Merge remote-tracking branch 'refs/remotes/origin/dev' into dev

Conflicts:
	code/__HELPERS/maths.dm
	code/__HELPERS/type2type.dm
	code/modules/clothing/head/hardhat.dm
	code/modules/clothing/spacesuits/captain.dm
	code/modules/clothing/spacesuits/miscellaneous.dm
	code/modules/clothing/spacesuits/rig/rig_pieces.dm
	code/modules/clothing/spacesuits/rig/suits/light.dm
	code/modules/clothing/spacesuits/spacesuits.dm
	code/modules/clothing/suits/armor.dm
	code/modules/clothing/suits/utility.dm
	code/modules/events/event_manager.dm
	code/modules/mob/living/living.dm
	code/setup.dm
This commit is contained in:
Zulker Nayeen Nahiyan
2015-02-04 04:44:09 +06:00
656 changed files with 3381 additions and 40321 deletions
+3 -3
View File
@@ -26,7 +26,7 @@
/mob/dead/observer/New(mob/body)
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
see_invisible = SEE_INVISIBLE_OBSERVER
see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
see_in_dark = 100
verbs += /mob/dead/observer/proc/dead_tele
@@ -143,7 +143,7 @@ Works together with spawning an observer, noted above.
ghost.can_reenter_corpse = can_reenter_corpse
ghost.timeofdeath = src.timeofdeath //BS12 EDIT
ghost.key = key
if(!ghost.client.holder && !config.antag_hud_allowed) // For new ghosts we remove the verb from even showing up if it's not allowed.
if(ghost.client && !ghost.client.holder && !config.antag_hud_allowed) // For new ghosts we remove the verb from even showing up if it's not allowed.
ghost.verbs -= /mob/dead/observer/verb/toggle_antagHUD // Poor guys, don't know what they are missing!
return ghost
@@ -409,7 +409,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
set category = "Ghost"
if (see_invisible == SEE_INVISIBLE_OBSERVER_NOLIGHTING)
see_invisible = SEE_INVISIBLE_OBSERVER
see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
else
see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
+2
View File
@@ -52,6 +52,8 @@
if(stat == DEAD)
return 0
facing_dir = null
if(!gibbed && deathmessage != "no message") // This is gross, but reliable. Only brains use it.
src.visible_message("<b>\The [src.name]</b> [deathmessage]")
+2 -2
View File
@@ -12,7 +12,7 @@
var/input
if(!message)
input = copytext(sanitize(input(src,"Choose an emote to display.") as text|null),1,MAX_MESSAGE_LEN)
input = sanitize(copytext(input(src,"Choose an emote to display.") as text|null,1,MAX_MESSAGE_LEN))
else
input = message
if(input)
@@ -108,7 +108,7 @@
var/input
if(!message)
input = copytext(sanitize(input(src, "Choose an emote to display.") as text|null), 1, MAX_MESSAGE_LEN)
input = sanitize(copytext(input(src, "Choose an emote to display.") as text|null, 1, MAX_MESSAGE_LEN))
else
input = message
+15 -5
View File
@@ -124,18 +124,28 @@
var/changed_voice
if(istype(src, /mob/living/silicon/ai) && !hard_to_hear)
part_a = "<span class='say_quote'>\[[worldtime2text()]\]</span>" + part_a
var/jobname // the mob's "job"
var/mob/living/carbon/human/impersonating //The crewmember being impersonated, if any.
var/mob/living/carbon/human/impersonating //The crew member being impersonated, if any.
if (ishuman(speaker))
var/mob/living/carbon/human/H = speaker
if((H.wear_id && istype(H.wear_id,/obj/item/weapon/card/id/syndicate)) && (H.wear_mask && istype(H.wear_mask,/obj/item/clothing/mask/gas/voice)))
if(H.wear_mask && istype(H.wear_mask,/obj/item/clothing/mask/gas/voice))
changed_voice = 1
var/mob/living/carbon/human/I = locate(speaker_name)
var/list/impersonated = new()
var/mob/living/carbon/human/I = impersonated[speaker_name]
if(I)
if(!I)
for(var/mob/living/carbon/human/M in mob_list)
if(M.real_name == speaker_name)
I = M
impersonated[speaker_name] = I
break
// If I's display name is currently different from the voice name and using an agent ID then don't impersonate
// as this would allow the AI to track I and realize the mismatch.
if(I && !(I.name != speaker_name && I.wear_id && istype(I.wear_id,/obj/item/weapon/card/id/syndicate)))
impersonating = I
jobname = impersonating.get_assignment()
else
+2 -1
View File
@@ -40,8 +40,9 @@
/mob/living/var/holder_type
/mob/living/proc/get_scooped(var/mob/living/carbon/grabber)
if(!holder_type)
if(!holder_type || buckled || pinned.len)
return
var/obj/item/weapon/holder/H = new holder_type(loc)
src.loc = H
H.name = loc.name
@@ -7,6 +7,7 @@
pass_flags = PASSTABLE
health = 100
maxHealth = 100
mob_size = 4
var/adult_form
var/dead_icon
@@ -3,7 +3,6 @@
health = 400 //They need to live awhile longer than other organs.
desc = "A piece of juicy meat found in a person's head."
icon_state = "brain2"
flags = TABLEPASS
force = 1.0
w_class = 2.0
throwforce = 1.0
+2
View File
@@ -354,6 +354,8 @@
else if (W == handcuffed)
handcuffed = null
update_inv_handcuffed()
if(buckled && buckled.buckle_require_restraints)
buckled.unbuckle_mob()
else if (W == legcuffed)
legcuffed = null
+23 -27
View File
@@ -1,18 +1,14 @@
/mob/living/carbon/verb/give()
mob/living/carbon/verb/give(var/mob/living/carbon/target in view(1)-usr)
set category = "IC"
set name = "Give"
set src in view(1)
if(src.stat == 2 || usr.stat == 2 || src.client == null)
return
if(src == usr)
usr << "\red I feel stupider, suddenly."
if(target.stat == 2 || usr.stat == 2|| target.client == null)
return
var/obj/item/I
if(!usr.hand && usr.r_hand == null)
usr << "\red You don't have anything in your right hand to give to [src.name]"
usr << "<span class='warning'>You don't have anything in your right hand to give to [target.name]</span>"
return
if(usr.hand && usr.l_hand == null)
usr << "\red You don't have anything in your left hand to give to [src.name]"
usr << "<span class='warning'>You don't have anything in your left hand to give to [target.name]</span>"
return
if(usr.hand)
I = usr.l_hand
@@ -20,38 +16,38 @@
I = usr.r_hand
if(!I)
return
if(src.r_hand == null || src.l_hand == null)
switch(alert(src,"[usr] wants to give you \a [I]?",,"Yes","No"))
if(target.r_hand == null || target.l_hand == null)
switch(alert(target,"[usr] wants to give you \a [I]?",,"Yes","No"))
if("Yes")
if(!I)
return
if(!Adjacent(usr))
usr << "\red You need to stay in reaching distance while giving an object."
src << "\red [usr.name] moved too far away."
usr << "<span class='warning'>You need to stay in reaching distance while giving an object.</span>"
target << "<span class='warning'>[usr.name] moved too far away.</span>"
return
if((usr.hand && usr.l_hand != I) || (!usr.hand && usr.r_hand != I))
usr << "\red You need to keep the item in your active hand."
src << "\red [usr.name] seem to have given up on giving \the [I.name] to you."
usr << "<span class='warning'>You need to keep the item in your active hand.</span>"
target << "<span class='warning'>[usr.name] seem to have given up on giving \the [I.name] to you.</span>"
return
if(src.r_hand != null && src.l_hand != null)
src << "\red Your hands are full."
usr << "\red Their hands are full."
if(target.r_hand != null && target.l_hand != null)
target << "<span class='warning'>Your hands are full.</span>"
usr << "<span class='warning'>Their hands are full.</span>"
return
else
usr.drop_item()
if(src.r_hand == null)
src.r_hand = I
if(target.r_hand == null)
target.r_hand = I
else
src.l_hand = I
I.loc = src
target.l_hand = I
I.loc = target
I.layer = 20
I.add_fingerprint(src)
src.update_inv_l_hand()
src.update_inv_r_hand()
I.add_fingerprint(target)
target.update_inv_l_hand()
target.update_inv_r_hand()
usr.update_inv_l_hand()
usr.update_inv_r_hand()
src.visible_message("\blue [usr.name] handed \the [I.name] to [src.name].")
target.visible_message("<span class='notice'>[usr.name] handed \the [I.name] to [target.name].</span>")
if("No")
src.visible_message("\red [usr.name] tried to hand [I.name] to [src.name] but [src.name] didn't want it.")
target.visible_message("<span class='warning'>[usr.name] tried to hand [I.name] to [target.name] but [target.name] didn't want it.</span>")
else
usr << "\red [src.name]'s hands are full."
usr << "<span class='warning'>[target.name]'s hands are full.</span>"
@@ -0,0 +1,149 @@
// MEDICAL SIDE EFFECT BASE
// ========================
/datum/medical_effect
var/name = "None"
var/strength = 0
var/start = 0
var/list/triggers
var/list/cures
var/cure_message
/datum/medical_effect/proc/manifest(mob/living/carbon/human/H)
for(var/R in cures)
if(H.reagents.has_reagent(R))
return 0
for(var/R in triggers)
if(H.reagents.get_reagent_amount(R) >= triggers[R])
return 1
return 0
/datum/medical_effect/proc/on_life(mob/living/carbon/human/H, strength)
return
/datum/medical_effect/proc/cure(mob/living/carbon/human/H)
for(var/R in cures)
if(H.reagents.has_reagent(R))
if (cure_message)
H <<"\blue [cure_message]"
return 1
return 0
// MOB HELPERS
// ===========
/mob/living/carbon/human/var/list/datum/medical_effect/side_effects = list()
/mob/proc/add_side_effect(name, strength = 0)
/mob/living/carbon/human/add_side_effect(name, strength = 0)
for(var/datum/medical_effect/M in src.side_effects)
if(M.name == name)
M.strength = max(M.strength, 10)
M.start = life_tick
return
var/T = side_effects[name]
if (!T)
return
var/datum/medical_effect/M = new T
if(M.name == name)
M.strength = strength
M.start = life_tick
side_effects += M
/mob/living/carbon/human/proc/handle_medical_side_effects()
//Going to handle those things only every few ticks.
if(life_tick % 15 != 0)
return 0
var/list/L = typesof(/datum/medical_effect)-/datum/medical_effect
for(var/T in L)
var/datum/medical_effect/M = new T
if (M.manifest(src))
src.add_side_effect(M.name)
// One full cycle(in terms of strength) every 10 minutes
for (var/datum/medical_effect/M in side_effects)
if (!M) continue
var/strength_percent = sin((life_tick - M.start) / 2)
// Only do anything if the effect is currently strong enough
if(strength_percent >= 0.4)
if (M.cure(src) || M.strength > 50)
side_effects -= M
M = null
else
if(life_tick % 45 == 0)
M.on_life(src, strength_percent*M.strength)
// Effect slowly growing stronger
M.strength+=0.08
// HEADACHE
// ========
/datum/medical_effect/headache
name = "Headache"
triggers = list("cryoxadone" = 10, "bicaridine" = 15, "tricordrazine" = 15)
cures = list("alkysine", "tramadol", "paracetamol", "oxycodone")
cure_message = "Your head stops throbbing..."
/datum/medical_effect/headache/on_life(mob/living/carbon/human/H, strength)
switch(strength)
if(1 to 10)
H.custom_pain("You feel a light pain in your head.",0)
if(11 to 30)
H.custom_pain("You feel a throbbing pain in your head!",1)
if(31 to INFINITY)
H.custom_pain("You feel an excrutiating pain in your head!",1)
// BAD STOMACH
// ===========
/datum/medical_effect/bad_stomach
name = "Bad Stomach"
triggers = list("kelotane" = 30, "dermaline" = 15)
cures = list("anti_toxin")
cure_message = "Your stomach feels a little better now..."
/datum/medical_effect/bad_stomach/on_life(mob/living/carbon/human/H, strength)
switch(strength)
if(1 to 10)
H.custom_pain("You feel a bit light around the stomach.",0)
if(11 to 30)
H.custom_pain("Your stomach hurts.",0)
if(31 to INFINITY)
H.custom_pain("You feel sick.",1)
// CRAMPS
// ======
/datum/medical_effect/cramps
name = "Cramps"
triggers = list("anti_toxin" = 30, "tramadol" = 15)
cures = list("inaprovaline")
cure_message = "The cramps let up..."
/datum/medical_effect/cramps/on_life(mob/living/carbon/human/H, strength)
switch(strength)
if(1 to 10)
H.custom_pain("The muscles in your body hurt a little.",0)
if(11 to 30)
H.custom_pain("The muscles in your body cramp up painfully.",0)
if(31 to INFINITY)
H.emote("me",1,"flinches as all the muscles in their body cramp up.")
H.custom_pain("There's pain all over your body.",1)
// ITCH
// ====
/datum/medical_effect/itch
name = "Itch"
triggers = list("space_drugs" = 10)
cures = list("inaprovaline")
cure_message = "The itching stops..."
/datum/medical_effect/itch/on_life(mob/living/carbon/human/H, strength)
switch(strength)
if(1 to 10)
H.custom_pain("You feel a slight itch.",0)
if(11 to 30)
H.custom_pain("You want to scratch your itch badly.",0)
if(31 to INFINITY)
H.emote("me",1,"shivers slightly.")
H.custom_pain("This itch makes it really hard to concentrate.",1)
@@ -0,0 +1,149 @@
// MEDICAL SIDE EFFECT BASE
// ========================
/datum/medical_effect
var/name = "None"
var/strength = 0
var/start = 0
var/list/triggers
var/list/cures
var/cure_message
/datum/medical_effect/proc/manifest(mob/living/carbon/human/H)
for(var/R in cures)
if(H.reagents.has_reagent(R))
return 0
for(var/R in triggers)
if(H.reagents.get_reagent_amount(R) >= triggers[R])
return 1
return 0
/datum/medical_effect/proc/on_life(mob/living/carbon/human/H, strength)
return
/datum/medical_effect/proc/cure(mob/living/carbon/human/H)
for(var/R in cures)
if(H.reagents.has_reagent(R))
if (cure_message)
H <<"\blue [cure_message]"
return 1
return 0
// MOB HELPERS
// ===========
/mob/living/carbon/human/var/list/datum/medical_effect/side_effects = list()
/mob/proc/add_side_effect(name, strength = 0)
/mob/living/carbon/human/add_side_effect(name, strength = 0)
for(var/datum/medical_effect/M in src.side_effects)
if(M.name == name)
M.strength = max(M.strength, 10)
M.start = life_tick
return
var/T = side_effects[name]
if (!T)
return
var/datum/medical_effect/M = new T
if(M.name == name)
M.strength = strength
M.start = life_tick
side_effects += M
/mob/living/carbon/human/proc/handle_medical_side_effects()
//Going to handle those things only every few ticks.
if(life_tick % 15 != 0)
return 0
var/list/L = typesof(/datum/medical_effect)-/datum/medical_effect
for(var/T in L)
var/datum/medical_effect/M = new T
if (M.manifest(src))
src.add_side_effect(M.name)
// One full cycle(in terms of strength) every 10 minutes
for (var/datum/medical_effect/M in side_effects)
if (!M) continue
var/strength_percent = sin((life_tick - M.start) / 2)
// Only do anything if the effect is currently strong enough
if(strength_percent >= 0.4)
if (M.cure(src) || M.strength > 50)
side_effects -= M
M = null
else
if(life_tick % 45 == 0)
M.on_life(src, strength_percent*M.strength)
// Effect slowly growing stronger
M.strength+=0.08
// HEADACHE
// ========
/datum/medical_effect/headache
name = "Headache"
triggers = list("cryoxadone" = 10, "bicaridine" = 15, "tricordrazine" = 15)
cures = list("alkysine", "tramadol", "paracetamol", "oxycodone")
cure_message = "Your head stops throbbing..."
/datum/medical_effect/headache/on_life(mob/living/carbon/human/H, strength)
switch(strength)
if(1 to 10)
H.custom_pain("You feel a light pain in your head.",0)
if(11 to 30)
H.custom_pain("You feel a throbbing pain in your head!",1)
if(31 to INFINITY)
H.custom_pain("You feel an excrutiating pain in your head!",1)
// BAD STOMACH
// ===========
/datum/medical_effect/bad_stomach
name = "Bad Stomach"
triggers = list("kelotane" = 30, "dermaline" = 15)
cures = list("anti_toxin")
cure_message = "Your stomach feels a little better now..."
/datum/medical_effect/bad_stomach/on_life(mob/living/carbon/human/H, strength)
switch(strength)
if(1 to 10)
H.custom_pain("You feel a bit light around the stomach.",0)
if(11 to 30)
H.custom_pain("Your stomach hurts.",0)
if(31 to INFINITY)
H.custom_pain("You feel sick.",1)
// CRAMPS
// ======
/datum/medical_effect/cramps
name = "Cramps"
triggers = list("anti_toxin" = 30, "tramadol" = 15)
cures = list("inaprovaline")
cure_message = "The cramps let up..."
/datum/medical_effect/cramps/on_life(mob/living/carbon/human/H, strength)
switch(strength)
if(1 to 10)
H.custom_pain("The muscles in your body hurt a little.",0)
if(11 to 30)
H.custom_pain("The muscles in your body cramp up painfully.",0)
if(31 to INFINITY)
H.emote("me",1,"flinches as all the muscles in their body cramp up.")
H.custom_pain("There's pain all over your body.",1)
// ITCH
// ====
/datum/medical_effect/itch
name = "Itch"
triggers = list("space_drugs" = 10)
cures = list("inaprovaline")
cure_message = "The itching stops..."
/datum/medical_effect/itch/on_life(mob/living/carbon/human/H, strength)
switch(strength)
if(1 to 10)
H.custom_pain("You feel a slight itch.",0)
if(11 to 30)
H.custom_pain("You want to scratch your itch badly.",0)
if(31 to INFINITY)
H.emote("me",1,"shivers slightly.")
H.custom_pain("This itch makes it really hard to concentrate.",1)
@@ -50,7 +50,7 @@
m_type = 1
if ("custom")
var/input = copytext(sanitize(input("Choose an emote to display.") as text|null),1,MAX_MESSAGE_LEN)
var/input = sanitize(copytext(input("Choose an emote to display.") as text|null,1,MAX_MESSAGE_LEN))
if (!input)
return
var/input2 = input("Is this a visible or hearable emote?") in list("Visible","Hearable")
@@ -577,7 +577,7 @@
set desc = "Sets a description which will be shown when someone examines you."
set category = "IC"
pose = copytext(sanitize(input(usr, "This is [src]. \He is...", "Pose", null) as text), 1, MAX_MESSAGE_LEN)
pose = sanitize(copytext(input(usr, "This is [src]. \He is...", "Pose", null) as text, 1, MAX_MESSAGE_LEN))
/mob/living/carbon/human/verb/set_flavor()
set name = "Set Flavour Text"
@@ -131,6 +131,10 @@
else
msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] handcuffed!</span>\n"
//buckled
if(buckled)
msg += "<span class='warning'>[t_He] [t_is] \icon[buckled] buckled to [buckled]!</span>\n"
//belt
if(belt)
if(belt.blood_DNA)
@@ -219,7 +223,10 @@
usr << "<span class='deadsay'>[t_He] has no pulse[src.client ? "" : " and [t_his] soul has departed"]...</span>"
else
usr << "<span class='deadsay'>[t_He] has a pulse!</span>"
if(fire_stacks)
msg += "[t_He] [t_is] covered in some liquid.\n"
if(on_fire)
msg += "<span class='warning'>[t_He] [t_is] on fire!.</span>\n"
msg += "<span class='warning'>"
if(nutrition < 100)
@@ -499,7 +499,7 @@
for (var/datum/data/record/R in data_core.security)
if (R.fields["id"] == E.fields["id"])
if(hasHUD(usr,"security"))
var/t1 = copytext(sanitize(input("Add Comment:", "Sec. records", null, null) as message),1,MAX_MESSAGE_LEN)
var/t1 = sanitize(copytext(input("Add Comment:", "Sec. records", null, null) as message,1,MAX_MESSAGE_LEN))
if ( !(t1) || usr.stat || usr.restrained() || !(hasHUD(usr,"security")) )
return
var/counter = 1
@@ -628,7 +628,7 @@
for (var/datum/data/record/R in data_core.medical)
if (R.fields["id"] == E.fields["id"])
if(hasHUD(usr,"medical"))
var/t1 = copytext(sanitize(input("Add Comment:", "Med. records", null, null) as message),1,MAX_MESSAGE_LEN)
var/t1 = sanitize(copytext(input("Add Comment:", "Med. records", null, null) as message,1,MAX_MESSAGE_LEN))
if ( !(t1) || usr.stat || usr.restrained() || !(hasHUD(usr,"medical")) )
return
var/counter = 1
@@ -120,7 +120,7 @@ emp_act
/mob/living/carbon/human/proc/getarmor_organ(var/datum/organ/external/def_zone, var/type)
if(!type) return 0
var/protection = 0
var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform)
var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes)
for(var/gear in protective_gear)
if(gear && istype(gear ,/obj/item/clothing))
var/obj/item/clothing/C = gear
@@ -47,7 +47,7 @@
tally += 0.5
else if(E.status & ORGAN_BROKEN)
tally += 1.5
if(shock_stage >= 10) tally += 3
if(FAT in src.mutations)
@@ -175,7 +175,7 @@
text = input("What would you like to say?", "Speak to creature", null, null)
text = trim(copytext(sanitize(text), 1, MAX_MESSAGE_LEN))
text = trim(sanitize(copytext(text, 1, MAX_MESSAGE_LEN)))
if(!text) return
@@ -213,7 +213,7 @@
set desc = "Whisper silently to someone over a distance."
set category = "Abilities"
var/msg = sanitize(input("Message:", "Psychic Whisper") as text|null)
var/msg = sanitize(copytext(input("Message:", "Psychic Whisper") as text|null, 1, MAX_MESSAGE_LEN))
if(msg)
log_say("PsychicWhisper: [key_name(src)]->[M.key] : [msg]")
M << "\green You hear a strange, alien voice in your head... \italic [msg]"
@@ -167,6 +167,8 @@
update_inv_back()
else if (W == handcuffed)
handcuffed = null
if(buckled && buckled.buckle_require_restraints)
buckled.unbuckle_mob()
success = 1
update_inv_handcuffed()
else if (W == legcuffed)
+33 -17
View File
@@ -112,6 +112,9 @@
//Handle temperature/pressure differences between body and environment
handle_environment(environment) //Optimized a good bit.
//Check if we're on fire
handle_fire()
//Status updates, death etc.
handle_regular_status_updates() //Optimized a bit
update_canmove()
@@ -407,11 +410,10 @@
loc.assume_air(breath)
//spread some viruses while we are at it
if (virus2.len > 0)
if (prob(10) && get_infection_chance(src))
// log_debug("[src] : Exhaling some viruses")
for(var/mob/living/carbon/M in view(1,src))
src.spread_disease_to(M)
if (virus2.len > 0 && prob(10))
// log_debug("[src] : Exhaling some viruses")
for(var/mob/living/carbon/M in view(1,src))
src.spread_disease_to(M)
proc/get_breath_from_internal(volume_needed)
@@ -599,8 +601,9 @@
failed_last_breath = 0
adjustOxyLoss(-5)
// Hot air hurts :(
if( (breath.temperature < species.cold_level_1 || breath.temperature > species.heat_level_1) && !(COLD_RESISTANCE in mutations))
if((breath.temperature < species.cold_level_1 || breath.temperature > species.heat_level_1) && !(COLD_RESISTANCE in mutations))
if(breath.temperature < species.cold_level_1)
if(prob(20))
@@ -644,6 +647,10 @@
//world << "Breath: [breath.temperature], [src]: [bodytemperature], Adjusting: [temp_adj]"
bodytemperature += temp_adj
else if(breath.temperature >= species.heat_discomfort_level)
species.get_environment_discomfort(src,"heat")
else if(breath.temperature <= species.cold_discomfort_level)
species.get_environment_discomfort(src,"cold")
breath.update_values()
return 1
@@ -784,6 +791,8 @@
if (abs(body_temperature_difference) < 0.5)
return //fuck this precision
if (on_fire)
return //too busy for pesky convection
if(bodytemperature < species.cold_level_1) //260.15 is 310.15 - 50, the temperature where you start to feel effects.
if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up.
@@ -1040,8 +1049,7 @@
if(halloss > 100)
src << "<span class='notice'>You're in too much pain to keep going...</span>"
for(var/mob/O in oviewers(src, null))
O.show_message("<B>[src]</B> slumps to the ground, too weak to continue fighting.", 1)
src.visible_message("<B>[src]</B> slumps to the ground, too weak to continue fighting.")
Paralyse(10)
setHalLoss(99)
@@ -1426,21 +1434,19 @@
client.screen |= G.overlay
if(G.vision_flags)
sight |= G.vision_flags
if(!druggy)
if(!druggy && !seer)
see_invisible = SEE_INVISIBLE_MINIMUM
if(istype(G,/obj/item/clothing/glasses/night))
if(istype(G,/obj/item/clothing/glasses/night) && !seer)
see_invisible = SEE_INVISIBLE_MINIMUM
/* HUD shit goes here, as long as it doesn't modify sight flags */
// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
var/obj/item/clothing/glasses/hud/O = G
if(istype(G, /obj/item/clothing/glasses/sunglasses/sechud))
var/obj/item/clothing/glasses/sunglasses/sechud/O = G
if(O.hud) O.hud.process_hud(src)
if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
else if(istype(G, /obj/item/clothing/glasses/hud))
var/obj/item/clothing/glasses/hud/O = G
var/obj/item/clothing/glasses/sunglasses/sechud/S = G
O = S.hud
if(istype(O))
O.process_hud(src)
if(!druggy)
see_invisible = SEE_INVISIBLE_LIVING
if(!druggy && !seer) see_invisible = SEE_INVISIBLE_LIVING
proc/handle_random_events()
// Puke if toxloss is too high
@@ -1776,5 +1782,15 @@
speech_problem_flag = 1
return stuttering
/mob/living/carbon/human/handle_fire()
if(..())
return
var/burn_temperature = fire_burn_temperature()
var/thermal_protection = get_heat_protection(burn_temperature)
if (thermal_protection < 1 && bodytemperature < burn_temperature)
bodytemperature += round(BODYTEMP_HEATING_MAX*(1-thermal_protection), 1)
#undef HUMAN_MAX_OXYLOSS
#undef HUMAN_CRIT_MAX_OXYLOSS
+3 -2
View File
@@ -23,8 +23,9 @@
var/message_mode = parse_message_mode(message, "headset")
if(copytext(message,1,2) == "*")
return emote(copytext(message,2))
switch(copytext(message,1,2))
if("*") return emote(copytext(message,2))
if("^") return custom_emote(1, copytext(message,2))
if(name != GetVoice())
alt_name = "(as [get_id_name("Unknown")])"
@@ -56,7 +56,7 @@
var/cold_level_3 = 120 // Cold damage level 3 below this point.
var/heat_level_1 = 360 // Heat damage level 1 above this point.
var/heat_level_2 = 400 // Heat damage level 2 above this point.
var/heat_level_3 = 1000 // Heat damage level 2 above this point.
var/heat_level_3 = 1000 // Heat damage level 3 above this point.
var/synth_temp_gain = 0 // IS_SYNTHETIC species will gain this much temperature every second
var/hazard_high_pressure = HAZARD_HIGH_PRESSURE // Dangerously high pressure.
var/warning_high_pressure = WARNING_HIGH_PRESSURE // High pressure warning.
@@ -65,6 +65,20 @@
var/light_dam // If set, mob will be damaged in light over this value and heal in light below its negative.
var/body_temperature = 310.15 // Non-IS_SYNTHETIC species will try to stabilize at this temperature.
// (also affects temperature processing)
var/heat_discomfort_level = 315 // Aesthetic messages about feeling warm.
var/cold_discomfort_level = 285 // Aesthetic messages about feeling chilly.
var/list/heat_discomfort_strings = list(
"You feel sweat drip down your neck.",
"You feel uncomfortably warm.",
"Your skin prickles in the heat."
)
var/list/cold_discomfort_strings = list(
"You feel chilly.",
"You shiver suddely.",
"Your chilly flesh stands out in goosebumps."
)
// HUD data vars.
var/datum/hud_data/hud
var/hud_type
@@ -100,6 +114,27 @@
for(var/u_type in unarmed_types)
unarmed_attacks += new u_type()
/datum/species/proc/get_environment_discomfort(var/mob/living/carbon/human/H, var/msg_type)
if(!prob(5))
return
var/covered = 0 // Basic coverage can help.
for(var/obj/item/clothing/clothes in H)
if(H.l_hand == clothes|| H.r_hand == clothes)
continue
if((clothes.body_parts_covered & UPPER_TORSO) && (clothes.body_parts_covered & LOWER_TORSO))
covered = 1
break
switch(msg_type)
if("cold")
if(!covered)
H << "<span class='danger'>[pick(cold_discomfort_strings)]</span>"
if("heat")
if(covered)
H << "<span class='danger'>[pick(heat_discomfort_strings)]</span>"
/datum/species/proc/get_random_name(var/gender)
var/datum/language/species_language = all_languages[language]
return species_language.get_random_name(gender)
@@ -35,23 +35,29 @@
if("head", "mouth", "eyes")
// ----- HEAD ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] scratched [target] across \his cheek!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target]'s [pick("head", "neck")] [pick("", "", "", "with spread [pick(attack_noun)]")]!</span>")
if(5) user.visible_message("<span class='danger'>[pick("[user] [pick(attack_verb)] [target] across \his face!", "[user] rakes \his [pick(attack_noun)] across [target]'s face!")]</span>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_leg", "l_foot", "r_foot")
if(1 to 2)
user.visible_message("<span class='danger'>[user] scratched [target] across \his cheek!</span>")
if(3 to 4)
user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target]'s [pick("head", "neck")]!</span>") //'with spread claws' sounds a little bit odd, just enough that conciseness is better here I think
if(5)
user.visible_message(pick(
"<span class='danger'>[user] rakes \his [pick(attack_noun)] across [target]'s face!</span>",
"<span class='danger'>[user] tears \his [pick(attack_noun)] into [target]'s face!</span>",
))
else
// ----- BODY ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] scratched [target]'s [affecting.display_name]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [pick("", "", "the side of")] [target]'s [affecting.display_name]!</span>")
if(5) user.visible_message("<span class='danger'>[user] tears \his [pick(attack_noun)] deep into [target]'s [affecting.display_name]!</span>")
if(5) user.visible_message("<span class='danger'>[user] tears \his [pick(attack_noun)] [pick("deep into", "into", "across")] [target]'s [affecting.display_name]!</span>")
/datum/unarmed_attack/claws/strong
attack_verb = list("slash")
attack_verb = list("slashed")
damage = 10
shredding = 1
/datum/unarmed_attack/bite/strong
attack_verb = list("maul")
attack_verb = list("mauled")
damage = 15
shredding = 1
@@ -45,6 +45,20 @@
reagent_tag = IS_UNATHI
base_color = "#066000"
heat_discomfort_level = 295
heat_discomfort_strings = list(
"You feel soothingly warm.",
"You feel the heat sink into your bones.",
"You feel warm enough to take a nap."
)
cold_discomfort_level = 292
cold_discomfort_strings = list(
"You feel chilly.",
"You feel sluggish and cold.",
"Your scales bristle against the cold."
)
/datum/species/tajaran
name = "Tajara"
name_plural = "Tajaran"
@@ -54,6 +68,9 @@
tail = "tajtail"
unarmed_types = list(/datum/unarmed_attack/stomp, /datum/unarmed_attack/kick, /datum/unarmed_attack/claws, /datum/unarmed_attack/bite/sharp)
darksight = 8
slowdown = -1
brute_mod = 1.2
blurb = "The Tajaran race is a species of feline-like bipeds hailing from the planet of Ahdomai in the \
S'randarr system. They have been brought up into the space age by the Humans and Skrell, and have been \
influenced heavily by their long history of Slavemaster rule. They have a structured, clan-influenced way \
@@ -75,6 +92,14 @@
flesh_color = "#AFA59E"
base_color = "#333333"
heat_discomfort_level = 292
heat_discomfort_strings = list(
"Your fur prickles in the heat.",
"You feel uncomfortably warm.",
"Your overheated skin itches."
)
cold_discomfort_level = 275
/datum/species/skrell
name = "Skrell"
name_plural = "Skrell"
@@ -15,7 +15,7 @@ var/const/MAX_ACTIVE_TIME = 400
icon_state = "facehugger"
item_state = "facehugger"
w_class = 1 //note: can be picked up by aliens unlike most other items of w_class below 4
flags = FPRINT | TABLEPASS | MASKCOVERSMOUTH | MASKCOVERSEYES | AIRTIGHT
flags = MASKCOVERSMOUTH | MASKCOVERSEYES | AIRTIGHT
body_parts_covered = FACE|EYES
throw_range = 5
@@ -35,17 +35,18 @@
switch(zone) // strong punches can have effects depending on where they hit
if("head", "mouth", "eyes")
// Induce blurriness
target.visible_message("<span class='danger'>[target] looks dazed.</span>", "<span class='danger'>You see stars.</span>")
target.visible_message("<span class='danger'>[target] looks momentarily disoriented.</span>", "<span class='danger'>You see stars.</span>")
target.apply_effect(attack_damage*2, EYE_BLUR, armour)
if("l_arm", "l_hand")
if (target.l_hand)
// Disarm left hand
target.visible_message("<span class='danger'>[src] [pick("dropped", "let go off")] \the [target.l_hand][pick("", " with a scream")]!</span>")
//Urist McAssistant dropped the macguffin with a scream just sounds odd. Plus it doesn't work with NO_PAIN
target.visible_message("<span class='danger'>\The [target.l_hand] was knocked right out of [src]'s grasp!</span>")
target.drop_l_hand()
if("r_arm", "r_hand")
if (target.r_hand)
// Disarm right hand
target.visible_message("<span class='danger'>[src] [pick("dropped", "let go off")] \the [target.r_hand][pick("", " with a scream")]!</span>")
target.visible_message("<span class='danger'>\The [target.r_hand] was knocked right out of [src]'s grasp!</span>")
target.drop_r_hand()
if("chest")
if(!target.lying)
@@ -113,21 +114,30 @@
if("head", "mouth", "eyes")
// ----- HEAD ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target] across \his cheek!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] struck [target] in the head[pick("", " with a closed fist")]!</span>")
if(5) user.visible_message("<span class='danger'>[user] gave [target] a resounding slap to the face!</span>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_let", "l_foot", "r_foot")
if(1 to 2)
user.visible_message("<span class='danger'>[user] slapped [target] across \his cheek!</span>")
if(3 to 4)
user.visible_message(pick(
80; "<span class='danger'>[user] [pick(attack_verb)] [target] in the head!</span>", //striking someone with a 'closed fist' is called punching them.
20; "<span class='danger'>[user] struck [target] in the head[pick("", " with a closed fist")]!</span>"
))
if(5)
user.visible_message(pick(
10; "<span class='danger'>[user] gave [target] a resounding slap to the face!</span>",
90; "<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s [organ]!</span>"
))
else
// ----- BODY ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target]'s [organ]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] slammed \his [pick(attack_noun)] into [target]'s [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] smashed \his [pick(attack_noun)] into [target]'s [organ]!</span>")
else
user.visible_message("<span class='danger'>[user] [pick("punched", "threw a punch", "struck", "slapped", "rammed their [pick(attack_noun)] into")] [target]'s [organ]!</span>")
user.visible_message("<span class='danger'>[user] [pick("punched", "threw a punch", "struck", "slapped", "slammed their [pick(attack_noun)] into")] [target]'s [organ]!</span>") //why do we have a separate set of verbs for lying targets?
/datum/unarmed_attack/kick
attack_verb = list("kicked", "kneed")
attack_noun = list("kick", "knee strike")
attack_verb = list("kicked", "kicked", "kicked", "kneed")
attack_noun = list("kick", "kick", "kick", "knee strike")
attack_sound = "swing_hit"
damage = 0
@@ -161,7 +171,7 @@
attack_damage = Clamp(attack_damage, 1, 5)
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] gave [target] a light [pick(attack_noun)] to the [organ]!</span>")
if(1 to 2) user.visible_message("<span class='danger'>[user] threw [target] a glancing [pick(attack_noun)] to the [organ]!</span>") //it's not that they're kicking lightly, it's that the kick didn't quite connect
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] landed a strong [pick(attack_noun)] against [target]'s [organ]!</span>")
@@ -204,6 +214,6 @@
attack_damage = Clamp(attack_damage, 1, 5)
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] [pick("clomped on", "treaded on")] [target]'s [organ]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[pick("[user] stomped down on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down onto")] [target]'s [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[pick("[user] landed a devastating stomp on", "[user] stomped down hard on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down hard onto")] [target]'s [organ]!</span>")
if(1 to 2) user.visible_message("<span class='danger'>[user] [pick("stepped on", "treaded on")] [target]'s [organ]!</span>") //stepped on conveys the same meaning and is more recognizable as an actual word than "clomped"
if(3 to 4) user.visible_message("<span class='danger'>[pick("[user] stomped on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down onto")] [target]'s [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[pick("[user] landed a powerful stomp on", "[user] stomped down hard on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down hard onto")] [target]'s [organ]!</span>") //Devastated lol. No. We want to say that the stomp was powerful or forceful, not that it /wrought devastation/
@@ -126,8 +126,9 @@ Please contact me on #coderbus IRC. ~Carn x
#define LEGCUFF_LAYER 19
#define L_HAND_LAYER 20
#define R_HAND_LAYER 21
#define TARGETED_LAYER 22 //BS12: Layer for the target overlay from weapon targeting system
#define TOTAL_LAYERS 22
#define FIRE_LAYER 22 //If you're on fire
#define TARGETED_LAYER 23 //BS12: Layer for the target overlay from weapon targeting system
#define TOTAL_LAYERS 23
//////////////////////////////////
/mob/living/carbon/human
@@ -508,6 +509,7 @@ proc/get_damage_icon_part(damage_state, body_part)
update_inv_handcuffed(0)
update_inv_legcuffed(0)
update_inv_pockets(0)
update_fire(0)
UpdateDamageIcon()
update_icons()
//Hud Stuff
@@ -911,6 +913,13 @@ proc/get_damage_icon_part(damage_state, body_part)
if(update_icons) update_icons()
/mob/living/carbon/human/update_fire(var/update_icons=1)
overlays_standing[FIRE_LAYER] = null
if(on_fire)
overlays_standing[FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing", "layer"=-FIRE_LAYER)
if(update_icons) update_icons()
// Used mostly for creating head items
/mob/living/carbon/human/proc/generate_head_icon()
//gender no longer matters for the mouth, although there should probably be seperate base head icons.
@@ -969,4 +978,5 @@ proc/get_damage_icon_part(damage_state, body_part)
#undef L_HAND_LAYER
#undef R_HAND_LAYER
#undef TARGETED_LAYER
#undef FIRE_LAYER
#undef TOTAL_LAYERS
@@ -595,7 +595,7 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
pet.colour = "[M.colour]"
user <<"You feed the slime the potion, removing it's powers and calming it."
del(M)
var/newname = copytext(sanitize(input(user, "Would you like to give the slime a name?", "Name your new pet", "pet slime") as null|text),1,MAX_NAME_LEN)
var/newname = sanitize(copytext(input(user, "Would you like to give the slime a name?", "Name your new pet", "pet slime") as null|text,1,MAX_NAME_LEN))
if (!newname)
newname = "pet slime"
@@ -626,7 +626,7 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
pet.colour = "[M.colour]"
user <<"You feed the slime the potion, removing it's powers and calming it."
del(M)
var/newname = copytext(sanitize(input(user, "Would you like to give the slime a name?", "Name your new pet", "pet slime") as null|text),1,MAX_NAME_LEN)
var/newname = sanitize(copytext(input(user, "Would you like to give the slime a name?", "Name your new pet", "pet slime") as null|text,1,MAX_NAME_LEN))
if (!newname)
newname = "pet slime"
@@ -57,6 +57,9 @@
if(environment) // More error checking -- TLE
handle_environment(environment)
//Check if we're on fire
handle_fire()
//Status updates, death etc.
handle_regular_status_updates()
update_canmove()
@@ -629,3 +632,9 @@
proc/handle_changeling()
if(mind && mind.changeling)
mind.changeling.regenerate()
/mob/living/carbon/monkey/handle_fire()
if(..())
return
adjustFireLoss(6)
return
@@ -5,7 +5,8 @@
#define M_L_HAND_LAYER 4
#define M_R_HAND_LAYER 5
#define TARGETED_LAYER 6
#define M_TOTAL_LAYERS 6
#define M_FIRE_LAYER 6
#define M_TOTAL_LAYERS 7
/////////////////////////////////
/mob/living/carbon/monkey
@@ -19,6 +20,7 @@
update_inv_r_hand(0)
update_inv_l_hand(0)
update_inv_handcuffed(0)
update_fire(0)
update_icons()
//Hud Stuff
update_hud()
@@ -109,6 +111,12 @@
overlays_standing[TARGETED_LAYER] = null
if(update_icons) update_icons()
/mob/living/carbon/monkey/update_fire(var/update_icons=1)
if(on_fire)
overlays_standing[M_FIRE_LAYER] = image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing", "layer"= -M_FIRE_LAYER)
else
overlays_standing[M_FIRE_LAYER] = null
if(update_icons) update_icons()
//Monkey Overlays Indexes////////
#undef M_MASK_LAYER
#undef M_BACK_LAYER
@@ -116,5 +124,6 @@
#undef M_L_HAND_LAYER
#undef M_R_HAND_LAYER
#undef TARGETED_LAYER
#undef M_FIRE_LAYER
#undef M_TOTAL_LAYERS
+37 -3
View File
@@ -281,6 +281,8 @@
C.legcuffed = initial(C.legcuffed)
BITSET(hud_updateflag, HEALTH_HUD)
BITSET(hud_updateflag, STATUS_HUD)
ExtinguishMob()
fire_stacks = 0
/mob/living/proc/rejuvenate()
@@ -555,9 +557,9 @@
for(var/mob/O in viewers(C))
O.show_message("\red <B>[usr] manages to unbuckle themself!</B>", 1)
C << "\blue You successfully unbuckle yourself."
C.buckled.manual_unbuckle(C)
C.buckled.user_unbuckle_mob(C)
else
L.buckled.manual_unbuckle(L)
L.buckled.user_unbuckle_mob(L)
//Breaking out of a locker?
else if( src.loc && (istype(src.loc, /obj/structure/closet)) )
@@ -628,9 +630,21 @@
BD.attack_hand(usr)
C.open()
//breaking out of handcuffs
//drop && roll or breaking out of handcuffs
else if(iscarbon(L))
var/mob/living/carbon/CM = L
if(CM.on_fire && CM.canmove)
CM.fire_stacks -= 5
CM.Weaken(3)
CM.spin(32,2)
CM.visible_message("<span class='danger'>[CM] rolls on the floor, trying to put themselves out!</span>", \
"<span class='notice'>You stop, drop, and roll!</span>")
sleep(30)
if(fire_stacks <= 0)
CM.visible_message("<span class='danger'>[CM] has successfully extinguished themselves!</span>", \
"<span class='notice'>You extinguish yourself.</span>")
ExtinguishMob()
return
if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
CM.next_move = world.time + 100
CM.last_special = world.time + 100
@@ -657,6 +671,8 @@
CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
del(CM.handcuffed)
CM.handcuffed = null
if(buckled && buckled.buckle_require_restraints)
buckled.unbuckle_mob()
CM.update_inv_handcuffed()
else
var/obj/item/weapon/handcuffs/HC = CM.handcuffed
@@ -842,3 +858,21 @@
/mob/living/proc/slip(var/slipped_on,stun_duration=8)
return 0
/mob/living/carbon/proc/spin(spintime, speed)
spawn()
var/D = dir
while(spintime >= speed)
sleep(speed)
switch(D)
if(NORTH)
D = EAST
if(SOUTH)
D = WEST
if(EAST)
D = SOUTH
if(WEST)
D = NORTH
set_dir(D)
spintime -= speed
return
+49
View File
@@ -191,3 +191,52 @@
src.visible_message("<span class='danger'>[user] has [attack_message] [src]!</span>")
spawn(1) updatehealth()
return 1
/mob/living/proc/IgniteMob()
if(fire_stacks > 0 && !on_fire)
on_fire = 1
src.AddLuminosity(3)
update_fire()
/mob/living/proc/ExtinguishMob()
if(on_fire)
on_fire = 0
fire_stacks = 0
src.AddLuminosity(-3)
update_fire()
/mob/living/proc/update_fire()
return
/mob/living/proc/adjust_fire_stacks(add_fire_stacks) //Adjusting the amount of fire_stacks we have on person
fire_stacks = Clamp(fire_stacks + add_fire_stacks, min = FIRE_MIN_STACKS, max = FIRE_MAX_STACKS)
/mob/living/proc/handle_fire()
if(fire_stacks < 0)
fire_stacks = max(0, fire_stacks++) //If we've doused ourselves in water to avoid fire, dry off slowly
if(!on_fire)
return 1
else if(fire_stacks <= 0)
ExtinguishMob() //Fire's been put out.
return 1
var/datum/gas_mixture/G = loc.return_air() // Check if we're standing in an oxygenless environment
if(G.gas["oxygen"] < 1)
ExtinguishMob() //If there's no oxygen in the tile we're on, put out the fire
return 1
var/turf/location = get_turf(src)
location.hotspot_expose(fire_burn_temperature(), 50, 1)
/mob/living/fire_act()
adjust_fire_stacks(0.5)
IgniteMob()
//Finds the effective temperature that the mob is burning at.
/mob/living/proc/fire_burn_temperature()
if (fire_stacks <= 0)
return 0
//Scale quadratically so that single digit numbers of fire stacks don't burn ridiculously hot.
return round(FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE*(fire_stacks/FIRE_MAX_FIRESUIT_STACKS)**2)
+4 -1
View File
@@ -37,4 +37,7 @@
var/tod = null // Time of death
var/update_slimes = 1
var/silent = null //Can't talk. Value goes down every life proc.
var/silent = null // Can't talk. Value goes down every life proc.
var/mob_size // Used by lockers.
var/on_fire = 0 //The "Are we on fire?" var
var/fire_stacks
+1 -1
View File
@@ -141,7 +141,7 @@ var/list/ai_verbs_default = list(
if(!safety)//Only used by AIize() to successfully spawn an AI.
if (!B)//If there is no player/brain inside.
new/obj/structure/AIcore/deactivated(loc)//New empty terminal.
empty_playable_ai_cores += new/obj/structure/AIcore/deactivated(loc)//New empty terminal.
del(src)//Delete AI.
return
else
+1 -1
View File
@@ -54,4 +54,4 @@
var/obj/item/device/aicard/card = loc
card.update_icon()
return ..(gibbed)
return ..(gibbed,"gives one shrill beep before falling lifeless.")
@@ -7,10 +7,16 @@ var/datum/cameranet/cameranet = new()
/datum/cameranet
// The cameras on the map, no matter if they work or not. Updated in obj/machinery/camera.dm by New() and Del().
var/list/cameras = list()
var/cameras_unsorted = 1
// The chunks of the map, mapping the areas that the cameras can see.
var/list/chunks = list()
var/ready = 0
/datum/cameranet/proc/process_sort()
if(cameras_unsorted)
cameras = dd_sortedObjectList(cameras)
cameras_unsorted = 0
// Checks if a chunk has been Generated in x, y, z.
/datum/cameranet/proc/chunkGenerated(x, y, z)
x &= ~0xf
@@ -1,18 +1,19 @@
// AI EYE
//
// An invisible (no icon) mob that the AI controls to look around the station with.
// A mob that the AI controls to look around the station with.
// It streams chunks as it moves around, which will show it what the AI can and cannot see.
/mob/aiEye
name = "Inactive AI Eye"
icon = 'icons/obj/status_display.dmi' // For AI friend secret shh :o
icon = 'icons/mob/AI.dmi'
icon_state = "eye"
alpha = 127
var/list/visibleCameraChunks = list()
var/mob/living/silicon/ai/ai = null
density = 0
status_flags = GODMODE // You can't damage it.
mouse_opacity = 0
see_in_dark = 7
invisibility = INVISIBILITY_MAXIMUM
invisibility = INVISIBILITY_AI_EYE
// Movement code. Returns 0 to stop air movement from moving it.
/mob/aiEye/Move()
@@ -92,7 +92,13 @@
/obj/machinery/camera/New()
..()
cameranet.cameras += src //Camera must be added to global list of all cameras no matter what...
//Camera must be added to global list of all cameras no matter what...
if(cameranet.cameras_unsorted || !ticker)
cameranet.cameras += src
cameranet.cameras_unsorted = 1
else
dd_insertObjectList(cameranet.cameras, src)
var/list/open_networks = difflist(network,restricted_camera_networks) //...but if all of camera's networks are restricted, it only works for specific camera consoles.
if(open_networks.len) //If there is at least one open network, chunk is available for AI usage.
cameranet.addCamera(src)
@@ -0,0 +1,44 @@
var/global/list/empty_playable_ai_cores = list()
/hook/roundstart/proc/spawn_empty_ai()
for(var/obj/effect/landmark/start/S in landmarks_list)
if(S.name != "AI")
continue
if(locate(/mob/living) in S.loc)
continue
empty_playable_ai_cores += new /obj/structure/AIcore/deactivated(get_turf(S))
return 1
/mob/living/silicon/ai/verb/wipe_core()
set name = "Wipe Core"
set category = "OOC"
set desc = "Wipe your core. This is functionally equivalent to cryo or robotic storage, freeing up your job slot."
if(ticker && ticker.mode && ticker.mode.name == "AI malfunction")
usr << "<span class='danger'>You cannot use this verb in malfunction. If you need to leave, please adminhelp.</span>"
return
// Guard against misclicks, this isn't the sort of thing we want happening accidentally
if(alert("WARNING: This will immediately wipe your core and ghost you, removing your character from the round permanently (similar to cryo and robotic storage). Are you entirely sure you want to do this?",
"Wipe Core", "No", "No", "Yes") != "Yes")
return
// We warned you.
empty_playable_ai_cores += new /obj/structure/AIcore/deactivated(loc)
global_announcer.autosay("[src] has been moved to intelligence storage.", "Artificial Intelligence Oversight")
//Handle job slot/tater cleanup.
var/job = mind.assigned_role
job_master.FreeRole(job)
if(mind.objectives.len)
del(mind.objectives)
mind.special_role = null
else
if(ticker.mode.name == "AutoTraitor")
var/datum/game_mode/traitor/autotraitor/current_mode = ticker.mode
current_mode.possible_traitors.Remove(src)
del(src)
+1 -1
View File
@@ -59,7 +59,7 @@
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
src.see_invisible = SEE_INVISIBLE_LIVING
//Congratulations! You've found a way for AI's to run without using power!
@@ -58,32 +58,32 @@ var/datum/paiController/paiController // Global handler for pAI candidates
if("name")
t = input("Enter a name for your pAI", "pAI Name", candidate.name) as text
if(t)
candidate.name = copytext(sanitize(t),1,MAX_NAME_LEN)
candidate.name = sanitize(copytext(t,1,MAX_NAME_LEN))
if("desc")
t = input("Enter a description for your pAI", "pAI Description", candidate.description) as message
if(t)
candidate.description = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
candidate.description = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
if("role")
t = input("Enter a role for your pAI", "pAI Role", candidate.role) as text
if(t)
candidate.role = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
candidate.role = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
if("ooc")
t = input("Enter any OOC comments", "pAI OOC Comments", candidate.comments) as message
if(t)
candidate.comments = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
candidate.comments = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
if("save")
candidate.savefile_save(usr)
if("load")
candidate.savefile_load(usr)
//In case people have saved unsanitized stuff.
if(candidate.name)
candidate.name = copytext(sanitize(candidate.name),1,MAX_NAME_LEN)
candidate.name = sanitize(copytext(candidate.name,1,MAX_NAME_LEN))
if(candidate.description)
candidate.description = copytext(sanitize(candidate.description),1,MAX_MESSAGE_LEN)
candidate.description = sanitize(copytext(candidate.description,1,MAX_MESSAGE_LEN))
if(candidate.role)
candidate.role = copytext(sanitize(candidate.role),1,MAX_MESSAGE_LEN)
candidate.role = sanitize(copytext(candidate.role,1,MAX_MESSAGE_LEN))
if(candidate.comments)
candidate.comments = copytext(sanitize(candidate.comments),1,MAX_MESSAGE_LEN)
candidate.comments = sanitize(copytext(candidate.comments,1,MAX_MESSAGE_LEN))
if("submit")
if(candidate)
@@ -6,7 +6,7 @@
icon_state = "robotanalyzer"
item_state = "analyzer"
desc = "A hand-held scanner able to diagnose robotic injuries."
flags = FPRINT | TABLEPASS | CONDUCT
flags = CONDUCT
slot_flags = SLOT_BELT
throwforce = 3
w_class = 2.0
@@ -234,3 +234,7 @@
sight_mode |= module_state_3:sight_mode
else
src << "<span class='notice'>You need to disable a module first!</span>"
/mob/living/silicon/robot/put_in_hands(var/obj/item/W) // No hands.
W.loc = get_turf(src)
return 1
@@ -1295,4 +1295,5 @@ var/list/robot_verbs_default = list(
if(2) //New Module
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module change detected: [name] has loaded the [module.name].</span><br>"
if(3) //New Name
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [oldname] is now designated as [newname].</span><br>"
if(oldname != newname)
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [oldname] is now designated as [newname].</span><br>"
@@ -4,7 +4,7 @@
icon_state = "std_module"
w_class = 100.0
item_state = "electronic"
flags = FPRINT|TABLEPASS | CONDUCT
flags = CONDUCT
var/channels = list()
var/list/modules = list()
var/obj/item/emag = null
+3 -3
View File
@@ -226,14 +226,14 @@
set desc = "Sets a description which will be shown when someone examines you."
set category = "IC"
pose = copytext(sanitize(input(usr, "This is [src]. It is...", "Pose", null) as text), 1, MAX_MESSAGE_LEN)
pose = sanitize(copytext(input(usr, "This is [src]. It is...", "Pose", null) as text, 1, MAX_MESSAGE_LEN))
/mob/living/silicon/verb/set_flavor()
set name = "Set Flavour Text"
set desc = "Sets an extended description of your character's features."
set category = "IC"
flavor_text = copytext(sanitize(input(usr, "Please enter your new flavour text.", "Flavour text", null) as text), 1)
flavor_text = sanitize(copytext(input(usr, "Please enter your new flavour text.", "Flavour text", null) as text, 1))
/mob/living/silicon/binarycheck()
return 1
@@ -277,4 +277,4 @@
if (stat != 2)
adjustBruteLoss(30)
updatehealth()
updatehealth()
@@ -4,6 +4,7 @@
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "bees1"
icon_dead = "bees1"
mob_size = 1
var/strength = 1
var/feral = 0
var/mut = 0
@@ -129,6 +129,7 @@
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashed their armoured gauntlet into"
mob_size = 20
speed = 3
wall_smash = 1
attack_sound = 'sound/weapons/punch3.ogg'
@@ -259,6 +260,7 @@
speed = 5
wall_smash = 1
attack_sound = 'sound/weapons/punch4.ogg'
mob_size = 20
var/energy = 0
var/max_energy = 1000
@@ -22,6 +22,7 @@
minbodytemp = 223 //Below -50 Degrees Celcius
maxbodytemp = 323 //Above 50 Degrees Celcius
holder_type = /obj/item/weapon/holder/cat
mob_size = 5
/mob/living/simple_animal/cat/Life()
//MICE!
@@ -50,7 +51,7 @@
if(turns_since_scan > 5)
walk_to(src,0)
turns_since_scan = 0
if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
movement_target = null
stop_automated_movement = 0
@@ -68,7 +69,7 @@
/mob/living/simple_animal/cat/MouseDrop(atom/over_object)
var/mob/living/carbon/H = over_object
if(!istype(H)) return ..()
if(!istype(H) || !Adjacent(H)) return ..()
if(H.a_intent == "help")
get_scooped(H)
@@ -18,6 +18,8 @@
response_disarm = "bops"
response_harm = "kicks"
see_in_dark = 5
mob_size = 8
var/obj/item/inventory_head
var/obj/item/inventory_back
var/facehugger
@@ -17,6 +17,7 @@
response_harm = "stomps"
stop_automated_movement = 1
friendly = "pinches"
mob_size = 5
var/obj/item/inventory_head
var/obj/item/inventory_mask
@@ -14,4 +14,5 @@
melee_damage_upper = 2
response_help = "pets"
response_disarm = "shoos"
response_harm = "stomps on"
response_harm = "stomps on"
mob_size = 1
@@ -28,6 +28,7 @@
maxbodytemp = 323 //Above 50 Degrees Celcius
universal_speak = 0
universal_understand = 1
mob_size = 1
/mob/living/simple_animal/mouse/Life()
..()
@@ -5,6 +5,7 @@
max_co2 = 0
minbodytemp = 0
maxbodytemp = 500
mob_size = 5
var/obj/item/device/radio/borg/radio = null
var/mob/living/silicon/ai/connected_ai = null
+66 -14
View File
@@ -130,14 +130,14 @@
return 1
return 0
//This is a SAFE proc. Use this instead of equip_to_splot()!
//This is a SAFE proc. Use this instead of equip_to_slot()!
//set del_on_fail to have it delete W if it fails to equip
//set disable_warning to disable the 'you are unable to equip that' warning.
//unset redraw_mob to prevent the mob from being redrawn at the end.
/mob/proc/equip_to_slot_if_possible(obj/item/W as obj, slot, del_on_fail = 0, disable_warning = 0, redraw_mob = 1)
if(!istype(W)) return 0
if(!W.mob_can_equip(src, slot, disable_warning))
if(!W.mob_can_equip(src, slot))
if(del_on_fail)
del(W)
else
@@ -839,9 +839,7 @@ note dizziness decrements automatically in the mob's Life() proc.
// facing verbs
/mob/proc/canface()
if(!canmove) return 0
if(client.moving) return 0
if(world.time < client.move_delay) return 0
if(stat==2) return 0
if(stat) return 0
if(anchored) return 0
if(monkeyizing) return 0
return 1
@@ -855,21 +853,17 @@ note dizziness decrements automatically in the mob's Life() proc.
canmove = 0
pixel_y = V.mob_offset_y - 5
else
lying = 0
if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
canmove = 1
pixel_y = V.mob_offset_y
else if(buckled)
if (!buckled.movable)
if(buckled.buckle_lying != -1) lying = buckled.buckle_lying
if (!buckled.buckle_movable)
anchored = 1
canmove = 0
if(istype(buckled,/obj/structure/stool/bed/chair) )
lying = 0
else
lying = 1
else
anchored = 0
canmove = 1
lying = 0
else if( stat || weakened || paralysis || resting || sleeping || (status_flags & FAKEDEATH))
lying = 1
canmove = 0
@@ -903,9 +897,10 @@ note dizziness decrements automatically in the mob's Life() proc.
/mob/proc/facedir(var/ndir)
if(!canface()) return 0
if(!canface() || client.moving || world.time < client.move_delay)
return 0
set_dir(ndir)
if(buckled && buckled.movable)
if(buckled && buckled.buckle_movable)
buckled.set_dir(ndir)
client.move_delay += movement_delay()
return 1
@@ -937,6 +932,7 @@ note dizziness decrements automatically in the mob's Life() proc.
/mob/proc/Stun(amount)
if(status_flags & CANSTUN)
facing_dir = null
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
return
@@ -952,6 +948,7 @@ note dizziness decrements automatically in the mob's Life() proc.
/mob/proc/Weaken(amount)
if(status_flags & CANWEAKEN)
facing_dir = null
weakened = max(max(weakened,amount),0)
update_canmove() //updates lying, canmove and icons
return
@@ -970,6 +967,7 @@ note dizziness decrements automatically in the mob's Life() proc.
/mob/proc/Paralyse(amount)
if(status_flags & CANPARALYSE)
facing_dir = null
paralysis = max(max(paralysis,amount),0)
return
@@ -984,6 +982,7 @@ note dizziness decrements automatically in the mob's Life() proc.
return
/mob/proc/Sleeping(amount)
facing_dir = null
sleeping = max(max(sleeping,amount),0)
return
@@ -996,6 +995,7 @@ note dizziness decrements automatically in the mob's Life() proc.
return
/mob/proc/Resting(amount)
facing_dir = null
resting = max(max(resting,amount),0)
return
@@ -1159,3 +1159,55 @@ mob/proc/yank_out_object()
/mob/proc/updateicon()
return
/mob/verb/face_direction()
set name = "Face Direction"
set category = "IC"
set src = usr
set_face_dir()
if(!facing_dir)
usr << "You are now not facing anything."
else
usr << "You are now facing [dir2text(facing_dir)]."
/mob/proc/set_face_dir(var/newdir)
if(newdir)
set_dir(newdir)
facing_dir = newdir
else if(facing_dir)
facing_dir = null
else
set_dir(dir)
facing_dir = dir
/mob/set_dir()
if(facing_dir)
if(!canface() || lying || buckled || restrained())
facing_dir = null
else if(dir != facing_dir)
return ..(facing_dir)
else
return ..()
/mob/verb/northfaceperm()
set hidden = 1
facing_dir = null
set_face_dir(NORTH)
/mob/verb/southfaceperm()
set hidden = 1
facing_dir = null
set_face_dir(SOUTH)
/mob/verb/eastfaceperm()
set hidden = 1
facing_dir = null
set_face_dir(EAST)
/mob/verb/westfaceperm()
set hidden = 1
facing_dir = null
set_face_dir(WEST)
+2 -1
View File
@@ -90,6 +90,7 @@
var/list/languages = list() // For speaking/listening.
var/list/speak_emote = list("says") // Verbs used when speaking. Defaults to 'say' if speak_emote is null.
var/emote_type = 1 // Define emote default type, 1 for seen emotes, 2 for heard emotes
var/facing_dir = null // Used for the ancient art of moonwalking.
var/name_archive //For admin things like possession
@@ -214,7 +215,7 @@
var/universal_understand = 0 // Set to 1 to enable the mob to understand everyone, not necessarily speak
var/stance_damage = 0 //Whether this mob's ability to stand has been affected
//SSD var, changed it up some so people can have special things happen for different mobs when SSD.
var/player_logged = 0
+3 -3
View File
@@ -193,16 +193,16 @@
return
if(M == assailant && state >= GRAB_AGGRESSIVE)
var/can_eat
var/can_eat
if((FAT in user.mutations) && ismonkey(affecting))
can_eat = 1
else
var/mob/living/carbon/human/H = user
if(istype(H) && iscarbon(affecting) && H.species.gluttonous)
if(istype(H) && H.species.gluttonous)
if(H.species.gluttonous == 2)
can_eat = 2
else if(!ishuman(affecting))
else if(!ishuman(affecting) && !ismonkey(affecting) && (affecting.small || iscarbon(affecting)))
can_eat = 1
if(can_eat)
+2 -2
View File
@@ -305,7 +305,7 @@ proc/slur(phrase)
n_letter = text("[n_letter]-[n_letter]")
t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
p++//for each letter p is increased to find where the next letter will be.
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
return sanitize(copytext(t,1,MAX_MESSAGE_LEN))
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
@@ -352,7 +352,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
n_letter = text("[n_letter]")
t = text("[t][n_letter]")
p=p+n_mod
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
return sanitize(copytext(t,1,MAX_MESSAGE_LEN))
/proc/shake_camera(mob/M, duration, strength=1)
+21 -7
View File
@@ -284,7 +284,7 @@
proc/IsJobAvailable(rank)
var/datum/job/job = job_master.GetJob(rank)
if(!job) return 0
if((job.current_positions >= job.total_positions) && job.total_positions != -1) return 0
if(!job.is_position_available()) return 0
if(jobban_isbanned(src,rank)) return 0
if(!job.player_old_enough(src.client)) return 0
return 1
@@ -313,6 +313,24 @@
UpdateFactionList(character)
EquipCustomItems(character)
// AIs don't need a spawnpoint, they must spawn at an empty core
if(character.mind.assigned_role == "AI")
character = character.AIize(move=0) // AIize the character, but don't move them yet
// IsJobAvailable for AI checks that there is an empty core available in this list
var/obj/structure/AIcore/deactivated/C = empty_playable_ai_cores[1]
empty_playable_ai_cores -= C
character.loc = C.loc
AnnounceCyborg(character, rank, "has been downloaded to the empty core in \the [character.loc.loc]")
ticker.mode.latespawn(character)
del(C)
del(src)
return
//Find our spawning point.
var/join_message
var/datum/spawnpoint/S
@@ -356,20 +374,16 @@
proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank, var/join_message)
if (ticker.current_state == GAME_STATE_PLAYING)
var/obj/item/device/radio/intercom/a = new /obj/item/device/radio/intercom(null)// BS12 EDIT Arrivals Announcement Computer, rather than the AI.
if(character.mind.role_alt_title)
rank = character.mind.role_alt_title
a.autosay("[character.real_name],[rank ? " [rank]," : " visitor," ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer")
del(a)
global_announcer.autosay("[character.real_name],[rank ? " [rank]," : " visitor," ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer")
proc/AnnounceCyborg(var/mob/living/character, var/rank, var/join_message)
if (ticker.current_state == GAME_STATE_PLAYING)
var/obj/item/device/radio/intercom/a = new /obj/item/device/radio/intercom(null)// BS12 EDIT Arrivals Announcement Computer, rather than the AI.
if(character.mind.role_alt_title)
rank = character.mind.role_alt_title
// can't use their name here, since cyborg namepicking is done post-spawn, so we'll just say "A new Cyborg has arrived"/"A new Android has arrived"/etc.
a.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer")
del(a)
global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer")
proc/LateChoices()
var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
+27 -26
View File
@@ -56,13 +56,13 @@
spawning = 1
return ..()
/mob/living/carbon/human/AIize()
/mob/living/carbon/human/AIize(move=1) // 'move' argument needs defining here too because BYOND is dumb
if (monkeyizing)
return
for(var/t in organs)
del(t)
return ..()
return ..(move)
/mob/living/carbon/AIize()
if (monkeyizing)
@@ -75,7 +75,7 @@
invisibility = 101
return ..()
/mob/proc/AIize()
/mob/proc/AIize(move=1)
if(client)
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // stop the jams for AIs
var/mob/living/silicon/ai/O = new (loc, base_law_type,,1)//No MMI but safety is in effect.
@@ -88,37 +88,38 @@
else
O.key = key
var/obj/loc_landmark
for(var/obj/effect/landmark/start/sloc in landmarks_list)
if (sloc.name != "AI")
continue
if (locate(/mob/living) in sloc.loc)
continue
loc_landmark = sloc
if (!loc_landmark)
for(var/obj/effect/landmark/tripai in landmarks_list)
if (tripai.name == "tripai")
if(locate(/mob/living) in tripai.loc)
continue
loc_landmark = tripai
if (!loc_landmark)
O << "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone."
if(move)
var/obj/loc_landmark
for(var/obj/effect/landmark/start/sloc in landmarks_list)
if (sloc.name == "AI")
loc_landmark = sloc
if (sloc.name != "AI")
continue
if ((locate(/mob/living) in sloc.loc) || (locate(/obj/structure/AIcore) in sloc.loc))
continue
loc_landmark = sloc
if (!loc_landmark)
for(var/obj/effect/landmark/tripai in landmarks_list)
if (tripai.name == "tripai")
if((locate(/mob/living) in tripai.loc) || (locate(/obj/structure/AIcore) in tripai.loc))
continue
loc_landmark = tripai
if (!loc_landmark)
O << "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone."
for(var/obj/effect/landmark/start/sloc in landmarks_list)
if (sloc.name == "AI")
loc_landmark = sloc
O.loc = loc_landmark.loc
for (var/obj/item/device/radio/intercom/comm in O.loc)
comm.ai += O
O.loc = loc_landmark.loc
for (var/obj/item/device/radio/intercom/comm in O.loc)
comm.ai += O
O.on_mob_init()
O.add_ai_verbs()
O.rename_self("ai",1)
. = O
del(src)
spawn(0)
del(src)
return O
//human -> robot
/mob/living/carbon/human/proc/Robotize()