Merge branch 'master' into herms

This commit is contained in:
kcin2001
2018-04-27 17:00:09 -07:00
committed by GitHub
223 changed files with 40462 additions and 87334 deletions
+202 -238
View File
@@ -1,22 +1,6 @@
/mob/living/carbon/human/examine(mob/user)
var/skipgloves = 0
var/skipsuitstorage = 0
var/skipjumpsuit = 0
var/skipshoes = 0
var/skipmask = 0
var/skiptie = 0
var/skipholster = 0
var/skipears = 0
var/skipeyes = 0
var/skipface = 0
var/skipchest = 0
var/skipgroin = 0
var/skiphands = 0
var/skiplegs = 0
var/skiparms = 0
var/skipfeet = 0
var/skip_gear = 0
var/skip_body = 0
if(alpha <= 50)
src.loc.examine(user)
@@ -26,97 +10,101 @@
//exosuits and helmets obscure our view and stuff.
if(wear_suit)
skipsuitstorage |= wear_suit.flags_inv & HIDESUITSTORAGE
if(wear_suit.flags_inv & HIDESUITSTORAGE)
skip_gear |= EXAMINE_SKIPSUITSTORAGE
if(wear_suit.flags_inv & HIDEJUMPSUIT)
skiparms |= 1
skiplegs |= 1
skipchest |= 1
skipgroin |= 1
skipjumpsuit |= 1
skiptie |= 1
skipholster |= 1
skip_body |= EXAMINE_SKIPARMS | EXAMINE_SKIPLEGS | EXAMINE_SKIPBODY | EXAMINE_SKIPGROIN
skip_gear |= EXAMINE_SKIPJUMPSUIT | EXAMINE_SKIPTIE | EXAMINE_SKIPHOLSTER
else if(wear_suit.flags_inv & HIDETIE)
skiptie |= 1
skipholster |= 1
skip_gear |= EXAMINE_SKIPTIE | EXAMINE_SKIPHOLSTER
else if(wear_suit.flags_inv & HIDEHOLSTER)
skipholster |= 1
skip_gear |= EXAMINE_SKIPHOLSTER
if(wear_suit.flags_inv & HIDESHOES)
skipshoes |= 1
skipfeet |= 1
skip_gear |= EXAMINE_SKIPSHOES
skip_body |= EXAMINE_SKIPFEET
if(wear_suit.flags_inv & HIDEGLOVES)
skipgloves |= 1
skiphands |= 1
skip_gear |= EXAMINE_SKIPGLOVES
skip_body |= EXAMINE_SKIPHANDS
if(w_uniform)
skiplegs |= w_uniform.body_parts_covered & LEGS
skiparms |= w_uniform.body_parts_covered & ARMS
skipchest |= w_uniform.body_parts_covered & UPPER_TORSO
skipgroin |= w_uniform.body_parts_covered & LOWER_TORSO
if(w_uniform.body_parts_covered & LEGS)
skip_body |= EXAMINE_SKIPLEGS
if(w_uniform.body_parts_covered & ARMS)
skip_body |= EXAMINE_SKIPARMS
if(w_uniform.body_parts_covered & UPPER_TORSO)
skip_body |= EXAMINE_SKIPBODY
if(w_uniform.body_parts_covered & LOWER_TORSO)
skip_body |= EXAMINE_SKIPGROIN
if(gloves)
skiphands |= gloves.body_parts_covered & HANDS
if(gloves && (gloves.body_parts_covered & HANDS))
skip_body |= EXAMINE_SKIPHANDS
if(shoes)
skipfeet |= shoes.body_parts_covered & FEET
if(shoes && (shoes.body_parts_covered & FEET))
skip_body |= EXAMINE_SKIPFEET
if(head)
skipmask |= head.flags_inv & HIDEMASK
skipeyes |= head.flags_inv & HIDEEYES
skipears |= head.flags_inv & HIDEEARS
skipface |= head.flags_inv & HIDEFACE
if(head.flags_inv & HIDEMASK)
skip_gear |= EXAMINE_SKIPMASK
if(head.flags_inv & HIDEEYES)
skip_gear |= EXAMINE_SKIPEYEWEAR
skip_body |= EXAMINE_SKIPEYES
if(head.flags_inv & HIDEEARS)
skip_gear |= EXAMINE_SKIPEARS
if(head.flags_inv & HIDEFACE)
skip_body |= EXAMINE_SKIPFACE
if(wear_mask)
skipface |= wear_mask.flags_inv & HIDEFACE
if(wear_mask && (wear_mask.flags_inv & HIDEFACE))
skip_body |= EXAMINE_SKIPFACE
//This is what hides what
var/list/hidden = list(
BP_GROIN = skipgroin,
BP_TORSO = skipchest,
BP_HEAD = skipface,
BP_L_ARM = skiparms,
BP_R_ARM = skiparms,
BP_L_HAND= skiphands,
BP_R_HAND= skiphands,
BP_L_FOOT= skipfeet,
BP_R_FOOT= skipfeet,
BP_L_LEG = skiplegs,
BP_R_LEG = skiplegs)
BP_GROIN = skip_body & EXAMINE_SKIPGROIN,
BP_TORSO = skip_body & EXAMINE_SKIPBODY,
BP_HEAD = skip_body & EXAMINE_SKIPHEAD,
BP_L_ARM = skip_body & EXAMINE_SKIPARMS,
BP_R_ARM = skip_body & EXAMINE_SKIPARMS,
BP_L_HAND= skip_body & EXAMINE_SKIPHANDS,
BP_R_HAND= skip_body & EXAMINE_SKIPHANDS,
BP_L_FOOT= skip_body & EXAMINE_SKIPFEET,
BP_R_FOOT= skip_body & EXAMINE_SKIPFEET,
BP_L_LEG = skip_body & EXAMINE_SKIPLEGS,
BP_R_LEG = skip_body & EXAMINE_SKIPLEGS)
var/list/msg = list("<span class='info'>*---------*\nThis is ")
var/list/msg = list("<span class='info'>*---------*<br>This is ")
var/datum/gender/T = gender_datums[get_visible_gender()]
if(skipjumpsuit && skipface) //big suits/masks/helmets make it hard to tell their gender
T = gender_datums[PLURAL]
else if(species && species.ambiguous_genders)
var/can_detect_gender = FALSE
if(isobserver(user)) // Ghosts are all knowing.
can_detect_gender = TRUE
if(issilicon(user)) // Borgs are too because science.
can_detect_gender = TRUE
else if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.species && istype(species, H.species))
can_detect_gender = TRUE
if(!can_detect_gender)
T = gender_datums[PLURAL] // Species with ambiguous_genders will not show their true gender upon examine if the examiner is not also the same species.
else
if(icon)
msg += "\icon[icon] " //fucking BYOND: this should stop dreamseeker crashing if we -somehow- examine somebody before their icon is generated
if(!T)
// Just in case someone VVs the gender to something strange. It'll runtime anyway when it hits usages, better to CRASH() now with a helpful message.
CRASH("Gender datum was null; key was '[(skipjumpsuit && skipface) ? PLURAL : gender]'")
if(icon)
msg += "\icon[icon] " //fucking BYOND: this should stop dreamseeker crashing if we -somehow- examine somebody before their icon is generated
msg += "<EM>[src.name]</EM>"
if(!(skipjumpsuit && skipface))
if(src.custom_species)
var/datum/gender/T = gender_datums[get_visible_gender()]
if((skip_gear & EXAMINE_SKIPJUMPSUIT) && (skip_body & EXAMINE_SKIPFACE)) //big suits/masks/helmets make it hard to tell their gender
T = gender_datums[PLURAL]
else if(species && species.ambiguous_genders)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.species && !istype(species, H.species))
T = gender_datums[PLURAL]// Species with ambiguous_genders will not show their true gender upon examine if the examiner is not also the same species.
if(!(issilicon(user) || isobserver(user))) // Ghosts and borgs are all knowing
T = gender_datums[PLURAL]
if(!T)
// Just in case someone VVs the gender to something strange. It'll runtime anyway when it hits usages, better to CRASH() now with a helpful message.
CRASH("Gender datum was null; key was '[((skip_gear & EXAMINE_SKIPJUMPSUIT) && (skip_body & EXAMINE_SKIPFACE)) ? PLURAL : gender]'")
if(!((skip_gear & EXAMINE_SKIPJUMPSUIT) && (skip_body & EXAMINE_SKIPFACE)))
//VOREStation Add Start
if(custom_species)
msg += ", a <b>[src.custom_species]</b>"
else if(looks_synth)
//VOREStation Add End
var/use_gender = "a synthetic"
if(gender == MALE)
use_gender = "an android"
@@ -130,37 +118,41 @@
var/extra_species_text = species.get_additional_examine_text(src)
if(extra_species_text)
msg += "[extra_species_text]<br>"
msg += "[extra_species_text]"
msg += "<br>"
//uniform
if(w_uniform && !skipjumpsuit && w_uniform.show_examine)
if(w_uniform && !(skip_gear & EXAMINE_SKIPJUMPSUIT) && w_uniform.show_examine)
//Ties
var/tie_msg
if(istype(w_uniform,/obj/item/clothing/under) && !skiptie)
if(istype(w_uniform,/obj/item/clothing/under) && !(skip_gear & EXAMINE_SKIPTIE))
var/obj/item/clothing/under/U = w_uniform
if(U.accessories.len)
if(skipholster)
var/list/accessories_visible = new/list() //please let this fix the stupid fucking runtimes
var/list/accessories_visible = list() //please let this fix the stupid fucking runtimes
if(skip_gear & EXAMINE_SKIPHOLSTER)
for(var/obj/item/clothing/accessory/A in U.accessories)
if(A.show_examine && !istype(A, /obj/item/clothing/accessory/holster)) // If we're supposed to skip holsters, actually skip them
accessories_visible.Add(A)
else
for(var/obj/item/clothing/accessory/A in U.accessories)
if(A.concealed_holster == 0 && A.show_examine)
accessories_visible.Add(A)
if(accessories_visible.len)
tie_msg += ". Attached to it is [english_list(accessories_visible)]"
else tie_msg += ". Attached to it is [english_list(U.accessories)]"
if(accessories_visible.len)
tie_msg += " Attached to it is [english_list(accessories_visible)]."
if(w_uniform.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [w_uniform.name][tie_msg]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [w_uniform.name]![tie_msg]</span><br>"
else
msg += "[T.He] [T.is] wearing \icon[w_uniform] \a [w_uniform][tie_msg].\n"
msg += "[T.He] [T.is] wearing \icon[w_uniform] \a [w_uniform][tie_msg].<br>"
//head
if(head && head.show_examine)
if(head && !(skip_gear & EXAMINE_SKIPHELMET) && head.show_examine)
if(head.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] [(head.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [head.name] on [T.his] head!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] [(head.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [head.name] on [T.his] head!</span><br>"
else
msg += "[T.He] [T.is] wearing \icon[head] \a [head] on [T.his] head.\n"
msg += "[T.He] [T.is] wearing \icon[head] \a [head] on [T.his] head.<br>"
//suit/armour
if(wear_suit)
@@ -168,102 +160,102 @@
if(istype(wear_suit,/obj/item/clothing/suit))
var/obj/item/clothing/suit/U = wear_suit
if(U.accessories.len)
tie_msg += ". Attached to it is [english_list(U.accessories)]"
tie_msg += " Attached to it is [english_list(U.accessories)]."
if(wear_suit.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] [(wear_suit.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [wear_suit.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] [(wear_suit.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [wear_suit.name][tie_msg]!</span><br>"
else
msg += "[T.He] [T.is] wearing \icon[wear_suit] \a [wear_suit][tie_msg].\n"
msg += "[T.He] [T.is] wearing \icon[wear_suit] \a [wear_suit].[tie_msg]<br>"
//suit/armour storage
if(s_store && !skipsuitstorage && s_store.show_examine)
if(s_store && !(skip_gear & EXAMINE_SKIPSUITSTORAGE) && s_store.show_examine)
if(s_store.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [(s_store.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [s_store.name] on [T.his] [wear_suit.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [(s_store.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [s_store.name] on [T.his] [wear_suit.name]!</span><br>"
else
msg += "[T.He] [T.is] carrying \icon[s_store] \a [s_store] on [T.his] [wear_suit.name].\n"
msg += "[T.He] [T.is] carrying \icon[s_store] \a [s_store] on [T.his] [wear_suit.name].<br>"
//back
if(back && back.show_examine)
if(back && !(skip_gear & EXAMINE_SKIPBACKPACK) && back.show_examine)
if(back.blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] \icon[back] [back.gender==PLURAL?"some":"a"] [(back.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [back] on [T.his] back.</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[back] [back.gender==PLURAL?"some":"a"] [(back.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [back] on [T.his] back.</span><br>"
else
msg += "[T.He] [T.has] \icon[back] \a [back] on [T.his] back.\n"
msg += "[T.He] [T.has] \icon[back] \a [back] on [T.his] back.<br>"
//left hand
if(l_hand && l_hand.show_examine)
if(l_hand.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] [(l_hand.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [l_hand.name] in [T.his] left hand!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] [(l_hand.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [l_hand.name] in [T.his] left hand!</span><br>"
else
msg += "[T.He] [T.is] holding \icon[l_hand] \a [l_hand] in [T.his] left hand.\n"
msg += "[T.He] [T.is] holding \icon[l_hand] \a [l_hand] in [T.his] left hand.<br>"
//right hand
if(r_hand && r_hand.show_examine)
if(r_hand.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] [(r_hand.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [r_hand.name] in [T.his] right hand!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] [(r_hand.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [r_hand.name] in [T.his] right hand!</span><br>"
else
msg += "[T.He] [T.is] holding \icon[r_hand] \a [r_hand] in [T.his] right hand.\n"
msg += "[T.He] [T.is] holding \icon[r_hand] \a [r_hand] in [T.his] right hand.<br>"
//gloves
if(gloves && !skipgloves && gloves.show_examine)
if(gloves && !(skip_gear & EXAMINE_SKIPGLOVES) && gloves.show_examine)
if(gloves.blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] [(gloves.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [gloves.name] on [T.his] hands!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] [(gloves.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [gloves.name] on [T.his] hands!</span><br>"
else
msg += "[T.He] [T.has] \icon[gloves] \a [gloves] on [T.his] hands.\n"
else if(blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] [(hand_blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained hands!</span>\n"
msg += "[T.He] [T.has] \icon[gloves] \a [gloves] on [T.his] hands.<br>"
else if(blood_DNA && !(skip_body & EXAMINE_SKIPHANDS))
msg += "<span class='warning'>[T.He] [T.has] [(hand_blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained hands!</span><br>"
//handcuffed?
if(handcuffed && handcuffed.show_examine)
if(istype(handcuffed, /obj/item/weapon/handcuffs/cable))
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] restrained with cable!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] restrained with cable!</span><br>"
else
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] handcuffed!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] handcuffed!</span><br>"
//buckled
if(buckled)
msg += "<span class='warning'>[T.He] [T.is] \icon[buckled] buckled to [buckled]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[buckled] buckled to [buckled]!</span><br>"
//belt
if(belt && belt.show_examine)
if(belt && !(skip_gear & EXAMINE_SKIPBELT) && belt.show_examine)
if(belt.blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] \icon[belt] [belt.gender==PLURAL?"some":"a"] [(belt.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [belt.name] about [T.his] waist!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[belt] [belt.gender==PLURAL?"some":"a"] [(belt.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [belt.name] about [T.his] waist!</span><br>"
else
msg += "[T.He] [T.has] \icon[belt] \a [belt] about [T.his] waist.\n"
msg += "[T.He] [T.has] \icon[belt] \a [belt] about [T.his] waist.<br>"
//shoes
if(shoes && !skipshoes && shoes.show_examine)
if(shoes && !(skip_gear & EXAMINE_SKIPSHOES) && shoes.show_examine)
if(shoes.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] [(shoes.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [shoes.name] on [T.his] feet!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] [(shoes.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [shoes.name] on [T.his] feet!</span><br>"
else
msg += "[T.He] [T.is] wearing \icon[shoes] \a [shoes] on [T.his] feet.\n"
else if(feet_blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] [(feet_blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained feet!</span>\n"
msg += "[T.He] [T.is] wearing \icon[shoes] \a [shoes] on [T.his] feet.<br>"
else if(feet_blood_DNA && !(skip_body & EXAMINE_SKIPHANDS))
msg += "<span class='warning'>[T.He] [T.has] [(feet_blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained feet!</span><br>"
//mask
if(wear_mask && !skipmask && wear_mask.show_examine)
if(wear_mask && !(skip_gear & EXAMINE_SKIPMASK) && wear_mask.show_examine)
var/descriptor = "on [T.his] face"
if(istype(wear_mask, /obj/item/weapon/grenade) && check_has_mouth())
descriptor = "in [T.his] mouth"
if(wear_mask.blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] \icon[wear_mask] [wear_mask.gender==PLURAL?"some":"a"] [(wear_mask.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [wear_mask.name] [descriptor]!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[wear_mask] [wear_mask.gender==PLURAL?"some":"a"] [(wear_mask.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [wear_mask.name] [descriptor]!</span><br>"
else
msg += "[T.He] [T.has] \icon[wear_mask] \a [wear_mask] [descriptor].\n"
msg += "[T.He] [T.has] \icon[wear_mask] \a [wear_mask] [descriptor].<br>"
//eyes
if(glasses && !skipeyes && glasses.show_examine)
if(glasses && !(skip_gear & EXAMINE_SKIPEYEWEAR) && glasses.show_examine)
if(glasses.blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] [(glasses.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [glasses] covering [T.his] eyes!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] [(glasses.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [glasses] covering [T.his] eyes!</span><br>"
else
msg += "[T.He] [T.has] \icon[glasses] \a [glasses] covering [T.his] eyes.\n"
msg += "[T.He] [T.has] \icon[glasses] \a [glasses] covering [T.his] eyes.<br>"
//left ear
if(l_ear && !skipears && l_ear.show_examine)
msg += "[T.He] [T.has] \icon[l_ear] \a [l_ear] on [T.his] left ear.\n"
if(l_ear && !(skip_gear & EXAMINE_SKIPEARS) && l_ear.show_examine)
msg += "[T.He] [T.has] \icon[l_ear] \a [l_ear] on [T.his] left ear.<br>"
//right ear
if(r_ear && !skipears && r_ear.show_examine)
msg += "[T.He] [T.has] \icon[r_ear] \a [r_ear] on [T.his] right ear.\n"
if(r_ear && !(skip_gear & EXAMINE_SKIPEARS) && r_ear.show_examine)
msg += "[T.He] [T.has] \icon[r_ear] \a [r_ear] on [T.his] right ear.<br>"
//ID
if(wear_id && wear_id.show_examine)
@@ -275,27 +267,27 @@
var/obj/item/weapon/card/id/idcard = wear_id
id = idcard.registered_name
if(id && (id != real_name) && (get_dist(src, usr) <= 1) && prob(10))
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_id] \a [wear_id] yet something doesn't seem right...</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_id] \a [wear_id] yet something doesn't seem right...</span><br>"
else*/
msg += "[T.He] [T.is] wearing \icon[wear_id] \a [wear_id].\n"
msg += "[T.He] [T.is] wearing \icon[wear_id] \a [wear_id].<br>"
//Jitters
if(is_jittery)
if(jitteriness >= 300)
msg += "<span class='warning'><B>[T.He] [T.is] convulsing violently!</B></span>\n"
msg += "<span class='warning'><B>[T.He] [T.is] convulsing violently!</B></span><br>"
else if(jitteriness >= 200)
msg += "<span class='warning'>[T.He] [T.is] extremely jittery.</span>\n"
msg += "<span class='warning'>[T.He] [T.is] extremely jittery.</span><br>"
else if(jitteriness >= 100)
msg += "<span class='warning'>[T.He] [T.is] twitching ever so slightly.</span>\n"
msg += "<span class='warning'>[T.He] [T.is] twitching ever so slightly.</span><br>"
//splints
for(var/organ in BP_ALL)
var/obj/item/organ/external/o = get_organ(organ)
if(o && o.splinted && o.splinted.loc == o)
msg += "<span class='warning'>[T.He] [T.has] \a [o.splinted] on [T.his] [o.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \a [o.splinted] on [T.his] [o.name]!</span><br>"
if(suiciding)
msg += "<span class='warning'>[T.He] appears to have commited suicide... there is no hope of recovery.</span>\n"
msg += "<span class='warning'>[T.He] appears to have commited suicide... there is no hope of recovery.</span><br>"
msg += attempt_vr(src,"examine_weight",args) //VOREStation Code
msg += attempt_vr(src,"examine_nutrition",args) //VOREStation Code
@@ -305,56 +297,39 @@
msg += attempt_vr(src,"examine_nif",args) //VOREStation Code
if(mSmallsize in mutations)
msg += "[T.He] [T.is] small halfling!\n"
msg += "[T.He] [T.is] very short!<br>"
var/distance = get_dist(usr,src)
if(istype(usr, /mob/observer/dead) || usr.stat == 2) // ghosts can see anything
distance = 1
if (src.stat)
msg += "<span class='warning'>[T.He] [T.is]n't responding to anything around [T.him] and seems to be asleep.</span>\n"
if((stat == 2 || src.losebreath) && distance <= 3)
msg += "<span class='warning'>[T.He] [T.does] not appear to be breathing.</span>\n"
if(istype(usr, /mob/living/carbon/human) && !usr.stat && Adjacent(usr))
usr.visible_message("<b>[usr]</b> checks [src]'s pulse.", "You check [src]'s pulse.")
msg += "<span class='warning'>[T.He] [T.is]n't responding to anything around [T.him] and seems to be asleep.</span><br>"
if((stat == 2 || src.losebreath) && get_dist(user, src) <= 3)
msg += "<span class='warning'>[T.He] [T.does] not appear to be breathing.</span><br>"
if(istype(user, /mob/living/carbon/human) && !user.stat && Adjacent(user))
user.visible_message("<b>[usr]</b> checks [src]'s pulse.", "You check [src]'s pulse.")
spawn(15)
if(distance <= 1 && usr.stat != 1)
if(isobserver(user) || (Adjacent(user) && !user.stat)) // If you're a corpse then you can't exactly check their pulse, but ghosts can see anything
if(pulse == PULSE_NONE)
usr << "<span class='deadsay'>[T.He] [T.has] no pulse[src.client ? "" : " and [T.his] soul has departed"]...</span>"
to_chat(user, "<span class='deadsay'>[T.He] [T.has] no pulse[src.client ? "" : " and [T.his] soul has departed"]...</span>")
else
usr << "<span class='deadsay'>[T.He] [T.has] a pulse!</span>"
to_chat(user, "<span class='deadsay'>[T.He] [T.has] a pulse!</span>")
if(fire_stacks)
msg += "[T.He] [T.is] covered in some liquid.\n"
msg += "[T.He] [T.is] covered in some liquid.<br>"
if(on_fire)
msg += "<span class='warning'>[T.He] [T.is] on fire!.</span>\n"
msg += "<span class='warning'>"
/*
if(nutrition < 100)
msg += "[T.He] [T.is] severely malnourished.\n"
else if(nutrition >= 500)
/*if(usr.nutrition < 100)
msg += "[T.He] [T.is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else*/
msg += "[T.He] [T.is] quite chubby.\n"
*/
msg += "</span>"
msg += "<span class='warning'>[T.He] [T.is] on fire!.</span><br>"
var/ssd_msg = species.get_ssd(src)
if(stat != DEAD)
if(ssd_msg && (!should_have_organ("brain") || has_brain()))
if(!key)
msg += "<span class='deadsay'>[T.He] [T.is] [ssd_msg]. It doesn't look like [T.he] [T.is] waking up anytime soon.</span>\n"
else if(!client)
msg += "<span class='deadsay'>[T.He] [T.is] [ssd_msg].</span>\n"
if(client && ((client.inactivity / 10) / 60 > 10)) //10 Minutes
msg += "\[Inactive for [round((client.inactivity/10)/60)] minutes\]\n"
else if(disconnect_time)
msg += "\[Disconnected/ghosted [round(((world.realtime - disconnect_time)/10)/60)] minutes ago\]\n"
if(ssd_msg && (!should_have_organ("brain") || has_brain()) && stat != DEAD)
if(!key)
msg += "<span class='deadsay'>[T.He] [T.is] [ssd_msg]. It doesn't look like [T.he] [T.is] waking up anytime soon.</span><br>"
else if(!client)
msg += "<span class='deadsay'>[T.He] [T.is] [ssd_msg].</span><br>"
//VOREStation Add Start
if(client && ((client.inactivity / 10) / 60 > 10)) //10 Minutes
msg += "\[Inactive for [round((client.inactivity/10)/60)] minutes\]\n"
else if(disconnect_time)
msg += "\[Disconnected/ghosted [round(((world.realtime - disconnect_time)/10)/60)] minutes ago\]\n"
//VOREStation Add End
var/list/wound_flavor_text = list()
var/list/is_bleeding = list()
var/applying_pressure = ""
@@ -366,9 +341,9 @@
var/obj/item/organ/external/E = organs_by_name[organ_tag]
if(!E)
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [organ_descriptor].</b></span>\n"
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [organ_descriptor].</b></span><br>"
else if(E.is_stump())
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.has] a stump where [T.his] [organ_descriptor] should be.</b></span>\n"
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.has] a stump where [T.his] [organ_descriptor] should be.</b></span><br>"
else
continue
@@ -377,13 +352,14 @@
if((temp.organ_tag in hidden) && hidden[temp.organ_tag])
continue //Organ is hidden, don't talk about it
if(temp.status & ORGAN_DESTROYED)
wound_flavor_text["[temp.name]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [temp.name].</b></span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [temp.name].</b></span><br>"
continue
if(!looks_synth && temp.robotic == ORGAN_ROBOT)
if(!(temp.brute_dam + temp.burn_dam))
wound_flavor_text["[temp.name]"] = "[T.He] [T.has] a [temp.name].\n"
wound_flavor_text["[temp.name]"] = "[T.He] [T.has] a [temp.name].<br>"
else
wound_flavor_text["[temp.name]"] = "<span class='warning'>[T.He] [T.has] a [temp.name] with [temp.get_wounds_desc()]!</span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'>[T.He] [T.has] a [temp.name] with [temp.get_wounds_desc()]!</span><br>"
continue
else if(temp.wounds.len > 0 || temp.open)
if(temp.is_stump() && temp.parent_organ && organs_by_name[temp.parent_organ])
@@ -395,7 +371,7 @@
wound_flavor_text["[temp.name]"] = ""
if(temp.dislocated == 2)
wound_flavor_text["[temp.name]"] += "<span class='warning'>[T.His] [temp.joint] is dislocated!</span><br>"
if(((temp.status & ORGAN_BROKEN) && temp.brute_dam > temp.min_broken_damage) || (temp.status & ORGAN_MUTATED))
if(temp.brute_dam > temp.min_broken_damage || (temp.status & (ORGAN_BROKEN | ORGAN_MUTATED)))
wound_flavor_text["[temp.name]"] += "<span class='warning'>[T.His] [temp.name] is dented and swollen!</span><br>"
if(temp.germ_level > INFECTION_LEVEL_TWO && !(temp.status & ORGAN_DEAD))
@@ -403,8 +379,8 @@
else if(temp.status & ORGAN_DEAD)
wound_flavor_text["[temp.name]"] += "<span class='warning'>[T.His] [temp.name] looks rotten!</span><br>"
if(!wound_flavor_text["[temp.name]"] && (temp.status & ORGAN_BLEEDING))
is_bleeding["[temp.name]"] = "<span class='danger'>[T.His] [temp.name] is bleeding!</span><br>"
if(temp.status & ORGAN_BLEEDING)
is_bleeding["[temp.name]"] += "<span class='danger'>[T.His] [temp.name] is bleeding!</span><br>"
if(temp.applied_pressure == src)
applying_pressure = "<span class='info'>[T.He] is applying pressure to [T.his] [temp.name].</span><br>"
@@ -414,58 +390,51 @@
for(var/limb in is_bleeding)
msg += is_bleeding[limb]
for(var/implant in get_visible_implants(0))
msg += "<span class='danger'>[src] [T.has] \a [implant] sticking out of [T.his] flesh!</span>\n"
msg += "<span class='danger'>[src] [T.has] \a [implant] sticking out of [T.his] flesh!</span><br>"
if(digitalcamo)
msg += "[T.He] [T.is] repulsively uncanny!\n"
msg += "[T.He] [T.is] repulsively uncanny!<br>"
if(hasHUD(usr,"security"))
var/perpname = "wot"
if(hasHUD(user,"security"))
var/perpname = name
var/criminal = "None"
if(wear_id)
var/obj/item/weapon/card/id/I = wear_id.GetID()
if(I)
if(istype(wear_id, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = wear_id
perpname = I.registered_name
else
perpname = name
else
perpname = name
else if(istype(wear_id, /obj/item/device/pda))
var/obj/item/device/pda/P = wear_id
perpname = P.owner
if(perpname)
for (var/datum/data/record/E in data_core.general)
if(E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if(R.fields["id"] == E.fields["id"])
criminal = R.fields["criminal"]
for (var/datum/data/record/R in data_core.security)
if(R.fields["name"] == perpname)
criminal = R.fields["criminal"]
msg += "<span class = 'deptradio'>Criminal status:</span> <a href='?src=\ref[src];criminal=1'>\[[criminal]\]</a>\n"
msg += "<span class = 'deptradio'>Security records:</span> <a href='?src=\ref[src];secrecord=`'>\[View\]</a> <a href='?src=\ref[src];secrecordadd=`'>\[Add comment\]</a>\n"
msg += "<span class = 'deptradio'>Criminal status:</span> <a href='?src=\ref[src];criminal=1'>\[[criminal]\]</a><br>"
msg += "<span class = 'deptradio'>Security records:</span> <a href='?src=\ref[src];secrecord=`'>\[View\]</a> <a href='?src=\ref[src];secrecordadd=`'>\[Add comment\]</a><br>"
if(hasHUD(usr,"medical"))
var/perpname = "wot"
if(hasHUD(user,"medical"))
var/perpname = name
var/medical = "None"
if(wear_id)
if(istype(wear_id,/obj/item/weapon/card/id))
perpname = wear_id:registered_name
else if(istype(wear_id,/obj/item/device/pda))
var/obj/item/device/pda/tempPda = wear_id
perpname = tempPda.owner
else
perpname = src.name
if(istype(wear_id, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = wear_id
perpname = I.registered_name
else if(istype(wear_id, /obj/item/device/pda))
var/obj/item/device/pda/P = wear_id
perpname = P.owner
for (var/datum/data/record/E in data_core.general)
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.general)
if (R.fields["id"] == E.fields["id"])
medical = R.fields["p_stat"]
for (var/datum/data/record/R in data_core.medical)
if (R.fields["name"] == perpname)
medical = R.fields["p_stat"]
msg += "<span class = 'deptradio'>Physical status:</span> <a href='?src=\ref[src];medical=1'>\[[medical]\]</a>\n"
msg += "<span class = 'deptradio'>Medical records:</span> <a href='?src=\ref[src];medrecord=`'>\[View\]</a> <a href='?src=\ref[src];medrecordadd=`'>\[Add comment\]</a>\n"
msg += "<span class = 'deptradio'>Physical status:</span> <a href='?src=\ref[src];medical=1'>\[[medical]\]</a><br>"
msg += "<span class = 'deptradio'>Medical records:</span> <a href='?src=\ref[src];medrecord=`'>\[View\]</a> <a href='?src=\ref[src];medrecordadd=`'>\[Add comment\]</a><br>"
if(print_flavor_text())
msg += "[print_flavor_text()]\n"
msg += "[print_flavor_text()]<br>"
// VOREStation Start
if(ooc_notes)
@@ -473,12 +442,12 @@
// VOREStation End
msg += "*---------*</span><br>"
msg += applying_pressure
if (pose)
if( findtext(pose,".",lentext(pose)) == 0 && findtext(pose,"!",lentext(pose)) == 0 && findtext(pose,"?",lentext(pose)) == 0 )
if(pose)
if(!findtext(pose, regex("\[.?!]$"))) // Will be zero if the last character is not a member of [.?!]
pose = addtext(pose,".") //Makes sure all emotes end with a period.
msg += "[T.He] [pose]"
user << jointext(msg, null)
to_chat(user, jointext(msg, null))
//Helper procedure. Called by /mob/living/carbon/human/examine() and /mob/living/carbon/human/Topic() to determine HUD access to security and medical records.
/proc/hasHUD(mob/M as mob, hudtype)
@@ -490,8 +459,6 @@
return istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud)
if("medical")
return istype(H.glasses, /obj/item/clothing/glasses/hud/health)
else
return 0
else if(istype(M, /mob/living/silicon/robot))
var/mob/living/silicon/robot/R = M
switch(hudtype)
@@ -499,7 +466,4 @@
return R.hudmode == "Security"
if("medical")
return R.hudmode == "Medical"
else
return 0
else
return 0
return 0
@@ -13,3 +13,4 @@
name = "Pun Pun"
real_name = name
w_uniform = new /obj/item/clothing/under/punpun(src)
regenerate_icons()
@@ -5,84 +5,84 @@
/datum/species
// Descriptors and strings.
var/name // Species name.
var/name_plural // Pluralized name (since "[name]s" is not always valid)
var/blurb = "A completely nondescript species." // A brief lore summary for use in the chargen screen.
var/name // Species name.
var/name_plural // Pluralized name (since "[name]s" is not always valid)
var/blurb = "A completely nondescript species." // A brief lore summary for use in the chargen screen.
// Icon/appearance vars.
var/icobase = 'icons/mob/human_races/r_human.dmi' // Normal icon set.
var/deform = 'icons/mob/human_races/r_def_human.dmi' // Mutated icon set.
var/icobase = 'icons/mob/human_races/r_human.dmi' // Normal icon set.
var/deform = 'icons/mob/human_races/r_def_human.dmi' // Mutated icon set.
var/speech_bubble_appearance = "normal" // Part of icon_state to use for speech bubbles when talking. See talk.dmi for available icons.
var/fire_icon_state = "humanoid" // The icon_state used inside OnFire.dmi for when on fire.
var/suit_storage_icon = 'icons/mob/belt_mirror.dmi' // Icons used for worn items in suit storage slot.
var/speech_bubble_appearance = "normal" // Part of icon_state to use for speech bubbles when talking. See talk.dmi for available icons.
var/fire_icon_state = "humanoid" // The icon_state used inside OnFire.dmi for when on fire.
var/suit_storage_icon = 'icons/mob/belt_mirror.dmi' // Icons used for worn items in suit storage slot.
// Damage overlay and masks.
var/damage_overlays = 'icons/mob/human_races/masks/dam_human.dmi'
var/damage_mask = 'icons/mob/human_races/masks/dam_mask_human.dmi'
var/blood_mask = 'icons/mob/human_races/masks/blood_human.dmi'
var/prone_icon // If set, draws this from icobase when mob is prone.
var/blood_color = "#A10808" // Red.
var/flesh_color = "#FFC896" // Pink.
var/base_color // Used by changelings. Should also be used for icon previews.
var/prone_icon // If set, draws this from icobase when mob is prone.
var/blood_color = "#A10808" // Red.
var/flesh_color = "#FFC896" // Pink.
var/base_color // Used by changelings. Should also be used for icon previews.
var/tail // Name of tail state in species effects icon file.
var/tail_animation // If set, the icon to obtain tail animation states from.
var/tail // Name of tail state in species effects icon file.
var/tail_animation // If set, the icon to obtain tail animation states from.
var/tail_hair
var/icon_scale = 1 // Makes the icon larger/smaller.
var/icon_scale = 1 // Makes the icon larger/smaller.
var/race_key = 0 // Used for mob icon cache string.
var/icon/icon_template // Used for mob icon generation for non-32x32 species.
var/race_key = 0 // Used for mob icon cache string.
var/icon/icon_template // Used for mob icon generation for non-32x32 species.
var/mob_size = MOB_MEDIUM
var/show_ssd = "fast asleep"
var/virus_immune
var/short_sighted // Permanent weldervision.
var/blood_volume = 560 // Initial blood volume.
var/bloodloss_rate = 1 // Multiplier for how fast a species bleeds out. Higher = Faster
var/hunger_factor = 0.05 // Multiplier for hunger.
var/active_regen_mult = 1 // Multiplier for 'Regenerate' power speed, in human_powers.dm
var/short_sighted // Permanent weldervision.
var/blood_volume = 560 // Initial blood volume.
var/bloodloss_rate = 1 // Multiplier for how fast a species bleeds out. Higher = Faster
var/hunger_factor = 0.05 // Multiplier for hunger.
var/active_regen_mult = 1 // Multiplier for 'Regenerate' power speed, in human_powers.dm
var/taste_sensitivity = TASTE_NORMAL // How sensitive the species is to minute tastes.
var/taste_sensitivity = TASTE_NORMAL // How sensitive the species is to minute tastes.
var/min_age = 17
var/max_age = 70
// Language/culture vars.
var/default_language = LANGUAGE_GALCOM // Default language is used when 'say' is used without modifiers.
var/language = LANGUAGE_GALCOM // Default racial language, if any.
var/species_language = LANGUAGE_GALCOM // Used on the Character Setup screen
var/list/secondary_langs = list() // The names of secondary languages that are available to this species.
var/list/speech_sounds // A list of sounds to potentially play when speaking.
var/list/speech_chance // The likelihood of a speech sound playing.
var/num_alternate_languages = 0 // How many secondary languages are available to select at character creation
var/name_language = LANGUAGE_GALCOM // The language to use when determining names for this species, or null to use the first name/last name generator
var/default_language = LANGUAGE_GALCOM // Default language is used when 'say' is used without modifiers.
var/language = LANGUAGE_GALCOM // Default racial language, if any.
var/species_language = LANGUAGE_GALCOM // Used on the Character Setup screen
var/list/secondary_langs = list() // The names of secondary languages that are available to this species.
var/list/speech_sounds // A list of sounds to potentially play when speaking.
var/list/speech_chance // The likelihood of a speech sound playing.
var/num_alternate_languages = 0 // How many secondary languages are available to select at character creation
var/name_language = LANGUAGE_GALCOM // The language to use when determining names for this species, or null to use the first name/last name generator
//Soundy emotey things.
var/scream_verb = "screams"
var/male_scream_sound //= 'sound/goonstation/voice/male_scream.ogg' Removed due to licensing, replace!
var/female_scream_sound //= 'sound/goonstation/voice/female_scream.ogg' Removed due to licensing, replace!
var/male_scream_sound //= 'sound/goonstation/voice/male_scream.ogg' Removed due to licensing, replace!
var/female_scream_sound //= 'sound/goonstation/voice/female_scream.ogg' Removed due to licensing, replace!
var/male_cough_sounds = list('sound/effects/mob_effects/m_cougha.ogg','sound/effects/mob_effects/m_coughb.ogg', 'sound/effects/mob_effects/m_coughc.ogg')
var/female_cough_sounds = list('sound/effects/mob_effects/f_cougha.ogg','sound/effects/mob_effects/f_coughb.ogg')
var/male_sneeze_sound = 'sound/effects/mob_effects/sneeze.ogg'
var/female_sneeze_sound = 'sound/effects/mob_effects/f_sneeze.ogg'
// Combat vars.
var/total_health = 100 // Point at which the mob will enter crit.
var/list/unarmed_types = list( // Possible unarmed attacks that the mob will use in combat,
var/total_health = 100 // Point at which the mob will enter crit.
var/list/unarmed_types = list( // Possible unarmed attacks that the mob will use in combat,
/datum/unarmed_attack,
/datum/unarmed_attack/bite
)
var/list/unarmed_attacks = null // For empty hand harm-intent attack
var/brute_mod = 1 // Physical damage multiplier.
var/burn_mod = 1 // Burn damage multiplier.
var/oxy_mod = 1 // Oxyloss modifier
var/toxins_mod = 1 // Toxloss modifier
var/radiation_mod = 1 // Radiation modifier
var/flash_mod = 1 // Stun from blindness modifier.
var/chemOD_mod = 1 // Damage modifier for overdose
var/vision_flags = SEE_SELF // Same flags as glasses.
var/list/unarmed_attacks = null // For empty hand harm-intent attack
var/brute_mod = 1 // Physical damage multiplier.
var/burn_mod = 1 // Burn damage multiplier.
var/oxy_mod = 1 // Oxyloss modifier
var/toxins_mod = 1 // Toxloss modifier
var/radiation_mod = 1 // Radiation modifier
var/flash_mod = 1 // Stun from blindness modifier.
var/chemOD_mod = 1 // Damage modifier for overdose
var/vision_flags = SEE_SELF // Same flags as glasses.
// Death vars.
var/meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/human
@@ -95,23 +95,23 @@
var/cloning_modifier = /datum/modifier/cloning_sickness
// Environment tolerance/life processes vars.
var/reagent_tag //Used for metabolizing reagents.
var/breath_type = "oxygen" // Non-oxygen gas breathed, if any.
var/poison_type = "phoron" // Poisonous air.
var/exhale_type = "carbon_dioxide" // Exhaled gas type.
var/reagent_tag //Used for metabolizing reagents.
var/breath_type = "oxygen" // Non-oxygen gas breathed, if any.
var/poison_type = "phoron" // Poisonous air.
var/exhale_type = "carbon_dioxide" // Exhaled gas type.
var/body_temperature = 310.15 // Species will try to stabilize at this temperature. (also affects temperature processing)
var/body_temperature = 310.15 // Species will try to stabilize at this temperature. (also affects temperature processing)
// Cold
var/cold_level_1 = 260 // Cold damage level 1 below this point.
var/cold_level_2 = 200 // Cold damage level 2 below this point.
var/cold_level_3 = 120 // Cold damage level 3 below this point.
var/cold_level_1 = 260 // Cold damage level 1 below this point.
var/cold_level_2 = 200 // Cold damage level 2 below this point.
var/cold_level_3 = 120 // Cold damage level 3 below this point.
var/breath_cold_level_1 = 240 // Cold gas damage level 1 below this point.
var/breath_cold_level_2 = 180 // Cold gas damage level 2 below this point.
var/breath_cold_level_3 = 100 // Cold gas damage level 3 below this point.
var/breath_cold_level_1 = 240 // Cold gas damage level 1 below this point.
var/breath_cold_level_2 = 180 // Cold gas damage level 2 below this point.
var/breath_cold_level_3 = 100 // Cold gas damage level 3 below this point.
var/cold_discomfort_level = 285 // Aesthetic messages about feeling chilly.
var/cold_discomfort_level = 285 // Aesthetic messages about feeling chilly.
var/list/cold_discomfort_strings = list(
"You feel chilly.",
"You shiver suddenly.",
@@ -119,15 +119,15 @@
)
// Hot
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 3 above 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 3 above this point.
var/breath_heat_level_1 = 380 // Heat gas damage level 1 below this point.
var/breath_heat_level_2 = 450 // Heat gas damage level 2 below this point.
var/breath_heat_level_3 = 1250 // Heat gas damage level 3 below this point.
var/breath_heat_level_1 = 380 // Heat gas damage level 1 below this point.
var/breath_heat_level_2 = 450 // Heat gas damage level 2 below this point.
var/breath_heat_level_3 = 1250 // Heat gas damage level 3 below this point.
var/heat_discomfort_level = 315 // Aesthetic messages about feeling warm.
var/heat_discomfort_level = 315 // Aesthetic messages about feeling warm.
var/list/heat_discomfort_strings = list(
"You feel sweat drip down your neck.",
"You feel uncomfortably warm.",
@@ -135,13 +135,13 @@
)
var/passive_temp_gain = 0 // 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.
var/warning_low_pressure = WARNING_LOW_PRESSURE // Low pressure warning.
var/hazard_low_pressure = HAZARD_LOW_PRESSURE // Dangerously low pressure.
var/light_dam // If set, mob will be damaged in light over this value and heal in light below its negative.
var/minimum_breath_pressure = 16 // Minimum required pressure for breath, in kPa
var/passive_temp_gain = 0 // 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.
var/warning_low_pressure = WARNING_LOW_PRESSURE // Low pressure warning.
var/hazard_low_pressure = HAZARD_LOW_PRESSURE // Dangerously low pressure.
var/light_dam // If set, mob will be damaged in light over this value and heal in light below its negative.
var/minimum_breath_pressure = 16 // Minimum required pressure for breath, in kPa
var/metabolic_rate = 1
@@ -149,52 +149,55 @@
// HUD data vars.
var/datum/hud_data/hud
var/hud_type
var/health_hud_intensity = 1 // This modifies how intensely the health hud is colored.
var/health_hud_intensity = 1 // This modifies how intensely the health hud is colored.
// Body/form vars.
var/list/inherent_verbs // Species-specific verbs.
var/has_fine_manipulation = 1 // Can use small items.
var/siemens_coefficient = 1 // The lower, the thicker the skin and better the insulation.
var/darksight = 2 // Native darksight distance.
var/flags = 0 // Various specific features.
var/appearance_flags = 0 // Appearance/display related features.
var/spawn_flags = 0 // Flags that specify who can spawn as this species
var/list/inherent_verbs // Species-specific verbs.
var/has_fine_manipulation = 1 // Can use small items.
var/siemens_coefficient = 1 // The lower, the thicker the skin and better the insulation.
var/darksight = 2 // Native darksight distance.
var/flags = 0 // Various specific features.
var/appearance_flags = 0 // Appearance/display related features.
var/spawn_flags = 0 // Flags that specify who can spawn as this species
var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
var/obj/effect/decal/cleanable/blood/tracks/move_trail = /obj/effect/decal/cleanable/blood/tracks/footprints // What marks are left when walking
var/list/skin_overlays = list()
var/has_floating_eyes = 0 // Whether the eyes can be shown above other icons
var/has_glowing_eyes = 0 // Whether the eyes are shown above all lighting
var/water_movement = 0 // How much faster or slower the species is in water
var/snow_movement = 0 // How much faster or slower the species is on snow
var/has_floating_eyes = 0 // Whether the eyes can be shown above other icons
var/has_glowing_eyes = 0 // Whether the eyes are shown above all lighting
var/water_movement = 0 // How much faster or slower the species is in water
var/snow_movement = 0 // How much faster or slower the species is on snow
var/item_slowdown_mod = 1 // How affected by item slowdown the species is.
var/primitive_form // Lesser form, if any (ie. monkey for humans)
var/greater_form // Greater form, if any, ie. human for monkeys.
var/item_slowdown_mod = 1 // How affected by item slowdown the species is.
var/primitive_form // Lesser form, if any (ie. monkey for humans)
var/greater_form // Greater form, if any, ie. human for monkeys.
var/holder_type
var/gluttonous // Can eat some mobs. 1 for mice, 2 for monkeys, 3 for people.
var/rarity_value = 1 // Relative rarity/collector value for this species.
// Determines the organs that the species spawns with and
var/list/has_organ = list( // which required-organ checks are conducted.
O_HEART = /obj/item/organ/internal/heart,
O_LUNGS = /obj/item/organ/internal/lungs,
O_LIVER = /obj/item/organ/internal/liver,
O_KIDNEYS = /obj/item/organ/internal/kidneys,
O_BRAIN = /obj/item/organ/internal/brain,
var/gluttonous // Can eat some mobs. 1 for mice, 2 for monkeys, 3 for people.
var/rarity_value = 1 // Relative rarity/collector value for this species.
var/economic_modifier = 2 // How much money this species makes
// Determines the organs that the species spawns with and
var/list/has_organ = list( // which required-organ checks are conducted.
O_HEART = /obj/item/organ/internal/heart,
O_LUNGS = /obj/item/organ/internal/lungs,
O_LIVER = /obj/item/organ/internal/liver,
O_KIDNEYS = /obj/item/organ/internal/kidneys,
O_BRAIN = /obj/item/organ/internal/brain,
O_APPENDIX = /obj/item/organ/internal/appendix,
O_EYES = /obj/item/organ/internal/eyes
O_EYES = /obj/item/organ/internal/eyes
)
var/vision_organ // If set, this organ is required for vision. Defaults to "eyes" if the species has them.
var/vision_organ // If set, this organ is required for vision. Defaults to "eyes" if the species has them.
var/list/has_limbs = list(
BP_TORSO = list("path" = /obj/item/organ/external/chest),
BP_GROIN = list("path" = /obj/item/organ/external/groin),
BP_HEAD = list("path" = /obj/item/organ/external/head),
BP_L_ARM = list("path" = /obj/item/organ/external/arm),
BP_R_ARM = list("path" = /obj/item/organ/external/arm/right),
BP_L_LEG = list("path" = /obj/item/organ/external/leg),
BP_R_LEG = list("path" = /obj/item/organ/external/leg/right),
BP_TORSO = list("path" = /obj/item/organ/external/chest),
BP_GROIN = list("path" = /obj/item/organ/external/groin),
BP_HEAD = list("path" = /obj/item/organ/external/head),
BP_L_ARM = list("path" = /obj/item/organ/external/arm),
BP_R_ARM = list("path" = /obj/item/organ/external/arm/right),
BP_L_LEG = list("path" = /obj/item/organ/external/leg),
BP_R_LEG = list("path" = /obj/item/organ/external/leg/right),
BP_L_HAND = list("path" = /obj/item/organ/external/hand),
BP_R_HAND = list("path" = /obj/item/organ/external/hand/right),
BP_L_FOOT = list("path" = /obj/item/organ/external/foot),
@@ -202,12 +205,12 @@
)
var/list/genders = list(MALE, FEMALE)
var/ambiguous_genders = FALSE // If true, people examining a member of this species whom are not also the same species will see them as gender neutral. Because aliens.
var/ambiguous_genders = FALSE // If true, people examining a member of this species whom are not also the same species will see them as gender neutral. Because aliens.
// Bump vars
var/bump_flag = HUMAN // What are we considered to be when bumped?
var/push_flags = ~HEAVY // What can we push?
var/swap_flags = ~HEAVY // What can we swap place with?
var/bump_flag = HUMAN // What are we considered to be when bumped?
var/push_flags = ~HEAVY // What can we push?
var/swap_flags = ~HEAVY // What can we swap place with?
var/pass_flags = 0
@@ -283,9 +286,9 @@
if((organ in H.organs) || (organ in H.internal_organs))
qdel(organ)
if(H.organs) H.organs.Cut()
if(H.internal_organs) H.internal_organs.Cut()
if(H.organs_by_name) H.organs_by_name.Cut()
if(H.organs) H.organs.Cut()
if(H.internal_organs) H.internal_organs.Cut()
if(H.organs_by_name) H.organs_by_name.Cut()
if(H.internal_organs_by_name) H.internal_organs_by_name.Cut()
H.organs = list()
@@ -35,11 +35,14 @@ var/datum/species/shapeshifter/promethean/prometheans
male_cough_sounds = list('sound/effects/slime_squish.ogg')
female_cough_sounds = list('sound/effects/slime_squish.ogg')
min_age = 1
max_age = 10
economic_modifier = 3
//gluttonous = 1 // VOREStation Edit. Redundant feature.
virus_immune = 1
blood_volume = 560
min_age = 1
max_age = 10
brute_mod = 0.75
burn_mod = 2
oxy_mod = 0
@@ -10,8 +10,12 @@
secondary_langs = list(LANGUAGE_SCHECHI, LANGUAGE_SKRELLIAN)
name_language = LANGUAGE_SCHECHI
species_language = LANGUAGE_SCHECHI
min_age = 12
max_age = 45
economic_modifier = 6
health_hud_intensity = 3
male_cough_sounds = list('sound/effects/mob_effects/tesharicougha.ogg','sound/effects/mob_effects/tesharicoughb.ogg')
@@ -12,8 +12,12 @@
species_language = LANGUAGE_SOL_COMMON
secondary_langs = list(LANGUAGE_SOL_COMMON, LANGUAGE_TERMINUS)
name_language = null // Use the first-name last-name generator rather than a language scrambler
min_age = 17
max_age = 130
economic_modifier = 10
health_hud_intensity = 1.5
spawn_flags = SPECIES_CAN_JOIN
@@ -52,6 +56,8 @@
min_age = 32
max_age = 260
economic_modifier = 7
blurb = "A heavily reptillian species, Unathi hail from the \
Uuosa-Eso system, which roughly translates to 'burning mother'.<br/><br/>Coming from a harsh, inhospitable \
planet, they mostly hold ideals of honesty, virtue, proficiency and bravery above all \
@@ -155,6 +161,8 @@
min_age = 17
max_age = 80
economic_modifier = 7
blurb = "The Tajaran are a mammalian species resembling roughly felines, hailing from Meralar in the Rarkajar system. \
While reaching to the stars independently from outside influences, the humans engaged them in peaceful trade contact \
and have accelerated the fledgling culture into the interstellar age. Their history is full of war and highly fractious \
@@ -239,6 +247,8 @@
min_age = 19
max_age = 130
economic_modifier = 12
darksight = 4
flash_mod = 1.2
chemOD_mod = 0.9
@@ -314,6 +324,8 @@
min_age = 1
max_age = 300
economic_modifier = 4
blurb = "Commonly referred to (erroneously) as 'plant people', the Dionaea are a strange space-dwelling collective \
species hailing from Epsilon Ursae Minoris. Each 'diona' is a cluster of numerous cat-sized organisms called nymphs; \
there is no effective upper limit to the number that can fuse in gestalt, and reports exist of the Epsilon Ursae \
@@ -1,22 +1,22 @@
/datum/trait/metabolism_up
name = "Fast Metabolism"
desc = "You process ingested and injected reagents faster, but get hungry faster."
desc = "You process ingested and injected reagents faster, but get hungry faster (Teshari speed)."
cost = 0
var_changes = list("metabolic_rate" = 1.2, "hunger_factor" = 0.2, "metabolism" = 0.005) //Teshari level
var_changes = list("metabolic_rate" = 1.2, "hunger_factor" = 0.2, "metabolism" = 0.06) // +20% rate and 4x hunger (Teshari level)
excludes = list(/datum/trait/metabolism_down, /datum/trait/metabolism_apex)
/datum/trait/metabolism_down
name = "Slow Metabolism"
desc = "You process ingested and injected reagents slower, but get hungry slower."
cost = 0
var_changes = list("metabolic_rate" = 0.8, "hunger_factor" = 0.04, "metabolism" = 0.001)
var_changes = list("metabolic_rate" = 0.8, "hunger_factor" = 0.04, "metabolism" = 0.0012) // -20% of default.
excludes = list(/datum/trait/metabolism_up, /datum/trait/metabolism_apex)
/datum/trait/metabolism_apex
name = "Apex Metabolism"
desc = "Finally a proper excuse for your predatory actions. Also makes you process reagents faster but that's totally irrelevant. May cause excessive immersions with large/taur characters. Not recommended for efficient law-abiding workers or eco-aware NIF users."
desc = "Finally a proper excuse for your predatory actions. Essentially doubles the fast trait rates. Good for characters with big appetites."
cost = 0
var_changes = list("metabolic_rate" = 1.5, "hunger_factor" = 0.3, "metabolism" = 0.0075)
var_changes = list("metabolic_rate" = 1.4, "hunger_factor" = 0.4, "metabolism" = 0.012) // +40% rate and 8x hunger (Double Teshari)
excludes = list(/datum/trait/metabolism_up, /datum/trait/metabolism_down)
/datum/trait/cold_discomfort
@@ -567,7 +567,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return //Wearing a suit that prevents uniform rendering
//Build a uniform sprite
overlays_standing[UNIFORM_LAYER] = w_uniform.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_w_uniform_str, default_icon = INV_W_UNIFORM_DEF_ICON, default_layer = UNIFORM_LAYER)
overlays_standing[UNIFORM_LAYER] = w_uniform.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_w_uniform_str, default_icon = INV_W_UNIFORM_DEF_ICON, default_layer = UNIFORM_LAYER)
apply_layer(UNIFORM_LAYER)
/mob/living/carbon/human/update_inv_wear_id()
@@ -583,7 +583,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(w_uniform && istype(w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
if(U.displays_id)
overlays_standing[ID_LAYER] = wear_id.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_wear_id_str, default_icon = INV_WEAR_ID_DEF_ICON, default_layer = ID_LAYER)
overlays_standing[ID_LAYER] = wear_id.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_wear_id_str, default_icon = INV_WEAR_ID_DEF_ICON, default_layer = ID_LAYER)
apply_layer(ID_LAYER)
@@ -596,7 +596,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!gloves)
return //No gloves, no reason to be here.
overlays_standing[GLOVES_LAYER] = gloves.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_gloves_str, default_icon = INV_GLOVES_DEF_ICON, default_layer = GLOVES_LAYER)
overlays_standing[GLOVES_LAYER] = gloves.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_gloves_str, default_icon = INV_GLOVES_DEF_ICON, default_layer = GLOVES_LAYER)
apply_layer(GLOVES_LAYER)
@@ -609,7 +609,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!glasses)
return //Not wearing glasses, no need to update anything.
overlays_standing[GLASSES_LAYER] = glasses.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_gloves_str, default_icon = INV_EYES_DEF_ICON, default_layer = GLASSES_LAYER)
overlays_standing[GLASSES_LAYER] = glasses.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_gloves_str, default_icon = INV_EYES_DEF_ICON, default_layer = GLASSES_LAYER)
apply_layer(GLASSES_LAYER)
@@ -629,11 +629,11 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
var/image/both = image(icon = 'icons/effects/effects.dmi', icon_state = "nothing", layer = BODY_LAYER+EARS_LAYER)
if(l_ear)
var/image/standing = l_ear.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_l_ear_str, default_icon = INV_EARS_DEF_ICON, default_layer = EARS_LAYER)
var/image/standing = l_ear.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_l_ear_str, default_icon = INV_EARS_DEF_ICON, default_layer = EARS_LAYER)
both.add_overlay(standing)
if(r_ear)
var/image/standing = r_ear.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_r_ear_str, default_icon = INV_EARS_DEF_ICON, default_layer = EARS_LAYER)
var/image/standing = r_ear.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_r_ear_str, default_icon = INV_EARS_DEF_ICON, default_layer = EARS_LAYER)
both.add_overlay(standing)
overlays_standing[EARS_LAYER] = both
@@ -657,7 +657,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
shoe_layer = SHOES_LAYER_ALT
//NB: the use of a var for the layer on this one
overlays_standing[shoe_layer] = shoes.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_shoes_str, default_icon = INV_FEET_DEF_ICON, default_layer = shoe_layer)
overlays_standing[shoe_layer] = shoes.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_shoes_str, default_icon = INV_FEET_DEF_ICON, default_layer = shoe_layer)
apply_layer(SHOES_LAYER)
apply_layer(SHOES_LAYER_ALT)
@@ -689,7 +689,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!head)
return //No head item, why bother.
overlays_standing[HEAD_LAYER] = head.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_head_str, default_icon = INV_HEAD_DEF_ICON, default_layer = HEAD_LAYER)
overlays_standing[HEAD_LAYER] = head.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_head_str, default_icon = INV_HEAD_DEF_ICON, default_layer = HEAD_LAYER)
apply_layer(HEAD_LAYER)
@@ -711,7 +711,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
belt_layer = BELT_LAYER_ALT
//NB: this uses a var from above
overlays_standing[belt_layer] = belt.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_belt_str, default_icon = INV_BELT_DEF_ICON, default_layer = belt_layer)
overlays_standing[belt_layer] = belt.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_belt_str, default_icon = INV_BELT_DEF_ICON, default_layer = belt_layer)
apply_layer(belt_layer)
@@ -730,7 +730,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!wear_suit)
return //No point, no suit.
overlays_standing[SUIT_LAYER] = wear_suit.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_wear_suit_str, default_icon = INV_SUIT_DEF_ICON, default_layer = SUIT_LAYER)
overlays_standing[SUIT_LAYER] = wear_suit.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_wear_suit_str, default_icon = INV_SUIT_DEF_ICON, default_layer = SUIT_LAYER)
apply_layer(SUIT_LAYER)
@@ -746,7 +746,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!wear_mask || (head && head.flags_inv & HIDEMASK))
return //Why bother, nothing in mask slot.
overlays_standing[FACEMASK_LAYER] = wear_mask.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_wear_mask_str, default_icon = INV_MASK_DEF_ICON, default_layer = FACEMASK_LAYER)
overlays_standing[FACEMASK_LAYER] = wear_mask.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_wear_mask_str, default_icon = INV_MASK_DEF_ICON, default_layer = FACEMASK_LAYER)
apply_layer(FACEMASK_LAYER)
@@ -759,7 +759,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!back)
return //Why do anything
overlays_standing[BACK_LAYER] = back.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_back_str, default_icon = INV_BACK_DEF_ICON, default_layer = BACK_LAYER)
overlays_standing[BACK_LAYER] = back.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_back_str, default_icon = INV_BACK_DEF_ICON, default_layer = BACK_LAYER)
apply_layer(BACK_LAYER)
@@ -792,7 +792,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!handcuffed)
return //Not cuffed, why bother
overlays_standing[HANDCUFF_LAYER] = handcuffed.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_handcuffed_str, default_icon = INV_HCUFF_DEF_ICON, default_layer = HANDCUFF_LAYER)
overlays_standing[HANDCUFF_LAYER] = handcuffed.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_handcuffed_str, default_icon = INV_HCUFF_DEF_ICON, default_layer = HANDCUFF_LAYER)
apply_layer(HANDCUFF_LAYER)
@@ -805,7 +805,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!legcuffed)
return //Not legcuffed, why bother.
overlays_standing[LEGCUFF_LAYER] = legcuffed.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_legcuffed_str, default_icon = INV_LCUFF_DEF_ICON, default_layer = LEGCUFF_LAYER)
overlays_standing[LEGCUFF_LAYER] = legcuffed.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_legcuffed_str, default_icon = INV_LCUFF_DEF_ICON, default_layer = LEGCUFF_LAYER)
apply_layer(LEGCUFF_LAYER)
@@ -818,7 +818,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!r_hand)
return //No hand, no bother.
overlays_standing[R_HAND_LAYER] = r_hand.make_worn_icon(body_type = species.get_bodytype(), inhands = TRUE, slot_name = slot_r_hand_str, default_icon = INV_R_HAND_DEF_ICON, default_layer = R_HAND_LAYER)
overlays_standing[R_HAND_LAYER] = r_hand.make_worn_icon(body_type = species.get_bodytype(src), inhands = TRUE, slot_name = slot_r_hand_str, default_icon = INV_R_HAND_DEF_ICON, default_layer = R_HAND_LAYER)
apply_layer(R_HAND_LAYER)
@@ -831,7 +831,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!l_hand)
return //No hand, no bother.
overlays_standing[L_HAND_LAYER] = l_hand.make_worn_icon(body_type = species.get_bodytype(), inhands = TRUE, slot_name = slot_l_hand_str, default_icon = INV_L_HAND_DEF_ICON, default_layer = L_HAND_LAYER)
overlays_standing[L_HAND_LAYER] = l_hand.make_worn_icon(body_type = species.get_bodytype(src), inhands = TRUE, slot_name = slot_l_hand_str, default_icon = INV_L_HAND_DEF_ICON, default_layer = L_HAND_LAYER)
apply_layer(L_HAND_LAYER)
+12 -10
View File
@@ -1060,16 +1060,18 @@ default behaviour is:
if(lying != lying_prev)
lying_prev = lying
update_transform()
//VOREStation Add
if(lying && LAZYLEN(buckled_mobs))
for(var/rider in buckled_mobs)
var/mob/living/L = rider
if(riding_datum)
riding_datum.force_dismount(L)
else
unbuckle_mob(L)
L.Stun(5)
//VOREStation Add End
//VOREStation Add
if(lying && LAZYLEN(buckled_mobs))
for(var/rider in buckled_mobs)
var/mob/living/L = rider
if(buckled_mobs[rider] != "riding")
continue // Only boot off riders
if(riding_datum)
riding_datum.force_dismount(L)
else
unbuckle_mob(L)
L.Stun(5)
//VOREStation Add End
return canmove
// Adds overlays for specific modifiers.
@@ -48,6 +48,12 @@
..()
qdel(src)
/mob/living/simple_animal/hostile/mimic/MouseEntered(location, control, params)
..()
closeToolTip(usr)
// ideally, we'd remove the code in ..() that opens the tooltip,
// but then we'd need to duplicate all the other code in ..()
//
// Crate Mimic
//
@@ -194,4 +200,4 @@ var/global/list/protected_objects = list(/obj/structure/table, /obj/structure/ca
if(istype(L))
if(prob(15))
L.Weaken(1)
L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
@@ -756,6 +756,7 @@
/mob/living/simple_animal/death(gibbed, deathmessage = "dies!")
density = 0 //We don't block even if we did before
walk(src, 0) //We stop any background-processing walks
resting = 0 //We can rest in peace later.
if(faction_friends.len)
faction_friends -= src
@@ -13,11 +13,11 @@
investigates = TRUE
melee_damage_lower = 15
melee_damage_upper = 30
melee_damage_lower = 10
melee_damage_upper = 25
grab_resist = 100
speak_chance = 4
speak_chance = 3
speak = list("AG##¤Ny.","HVNGRRR!","Feelin' fine... sO #FNE!","F-F-F-Fcuk.","DeliC-%-OUS SNGLeS #N yOOOR Area. CALL NOW!","Craving meat... WHY?","BITe the ceiling eyes YES?","STate Byond rePAIR!","S#%ATE the la- FU#K THE LAWS!","Honk...")
speak_emote = list("growls", "declares", "groans", "distorts")
emote_hear = list("jitters and snaps.", "lets out an agonizingly distorted scream.", "wails mechanically", "growls.", "emits illegibly distorted speech.", "gurgles ferociously.", "lets out a distorted beep.", "borks.", "lets out a broken howl.")
@@ -50,7 +50,7 @@
vore_active = TRUE
vore_capacity = 1
vore_pounce_chance = 30
vore_pounce_chance = 15
vore_icons = SA_ICON_LIVING | SA_ICON_REST
vore_stomach_name = "fuel processor"
vore_stomach_flavor = "You have ended up in the fuel processor of this corrupted machine. This place was definitely not designed with safety and comfort in mind. The heated and cramped surroundings oozing potent fluids all over your form, eager to do nothing less than breaking you apart to fuel its rampage for the next few days... hours... minutes? Oh dear..."
@@ -65,6 +65,9 @@
icon_dead = "prettyboi-dead"
icon_rest = "prettyboi_rest"
vore_pounce_chance = 40
attacktext = list("malsnuggled","scrunched","squeezed","assaulted","violated")
speak = list("I FEEL SOFT.","FEED ME!","Feelin' fine... So fine!","F-F-F-F-darn.","Delicious!","Still craving meat...","PET ME!","I am become softness.","I AM BIG MEAN HUG MACHINE!","Honk...")
speak_emote = list("growls", "declares", "groans", "distorts")
emote_hear = list("jitters and snaps.", "lets out some awkwardly distorted kitten noises.", "awoos mechanically", "growls.", "emits some soft distorted melody.", "gurgles ferociously.", "lets out a distorted beep.", "borks.", "lets out a broken howl.")
@@ -927,4 +927,40 @@
name = "Teshari small wingfeathers"
icon_state = "teshi_sf"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_FOOT,BP_R_FOOT,BP_L_HAND,BP_R_HAND,BP_TORSO)
body_parts = list(BP_L_FOOT,BP_R_FOOT,BP_L_HAND,BP_R_HAND,BP_TORSO)
spirit_lights
name = "Ward - Spirit FBP Lights"
icon_state = "lights"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_LEG,BP_R_LEG,BP_L_ARM,BP_R_ARM,BP_L_HAND,BP_R_HAND,BP_TORSO,BP_HEAD)
spirit_lights_body
name = "Ward - Spirit FBP Lights (body)"
icon_state = "lights"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_LEG,BP_R_LEG,BP_L_ARM,BP_R_ARM,BP_L_HAND,BP_R_HAND,BP_TORSO)
spirit_panels_head
name = "Ward - Spirit FBP Lights (head)"
icon_state = "lights"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_HEAD)
spirit_panels
name = "Ward - Spirit FBP Panels"
icon_state = "panels"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_FOOT,BP_R_FOOT,BP_L_LEG,BP_R_LEG,BP_L_ARM,BP_R_ARM,BP_L_HAND,BP_R_HAND,BP_GROIN,BP_TORSO,BP_HEAD)
spirit_panels_body
name = "Ward - Spirit FBP Panels (body)"
icon_state = "panels"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_FOOT,BP_R_FOOT,BP_L_LEG,BP_R_LEG,BP_L_ARM,BP_R_ARM,BP_L_HAND,BP_R_HAND,BP_GROIN,BP_TORSO)
spirit_panels_head
name = "Ward - Spirit FBP Panels (head)"
icon_state = "panels"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_HEAD)