7 +78,7 @@
new /obj/effect/effect/sparks(T)
held_item.update_icon()
i--
sleep(10)
sleep(1 SECOND)
success = 1
if(success == 0) //If we couldn't do anything with the ability, don't deduct the chemicals.
src << "<span class='warning'>We are unable to affect \the [held_item].</span>"
@@ -85,6 +91,14 @@
desc = "You could probably shock someone badly if you touched them, or recharge something."
icon = 'icons/obj/weapons.dmi'
icon_state = "electric_hand"
var/shock_cost = 10
var/agony_amount = 60
var/electrocute_amount = 10
/obj/item/weapon/electric_hand/efficent
shock_cost = 5
agony_amount = 80
electrocute_amount = 20
/obj/item/weapon/electric_hand/New()
if(ismob(loc))
@@ -108,22 +122,20 @@
if(istype(target,/mob/living/carbon))
var/mob/living/carbon/C = target
if(user.mind.changeling.chem_charges < 10)
if(user.mind.changeling.chem_charges < shock_cost)
src << "<span class='warning'>We require more chemicals to electrocute [C]!</span>"
return 0
C.electrocute_act(5,src,1.0,BP_TORSO)
var/agony = 60 //The same as a stunbaton.
var/stun = 0
C.stun_effect_act(stun, agony, BP_TORSO, src)
C.electrocute_act(electrocute_amount,src,1.0,BP_TORSO)
C.stun_effect_act(0, agony_amount, BP_TORSO, src)
msg_admin_attack("[key_name(user)] stunned [key_name(C)] with the [src].")
msg_admin_attack("[key_name(user)] shocked [key_name(C)] with the [src].")
visible_message("<span class='warning'>Arcs of electricity strike [C]!</span>",
"<span class='warning'>Our hand channels raw electricity into [C]</span>",
"<span class='italics'>You hear sparks!</span>")
//qdel(src) //Since we're no longer a one hit stun, we need to stick around.
user.mind.changeling.chem_charges -= 10
user.mind.changeling.chem_charges -= shock_cost
return 1
else if(istype(target,/mob/living/silicon))
@@ -163,7 +175,7 @@
new /obj/effect/effect/sparks(Turf)
T.update_icon()
i--
sleep(10)
sleep(1 SECOND)
success = 1
break
if(success == 0)

View File

@@ -1,7 +1,8 @@
/datum/power/changeling/cryo_sting
name = "Cryogenic Sting"
desc = "We silently sting a biological with a cocktail of chemicals that freeze them."
helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing."
helptext = "Does not provide a warning to the victim, though they will likely realize they are suddenly freezing. Has \
a three minute cooldown between uses."
enhancedtext = "Increases the amount of chemicals injected."
genomecost = 1
verbpath = /mob/proc/changeling_cryo_sting

View File

@@ -1,7 +1,8 @@
/datum/power/changeling/delayed_toxic_sting
name = "Delayed Toxic Sting"
desc = "We silently sting a biological, causing a significant amount of toxins after a few minutes, allowing us to not implicate ourselves."
helptext = "The toxin takes effect in about two minutes."
desc = "We silently sting a biological, causing a significant amount of toxins after a few minutes, allowing us to not \
implicate ourselves."
helptext = "The toxin takes effect in about two minutes. The sting has a three minute cooldown between uses."
enhancedtext = "The toxic damage is doubled."
genomecost = 1
verbpath = /mob/proc/changeling_delayed_toxic_sting
@@ -25,7 +26,7 @@
while(i)
T.adjustToxLoss(1)
i--
sleep(20)
sleep(2 SECONDS)
src.verbs -= /mob/proc/changeling_delayed_toxic_sting
spawn(3 MINUTES)
src << "<span class='notice'>We are ready to use our delayed toxic string once more.</span>"

View File

@@ -78,6 +78,7 @@
else //Probably broken or no power.
user << "<span class='warning'>The door does not respond to the pulse.</span>"
door.add_fingerprint(user)
log_and_message_admins("finger-lockpicked \an [door].")
ling_datum.chem_charges -= 10
return 1
@@ -86,7 +87,7 @@
user << "<span class='notice'>We send an electrical pulse up our finger, and into \the [O].</span>"
O.add_fingerprint(user)
O.emag_act(1,user,src)
log_and_message_admins("emagged \an [O].")
log_and_message_admins("finger-lockpicked \an [O].")
ling_datum.chem_charges -= 10
return 1

View File

@@ -1,7 +1,7 @@
/datum/power/changeling/endoarmor
name = "Endoarmor"
desc = "We grow hard plating underneath our skin, making us more resilient to harm by increasing our maximum health potential by 50 points."
helptext = "Our maximum health is increased to 150 health."
helptext = "Our maximum health is increased by 50 points."
genomecost = 1
isVerb = 0
verbpath = /mob/proc/changeling_endoarmor

View File

@@ -1,7 +1,8 @@
/datum/power/changeling/enfeebling_string
name = "Enfeebling String"
desc = "We sting a biological with a potent toxin that will greatly weaken them for a short period of time."
helptext = "Lowers the maximum health of the victim for a few minutes. This sting will also warn them of this."
helptext = "Lowers the maximum health of the victim for a few minutes. This sting will also warn them of this. Has a \
five minute coodown between uses."
enhancedtext = "Maximum health is lowered further."
genomecost = 1
verbpath = /mob/proc/changeling_enfeebling_string
@@ -17,17 +18,21 @@
if(ishuman(T))
var/mob/living/carbon/human/H = T
var/effect = 30
var/effect = 30 //percent
if(src.mind.changeling.recursive_enhancement)
effect = effect + 20
src << "<span class='notice'>We make them extremely weak.</span>"
src.mind.changeling.recursive_enhancement = 0
var/health_to_take_away = H.maxHealth * (effect / 100)
H.maxHealth -= effect
H << "<span class='danger'>You feel a small prick and you feel weak.</span>"
spawn(300) //Five minutes
H.maxHealth -= health_to_take_away
H << "<span class='danger'>You feel a small prick and you feel extremly weak!</span>"
src.verbs -= /mob/proc/changeling_enfeebling_string
spawn(5 MINUTES)
src.verbs |= /mob/proc/changeling_enfeebling_string
src << "<span class='notice'>Our enfeebling string is ready to be used once more.</span>"
if(H) //Just incase we stop existing in five minutes for whatever reason.
H.maxHealth += 30
H.maxHealth += health_to_take_away
if(!H.stat) //It'd be weird to no longer feel weak when you're dead.
H << "<span class='notice'>You no longer feel extremly weak.</span>"
feedback_add_details("changeling_powers","ES")

View File

@@ -31,10 +31,10 @@
C.adjustBruteLoss(-heal_amount)
C.adjustOxyLoss(-heal_amount)
C.adjustFireLoss(-heal_amount)
sleep(10)
sleep(1 SECOND)
src.verbs -= /mob/proc/changeling_fleshmend
spawn(500)
spawn(50 SECONDS)
src << "<span class='notice'>Our regeneration has slowed to normal levels.</span>"
src.verbs += /mob/proc/changeling_fleshmend
feedback_add_details("changeling_powers","FM")

View File

@@ -48,7 +48,7 @@
new /obj/effect/gibspawner/human(T)
visible_message("<span class='warning'>With a sickening squish, [src] reforms their whole body, casting their old parts on the floor!</span>",
"<span class='notice'>We reform our body. We are whole once more.</span>",
"<span class='italics>You hear organic matter ripping and tearing!</span>")
"<span class='italics'>You hear organic matter ripping and tearing!</span>")
feedback_add_details("changeling_powers","RR")
return 1

View File

@@ -9,7 +9,7 @@
src.remove_changeling_powers() //First, remove the verbs.
var/datum/changeling/ling_datum = src.mind.changeling
ling_datum.purchasedpowers = list() //Then wipe all the powers we bought.
ling_datum.purchased_powers = list() //Then wipe all the powers we bought.
ling_datum.geneticpoints = ling_datum.max_geneticpoints //Now refund our points to the maximum.
ling_datum.chem_recharge_rate = 0.5 //If glands were bought, revert that upgrade.
ling_datum.chem_storage = 50
@@ -21,5 +21,7 @@
src << "<span class='notice'>We have removed our evolutions from this form, and are now ready to readapt.</span>"
ling_datum.purchased_powers_history.Add("Re-adapt (Reset to [ling_datum.max_geneticpoints])")
//Now to lose the verb, so no unlimited resets.
src.verbs -= /mob/proc/changeling_respec

View File

@@ -33,10 +33,13 @@
if(ishuman(C))
var/mob/living/carbon/human/H = src
H.restore_blood()
H.mutations.Remove(HUSK)
H.status_flags -= DISFIGURED
H.update_body(1)
C << "<span class='notice'>We have regenerated.</span>"
C.status_flags &= ~(FAKEDEATH)
C.update_canmove()
C.mind.changeling.purchasedpowers -= C
C.mind.changeling.purchased_powers -= C
feedback_add_details("changeling_powers","CR")
C.stat = CONSCIOUS
src.verbs -= /mob/proc/changeling_revive

View File

@@ -37,6 +37,8 @@
if(ishuman(src))
var/mob/living/carbon/human/H = src
H.b_type = "AB+" //For some reason we have two blood types on the mob.
for(var/flavor in H.flavor_texts) //Nulls out flavor text, so we don't keep our previous mob's flavor.
flavor = null
src.real_name = chosen_dna.real_name
src.flavor_text = ""
src.UpdateAppearance()

View File

@@ -3,7 +3,7 @@
if(announce)
command_announcement.Announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure", new_sound = 'sound/AI/poweroff.ogg')
var/list/skipped_areas = list(/area/turret_protected/ai)
var/list/skipped_areas = list(/area/ai)
for(var/obj/machinery/power/smes/S in world)
var/area/current_area = get_area(S)
@@ -24,7 +24,7 @@
C.cell.charge = 0
/proc/power_restore(var/announce = 1)
var/list/skipped_areas = list(/area/turret_protected/ai)
var/list/skipped_areas = list(/area/ai)
if(announce)
command_announcement.Announce("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal", new_sound = 'sound/AI/poweron.ogg')

View File

@@ -60,11 +60,6 @@
/datum/malf_hardware/strong_turrets/install()
..()
for(var/obj/machinery/turret/T in machines)
T.maxhealth = round(initial(T.maxhealth) * 1.4)
T.shot_delay = round(initial(T.shot_delay) / 2)
T.auto_repair = 1
T.active_power_usage = round(initial(T.active_power_usage) * 5)
for(var/obj/machinery/porta_turret/T in machines)
T.maxhealth = round(initial(T.maxhealth) * 1.4)
T.shot_delay = round(initial(T.shot_delay) / 2)

View File

@@ -124,7 +124,7 @@
if(H.backbag == 3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/roboticist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/roboticist(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/toolbox/mechanical(H), slot_l_hand)
H.equip_to_slot_or_del(new /obj/item/device/pda/roboticist(H), slot_r_store)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/toggle/labcoat(H), slot_wear_suit)
return 1

View File

@@ -54,6 +54,7 @@
var/wiresexposed = 0 // If it's been screwdrivered open.
var/aidisabled = 0
var/shorted = 0
circuit = /obj/item/weapon/circuitboard/airalarm
var/datum/wires/alarm/wires
@@ -61,7 +62,6 @@
var/screen = AALARM_SCREEN_MAIN
var/area_uid
var/area/alarm_area
var/buildstage = 2 //2 is built, 1 is building, 0 is frame.
var/target_temperature = T0C+20
var/regulating_temperature = 0
@@ -105,23 +105,8 @@
wires = null
return ..()
/obj/machinery/alarm/New(var/loc, var/dir, var/building = 0)
/obj/machinery/alarm/New()
..()
if(building)
if(loc)
src.loc = loc
if(dir)
src.set_dir(dir)
buildstage = 0
wiresexposed = 1
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
update_icon()
return
first_run()
/obj/machinery/alarm/proc/first_run()
@@ -148,7 +133,7 @@
elect_master()
/obj/machinery/alarm/process()
if((stat & (NOPOWER|BROKEN)) || shorted || buildstage != 2)
if((stat & (NOPOWER|BROKEN)) || shorted)
return
var/turf/simulated/location = loc
@@ -605,9 +590,6 @@
data["thresholds"] = thresholds
/obj/machinery/alarm/CanUseTopic(var/mob/user, var/datum/topic_state/state, var/href_list = list())
if(buildstage != 2)
return STATUS_CLOSE
if(aidisabled && isAI(user))
user << "<span class='warning'>AI control for \the [src] interface has been disabled.</span>"
return STATUS_CLOSE
@@ -763,9 +745,6 @@
/obj/machinery/alarm/attackby(obj/item/W as obj, mob/user as mob)
src.add_fingerprint(user)
switch(buildstage)
if(2)
if(istype(W, /obj/item/weapon/screwdriver)) // Opening that Air Alarm up.
//user << "You pop the Air Alarm's maintence panel open."
wiresexposed = !wiresexposed
@@ -777,8 +756,20 @@
user.visible_message("<span class='warning'>[user] has cut the wires inside \the [src]!</span>", "You have cut the wires inside \the [src].")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
new/obj/item/stack/cable_coil(get_turf(src), 5)
buildstage = 1
update_icon()
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "airalarm"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.set_dir(dir)
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
A.state = 2
A.icon_state = "airalarm_2"
M.deconstruct(src)
qdel(src)
return
if (istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))// trying to unlock the interface with an ID card
@@ -791,45 +782,6 @@
user << "<span class='notice'>You [ locked ? "lock" : "unlock"] the Air Alarm interface.</span>"
else
user << "<span class='warning'>Access denied.</span>"
return
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if (C.use(5))
user << "<span class='notice'>You wire \the [src].</span>"
buildstage = 2
update_icon()
first_run()
return
else
user << "<span class='warning'>You need 5 pieces of cable to do wire \the [src].</span>"
return
else if(istype(W, /obj/item/weapon/crowbar))
user << "You start prying out the circuit."
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
if(do_after(user,20))
user << "You pry out the circuit!"
var/obj/item/weapon/airalarm_electronics/circuit = new /obj/item/weapon/airalarm_electronics()
circuit.loc = user.loc
buildstage = 0
update_icon()
return
if(0)
if(istype(W, /obj/item/weapon/airalarm_electronics))
user << "You insert the circuit!"
qdel(W)
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/weapon/wrench))
user << "You remove the fire alarm assembly from the wall!"
new /obj/item/frame/air_alarm(get_turf(user))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
qdel(src)
return ..()
/obj/machinery/alarm/power_change()
@@ -839,14 +791,10 @@
/obj/machinery/alarm/examine(mob/user)
..(user)
if (buildstage < 2)
user << "It is not wired."
if (buildstage < 1)
user << "The circuit is missing."
/*
AIR ALARM CIRCUIT
Just a object used in constructing air alarms
*/
/obj/item/weapon/airalarm_electronics
name = "air alarm electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
@@ -854,7 +802,7 @@ Just a object used in constructing air alarms
desc = "Looks like a circuit. Probably is."
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
*/
/*
FIRE ALARM
*/
@@ -875,20 +823,13 @@ FIRE ALARM
power_channel = ENVIRON
var/last_process = 0
var/wiresexposed = 0
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
var/seclevel
circuit = /obj/item/weapon/circuitboard/firealarm
/obj/machinery/firealarm/update_icon()
overlays.Cut()
if(wiresexposed)
switch(buildstage)
if(2)
icon_state="fire_b2"
if(1)
icon_state="fire_b1"
if(0)
icon_state="fire_b0"
set_light(0)
return
@@ -932,14 +873,12 @@ FIRE ALARM
/obj/machinery/firealarm/attackby(obj/item/W as obj, mob/user as mob)
src.add_fingerprint(user)
if (istype(W, /obj/item/weapon/screwdriver) && buildstage == 2)
if (istype(W, /obj/item/weapon/screwdriver))
wiresexposed = !wiresexposed
update_icon()
return
if(wiresexposed)
switch(buildstage)
if(2)
if (istype(W, /obj/item/device/multitool))
src.detecting = !( src.detecting )
if (src.detecting)
@@ -950,37 +889,19 @@ FIRE ALARM
user.visible_message("<span class='notice'>\The [user] has cut the wires inside \the [src]!</span>", "<span class='notice'>You have cut the wires inside \the [src].</span>")
new/obj/item/stack/cable_coil(get_turf(src), 5)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
buildstage = 1
update_icon()
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if (C.use(5))
user << "<span class='notice'>You wire \the [src].</span>"
buildstage = 2
return
else
user << "<span class='warning'>You need 5 pieces of cable to wire \the [src].</span>"
return
else if(istype(W, /obj/item/weapon/crowbar))
user << "You pry out the circuit!"
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
spawn(20)
var/obj/item/weapon/firealarm_electronics/circuit = new /obj/item/weapon/firealarm_electronics()
circuit.loc = user.loc
buildstage = 0
update_icon()
if(0)
if(istype(W, /obj/item/weapon/firealarm_electronics))
user << "You insert the circuit!"
qdel(W)
buildstage = 1
update_icon()
else if(istype(W, /obj/item/weapon/wrench))
user << "You remove the fire alarm assembly from the wall!"
new /obj/item/frame/fire_alarm(get_turf(user))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "firealarm"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.set_dir(dir)
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
A.state = 2
A.icon_state = "firealarm_2"
M.deconstruct(src)
qdel(src)
return
@@ -1016,9 +937,6 @@ FIRE ALARM
if(user.stat || stat & (NOPOWER|BROKEN))
return
if (buildstage != 2)
return
user.set_machine(src)
var/area/A = src.loc
var/d1
@@ -1061,9 +979,6 @@ FIRE ALARM
if (usr.stat || stat & (BROKEN|NOPOWER))
return
if (buildstage != 2)
return
if ((usr.contents.Find(src) || ((get_dist(src, usr) <= 1) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.set_machine(src)
if (href_list["reset"])
@@ -1106,23 +1021,6 @@ FIRE ALARM
//playsound(src.loc, 'sound/ambience/signal.ogg', 75, 0)
return
/obj/machinery/firealarm/New(loc, dir, building)
..()
if(loc)
src.loc = loc
if(dir)
src.set_dir(dir)
if(building)
buildstage = 0
wiresexposed = 1
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
/obj/machinery/firealarm/proc/set_security_level(var/newlevel)
if(seclevel != newlevel)
seclevel = newlevel
@@ -1135,7 +1033,7 @@ FIRE ALARM
/*
FIRE ALARM CIRCUIT
Just a object used in constructing fire alarms
*/
/obj/item/weapon/firealarm_electronics
name = "fire alarm electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
@@ -1143,7 +1041,7 @@ Just a object used in constructing fire alarms
desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\""
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
*/
/obj/machinery/partyalarm
name = "\improper PARTY BUTTON"
desc = "Cuban Pete is in the house!"

View File

@@ -7,7 +7,7 @@
use_power = 1
idle_power_usage = 10
active_power_usage = 2000
circuit = /obj/item/weapon/circuitboard/autolathe
var/list/machine_recipes
var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
@@ -30,7 +30,6 @@
wires = new(src)
//Create parts for lathe.
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/autolathe(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)

View File

@@ -158,12 +158,12 @@
/datum/autolathe/recipe/airalarm
name = "air alarm electronics"
path = /obj/item/weapon/airalarm_electronics
path = /obj/item/weapon/circuitboard/airalarm
category = "Engineering"
/datum/autolathe/recipe/firealarm
name = "fire alarm electronics"
path = /obj/item/weapon/firealarm_electronics
path = /obj/item/weapon/circuitboard/firealarm
category = "Engineering"
/datum/autolathe/recipe/powermodule
@@ -171,6 +171,96 @@
path = /obj/item/weapon/module/power_control
category = "Engineering"
/datum/autolathe/recipe/statusdisplay
name = "status display electronics"
path = /obj/item/weapon/circuitboard/status_display
category = "Engineering"
/datum/autolathe/recipe/aistatusdisplay
name = "ai status display electronics"
path = /obj/item/weapon/circuitboard/ai_status_display
category = "Engineering"
/datum/autolathe/recipe/newscaster
name = "newscaster electronics"
path = /obj/item/weapon/circuitboard/newscaster
category = "Engineering"
/datum/autolathe/recipe/atm
name = "atm electronics"
path = /obj/item/weapon/circuitboard/atm
category = "Engineering"
/datum/autolathe/recipe/intercom
name = "intercom electronics"
path = /obj/item/weapon/circuitboard/intercom
category = "Engineering"
/datum/autolathe/recipe/holopad
name = "holopad electronics"
path = /obj/item/weapon/circuitboard/holopad
category = "Engineering"
/datum/autolathe/recipe/guestpass
name = "guestpass console electronics"
path = /obj/item/weapon/circuitboard/guestpass
category = "Engineering"
/datum/autolathe/recipe/entertainment
name = "entertainment camera electronics"
path = /obj/item/weapon/circuitboard/security/telescreen/entertainment
category = "Engineering"
/datum/autolathe/recipe/keycard
name = "keycard authenticator electronics"
path = /obj/item/weapon/circuitboard/keycard_auth
category = "Engineering"
/datum/autolathe/recipe/photocopier
name = "photocopier electronics"
path = /obj/item/weapon/circuitboard/photocopier
category = "Engineering"
/datum/autolathe/recipe/fax
name = "fax machine electronics"
path = /obj/item/weapon/circuitboard/fax
category = "Engineering"
/datum/autolathe/recipe/conveyor
name = "conveyor electronics"
path = /obj/item/weapon/circuitboard/conveyor
category = "Engineering"
/datum/autolathe/recipe/microwave
name = "microwave electronics"
path = /obj/item/weapon/circuitboard/microwave
category = "Engineering"
/datum/autolathe/recipe/vending
name = "vending machine electronics"
path = /obj/item/weapon/circuitboard/vending
category = "Engineering"
/datum/autolathe/recipe/washing
name = "washing machine electronics"
path = /obj/item/weapon/circuitboard/washing
category = "Engineering"
/datum/autolathe/recipe/motor
name = "motor"
path = /obj/item/weapon/stock_parts/motor
category = "Engineering"
/datum/autolathe/recipe/gear
name = "gear"
path = /obj/item/weapon/stock_parts/gear
category = "Engineering"
/datum/autolathe/recipe/spring
name = "spring"
path = /obj/item/weapon/stock_parts/spring
category = "Engineering"
/datum/autolathe/recipe/rcd_ammo
name = "matter cartridge"
path = /obj/item/weapon/rcd_ammo

View File

@@ -5,6 +5,7 @@
icon_state = "biogen-stand"
density = 1
anchored = 1
circuit = /obj/item/weapon/circuitboard/biogenerator
use_power = 1
idle_power_usage = 40
var/processing = 0
@@ -23,7 +24,6 @@
beaker = new /obj/item/weapon/reagent_containers/glass/bottle(src)
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/biogenerator(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)

View File

@@ -33,6 +33,8 @@
var/on_open_network = 0
var/affected_by_emp_until = 0
/obj/machinery/camera/New()
wires = new(src)
assembly = new(src)
@@ -62,22 +64,29 @@
wires = null
return ..()
/obj/machinery/camera/emp_act(severity)
if(!isEmpProof())
if(prob(100/severity))
stat |= EMPED
set_light(0)
kick_viewers()
triggerCameraAlarm(30 / severity)
update_icon()
update_coverage()
spawn(900)
/obj/machinery/camera/process()
if((stat & EMPED) && world.time >= affected_by_emp_until)
stat &= ~EMPED
cancelCameraAlarm()
update_icon()
update_coverage()
..()
return internal_process()
/obj/machinery/camera/proc/internal_process()
return
/obj/machinery/camera/emp_act(severity)
if(!isEmpProof() && prob(100/severity))
if(!affected_by_emp_until || (world.time < affected_by_emp_until))
affected_by_emp_until = max(affected_by_emp_until, world.time + (90 SECONDS / severity))
else
stat |= EMPED
set_light(0)
triggerCameraAlarm()
kick_viewers()
update_icon()
update_coverage()
processing_objects |= src
/obj/machinery/camera/bullet_act(var/obj/item/projectile/P)
take_damage(P.get_structure_damage())
@@ -105,7 +114,6 @@
cameranet.updateVisibility(src, 0)
/obj/machinery/camera/attack_hand(mob/living/carbon/human/user as mob)
if(!istype(user))
return
@@ -114,7 +122,6 @@
user.do_attack_animation(src)
visible_message("<span class='warning'>\The [user] slashes at [src]!</span>")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
icon_state = "[initial(icon_state)]1"
add_hiddenprint(user)
destroy()
@@ -176,7 +183,7 @@
for(var/mob/O in player_list)
if (istype(O.machine, /obj/machinery/computer/security))
var/obj/machinery/computer/security/S = O.machine
if (S.current == src)
if (S.current_camera == src)
O << "[U] holds \a [itemname] up to one of the cameras ..."
O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", itemname, info), text("window=[]", itemname))
@@ -214,8 +221,7 @@
//legacy support, if choice is != 1 then just kick viewers without changing status
kick_viewers()
else
update_coverage()
set_status( !src.status )
set_status(!src.status)
if (!(src.status))
if(user)
visible_message("<span class='notice'> [user] has deactivated [src]!</span>")
@@ -257,7 +263,7 @@
/obj/machinery/camera/proc/set_status(var/newstatus)
if (status != newstatus)
status = newstatus
invalidateCameraCache()
update_coverage()
// now disconnect anyone using the camera
//Apparently, this will disconnect anyone even if the camera was re-activated.
//I guess that doesn't matter since they couldn't use it anyway?
@@ -273,7 +279,7 @@
for(var/mob/O in player_list)
if (istype(O.machine, /obj/machinery/computer/security))
var/obj/machinery/computer/security/S = O.machine
if (S.current == src)
if (S.current_camera == src)
O.unset_machine()
O.reset_view(null)
O << "The screen bursts into static."

View File

@@ -5,7 +5,7 @@
var/alarm_delay = 100 // Don't forget, there's another 10 seconds in queueAlarm()
flags = PROXMOVE
/obj/machinery/camera/process()
/obj/machinery/camera/internal_process()
// motion camera event loop
if (stat & (EMPED|NOPOWER))
return

View File

@@ -30,6 +30,7 @@
desc = "An electronically-lockable pod for growing organic tissue."
density = 1
anchored = 1
circuit = /obj/item/weapon/circuitboard/clonepod
icon = 'icons/obj/cloning.dmi'
icon_state = "pod_0"
req_access = list(access_genetics) //For premature unlocking.
@@ -47,7 +48,6 @@
/obj/machinery/clonepod/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/clonepod(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)

View File

@@ -393,14 +393,14 @@
dat += "<br>You ran out of food and starved."
if(emagged)
user.nutrition = 0 //yeah you pretty hongry
user << "<span class='danger'><font size=3>Your body instantly contracts to that of one who has not eaten in months. Agonizing cramps seize you as you fall to the floor.</span>"
user << "<span class='danger'><font size=3>Your body instantly contracts to that of one who has not eaten in months. Agonizing cramps seize you as you fall to the floor.</font></span>"
if(fuel <= 0)
dat += "<br>You ran out of fuel, and drift, slowly, into a star."
if(emagged)
var/mob/living/M = user
M.adjust_fire_stacks(5)
M.IgniteMob() //flew into a star, so you're on fire
user << "<span class='danger'><font size=3>You feel an immense wave of heat emanate from \the [src]. Your skin bursts into flames.</span>"
user << "<span class='danger'><font size=3>You feel an immense wave of heat emanate from \the [src]. Your skin bursts into flames.</font></span>"
dat += "<br><P ALIGN=Right><a href='byond://?src=\ref[src];menu=1'>OK...</a></P>"
if(emagged)

View File

@@ -1,28 +1,25 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/var/camera_cache_id = 1
/proc/invalidateCameraCache()
camera_cache_id = (++camera_cache_id % 999999)
/obj/machinery/computer/security
name = "security camera monitor"
desc = "Used to access the various cameras on the station."
icon_keyboard = "security_key"
icon_screen = "cameras"
light_color = "#a91515"
var/obj/machinery/camera/current = null
var/current_network = null
var/obj/machinery/camera/current_camera = null
var/last_pic = 1.0
var/list/network
var/mapping = 0//For the overview file, interesting bit of code.
var/cache_id = 0
circuit = /obj/item/weapon/circuitboard/security
var/camera_cache = null
New()
if(!network)
network = station_networks
network = station_networks.Copy()
..()
if(network.len)
current_network = network[1]
attack_ai(var/mob/user as mob)
return attack_hand(user)
@@ -30,9 +27,9 @@
check_eye(var/mob/user as mob)
if (user.stat || ((get_dist(user, src) > 1 || !( user.canmove ) || user.blinded) && !istype(user, /mob/living/silicon))) //user can't see - not sure why canmove is here.
return -1
if(!current)
if(!current_camera)
return 0
var/viewflag = current.check_eye(user)
var/viewflag = current_camera.check_eye(user)
if ( viewflag < 0 ) //camera doesn't work
reset_current()
return viewflag
@@ -44,25 +41,11 @@
var/data[0]
data["current"] = null
if(camera_cache_id != cache_id)
cache_id = camera_cache_id
cameranet.process_sort()
var/cameras[0]
for(var/obj/machinery/camera/C in cameranet.cameras)
if(!can_access_camera(C))
continue
var/cam = C.nano_structure()
cameras[++cameras.len] = cam
camera_cache=json_encode(cameras)
if(current)
data["current"] = current.nano_structure()
data["cameras"] = list("__json_cache" = camera_cache)
data["current_camera"] = current_camera ? current_camera.nano_structure() : null
data["current_network"] = current_network
data["networks"] = network ? network : list()
if(current_network)
data["cameras"] = camera_repository.cameras_in_network(current_network)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
@@ -75,22 +58,32 @@
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
Topic(href, href_list)
if(href_list["switchTo"])
if(..())
return 1
if(href_list["switch_camera"])
if(src.z>6 || stat&(NOPOWER|BROKEN)) return
if(usr.stat || ((get_dist(usr, src) > 1 || !( usr.canmove ) || usr.blinded) && !istype(usr, /mob/living/silicon))) return
var/obj/machinery/camera/C = locate(href_list["switchTo"]) in cameranet.cameras
if(!C) return
var/obj/machinery/camera/C = locate(href_list["switch_camera"]) in cameranet.cameras
if(!C)
return
if(!(current_network in C.network))
return
switch_to_camera(usr, C)
return 1
else if(href_list["switch_network"])
if(src.z>6 || stat&(NOPOWER|BROKEN)) return
if(usr.stat || ((get_dist(usr, src) > 1 || !( usr.canmove ) || usr.blinded) && !istype(usr, /mob/living/silicon))) return
if(href_list["switch_network"] in network)
current_network = href_list["switch_network"]
return 1
else if(href_list["reset"])
if(src.z>6 || stat&(NOPOWER|BROKEN)) return
if(usr.stat || ((get_dist(usr, src) > 1 || !( usr.canmove ) || usr.blinded) && !istype(usr, /mob/living/silicon))) return
reset_current()
usr.reset_view(current)
usr.reset_view(current_camera)
return 1
else
. = ..()
@@ -105,12 +98,6 @@
user.set_machine(src)
ui_interact(user)
proc/can_access_camera(var/obj/machinery/camera/C)
var/list/shared_networks = src.network & C.network
if(shared_networks.len)
return 1
return 0
proc/switch_to_camera(var/mob/user, var/obj/machinery/camera/C)
//don't need to check if the camera works for AI because the AI jumps to the camera location and doesn't actually look through cameras.
if(isAI(user))
@@ -126,7 +113,7 @@
if (!C.can_use() || user.stat || (get_dist(user, src) > 1 || user.machine != src || user.blinded || !( user.canmove ) && !istype(user, /mob/living/silicon)))
return 0
set_current(C)
user.reset_view(current)
user.reset_view(current_camera)
check_eye(user)
return 1
@@ -160,26 +147,37 @@
if(can_access_camera(jump_to))
switch_to_camera(user,jump_to)
/obj/machinery/computer/security/process()
if(cache_id != camera_repository.camera_cache_id)
cache_id = camera_repository.camera_cache_id
nanomanager.update_uis(src)
/obj/machinery/computer/security/proc/can_access_camera(var/obj/machinery/camera/C)
var/list/shared_networks = src.network & C.network
if(shared_networks.len)
return 1
return 0
/obj/machinery/computer/security/proc/set_current(var/obj/machinery/camera/C)
if(current == C)
if(current_camera == C)
return
if(current)
if(current_camera)
reset_current()
src.current = C
if(current)
src.current_camera = C
if(current_camera)
use_power = 2
var/mob/living/L = current.loc
var/mob/living/L = current_camera.loc
if(istype(L))
L.tracking_initiated()
/obj/machinery/computer/security/proc/reset_current()
if(current)
var/mob/living/L = current.loc
if(current_camera)
var/mob/living/L = current_camera.loc
if(istype(L))
L.tracking_cancelled()
current = null
current_camera = null
use_power = 1
//Camera control: mouse.
@@ -192,7 +190,7 @@
/mob/Move(n,direct)
if(istype(machine,/obj/machinery/computer/security))
var/obj/machinery/computer/security/console = machine
var/turf/T = get_turf(console.current)
var/turf/T = get_turf(console.current_camera)
for(var/i;i<10;i++)
T = get_step(T,direct)
console.jump_on_click(src,T)
@@ -206,7 +204,7 @@
icon_keyboard = null
icon_screen = null
light_range_on = 0
network = list("thunder")
network = list(NETWORK_THUNDER)
density = 0
circuit = null
@@ -217,8 +215,8 @@
icon_screen = "entertainment"
light_color = "#FFEEDB"
light_range_on = 2
circuit = null
network = list(NETWORK_THUNDER)
circuit = /obj/item/weapon/circuitboard/security/telescreen/entertainment
/obj/machinery/computer/security/wooden_tv
name = "security camera monitor"
desc = "An old TV hooked into the stations camera network."
@@ -228,7 +226,6 @@
circuit = null
light_color = "#3848B3"
light_power_on = 0.5
/obj/machinery/computer/security/mining
name = "outpost camera monitor"
desc = "Used to access the various cameras on the outpost."
@@ -237,7 +234,6 @@
network = list("MINE")
circuit = /obj/item/weapon/circuitboard/security/mining
light_color = "#F9BBFC"
/obj/machinery/computer/security/engineering
name = "engineering camera monitor"
desc = "Used to monitor fires and breaches."
@@ -245,19 +241,16 @@
icon_screen = "engie_cams"
circuit = /obj/item/weapon/circuitboard/security/engineering
light_color = "#FAC54B"
/obj/machinery/computer/security/engineering/New()
if(!network)
network = engineering_networks
network = engineering_networks.Copy()
..()
/obj/machinery/computer/security/nuclear
name = "head mounted camera monitor"
desc = "Used to access the built-in cameras in helmets."
icon_state = "syndicam"
network = list(NETWORK_MERCENARY)
circuit = null
/obj/machinery/computer/security/nuclear/New()
..()
req_access = list(150)

View File

@@ -7,7 +7,7 @@
use_power = 1
idle_power_usage = 300
active_power_usage = 300
var/circuit = null //The path to the circuit board type. If circuit==null, the computer can't be disassembled.
frame_type = "computer"
var/processing = 0
var/icon_keyboard = "generic_key"
@@ -98,23 +98,28 @@
/obj/machinery/computer/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
user << "<span class='notice'>You start disconnecting the monitor.</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.circuit = M
A.anchored = 1
A.density = 1
A.frame_type = M.board_type
for (var/obj/C in src)
C.loc = src.loc
C.forceMove(loc)
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
new /obj/item/weapon/material/shard( src.loc )
A.state = 3
A.icon_state = "3"
A.icon_state = "[A.frame_type]_3"
else
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "4"
A.icon_state = "[A.frame_type]_4"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
M.deconstruct(src)
qdel(src)
else

View File

@@ -46,6 +46,7 @@
icon_keyboard = null
icon_screen = "pass"
density = 0
circuit = /obj/item/weapon/circuitboard/guestpass
var/obj/item/weapon/card/id/giver
var/list/accesses = list()
@@ -60,11 +61,30 @@
..()
uid = "[rand(100,999)]-G[rand(10,99)]"
/obj/machinery/computer/guestpass/attackby(obj/O, mob/user)
if(istype(O, /obj/item/weapon/card/id))
if(!giver && user.unEquip(O))
O.loc = src
giver = O
/obj/machinery/computer/guestpass/attackby(obj/I, mob/user)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
user << "<span class='notice'>You start disconnecting the monitor.</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "guestpass"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "guestpass_4"
M.deconstruct(src)
qdel(src)
return
if(istype(I, /obj/item/weapon/card/id))
if(!giver && user.unEquip(I))
I.loc = src
giver = I
updateUsrDialog()
else if(giver)
user << "<span class='warning'>There is already ID card inside.</span>"

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@@ -26,32 +26,6 @@ var/prison_shuttle_timeleft = 0
attack_ai(var/mob/user as mob)
return src.attack_hand(user)
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/prison_shuttle/M = new /obj/item/weapon/circuitboard/prison_shuttle( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
new /obj/item/weapon/material/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "4"
qdel(src)
else
return src.attack_hand(user)
attack_hand(var/mob/user as mob)
if(!src.allowed(user) && (!hacked))
user << "<span class='warning'>Access Denied.</span>"

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@@ -29,7 +29,7 @@
// when you had to search the list to find what you had.
// Mostly decorative, holds the OS rom
var/obj/item/part/computer/circuitboard/circuit
var/obj/item/part/computer/circuitboard/circuitb
// Storage
var/obj/item/part/computer/storage/hdd/hdd = null
@@ -97,11 +97,11 @@
overlays += kb
if(!built)
if(!circuit || !istype(circuit))
circuit = new(src)
if(circuit.OS)
os = circuit.OS
circuit.OS.computer = src
if(!circuitb || !istype(circuitb))
circuitb = new(src)
if(circuitb.OS)
os = circuitb.OS
circuitb.OS.computer = src
else
os = null
@@ -121,10 +121,10 @@
floppy.addfile(P)
program = P
else
circuit.OS = P
circuit.OS.computer = src
os = circuit.OS
circuit.name = "Circuitboard ([P])"
circuitb.OS = P
circuitb.OS.computer = src
os = circuitb.OS
circuitb.name = "Circuitboard ([P])"
if(hdd) // Spawn files

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@@ -26,7 +26,7 @@
New()
..(built=0)
os = program
circuit.OS = os
circuitb.OS = os
/obj/machinery/computer3/security/mining

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@@ -221,7 +221,7 @@
if (stat & BROKEN)
new /obj/item/weapon/circuitboard/broken(src.loc)
else
new/obj/item/weapon/airalarm_electronics(src.loc)
new/obj/item/weapon/circuitboard/airalarm(src.loc)
var/obj/structure/firedoor_assembly/FA = new/obj/structure/firedoor_assembly(src.loc)
FA.anchored = 1

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@@ -36,7 +36,7 @@ obj/structure/firedoor_assembly/attackby(C as obj, mob/user as mob)
new/obj/item/stack/cable_coil(src.loc, 1)
wired = 0
else if(istype(C, /obj/item/weapon/airalarm_electronics) && wired)
else if(istype(C, /obj/item/weapon/circuitboard/airalarm) && wired)
if(anchored)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user.visible_message("<span class='warning'>[user] has inserted a circuit into \the [src]!</span>",

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@@ -0,0 +1,412 @@
/obj/structure/frame
anchored = 0
name = "frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "machine_0"
var/state = 0
var/obj/item/weapon/circuitboard/circuit = null
var/need_circuit = 1
var/frame_type = "machine"
var/list/components = null
var/list/req_components = null
var/list/req_component_names = null
var/list/alarms = list("firealarm", "airalarm", "intercom", "keycard")
var/list/machines = list("machine", "photocopier", "fax", "microwave", "conveyor", "vending", "recharger", "wrecharger", "washing", "grinder")
var/list/computers = list("computer", "holopad")
var/list/displays = list("display", "guestpass", "newscaster", "atm")
var/list/no_circuit = list("wrecharger", "recharger", "grinder","conveyor")
/obj/structure/frame/proc/update_desc()
var/D
if(req_components)
var/list/component_list = new
for(var/I in req_components)
if(req_components[I] > 0)
component_list += "[num2text(req_components[I])] [req_component_names[I]]"
D = "Requires [english_list(component_list)]."
desc = D
/obj/structure/frame/proc/check_components(mob/user as mob)
components = list()
req_components = circuit.req_components.Copy()
for(var/A in circuit.req_components)
req_components[A] = circuit.req_components[A]
req_component_names = circuit.req_components.Copy()
for(var/A in req_components)
var/cp = text2path(A)
var/obj/ct = new cp() // have to quickly instantiate it get name
req_component_names[A] = ct.name
/obj/structure/frame/New(var/loc, var/dir, var/building = 0, var/obj/item/frame/frame_type, mob/user as mob)
..()
if(building)
src.frame_type = frame_type
icon_state = "[frame_type]_0"
if(frame_type in alarms)
if(loc)
src.loc = loc
state = 0
if(frame_type == "airalarm" || frame_type == "firealarm" || frame_type == "keycard")
if(dir)
src.set_dir(dir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir == 1 ? -24 : 24) : 0
if(frame_type == "intercom")
if(dir)
src.set_dir(dir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -28 : 28)
pixel_y = (dir & 3)? (dir == 1 ? -28 : 28) : 0
update_icon()
return
if(frame_type in displays)
if(loc)
src.loc = loc
if(frame_type == "display" || frame_type == "atm")
pixel_x = (dir & 3)? 0 : (dir == 4 ? -32 : 32)
pixel_y = (dir & 3)? (dir == 1 ? -32 : 32) : 0
if(frame_type == "newscaster")
pixel_x = (dir & 3)? 0 : (dir == 4 ? -28 : 28)
pixel_y = (dir & 3)? (dir == 1 ? -30 : 30) : 0
if(frame_type == "guestpass")
pixel_x = (dir & 3)? 0 : (dir == 4 ? -30 : 30)
pixel_y = (dir & 3)? (dir == 1 ? -30 : 30) : 0
update_icon()
return
if(frame_type in no_circuit)
need_circuit = 0
if(frame_type == "wrecharger")
circuit = new /obj/item/weapon/circuitboard/recharger/wrecharger(src)
if(loc)
src.loc = loc
state = 0
pixel_x = (dir & 3)? 0 : (dir == 4 ? -26 : 32)
pixel_y = (dir & 3)? (dir == 1 ? -32 : 32) : 0
update_icon()
return
if(frame_type == "recharger")
circuit = new /obj/item/weapon/circuitboard/recharger(src)
if(frame_type == "grinder")
circuit = new /obj/item/weapon/circuitboard/grinder(src)
if(frame_type == "conveyor")
circuit = new /obj/item/weapon/circuitboard/conveyor(src)
if(dir)
src.set_dir(dir)
if(frame_type == "computer")
density = 1
if(frame_type in machines)
density = 1
return
/obj/structure/frame/attackby(obj/item/P as obj, mob/user as mob)
if(istype(P, /obj/item/weapon/wrench))
if(state == 0)
user << "<span class='notice'>You start to wrench the frame into place.</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20))
src.anchored = 1
if(!need_circuit && circuit)
src.state = 2
check_components()
update_desc()
src.icon_state = "[frame_type]_2"
user << "<span class='notice'>You wrench the frame into place and set the outer cover.</span>"
else
src.state = 1
user << "<span class='notice'>You wrench the frame into place.</span>"
return
if(state == 1)
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "<span class='notice'>You unfasten the frame.</span>"
src.anchored = 0
src.state = 0
return
if(istype(P, /obj/item/weapon/weldingtool))
if(state == 0)
var/obj/item/weapon/weldingtool/WT = P
if(!WT.remove_fuel(0, user))
user << "The welding tool must be on to complete this task."
return
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 20))
if(!src || !WT.isOn()) return
user << "<span class='notice'>You deconstruct the frame.</span>"
if(frame_type == "holopad" || frame_type == "microwave")
new /obj/item/stack/material/steel( src.loc, 4 )
else if(frame_type == "fax" || frame_type == "newscaster" || frame_type == "recharger" || frame_type == "wrecharger" || frame_type == "grinder")
new /obj/item/stack/material/steel( src.loc, 3 )
else if(frame_type == "firealarm" || frame_type == "airalarm" || frame_type == "intercom" || frame_type == "guestpass")
new /obj/item/stack/material/steel( src.loc, 2 )
else if(frame_type == "keycard")
new /obj/item/stack/material/steel( src.loc, 1 )
else
new /obj/item/stack/material/steel( src.loc, 5 )
qdel(src)
return
if(istype(P, /obj/item/weapon/circuitboard) && need_circuit && !circuit)
if(state == 1)
var/obj/item/weapon/circuitboard/B = P
if(B.board_type == frame_type)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You place the circuit board inside the frame.</span>"
src.icon_state = "[frame_type]_1"
src.circuit = P
user.drop_item()
P.loc = src
if(frame_type in machines) //because machines are assholes
check_components()
update_desc()
return
else
user << "<span class='warning'>This frame does not accept circuit boards of this type!</span>"
return
if(istype(P, /obj/item/weapon/screwdriver))
if(state == 1)
if(need_circuit && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You screw the circuit board into place.</span>"
src.state = 2
src.icon_state = "[frame_type]_2"
return
if(state == 2)
if(need_circuit && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You unfasten the circuit board.</span>"
src.state = 1
src.icon_state = "[frame_type]_1"
return
if(!need_circuit && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You unfasten the outer cover.</span>"
src.state = 1
src.icon_state = "[frame_type]_0"
return
if(state == 3)
if(frame_type in machines)
var/component_check = 1
for(var/R in req_components)
if(req_components[R] > 0)
component_check = 0
break
if(component_check)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
var/obj/machinery/new_machine = new src.circuit.build_path(src.loc, src.dir)
if(!new_machine.component_parts)
for(var/obj/O in src.components)
O.forceMove(null)
new_machine.RefreshParts()
src.circuit.construct(new_machine)
new_machine.pixel_x = src.pixel_x
new_machine.pixel_y = src.pixel_y
qdel(src)
return
if(frame_type in alarms)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You fasten the cover.</span>"
var/obj/machinery/B = new src.circuit.build_path ( src.loc )
B.pixel_x = src.pixel_x
B.pixel_y = src.pixel_y
B.set_dir(dir)
src.circuit.construct(B)
qdel(src)
return
if(state == 4)
if(frame_type in computers)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You connect the monitor.</span>"
var/obj/machinery/B = new src.circuit.build_path ( src.loc )
B.pixel_x = src.pixel_x
B.pixel_y = src.pixel_y
src.circuit.construct(B)
qdel(src)
return
if(frame_type in displays)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You connect the monitor.</span>"
var/obj/machinery/B = new src.circuit.build_path ( src.loc )
B.pixel_x = src.pixel_x
B.pixel_y = src.pixel_y
src.circuit.construct(B)
qdel(src)
return
if(istype(P, /obj/item/weapon/crowbar))
if(state == 1)
if(need_circuit && circuit)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the circuit board.</span>"
src.state = 1
src.icon_state = "[frame_type]_0"
circuit.loc = src.loc
src.circuit = null
if(frame_type in machines) //becuase machines are assholes
req_components = null
return
if(state == 3)
if(frame_type in machines)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
if(components.len == 0)
user << "<span class='notice'>There are no components to remove.</span>"
else
user << "<span class='notice'>You remove the components.</span>"
for(var/obj/item/weapon/W in components)
W.forceMove(loc)
check_components()
update_desc()
user << desc
return
if(state == 4)
if(frame_type in computers)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the glass panel.</span>"
src.state = 3
src.icon_state = "[frame_type]_3"
new /obj/item/stack/material/glass( src.loc, 2 )
return
if(frame_type in displays)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the glass panel.</span>"
src.state = 3
src.icon_state = "[frame_type]_3"
new /obj/item/stack/material/glass( src.loc, 2 )
return
if(istype(P, /obj/item/stack/cable_coil))
if(state == 2)
var/obj/item/stack/cable_coil/C = P
if (C.get_amount() < 5)
user << "<span class='warning'>You need five coils of wire to add them to the frame.</span>"
return
user << "<span class='notice'>You start to add cables to the frame.</span>"
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20) && state == 2)
if (C.use(5))
user << "<span class='notice'>You add cables to the frame.</span>"
state = 3
icon_state = "[frame_type]_3"
if(frame_type in machines)
user << desc
return
if(istype(P, /obj/item/weapon/wirecutters))
if(state == 3)
if(frame_type in computers)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
src.state = 2
src.icon_state = "[frame_type]_2"
new /obj/item/stack/cable_coil( src.loc, 5 )
return
if(frame_type in displays)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
src.state = 2
src.icon_state = "[frame_type]_2"
new /obj/item/stack/cable_coil( src.loc, 5 )
return
if(frame_type in alarms)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
src.state = 2
src.icon_state = "[frame_type]_2"
new /obj/item/stack/cable_coil( src.loc, 5 )
return
if(frame_type in machines)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
src.state = 2
src.icon_state = "[frame_type]_2"
new /obj/item/stack/cable_coil( src.loc, 5 )
return
if(istype(P, /obj/item/stack/material) && P.get_material_name() == "glass")
if(state == 3)
if(frame_type in computers)
var/obj/item/stack/G = P
if (G.get_amount() < 2)
user << "<span class='warning'>You need two sheets of glass to put in the glass panel.</span>"
return
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start to put in the glass panel.</span>"
if(do_after(user, 20) && state == 3)
if (G.use(2))
user << "<span class='notice'>You put in the glass panel.</span>"
src.state = 4
src.icon_state = "[frame_type]_4"
return
if(frame_type in displays)
var/obj/item/stack/G = P
if (G.get_amount() < 2)
user << "<span class='warning'>You need two sheets of glass to put in the glass panel.</span>"
return
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start to put in the glass panel.</span>"
if(do_after(user, 20) && state == 3)
if (G.use(2))
user << "<span class='notice'>You put in the glass panel.</span>"
src.state = 4
src.icon_state = "[frame_type]_4"
return
if(istype(P, /obj/item))
if(state == 3)
if(frame_type in machines)
for(var/I in req_components)
if(istype(P, text2path(I)) && (req_components[I] > 0))
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(istype(P, /obj/item/stack))
var/obj/item/stack/CP = P
if(CP.get_amount() > 1)
var/camt = min(CP.amount, req_components[I]) // amount of cable to take, idealy amount required, but limited by amount provided
var/obj/item/stack/CC = new /obj/item/stack(src)
CC.amount = camt
CC.update_icon()
CP.use(camt)
components += CC
req_components[I] -= camt
update_desc()
break
user.drop_item()
P.forceMove(src)
components += P
req_components[I]--
update_desc()
break
user << desc
if(P && P.loc != src && !istype(P, /obj/item/stack/cable_coil) && !istype(P, /obj/item/stack/material))
user << "<span class='warning'>You cannot add that component to the machine!</span>"
return

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@@ -36,6 +36,7 @@ var/const/HOLOPAD_MODE = RANGE_BASED
desc = "It's a floor-mounted device for projecting holographic images. It is activated remotely."
icon_state = "holopad0"
show_messages = 1
circuit = /obj/item/weapon/circuitboard/holopad
layer = TURF_LAYER+0.1 //Preventing mice and drones from sneaking under them.
@@ -47,6 +48,30 @@ var/const/HOLOPAD_MODE = RANGE_BASED
var/last_request = 0 //to prevent request spam. ~Carn
var/holo_range = 5 // Change to change how far the AI can move away from the holopad before deactivating.
/obj/machinery/hologram/holopad/attackby(obj/item/I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
user << "<span class='notice'>You start removing the glass.</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.circuit = M
A.anchored = 1
A.density = 1
A.frame_type = "holopad"
for (var/obj/C in src)
C.forceMove(loc)
user << "<span class='notice'>You remove the glass.</span>"
A.state = 4
A.icon_state = "holopad_4"
M.deconstruct(src)
for (var/mob/living/silicon/ai/master in masters)
clear_holo(master)
qdel(src)
else
src.attack_hand(user)
return
/obj/machinery/hologram/holopad/attack_hand(var/mob/living/carbon/human/user) //Carn: Hologram requests.
if(!istype(user))
return

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@@ -62,6 +62,19 @@
user << "You attach \the [W] to \the [src]."
src.update_icon()
return
if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You start to dismantle the IV drip.</span>"
if(do_after(user, 15))
user << "<span class='notice'>You dismantle the IV drip.</span>"
var/obj/item/stack/rods/A = new /obj/item/stack/rods( src.loc )
A.amount = 6
if(src.beaker)
src.beaker.loc = get_turf(src)
src.beaker = null
qdel(src)
return
else
return ..()

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@@ -10,6 +10,7 @@
idle_power_usage = 5
active_power_usage = 100
flags = OPENCONTAINER | NOREACT
circuit = /obj/item/weapon/circuitboard/microwave
var/operating = 0 // Is it on?
var/dirty = 0 // = {0..100} Does it need cleaning?
var/broken = 0 // ={0,1,2} How broken is it???
@@ -29,6 +30,13 @@
..()
reagents = new/datum/reagents(100)
reagents.my_atom = src
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/weapon/stock_parts/motor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
RefreshParts()
if (!available_recipes)
available_recipes = new
for (var/type in (typesof(/datum/recipe)-/datum/recipe))
@@ -82,6 +90,11 @@
else
user << "<span class='warning'>It's broken!</span>"
return 1
else if(default_deconstruction_screwdriver(user, O))
return
else if(default_deconstruction_crowbar(user, O))
return
else if(src.dirty==100) // The microwave is all dirty so can't be used!
if(istype(O, /obj/item/weapon/reagent_containers/spray/cleaner)) // If they're trying to clean it then let them
user.visible_message( \

View File

@@ -7,10 +7,12 @@
icon = 'icons/obj/power.dmi'
icon_state = "light1"
anchored = 1.0
use_power = 1
idle_power_usage = 10
power_channel = LIGHT
var/on = 1
var/area/area = null
var/otherarea = null
// luminosity = 1
/obj/machinery/light_switch/New()
..()
@@ -31,8 +33,12 @@
/obj/machinery/light_switch/proc/updateicon()
if(stat & NOPOWER)
icon_state = "light-p"
set_light(0)
layer = OBJ_LAYER
else
icon_state = "light[on]"
set_light(2, 1.5, on ? "#82FF4C" : "#F86060")
layer = LIGHTING_LAYER+0.1
/obj/machinery/light_switch/examine(mob/user)
if(..(user, 1))

View File

@@ -112,6 +112,8 @@ Class Procs:
var/panel_open = 0
var/global/gl_uid = 1
var/interact_offline = 0 // Can the machine be interacted with while de-powered.
var/circuit = null
var/frame_type = "machine"
/obj/machinery/New(l, d=0)
..(l)
@@ -225,11 +227,6 @@ Class Procs:
istype(usr, /mob/living/silicon)))
usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
return 1
/*
//distance checks are made by atom/proc/DblClick
if ((get_dist(src, user) > 1 || !istype(src.loc, /turf)) && !istype(user, /mob/living/silicon))
return 1
*/
if (ishuman(user))
var/mob/living/carbon/human/H = user
if(H.getBrainLoss() >= 55)
@@ -280,29 +277,13 @@ Class Procs:
return 1
return 0
/obj/machinery/proc/default_deconstruction_crowbar(var/mob/user, var/obj/item/weapon/crowbar/C)
if(!istype(C))
return 0
if(!panel_open)
return 0
. = dismantle()
/obj/machinery/proc/default_deconstruction_screwdriver(var/mob/user, var/obj/item/weapon/screwdriver/S)
if(!istype(S))
return 0
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
panel_open = !panel_open
user << "<span class='notice'>You [panel_open ? "open" : "close"] the maintenance hatch of [src].</span>"
update_icon()
return 1
/obj/machinery/proc/default_part_replacement(var/mob/user, var/obj/item/weapon/storage/part_replacer/R)
if(!istype(R))
return 0
if(!component_parts)
return 0
if(panel_open)
var/obj/item/weapon/circuitboard/CB = locate(/obj/item/weapon/circuitboard) in component_parts
var/obj/item/weapon/circuitboard/CB = circuit
var/P
for(var/obj/item/weapon/stock_parts/A in component_parts)
for(var/D in CB.req_components)
@@ -328,13 +309,45 @@ Class Procs:
user << "<span class='notice'> [C.name]</span>"
return 1
/obj/machinery/proc/default_deconstruction_crowbar(var/mob/user, var/obj/item/weapon/crowbar/C)
if(!istype(C))
return 0
if(!panel_open)
return 0
. = dismantle()
/obj/machinery/proc/default_deconstruction_screwdriver(var/mob/user, var/obj/item/weapon/screwdriver/S)
if(!istype(S))
return 0
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
panel_open = !panel_open
user << "<span class='notice'>You [panel_open ? "open" : "close"] the maintenance hatch of [src].</span>"
update_icon()
return 1
/obj/machinery/proc/dismantle()
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(loc)
M.set_dir(src.dir)
M.state = 2
M.icon_state = "box_1"
for(var/obj/I in component_parts)
I.loc = loc
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.circuit = M
A.anchored = 1
A.density = 1
A.frame_type = M.board_type
if(A.frame_type in A.no_circuit)
A.need_circuit = 0
for (var/obj/D in src)
D.forceMove(loc)
if(A.components)
A.components.Cut()
else
A.components = list()
component_parts = list()
A.icon_state = "[A.frame_type]_3"
A.state = 3
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.check_components()
A.update_desc()
M.deconstruct(src)
qdel(src)
return 1

View File

@@ -167,7 +167,7 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
light_range = 0
anchored = 1
var/obj/machinery/exonet_node/node = null
circuit = /obj/item/weapon/circuitboard/newscaster
/obj/machinery/newscaster/security_unit //Security unit
name = "Security Newscaster"
@@ -751,32 +751,34 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
/obj/machinery/newscaster/attackby(obj/item/I as obj, mob/user as mob)
if (src.isbroken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 100, 1)
for (var/mob/O in hearers(5, src.loc))
O.show_message("<EM>[user.name]</EM> further abuses the shattered [src.name].")
/obj/machinery/newscaster/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
user << "<span class='notice'>You start disconnecting the monitor.</span>"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "newscaster"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
if (src.stat & isbroken == 1)
user << "<span class='notice'>The broken glass falls out.</span>"
new /obj/item/weapon/material/shard( src.loc )
A.state = 3
A.icon_state = "newscaster_3"
else
if(istype(I, /obj/item/weapon) )
var/obj/item/weapon/W = I
if(W.force <15)
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] hits the [src.name] with the [W.name] with no visible effect." )
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "newscaster_4"
M.deconstruct(src)
qdel(src)
else
src.hitstaken++
if(src.hitstaken==3)
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] smashes the [src.name]!" )
src.isbroken=1
playsound(src.loc, 'sound/effects/Glassbr3.ogg', 100, 1)
else
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] forcefully slams the [src.name] with the [I.name]!" )
playsound(src.loc, 'sound/effects/Glasshit.ogg', 100, 1)
else
user << "<FONT COLOR='blue'>This does nothing.</FONT>"
src.update_icon()
src.attack_hand(user)
return
/obj/machinery/newscaster/attack_ai(mob/user as mob)
return src.attack_hand(user) //or maybe it'll have some special functions? No idea.

View File

@@ -14,6 +14,15 @@ obj/machinery/recharger
var/icon_state_charging = "recharger1"
var/icon_state_idle = "recharger0" //also when unpowered
var/portable = 1
circuit = /obj/item/weapon/circuitboard/recharger
frame_type = "recharger"
obj/machinery/recharger/New()
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/stack/cable_coil(src, 5)
RefreshParts()
return
obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
if(istype(user,/mob/living/silicon))
@@ -52,6 +61,10 @@ obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
anchored = !anchored
user << "You [anchored ? "attached" : "detached"] the recharger."
playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
else if(default_deconstruction_screwdriver(user, G))
return
else if(default_deconstruction_crowbar(user, G))
return
obj/machinery/recharger/attack_hand(mob/user as mob)
if(istype(user,/mob/living/silicon))
@@ -156,3 +169,5 @@ obj/machinery/recharger/wallcharger
icon_state_charging = "wrecharger1"
icon_state_idle = "wrecharger0"
portable = 0
circuit = /obj/item/weapon/circuitboard/recharger/wrecharger
frame_type = "wrecharger"

View File

@@ -5,6 +5,7 @@
icon_state = "borgcharger0"
density = 1
anchored = 1
circuit = /obj/item/weapon/circuitboard/recharge_station
use_power = 1
idle_power_usage = 50
var/mob/occupant = null
@@ -25,7 +26,6 @@
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/recharge_station(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)

View File

@@ -17,6 +17,7 @@
density = 0
use_power = 1
idle_power_usage = 10
circuit = /obj/item/weapon/circuitboard/status_display
var/mode = 1 // 0 = Blank
// 1 = Shuttle timer
// 2 = Arbitrary message(s)
@@ -51,6 +52,29 @@
radio_controller.remove_object(src,frequency)
return ..()
/obj/machinery/status_display/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "display"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "display_4"
M.deconstruct(src)
qdel(src)
else
src.attack_hand(user)
return
// register for radio system
/obj/machinery/status_display/initialize()
..()

View File

@@ -59,6 +59,7 @@ var/list/ai_status_emotions = list(
name = "AI display"
anchored = 1
density = 0
circuit = /obj/item/weapon/circuitboard/ai_status_display
var/mode = 0 // 0 = Blank
// 1 = AI emoticon
@@ -68,6 +69,28 @@ var/list/ai_status_emotions = list(
var/emotion = "Neutral"
/obj/machinery/ai_status_display/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "display"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "display_4"
M.deconstruct(src)
qdel(src)
else
src.attack_hand(user)
return
/obj/machinery/ai_status_display/attack_ai/(mob/user as mob)
var/list/ai_emotions = get_ai_emotions(user.ckey)
var/emote = input("Please, select a status!", "AI Status", null, null) in ai_emotions

View File

@@ -10,6 +10,7 @@
var/screen = 0 // the screen number:
var/list/servers = list() // the servers located by the computer
var/obj/machinery/telecomms/server/SelectedServer
circuit = /obj/item/weapon/circuitboard/comm_server
var/network = "NULL" // the network to probe
var/temp = "" // temporary feedback messages
@@ -188,36 +189,6 @@
updateUsrDialog()
return
attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/material/shard( src.loc )
var/obj/item/weapon/circuitboard/comm_server/M = new /obj/item/weapon/circuitboard/comm_server( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
qdel(src)
else
user << "<span class='notice'>You disconnect the monitor.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/comm_server/M = new /obj/item/weapon/circuitboard/comm_server( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
qdel(src)
src.updateUsrDialog()
return
/obj/machinery/computer/telecomms/server/emag_act(var/remaining_charges, var/mob/user)
if(!emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)

View File

@@ -98,8 +98,8 @@
// Drop a circuit board too
C.loc = user.loc
// Create a machine frame and delete the current machine
var/obj/machinery/constructable_frame/machine_frame/F = new
// Create a frame and delete the current machine
var/obj/structure/frame/F = new
F.loc = src.loc
qdel(src)

View File

@@ -14,6 +14,7 @@
var/screen = 0 // the screen number:
var/list/machinelist = list() // the machines located by the computer
var/obj/machinery/telecomms/SelectedMachine
circuit = /obj/item/weapon/circuitboard/comm_monitor
var/network = "NULL" // the network to probe
@@ -123,36 +124,6 @@
updateUsrDialog()
return
attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/material/shard( src.loc )
var/obj/item/weapon/circuitboard/comm_monitor/M = new /obj/item/weapon/circuitboard/comm_monitor( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
qdel(src)
else
user << "<span class='notice'>You disconnect the monitor.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/comm_monitor/M = new /obj/item/weapon/circuitboard/comm_monitor( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
qdel(src)
src.updateUsrDialog()
return
/obj/machinery/computer/telecomms/monitor/emag_act(var/remaining_charges, var/mob/user)
if(!emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)

View File

@@ -14,6 +14,7 @@
var/mob/lasteditor
var/list/viewingcode = list()
var/obj/machinery/telecomms/server/SelectedServer
circuit = /obj/item/weapon/circuitboard/comm_traffic
var/network = "NULL" // the network to probe
var/temp = "" // temporary feedback messages
@@ -206,36 +207,6 @@
updateUsrDialog()
return
attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/material/shard( src.loc )
var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
qdel(src)
else
user << "<span class='notice'>You disconnect the monitor.</span>"
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/comm_traffic/M = new /obj/item/weapon/circuitboard/comm_traffic( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
qdel(src)
src.updateUsrDialog()
return
/obj/machinery/computer/telecomms/traffic/emag_act(var/remaining_charges, var/mob/user)
if(!emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)

View File

@@ -1,523 +0,0 @@
/area/turret_protected
name = "Turret Protected Area"
var/list/turretTargets = list()
/area/turret_protected/proc/subjectDied(target)
if( isliving(target) )
if( !issilicon(target) )
var/mob/living/L = target
if( L.stat )
if( L in turretTargets )
src.Exited(L)
/area/turret_protected/Entered(O)
..()
if( iscarbon(O) )
turretTargets |= O
else if( istype(O, /obj/mecha) )
var/obj/mecha/Mech = O
if( Mech.occupant )
turretTargets |= Mech
else if(istype(O,/mob/living/simple_animal))
turretTargets |= O
return 1
/area/turret_protected/Exited(O)
if( ismob(O) && !issilicon(O) )
turretTargets -= O
else if( istype(O, /obj/mecha) )
turretTargets -= O
..()
return 1
/obj/machinery/turret
name = "turret"
icon = 'icons/obj/turrets.dmi'
icon_state = "grey_target_prism"
var/raised = 0
var/enabled = 1
anchored = 1
layer = 3
invisibility = INVISIBILITY_LEVEL_TWO
density = 1
var/lasers = 0
var/lasertype = 1
// 1 = lasers
// 2 = cannons
// 3 = pulse
// 4 = change (HONK)
// 5 = bluetag
// 6 = redtag
var/health = 80
var/maxhealth = 80
var/auto_repair = 0
var/obj/machinery/turretcover/cover = null
var/popping = 0
var/wasvalid = 0
var/lastfired = 0
var/shot_delay = 30 //3 seconds between shots
var/datum/effect/effect/system/spark_spread/spark_system
use_power = 1
idle_power_usage = 50
active_power_usage = 300
// var/list/targets
var/atom/movable/cur_target
var/targeting_active = 0
var/area/turret_protected/protected_area
/obj/machinery/turret/proc/take_damage(damage)
src.health -= damage
if(src.health<=0)
qdel(src)
return
/obj/machinery/turret/attack_hand(var/mob/living/carbon/human/user)
if(!istype(user))
return ..()
if(user.species.can_shred(user) && !(stat & BROKEN))
playsound(src.loc, 'sound/weapons/slash.ogg', 25, 1, -1)
visible_message("<span class='danger'>[user] has slashed at [src]!</span>")
src.take_damage(15)
return
/obj/machinery/turret/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
take_damage(Proj.damage)
..()
return
/obj/machinery/turret/New()
maxhealth = health
spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
// targets = new
..()
return
/obj/machinery/turret/proc/update_health()
if(src.health<=0)
qdel(src)
return
/obj/machinery/turretcover
name = "pop-up turret cover"
icon = 'icons/obj/turrets.dmi'
icon_state = "turretCover"
anchored = 1
layer = 3.5
density = 0
var/obj/machinery/turret/host = null
/obj/machinery/turret/proc/isPopping()
return (popping!=0)
/obj/machinery/turret/power_change()
..()
if(stat & BROKEN)
icon_state = "grey_target_prism"
else
if( !(stat & NOPOWER) )
if (src.enabled)
if (src.lasers)
icon_state = "orange_target_prism"
else
icon_state = "target_prism"
else
icon_state = "grey_target_prism"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "grey_target_prism"
stat |= NOPOWER
/obj/machinery/turret/proc/setState(var/enabled, var/lethal)
src.enabled = enabled
src.lasers = lethal
src.power_change()
/obj/machinery/turret/proc/get_protected_area()
var/area/turret_protected/TP = get_area(src)
if(istype(TP))
return TP
return
/obj/machinery/turret/proc/check_target(var/atom/movable/T as mob|obj)
if( T && T in protected_area.turretTargets )
var/area/area_T = get_area(T)
if( !area_T || (area_T.type != protected_area.type) )
protected_area.Exited(T)
return 0 //If the guy is somehow not in the turret's area (teleportation), get them out the damn list. --NEO
if( iscarbon(T) )
var/mob/living/carbon/MC = T
if( !MC.stat )
if( !MC.lying || lasers )
return 1
else if( istype(T, /obj/mecha) )
var/obj/mecha/ME = T
if( ME.occupant )
return 1
else if(istype(T,/mob/living/simple_animal))
var/mob/living/simple_animal/A = T
if( !A.stat )
if(lasers)
return 1
return 0
/obj/machinery/turret/proc/get_new_target()
var/list/new_targets = new
var/new_target
for(var/mob/living/carbon/M in protected_area.turretTargets)
if(!M.stat)
if(!M.lying || lasers)
new_targets += M
for(var/obj/mecha/M in protected_area.turretTargets)
if(M.occupant)
new_targets += M
for(var/mob/living/simple_animal/M in protected_area.turretTargets)
if(!M.stat)
new_targets += M
if(new_targets.len)
new_target = pick(new_targets)
return new_target
/obj/machinery/turret/process()
if(stat & (NOPOWER|BROKEN))
return
if(src.cover==null)
src.cover = new /obj/machinery/turretcover(src.loc)
src.cover.host = src
protected_area = get_protected_area()
if(!enabled || !protected_area || protected_area.turretTargets.len<=0)
if(!isDown() && !isPopping())
popDown()
return
if(!check_target(cur_target)) //if current target fails target check
cur_target = get_new_target() //get new target
if(cur_target) //if it's found, proceed
// world << "[cur_target]"
if(!isPopping())
if(isDown())
popUp()
use_power = 2
else
spawn()
if(!targeting_active)
targeting_active = 1
target()
targeting_active = 0
if(prob(15))
if(prob(50))
playsound(src.loc, 'sound/effects/turret/move1.wav', 60, 1)
else
playsound(src.loc, 'sound/effects/turret/move2.wav', 60, 1)
else if(!isPopping())//else, pop down
if(!isDown())
popDown()
use_power = 1
// Auto repair requires massive amount of power, but slowly regenerates the turret's health.
// Currently only used by malfunction hardware, but may be used as admin-settable option too.
if(auto_repair)
if(health < maxhealth)
use_power(20000)
health = min(health + 1, maxhealth)
return
/obj/machinery/turret/proc/target()
while(src && enabled && !stat && check_target(cur_target))
src.set_dir(get_dir(src, cur_target))
shootAt(cur_target)
sleep(shot_delay)
return
/obj/machinery/turret/proc/shootAt(var/atom/movable/target)
var/turf/T = get_turf(src)
var/turf/U = get_turf(target)
if (!T || !U)
return
var/obj/item/projectile/A
if (src.lasers)
switch(lasertype)
if(1)
A = new /obj/item/projectile/beam( loc )
if(2)
A = new /obj/item/projectile/beam/heavylaser( loc )
if(3)
A = new /obj/item/projectile/beam/pulse( loc )
if(4)
A = new /obj/item/projectile/change( loc )
if(5)
A = new /obj/item/projectile/beam/lastertag/blue( loc )
if(6)
A = new /obj/item/projectile/beam/lastertag/red( loc )
A.original = target
use_power(500)
else
A = new /obj/item/projectile/energy/electrode( loc )
use_power(200)
//Turrets aim for the center of mass by default.
//If the target is grabbing someone then the turret smartly aims for extremities
var/obj/item/weapon/grab/G = locate() in target
if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
A.def_zone = pick(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_FOOT, BP_R_FOOT, BP_L_ARM, BP_R_ARM, BP_L_LEG, BP_R_LEG)
else
A.def_zone = pick(BP_TORSO, BP_GROIN)
A.current = T
A.starting = T
A.yo = U.y - T.y
A.xo = U.x - T.x
spawn( 0 )
A.process()
return
/obj/machinery/turret/proc/isDown()
return (invisibility!=0)
/obj/machinery/turret/proc/popUp()
if ((!isPopping()) || src.popping==-1)
invisibility = 0
popping = 1
playsound(src.loc, 'sound/effects/turret/open.wav', 60, 1)
if (src.cover!=null)
flick("popup", src.cover)
src.cover.icon_state = "openTurretCover"
spawn(10)
if (popping==1) popping = 0
/obj/machinery/turret/proc/popDown()
if ((!isPopping()) || src.popping==1)
popping = -1
playsound(src.loc, 'sound/effects/turret/open.wav', 60, 1)
if (src.cover!=null)
flick("popdown", src.cover)
src.cover.icon_state = "turretCover"
spawn(10)
if (popping==-1)
invisibility = INVISIBILITY_LEVEL_TWO
popping = 0
/obj/machinery/turret/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
src.health -= Proj.damage
..()
if(prob(45) && Proj.damage > 0) src.spark_system.start()
qdel (Proj)
if (src.health <= 0)
src.die()
return
/obj/machinery/turret/attackby(obj/item/weapon/W, mob/user)//I can't believe no one added this before/N
..()
playsound(src.loc, 'sound/weapons/smash.ogg', 60, 1)
src.spark_system.start()
src.health -= W.force * 0.5
if (src.health <= 0)
src.die()
return
/obj/machinery/turret/emp_act(severity)
switch(severity)
if(1)
enabled = 0
lasers = 0
power_change()
..()
/obj/machinery/turret/ex_act(severity)
if(severity < 3)
src.die()
/obj/machinery/turret/proc/die()
src.health = 0
src.density = 0
src.stat |= BROKEN
src.icon_state = "destroyed_target_prism"
if (cover!=null)
qdel(cover)
sleep(3)
flick("explosion", src)
spawn(13)
qdel(src)
/obj/machinery/turret/attack_generic(var/mob/user, var/damage, var/attack_message)
if(!damage)
return 0
if(stat & BROKEN)
user << "That object is useless to you."
return 0
user.do_attack_animation(src)
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
src.health -= damage
if (src.health <= 0)
src.die()
return 1
/obj/structure/turret/gun_turret
name = "Gun Turret"
density = 1
anchored = 1
var/cooldown = 20
var/projectiles = 100
var/projectiles_per_shot = 2
var/deviation = 0.3
var/list/exclude = list()
var/atom/cur_target
var/scan_range = 7
var/health = 40
var/list/scan_for = list("human"=0,"cyborg"=0,"mecha"=0,"alien"=1)
var/on = 0
icon = 'icons/obj/turrets.dmi'
icon_state = "gun_turret"
proc/take_damage(damage)
src.health -= damage
if(src.health<=0)
qdel(src)
return
bullet_act(var/obj/item/projectile/Proj)
if(Proj.damage_type == HALLOSS)
return
take_damage(Proj.damage)
..()
return
ex_act()
qdel(src)
return
emp_act()
qdel(src)
return
attack_hand(mob/user as mob)
user.set_machine(src)
var/dat = {"<html>
<head><title>[src] Control</title></head>
<body>
<b>Power: </b><a href='?src=\ref[src];power=1'>[on?"on":"off"]</a><br>
<b>Scan Range: </b><a href='?src=\ref[src];scan_range=-1'>-</a> [scan_range] <a href='?src=\ref[src];scan_range=1'>+</a><br>
<b>Scan for: </b>"}
for(var/scan in scan_for)
dat += "<div style=\"margin-left: 15px;\">[scan] (<a href='?src=\ref[src];scan_for=[scan]'>[scan_for[scan]?"Yes":"No"]</a>)</div>"
dat += {"<b>Ammo: </b>[max(0, projectiles)]<br>
</body>
</html>"}
user << browse(dat, "window=turret")
onclose(user, "turret")
return
attack_ai(mob/user as mob)
return attack_hand(user)
Topic(href, href_list)
if(href_list["power"])
src.on = !src.on
if(src.on)
spawn(50)
if(src)
src.process()
if(href_list["scan_range"])
src.scan_range = between(1,src.scan_range+text2num(href_list["scan_range"]),8)
if(href_list["scan_for"])
if(href_list["scan_for"] in scan_for)
scan_for[href_list["scan_for"]] = !scan_for[href_list["scan_for"]]
src.updateUsrDialog()
return
proc/validate_target(atom/target)
if(get_dist(target, src)>scan_range)
return 0
if(istype(target, /mob))
var/mob/M = target
if(!M.stat && !M.lying)//ninjas can't catch you if you're lying
return 1
else if(istype(target, /obj/mecha))
return 1
return 0
process()
spawn while(on)
if(projectiles<=0)
on = 0
return
if(cur_target && !validate_target(cur_target))
cur_target = null
if(!cur_target)
cur_target = get_target()
fire(cur_target)
sleep(cooldown)
return
proc/get_target()
var/list/pos_targets = list()
var/target = null
if(scan_for["human"])
for(var/mob/living/carbon/human/M in oview(scan_range,src))
if(M.stat || M.lying || M in exclude)
continue
pos_targets += M
if(scan_for["cyborg"])
for(var/mob/living/silicon/M in oview(scan_range,src))
if(M.stat || M.lying || M in exclude)
continue
pos_targets += M
if(scan_for["mecha"])
for(var/obj/mecha/M in oview(scan_range, src))
if(M in exclude)
continue
pos_targets += M
if(scan_for["alien"])
for(var/mob/living/carbon/alien/M in oview(scan_range,src))
if(M.stat || M.lying || M in exclude)
continue
pos_targets += M
if(pos_targets.len)
target = pick(pos_targets)
return target
proc/fire(atom/target)
if(!target)
cur_target = null
return
src.set_dir(get_dir(src,target))
var/turf/targloc = get_turf(target)
var/target_x = targloc.x
var/target_y = targloc.y
var/target_z = targloc.z
targloc = null
spawn for(var/i=1 to min(projectiles, projectiles_per_shot))
if(!src) break
var/turf/curloc = get_turf(src)
targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
if (!targloc || !curloc)
continue
if (targloc == curloc)
continue
playsound(src, 'sound/weapons/Gunshot.ogg', 50, 1)
var/obj/item/projectile/A = new /obj/item/projectile(curloc)
src.projectiles--
A.launch(target)
return

View File

@@ -36,6 +36,8 @@
layer = 2.9
anchored = 1
density = 1
circuit = /obj/item/weapon/circuitboard/vending
frame_type = "vending"
var/icon_vend //Icon_state when vending
var/icon_deny //Icon_state when denying access
@@ -94,6 +96,14 @@
/obj/machinery/vending/New()
..()
wires = new(src)
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/spring(src)
component_parts += new /obj/item/weapon/stock_parts/spring(src)
component_parts += new /obj/item/weapon/stock_parts/motor(src)
component_parts += new /obj/item/weapon/stock_parts/motor(src)
component_parts += new /obj/item/weapon/stock_parts/console_screen(src)
component_parts += new /obj/item/stack/material/glass/reinforced(src, 2)
RefreshParts()
spawn(4)
if(src.product_slogans)
src.slogan_list += splittext(src.product_slogans, ";")
@@ -232,6 +242,8 @@
user << "<span class='notice'>You [anchored? "un" : ""]secured \the [src]!</span>"
anchored = !anchored
return
else if(default_deconstruction_crowbar(user, W))
return
else
@@ -922,7 +934,15 @@
icon_state = "engivend"
icon_deny = "engivend-deny"
req_access = list(access_engine_equip)
products = list(/obj/item/clothing/glasses/meson = 2,/obj/item/device/multitool = 4,/obj/item/weapon/airlock_electronics = 10,/obj/item/weapon/module/power_control = 10,/obj/item/weapon/airalarm_electronics = 10,/obj/item/weapon/cell/high = 10)
products = list(/obj/item/clothing/glasses/meson = 2,/obj/item/device/multitool = 4,/obj/item/weapon/cell/high = 10,
/obj/item/weapon/airlock_electronics = 10,/obj/item/weapon/module/power_control = 10,
/obj/item/weapon/circuitboard/airalarm = 10,/obj/item/weapon/circuitboard/firealarm = 10,/obj/item/weapon/circuitboard/status_display = 2,
/obj/item/weapon/circuitboard/ai_status_display = 2,/obj/item/weapon/circuitboard/newscaster = 2,/obj/item/weapon/circuitboard/holopad = 2,
/obj/item/weapon/circuitboard/intercom = 4,/obj/item/weapon/circuitboard/security/telescreen/entertainment = 4,
/obj/item/weapon/circuitboard/atm = 0,/obj/item/weapon/circuitboard/guestpass = 0,/obj/item/weapon/circuitboard/keycard_auth = 0,
/obj/item/weapon/circuitboard/photocopier = 0,/obj/item/weapon/circuitboard/fax = 0,/obj/item/weapon/circuitboard/conveyor = 0,
/obj/item/weapon/circuitboard/microwave = 0,/obj/item/weapon/circuitboard/vending = 0,/obj/item/weapon/circuitboard/washing = 0,
/obj/item/weapon/stock_parts/motor = 0,/obj/item/weapon/stock_parts/spring = 0,/obj/item/weapon/stock_parts/gear = 0)
contraband = list(/obj/item/weapon/cell/potato = 3)
premium = list(/obj/item/weapon/storage/belt/utility = 3)

View File

@@ -1,13 +1,14 @@
/obj/item/frame
name = "frame"
desc = "Used for building machines."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire_bitem"
name = "frame parts"
desc = "Used for building frames."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "frame_bitem"
flags = CONDUCT
var/build_machine_type
var/refund_amt = 2
var/build_machine_type = /obj/structure/frame
var/refund_amt = 5
var/refund_type = /obj/item/stack/material/steel
var/reverse = 0 //if resulting object faces opposite its dir (like light fixtures)
var/frame_type = null
/obj/item/frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
@@ -16,7 +17,82 @@
return
..()
/obj/item/frame/proc/try_build(turf/on_wall)
/obj/item/frame/attack_self(mob/user as mob)
..()
if(!build_machine_type)
return
var/ndir
if(!frame_type)
var/response = input(usr, "What kind of frame would you like to make?", "Frame type request", null) in list("Computer", "Machine", "Holopad", "Conveyor",
"Photocopier", "Fax", "Microwave", "Vending Machine",
"Recharger", "Washing Machine", "Grinder",
"Cancel")
if(response == "Cancel")
return
frame_type = lowertext(response)
switch(response)
if("Holopad")
new /obj/item/stack/material/steel( usr.loc, 1 ) //holopads are smaller, they only need 4 sheets
if("Conveyor")
ndir = get_dir(src,usr)
if (!(ndir in cardinal))
return
if("Fax")
new /obj/item/stack/material/steel( usr.loc, 2 ) //faxes are smaller, they only need 3 sheets
if("Microwave")
new /obj/item/stack/material/steel( usr.loc, 1 ) //microwaves are smaller, they only need 4 sheets
if("Vending Machine")
frame_type = "vending"
if("Recharger")
new /obj/item/stack/material/steel( usr.loc, 2 ) //rechargers are smaller, they only need 3 sheets
if("Washing Machine")
frame_type = "washing"
if("Grinder")
new /obj/item/stack/material/steel( usr.loc, 2 ) //grinders are smaller, they only need 3 sheets
var/obj/machinery/M = new build_machine_type(get_turf(src.loc), ndir, 1, frame_type)
M.fingerprints = src.fingerprints
M.fingerprintshidden = src.fingerprintshidden
M.fingerprintslast = src.fingerprintslast
qdel(src)
/obj/item/frame/proc/try_build(turf/on_wall, mob/user as mob)
if(!frame_type)
var/response = input(usr, "What kind of frame would you like to make?", "Frame type request", null) in list("Fire Alarm", "Air Alarm", "Display", "Newscaster",
"ATM", "Guest Pass Console", "Intercom", "Keycard Authenticator",
"Wall Charger",
"Cancel")
if(response == "Cancel")
return
frame_type = lowertext(response)
switch(response)
if("Fire Alarm")
frame_type = "firealarm"
new /obj/item/stack/material/steel( usr.loc, 3 ) //fire alarms are smaller, they only need 2 sheets
if("Air Alarm")
frame_type = "airalarm"
new /obj/item/stack/material/steel( usr.loc, 3 ) //air alarms are smaller, they only need 2 sheets
if("Intercom")
new /obj/item/stack/material/steel( usr.loc, 3 ) //intercoms are smaller, they only need 2 sheets
if("Newscaster")
new /obj/item/stack/material/steel( usr.loc, 2 ) //newscasters are smaller, they only need 3 sheets
if("Guest Pass Console")
frame_type = "guestpass"
new /obj/item/stack/material/steel( usr.loc, 3 ) //guestpass consoles are smaller, they only need 2 sheets
if("Keycard Authenticator")
frame_type = "keycard"
new /obj/item/stack/material/steel( usr.loc, 4 ) //keycard authenticators are smaller, they only need 1 sheets
if("Wall Charger")
frame_type = "wrecharger"
new /obj/item/stack/material/steel( usr.loc, 2 ) //wall rechargers are smaller, they only need 3 sheets
if(!build_machine_type)
return
@@ -35,7 +111,7 @@
var/turf/loc = get_turf(usr)
var/area/A = loc.loc
if (!istype(loc, /turf/simulated/floor))
usr << "<span class='danger'>\The [src] Alarm cannot be placed on this spot.</span>"
usr << "<span class='danger'>\The frame cannot be placed on this spot.</span>"
return
if (A.requires_power == 0 || A.name == "Space")
usr << "<span class='danger'>\The [src] Alarm cannot be placed in this area.</span>"
@@ -44,23 +120,12 @@
if(gotwallitem(loc, ndir))
usr << "<span class='danger'>There's already an item on this wall!</span>"
return
var/obj/machinery/M = new build_machine_type(loc, ndir, 1)
var/obj/machinery/M = new build_machine_type(loc, ndir, 1, frame_type)
M.fingerprints = src.fingerprints
M.fingerprintshidden = src.fingerprintshidden
M.fingerprintslast = src.fingerprintslast
qdel(src)
/obj/item/frame/fire_alarm
name = "fire alarm frame"
desc = "Used for building fire alarms."
build_machine_type = /obj/machinery/firealarm
/obj/item/frame/air_alarm
name = "air alarm frame"
desc = "Used for building air alarms."
build_machine_type = /obj/machinery/alarm
/obj/item/frame/light
name = "light fixture frame"
desc = "Used for building lights."
@@ -68,9 +133,48 @@
icon_state = "tube-construct-item"
build_machine_type = /obj/machinery/light_construct
reverse = 1
frame_type = 1
/obj/item/frame/light/small
name = "small light fixture frame"
icon_state = "bulb-construct-item"
refund_amt = 1
build_machine_type = /obj/machinery/light_construct/small
frame_type = 1
/obj/item/frame/extinguisher_cabinet
name = "extinguisher cabinet frame"
desc = "Used for building fire extinguisher cabinets."
icon = 'icons/obj/closet.dmi'
icon_state = "extinguisher_empty"
refund_amt = 4
build_machine_type = /obj/structure/extinguisher_cabinet
frame_type = 1
/obj/item/frame/noticeboard
name = "noticeboard frame"
desc = "Used for building noticeboards."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "nboard00"
refund_amt = 4
refund_type = /obj/item/stack/material/wood
build_machine_type = /obj/structure/noticeboard
frame_type = 1
/obj/item/frame/mirror
name = "mirror frame"
desc = "Used for building mirrors."
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror_frame"
refund_amt = 1
build_machine_type = /obj/structure/mirror
frame_type = 1
/obj/item/frame/fireaxe_cabinet
name = "fire axe cabinet frame"
desc = "Used for building fire axe cabinets."
icon = 'icons/obj/closet.dmi'
icon_state = "fireaxe0101"
refund_amt = 4
build_machine_type = /obj/structure/closet/fireaxecabinet
frame_type = 1

View File

@@ -4,6 +4,7 @@
icon_state = "wm_10"
density = 1
anchored = 1.0
circuit = /obj/item/weapon/circuitboard/washing
var/state = 1
//1 = empty, open door
//2 = empty, closed door
@@ -13,14 +14,19 @@
//6 = blood, open door
//7 = blood, closed door
//8 = blood, running
var/panel = 0
//0 = closed
//1 = open
var/hacked = 1 //Bleh, screw hacking, let's have it hacked by default.
//0 = not hacked
//1 = hacked
var/gibs_ready = 0
var/obj/crayon
var/list/washing = list()
/obj/machinery/washing_machine/New()
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/motor(src)
component_parts += new /obj/item/weapon/stock_parts/gear(src)
component_parts += new /obj/item/weapon/stock_parts/gear(src)
RefreshParts()
/obj/machinery/washing_machine/verb/start()
set name = "Start Washing"
@@ -34,25 +40,25 @@
usr << "The washing machine cannot run in this state."
return
if( locate(/mob,contents) )
if( locate(/mob,washing) )
state = 8
else
state = 5
update_icon()
sleep(200)
for(var/atom/A in contents)
for(var/atom/A in washing)
A.clean_blood()
for(var/obj/item/I in contents)
for(var/obj/item/I in washing)
I.decontaminate()
//Tanning!
for(var/obj/item/stack/material/hairlesshide/HH in contents)
for(var/obj/item/stack/material/hairlesshide/HH in washing)
var/obj/item/stack/material/wetleather/WL = new(src)
WL.amount = HH.amount
qdel(HH)
if( locate(/mob,contents) )
if( locate(/mob,washing) )
state = 7
gibs_ready = 1
else
@@ -70,9 +76,14 @@
/obj/machinery/washing_machine/update_icon()
icon_state = "wm_[state][panel]"
icon_state = "wm_[state][panel_open]"
/obj/machinery/washing_machine/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(state == 2 && washing.len < 1)
if(default_deconstruction_screwdriver(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
/*if(istype(W,/obj/item/weapon/screwdriver))
panel = !panel
user << "<span class='notice'>You [panel ? "open" : "close"] the [src]'s maintenance panel</span>"*/
@@ -142,10 +153,11 @@
user << "This item does not fit."
return
if(contents.len < 5)
if(washing.len < 5)
if ( state in list(1, 3) )
user.drop_item()
W.loc = src
washing += W
state = 3
else
user << "<span class='notice'>You can't put the item in right now.</span>"
@@ -161,15 +173,17 @@
state = 2
if(2)
state = 1
for(var/atom/movable/O in contents)
for(var/atom/movable/O in washing)
O.loc = src.loc
washing.Cut()
if(3)
state = 4
if(4)
state = 3
for(var/atom/movable/O in contents)
for(var/atom/movable/O in washing)
O.loc = src.loc
crayon = null
washing.Cut()
state = 1
if(5)
user << "<span class='warning'>The [src] is busy.</span>"
@@ -178,13 +192,13 @@
if(7)
if(gibs_ready)
gibs_ready = 0
if(locate(/mob,contents))
var/mob/M = locate(/mob,contents)
if(locate(/mob,washing))
var/mob/M = locate(/mob,washing)
M.gib()
for(var/atom/movable/O in contents)
for(var/atom/movable/O in washing)
O.loc = src.loc
crayon = null
state = 1
washing.Cut()
update_icon()

View File

@@ -5,6 +5,7 @@
icon_state = "recharge_floor"
density = 0
layer = TURF_LAYER + 0.1
circuit = /obj/item/weapon/circuitboard/mech_recharger
var/obj/mecha/charging = null
var/charge = 45
@@ -14,7 +15,6 @@
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/mech_recharger(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)

View File

@@ -9,6 +9,7 @@
idle_power_usage = 20
active_power_usage = 5000
req_access = list(access_robotics)
circuit = /obj/item/weapon/circuitboard/mechfab
var/speed = 1
var/mat_efficiency = 1
@@ -29,7 +30,6 @@
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/mechfab(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)

View File

@@ -76,13 +76,10 @@
/obj/item/equipped()
..()
var/mob/M = loc
var/mob/living/M = loc
if(!istype(M))
return
if(M.l_hand)
M.l_hand.update_held_icon()
if(M.r_hand)
M.r_hand.update_held_icon()
M.update_held_icons()
/obj/item/Destroy()
if(ismob(loc))
@@ -98,8 +95,8 @@
//Checks if the item is being held by a mob, and if so, updates the held icons
/obj/item/proc/update_held_icon()
if(ismob(src.loc))
var/mob/M = src.loc
if(isliving(src.loc))
var/mob/living/M = src.loc
if(M.l_hand == src)
M.update_inv_l_hand()
else if(M.r_hand == src)
@@ -160,7 +157,7 @@
size = "huge"
return ..(user, distance, "", "It is a [size] item.")
/obj/item/attack_hand(mob/user as mob)
/obj/item/attack_hand(mob/living/user as mob)
if (!user) return
if (hasorgans(user))
var/mob/living/carbon/human/H = user
@@ -399,17 +396,15 @@ var/list/global/slot_flags_enumeration = list(
if((!istype(usr, /mob/living/carbon)) || (istype(usr, /mob/living/carbon/brain)))//Is humanoid, and is not a brain
usr << "<span class='warning'>You can't pick things up!</span>"
return
var/mob/living/carbon/C = usr
if( usr.stat || usr.restrained() )//Is not asleep/dead and is not restrained
usr << "<span class='warning'>You can't pick things up!</span>"
return
if(src.anchored) //Object isn't anchored
usr << "<span class='warning'>You can't pick that up!</span>"
return
if(!usr.hand && usr.r_hand) //Right hand is not full
usr << "<span class='warning'>Your right hand is full.</span>"
return
if(usr.hand && usr.l_hand) //Left hand is not full
usr << "<span class='warning'>Your left hand is full.</span>"
if(C.get_active_hand()) //Hand is not full
usr << "<span class='warning'>Your hand is full.</span>"
return
if(!istype(src.loc, /turf)) //Object is on a turf
usr << "<span class='warning'>You can't pick that up!</span>"

View File

@@ -462,7 +462,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
data["convo_job"] = sanitize(c["job"])
break
if(mode==41)
data_core.get_manifest_json()
data_core.get_manifest_list()
if(mode==3)
@@ -531,7 +531,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
data["feed"] = feed
data["manifest"] = list("__json_cache" = ManifestJSON)
data["manifest"] = PDA_Manifest
nanoUI = data
// update the ui if it exists, returns null if no ui is passed/found

View File

@@ -12,7 +12,7 @@
var/code = 2
/obj/item/device/radio/electropack/attack_hand(mob/user as mob)
/obj/item/device/radio/electropack/attack_hand(mob/living/user as mob)
if(src == user.back)
user << "<span class='notice'>You need help taking this off!</span>"
return

View File

@@ -6,8 +6,10 @@
w_class = 4.0
canhear_range = 2
flags = CONDUCT | NOBLOODY
var/circuit = /obj/item/weapon/circuitboard/intercom
var/number = 0
var/last_tick //used to delay the powercheck
var/wiresexposed = 0
/obj/item/device/radio/intercom/custom
name = "station intercom (Custom)"
@@ -81,6 +83,41 @@
spawn (0)
attack_self(user)
/obj/item/device/radio/intercom/attackby(obj/item/W as obj, mob/user as mob)
src.add_fingerprint(user)
if(istype(W, /obj/item/weapon/screwdriver)) // Opening the intercom up.
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
if(wiresexposed)
if(!on)
icon_state = "intercom-p_open"
else
icon_state = "intercom_open"
else
icon_state = "intercom"
return
if (wiresexposed && istype(W, /obj/item/weapon/wirecutters))
user.visible_message("<span class='warning'>[user] has cut the wires inside \the [src]!</span>", "You have cut the wires inside \the [src].")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
new/obj/item/stack/cable_coil(get_turf(src), 5)
var/obj/structure/frame/A = new /obj/structure/frame( src.loc )
var/obj/item/weapon/circuitboard/M = new circuit( A )
A.frame_type = "intercom"
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.set_dir(dir)
A.anchored = 1
for (var/obj/C in src)
C.forceMove(loc)
A.state = 2
A.icon_state = "intercom_2"
M.deconstruct(src)
qdel(src)
else
src.attack_hand(user)
return
/obj/item/device/radio/intercom/receive_range(freq, level)
if (!on)
return -1
@@ -110,7 +147,13 @@
on = A.powered(EQUIP) // set "on" to the power status
if(!on)
if(wiresexposed)
icon_state = "intercom-p_open"
else
icon_state = "intercom-p"
else
if(wiresexposed)
icon_state = "intercom_open"
else
icon_state = initial(icon_state)

View File

@@ -209,7 +209,7 @@
amount = 5
max_amount = 5
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/user as mob)
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/living/user as mob)
if(..())
return 1

View File

@@ -9,7 +9,7 @@
throwforce = 15.0
throw_speed = 5
throw_range = 20
matter = list(DEFAULT_WALL_MATERIAL = 1875)
matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2)
max_amount = 60
attack_verb = list("hit", "bludgeoned", "whacked")

View File

@@ -76,7 +76,7 @@
desc = "Those could work as a pretty decent throwing weapon" //why?
icon_state = "tile"
force = 6.0
matter = list(DEFAULT_WALL_MATERIAL = 937.5)
matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 4)
throwforce = 15.0
throw_speed = 5
throw_range = 20
@@ -92,13 +92,13 @@
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = 937.5)
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
/obj/item/stack/tile/floor_white
name = "white floor tile"
singular_name = "white floor tile"
icon_state = "tile_white"
matter = list("plastic" = 937.5)
matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
/obj/item/stack/tile/floor_yellow
name = "yellow floor tile"
@@ -110,13 +110,13 @@
name = "dark floor tile"
singular_name = "dark floor tile"
icon_state = "fr_tile"
matter = list("plasteel" = 937.5)
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
/obj/item/stack/tile/floor_freezer
name = "freezer floor tile"
singular_name = "freezer floor tile"
icon_state = "tile_freezer"
matter = list("plastic" = 937.5)
matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
/obj/item/stack/tile/floor/cyborg
name = "floor tile synthesizer"

View File

@@ -407,7 +407,7 @@
* Bosun's whistle
*/
/obj/item/toy/bosunwhistle
/obj/item/toy/bosunwhistle
name = "bosun's whistle"
desc = "A genuine Admiral Krush Bosun's Whistle, for the aspiring ship's captain! Suitable for ages 8 and up, do not swallow."
icon = 'icons/obj/toy.dmi'

View File

@@ -160,20 +160,7 @@
P.icon_state = "paper_words"
if(istype(usr,/mob/living/carbon))
// place the item in the usr's hand if possible
if(!usr.r_hand)
P.loc = usr
usr.r_hand = P
P.layer = 20
else if(!usr.l_hand)
P.loc = usr
usr.l_hand = P
P.layer = 20
if (ismob(src.loc))
var/mob/M = src.loc
M.update_inv_l_hand()
M.update_inv_r_hand()
usr.put_in_hands(src)
/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
if(!istype(M))

View File

@@ -445,7 +445,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/weapon/flame/lighter/attack_self(mob/living/user)
if(!base_state)
base_state = icon_state
if(user.r_hand == src || user.l_hand == src)
if(!lit)
lit = 1
icon_state = "[base_state]on"
@@ -457,7 +456,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src].</span>")
else
user << "<span class='warning'>You burn yourself while lighting the lighter.</span>"
if (user.l_hand == src)
if (user.get_left_hand() == src)
user.apply_damage(2,BURN,"l_hand")
else
user.apply_damage(2,BURN,"r_hand")
@@ -476,8 +475,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
set_light(0)
processing_objects.Remove(src)
else
return ..()
return

View File

@@ -29,13 +29,23 @@
network = list("MINE")
req_access = list()
/obj/item/weapon/circuitboard/security/telescreen/entertainment
name = T_BOARD("entertainment camera monitor")
build_path = /obj/machinery/computer/security/telescreen/entertainment
board_type = "display"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/security/telescreen/entertainment/New()
..()
network = NETWORK_THUNDER
/obj/item/weapon/circuitboard/security/construct(var/obj/machinery/computer/security/C)
if (..(C))
C.network = network
C.network = network.Copy()
/obj/item/weapon/circuitboard/security/deconstruct(var/obj/machinery/computer/security/C)
if (..(C))
network = C.network
network = C.network.Copy()
/obj/item/weapon/circuitboard/security/emag_act(var/remaining_charges, var/mob/user)
if(emagged)

View File

@@ -0,0 +1,253 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#endif
//Circuitboards for frames (mostly wall based frames). Most of these don't fit into other categories.
//Display
/obj/item/weapon/circuitboard/guestpass
name = T_BOARD("guestpass console")
build_path = /obj/machinery/computer/guestpass
board_type = "guestpass"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/status_display
name = T_BOARD("status display")
build_path = /obj/machinery/status_display
board_type = "display"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/ai_status_display
name = T_BOARD("ai status display")
build_path = /obj/machinery/ai_status_display
board_type = "display"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/newscaster
name = T_BOARD("newscaster")
build_path = /obj/machinery/newscaster
board_type = "newscaster"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/atm
name = T_BOARD("atm")
build_path = /obj/machinery/atm
board_type = "atm"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
//Alarm
/obj/item/weapon/circuitboard/firealarm
name = T_BOARD("fire alarm")
build_path = /obj/machinery/firealarm
board_type = "firealarm"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/airalarm
name = T_BOARD("air alarm")
build_path = /obj/machinery/alarm
board_type = "airalarm"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/intercom
name = T_BOARD("intercom")
build_path = /obj/item/device/radio/intercom
board_type = "intercom"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
/obj/item/weapon/circuitboard/keycard_auth
name = T_BOARD("keycard authenticator")
build_path = /obj/machinery/keycard_auth
board_type = "keycard"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
//Computer
/obj/item/weapon/circuitboard/holopad
name = T_BOARD("holopad")
build_path = /obj/machinery/hologram/holopad
board_type = "holopad"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
//Machine
/obj/item/weapon/circuitboard/photocopier
name = T_BOARD("photocopier")
build_path = /obj/machinery/photocopier
board_type = "photocopier"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/motor" = 1,
"/obj/item/weapon/stock_parts/micro_laser" = 1,
"/obj/item/weapon/stock_parts/matter_bin" = 1)
/obj/item/weapon/circuitboard/fax
name = T_BOARD("fax")
build_path = /obj/machinery/photocopier/faxmachine
board_type = "fax"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/motor" = 1,
"/obj/item/weapon/stock_parts/micro_laser" = 1,
"/obj/item/weapon/stock_parts/matter_bin" = 1)
/obj/item/weapon/circuitboard/conveyor
name = T_BOARD("conveyor")
build_path = /obj/machinery/conveyor
board_type = "conveyor"
req_components = list(
"/obj/item/weapon/stock_parts/gear" = 2,
"/obj/item/weapon/stock_parts/motor" = 2,
"/obj/item/stack/cable_coil" = 5)
/obj/item/weapon/circuitboard/microwave
name = T_BOARD("microwave")
build_path = /obj/machinery/microwave
board_type = "microwave"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/stock_parts/motor" = 1,
"/obj/item/weapon/stock_parts/capacitor" = 1)
/obj/item/weapon/circuitboard/vending
name = T_BOARD("vending")
build_path = /obj/machinery/vending
board_type = "vending"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/stock_parts/motor" = 2,
"/obj/item/weapon/stock_parts/spring" = 2,
"/obj/item/stack/material/glass/reinforced" = 2)
/obj/item/weapon/circuitboard/recharger
name = T_BOARD("recharger")
build_path = /obj/machinery/recharger
board_type = "recharger"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/capacitor" = 1,
"/obj/item/stack/cable_coil" = 5)
/obj/item/weapon/circuitboard/recharger/wrecharger
name = T_BOARD("wall recharger")
build_path = /obj/machinery/recharger/wallcharger
board_type = "wrecharger"
/obj/item/weapon/circuitboard/washing
name = T_BOARD("washing machine")
build_path = /obj/machinery/washing_machine
board_type = "washing"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/motor" = 1,
"/obj/item/weapon/stock_parts/gear" = 2)
/obj/item/weapon/circuitboard/grinder
name = T_BOARD("reagent grinder")
build_path = /obj/machinery/reagentgrinder
board_type = "grinder"
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
req_components = list(
"/obj/item/weapon/stock_parts/motor" = 1,
"/obj/item/weapon/stock_parts/gear" = 1,
"/obj/item/weapon/reagent_containers/glass/beaker/large" = 1)
//for testing - If this is still in when I commit, someone shoot me. --leaving in for now, shouldn't be able to get these on station anyways.
/obj/item/weapon/storage/box/frame_parts
display_contents_with_number = 1
New()
..()
new /obj/item/weapon/circuitboard/guestpass( src )
new /obj/item/weapon/circuitboard/status_display( src )
new /obj/item/weapon/circuitboard/ai_status_display( src )
new /obj/item/weapon/circuitboard/newscaster( src )
new /obj/item/weapon/circuitboard/atm( src )
new /obj/item/weapon/circuitboard/firealarm( src )
new /obj/item/weapon/circuitboard/airalarm( src )
new /obj/item/weapon/circuitboard/intercom( src )
new /obj/item/weapon/circuitboard/keycard_auth( src )
new /obj/item/weapon/circuitboard/holopad( src )
new /obj/item/weapon/circuitboard/photocopier( src )
new /obj/item/weapon/circuitboard/fax( src )
new /obj/item/weapon/circuitboard/microwave( src )
new /obj/item/weapon/circuitboard/vending( src )
new /obj/item/weapon/circuitboard/washing( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/weapon/stock_parts/scanning_module( src )
new /obj/item/weapon/stock_parts/motor( src )
new /obj/item/weapon/stock_parts/micro_laser( src )
new /obj/item/weapon/stock_parts/matter_bin( src )
new /obj/item/weapon/stock_parts/gear( src )
new /obj/item/weapon/stock_parts/console_screen( src )
new /obj/item/weapon/stock_parts/capacitor( src )
new /obj/item/weapon/stock_parts/spring( src )
new /obj/item/stack/cable_coil( src , 5 )
new /obj/item/stack/material/glass/reinforced( src , 2 )

View File

@@ -77,7 +77,5 @@
icon_state = "purplecomb"
item_state = "purplecomb"
/obj/item/weapon/haircomb/attack_self(mob/user)
if(user.r_hand == src || user.l_hand == src)
/obj/item/weapon/haircomb/attack_self(mob/living/user)
user.visible_message(text("<span class='notice'>[] uses [] to comb their hair with incredible style and sophistication. What a [].</span>", user, src, user.gender == FEMALE ? "lady" : "guy"))
return

View File

@@ -39,8 +39,8 @@
return null
var/turf/location = loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
var/mob/living/M = location
if(M.item_is_in_hands(src))
location = M.loc
if(isturf(location)) //start a fire if possible
location.hotspot_expose(700, 2)

View File

@@ -125,12 +125,12 @@
icon_state = "wrap_paper"
var/amount = 20.0
/obj/item/weapon/wrapping_paper/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/item/weapon/wrapping_paper/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
..()
if (!( locate(/obj/structure/table, src.loc) ))
user << "<span class='warning'>You MUST put the paper on a table!</span>"
if (W.w_class < 4)
if ((istype(user.l_hand, /obj/item/weapon/wirecutters) || istype(user.r_hand, /obj/item/weapon/wirecutters)))
if (user.get_type_in_hands(/obj/item/weapon/wirecutters))
var/a_used = 2 ** (src.w_class - 1)
if (src.amount < a_used)
user << "<span class='warning'>You need more paper!</span>"

View File

@@ -24,8 +24,8 @@
return
attack_hand(mob/user as mob)
if ((src.case && (user.l_hand == src || user.r_hand == src)))
attack_hand(mob/living/user as mob)
if ((src.case && user.item_is_in_hands(src)))
user.put_in_active_hand(case)
src.case.add_fingerprint(user)

View File

@@ -29,7 +29,7 @@
/obj/item/weapon/material/twohanded/update_held_icon()
var/mob/living/M = loc
if(istype(M) && !issmall(M) && ((M.r_hand == src && !M.l_hand) || (M.l_hand == src && !M.r_hand)))
if(istype(M) && !issmall(M) && M.item_is_in_hands(src) && !M.hands_are_full())
wielded = 1
force = force_wielded
name = "[base_name] (wielded)"

View File

@@ -214,7 +214,7 @@
spawn(1) if(src) qdel(src)
/obj/item/weapon/melee/energy/blade/process()
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
if(!creator || loc != creator || !creator.item_is_in_hands(src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc

View File

@@ -59,7 +59,7 @@
spawn(1) if(src) del(src)
/obj/item/weapon/mop_deploy/process()
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
if(!creator || loc != creator || !creator.item_is_in_hands(src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc

View File

@@ -152,7 +152,7 @@
storage_slots = 12
/obj/item/weapon/storage/backpack/dufflebag/syndie
name = "suspicious looking dufflebag"
name = "black dufflebag"
desc = "A large dufflebag for holding extra tactical supplies."
icon_state = "duffle_syndie"
item_state = "duffle_syndiemed"

View File

@@ -21,7 +21,7 @@
var/linked
/obj/item/weapon/storage/laundry_basket/attack_hand(mob/user as mob)
/obj/item/weapon/storage/laundry_basket/attack_hand(mob/living/user as mob)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/temp = H.get_organ("r_hand")

View File

@@ -64,7 +64,7 @@
new /obj/item/stack/cable_coil(src,30,color)
/obj/item/weapon/storage/toolbox/syndicate
name = "suspicious looking toolbox"
name = "black and red toolbox"
icon_state = "syndicate"
item_state = "toolbox_syndi"
origin_tech = list(TECH_COMBAT = 1, TECH_ILLEGAL = 1)

View File

@@ -173,7 +173,7 @@
user << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/living/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(welding)
user << "<span class='danger'>Stop welding first!</span>"
@@ -222,9 +222,9 @@
//I'm not sure what this does. I assume it has to do with starting fires...
//...but it doesnt check to see if the welder is on or not.
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
if(istype(location, /mob/living))
var/mob/living/M = location
if(M.item_is_in_hands(src))
location = get_turf(M)
if (istype(location, /turf))
location.hotspot_expose(700, 5)

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