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code/modules/power/singularity/emitter.dm code/modules/power/singularity/field_generator.dm code/modules/power/singularity/generator.dm code/modules/power/singularity/investigate.dm code/modules/power/singularity/particle_accelerator/particle.dm code/modules/power/singularity/particle_accelerator/particle_accelerator.dm code/modules/power/singularity/particle_accelerator/particle_chamber.dm code/modules/power/singularity/particle_accelerator/particle_control.dm code/modules/power/singularity/particle_accelerator/particle_emitter.dm code/modules/power/singularity/particle_accelerator/particle_power.dm code/modules/power/singularity/singularity.dm code/modules/power/smes.dm code/modules/power/solar.dm code/modules/power/switch.dm code/modules/power/turbine.dm code/modules/projectiles/ammunition.dm code/modules/projectiles/gun.dm code/modules/projectiles/guns/energy.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/nuclear.dm code/modules/projectiles/guns/energy/pulse.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/projectiles/guns/projectile.dm code/modules/projectiles/guns/projectile/pistol.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/guns/projectile/shotgun.dm code/modules/projectiles/projectile.dm code/modules/projectiles/projectile/beams.dm code/modules/projectiles/projectile/bullets.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Holder.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/Chemistry-Recipes.dm code/modules/recycling/conveyor2.dm code/modules/recycling/disposal-construction.dm code/modules/recycling/disposal.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/message_server.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/rdmachines.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/scripting/AST/Operators/Binary Operators.dm code/modules/scripting/Implementations/Telecomms.dm code/modules/scripting/Parser/Keywords.dm code/modules/scripting/Scanner/Tokens.dm code/modules/scripting/stack.dm code/modules/security levels/keycard authentication.dm code/modules/security levels/security levels.dm code/setup.dm code/stylesheet.dm code/unused/AI_Visibility.dm code/unused/Ultralight.dm code/unused/airtunnel.dm code/unused/beast/bodypart.dm code/unused/conveyor.dm code/unused/disease2/analyser.dm code/unused/disease2/base.dm code/unused/disease2/biohazard destroyer.dm code/unused/disease2/cureimplanter.dm code/unused/disease2/curer.dm code/unused/disease2/diseasesplicer.dm code/unused/disease2/dishincubator.dm code/unused/disease2/isolator.dm code/unused/disease2/monkeydispensor.dm code/unused/dna.dm code/unused/gamemodes/deathmatch.dm code/unused/jobs.dm code/unused/mining/datum_processing_recipe.dm code/unused/mining/spaceship_builder_unused.dm code/unused/new_year.dm code/unused/spacecraft/manufacturing.dm code/unused/spacecraft/shipcore.dm config/README feedback.txt config/admins.txt config/config.txt config/rules.html data/mode.txt html/add-to-changelog.html html/archivedchangelog.html html/changelog.css html/changelog.html html/changelog.js icons/effects/blood.dmi icons/effects/genetics.dmi icons/misc/fullscreen.dmi icons/mob/AI.dmi icons/mob/alien.dmi icons/mob/animal.dmi icons/mob/back.dmi icons/mob/belt.dmi icons/mob/blob.dmi icons/mob/critter.dmi icons/mob/dam_human.dmi icons/mob/eyes.dmi icons/mob/feet.dmi icons/mob/hands.dmi icons/mob/head.dmi icons/mob/human.dmi icons/mob/human_face.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/livestock.dmi icons/mob/mask.dmi icons/mob/mecha.dmi icons/mob/mob.dmi icons/mob/monkey.dmi icons/mob/robots.dmi icons/mob/screen1.dmi icons/mob/screen1_Midnight.dmi icons/mob/screen1_Orange.dmi icons/mob/screen1_alien.dmi icons/mob/screen1_old.dmi icons/mob/suit.dmi icons/mob/uniform.dmi icons/mob/zone_sel.dmi icons/obj/Cryogenic2.dmi icons/obj/aibots.dmi icons/obj/ammo.dmi icons/obj/atmos.dmi icons/obj/bureaucracy.dmi icons/obj/card.dmi icons/obj/cigarettes.dmi icons/obj/closet.dmi icons/obj/clothing/glasses.dmi icons/obj/clothing/gloves.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/shoes.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/uniforms.dmi icons/obj/computer.dmi icons/obj/contraband.dmi icons/obj/decals.dmi icons/obj/device.dmi icons/obj/doors/DoorHazard.dmi icons/obj/doors/door_assembly.dmi icons/obj/drinks.dmi icons/obj/engine.dmi icons/obj/food.dmi icons/obj/grenade.dmi icons/obj/gun.dmi icons/obj/harvest.dmi icons/obj/hydroponics.dmi icons/obj/items.dmi icons/obj/janitor.dmi icons/obj/library.dmi icons/obj/lighting.dmi icons/obj/machines/field_generator.dmi icons/obj/machines/gateway.dmi icons/obj/machines/mining_machines.dmi icons/obj/machines/particle_accelerator.dmi icons/obj/meter.dmi icons/obj/mining.dmi icons/obj/objects.dmi icons/obj/paper.dmi icons/obj/pda.dmi icons/obj/pipes/disposal.dmi icons/obj/plants.dmi icons/obj/power.dmi icons/obj/projectiles.dmi icons/obj/robotics.dmi icons/obj/seeds.dmi icons/obj/singularity.dmi icons/obj/stationobjs.dmi icons/obj/stock_parts.dmi icons/obj/storage.dmi icons/obj/structures.dmi icons/obj/surgery.dmi icons/obj/syringe.dmi icons/obj/tank.dmi icons/obj/terminals.dmi icons/obj/toy.dmi icons/obj/vending.dmi icons/obj/watercloset.dmi icons/obj/weapons.dmi icons/obj/wizard.dmi icons/turf/areas.dmi icons/turf/floors.dmi icons/turf/walls.dmi interface/interface.dm interface/skin.dmf maps/Antiqua.dmm maps/RandomZLevels/assistantChamber.dmm maps/RandomZLevels/fileList.txt maps/tgstation.2.0.9.dmm sound/AI/animes.ogg sound/AI/newroundsexy.ogg sound/AI/newroundsexy2.ogg sound/effects/adminhelp.ogg tools/UnstandardnessTestForDM/UnstandardnessTestForDM.sln tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Program.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/AssemblyInfo.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.settings tools/UnstandardnessTestForDM/UnstandardnessTestForDM/UnstandardnessTestForDM.csproj tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug/UnstandardnessTestForDM.vshost.exe.manifest tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug/UnstandardnessTestForDM.csproj.FileListAbsolute.txt tools/expand_filedir_paths.py tools/readme.txt Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
409 lines
13 KiB
Plaintext
409 lines
13 KiB
Plaintext
/*
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Ideas for the subtle effects of hallucination:
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Light up oxygen/plasma indicators (done)
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Cause health to look critical/dead, even when standing (done)
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Characters silently watching you
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Brief flashes of fire/space/bombs/c4/dangerous shit (done)
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Items that are rare/traitorous/don't exist appearing in your inventory slots (done)
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Strange audio (should be rare) (done)
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Gunshots/explosions/opening doors/less rare audio (done)
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*/
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mob/living/carbon/var
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image/halimage
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image/halbody
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obj/halitem
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hal_screwyhud = 0 //1 - critical, 2 - dead, 3 - oxygen indicator, 4 - toxin indicator
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handling_hal = 0
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hal_crit = 0
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mob/living/carbon/proc/handle_hallucinations()
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if(handling_hal) return
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handling_hal = 1
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while(hallucination > 20)
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sleep(rand(200,500)/(hallucination/25))
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var/halpick = rand(1,100)
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switch(halpick)
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if(0 to 15)
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//Screwy HUD
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//src << "Screwy HUD"
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hal_screwyhud = pick(1,2,3,3,4,4)
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spawn(rand(100,250))
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hal_screwyhud = 0
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if(16 to 25)
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//Strange items
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//src << "Traitor Items"
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if(!halitem)
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halitem = new
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var/list/slots_free = list(ui_lhand,ui_rhand)
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if(l_hand) slots_free -= ui_lhand
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if(r_hand) slots_free -= ui_rhand
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if(istype(src,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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if(!H.belt) slots_free += ui_belt
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if(!H.l_store) slots_free += ui_storage1
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if(!H.r_store) slots_free += ui_storage2
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if(slots_free.len)
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halitem.screen_loc = pick(slots_free)
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halitem.layer = 50
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switch(rand(1,6))
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if(1) //revolver
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halitem.icon = 'icons/obj/gun.dmi'
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halitem.icon_state = "revolver"
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halitem.name = "Revolver"
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if(2) //c4
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halitem.icon = 'icons/obj/assemblies.dmi'
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halitem.icon_state = "plastic-explosive0"
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halitem.name = "Mysterious Package"
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if(prob(25))
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halitem.icon_state = "c4small_1"
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if(3) //sword
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halitem.icon = 'icons/obj/weapons.dmi'
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halitem.icon_state = "sword1"
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halitem.name = "Sword"
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if(4) //stun baton
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halitem.icon = 'icons/obj/weapons.dmi'
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halitem.icon_state = "stunbaton"
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halitem.name = "Stun Baton"
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if(5) //emag
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halitem.icon = 'icons/obj/card.dmi'
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halitem.icon_state = "emag"
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halitem.name = "Cryptographic Sequencer"
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if(6) //flashbang
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halitem.icon = 'icons/obj/grenade.dmi'
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halitem.icon_state = "flashbang1"
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halitem.name = "Flashbang"
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if(client) client.screen += halitem
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spawn(rand(100,250))
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del halitem
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if(26 to 40)
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//Flashes of danger
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//src << "Danger Flash"
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if(!halimage)
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var/list/possible_points = list()
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for(var/turf/simulated/floor/F in view(src,world.view))
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possible_points += F
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if(possible_points.len)
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var/turf/simulated/floor/target = pick(possible_points)
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switch(rand(1,3))
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if(1)
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//src << "Space"
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halimage = image('icons/turf/space.dmi',target,"[rand(1,25)]",TURF_LAYER)
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if(2)
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//src << "Fire"
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halimage = image('icons/effects/fire.dmi',target,"1",TURF_LAYER)
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if(3)
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//src << "C4"
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halimage = image('icons/obj/assemblies.dmi',target,"plastic-explosive2",OBJ_LAYER+0.01)
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if(client) client.images += halimage
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spawn(rand(10,50)) //Only seen for a brief moment.
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if(client) client.images -= halimage
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halimage = null
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if(41 to 65)
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//Strange audio
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//src << "Strange Audio"
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switch(rand(1,12))
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if(1) src << 'sound/machines/airlock.ogg'
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if(2)
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if(prob(50))src << 'sound/effects/Explosion1.ogg'
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else src << 'sound/effects/Explosion2.ogg'
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if(3) src << 'sound/effects/explosionfar.ogg'
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if(4) src << 'sound/effects/Glassbr1.ogg'
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if(5) src << 'sound/effects/Glassbr2.ogg'
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if(6) src << 'sound/effects/Glassbr3.ogg'
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if(7) src << 'sound/machines/twobeep.ogg'
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if(8) src << 'sound/machines/windowdoor.ogg'
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if(9)
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//To make it more realistic, I added two gunshots (enough to kill)
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src << 'sound/weapons/Gunshot.ogg'
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spawn(rand(10,30))
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src << 'sound/weapons/Gunshot.ogg'
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if(10) src << 'sound/weapons/smash.ogg'
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if(11)
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//Same as above, but with tasers.
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src << 'sound/weapons/Taser.ogg'
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spawn(rand(10,30))
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src << 'sound/weapons/Taser.ogg'
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//Rare audio
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if(12)
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//These sounds are (mostly) taken from Hidden: Source
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var/list/creepyasssounds = list('sound/effects/ghost.ogg', 'sound/effects/ghost2.ogg', 'sound/effects/Heart Beat.ogg', 'sound/effects/screech.ogg',\
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'sound/hallucinations/behind_you1.ogg', 'sound/hallucinations/behind_you2.ogg', 'sound/hallucinations/far_noise.ogg', 'sound/hallucinations/growl1.ogg', 'sound/hallucinations/growl2.ogg',\
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'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg', 'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
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'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
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'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
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src << pick(creepyasssounds)
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if(66 to 70)
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//Flashes of danger
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//src << "Danger Flash"
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if(!halbody)
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var/list/possible_points = list()
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for(var/turf/simulated/floor/F in view(src,world.view))
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possible_points += F
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if(possible_points.len)
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var/turf/simulated/floor/target = pick(possible_points)
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switch(rand(1,4))
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if(1)
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halbody = image('icons/mob/human.dmi',target,"husk_l",TURF_LAYER)
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if(2,3)
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halbody = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
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if(4)
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halbody = image('icons/mob/alien.dmi',target,"alienother",TURF_LAYER)
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// if(5)
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// halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
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if(client) client.images += halbody
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spawn(rand(50,80)) //Only seen for a brief moment.
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if(client) client.images -= halbody
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halbody = null
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if(71 to 72)
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//Fake death
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// src.sleeping_willingly = 1
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src.sleeping = 20
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hal_crit = 1
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hal_screwyhud = 1
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spawn(rand(50,100))
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// src.sleeping_willingly = 0
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src.sleeping = 0
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hal_crit = 0
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hal_screwyhud = 0
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handling_hal = 0
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/*obj/machinery/proc/mockpanel(list/buttons,start_txt,end_txt,list/mid_txts)
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if(!mocktxt)
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mocktxt = ""
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var/possible_txt = list("Launch Escape Pods","Self-Destruct Sequence","\[Swipe ID\]","De-Monkify",\
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"Reticulate Splines","Plasma","Open Valve","Lockdown","Nerf Airflow","Kill Traitor","Nihilism",\
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"OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Captain IQ","Retrieve Arms",\
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"Play Charades","Oxygen","Inject BeAcOs","Ninja Lizards","Limit Break","Build Sentry")
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if(mid_txts)
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while(mid_txts.len)
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var/mid_txt = pick(mid_txts)
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mocktxt += mid_txt
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mid_txts -= mid_txt
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while(buttons.len)
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var/button = pick(buttons)
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var/button_txt = pick(possible_txt)
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mocktxt += "<a href='?src=\ref[src];[button]'>[button_txt]</a><br>"
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buttons -= button
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possible_txt -= button_txt
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return start_txt + mocktxt + end_txt + "</TT></BODY></HTML>"
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proc/check_panel(mob/M)
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if (istype(M, /mob/living/carbon/human) || istype(M, /mob/living/silicon/ai))
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if(M.hallucination < 15)
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return 1
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return 0*/
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/obj/effect/fake_attacker
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icon = null
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icon_state = null
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name = ""
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desc = ""
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density = 0
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anchored = 1
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opacity = 0
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var/mob/living/carbon/human/my_target = null
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var/weapon_name = null
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var/obj/item/weap = null
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var/image/stand_icon = null
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var/image/currentimage = null
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var/icon/base = null
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var/s_tone
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var/mob/living/clone = null
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var/image/left
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var/image/right
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var/image/up
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var/collapse
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var/image/down
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var/health = 100
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attackby(var/obj/item/weapon/P as obj, mob/user as mob)
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step_away(src,my_target,2)
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for(var/mob/M in oviewers(world.view,my_target))
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M << "\red <B>[my_target] flails around wildly.</B>"
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my_target.show_message("\red <B>[src] has been attacked by [my_target] </B>", 1) //Lazy.
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src.health -= P.force
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return
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HasEntered(var/mob/M, somenumber)
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if(M == my_target)
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step_away(src,my_target,2)
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if(prob(30))
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for(var/mob/O in oviewers(world.view , my_target))
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O << "\red <B>[my_target] stumbles around.</B>"
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New()
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..()
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spawn(300)
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if(my_target)
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my_target.hallucinations -= src
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del(src)
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step_away(src,my_target,2)
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spawn attack_loop()
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proc/updateimage()
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// del src.currentimage
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if(src.dir == NORTH)
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del src.currentimage
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src.currentimage = new /image(up,src)
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else if(src.dir == SOUTH)
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del src.currentimage
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src.currentimage = new /image(down,src)
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else if(src.dir == EAST)
|
|
del src.currentimage
|
|
src.currentimage = new /image(right,src)
|
|
else if(src.dir == WEST)
|
|
del src.currentimage
|
|
src.currentimage = new /image(left,src)
|
|
my_target << currentimage
|
|
|
|
|
|
proc/attack_loop()
|
|
while(1)
|
|
sleep(rand(5,10))
|
|
if(src.health < 0)
|
|
collapse()
|
|
continue
|
|
if(get_dist(src,my_target) > 1)
|
|
src.dir = get_dir(src,my_target)
|
|
step_towards(src,my_target)
|
|
updateimage()
|
|
else
|
|
if(prob(15))
|
|
if(weapon_name)
|
|
my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
|
|
my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
|
|
my_target.halloss += 8
|
|
if(prob(20)) my_target.eye_blurry += 3
|
|
if(prob(33))
|
|
if(!locate(/obj/effect/overlay) in my_target.loc)
|
|
fake_blood(my_target)
|
|
else
|
|
my_target << sound(pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg'))
|
|
my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
|
|
my_target.halloss += 4
|
|
if(prob(33))
|
|
if(!locate(/obj/effect/overlay) in my_target.loc)
|
|
fake_blood(my_target)
|
|
|
|
if(prob(15))
|
|
step_away(src,my_target,2)
|
|
|
|
proc/collapse()
|
|
collapse = 1
|
|
updateimage()
|
|
|
|
/proc/fake_blood(var/mob/target)
|
|
var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
|
|
O.name = "blood"
|
|
var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
|
|
target << I
|
|
spawn(300)
|
|
del(O)
|
|
return
|
|
|
|
var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/item/ammo_magazine/a357,\
|
|
/obj/item/weapon/gun/energy/crossbow, /obj/item/weapon/melee/energy/sword,\
|
|
/obj/item/weapon/storage/box/syndicate, /obj/item/weapon/storage/emp_kit,\
|
|
/obj/item/weapon/cartridge/syndicate, /obj/item/clothing/under/chameleon,\
|
|
/obj/item/clothing/shoes/syndigaloshes, /obj/item/weapon/card/id/syndicate,\
|
|
/obj/item/clothing/mask/gas/voice, /obj/item/clothing/glasses/thermal,\
|
|
/obj/item/device/chameleon, /obj/item/weapon/card/emag,\
|
|
/obj/item/weapon/storage/toolbox/syndicate, /obj/item/weapon/aiModule,\
|
|
/obj/item/device/radio/headset/syndicate, /obj/item/weapon/plastique,\
|
|
/obj/item/device/powersink, /obj/item/weapon/storage/syndie_kit,\
|
|
/obj/item/toy/syndicateballoon, /obj/item/weapon/gun/energy/laser/captain,\
|
|
/obj/item/weapon/hand_tele, /obj/item/weapon/rcd, /obj/item/weapon/tank/jetpack,\
|
|
/obj/item/clothing/under/rank/captain, /obj/item/device/aicard,\
|
|
/obj/item/clothing/shoes/magboots, /obj/item/blueprints, /obj/item/weapon/disk/nuclear,\
|
|
/obj/item/clothing/suit/space/nasavoid, /obj/item/weapon/tank)
|
|
|
|
/proc/fake_attack(var/mob/living/target)
|
|
// var/list/possible_clones = new/list()
|
|
var/mob/living/carbon/human/clone = null
|
|
var/clone_weapon = null
|
|
|
|
for(var/mob/living/carbon/human/H in living_mob_list)
|
|
if(H.stat || H.lying) continue
|
|
// possible_clones += H
|
|
clone = H
|
|
break //changed the code a bit. Less randomised, but less work to do. Should be ok, world.contents aren't stored in any particular order.
|
|
|
|
// if(!possible_clones.len) return
|
|
// clone = pick(possible_clones)
|
|
if(!clone) return
|
|
|
|
//var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(outside_range(target))
|
|
var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(target.loc)
|
|
if(clone.l_hand)
|
|
if(!(locate(clone.l_hand) in non_fakeattack_weapons))
|
|
clone_weapon = clone.l_hand.name
|
|
F.weap = clone.l_hand
|
|
else if (clone.r_hand)
|
|
if(!(locate(clone.r_hand) in non_fakeattack_weapons))
|
|
clone_weapon = clone.r_hand.name
|
|
F.weap = clone.r_hand
|
|
|
|
F.name = clone.name
|
|
F.my_target = target
|
|
F.weapon_name = clone_weapon
|
|
target.hallucinations += F
|
|
|
|
|
|
F.left = image(clone,dir = WEST)
|
|
F.right = image(clone,dir = EAST)
|
|
F.up = image(clone,dir = NORTH)
|
|
F.down = image(clone,dir = SOUTH)
|
|
|
|
// F.base = new /icon(clone.stand_icon)
|
|
// F.currentimage = new /image(clone)
|
|
|
|
/*
|
|
|
|
|
|
|
|
F.left = new /icon(clone.stand_icon,dir=WEST)
|
|
for(var/icon/i in clone.overlays)
|
|
F.left.Blend(i)
|
|
F.up = new /icon(clone.stand_icon,dir=NORTH)
|
|
for(var/icon/i in clone.overlays)
|
|
F.up.Blend(i)
|
|
F.down = new /icon(clone.stand_icon,dir=SOUTH)
|
|
for(var/icon/i in clone.overlays)
|
|
F.down.Blend(i)
|
|
F.right = new /icon(clone.stand_icon,dir=EAST)
|
|
for(var/icon/i in clone.overlays)
|
|
F.right.Blend(i)
|
|
|
|
target << F.up
|
|
*/
|
|
|
|
F.updateimage() |