mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
- Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you. It still 'blinks' once every 25 seconds or so. - Added a flag BLOCK_GAS_SMOKE_EFFECT, which can be applied to masks, glasses and hats, which prevent gas smoke, which contains reagents, from having an effect on you. Currently only present for gas masks. - Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help. For one thing they'll have more time to get to you, for another you will get to see if they murder you before sending you to genetics. - Added Cheridan's wooden chairs to code - Added a action_button_name to all items, which defaults to null and contains the text which appears on the action button. If an action button exists, but this variable is not set, the text will default to 'Use [name]', name being the name of the item tied to the button. - Fixed the problem which resulted in certain glasses types making you keep night vision abilities even after you took them off. (Screenshot of black overlay: http://www.kamletos.si/blackimage4.png) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4280 316c924e-a436-60f5-8080-3fe189b3f50e
326 lines
8.4 KiB
Plaintext
326 lines
8.4 KiB
Plaintext
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// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
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/proc/ishuman(A)
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if(istype(A, /mob/living/carbon/human))
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return 1
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return 0
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/proc/ismonkey(A)
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if(A && istype(A, /mob/living/carbon/monkey))
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return 1
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return 0
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/proc/isbrain(A)
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if(A && istype(A, /mob/living/carbon/brain))
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return 1
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return 0
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/proc/isalien(A)
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if(istype(A, /mob/living/carbon/alien))
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return 1
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return 0
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/proc/isalienadult(A)
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if(istype(A, /mob/living/carbon/alien/humanoid))
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return 1
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return 0
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/proc/islarva(A)
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if(istype(A, /mob/living/carbon/alien/larva))
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return 1
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return 0
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/proc/ismetroid(A)
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if(istype(A, /mob/living/carbon/metroid))
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return 1
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return 0
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/proc/isrobot(A)
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if(istype(A, /mob/living/silicon/robot))
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return 1
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return 0
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/proc/isanimal(A)
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if(istype(A, /mob/living/simple_animal))
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return 1
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return 0
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/proc/iscorgi(A)
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if(istype(A, /mob/living/simple_animal/corgi))
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return 1
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return 0
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/proc/iscrab(A)
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if(istype(A, /mob/living/simple_animal/crab))
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return 1
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return 0
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/proc/iscat(A)
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if(istype(A, /mob/living/simple_animal/cat))
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return 1
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return 0
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/proc/ismouse(A)
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if(istype(A, /mob/living/simple_animal/mouse))
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return 1
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return 0
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/proc/isbear(A)
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if(istype(A, /mob/living/simple_animal/bear))
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return 1
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return 0
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/proc/iscarp(A)
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if(istype(A, /mob/living/simple_animal/carp))
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return 1
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return 0
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/proc/isAI(A)
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if(istype(A, /mob/living/silicon/ai))
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return 1
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return 0
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/proc/ispAI(A)
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if(istype(A, /mob/living/silicon/pai))
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return 1
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return 0
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/proc/iscarbon(A)
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if(istype(A, /mob/living/carbon))
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return 1
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return 0
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/proc/issilicon(A)
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if(istype(A, /mob/living/silicon))
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return 1
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return 0
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/proc/isliving(A)
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if(istype(A, /mob/living))
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return 1
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return 0
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proc/isobserver(A)
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if(istype(A, /mob/dead/observer))
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return 1
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return 0
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proc/isorgan(A)
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if(istype(A, /datum/organ/external))
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return 1
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return 0
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/proc/hsl2rgb(h, s, l)
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return
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/proc/check_zone(zone)
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if(!zone) return "chest"
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switch(zone)
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if("eyes")
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zone = "head"
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if("mouth")
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zone = "head"
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if("l_hand")
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zone = "l_arm"
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if("r_hand")
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zone = "r_arm"
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if("l_foot")
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zone = "l_leg"
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if("r_foot")
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zone = "r_leg"
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if("groin")
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zone = "chest"
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return zone
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/proc/ran_zone(zone, probability)
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zone = check_zone(zone)
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if(!probability) probability = 90
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if(probability == 100) return zone
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if(zone == "chest")
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if(prob(probability)) return "chest"
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var/t = rand(1, 9)
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switch(t)
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if(1 to 3) return "head"
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if(4 to 6) return "l_arm"
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if(7 to 9) return "r_arm"
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if(prob(probability * 0.75)) return zone
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return "chest"
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/proc/stars(n, pr)
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if (pr == null)
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pr = 25
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if (pr <= 0)
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return null
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else
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if (pr >= 100)
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return n
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var/te = n
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var/t = ""
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n = length(n)
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var/p = null
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p = 1
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while(p <= n)
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if ((copytext(te, p, p + 1) == " " || prob(pr)))
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t = text("[][]", t, copytext(te, p, p + 1))
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else
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t = text("[]*", t)
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p++
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return t
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/proc/stutter(n)
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var/te = html_decode(n)
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var/t = ""//placed before the message. Not really sure what it's for.
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n = length(n)//length of the entire word
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var/p = null
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p = 1//1 is the start of any word
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while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
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var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
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if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
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if (prob(10))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
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else
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if (prob(20))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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if (prob(5))
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n_letter = null
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else
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n_letter = text("[n_letter]-[n_letter]")
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t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
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p++//for each letter p is increased to find where the next letter will be.
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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var/letter = copytext(t, i, i+1)
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if(prob(50))
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if(p >= 70)
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letter = ""
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for(var/j = 1, j <= rand(0, 2), j++)
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letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
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returntext += letter
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return returntext
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/proc/ninjaspeak(n)
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/*
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The difference with stutter is that this proc can stutter more than 1 letter
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The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
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It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
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*/
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var/te = html_decode(n)
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var/t = ""
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n = length(n)
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var/p = 1
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while(p <= n)
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var/n_letter
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var/n_mod = rand(1,4)
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if(p+n_mod>n+1)
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n_letter = copytext(te, p, n+1)
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else
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n_letter = copytext(te, p, p+n_mod)
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if (prob(50))
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if (prob(30))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]")
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t = text("[t][n_letter]")
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p=p+n_mod
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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/proc/shake_camera(mob/M, duration, strength=1)
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if(!M || !M.client || M.shakecamera)
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return
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spawn(1)
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var/oldeye=M.client.eye
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var/x
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M.shakecamera = 1
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for(x=0; x<duration, x++)
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M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
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sleep(1)
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M.shakecamera = 0
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M.client.eye=oldeye
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/proc/findname(msg)
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for(var/mob/M in mob_list)
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if (M.real_name == text("[msg]"))
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return 1
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return 0
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/mob/proc/abiotic(var/full_body = 0)
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if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask)))
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return 1
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if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
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return 1
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return 0
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//Triggered when F12 is pressed (Unless someone changed something in the DMF)
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/mob/verb/button_pressed_F12()
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set name = "F12"
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set hidden = 1
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if(hud_used)
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if(ishuman(src))
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if(!src.client) return
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if(hud_used.hud_shown)
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hud_used.hud_shown = 0
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if(src.hud_used.adding)
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src.client.screen -= src.hud_used.adding
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if(src.hud_used.other)
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src.client.screen -= src.hud_used.other
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if(src.hud_used.hotkeybuttons)
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src.client.screen -= src.hud_used.hotkeybuttons
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if(src.hud_used.item_action_list)
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src.client.screen -= src.hud_used.item_action_list
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//Due to some poor coding some things need special treatment:
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//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
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src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
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src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
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src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
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//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
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src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
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else
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hud_used.hud_shown = 1
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if(src.hud_used.adding)
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src.client.screen += src.hud_used.adding
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if(src.hud_used.other && src.hud_used.inventory_shown)
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src.client.screen += src.hud_used.other
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if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
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src.client.screen += src.hud_used.hotkeybuttons
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src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
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src.client.screen += src.zone_sel //This one is a special snowflake
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hud_used.hidden_inventory_update()
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hud_used.persistant_inventory_update()
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update_action_buttons()
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else
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usr << "\red Inventory hiding is currently only supported for human mobs, sorry."
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else
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usr << "\red This mob type does not use a HUD." |